Avatea

Assistant Community Manager
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  1. Guardians of the Dawn Spotlight #26

    In the year since she was suspended from her role as Captain Paragonna, Steve Walker-Rodgers has been trying to find out what happened to the predecessor she did not know about. Now she starts to unlock the mystery of the "First Captain" and discovers there are those that still want to keep it hidden.

    Plus, the quest to fill the vacated position of District Attorney finally heats up as the candidates make their announcements. Who will be running for the job of top prosecutor? Find out here!

    Special appearances by in-game characters Officer Flint and Kip Cantorum.

    For more information about the Guardians of the Dawn series, please visit the official website: GuardiansOfTheDawn.wordpress.com[/QUOTE]
  2. The City of Heroes forums will be unavailable for a maintenance on Friday, July 1, 2011 between 3:00 p.m. PDT (6:00 p.m. EDT / 11:00 p.m. BST / 00:00 CEST) and 5:00 p.m. PDT (8:00 p.m. EDT / 1:00 a.m. BST / 02:00 CEST).

    Please keep an eye on our Twitter and Facebook pages for related announcements, should we be able to complete the maintenance early or have to extend it.

    Thank you for your patience with this matter!
  3. Elaborated on the Open League patch note to clarify that a 5-minute timer will start from the moment an Open league has reached the minimum number of participants for any given Incarnate Trial.
    • This 5-minute delay will allow the Team-Up Teleporter system to look for more players queuing up for an Open League so there are potentially less players waiting in the queue after the start of the trial.
    • The Trial will start when the timer reaches 5 minutes after the minimum number of participants has been reached or when the maximum number of participants has been gathered.
  4. Patch notes for build 2050.201106290226.1.

    COMBINED

    Team Up Teleporter
    • Players should no longer be blocked from Rejoin Last after a disconnect from their Incarnate Trial.
  5. We aware of the “Virtual Store” issue and will have a fix in an upcoming version of the NCsoft launcher.

    This issue is caused when you have a copy of City of Heroes installed in the “…\VirtualStore\program files” and “C:\program files” folders.

    It can be fixed either by running the launcher as administrator once and accepting to remove the folder, or by manually going to the path the launcher is displaying and removing the directory.
  6. This week, we have a very special Intrepid Informer for you.

    Amongst all the exciting information that has recently been released about City of Heroes Freedom, one of the features that has got many of you curious and inquisitive is the new tutorial. The new tutorial will throw both budding heroes and aspiring villains in the midst of a raging battle that takes place in a fiery environment that will look pretty familiar to some of you: Galaxy City!

    Read on to catch a glimpse of the fate of Galaxy City through the tutorial's comic book opening!


    Introduction

    Our goal for the new City of Heroes Freedom opening tutorial is to introduce new players to the game in the most exciting way possible: by injecting them directly into the destruction of Galaxy City. Known for its tributes to fallen heroes, Galaxy City now finds itself fallen and in ruins. The sky is filled with smoke. Buildings are destroyed or on the verge of collapse. The streets are torn asunder. Stunned civilians roam the streets. Strange meteorites fall from the sky, signaling the arrival of Shivan invaders. And taking advantage of the situation, none other than Lord Recluse and his henchmen are on the scene to ring the city's death knell.

    This is the time for a new hero to be born, or a new villain to rise to power. And we wanted the player to be able to make that choice in a meaningful way.

    Since this is the first area new players experience in City of Heroes Freedom, we packed as much quality content into it as possible to blow away their expectations. As you play through the Freedom tutorial you may notice an interesting new twist on our loading screen: a five-page comic book that puts you right at the center of the action. The comic book brings players up to speed quickly before they jump into the action and this was our challenge: communicate in five pages all this information in an intense, dynamic way that transitions seamlessly into the game. Fortunately, we have a studio full of great writers and even our own professional comic book artist.

    The Process

    The idea for a comic book tutorial was the brain child of Matt "Positron" Miller and Sean "Dr. Aeon" McCann. They wanted to make the tutorial unique and were inspired by traditional comic book storytelling. They also wanted to enlist the expertise of our very own David "Noble Savage" Nakayama who, aside from being a comic book artist, also drew many of the issues of the City of Heroes comic book. The original plan was to create a standard in-game cut scene with 2D cards set up in the world and cameras jumping between them to simulate the page-turning. This technically might have worked but would have limited the resolution of the comic book images themselves. Instead of compromising on the quality of the art, we decided on a tech solution provided by Andy Mauer on the engineering team. With Andy's help, the ability to page through multiple comic book loading screens was born.

    Once the tech challenge was solved, Matt Miller and Sean McAnn put together a script for the events to be featured in the comic book. In rapid-fire brainstorms deep within the bowels of Paragon Studios they hammered out the story. With a script in hand, David Nakayama was given the task of translating the written words into dynamic visuals in traditional comic book format. Over the course of several iterations, the comic book took shape and eventually solidified into the pages you see in the game. A unique aspect of the storytelling is that we incorporate you as players within its pages in the form of first-person views in several panels.


    For the comic book cover David captured the essence of the tutorial experience and the characters involved. Back Alley Brawler is featured prominently because this city is his neighborhood and who else better to express the emotional rage against such destruction? Sister Psyche is our quintessential super heroine and her expression captures the emotional shock of the brutality she is witnessing. In the background, Galaxy City is seen in chaos, the devastating meteor shower raining down destruction on our heroes. Once the cover art was locked down we handed off the artwork to Michael Yen on the user interface team for a graphic design pass. He incorporated our brand new City of Heroes Freedom logo and echoed the metal finish and modern style in the title and framing elements.

    The comic book loading screens lead directly into the game so we made sure to incorporate the look and feel of the actual game environment to soften the transition. Many of the backgrounds in the comic are screenshots of the zone itself. The final panels in particular line up with the camera view you experience as the game loads in. You can even see Back Alley Brawler and Sister Psyche fighting in the last panel as you do in the game.

    Everyone at Paragon Studios came together to deliver the new tutorial you find in City of Heroes Freedom of which the comic book is only the starting point. Kudos go out to the environment art team for providing us with the fantastic background source material used in these loading screens. This zone is completely new and our tech teams have streamlined the game to allow the thousands of players we expect with Freedom to enjoy the story, art, and gameplay found in this new starting experience. In fact, the new tutorial ends with a major zone event that players can participate in together.

    Conclusion

    And that is the story behind the comic book featured in our new City of Heroes opening tutorial. You can look forward to seeing this new feature expanded upon in the future with the upcoming Signature Story Arcs that will feature comic book covers as loading screens.

    Enjoy!

    Join in the Community discussion now!
  7. This week, we have a very special Intrepid Informer for you.

    Amongst all the exciting information that has recently been released about City of Heroes Freedom, one of the features that has got many of you curious and inquisitive is the new tutorial. The new tutorial will throw both budding heroes and aspiring villains in the midst of a raging battle that takes place in a fiery environment that will look pretty familiar to some of you: Galaxy City!

