Issue 26 Page 5

From Homecoming Wiki
Jump to navigation Jump to search

Issue 26

March 31st, 2020

Safe Mode Discontinuation

  • As we announced in January, Safe Mode is being discontinued with the release of Page If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads (Windows support thread, Mac support thread)

Costume Editor Update

  • Auras have been separated into two slots: Auras and Path Auras
  • Boots and gloves now have an asymmetrical toggle, which can be toggled on to allow separate left and right glove and boot selection
    • Not every set of gloves and boots are available in asymmetrical mode, more will be added in future updates
    • All sets of gloves and boots remain available in symmetrical mode

New Support Powerset: Electrical Affinity

  • You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to.
    • The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
    • Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
    • Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds.
    • Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes.

Powers

  • T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
    • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
  • T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
    • Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
  • T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
    • Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
  • T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen)
    • Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow
  • T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
    • Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
  • T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
    • Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate
  • T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
    • Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
  • T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery)
    • Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long
  • T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
    • Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
  • T9: Amp Up (Ranged, Ally +Special, +Recharge)
    • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
  • Static (Circuit Boost)
    • Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3.

New Origin Power Pool: Experimentation

Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.

  • As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time.

Powers

  • T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status))
    • You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long
  • T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic))
    • You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate
  • T3: Speed of Sound (Toggle: Self +Speed, (Special))
    • Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while.
      • Jaunt (Click, Self Teleport)
        • Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate
  • T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense)
    • You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow
  • T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special)
    • You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long

New IO Sets

Synapse's Shock (Endurance Modification, Rare, 21-50)

  • The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers.
  • Enhancements:
    • Endurance Modification
    • Damage / Recharge
    • Endurance Modification / Recharge
    • Damage / Recharge / Accuracy
    • Damage / Accuracy / Endurance Reduction
    • UNIQUE: Endurance Modification / 15% Increased Run Speed
  • Set Bonuses:
    • 2: 7.5% Movement Speed
    • 3: 10% Slow Resistance
    • 4: 8% Regeneration
    • 5: 6.25% Recharge
    • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance


Power Transfer (Endurance Modification, Rare, 21-50)

  • The second damage-focused Endurance Modification set.
  • Enhancements:
    • Endurance Modification
    • Damage / Recharge
    • Endurance Modification / Damage
    • Damage / Accuracy / Endurance Reduction
    • Damage / Recharge / Accuracy / Endurance Reduction
    • Chance to Heal Self (3 PPM)
  • Set Bonuses:
    • 2: 6% Regeneration
    • 3: 1.35% Max Endurance
    • 4: 1.875% Max Health
    • 5: 9% Accuracy
    • 6: 7.5% Recharge


Preemptive Optimization (Endurance Modification, Uncommon, 21-50)

  • An Endurance Modification set with a focus on ally buff abilities that don't deal damage.
  • Enhancements:
    • Accuracy / Recharge
    • Endurance Modification / Endurance Reduction
    • Endurance Modification / Recharge
    • Endurance Modification / Accuracy / Endurance Reduction
    • Endurance Modification / Accuracy / Recharge
    • Endurance Modification / Endurance Reduction / Recharge
  • Set Bonuses:
    • 2: 1.8% Max Endurance
    • 3: 1.5% Max Health
    • 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
    • 5: 3.75% Recharge
    • 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense


Bombardment (Targeted AoE, Rare, 30-50)

  • Enhancements:
    • Damage
    • Accuracy / Recharge / Endurance
    • Damage / Recharge
    • Accuracy / Damage / Recharge
    • Accuracy / Damage / Recharge / Endurance Reduction
    • Chance for Fire Damage (3.5 PPM)
  • Set Bonuses:
    • 2: 5% Increased Range
    • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
    • 4: 7% Accuracy
    • 5: 5% Recharge
    • 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance


Artillery (Targeted AoE, Uncommon, 30-50)

  • Targeted AOE set with a Range component and two sources of Ranged Defense.
  • Enhancements:
    • Accuracy / Damage
    • Damage / Endurance
    • Damage / Recharge
    • Accuracy / Damage / Recharge
    • Accuracy / Recharge / Range
    • Endurance / Recharge / Range
  • Set Bonuses:
    • 2: 8% Regeneration
    • 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence
    • 4: 2% Damage Buff
    • 5: 9% Accuracy
    • 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence

