Issue 27 Page 4: Difference between revisions

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==== Name Release - Phase 1: Warning Mode ====
==== Name Release - Phase 1: Warning Mode ====


    The name release policy as (linked) described some time ago has been implemented and will begin to phase in starting with Page 4.
* The [[Name Release Policy]] as described [https://forums.homecomingservers.com/topic/1913-homecoming-server-update-may-20th-whats-next/ some time ago] has been implemented and will begin to phase in starting with Page 4.
        Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days.
** Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days.
        Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days.
** Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days.
        Level 50 characters will never be flagged as inactive.
** Level 50 characters will never be flagged as inactive.
* You can remove the inactive flag on a character at any time simply by logging them in.
* As it has been some time since the policy was first announced, in order to ensure that players have sufficient time to act on protecting names they actively intend to use, the system will go live in Page 4 in Warning Mode Only.
* This inactivity flag will be displayed in the character list to identify which characters have names that would be at risk, but while the system is in warning mode, no characters will be renamed, and no names can be lost.
* The character list displays a yellow "pre-warning" icon to give advance notice before the inactivity period expires. Level 1-5 characters start warning 7 days prior, while level 6-49 characters start warning 30 days prior.
* At a later date to be announced, the system will be fully activated. After that point, players will be able to create new characters using any of the inactive names, which results in the inactive character being renamed.


==== New Advanced Difficulty - Imperious Task Force ====


NameWarning.PNG.20954af369321f6a098dcf761e0af771.PNG
* [[Advanced Difficulty]] mode has been added to the [[Imperious Task Force]], accessed from the Challenge Settings window before starting the content.
* Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards!
* Advanced Difficulty includes a brand new boss fight and badge for defeating them!
* Like the [[Dr. Aeon's Strike Force]] that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default.
* The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information:
*** Heroic/Villainous (Default)
*** Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner.


** Tenacious/Malicious (☆)
*** This content is balanced around everyone on the team having Tier 1 incarnate powers.
*** Enemies have access to additional/improved powers.
*** Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
*** Access to exclusive challenge encounters and mechanics not found in the default difficulty.
*** Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
*** Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
*** No additional enemy stats or defeat rewards.
*** Players are unable to use non-revive Super Inspirations.
*** In addition to all standard rewards, completion of this difficulty will reward 15 Reward Merits.
** Rugged/Vicious (☆☆)
*** This content is balanced around everyone on the team having Tier 2 incarnate powers.
*** The minimum mission difficulty is locked at +2 and the team size at x8.
*** Enemies have access to additional/improved powers.
*** Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
*** Boss class enemies and above have inherent magnitude 10 Confuse protection.
*** Access to exclusive challenge encounters and mechanics not found in the default difficulty.
*** All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
*** Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
*** Arch-villain/Giant Monster ranked enemies will reward 3 Reward Merits per defeat.
*** Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 6 Reward Merits per defeat.
*** All enemies reward 20% more experience/influence.
*** Players are unable to use non-revive Large/Super Inspirations.
*** In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
** Unyielding/Ruthless (☆☆☆)
*** This content is balanced around everyone on the team having Tier 3 incarnate powers.
*** The minimum mission difficulty is locked at +3 and the team size at x8.
*** Enemies have access to additional/improved powers.
*** Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
*** Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
*** Elite Bosses have magnitude 10 Knockdown protection.
*** Access to exclusive challenge encounters and mechanics not found in the default difficulty.
*** All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
*** Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
*** Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat.
*** Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 9 Reward Merits per defeat.
*** All enemies reward 30% more experience/influence.
*** Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.
*** In addition to all standard rewards, completion of this difficulty will reward 45 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
** Invincible/Relentless (☆☆☆☆)
*** This content is balanced around everyone on the team having Tier 4 incarnate powers.
*** The mission difficulty is locked at +4 and the team size at x8.
*** Enemies have access to additional/improved powers.
*** Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
*** All enemy classes have inherent magnitude 10 Confuse protection.
*** Bosses and Elite Bosses have magnitude 10 Knockdown protection.
*** Access to exclusive challenge encounters and mechanics not found in the default difficulty.
*** All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
*** Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
*** Arch-villain/Giant Monster ranked enemies will reward 9 Reward Merits per defeat.
*** Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 15 Reward Merits per defeat.
*** All enemies reward 40% more experience/influence.
*** Players will be unable to use Temporary Powers or any non-revive Inspirations.
*** In addition to all standard rewards, completion of this difficulty will reward 60 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.


    You can remove the inactive flag on a character at any time simply by logging them in.
==== Advanced Difficulty Improvements & New Reward Currency ====
    As it has been some time since the policy was first announced, in order to ensure that players have sufficient time to act on protecting names they actively intend to use, the system will go live in Page 4 in Warning Mode Only.
    This inactivity flag will be displayed in the character list to identify which characters have names that would be at risk, but while the system is in warning mode, no characters will be renamed, and no names can be lost.
    The character list displays a yellow "pre-warning" icon to give advance notice before the inactivity period expires. Level 1-5 characters start warning 7 days prior, while level 6-49 characters start warning 30 days prior.
 
 
    At a later date to be announced, the system will be fully activated. After that point, players will be able to create new characters using any of the inactive names, which results in the inactive character being renamed.
 
 
New Advanced Difficulty - Imperious Task Force [Focused Feedback: Advanced Difficulty - Imperious Task Force]
 
    Advanced Difficulty mode has been added to the Imperious Task Force, accessed from the Challenge Settings window before starting the content.
    Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards!
    Advanced Difficulty includes a brand new boss fight and badge for defeating them!
 
Something seems different, but I'm sure it'll be fine...
 
5thHM.jpg.52982bdc2e2baf88bc478ee303330198.jpg
 
    Like the Dr. Aeon's Strike Force that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default:
 
Those difficulty names sure seem familiar! Who remembers when mission difficulty was set with Notoriety levels?
 
ImperiousDifficultyLevels.PNG.1ab6a82dbe9c96ce4c0d906f2a7b884c.PNG
 
    The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information:
 
Heroic/Villainous (Default)
 
    Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner.
 
Tenacious/Malicious (☆) challengeStat_hard_mode_0.png.e6edb2d8518d727a71543f33c16eb270.png
 
    This content is balanced around everyone on the team having Tier 1 incarnate powers.
    Enemies have access to additional/improved powers.
    Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
    Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
    No additional enemy stats or defeat rewards.
    Players are unable to use non-revive Super Inspirations.
    In addition to all standard rewards, completion of this difficulty will reward 15 Reward Merits.
 
Rugged/Vicious (☆☆) challengeStat_hard_mode_1.png.6821ea06dde9903f01172bfff70ecdf5.png
 
    This content is balanced around everyone on the team having Tier 2 incarnate powers.
    The minimum mission difficulty is locked at +2 and the team size at x8.
    Enemies have access to additional/improved powers.
    Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    Boss class enemies and above have inherent magnitude 10 Confuse protection.
    Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
    Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
    Arch-villain/Giant Monster ranked enemies will reward 3 Reward Merits per defeat.
    Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 6 Reward Merits per defeat.
    All enemies reward 20% more experience/influence.
    Players are unable to use non-revive Large/Super Inspirations.
    In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
 
Unyielding/Ruthless (☆☆☆) challengeStat_hard_mode_2.png.8ef97755483feda718c93ac118583493.png
 
    This content is balanced around everyone on the team having Tier 3 incarnate powers.
    The minimum mission difficulty is locked at +3 and the team size at x8.
    Enemies have access to additional/improved powers.
    Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
    Elite Bosses have magnitude 10 Knockdown protection.
    Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
    Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
    Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat.
    Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 9 Reward Merits per defeat.
    All enemies reward 30% more experience/influence.
    Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.
    In addition to all standard rewards, completion of this difficulty will reward 45 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
 
Invincible/Relentless (☆☆☆☆) challengeStat_hard_mode_3.png.93398195be21d67e6cb174df18f05d4d.png
 
    This content is balanced around everyone on the team having Tier 4 incarnate powers.
    The mission difficulty is locked at +4 and the team size at x8.
    Enemies have access to additional/improved powers.
    Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
    All enemy classes have inherent magnitude 10 Confuse protection.
    Bosses and Elite Bosses have magnitude 10 Knockdown protection.
    Access to exclusive challenge encounters and mechanics not found in the default difficulty.
    All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
    Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
    Arch-villain/Giant Monster ranked enemies will reward 9 Reward Merits per defeat.
    Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 15 Reward Merits per defeat.
    All enemies reward 40% more experience/influence.
    Players will be unable to use Temporary Powers or any non-revive Inspirations.
    In addition to all standard rewards, completion of this difficulty will reward 60 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
 
 
Advanced Difficulty Improvements & New Reward Currency [Focused Feedback: Advanced Difficulty Improvements & New Reward Currency]


Difficulty Levels Adjustments
Difficulty Levels Adjustments

Revision as of 22:26, 14 September 2022

Issue 27

August 23rd, 2022

General

Due to the large number of powers changes all characters will receive a free respec upon login. Additionally, in order to assist with any updates that may be needed due to weapon category changes for the sheathed weapon system, all players will receive a free costume change token for each costume slot they have unlocked.
  • Marquee Features

Marquee Features

Incarnate Mission Content: Sister Valeria

New Story Arc: Dark Tidings and Glory [Sister Valeria] (Cooperative, Level 50+)

Sister Valeria, a warrior of Bellona, has been assigned to Phoebas Point by Imperious' command, to protect Sister Solaris from kidnappings and subterfuge. While there, she has taken it upon herself to make it as a discrete place to discuss the continued plague of the Romulan Traitors, knowing full well that Marcus Valerius is soon to depart with the Idol of Mot to the Abyss. She will offer players the opportunity to make a grand gesture on behalf of the Cimeroran people, striking at the heart of the Dark Ones that still haunt the land and the people's dreams, despite Imperious' best efforts to eradicate them.

Players will unravel a tangled web of time-travel treachery and clean up loose ends as the omnipresent threat of the Nictus continues to fester even after Romulus and Requiem failed in their plot to take over the ancient land. Meet new foes, new signature enemies, and witness the grandiose nature of a true Shadow Cyst, which has never been seen before! Stop the Nictus from up-ending the timeline with purloined knowledge!

  • Story Arc Contact: Sister Valeria, Phoebas Point, Cimerora
    • Located on the upper area of Phoebas Point by the door that leads to the lower area.
      • /thumbtack 938.4 203.1 5125.6 will place a map waypoint on her while in Cimerora.
    • This is Incarnate content and players will have access to all their Incarnate Shifts while on these missions.
    • This content contains the Incarnate Cimeroran Traitors required for the 'Legate' badge.

Repeatable Cimerora Incarnate Mission

Alexandra Sideris
  • Located behind Sister Valeria on Phoebas Point.
    • /thumbtack 927.3 203.1 5136.9 will place a map waypoint on her while in Cimerora.
  • Unlocked by completing the first mission in Sister Valeria's story arc.
  • Offers infinitely repeatable missions featuring the Incarnate Cimeroran Traitor enemies.
  • This is Incarnate content and players will have access to all their Incarnate Shifts while on these missions.
  • Additional missions have been added, which unlock once you've completed Valeria's arc.
    • These repeatable tasks show up in the rotation and feature the Ravenna Conclave.

New Powersets

Symphony Control
  • New primary for Controllers and Dominators.
  • Use the power of music to captivate and control the spirits of your enemies! Most of your symphonic abilities influence the mind of your enemies, causing psionic damage.
  • Powers:
    • Melodic Binding Ranged, Light DMG(Psionic), Immobilize, -Speed
    • Hymn of Dissonance Ranged, Light DMG(Psionic), Hold, -Recharge
    • Aria of Stasis Ranged (Cone), Minor DMG(Psionic), Immobilize, -Speed
    • Impassioned Serenade Ranged, Minor DMG(Psionic), Confuse
    • Dreadful Discord Ranged (Cone), Minor DMG(Psionic), Fear
    • Enfeebling Lullaby Ranged (Cone), Moderate DMG(Psionic), Sleep
    • Confounding Chant Ranged (Cone), Superior DoT (Psionic), Foe Disorient
    • Chords of Despair Targeted AoE, Hold
    • Reverberant Reverberant Pet Summon
Sonic Assault
  • New secondary for Dominators.
  • Sonic Assault lets you use the power of sound waves to damage and weaken your foes.
  • Powers:
    • Shriek Ranged, Light DMG(Smash/Energy), Foe -Res
    • Strident Echo Melee, High DMG(Smash/Energy), chance for Hold
    • Scream Ranged, Moderate DMG(Smash/Energy), Foe -Res
    • Shockwave Ranged(Cone), Light DMG(Smash/Energy), Knockback
    • Bass Boost Self +DMG, +Special
    • Deafening Wave Melee(AoE), Light DMG(Smash/Energy), chance for Hold
    • Disruption Aura Toggle: Foe -Res
    • Shout Ranged, Superior DMG(Smash/Energy), Foe -Res
    • Earsplitter Melee, Extreme DMG(Smash/Energy), chance for Hold

Name Release - Phase 1: Warning Mode

  • The Name Release Policy as described some time ago has been implemented and will begin to phase in starting with Page 4.
    • Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days.
    • Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days.
    • Level 50 characters will never be flagged as inactive.
  • You can remove the inactive flag on a character at any time simply by logging them in.
  • As it has been some time since the policy was first announced, in order to ensure that players have sufficient time to act on protecting names they actively intend to use, the system will go live in Page 4 in Warning Mode Only.
  • This inactivity flag will be displayed in the character list to identify which characters have names that would be at risk, but while the system is in warning mode, no characters will be renamed, and no names can be lost.
  • The character list displays a yellow "pre-warning" icon to give advance notice before the inactivity period expires. Level 1-5 characters start warning 7 days prior, while level 6-49 characters start warning 30 days prior.
  • At a later date to be announced, the system will be fully activated. After that point, players will be able to create new characters using any of the inactive names, which results in the inactive character being renamed.

