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Patch Notes for August 27th, 2019


Leandro

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General

  • Ambassador Kuhr'Rekt no longer requires the Native badge, which is unavailable to former Praetorians.
  • The contact "Max" in Dark Astoria will no longer be stuck unable to give you any missions if you finished his arc using Ouroboros before running Dark Astoria normally. He should always, at the very least, offer the mission that introduces Praetor Duncan.
  • Sentinels will now receive the Power of Scirocco clickie in the Barracuda SF.
  • Fixed an issue that broke Windows XP compatibility with the 32-bit Client.
  • Fix detection of more than 4GB of physical memory on 64-bit platforms.
  • Be more aggressive about capturing the mouse pointer while in mouselook and camrotate mode.
  • Fix the magical shrinking window on 64-bit; Windows Vista and newer in 64-bit mode report system metrics for window frame size differently.

Costumes

  • Added the following costume patterns from Derek Brown: Chisel, Crosshair, Grid, Oculus, Tech Shield, Trident and Widget.
  • Enabled the Malaise pattern for players.

Base Editor

  • Added 676 items to the base editor. You can find them by searching for "New" in the Place Item view.
  • The red and black floor grid should now be hidden outside of the base editor.
  • Nature > Grass Valley has had its alignment corrected and should now be usable with other floor plate details (e.g. all the other grass).
    • Existing bases will not be modified. Simply moving any existing Valleys will update their position.
  • The following details have had their selection box fixed:
    • Arcane Teleport > Carnival of Light Portal
    • Arcane Teleport > Magic Portal
    • Arcane Teleport > Summoning Portal
    • Arcane Teleport > Summoning Portal (Inactive)
    • Tech Teleport > Interdimensional Shard
    • Tech Teleport > Black Hole
    • Tech Teleport > White Hole
    • Tech Teleport > Small Portal
    • Bathroom > Bathtub Water

Peacebringer FX

  • Peacebringer customizable FX have been updated in order to actually use the secondary color.
  • The glowy eyes have been reined in:
    • All buff powers use the same eye glow VFX, so they will no longer stack.
    • Attacks still spawn extra glowy eyes when used. This will get fixed someday.
    • Conserve Energy will now have glowy eyes.
  • The humming noise has been reined in:
    • It no longer plays when activating attacks.
    • It no longer plays when one VFX expires and transitions to another one.
    • Being mezzed with the toggle sheilds on will no longer blow out your speakers.
    • Inner Light now only plays it once instead of twice.
  • Other stuff:
    • White Dwarf Step no longer uses Warshade graphics.
    • Quantum Shield's "No Bubble" setting no longer has fuzzy rings.

Powers: Snipes

  • General Changes
    • ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts.
    • The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide.
    • Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP.
    • The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.)
    • Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version.
  • Blaster/Defender/Corruptor Snipes
    • 12 second recharge and 14.352 end cost.
    • Base 2.28 scale damage in their "quick" form, down from 2.76 scale.
    • Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff.
    • Slow form will do 4.5 scale damage.
  • Dominator Snipes
    • 20 second recharge and 18.512 end cost.
    • Base 2.67 scale damage in their "quick" form, down from 3.56 scale.
    • Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff.
    • Slow form will do 4.5 scale damage.
  • Epic Snipes
    • Will now have a base 1.75 scale damage in their quick form.
    • Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff.
    • Slow form will do 3.56 scale damage
    • Slow form crits will do 3.56 + 1.78 scale damage.
    • Scrappers should now properly crit 10% of the time, instead of using Stalker requirements.

