Niviene

Administrator
  • Posts

    943
  • Joined

  1. All you need to do to enjoy them is login, find an Architect Entertainment building, and open the mission browser. We hope you enjoy the missions, and stay tuned as we plan to announce additional Guest Authors soon!

    Scott Kurtz -
    "OMG, it's the LOLBAT!" (arc id: 337435)
    - OMG! Your new contact on the street is none other than the internet meme-obsessed hero, the LOLBAT, and he brings grave if not confusing news. The Algonquin Hate Table, a rogues gallery of the LOLBAT's greatest foes, are looking to expand their heinous if not artfully influenced crime syndicate into Paragon City. If you know what's good for you and the citizens you protect, you won't let that happen. Luckily, the LOLBAT knows how these guys work and he's ready to help you defeat these pompous profligates.

    Rooster Teeth -
    "Mission: Awesome" (arc id: 337438) - Help Captain Dynamic defeat the Great Face's evil plans...

    "The Great Face-Off" (arc id: 337436) - The Great Face is wanting to wreak havoc on Paragon City. He needs your help to free him from Paragon Prison and then carry out his master plan...

    Bill Willingham -
    "Quest for Magic" (arc id: 337434) - Irena Faust is tired of being a civilian in a super world, so she's embarked upon a quest for super powers. She thinks magic is the way to go and she has an idea where to s tart. Can you help her?
  2. All you need to do to enjoy them is login, find an Architect Entertainment building, and open the mission browser. We hope you enjoy the missions, and stay tuned as we plan to announce additional Guest Authors soon!

    Scott Kurtz -
    "OMG, it's the LOLBAT!" (arc id: 337435)
    - OMG! Your new contact on the street is none other than the internet meme-obsessed hero, the LOLBAT, and he brings grave if not confusing news. The Algonquin Hate Table, a rogues gallery of the LOLBAT's greatest foes, are looking to expand their heinous if not artfully influenced crime syndicate into Paragon City. If you know what's good for you and the citizens you protect, you won't let that happen. Luckily, the LOLBAT knows how these guys work and he's ready to help you defeat these pompous profligates.

    Rooster Teeth -
    "Mission: Awesome" (arc id: 337438) - Help Captain Dynamic defeat the Great Face's evil plans...

    "The Great Face-Off" (arc id: 337436) - The Great Face is wanting to wreak havoc on Paragon City. He needs your help to free him from Paragon Prison and then carry out his master plan...

    Bill Willingham -
    "Quest for Magic" (arc id: 337434) - Irena Faust is tired of being a civilian in a super world, so she's embarked upon a quest for super powers. She thinks magic is the way to go and she has an idea where to s tart. Can you help her?

    Join in the Community Discussion
  3. Release Notes for 1600.20090930.3T2

    Monday, October 12, 2009



    COMBINED

    Gameplay
    • Fixed a rare bug that prevented a few characters from being able to successfully log in to the game.
    • (German Client only) Players who access the Help window through the Menu or through /help command will no longer have a client-side crash.
    Mission Architect
    • Five new maps added. Each can be found under the following categories under “unique”
    • Cavern: Johnny’s Hell
    • Tyrant’s Lair
    • Tech Lab: Demon-Infested Lab
    • Crey Hero Lab
    • Circle of Thorns: Baron Zoria’s Lair
    Rewards
    • Fixed an issue where Level 50 (level capped) characters did not receive double influence when they exemplared down (with that option selected).
    CITY OF HEROES

    Zones
    • Brickstown
    • Fixed an issue where heroes were assigned missions at the Architect Entertainment building.
    • Founder’s Falls
    • Fixed an issue where heroes were assigned missions at the Architect Entertainment building.
    CITY OF VILLAINS

    Powers

    Brutes
    • Invulnerability – Invincibility: Fixed a bug that caused the start Sound Effects for this power to play repeatedly.
    Tasks
    • Barracuda Strike Force
      • The Power of Black Scorpion will once again work on Reichsman.
  4. The live North American & European City of Heroes servers have been scheduled for maintenance Tuesday October 13th to disable Double XP as well as it’s normal server maintenance.

    Start Time: 4:00 AM Pacific Time (7:00 AM Eastern Time / 12 PM British Time / 13:00 Central European Time)
    Expected Duration: 2 hours
    Expected Finish Time: 6:00 AM Pacific Time ( 9:00 AM Pacific Time / 2 PM British Time / 15:00 Central European Time)
  5. Release notes for build 1600.20090930.0
    October 5th 2009


    COMBINED



    Powers


    General
    • Invulnerability (all Archetypes): Invincibility will now play the activation sound only when the toggle is first turned on.
    • Willpower/Resurgence: Fixed a bug that would cause this power’s animation to play multiple times.
    • Base Teleporter power earned from logging out near a base portal will now correctly disable when the No Travel Powers challenge setting is selected.

    Powers Customization
    • Fixed the frost effects in Ice Blast’s Aim to stop growing at a specified size. The customized power should now match the default version.
    • Restored the sound FX for customized versions of Psychic Shockwave.
    • Controller - Kinetics - Transference effects should now tint properly.
    • Controller - Kinetics - Siphon Power effects should now tint properly.
    • Controller - Kinetics - Fulcrum Shift effects should now tint properly.
    • “Fx in PVP only” now works correctly on all multiple Invulnerability powers.
    • “Fx in PVP only” now works correctly on all multiple Stalker Regeneration powers.
    • “Fx in PVP only” now works correctly on the Stalker/Willpower – Hide power.

    Supergroups
    • All Supergroup ranks can now convert Influence into Prestige.


    CITY OF HEROES


    Powers


    Blasters
    • Devices - Targeting Drone: Activating this power with a bow in hand should no longer play the “Snap Shot” animation.

    Scrappers
    • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Scrapper damage modifier. The end result is a large increase in damage to this power.
    Tankers
    • Shield Defense - Shield Charge: Modified this power’s damage to have it correctly be multiplied by the Tanker damage modifier. The end result is a very slight increase in damage to this power.

    Rewards
    • Fixed a bug that caused the Justin Augustine Taskforce to award 24 Reward Merits instead of 42 Reward Merits.


    City of Villains:


    Badges
    • The Master of Reichsman’s Strikeforce badge should correctly award to players that complete this Strikeforce without being defeated and do not use temporary powers.
  6. The live North American & European City of Heroes servers have been scheduled for maintenance Thursday October 8th instead of the usual Friday time slot.

    Start Time: 4:00 AM Pacific Time (7:00 AM Eastern Time / 12 PM British Time / 13:00 Central European Time)
    Expected Duration: 2 hours
    Expected Finish Time: 6:00 AM Pacific Time ( 9:00 AM Pacific Time / 2 PM British Time / 15:00 Central European Time)

    We apologize for the inconvenience and thank you for your patience.
  7. Greetings Heroes and Villains,

    We like to periodically remind our players to be on the lookout for phishing emails and links to websites that appear to be from NCsoft and ask for your personal and account information. All such communications should be looked at with a skeptical eye and any asking you specifically for your password and/or special question information are NOT from us (and therefore, might be a scam). We never ask our players for this information and recommend that you never give it out to anyone. We also recommend that you not reveal your email address in either your profile or signature on the boards as it makes it much easier for you to be targeted by those attempting to phish information from you.

