Niviene

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  1. Save The Date - Next Double XP Weekend July 31st- August 2nd!

    We know you've been waiting to hear so that you can meticulously craft your plan of attack! So go ahead - take off work, ignore all of your other responsibilities and stock up on easily grab-able snacks and beverages - we won't tell anyone! Just make sure to save the date because the next City of Heroes® Double XP weekend will begin Friday, July 31st 2009, at 8:59am PST (11:59am EST) and concludes Sunday, August 2nd 2009, 8:59pm PST (11:59pm EST). Don't miss out!
  2. Hello Everyone,

    There was a network issue that caused all the West Coast servers to crash. Everything appears to be resolved now. Please let us know if you have any more problems.

    Thanks!
  3. We are aware of an issue on the Freedom and Virtue servers that potentially causes a mapserver crash that may cause you to be disconnected from the game. We are working on a fix to put in place that should resolve the issue. We will have this fix in place as soon as possible.

    Thank you for your continued support of City of Heroes
  4. The time has come! Your hard work beta testing has paid off and we are now pleased to announce that Issue 15: Anniversary is now officially released and available on the live server! This unique content update, while moving the game's story and progression forward, marks the return of the popular 5th Column villain group by allowing you to play a new Task Force and Strike force that re-introduces them into the game...

    With the return of old foes, a powerful adversary who has been trapped is now free! Whether you protect Paragon City or serve Lord Recluse, a time of change is before you. What does the opening of the Omega Team Time Capsule hold in store for Paragon City and the Rogue Isles? Find out, by playing Issue 15: Anniversary!

    What are you waiting for? Jump in and get playin'!

    For the full scoop on Issue 15: Anniversary, visit the official Issue 15 Overview page!

    Patch Notes

    Join in the Community Discussion
  5. Issue 15 – “Anniversary” Release Notes


    “Issue 15: Anniversary” includes a host of new features and content including major updates and improvements to the Mission Architect system.

    5th Column Task/Strike Force

    <ul>[*]Villain Strike Force – “Thus Spoke the Reichsman”

    <ul>[*]The Villains are hired for what seems like a simple, high-paying job: Steal information from the Hero 1 Time Capsule. Things go awry when the job ends up leading to the return of an enemy from the past. Now the villains have to deal with the mess they've made - while trying to make as much profit from it as possible.
    [*]Strike Force Contact Name: Barracuda
    [*]Location: Grandville
    [*]Minimum Team Size: 4 Villains
    [*]Recommended Team Size: 6 Villains
    [*]Level Requirement: 45-50
    [*]5 Missions[/list][*]Hero Task Force – “Return of the Reichsman”

    <ul>[*]The Heroes follow the trail of some stolen information to find that an old foe is returning... in a big way! Forced to deal with an invasion, the Heroes must scramble to find a way to defeat a seemingly unstoppable enemy.
    [*]Task Force Contact Name: Dr. Kahn
    [*]Location: Founder’s Falls
    [*]Minimum Team Size: 4 Heroes
    [*]Recommended Team Size: 6 Heroes
    [*]Level Requirement: 45 - 50
    [*]5 Missions[/list][/list]
    New Costumes

    <ul>[*]New Issue 15 costumes include the Vines and Ulterior themed costume sets.

    <ul>[*]Ulterior Set and Mask Set (Male, Female, Huge Body Types)

    <ul>[*]1 Chest
    [*]1 Glove
    [*]1 Hips
    [*]1 Boots[/list][*]Vines Mask set (Male, Female, Huge Body Types)

    <ul>[*]1 Chest
    [*]1 Glove
    [*]1 Hips
    [*]1 Boots
    [*]1 Cape (NOTE: Known Issue that the cape is not available for female body types).
    [*]1 Skirt (NOTE: Skirts are worn by Female Body type only)[/list][/list][*]New Character Faces - Over 20 new character faces provide even more options for character customization

    <ul>[*]Female Body Type Faces

    <ul>[*]Face 16
    [*]Face 17
    [*]Face 18
    [*]Face 19
    [*]Face 20
    [*]Face 21
    [*]Face 22
    [*]Face 23
    [*]Face 24
    [*]Face 25
    [*]Face 26
    [*]Face 27
    [*]Supernatural Face 12[/list][*]Male and Huge Body Type Faces

    <ul>[*]Face 14
    [*]Face 15
    [*]Face 16
    [*]Face 17
    [*]Face 18
    [*]Face 19
    [*]Face 20
    [*]Face 21
    [*]Face 22
    [*]Supernatural Face 14[/list][/list][/list]
    New Costume Change Emotes*

    <ul>[*]Just recently introduced in Super Booster II: Magic, Costume Change Emotes represent a brand new feature type that provide fun and colorful transitions between two different costumes for a given character.
    [*]The new Costume Change Emotes for Issue 15 are separate from the Super Booster II: Magic set, and are free to players.
    [*]Players activate them using the costume change interface, selectable from the main Menu.

    <ul>[*]Backflip
    [*]Salute
    [*]Howl
    [*]Evil Laugh
    [*]Peacebringer Transform (Kheldians only)
    [*]Warshade Transform (Kheldians only)[/list][*]*By default characters only have one costume slot, and players must unlock additional costume slots through activities in the game. This can be accomplished by completing costume slot missions at levels 20, 30, and 40; and by using Halloween Event salvage (which can also be bought, sold or traded via the in-game Consignment Houses).[/list]
    Mission Architect Updates

    Architect Toolbox

    <ul>[*]The Architect Toolbox provides new testing tools that allow players to better and more easily polish their content before sharing it with the public.
    [*]Enhanced Mission Architect Searching and Navigation options
    [*]Key phrase tagging and arc difficulty display help players find the content they're looking for even faster
    [*]Missions can now be selected for both "Hall of Fame" and "Dev Choice"
    [*]"Dev Choice" missions have selectable reward types, you can choose between earning Tickets or normal rewards.
    [*]New Server-wide Architect Chat channel

    <ul>[*]The command to use the Mission Architect Chat Channel is /ma[/list][*]New map available - “Grandville Beach”.
    [*]Other Mission Architect Creation Enhancements: New options for creating custom stories.
    [*]The Mission Architect User Interface now has a “Random” button so that players can search for a Random story arc.
    [*]The Page Display in the Mission Architect User Interface has been improved.[/list]
    Chat

    <ul>[*]The Mission Architect Channel has been added to the Chat channel selection window, and can now use the /ma command.[/list]
    COMBINED

    Arenas

    <ul>[*]Fixed the bug where one could teleport during the Buff period in Arenas.
    [*]Fixed a bug where some arena maps were still requiring at least 6 players.
    [*]Fixed the bug where if your character was dead at the moment an Arena match ended, the character would spawn back into the world zone dead, forcing the character to go back to the to the world zone hospital.
    [*]Fixed a bug where sometimes killing someone during an Arena match's Sudden Death wouldn't properly win the match.[/list]
    Arena Badges

    <ul>[*]The following Arena badges are now available to players who participate in Arena Matches:

    <ul>[*]Arena Victor: This badge is awarded for winning your first Arena Match.
    [*]Arena Duelist: This badge is awarded for winning your first Arena ‘Duel’ Match.
    [*]Tournament Victor: This badge is awarded for winning your first ‘Swiss Draw’ tournament.
    [*]Arena Survivalist: This badge is awarded for winning your first ‘Free for All’ Match.
    [*]Pentad Victor: This badge is awarded for winning your first ‘Pentad’ or ‘Septad’ Match.
    [*]Arena All-Star: Obtain all five of the above badges to earn this badge.[/list][*]In addition to the above new badges the following ‘Weightclass’ badges will now correctly be granted to players who win a rated scheduled match!