Powers

  • The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs)
    • Controller > Darkness Affinity > Fade
    • Controller > Poison > Elixir of Life
    • Defender > Poison > Elixir of Life
    • Corruptor > Poison > Elixir of Life
    • Mastermind > Poison > Elixir of Life
    • Sentinel > Bio Armor > Genomic Evolution
  • The following Scrapper and Stalker Epic Pools powers have been modified:
    • Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets.
    • Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits.
    • Mu Mastery > Electric Shackles: This power can now land critical hits.
    • Soul Mastery > Soul Storm: This power can now land critical hits.
    • Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds.
    • Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased.
  • The following powers are now disabled whilst in Arena matches:
    • Mystic Fortune (and buffs)
    • Secondary Mutation (and buffs)
    • Jump Pack
    • Steam Jump


Leadership

  • The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds:
    • Pools > Leadership > Maneuvers
    • Pools > Leadership >Assault
    • Pools > Leadership >Tactics


Invention Procs

  • Call of the Sandman: Chance for Heal
    • No longer procs multiple times per power
    • Heal increased from 5% to 15%
    • This proc is now unique
  • Gaussian's Synchronised Fire Control: Chance for Build Up
    • Should now once again work on pets to-hit powers, but will not will not proc on the pet owner when using pet-summoning powers
  • Edict of the Master
    • Now shows defense under all defense types instead of under base defense


Dark Miasma

  • The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers
    • Controller > Darkness Affinity > Twilight Grasp
    • Controller > Darkness Affinity > Tar Patch
    • Corruptor > Dark Miasma > Twilight Grasp
    • Corruptor > Dark Miasma > Tar Patch
    • Mastermind > Dark Miasma > Twilight Grasp
    • Mastermind > Dark Miasma > Tar Patch
    • Pets > Dark Servant > Twilight Grasp
    • Incarnate > Lore > Demons > Support > Twilight Grasp
    • Incarnate > Lore > Vanguard > Support > Twilight Grasp
    • Mission Maker > Dark Miasma > Twilight Grasp
    • Signature Summons > Ghost Widow > Twilight Grasp
  • All versions of Twilight Grasp
    • Accuracy increased from 1.0x to 1.2x


Power Customization

  • Updated Electrical Blast for Blasters and Corruptors to be able to select from both the default Hero (blue) and Villain (red) options, along with other customisation options
  • Fixed the default Villain (red) theme Electrical Blast having a Hero (blue) Voltaic Sentinel
    • Update: This is actually something coming in Page 6!


Katana Animations

  • Katana powers no longer have a "No Redraw" theme. These powers now will execute an interruptible draw animation only in the following conditions:
    • Out of combat
    • Out of range from the target
    • Power still has not recharged
  • These changes impact the following sets:
    • Blaster > Ninja Training
    • Brute > Katana
    • Mastermind > Ninjas > Jounin
    • Tanker > Katana
    • Scrapper > Katana
    • Sentinel > Epic > Ninja Tools
    • Stalker > Ninja Blade
  • Should these changes work as intended, other weapon sets will get similar treatment as time permits


Dark Melee

  • Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks!
    • Arc increased from 45 to 120 degrees
    • Recharge increased from 8 to 11 seconds
    • Cast Time reduced from 3.07 to 2.35 seconds
    • Damage lowered from scale 2.156 to 1.6184
      • DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645
    • Target Cap increased from 10 to 16 for Tankers
    • Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers
  • Dark Melee was under-performing in the AoE department. The aim of this change is to increase the AoE potential of the set whilst having minimal impact on the single target potential.


