Issue 27 Page 1: Difference between revisions

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*Fixed a client crash that could happen when network conditions caused certain packets to arrive out of order during zone transitions
*Fixed a client crash that could happen when network conditions caused certain packets to arrive out of order during zone transitions
= January 5, 2021 =
'''General'''
*Winter is over in Atlas Park.
*Fixed some issues with Tommy One-Eye's new costume and villain def.
*Fixed a missing texture trick on the Kitchen base items.
*Weapon Redraw should no longer cancel attack animations.
*Fixed bugs with the following emotes that would allow them to interrupt attack animations:
**LookUp
**Shocked
**Despair
**LieDown
**Fireworkrocket
**Fireworksparkle
[[Category: Patch Notes]]

Revision as of 15:24, 5 January 2021

November 24th, 2020

Build 27.1.3403

New Story Arc: The Graveyard Shift (Hero, Level 20-29)

FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate... something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city's most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains.

  • Contact: Agent Watkins, Steel Canyon
    • Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01)
  • This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and... dubstep
  • The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels
  • This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion
    • These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc

New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39)

A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne'er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus.

  • Contact: Doc Buzzsaw, Sharkhead Isle
    • Listed in Ouroboros under Criminal (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02)
  • Chronologically this arc takes place after the Hero arc above
  • This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem
  • This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion
    • These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc

Costume Editor Update: Asymmetrical Shoulders

  • Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection
    • Not every set of shoulders are available in asymmetrical mode, more will be added in future updates
    • All shoulder options remain available in symmetrical mode
  • The Kitten and Panda shoulder options are now available for Male and Huge characters

Stance Selection

  • In the tailor, a new Stance power in the Inherent tab will allow you to select one of the following stances:
    • Default
    • Ninja
    • Beast
    • Slide
  • This stance will apply to your character at all times, unless you activate a toggle with its own stance (e.g. Beast Run)
    • As this stance is controlled by power customisation, you can select a different stance for each costume
  • A new non-stance version of Ninja Run is available from P2W:
    • Athletic Run leverages your athletic training, allowing you to move at a higher speed and jump greater distances. It is free if you do not already own Beast Run or Ninja Run; otherwise, it costs 1,000,000 inf.

Power Customisation Update

Support for customising Temporary, Day Job and Accolade powers has been added, and more inherent powers can now be customized. In this update only a few powers are supported, but we are looking to expand this in the future.

The following powers can now be customised in the "Inherent" tab:

  • Inherent
    • Sprint
    • Prestige Power Slide
    • Prestige Power Surge
    • Prestige Power Rush
    • Prestige Power Quick
    • Prestige Power Dash
    • The above all have original, light, dark, and minimal FX themes, and the customised versions of the prestige sprints have the dust cloud removed

The following powers can now be customised in the "Other" tab:

  • Accolades
    • Long Range Teleporter
  • Prestige Travel
    • Supergroup Portal
    • Base Transporter
    • Mission Transporter
  • Day Job Powers
    • Rapid Response Portal
    • Monitor Duty Teleporter
  • Temporary Powers
    • Boon of the Ancestor Spirits (from Graham Easton's arc)
    • Nictus Shadow Step (from Dr. Shelly Percey's arc)
    • Nictus Gravitic Emanation (from Dr. Shelly Percey's arc)
    • Nictus Fragment (from the Moonfire Task Force)
    • Smoke Flash (from P2W)
    • Knight Errant (from the Paladin event in Kings Row)

New Blaster Secondary: Sonic Manipulation

Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself.

Powers

  • T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback)
    • A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast
  • T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), 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. Recharge: Slow
  • T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold)
    • Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow
  • T4: Sound Booster (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. Recharge: Long
  • T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), 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. Recharge: Slow
  • T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep))
    • Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate
  • T7: Disruption Aura (Toggle: Foe -Res)
    • You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate
  • T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback)
    • You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long
  • T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), 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. Recharge: Slow

Powerset Revamp: Energy Melee

Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set.

Power Changes

  • Barrage
    • If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target
  • Energy Punch
    • Recharge increased from 4s to 5s
    • End cost increased from 5.2 to 6.032
    • Damage increased from scale 1 to scale 1.16
  • Bone Smasher
    • Cast time reduced from 1.5s to 1.27s
  • Power Crash (Replaces Stun)
    • Power Crash is now a minor cone that can hit up to 5 targets (10 for Tankers)
    • No longer takes melee damage sets, now takes PBAoE damage sets (any existing enhancements will remain slotted until the character respecs)
    • If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers)
    • If you previously had Stun in your build, you'll now have Power Crash
    • Stalkers only:
      • This power has a 16s recharge (instead of a 9s recharge for other ATs), with proportional damage and endurance cost increases per the standard damage formulas
      • As Stalkers do not have Whirling Hands, they rely entirely on Power Crash for AoE damage
  • Whirling Hands
    • Damage increased from scale 1 to scale 1.1819 (it was slightly below what the damage formula dictated)
  • Total Focus
    • Cast time reduced from 3.3 seconds to 2.53 seconds
    • Total Focus grants a charge of Energy Focus (even if power misses)
    • Energy Focus
      • Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses)
      • Energy Focus expires after 15 seconds
    • Stalkers / Scrappers only:
      • This power only crits for 28% additional damage, but when it crits, it will also generate a backup Energy Store that will re-activate Energy Focus after the current Energy Focus is used or expires (essentially it provides two stacks of Energy Focus)
  • Energy Transfer
    • Energy Transfer self damage is now 10% of base max HP for all ATs, and no longer costs any endurance
    • Damage is now 100% energy
    • Recharge lowered from 20s to 10s
    • If used with Energy Focus: Cast time reduced from 2.67s to 1.0s
    • Stalkers / Scrappers only:
      • This power only crits for 28% additional damage, but when it crits, it will not only avoid the self-damage, it will actually heal you for 10% of your base max HP

Stalker Power Order Changes

  • 1. Barrage
  • 2. Energy Punch
  • 3. Bone Smasher
  • 4. Assassin's Strike
  • 5. Build Up
  • 6. Placate
  • 7. Power Crash (replaces Stun)
  • 8. Total Focus (moved from T9)
  • 9. Energy Transfer (moved from T8)

Tanker Power Order Changes

  • 1. Barrage
  • 2. Energy Punch
  • 3. Bone Smasher
  • 4. Taunt
  • 5. Whirling Hands
  • 6. Total Focus (moved from T9)
  • 7. Build Up
  • 8. Power Crash (replaces Stun, moved from T6)
  • 9. Energy Transfer (moved from T8)

Other Changes

  • The stun chance for Energy Punch, Barrage and Bone Smasher for Stalkers was lower than the Tanker and Brute versions - this has now been corrected
  • The AE version of this powerset has been updated with missing powers and to match current power effects

Powerset Proliferation: Energy Melee for Scrappers

Energy Melee has been proliferated to Scrappers, with all the changes mentioned above.

Power Order

  • 1. Barrage
  • 2. Energy Punch
  • 3. Bone Smasher
  • 4. Build Up
  • 5. Power Crash
  • 6. Confront
  • 7. Whirling Hands
  • 8. Total Focus
  • 9. Energy Transfer

Powerset Revamp: Titan Weapons

Titan Weapons was released less than a year before the game shut down, and never had the opportunity for much follow-up work. The set suffers from two problems. Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric.

We've gone ahead and removed the arbitrary bonus damage the set has (bringing it in line with the standard damage formulas) in order to reign in the maximum performance bar the set can hit, whilst also refining the Momentum mechanic and redraw animations in order to reduce the clunkiness of the set.

Set Changes

  • Removed arbitrary bonus damage from all attacks (roughly 8-10%)
  • Now has the same redraw rules as Katana, and will only play an interruptible draw animation under the following conditions:
    • Out of combat
    • Out of range from the target
    • Power still has not recharged
  • Whilst Momentum is active, all Titan Weapons attacks will:
    • Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas
    • Have an additional 25% endurance cost reduction
  • Momentum is now granted even if the attack misses all targets

Power Changes

  • Titan Sweep
    • Fast version cast time increased from 1s to 1.1s
  • Follow Through
    • Cast time increased from 1s to 1.1s
    • No longer inflicts additional damage over time
  • Confront / Taunt
    • Cast time reduced from 1.96s to 1.67s
  • Whirling Smash
    • Radius lowered from 15ft to 10ft (however, it remains at 15ft for Tankers)
    • No longer inflicts additional damage over time
  • Arc of Destruction
    • Recharge reduced from 20s to 16s
    • Damage decreased accordingly (per the standard damage formulas)
    • Fast version cast time shortened from 1.5s to 1.37s

Powerset Revamp: Trick Arrow

Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set.