    Read on to catch a glimpse of the fate of Galaxy City through the tutorial's comic book opening!


    Introduction

    Our goal for the new City of Heroes Freedom opening tutorial is to introduce new players to the game in the most exciting way possible: by injecting them directly into the destruction of Galaxy City. Known for its tributes to fallen heroes, Galaxy City now finds itself fallen and in ruins. The sky is filled with smoke. Buildings are destroyed or on the verge of collapse. The streets are torn asunder. Stunned civilians roam the streets. Strange meteorites fall from the sky, signaling the arrival of Shivan invaders. And taking advantage of the situation, none other than Lord Recluse and his henchmen are on the scene to ring the city's death knell.

    This is the time for a new hero to be born, or a new villain to rise to power. And we wanted the player to be able to make that choice in a meaningful way.

    Since this is the first area new players experience in City of Heroes Freedom, we packed as much quality content into it as possible to blow away their expectations. As you play through the Freedom tutorial you may notice an interesting new twist on our loading screen: a five-page comic book that puts you right at the center of the action. The comic book brings players up to speed quickly before they jump into the action and this was our challenge: communicate in five pages all this information in an intense, dynamic way that transitions seamlessly into the game. Fortunately, we have a studio full of great writers and even our own professional comic book artist.

    The Process

    The idea for a comic book tutorial was the brain child of Matt "Positron" Miller and Sean "Dr. Aeon" McCann. They wanted to make the tutorial unique and were inspired by traditional comic book storytelling. They also wanted to enlist the expertise of our very own David "Noble Savage" Nakayama who, aside from being a comic book artist, also drew many of the issues of the City of Heroes comic book. The original plan was to create a standard in-game cut scene with 2D cards set up in the world and cameras jumping between them to simulate the page-turning. This technically might have worked but would have limited the resolution of the comic book images themselves. Instead of compromising on the quality of the art, we decided on a tech solution provided by Andy Mauer on the engineering team. With Andy's help, the ability to page through multiple comic book loading screens was born.

    Once the tech challenge was solved, Matt Miller and Sean McAnn put together a script for the events to be featured in the comic book. In rapid-fire brainstorms deep within the bowels of Paragon Studios they hammered out the story. With a script in hand, David Nakayama was given the task of translating the written words into dynamic visuals in traditional comic book format. Over the course of several iterations, the comic book took shape and eventually solidified into the pages you see in the game. A unique aspect of the storytelling is that we incorporate you as players within its pages in the form of first-person views in several panels.


    For the comic book cover David captured the essence of the tutorial experience and the characters involved. Back Alley Brawler is featured prominently because this city is his neighborhood and who else better to express the emotional rage against such destruction? Sister Psyche is our quintessential super heroine and her expression captures the emotional shock of the brutality she is witnessing. In the background, Galaxy City is seen in chaos, the devastating meteor shower raining down destruction on our heroes. Once the cover art was locked down we handed off the artwork to Michael Yen on the user interface team for a graphic design pass. He incorporated our brand new City of Heroes Freedom logo and echoed the metal finish and modern style in the title and framing elements.

    The comic book loading screens lead directly into the game so we made sure to incorporate the look and feel of the actual game environment to soften the transition. Many of the backgrounds in the comic are screenshots of the zone itself. The final panels in particular line up with the camera view you experience as the game loads in. You can even see Back Alley Brawler and Sister Psyche fighting in the last panel as you do in the game.

    Everyone at Paragon Studios came together to deliver the new tutorial you find in City of Heroes Freedom of which the comic book is only the starting point. Kudos go out to the environment art team for providing us with the fantastic background source material used in these loading screens. This zone is completely new and our tech teams have streamlined the game to allow the thousands of players we expect with Freedom to enjoy the story, art, and gameplay found in this new starting experience. In fact, the new tutorial ends with a major zone event that players can participate in together.

    Conclusion

    And that is the story behind the comic book featured in our new City of Heroes opening tutorial. You can look forward to seeing this new feature expanded upon in the future with the upcoming Signature Story Arcs that will feature comic book covers as loading screens.

    Enjoy!
  8. Global services have been restored. Thank you all for your patience with this matter!
  9. Multiple Global Services will be taken offline for emergency maintenance today, Tuesday, June 28, between 2:30 p.m. PDT (5:30 p.m. EDT / 10:30 p.m. BST / 23:30 CEST) and 4:30 p.m. PDT (7:30 p.m. EDT / 12:30 a.m. BST / 2:30 CEST). The Game Servers will continue to run during this window. The following services will be affected:
    • Mission Architect,
    • Auction House,
    • Global Email,
    • Global Chat,
    • Vouchers and Certifications (purchasing or claiming),
    • In-Game Store including (New character slot claiming, Character Transfer claiming),
    • Super Group Base pet pathing (if you spawn your pets in your base)

    New characters will be directed to be Praetorian and to run the tutorial.

    We thank you for your understanding.

  10. The wait is over, Issue 20: Incarnates Ascend is now live!

    Head over to the Patch notes thread for a thorough read of all the goodness that this update brings into your hero/villain/Praetorian life! The brand new Keyes Island Incarnate Trial will pit high level characters against new challenging game systems and a signature Praetorian who won't capitulate so easily. And if you're more into fashion and aesthetics, start planning for those Rewards to spend your hard earned Astral and Empyrean Merits!

    So go on ahead and ascend to greatness!

    Join in the Community discussion now!

  11. The wait is over, Issue 20: Incarnates Ascend is now live!

    Head over to the Patch notes thread for a thorough read of all the goodness that this update brings into your hero/villain/Praetorian life! The brand new Keyes Island Incarnate Trial will pit high level characters against new challenging game systems and a signature Praetorian who won't capitulate so easily. And if you're more into fashion and aesthetics, start planning for those Rewards to spend your hard earned Astral and Empyrean Merits!

    So go on ahead and ascend to greatness!
  12. Patch notes for build 2050.201106210214.1

    Incarnate Trial: Keyes Island

    Primal Earth heroes and their Resistance allies need to secure the Keyes Island Reactors in order to cripple Emperor Cole’s efforts to respond to their combined counterattack. Anti-Matter, ever seeking to prove his worth, has taken action by implementing the advanced weapon systems built into the reactor and locking it down.

    The event takes place at the Keyes Island Reactor, accessible only via the Team Up Teleporter system. Players are tasked with gaining control over each reactor before they have a chance to confront Anti-Matter himself. Gaining control over each reactor requires re-establishment of the magnetic containment system that contains the antimatter reaction within, effectively nullifying the weapon, which is constantly active throughout the assault. This can only be done by acquiring power cells to install at terminals around the reactor. Anti-Matter’s guards have secured the cells on site, but acquiring enough will be no cakewalk. In addition, the Warworks guarding each terminal are equipped with a backup lockdown mechanism, and they must be controlled or defeated to access the terminals. Should Anti-Matter himself be present, he must be near the terminal as well so that players can use his biometric override commands to gain access.

