Jump to content

Recommended Posts

  • Developer
Posted

 

i28p3p1banner.png.1b3c0fdd979950d975a076ff5fe8eecf.png



💥 Patch Notes - Issue 28: Legacy, Page 3 💥



What's New in Issue 28, Page 3?

Marquee Features

  • New Expanded +5 & Incarnate +6/+7 Difficulty Options!
  • Kallisti Wharf Task Force - Marigold 'Zoe' Langston's Task Force!
  • Labyrinth of Fog Expansion + Repeatable Rank-Shifted Missions!
  • New Story Arc in Kallisti Wharf!

 

Powers & Gameplay Adjustments

  • New Powerset - Sonic Melee!
  • Masterminds - Even-Con Minion and Lieutenant Pets!

 

Various Adjustments, Improvements & Fixes

  • Badge Progress Tracker!
  • Character Info Window Customization!

 


Marquee Features


New Expanded +5 & Incarnate +6/+7 Difficulty Options (Focused Feedback)

Additions

  • New higher difficulty options +5/+6/+7 have been added.
  • +6 and +7 difficulty will only function when on Incarnate content such as Dark Astoria or Cimerora Incarnate repeatables, otherwise it will default to +5 anywhere else.
  • Difficulty change options have been moved from the chat pop-menu to the Mission/Task tab found under the Navigation window.

difficultyoptions.PNG.fbd1794b6b84d0d7624d34be707dd4e9.PNG

  • Visibility of the new higher difficulties require the following:
    • +5 - if you have Apha, Destiny or Lore + Well Drinker or Incarnate
    • +6 - if you have Destiny or Lore + Well Drinker or Incarnate
    • +7 - if you have Destiny + Well Drinker or Incarnate
    • You can still use /setdifficultylevel 7 to ignore those checks, but don't say we didn't warn you!
  • Enemy groups that spawned at Level 54 have had their base level range extended up to Level 55.
    • Mission modifiers can sometimes swing this to spawn to +1s!
  • Incarnate enemy groups (higher base ToHit%) have had their level range extended up to Level 60.
  • Existing content that is not impacted by the difficulty changes:
    • Incarnate Trials
    • LFG Trials
    • Mothership Raids
    • Labyrinth of Fog

 


New Task Force

The Golden Rule - Marigold 'Zoe' Langston's Task Force (Level 40-50) (Focused Feedback)

“Langston Corporation has been perpetually busy since their arrival in Kallisti Wharf, and it's now been revealed that they've been collaborating on a joint project with Portal Corporation. One that Marigold Langston promises will change the inter-dimensional landscape forever!

Unfortunately, an emergency has struck that threatens to throw the whole project into disarray: Nemesis has kidnapped several key Langston Corp scientists in an effort to steal the technology himself, or if nothing else, ensure it can never be used against him.

 

Marigold Langston has received official clearance from Paragon City to assemble a super-powered task force of competent individuals who aren't afraid of the threat posed by the Prussian Prince of Automatons. This job will involve delivering a counter-offensive to Nemesis' operations, something not many can claim to have done, but the Gold Bricker's heiress has some tricks of her own she believes will even the odds."

 

screenshot_250912-16-03-32.thumb.jpg.161840098ed1e9a34bc0276952080b36.jpg

 

  • CONTACT: Marigold 'Zoe' Langston  /thumbtack 477 -279 3903 
  • LOCATION: Kallisti Wharf
  • ALIGNMENT / LEVEL: Hero (+Co-op), Level 40-50.

 


New Story Arcs

Death Resurrected - Wylie Galloway (Level 40-50) (Focused Feedback)

"Wylie Galloway is an eccentric archivist for the Midnighters who is highly concerned about the numerous relics being traded throughout Kallisti Wharf. When he sends you to break up a Warriors relic auction, you discover the Skulls are strangely invested in buying magical weapons.

 

Why are the Skulls so interested in these artifacts, when before they never seemed to have much to do with the trade? And how did the Skulls gain so much power in the first place?"

 

screenshot_251105-07-24-41.thumb.jpg.9c2140570752bf4c47bd838261d25742.jpg

 

  • CONTACT: Wylie Galloway  /thumbtack 3564 84 3295
  • LOCATION: Kallisti Wharf
  • ALIGNMENT / LEVEL: Hero, Level 40-50

 


New Labyrinth of Fog Expansion (Focused Feedback)

screenshot_250912-16-12-01.thumb.jpg.bc7ea2e53cc1c1f71def7735c012bedd.jpg

 

General

  • Every Level Shift at +10 refreshes the decay timer back to the full 5 minutes. This means filling the bar at max level resets the timer.
  • The Benefactor in the Fog has become much more chatty recently, and has a number of new dialog options for those who have reached him inside the mysterious True Core of the Labyrinth.
  • Many strange masses of foggy growths have begun to appear in the zone, they writhe with a supernatural malevolence and possess the ability to infect and corrupt the Labyrinth's phantoms.
  • Gladiators in the Fog can now spawn corrupted 25% of the time, come at Level 55, and will attack on approach with a new powers.
  • Giant Monsters that spawn in this zone are now using more Fog-corrupted visuals and unique names.
  • All zone Giant Monsters now spawn with an internal Level of 54, equalizing their health pools.
    • Example: Kronos Titan will no longer take more time to kill than Jack In Irons.

 

  • Giant Monsters that spawn in this zone no longer drop their specific individual monster badges in order to promote more diversity without sacrificing other content offerings.

 

  • On Orange floors, new Fog Arch-villains now appear (3 always spawned concurrently in the zone at any given time). When one is defeated, another spawns instantly somewhere else.
    • These AVs have more health than normal, but standard regen. They spawn at Level 55, and scale to higher HP when more than 8 players are present.
    • They scale with the Labyrinth Shifts of the zone.
    • Defeating one of these AVs grants 2 Labyrinth Shifts to the zone meter.
    • These AVs can be one of over 70+ different recognizable signature characters!
    • Each AV drops 1 Unstable Aether and 2 Reward Merits per defeat. (Not zone-wide, players must hit the AV once for credit.)

 

  • When the Minotaur In The Fog is currently dead, all critters on floors other than Orange despawn to off-load zone critter logic stress to improve performance during raids.
  • The main door inside the zone has been converted into the Phantom Gateway, a monorail-style door with multiple destinations, depending on what's available to you:
    • Midnighter's Club
    • Labyrinth of Fog - Lobby (Requires being Level 45+ to enter the zone)
    • Labyrinth of Fog - Core (Requires the 'Slayer of the Minotaur' defeat badge. No longer requires 'Conqueror of the Labyrinth' badge.)
    • Labyrinth of Fog - Colonnade (Requires the 'Hidden In The Fog' exploration badge.)
    • Labyrinth of Fog - Font; Will show locked if the Minotaur is alive. (Requires owning the Mini Avatar of Achlys vanity pet.)
    • Labyrinth of Fog - Origin (Requires the new 'Lucid Dreamer' exploration badge.)

 

screenshot_251106-13-25-28.thumb.jpg.8ee1b355c3c548cb1b9cc95b6834f74e.jpg

destin.PNG.ed4e44781b6d18f64714d1801fb6791a.PNG

 

  •  badge_i28_accolade_labyrinth.png.466db724312d3c6adbd56491394cdc27.png The 'Conqueror of the Labyrinth' accolade badge no longer grants a teleport power.
  • Accolade_LabyrinthConqueror.png.73cf8ea2b4bbcc6bf4c7099de1a75b38.png Instead it now grants a Labyrinth content exclusive accolade buff power that grants +MaxHP and +MaxEnd, and is seen on your tray when in the zone: 
    • Essentially a second copy of Portal Jockey to buff your stats even higher while in the Labyrinth!