Power Changes (Numbers provided are Defender values)

  • Entangling Arrow
    • Immobilize duration reduced from scale 15 to scale 7
    • No longer has a -Recharge debuff
    • Now applies a 30s -Res debuff
      • PvP only: This effect is removed
  • Flash Arrow
    • Can now be slotted with Range enhancements
    • -ToHit increased from -6.25% to -18.76%
      • Half this debuff is now irresistible
  • Glue Arrow
    • -Recharge debuff increased from -20% to -40%
    • Debuff duration increased from 30s to 60s
    • This power is now location based
  • Ice Arrow
    • Increased the -Recharge debuff from -12.5% to 25%
    • Now applies a 60s -Special and -Damage debuff
      • PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s
  • Poison Gas Arrow
    • -Damage debuff now lasts 60 seconds
      • PvP only: Debuff only lasts for 3s after you leave the cloud
    • -Damage debuff increased from -31.25% to -50%
      • Half this debuff is now irresistible
  • Acid Arrow
    • Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius)
    • -Res debuff moved to Disruption Arrow
      • This power still has a -25% defence debuff
    • Now applies a heal resistance debuff (heals on the target will be less effective)
      • PvP only: Debuff halved
    • Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger)
      • PvP only: Reduced to -20%
    • Debuff duration increased from 20s to 45s
      • PvP only: Duration is still 20s
    • This power has a new icon
  • Disruption Arrow
    • Target cap increased from 10 to 16
    • Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets
    • -Res debuff doubled (moved from Acid Arrow)
    • Only one Disruption Arrow can be maintained at once
    • Recharge decreased from 60s to 30s
    • Duration increased from 30s to 45s
  • Oil Slick Arrow
    • Can now be slotted with Range enhancements
  • EMP Arrow
    • Can now be slotted with Range enhancements
    • No longer applies -recovery to the caster
    • Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does)
    • Hold duration for non-robots reduced by roughly 50%
    • This power is now location based
    • This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides:
      • 15% damage resistance to all but Toxic (not enhanceable)
      • Resistance against End Drain and Recovery Debuffs
      • Protection against status effects and knock back

Pool Powerset Revamp: Teleportation

Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we've added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound's Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee - bring the enemies to you, instead of going to them!

To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power.

Power Changes

  • Teleport Target (Replaces Recall Friend)
    • Now combines the functionality of Recall Friend and Teleport Foe
    • If you previously had Recall Friend, you'll now have Teleport Target
  • Combat Teleport (Replaces Teleport Foe)
    • A quick-casting, short-ranged (100ft) teleport designed to be used in combat
    • The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers
    • This power can be activated up to 3 times in a row before it triggers a cooldown
    • This power grants a small ToHit buff to your next attack
    • If you previously had Teleport Foe, you'll now have Combat Teleport
  • Teleport
    • This power now grants a 4s untouchable buff
      • If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled
      • If you have been in combat in the last 10 seconds, phase will not be triggered
      • In PvP, using teleport 3 times within a 30 second window will trigger No Phase
  • Team Teleport
    • Endurance cost reduced from 20 to 16
  • Fold Space (Replaces Long Range Teleport)
    • This power will teleport foes from the nearby area into melee range
      • Line of sight is required
      • 100ft range, 16 targets max, prioritizes closer targets
    • Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power
      • If you previously had Long Range Teleport, you'll now have Fold Space
      • See the Long Range Teleporter section below for more information

Warshades

  • Inherent / Umbral Aura > Shadow Recall
    • Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend)
  • Umbral Blast > Starless Step
    • Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe)
  • Umbral Aura > Shadow Slip
    • Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport)

Blaster Secondary Revamp

After the game shut down, several new Blaster secondary sets were developed (e.g. Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range - both of these factors contributed towards the sets being a tad too safe.

Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (e.g. Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets.

This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you'll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets.

Tactical Arrow

  • Electrified Net Arrow
    • Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
    • Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers
  • Ice Arrow
    • Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers
    • Recharge increased from 12s to 16s
    • Hold changed from Mag 3, Scale 12 to:
      • Mag 2, Scale 10 (non stacking)
      • Mag 1, Scale 6 (stacking)
  • Upshot
    • +Recharge buff reduced to from 30% to 15%
    • +Damage buff reduced from 100% to 81.25%
    • +ToHit reduced from 20% to 15%
  • Flash Arrow
    • This power's effects are no longer irresistible
    • This brings it in line with Smoke Grenade, which has always been resistible
  • Gymnastics (Replaces Agility)
    • Gymnastics and Agility have been merged into a new toggle power
    • Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection
    • If you previously had Agility, you now have Gymnastics
  • ESD Arrow
    • Hold now only applies to robots
    • Hold changed from Mag 3, Scale 8 to:
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)
    • Added Stun against all foes (does not override the robot hold):
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)
    • Now accepts Stun enhancements and sets
  • Oil Slick Arrow (Replaced Gymnastics)
    • Similar to the Trick Arrow version, but with the following changes:
      • Has half the cooldown (90s vs 180s)
      • Does not have a defence debuff
      • Only has a 15ft radius
    • If you previously had Gymnastics, you now have Oil Slick Arrow
    • Recharge reduced from 180s to 90s
  • Power Order Changes
    • 1. Electrified Net Arrow
    • 2. Glue Arrow
    • 3. Ice Arrow
    • 4. Upshot
    • 5. Flash Arrow
    • 6. Eagle Eye
    • 7. Gymnastics (Replaces Agility, merged with T9)
    • 8. ESD Arrow
    • 9. Oil Slick Arrow (Replaces Gymnastics)

Atomic Manipulation

  • Electron Shackles
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Positron Cell
    • Hold changed from Mag 3, Scale 12 to:
      • Mag 2, Scale 10 (non stacking)
      • Mag 1, Scale 6 (stacking)
  • Radioactive Cloud
    • Hold effect has been adjusted:
      • 50% chance of hold by choking - choking foes might actually counterattack if hit
      • 50% chance of hold by barfing - barfing foes will continue emptying their stomachs until the duration of the hold expires

Darkness Manipulation

  • Penumbral Grasp
    • Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Touch of the Beyond
    • Increased the duration of the self buff from 60s to 120s
    • The self buff now also provides Fear protection
    • The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits
      • The base accuracy of the power has been reduced from 150% to 120% as it no longer needs to hit to apply the buff
    • Added a short, non-enhanceable Mag 3 Hold (in PvE only)
    • The regeneration buff should no longer be weaker when used against higher or lower level enemies
    • This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks)
  • Dark Pit
    • Recharge time increased from 60s to 90s
    • Endurance cost increased from 13 to 20.18
    • Stun changed from Mag 2, Scale 12 to:
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)

Devices

  • Toxic Web Grenade
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Taser
    • Fixed this power doing PvE damage in PvP
  • Field Operative
    • This power now has a No Fade customization them
    • Selecting this theme will stop the power from fading the player body
  • Gun Drone
    • Now has 80% resistance to all damage
    • Taunt aura reduced to 8ft, mag 3, max of 4 targets
    • Death explosion now has a knockup component

Electrical Manipulation

  • Electric Fence
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Thunder Strike
    • Cast Time reduced from 3.3s to 2.53s
  • Dynamo (renamed from Lightning Field)
    • Moved from T3 to T6 (see Power Order Changes below)
    • Is now the sustain power in the set (along with the existing damage aura component)
      • No longer has an endurance cost to run
      • Provides a Recovery and Regeneration buff
    • If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
    • If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder
  • Force of Thunder
    • Moved from T6 to T8 (see Power Order Changes below)
    • No longer provides a sustain buff
    • Stun changed from Mag 2, Scale 8 to:
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)
    • Knockback chance increased from 30% to 100%
    • If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field
  • Shocking Grasp
    • This power is now flagged as a Melee attack, not a Ranged attack (this only affects ToHit checks)
  • Power Order Changes
    • 1. Electric Fence
    • 2. Charged Brawl
    • 3. Build Up (moved down from T5)
    • 4. Havok Punch
    • 5. Thunder Strike (moved down from T7)
    • 6. Dynamo (moved up from T3, renamed from Lightning Field)
    • 7. Power Sink (moved down from T8)
    • 8. Force of Thunder (moved up from T6)
    • 9. Shocking Grasp

Fire Manipulation

  • Ring of Fire
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Cauterizing Aura
    • If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
    • Target cap has been corrected from 11 to 10

Energy Manipulation

  • Energize
    • Now provides a small amount of Stun protection (PvE only)
  • Stun
    • Recharge reduced from 20s to 14s
    • This power now has synergy with Power Boost and Boost Range
      • With Boost Range active, this power becomes a ranged Stun
      • With Power Boost active, this power becomes an AoE (instead of boosting its duration)
    • Stun will have an orange ring whenever either of these buffs are active
      • As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar
    • Full combo details:
      • Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target
      • Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets
      • Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets)
      • Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets)
  • Total Focus
    • Cast time reduced from 3.3 seconds to 2.53 seconds

Ice Manipulation

  • Chilblain
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Frigid Protection
    • Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds
    • No longer shows floating numbers by default
      • A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers
    • If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
    • Target cap has been corrected from 11 to 10
  • Shiver
    • Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 18 seconds, now only half of it does)
  • Freezing Touch
    • DoT on this power now lasts 10s, delivering additional cold damage ticks (11, up from 6)
  • Frozen Aura
    • This power now inflicts damage and accepts damage enhancements and sets
    • Sleep changed from Mag 2, Scale 20 to:
      • Mag 2, Scale 20 (non stacking)
      • Mag 1, Scale 12 (stacking)

Martial Combat

  • Ki Push
    • Damage increased from scale 0.8 to scale 1.0
    • Recharge time reduced from 6s to 4s
  • Reaction Time
    • Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds
    • No longer shows floating numbers by default
      • A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers
    • If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
  • Throw Sand
    • Stun changed from Mag 3, Scale 12 to:
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)
  • Eagles Claw
    • This power now has a chance to cause lethal internal bleeding damage over time, similar to the set's Storm Kick