    If you experience anything like this, please feel free to contact us at cohmoderation@ncsoft.com with the specifics so that we may look into the situation. Thank you very much for your cooperation - we appreciate your assistance regarding this matter!

    ~The City of Heroes Team~
  8. Getting excited for Hero-Con? We are! So while there will be a shiny new Praetorian Clockwork Costume Code available for those who attend the event towards the end of October…we’re going to start celebrating NOW by giving away costume codes of Cons past!

    Starting Today, October 1st all the way up to when Hero-Con starts, we’ll be giving away anywhere from 2-4 U.S. and European codes each day!

    It’s easy – all you have to do is make sure that you’re following our Community Relations Team “CoH_OCR” Twitter feed: http://twitter.com/CoH_OCR. Watch for us to post a code, then be the first to enter it in into onto your account, and voila – it’s yours!

    Here’s a little bit of a twist. Sometimes we might post the code on our official Facebook page instead, so you’re going to want to ‘become a fan’ of the game there and keep your eyes peeled: http://www.facebook.com/CityofHeroes


    Here are the codes you could win:
    1. PAX 2009: Carnival of Shadows (Ring Mistress)
    2. Comic-Con 2009: Knives of Artemis Lt.
    3. Comic-Con 2008: Freakshow Tank Boss
    4. PAX 2008: PPD Hardsuit
    5. Hero-Con 2008: Carnival of Shadows Lt.

    Thanks for helping us celebrate our countdown to Hero-Con. Keep watching Twitter and Facebook… and good luck!

    Join in the Community discussion!
  9. Patch Notes for 1600.20090918.4T2

    Wednesday, September 30, 2009




    COMBINED

    Powers



    Badges
    • Corrected a typo in the Leader badge’s description.
    • The Demonic Accolade will now correctly grant to players who have the required badges.
    • Fixed a bug in the Celebrant badge that caused the description from another badge to be present in its description text.

    General
    • Electrical Melee (all ATs) – Jacob’s Ladder should look correct on male, female, and huge models now
    • Fixes various issues with slide animations not playing consistently (includes sliding on snow/ice as well as Prestige Power Slide)
    • Archery (all ATs) - Snap Shot will play the attack animation again.
    • Flight animations should be reliably interrupted by attack animations.
    • The Day Job power Warden Baton should now play the correct draw animation consistently.


    Invention
    • Obliteration will now sell for the proper amount of influence/infamy during a respec.


    Macintosh Client:
    • Updated Macintosh client to be optimized for Mac OS X Snow Leopard.
    • Unofficial Mac OS X Tiger support has been deprecated, and users who previously ran City of Heroes under Tiger will no longer be able to run the game.
    • Note: This was previously announced in this forum announcement: http://boards.cityofheroes.com/showthread.php?t=189563
    • Fixed a client-side crash related to enabling the 3D Sound audio option.
    • Addressed a (Macintosh) memory leak related to Mouse movement.


    Mission Architect
    • Custom Critters - Earth Assault now available for primary and secondary selection. Due to stance issues it utilizes versions of Stone Fist animations instead of hammer animations.
    • Clockwork Kingdom map can be used once again within Architect.
    • Custom Critters - Claws and Stone Armor are now mutually exclusive at character creation due to animation issues
    • Custom Critters - Kinetics - Transference and Transfusion have switched availability. Transference is now a minion - hard ability, and Transfusion is a LT - standard ability.


    Powers Customization
    • Corrected orientation of the crystal theme’s Stone Mallet.
    • Made Sonic Dispersion’s Clarity completely tintable. (The continuing effect on the head was previously the default orange.)
    • The Sound effect for Gravity Control - Wormhole has been restored for the ‘Bright’ and ‘Dark’ versions of the customizable
    • Cold Domination - Snow Storm (All ATs) should properly play on the target now, instead of the caster.
    • Dark Armor now has a “No Fade or Pulse” theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
    • Pain Domination has been revised to better reflect selected colors.
    • The brown ‘tints’ in customized Earth Control should now be gone.
    • Fixed the default Ice Weapon to call the default Ice Sword instead of the Greater Ice Sword. (Both swords are still options in all Ice Sword attacks.)
    • Effects on the default Ice Sword should now align properly.
    • The second Lava theme in the tailor’s dropdown menu should now be gone.
    • Plant Control’s customized Spore Burst for the Controller AT should now reference the correct, tintable continuing effect.
    • The default themes for Electrical Melee and Electrical Armor for Scrappers and Tankers now have a consistent and thematically appropriate color.
    • No FX themes now available for all versions of Super Reflexes, Regeneration, Willpower and Dull Pain.
    • The Metal Spines on the lower left leg for female players now fits properly on the model
    • Stalker - Spines - Impale hit FX should tint properly
    • Tanker - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
    • Brute - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
    • Scrapper - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.



    PVP
    • Removed travel suppression from self buffing accolades. Including: Vanguard medal, Geas of the Kind Ones, Eye of the Magus, Demonic Aura, Megalomaniac, and Force of Nature.
    • Scrapper - Super Reflexes - Practiced Brawler’s protection versus debuff effects should last the full 120 second duration.
    • Stalker - Willpower - Mind over Body should no longer suppress resistances while in PVP zones.
    • Stalker - Electric Armor - Charged Armor should no longer suppress resistances in PVP zones.
    • Stalker - Electric Armor - Conductive Shield should no longer suppress resistances in PVP zones.


    Rewards
    • Fixed bug was causing drop rates to be slightly too low.


    Tasks
    • Added teleport protection to the Mitochondria in the Lady Grey Task Force.
    • Level 54 Archvillains / Heroes should now appear in Task / Strike Forces again.
    • Added restrictions to prevent player difficulty from affecting Task / Strike Forces


    Zone Events
    • Zombie Apocalypse: Fixed a bug that caused the zombies to be too fragile. They are now back to their old selves again.



    CITY OF HEROES


    Powers



    Controllers
    • Plant Control - Fly Trap summon should play its spawn animation.


    Peacebringers and Warshades
    • Kheldians in Nova form will no longer be impaled by the Nemesis Staff, Blackwand, or Ghost Slaying Axe.


    Scrappers
    • Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers.
    • Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.


    Tankers
    • Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers.


    Tasks
    • Croatoa: Katie Hannon Task Force - Fixed a bug that would sometimes cause Katie to stop following players.
    • Striga Isle: Fixed bug in Ernesto Hess Task Force that sometimes made the computers untargetable in missions 3, 4 and 5 or made them spawn inside geometry (walls).



    CITY OF VILLAINS


    Badges
    • Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles.
    • The Master of 5th Column Strike Force Badge is now granting correctly.


    Powers


    Brutes
    • Claws - Swipe: Decreased this power’s damage scale from .89 to .83
    • Claws - Strike: Decreased this power’s damage scale from 1.35 to 1.24
    • Claws - Slash: Decreased this power’s damage scale from 1.64 to 1.48
    • Claws - Focus: Decreased this power’s damage scale from 1.66 to 1.51
    • Claws - Eviscerate: Decreased this power’s damage scale from 2.4 to 2.181
    • Claws - Shockwave: Decreased this power’s damage scale from 1.25 to 1.13
    • Electric Armor - This power set's description should no longer state that it doesn't have any healing powers.