    <ul>[*]Strawweight Champion.
    [*]Flyweight Champion.
    [*]Bantamweight Champion.
    [*]Featherweight Champion.
    [*]Lightweight Champion.
    [*]Welterweight Champion.
    [*]Middleweight Champion.
    [*]Cruiserweight Champion.
    [*]Heavyweight Champion.
    [*]Super Heavyweight Champion.[/list][*]The weight class Arena badges should now correctly display their flashing pop up text as well as their chat dialogue text.[/list]
    Badges

    <ul>[*]The Master Architect badge should now correctly state that it will grant charges of the Invigorate power, instead of the Vitalize power, when a player logs off in either a University or Architect Entertainment building.
    [*]The Rocketman badge should now have its name be ‘Rocketwoman’ if the owner is a female character
    [*]The Master Architect Day Job accolade badge should now show the player help text on how to obtain it once either of the Professor or Architect day job badges has been earned.
    [*]Ironman/Ironwoman badge should no longer refer to a female character owning the badge as ‘Ironman’ in this badge’s description.
    [*]The Soul Taker badge should correctly spell ‘Tarixus’ correctly.
    [*]The Wiseguy/Wisegal badge should no longer refer to a female character owning the badge as ‘Wiseguy’ in this badge’s description.
    [*]Villains who earn the Popular and Leader badges should have the badge description refer to the Rogue Isles instead of Paragon City.
    [*]Heroes that earned Villain only monster badges and Villains that earned Hero only monster badges during the 5th Anniversary have had these badges revoked.
    [*]Added text to the arena tournament badges that explains how you get them as well as how you got them.
    [*]Corrected the hint text for the Mission Engineer accolade. It should now correctly hint at the correct requirements for the changes made to Mission Architect badges in Issue 15.
    [*]The Leader badge will now have unique long help text for both heroes and villains instead of being the same as the Popular badge.
    [*]Fixed a typo in the Depths of Time badge description.
    [*]Fixed a bug that would cause the removed Architect Badges to constantly be granted and then immediately revoked which would cause them to occasionally appear in the ‘Most Recent’ tab.[/list]
    Bases

    <ul>[*]Changed the operation of the /coalition_cancel slash command and the coalition menu in the Supergroup window so they now work correctly when the allied Supergroup no longer exists.[/list]
    Day Jobs

    <ul>[*]Fixed a bug that would cause a character with the Crey Scientist badge to earn Sleep Grenade charges while in a Hospital instead of the University.
    [*]The Architect and Experienced Architect Day Job powers should now correctly state that they award an end of mission ticket bonus of 5 and 10% instead of 1 and 2 tickets.[/list]
    Emotes

    <ul>[*]The /alakazamreact emote will now function properly when a character is in the air.
    [*]Fixed animation bug with the At Ease emote.[/list]
    Gameplay

    <ul>[*]Fixed a client-side crash that resulted when a player (not on a team) logged out with an active Architect Entertainment mission, logged back into the game, and accepted a team invite.
    [*]If a “non-teamed” player receives an invitation while on an Architect Entertainment mission, the player will now receive a warning that they will be dropped from the Architect Entertainment mission / arc.
    [*]If a player tries to invite another player who is already part of a TF/SF running an Architect Entertainment arc, they will not receive any invite from the player, and the player sending the invite will get a message saying that the other player is already on a team and cannot be invited.
    [*]Players are no longer able to reinvite others to a Task Force after the Task Force has started.
    [*]Adjusting Freakshow spawns to spawn correctly at level 46+
    [*]Hamidon Mitochondria Electrolytes' Electrolytic Blast will no longer chain indefinitely.
    [/list]
    Invention

    <ul>[*]Air Burst: The Air Burst IO set should have its recipe display name and enhancement display name be consistent.
    [*]Armageddon: Armageddon / Chance for Fire damage should no longer have a chance to damage the user if used in powers like Burn.
    [*]Candy Cane Salvage: The Candy Cane salvage should now appear in the user’s Event Salvage tab instead of the Special Salvage Tab.
    [*]Coercive Persuasion: Coercive Persuasion / Contagious Confusion - Should no longer confuse the caster’s pet
    [*]Gladiator’s Armor: Fixed a typo in the Gladiator’s Armor: Teleportation Protection, +Def (All) enhancement description.
    [*]Kinetic Combat: Fixed a bug that caused Kinetic Combat: Acc/Dam, Dam/End, Dam/Rech and Dam/End/Rech at level 25 to cost significantly more influence/infamy that it should have.
    [*]Positron’s Blast: The Positron’s Blast set should correctly display its name as ‘Positron’s Blast’ instead of ‘Positrons Blast’.
    [*]Soulbound Allegiance: These enhancements will now enhance summoned pets, provided their summoner is Security Level 50.
    [*]Unquenchable Flame: Fixed a typo in the Unquenchable Flame salvage description.
    [*]Fixed the bug where recipes did not display a tooltip when moused over
    [*]Damage resistance bonuses granted by Invention Origin sets like Aegis or Shield Wall will no longer be modified by archetype modifiers. This means that all archetypes will get the advertised bonus on the enhancement.
    [*]All damage proc effects in Invention Origin enhancements will now state the rate at which they will be triggered, the damage type they inflict and the measure of damage they inflict.[/list]
    Macintosh Users

    <ul>[*]Fixed Vertical Sync option for Macintosh users.
    [*]Fixed a Memory Leak issue that affected a small number of Mac users.
    [*]Please note that Tiger is not an officially supported Operating System for City of Heroes, and that when Snow Leopard launches, users using OS X Tiger may not be able to run City of Heroes.[/list]
    Merit Rewards

    <ul>[*]Fixed a typo in the ‘Random Level 35-39 Rare Recipe Reward’ description.
    [*]Defeating the Hamidon has had its Merits awarded increased from 40 to 52. This was due to a merits per minute recalculation made in a previous patch that was overlooked for the Hamidon.[/list]
    Mission Architect

    <ul>[*]Level Range per mission may now be set by the author in the Mission Architect. If the player does not set these levels then story arcs must obey the same level restrictions as what is currently on live. However if they set the level then any level range may be used, but it will conform to these rules:
    [*]A critter that spawns higher than the level range chosen will be brought down.
    [*]A critter that spawns lower than the level range chosen will not be brought up.
    [*]If there are critters outside the range they will display "Warning" messages instead of error messages in the editor. Additionally, Players will see a warning message on the arc if it contains higher level critters which have been brought down.
    [*]Comments are now gathered together on the client and are readable via the "Comments" button on your published arcs.
    [*]Collection Objects can now be triggered like other objectives.
    [*]The vendor will now sell random common salvage in both the ‘Invention Salvage’ and ‘Reward Rolls’ categories.
    [*]‘Empty’ is now a valid choice for villain groups
    [*]Prisoners removed as a villain group in Mission Architect.
    [*]It is possible to set the level range of a mission so that it goes above or below the level range of the villains used in the mission. In this case, Mission Architect will now make adjustments.
    [*]Critter spawning will first make a pass through normal matching routine. If critters are found at the level of the mission, they will spawn.
    [*]If nothing is found, Mission Architect will try to spawn ignoring critter the level restrictions.
    [*]Anything that will be spawned down (at below minimum level range), will be available to spawn.
    [*]Anything that will be spawned up (at above maximum level range) will only spawn if it is within 3 levels of the highest critter.
    [*]Fixed a bug with Custom Critters where a Custom Boss would be accompanied by 5th Column minions. Critters accompanying custom boss spawns should now be drawn from the same custom villain group as the custom boss, or from the villain group of the mission as a whole, if the custom villain group doesn’t contain any other critters.
    [*]Maps with multiple floors should now display correctly on the Mission Setting Summary screen.
    [*]Fixed many minimaps in the Mission Architect preview window that were the wrong scale and therefore did not show up correctly.[/list]
    Mission Architect Custom Critters

