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Powers

  • Plant Control > Spirit Tree: Fixed a bug where this power could be repelled moving it away from its visual fx.
  • Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes.
  • Epic > Dark Mastery > Soul Consumption:
    • Fixed a bug where the Defender version of this power was recharging in 1000s instead of 600s.
    • Fixed a bug where the endurance drain and +end of the Defender version of the power was scale 2 instead of scale 1, as the other versions.
  • Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.
  • Psionic Armor > Impose Presence: Fixed an issue where this power was available at level 10 instead of level 8.
  • Confuse: Fixed an issue where most AVs and GMs became highly resistant to confuse.
  • Regeneration > Reactive Regeneration:

    • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.

    • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.

    • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.

    • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.

 


Costume

Costumes Fixes

  • Fixed Asymmetrical Gloves on Huge Robe and Jacket that were using the wrong models and rendering incorrectly.
  • Fixed Asymmetrical Gloves on Female Sleeveless Jacket that were using the wrong models and rendering incorrectly.

 


Zones

Kallisti Wharf

  • Fixed errant spawn exit points on the Kallisti Wharf supergroup base portal causing players to become stuck.
  • Fixed an area on the east side that caused pedestrians to accumulate without escape.
  • Fixed pathing beacons to indoor locations.
  • Moved a plaque out of the pedestrian walking path.

 

Labyrinth of Fog

  • Fixed a variable error that caused the Minotaur's 'moo' sound effect to not play.

 


Rewards

Aether Reward Fixes

  • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Luminous - Restored previous customization, labeled 'Eyes and Body' for clarity.
  • Merit_Costume_Power.png.76fcd192f7ed2a3e5493bb0a8b5333a4.png Effect: Umbral - Restored previous customization, labeled 'Eyes and Body' for clarity.

 


Tasks

General - Advanced Mode

  • Arachnos Soldiers/Arachnos Widows who own the Bane/Night Widow stealth powers are not targeted by map-wide DoT effects.

 

Erin West - 'Cutting Back Old Growth'

  • Renamed the Alpha Team members.
  • Removing need for players to turn in the final mission.

 

Alexander the Great - 'Know They Enemy'

  • Added visual clarity to the last portal the player needs to take in the finale mission.
  • Text clean up.

 

Robert Kogan - 'The Sunlight and the Spotlight'

  • Fixed badge not granting at arc completion.
    • Those who previously completed the arc will receive the badge retroactively.
  • Fixed dialog tags and arcvars.
  • Removing need for players to turn in the final mission.
  • Added missing moral choice rewards to Kogan.
  • Fixed a gender reference in Kogan.
  • Fixing Major Benjamin's dialog so it doesn't fire all at once.

 

Dap-Dap the Deal Maka' - 'Mergers and Acquisitions'

  • Mission 1: Glowie that is tied to Skulls arc completion is now what unlocks the back door, allowing full team access without teleportation from team leader.
  • Mission 2: Glowie added that depends on team leader owning the Illusionist badge, unlocks secret room, allowing full team access without teleportation from team leader.
  • Mission 5: Additional script redundancy awarding the ArcVar for the Dreck Ambush scenario and awarding the bonus mission.
  • Fixes to mini maps for various missions.
  • Fixed a typo in the lab turrets.
  • Changes to finale to prevent softlock.
  • Changes Dap-Dap's behaviors to go back to Combat once he's recovered from being downed.

 


Enemies

The Awakened

  • Lowered Conduit Psychic Battery from 40% to-hit to 10%, 20% damage buff to 16%.
  • Lowered Psionic Blast damage from scale 2.12 to scale 1.8.
  • Standardized Psionic Wounds to scale 1.64 DoT.

 

Blackwing

  • Increased Coordinator Mind Link defense from 10% to 15%.
  • Increased Psionic Coordination defense from 5% to 7.5%.

 

Freaklok

  • Removed Accelerate Metabolism from Freaklok Eidolon.
  • Increased Freaklok Eidolon Focus defense from 20% to 30%.
  • Removed Heart of Darkness from Freaklok Eidolon.
  • Removed Focus from Shambling Luminous Eidolon.
  • Removed Dark Regeneration from Shambling Mire Eidolon.
  • Removed Oppressive Gloom from Shambling Murk Eidolon.
  • Fixed some versions of Immolation with mismatched effects from other versions (all should now be a tohit/damage/recharge buff).

 

Nemesis Automatons

  • Fixed General Automaton with 300% instead of 30% psionic resistance.

 

Vanguard

  • Assault and Tactics updated to pseudotoggles that can be suppressed with mez or end drain.
  • Increased Bayonet animation time from 1.17s to 1.67s.
  • Decreased Burst animation time from 2.2s to 1s.
  • Plasma Blast given its own custom fx (was using Willie Pete Round's), increased recharge from 4s to 8s, decreased regeneration debuff from 500% for 30s to 200% for 15s.
  • Decreased SIGIL Round animation time from 3.83s to 2.17s.
  • Fixed Willie Pete Round using old pseudopet setup instead of maintargetonly flag.
  • Fixed Defense Aura having an activateperiod of 20s instead of 4s, missing an endurance cost and recharge time.
  • Fixed Freezing Sphere being a ranged attack instead of a melee AoE.
  • Decreased Ice Blast damage from scale 1.64 to scale 1.32, increased recharge from 5s to 6s.
  • Increased Life Drain damage from scale 1.0 to scale 1.64.
  • Fixed Vanguard Rifles and Claws having desynced attack fx on initial weapon draw.
  • Fixed Focus and Shockwave having swapped attack fx.
  • Fixed Vanguard Claws attack ranges being copied from endurance costs.