 

  • Temporary_LabyrinthRally.png.dcc1676e0a11c11a002bd233468b96d4.png Return From Fog is now available from everywhere in the zone.

 

Core of the Labyrinth

  • The Core of the Labyrinth is now a low-gravity area to make traversal possible without travel powers.
  • The Core of the Labyrinth area is now excluded from the zone-in safety check that moves you to the Lobby, meaning you can safely log out in there and not be moved upon logging back in. This is to ensure players can run the new repeat mission content without issue.
  • Visuals on the core have received polish such as lighting on torches and additional detail work.
  • The Violet Portal has been moved to the back and a new Chromatic Portal has taken its place.

 

  • A new trainer NPC has been added to the area: Warmaster Pentalabyrs  /thumbtack 558 10 2639 
    • Does not provide tailoring services.
  • Added an infinitely-respawning NPC who servers the purpose of a pylon DPS test and will report defeat times.

 

screenshot_250912-16-15-25.thumb.jpg.3c534da01c59bdab00edfaf337338f51.jpg

 

  • A new shop NPC has been added to the area: Dealer of Death  /thumbtack 446 -254 2441 
    • Provides START vendor services.
    • Sells inspirations out of a coffin.
    • Can sell items to them to open inventory space.
    • Has a special shop that exchanges goods for a new currency

 

  • A new repeat mission NPC has been added: The Watcher, Teleute  /thumbtack 412 -205 2783 
    • Is added to your contacts upon first interaction and can be called at any time after.
    • Located near where the Violet portal used to be.
    • Offers repeat missions that scale on difficulty and feature Rank-shifted enemies.

 

Font of Malevolence Raid

  • Rewrote how the Mythic Fog anchors are handled, now spawned and despawned by Lua, off-loading power system stress to hopefully improve zone performance during raids.
  • The weighting on the Font's Giant Monster spawn chances has been standardized.
  • The following have been added to the possible spawn pool, bringing the total GMs found up to 9:
    • P.E.A.C.E. Keeper
    • Kraken
    • Psychic Babbage
    • Eochai

 

  • At 1000 total points a foggy version of Lusca and eight tentacles will spawn.
    • All the tentacles must be defeated before the head can be damaged.
    • Defeating the new fog Lusca grants a bonus 1000 points to the score counter.

 

New Labyrinth Currency - Nightmare Obols

  • salvage_NightmareObol.png.608831da1fcad9612c4dfe7a18fbe4d7.png Nightmare Obol: New currency exclusive to Labyrinth activities that serves a purpose analogous to Vanguard Merits.
  • The currency drops from the following at these specific amounts:
    • Defeating a Gladiator In The Fog -> 1 Obol
    • Defeating a Corrupted Gladiator In The Fog -> 2 Obols
    • Defeating a Fog Arch-villain -> 3 Obols
    • Defeating a Labyrinth Guardian > 3 Obols
    • Defeating a Corrupted Labyrinth Guardian -> 4 Obols
    • Defeating a Fog Giant Monster -> 5 Obols
    • Completing a Trial of Combat mission (R/B/G/Y) -> 10 Obols
    • Defeating the Minotaur in the Fog / Avatar of Achlys -> 10 Obols
    • Completing a Trial of Combat mission (V/O) -> 15 Obols
    • Completing a Trial of Combat mission (W) -> 25 Obols

 

screenshot_250912-16-08-47.thumb.jpg.9a74ba5a133e432f293605c8fc473343.jpg

 

  • These are then spent in a shop offered by the Dealer of Death from his ship in the Core of the Labyrinth to purchase the following items:
    • Temporary_LabyrinthMoteBlack.png.d5c5bcfbc1c935e21a6996a66674c4a4.png Gladiator Mote Attunement: 1 Obol (Requires the Costume: Gladiator In the Fog power. Lasts until you leave the zone.)
    • Inspiration_Labyrinth.png.52b2a4500b33f130ba9462bae032c5dc.png Draught of Fog: Inspirations in bulk for 2 Obols each.
    • E_ICON_MeritToken.png.a542ab53c785acbb772f81363fa4b55f.png Convert to Reward Merits: 50 Obols -> 5 Reward Merits.
    • NightmareMarket_Phantom_CrestGladiator.png.5287bf9d19a2895b326fa9b20c12eb8d.png Phantom Costume Parts: 10 Obols each, 19 costume pieces total.
    • Temporary_WarWolfWhistle.png.b1ff8ae3bf5ccde74beb3df3878d3b87.png Oathsworn Gladiator: 1 summon charge for 200 Obols, 5 charges max (Labyrinth of Fog zone only.)
    • Temporary_EnemyPull.png.e6e599a4a8c2817ec05dce2c6af9d829.png Pull Through Fog: 5 uses of an Auto-hit Fold Space-like power for 100 Obols, 50 charges max. (Labyrinth of Fog zone and missions only.)
    • Temporary_ShadowStealth.png.8bfde429aabeeefffb5f01c8f687b514.png Shroud of Shadows: 30 minutes of Stealth toggle for 5 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.)
    • Temporary_NegativeShield.png.194a1ca855a5227d6269d6493da3f802.png Soulbound Armor: 30 minutes of +Def(Negative) and +Res(Negative) toggle for 20 Obols, 5 hour charge max. (Labyrinth of Fog zone and missions only.)
    • Labyrinth_SignaturePet_Power.png.78de5322cf12769f70f02bfa2b4fb511.png Pet: Mini Dealer of Death: Vanity pet reward for 10,000 Obols.

 

New Labyrinth Repeat Missions - Tests of Combat

  • New infinitely repeatable missions are offered by the new NPC added to the Core of the Labyrinth: The Watcher, Teleute

 

screenshot_250912-16-08-12.thumb.jpg.ffe162f6d96eef893a859cc2a7b52ed8.jpg

 

  • Once spoken to, is added to the player's contact list and can receive missions from them via call button.
  • Offers two missions, one from the Red/Blue/Yellow/Green pool, and the other from the Orange/Violet/White pool.
  • Each colored Test of Combat corresponds to enemies found on the various Labyrinth floors, and you'll encounter the same color-grouped enemies mixed together with Rank-shifts when playing these missions.
  • These Test of Combat missions respect players difficulty settings and will spawn at the size and level of the team leader.
  • At the end of each Test of Combat mission is one of the Four Generals of Achlys who serve as the mission's boss.
    • These spawn at Arch-villain rank, but can be lowered to Elite Boss via difficulty settings.

 

  • All of these missions use the new Phantom Gateway transit door found throughout the Labyrinth of Fog zone.
  • Meant as a means to farm Nightmare Obols that doesn't involve raiding and to be an alternative repeat content offering.
  • Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth.
    • Is added to the bottom rotation of Tests offered once the player owns the new 'Tested By Combat' badge for completing the first six Test types.
    • Can be on any of the maps seen in all Tests of Combat.
    • This mission sees you fight all four Generals of Achlys at the same time. (They should respect difficulty settings.)
    • All enemies in the mission are Rank-Shifted to Boss or Elite Boss rank.
    • Gladiators In The Fog spawn at x8 Difficulty. These count for the badge/vanity pet, drop 1 Obol per player, and a Drought of Fog Inspiration.
    • Completing this mission awards the new 'Chromatic Combatant' badge.
    • Rewards 25 Obols for completion.

 

Adjustments

  • Temporary_LabyrinthRally.png.b2f8d7f542c96527344060bcd6b4fbc7.png Players cannot Follow Through Fog to targets who are in darkness.
  • Temporary_LabyrinthRecall.png.effdc75ee4f54204bc636e831080bed4.png Escape From Fog power cannot be activated if you're already in the Entrance.