    <ul>[*]Dark Miasma - Switched availability of Twilight Grasp and Darkest Night. Twilight Grasp is now available to standard minions.
    [*]Radiation Emission - Switched availability of Radiant Aura and Radiation Infection. Radiant Aura is now available to standard minions.
    [*]Mind Control - Confuse now available at Extreme setting
    [*]Illusion Control - Deceive now available at Extreme Setting
    [*]Custom Critters - Electrical Melee - Lightning Bolt corrected to red colored lightning.
    [*]Custom Critters - Energy Melee - Power Blast corrected to red colored Power Blast effects.
    [*]Custom Critters - Corrected Minion Ranged damage values.
    [*]Custom Critters - All ranged attacks added to melee powersets have been corrected to use the ranged damage table.
    [*]All Custom power selections now require all powers from the Standard power selection for that rank.
    [*]Updating Generic Spawns to no longer use Menace, but use unique animations. Affected groups: Generic (a catchall), Contaminated, Vahzilok, Freakshow, Sky Raiders, Circle Of Thorns, The Lost, Tsoo, Banished Pantheon, Devouring Earth, Crey.
    [*]Added more Freakshow of a higher level (44 - 50) into the enemy group.
    [*]Custom Critters are no longer allowed to have 2 separate weapon sets or 2 of the same powersets for primary and secondary.
    [*]Custom Critters with “Custom” difficulty level will now actually use all of the powers they are given.
    [*]Improved A.I. usage for all custom critters
    [*]Custom Critters Power Selection: Battle Axe - Cleave moved to LT Extreme, Swoop to Standard Boss, and Chop to Standard LT.
    [*]Custom Critters Power Selection: Dark Melee - Midnight Grasp moved to LT Extreme, Shadow Maul to Standard Boss, and Smite to Standard LT.
    [*]Custom Critters Power Selection: Dual Blades - Sweeping Strike moved to LT Extreme, Vengeful Strike to Standard Boss, Ablating Strike to Standard LT and Power Slice moved to Minion Hard setting.
    [*]Custom Critters Power Selection: Electrical Melee - Thunder Strike moved to LT Extreme, Chain Induction to Standard Boss, and Havoc Punch to Standard LT.
    [*]Custom Critters Power Selection: Energy Melee - Total Focus moved to LT Extreme, Bone Smasher to Standard Boss, and Energy Punch to Standard LT.
    [*]Custom Critters: Fiery Melee - Greater Fire Sword moved to LT Extreme, Cremate to Standard Boss, and Fire Sword to Standard LT.
    [*]Custom Critters Power Selection: Stone Melee - Seismic Smash moved to LT Extreme, Heavy Stone Fist to Standard LT.
    [*]Custom Critters Power Selection: Super Strength - Custom Critters Power Selection: Super Strength - Knockout Blow moved to LT Extreme, Bone Smasher to Standard Boss, and Punch to Standard LT
    [*] Custom Critters Power Selection: War Mace - Clobber moved to LT Extreme, Shatter to Standard Boss, and Pulverize to Standard LT.
    [*]Custom Critters Power Selection: Ice Melee - Freezing Touch moved to LT Extreme and Ice Sword to Standard LT.
    [*]Custom Critters Power Selection: Broad Sword - Head Splitter moved to LT Extreme, Disembowel to Standard Boss, and Hack to Standard LT.
    [*]Custom Critters Power Selection: Claws - Eviscerate moved to LT Extreme, Slash to Standard Boss, and Strike to Standard LT.
    [*]Custom Critters Power Selection: Katana - Golden Dragonfly moved to LT Extreme, Soaring Dragon to Standard Boss, and Sting of the Wasp to Standard LT.
    [*]Custom Critters Power Selection: Martial Arts - Eagle’s Claw moved to LT Extreme, Crane Kick to Standard Boss, and Storm Kick to Standard LT.
    [*]Custom Critters Power Selection: Spines - Ripper moved to LT Extreme, Quill Throwing to Standard Boss, and Lunge to Standard LT.
    [*]Custom Critters Power Selection: Archery - Fistful of Arrows moved to Standard LT, Explosive Arrow to Hard Minion.
    [*]Custom Critters Power Selection: Electrical Blast - Ball Lightning moved to Standard LT, Tesla Cage to Hard Minion
    [*]Custom Critters Power Selection: Energy Blast - Energy Torrent moved to Standard LT, Explosive Blast to Hard Minion
    [*]Custom Critters Power Selection: Frost Breath - moved to Standard LT, Freeze Ray to Hard Minion
    [*]Custom Critters Power Selection: Psychic Blast - moved Psychic Scream to Hard Minion
    [*]Custom Critters Power Selection: Radiation Blast - Electron Haze moved to Standard LT, Neutron Bomb to Hard Minion
    [*]Custom Critters Power Selection: Sonic Attack - Howl moved to Standard LT, Shockwave to Hard Minion
    [*]Custom Critters Power Selection: Assault Rifle - Buckshot moved to Standard LT, M30 Grenade to Hard Minion
    [*]Custom Critters Power Selection: Fire Blast - Fire Breath moved to Standard LT, Fire Ball to Hard Minion
    [*]Custom Critters Power Selection: Electricity Assault - Thunder Strike moved to LT Extreme, Havok punch to Standard Boss, and Charged Brawl to Standard LT.
    [*]Custom Critters Power Selection: Energy Assault - Total Focus moved to LT Extreme, Power Burst to Standard Boss, and Bone Smasher to Standard LT.
    [*]Custom Critters Power Selection: Fiery Assault - Blazing Bolt moved to LT Extreme, Incinerate to Standard Lt, and Fire Breath to Hard Minion.
    [*]Custom Critters Power Selection: Icy Assault - Bitter Ice Blast moved to LT Extreme, Frost Breath to Hard Minion, and Ice Sword to Standard LT.
    [*]Custom Critters Power Selection: Psionic Assault - Psychic Shockwave moved to LT Extreme, Subdue to Standard Boss, and Mind Probe to Standard LT.
    [*]Custom Critters Power Selection: Thorny Assault - Ripper moved to LT Extreme, Thorn Barrage to Standard Boss, Fling Thorns to Hard Minion. and Skewer to Standard LT.[/list]
    Mission Architect Badges

    <ul>[*]The Mission Architect badge experience has gone under a revamp. All series of badges that previously required an objective to be completed a number of times (Click on X objectives, Defeat X enemies, Play X Missions, etc.) have been reduced to a single badge that only requires these objectives to be completed once.

    <ul>[*]Example: You’ll now get the Ticket Taker badge for earning your first ticket, the Author badge from the first person playing your mission architect arc, and Recognized for someone rating your mission the first time.
    [*]This means a number of badges needed to be removed and requirements for some badges to be changed. Below is an outline of what has changed:[/list]
    [*]The following badges have been removed from the Mission Architect Badge list:

    <ul>[*]Adventurer
    [*]Plugged In
    [*]Escapist
    [*]Hardcore Gamer
    [*]Ticket Hound
    [*]Ticket Fiend
    [*]Ticket Master
    [*]Golden Ticket
    [*]Creator
    [*]Story Teller
    [*]Writer
    [*]Bard
    [*]Acclaimed
    [*]Illustrious
    [*]Renowned
    [*]Living Legend
    [*]The Chosen One
    [*]Discerning
    [*]Aficionado
    [*]Maven
    [*]Connoisseur
    [*]Button Masher
    [*]Impulsive
    [*]Unpredictable
    [*]Pressed the Red Button
    [*]Virtual Destroyer
    [*]Virtual Warrior
    [*]Virtual Soldier
    [*]Virtual Slayer
    [*]Virtual Button Masher
    [*]Virtually Curious
    [*]Virtually Erratic
    [*]Virtually Unpredictable
    [*]Mission Seeker
    [*]Mission Investigator
    [*]Mission Detective
    [*]Mission Inquisitor
    [*]Mission High Inquisitor
    [*]Evaluator
    [*]Reviewer
    [*]Judge
    [*]Two Thumbs Up
    [*]Windfall
    [*]Bounty
    [*]Premium
    [*]Bonanza
    [*]Jackpot
    [*]Virtual Ticket Taker
    [*]Virtual Ticket Hound
    [*]Virtual Ticket Fiend
    [*]Virtual Ticket Master
    [*]Virtual Golden Ticket
    [*]Activated
    [*]Encouraged
    [*]Motivated
    [*]Galvanized
    [*]Hall of Famer
    [*]Builder
    [*]Constructor
    [*]Engineer
    [*]Designer
    [*]Master Builder
    [*]Resolute
    [*]Undaunted
    [*]Virtuous
    [*]Champion of Justice
    [*]Evildoer
    [*]Malefactor
    [*]Nefarious
    [*]Diabolical
    [*]Show Off
    [*]Hotshot
    [*]Went the Extra Mile
    [*]Overachiever
    [*]Architect L
    [*]Architect LXXV
    [*]Architect C
    [*]Do Gooder
    [*]Safekeeper
    [*]Savior
    [*]To The Rescue
    [*]Virtual Do Gooder
    [*]Virtual Guardian
    [*]Virtual Savior
    [*]Virtual Rescuer
    [*]Decimator
    [*]Obliterator
    [*]Marauder
    [*]Cataclysmic
    [*]Virtual Decimation
    [*]Virtual Obliteration
    [*]Virtual Marauder
    [*]Virtual Cataclysm
    [*]Eliminator
    [*]Liquidator
    [*]Executioner
    [*]Terminator[/list]
    [*]The following Mission Architect badges remain:

    <ul>[*]Thrill Seeker
    [*]Gamer
    [*]Ticket Taker
    [*]Author
    [*]Recognized
    [*]Mission Engineer
    [*]Early Bird
    [*]Admiring
    [*]Virtual Victor
    [*]Poor Impulse Control
    [*]Virtually Impulsive
    [*]Critic
    [*]Customizer
    [*]Bug Fixer
    [*]Energized
    [*]Among Friends
    [*]Heroic
    [*]Villainous
    [*]Workaholic
    [*]Virtual Victim
    [*]Payoff
    [*]Architect X
    [*]Architect XXV
    [*]Extractor
    [*]Virtual Extractor
    [*]Destructive
    [*]Virtual Destruction
    [*]Virtual Victor
    [*]Assassin[/list]
    [*]The Mission Engineer Accolade now requires the following badges:

    <ul>[*]Thrill Seeker
    [*]Gamer
    [*]Ticket Taker
    [*]Author
    [*]Recognized
    [*]Early Bird
    [*]Customizer
    [*]Bug Fixer[/list][/list]
    Powers

    General

    <ul>[*]Dark Miasma/Dark Servant: All versions of this power should now correctly be able to be slotted with Accurate Healing and Accurate To Hit Debuff IO sets.
    [*]Energy Melee/Barrage: Corrected the short and long help, on all versions of this power, to state that it deals moderate damage and has a fast recharge rate.
    [*]Fiery Aura/Temperature Protection: Clarified that this power grants slow resistance by adding this to its short and long help.
    [*]Hibernate: All versions of Hibernate should use the correct PFX now, so that the user should fully be encased in ice.
    [*]Personal Force Field: All versions of Personal Force Field should now state that it grants resistance to all damage except toxic. This power has never granted Toxic resistance, this is just a clarification in its short help.
    [*]Pocket D VIP Teleporter: The activation sound for the ‘teleport to Pocket D’ power should now stop playing if the power is interrupted.
    [*]Power Soul Essence: The Temporary Power Soul Essence has had its looping animation removed. As a Passive power, it should not have had an animation.
    [*]Psychic Wail: All versions of Psychic Wail had its short help changed to explain that it is a PBAoE power not a Close (AoE) power.
    [*]Revive Ally: The Revive Ally Day Job power had its confirmation window text adjusted to better match what the power does for the target.
    [*]Sprint: The dust trail from Sprint will no longer continue to play in air if a Flight power is turned on while sprinting.
    [*]Fixed a bug where certain powers, such as Plant Control/Carrion Creepers, would not properly pass enhancement bonuses to the summoned creatures.
    [*]Short help for powers that refer to damage should now all share the same ‘DMG’ abbreviation.
    [*]Fixed a bug where cones could hit significantly more enemies than intended.[/list]
    PVP

    <ul>[*]Amy’s Ward power - Amy Jonsson should be more discriminating in who she heals and attacks.
    [*]Controller - Fire Control - Fire Cage now lasts 4 seconds versus players.
    [*]Controller - Storm Summoning - Steamy Mist now correctly provides Confuse resistance in PVP.
    [*]Controller - Thermal Radiation - Forge no longer causes suppression in pvp.
    [*]Corruptor - Thermal Radiation - Forge no longer causes suppression in pvp.
    [*]Freedom Corp Cataphract Tear Gas: Fixed malfunctioning Freedom Corp Cataphracts. All Cataphracts have been correctly loaded with a 4 second duration Tear gas.
    [*]Mystic Fortune Buff: If you have a Mystic Fortune buff on you going into an Arena event with temp powers disabled, the buff will be disabled during the match.
    [*]Psionic Manipulation /Drain Psyche: Reduced Recovery debuff to 80%
    [*]Psionic Assault - Drain Psyche: Reduced Recovery debuff to 80%
    [*]Capped the base duration of all mezzes in PvP zones and Arena to 4 seconds. Strength mods can still increase the duration of the mez beyond 4 seconds.
    [*]Fixed the bug where powers were being cleared when entering and leaving PvP zones.
    [*]Stun duration for all versions of Rise of the Phoenix is now correctly set to 2 seconds in
    [*]PVP badges now show the correct behavior when earned; Floating text appears when they are earned and they show up under “Most Recent Badges”
    [*]Changed the warning sounds that occur during the countdown in a server-scheduled Arena match to only occur during the final ten seconds of the countdown, instead of occurring every minute.[/list]
    Zones

    <ul>[*]Added Vanguard NPCs to the AE building in the Rikti War Zone
    [*]User Interface
    [*]Line breaks in character descriptions now display correctly.
    [*]Trading Salvage: Fixed bug so that the amount slider now works correctly; No longer jumps to a larger value.[/list]
    CITY of HEROES

    Badges

    <ul>[*]Heroes should no longer earn progress toward the Arachnos Rising history badge as this is a badge that is unobtainable by heroes.[/list]
    Powers

    Blasters

    <ul>[*]Munitions Mastery/Sleep Grenade - Custom Assault Rifle should now be visible if this power is used when the rifle is not already drawn.[/list]
    Controllers

    <ul>[*]Gravity Control/Dimension Shift - Corrected missing visual effect[/list]
    Peacebringers

    <ul>[*]The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.[/list]
    Scrappers

    <ul>[*]Weapon Mastery/Exploding Shuriken: Fixed a typo in this power’s combat channel text.
    [*]Activating Willpower / Heightened Senses while in Claws combat mode will now play the correct animation.[/list]
    Warshades

    <ul>[*]The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.[/list]
    Tasks

    <ul>[*]Safeguard Missions – Many Safeguard missions that were uncompletable due to lack of bank robbers have been fixed.[/list]
    CITY of VILLAINS

    Badges

    <ul>[*]Fixed a bug that would allow villains to gain progress towards the Hero “Academic” history badge.
    [*]The Hallow Spirit badge should once again be available to villains. A bug caused this badge to be revoked if the player was a villain, players who had earned the badge will receive the badge once again.[/list]
    Powers

    General

    <ul>[*]Fixed a typo in the Marshal Accolade power’s long help.[/list]
    Arachnos Soldiers

    <ul>[*]Wide Area Grenade: This power incorrectly listed its recharge as ‘Medium’ in its long help. It should now correctly display its recharge as ‘Long’.
    [*]Fixed ‘hit’ FX for Venom Grenade, so that they stay a consistent size regardless of the scale of the initial target.
    [*]Single Shot - Reduced Animation time to 0.9 seconds
    [*]Wide Area Web Grenade Animation time reduced to 1.67 seconds
    [*]Venom Grenade Animation time reduced to 1.67 seconds
    [*]Frag Web Grenade Animation time reduced to 1.67 seconds[/list]
    Dominators

    Dominator Archetype Revamp

    <ul>[*]Removed the damage bonus granted from Domination and increased Melee Damage Modifier from .75 to 1.05 and Ranged Damage Modifier from .65 to .95. This will allow the Dominator to deal greatly improved damage regardless if they are in Domination mode or not.
    [*]Corrected Dominator Archetype description to reflect recent changes.
    [*]Electricity Assault

    <ul>[*]Charged Brawl: Reduced this power’s damage scale from 1.96 to 1.32, reduced its recharge from 10 seconds to 6 seconds and reduced its endurance cost from 10.2 to 6.86.
    [*]Havoc Punch: Reduced this power’s damage scale from 2.6 to 1.96, reduces its recharge from 14 seconds to 10 seconds and reduced its endurance cost from 16.4 to 10.19.
    [*]Zapp: Increased this power’s damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.
    [*]Thunder Strike: Decreased the damage scale of single target portion of this power from 2.56 to 2.04, reduced its recharge from 20 seconds to 16 seconds and reduced its endurance cost from 18.5 to 15.2. Reduced the area of effect portion of this power’s damage scale from .42 to .31.[/list][*]Energy Assault

    <ul>[*]Bone Smasher: Increased this power’s damage scale from 1.64 to 1.96, increased its recharge from 8 seconds to 10 seconds and increased its endurance cost from 8.53 to 10.2.
    [*]Power Push: Increased this power’s damage scale from .4 to 1.64.
    [*]Power Blast: Increased this power’s damage scale from 1.32 to 1.96, increased its recharge from 6 seconds to 10 seconds and increased its endurance cost from 6.86 to 10.2.
    [*]Whirling Hands: Increased this power’s damage scale from 1 to 1.1, increased its recharge from 14 seconds to 20 seconds, increased its endurance cost from 14.4 to 18.51, and increased its radius from 10 feet to 15 feet.
    [*]Total Focus: Increased this power’s damage scale from 3.56 to 3.88, increased its recharge from 20 seconds to 22 seconds and increased its endurance cost from 18.5 to 20.18.
    [*]Sniper Blast: Increased this power’s damage scale from 2.76 to 3.56, increased its recharge from 12 seconds to 20 seconds and increased its endurance cost from 14.4 to 18.51.
    [*]Power Burst: Increased this power’s damage scale from 2.12 to 2.6, increased its recharge from 11 seconds to 14 seconds and increased its endurance cost from 10.4 to 13.5.[/list][*]Fiery Assault