    Corruptors
    • Trick Arrow - All powers in this set had their endurance cost decreased to correctly use Corruptor endurance cost modifiers instead of Mastermind costs.
    • Trick Arrow - Poison Gas Arrow: This power was incorrectly using melee tables, it will now correctly refer to ranged tables. The end result is that this power’s damage debuff effect was increased slightly.


    Dominators
    • Earth Assault - Seismic Smash: This power’s hold effect is now enhanced by Domination. Corrected normal hold magnitude to 3.
    • Earth Assault - Fissure - This power’s hold effect is now enhanced by Domination.
    • Plant Control - Fly Trap summon should play its spawn animation.


    Masterminds
    • Pain Domination - Suppress Pain will no longer root the player while activating.


    Soldiers of Arachnos and Widows
    • Mace Mastery - Shatter Armor - Added generic Resist Debuff visual effects.

    Stalkers
    • Electric Melee - the Stalker version of Lightning Rod received a moderate damage increase.



  10. Quote:
    Superhero sidekick Ray Danner has been busted by the supercops for illegal parahuman activity. Now, he faces his interrogation, and these supercops just have one question: "Where is Doc Midnight?" Will Ray help the fuzz bring his boss down? Or will he figure out another way to bust out of jail? Find out in this episode of Neighborhood Watch!

    Thanks!

    -Doc
  11. Greetings Players,

    This message is to give everyone a heads up that we are aware of the issue with the in-game store and are working to resolve the problem. Please note that you may experience up and down time (with the in-game store) until the problem is resolved.

    Please note that this will not affect access to our servers and will only affect in-game Microtransactions like Character Transfers, Character Renames, Character Slot purchases, Access to purchased Character Slots (that do not have a Character created and assigned to it), Character Respec purchases, and Mission Architect Slot purchases.


    This is for both North American and European servers.


    Thanks for your continued support.
  12. Release Notes for 19.20090918.3T

    Thursday, September 24, 2009



    COMBINED



    Tasks
    • Level 54 Archvillains / Heroes should now appear in Task / Strike Forces again.
    • Added restrictions to prevent player difficulty from affecting Task / Strike Forces

    Zone Events
    • Zombie Apocalypse: Fixed a bug that caused the zombies to be too fragile. They are now back to their old selves again.



    CITY OF HEROES

    Powers


    Scrappers
    • Darkness Mastery - Night Fall: This power should no longer state it accepts To Hit Buff enhancement sets and should correctly accept To Hit Debuff and Accuracy To Hit Debuff sets.

    Tasks
    • Striga Isle: Fixed bug in Ernesto Hess Task Force that sometimes made the computers untargetable in missions 3, 4 and 5 or made them spawn inside geometry (walls).



    CITY OF VILLAINS

    Powers


    Brutes
    • Electric Armor - This power set's description should no longer state that it doesn't have any healing powers.

    Badges
    • Credit for the Untouchable badge should now be correctly earned for defeating all levels of Family Consiglieres in the Rogue Isles.


  13. Release Notes for build 1600.20090918.1
    September 22, 2009



    COMBINED


    Powers




    Badges
    • Corrected a typo in the Leader badge’s description.
    • The Demonic Accolade will now correctly grant to players who have the required badges.
    • Fixed a bug in the Celebrant badge that caused the description from another badge to be present in its description text.



    General
    • Electrical Melee (all ATs) – Jacob’s Ladder should look correct on male, female, and huge models now
    • Fixes various issues with slide animations not playing consistently (includes sliding on snow/ice as well as Prestige Power Slide)
    • Archery (all ATs) - Snap Shot will play the attack animation again.
    • Flight animations should be reliably interrupted by attack animations.
    • The Day Job power Warden Baton should now play the correct draw animation consistently.



    Invention
    • Obliteration will now sell for the proper amount of influence/infamy during a respec.


    Mission Architect

    • Custom Critters - Earth Assault now available for primary and secondary selection. Due to stance issues it utilizes versions of Stone Fist animations instead of hammer animations.
    • Clockwork Kingdom map can be used once again within Architect.
    • Custom Critters - Claws and Stone Armor are now mutually exclusive at character creation due to animation issues
    • Custom Critters - Kinetics - Transference and Transfusion have switched availability. Transference is now a minion - hard ability, and Transfusion is a LT - standard ability.



    Powers Customization

    • Corrected orientation of the crystal theme’s Stone Mallet.
    • Made Sonic Dispersion’s Clarity completely tintable. (The continuing effect on the head was previously the default orange.)
    • The Sound effect for Gravity Control - Wormhole has been restored for the ‘Bright’ and ‘Dark’ versions of the customizable
    • Cold Domination - Snow Storm (All ATs) should properly play on the target now, instead of the caster.
    • Dark Armor now has a “No Fade or Pulse” theme, which will allow players customizable FX without the dark light pulses of various powers or transparency in Cloak of Darkness
    • Pain Domination has been revised to better reflect selected colors.
    • The brown ‘tints’ in customized Earth Control should now be gone.
    • Fixed the default Ice Weapon to call the default Ice Sword instead of the Greater Ice Sword. (Both swords are still options in all Ice Sword attacks.)
    • Effects on the default Ice Sword should now align properly.
    • The second Lava theme in the tailor’s dropdown menu should now be gone.
    • Plant Control’s customized Spore Burst for the Controller AT should now reference the correct, tintable continuing effect.
    • The default themes for Electrical Melee and Electrical Armor for Scrappers and Tankers now have a consistent and thematically appropriate color.
    • No FX themes now available for all versions of Super Reflexes, Regeneration, Willpower and Dull Pain.
    • The Metal Spines on the lower left leg for female players now fits properly on the model
    • Stalker - Spines - Impale hit FX should tint properly
    • Tanker - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
    • Brute - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.
    • Scrapper - Dark Armor - Cloak of Darkness has an additional theme that no longer makes the character invisible.


    PVP
    • Removed travel suppression from self buffing accolades. Including: Vanguard medal, Geas of the Kind Ones, Eye of the Magus, Demonic Aura, Megalomaniac, and Force of Nature.
    • Scrapper - Super Reflexes - Practiced Brawler’s protection versus debuff effects should last the full 120 second duration.
    • Stalker - Willpower - Mind over Body should no longer suppress resistances while in PVP zones.
    • Stalker - Electric Armor - Charged Armor should no longer suppress resistances in PVP zones.
    • Stalker - Electric Armor - Conductive Shield should no longer suppress resistances in PVP zones.


    Tasks
    • Added teleport protection to the Mitochondria in the Lady Grey Task Force.



    CITY OF HEROES

    Powers


    Controllers
    • Plant Control - Fly Trap summon should play its spawn animation.


    Peacebringers and Warshades
    • Kheldians in Nova form will no longer be impaled by the Nemesis Staff, Blackwand, or Ghost Slaying Axe.