 

 


Tasks

General - Ouroboros

  • All Incarnate missions (that allow +3 Incarnate Shifts) are now in their own bucket in Ouroboros.

 

General - Task Forces

  • In all Task Force mission content, all enemies will respect the difficulty setting, no longer occasionally spawning +1's from room to room.

 

General - Advanced Mode

  • Standardized the rank names of the super AVs found in Advanced Mode and their reward payout amounts: 
    • Monster -> Monstrosity
    • Arch-Villain -> Super Villain
    • Hero -> Super Hero
  • This visual change impacts the following AVs on Advanced Mode:
    • Emperor Requiem (Aeon Strike Force)
    • Terra, The All-Mother (Aeon Strike Force)
    • Hero 1 (Aeon Strike Force)
    • Ripplesurge (Aeon Strike Force)
    • King Midas (Aeon Strike Force)
    • Emperor Romulus Augustus (Imperious Task Force)
    • Clockwork King (Lady Grey Task Force)
    • Delta K'ong (Lady Grey Task Force)
    • Omega K'ong (Lady Grey Task Force)
    • Hro'Dohtz (Lady Grey Task Force)
    • Flashfreeze (Zoe Task Force)
    • Golden Roller (Zoe Task Force)
    • Ye'ti (Zoe Task Force)
    • Paragon Subjugator 'Enlightenment' (Zoe Task Force)
    • Nemesis (Zoe Task Force)

 

Lady Grey's Task Force - Advanced Mode

  • Removed the check on the final mission that was misbehaving and removing the Hamidon Essence power.

 

Citadel's Task Force

  • The three Council missions in Independence Port are now assigned doors that are closer to the tram.

 

Dap-Dap's Story Arc - 'Mergers & Acquisitions'

  • Fixed graphical fallback on Dinner Spoon's chrome textures if reflections were turned off.

 


Badges

New Badges

Accolades

  • badge_i28_accolade_mazebreaker.png.5d2bd5c324cb8fc200d020184958b25e.png Mazebreaker - Obtain the following badges: Tested By Combat and Chromatic Combatant.
  • Accolade_Mazebreaker.png.c0f7c7a4d339f77669efa49576f68916.png Self: +Max Endurance (Labyrinth of Fog Only)

 

Accomplishments

  • badge_i28_ZTF_complete.png.839f8fe60e9edff92a676936506d63fc.png Heart of Gold - Complete Marigold 'Zoe' Langston's Task Force to earn this badge.
  • badge_i28_testsofcombat.png.5aff7d3301c8d7b15dcb68b07d6bb3f0.png Tested By Combat - Complete all six standard Tests of Combat offered by The Watcher, Teleute in the Core of the Labyrinth of Fog.
  • badge_i28_testofapathy.png.28d43f7f2e3586ab78c074ffd19323cc.png Chromatic Combatant - Complete the Test of Apathy offered by The Watcher, Teleute in the Core of the Labyrinth of Fog.
  • Psychopomp - Complete Wylie Galloway's Story Arc to earn this badge.

 

Achievements

  • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Snow Warning - Defeat Flashfreeze in Marigold 'Zoe' Langston's Task Force on Advanced Mode without anybody on the team being hit by her Cryonic Judgement special attack.Complete Marigold 'Zoe' Langston's Task Force to earn this badge.
  • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Jailbreaker - Defeat all five unique CHB prisoner arch-villains encountered during Marigold 'Zoe' Langston's Task Force to earn this badge.
  • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Subterranean Striker - Defeat all three arch-villain enemies while exploring underground in Marigold 'Zoe' Langston's Task Force on Advanced Mode to earn this badge.
  • badge_i28_ZTF_achievement.png.cf6b74a4e9ad7a3272d9d546d3d4a97b.png Knockback King / Queen - Defeat 50 enemies via [CRUNCH] on the final mission of Marigold 'Zoe' Langston's Task Force.
  • badge_i28_ZTF_master.png.7a4bd95c557cefa3306aeebbd3387c8a.png Master of Zoe's Task Force - Achieve the following special achievements during Marigold 'Zoe' Langston's Task Force: Snow Warning, Jailbreaker, Subterranean Striker, and Knockback King/Queen.

 

Defeats

  • badge_i28_defeat_hydra.png.8f49f7c502e125bd5bbb0f3805d8ee8c.png Mutated Marauder - Defeat 100 Hydra enemies to earn this badge.

 

Exploration

  • badge_i28_tourism_labyrinth.png.0e7182b8b4945f318d63bb55ad1b95ba.png Lucid Dreamer - Reach the Origin of Apotheosis inside the Labyrinth of Fog to earn this badge.

 

Adjustments

  • badge_i28_accolade_labyrinth.png.22254fd0c01d85e2bbf5a96ab46a8a7b.png Conqueror of the Labyrinth - Adjusted perk description in badge text to mention its new perk.

  • Accolade_LabyrinthConqueror.png.5803839e995acf7fc51b8cf653fd526d.png Self: +Max HP, +Max Endurance (Labyrinth of Fog Only)

 


Badge Tracker & Profile Customization (Focused Feedback)

Badge Tracker

  • New functionality added to track the progress of individual badges has been added via new window.
  • This can be accessed by selecting a badge you don't own and then clicking the track button.

badgetracker.PNG.04a93eadee2c0749287cbf9b6d68bc9a.PNG

badgetracker.PNG.f9c32bcb3697725c09954d7fa509dfba.PNG

 

  • Pin badge art to Personal Info window.
  • Hinted badges no longer show their name as "Unknown".

 

Profile Customization

  • Clicking on a badge in the Badges window no longer sets it as a title.
  • Changed the "Clear Badge Title" button to a Set/Clear toggle.

badgetitle.PNG.0de88bc4d199a9738284747cff86f444.PNG

 

  • Pin the selected badge art to your Personal Info window.

profilebadge.PNG.4836382054c300599fc4e93e63063eca.PNG

 

  • If no badge is selected, displays the City of Heroes promotional Origin images for the character!

profilebanner.PNG.f71a030cbd9a1ed4d271026c083a56f3.PNG

 

  • Add  /info_pin_badge  to pick a specific badge.
    • 0 to follow the selected one
    • -1 to always use the origin art
    • -2 to remove the art entirely.
  • The badge title of a targeted character will now update when their Info window is opened.

 


Costumes

New Costume Parts

  • Huge > Hats > Face > Troll*
    • *Hats and details that clip too much with this head are mutually exclusive when selecting it.

 


Rewards

Vanity Pets

  • The Four Generals of Achlys drop mini pet recipes of themselves at 1% (1 in 100) chance per defeat.

    • These recipes are tradeable on the Auction House.

 

  • The Giant Monster Nemesis that spawns during Nemesis Invasion zone events now drops 2 Unstable Aether and a 10% (1 in 10) drop chance at a mini pet recipe for a Mini Nemesis.

    • This recipe is tradeable on the Auction House.

 

  • Nemesis Bosses now drop a mini pet recipe for a Nemesis Jaeger at 0.1% (1 in 1000) chance per defeat.

    • This recipe is tradeable on the Auction House.