Mental Manipulation

  • Subdual
    • The range of this power is not being adjusted and will remain at 80ft as increased range is part of the secondary effects for Mental / Psionic powers
  • Telekinetic Thrust
    • Recharge increased from 6 seconds to 16s
    • Cast Time reduced from 2.07s to 1.67s
    • Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas)
    • Moved from T3 to T9 (see Power Order Changes below)
  • World of Confusion
  • Scare
    • Moved from T8 to T7 (see Power Order Changes below)
    • This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks)
  • Psychic Shockwave
    • Moved from T9 to T8 (see Power Order Changes below)
  • Power Order Changes
    • 1. Subdual
    • 2. Mind Probe
    • 3. World of Confusion (moved down from T7)
    • 4. Psychic Scream
    • 5. Concentration
    • 6. Drain Psyche
    • 7. Scare (moved down from T8)
    • 8. Psychic Shockwave (moved down from T9)
    • 9. Telekinetic Thrust (moved up from T3)

Ninja Training

  • Immobilizing Dart
    • Toxic damage over time doubled to bring it in line with other single target immobilize powers
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Sting of the Wasp
    • Recharge increased from 5s to 10s
    • Damage increased accordingly (per the standard damage formulas)
  • Choking Powder
    • Hold changed from Mag 3, Scale 8 to:
      • Mag 2, Scale 10 (non stacking)
      • Mag 1, Scale 6 (stacking)
  • Shinobi
    • No longer grants a damage buff outside of stealth
    • Now grants the caster a 20% chance to inflict lethal criticals with every attack
      • The amount of damage will be based on the recharge time of the power
      • Usually this will be 80% of the standard damage formula
      • This bonus damage ignores enhancements and damage buffs
  • The Lotus Drops
      • Recharge decreased from 28s to 14s
      • This was much higher than intended
  • Blinding Powder
    • Sleep magnitude increased from 2 to 3
    • Chance for Confuse mag increased from 2 to 3
    • Chance for Confuse scale lowered from scale 20 to scale 8
    • Accuracy lowered to 0.8 (to match other AoE CC powers)
  • Golden Dragonfly
    • Recharge increased from 12s to 20s
    • Damage increased accordingly (per the standard damage formulas)

Plant Manipulation

  • Entangle
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Skewer
    • Cast Time reduced from 1.67s to 1.23
  • Strangler
    • Hold changed from Mag 3, Scale 12 to:
      • Mag 2, Scale 10 (non stacking)
      • Mag 1, Scale 6 (stacking)
  • Spore Cloud
    • Moved from T9 to T5 (see Power Order Changes below)
    • No longer grants a Defiance buff
      • As a toggle, it never should've given one
    • -Regeneration debuff now scales with player level
      • -59.32% at level 20
      • -80.33% at level 40
      • -90.83% at level 50
  • Wild Fortress
    • Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds
    • No longer shows floating numbers by default
      • A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers
    • VFX will now stay active as long as the toggle is active
  • Vines
    • Hold effect has been adjusted:
      • 50% chance to hold foes at scale 8 mag 2 + scale 5 mag 1
      • Foes not held in this way will be held for scale 1.5 mag 2 and immobilized for 17.88s
    • This power can now be enhanced for immobilization
  • Thorn Burst
    • Moved from T5 to T9 (see Power Order Changes below)
    • Cast time reduced from 3s to 2s
  • Power Order Changes
    • 1. Entangle
    • 2. Skewer
    • 3. Strangler
    • 4. Toxins
    • 5. Spore Cloud (moved down from T9)
    • 6. Wild Fortress
    • 7. Ripper
    • 8. Vines
    • 9. Thorn Burst (moved up from T5)

Temporal Manipulation

  • Time Wall
    • Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers
    • Now accepts Damage enhancements and sets
    • Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
  • Aging Touch
    • Base damage slightly reduced from 1.32 to 1.02
    • This power was doing more damage than intended
  • Time Stop
    • Hold changed from Mag 3, Scale 8 to:
      • Mag 2, Scale 10 (non stacking)
      • Mag 1, Scale 6 (stacking)
  • Temporal Healing
    • Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds
    • No longer shows floating numbers by default
      • A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers
  • Future Pain
    • Recharge increased from 11s to 18s
    • Endurance cost increased from 11.024 to 16.848
    • Damage increased accordingly (by about 52.8%, per the standard damage formulas)
  • End of Time
    • Recharge decreased from 22s to 17s
    • Endurance cost decreased from 20.176 to 16.016
    • Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas)
  • Time Shift
    • Stun changed from Mag 3, Scale 8 to:
      • Mag 2, Scale 8 (non stacking)
      • Mag 1, Scale 5 (stacking)

Architect Entertainment

  • AE versions of these powersets have been updated with missing powers and to match current power effects

Other Powers Changes

Dark Melee

  • Shadow Maul
    • Target cap reduced from 10 to 5 (16 to 10 for Tankers)
  • Touch of Fear
    • Now a melee targeted AoE with a 10 target cap (16 for Tankers)
    • Now deals negative energy damage over time
    • Fear duration reduced by roughly 50%
    • Cast time increased from 1.17s to 1.97s
    • Only the main target will be affected by the Fear and ToHit debuff
    • Now accepts Melee AoE Damage sets
  • Taunt (Tanker / Brute)
    • Now has the correct icon border
  • AE versions of these powers have been updated with missing powers and to match current power effects

Kinetics

  • All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics
    • Transfusion
    • Siphon Power
    • Transference
    • Fulcrum Shift
  • Player powers should notice no difference beyond faster application
  • Some NPC powers may become weaker or stronger depending on their rank
  • AE versions of these powers have been updated with missing powers and to match current power effects

Taunt Aura Slotting

  • Auras with a taunt component can now be slotted with Taunt sets
    • If a power could not taunt before, it still cannot taunt now - this change only impacts auras which could already taunt
  • The following powers are affected:
    • Bio Armor
      • Evolving Armor
      • Genetic Contamination (Tanker/Brute only)
    • Dark Armor
      • Death Shroud (Tanker/Brute only)
      • Cloak of Fear (Tanker/Brute only)
      • Oppressive Gloom (Tanker/Brute only)
    • Electric Armor
      • Lightning Field (Tanker/Brute only)
    • Energy Aura
      • Entropic Aura
    • Fiery Aura
      • Blazing Aura (Tanker/Brute only)
    • Ice Armor
      • Chilling Embrace (Tanker/Brute only)
      • Icicles (Tanker/Brute only)
    • Invulnerability
      • Invincibility
    • Radiation Armor
      • Beta Decay
    • Regeneration
      • Integration (Brute only)
    • Shield Defense
      • Against All Odds
    • Stone Armor
      • Mud Pots (Tanker/Brute only)
    • Super Reflexes
      • Evasion (Tanker/Brute only)
    • Willpower
      • Rise to the Challenge

Accolades

  • All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers:
    • Crey CBX-9 Pistol/Stolen Immobilizer Ray
    • Eye of the Magus/Demonic Aura
    • Geas of the Kind Ones/Force of Nature
    • Vanguard Medal/Megalomaniac
    • Elusive Mind
  • Accolade powers with different alignment versions (e.g. Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown

P2W Powers

  • Summon Workbench
    • Can now be summoned whilst flying (but must still target the ground)
  • Jump Pack/Steam Jump
    • These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown)
      • They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back
      • They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility
    • The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above
  • Renewal of Light (P2W)/Return to Battle
    • These powers are no longer mutually exclusive - you can own both at the same time
    • Instead they share a cooldown
    • The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version

Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers

A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress.

New Accolade Power: Long Range Teleporter

  • Long Range Teleporter
    • The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter
      • If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination
    • Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning:
      • An exploration accolade in any zone with a Base Portal (see the "Complete Base Portal List" below for reference), or
      • The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D)
    • Long Range Teleporter can be used once to teleport you to any zone that you have unlocked
      • Collecting any exploration badge in a zone will unlock it as a destination
      • Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge
      • Only zones with base portals can be unlocked (see the "Complete Base Portal List" below for reference)
    • Long Range Teleporter has a 2s activation time and a 10 minute cooldown
      • Activation time is longer in PvP
    • If you activate Long Range Teleporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone
      • This is indicated by the red ring around the power
      • Note that even if you zone without using LRT, it will still go on cooldown - it's not possible to determine if you zone with the power or not
      • Examples:
        • You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left.
        • You activate the power. You don't zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer).
        • You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left
    • Long Range Teleporter allows you to use /enterbasefrompasscode to enter any base

Fast Travel Menu

  • By acquiring Long Range Teleporter or any of the powers in this menu you will unlock the Fast Travel macro accolade (similar to the Architect Commlink)
    • This lists the various unlockable zone teleportation powers so they don't take up space in your power trays
  • Clicking the Fast Travel icon will open up this menu
    • Powers that are on cooldown or that you do not own (or have no charges of) will be greyed out
    • Portal powers (e.g. Ouro) will be automatically summoned at your feet so you don't need to click again
    • Each option has a keyboard shortcut whilst the menu is open (the white letters)
  • You can also use /popmenu FastTravel in a keybind, macro, etc to access this menu
    • e.g. /bind t popmenu FastTravel will open this menu when you press T, so pressing "T, O" will quickly open an Ouro portal at your feet