    Scrappers
    • Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers. – Added in to notes

    Tankers
    • Electric Armor - The help text for this power set no longer states that it contains any healing powers. Instead it states that it offers no defense enhancing powers. – Added in to notes



    CITY OF VILLAINS

    Powers

    Brutes
    • Claws - Swipe: Decreased this power’s damage scale from .89 to .83
    • Claws - Strike: Decreased this power’s damage scale from 1.35 to 1.24
    • Claws - Slash: Decreased this power’s damage scale from 1.64 to 1.48
    • Claws - Focus: Decreased this power’s damage scale from 1.66 to 1.51
    • Claws - Eviscerate: Decreased this power’s damage scale from 2.4 to 2.181
    • Claws - Shockwave: Decreased this power’s damage scale from 1.25 to 1.13


    Corruptors
    • Trick Arrow - All powers in this set had their endurance cost decreased to correctly use Corruptor endurance cost modifiers instead of Mastermind costs.
    • Trick Arrow - Poison Gas Arrow: This power was incorrectly using melee tables, it will now correctly refer to ranged tables. The end result is that this power’s damage debuff effect was increased slightly.


    Dominators
    • Earth Assault - Seismic Smash: This power’s hold effect is now enhanced by Domination. Corrected normal hold magnitude to 3.
    • Earth Assault - Fissure - This power’s hold effect is now enhanced by Domination.
    • Plant Control - Fly Trap summon should play its spawn animation.


    Masterminds
    • Pain Domination - Suppress Pain will no longer root the player while activating.

    Soldiers of Arachnos and Widows
    • Mace Mastery - Shatter Armor - Added generic Resist Debuff visual effects.

    Stalkers
    • Electric Melee - the Stalker version of Lightning Rod received a moderate damage increase.
  14. Quote:
    Originally Posted by Kylazin View Post
    Hi everyone!

    I wasn't really sure where else to post this, so I chose this forum. I just started playing CoX a few days ago. My girlfriend told me she wanted to play some type of MMO, and after some research, we settled on this one. (I also play EVE Online, but that isn't for everyone, and I don't want to go back to WoW) We both made villain characters and are having a blast. Wanted to introduce myself to the community.

    I'm hoping this game will have enough varied content to keep us occupied for a while, since I know we are coming in 5 years late! So hello to all of you!

    Hi Kylazin,

    Welcome to the game and forums! You'll find all sorts of good information and helpful tips here on the forums. Make yourself comfortable and check things out. 5 years going strong and it only gets better
  15. Greetings Players,

    This message is to give everyone a heads up that the Reichsman Strike Force is not awarding the badge properly.
    This is a known issue and we are working on a fix to push to the live servers soon.
    **Please note that if you decide to run this SF there is a chance you will not receive the badge.
  16. We are looking into it, thanks for the heads up.
  17. Quote:
    Originally Posted by Dark_Respite View Post
    "No Limits", my Issue 16 trailer, is now available on YouTube, and my website's Video page.

    Enjoy.

    However, due to funding restrictions, punch and pie are not available at this time.

    Michelle
    aka
    Samuraiko/Dark_Respite
    Fantastic video as always!
  18. Badges
    • Badges: Celebrant badge is displaying the wrong description
    • The progress bar on the Firefighter and Fire Chief badges only track the number of Hellions defeated.
    • Reichsman Strike Force Badge is not being awarded properly.

    Masterminds
    • Mastermind pets occasionally exhibit odd behavior when going through doors and elevators

    Missions
    • The "Crown of Glory" story arc does not reward an XP bonus on completion
    • "Arrest all gang members, look for clues" from Lorenzo DiCosta the patrol dialogue results in text displaying as "Patroller1_searching_dialog" and "Patroller2_searching_dialog"
    • Unable to complete mission - After accepting Mission 4 for the storyarc “Midnight Draws Near” at level 20 if you level to 23 you will not be able to complete the follow up mission
    • In the Ernesto Hess Task Force, the computers in some radar missions may spawn inside the walls. This prevent users from targeting them.
    • In the Katie Hannon Task Force, Katie may stop following her rescuers.
    • In the Barracuda Strike Force, the Power of Black Scorpion that is given to Masterminds does not currently strip Reichsman of his dimensional phasing power.

    Mission Architect
    • Earth Assault is not among the powers selectable in Mission Architect
    • If a mission is created in English that has a custom contact and is attempted to be played in German or French the MA will not assign the mission properly
    • Players can leave Architect missions with collection bars still on their screen.


    Powers
    • Temp Power: The Vanguard HVAS does not summon correctly
    • Rest is no longer automatically put in your action bar when leveling to 2
    • Non-combat pets prevent Protector Bots from using Force Shield power.


    Powers Customization
    • Stone Armor: Rock/Brimstone Armor are not scaled correctly for the Huge body
    • The particle FX for Ice Sword extend at a 90 degree angle from the sword.
    • Spines: Monstrous Legs: Spines do not display correctly on legs
    • Sonic Dispersion VFX do not animate correctly with the Dark theme

    Powers Proliferation
    • The visual effect for the Corrupter/Mastermind version of Glue arrow disappears when the target dies.

    Ticket Vendor
    • The Ticket Vendor does not sell various Dual Origin Enhancements


    UI
    • After doing /bindsave then /bindsave and hitting F7, the text displays as "<color black=""><bgcolor #22aa22="">Ready!"</bgcolor></color>
    • If you use the enter key to make a line break, the UI thinks you are putting in a html tag and gives you an error
    • Text/UI: Editing a Description field that have over 100 characters allowed, the text will overflow out of the textbox if you use a word that is longer that 100 characters
    • 800x600 resolution prevents some windows from being closeable
    • Cursors sometimes don’t show up in I16 with NVidia graphics cards. It is thought to happen when players start their computer in dual monitor mode with certain NVIDIA drivers. If you restart your computer in single monitor mode, you should even be able to turn on dual-monitor mode and still have the cursor show up in game. However, this also means that if your cursor isn’t showing up, you need to set it to single monitor and then restart in order for the cursor to show up.


    Zones
    • Pocket D – Pets fall through the floor in the Tiki Room.
    • Pocket D – Tiki Lounge Bartender's speech bubble appears below avatar
  19. There are lots of great reasons to be at Hero-Con this year and here's just one of them! Get your first look at one of the new villain groups coming in the City of Heroes Going Rogue™ expansion with the Hero-Con exclusive 'Praetorian Clockwork' Costume Code shown below. With a simple toggle, you can actually become this awesome character in-game!



    One 'Praetorian Clockwork' code will be part of each Hero-Con goody bag that comes free with registration.
    You are definitely NOT going to want to miss out on getting this!
    Visit the Hero-Con site for more information on the event and head over to the registration site to sign up for all the fun! For a great deal on a room in the hotel where Hero-Con will be held ($89.00 a night!), head to the Doubletree Hotel booking page.
    Stay tuned for more announcements about exciting Hero-Con exclusives!