 

Salvage

  • Renamed 'Enhancement Converters' shop category to 'Enhancement Salvage' on Merit Vendors for clarity.
  • The following Invention Salvage have had their icons tweaked so that no salvage from the same category reuses the same icon twice:
    • Salvage_ExoticCompound_png.png.03914b37ffd26e2f0e0c01812e6ead32.png Temporal Sands 
    • Salvage_Treatise_png.png.4f0723c979da47adeb4cf9dd04862f8d.png Mathematic Proof
    • salvage_Notesold.png.5e2e9a52abc2161706f778b375d10d47.png Chemical Formula
    • Salvage_Ciafiles.png.a71a6ed8c98955c949f1e88251fac356.png Conspiratorial Evidence
    • Salvage_CrystalCodexFragments.png.e599eab8d2cb5cc6b15c271181230124.png Spell Scroll
    • Salvage_ArachnoidVenom.png.42c2161764c9d25fc24446b0e8b2849e.png Demonic Blood Sample
    • Salvage_Potions.png.f76d26116b233d03ddc9009855ec3fac.png Blood of the Incarnate
  • salvage_UnstableAetherParticle.png.cdd5bba9082dff3e31d85dbf7f185596.png Monstrous Aether salvage has been renamed to -> Unstable Aether and now primarily serves the purpose of being a sub-currency (3 to 1) of Prismatic Aether.
  • The Benevolabs vendor option for Monster Pet recipes has been retired as the buffed drop rates on recipes has rendered this option unneeded.

 

Combat Dummies

  • Combat Dummies are now their own category of power, and display on the player's information page.
    • The existing combat dummy accolade, the Vanguard MDC has already been converted into this new category.

 


Events

Nemesis Invasion

  • The Invasion Nemesis Giant Monster that spawns during the Nemesis Invasion event is now a Nemesis Cavalier.
  • Invasion Nemesis drops a mini pet recipe for a Mini Nemesis at a 10% (1 in 10) drop rate like other Giant Monsters.
    • Recipe can be traded and sold on the Auction House.

 


Enemies (Focused Feedback)

5th Column

  • Reichsman's Fist of Tyranny now only targets players.

 

Arachnos

  • Fixed Ghost Widow's Etherealise with bad AIFlag (kHeal instead of kHealAlly).
  • Fixed some Arachnos weapon attacks desynced FX on initial attack.

 

Carnival of Shadows

  • When Illusionists and Master Illusionists are Held, they now lose access to Phase Shift with a float that says 'Power Lost!'.
    • This is visualized with a black 'World of Confusion' bubble popping on them after being held.

 

Circle of Thorns

  • Mage Archus, the finale Arch-villain for the Ice Mistral Strike Force, now has a wholly unique powerset, instead of using a generic Mage boss powerset.

 

Coralax

  • Calystix the Shaper now has a new unique powerset when encountered at higher level such as in Captain Mako's Patron Arc.

 

Council

  • When Ascendants are Held, they now lose access to Shield with a float that says 'Power Lost!'

 

Freedom Phalanx

  • Numina now has the Ghost and Undead power tags.

 

Nemesis

Soldiers

  • Reduced Nemesis Rifle animation from 3.83s to 2.17s.
  • Reduced Bayonet animation from 2s to 1.67s, decreased recharge from 6s to 4s.
  • Removed interrupt from Triage, increased recharge from 8s to 10s.
  • Reduced Storm Rifle animation from 3.83s to 2.17s.
  • Reduced Flamethrower animation from 6s to 2.33s, decreased recharge from 10s to 8s.
  • Converted Gatling Gun from single target to cone, decreased damage from scale 2.856 to scale 1.989, decreased recharge from 10s to 6s.
  • Added Cutlass melee attack to Cuirasseur/Hussar/Dragoon critters.
  • Added Surgeon variants to Cuirasseur/Hussar/Dragoon critters with Triage, spawnlimit 4.

 

Jaegers

  • Increased Jaeger Mace disorient from mag 1 to mag 2.
  • Fixed Jaeger Saw checking melee instead of AoE defense, decreased recharge from 14s to 4s.
  • Reduced Jaeger Gun animation from 2s to 1.83s.
  • Reduced Jaeger Cannon animation from 2s to 1.83s, decreased recharge from 10s to 8s.
  • Reduced Gas Grenade animation from 2s to 1.83s.
  • Fixed Explode knockback not targeting foes.
  • Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability.
  • Removed 10% reward scale penalty.

 

Officers

  • Reduced Lance Rifle animation from 3.83s to 2.17s, fixed checking lethal instead of fire defense, decreased recharge from 6s to 4s.
  • Converted Lance from pseudopet to primary/secondarytarget setup, reduced animation from 2s to 1.67s.
  • Vengeance now only affects Nemesis and Nemesis Automatons, added AoE type to defense, decreased defense buff from scale 2.0 to scale 1.75, decreased tohit and damage buffs from scale 3.0 to scale 1.75, added scale 1.0 heal.

 

Snipers

  • Increased range of all sniper ranged attacks to 310 ft.
  • Reduced Gas Grenade animation from 3.83s to 2.17s.
  • Removed 10% reward scale penalty.

 

War Hulks

  • Converted Pummel from single target to cone, fixed checking smashing instead of lethal defense, decreased recharge from 4s to 3s.
  • Increased Explode damage from scale 1.4 to scale 1.5.
  • Adjusted Resistance to 20% Lethal/Fire resistance, 30% Psionic resistance, 20% Smashing/Cold vulnerability.

 

Fake Nemesis

  • Refined Nemesis Staff power suite; added resistance debuffs to Staff Bolt and Staff Bomb.
  • Adjusted Protection Shield to buff up to 3 ally targets, added scale 4.0 Toxic resistance, added end drain resistance.
  • Decreased Dispersion Bubble defense from 30% to 15%, increased mez protection from mag 2.0 to mag 5.19.
  • Adjusted Personal Force Field from Untouchable/OnlyAffectSelf to 75% Smashing/Lethal/Fire/Cold/Energy/Negative defense, 40% resistance to all, added recovery and regeneration, now can be cancelled with mez.
  • Adjusted Resistance to 30% Psionic resistance, 20% Cold vulnerability, mag 4.0 sleep protection, mag 2.0 confuse/terrorize protection.

 

All

  • Increased melee range to 7ft standard.
  • Corrected endurance costs and clarified power descriptions, short help.

 

Paragon Heroes

  • War Witch in her ghostly incarnation now has the Ghost and Undead power tags.

 

Praetorians

  • Diabolique now has the Ghost and Undead power tags.

 

Rikti

  • Restored Rikti enemy costume variety at lower levels.

 

Rogues Gallery

  • Dr. Quatrexin now displays as Rogues Gallery, as they were never an actual member of Arachnos.
  • Dr. Quatrexin now has a more unique powerset to set him further apart from Black Scorpion.

 

Sky Raiders

  • Crimson Prototype's Support now only targets players.

 

Talons Of Vengeance

  • Fixed Siren missing custom continuing/conditional FX in various attacks.
  • Fixed some Talons of Vengeance Snake women sequencers not having proper weapon draw into attack animations, fixed some attacks having shorter animation time displays than the minimum allowed sequencers.

 

Tsoo

Brown Ink Men

  • Created new Brown Ink Men as minions for levels 40+, with kinetic melee attacks as an evolution of Green Ink Men.

 

Ancestor Spirit, Chi Master, Sorcerer

  • Increased max levels from 40 to 54.

 

Copper Crane, Lightning Leopard, River Dragon, Steel Serpent

  • Expanded power suites to be proper bosses for level 35+.