Base Teleportation

  • The internal command /enterbasefrompasscode has been fixed, and now requires that you be able to enter a base normally before using it (this was always the intended functionality of the command), which includes any of the following:
    • Being within 45 feet of a base portal (including base portals summoned by the new powers detailed below)
    • Being anywhere inside a Supergroup base
    • Using Long Range Teleporter, Base Transporter (P2W) or Monitor Duty Teleporter (Day Job)
      • The command remains available to use until you move 20 feet from the location you used the power, or until you activate another power
  • The base teleportation network now includes many new zones, including zones in Praetoria and The Shadow Shard
    • In total, 16 new base portals have been added, and 7 new base beacons have been added (see the complete list below)
    • The only zones not included are time travel zones (e.g. Cimerora), a few small bases (e.g. The Midnighter Club), Hamidon zones, and layers of other zones (e.g. Underground Imperial City)
    • This same list of zones is also used by Long Range Teleporter
    • New powers which summon portable base portals have also been added (see below for more info)
  • Base teleportation is now more streamlined and consistent
    • Every zone with a base beacon now also has a base portal
    • Base beacons now drop you at the base portal instead of at a random location (Long Range Teleporter also uses the base portal locations)
    • Several base portals have been moved to more convenient locations
    • Base portals no longer have collision, so you can't get stuck inside them
    • The Base Transporter P2W power has had its cooldown reduced from 30 minutes to 10 minutes, and Long Range Teleporter can also take you to your base
  • Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold

Complete Base Portal List

  • Paragon City
    • Atlas Park
    • Kings Row (Base Portal moved down to ground level)
    • The Hollows (Base Portal added)
    • Perez Park (Base Portal added)
    • Skyway City (Base Portal moved up to the small park with Synapse and Mynx, near the Monorail)
    • Steel Canyon
    • Boomtown (Base Portal added)
    • Faultline
    • Talos Island
    • Striga Isle (Base Portal added)
    • Independence Port (Base Portal moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone)
    • Terra Volta (Base Portal added)
    • Croatoa
    • Brickstown
    • Crey's Folly (Base Portal added)
    • Founders' Falls
    • Eden (Base Portal added)
    • Rikti War Zone
    • Kallisti Wharf
    • Peregrine Island (Base Portal moved down to ground level)
    • Dark Astoria
  • Extradimensional
    • Pocket D
    • Cascade Archipelago (Base Portal & Beacon added)
    • Firebase Zulu (Base Portal & Beacon added)
    • The Chantry (Base Portal & Beacon added)
    • The Storm Palace (Base Portal & Beacon added)
  • The Rogue Isles
    • Mercy Island
    • Port Oakes
    • Cap au Diable
    • Sharkhead Isle
    • Nerva Archipelago (Base Portal moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone)
    • St. Martial
    • Grandville (Base Portal moved down from the top of the tower to the main square)
  • Praetoria
    • Imperial City (Base Portal & Beacon added)
    • Neutropolis (Base Portal & Beacon added)
    • Nova Praetoria (Base Portal & Beacon added)
    • First Ward (Base Portal added)
    • Night Ward (Base Portal added)
  • The following zones have had their beacons removed:
    • Echo: Dark Astoria
      • These beacons will now be directed to Dark Astoria
    • Echo: Galaxy City
      • These beacons have been destroyed by an energy spike of unknown origin
    • Note: Both of these zones can still be accessed through Ouroboros

New Supergroup Portal Power

  • Supergroup Portal (New P2W Power)
    • Available from P2W for 10 million influence
    • Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone)
    • 10 minute cooldown, unaffected by global recharge buffs
    • Cannot be used in Tutorial or PvP Zones
    • Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc)

Other Teleportation Powers

  • Base Transporter (P2W Power)
    • Recharge time reduced from 30 minutes to 10 minutes, and is no longer affected by global recharge buffs
    • Activation time reduced from 17s to 2s in PvE (still longer in PvP)
    • If you activate Base Transporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone
      • This uses the same behaviour listed above under Long Range Teleporter
  • Ouroboros Portal
    • Can now be summoned and entered from level 1, rather than level 14, and is much simpler to earn (see the badges section for more info)
    • Can now be summoned whilst flying (but must still target the ground)
    • Now lasts 2 minutes instead of 5 minutes, but will remain in place after you leave the zone
    • Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (e.g. during Master Of attempts)
    • Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc)
    • Can now be used in Ouroboros
      • This was a side-effect of allowing base portals to be summoned in Ouroboros, and any Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this)
  • Team Transporter (P2W Power)
    • Can now be summoned whilst flying (but must still target the ground)
    • This power has a new icon to match the other prestige teleportation powers
  • Mission Transporter (P2W Power)
    • Activation time reduced from 15s to 10s
    • This power has a new icon to match the other prestige teleportation powers
  • Assemble the Team (P2W Power)
    • This power has a new icon to match the other prestige teleportation powers
  • Auction House Teleporters
    • The purchasable Auction House teleporter powers have been removed from the Auction House
    • These powers had numerous bugs, and teleporting directly to the auction house isn't that useful with the /ah command available

Day Job Teleportation Powers

  • These Day Job powers have been shuffled around
    • The Monitor Duty Teleporter (teleport self to base) power can now be earned by logging off near a base portal, and no longer requires the Rapid Response Member Accolade
      • The Monitor Duty badge speeds up earning charges of this power, in line with other basic day job powers
    • Rapid Response Portal is a new day job power which summons a base portal, and is now earned by logging off near a base portal with the Rapid Response Member Accolade
      • With the Accolade you will earn charges of Monitor Duty Teleporter and the Rapid Response Portal
    • The old Monitor Duty day job (which a long time ago granted a Prestige buff, but now grants a Brain Storm bonus) was previously awarded for logging off near a base portal, but is now earned by the Day Trader (Wentworth's) and Marketeer (Black Market) day jobs
      • The old Day Trader/Marketeer Teleporter day job powers can no longer be earned
  • Monitor Duty Teleporter
    • This power has been renamed from Base Teleporter to Monitor Duty Teleporter (to match the badge it is connected to)
    • Recharge time reduced from 600s to 30s (this would be 0s, but we wanted to prevent accidental double usage as this power has limited charges
    • Activation time reduced from 17s to 2s in PvE (still longer in PvP)
  • Rapid Response Portal
    • Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone)
    • 90 second cooldown
    • Cannot be used in Tutorial or PvP Zones
    • Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc)

TUNNEL Network

  • The Hero and Villain TUNNEL networks have been merged together
    • Vigilantes and Rogues will now see both Hero and Villain zones in the list
    • Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones
  • TUNNEL can now be used by Praetorians
    • Praetorians will only be able to access zones in Praetoria

Free Fire Zone (PvP) Helicopter Line

  • All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena)
  • You can also use it to travel between the connected PVE zones, but only those that match your current alignment

Enhancements

Enhancement Upgrade Button

  • Added an Upgrade button to the bottom left of the Enhancements screen
  • This will upgrade all your store-buyable enhancements to +3 of your level, to a maximum of level 50
  • It costs the same as purchasing the enhancements from a store, and it will not change the enhancement type; a low level DO will be upgraded to a high level DO, not a SO.
  • Combined enhancements will be replaced following the new Enhancement Combining rules described below
    • This means a level 48++ SO will be "upgraded" to level 50 and charge full price

Enhancement Combining

  • Combining enhancements now increases their level directly, instead of a combined level enhancement (ie: 33 instead of 32+1)
    • This means you can, through combination, get Titan, Hydra and Hamidon enhancements all the way to level 53
    • Existing combined enhancements are not affected, but another combination will increase their level and remove the combinations

Acquiring Enhancements

  • Single Origin enhancements can now be purchased from vendors at levels 5, 10, 15 and 20
    • This is meant to equalize the availability of those enhancements at low levels, which currently are mostly obtained through farming the Death From Below trial
  • DOs can now be purchased from vendors at levels 5 and 10, just for parity
  • TOs have been removed from regular vendors but can still be purchased from the Supergroup Base enhancements vendor if you're into that kind of thing
  • Story Arc rewards that used to drop TOs and DOs will now always drop a SO of your origin
    • TOs and DOs will still drop from other sources as vendor trash
  • The tutorial zones now reward the player with Talisman of the Initiate (Damage) SOs instead of Damage TOs
  • Introductory tasks from City Hall reward the player with Damage SOs of their origin instead of Damage TOs
  • The Shop Keeper and Smuggler day jobs will now always award a SO

AoE Enhancement Set Categories

  • "Targeted AoE Damage" sets are now "Ranged AoE Damage" sets
  • "PBAoE Damage" sets are now "Melee AoE Damage" sets
  • These rules were already almost universally followed - no changes to which powers can accept which sets have been made at this time

Yin's Market

  • Yin's Talisman enhancements can now be used by characters of all origins and are available at level 5, 10, 15 and 20
    • They are also cheaper than SOs of the same level to purchase from Mr. Yin, although they will cost the same to upgrade
  • Yin's Talisman enhancements now use a fancy golden border
  • There are currently no plans to make those enhancements available to Villains or Praetorians, as the store unlock is a reward for the Faultline arcs
    • Those characters can purchase the enhancements from the auction house, receive them via character email, or store and retrieve them from Supergroup storage if they wish

Badges

Several new badges have been added to the game!