    Notes of Interest:
    • Antimatter Pulse: The chief weapon of the Keyes Island Reactors, the Antimatter Pulse is an extremely damaging blast that pervades the area around Keyes Island and into the Underground. It is rumored that this pulse is controlled by Anti-Matter, who must devote most of his focus to maintaining it. Harming him may divert or weaken his focus, making the Pulse worse.
    • Devastation Beam: Anti-Matter’s space station comes equipped with a powerful orbital cannon which he will use during the final battle. The first pulse of the beam will hold anyone caught in the targeting radius, while the second pulse deals heavy damage to all caught in the blast, even those who avoided the hold and ran back into the beam! Those who survive are stunned.
    • Disintegration: Anti-Matter attempts to disintegrate a single target’s body. If the target dies for any reason while being disintegrated, the matter pulled from the body is returned to Anti-Matter, healing him significantly. If the target survives, the experience leaves them completely drained of endurance.
    • Entanglement: All players acquire one of two auras which interact negatively with each other. Players who are Alpha Entangled must move 15’ from Beta Entangled players or suffer ill effects (and vice versa). Standing near those of the same entanglement has no effect. Opposing players deal damage and debuff defense, regeneration and recovery to each other. These effects stack, so the more players of the opposite alignment near you, the worse the effect becomes.
    • Systemic Decay: Being in Anti-Matter’s presence causes innate decay of the matter in your body. Your body will become gradually more debilitated the longer you remain motionless while in his presence. Shaking off the decay is as simple as moving, however.
    • Until the reactors have been fully brought under control, Anti-Matter is not your primary target! His suit has a failsafe mechanism that will cause a massive annihilative pulse to occur if he falls unconscious. That would be bad.
    • Anti-Matter is immune to fly speed or run speed debuffs, even those flagged as unresistable.
    • Power Cells acquired during a reactor stage during the Keyes Island trial will be removed from a character if that character leaves the map.

    Incarnate Trial: Behavioral Adjustment Facility
    • Nightstar and other Praetorian Clockwork now properly animate while flying.

    Incarnate Trial: Lambda Sector
    • Resolved an issue with the merit rewards in Lambda Sector that would prevent Merits from being rewarded when destroying all the caches or chambers. Merits should now award as expected.

    Incarnate Trial Rewards
    • Participation metrics have been adjusted in each trial. Players should have an easier time earning Incarnate Component rewards.

    Incarnate System
    • Incarnate XP and Incarnate Thread drops are now split evenly across the entire League which earns credit for the reward.

    Lore Pets
    • We've expanded the Lore Incarnate Slot to provide additional suites of summonable pets to choose from.
      • Summoning these new pets requires crafting new Incarnate abilities.
      • The new pet choices are Arachnos, Carnival of Shadows, Cimeroran, Longbow, Nemesis, Phantoms, Polar Lights, Robotic Drones, Rularuu, Rikti, Storm Elementals, and Vanguard.
    • Altered combat text to indicate which power is being used when a Lore pet is healing.
    • Multiple balance changes to Lore pets to be more effective and better match the new trees:
      • Clockwork Builder Essence
        • Particle Blast Barrage recharge has been increased from 8 seconds to 9 seconds.
        • Particle Stunner recharge has been reduced from 20 seconds to 16 seconds.
      • Clockwork Dismantler Essence
        • Anti-Matter Beam recharge has been reduced from 30 seconds to 16 seconds.
        • Particle Burst has been replaced with Anti-Matter Ray, ensuring that their owners do not get reduced XP from enemies they help to defeat.
      • IDF Elite Ranger Essence
        • Plasma Blast recharge has been reduced from 4 seconds to 3 seconds.
        • Plasma Blast damage has been increased by 10%.
        • Plasma Burst damage has been increased by 24%.
      • IDF Commander Essence
        • Corrected an error in the attack chain AI of this pet.
        • Plasma Vortex recharge has been reduced from 14 seconds to 9 seconds.
        • Plasma Vortex damage has been increased by 20%.
        • Plasma Punch damage has been increased by 20%.
        • Plasma Blast damage has been increased by 10%.
      • IDF Battle Orb Essence
        • Deploy Stimulant recharge has been reduced from 16 seconds to 8 seconds.
      • Seer Seeker Essence
        • Soothe Mind recharge has been reduced from 8 seconds to 6 seconds.
      • Warworks Battle Orb Essence
        • Deploy Stimulant recharge has been reduced from 16 seconds to 8 seconds.

    Incarnate Conversion
    • Inf costs for Incarnate System conversions have been reduced
      • Notice of the Well Conversion now costs 12.5 mil
      • 10 Shards -> 10 Threads Conversion now costs 1 mil
      • 10 Shards -> 5 Threads Conversion now has no Inf cost
      • Incarnate XP Conversion now costs 1 mil
      • Incarnate Rare Conversion now costs 25 mil
      • Incarnate Very Rare Conversion now costs 100 mil

    Incarnate Powers
    • Interface Procs as used in location targeted and toggle powers should once again be capable of applying their proc to all characters hit by the AOE when the Interface power is otherwise allowed to proc.
    • Further improvements have been made to prevent Ion Judgment powers from striking the same target multiple times in the same activation.

    Incarnate Lore
    • Prometheus will now discuss the Keyes Island trial in addition to the previous discussions about B.A.F. and Lambda Sector.
      Prometheus will now have new dialogue options for players who have completed at least one of the three trials.

    Team-Up Teleporter Expansions
    • Open Leagues
      • Get more merits by joining an open League! Open Leagues that successfully complete an Incarnate Trial receive an additional Astral Merit upon completion.
      • If you join an open League, you also receive a new buff: the Warmth of Prometheus.
      • This buff increases damage and healing for those doing an Incarnate Trial and reduces the recharge time of most powers.
      • Open League members can also vote to remove League members, pending a majority vote.
    • Closed Leagues
      • Create a private League just for trusted friends by creating a closed League. League leaders can now close a League, making the League exclusive so that uninvited characters cannot join it.
      • Closed Leagues cannot vote to remove a League member.
      • A closed League must still meet the minimum required number of characters in order to enter an Incarnate Trial.
    • Invite In Progress:
      • League leaders can now invite eligible Level 50 characters into an Incarnate Trial in progress.
    • A 5-minute timer will start from the moment an Open league has reached the minimum number of participants for any given Incarnate Trial.
      • This 5-minute delay will allow the Team-Up Teleporter system to look for more players queuing up for an Open League so there are potentially less players waiting in the queue after the start of the trial.
      • The Trial will start when the timer reaches 5 minutes after the minimum number of participants has been reached or when the maximum number of participants has been gathered.