 

Warriors

  • Decreased Reflexes defense from 15% to 10%.
  • Increased Practiced Brawler defense from 15% to 30%.
  • Increased Heightened Senses defense from 15% and 5% to 30% and 10%.

 

Wyvern

  • Removed Talon Flash Arrow from Wing Raptor Agent.
  • Removed Eagle Eye from all Wyvern that appear in missions (still retained in overworld).
  • Increased Sting Agent and Raptor Agent piercing arrow resistance debuff from 5% to 10%.
  • Removed disorient protection/resistance from Body Armor, added perception debuff resistance.
  • Fixed a few Wyvern units missing Body Armor.

 

Various

  • Increased reward scales for various Awakened, Freaklok, Gold Brickers, Paragon Police, Skulls, Vanguard, Warriors, and Wyvern to be more appropriate for their respective difficulty levels.

 


Mission Maps

Igneous Lava Cave

  • Fixed a minimap extents error on this mission map.

 


Miscellaneous

Name Tags

  • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.
Posted
1 hour ago, The Curator said:

Robert Kogan - 'The Sunlight and the Spotlight'

  • Fixed badge not granting at arc completion.
    • Those who previously completed the arc will receive the badge retroactively.

Can confirm when my char who did the Kogan arc logged in, the badge had been awarded.

  • Like 1
Posted
2 hours ago, The Curator said:
  • Regeneration > Second Wind: Fix for an issue where refreshing this power before it has expired would result in no refreshing of the self resurrect effect.

In case anyone's wondering, the bug where it doesn't work on characters under level 35 also seems to be fixed on the beta server.

  • Thanks 1
Posted
3 hours ago, The Curator said:

Regeneration > Reactive Regeneration:

  • [PvP only] Corrected a bug where only Brutes got the base +regen reduction change, change now also applies to Scrappers, Stalkers and Tankers.

  • [PvP only] Reduced +regeneration stacks from scale 0.25 to scale 0.08.

  • [PvP only] Regen Resistance granted by stacks in this power has been removed in PvP.

  • [PvP only] Reverted the removal of -Regen Resistance, as it was removed from the incorrect power.

 

Does this mean the Instant Healing change is being reverted as well?

  • Regeneration > Instant Healing [PvP only]

    • [PvP only] Reduced unenhanceable regeneration from scale 6.00 to scale 4.00

 

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted
4 hours ago, The Curator said:

Miscellaneous

Name Tags

  • When using a name tag such as Helper, Help Me, or Roleplayer, your name color is no longer changed.

While I enjoyed using this to make a gold name as much as anyone (purple names were cool too, but I didn't want to add the Roleplayer or Help Me tag if inappropriate... I was always happy to help others)... this is probably for the best overall.

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Posted

image.png.aca29efcf358ab76a714f79347eb1a64.pngimage.png.d6892b84e9831a7e41a501e5a9d8c1ed.pngimage.png.629ae3675134afba97d37b1b58de900c.pngimage.png.e17b8f16da2a9724fd9a4724e9143c47.png

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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted (edited)
2 hours ago, Starhammer said:

While I enjoyed using this to make a gold name as much as anyone (purple names were cool too, but I didn't want to add the Roleplayer or Help Me tag if inappropriate... I was always happy to help others)... this is probably for the best overall.

From the discussion I had about this change, my understanding is the HC Team is trying to address an issue that affects players who have visual impairment or experience issues with color distinction in game. They are doing so with this short term solution because it would otherwise be an intensive code change. I got the impression that an alternative method may be implemented in the future to allow players to customize their player names, though there was no guarantee because volunteers only got so much time and energy. 

 

Edit: I'll also add something that I was only recently made aware of with the role title markers, which is that they aren't intended to be used solely for the purpose of player name color customization - rather they are meant to help new players solicit assistance, indicate players who are roleplaying, and highlight which players are willing to help others. 

 

As someone with a gold title from 2020, I've maintained the Helper role on my main character to enable an all gold player name, title, badge, etc. This change makes it so my character does not stand out among large groups of enemies or players. However, since the purpose of the role tag is to make it clear to other players that I am willing to help them, this change still allows that. 

Edited by Glacier Peak
  • Like 1
Posted
5 hours ago, Glacier Peak said:

From the discussion I had about this change, my understanding is the HC Team is trying to address an issue that affects players who have visual impairment or experience issues with color distinction in game. They are doing so with this short term solution because it would otherwise be an intensive code change. I got the impression that an alternative method may be implemented in the future to allow players to customize their player names, though there was no guarantee because volunteers only got so much time and energy. 

 

Edit: I'll also add something that I was only recently made aware of with the role title markers, which is that they aren't intended to be used solely for the purpose of player name color customization - rather they are meant to help new players solicit assistance, indicate players who are roleplaying, and highlight which players are willing to help others. 

 

As someone with a gold title from 2020, I've maintained the Helper role on my main character to enable an all gold player name, title, badge, etc. This change makes it so my character does not stand out among large groups of enemies or players. However, since the purpose of the role tag is to make it clear to other players that I am willing to help them, this change still allows that. 

I was never under the impression that allowing players to change the color of their name was intended, merely a side effect, and frankly, it's loss is not significant as the roles themselves still hold color. 

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