New Defeat Badges

  • Brass Hunter
    • Defeat 1000 Nemesis Jaegers
  • Green Machine
    • Defeat 100 Nemesis Warhulks
  • Brute Forced
    • Defeat 500 points worth of Rularuu Brutes
      • Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges
  • Winged Nuisance
    • Defeat 500 Rularuu Natterlings of any rank
  • Running on Empty
    • Defeat 200 Malta Sappers
  • Womp Womp
    • Defeat 100 Immature Paragon Protectors
  • Assault and Battery
    • Defeat 50 Freakshow Super Stunners

New Story Arc Badges

  • The Uncivil War
    • Complete Agent Watkins' arc
  • Patient Zero
    • Complete Doc Buzzsaw's arc
  • Containment Specialist
    • Turn off the sprinklers before the timer runs out during The Graveyard Shift story arc
  • Went Off Script
    • Refuse to quarantine during The Graveyard Shift story arc (mission owner only)
  • The Greater Good
    • Quarantine during The Graveyard Shift story arc (mission owner only)
  • Tarnished Star
    • Fill every jail cell in The Zig during your life as a hero, before becoming a villain and releasing Bile during "The Freakish Lab of Dr. Vahzilok" story arc

Other New Badges

  • On the Shoulders of Giants
    • Located in Kallisti Wharf
  • Behind Enemy Lines
    • Complete at least one door mission in Bloody Bay, Siren's Call and Warburg (one mission per zone)

Existing Badges

  • Passport
    • Moved from Events to Accolades, and no longer awarded automatically on character creation
    • Now unlocked by earning either:
      • An exploration accolade in any zone with a Base Portal (see "Complete Base Portal List" above), or
      • The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D)
    • Grants the Long Range Teleporter accolade power
    • Hint text has been updated to explain exactly how you earn Long Range Teleporter
  • Pocket D VIP Gold Club Member
    • No longer unlocks the Pocket D VIP Pass power
    • Now unlocks Pocket D as a Long Range Teleporter destination (and unlocks Long Range Teleporter if you don't already have it)
  • Loyal Customer
    • This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge)
  • Unabashed
    • Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version
  • Devilfish
    • Improved the reliability of this badge awarding when defeating Lusca
    • Along with awarding to anyone within X feet of Lusca dying, it now awards to anyone that receives kill credit (the normal method for awarding defeat badges)
  • Wincott's Ally/Wincott's Betrayer
    • Now correctly uses the Hazard Zone Exploration Accolade artwork
    • The exploration badges in The Hollows have also been updated to use the correct artwork
  • Burgermeister
    • Now shows as Burgermeisterin on female characters
  • Visionary
    • Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers)
      • Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges
      • Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker)
  • Power Liberator/Master Thief
    • Moved from PvP to Accomplishment as the Cathedral of Pain Trial has no relation to PvP
  • Monitor Duty
    • No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power
    • Now increases the rate at which you earn the Monitor Duty Teleporter (Teleport self to base) day job power
  • Day Trader/Marketeer
    • No longer increases the rate at which you earn Day Trader Teleporter/Marketeer's Teleporter day job power
    • Now increases the rate at which you earn the Marketeer (Brain Storm Idea boost) day job power
  • Rapid Response Member/Trouble Maker
    • No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking)
    • Now unlocks the Rapid Response Portal (Summon supergroup portal) day job power
  • Entrusted with the Secret
    • Moved to the top of the Flashback badge list
    • Ouroboros Portals can now be summoned and entered by characters of any level
    • The requirements to earn this badge have been cleaned up:
      • Completing any Flashback story arc using the Pillar of Ice and Flame will award the badge
      • Completing any story arc given directly by a Mender will award the badge
      • Completing any of the following missions will award the badge:
        • Follow up on Holsten Armitage's claim that Senator Dybalski has been kidnapped by Rikti
        • Defeat Ubelmann the Unknown in Ashwin Lannister or Laurie Pennington's story arc
        • Recover the PsychoChronoMetron or Destroy the PsychoChronoMetron from Agent G
        • Find "The Magic Man" and recover the Devil's Timepiece in Mercedes Shelton's story arc
        • Meet with Botis during Vincent Ross' story arc
        • Any mission with Professor Echo from Marshall Brass
        • Defeat Professor Echo when you encounter him during Pandora's Box story arc
        • Confront Mender Silos in the final mission of the Pandora's Box story arc
        • Travel to the ruined Cap Au Diable from the future in any Patron arc
        • Travel to the ruined Atlas Park from the Future in any Patron arc or the Lord Recluse Strike Force
        • Travel to the Dark Victory version of Atlas Park in Statesman's Task Force
      • Entering any of the following zones will award the badge:
        • Cimerora
        • Ouroboros
        • Recluse's Victory
        • Echo: Atlas Park
        • Echo: Galaxy City
        • Echo: Faultline
        • Echo: Dark Astoria
        • Echo: Rikti Crash Site
      • Entering one of these zones will also award the Ouroboros Portal power if you have somehow managed to lose it

PvP Updates

New PvP Accolades

  • Arena vendors now sell the following PvP-only fakkolades (fake knockoff accolades) for 10,000 influence each:
    • Veteran
      • Combined the four +HP/+End accolades
    • Indestructible
      • Combines Eye of the Magus/Demonic Aura and Elusive Mind
    • Supercharger
      • Copy of Geas of the Kind Ones/Force of Nature
    • Mind Games
      • Copy of Vanguard Medal/Megalomaniac
    • Nullifier
      • Copy of Crey CBX-9 Pistol/Stolen Immobilizer Ray
    • Justice
      • Copy of Call to Justice, the Hero alignment power, shares a cooldown with Rampage
    • Rampage
      • Copy of Frenzy, the Villain alignment power, shares a cooldown with Justice
  • Using a normal accolade will put the non-PvP version of it on cooldown (and vice-versa)
  • These can be deleted when you no longer want them
  • Normal accolade & alignment powers are now disabled in the Arena and in PvP zones

PvP Zone Vendors (All PvP Zones)

  • Added vendors selling the Arena temporary powers (which are now usable in PvP zones)
    • The Siren's Call vendor still requires the zone event to unlock

PvP Zone Missions (Bloody Bay, Siren's Call)

  • Missions in Bloody Bay and Siren's Call are no longer limited to level 25 / 35 and can now be run all the way to level 50
    • Completing any door mission rewards the Veteran power
    • Completing any Longbow door mission rewards the Justice power
    • Completing any Arachnos door mission rewards the Rampage power
    • Completing the destroy/save outpost mission rewards the Indestructible power
    • Completing the plant/defuse bomb mission rewards the Supercharger power
    • Completing the kidnap/rescue officer mission rewards the Mind Games power
    • Completing the destroy/recover technology mission rewards the Nullifier power

Recluse's Victory

  • All Incarnate powers apart from the Alpha slot are now disabled in Recluse's Victory
  • Support AVs from the zone event now spawn at level 52 instead of level 54
  • Removed some references to Statesman (RIP)

Free Fire Zone (PvP) Helicopter Line

  • All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena)
  • You can also use it to travel between the connected PVE zones, but only those that match your current alignment

PvP Power Restrictions (Arena & All PvP Zones)

  • PvP zones now obey the same rules as the arena when it comes to banning powers
    • This means that anything previously disabled in the Arena will now be disabled in PvP zones
    • Arena temporary powers now work in PvP zones
  • The following powers are now disabled in the Arena and in PvP zones:
    • Most Mayhem/Safeguard powers
    • Empowerment Station buffs crafted in bases
    • Most Day Job powers
    • Cathedral of Pain buffs
    • Various prestige/temporary powers
  • Complete list of disabled powers:
    • Increase_Recovery (from Mayhem/Safeguard)
    • Mayhem_Increase_Movement_Speed
    • Mayhem_Increase_Endurance
    • Mayhem_Increase_Health
    • Mayhem_Increase_Regeneration
    • prestige_InspirationGrant (Inner Inspiration)
    • Cryonite_Armor
    • Wedding_Band
    • Wedding_Band_FB
    • Mayhem_Cryonite_Armor
    • Mayhem_Store_Kinetic_Shield
    • Vanguard_Psionic_Shield
    • Invention_Kinetic_Dampener
    • Alt_LP_Kinetic_Dampener
    • Alt_Defense_Amplifier_1_hour
    • Alt_Defense_Amplifier_4_hour
    • Alt_Defense_Amplifier_8_hour
    • Alt_Offense_Amplifier_1_hour
    • Alt_Offense_Amplifier_4_hour
    • Alt_Offense_Amplifier_8_hour
    • Alt_Survival_Amplifier_1_hour
    • Alt_Survival_Amplifier_4_hour
    • Alt_Survival_Amplifier_8_hour
    • Alt_Frosty_Aegis
    • Day_Job_Movement_Increase_Lesser
    • Day_Job_Movement_Increase_Greater
    • Pilot_Lesser
    • Pilot_Greater
    • Day_Job_Increase_Regeneration_Lesser
    • Day_Job_Increase_Regeneration_Greater
    • Day_Job_Increase_Endurance_Lesser
    • Day_Job_Increase_Endurance_Greater
    • Day_Job_Increase_Recovery_Lesser
    • Day_Job_Increase_Recovery_Greater
    • Day_Job_Damage_Resistance_Lesser
    • Day_Job_Damage_Resistance_Greater
    • Day_Job_Psionic_Resistance_Lesser
    • Day_Job_Psionic_Resistance_Greater
    • Day_Job_ColdNegative_Resistance_Lesser
    • Day_Job_ColdNegative_Resistance_Greater
    • Day_Job_DPS_Buff_Lesser
    • Day_Job_DPS_Buff_Greater
    • Day_Job_Improved_Recharge_Time_Lesser
    • Day_Job_Improved_Recharge_Time_Greater
    • Combat_Shield
    • Increase_Attack_Speed (Empowerment Station)
    • Increase_Flight_Speed
    • Increase_Jump_Speed
    • Increase_Run_Speed
    • Increase_Perception
    • Grant_Invisibility
    • Smashing_Resistance
    • Lethal_Resistance
    • Cold_Resistance
    • Fire_Resistance
    • Energy_Resistance
    • Negative_Energy_Resistance
    • Toxic_Resistance
    • Psionic_Resistance
    • Endurance_Drain_Resistance
    • Slow_Resistance
    • Knockback_Protection
    • Knockback_Increase
    • Confusion_Resistance
    • Fear_Resistance
    • Disorient_Resistance
    • Hold_Resistance
    • Immobilize_Resistance
    • Sleep_Resistance
    • Arachnos_Power_Shield
    • I22_MissionReward_BoonSunXiong
    • The_Perfect_Eye
    • The_True_Furnace
    • Heart_of_a_Storm_Elemental
    • Anger_Monument
    • Crystal_of_Resilience
    • The_Atlas_Medallion
    • Super_Patriot
    • Freedom_Phalanx_Reserve
    • Task_Force_Commander
    • Portal_Jockey
    • Crey_CBX-9_Pistol
    • Eye_of_the_Magus
    • Vanguard_Medal
    • Geas_of_the_Kind_Ones
    • Marshall
    • High_Pain_Threshold
    • Born_In_Battle
    • Stolen_Immobilizer_Ray
    • Demonic_Aura
    • Megalomaniac
    • Invader
    • Force_of_Nature
    • Iron_Man
    • RIWE_Accolade_Power
    • GRHeroAlignmentPower
    • GRVigilanteAlignmentPower
    • GRRogueAlignmentPower
    • GRVillainAlignmentPower
    • Invention_Recovery_Serum
    • Alt_LP_Recovery_Serum
    • Alt_Frost_Bite_Granter
    • Alt_Frost_Bite
    • Alt_Winter_Ward
    • Flames_of_Prometheus