    <ul>[*]Flares: Decreased this power's damage scale from 1.0 to .878, increased its recharge from 2.2 to 3 seconds and increased its endurance cost from 3.69 to 4.37.
    [*]Incinerate: Increased this power’s DoT damage scale from 1.81 to 2.12, increased its recharge from 8 seconds to 10 seconds and increased its endurance cost from 8.53 to 10.2.
    [*]Fire Blast: Increased this power’s direct damage component damage scale from 1 to 1.64, increased its recharge from 4 to 8 seconds and increased its endurance cost from 5.2 to 8.53.
    [*]Combustion: Decreased this power’s damage over time component damage scale from 1.2 to .8, increased its recharge from 15 seconds to 17 seconds and its endurance cost from 13 to 16.
    [*]Blazing Bolt: Increased this power’s direct damage component damage scale from 2.12 to 3.56, increased its recharge from 12 seconds to 20 seconds and its endurance cost from 14.4 to 18.5.
    [*]Blaze: Increased this power’s direct damage component damage scale from 2.12 to 2.28, increased its recharge from 10 seconds to 12 seconds and its endurance cost from 10.4 to 11.9.[/list][*]Icy Assault

    <ul>[*]Ice Sword Circle: Decreased this power’s damage scale from 1.55 to 1.19, increased its recharge from 20 seconds to 22 seconds, increased its endurance cost from 18.5 to 20.2 and increased its radius from 10 feet to 15 feet.[/list][*]Psionic Assault

    <ul>[*]Psionic Dart: Increased this power's damage scale from .6 to 1.32, increased its recharge from 6 seconds to 1.32 seconds and increased its endurance cost from 3.12 to 4.37.
    [*]Mind Probe: Increased this power’s damage scale from 1.64 to 1.96, increased its recharge from 8 to 10.
    [*]Telekinetic Thrust: Increased this power’s damage scale from .8 to 1.64, increased its recharge from 6 to 8 and decreased its endurance cost from 10.2 to 8.53.
    [*]Mental Blast: Increased this power’s damage scale from 1 to 1.64, increased its recharge from 4 to 8 seconds and increased its endurance cost from 5.2 to 8.528.
    [*]Psychic Scream: Increased this power’s damage scale from 1.04 to 1.3, increased its recharge from 12 to 16 seconds and increased its endurance cost from 11.9 to 15.18.
    [*]Psionic Lance: Increased this power’s damage scale from 2.76 to 3.56, increased its recharge from 12 to 20 seconds and increased its endurance cost from 14.4 to 18.51.
    [*]Psychic Shockwave: Decreased this power’s damage scale from 1.96 to 1.21, increased its recharge from 10 seconds to 20 seconds, increased its endurance cost from 10.2 seconds to 18.51 and decreased its radius from 25 feet to 15 feet.[/list][*]Thorny Assault

    <ul>[*]Skewer: Increased this power’s damage scale from 1.64 to 1.96, increased its recharge from 8 to 10 and increased its endurance cost from 8.53 to 10.192.
    [*]Thorn Burst: Increased this power’s damage scale from .9 to .95, increased its recharge from 3 to 5 and increased its endurance cost from 4.37 to 6.032.
    [*]Impale: Increased this power's damage scale from 1.32 to 1.64, increased its recharge from 6 seconds to 8 seconds and increased its endurance cost from 6.86 to 8.53.[/list][*]Gravity Control

    <ul>[*]Lift: Increased this power’s damage scale from .8 to 1.32.
    [*]Dimension Shift - Corrected missing visual effect[/list][/list]
    Masterminds

    <ul>[*]Necromancy/Soul Extraction: This power should now accept Recharge Intensive Pet Invention Origin enhancements.
    [*]Ninjas/Kuji In Zen: This power when used on your Genin henchmen will correctly display that these henchmen minions receive new shuriken powers instead of archery powers.
    [*]Ninjas/Train Ninjas: This power when used on your Genin henchmen will correctly display that these henchmen minions receive new shuriken powers instead of archery powers.
    [*]Protector Bot Seeker Drones no longer have any collision at all.[/list]
    Night Widows

    <ul>[*]Training/Smoke Grenade: This power no longer accepts accuracy enhancements as it no longer has a To-Hit check.
    [*]Training / Smoke Grenade: This power will now auto-hit foes.[/list]
    Stalkers

    <ul>[*]Willpower / Heightened Senses: Activating Willpower / Heightened Senses while in Claws combat mode will now play the correct animation.
    [*]Fixed a number of typos in the critical hit portion of Stalker combat chat text that stated that the user was dealing lethal damage.[/list]
    Zones

    <ul>[*]Cap au Diable – Fixed the bug where Deathsurge would not spawn after 100 gremlins were defeated.[/list]
  6. Greetings Heroes and Villains,

    Issue 15 will be going live very very soon.
    If you have a Free Respec you are hanging onto, now is the time to use it.
  7. Niviene

    Ohnoes MJ!

    [ QUOTE ]
    Thriller was among hte first tapes I ever owned.

    We spent the night listening to the girl's iPod (always a rich source of Michael Jackson music).

    I feel bad for Farrah, though. What should have been, by all rights, a day the entertainment media focused on her for the first time in over 20 years, and she's eclipsed yet again. RIP to both of them. De Mortis etc...

    [/ QUOTE ]
    Thriller was the first album I ever bought.
    I was 8 years old, my step brother and I pooled our allowances and got my Dad to drive us to the mall to purchase the album. When we got home we danced and danced and danced.

    RIP MJ
  8. Check near High Park

    <img src=http://i281.photobucket.com/albums/kk218/NCNiviene/City%20Of/lost.jpg>
  9. We told you they were coming...and now they have arrived! Thanks to our friends at IGN, the two final Mission Architect tutorial videos that we created to help those looking for a little extra guidance on how to use the system are available for your viewing pleasure!

    The second video kicks things up a notch as it walks you through playing an Architect mission and explains how the experience differs from a normal mission. Check it out here!

    The final one in the series guides you through the creation of a simple mission using the Architect tools and shows you how to test it yourself in order to get it polished and ready for the content-hungry masses. Watch it here!

    We hope that you enjoy these and they help you prepare yourself for the creative experience that is City of Heroes® Mission Architect!

    Join in the Community Discussion
  10. [ QUOTE ]
    Mission Architect Tutorial Videos Now Available!

    Intrigued by the Mission Architect System but need a little guidance before diving in? Well, you’re in luck! <a href=http://pc.ign.com/dor/objects/17108/city-of-heroes/videos/cityheroes_trl_tutorial01_62209.html">Visit IGN</a> to view the first of 3 Mission Architect Tutorial Videos we’ve created that will help get you jump-started!

    The first tutorial will ease you in by helping you find an Architect building near you, access their computers, and search their files for content to play through.

    So visit IGN now…and be looking for two more MA tutorials coming soon!



    [/ QUOTE ]

    Two More Mission Architect Tutorial Videos Release

    We told you they were coming...and now they have arrived! Thanks to our friends at IGN, the two final Mission Architect tutorial videos that we created to help those looking for a little extra guidance on how to use the system are available for your viewing pleasure!

    The second video kicks things up a notch as it walks you through playing an Architect mission and explains how the experience differs from a normal mission. Check it out here!

    The final one in the series guides you through the creation of a simple mission using the Architect tools and shows you how to test it yourself in order to get it polished and ready for the content-hungry masses. Watch it here!

    We hope that you enjoy these and they help you prepare yourself for the creative experience that is City of Heroes® Mission Architect!
  11. Migration to new Message Boards!

    We know some of you have heard this before...but this time we really mean it! We're moving to brand-spanking new message boards, and we don't mind telling you...we're kind of excited about it!

    We're not just pleased to have great new software--the best part of this change is that City of Heroes® forum dwellers are about to become one big happy family! That's right; we're integrating our North American and European communities into one board so everyone can be together!