New Advanced Difficulty - Imperious Task Force

  • Advanced Difficulty mode has been added to the Imperious Task Force, accessed from the Challenge Settings window before starting the content.
  • Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards!
  • Advanced Difficulty includes a brand new boss fight and badge for defeating them!
  • Like the Dr. Aeon's Strike Force that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default.
  • The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information:
      • Heroic/Villainous (Default)
      • Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner.
    • Tenacious/Malicious (☆)
      • This content is balanced around everyone on the team having Tier 1 incarnate powers.
      • Enemies have access to additional/improved powers.
      • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
      • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
      • Arch-villain/Giant Monster have Incarnate base hit chance (63.75%).
      • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers).
      • No additional enemy stats or defeat rewards.
      • Players are unable to use non-revive Super Inspirations.
      • In addition to all standard rewards, completion of this difficulty will reward 15 Reward Merits.
    • Rugged/Vicious (☆☆)
      • This content is balanced around everyone on the team having Tier 2 incarnate powers.
      • The minimum mission difficulty is locked at +2 and the team size at x8.
      • Enemies have access to additional/improved powers.
      • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
      • Boss class enemies and above have inherent magnitude 10 Confuse protection.
      • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
      • All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius.
      • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
      • Arch-villain/Giant Monster ranked enemies will reward 3 Reward Merits per defeat.
      • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 6 Reward Merits per defeat.
      • All enemies reward 20% more experience/influence.
      • Players are unable to use non-revive Large/Super Inspirations.
      • In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
    • Unyielding/Ruthless (☆☆☆)
      • This content is balanced around everyone on the team having Tier 3 incarnate powers.
      • The minimum mission difficulty is locked at +3 and the team size at x8.
      • Enemies have access to additional/improved powers.
      • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
      • Lieutenant class enemies and above have inherent magnitude 10 Confuse protection.
      • Elite Bosses have magnitude 10 Knockdown protection.
      • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
      • All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius
      • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%).
      • Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat.
      • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 9 Reward Merits per defeat.
      • All enemies reward 30% more experience/influence.
      • Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations.
      • In addition to all standard rewards, completion of this difficulty will reward 45 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.
    • Invincible/Relentless (☆☆☆☆)
      • This content is balanced around everyone on the team having Tier 4 incarnate powers.
      • The mission difficulty is locked at +4 and the team size at x8.
      • Enemies have access to additional/improved powers.
      • Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns.
      • All enemy classes have inherent magnitude 10 Confuse protection.
      • Bosses and Elite Bosses have magnitude 10 Knockdown protection.
      • Access to exclusive challenge encounters and mechanics not found in the default difficulty.
      • All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius
      • Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift.
      • Arch-villain/Giant Monster ranked enemies will reward 9 Reward Merits per defeat.
      • Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 15 Reward Merits per defeat.
      • All enemies reward 40% more experience/influence.
      • Players will be unable to use Temporary Powers or any non-revive Inspirations.
      • In addition to all standard rewards, completion of this difficulty will reward 60 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations.

Advanced Difficulty Improvements & New Reward Currency

Difficulty Levels Adjustments

   The labels on Advanced Difficulty levels now include a star-rating, from Default to ☆☆☆☆ 4-Star. These will be consistent between Task Forces and Strike Forces and will be the standard labeling moving forward for all content with these options added:

NewDifficultyOptions.PNG.9ce70e528b483d47b6062d848dab8af5.PNG

   This update includes new Advanced Difficulty mode icons to go with them:

challengeStat_hard_mode_0.png.e6edb2d8518d727a71543f33c16eb270.png challengeStat_hard_mode_1.png.6821ea06dde9903f01172bfff70ecdf5.png challengeStat_hard_mode_2.png.8ef97755483feda718c93ac118583493.png challengeStat_hard_mode_3.png.93398195be21d67e6cb174df18f05d4d.png

   Advanced Difficulty mode content played at ☆☆ 2-Star or higher now includes additional reward modifiers to all experience and influence earned from enemy defeats:
       ☆☆ 2-Star = 20% increase
       ☆☆☆ 3-Star = 30% increase
       ☆☆☆☆ 4-Star = 40% increase
   Any unresistable damage that was using flavor labels like 'Ripple' or 'Void' damage are now standardized and read as 'Special' damage in all locations they are found.
   The to-hit buff granted by Tactics on enemies in Advanced Difficulty now has max stack caps that match the star count of the difficulty level chosen.
   EXAMPLE: If playing on 4-Star difficulty, Tactics' to-hit can be stacked up to a max of four times on enemy mobs; If on 2-Star difficulty, Tactics' to-hit can be stacked up to a max of two times on enemy mobs. The other buff components of Tactics are not capped.

Challenge Option Fixes

   Challenge Arch-villains that have double base HP have had their regeneration reduced by ~20%, to be closer to their designed intent, as the scaling calculations were slightly off.
   All Disable Modes are now infinite duration and persist through death, which eliminates some circumstances where disabled Inspirations or Temporary Powers could be used.

Prismatic Aether Particle Salvage Rewards

   Completion of content on Advanced Difficulty settings now rewards an exclusive salvage currency called Prismatic Aether Particles that are used to purchase the permanent costume powers covered in the next section.
   They are capped at 2000 on how many can be carried at once by a single character.

Ooh, Prismatic Aether... So shiny!

salvage_PrismaticAetherParticle.png.b8a18ff6b68d11668ae0aa4268b61285.png

   Completing the Weekly Strike Target for the first time each week on a max level character that receives a Notice of the Well salvage, will also earn 1-2 Prismatic Aether Particle salvage depending on the length of the content completed.
   The standard bonus from completing a mission map at any level includes a 1 in 50 (2%) chance to drop a Prismatic Aether Particle.
   Prismatic Aether Particle salvage is not account-bound and can be freely traded to other players, sold on the auction house, or stored in supergroup base salvage storage bins.

Prismatic Aether Particle Reward Cooldowns

   Advanced Difficulty content works on a four-tiered drop system, where there are four difficulty level rewards each with their own 18-hour drop lockouts. Completing content on Advanced Difficulty rewards the maximum value of the difficulty minus any completions of lower values from the character on the same day.
   EXAMPLE: Completing the Dr. Aeon's Strike Force at ☆ difficulty will reward 2 Prismatic Aether Particle salvage. If the same character then completes the Dr. Aeon's Strike Force at ☆☆☆ difficulty within 18 hours, they would only receive 5+6 Prismatic Aether Particle salvage, since the 2 from the earlier run was already rewarded. 
   These are the current Prismatic Aether Particle drop totals for Advanced Difficulty content:

Advanced Difficulty - Dr. Aeon's Strike Force:

   ☆ 1-Star = 2 Prismatic Aether Particle salvage.
   ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage.
   ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage.
   ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.

Advanced Difficulty - Imperious Task Force:

   ☆ 1-Star = 2 Prismatic Aether Particle salvage.
   ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage.
   ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage.
   ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage.


   Incarnate Trials work on a three-tiered drop system, where there are three rewards each with their own 18-hour drop lockouts. Completing a trial rewards the tier it belongs to and any under it.
   This allows some flexibility on doing Incarnate Trials without pressure to do every single one daily, but gives a higher reward cap if the more difficult/longer trials are chosen, while also not making them competitive with Advanced Difficulty which is intended to be the primary source of this currency.
   You must qualify for full rewards in order to receive any Prismatic Aether, meaning you participated in every stage of the Incarnate Trial; this eliminates any potential leeching by AFK players.
   EXAMPLE: Completing a Behavior Adjustment Facility Trial (Tier 1) will reward the one Tier 1 Aether Particle salvage. If you then complete The Underground Trial (Tier 3), you earn the Tier 2 Aether Particle salvage, and the Tier 3 Aether Particle salvage, but not the Tier 1 again, since it's within the same 18-hour period.
   These are the current reward tier assignments for Incarnate Trials:

Incarnate Trial - Tier 1:

   Behavioral Adjustment Facility Trial = 1 Prismatic Aether Particle salvage.
   Lambda Sector Trial = 1 Prismatic Aether Particle salvage.

Incarnate Trial - Tier 2:

   Keyes Island Reactor Trial = (1+1) 2 Prismatic Aether Particle salvage.
   Dilemma Diabolique Trial = (1+1) 2 Prismatic Aether Particle salvage. 
   Minds of Mayhem Trial = (1+1) 2 Prismatic Aether Particle salvage.
   Magisterium Trial = (1+1) 2 Prismatic Aether Particle salvage.

Incarnate Trial - Tier 3:

   The Underground Trial = (1+1+1) 3 Prismatic Aether Particle salvage.
   TPN Campus Trial = (1+1+1) 3 Prismatic Aether Particle salvage.


Permanent NPC Costume Power Rewards [Focused Feedback: Permanent NPC Costume Power Rewards]

Prismatic Aether & Purchasing Costumes

   These are new reward offerings that are purchased using Prismatic Aether Particle salvage earned primarily through completing Advanced Difficulty content, but can also be obtained over time from first Weekly Strike Target completions on a max level character or purchased from other players.
   Previously, these costumes were only available as prizes from Homecoming contests or events.

ParagonMarket_TF_CoralaxMinion.png.2c8d2d76adc36042cae28d1ab0517e2f.pngParagonMarket_TF_FreakshowBoss.png.65a3139eca3c37a1bfdef1ab840ecfb2.pngParagonMarket_TF_KnivesofArtemis.png.c53462017bc2ce1bb46ccbab6e2d8236.pngParagonMarket_TF_MaltaGunslinger.png.4970f3eb6fb17eb57d13ecace100289a.png

   While those event prize costumes were granted to all characters on an account, all costume powers purchased with Prismatic Aether Particle salvage are only per-character.
   Otherwise, these purchasable costume powers are the exact same powers that were given out as prizes and let you change your appearance to match the look of an NPC!

BenevoLabs Hologram Vendors

   These costumes are sold from new 'BenevoLabs Hologram Vendor' NPCs found within Vault Reserve stores anywhere in the game.

The future is now!

BenevoLabsVendor.PNG.4ee278b28df5603b33ae298f6cad2833.PNG

   These new NPC vendors also explain how / where Prismatic Aether Particle salvage is obtained.

BenevoLabs huh? I'm sure they're not using these particles for anything nefarious.

BenevoLabsVendorDialog.PNG.8b454d7005fc61dc09660ebb55ad102a.PNG

Permanent Costume Power Specifics, Rarity Tiers, & Costs

   There are four tiers of permanent costume powers, Standard, Vintage, Deluxe, and Vanguard.
   Any costumes that have multiple looks depending on your body type or gender have been marked 'Mode Costumes'.
   Mode Costumes have a 50% Prismatic Aether Particle salvage cost increase relative to their respective tier (example: 10->15).
   All of these costumes have the same restrictions as previously existing costume powers.
   They are all listed under the category 'Prestige Costumes' in your power list.
   The naming format on all existing costume change powers has been standardized, and various inaccuracies of what the costume was have been fixed. Example: 'Freakshow Boss Costume' is now 'Costume: Freakshow Tank.'
   Nearly all costume change powers can now be used in PvP zones (they have always worked in Arena).
   All owned Prestige Costumes are now listed at the bottom of your Character Info window, visible to other players.

Tier 1 - Standard Costumes: Merit_Costume_Power.png.f31642c0321abf71e651d4d44ed42f5a.png

   Standard Costume Powers are normal NPC appearances and cost 10/15 (normal/mode) Prismatic Aether Particle salvage each.
   Merit_Costume_Power.png.f31642c0321abf71e651d4d44ed42f5a.png All currently existing permanent costume powers are Tier 1 and have had their icons updated.
   The Crey Agent, Olympian Guard, Paragon Protector, Vahzilok Eidolon, and Praetorian Clockwork costumes are now labeled as Mode Costumes.
   The Mode Costume: Praetorian Clockwork has been upgraded to include the combat-mode pop-out weapons, giving that costume more reason to exist when nearly all those parts are available as normal player costume pieces.
   All previously existing costumes will be available in the Tier 1 offerings in addition to a huge number of new costumes.
   These Tier 1 new costumes have also had 14 day temporary versions added to the Halloween event. 
   Fir Bolg costume added to the Halloween salvage vendors and is sold only during the month of October for 10 Prismatic Aether Particles and 50 of each trick-or-treating salvage.
   Snow Beast costume added to the Candy Cane vendors and is sold only during the month of December for 10 Prismatic Aether Particles and 200 Candy Canes.
   Special_Costume_Power.png.47f53d1fabed357f27fb38f6d1a897a5.png Holiday exclusive costumes have a special costume icon but are still considered Tier 1.
   The costumes in this tier are listed as Uncommon on the BenevoLabs vendors and should be reasonably accessible to most players who do the Weekly Strike Target often or try content at the lower Advanced Difficulty levels.
Tier 2 - Vintage Costumes: Legacy_Costume_Power.png.a91d8593b2f03cea6364eb8ae4b533ff.png
   Vintage Costume Powers use retired NPC appearances that can't be found anywhere else in the game will be made available/have their price set a few weeks after Page 4 launches.
   The costumes in this tier are listed as Rare on the BenevoLabs vendors and are intended to be saved for over-time by players who play regularly and attempt content on the higher Advanced Difficulty levels.
   The Skulls Thug costume has been moved to the Vintage tier. If any Tier 1 costumes later become unused appearances they will be moved to Tier 2 and have their icon/purchase price updated.
   There are no mode costumes currently offered at this tier at the release of Page 4.
Tier 3 - Deluxe Costumes: Deluxe_Costume_Power.png.c5eac54335c34d3cb417a566edf299a0.png
   Deluxe Costume Powers are very unusual or exotic appearances and will be made available/have their price set a few weeks after Page 4 launches.
   The costumes in this tier are listed as Very Rare on the BenevoLabs vendors and are intended to serve as long-term prestige goals for extremely dedicated players who regularly complete Advanced Difficulty content on the highest levels and purchase the salvage from other players, while also serving as a market sink for the new currency.
   There are only mode costumes currently offered at this tier at the release of Page 4.