Other PvP Powers Changes

  • Trick Arrow
    • See the Trick Arrow section above
  • Fast Snipes
    • No longer grant a +50% range buff in PvP
  • Empathy/Pain Domination
    • Absorb Pain: -Heal/-Regeneration reduced to 50% in PvP
    • Share Pain: -Heal/-Regeneration reduced to 50% in PvP
  • Temporary Powers
    • Envenomed Dagger's regeneration debuff is now Scale 1.0 non-stackable when used against players
  • -Jump Adjustments
    • Several adjustments to -jump powers in PvP have been made:
      • The following powers have been set to Scale -1 Melee_Jump in PVP:
        • Mastermind_Pets.Spec_Ops.Web_Grenade
        • Villain_Pets.Arachnobot_Blaster.Web
        • Villain_Pets.Toxic_Tarantula.Web
        • Temporary_Powers.Day_Job_Powers.Web_Weaver_Grenade
        • Temporary_Powers.Temporary_Powers.Web_Grenade
        • Temporary_Powers.Temporary_Powers.SC_Store_Web_Grenade
        • Temporary_Powers.Temporary_Powers.Mayhem_Web_Grenade
        • Temporary_Powers.Temporary_Powers.Alt_Web_Grenade
        • Mastermind_Pets.Spec_Ops.Web_Grenade
        • Villain_Pets.Arachnobot_Blaster.Web
        • Villain_Pets.Arachnobot_Disrupter.Web_Spitter
        • Villain_Pets.Toxic_Tarantula.Web
      • The following powers have been set to Scale -1.5 Melee_Jump in PVP:
        • Blaster_Support.Gadgets.Web_Grenade
        • Blaster_Support.Tactical_Arrow.Electrified_Net_Arrow
        • Epic.Blaster_Mace_Mastery.Web_Envelope
        • Epic.Blaster_Mace_Mastery.Web_Cocoon
        • Epic.Brute_Mace_Mastery.Web_Envelope
        • Epic.Corruptor_Mace_Mastery.Web_Envelope
        • Epic.Corruptor_Mace_Mastery.Web_Cocoon
        • Epic.Mastermind_Mace_Mastery.Web_Envelope
        • Epic.Mastermind_Mace_Mastery.Web_Cocoon
        • Epic.Sentinel_Mace_Mastery.Web_Envelope
        • Epic.Sentinel_Mace_Mastery.Web_Cocoon
        • Epic.Stalker_Mace_Mastery.Web_Cocoon
        • Epic.Weapon_Mastery.Web_Grenade
        • Epic.Weapon_Mastery_Stalker.Web_Grenade
      • The following powers have been set to Scale -2 Melee_Jump in PVP:
        • Epic.VEAT_Mace_Mastery.Web_Envelope
        • Arachnos_Soldiers.Arachnos_Soldier.WS_Wide_Area_Web_Grenade
        • Controller_Buff.Traps.Web_Grenade
        • Corruptor_Buff.Traps.Web_Grenade
        • Defender_Buff.Traps.Web_Grenade
        • Mastermind_Buff.Traps.Web_Grenade
        • Training_Gadgets.Bane_Spider_Training.Web_Cocoon
        • Epic.VEAT_Mace_Mastery.Web_Envelope
      • The following powers have been set to Scale -2.5 Melee_Jump in PVP:
        • Controller_Buff.Trick_Arrow.Entangling_Arrow
        • Corruptor_Buff.Trick_Arrow.Entangling_Arrow
        • Defender_Buff.Trick_Arrow.Entangling_Arrow
        • Mastermind_Buff.Trick_Arrow.Entangling_Arrow
        • Pets.StickyArrow_Blaster.StickyArrow
        • Redirects.Trick_Arrow.GlueArrow
      • The following powers now do direct -Jump instead of -Enhancement(Jump) in PVP:
        • Blaster_Support.Time_Manipulation.Time_Wall
        • Controller_Buff.Kinetics.Siphon_Speed
        • Corruptor_Buff.Kinetics.Siphon_Speed
        • Defender_Buff.Kinetics.Siphon_Speed
        • Mastermind_Buff.Kinetics.Siphon_Speed
        • Controller_Buff.Poison.Neurotoxic_Breath
        • Corruptor_Buff.Poison.Neurotoxic_Breath
        • Defender_Buff.Poison.Neurotoxic_Breath
        • Mastermind_Buff.Poison.Neurotoxic_Breath
        • Boosts.Attuned_Winters_Bite_F.Attuned_Winters_Bite_F
        • Boosts.Superior_Attuned_Winters_Bite_F.Superior_Attuned_Winters_Bite_F
      • The following power had its -Enhancement(Jump) reduced to 18s in PVP:
        • Blaster_Support.Ice_Manipulation.Shiver

Miscellaneous PvP Changes

  • Kicking a player from team during an Arena match now requires confirmation
  • Quitting an Arena team (via the quit button, /leaveteam or the Exit Map button) now requires confirmation
  • Fixed UI scaling for the "Score" button, and made it toggle the results window
  • Disabled the Quit button in Classic UI while on an Arena map
  • The arena map list is now sorted alphabetically
  • Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City

New Arena Maps

Liberty Town (2-32 players)

  • A new arena map using an area from Founder's Falls

Boomtown (2-16 players)

  • A new arena map using the construction site area of Boomtown

Ouroboros (2-10 players)

  • A new arena map featuring the destroyed version of Ouroboros

Last Bastion (2-16 players)

  • A new arena map set in a mostly-destroyed Praetoria

Praetorian Office (2-10 players)

  • A new arena map set inside a Praetorian Office

Industrial (2-16 players)

  • A new arena map set in an Industrial area
  • The old Industrial map is now named Factory

Council Earth (2-16 players)

  • A new arena map set on the Council Earth

Luna Square (2-16 players)

  • A new arena map set in a generic outdoor city area

Dam Interior (2-10 players)

  • A new arena map set inside the Overbrook (Faultline) Dam

Enhanced Gamepad Support

  • Added support for using the left and right triggers as modifiers with XInput
  • Added several convenience aliases for usage with keybinding

Virtual Mouse Mode

  • Implemented virtual mouse mode for XInput gamepads
  • Holding both triggers now enters virtual mouse mode:
      • The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed
      • Moving the right stick up and down moves the mouse wheel
      • Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera
      • The A/Cross button is the left mouse button
      • The B/Circle button is the right mouse button
      • The Y/Triangle button is the middle mouse button
      • The d-pad will snap your mouse pointer around the screen
      • The X/Square button will snap your mouse pointer to the center of the screen

New Gamepad-Related Slash Commands

  • /extra_modifiers [mod1] [mod2] [mod3] [mod4]
    • Allows setting up to four extra modifiers
      • These (currently) only work when no other modifier is pressed
    • Recommended for XInput users is /extra_modifiers LBumper RBumper
  • /controller_modifiers <first> <second>
    • Allows setting two controller buttons as modifiers
    • On non-XInput devices, when both of these are pressed together, the controller will enter virtual mouse mode
    • The arguments are the button numbers to use (from 1-24)
    • Recommended for XInput users is /controller_modifiers 7 8
      • (the two triggers, since these are currently hard-coded as virtual mouse mode on XInput)
  • /controller_vmouse <LMB> <RMB> [MMB] [Snap]
    • Configures virtual mouse mode buttons
    • By default, button 1 is the LMB and button 2 is the RMB - the other two are unset
    • Recommended for XInput users is /controller_vmouse 1 2 4 3
      • (which will give you the configuration from the above patch notes)
  • Further explanation on the use of additional modifiers from @Telephone:
    • On the live shards, there are three pre-defined 'modifiers' (Shift, Ctrl, and Alt). These can be used in any keybind, etc.
    • The patch allows you to define up to six additional modifiers: two 'Controller Modifiers' and up to four 'Extra Modifiers'. The 'Controller Modifiers' are special, as pressing them together enables Virtual Mouse Mode. They do work as bindable modifiers just like the pre-existing three.
    • The up-to-four 'Extra Modifiers' are just additional inputs (either keys or buttons) that can be treated as modifiers when no other modifier is pressed. So for example, you could do /extra_modifiers LBumper RBumper to make the bumpers modifiers on your XInput gamepad. You could then use (for example) LBumper+Joy1 as a /bind (but also still be able to use LTrigger+LBumper as a separate bind).
    • The 'Extra Modifiers' aren't limited to just gamepad buttons, however! If you want, you can bind any key on your keyboard as one (but note that due to some things that still need refactoring, you can't bind a specific Shift, Ctrl, or Alt key on your keyboard yet).
    • Not noted in the patch notes is that we added a number of other convenience aliases which you may have already noticed (e.g. LTrigger, LeftTrigger, RightBumper, StartButton, AButton, and so on).