 

Powers

  • Fixed Sky Fall unable to cast Lightning Storm.
  • Added missing AI flag to Sorcerer Darkest Night.
  • Removed legacy archetype exclusion from Sorcerer Hurricane debuff.
  • Removed Brawl from 40+ Sorcerers, gain Punch and Wolf Punch.
  • Added scale 1.0 psionic damage to Yellow Ink Man Dominate, decreased recharge from 20s to 16s, increased accuracy from 1.0x to 1.2x.
  • Increased Yellow Ink Man Mesmerize damage from scale 0.8 to scale 1.0, decreased recharge from 16s to 12s, increased accuracy from 1.0x to 1.1x.
  • Reduced Poison Dart animation from 2s to 1.5s, decreased recharge from 15s to 8s, standardized debuffs and DoT to be same duration.
  • Increased Caltrops recharge from 30s to 45s.
  • Reduced Kama animation from 2.87s to 2.17s.
  • Reduced Sai animation from 2.87s to 1.7s.
  • Increased Siphon Power recharge from 8s to 20s, updated to use redirect instead of pseudopet.
  • Reduced Siphon Speed recharge and duration from 60s to 20s.
  • Added inherent flavor resistance to all human Tsoo; 20% smashing resistance, 20% lethal vulnerability.
  • Reduced Ink Men/boss toxic resistance from 50% to 30%.
  • Removed some powers from Tub Ci's power suite to reduce bloat for the AI.
  • All 100% chance hold and disorient effects from powers like Dominate, Petrifying Gaze and -- Cobra Strike now use experimental formula more closely resembling PVP scales; high magnitude, low duration (typically 2-3 scale duration, 4-6 magnitude).
  • Fixed up melee ranges, defense checks, endurance costs, short help and description texts for all powers.

 

Tsoo Endgame/Dark Astoria

  • All single target powers now use traditional damage formula at a 20% damage penalty (AoEs use normal formula).
  • Replaced Brawl with Thunder Kick for Blue Ink Men.
  • Replaced Brawl with Wolf Punch for Sorcerers/Sorceresses.
  • Added missing damage debuff to Ancestral Warden and Ancestral Sorcerer Quick Strike.
  • Removed ToHit and Damage buffs from Ancestral Guardian Sky Splitter, added Form bonus energy damage.
  • Spirit Ink Archer Poison Gas Arrow now applies sleep instead of hold.

 

Miscellaneous

  • Added all new Tsoo to Architect Entertainment.
  • Tsoo can now spawn in dealings and arrests in southwest Kallisti Wharf.
  • Adjusted legacy Tsoo mission spawndefs to incorporate Chi Masters to not predominantly spawn Sorcerers as the only lieutenant.
  • Added spawnlimit 1 to each Yellow Ink Man variant (4 total).
  • Quantum Ink Men can now spawn up to 54, and now visually match the other Ink Men in their level range instead of only being Red Ink Men.

 

Vindicators

  • Woodsman now has the Ghost and Undead power tags.

 


Zone

Kings Row

  • New zone gate leading to Perez Park added to the north-east corner of the zone.
  • The Galaxy City connecting tunnel has been restored. Secured by Vanguard, some familiar-looking heroes fight to ensure the danger brewing in Galaxy City can't leak out onto the streets of King's Row!

 

Independence Port

  • Added Perez Park destination to the freeway sign near the King's Row exit for this zone.

 

Skyway City

  • Fixed freeway sign heading to King's Row stating it goes to Overbrook and added the Perez Park exit marker.

 

Kallisti Wharf

  • The Langston Corp Factory has received numerous visual enhancements and updates, and can now be entered!

screenshot_250912-16-03-09.thumb.jpg.dab87b6865b445627b9543c1fde95bce.jpg

 

  • Added three new submarine doors to the zone for future content purposes.

 

Perez Park

  • New zone gate leading to King's Row added to the south-west corner of the zone.

 

Rikti War Zone

  • Added a new 'Vanguard IDC' combat dummy temporary power to the Vanguard Worktables for 50 Vanguard Merits per charge, 10 charges max.
    • Works identically to the Vanguard MDC accolade dummy power.

 

Grandville

  • The CHB area brought up to same detail level as the ZTF mission.

 


Maps

Fixes

  • Fixed missing end room minimap on Tech_45_Layout_07_04.
  • Fixed out of bounds mission spawn on the IOM_Farm_Land_Destroyed map.

 


Supergroup Bases (Focused Feedback)

  • Removed the star texture from the Surface Tile (Col) base objects.
  • Base editor items have been reorganized and re-categorized.
  • Added Base Editor Help and Search keywords.
  • Control Points for base raids and enhanced Lua raid functionality added.
  • Search now works off DisplayHelp and uses a comma-separated list of tokens.
  • Search field now has a placeholder text to indicate its purpose.
  • Add Help and Tips to the Options menu
  • Fix the "Category" display for items always showing an error string.
  • Add a Help button to the Base Raid window.
  • Supergroup Raid window has been revamped.

 


Arena

  • Disabling Large Inspirations also disables Super Inspirations.

 


Architect Entertainment (Focused Feedback)

  • Architect Entertainment enemies have been extended up to a cap of 55.

 

Added Enemies

  • Page 3's Tsoo additions added to AE.

 

Added Maps

  • Map "Containment Tech Lab" added to AE map offerings.
  • Map "Inactive Tech Lab" added to AE map offerings.
  • Map "Port Oakes - Docks & Ship" added to AE map offerings.
  • Map "Port Oakes - Fort Hades" added to AE map offerings.

 

Map Fixes

  • Fixed missing beacons generator on the lowest floor of the 'Rikti Space Station' map.

 


Miscellaneous

User Interface

  • Fixed the Sentinel AT icon from appearing slightly blurry in the League UI window due to texture size.
  • Highlight active task in the Mission window.
    • The button panel in the Missions window remains visible, but dimmed, when the player is not the team leader. This allows players to change their difficulty or abandon a mission when they are not the leader.

 


Powers

New Melee Set (Focused Feedback)

Sonic Melee

image.thumb.png.778af9cf02254ece1fe1788b0fc79af8.png

  • New Melee Set for Brutes, Tankers, Scrappers and Stalkers
  • Sonic Melee lets you use the power of sound waves to damage your foes with devastating close range sonic attacks that can inflict Migraines, debuffing their resistance to multiple debuffs, and holding foes for a short hold. This can be dramatically increased by using Sound Booster. With the ability to Attune your frequency to your target's, your single target attacks can trigger powerful reverberating damage over time, helping you quickly bring enemies to their knees. 

 

  • Sonic Thrust - Melee, DMG(Energy/Smash), Foe Knockdown, -Res(Debuffs)
    • A focused attack of intense sonic power with high chance to violently knock a nearby foe off their feet. Deals minimal damage, but can be very effective. If used in conjunction with Attune, you will match your frequency with the target's resonance increasing Attunes damage over time.

    • This power's highlight icon indicates the last application of it's effects is about to expire or has expired.