Powers Bug Fixes

  • Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time.
  • Fixed several villain powers being tagged as both Ranged and AoE:
    • 5th Column > Missile Launcher
    • Banished Pantheon > Musket
    • Event Zombies > Musket
    • Generic Guns > Missile Launcher
    • Temporary Powers > Particle Cannon
    • Crey > Sleep Gas
    • Axis America > Missile Launcher
    • Vahzilok > Venomous Spray
    • Paragon Police > Smoke Grenade
    • Snakes > Venomous Spray
  • Secondary Mutation > Devolution: Fixed an issue that caused you to not change your shape and prevent all powers from being usable until zoning
  • Pool > Invisibility > Phase Shift: This power's effect should no longer cancel if stunned, held or slept by a delayed mez effect.
  • Incarnate > Hybrid > Melee: This tree no longer grants mez protection in PvP zones, instead, it grants mez resistance.
  • The following powers Soul Noir theme of this power was executing the wrong animation and missing FX. This has been fixed:
    • Sentinel > Dark Blast > Abyssal Gaze
    • Defender >Dark Blast > Petrifying Gaze
    • Scrapper > Epic > Darkness Mastery > Petrifying Gaze
    • Stalker > Epic > Darkness Mastery > Petrifying Gaze
  • Incarnate > Interface > Degenerativ: Should once again work on raid targets
  • Invulnerability > Unstoppable: This power no longer accepts Endurance Mod enhancements or sets. The Recovery buff in this power has never been enhanceable
  • Stalker > Ice Melee > Ice Patch: This power no longer states that it accepts Universal Damage or Stalker Archetype Origin sets, it has never accepted these enhancements
  • Savage Melee > Savage Leap: Should inflict damage much more reliably when used from maximum range on moving targets or while jousting
  • Blaster > Support > Devices > Targeting Drone: This power's text should no longer state it grants a recharge buff

General

  • Powers with redirects will now display numbers properly in the detailed information window
  • Standardized combat spam for heal and endurance modification attributes
  • Standardized the text description denoting the recharge time of player powers:
    • Less or equal to 3s: Very Fast
    • More than 3s, less or equal to 6s: Fast
    • More than 6s less or equal to 10s: Moderate
    • More than 10s, less or equal to 60s: Slow
    • More than 60s, less or equal to 240s: Long
    • More than 240s, less or equal to 600s: Very Long
    • More than 600s: Extremely Long
  • All players can now move through Mastermind henchmen and push them out of the way, not just their owners
  • Null the Gull now has options to disable the additional power tray popup for all Origin Pool travel powers
  • Updated the "incorrect password" login error message to prompt the player to check they aren't using their forum account info
  • Influence gain can no longer be increased by disabling XP


General Chat Channel

  • A new 'General' channel has been added to the game
  • This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General
  • /general, /gen and /z can be used to send messages to General
  • The new channel will automatically be added to the appropriate chat tabs after a character has re-logged twice.


Mastermind Henchmen AI Updates

  • Melee Mastermind Henchmen set to Go To are now free to move within a 30' radius of the selected position in order to attack foes
  • Ranged Mastermind Henchmen set to Go To are now free to move within a 5' radius of the selected position in order to attack foes
  • Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding
  • When Mastermind pets are teleported to their owner due to being out of range, they now now reset their orders to Follow to avoid odd Stay/Goto behavior


Login Screen Update

  • The login screen has been updated to feature the new Homecoming logo
  • Goldie's red sleeve has finally been fixed and is now actually gold

Bug Fixes

  • Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers
  • Sorcery > Rune of Protection: VFX no longer persists after the power expires
  • Fixed an issue preventing some power customisation files from loading properly
  • Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE
  • Positron should no longer teleport all over the place in the Mortimer Kal Strike Force
  • Fixed a crash relating to combining enhancements
  • Fixed an issue that could cause boosters and catalysts to not show up in the combination screen
  • Fixed clipping issue for Huge > Pants > Gunslinger Boots

April 1st, 2020

Take Your Child to Work Day

  • To simulate a more true-to-life superhero experience, all heroes and villains must now take their children to work!
  • Your child will follow you around and will always move slightly slower than you
    • Be sure to take regular breaks so they can catch up
  • Please note that, just like real children, you cannot dismiss them and they must be cared for at all times


Powers

  • Brawl
    • This power has been significantly rebalanced to ensure all characters are on an even footing
  • Nerf Bats
    • All players now have the ability to nerf each other with large foam bats
    • This change should finally ensure that the game is perfectly balanced, as all things should be


Floors

  • Floors have been removed from the game


Nemesis

  • Plots

April 1st, 2020 (Hotfix)

Take Your Child to Work Day

  • You can now walk all over your child
  • You can now send your child to its room for a short period of time
  • Your child will now fade away when you leave, rather than falling over


Bug Fixes

  • Fixed an issue with custom critters and path auras that caused some arcs to give a "MADoorInvalid" error
  • Fixed a display issue where costume parts from an old costume could sometimes linger for other players after switching costumes
  • Fixed a server-side crash
  • Fixed a client crash in the tailor screen

April 7th, 2020

General

  • Improved the loading time and stability of Architect missions with a large number of custom critters.