Vanguard Tier - Uniform Costumes: Vanguard_Costume_Power.png.943f8ecbb884c0e8b59ed503b03e8578.png

   Vanguard Costume Powers are mode costume uniforms and cost 5000 Vanguard Merit salvage each.
   These uniform costumes will change to match your current body type and height when activated.
       Vanguard_Costume_Power.png.943f8ecbb884c0e8b59ed503b03e8578.png Mode Costume: Vanguard Shield
       Vanguard_Costume_Power.png.943f8ecbb884c0e8b59ed503b03e8578.png Mode Costume: Vanguard Sword


Now you don't have to dedicate a costume slot! (Unless you want a fancy, non-standard look)

VShield.PNG.0a0049027ab25107d15272f2d1931fec.PNGVSword.PNG.3d9fc3fe8dd154beef67bf708a0bbf9d.PNG

   These are mode costumes and are listed as Very Rare and found on the Vanguard crafting tables in the Rikti War Zone under the 'Uniform' tab. These are intended to be a reward option for regular Rikti War Zone or LFG instanced Mothership raiders:

VanguardCostumes.PNG.77271a22b191d34a21989428e9bcaf35.PNG

BL-22c Holographic Matrix System

   This is an accolade badge sold at the BenevoLabs vendors for 50 Prismatic Aether Particle salvage.
   Ultra_Costume_Power.png.e5ef4b6d4f1d418f509dbbe710fde14e.png This purchase rewards the 'Hologram' badge and unlocks the 'Costume Matrix' pop-menu accolade macro from which you can access all permanent costume powers you own on that character from a single slot on your power tray.
   This also includes a power that will shut-off any active costume power.

That sure is convenient!

PopMenu.PNG.6322f71baa9ef378f212e286b0cfda00.PNG


Powers & Gameplay Adjustments

Enemy Aggro Revamp [Focused Feedback: Enemy Aggro Revamp]

Enemy Aggro Behavior Adjustments

   The aggro cap has been reworked to be less obvious and intrusive to gameplay.
       The cap is still 17. If a player exceeds the cap, the AI will prefer any other valid target. This means in a team environment there is no change to enemy behavior.
       If an AI-controlled enemy has no valid target due to them all being at the cap, it will choose the capped target with highest threat that is in range and use opportunistic ranged attacks. They will no longer mill about, oblivious to the action going on around them. Enemies that are beyond the cap *will not* pursue players that move out of range.
       Aggro cap processing is more dynamic. Instead of using a rigid priority system, it now uses a simplified version of the normal threat calculation, taking into account distance, total damage done, taunt duration, and rank. It is also periodically re-evaluated instead of being locked in. This should prevent scenarios where an aggro-capped tank tries to taunt enemies off an ally and the taunt is completely ignored.
       Player pets, including Mastermind pets ignore the cap. This change was made some time ago but is still in effect even with the revamp.
   The goal of this change is to make it feel like there is no aggro cap at all, but still retain the desired game mechanics of a single tank being unable to maintain threat on or herd an unlimited number of foes.


Attack Typing Adjustments [Focused Feedback: Attack Typing Adjustments]

NPC Attack Type Adjustments

   The attack typing on all NPC attacks have been revamped to only check against up to one Positional defense and up to one Type defense.
   Various critter damage types adjusted.
   Various grenade/explosive powers that were formerly Lethal/Smashing have been set to Fire/Lethal instead.
   Added Toxic hit checks to many attacks that previously only had positional checks (like zombie vomit spits), which makes them easier to avoid with Defense.
   Numerous critter attacks adjusted

Player Attack Type Adjustments

   All Player Attack powers now use two attack types. All attacks will have up to one Positional defense and one Type defense it will check against.
   Various player damage types adjusted.

Ranged Attack powers that should have been tagged as AoE Attack

   All player or Mastermind pet attacks flagged as Ranged Attack that were Spheres or Cones has now been set to AoE Attack.

Melee Attack powers that should have been tagged as AoE Attack

   All player or Mastermind pet attacks flagged as Melee Attack that were Spheres or Cones with an arc of at least 30 degrees has now been set to AoE Attack.
   Electric Melee/Thunder Strike: This power is an exception and uses different rules for different powers.

Explosive Arrow and M30 Grenade

   No longer does smashing damage, replaced with fire damage
   These attacks are now tagged as AoE/Fire (previously was AoE/Smashing/Lethal)
   The PvE damage is now 50/50 for Fire/Lethal. Scourge is now all Fire damage.


Powers

Sonic Attack Revamp [Focused Feedback: Sonic Attack Revamp]

   Corruptor's powerset name "Sonic Attacks" has been changed to "Sonic Attack".
   All Sonic Attacks are now tagged as Energy Attack (they no longer check against an enemy's Smashing defense).

Changes to Resistance Debuffs (all Archetypes):

   All sonic attacks now apply two "Sonic Vibrations" debuffs (Defender values shown below). The various Sonic Vibrations are:
       Short: -12% resistance for 8 seconds (Does not stack, refreshes debuff)
       Incremental: -8% resistance for 8 seconds (Stacks up to 4 times)
       Wide: -8% resistance for 8 seconds (Does not stack, refreshes debuff)
       Extensive: -8% resistance for 20s (Does not stack, refreshes debuff)

Changes to Sonic Attack:

Shriek:

   Applies Short and Incremental Sonic Vibrations

Scream:

   Applies Short and Incremental Sonic Vibrations
   Cast time reduced to 1.47s (+13.6% DPA)

Shout:

   Applies Short and Incremental Sonic Vibrations
   Damage set to 1.96 scale (Non-Sentinels only)
   Cast time reduced to 2.0s (+23.4% DPA, +33.5% DPA for Sentinels)

Screech:

   Applies Short and Incremental Sonic Vibrations
   Damage set to 2.28 scale (+1140.0% DPA, non-Sentinels only)
   Cooldown reduced to 12s (non-Sentinels only)
   Stun duration set to 5.0 scale (non-Sentinels only)

Howl:

   Applies Short and Wide Sonic Vibrations
   Damage set to 0.6694 scale
   Cast time reduced to 1.6s (+20.3% DPA)
   Cooldown reduced to 8s (was 10s)
   Max Targets set to 6 (Sentinels only)

Shockwave:

   Damage set to 0.8652
   Cast time reduced to 1.67s (+75.7% DPA)
   Cooldown increased to 11s (was 8s)
   Max Targets set to 6 (Sentinels only)

Siren's Song:

   Damage set to 1.1902 scale
   Cast time reduced to 1.86s (+256.0% DPA)
   Cooldown reduced to 16s (was 20s)
   Max Targets set to 16 (non-Sentinels only)

Dreadful Wail:

   Applies Short and Extensive Sonic Vibrations.

Additional Notes:

   Corruptor's Scream and Howl now matches all other ATs as intended by the design formula. Previously Scream did 1.40 scale and Howl did 1.00 scale.
   Defender's Shout accuracy reduced to 1.0x (was 1.2x). This matches all other ATs.

Ice Control Changes [Focused Feedback: Ice Control Changes]

   Cold Snap:
       "Shiver" has been renamed to "Cold Snap".
       This power has its cooldown increased from 30s to 40s.
       Added a scale 10 Fear cone that hits in a 50 degree arc.
       Now accepts ATOs, Fear enhancements and sets.
   Ice Slick:
       Now does damage.
       Now accepts Accuracy and Damage enhancements.
       Now accepts Ranged AoE and Universal Damage sets.
       Damage will only apply to enemies that are not asleep.
   Arctic Air:
       Now has Overpower and Domination effects.
           (Domination) Applies Mag 3 confuse for 4.47s and a Mag 1 confuse for 2.98s.
       (Dominators) No longer accepts Fear enhancements or sets. This power never applied a fear effect.

Armor Set Toxic/Psionic Mitigation Changes [Focused Feedback: Toxic/Psionic Mitigation Changes]

   Stalkers:
       Hide now grants Psionic and Toxic defense.
   Invulnerability:
       Invincibility (Tanker/Brute/Scrapper) - This power now adds a 1.67% toxic and psionic defense for the first target, and 0.33% for additional targets (total 5% against 10 foes, Tanker values).
       Invincible (Stalker) - Renamed from "Reinforced". This power now adds 2.5% toxic and psionic defense.
       Invincible (Sentinel) - This power now adds 2.33% toxic and psionic defense.
       Unyielding (all ATs) - This power now adds 5% psionic resistance (Tanker values)
       Resist Energies (Tanker/Brute/Scrapper) - This power now adds psionic resistance.
       Environmental Resistances (Stalker/Sentinel) - This power now adds psionic resistance.
       Unstoppable (all ATs) - This power now adds 45% unenhanceable psionic resistance (Tanker values).
   Ice Armor:
       Wet Ice (all ATs) - This power now adds Psionic and Toxic defense.
       Energy Absorption (all ATs) - This power now grants Psionic and Toxic defense. Up-front defense increased from 1% to 4.5%. Per-target defense reduced from 0.6% to 0.25% (Tanker values). Total Defense at 10x targets remain the same.
       Moisture Absorption (Sentinel) - This power now grants Psionic and Toxic defense.
       Permafrost (all ATs) - This power now grants 5% resistance against Smash/Lethal/Energy/Negative/Toxic/Psionic (Tanker values).
   Energy Aura:
       Power Armor (Sentinel) - This power now grants Psionic resistance.
       Repelling Force (Sentinel) - This power now grants Toxic defense.
       Energy Drain (all ATs) - This power now grants Toxic and Psionic defense.
       Energy Protection (Brute/Scrapper) - This power now grants Psionic resistance.
       Overload (all ATs) - This power now grants 33.75% toxic and psionic defense (Brute values).
   Fighting Pool:
       Weave - This power now grants Toxic defense

Toggle Suspension (New Tech!) [Focused Feedback: Toggle Suspension]

   Toggle Suspension allows toggles to pause their periodic activations when under specific modes (e.g. Granite Armor, Kheldian Forms). This means the toggles will stop working and stop costing endurance while in one of these modes. Once you leave the mode, the toggles will resume automatically without the need to re-toggle. Once a toggle is suspended, you will no longer be able to activate it or deactivate it until you come out of the mode that caused the suspension.
   Tank & Brute/Stone Armor/Granite Armor: Now suspends the other Stone Armor armor toggles in the set while transformed instead of deactivating them. Also will suspend travel toggles (Run, Jump and Fly). Suspended toggles cost no endurance while running.
   Peacebringer/Luminous Blast/Bright Nova: Now suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running.
   Peacebringer/Luminous Aura/White Dwarf: Now suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running.
   Warshade/Umbral Blast/Dark Nova: Now suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running.
   Warshade/Umbral Aura/Black Dwarf: Now suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running.

Toggle Suppression

   No More Offensive Toggle Drops: Toggles that used to drop when mezzed will instead have their effects suppressed while mezzed and for 5s after breaking out of mezz.

Enhancement Slotting Fixes

   Blaster (Epic)/Leviathan Mastery/Knockout Blow: No longer accepts Ranged AoE sets.
   Controller & Dominator/Electric Control/Static Field: Added the ability to slot Endurance Modification sets.
   Dominator/Ice Control/Arctic Air: Removed the ability to slot Fear enhancements and sets.
   Dominator/Psionic Assault/Psychic Shockwave: Added the ability to slot Dominator ATOs. This power is a stun attack.
   Dominator/Thorny Assault/Thorn Burst: Added the ability to slot Defense Debuff enhancements, Accurate Defense Debuff sets and Defense Debuff sets.
   Mastermind/Necromancy/Lich: Removed the ability to slot Accurate Defense Debuff and Defense Debuff sets. None of the Lich powers do defense debuff.
   Corrupter & Defender Epic/Electricity Mastery/Shocking Bolt: Removed the ability to slot Melee AoE sets.
   All/Radiation Armor/Beta Decay: Removed the ability to slot Accurate ToHit Debuff and Accurate Defense Debuff sets. This power is auto-hit and never should have accepted these IO sets.
   All/Radiation Armor/Particle Shielding: Removed the ability to slot Endurance Modification enhancements. This power's +recovery is not enhanceable.
   Blaster/Martial Combat/Throw Sand: Removed the ability to slot ToHit Debuff enhancements, ToHit Debuff sets, and Accurate ToHit Debuff sets. This power does not have any ToHit Debuff effects.