    We will announce a firm date for the move soon, but our first order of business is to let you know about it as quickly as possible so that you have enough time to prepare! There are a couple of things that you need to do prior to the migration:



    1. Save Your Private Messages!

    To help minimize the amount of data that has to transfer over to the new forums (and decrease the amount of time the boards will need to be down during the migration), we will only be moving over the last two years worth of Private Messages. We advise all forum members to go through their PMs and copy/paste the ones they wish to save into a .doc or .txt file, or whatever other medium is preferred. Even though we will transfer over 2 years worth of PMs, we would like to suggest that everyone clean out their Message Box in general to the best of their ability and keep the number of PMs remaining to a minimum. It can only help with the migration!



    2. Think about keeping or changing your existing forum handle!

    You will be getting shiny new functions and options to play with on the new forums but changing your forum handle will NOT be one of them so make sure you're happy with your name prior to the transition! If you're not and want to make a change, please follow these directions:

    Step 1 - Click on My Home

    Step 2 - Click Edit "Personal information, email, password, etc."

    Step 3 - Change Display Name

    Step 4 - Click Submit
    *Note you will need to enter and verify a password before clicking submit


    As already mentioned, we will be updating you on things again soon, but until then, please save those PM's and think about your forum handle ASAP. Then, prepare yourselves to become one, big, fun CoH community!
  12. Mission Architect Tutorial Videos Now Available!

    Intrigued by the Mission Architect System but need a little guidance before diving in? Well, you’re in luck! <a href=http://pc.ign.com/dor/objects/17108/city-of-heroes/videos/cityheroes_trl_tutorial01_62209.html">Visit IGN</a> to view the first of 3 Mission Architect Tutorial Videos we’ve created that will help get you jump-started!

    The first tutorial will ease you in by helping you find an Architect building near you, access their computers, and search their files for content to play through.

    So visit IGN now…and be looking for two more MA tutorials coming soon!

  13. Mission Architect Tutorial Videos Now Available!

    Intrigued by the Mission Architect System but need a little guidance before diving in? Well, you’re in luck! Visit IGN to view the first of 3 Mission Architect Tutorial Videos we’ve created that will help get you jump-started!

    The first tutorial will ease you in by helping you find an Architect building near you, access their computers, and search their files for content to play through.

    So visit IGN now…and be looking for two more MA tutorials coming soon!

    Join in the community discussion here
  14. Vol. 3, Issue 05
    June 23, 2009

    The City Scoop a publication for Supers by Supers!

    Read the latest publication and then join in on the community discussion!

    If you have concerns regarding the content of the Scoop please direct your comments via PM to Niviene.

    If you would like to do a feature article, or join "The City Scoop" team please PM Snow_Globe.

    If you would like to place a classified ad or have an event covered, contact Cende, EnnVee, or Lemur Lad.

    If you need some "Advice" contact Lady_Athyna, would like to "Ask The X" contact LiquidX, or need help with fashion, "Ask Arbiter Fabulous."

    If you have a base you would like featured, please contact EnnVee.

    Finally if you have a Recipe you would like included please contact Barron_.
  15. Vol. 3, Issue 5
    June 23rd, 2009

    The City Scoop a publication for Supers by Supers!

    Read the latest publication and then join in on the community discussion!

    If you have concerns regarding the content of the Scoop please direct your comments via PM to Niviene.

    If you would like to do a feature article, or join "The City Scoop" team please PM Snow_Globe.

    If you would like to place a classified ad or have an event covered, contact Cende, EnnVee, or Lemur Lad.

    If you need some "Advice" contact Lady_Athyna, would like to "Ask The X" contact LiquidX, or need help with fashion, "Ask Arbiter Fabulous."

    If you have a base you would like featured, please contact EnnVee.

    Finally if you have a Recipe you would like included please contact Barron_.




























































































































  16. Naughty Nadya
    by Baquitania





    TheCity ScoopStaff















    EnnVee - Bases



    Mr_Grey - Fan Fiction Spotlight



    Reyne_Maker - The Hecktic Life



    VexXxa - In the Scoop



    Neuronia - PvP Correspondent



    Hostile_V - Humor



    TopDoc - Under the hood



    - Behind the Walls





    Barron_ - Barron's Kitchen







    Teldon - Behind the Mask



    HumanMiracle - The People On





    Fleeting_Whisper - MArc reviews



    Bubbawheat - MArc Guides











    - P.E.R.C.



    - P.v.P.E.C.












    Needed!






    More Welcomed.


    (Need HTML skills.)









    More Welcomed.





    Art Correspondents


    Event reporters


    HTML Layout


    Puzzles


    Writers


















  • Arts Showcase



    In the Scoop






    Just a little thank you from me to all of you artists that have permitted me to feature you in this column. You all totally rock! Here is a little recap of the artists we have seen thus far In The Scoop:

    1. Reyne Maker: Life In Heck


    .


    2. Powerforge: Saint October


    .


    3. Thornster: Point By Graver


    .


    4. Imagesbyalex: Sketchy Girl


    .


    5. Electagonist: The Skull








    6. Juggertha: Easymask


    .


    7. Darkjedi: Light Speed


    .



    .


    9. The Foo: Wolverine OCL


    .


    10. Tartarsause: Dead TA


    .



    .




    "Bring me your visions" - VexXxa
















  • Base Showcase



    Base Showcase



    Dreams




    Interview with: @Sayaki



    Q) What is the name of your group and what made you choose it?



    A) The SG is named Dreams. The character who founded the SG is described as a dream of a comatose girl, manifested in reality. It seemed an appropriate name for her SG at the time, although it quickly became more descriptive to the motto: Ours is the Dream that Guides. Ours, the Dream that Grows.



    Q) What is your base designer(s) name



    A) Alice - Sleepwalker (@Sayaki)



    Q) What server is your base on?



    A) Virtue Server



    Q) When was your super/villain group established?



    A) That is a very good question - I wish I could answer it honestly. I want to say 2-3 years ago, but I can not remember for sure. All I remember for sure is that it was when the ski chalet opened for the first time in pocket D. Alice was fresh and still level 5 while she sat in there chatting about the SG she was going to make with her friends. It never takes much time to level to 10, and Dreams was founded the moment she got there.



    Q) What is the approximate value of your base?



    A) I'm guestimating 3.5 - 4 million. I know we I'd have to sell everything off to be 100% sure though. I now over the years we acquired 900k through sg-mode play, and then a significant amount from the winter prestige boosts.



    Q) How much time have you/your designer(s) invested in your base since you started building?



    A) Been working on it since day one. The current incarnation is a total revamp done in the past 48 hours. I sold everything I had except for a single telepad that I liked in a 2x2 room (that took about an hour and a half to build), and a Ley-Tap energy device I didn't want to rebuild. For this incarnation, I spent a straight 28 hours of work time on it.



    Q) What is your/your designer(s) favorite base item? Least favorite?



    A) Since it's item, not room, I can't really say my favorite's the library, but it is my favorite room. If you mean pre-made part, it's the slow-fields, for the water effects. If it's me-made, definitely the water fountains in the common room off the tele-pad chamber. Sure, it's mostly light fixtures, but that illusion of falling water is to die for.



    Least favorite item is much easier. That is the rubble overlaid flooring that I chose to use. While it makes the place feel like a mystic lair, it is a little graphically glitchy as different parts try to show up on the screen. It's the one thing that everyone seems to worry about. A couple people were actually afraid they had set their settings too high, and that detracts from the design, because it brings the viewer's attention back to the reality of the game, instead of the absorption in their character.



    Q) What is your/your designer(s) favorite thing about base editing? Least favorite?



    A) My favorite thing is when I walk in to tweak some area or other and I find a friend giving a tour of the place to a group of strangers. They often ask the same questions about how X, Y, or Z was accomplished, but the amazement and wonder that seeps through the system always makes me smile.



    My least favorite thing would have to be the time it takes to do the job right. There's just no getting around it. To make the base requires the willingness to sit down and test things, see what works and what doesn't, change any plans and tweak it a bit more, until you get something you can be proud to say is your own. You have to be willing to put in the time, and sometimes, I just don't want to do that. That's when I say heck with it, leave a warning on the MotD that I'm mid-project and Go. Hunt. Kill Skulls.



    Q) Did you get your inspiration from anyone specific or was it right from your imagination?