Bug Fixes

  • Fixed an issue with missing color palettes for Spines and Thorn sets in the Power Customization screen
  • Fixed the damage percentage display in the description of the Going Rogue pre-order enhancements (the enhancements available from the P2W vendor)


Powers

  • Electrical Affinity
    • Players should now be able to cancel the following Electrical Affinity Buffs:
      • Energizing Circuit
      • Empowering Circuit
      • Insulating Circuit
    • Faraday Cage no longer shows a buff icon on the caster while the sphere is active.
  • Savage Melee
    • Savage Melee's power set description has been updated to no longer state that Shred is empowered by consuming Blood Frenzy, and instead that it builds Blood Frenzy.
    • Set description no longer states that Blood Frenzy adds a damage buff, it now accurately states Blood Frenzy adds a recharge buff and endurance discount.
    • Blood Thirst description updated to highlight the power increases Bleed DOT to 100%
  • Other
    • Fixed a bug where the highest tier Incarnate Hybrid Support was not granting Endurance Discount.
    • Stalker > Weapon Mastery > Shuriken: This version of the power was missing the recharge change from Page 5
    • Radiation Melee > Fusion: This power should no longer play the Build Up sound twice.
    • Atomic Manipulation > Ionize: This power should no longer play the Build Up sound twice.


April 21st, 2020

Badges

  • Added the 16th Anniversary badge, "Resurgent". It will award automatically during the month of May.


Powers

  • Pool > Leadership > Maneuvers: fixed a bug where Melee, AoE, Lethal and Cold def were only being granted to the caster.
  • Tanker > Spines > Spine Burst: This power erroneously had it's Radius increased to 16 instead of its Target Cap. This has been fixed.
  • Blaster > Dual Pistols: Fixed an issue where the set was not granting blasters Defiance +Damage
  • Dual Pistols > Hail of Bullets: Fixed an issue where the power DoT chance was calculated only once at the activation of the power instead of once per tick when non standard ammo was active.
  • Set Bonus > Synapse Shock should no longer show a buff icon.


Enhancements

  • Synthetic Hamidon enhancements for Accuracy/Mez and Damage/Mez will now combine with their Titan, Hydra and Hamidon counterparts.
  • Fixed an issue with some procs not working on Dual Pistols > Hail of Bullets.
  • Corrected "Chance for Fire Damage" text in Sentinel's Ward: Recharge/Chance for Absorb.


June 24th, 2020

Bug Fixes

  • Fixed a crash relating to invalid entries in the salvage inventory list
  • Fixed a crash relating to setting Supergroup colours under certain circumstances


June 30th, 2020

Miscellaneous

  • Several text fixes to missions, powers, and badges
    • These fixes are being pulled from this thread, please post there if you find any text issues!

October 6th, 2020

Halloween Event

  • The Halloween event is here!
    • Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission
    • Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window
    • Both the Zombie Apocalypse and the Deadly Apocalypse are upon us!
    • The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage
    • Atlas Park has received a seasonal makeover
  • The event will be active for four weeks, and will end during maintenance on November 3rd

Changes for 2020

  • Eternal Night: Now only active for the first (October 6th - 13th) and last (October 27th - November 3rd) weeks of the event
    • The normal day/night cycle will be restored for the interim period
  • Dr Kane's House of Horror: Removed two options (Bats Aura and the Costume Change Emote) from the reward table as these items are unlocked automatically on character creation


Bug Fixes

  • Trainers should no longer talk about certain free / prestige powers gaining enhancement slots when you level up
  • Giant Monsters no longer grant reward merits in Architect Entertainment missions
    • This fix was omitted from the beta patch notes due to a related exploit
  • The character list should no longer take a very long time to load for some Windows 7 users
  • The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1


Technical Stuff

Most of this will be irrelevant for the average user, but we're including it here for transparency.