    Join in the discussion!
  20. Greetings Players,

    This message is to let everyone know that we will be giving out Free Tailor Tokens Friday (Sep. 18th). You will receive 1 token for each costume slot you have available.
  21. City of Heroes® Issue 16: Power Spectrum


    Welcome to Issue 16: Power Spectrum


    You wanted more control over what your characters’ powers look like, and you are getting it! Issue 16: Power Spectrum takes City of Heroes’ unparalleled character creator to the next level by unveiling a kaleidoscope of colors for your characters’ powers. Become your own pyrotechnician as you select themes for your characters’ powers and color coordinate the hues of the power effects.


    Issue 16: Power Spectrum has the following features:


    _______________________________________________




    Powers Customization:

    Hundreds of powers have been updated to allow new color selections and customization. Players can now pick new Themes for each powerset, adjusting colors, appearance, and even animations for some sets.
    Key Features:
    • Thousands of Tintable particle and geometry effects for powers, such as Energy Blasts and Stone Mallet colors.
    • Customizable Primary and Secondary colors for powersets, with color choices themed to match the selected powerset.
    • Powerset Themes selectable for a complete set, or individual powers.
    • Powerset Themes selectable at character creation, as well as in the tailor screens.
    • Independant Theme selection for each character costume.


    New Theme selections:

    New Themes of Spines and Thorny Assault available, including themes of Thorns, Metal Spines, Crystal Spines, and Slate Spines. New Animation Themes for Super Strength and Martial Arts.Huge variety of customizable powersets, including Cold Domination, Dark Armor, Dark Blast, Dark Melee, Dark Miasma, Devices, Earth Control, Earth Melee, Electric Armor, Electric Assault, Electric Blast, Electric Melee, Electricity Manipulation, Empathy, Energy Assault, Energy Aura, Energy Blast, Energy Manipulation, Energy Melee, Fiery Aura, Fire Assault, Fire Blast, Fire Control, Fire Manipulation, Fire Melee, Force Field, Gravity Control, Ice Armor, Ice Assault, Ice Blast, Ice Control, Ice Manipulation, Ice Melee, Illusion, Invulnerability, Kinetics, Mental Manipulation, Mind Control, Necromancy, Plant Control, Psionic Assault, Psychic Blast, Radiation Blast, Radiation Emission, Regeneration, Sonic Resonance, Sonic Blast, Spines, Stone Armor, Storm Summoning, Super Reflexes, Thermal Radiation, Thorny Assault, Traps, and Willpower.



    _______________________________________________




    New Character Creator:
    • The Character creator and Tailor screen have been updated to be easier to use and even preview the animation and color choices for powers!
    Key features:
    • Tabbed Character Creator: Jump between Archetype, Power Sets, Costumes, and Character ID in any order without losing progress.
    • New Powers Customization screen, for adjusting powers and previewing animations.
    • Select colors and themes for each individual power, or apply it to the entire power set!
    • Preview live animations of all powers, showing the selected Theme and color choices.
    • Save and Load Theme settings for each powerset, saving colors and selections for all powers.

    Costume slots: Your active costume slot is stored when you log off will be the costume slot used when you log back in. It will also display that costume in the character selection screen.


    _______________________________________________



    Powerset Proliferation
    : More power sets are now in the hands of Archetypes who couldn’t use them previously!

    Archetype - Blasters
    • Radiation Blast

    Archetype - Brutes
    • Claws

    Archetype - Controllers
    • Cold Domination

    Archetype - Corruptors
    • Archery
    • Trick Arrow

    Archetype - Defenders
    • Assault Rifle
    • Traps

    Archetype - Dominators
    • Earth Assault

    Archetype -Masterminds
    • Thermal Radiation

    Archetype -Scrappers
    • Electric Melee
    • Electric Armor

    Archetype -Tankers
    • Electric Melee
    • Electric Armor

    Archetype -Stalkers
    • Broadsword


    _______________________________________________


    Enhanced Difficulty Options: The old notoriety system has been removed and replaced with a new difficulty system of independent settings. You can now fine-tune the difficulty levels of the missions you play by telling the game exactly how you want to be treated:

    • Choose to fight monsters between a -1 to +4 level difference from the player's level.
    • Choose to set your personal team size (1-8).
    • Choose if you want bosses to scale down to Lieutenants when soloing or not
    • Choose to have AVs scale down to EBs.

    The difficulty settings of the mission owner dictate how the mission is handled. Actual team size overrides any difficulty setting, so you will always get Arch-Villains if the team has 6 or more members. The difficulty setting is per task, so personal team member sizes do not add together.

    You can change your difficulty settings at any Hero Corp.’s Representative in Paragon City or Fateweaver in the Rogue Isles.



    _______________________________________________



    Sidekicking Changes:
    Super-Sidekicking! One player can now sidekick or exemplar the whole team, everyone can always play together!
    • Each player in the group's level is set to the level of the owner of the active team task. If no team task is selected, everyone in the group's level will be set to the level of the team leader.
    • When the team level changes, players will be notified via a dialog and have the option to quit the team or immediately accept. The dialog will time out after 30 seconds at which point acceptance is implied.
    • While in the pending state, players cannot receive rewards and any critters they damage will be worth no experience.
    • Players can choose to auto-accept team level changes 0 to 50 levels above or below their current level.
    • Exemplars will now earn XP and a level capped person will get XP converted into influence like exemplars used to.

    _______________________________________________


    New Badges: Last issue we announced our future plans and design direction for new badges. Here’s a list of the new badges that can be obtained in Issue 16:

    • Master of Reichsman Strike Force
    • Master of Reichsman Task Force
    • Master of Imperious Task Force


    _______________________________________________



    Epic/Patron Powers Pools: The balance between the Epic/Patron power pools has been revisited. Now all Epic power pools have 5 powers to choose from.


    Force Mastery (Blaster)
    Existing Powers
    • Personal Force Field
    • Repulsion Field
    • Temporary Invulnerability
    • Force of Nature
    New Powers
    • Repulsion Bomb - Ranged (Targeted AoE), Moderate Damage(Smash/Energy), Foe Knockdown

    Flame Mastery (Blaster)
    Existing Powers
    • Bonfire
    • Char
    • Fire Shield
    • Rise of the Phoenix
    New Powers
    • Melt Armor - Ranged (Targeted AoE), Foe -Res, -Def

    Fire Mastery (Controller)
    Existing Powers
    • Fire Blast
    • Fire Ball
    • Fire Shield
    • Consume
    New Powers
    • Rise of the phoenix - Self Rez, Special

    Psionic Mastery (Controller)
    Existing Powers
    • Mental Blast
    • Indomitable Will
    • Mind Over Body
    • Psionic Tornado
    New Powers
    • World of Confusion - PBAoE, Minor DoT(Psionic), Foe Confuse

    Dark Mastery (Defender)
    Existing Powers
    • Oppressive Gloom
    • Dark Consumption
    • Dark Embrace
    • Soul Drain
    New Powers
    • Soul Transfer - Self Rez, Special

    Power Mastery (Defender)
    Existing Powers
    • Conserve Power
    • Power Build Up
    • Temp Invulnerability
    • Total Focus
    New Powers
    • Force of Nature - +Res(All but Psionics)

    Blaze Mastery (Scrapper) NEW
    Existing Powers
    • None
    New Powers
    • Ring of Fire - Ranged, Moderate DoT(Fire), Foe Immobilize
    • Char - Ranged, Minor DoT(Fire), Foe Hold
    • Fire Blast - Ranged, Moderate DMG(Fire)
    • Melt Armor - Ranged (Targeted AoE), Foe -Res, -DEF
    • Fire Ball - Ranged (Targeted AoE), Moderate DMG(Fire/Smash)

    Body Mastery (Scrapper)
    Existing Powers
    • Conserve Power
    • Focused Accuracy
    • Laser Beam Eyes
    • Energy Torrent
    New Powers
    • Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health)

    Darkness Mastery (Scrapper)
    Existing Powers
    • Torrent
    • Petrifying Gaze
    • Dark Blast
    • Tenebrous Tentacles
    New Powers
    • Nightfall - Ranged (Cone), Moderate DMG(Negative), Foe –To Hit.