    A) It's a mixture of these things. Originally, Snow Globe introduced me to base editing, and although our overall styles differed, there was some real similarity for a while. I like organic/greenery, he always made more techie stuff. Then I started getting to see bases with floating things in them, and was lost as can be trying to figure that out. A month ago, a friend named Taryn showed me the Feline Fellowship base, made by Love Goddess, and I learned just what the base designing can be like. That taught me basic fountain design and water effects. Then I started pouring over forums to learn how to do everything I saw there. I can't say where inspiration ends and my own designs begin, but I know that there are areas I adapted from others, concepts I asked permission to use, others I developed way beyond what I originally saw, and still more that just popped right out of my head in an effort to create a beautiful base that our members would be even half as proud to show off as some of what I've seen. It honestly is a mishmash of where it came from. I just can point to the parts with a basic idea.



    For the hidden teleporter, I saw the posts for a tech one on a forum and added in fountains and shrubbery and changed to an arcane one. I love it, but it's only half my design.



    The Park is 100% me. I wanted to make a place for the couples in our group to enjoy hanging out together.



    As for the bridge and front door, I saw a castle gate on a forum and remember thinking, there's no drawbridge or moat - It should have those. I would be up to designing a different version entirely that was far smaller in scale, but I took care of those nagging things that were missing on a castle.



    While the teleporter room is 100% my imagination, it's 50% Taryn and Snow Globe's fault. Taryn once said my original teleporter room was beautiful. I felt the one I made after that was technically perfect as ruins, but not beautiful. I had to remodel it, because the fact that someone thought the old one was beautiful kept nagging at me to fix it. Snowie was working on a base, but was dealing with the problem that floor tiles are invisible from below. I remember telling him he should layer it with something, maybe the rubble parts, so that it would be visible from below. He didn't seem inclined to try it at the time, but I decided I wanted to.



    The library is inspired from the movie "What Dreams May Come." In it, there were people floating across a large pool of water in a flying library, and I always wanted a library like that of my own. So I made one in the base. Now I just got to figure out how to make one IRL.



    The common room is 100% my imagination. I wanted a room full of fountains, and it kind of evolved into what it is as I built it.



    Med-bay and storage/workshop areas were the same, just building as they went.



    Q) If you/your designer(s) could give just one piece of advice to a new base editor, what would it be and why?



    A) Be patient as you learn to do this. There are a lot of ideas floating out there, and you aren't ever going to see or hear them all. You are going to have to look though, and try to learn from what others have done. Then you are going to have to think through your own ideas and figure out what you can and can't do with what you've learned. There isn't going to be an instant gratification thing in your design, but once it's done, and you know you've made something wonderful/terrible/special to you, then you will feel good about what you've worked for. Just be patient and work for the knowledge that will soon be yours.


    Although the images provided give some a nice quick tour, I think the slide show version does it a lot better, especially with the Park area.



    Slideshow link: Dream's base









































    1. Main Gate



    2. Teleporter Chamber



    3. The Library



    4. The Common Room




    5. The Infirmary



    6. The Workshop



    7. The Storage Room


    8. Secret Base Entrance



    9. The Hidden Telepad



    10. Dream's Park















  • Fiction / Architect



    Fan Fiction Spotlight



    The City of Comic Creators Compendium 2










    The City of Comic Creators has cobbled together another set of stories for the City of Heroes community. They're clever tales, some in their own way, others in a more generally accepted way.



    First up, is J-Man's Manticore Task Force. An unusual task force in which Manticore hires J-Man, not to investigate the Crey Corp. like we players usually do, but to engage in a number of practical jokes against Manticore's fellow Freedom Phalanx members.



    It's hard to determine J-Man's humor in this. On the surface, the comic is a number of memes and crude cynical humor that one is likely to find in forum discussions about canonical behavior in this game.



    I'm normally ready to dismiss J-Man's comic from the outset because of the narration and J-Man's dialogue, which is horribly misspelled. However, then I see the dialogue of other characters. Aside from a few complex words that a lot of people get wrong on a regular basis, the dialogue of the other characters tends to actually be really fleshed out and proper.




    The implications of this, that J-Man's actually got a lot more thought going on behind this comic than just a few vulgar jokes and rehashed memes, is a little bit to take in, and should probably be saved for another review, so I'll move on. Though I will say this: the particular comic in this CCC Compendium is clearly designed for quick, cheap laughs. Don't feel bad if you do laugh, it got me to chuckle a couple times, too.



    Following J-Man's comic is Dr, Midnight's Neighborhood Watch, which has an adventure dealing with a group called the Black Hats; apparently a group of cyberspace masterminds. Dr. Midnight finds himself facing a group of hired assassins in order to finally arrest the physically outmatched hackers.



    Finally, there's Angelfish, or Dr. Lore as she would prefer to be called, from GoldenMasquerade. Golden's a great writer and someone I've had the privilege of roleplaying with on our forums off and on. Angelfish is a great display of the kind of humor this author is capable of. Poor Lore - she tries so hard for Mako.



    All-in-all, it's another great work from the CCC. I'm sure you will find plenty within to entertain.


    Exploring the Architect



    #5: Custom Standard Groups




    Greetings, and welcome to another edition of Exploring the Architect. Today, I will look at making a custom group from standard critters. I will include features that will be in Issue 15 like color tinting, renaming and custom bios. Even though complete custom critters will take up less space come Issue 15, using standard enemies uses even less space, and can be helpful if you are less creatively inclined. Also, standard enemies don't have the difficulty problems that custom critters can run into.



    Now my first step was to have some sort of unifying theme for my custom standard group. For my test, I chose to create an army of female soldiers. My next step was to decide what level range I wanted. I decided to go with a range close to 25-54. This is a good range to go with for a group of complete custom enemies as it is in SO range. Now my next step was to search through the various enemy groups and pick and choose the enemies that I want. My first stop was Arachnos to pick up a couple Blood Widows. Then I moved on to Crey and picked some of their female agents. I also went to Longbow and picked up a lot of female models. It's important to watch the level ranges and pick multiples for multiple level ranges. For example, I picked several from the 30-39 range for Longbow, but I also had to pick the same ones in the 40-54 range.



    Next, using a new Issue 15 feature, I go through each enemy I picked for my custom standard group and hit the new "edit standard character" button. This takes me to a screen similar to the costume editor, just with fewer options. Also, some options are a little counter-intuitive. For example, I chose a Longbow Eagle, and the color choices for her jetpack are under Eye options. And for the Crey suits, the primary color is the tie, and the secondary color is the jacket. Also, with non-human enemies the color changes often have much more subtle effects. This is where the custom model has a baked in color and the custom color you choose is actually only changing the secondary color, similar to how the secondary hair color only subtly affects the hair color. Also, some models can't be color tinted at all, like Shivans. But you can still rename them.



    For my test, I wanted to give all my women a red and black color theme. The change in appearance of Longbow is especially striking just by changing their colors, especially if you make a solid color to hide the pattern on their clothes. You can also change their names and give them a custom bio, making them fit in much closer to your own custom standard group and farther away from the standard group they originally came from. You can't do anything about what powers they have of course, but there are often multiple versions of enemies with different powers. Choose only the ones you want to have, or choose as many as you want for more variety. The most important part about choosing to go with a custom standard group is that you can have a very large selection of enemies. I haven't counted, but I imagine you can have upwards of forty standard characters and still have plenty of room for text in other places. Of course, this is slightly diminished if you are writing a long custom bio for every mob.



    That's about all there is to it. Now it's time for you to go out and make your own. Just remember to keep in mind these three things when making your new custom standard group:



    1. Remember your level range! There are many mobs that have small level ranges, and there are also some mobs that seem exactly the same, but one has a small level range, and one has a larger level range. Pick the ones most important to your own story arc.



    2. Variety - variety - variety! Remember to have a large mix of minions, lieutenants, and bosses. Minions are the most important to have a large supply of to keep things from being repetitive for soloers. And even on teams, bosses are much less plentiful than minions. A good ratio of minions:lieutenants:bosses is 5:3:1.



    3. Keep it together! It doesn't matter what theme you go with, but make sure your enemies make sense together and don't seem like a random hodgepodge that you just threw together. Creating a unified color scheme and naming scheme will help.



    That's all I have for you this week. Next week, check back for another round of Architect Entertainment Horoscopes. If you haven't yet, stop by the submission thread and add yours in. Horoscope format is not required, but not prohibited either.












  • Community



    Events


    June 24




    Sister Airlia's Cimeroran Arcs

    Server: Freedom

    Date: Wednesday, June 24, 2009

    Time: 10:30 pm Eastern / 7:30 pm Pacific

    Host: MrEMan

    Details: Villains levels 35-50; two arcs with 11 total missions; check the link for details.