Power Bug Fixes

   All/Ice Control/Flash Freeze: Fixed a bug where the sleep would sometimes not work as expected. Now deals 100% cold damage. Controller version now does Containment damage for 100% of base damage. Power no longer shows sleep attributes twice in the power info. Power icon fixed to be a proper sleep icon.
   All/Knockout Blow: Standardized all versions of this power. All will have 13.2' range and ignore range buffs.
   All/Seismic Blast/Meteor: The pseudopet that executes the damage was incorrectly set to Ranged Attack and Auto-Hit. This has been changed to AoE Attack, and the Auto-Hit is removed.
   All/Seismic Blast/Rock Shards (Enhanced): Power will now properly reduce the cooldown of its other Seismic Blast attacks (non-blasters lacked this)
   All/Smoke Flash: Set the power to no longer notify enemies of the attack.
   All/Titan Weapons: Fixed some bugs with stances.
   Dominator & Stalker/Savage Melee & Assault/Rending Flurry: Had its endurance cost set to 20.8. This has been reduced to 13.52.
   Blaster/Earth Manipulation/Beryl Crystals: Had two Res(Perception) effects. Removed the extra effect.
   Blaster/Earth Manipulation/Mud Bath: Removed the "near ground" requirement for targets.
   Blaster/Electricity Manipulation/Thunder Strike: Changed the radius from 12 feet to 10 feet. All of the AoE effects used an outer radius of 10 feet already.
   Blaster/Electricity Manipulation/Force of Thunder: This power no longer claims to accept End Modification sets.
   Blaster/Energy Manipulation/Energize: Corrected the scales of the regeneration effects to be 112.5%, not 118.98%. These were inadvertently changed during I27P1 development.
   Blaster/Ice Manipulation/Frozen Aura: No longer does double damage in PvE and now does PvP damage. Endurance cost corrected to 18.512.
   Blaster/Ninja Training/Kuji-In Toh: Corrected the scales of the regeneration effects to be 112.5%, not 118.98%. These were inadvertently changed during I27P1 development.
   Blaster/Ninja Training/Shinobi: Corrected the duration of the damage buff suppression when attacking/attacked. This duration has been reduced from 30s to 10s to match the stealth suppression.
   Blaster/Sonic Manipulation/Deafening Wave: Removed the "Ignore Strength" flag on the power. This prevented the power from benefiting from outside buffs (like the damage and special buffs provided by Sound Booster).
   Brute/Radiation Melee/Atom Smasher: Was using Smashing Attack, this is now set to Toxic Attack. This power doesn't do smashing damage.
   Brute/Stone Armor/Earth's Embrace: Changed the +Max HP effects' stack type to Replace.
   Brute/Titan Weapon/Defensive Sweep (Slow): Was missing its endurance cost. Now set to the intended 5.356.
   Dominator/Martial Assault/Explosive Shuriken: Now tagged as a Fire Attack (and removed its Lethal Attack tag) and will check against a foe's AoE and Fire defense. This power does only Fire damage.
   Epic/Stone Mastery/Fossilize: Added Smashing Attack tag. This power will now check against both a foe's Ranged and Smashing defense.
   Pool/Leaping/Spring Attack: KB should now be in sync with its damage.
   Scrapper Defense/Ninjitsu/Shinobi-Iri: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4.
   Scrapper Melee/Martial Arts/Dragon's Tail: Fixed damage scale of Dragon's Tail to follow the design formula (1.18 -> 1.1818). Also corrected Fiery Embrace damage to match (0.5310 -> 0.5318)
   Sentinel/Invulnerability/Durability: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4.
   Sentinel/Ninjitsu/Shinobi-Iri: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4.
   Stalker/Radiation Melee/Radiation Siphon: Added the Grant Assassin's Focus effect.
   Stalker/Stone Armor/Hide: Should no longer reference Dark Regeneration customization themes.
   Tanker/Ice Melee/Frozen Aura: Fiery Embrace effect is no longer missing.
   Prestige/Prestige Utility/Reveal: Now plays the full animation on all body types and alignments. The color of the scanner UI is dependent on whether you are a Hero/Vigilante, Villain/Rogue, or a Praetorian.
   Accolades/Vanguard MDC: IgnoreCombatMods added to the training dummy summoned to make them exact parallels to the Rikti Pylons.
   Incarnate/Destiny/Rebirth: These powers' regeneration effects now ignore resistance.
   Incarnate/Lore/Knives of Vengeance/Rallying Cry: Removed teleport protection which caused players to be unable to teleport by their own or ally's teleport powers. This power already gives 100% teleport resistance which makes players immune to enemy teleports.
   Rest: No longer applies a resistance to Stun/Sleep debuff.
   Temporary Powers/Haunted: This granted power from "Haunt" will now taunt the summoned pets from Lamplighter and Maestro RippleAV.

Miscellaneous Power Updates

   Prestige/Prestige Travel/Athletic Run: Added the 'TravelStance' tag and will now pull a stance animation if one of using the (Travel Only) options. 
   Radiation Infection (All, except Crey): Cast time reduced from 3.1s to 1.5s. 
   Warshade/Shadow Cloak: Added No Fade version that does not hide their model.
   Experimentation: Syringe object used in the various powers from this set are now tintable.
   Combat Logs: Should now indicate when damage is unresistable.
   Stances: Fixed an issue with many attack animations being interrupted by Ninja and Beast stances. Note: side effect from this fix is that most sets will not re-enter the ninja/beast stance until they move.
   Incarnate/Interface: Damage over Time effects should now only apply to enemies that are not asleep.
   Various Electrical Melee attacks now do majority Energy damage.
   All/Electrical Melee/Chain Induction: Now inflicts 100% energy damage.
   All/Electrical Melee/Thunder Strike: Now inflicts 100% energy damage.
   Stalker/Electrical Melee/Assassin's Shock: Now inflicts 100% energy damage.
   All/Gravity Control/Propel: Changed the "splash" knockdown into a vectorized knockdown. This hopefully will allow the KB2KD IOs to work reliably in Propel, which has the main target getting hit with both the knockback effect and the knockdown effect (which ignores strength, thus is not affected by the KB2KD IO).

PVP Power Changes and Fixes

   PvP Accolade/Indestructible: Now does 25% Def(all) and 30% Res(all) for 60s. Previously it was a combination of Demonic Aura and Eye of the Magus.
   All/Ninjitsu/Ninja Reflexes: Added DDR to PvP (was only PvE before).
   All/Invulnerability/Tough Hide: This power now grants Psionic/Toxic defense.
   All/Regeneration/Moment of Glory: This power now grants Psionic resistance and Psionic/Toxic defense.
   All/Stone Armor/Granite Armor: This power now grants Psionic defense.
   All/Stone Armor/Stone Skin: This power now grants Psionic resistance and Psionic/Toxic defense.
   Arachnos Soldier/Mace Beam Blast: Power was erroneously doing double damage in PvP.
   Arachnos Soldier/Mace Beam Volley: Power was erroneously doing double damage in PvP.
   Blaster/Atomic Manipulation/Positron Cell:  This power now does Mag 3 Hold in PvP (same as PvE, was mag 4).
   Blaster/Earth Manipulation/Salt Crystals: This power now does Mag 3 Sleep in PvP (same as PvE, was mag 4).
   Blaster/Earth Manipulation/Stone Prison: This power now does Mag 3 Immobilize in PvP (same as PvE, was mag 5).
   Blaster/Electricity Manipulation/Force of Thunder: This power now does Mag 3 Stun in PvP (same as PvE, was mag 3).
   Blaster/Ice Manipulation/Frozen Aura: This power now does damage in PvP and its endurance cost is corrected to 18.512.
   Blaster/Mental Manipulation/Scare: This power now does Mag 3 Terrorize in PvP (same as PvE, was mag 2).
   Blaster/Plant Manipulation/Entangle: This power now does Mag 3 Immobilize in PvP (same as PvE, was mag 5).
   Blaster/Plant Manipulation/Strangler: This power now does Mag 3 Hold in PvP (same as PvE, was mag 4).
   Blaster/Plant Manipulation/Vines: This power now does Mag 3 Hold in PvP (same as PvE, was mag 4).
   Corruptor/Energy Blast/Power Push: This power was not doing damage outside of scourge in PvP.
   Scrapper/Martial Arts/Storm Kick: Fixed a bug with Storm Kick that had the PvP regular damage and PvP critical hit damage effects reversed (the crit effect was set to 100% chance while the regular damage effect was set to 10% chance). This caused crit buffs to have no effect (ATOs, Eagle's Claw, Shinobi-Iri).
   Day Job/Time Traveler's Boon: This power is no longer usable in PvP Arena (like all other Day Job Powers).

Power Description Fixes

   Brute/Dark Melee/Shadow Punch: Description fixed.
   Blaster/Atomic Manipulation/Metabolic Acceleration: Fixed the description to not include a reference to increasing running speed. This power never did that and was a copy/paste error from the Accelerate Metabolism power provided in Radiation Emission support sets.
   Blaster/Electricity Manipulation/Force of Thunder: This power no longer claims to accept End Modification sets.
   All/Force Fields/Personal Force Field: Fixed Short Help description to state it does Res(All). Previously it stated Res(All except Toxic), which was not correct.
   All/Kinetics/Speed Boost: Fixed description to state it affects allies, not just a single targeted ally.
   Invention Enhancement/Defense/Kismet (Unique): Fixed the description to state it grants ToHit instead of Accuracy.
   Archetype Enhancement/Sentinel/Sentinel's Ward (Regular and Supreme): Fixed the description of the absorb proc to state it grants 2 PPM, not 5 PPM. The Regular version also updated its description to state it does a small absorb while the Supreme version does a moderate absorb.

Typo Fix Sweep

The following powers were reported as inaccurate in the Bug Forum's "Report Typos Here" thread. These powers have either new Descriptions, Short Help descriptions, or both:

   All/Martial Arts/Golden Dragonfly
   All/Trick Arrow/Entangling Arrow
   All/Super Strength/Punch
   Dominator/Martial Assault/Dragon's Tail
   Blood Craze (Savage Assault)
   Blaster/Tactical Arrow/Electrified Net Arrow
   Inherent/Mastermind/Supremacy
   Epic/Weapon Mastery/Physical Perfection
   Sentinel/Electric Armor/Charged Shield
   All/Trick Arrow/EMP Arrow
   Temporary Powers/PvP/Indestructible
   Temporary Powers/Day Job/Demagogue
   Inspirations/Medium Team Protection Imbuement
   Hamidon Enhancement/Ribosome Exposure (End/Res)

Standardized Critical Hit Tags for Scrappers

Note: These changes do not affect gameplay (unless otherwise stated). They are under-the-hood changes that remove redundancy and allow for simpler implementation for future development. These notes are posted for transparency to those who are interested in these types of changes and to allow for a debug point if these changes were to have caused unintended bugs not yet discovered.

Standard Critical Hit Tag Clean-up.

   Replaced MLCrit, BossCrit, and PlayerCrit from all powers with CritSmall, CritLarge, and CritPlayer, respectively. Removed the effects for the now-unused tags from the Scrapper ATOs, as they no longer serve a purpose. 
   Previously, only Kinetic Melee used the CritSmall, CritLarge, and CritPlayer tags. However, MLCrit has been a misnomer as it implies it is for Minions and Lieutenants, but LTs are always lumped with the BossCrit effects. Rather than convert Kinetic Melee into using the most popular convention, it's been chosen to use the more accurate convention for all powers. CritSmall is for critical hit effects that apply to rank Minion or smaller. CritLarge is for critical hit effects that apply to rank LT or larger. CritPlayer applies to PvP.

Martial Arts clean-up of Critical Hit Tags.

   The redundancy of ECCritModPlayer/Large/Small tags has now been consolidated into ECCritMod (all three received 33% so the need for multiple tags is not necessary).
   Martial Arts attacks now include the standard critical hit tags (CritLarge, CritSmall, CritPlayer) and will also carry the ECCritMod tag that can only be applied by Eagles Claw.
   For Martial Arts attacks, ScrapperCrit_ST and ScrapperCrit_AoE critical hit tags were not applied to most PvE damage effects. This has been fixed. This does affect gameplay as Martial Arts/Ninjitsu Scrappers were not receiving the critical hit buff from Shinobi-Iri.
   Reorganized the Critical Hit effects to become child effect groups under their respective PvE/PvP effect group (cosmetic internal change only, so developer's eyes don't bleed everytime they look at the power).
   Eagles Claw: Removed the GCM grants of 33% ECCritModPlayer/Large/Small and replaced it with a single GCM grant of 33% ECCritMod that all Martial Arts critical hit effects will carry.
   Scrapper Archetype Enhancements: Now only grants critical hit buffs to CritSmall, CritLarge, and CritPlayer. Removed the effects for MLCrit, BossCrit, and PlayerCrit as those tags are no longer used in the game. Also removed the GCM grants of ECCritModPlayer/Large/Small as they are no longer used in the game. 

Placate Fixes

   Stalker, Night Widow, & Bane Spider/Placate: The kMeter effect (this sets your "Hidden" status) now ignores combat mods.
   This bug prevented seeing the green "HIDDEN" icon when using Placate on foes higher level than you.
   This bug allowed Stalkers the ability to get both a "Hidden" crit and "Non-Hidden" crit when using placate against enemies greater than +1 relative level.
   Bane Spider/Placate: Added the missing MissionObjectClick cancel event to the Stealth, Hidden, Translucency, and ToHit Buff effects.
   Night Widow/Placate: Fixed a bug that had the placate effect only happen against the main target in PvE. This has been moved to the intended PvP placate effect.

Mastermind/Mercenary Bug Fixes

   Mercenaries were not displaying their Assault Rifles during Full Auto (Assault Rifle Auto Fire for Soldiers).
   Sped up DoT duration to match the new animation like on player versions of the power.
   Soldiers now have the correct powers assigned and revoked per upgrade
       Equip Mercenaries: Applies ASMG Heavy Burst, does not grant Assault Rifle Heavy Burst
       Tactical Upgrade: Now applies all Assault Rifle powers and removes ASMG powers appropriately

Temporal Warriors, Instant Level 50 PvP Characters [Focused Feedback: Temporal Warriors, Instant Level 50 PvP Characters]

PvPOnlyCharacter.png.24e0f8d4da4b645171f2aa8dec9a7692.png

   At character creation, new Primal characters can now tick a box called "Temporal Warrior (PVP only)". This is not available for existing characters or Praetorians.
   Characters created with this box ticked will spawn on Recluse's Victory and can only access the four PVP zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory), Pocket D (for access to the various vendors), the Arena and Supergroup Bases.
   These characters cannot travel to any other zones, enter trials or teleport via LFG, get missions from contacts, or enter mission doors from other players.
   In return, they start at Level 50 with all Incarnate slots unlocked, Incarnate powers can be crafted at no cost, and Patron Powers don't require the Patron badges.
   Those characters count as level 1 for the name reservation system, you can't create a PVP character just to lock a name.
   They still need to provide their own enhancements, there's no easy mode for that. Because their own ability to get rewards is so limited (the only available source of rewards is critters in PVP zones) the expectation is that those characters will receive influence and enhancements from other characters that are PVE enabled.
   The goal here is to remove the barrier of entry for players that are curious about PVP, but don't want to spend the time leveling up a new character that would be useful under the PVP rules.