    Energy Mastery (Tanker)
    Existing Powers
    • Conserve Power
    • Focused Accuracy
    • Laser Beam Eyes
    • Energy Torrent
    New Powers
    • Physical Perfection - Auto, +Regen, +Recovery (50% of the values offered by Stamina and Health.

    Soul Mastery (VEAT)
    Existing Powers
    • Gloom
    • Soul Tentacles
    • Darkest Night
    • Dark Obliteration
    • Summon Widow
    New Powers
    • Darkest Night - Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit

    Leviathan Mastery (VEAT)
    Existing Powers
    • Spirit Shark
    • School of Sharks
    • Bile Spray
    • Summon Guardian
    New Powers
    • Arctic Breath - Ranged (Cone), Minor DoT(Cold), Foe -Speed, -Recharge, -DEF -Res, knock down

    Mace Mastery (VEAT)
    Existing Powers
    • Mace Blast
    • Web Envelop
    • Disruptor Blast
    • Summon Blaster
    New Powers
    • Shatter Armor – Melee, Superior DMG(Smash), Foe –Res

    Mu Mastery (VEAT)
    Existing Powers
    • Mu Lightning
    • Electrifying Fences
    • Ball Lightning
    • Summon Striker
    New Powers
    • Static Discharge - Ranged (Cone), Moderate DMG(Energy), -END

    Mu Mastery (Brute)
    Existing Powers
    • Mu Lightning
    • Electrifying Fences
    • Ball Lightning
    • Summon Striker
    New Powers
    • Static Discharge - Ranged (Cone), Moderate DMG(Energy), -END


    _______________________________________________



    Mission Architect: Check out the improvements made to the Mission Architect:


    Custom Critter XP Scaling
    • Custom Critters with Custom powers now reward XP proportional to the number of powers added to the critter.
    • Critters with no powers are allowed, but they are worth no XP.
    • Standard and hard critters are worth less than extreme critters.

    Mission Browser Improvements
    • Author Hyperlink: Author names are now hyperlinked and will underline on mouseover. Clicking on the name of the author in the Mission Browser will do a search for all the other arcs that author has also published. Clicking it will search for arcs by that author only

    Mission Creation Improvements
    • Runaway Boss Dialog: The boss now has dialog when he runs away.
    • Health Dialog on Allies: Allies and Escorts can be set to say things as they lose health.
    • Betrayal Options: Allies and Escorts can now be set to betray on any normal objective. They can also say something when they betray.
    • Drag & Drop Mission Goals: Goals in Architect missions can now be dragged and dropped to change their order.
    • Objective Counts: A count is listed on each detail creation button of the number of details that can still be placed.
    Custom Villain Groups
    • If a player has all three basic critter types in their CVG, they will receive full rewards for the mission. If one critter type is missing they will receive 50% rewards. If two critter types are missing they will receive 25% rewards, and if none of the core critter types are in the CVG, there are no rewards.
      • This applies only to critters auto-spawned by the mission, not specific bosses called for by objectives


    XP Curve Adjustment
    • To go along with our new changes to sidekicking and exemplaring, we've made some adjustments to the experience awarded from minions, lieutenants and bosses in the level 5 to 24 range. In short these enemies are on average receiving a 20% experience and influence increase. This will slightly speed up the pace at which heroes and villains advance through the 5 to 24 range

  22. Combined Release Notes for Issue 16

    Tuesday, September 15th, 2009



    COMBINED

    Animation
    • Devices/Targeting Drone now uses the wristband activation animation.
    • Fire Blast - Blazing Bolt attack animation should properly interrupt the windup animation while flying.
    • Psychic Shockwave – Fixed minor error in particle scripts (Rings that emanate from character’s body weren’t moving towards the ground).
    • Strafing Left or Right with a ‘club’ weapon equipped (Stone Mallets, Blackwand, Nemesis Staff, etc) will now play the proper animation.
    • Activating Willpower/Heightened Senses while flying should no longer play the Martial Arts/Dragon’s Tail animation.

    Arena
    • Added the ability to enable and disable inspirations by size class to the Arena.
    • Fixed Sudden Death in Arenas. Now, instead of setting everyone to 1 health at the start of the sudden death, all participants' maximum health is slowly reduced over the one minute of Sudden Death.
    • Players may now use the /arenalist command to access the Arenas from any location.