    Quality of Life Upgrades
    • Group Area Buffs
      • To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character.
      • Previously, you had to target and buff each individual character to use these powers.
        • Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield
        • Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield
        • Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost
    • The status protection / resistance components of Increase Density remain single target. Only the damage resistance component has been made into an AOE effect.
      • Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven
      • Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield

    Buff Toggle NPC
    • An NPC has been added in Pocket D which allows players to select whether or not they are affected by the movement-affecting components of certain player powers. This setting can be changed at any time by visiting this NPC.
      • Affected powers are: Speed Boost, Increase Density, Inertial Reduction, Enforced Morale, and Accelerate Metabolism.
      • This NPC can also allow the player to select whether they wish to always accept Mystic Fortune or always reject Mystic Fortune.
      • This NPC can also display to the player which Praetorian Arch-Villains they have not defeated for the Dimensional Warder badge.
      • This NPC can also allow the player to select whether they wish to receive the benefits of Group Fly / Group Energy Flight or not.
      • This NPC can also allow the player to select whether they wish to receive the benefits of Team Teleport or not.

    Automatic Cut Scene Skipping In Incarnate Trials:
    • If all the characters in a League have successfully completed an Incarnate Trial, the introductory cut scene for the Trial is automatically skipped so you can dive straight into the game action.
    • Interstitial cut scenes (those in the middle of a Trial) are not skipped.

    In-Game Merit Rewards
    • Astral and Empyrean merit vendors are now stationed in Ouroboros.
      • They offer new in-game merit rewards in exchange for Astral Merits (less valuable) or Empyrean Merits (more valuable).
      • These rewards include Ascension Armor pieces, chest emblems, auras, social and costume change emotes, account rewards, and Invention Origin recipes.
      • Each costume piece, emote or aura you purchase is unlocked account-wide by means of certification delivered via the Global Email system.

    User Interface
    • Emotes awarded from Praetorian Zone Events and Astral and Empyrean Merit Vendors are accessible via the quick chat menu.
    • The default setting for the UI option to Hide or Show Unclaimable Account Items is now to Show. This means by default you will see Account Items which cannot be claimed on your current character in the Email window. You can change this setting at any time to hide those items from view – the option is now titled “Hide Un-claimable Account Items.”
    • Added a UI option to disable the blinking of the Email alert when there is an available Account Item.
      • This option is titled “Blink Alert for Account Items.”
    • A pop-up message will display whenever your Account Item list is updated
      • on logging a character,
      • on buying a new Account Item,
      • on creating a new character
      • There is an option to disable this pop-up, titled “Hide New Account Item Message.”
    • Added a pop-up confirmation will display upon claiming a Voucher (as these items are single use, and we do not want you to claim them on the wrong characters than you intend).
      • There is an option to disable this confirmation, titled “Hide Voucher Confirmation.”

    Ascension Armor
    • Ascension Armor represents the pinnacle of becoming an Incarnate.
      • Each costume piece you purchase is unlocked account-wide in exchange for Astral or Empyrean merits but it can only worn by a character that has achieved Level 50.

    New Chest Emblems
    • Select from exclusive new Astral and Empyrean merit reward designs.

    New Auras
    • Astral and Empyrean Merit reward auras are now available
      • These include Binary, Pixels, Fairy Dust, Rainbow Path, Electric Patch, Clouds with Lightning Path, Frost Path Auras and many more.

    New Social and Costume Change Emotes
    • Select from exclusive new Astral and Empyrean merit reward social and costume change emotes.

    Super Inspirations
    • Purchase Super Inspirations with Astral merits that are more powerful and effective than normal Inspirations.

    Account Rewards
    • Exchange Astral and Empyrean merits for vouchers, new account-bound rewards accessible by any character on your account.
    • Vouchers cannot be traded, but they can be accessed in your global mail.
    • These vouchers include Aura Unlock, Cape Unlock, Alpha Slot Unlock, Incarnate Shard, and Incarnate Thread Vouchers.
    • Aura and Cape Vouchers let you to unlock auras and capes for your alts, even if they’re only Level 1.
    • Alpha Slot Unlock Vouchers let you instantly unlock the Incarnate Alpha Slot for another of your Level 50 characters.
    • Incarnate Thread and Shard Vouchers can be bought on one character and redeemed on another to send Incarnate Threads or Shards to any of your level 50 characters.

    AV Resistance Changes
    • Altered the Unstoppable of the Honoree such that it does not push any resistances past 95% when active.
    • Altered the Unstoppable / Liberty Belt powers of Ms. Liberty such that it does not push any resistances past 95% when active.
    • Altered the Unstoppable of Marauder such that it does not push any resistances past 95% when active with just base resistances and Unstoppable.
    • Altered the Unstoppable of Bobcat such that it does not push any resistances past 95% when active with just base resistances and Unstoppable.
    • Altered the Unstoppable of Statesman such that it does not push any resistances past 95% when active.
    • Altered the Moment of Glory of Valkyrie such that it does not push any resistances past 95% when active.
    • Other instances of AVs which have the potential to reach past 95% resistance when using multiple powers are as intended.
    • Occurrences where simply Unstoppable/Moment of Glory + automatic resistances would reach past 95% have been adjusted.

    Steampunk Pack
    • Added Costume sets for Male, Huge and Female of both Victorian and Classic Steampunk.
    • All Steampunk jackets now have sleeveless options

    Male
    • Bowler hat is also available without pipes and gear
    • Hair under both hats are now tintable
    • Fixed Beard
    • Added vest and jackets without shirts and ties
    • Shirts/sleeves no longer have patterned texture
    • Fixed Classic Steampunk sleeve with skin so it takes on color

    Female
    • Added 2 tone for Victorian Hair
    • Added choker without cameo
    • Added extra hats
    • Fixed clipping of bustier under jackets and trench coat
    • Removed red lip color on Victorian face
    • Added Sleeves to shirt category

    Both
    • Faces are Higher Res
    • All jackets are also sleeveless

    Weapons
    • Added custom weapon animations for Steampunk jetpack jump
    • Rifle and Pistol are color tintable

    TASKS

    Apex Task Force
    • The Apex Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.

    Tin Mage Task Force
    • The Tin Mage Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.

    Alignment Missions
    • Rogues should no longer be able to get into a state where tips could stop dropping for them in Paragon City.
    • Doc Quantum's Moral Quandary: Ravenstorm should no longer self-destruct when you confront Doc Quantum.
    • Guilt-stricken Trail of Blood - All of Neville Hank's captors are now properly named and tortured spirits.

    BADGES
    • Adjusted badge text for "Loyal Customer" to indicate it enables colored titles as well as its other features
    • Corrected the hint text for Incarnate Slot Accolade badges.

    CITY OF HEROES

    POWERS
    • Group Fly no longer includes a To Hit penalty.
    • Pets of all varieties should no longer attempt to buff Untouchable friends, teammates, or pets (this includes the Lore Protected Support pets).

    Peacebringer
    • Group Energy Flight no longer includes a To Hit penalty.
      Luminous Blast / Glowing Touch range increased to 80 ft. to match other powers of this type.

    Warshade
    • Umbral Aura / Nebulous Form activation time has been removed to match other powers of this type.

    Tanker
    • Fiery Melee/Combustion: Fixed a bug that prevented a portion of this power's visual effects from being customizable.

    CITY OF VILLAINS

    POWERS
    • Group Fly no longer includes a To Hit penalty.