Map Changes

  • Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc)

Pocket D

  • War Witch has been relocated to the ground floor of the club, just underneath her previous location
    • This change was made in order to minimize disruption to any roleplay going on in the upper floor
  • An entrance to Recluse's Victory has been added to the Pocket D arena
    • DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own

Kings Row

Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights.

  • The tunnel that previously connected Kings Row to Galaxy City has been sealed
    • A new statue of Galaxy Girl stands where the tunnel used to be
    • This also fixes this area of the War Wall not turning off during Rikti Invasions
  • Minor updates and additions for the new story arcs

Independence Port

  • Minor updates and additions for the new story arcs
  • The power lines above Admiral Sutter's helicopter have been moved

Siren's Call

  • Rotated the entire zone by 90° in order to match the city map
  • Added a Free Fire Zone Helicopter to the top of the Hero hospital

Peregrine Island

  • Added a Free Fire Zone Helicopter near the Arena

Perez Park

  • Hazard lights added to the Galaxy City gate

Ouroboros

  • Can now be accessed at any level through an Ouroboros Portal (rather than 14+)

Cimerora

  • Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club

Echo: Galaxy City

  • Closed the Perez Park gate
  • Added an Echo transporter (was previously using the monorail as an exit)

City Map

  • The old city cartographer has... retired
  • After 15 years, Brickstown is now the correct shape on the city map

Other Changes

  • Reduced invite blocking time after quitting a team or league to 5 seconds
  • Restored the classic "pshewwwww" sound when entering the game
  • Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap
  • The basic version of Penelope Yin will no longer summon her gigantic pet outside of mission maps
    • This will prevent her from being difficult to talk to in Independence Port
  • Normalized LODInfo hashtable key names
      • This may address or at least rule out some possible causes of the crash upon changing graphics settings that some people are getting

Reduced the occurrence of the red ring cursor when choosing a teleport destination

    • It is now possible to teleport to some locations even if the camera loses line of sight to the player
  • /petition no longer requires you to type the subject into the command, you can just type "/petition" on its own to open up the petition window
  • The Tips tab is now visible for all characters regardless of level or dimension of origin
  • The alignment status panel will only appear for Primal Earth characters over level 20
    • This change currently has no use, it's been added to support some upcoming content

Profanity Filter

  • Several outdated/reclaimed terms have been removed from the profanity filter
  • Several slurs have been added to the profanity filter
  • The profanity and copyright filter is now checked during character creation (this is the same behaviour as live - it just wasn't activated)

New Command: /interact

  • Allows you to interact with objects in front of you as if they had been clicked
  • This includes contacts, doors, ouroboros portals, mission objectives, etc

Command: /powexec_location

  • Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers
    • Directional and terrain-following mode are more robust and less likely to stop short of the full distance
    • Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination
    • Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away

Command: /window_scale

  • The /window_scale command takes the following new windows:
    • contactdialog to independently resize the window where contact give you mission descriptions and such
    • missionsearch to independently scale the AE mission search window
    • missionmaker to independently scale the AE editor window
  • Example usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2)

Popmenus

  • The "LockedOption" structure in popmenus now has three extra fields:
    • Icon - adds a small image to the left side of the text
    • PowerOwned - unlocks the entry if this power is owned, regardless of state
    • PowerReady - unlocks the entry if this power is owned, enabled, and recharged

Mission: The Strongest Bond This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital

  • Gurneys moved to roof of mansion in order to buy you some time
  • An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else
  • The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else
  • In the spirit of the original encounter, enemies are designed to chase you - this has not changed, we have simply provided the means for you to tip the scales in your favour

Bug Fixes

  • You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up
  • The double Duray fight in the Sutter Task Force should no longer fail to complete properly
  • Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry
    • You won't need to dig around for buried glowies anymore, but you are still on a Dr. Q...
  • Minor geometry fixes to Siren's Call, Talos Island, Port Oaks and Atlas Park
  • Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain
  • Fixed an issue that caused the base portals in Recluse's Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job
  • Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes
  • Tutorial missions in Outbreak and Breakout can no longer be abandoned
  • Fixed an issue that caused the glass on police drone sirens to not render correctly
  • Fixed the Lost Curing Wand sometimes revoking too early (and sometimes not revoking at all) during Montague Castanella's story arc
  • Fixed several exploits with /enterbasefrompasscode and other related commands
    • It was previously possible to enter any map in the game, from any location, at any point in time - even mission maps, bases, and arena matches belonging to other players, and restricted developer-only instances with certain developer tools active (which are very, very easy to break the game with)
    • We aren't going to go into any more detail as these exploits may or may not be functional on other servers

Powers & Enhancements Bug Fixes

  • Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to:
    • Enhancements
    • Incarnate: Hybrid
    • Note: this already applied to Incarnate Interface procs, nothing changes there
  • Fixed recipe name for Encouraged Accuracy: To Hit Buff
  • Dual Pistols:
    • AoE powers no longer grant Defiance for every target hit
    • Single target powers no longer grant double Defiance
    • Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE
  • Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits
    • Many powers had incorrect crit values or would not crit in PvE, PvP or both
  • Sentinel > Vulnerability: Will no longer spam floating messages when triggered
  • Dark Miasma > Tar Patch: Was recently flagged to ignore resistance - this was not intended and has been fixed
  • Enhancements > Gaussian's Synchronized Fire Control:
    • All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7
    • The set is documented to be 20-50 level range
  • Enhancements > Performance Shifter:
    • All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7
    • The set is documented to be 20-50 level range
  • All powers that provide +Stength buffs (e.g. Power Boost, Power Up) are now set to ignore strength buffs
    • This resolves unintended issues of chained +strength buffs applying buffs multiplicatively, instead of additively
  • Epic > Mastermind | Blaster > Oppressive Gloom: Self damage will no longer variate based on enemy level
  • Temporary Powers > Ethereal Shift: This power no longer ignores NoPhase
  • Dark Miasma | Dark Affinity > Twilight Grasp: Fixed a bug where tintable versions of this power would not play the healing sound or FX
  • Blaster > Fire Blast > Blazing Bolt: The slow version of this power was giving the player a 100% range buff instead of 50% - This has now been corrected
  • Scrapper | Brute > Energy Aura > Energy Cloak > Fixed a bug where the stealth was not suppressing in combat, preventing the taunt aura from working
  • Blaster > Assault Rifle > Sniper Rifle > Text description no longer claims there is a bonus when using Targeting Drone. This bonus was depreciated long ago with the Devices changes
  • Dominator > Martial Combat > Masterful Throw > This power should now accept ToHit Debuff sets and enhancements
  • Dominator > Savage Assault:
    • Attacks should now grant bonus Domination Meter in PvP
    • Feral Charge is now flagged as AoE instead of Melee
  • Radiation Melee | Assault > Radiation Siphon > This power no longer states it has an arc, or radius
  • Fixed a bug with certain powers which provided a stacking buff that was meant to be replaced (e.g. Invincibility)
  • Sentinel > Dark Armor > Obscure Sustenance: Buffs from this power should now ignore enemy level differences
  • Standardized the formula used for non-incarnate procs - this impacts the following procs when used on a power that is above 20s recharge time:
    • Opportunity Proc
    • Envenomed Blades
    • Frostbite
  • Dominator > Electricity Assault > Static Discharge: Now takes End Modification sets and enhancements
  • Dominator > Savage Assault > Feral Charge: This power now clearly states it is an AoE attack
  • Brute | Tanker > Martial Arts > Eagle's Claw: Damage buff from this power should no longer be affected by enemy level
  • Sentinel > Ice Armor > Frost Protection: This power should now accept recharge enhancements
  • Sentinel > Ice Armor > Moisture Absorption: This power should now be flagged as an AoE attack, not a Ranged attack (This only affects ToHit checks)
  • Stalker > Willpower > Reconstruction: This power now accepts resistance enhancement sets
  • Tanker > Stone Armor > Earth's Embrace: Heal in this power has been flagged to ignore resistances, as all other Armor Set self-heals

December 1st, 2020

Build 27.1.3516

Winter Event

  • The Winter event is now active!
    • Mysterious Presents have appeared throughout Paragon City and the Rogue Isles
    • Father Time is now present in the Ski Chalet
    • Lord Winter's Realm is available from The LFG Queue
    • Atlas Park has frozen over
    • The price for the Lords of Winter Super Packs in the auction house is discounted to 10 million inf (instead of 25 million) for the duration of the event
  • See the Wiki page for more info
  • The event will be active for 5 weeks, and will end during maintenance on Tuesday the 5th of January