Character Customization Improvements

Sheathed Weapon System [Focused Feedback: Sheathed Weapon System]

Sheathed Costume Weapons

   All characters with powers using custom melee weapons now have access to an option to display their character's weapon models on their costume. This is controlled via a toggle button next to the weapon:

Very kind of Jack In Irons to share his club with everyone!

SheathedOff.PNG.c0e21a6f16b4cf0263c68b136cb31c2f.PNG

   Which then puts the weapon on the character's costume when not drawn:

SheathedOn.PNG.4edfc665e4637179d165373ad9271d03.PNG

Like so!

SheathedWeaponCostume.PNG.635f39f61863c6edfbcd6f2121e9ca53.PNG

   Sheathed weapons are dynamically drawn by the player's character when combat is initiated (if using a 'No Redraw' power customization option, this is skipped).

SheathedWeaponHit.gif.0648fe6f795627919691b10067683034.gif

Weapons that utilize particle FX enter an 'off' state when sheathed,

but activate when drawn for combat!

SheathedEnergy.PNG.3b8b76555a1a709a8b6306c8b5dfb911.PNGSheathedEnergyDrawn.PNG.00b8abb00c295289a431f46a150b8778.PNG

   Weapons that are incorporeal/conjured in nature, such as elemental weapons, do not have sheathed options.
   This update only applies to melee weapons. Holstered Costume Weapons for ranged weapon sets will come later in a future content update.
   Known Issue: Some Titan Weapon options don't have off sheathed modes yet and remain activated while on the costume.


Custom Weapon Expansion [Focused Feedback: Custom Weapon Expansion]

New Custom Weapon Options

Battle Axe

   Vahzilok Butcher Knife
   Vahzilok Bone Cutter
   Infernal Axe
   Undead Slaying Axe

Broadsword

   Excalibur
   Rikti Sword 2
   Vahzilok Butcher Knife
   Vahzilok Bone Cutter
   Knives of Artemis Blade
   Rapier
   Carnival of Shadows Rapier
   Sky Raider Machete
   Grave Knight Sword
   Rusted Blade
   Greater Fire Sword
   Greater Ice Sword

War Mace

   Police Baton - Telescopic
   Gold Bricker Wrench
   Jack In Irons Club
   Power Maul
   Vanguard Mace
   Vanguard 'MAGI' Mace
   Coralax Club
   Coralax Hammer
   Coral Mallet
   Stone Mallet
   Crystal Mallet
   Lava Mallet

Arachnos Mace

   Carnival of Light
   Carnival of War
   Carnival of Vengeance
   Rularuu's Fury
   Power Maul
   Tech Mace
   Tech Knight Mace
   Vanguard Mace
   Vanguard 'MAGI' Mace

Titan Weapon

   Nemesis Staff
   Carnival Mallet
   Coralax Hammer
   Coral Mallet
   Stone Mallet
   Lava Mallet
   Crystal Mallet
   Infernal Ice Blade

Dual Blade

   Vahzilok Butcher Knife
   Vahzilok Bone Cutter
   Knives of Artemis Blade
   Carnival of Shadows Rapier
   Sky Raider Machete
   Grave Knight Sword
   Rusted Blade

Staff Fighting

   Vanguard Staff
   Vanguard 'MAGI' Staff
   Nemesis Staff

Katana

   Excalibur
   Knives of Artemis Blade

Assault Rifle

   Malta Sniper Rifle
   Crey Laser Rifle
   Crey Pulse Blaster
   Rikti Blaster
   Rikti Cannon
   Retro Rifle
   Resistance Rifle
   Rune Soldier Rifle
   DUST Cannon
   Vanguard Rifle w/ Bayonet
   Elite Vanguard Rifle w/Bayonet

Arachnos Assault Rifle

   Arachnos Assault Rifle now has access to all the same options available to Assault Rifle/Munitions Rifle.
   Added FX to the Vanguard Redding Rifle options that animates the energy bayonet when the Arachnos Soldier Bayonet power is used.

Ninja Blade

   Stalker primary Ninja Blade, Blaster secondary Ninja Training, and Sentinel epic pool Ninja Training now use a dedicated Ninja Blade weapon option that integrates with the sheathed weapon system.
   Ninja Blade weapons now draw from the back instead of the hip, adhering to the ninja theme, and have access to all the same weapon options available to Katana.
   This update involves revoking costume keys in the database, which means existing characters may need to visit the tailor to update their costume after the change.
   We'll be granting free costume change tokens to all characters on Page 4's launch to accompany this adjustment.

Munitions Rifle

   Blaster epic pool Munitions Mastery's weapon model slot now uses WepR_2 instead of WepR, which was causing conflicts with Beam Rifle and Dual Pistols.
   Assault Rifle and Beam Rifle characters can now independently choose their Munitions Rifle custom weapon option, as it now occupies it's own slot.
   Munitions Rifle has access to all the same weapon options available to Assault Rifle.
   This update involves revoking costume keys in the database, which means existing characters may need to visit the tailor to update their costume after the change.
   We'll be granting free costume change tokens to all characters on Page 4's launch to accompany this adjustment.

Custom Weapon Fixes

   Rularuu's Fury scale and offsets were adjusted slightly to accommodate the two-handed animations used with Arachnos Maces.
   A number of custom weapon FX were using generic calls that could cause your custom weapon to appear improperly with certain other powers, these have been given unique calls so that should no longer happen.
   The ranged weapon firing point desync bug caused by having two custom weapons that were valid child entities has been fixed; This was most commonly seen in Blasters/Sentinels who took Assault Rifle or Beam Rifle + Ninja Training.
   Fixed minor gap between the hilt and the grip of the Broadsword model, which was visible while sheathed.
   Fixed offsets on the Resistance, Runesoldier, DUST, Devastator, and Steampunk Beam Rifles, which were all too far left and floated away from the player's hand on all three body types.


Costumes [Focused Feedback: Costumes]

   All Icon/Facemaker tailors are now also cosmetic surgeons and renamed any surgeons to match other tailors of their type. This does not include Trainers.


Costume Additions & Changes

   Four new pattern sets have been added, contributed by volunteer @Marbing!
       Layer Stripe - Chest, Legs, Boots.
       Mystic - Chest, Gloves, Hips, Boots
       Slate - Chest, Legs, Boots, Gloves.
       Vigilant - Chest, Legs, Boots, Gloves.
   All > Lower Body > Boots > Rocket Boots:
       'Tintable Flight FX' option added.
       'Flight + Jump FX' option added, animates the rockets during jumps, with a landing FX.
       'Tintable Flight + Jump FX' option added.
       'No FX' option added.
   All > Lower Body > Boots > Piston Boots:
       'No FX' option added.
   All > Lower Body > Boots > Winged Boots:
       'No FX' option added to all four variants.
   Male/Huge > Lower Body > Boots >  Sneakers:
       'No Socks' option added.
   All > Head > Detail 2 > Reaper:
       Now supports two-color tinting. Replaces original single-tint version.
   All > Upper Body > Gloves > Aeon Tech:
       New option that allows tinting the glow.
       Original version now labeled 'Legacy'.
   All > Back Detail > Back Packs:
       'Tech Knight Capacitor' and 'Tech Knight Reactor' no longer have the energy ball FX, akin to how they did pre-fix.
       'Tech Knight Capacitor w/FX' option added.
       'Tech Knight Reactor w/FX' option added.
       'Warp w/FX' option added.
   Female > Upper Body > Unique Tops:
       All five 'Yakuza' chest textures added.
       Both 'Labeaux' chest textures added.
       'Carnival' chest texture added.
   Female > Upper Body > Shirts:
       All five 'Yakuza' chest textures added.
       Both 'Labeaux' chest textures added.
       'Carnival' chest texture added.
   Male & Huge > Head > Detail 1:
       'Thunder Horns' option added.
   All > Arachnos Soldier > All > Chest Detail:
       'Rogue Arachnos' option added.

Costume Fixes

   All > Back Detail > Crab Pack:
       The invalid Arachnos Crab Spider Backpack option should no longer display on non-VEAT characters.
       Fix applied to Crab Spider backpacks costume keys to prevent broken costumes. If you respec to a Bane Spider it should properly remove the Crab Spider backpack.
   All > Upper Body > Jackets > Cybertech Jacket Long:
       Interior cape on the 'Leather' option no longer uses the incorrect 'Metallic' texture.
   All > Upper Body > Chest/Gloves > Cybertech:
       Corrected a number of seam issues for Cybertech chests and gloves.


Arachnos Widow Costume Update

Costume Additions & Changes

   A new category has been added to Arachnos Widows costume slot for 'Widow (No Collar)' and gives the player's head the full range of customization options available to Standard heads.
   The existing 'Widow' category now always has the collar enabled.
   All > Arachnos Widow > All > Chest:
       'Night Widow' texture added.
       'Widow' texture now labeled 'Blood Widow'.
   All > Arachnos Widow > All > Gloves:
       'Night Widow' texture added.
       'Widow' texture now labeled 'Blood Widow'.
   All > Arachnos Widow > All > Pants:
       'Night Widow' texture added.
       'Widow' texture now labeled 'Blood Widow'.
   All > Arachnos Widow > All > Boots:
       'Night Widow' texture added.
       'Widow' texture now labeled 'Blood Widow'.
   Female > Arachnos Widow > All > Waist Cape:
       'Night Widow' cape added.
       'Waist Cape' option now labeled 'Blood Widow'
   Female > Arachnos Widow > Widow > Hair:
       'Parted' option added.
       'Cybertech 1' option added.
       'Cybertech 2' option added.
       'Talons' option added.
   All > Arachnos Widow > Widow > Eye Detail:
       'Resistance Goggles' option added.
       'Resistance Goggles Up' option added.
       'Cybertech 1' option added.
       'Cybertech 2' option added.
       'Cybertech 3' option added.
       'Cybertech 4' option added.
       'Cyborg 1' option added.
       'Cyborg 2' option added.
       'Imperial Defense' option added.
       'Praetoria Police' option added.
       'Welder Goggles' option added.
       'Safety Goggles' option added.
       'Modern Goggles' option added.
       'Retro Goggles' option added.
       'Maverick Goggles' option added.
       'Death Goggles' option added.
       'Human Skull Mask' option added.
       'Cosmic Corsair Right' option added.
       'Cosmic Corsair Left' option added.
       'Sonic Vison' option added.
       'Reflector' option added.
       'Retro SciFi 1' option added.
       'Retro SciFi 2' option added.
       'Retro SciFi 3' option added.
       'Retro SciFi 4' option added.
       'Blindfold 1' option added.
       'Sunglasses Up High' option added.
       'Sunglasses Up Low' option added.
   Female > Arachnos Widow > Widow > Eye Detail:
       'Gunslinger 1' option added.
       'Gunslinger 2' option added.
       'Gunslinger 3' option added.
       'Gunslinger 4' option added.
       'Gunslinger 5' option added.
       'Gunslinger 6' option added.
       'Gunslinger 7' option added.
       'Gunslinger 8' option added.


Stance & Walk Customization [Focused Feedback: Stance & Walk Customization]

New Stance Customization Options

   Two new Stance options have been added to the power customization system by using the 'Stance' power option under the 'Inherent' category.
   These new stances are hybrid stances utilizing a previously unused run animation:
       Parkour - Run animation with Ninja Stance idle, jump, and weapon animations.
       Blitz - Run animation with standard idle, jump, and weapon animations.

Time to become speed!

NewRun.gif.c5e4fa24bb02f4f6ce75f3b3adf1b3b0.gif

(Example of the new run animation for the Parkour/Blitz stance additions)

Walk Animation Customization

   Player walk animations can now be customized via the power customization system by using the 'Walk' power option found under the 'Inherent' category.
   Previously the three default walk animations were each locked to one body type each, but now players can select whichever fits the personality of their character best:
       Casual (Male)
       Glamorous (Female)
       Tough (Huge)
       Zombie (Zombie)

Looking super excellent!

GlamWalk.gif.4e77ad8a326dc1940740946ed9779a5c.gifCasualWalk.gif.a16649802c8f11596308db2265a07518.gif

(Example of Glamorous walk on male body, and Casual walk on female body)

Various Additions & Enhancements

Badges [Focused Feedback: Badges & Emotes]

New Badges

   badge_i27_arc_valeria.png.3003ec16579cfbea2a1ea2c1eb67b227.png The Shadow Out of Time - Complete Sister Valeria's story arc in Cimerora.
   badge_i27_defeat_5thcolumn_goliathtwins.png.e1b86276395707a0f17a37724950306b.png Freezer Burn - Defeat the new boss encounter in the Imperious Task Force on Advanced Difficulty.
   badge_i27_defeat_ravenna.png.79506e41b7ea65a1f676d8aa3ff53db3.png Brother/Sister of Corruption - Defeat 100 members of the Ravenna Conclave.
   badge_stature_07alt.png.bf73baf6227a5a87a30fb75faaeec4ea.png Pecking Order - Complete the badge mission "Lost Motivation", listed as arc 0.42 under 'Champion (Level 25-29)' bracket in Ouroboros.
   badge_stature_12alt.png.93ff61defd67643b6986963d5aa00ec9.png Traditionalist Foil - Complete the badge mission "Revelation: Rikti Factions", listed as arc 0.43 under 'Vindicator (Level 35-39)' bracket in Ouroboros.
   badge_i27_aethercostume1.png.0630bf9b4ae8423ca670ee7fc28c88cb.png Mimic - Purchase a costume power using Prismatic Aether Particle salvage.
   badge_i27_aethercostume2.png.f9649b5e4b9ff00108b3dcd060da211b.png Doppelganger - Purchase five costume powers using Prismatic Aether Particle salvage.
   badge_i27_aethercostume3.png.331338b9acc0a311632d57561f6a40fa.png Shapeshifter - Purchase ten costume powers using Prismatic Aether Particle salvage.
   badge_i27_holographiccontrolmatrix.png.0b2da0d5553a8eb16d0d5b7a643ea832.png Hologram - Purchase the BL-22c Holographic Matrix accolade from the BenevoLabs vendors found at any Vault Reserve store location for 50 Prismatic Aether Salvage.