    Mastermind
    • Supremacy will now grant 2 Incarnate Shifts to Minion Pets and 1 Incarnate Shifts to Lieutenant Pets while participating in an Incarnate Trial. This means that Minion pets will be level 48+2 and Lieutenant Pets will be level 49+1. These Shifts will stack with any granted by Incarnate Abilities.
    • The endurance cost of Mastermind upgrade powers has been halved.

    TASKS

    Black Scorpion
    • Resolved issue where Assassin's Strike would mysteriously fail on the destructible Portals during "Raid Portal Corp" mission.

    Mortimer Kal Strike Force
    • Warrior bosses now count towards the Legionnaire badge.

    Lorenz Ansald
    • The door for "Blow up Council Generators" will now properly appear in Sharkhead Isle.

    PRAETORIA

    TASKS

    Neutropolis
    • Aaron Walker's Story Arc - When shown a memento from his past in the mission "Meet once more with James Noble", Noble Savage will actually attack the player instead of the dialog tree merely saying that he does.

    Imperial City
    • Praetor Sinclair's Story Arc: Mission 2 - Praetor Sinclair is no longer erroneously referred to as Praetor White.
    • Luke Larson's story arc - The "Lots of High Explosives" is no longer a floating red orb.

    KNOWN ISSUES

    For a list of current issues, please check this thread.
  13. Je vous ai compris !

    J'ai bien contacté nos responsables Européens pour savoir ce qu'il en était lorsque cette question a surgi pour la première fois. Malheureusement jusqu'à présent il s'agissait d'un problème plus complexe qu'il leur fallait résoudre avant de pouvoir s'occuper du prix de l'abonnement. Bien entendu avec l'annonce de la semaine dernière, cette question devient plus sérieuse et je vais donc m'efforcer d'en trouver la réponse.
  14. Jesse "Ghost Falcon" Caceres tells us more about Paragon Points! Many of you have asked for that topic to be made clearer so head on over to the Dev Corner forum for an answer to your questions!
  15. The update to Issue 20, Incarnates Ascend, is launching on Tuesday, June 28, 2011!

    As a result, all live servers will be taken down between 4:00 a.m. PDT (7:00 a.m. EDT / 12:00 p.m. BST / 13:00 CEST) and 8:00 a.m. PDT (11:00 a.m. EDT / 4:00 p.m. BST / 17:00 CEST).

    If you’re not familiar with the content of this upcoming update, get ready to go head to head with Anti-Matter in a brand new addition to the high level storyline: the Keyes Island Incarnate Trial.

    New Incarnate Lore pets will also become available, as well as stunning new Merit Rewards, Quality of Life upgrades and an expansion of the League system!

    This Summer keeps on getting more and more super!

    Join in the Community Discussion now!
  16. The update to Issue 20, Incarnates Ascend, is launching on Tuesday, June 28, 2011!

    As a result, all live servers will be taken down between 6:00 a.m. PDT (9:00 a.m. EDT / 2:00 p.m. BST / 15:00 CEST) and 10:00 a.m. PDT (1:00 p.m. EDT / 6:00 p.m. BST / 19:00 CEST).

    If you’re not familiar with the content of this upcoming update, get ready to go head to head with Anti-Matter in a brand new addition to the high level storyline: the Keyes Island Incarnate Trial.

    New Incarnate Lore pets will also become available, as well as stunning new Merit Rewards, Quality of Life upgrades and an expansion of the League system!

    This Summer keeps on getting more and more super!
  17. Patch notes for build 2050.201106210214.1.

    COMBINED

    UI
    • Emotes awarded from Praetorian Zone Events and Astral and Empyrean Merit Vendors are now accessible via the quickchat menu.
    • Clarified text, pop-ups and messaging regarding Account Items (Certifications and Vouchers).
    • The default setting for the UI option to Hide or Show Unclaimable Account Items is now to Show. This means by default you will see Account Items which cannot be claimed on your current character in the Email window. You can change this setting at any time to hide those items from view – the option is now titled “Hide Un-claimable Account Items.”
    • Added a UI option to disabling blinking of the Email alert when there is an available Account Item. This option is titled “Blink Alert for Account Items.”
    • Added a pop-up message whenever your Account Item list is updated (on logging a character, on buying a new Account Item, or creating a new character). There is an option to disable this pop-up. This option is titled “Hide New Account Item Message.”
    • Added a pop-up confirmation whenever claiming a Voucher (as these items are single use, and we do not want you to claim them on the wrong characters than you intend). There is an option to disable this confirmation. This option is titled “Hide Voucher Confirmation.”
    Astral and Empyrean Merit Vendors

    • The Astral and Empyrean Merit vendors are now sporting a new look.

    CITY OF HEROES
    • None

    CITY OF VILLAINS
    • None
    PRAETORIA
    • None

    KNOWN ISSUES

    French and German Client


    • The new Account Item UI options are appearing incorrectly.
  18. Are you still having the same issue?
  19. Please check the Developers' Corner for Second Measure's clarification post on Character Slots after City of Heroes Freedom is out!
  20. Designing Freedom
    by Matt "Positron" Miller


    Over the past several months I have been keeping a secret, and now that it has been revealed to the world, I can finally share that secret with all of you: City of Heroes is undergoing a transformation. Several times this past year I have been asked in interviews, "Is City of Heroes ever going to go Free to Play?" Now, I know as well as you all do that an "I can't comment on that" will be taken as a 'yes' more times than not, so I have been very careful with my answers, and it has been an answer I still stick by today. If we were ever to go to this type of business model we will make sure that not only it fits the game, but the game fits the business model.

    Going to the new "Hybrid" business model is not something we have taken lightly. When we broke City of Heroes development into Strike Teams, I took on the role of Lead Designer to ensure that all the moving parts were talking to one another and that a consistent vision of how the Hybrid model is going to get applied worked across all the Strike Teams. One thing that I was making clear to everyone is that we needed to treat our subscribers, past as well as present, with the respect they deserve. I have seen what happens when an MMO decides that it needs "new blood" and doesn't care who they have to lose in order to get it. All that does is show your new customers that you have the power to change the rules whenever you feel like it, and the veteran customers left out in the cold become a lobbying force against new people wanting to try your game. That was something we were consciously not doing with City of Heroes Freedom.

    In fact, an impetus of "what more can we give our subscribers?" was the order of the day. We looked at what a subscriber was getting today and added things like exclusive rewards and the entirety of Going Rogue (if they hadn't already purchased it). We called our subscribers VIP because to us they are Very Important Persons. We built the Paragon Rewards system around giving more and more perks to our subscribers, simply because we feel it is the right thing to do.

    We also looked closely at other games that have adopted similar business models before us and adapted our strategies to avoid some of the more glaring pitfalls we have perceived. We closely followed forum threads that complained about "this" and "that" and did everything in our power to ensure that when City of Heroes Freedom launches, players will no longer have those things to complain about. Two examples I can give are the new VIP-Only server, where subscribers can play without non-paying players simply because we saw that as an oft-requested feature, and the ability to return as a Free player and create a brand new character, not be forced in reactivating (or worse deleting) old characters that are still on your account.