  • Strident Echo - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold
    • Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. If used in conjunction with Attune, you will match your frequency with the target's resonance increasing Attunes damage over time.
    • This power's highlight icon indicates the last application of it's effects is about to expire or has expired.
  • Attune - Melee Toggle, DMG(Energy), +Special
    • A high-intensity sound wave that matches the resonant frequency of your target. This power does not inflict much damage but can be sustained for continued damage over time that will be boosted if you strike the target with Sonic Thrust or Strident Echo. Each of these attacks will further increase the strength of the damage over time.
  • Sound Booster [Tanker/Brute/Scrapper only] - Self +DMG, +To Hit, +Special
    • Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines.
  • Build Up [Stalker only] - Self +DMG, +To Hit
    • Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.
  • Sonic Clap - Melee (Cone), DMG(Energy), Foe Disorient, Knockdown
    • You generate a powerful sonic wave that damage foes in front of you with a decent chance to stun and knock them down.
  • Sandman's Whisper [Tanker/Brute/Scrapper only] - Melee, DMG(Smashing/Energy), Foe Sleep, -Res(DMG)
    • You whisper on your foes ear with a slumbering effect. Foes affected might fall asleep and will have their resistance to damage lowered.
    • This power's highlight icon indicates the last application of it's effects is about to expire or has expired.
  • Assassin's Whisper [Stalker only] - Melee, DMG(Energy/Smashing), Sleep, -Res(DMG)
    • A signature Stalker attack. This attack does superior energy and smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you whisper at your unsuspecting foe. Affected target is likely to fall asleep and have their damage resistances lowered. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not.
  • Deafening Wave - PBAoE Melee, DMG(Energy/Smash), Foe Chance for Hold
    • You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless.
  • Earsplitter - Melee, DMG(Energy/Smash), Foe -Res(Debuffs), Chance for Hold
    • You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Earsplitter will inflict 10% bonus damage for each attuned power against the main target: Sonic Thrust and Strident Echo.
  • Brute Scrapper Stalker Tanker

    1: Sonic Thrust

    1: Strident Echo

    2: Attune

    6: Sound Booster

    8: Sonic Clap

    12: Taunt

    18: Sandman's Whisper

    22: Deafening Wave

    26: Earsplitter

    1: Sonic Thrust

    1: Strident Echo

    2: Attune

    6: Sonic Clap

    8: Sound Booster

    12: Confront

    18: Sandman's Whisper

    22: Deafening Wave

    26: Earsplitter

    1: Sonic Thrust

    1: Strident Echo

    2: Attune

    6: Assassin's Whisper

    8: Build Up

    12: Placate

    18: Sonic Clap

    22: Deafening Wave

    26: Earsplitter

    1: Sonic Thrust

    1: Strident Echo

    4: Attune

    10: Taunt

    16: Sonic Clap

    20: Sound Booster

    24: Sandman's Whisper

    28: Deafening Wave

    30: Earsplitter

 

General Adjustments

Set Bonuses

  • Standard Set Bonuses should now last for the full duration of most summoned pseudopets.
  • 40% of your Standard Set Bonuses now applies to henchmen that are within range of Supremacy.
  • Standard Set Bonuses are those granted by multiple enhancements of a set.

 

Archetype Adjustments (Focused Feedback)

Masterminds

  • Mastermind summon powers no longer ignore recharge buffs (they still don't accept recharge enhancements, Henchmen still ignore recharge buffs)
  • All T7 powers now accept ATOs

    • Known Issue: ATO Icons have changed colors from red to blue

  • 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy
  • Mastermind Henchmen now all spawn even level
  • Henchmen modifiers and stat values have been adjusted in order of keeping them about as effective as before on +2 encounters.
  • Henchmen proc damage modifiers have been adjusted in order of keeping them about as effective as before on +3 foes.
  • Tier 1 and 2 henchmen should be expected to have lower DPS against even level and +1, about the same against +2 and perform much better against anything +3 and higher.
  • Tier 1 and 2 henchmen should be somewhat more survivable as they will be hit less often and for less damage.
  • Tier 1 henchmen max HP decreased from 574 to 448
  • Tier 2 henchmen max HP decreased from 768 to 654
  • Supremacy now grants a bonus to lower level T1 and T2 henchmen regardless of distance.
    • T1 between lvl 1 and 5: +17 ToHit
    • T1 between lvl 6 and 17: +9 ToHit
    • T2 between lvl 1 and 23: +8 ToHit
  • Henchmen -res debuff modifiers have been adjusted
    • Bosses from 0.1250 to 0.075 at level 50
    • Lts from 0.1 to 0.609 at level 50
    • Minions from 0.075 to 0.045 at level 50
  • Note many other modifiers and stats will have also changed due to the class level adjustments

 

Summoning Powerset Adjustments
Beast Mastery (Focused Feedback)

  • Fortify Pack
    • This power no longer locks out Pack Mentality stack gain
    • Now has a highlight ring when Pack Mentality stacks reach 10
    • This power now accepts ATOs
  • Call Ravens
    • Power can now only grant one stack of Pack Mentality
  • Personal attacks Call Swarm, Call Hawk, Call Ravens
    • Now grant a 30 second +3% accuracy buff to summoned beasts and the caster when used.
    • Now grant a 30 second +32.128 Max HP buff to summoned beasts and the caster when used.
  • Summon Dire Wolf
    • No longer accepts Resistance enhancements or sets
    • No longer accepts Healing enhancements or sets
    • No longer accepts Defense enhancements
  • Summon Lions
    • No longer accepts Defense Enhancements or sets
    • No longer accepts Healing enhancements or sets
  • Summon Wolves
    • No longer accepts Healing enhancements
    • No longer accepts ToHit enhancements
  • Train Beasts
    • Now Accepts ToHit enhancements and sets
    • No longer has a recharge time
    • No longer grants Lick Wounds to Lioness
    • No longer grants Growl to Alpha Wolf
    • Now grants Ferocious Growl to Lioness
    • Now grants Howl to Howler Wolf
    • Now grants Howl to Alpha Wolf
    • ToHit enhancements in this power should improve ToHit buffs in Howl of Alpha and Howler Wolves
  • Tame Beasts
    • Now Accepts Healing enhancements and sets
    • No longer has a recharge time
    • No longer grants Howl to Howler Wolf
    • No longer grants Howl to Alpha Wolf
    • No longer grants Ferocious Growl to Lioness
    • Now grants Lick Wounds to Lioness
    • No longer grants Growl to Alpha Wolf
    • Dire Wolf Will of the Wild now can be enhanced for resistance
    • Healing enhancements in this power should improve Healing of Alpha Wolf and Lioness' Lick Wounds
    • Healing enhancements in this power should improve Healing of Dire Wolf's Will of the Wild

 

Demons (Focused Feedback)

  • Corruption
    • Recharge reduced from 4s to 3s.
    • Endurance cost reduced from 6.5 to 4.368.
    • Damage has not been changed, the power had higher recharge than intended.
    • Toxic DoT should properly display its percentage chance in the power window
  • Lash
    • Recharge reduced from 8s to 5s.
    • Endurance cost reduced from 10.66 to 6.032.
    • Damage has not been changed, the power had higher recharge than intended.
    • Toxic DoT should properly display its percentage chance in the power window
  • Crack Whip
    • Recharge reduced from 15s to 11s.
    • Endurance cost reduced from 17.94 to 11.024.
    • Damage has not been changed, the power had higher recharge than intended.
    • Toxic DoT should properly display its percentage chance in the power window
  • Summon Demons

    • This power no longer accepts Heal enhancements or sets

    • This power no longer accepts Resist enhancements or sets

  • Enchant Demons

    • Now takes Resistance enhancement and Sets

    • No longer has a recharge time

    • No longer grants Abyssal Mending to the Ember Demon

    • Resist enhancements in this power should improve Ember Demon's Ember Shield

  • Abyssal Empowerment

    • Now takes Healing Enhancements and Sets

    • No longer has a recharge time

    • Now grants Abyssal Mending to the Ember Demon

    • Healing enhancements in this power should improve Ember Demon's Abyssal Mending and Abyssal Reconstruction

Necromancy (Focused Feedback)

  • Specters summoned by personal attacks now last a maximum of 30s
  • Personal attacks now have a 100% chance to summon Specters if the specter summoned by that power is dead or expired.
  • Personal attacks should now have a discrete highlight ring when they are able to summon a specter
  • Enchant Undead

    • This power no longer has a recharge

  • Dark Empowerment

    • This power no longer has a recharge

 

Thugs (Focused Feedback)