Intel Graphics Compatibility

  • Resolved a compatibility issue with Intel graphics chips on Windows 10 - the game no longer requires an external workaround involving dark rituals to function
    • If you're currently using the Intel OpenGL shim fix, you don't need to anymore
    • If you're currently using the Intel OpenGL shim fix and the game no longer functions for you, please post a dxdiag log in this thread
    • If you don't know what this is, you probably don't need to worry

Visited Maps

  • Some changes have been made to the way information on visited maps is stored
    • Now stored in a per-account subdirectory of the installation folder rather than in /appdata/
    • Now stored in a single file per character, rather than per map per character
    • Legacy map data from /appdata/ will be automatically imported
  • Reduced the performance impact of saving this data

Command Line Parameter Changes

The way the game interprets command line parameters has changed in order to accomodate for the upcoming launch of the new launcher - generally this is only relevant for those that launch the game with their own shell scripts or special shortcuts

  • The command line arguments -patchdir and -patchversion no longer exist
  • For use with existing installs, you should always include the -legacylayout command line argument, or the client won't be able to find certain files
    • This only applies if you aren't launching the game with Tequila or Island Rum
  • The new command line argument -assetpath will point the client to the piggs folders, in load order
    • The default is -assetpath piggs -assetpath homecoming for live, and -assetpath piggs -assetpath hc-beta for beta
    • Files in the data folder (eg: a standard vidiotmaps install) will still be applied as before

Resume_info.txt

  • This should've been included in the patch notes but we missed it - apologies
  • Resume_info.txt can no longer be used to automatically log into the game
    • This functionality shouldn't have been accessible outside of development builds, and it's generally a bad idea to encourage storage of passwords in plaintext format
  • The upcoming Homecoming Launcher will eventually be able to expedite the launch process in a similar (but far more secure way
    • Note that this will not be a launch feature, but something added after release

Bug Fixes

  • Fixed an issue where the game would be unable to locate its data files if installed in the root directory of a disk.

October 8th, 2020

Bug Fixes

  • "Bug Fixes & Performance Improvements"
  • No, really! This patch contains mitigations for crashes inside the third-party PhysX library.
We have been receiving a number of crash reports that point to a bug related to physics simulation, but it's deep in the guts of the library and not something that can be simply fixed or directly observed. It's been a persistent problem for some people, and for whatever reason trick or treating seems to be a catalyst that makes this occur more often.
If a situation occurs where PhysX would cause a client crash, the game is now able to trap it and recover in most circumstances and, depending on the circumstances, either re-initialize the library or completely jettison it. The loss of debris and particle effects may occur in some cases, but is a better outcome than a crash.
This was previously not possible since the crash was happening in a library-managed thread we have no control over. The API hook technique created for the Intel HD fix was leveraged to take control over this thread and install some additional error handling.

October 13th, 2020

Bug Fixes

  • Fixed the game not loading if the install path contained an accented character
  • Minor crash and stability fixes

October 17th, 2020

Version 26.5.2778

Bug Fixes

  • Minor client stability fixes

November 3rd, 2020

Version 26.5.3018

Bug Fixes

  • Minor client stability fixes

November 10th, 2020

Version 26.5.3224a

General

  • Fall has arrived in Atlas Park, and the Halloween decorations have been taken down until next year

November 17th, 2020

This is a server-side configuration update only

General

  • Reduced the low safe population cap in Kings Row to 20 players (previously it was 200)
    • This will cause a new instance of Kings Row to open up if you gather 20 people in Kings Row, allowing you to run the Paladin event at any time
    • Note: The Paladin event can still fail to start properly even in a fresh zone - you may need to repeat this process again until the event starts properly
    • This does not impact the maximum players allowed in the zone - this remains unchanged

Due to a longstanding bug, the Paladin event will only run once per copy of the zone (and even then, it may not actually start correctly). With this configuration change, you can now open up a new copy of the zone fairly easy in order to run the event. This configuration change will remain in effect until the Paladin event has been fixed, at which point we will set the cap back to 200.