    Finally we recognized that there are a large number of returning players who have already invested some of their time and money into City of Heroes. We wanted to ensure that those players didn't feel like they were restarting from the ground floor, that their previous time with us was honored and worth something in the larger scheme of things. To this end, we modeled the Paragon Rewards program around our current Veteran Rewards program and this enabled us to give returning players perks for their previous time commitment, even if they are coming back as a Free player. In addition, we ensured that everything they might have purchased previously, like character slots or Super-boosters, remained on their account, even if they stay as a Free player. If you earned it or paid money for it, you can still get it.

    I am very happy with how things have turned out for City of Heroes over the past year. The team has never worked harder to bring you awesome content, we have a very solid plan for the future involving lots of cool story-lines and updates, and the team is super excited about what the new business model means to being able to deliver you content above and beyond what we have been doing in the past. We've used our own version of Ouroboros and peered into the future, and we have seen that the future is Freedom.

    Join in the Community discussion now!
  21. Designing Freedom
    by Matt "Positron" Miller


    Over the past several months I have been keeping a secret, and now that it has been revealed to the world, I can finally share that secret with all of you: City of Heroes is undergoing a transformation. Several times this past year I have been asked in interviews, "Is City of Heroes ever going to go Free to Play?" Now, I know as well as you all do that an "I can't comment on that" will be taken as a 'yes' more times than not, so I have been very careful with my answers, and it has been an answer I still stick by today. If we were ever to go to this type of business model we will make sure that not only it fits the game, but the game fits the business model.

    Going to the new "Hybrid" business model is not something we have taken lightly. When we broke City of Heroes development into Strike Teams, I took on the role of Lead Designer to ensure that all the moving parts were talking to one another and that a consistent vision of how the Hybrid model is going to get applied worked across all the Strike Teams. One thing that I was making clear to everyone is that we needed to treat our subscribers, past as well as present, with the respect they deserve. I have seen what happens when an MMO decides that it needs "new blood" and doesn't care who they have to lose in order to get it. All that does is show your new customers that you have the power to change the rules whenever you feel like it, and the veteran customers left out in the cold become a lobbying force against new people wanting to try your game. That was something we were consciously not doing with City of Heroes Freedom.

    In fact, an impetus of "what more can we give our subscribers?" was the order of the day. We looked at what a subscriber was getting today and added things like exclusive rewards and the entirety of Going Rogue (if they hadn't already purchased it). We called our subscribers VIP because to us they are Very Important Persons. We built the Paragon Rewards system around giving more and more perks to our subscribers, simply because we feel it is the right thing to do.

    We also looked closely at other games that have adopted similar business models before us and adapted our strategies to avoid some of the more glaring pitfalls we have perceived. We closely followed forum threads that complained about "this" and "that" and did everything in our power to ensure that when City of Heroes Freedom launches, players will no longer have those things to complain about. Two examples I can give are the new VIP-Only server, where subscribers can play without non-paying players simply because we saw that as an oft-requested feature, and the ability to return as a Free player and create a brand new character, not be forced in reactivating (or worse deleting) old characters that are still on your account.

    Finally we recognized that there are a large number of returning players who have already invested some of their time and money into City of Heroes. We wanted to ensure that those players didn't feel like they were restarting from the ground floor, that their previous time with us was honored and worth something in the larger scheme of things. To this end, we modeled the Paragon Rewards program around our current Veteran Rewards program and this enabled us to give returning players perks for their previous time commitment, even if they are coming back as a Free player. In addition, we ensured that everything they might have purchased previously, like character slots or Super-boosters, remained on their account, even if they stay as a Free player. If you earned it or paid money for it, you can still get it.

    I am very happy with how things have turned out for City of Heroes over the past year. The team has never worked harder to bring you awesome content, we have a very solid plan for the future involving lots of cool story-lines and updates, and the team is super excited about what the new business model means to being able to deliver you content above and beyond what we have been doing in the past. We've used our own version of Ouroboros and peered into the future, and we have seen that the future is Freedom.
  22. Hello all,

    Some of you will have seen his elbow during one of our Ustream broadcasts, others will have seen his dazzling smile, and today, I am particularly happy to introduce you to our brand new moderator, 7deCoeur, a.k.a. Moderator 07, who will be helping take care of you all, English and French speakers!

    7deCoeur (pronounced set-duh-kuhr) originates from the East of France and, while his native language is French, he is perfectly bilingual and will be able to keep an eye on the English portion of our forums too. No escaping him

    I trust you all to give him a warm welcome in our friendly community!
  23. The June Producer's Letter is out and Nate "Second Measure" Birkholz will be talking about the new upcoming incarnation of City of Heroes from his own perspective as the Lead Producer of the Development team of your favourite super powered MMO!

    Read his June letter now!
  24. Incarnate Trial: The Keyes Island Reactor

    Primal Earth heroes and their Resistance allies need to secure the Keyes Island Reactors in order to cripple Emperor Cole’s efforts to respond to their combined counterattack. Anti-Matter, ever seeking to prove his worth, has taken action by implementing the advanced weapon systems built into the reactor and locking it down.

    The event takes place at the Keyes Island Reactor, accessible only via the Team Up Teleporter system. Players are tasked with gaining control over each reactor before they have a chance to confront Anti-Matter himself. Gaining control over each reactor requires re-establishment of the magnetic containment system that contains the antimatter reaction within, effectively nullifying the weapon, which is constantly active throughout the assault. This can only be done by acquiring power cells to install at terminals around the reactor. Anti-Matter’s guards have secured the cells on site, but acquiring enough will be no cakewalk. In addition, the Warworks guarding each terminal are equipped with a backup lockdown mechanism, and they must be controlled or defeated to access the terminals. Should Anti-Matter himself be present, he must be near the terminal as well so that players can use his biometric override commands to gain access.

    Notes of Interest:
    • Antimatter Pulse: The chief weapon of the Keyes Island Reactors, the Antimatter Pulse is an extremely damaging blast that pervades the area around Keyes Island and into the Underground. It is rumored that this pulse is controlled by Anti-Matter, who must devote most of his focus to maintaining it. Harming him may divert or weaken his focus, making the Pulse worse.
    • Devastation Beam: Anti-Matter’s space station comes equipped with a powerful orbital cannon which he will use during the final battle. The first pulse of the beam will hold anyone caught in the targeting radius, while the second pulse deals heavy damage to all caught in the blast, even those who avoided the hold and ran back into the beam! Those who survive are stunned.
    • Disintegration: Anti-Matter attempts to disintegrate a single target’s body. If the target dies for any reason while being disintegrated, the matter pulled from the body is returned to Anti-Matter, healing him significantly. If the target survives, the experience leaves them completely drained of endurance.
    • Entanglement: All players acquire one of two auras which interact negatively with each other. Players who are Alpha Entangled must move 15’ from Beta Entangled players or suffer ill effects (and vice versa). Standing near those of the same entanglement has no effect. Opposing players deal damage and debuff defense, regeneration and recovery to each other. These effects stack, so the more players of the opposite alignment near you, the worse the effect becomes.
    • Systemic Decay: Being in Anti-Matter’s presence causes innate decay of the matter in your body. Your body will become gradually more debilitated the longer you remain motionless while in his presence. Shaking off the decay is as simple as moving, however.
    • Until the reactors have been fully brought under control, Anti-Matter is not your primary target! His suit has a failsafe mechanism that will cause a massive annihilative pulse to occur if he falls unconscious. That would be bad.
    • Anti-Matter is immune to fly speed or run speed debuffs, even those flagged as unresistable.
    • Power Cells acquired during a reactor stage during the Keyes Island trial will be removed from a character if that character leaves the map.