    Badges
    • Back From the Future: Reduced this badge’s requirements from taking over 1000 pillboxes to taking over 100 pillboxes.
    • Coldhearted: Reduced this badge’s requirements from defeating 200 cold demons to 100 cold demons.
    • Celebrity/Bling: Reduced this badge’s requirements from earning 1,000,000 influence/infamy to 500,000 influence/infamy.
    • Confined: Reduced this badge’s requirements from being mezzed for 20 hours to being mezzed for 3 hours.
    • Caged: Reduced this badge’s requirements from being mezzed for 40 hours to being mezzed for 6 hours.
    • Deathless: Reduced the amount of required paid off XP debt to earn this badge from 1,200,000 to 400,000.
    • Demolitionist: Reduced this badge’s required 25 bombs placed to 10 bombs placed.
    • Electrician: Reduced the number of required 200 defeated Cap Au Diable Gremlins to 100 Gremlins.
    • Empath: Reduced this badge’s requirements from healing others for 100,000,000 points of damage to 10,000,000.
    • Entangled/Sleepy: Reduced this badge’s requirements from being mezzed for 120 minutes to being mezzed for 30 minutes
    • Exalted: Reduced the amount of required paid off XP debt to earn this badge from 10,000,000 to 1,000,000.
    • Fabricator: Reduced this badge’s requirements from 10,000 crafted enhancements to 2,000 crafted enhancements.
    • Hero Slayer: Reduced this badge’s required defeats of 100 named Paragon Heroes to 25 defeats to be on par with the hero badge “Villain Disruptor”.
    • Illusionist: This badge now requires the player to defeat 100 Illusionists and Phantasms summoned by the Carnival Master Illusionist. NOTE: Phantasm defeats were not tracked until this patch. Previous defeats of these enemies will not count toward the total defeats required for this badge. However, defeating summoned illusionists and phantasms going forward WILL earn credit toward this badge.
    • Invulnerable: Reduced the amount of damage taken required to earn this badge from 500,000,000 to 50,000,000.
    • Immortal: Reduced the amount of damage taken required to earn this badge from 1,000,000,000 to 100,000,000.
    • Impounder: Reduced the number of destroyed cars necessary to unlock this badge from 200 to 100, updated progress bar text to match this.
    • Imprisoned/Dazed and Confused: Reduced this badge’s requirements from being mezzed for 600 minutes to being mezzed for 60 minutes.
    • Jailed: Reduced this badge’s requirements from being mezzed for 80 hours to being mezzed for 12 hours.
    • Leader: Reduced this badge’s requirements from earning 2,000,000,000 influence/infamy to 500,000,000 influence/infamy.
    • Medical Specialist: Reduced this badge’s requirements from healing others for 10,000,000 points of damage to 3,000,000.
    • Medicine Man/Woman: Reduced this badge’s requirements from healing others for 50,000,000 points of damage to 5,000,000.
    • Nigh Indestructible: Reduced the amount of damage taken required to earn this badge from 100,000,000 to 25,000,000.
    • Popular: Reduced this badge’s requirements from earning 1,000,000,000 influence/infamy to 250,000,000 influence/infamy.
    • Protectorate: Reduced this badge’s required 500 defeated Devouring Earth eminators to 100 defeated eminators.
    • Restrained/Slacker: Reduced this badge’s requirements from being mezzed for 30 minutes to being mezzed for 10 minutes
    • Sensation/Mr. Big/Ms. Big: Reduced this badge’s requirements from earning 10,000,000 influence/infamy to 2,500,000 influence/infamy.
    • Superstar/Midas Touch: Reduced this badge’s requirements from earning 20,000,000 influence/infamy to 10,000,000 influence/infamy.
    • Somewhere in Time: Reduced this badge’s requirements from taking over 100 pillboxes to taking over 50 pillboxes.
    • The Unwavering/Punch Drunk: Reduced the amount of required paid off XP debt to earn this badge from 100,000 to 50,000.
    • The Unyielding/Unbroken: Reduced the amount of required paid off XP debt to earn this badge from 400,000 to 100,000.
    • The Unbroken Spirit/Relentless: Reduced the amount of required paid off XP debt to earn this badge from 800,000 to 200,000.
    • Toy Collector: Reduced this badge’s requirements from opening 200 presents during the winter event to 100 presents.
    • Trendsetter: Reduced this badge’s requirements from earning 100,000,000 influence/infamy to 50,000,000 influence/infamy.
    • Undying: Reduced the amount of required paid off XP debt to earn this badge from 2,000,000 to 600,000.
    • Untouchable: This badge now requires the player to defeat 100 Consiglieres and Underbosses.
    • The Vanguard Recruit day job badge now requires the user to be level 35 or greater, to unlock this badge. NOTE: Players who already have this badge and are lower than level 35 will not lose the badge.
    • Venomous: Reduced this badge’s required 200 defeated Toxic Tarantulas to 50 Toxic Tarantulas.
    • Accolades
    • Born in Battle: This Villain Accolade now requires:
    • Earn the Iron Man badge (1,000,000 points of damage taken) instead of the Unbreakable badge (10,000,000 points of damage taken).
    • Earn the Hammer Down badge instead of the Raider badge.
    • No long requires the Lanista badge.
    • NOTE: Even though this badge’s requirements are changing, players who already have this Accolade should keep this Accolade even if they don’t have the Hammer Down badge.
    • Conspiracy Theorist: Fixed a bug that caused this Accolade to unlock at level 35 instead of 30.

    Character Creation
    • Returning to the Body Type screen at any time during the character creation process will no longer reset body scale changes made to the character


    City Zones
    • The Minimum Entry Level has been removed from many Hazard and Trial Zones in order to support upgrades to the Sidekicking System.
    • Zones Affected:
    • Abandoned Sewers
    • Boomtown
    • Crey’s Folly
    • Dark Astoria
    • Eden
    • Perez Park
    • Shadow Shard – Cascade Archipelago
    • Shadow Shard – Firebase Zulu
    • Shadow Shard – The Chantry
    • Shadow Shard – The Storm Palace
    • Striga Isle
    • Terra Volta
    • The Hollows
    • The Sewers
    • The Tunnels
    Co-Op Zones
    • The Minimum Entry Level of the Rikti War Zone has been removed in order to support upgrades to the Sidekicking System


    Email
    • There is now an in-game email setting to block all email except from those on your friends list or in your supergroup.


    Emotes
    • Super Science Pack: The Drink Formula costume change emote (/cce <#> CCDrinkFormula) now behaves consistently (the flash and smoke animations used to be out of sync with each other depending on your character model).


    Flashback
    • Flashback Missions now use combat level instead of security level.


    General
    • Longbow Wardens’ Lingering Radiation has been reduced to a more reasonable debuff


    Graphics/FX
    • Display issues with Stone Prison and Plasma Shield fixed.
    • Jump Jet Pack should fit the Female and Huge player types better now
    • All versions of Brimstone Armor now use the correct geometry
    • Fixed bug with Ice Sword using the wrong geometry


    Mission Architect
    • Experience rewards for custom mobs in Mission Architect have been changed.
    1. Enemies created using the Standard setting will reward 75% of normal experience.
    2. Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
    3. The total amount of experience an enemy is worth is split evenly between their two power set choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
    4. The specifics numbers for individual sets are as followed:
    1. Standard: 37.5%
    2. Hard/Extreme: 50%
    3. If a mob is created that has a standard primary and a hard secondary, it will be worth 87.5% of the normal experience (37.5% + 50%)
    4. A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%)
    • Custom villain groups will suffer an experience penalty if they do not have at least one minion, lieutenant, and boss within them.
    1. If one rank is missing, there will be a 50% experience penalty applied to all enemies in the group.
    2. If two ranks are missing, there will be a 75% experience penalty applied to all enemies in the group.
    3. Players will still receive full experience for an enemy in their own unique groups if they are spawned in the "Fight a Boss" objective. This only applies to the specific enemy spawned in this manner and not the group spawned along with them.
    • Players can now select any powers for custom mobs to have. However, if the minimal amounts of powers required for them to be considered standard difficulty are removed on either power set, the mob will be worth 0 experience.
    1. As an example, a standard minion with Broadsword has Slash and Throwing Knives. If either of those two powers are removed, that minion will be worth 0 experience, even if a secondary power set has all powers selected.
    2. This will not cause any custom mobs currently on live to be worth zero experience.
    • New Enemy Groups
    1. Rogue Isles Villain (1-54) - Players can now use the villains you fight at the end of Safeguard missions in Mission Architect.
    2. Paragon Hero (1-54) - The heroes that are fought at the end of Mayhem missions are now usable in Mission Architect.
    3. Anti-Matter's Robots (40-54) - Anti-Matter and his minions are now available to use within Mission Architect.
    • Arcs containing Bosses have a warning flag again.
    • Custom Critters – As with player characters, Claws and Stone Armor are now mutually exclusive at critter creation due to animation issues
    • Custom Critters - Kinetics - Transference should now correctly drain endurance from players.
    • Defender: Oil Slick Arrow no longer cons friendly and can again be targeted by player in a MA mission.
    • Fixed a crash that sometimes occurred when editing a published mission.
    • Fixed the waypoints for players to exit the map in the Carnival - Commercial map in Mission Architect and also to allow for escorts to be completed on it.
    • Freakshow Sonic Bombs, and Hamidon’s Mitochondria Electrolytes and Antibodies have been pulled from the Mission Architect due to exploits with these mobs.
    • Removed the option to select location for ambushes - it wasn’t doing anything.
    • Removed a number of enemies from multiple enemy groups within Mission Architect that only had the Quantum Gun as a viable attack power.