  • Pistols
    • Recharge increased from 3s to 4s, damage has not changed
  • Pistols, Dual Wield and Empty Clips
    • Using these powers will now build Street Cred.
    • Each attack can build Street Cred every 30 seconds.
    • You can have up to 10 stacks of Street Cred
    • As you accumulate Street Cred:
      • The recharge of Gang War is reduced by 10s
      • The chance of summoning additional Posses increases.
      • A posse will show to assist for up to 30s
      • Each stack of Street Cred increases the chances to summon Posses by +9%
      • At 10 stacks, using Gang War will result in all 13 possies showing up
      • All stacks are consumed when Gang War is activated.
      • Street Cred requires owning Gang War and being level 18 or higher
  • Gang War
    • 7th, 8th and 9th possies now have a 75% chance to show up (down from 100%)
    • Recharge lowered from 600s to 300s
    • Duration lowered from 120s to 60s
  • Punks
    • They now have minor resistances against Smash, Lethal, Cold, Toxic and Psionic damage.
  • Arsonist
    • Now has resistances against Lethal, Fire, Cold and Toxic damage.
  • Enforcers
    • They now have minor resistances against Smashing and Lethal damage.
  • Call Enforcer
    • This power no longer takes ToHit Enhancements or Sets
    • This power no longer takes Defense Enhancements or Sets
  • Equip Thugs
    • This power now takes ToHit Enhancements and Sets
    • This power no longer has a recharge
    • This power now grants Assault to the Enforcer
    • ToHit enhancements and sets should now improve the Enforcer's Tactics
  • Upgrade Equipment
    • This power now takes Defense Enhancements and Sets
    • This power no longer has a recharge
    • This power no longer grants Assault to the Enforcer
    • This power now grants Tactics to the Enforcer
    • Defense enhancements and sets should now improve the Enforcer's Maneuvers

Mercenaries (Focused Feedback)

  • All Henchmen should now have some base damage resistances even before enhancing them via upgrade Equip

  • Equip Mercenary

    • This power no longer has a recharge

  • Tactical Upgrade

    • This power no longer has a recharge

  • Serum

    • This power now accepts ATOs

 

Ninjas (Focused Feedback)

  • Train Ninjas

    • This power no longer has a recharge

  • Kuji In Zen

    • This power no longer has a recharge

  • Smoke Flash
    • This power now accepts ATOs

 

Robotics (Focused Feedback)

  • Equip Robot

    • This power no longer has a recharge

  • Upgrade Robot

    • This power no longer has a recharge

  • Maintenance Drone
    • This power now accepts ATOs

 

Other Powerset Adjustments

Miscellaneous

  • Temporary_NemesisStaff.png.81feb9426ee1aebe7d47db501cbc1e3f.png Temporary Powers/Prestige > Nemesis Staff: Cast time reduced from 2.5 seconds to 2 seconds.
  • Temp_Ranged_Heavy.png.709b24147c52cd7815a9e05f61b140aa.png Temporary Powers > Divining Rod: Does not deal bonus damage against Arch-Villain class enemies.
  • Ice_Mastery_FrozenSpear_png.png.d3fa585d44fea10e777d1c8c5990bfa2.png Ice Mastery > Frozen Spear: Fixed this power's projectile firing from the wrong hand.
  • ForceField_ForceBubble.png.97587dfa81e10ca5d6f021af13c71768.png Force Field > Damping Bubble > Excelsion: Fixed using wrong sized bubble FX.

 

Bug Fixes

  • Energy Aura > Overload (Sentinels): Fixed a bug where the Sentinel version of this power was not applying it's crash
  • Plant Control > Spirit Tree: Fixed a bug in the duration of the pet's status resistances
  • Poison > Venomous Gas: Power info should no longer claim it has 70ft range, the power is a PBAoE
  • Psionic Armor > Aura of Insanity: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events
  • Psionic Armor > Aura of Madness: Fixed a PvP bug where suppression was not properly being triggered by Held or Sleep events
  • Psionic Armor > Mask Presence:  Fixed power description
  • Radiation Melee > Atom Smasher: Fixed a bug where the Scrapper version of this power had a target cap of 16 instead of 10
  • Radiation Melee > Proton Sweep: Fixed a bug where the Scrapper version of this power had a target cap of 10 instead of 5
  • Regeneration > Integration (Tanker/Brute): Fixed an issue where this power was only affecting 9 targets, as the caster counted as a target
  • Regeneration > Second Wind: Fixes to the combat spam text
  • Thermal Radiation > Power of the Phoenix (Defenders): Fixed a bug that was preventing this power from activating while targeting an ally player
  • Critters > Malta > Titan: Plasma Blast and Quad Plasma Blast should now properly be resisted by magnitude instead of duration (note the high debuff is still intended in these enemies)
  • Titan Weapons > All ATs & Enemies: Fixed some Titan Weapons hit fx desynced from animations, causing damage to lag after animation completed.
  • Like 14
  • Thanks 1
  • Thumbs Up 4
  • The Curator changed the title to [OPEN BETA] Patch Notes for November 10th, 2026 - Issue 28, Page 3
  • Game Master
Posted

Patience please, we published the patch notes, but are still doing some last minute tweaks before we open it up to the public

 

  • Thumbs Up 2
Posted

I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory. We were already headed that way with hologram powers, but now I can't tell people that all costume parts are unlocked on character creation any more.

  • Thumbs Up 11
  • Thumbs Down 1
  • Developer
Posted
37 minutes ago, Vanden said:

No aether wave?

That'll likely pop-up either sometime in Open Beta, or in the first post-release patch. Page 3 will have a wave of new rewards.

  • Like 1
Posted
13 minutes ago, mechahamham said:

I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory. We were already headed that way with hologram powers, but now I can't tell people that all costume parts are unlocked on character creation any more.

I definitely get the argument that it gives a reason to do content, but it basically necessitates some concepts be farmed to 50 and farm the content for the unlocks, which just ain't particularly fun.

  • Thumbs Up 3
  • Microphone 3
Posted

Quite nice, thank you.  I'm still holding out hopes for dreams on additional MM powersets / new henchmen types, but what we get in this patch is Very Welcome, and ticks off several wish list boxes for lots of people, I'm sure.  

 

This one alone: 

  • 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy

Will be game-changing for several henchmen (Ninjas immediately leap to mind with Defense++), though the MM may need to maintain a solid awareness of Supremacy Range and keep pets on a leash as much as possible.

 

also: 

  • The Galaxy City connecting tunnel has been restored. Secured by Vanguard, some familiar-looking heroes fight to ensure the danger brewing in Galaxy City can't leak out onto the streets of King's Row!

*Hoooooorb!!*

  • Thumbs Up 1

.

  • Developer
Posted
2 minutes ago, Kistulot said:

I definitely get the argument that it gives a reason to do content, but it basically necessitates some concepts be farmed to 50 and farm the content for the unlocks, which just ain't particularly fun.

 

New costume unlocks are a valuable element of the game's reward structure, but this concern is equally valid. A compromise I personally aim to hit with any future costume unlocks in future (and one I believe is achieved here) is to ensure that the costume creator has at least a thematically equivalent piece always available at level 1 that can act as a stand-in for the unlockable piece until it can be properly obtained and unlocked.

 

To make up an example, I'd point to the Witch Hat. In a hypothetical world where I developed the Katie Hannon Task Force in 2025 as a Homecoming original TF, and the Witch Hat wasn't in the game, I'd have added a 'generic', more thematically broad Witch Hat to the costume creator, while also making an unlockable variant of it available from the KH Task Force that closer matches the theme of the Task Force specifically. This preserves the piece as a desirable unlock and encourages some level of visual design progression in a player's costume as they level and progress their character, without forcing the player to entirely abandon their design concept at level 1.