New for 2020: Snowbound Badge

  • Awarded for logging in during the event
  • Grants you the Holiday Spirit (debt protection) and Holiday Cheer (a gift for another player) temporary powers

New for 2020: Winter Forest Updates

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
  • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter
  • While the Winter event is active, several NPCs gather in the zone: Ms. Liberty (Trainer), an Icon Cosmetic Surgeon, The Candy Keeper, Shady Nick (Black Market), a P2W Winter Agent, a Last-Minute Gift Shop (Quartermaster), a Merit Vendor, several heroes and villains from around Paragon and the Rogue isles, and of course, Null the Gull himself
  • An invention table, a base portal, and a TUNNEL portal have also been added, and they remain at all times, even after the winter event ends
  • Several small geometry fixes have been made
  • A minimap and a special loading screen have been added

Long Range Teleporter

Destination List

  • Destinations are now categorized and coloured based on their location (Paragon City, Rogue Isles, Praetoria and Shadow Shard)
  • "Your Supergroup Base" is visible at the top of the list if you are in a Supergroup
  • "Enter Supergroup Passcode..." is visible at the top of the list at all times
  • Locked destinations are now listed
    • This makes it easier to see where you can and cannot go, and also keeps every destination in a consistent location regardless of how many you've unlocked
    • Zones that your current alignment cannot visit are not listed
  • Shadow Shard zones moved to the bottom of the list
  • Hero zones re-ordered slightly, all co-op zones are now at the bottom of the Hero zone list
  • Zone levels have been removed in order to make the list easier to read

Zone Checker

  • A zone checker list has been added to the Fast Travel macro, allowing you to check which zones you have and haven't unlocked in LRT has been added to the fast travel macro
  • Unlocked zones can be clicked, doing so will activate LRT (you'll still need to select the destination in the LRT popup)
  • This is likely only a temporary solution, we'd like to add something more integrated with the power itself

Other Changes

  • Long Range Teleporter can now be purchased from the P2W vendor
    • It costs 1,000,000 influence
    • It can be found under Prestige Powers > Travel > Long Range Teleporter
    • This only unlocks the power itself (with the default base access), exploration badges are still required to unlock each zone
  • Long Range Teleporter's long and short descriptions now clearly state it allows you to access Supergroup bases
  • Long Range Teleporter now uses a long interruptible animation when used inside a mission with Temporary Powers disabled (eg: in Master Of runs)
  • Fixed Faultline not unlocking properly
    • Previously it would unlock if you owned any badge from Echo: Faultline, rather than Faultline proper

Story Arcs

The Graveyard Shift

  • Updates to spawns in the rave mission to reduce the chance for extreme psychological trauma
  • Adjusted the Raverobber spawn to ensure that the spawn clears as complete as soon as Raverobber drops
  • Reduced the potency of the viral cocktail, now only reduces endurance by 10 instead of 20
    • MM pets now also get the Viral Cocktail
  • Immune booster power corrected to run for 60s, not 30s, stacking
  • Upgraded the Zoombie explosions: They move faster, hit harder, hit you AND enemies - and added knockback
  • Disclaimers added to Pathogen and Cortex missions to bring friends

The Freakish Lab of Dr. Vahzilok

  • Doc Buzzsaw contact updated to remove the HREF store link which would cause the contact to crash if clicked while running the arc via Ouroboros
  • Unkillable enemies getting onto the other side of the fence in the Zig should be less of a problem
    • Wardens using Gale were the issue, and that spawndef simply stops spawning bosses for Longbow now

Cortex (Both arcs)

  • Heroside version
    • Rise to the challenge and wasting disease removed from him
  • Redside version
    • Psychic Scream removed from decaying version
    • Also has no confuse power still, intended
  • Mind Stab: 20s rech (was 4s), 1.24 damage scale (was 1.64)
  • Subdue: 3s rech (was 8s), .6 damage scale (was 1.0)
  • Telekinetic Blast: 6s rech (was 8s), damage for Smash/Psi now .63/.34, was 1/.64
  • Mesmerize: 3s rech (was 6s), sleep duration reduced from 30 to 18, damage reduced
  • Dominate: 5s rech (was 8s), .70 damage scale (was 1.0)
  • Greater Psi Blade: 30s rech (was 15s), lethal damage removed, psionic damage at 1.7 scale
  • Confuse added back into his power kit, recharge increased to 20s, mag increased from mag3 to mag4, duration cut to 10s from 20s
  • Updated the Cortex Illusion Spawns to be less painful in quantity

Powers

Blaster Psychic Blast

  • Several powers have had their range increased to match the bonus range that other versions of Psychic Blast have
  • Psionic Dart range increased from 80ft to 100ft
  • Mental Blast range increased from 80ft to 100ft
  • Telekinetic Blast range increased from 80ft to 100ft
  • Will Domination range increased from 80ft to 100ft
  • Psionic Tornado range increased from 80ft to 100ft
  • Scramble Thoughts range increased from 80ft to 100ft

Sentinel Psychic Blast

  • Several powers have had their range increased to match the bonus range that other versions of Psychic Blast have
  • Mental Blast range increased from 60ft to 75ft
  • Telekinetic Blast range increased from 60ft to 75ft
  • Psychic Scream range increased from 40ft to 50ft
  • Will Domination range increased from 60ft to 75ft
  • Psionic Strike range increased 60ft to 75ft
  • Psionic Tornado range increased from 40ft to 50ft
  • Scramble Thoughts range increased from 60ft to 75ft

General

  • Trainers no longer lie to players about Supergroup Mode and Prestige
  • Null the Gull no longer discusses the Dimensional Warder badge with Praetorians before they move over into Primal Earth properly

Praetorian Supergroup Registrar

  • Added a new Supergroup Registrar for Praetorians
    • They are located in front of the Civic Center in Nova Praetoria (-4369.0 34.0 -256.0)
    • They use a fancy new Powers Division Supergroup registration form

P2W Vendor

  • The various prestige teleportation powers in the P2W store now have proper descriptions instead of just saying "Buy me!"
  • Moved Prestige Sprints into the Travel category at the P2W vendor

Bug Fixes

  • Fixed many powers having incorrect colour palettes for power customization
    • Many powers had their power customization options incorrectly assigned in i27 - this patch should resolve these issues
  • Fixed a bug that with the Supergroup registration screen; it was showing the wrong alignment very often
  • Fixed some text errors with the Auctioneer day job
  • Fixed the Monitor Duty badge incorrectly referring to the Base Teleporter power (the old name for the Monitor Duty Teleporter power)
  • Fixed the Visionary badge not awarding credit for Overseer bosses
    • These were still being tracked, they just weren't attached to the badge, so if you killed a bunch before this patch you may automatically earn the badge when you log in
  • Fixed the Duray encounter failing during Admiral Sutter's TF

Powers Bug Fixes

  • Travel Powers should no longer generate a flashing buff icon
    • Note: Athletic Run was missed in this first fix, will be in the next patch
  • Trick Arrow
    • Disruption Arrow: This power's -MaxEnd debuff is now affected by AT modifiers
    • Glue Arrow:
      • Fixed short description to note it is a Location AoE
      • Slow enhancements should now work on this power
    • Mastermind: The following powers had their end cost accidentally lowered, this has been reversed:
      • Ice Arrow
      • Acid Arrow
      • Disruption Arrow
      • EMP Arrow
  • Energy Melee
    • Power Crash:
      • End cost for this power was set too low, increased from 9.36 to 15.184
      • Stalker version was not doing Crit from hide, this has been fixed
    • Stalker > Energy Punch: Crit damage was hitting for too little damage. This has been fixed
  • Dark Melee > Touch of Fear:
    • Power should again have a 30% chance for additional mag 1 fear on the primary target
    • A consistency pass has been made on Touch of Fear's AoE damage
  • Blaster > Darkness Manipulation > Touch of the Beyond: Should now grant fear resistance in PvP, not fear protection
  • Blaster > Tactical Arrow > Oil Slick Arrow: This power should now grant a Defiance buff
  • Scrapper > Energy Aura > Entropic Aura: This power should no longer debuff the caster's own recharge
  • Pool > Leadership > Victory Rush:
    • End Mod Enhancements should now work on this power
    • Fixed issues where sometimes it would do the same buff if used on Lts or Minions
  • Force Fields > Dispersion Bubble: Restored a missing VFX that would indicated what allies are being buffed by the power
  • Traps > Force Field Generator: Restored a missing VFX that would indicated what allies are being buffed by the power
  • Warshade > Umbral Aura > Shadow Slip: This power is now flagged as AoE, Negative Energy attack
  • Kinetics > Transfusion: This power should now heal even if the target dies shortly after the animation starts

December 3, 2020

Version 27.1.3537

Bug Fixes

  • Fixed a client crash that could happen when network conditions caused certain packets to arrive out of order during zone transitions

January 5, 2021

General

  • Winter is over in Atlas Park.
  • Fixed some issues with Tommy One-Eye's new costume and villain def.
  • Fixed a missing texture trick on the Kitchen base items.
  • Weapon Redraw should no longer cancel attack animations.
  • Fixed bugs with the following emotes that would allow them to interrupt attack animations:
    • LookUp
    • Shocked
    • Despair
    • LieDown
    • Fireworkrocket
    • Fireworksparkle