Powers: Dominator Assault Sets

  • Earth Assault
    • Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
    • Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second.
    • Tremor: Cast time reduced from 3.30 to 2.50 seconds.
    • Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage.
    • Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage.
    • Mud Pots: Increased radius to 15ft. Lowered endurance cost slightly. Damage lowered from scale 0.18 per tick to 0.13 per tick
  • Electricity Assault:
    • Thunder Strike: Cast time lowered to 2.5 seconds. Now knocks enemies down. ST and AoE Damage increased.
  • Energy Assault
    • Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
    • Total Focus: Cast time shortened from 3.30 to 2.50 seconds.
    • Power Burst: Cast time shortened from 2.00 to 1.67 seconds.
    • New special mechanic. Most single target attacks have a 20% chance of granting Energy Focus mode. Hitting a foe with Total Focus will always grant Energy Focus mode.
    • While in this mode, Whirling Hands will inflict a large amount of bonus damage. Power Burst will do some bonus damage.
    • The mode will be removed if a power with bonus is used.
  • Icy Assault
    • Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.)
    • Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage.
    • Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage.
    • Ice Slash: Recharge increased from 10 to 17 seconds. Damage increased from 114.5 to 179.8 damage.
    • Chilling Embrace: increased radius to 15ft. Added -10% damage str to affected enemies. Power now deals cold damage every 2 seconds to foes that are not under the Sleep status effect. Slightly lowered the speed movement debuff.
  • Martial Assault
    • Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Procs now ignores damage buffs and enhancements.
    • Thunder Kick: Recharge lowered from 8 seconds to 7 seconds. Damage lowered from 95.8 to 86.4 damage.
    • Trick Shot is now a proper chain attack, hits up to 5 targets. Damage lowered from scale 1.4 to scale 1.1
    • Spinning Kick: Recharge increased to 10 seconds. Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed but recharge increase should keep damage decent.
    • Dragon's Tail: Recharge reduced from 20 seconds to 16. Damage scale from 1.1 to 0.8985.
    • Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target.
  • Psionic Assault
    • Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds.
    • Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Recharge lowered from 8 seconds to 7 seconds. Damage lowerd from 95.8 to 86.4.
  • Radioactive Assault
    • Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage.
    • X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage.
    • Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9
    • Devastating Blow and Atom Smasher now accept Dominator ATOs.
  • Savage Assault
    • Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage.
    • Call Hawk: Recharge increased from 12 seconds to 14 seconds. Damage increased accordingly (variable damage.)
    • Feral Charge: Target cap lowered to 5.
  • Thorny Assault
    • Aim replaced with Build Up.
    • Thorny Darts: Recharge time increased from 3 to 4 seconds. Damage increased from 44.4 lethal to 52.8 lethal.
    • Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 6 seconds. Damage lowered from 114.45 to 77.1 damage. Chance for DoT increased from 80% to 85%.
    • Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 10 seconds. Damage increased from 86.6 to 103.5 damage.
    • Flling Thorns: Lowered recharge to 10 seconds. Scale to 40.9 lethal damage and 4.5 toxic damage over time.
    • Ripper: Recharge increased from 13  to 15 seconds, arc lowered to 60 degrees. Damage increased to 136.5 lethal damage.
    • Thorn Barrage: Recharge time increased from  11 to 18 seconds. Damage increased to 42.8 lethal damage per tick.

Powers: Devices

  • Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage
  • Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch)
  • Time Bomb:  Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.)
  • Trip Mine:  Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds.
  • Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat.

Powers: Stealth

  • All self-stealth toggles should now recharge in 2 seconds.
  • Pools > Concealment > Stealth: No longer slows the user down.
  • Pools > Concealment > Invisibility:  Endurance cost lowered from 0.65 to 0.2275. You are now be able to attack while this power is active, but should you attack, all it's defense will suppress.
  • Illusion Control > Superior Invisibility: Endurance cost lowered from 0.52 to 0.182.

Powers: Misc Changes & Bug Fixes

  • Gravity Control > Propel: Adjusted physics parameters on objects to make them feel solid and not bounce around like rubber toys.
  • Night Widow & Fortunata Vengeance: Now triggers on league members. The buff will still only apply to teammates.
  • Beta Decay: FX now anchors on the player and not the world.
  • Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers.
  • Pool > Sorcery > Enflame: Should now do damage for Sentinels
  • Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers.
  • Controller > Ice Control > Flash Freeze: should be properly flagged as a Targeted AoE, not a Point Blank AoE.
  • Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred.
  • Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance.
  • Dominator > Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage.
  • Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements.
  • Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with.
  • Beam Rifle > Disintegration: Should [hopefully] never linger after the target dies.
  • Earth Control > Animate Stone: should no longer stop to reconsider it's life choices for about 6 seconds after using Hurl.
  • Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers
  • All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration.
  • All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration.
  • Fixed a bug in the no-redraw version of fast-Archery's Snipe.
  • Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.)
     
Edited by Leandro
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  • Leandro pinned and unpinned this topic

So happy to see continued updates, looking forward to the servers coming back online to test it out!

 

Interested to see how the change to fast-snipe is going to play out, I made sure to slot +tohit on my empathy buffs for blasters to get that fast-snipe bonus. Guess that will change now!

 

Thanks for the hard work!

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  • Developer
10 minutes ago, Lazarillo said:

Still unsatisfied with "Martial" Assault getting the "Martial" part made even weaker than it already was, but the other stuff remains nice looking.

There is something in the queue that may satisfy that kicking itch coming in the future. Can’t get into the details yet, though.

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image.thumb.png.07fe64b26308cd3c157b58cc695449de.png

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  • City Council
10 minutes ago, davidcu said:

Interested to see how the change to fast-snipe is going to play out, I made sure to slot +tohit on my empathy buffs for blasters to get that fast-snipe bonus. Guess that will change now!

You still get extra damage for having +tohit, so it probably won't change that much. Though you have the flexibility of going slightly under the cap if you can get more benefit elsewhere rather than having it be so binary.

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2 minutes ago, Captain Powerhouse said:

There is something in the queue that may satisfy that kicking itch coming in the future. Can’t get into the details yet, though.

Something to hope for I guess, while in the meantime I figure out if I can work in the rather delightful changes on my Fire/Earth.

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16 minutes ago, Number Six said:

You still get extra damage for having +tohit, so it probably won't change that much. Though you have the flexibility of going slightly under the cap if you can get more benefit elsewhere rather than having it be so binary.

What is the purpose of Interrupt IOs (including Interrupt in Snipe sets) now that we have fast snipe?

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