 

(Disclaimer: This unlock wasn't my work, but we've had, and continue to have a lot of internal conversation about things like this and the pros and cons of costumes as a reward, among other unlockables.)

  • Like 13
  • Thanks 5
  • Thumbs Up 5
  • Thumbs Down 1
  • Pizza (Pepperoni) 2

❤️🧡💛💚💙💜🤎

Posted
On 8/14/2025 at 6:24 AM, The Curator said:

Pistols, Dual Wield and Empty Clips

  • Using these powers will now build Street Cred.
  • Each attack can build Street Cred every 30 seconds.
  • You can have up to 10 stacks of Street Cred
  • As you accumulate Street Cred:
    • The recharge of Gang War is reduced by 10s
    • The chance of summoning additional Posses increases.
    • A posse will show to assist for up to 30s
    • Each stack of Street Cred increases the chances to summon Posses by +9%
    • At 10 stacks, using Gang War will result in all 13 possies showing up
    • All stacks are consumed when Gang War is activated.
    • Street Cred requires owning Gang War and being level 18 or higher

 

 

Can we just make the power good without these gimmicks?

  • Like 4
  • Haha 1
  • Thumbs Down 1
  • Microphone 1
Posted
5 minutes ago, MTeague said:

This one alone: 

  • 40% of your Set Bonuses now applies to henchmen that are within range of Supremacy

Will be game-changing for several henchmen (Ninjas immediately leap to mind with Defense++), though the MM may need to maintain a solid awareness of Supremacy Range and keep pets on a leash as much as possible.

 

Bear in mind that it only applies to actual "IO Set" Set Bonus. So if you have an effect from something like the Unbreakable Guard +7.5% MaxHP IO (which FUNCTIONS as a "Set Bonus" but isn't one of the Set bonuses listed at the bottom of the IO Set whenever you hover over it) then it won't work.

 

Same reason that "KB Protection" inherits from 3x Gladiator's Armor IOs but not from a Steadfast Protection, a Karma or a Blessing of the Zephyr IO etc.

 

(And yes, henchmen getting reliable knockback protection is one of the biggest winners from this patch, even if it's just -1.2mag per 3x Gladiators Armor!!)

image.png

image.png

 

 

  • Like 1
Posted

Damn being stuck at work sucks. I cannot wait to test out these changes. Masterminds are soo back(they never left). I knew that thugs and beasts and demons were going to get some adjustments akin to the Necro,ninja and robots buffs. Beasts with perma fortify pack is going to be bonkers. Especially since you can powerboost it. Don't know the numbers but can easily cap defenses and have high regen numbers too. 

 

Also being able to slot all the archetype IOs is going to be a god send in build crafting. Cannot wait to test these out

Posted

Sounds good, but when are you gonna fix the pathing of the Paladin from the SE spawn through the AE building? That thing gets droned alot.

 

Should remove the drones at the AE building at least so we stop loosing so many. 

  • Thumbs Up 1
Posted
4 minutes ago, Dev Unitas said:

 

New costume unlocks are a valuable element of the game's reward structure, but this concern is equally valid. A compromise I personally aim to hit with any future costume unlocks in future (and one I believe is achieved here) is to ensure that the costume creator has at least a thematically equivalent piece always available at level 1 that can act as a stand-in for the unlockable piece until it can be properly obtained and unlocked.

 

To make up an example, I'd point to the Witch Hat. In a hypothetical world where I developed the Katie Hannon Task Force in 2025 as a Homecoming original TF, and the Witch Hat wasn't in the game, I'd have added a 'generic', more thematically broad Witch Hat to the costume creator, while also making an unlockable variant of it available from the KH Task Force that closer matches the theme of the Task Force specifically. This preserves the piece as a desirable unlock and encourages some level of visual design progression in a player's costume as they level and progress their character, without forcing the player to entirely abandon their design concept at level 1.

 

(Disclaimer: This unlock wasn't my work, but we've had, and continue to have a lot of internal conversation about things like this and the pros and cons of costumes as a reward, among other unlockables.)

 

I agree with this sentiment.  Aside from ways to power up your character, by way of enhancements and accolades, individual costume pieces are an extra bit of flair showing some accomplishment and participation in various content.  I get both sides of the argument but I lean more towards unlocks for specific content so long as it doesn't feel like an exhorbited amount. 

 

For instance the Aeon gloves should only have been available from completing an Aeon.  People are running Aeon far more frequently because a reward of an accolade power is tied to it now, plus the reward structure was improved also a while after its implementation.  

 

The team does a great job of things with creating content.  They're adjusting well where there needs to be more carrot.

  • Thumbs Up 2
  • Thumbs Down 1
  • Microphone 1
Posted
31 minutes ago, mechahamham said:

I'm really sad that we've crossed back over into the 'Here are costume parts you've got to grind for' territory.

 

I'm really sad to see folks feel this way.

It's okay to earn some things rather than have them given.

 

While I'd prefer accomplishment based rewards, I understand the optional transferable currencies and associated purchases.

I'm also okay with new options being content completion based, for at least a period of time, and then made available to the wider population. (six months, a year, or more)

 

I do agree difficulty should not solely determine rewards. Doing really hard things should be their own reward.

 

That said, terms "Grinding" and "Gated" have been over used and lost their meaning. Now I mostly see the world's tiniest violin when I read them.

  • Thanks 1
  • Thumbs Up 4

"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)
5 minutes ago, Maelwys said:

 

Bear in mind that it only applies to actual "IO Set" Set Bonus. So if you have an effect from something like the Unbreakable Guard +7.5% MaxHP IO (which FUNCTIONS as a "Set Bonus" but isn't one of the Set bonuses listed at the bottom of the IO Set whenever you hover over it) then it won't work.

 

Same reason that "KB Protection" inherits from 3x Gladiator's Armor IOs but not from a Steadfast Protection, a Karma or a Blessing of the Zephyr IO etc.

 

(And yes, henchmen getting reliable knockback protection is one of the biggest winners from this patch, even if it's just -1.2mag per 3x Gladiators Armor!!)

image.png

image.png

 

 

Good to know uniques wont apply nor things like kb protection IOs thanks!

Edited by Championess
  • Thumbs Up 1
Posted

Ideally, costume unlocks would be account wide so you don't have to do grinds multiple times, but I understand if that tech doesn't exist here.

  • Like 2
  • Thumbs Up 1
  • Microphone 1
Posted
On 8/14/2025 at 4:24 AM, The Curator said:
  • Clicking on a badge in the Badges window no longer sets it as a title.
  • Changed the "Clear Badge Title" button to a Set/Clear toggle.

This is such a small thing,  but thank you!  I have accidentally changed my badge title more times than I'd care to admit. 

  • Like 4
  • Thumbs Up 3

What this team needs is more Defenders

Posted

   So... still doing more new powersets ahead of / instead of buffing the existing underperforming powersets I guess.  I'll still wait for the significant buffs or reworks to Badsword, Kinetic Melee, Psionic Melee, and Staff Fighting.  Someone else can engage with Sonic Melee, not it.

  • Like 2
  • Thumbs Up 1
  • Microphone 1

After reading this comment, you gain Wet.

At 5 stacks of Forum Nonsense, your next Bad Argument Power will have an Orange Circle, raising the chance of me not giving a shit to 100%!  

The Definitive Empathy Rework

Posted

So y'all saw that Nemesis were lame to fight because Vegeance made them take forever to kill despite but utterly ineffectual at killing players, too, and your solution was to make it so that it makes them even harder to kill while also been even more ineffectual at killing players?  Great, super.

  • Like 1
  • Haha 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...