    Incarnate Trial: Behavioral Adjustment Facility
    • Nightstar and other Praetorian Clockwork now properly animate while flying.

    Incarnate Trial: Lambda Sector
    • Resolved an issue with the merit rewards in Lambda Sector that would prevent Merits from being rewarded when destroying all the caches or chambers. Merits should now award as expected.

    Incarnate Trial Rewards
    • Participation metrics have been adjusted in each trial. Players should have an easier time earning Incarnate Component rewards.

    Incarnate System
    • Incarnate XP and Incarnate Thread drops are now split evenly across the entire League which earns credit for the reward.

    Lore Pets
    • We've expanded the Lore Incarnate Slot to provide additional suites of summonable pets to choose from.
      • Summoning these new pets requires crafting new Incarnate abilities.
      • The new pet choices are Arachnos, Carnival of Shadows, Cimeroran, Longbow, Nemesis, Phantoms, Polar Lights, Robotic Drones, Rularuu, Rikti, Storm Elementals, and Vanguard.
    • Reduced the recharge time on the following Lore pet powers to be more effective and better match the new trees:
      • Clockwork Builder Essence Particle Stunner is now 16 seconds instead of 20 seconds
      • Clockwork Dismantler Essence Anti-Matter Beam is now 16 seconds instead of 30 seconds
      • IDF Commander Essence Plasma Vortex is now 9 seconds instead of 14 seconds
      • Battle Orb Essence Deploy Stimulant is now 8 seconds instead of 16 seconds
      • Seer Seeker Essence Soothe Mind is now 6 seconds instead of 8 seconds
    • Altered combat text to indicate which power is being used when a Lore pet is healing.
    • Improved the attack chain of the IDF Commander Essences.
    • Altered the following existing Lore pet powers:
      • Clockwork Dismantler power Particle Burst has been replaced with Anti-Matter Ray, ensuring that their owners do not get reduced XP from enemies they help to defeat.
    • Altered combat text to indicate which power is being used when a Lore pet is healing.
    • Multiple balance changes to Lore pets. Full details follows:
    • Clockwork Builder Essence
      • Particle Blast Barrage recharge has been increased from 8 seconds to 9 seconds.
      • Particle Stunner recharge has been reduced from 20 seconds to 16 seconds.
    • Clockwork Dismantler Essence
      • Anti-Matter Beam recharge has been reduced from 30 seconds to 16 seconds.
      • Particle Burst has been replaced with Anti-Matter Ray, ensuring that their owners do not get reduced XP from enemies they help to defeat.
    • IDF Elite Ranger Essence
      • Plasma Blast recharge has been reduced from 4 seconds to 3 seconds.
      • Plasma Blast damage has been increased by 10%.
      • Plasma Burst damage has been increased by 24%.
    • IDF Commander Essence
      • Corrected an error in the attack chain AI of this pet.
      • Plasma Vortex recharge has been reduced from 14 seconds to 9 seconds.
      • Plasma Vortex damage has been increased by 20%.
      • Plasma Punch damage has been increased by 20%.
      • Plasma Blast damage has been increased by 10%.
    • IDF Battle Orb Essence
      • Deploy Stimulant recharge has been reduced from 16 seconds to 8 seconds.
    • Warworks Battle Orb Essence
      • Deploy Stimulant recharge has been reduced from 16 seconds to 8 seconds.

    Incarnate Conversion
    • Inf costs for Incarnate System conversions have been reduced
      • Notice of the Well Conversion now costs 12.5 mil
      • 10 Shards -> 10 Threads Conversion now costs 1 mil
      • 10 Shards -> 5 Threads Conversion now has no Inf cost
      • Incarnate XP Conversion now costs 1 mil
      • Incarnate Rare Conversion now costs 25 mil
      • Incarnate Very Rare Conversion now costs 100 mil

    Incarnate Powers
    • Interface Procs as used in location targeted and toggle powers should once again be capable of applying their proc to all characters hit by the AOE when the Interface power is otherwise allowed to proc.
    • Further improvements have been made to prevent Ion Judgment powers from striking the same target multiple times in the same activation.

    Incarnate Lore
    • Prometheus will now discuss the Keyes Island trial in addition to the previous discussions about B.A.F. and Lambda Sector.
      Prometheus will now have new dialogue options for players who have completed at least one of the three trials.

    Team-Up Teleporter Expansions
    • Open Leagues
      • Get more merits by joining an open League! Open Leagues that successfully complete an Incarnate Trial receive an additional Astral Merit upon completion.
      • If you join an open League, you also receive a new buff: the Warmth of Prometheus.
      • This buff increases damage and healing for those doing an Incarnate Trial and reduces the recharge time of most powers.
      • Open League members can also vote to remove League members, pending a majority vote.
    • Closed Leagues
      • Create a private League just for trusted friends by creating a closed League. League leaders can now close a League, making the League exclusive so that uninvited characters cannot join it.
      • Closed Leagues cannot vote to remove a League member.
      • A closed League must still meet the minimum required number of characters in order to enter an Incarnate Trial.
    • Invite In Progress:
      • League leaders can now invite eligible Level 50 characters into an Incarnate Trial in progress.
    • Altered the process whereby Open Leagues are formed so there is a propensity towards Open Leagues gathering more than the minimum number of players for the event from the TUT.

    Quality of Life Upgrades
    • Group Area Buffs
      • To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character.
      • Previously, you had to target and buff each individual character to use these powers.
        • Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield
        • Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield
        • Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost
    • The status protection / resistance components of Increase Density remain single target. Only the damage resistance component has been made into an AOE effect.
      • Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven
      • Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield

    Buff Toggle NPC
    • An NPC has been added in Pocket D which allows players to select whether or not they are affected by the movement-affecting components of certain player powers. This setting can be changed at any time by visiting this NPC.
      • Affected powers are: Speed Boost, Increase Density, Inertial Reduction, Enforced Morale, and Accelerate Metabolism.
      • This NPC can also allow the player to select whether they wish to always accept Mystic Fortune or always reject Mystic Fortune.
      • This NPC can also display to the player which Praetorian Arch-Villains they have not defeated for the Dimensional Warder badge.
      • This NPC can also allow the player to select whether they wish to receive the benefits of Group Fly / Group Energy Flight or not.
      • This NPC can also allow the player to select whether they wish to receive the benefits of Team Teleport or not.