    June 27







    Villain Hamidon Raid

    Server: Protector

    Date: Saturday, June 27, 2009

    Time: 5 pm Eastern / 2 pm Pacific

    Host: kidengineer

    Details: Check the link for details.

    June 27-28




    Task Force Commander Weekend

    Server: Liberty


    Date: Saturday & Sunday, June 27 & 28, 2009

    Time: Noon Eastern / 9 am Pacific, Saturday; TBD Sunday

    Host: MattMiracle

    Details: All six signature TFs; meet at Positron 30 minutes early; check the link for details.


    Die Kuche Von Barron



    Baby Back Ribs




    Ingredients:



    1-2 Full racks of pork back ribs (all 13 ribs)

    Dry BBQ seasoning

    Pepper

    Brown Sugar (I prefer the dark)

    1-2 cans of sliced pineapple

    Jack Daniel's Whiskey (21 and older only!)

    Chili powder



    Prep:



    Start up your charcoal BBQ, use plenty of briquettes, for this will take some slow love on the grill.



    Unwrap your ribs, and turn them meat side down. On the back of the ribs, you will find a membrane covering the whole backside, use a pair of pliers to grab and remove, or have the grocery store meat cutter remove it for you.



    After that is removed, combine the brown sugar, pepper, and chili powder in a bowl, and use the mixture to "dry rub" the ribs, applying liberally. You want the entire surface of the ribs coated and smothered in this mixture, set aside in a pan to allow soaking up the flavor.



    Open the cans of sliced pineapple and set the rings onto the ribs. Drain the juice from the cans into a spray bottle and pour 2-3 shots of Jack Daniel's into it. Shake to mix and set aside.



    Make sure the rack on the grill is far enough away from the coals to avoid burning, Once the coals are nice and hot, set the ribs down and place the pineapple rings back on top and let the ribs cook.



    As the ribs cook, turn them often with tongs! Never use a meat fork on meat. I know it seems counter-intuitive, but stabbing the meat will allow juices to escape, and no one likes dry meat



    Spray the ribs with the mixture in the spray bottle, liberally, about every 7-10 minutes. This allows for more moisture to reside in the meat; it also tenderizes and flavors the meat at the same time.



    Once the coals begin to die down some, bring the rack down to maintain a low, slow heat.



    After about 30-45 minutes, the ribs will be just about ready. At this point, you may let them finish cooking just as they are, or you can throw some wood chips on the coals to add one last layer of flavor.



    If you do decide to use wood chips, I suggest using some mesquite ones soaked in a bit of water and apple juice. Make sure they aren't sopping wet when you put them on the coals, because that would kill the heat altogether. The chips should be moist, but not dripping. This is achieved by soaking them a few hours before and allowing them to dry out a bit. Also, I suggest closing the lid for this, if no lid; use a baking pan upside down over the meat.



    Serve with some deviled-egg potato salad, and maybe a stuffed bell pepper, and you're golden.



    Happy scarfin!














  • The City Scoop



    Under the Hood:


    Fighting AVs




    Using an Illusion/Radiation Controller




    This is the first case study in a series of articles about fighting Arch Villains (AVs) and similar class mobs. These are some of the most difficult mobs in the game. They have a HUGE number of Hit Points (HP), and they do a LOT of damage. And yet with the proper build, it is possible to solo them.



    Phantom Quark (PQ for short) is my Illusion/Radiation Controller. She was my very first level 50 character, and she's great for soloing AVs and even Giant Monsters (GMs). Her Primary and Secondary powersets have some key powers that work well on VERY hard targets. She has the Speed, Fitness, Leaping, and Leadership pools. She also has Psionic Mastery for the status protection in Indomitable Will, as most AVs have single target or even AoE control attacks. I've sunk a lot of influence into her, including 5 purple IO sets (in Brawl, Deceive, Spectral Wounds, Flash, and Psionic Tornado), and 4 Luck of the Gambler: Increase Recharge IOs. She has Hasten and Accelerate Metabolism which are both permanent, and a total of +215% Global Recharge Reduction.



    If you want to defeat AVs quickly, you need a regeneration debuff. AVs normally regenerate about 94 HP/second, but Lingering Radiation reduces that to about 23 HP/second. Even Giant Monsters who regenerate 353 HP/second are brought down to 88 HP/second. Lingering Radiation lasts for 30 seconds and has a base recharge time of 90 seconds, but PQ can get that down to around 23 seconds. She can stack the regeneration debuff for a little while, which will reduce AV and GM regeneration to 0 HP/second. That's a good start.











    You need to stay alive when fighting AVs and GMs, and Phantom Army (PA) from Illusion Control really helps. Mobs consider PA to be VERY dangerous, and will attack it whenever possible. But PA is completely immune to most damage, so it's a perfect way to keep mobs occupied. PA lasts 60 seconds and has a base Recharge of 240 seconds, but PQ can cast a new PA right as the old one is expiring. PA does decent damage too. Illusion Control has a Phantasm as a level 32 pet, and it can also summon a high threat decoy that acts similar to PA. So PQ rarely needs to worry about being personally attacked by an AV. I didn't even bother taking Mind Over Body, the epic armor power from Psionic Mastery. She can concentrate on buffing, debuffing, and damage. And if she does get hit, a few Radiant Aura heals and she's fine.




    CCCP
    by Juggertha



    For damage, PQ has her pets. Phantom Army is slotted with four Expedient Reinforcement IOs plus a Damage/Recharge and Build Up proc from the Soulbound Allegiance purple set. They do ED capped damage, though I've never actually tested to see if the Build Up proc really works on them. Her Phantasm is slotted with three Nucleolous Hami-Os for solid Accuracy and Damage with minimal slots. She also has a few personal attacks (Spectral Wounds, Blind, Spectral Wounds, Mental Blast, repeat). Spectral Wounds has the Apocalypse set with the Negative Energy proc, as it's used the most. Blind and Mental Blast both have Decimations, with one including the unique Build Up proc.



    Her debuffs also help with damage. She has Enervating Field (EF), which is a 22.5% Damage Resistance debuff toggle. And she has an Achilles Heal: Chance for Res Debuff IO in Radiation Infection (RI), which is a Defense and ToHit debuff toggle. Both of the normal debuffs in RI are highly resisted by most AVs and GMs, but it's still worthwhile to use just for the Achilles Heel proc. She and her pets are well slotted for Accuracy, plus she has Tactics for high defense targets. And most of her attacks are psionic which cut right through some tier 9 powers like Unstoppable.




    PQ has a pretty solid track record. She can solo most AVs in about 4 minutes without Inspirations or temporary powers. She has used Shivans on a few AVs, as they have VERY high Psi Damage Resistance. Mother Mayhem and Malaise both have 50% Psi Resistance, while Nightstar has 75%. That called for Shivans as well as the veteran Nemesis Staff and Blackwand.



    She has also soloed every Giant Monster available to heroes (that I know of) except for the Kronos Class Titan (haven't seen one), U'Kon Gr'ai or a Rikti Drop Ship. The Paladin was the fastest at 4.5 minutes, while Jurassik was around 10 minutes. Most of the low level ones are pretty easy. Even a single Lingering Radiation will drop the Regen on a level 40 or below GM to 0, so it's just a matter of doing damage. Level 50 Devouring Earth GMs took about 50 minutes because they resist enough of the Lingering Radiation. Lusca took the longest of all, due to deaths and the fact that it is really nine GMs.



    If you've got an Illusion/Radiation Controller, you can probably solo AVs and GMs too. Of course it may take a few build changes. If you don't have enough influence to make PA permanent, you can still do quite well. Remember that the Phantasm will sometimes summon his own decoy, which is just as effective as PA. Plus you can try and match the downtime of PA to the Purple Triangles of Doom (PToD). If the AV is held while PA is down, you're safe. And if necessary, you can always run and hide! So get as much global Recharge Reduction as you can and give it a try.



    Surrounded
    by PlayWorkArt



    If you want to try fighting some AVs, or even soloing them, try out my "Level 50 AV Challenge" arc #168611 in the Mission Architect. It has every AV available in the MA spread out over three missions, plus a couple of Giant Monsters in the second mission. Next week I'll discuss the Purple Triangles of Doom, and my attempts at AV soloing with a Dominator.
  • I am so sorry for your loss.

    <img src=http://images.cheezburger.com/completestore/2009/6/19/128899435523620156.jpg>