Badge Adjustments

   Strike Force badges now display a hint in the Accomplishments tab when a villain or rogue is high enough level to qualify for them, similar to Task Force badges currently do.
   Worthy Opponent - Now displays a badge hint to complete the flashback challenge of Lord Recluse's Strike Force found in Ouroboros after earning the 'Servant of Recluse' badge from the normal version.
   History In The Making - Unlocks Cimerora as an exit destination on the Ouroboros zone exit portal.
   Temporal Strife - Unlocks Cimerora as an exit destination on the Ouroboros zone exit portal.

Badge Fixes

   Added alignment-specific text to the villain 3 million, 5 million, and 10 million healing badges.
   Fortunata Seer Gladiator - Fixed issue where some Fortunata enemies found in the 44-54 range did not grant badge credit.

Tour Guides

   Tour Guide tips and missions added for all eight Cimerora exploration badges that unlock the 'History In The Making' accolade.
   As with previous Tour Guide missions, these tips only drop from mobs defeated in Cimerora and only if you don't already have the exploration accolade for the zone. Each mission points you to one of the exploration badges you don't have and provides fun optional reading.


Merit Rewards

   The Empyrean/Astral Merit to Reward Merit conversion has been removed from Reward Merit vendors.
   For Incarnate Trials we'll be adding a completion bonus reward of Reward Merits on-top of the current standard Empyrean/Astral Merit rewards valuing the total of what the standard conversion would've amounted to. Meaning you'll get the same number of Empyrean/Astral Merits as you were before Page 4 but also get the following on-top:
       Behavioral Adjustment Facility Trial = 18 Reward Merits
       Lambda Sector Trial = 20 Reward Merits
       Keyes Island Reactor Trial = 18 Reward Merits
       The Underground Trial = 40 Reward Merits
       TPN Campus Trial= 30 Reward Merits
       Minds of Mayhem Trial = 30 Reward Merits
       Dilemma Diabolique Trial = 30 Reward Merits
       The Magisterium Trial = 22 Reward Merits
   The Reward Merits listed above are subject to the standard 18 hour cooldown on the same character, per trial.
   The Astral Merit bonus reward that is granted to everyone in the League for each badge challenge completed in all Incarnate Trials now includes an added 2 Reward Merits.


Super Group Bases

Base Items Additions

   Removed '(new)' tag from previously released items from Page 3.
   Added 11 previously unreleased kitchen items from Page 3:
       Ice Box 1
       Ice Box 2
       Washing Machine 1
       Clothes Dryer 1
       Washing Machine 2
       Clothes Dryer 2
       Refrigerator 1
       Gas Stove 1
       Soap Mount
       Wet Floor Sign
       Wet Floor Sign Large

Base Items Fixes

   Fixed glitchy screen on the 'Combat Logs' medical base item. This fix also includes a 'Combat Logs 2' version with the legacy animated screen.


Proliferated Emotes

New Emotes

   Added '/em defeated' emote utilizing the often-requested Recluse Collapse animation. Located under 'Actions' in the emote listing.
   Added '/em casting' emote which is a version of the one-handed power cast animation on a cycle. Located under 'Interact' in the emote listing.
   Added '/em channel' emote which is a version of the two-handed raise cast animation on a cycle. Located under 'Interact' in the emote listing.
   Added legacy '/em ledgesit5' (Female version of ledgesit1 with knees together).
   Added legacy '/em ledgesit6' (Female version of ledgesit4 with knees together).

Emote Fixes

   '/em newspaper' on Male characters should no longer fall out of sync with the page flipping. If you notice this occurring on Female, Huge or NPCs (this is alignment dependent) please report it on the forums.
   '/em calculate' has had its sound removed temporarily.
   Corrected duplicate 'Inspiration' label to 'Train Whistle' in the pop-menu.
   Corrected command typo of 'MixForumula' to 'MixFormula' in the pop-menu.
   Winter Donut added to Drenched Donuts Menu.
   Spooky Donut added to Drenched Donuts Menu.
   The Drenched Donuts menu no longer requires a badge to unlock.
   Fixed ledgesit emotes on female characters being sunk too low into the ground.


New Roleplaying & System Commands [Focused Feedback: New Commands]

Local Chat Range

   Commands have been added that allow you to dynamically set the range that you hear Local messages and how far your own messages carry. Units are in feet. Typically a zone's maximum local chat distance is 100', Pocket D's maximum local chat is 50'.
       '/speak_range' - Set the maximum range that your local chat and emotes may carry.
       '/listen_range' - Set the maximum range of local chat and emotes that you want to listen to.
   You cannot set these to values above the maximums of the zone you are in.
   Setting the value to 0 using the command will restore the default range.
   Entering no number in the command will show you what your current ranges are set to.

Dice Rolls

   New '/roll' command added. It prints to all valid players in range of the Emote channel using system text color to ensure rolls can't be spoofed.
   The command can be used with a single number to roll a random number within that range.
       Example: '/roll 50' will return a random number between 1 & 50.
   The command also accepts dice inputs up to 100 dice with 100,000 sides.
       Example: '/roll 4d20' will return a roll of four twenty-sided dice.
   '/roll' with no parameters will return a random number between 1 & 20; A single twenty-sided die roll.
   It also accepts an alternate format of /roll #x#.
       Example: '/roll 4x20' will return a roll of four twenty-sided dice.

Distance To Target

   New option added to display the distance between you and your target on the target window:

DistanceCheck.PNG.fa306b8dd16e8edb8ba5ab982e33b54f.PNG

   This setting toggle is found in the menu under Options -> Windows -> Window -> Show Target Distance.
   This can also be turned on or off by using the '/target_distance 1' and '/target_distance 0' commands respectively.


Architect Entertainment [Focused Feedback: Architect Entertainment]

   The Architect Entertainment tutorial NPCs and mission arc that were formerly found in Atlas Park & Mercy Atlas have been moved to Port Oakes & King's Row AE buildings.
   Fixed a bug with Experience Boosters granting too much experience in non-Dev Choice AE missions. 1.5XP was giving double XP and 2XP was giving triple XP. These have been corrected to the intended 1.5x and 2x, respectively.

Custom Enemy Changes

   Power point values for all Custom Enemy powers have been normalized. Some powersets in the same category were set below standard point values and some were set above.
   This means existing AE arcs may need adjusting if any custom enemies were using the bare-minimum power selection for max rewards with powersets that were above the standard values for that type.
   Primary sets now have lower recharge timers than secondary sets.
   Custom Enemy powers that require the target be grounded are no longer calculated as ranged attacks for point value purposes.
   All Custom Enemy ranged attacks have a minimum range of 80ft.

Advanced Enemy Power Customization

BACK UP ANY OF YOUR ARCHITECT FILES BEFORE ATTEMPTING ADVANCED CUSTOMIZATION EDITS! 
   You can now manually assign extra powers to Architect Custom Enemies by using a text editor program (like Notepad) to edit their .critter files found in the Custom_Critter folder where your Homecoming install is located. This allows them to have up to 25 powers from any available custom enemy powersets.
   Be aware the AI is not any smarter for this, and it may completely ignore powers you give it depending on its attack chain. Expect to experiment some to get intended results.


   Any custom enemies that are using advanced power customization will give no rewards. This restriction was required in order to prevent farms from being created using only enemies with broken attack chains.


   Advanced power customization was added exclusively as a tool for writers/creators to give unique-functionality to enemies for the sole purpose of enriching their story arcs and missions.


   Any extra powers can only be picked from the (linked) Mission_Maker_Attacks and Mission_Maker_Secondary power definitions.

Opening the critter file in a text editor should look something like this.

AdvancedEditing.png.17d031abcffa8c0e57332ae6e9d3376b.png

   If successful, the game should immediately recognize the custom critter's powers upon loading them, keep in mind this will not update arcs that may have been using that enemy definition until you reload the arc in the editor.

Wow, that sure is a lot of pets! Hope he's not too difficult...

AdvancedCritter.png.4e7b7d77b38c0845fd18a446722ccdf7.png

   Note: When saving your custom critter after editing, or the mission that uses the critter, the list of additional powers will be collapsed to a single comma-separated line like this:
       Power  Mission_Maker_Attacks.Earth_Control.Animate_Stone,  Mission_Maker_Attacks.Ice_Control.Jack_Frost,  Mission_Maker_Attacks.Fire_Control.Fire_Imps,  Mission_Maker_Attacks.Illusion_Control.Phantasm,  Mission_Maker_Attacks.Electric_Control.Gremlins,  Mission_Maker_Secondary.Plant_Control.Fly_Trap

New Custom Enemy Powersets Additions

   Atomic Manipulation added.
   Earth Manipulation added.
   Martial Combat added.
   Seismic Blast added.
   Sonic Assault added.
   Symphony Control added.
   Archery now has access to Ranged Shot.
   Assault Rifle now has access to Sniper Rifle.
   Beam Rifle now has access to Penetrating Ray.
   Dark Blast now has access to Moonbeam.
   Electrical Blast now has access to Zapp.
   Energy Blast now has access to Sniper Blast.
   Archery now has access to Ranged Shot.
   Fire Blast now has access to Blazing Bolt.
   Psychic Blast now has access to Psionic Lance.
   Fire Manipulation now has access to Cauterizing Aura, Consume, and Burn.

Mission Map Additions

   These new mission map options can also currently be found under Unique > Newly Released Maps:
       Unique > Circle of Thorns > Circle of Thorns - Flying Ziggurat
       Unique > Outdoor Maps > Croatoa - Winter Forest & Cave
       Unique > Warehouse > The Smelting Cauldron
       Unique > Cargo Ship > Gold Bricker Portal Ship
       Unique > Cap Au Diable > Dimensional Ripple - Cap Au Diable

Enemy Group Additions

5th Column:

   Ewige Mitternacht Kommandant (Elite Boss, 35-54)

Arachnos:

   Arachnos Scientist (Boss, 1-54)
   Aeon Scientist (Boss, 1-54)
   Becky, the Tarantula Mistress (Boss, 35-54)
   Becky, the Tarantula Battle-Mistress (Elite Boss, 35-54)

Cap Au Diable Demons:

   Ripplesurge (Giant Monster, 35-54)

Crey:

   Crey Gamma Tank (Minion, 35-54)
   Crey Protector (Lieutenant, 40-54)
   Cryogenicist (Boss, 35-54)

Devouring Earth:

   Giver of Life (Boss, 35-54)
   Mother's Embrace (Boss, 35-54)
   Foundation of Form (Boss, 35-54)
   Mother's Lost Beauty (Boss, 35-54)
   Scion of the All-Mother (Boss, 35-54)
   Mouthpiece of the All-Mother (Elite Boss, 35-54)

Gold Brickers: (Level range extended up to 54)

   Breaker (Minion, 35-54)
   AU-Bricker (Minion, 35-54)
   AU-Bomber (Lieutenant, 35-54)
   AU-Rifter (Boss, 35-54)
   Smelter (Boss, 35-54)
   Golden Brickernaut (Elite Boss, 35-54)
   Mr. Rodney (Elite Boss, 8-34)
   Gold Brickster (Elite Boss, 35-54)
   Fort Knoxxer (Elite Boss, 35-54)
   The Burninator (Elite Boss, 35-54)
   Cauldron Champion (Arch-Villain, 35-54)
   Mr. Rodney AU-Rifter (Arch-Villain, 35-54)
   Princess Zoe (Arch-Villain, 35-54)
   Princess Zoe Smelter (Arch-Villain, 35-54)

Nictus:

   Dark Dwarf Alpha (Elite Boss, 1-54)
   Dark Nova Alpha (Elite Boss, 1-54)

Vanguard Shield:

   Vanguard Claw Soldier (Minion, 35-54)
   Vanguard Commander (Elite Boss, 35-54)
   Apex (Hero, 35-54)
   Borea (Hero, 35-54)
   Levantera (Hero, 35-54)
   Serpent Drummer (Hero, 35-54)
   Lady Grey (Hero, 35-54)
   Dark Watcher (Hero, 35-54)
   Incandescent (Hero, 35-54)

Vanguard Sword:

   Gaussian (Hero, 35-54)

Void Hunters: (1-54)

   Void Seeker (Minion, 1-54)
   Void Stalker (Lieutenant, 1-54)
   Void Slayer (Boss, 1-54)
   Void Harbinger (Elite Boss, 35-54)


Enemy Group Adjustments & Fixes [Focused Feedback: Enemy Group Adjustments]

All - Sheathed Weapons

   The following NPCs now have their weapon sheathed and displayed on their costume when not in combat:
       Agent Indigo (enemy version)
       Apex
       Battle Maiden
       Dream Doctor
       Pendragon (all versions)
       Romulus Augustus (all versions)
       Scirocco
       Sister Valeria
       Shadow Hunter
       Shadow Spider
       Valkyrie

Arachnos

   There were major visual discrepancies between the contact and combat versions of Viridian and Shadow Spider that have been corrected so they are consistent and obviously the same person no matter the context they are encountered.
   Becky, the Tarantula Battle-Mistress has been given a minor visual update and now smiles.
   The damage typings on a few of Lord Recluse's melee attacks have been updated:
       Energy Punch: 60% Energy / 40% Toxic split damage instead of pure Smashing.
       Energy Smash: 60% Energy / 40% Toxic split damage instead of pure Smashing.
       Spider Strike:  50% Energy / 50% Toxic split damage instead of pure Smashing. Lord Recluse now only uses Spider Strike when below half health.
   The power descriptions on Lord Recluse's attacks have been rewritten as previously they were copy pasted from similar powers.
   Alternate gender Arachnos boss class enemies have been moved to their own spawn definitions, correcting odd situations where a mission intended a boss to be one gender, but they happened to spawn as the other.
   These alternate gender boss definitions have separate entries now in AE as well.
   Regent Korol now has toxic claws visuals to make her more unique as an AV.
   Tarantula Mistresses and Tarantula Queens now have a subdued toxic visual FX on their melee attacks.