    Automatic Cut Scene Skipping In Incarnate Trials:
    • If all the characters in a League have successfully completed an Incarnate Trial, the introductory cut scene for the Trial is automatically skipped so you can dive straight into the game action.
    • Interstitial cut scenes (those in the middle of a Trial) are not skipped.

    In-Game Merit Rewards
    • Astral and Empyrean merit vendors are now stationed in Ouroboros.
      • They offer new in-game merit rewards in exchange for Astral Merits (less valuable) or Empyrean Merits (more valuable).
      • These rewards include Ascension Armor pieces, chest emblems, auras, social and costume change emotes, account rewards, and Invention Origin recipes.
      • Each costume piece, emote or aura you purchase is unlocked account-wide by means of certification delivered via the Global Email system.

    Ascension Armor
    • Ascension Armor represents the pinnacle of becoming an Incarnate.
      • Each costume piece you purchase is unlocked account-wide in exchange for Astral or Empyrean merits but it can only worn by a character that has achieved Level 50.

    New Chest Emblems
    • Select from exclusive new Astral and Empyrean merit reward designs.

    New Auras
    • Astral and Empyrean Merit reward auras are now available
      • These include Binary, Pixels, Fairy Dust, Rainbow Path, Electric Patch, Clouds with Lightning Path, Frost Path Auras and many more.

    New Social and Costume Change Emotes
    • Select from exclusive new Astral and Empyrean merit reward social and costume change emotes.

    Super Inspirations
    • Purchase Super Inspirations with Astral merits that are more powerful and effective than normal Inspirations.

    Account Rewards
    • Exchange Astral and Empyrean merits for vouchers, new account-bound rewards accessible by any character on your account.
    • Vouchers cannot be traded, but they can be accessed in your global mail.
    • These vouchers include Aura Unlock, Cape Unlock, Alpha Slot Unlock, Incarnate Shard, and Incarnate Thread Vouchers.
    • Aura and Cape Vouchers let you to unlock auras and capes for your alts, even if they’re only Level 1.
    • Alpha Slot Unlock Vouchers let you instantly unlock the Incarnate Alpha Slot for another of your Level 50 characters.
    • Incarnate Thread and Shard Vouchers can be bought on one character and redeemed on another to send Incarnate Threads or Shards to any of your level 50 characters.

    AV Resistance Changes
    • Altered the Unstoppable of the Honoree such that it does not push any resistances past 95% when active.
    • Altered the Unstoppable / Liberty Belt powers of Ms. Liberty such that it does not push any resistances past 95% when active.
    • Altered the Unstoppable of Marauder such that it does not push any resistances past 95% when active with just base resistances and Unstoppable.
    • Altered the Unstoppable of Bobcat such that it does not push any resistances past 95% when active with just base resistances and Unstoppable.
    • Altered the Unstoppable of Statesman such that it does not push any resistances past 95% when active.
    • Altered the Moment of Glory of Valkyrie such that it does not push any resistances past 95% when active.
    • Other instances of AVs which have the potential to reach past 95% resistance when using multiple powers are as intended.
    • Occurrences where simply Unstoppable/Moment of Glory + automatic resistances would reach past 95% have been adjusted.

    Steampunk Pack
    • Added Costume sets for Male, Huge and Female of both Victorian and Classic Steampunk.
    • All Steampunk jackets now have sleeveless options

    Male
    • Bowler hat is also available without pipes and gear
    • Hair under both hats are now tintable
    • Fixed Beard
    • Added vest and jackets without shirts and ties
    • Shirts/sleeves no longer have patterned texture
    • Fixed Classic Steampunk sleeve with skin so it takes on color

    Female
    • Added 2 tone for Victorian Hair
    • Added choker without cameo
    • Added extra hats
    • Fixed clipping of bustier under jackets and trench coat
    • Removed red lip color on Victorian face
    • Added Sleeves to shirt category

    Both
    • Faces are Higher Res
    • All jackets are also sleeveless

    Weapons
    • Added custom weapon animations for Steampunk jetpack jump
    • Rifle and Pistol are color tintable

    TASKS

    Apex Task Force
    • The Apex Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.

    Tin Mage Task Force
    • The Tin Mage Task Force now rewards players with a choice between 1 Astral Merit, 10 Incarnate Threads, or 1 Super Inspiration for completing it. This Astral Merit can only be earned once per day, while the Thread and Inspiration rewards may be claimed as many times as the TF is completed.

    Alignment Missions
    • Rogues should no longer be able to get into a state where tips could stop dropping for them in Paragon City.
    • Doc Quantum's Moral Quandary: Ravenstorm should no longer self-destruct when you confront Doc Quantum.
    • Guilt-stricken Trail of Blood - All of Neville Hank's captors are now properly named and tortured spirits.

    BADGES
    • Adjusted badge text for "Loyal Customer" to indicate it enables colored titles as well as its other features
    • Corrected the hint text for Incarnate Slot Accolade badges.

    CITY OF HEROES

    POWERS
    • Group Fly no longer includes a To Hit penalty.
    • Pets of all varieties should no longer attempt to buff Untouchable friends, teammates, or pets (this includes the Lore Protected Support pets).

    Peacebringer
    • Group Energy Flight no longer includes a To Hit penalty.
      Luminous Blast / Glowing Touch range increased to 80 ft. to match other powers of this type.

    Warshade
    • Umbral Aura / Nebulous Form activation time has been removed to match other powers of this type.

    Tanker
    • Fiery Melee/Combustion: Fixed a bug that prevented a portion of this power's visual effects from being customizable.

    CITY OF VILLAINS

    POWERS
    • Group Fly no longer includes a To Hit penalty.

    Mastermind
    • Supremacy will now grant 2 Incarnate Shifts to Minion Pets and 1 Incarnate Shifts to Lieutenant Pets while participating in an Incarnate Trial. This means that Minion pets will be level 48+2 and Lieutenant Pets will be level 49+1. These Shifts will stack with any granted by Incarnate Abilities.
    • The endurance cost of Mastermind upgrade powers has been halved.

    TASKS

    Black Scorpion
    • Resolved issue where Assassin's Strike would mysteriously fail on the destructible Portals during "Raid Portal Corp" mission.

    Mortimer Kal Strike Force
    • Warrior bosses now count towards the Legionnaire badge.

    Lorenz Ansald
    • The door for "Blow up Council Generators" will now properly appear in Sharkhead Isle.

    PRAETORIA

    TASKS

    Neutropolis
    • Aaron Walker's Story Arc - When shown a memento from his past in the mission "Meet once more with James Noble", Noble Savage will actually attack the player instead of the dialog tree merely saying that he does.

    Imperial City
    • Praetor Sinclair's Story Arc: Mission 2 - Praetor Sinclair is no longer erroneously referred to as Praetor White.
    • Luke Larson's story arc - The "Lots of High Explosives" is no longer a floating red orb.