Council

   Fixed the Council Ascendant's Shield power so it now always properly animates.

Devouring Earth

   Crystal Shard enemies were set to spawn at level 35 minimum for reasons related to trial content - this had an unintended side effect of wildly over-leveled pets summoning from 20-something critters as level 35. As a temporary fix, these critters will be reset back to a minimum level of 27, until a better solution can be deployed.
   Summoned Tellurian Seed pets no longer drop rewards.

Generic Heroes

   Ice Blaster powers for Generic Heroes mistakenly had Fire Sword and Combustion; these were replaced with Ice Sword and Chilling Embrace.

Hellions

   Fixed issue that could cause Hellion mobs/missions to spawn at a higher level range than intended.

IDF

   Summoned Battle Orb pets no longer drop rewards.

Knives of Artemis

   Fixed missing goggle geometry on Knives of Artemis bosses.

Red Caps

   When Jack In Irons spawns on his throne in Croatoa, there is now a 50% chance he is sitting in a more comfortable position.
   Both variants of the Jack in Irons' throne spawn gives him a sleep particle FX, cons with a yellow reticle, and remains non-hostile until awoken.

Rikti

   Attack values on Rikti Monkey's standard melee and psionic ranged attacks are no longer double their intended value that was accidentally caused by some silly sentient mapserver related things.

Rogue Arachnos

   There were a plethora of level gaps in this enemy group, with inconsistencies between each enemy type. Their level range coverage has been made consistent.
   Rogue Crab Spider enemies have had the 'Rogue Arachnos' chest detail added to their costume.
   Rogue Crab Spider enemies now have a 1/8 chance of spawning female.
   Rogue Fortunata minions now have a 1/8 chance of spawning male.
   Rogue Fortunata Mistress bosses have had costume inaccuracies fixed and now have the correct flat helmet, belt, and waist cape.
   Rogue Toxic Tarantulas have a new costume specific to the group.
   Rogue Mu Strikers and Rogue Mu Guardians had their costumes incorrectly swapped.
   Rogue Mu Strikers have had costume inaccuracies fixed and no longer have capes.
   Fixed Rogue Tarantula Queens enemy definition pointing to the normal Tarantula Queen costume.

Rogue Isles Police

   Fixed two Rogue Isles Police enemies that were using the wrong costume definition.

Vahzilok

   Male Vahzilok Eidolon bosses can now also spawn with huge body types.

Void Hunters

   The Void Hunters are now their own distinct villain group rather than being a subtype inside the Nictus enemy group definition as being the only valid normal spawns caused them to show up in some weird places.


Task Adjustments & Fixes [Focused Feedback: Task Adjustments]

   Added minimap icons and waypoints to all TF/SF/Trial contacts in the game. They are identified via a purple book icon on the map. map_task_force.png.8c61742aecf2b89f73823817bec655d1.png

Incarnate Trials

   The Behavioral Adjustment Facility Trial can now be started with a minimum of 8 players, down from 12.
   The TPN Campus Trial can now be started with a minimum of 8 players, down from 12.

Dr. Aeon Strike Force

Advanced Difficulty

   There is now an added 10 Prismatic Aether Particle reward with its own 18-hour cooldown for defeating the full Hero 1+Vanguard leader master bonus battle in the 4-Star difficulty mode.
   Smelter's Tactics' to-hit buff now follow the same star-count = stack cap rules as the Advanced Difficulty ITF.
   Anything using unresistable damage in the ASF such as Ripplesurge's puddles and King Midas' singularities are no longer affected by damage buffs (this includes Advanced Difficulty stat buffs) and also bypasses Absorb.
   Ripplesurge's puddles now only deal fatal damage to players, with non-player entities only taking a fraction of the damage.
   Golden Brickernauts can now be confused by any confuse powers without fail during their self-destruct countdown.
   Crab Spider Webmasters Omega Maneuver is now auto-hit, as it is a telegraphed move that can be avoided by moving.
   Surveillance on Bane Spider Executioners now debuffs defense properly instead of buffing it.
   Surveillance on Bane Spider Executioners now does -20% Smashing resistance rather than -200%.
   King Midas' ripple singularities are now equal to Ripplesurge's puddles in deadliness, meaning players will die very quickly if they do not move out of them.
   Bug fixed that was causing King Midas' singularities visual targeting and damage location to be misaligned, causing the 'Can't Touch This' badge to be much more difficult to earn than intended.
   King Midas' ripple singularities now stop dealing damage very slightly before the visual FX for them fades.
   King Midas' ripple singularities damage radius has been reduced from 25ft to 19ft to be more accurate to the visual FX.

Mission 5

   Fixed map clipping issue with a shipping container in Golden Roller's room.
   Fixed inconsistent behavior with Golden Roller's damaged visual state reverting as the encounter script progressed.
   Optional navigation objectives added to talk to Ubelmann and Terra's mouthpiece, letting players know they can be spoken to, even if they opt to kill them instead.
   Navigational objectives in the ripple sub-areas are now much more explicit, and now also mention both ways of escaping as soon as you enter, which should hopefully reduce the number of people who completely miss/aren't aware of the extra fights.
   Adjusted the second ripple's Devouring Earth horde rush parameters; They now rush players based on their position, not the giant monster's locations, meaning that players will get rushed by the horde even if they moved the monsters.
   Fixed Void Hunter Harbingers AI so they'll now use their teleport.
   Nictus and some of the 5th Column in this ripple inherit the advanced difficulty powers/changes from the Imperious Task Force.
   Fixed overlapping captions in the Portal Corp section of the third ripple.
   Gave the frozen scientists proper descriptions.
   Added an optional navigational hint to clear the Vanguard infirmary in the third ripple.
   Removed defunct options from the hackable HVAS in the Vanguard Compound.
   Incandescent's Lambent Flame telegraphed special attack can now only hit players.
   Dark Watcher no longer incorrectly has one of Hero 1's resistance powers.
   Fixed broken description on Gaussian.
   PsiCurse's PCM drain now displays the proper PCM model when he uses the power drain and the fully-powered PCM orbits around his head after during the third ripple finale cutscene.
   Added a navigational mention of the shortcut back after Golden Roller, this deactivates if somebody takes the shortcut or when the group reaches Mr. Rodney's floor.
   Fixed typo in 'retrieve' for PsiCurse navigation objective text.

Mission 6

   Added AI setting on Ripplesurge that has them never become inactive on the map, which should fix some inconsistencies with the encounter's mechanic script that could occur if nobody was on the map or near Ripplesurge for an extended period of time.

Mission 7

   Music added to the final cutscene.
   Music plays now during the final boss fight with Midas. A calmer version in the normal room, and a faster paced version in the upside down room.
   Added a rift effect to the D-Rifter Lab's floating entrance door in the Princess Zoe/Mr. Rodney globe area that makes it look more sensible.
   King Midas will now heavily prioritize targeting player class entities to avoid getting stuck in infinite sparring matches with pets or Becky outside of a cauldron.
   King Midas is now immune to mez effects until he gets moved into a cauldron to prevent him from getting mezzed outside of one and interrupting the fight's flow.
   Added some invisible collision to prevent getting stuck on the forklifts in King Midas's room.
   Becky, the Tarantula Battle-Mistress is very pleased with her new look, and now smiles.

Katie Hannon Task Force

Mission 2

   Fixes Amy Jonsson's AI to not attempt kneeling after being rescued in the cave map.
   Fly removed from Amy Jonsson's power repertoire, ensuring she follows on foot.
   Increased her tether range and the range in which she looks for a leader to follow.
   This should resolve the single most common issue our GM's get tickets for.

Admiral Sutter Task Force

Issue Fixes

   Consistency fix using LUA script for the final Duray fight.

Virgil Tarikoss Strike Force

Issue Fixes

   Fixed a pstring error in the description of the first clue.

Cavern of Transcendence Trial

Issue Fixes

   After the Koago AV is defeated, the Minions of Igneous ambushes will stop spawning.

Abandoned Sewer Trial

Issue Fixes

   The infinitely respawning Rikti enemies now correctly do not give rewards, matching other infinitely respawning mobs.

Story Arcs

Kheldians - The Nictus Insurrection & The Final Darkness

   Updated details per Nictus lore developments that are expanded upon in the new Sister Valeria story arc.
   Immature Shadow Cysts are now referred to as Shadow Crystals, and are only dubbed Shadow Cysts after fully developing into their final stage at the end of their growth.
   In the finale missions of The Final Darkness, the missions where Requiem and Arakhn are fought now includes a mature Shadow Cyst amongst the Shadow Crystals.

Daedalus - Stolen Power

   The unintended Void Hunter spawns found in the final mission have been replaced with proper Nictus enemy group spawns. This mission makes no reference of any kind that can be interpreted as referring to the Void Hunters, and the last mission is supposed to be an occupation of Romulus' forces which would include Nictus but not Void Hunters.

Lorenzo Tate & Eliza Thorpe - Lost Motivation

   Offers a mission that rewards a new badge, 'Pecking Order'.
   This badge is granted by completing the mini-story in their shared pool in which the Lost are stealing technology for the Rikti.
   This mission previously was in their random task pool, but was deemed lore-focused enough to warrant its own level of interest.
   This mission can now be found in Ouroboros under the 'Champion (Level 25-29)' bracket, arc number 0.42, titled "Lost Motivation".
   This badge is filed under Accomplishment with other level-specific mission badges.
   The badge is intended to have the same star and Rivet count as 'Mystical Savior', with a different ribbon color.

Steven Sheridan - Revelation: Rikti Factions

   Offers a mission that grants a new badge, 'Traditionalist Foil'.
   This badge is granted by completing the mini-story in their task pool in which the first discovery of the Rikti ideological schism is mentioned between Restructurists and Traditionalists.
   This mission previously was in his random task pool, but was deemed lore-focused enough to warrant its own level of interest.
   This mission can now be found in Ouroboros under the 'Vindicator (Level 35-39)' bracket, arc number 0.43, titled "Revelation: Rikti Factions".
   This badge is filed under Accomplishment with other level-specific mission badges.
   The badge is intended to have the same star and rivet count as 'Do No Harm', with a different ribbon color.

Alignment Tip Missions

Cloud of Odorous Smoke

   This tip's Vigilante mission has been updated to point at the new Void Hunters group.
   This tip contact has been moved from the 30-39 bracket up to the 40-50 bracket making the mission far easier to access via the Mission Computer.


City Zone Adjustments & Fixes [Focused Feedback: City Zone Adjustments]

Fort Trident & The Crucible Revamps

Fort Trident - Atlas Park

   Fort Trident has been revamped to serve as a supergroup base style area for players without a supergroup.
   Fort Trident has been opened up to Vigilantes as well as Heroes. It cannot be accessed by Rogues.
   Fort Trident now has a functioning minimap and new loading screen.
   Fort Trident has been added to the Long Range Teleporter, unlocked with any badge for completing a Freedom Phalanx-affiliated Task Force or by completing Act II of the Shining Stars tutorial mission arcs.
   After years of extremely ineffective submarine access, Fort Trident has been connected to the new building. As a result, the submarine has been re-commissioned to ferry heroes to various Paragon City locations with sea access.
   Fort Trident engineers have spent some time improving the facility, upgrading their teleport systems to be more visually intuitive after mis-deployments during various operations in coordination with the Freedom Phalanx. This includes a visual display that points to where these portals will send you and can be clicked for more information.
   Teleports to Task Force contacts now use a unique white/blue portal FX rather than a generic SG portal FX.
   Teleports to Task Force contacts no longer only appear when close, and can be seen from any distance.
   Teleports to Task Force contacts now require being the minimum level of that Task Force to use.
   Teleports to Task Force contacts in Fort Trident now include a confirmation box to activate.
   A proper Supergroup base portal has been added.
   B.O.T.L.E.R. and his salvage bin are now Reward Merit vendors.
   Empowerment station added.
   Invention tables added.
   Mission computer added which tips can be purchased from.
   P2W Wyvern Interceptor added who provides P2W services.
   Empyrean Michael added who sells super inspirations for incarnate threads. He does not convert merits or sell the previous Anniversary badges, which remain exclusive to Luna in Ouroboros.
   Freedom Phalanx NPC descriptions have been fixed.
   Longbow Quartermaster that sells all TO/DO/SO enhancements added.
   Info NPC added near the entrance door that explains the various functions in Fort Trident.

The Crucible - Mercy Island

   The entrance to The Crucible has been moved to Mercy Island.
   Changed the entrance door inside the Crucible to an Arachnos elevator.
   The Crucible has been revamped to serve as a supergroup base style area for players without a supergroup.
   The Crucible has been opened up to Rogues as well as Villains. It cannot be accessed by Vigilantes.
   The Crucible now has a functioning minimap and new loading screen.
   The Crucible has been added to the Long Range Teleporter, unlocked with any badge for completing an Arachnos-affiliated Strike Force or by completing Act II of the Hearts of Darkness tutorial mission arcs.
   Arachnos has had their best engineers improve the portal technology being used in The Crucible so they are at least 200% more villainous. Maybe even more! This includes a visual display that points to where these portals will send you and can be clicked for more information.
   All the Skulls found in the Crucible have been upgraded to use their revamped models.
   Teleports to Strike Force contacts now use a unique black/red portal FX rather than a generic SG portal FX.
   Teleports to Strike Force contacts now require being the minimum level of that Strike Force to use.
   Teleports to Strike Force contacts in The Crucible now include a confirmation box to activate.
   Dr. Aeon has sent Becky, the Tarantula Mistress to attempt and rope any villains passing by in The Crucible to assist him with his Strike Force. Becky is like, totally enthusiastic but is a bit confused about the specifics of her mission...
   A proper Supergroup base portal has been added.
   Trashcan and his trashcan are now Reward Merit vendors.
   Empowerment station added.
   Invention tables added.
   The Oracle added which tips can be purchased from.
   P2W Field Analyst added who provides P2W services.
   Astral Christy added who sells super inspirations for incarnate threads. She does not convert merits or sell the previous Anniversary badges, which remain exclusive to Luna in Ouroboros.
   Arachnos NPC descriptions have been fixed.
   Arachnos Quartermaster that sells all TO/DO/SO enhancements added.
   Info NPC added near the entrance door that explains the various functions in The Crucible.
   Ghost Widow now idles in her signature pose in The Crucible and in Grandville.
   Bane Spider guards in The Crucible now have neutral animations with their Bane maces drawn.

Zone Updates

Atlas Park

   After a fierce bidding war for the contract to the building south of Wentsworth's, Freedom Corp has managed to secure rights to the structure over Crey Industries and has begun renovating the former Architect Entertainment to serve as their new headquarters after the destruction of Galaxy City.
   Fort Trident is now accessed by the front door on this new building, pictured below. This is seen via a marker on the minimap.
   The Shining Stars tutorial mission to visit the AE building has been updated to visit the nearby Vault Reserve building instead.
   Atlas Park's zone minimap has been updated to reflect these changes.

FreedomCorpHQ.jpg.83f8a45e0423dd85b733b4f8e0ab1381.jpg


Mercy Island

   After ignoring workplace safety codes for many years, Aeon Corp's Architect Entertainment facility on Mercy Island has been completely immolated after an unexpected fire consumed the entire structure in what was described as a 'raging inferno'. WSPDR reporters have asked locals for their take on this sudden turn of events, to which many answered: "We're surprised it didn't happen sooner." Arachnos Arbiter Drones have secured the wreckage site while investigations behind the cause of the accident are investigated.
   The Hearts of Darkness tutorial mission to visit the AE building has been updated to visit the nearby Vault Reserve building instead.
   All the Skulls found in Mercy Island have been upgraded to use their revamped models.
   Mercy Island's zone minimap has been updated to reflect these changes.
   The entrance to The Crucible has been moved to Mercy Island nearby where Villain characters start.

MercyAE.png.29ab03e77cbe75edbf66b922b99866e1.png


Talos Island - Bamboo Kat's Luau

   The formerly instanced Luau RP area has been formally added to Talos Island near Spanky's Boardwalk. There is a tailor present there which has a mini-map icon.
   The old instanced Luau zone is no longer accessible and has been removed from Null the Gull's dialog options. Characters who were logged out there will find themselves in Pocket D after Page 4 launches.
   The new version of the Bamboo Kat's Luau found in the Talos Island zone has had some visual and functional updates, including dynamic time-based lighting FX, a police drone, some tiki performers, and a bartender vendor.
   Talos Island's zone minimap has been updated to reflect these changes.

Just in time for summer!

TalosLuau.png.2eff50be033962399efee20a7f2dd6df.png

Port Oakes - Blackbeard's Pub

   Blackbeard's Pub has finally re-opened for business after that scuffle with them big-wig supers a few years back, and is now accessible via the front door or the hidden sewer tunnel entrance. The new area has a mini-map icon on its location.
   This new version of Blackbeard's Pub found in the Port Oakes zone has had some updates, you'll encounter some familiar faces, and Blackbeard himself is present to serve drinks as the bartender.
   A tavern shanty has been added Blackbeard's Pub for atmospheric music.
   A Facemaker Nurse has been added to the backroom in Blackbeard's Pub to facilitate costume changes.
   The Port Oakes Arena's interior doors have been linked to the matrix blue room located in its center.
 "Me recommendation? Arrr, if ye be brave enough, the Bilgewater be quite potent..."

Blackbeards.jpg.26ce6b53a6b1c3d7450183a5c0058408.jpg

Echo Plaza

   We've tasked our best interdimensional gardeners with sprucing up the greenery around the plaza, and things are appearing a lot more vibrant now!
   Various ambient sounds and presences added to the zone.
   An Arachnos flier has been added to the Arachnos outer island, it doesn't connect to anywhere, but it does give Day Job credit.
   A new loading screen has been added to the zone.

The plaza sure feels more alive now!

EchoPlazaUpdate.jpg.25008b856f61520a1cc18255009a01ea.jpg

Rikti War Zone - Vanguard Conference Room

   The door located near the Villain portal and the infirmary is now linked to the Vanguard's conference room for the use of players for RP gatherings. If lucky, you may happen upon a familiar face to have a chat with upon entering the room.

Ouroboros - Exit to Cimerora

   You can now unlock Cimerora as a travel destination in the Ouroboros exit portal by earning the 'History In The Making' Cimerora Exploration Accolade badge or by earning the 'Temporal Strife' badge by completing the Imperious Task Force.

Zone Adjustments & Fixes

Pocket D

   New BenevoLabs vendor added near the Vault Reserve that exchanges Prismatic Aether Particle salvage for permanent costume powers and also explains how / where that salvage is obtained.
   Invention tables added inside the Vault Reserve location.
   Fixed Candy Cane Vendor and Trina the Body Sculptress being sunken into the floor in Pocket D.
   Fixed a few overhead lights in the center area that were off-center.
   Fixed misaligned villain mediporter pad in Pocket D.
   Fixed improper lighting on the City of Heroes and City of Villain arcade cabinets by the AE entrance.
   Adjusted lighting on the upstairs villain-side bar and in Vault Reserve so the brightness isn't as intense when standing under the ceiling lights.
   Fixed a few texture errors that were causing overlap/flickering.
   The trio of feline bar patrons have decide to move to from the first floor redside bar to somewhere with less foot traffic where they can enjoy their drinks: The second floor of the blueside bar near the AE balcony.
   Removed the infinitely barfing guy from the redside area in Pocket D who's vomiting sounds made it unpleasant to roleplay in that half of the zone. He's been gently escorted off the premises and delivered to a proper medical facility to receive treatment for over a decade's worth of alcohol poisoning.

Echo Plaza

   Numerous geometry errors, spacing inconsistencies, and misplaced objects fixed throughout the zone.

Steel Canyon

   Removed geometry found out of bounds on Steel Canyon that would cause invasion GMs to spawn outside the map.

Firebase Zulu

   The soldiers in the med bay no longer use ragdoll physics and should stop falling off the medical tables.

Cap Au Diable

   Numerous geometry errors fixed around the northern hills and PTS complex.

Rikti War Zone

   The Rikti in the autopsy theatre room no longer uses ragdoll physics and should stop falling off the medical table.

Studio 55

   Fixed a wall that had no back-facing texture.
   Fixed a gap in the ceiling that could allow club guests to escape into the void.

Bloody Bay

   Fixes the wrong texture swap on a planter wall in Bloody Bay that was causing it to render transparent.

Cimerora

   Fixed a cave door beacon that was placing players behind the geometry when using powers like Mission Teleport.

Various

   All existing Vault Reserve store locations now include one of the new BenevoLabs vendors inside that will exchange Prismatic Aether Particle salvage for permanent costume powers and also explains how / where that salvage is obtained.


Game Client Adjustments & Fixes

   At character creation, player Archetypes are now sorted alphabetically, followed by EATs.

Issue Fixes

   Fixed a code issue with generator randomization that was causing map server crashes.
   Fixed an issue that made it possible to open/enter doors from unintended distances.
   Powers that play a sound on each target that is hit will no longer reach
   a deafening volume when there are many targets. When the same sound is
   queued multiple times at the same instant, the audio system now reduces the volume.
   Fixed many typos and grammatical errors that were reported by players.
   Fixed a busy string that was displaying PlayerName instead of the player's actual name.

August 24th, 2022

Bug Fixes

  • Fixed an issue that prevented the Lost AV from spawning in Death From Below.
  • Emote channel text is once again italicized in the chat window.
  • Name checking during character creation now properly shows names from recently deleted characters as "available".
  • Fixed a longstanding memory corruption bug in the chat system that dates back to the retail days. Thanks to the ITF run last night who simul-crashed from the new more advanced sanity checks to catch these, and submitted crash reports!
  • Fixed a mapserver crash that could be triggered by a specific combination of costume parts and supergroup settings.

August 30th, 2022

Tasks

  • Sister Valeria
    • Ambushes no longer chase players endlessly and shouldn't see through stealth.
    • Added missing Incarnate finale rewards for non-task-owners.
  • Repeatable Cimerora Incarnate Missions
    • Due to the inconsistency issue with Sister Valeria not introducing Alexandra Sideris to many players, Alexandra Sideris is now unlocked by owning the Sister Valeria arc completion badge so you will gain access to these incarnate missions even if you completed Sister Valeria's arc using Ouroboros.
    • All option dialog on the task selections now includes a highlight of the mission objectives in red to more easily distinguish what that choice's task will be.
  • Advanced Difficulty - General
    • Re-added missed inspiration restriction modes to 2-Star and 3-Star Advanced Difficulty levels.
  • Advanced Difficulty - Imperious Task Force
    • Mission 3
      • Fixed issue with initial behavior on the Aereus Colossi Twins that was sometimes causing them to behave strangely.
    • Mission 4
      • Nictus Romulus Augustus' Ebon Eye now has a -Fly debuff.
  • Sister Solaris
    • In the finale mission the spawns with multiple Minotaur and Cyclopes will now only have two of them at incarnate level with the added Nictus powers.
  • Colleen Nelson
    • Fixed the error that was causing text in her arc to appear as pstrings.
  • Steven Sheridan
    • Atmospheric pedestrians, cars, and trams should no longer spawn on the two new outdoor Rikti invasion mission maps.

Power Fixes

  • Fixed numerous typos in power descriptions for Sonic Assault and Symphony Control.
  • Tintable customization of the Munitions Mastery Freeze Ray FX was missed for the fix that resolved the disjointed firing point; Now always fires from the correct point of the chosen rifle model.

Costumes

  • Sheathed Weapons
    • Male/Female/Huge - Broadsword: Sheathed positioning for 'Rikti Sword' & 'Rikti Sword 2' on Broadsword adjusted to sit more naturally on the back.
    • Female/Huge - Broadsword: Fixed 'Rapier' & 'Carnival of Shadows Rapier' to scale properly as they were previously bigger than intended.
    • Female - Broadsword: Sheathed 'VK-99 Event Horizon' & 'PX17-N Supernova' were set to the wrong draw FX.
    • Male/Female - Broadsword & Dual Blade: The following smaller weapons have been set to sit slightly lower on the back while sheathed to make them look more natural:
      • Hook Sword
      • Machete
      • Organic Sword
      • Sky Raider Machete
      • Vahzilok Bone Saw
      • Vahzilok Butcher Knife
      • Faer Dagger (Dual Blade only)
      • Dragon Dagger (Dual Blade only)
      • Redcap Dagger (Dual Blade only)
      • Sai (Dual Blade only)
      • Tanto (Dual Blade only)
      • Main Droite & Main Gauche (Dual Blade only)
    • Male/Female/Huge - Dual Blades: Left Dual Blades now sit closer to the Right Dual Blades on all body types so they won't appear to float as far off the back.
    • Female - Dual Blades: Adjusted the spacing offsets for Dual Blades as there was a bit more space between them and the weapons than was needed to facilitate bone size variations in costumes.
    • Male/Huge - War Mace, Bane Spiders, & Mace Mastery: Improved the back position offsets for a couple models that were leaning a little far from the back:
      • Carnival of Light
      • Carnival of War
      • Carnival of Vengeance
      • Carnival Mallet
      • Coral Club
      • Coral Hammer
      • Rularuu's Fury
    • Male - War Mace: Sheathed Tech Mace was set to the wrong draw FX.

Enemy Groups

  • Cimeroran Traitors
    • Cimeroran Traitor elite bosses are now bigger and have a slightly different helmet crest to make them more identifiable against the normal bosses, whom they previously shared a costume with.
    • Fixed an issue where Incarnate-level Minotaurs had the damage set unintentionally too high on their Chop power.

The Lost

    • Fixed an issue that was causing Lost mobs to spawn at higher levels than intended in certain missions.

Zones

  • Peregrine Island
    • Since Castle is now fulfilling his trainer duties in Recluse's Victory to train incoming Temporal Warriors, Vanguard's Incandescent has been appointed as the new trainer in Peregrine Island while she works on organizing collaborative efforts between Vanguard and Portal Corp.
  • Fort Trident
    • The submarine inside Fort Trident was incorrectly pointing to the Smuggler's Ship destinations, it now correctly connects to the Smuggler's Submarine destinations (one-way).
  • The Crucible
    • Owning the 'Arbiter' badge for completing the Barracuda Strike Force now properly unlocks The Crucible as a Long Range Teleporter destination.

Supergroup Bases

  • Fixed the issue that was causing "Shower Floor 2" (the smaller of the two) to have changed position in existing bases.
  • Fixed issue that was causing freshly placed teleporter beacons to not attach properly to teleporters.

Miscellaneous

  • Removed a non-functional PlayerName variable from contact busy text.
  • Various client stability fixes to address crash reports.