    NPCs
    • Fixed a bug where generic spawns of The Lost at level 30 or higher spawn as Rikti using The Lost animations. Level 30 or higher Lost spawns now spawn as Rikti with correct Rikti animations.

    Powers
    • All dismissable pets will now zone with you, but will lose their buffs.
    • Brawl no longer accepts Endurance Discount Enhancements.
    • Brawl no longer costs Endurance when used.
    • Electric Melee (All versions) - Removed erroneous reference to Fury from Chain Inductions Long Help
    • Reduced Endurance cost of Origin Based powers Apprentice Charm, Taser Dart, Tranq Dart, Throwing Knives, and Mutagen from 6.5 per activation to 2.08 per activation.
    • Shields/Against All Odds: Detailed Info now shows Dmg debuff numbers that are applied to foes.

    PVP Powers
    • Fixed PVP duration of Ninjitsu/Blinding Powder’s confuse.
    • Powers with knockback and repel protection should no longer suppress knockback or repel protection when held, stunned, or slept.
      • Includes all Brute, Scrapper, Stalker, and Tanker versions of Entropy Shield, Unyielding, Active Defense, Rooted, Granite Armor, Integration, Wet Ice, and indomitable will. Acrobatics also will not suppress the knockback portion.
    Rewards
    • Characters must be level 35 or greater to earn Vanguard Merits.
    • The Hero and Villain Respec Trials, Terra Volta Trial, Eden Trial, Sewer Trial, Hamidon Raid, Statesman Taskforce and Lord Recluse Strikeforce had their Merit Reward diminishing return timer reduced from 24 hours to 18 hours to be consistent with other taskforce diminishing return timers.
    • Minion and Lieutenant Freakshow entities in the level 20-38 range have had their XP multiplier lowered to 0.95.

    Tailor
    • Characters created before Issue 16 will no longer need to change a costume piece in order for customized power changes to update
    • Adjusted tailor costs for powers customization changes.
    • The cost for changing each individual power’s theme is 1/9th the cost of changing your upper or lower body.
    • There is a Power Fee for changing powers customization. It is the same amount as the Tailor Fee for changing costume pieces.
    • Changing the primary or secondary color for a power charges 1/10th the Powers Fee for each power changed. This is only charged once per power, instead of once for each color.


    User Interface
    • Removed "Suppress Extra Player FX" option. It wasn’t actually doing anything
    • Fixed a bug that would cause players to sometimes lose their Global Friends list.
    • Items in the Options Menu have been slightly reorganized and contain tool tip buttons.
    • On the login screen, players will see their current costume instead of costume 1.
    • Character Creation – Moved Save/Load Costume buttons so they don’t get blocked by other buttons


    XP Curve Adjustment
    • To go along with our new changes to sidekicking and exemplaring, we've made some adjustments to the experience awarded from minions, lieutenants and bosses in the level 5 to 24 range. In short these enemies are on average receiving a 20% experience and influence increase. This will slightly speed up the pace at which heroes and villains advance through the 5 to 24 range.



    CITY OF HEROES

    Powers

    Blasters
    • Radiation Blast – All AoE powers in this set will no longer give a damage bonus per target hit. Like other Blaster AoE powers, only a single damage buff will be granted per use of the power
    • Radiation Blast/Neutrino Bolt – This power now has a 4 second recharge, which increases base damage from scale 0.6 to scale 1.0 and increases endurance cost from 3.12 to 5.2
    • Radiation Blast/X-Ray Beam – This power now has an 8 second recharge, which increases base damage from scale 1.0 to scale 1.64 and increases endurance cost from 5.2 to 8.53
    • Electricity Manipulation - Power Sink: This power should no longer have a lingering icy effect on the caster.

    Controllers
    • Kinetics/Fulcrum Shift: This power will now correctly use Controller buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
    • Cold Domination: All of these powers should now accept the correct IO Sets.

    Defenders
    • Traps - Trip mine - Fixed repeating animation

    Peacebringers and Warshades
    • Players in White or Black Dwarf form will now play the updated version of the AlakazamReact emote

    Scrappers
    • Electric Melee - Removed the ability to slot powers within this set with Taunt enhancements as these powers do not have a taunt component.
    • Electric Armor - Lightning Field: Removed the ability to slot this power with Taunt enhancements as this power does not have a taunt component.
    • Electric Armor/ Power Sink: This power should no longer accept taunt enhancements.
    • Spines – Ripper: Removed extraneous sound effect from Barb Swipe.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Spines - Quills. The body spines will now appear when this toggle is activated. However, they will go away if the player enters and then exits spines combat mode while the toggle is on.

    Tankers
    • Electric Armor - Lightning Field: This power will no longer accept Taunt IO sets to be consistent with other taunt auras.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Invulnerability - Invincibility no longer accepts Taunt IO sets. This makes it match similar powers available to other ATs.
    • Electric Melee - Fixed Gauntlet for Charged Brawl, Havoc Punch, and Chain induction to not allow procing on all nearby targets.



    CITY OF VILLAINS

    City Zones
    • Sharkhead Isle: Council turrets and some Council spawns will no longer attack each other
    • Pocket D: War Witch will once again talk to and train villains

    General
    • Fixed a bug that would prevent a Villain from being able to trade with other Villains after a respec.

    Powers

    Brutes

    • Claws - Corrected a decimal shift error in the Recharge Time of Slash. Now recharges in 6.4 seconds, not 0.64 seconds.
    • Claws/Slash - Slightly increased this power’s damage to be in line with its recharge time
    • Claws - Eviscerate: Corrected this power\ss long help, it erroneously stated that this power had a chance to critically hit, which it does not
    • Claws - Powers in this set are now slottable for Taunt enhancements and Taunt IO sets.
    • Claws and Stone Armor are now mutually exclusive at character creation due to animation issues.
    • Electrical Melee – Jacob’s Ladder: Re-enabled FX for this power.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.

    Corruptors
    • Archery/Rain of Arrows – This power will now correctly Scourge enemies allowing for critical hits on enemies with low health
    • Kinetics/Fulcrum Shift: This power will now correctly use Corruptor buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
    • Trick Arrow/Acid Arrow - Fixed a bug that caused this power to deal additional damage to immobilized, held, or disoriented targets
    • Pain Domination - Soothing Aura is properly suppressed when the recipient is mezzed.
    • Trick Arrow - Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.


    Dominators
    • Earth Assault/Mud Pots - This power’s long help will no longer get cut off at the end
    • Earth Assault/Fissure - This power’s long help will no longer get cut off at the end
    • Earth Assault - Tremor, Slightly reduced chance of knockdown.
    • Earth Assault - Fissure, Adjusted damage, recharge, and endurance cost down moderately. Slightly reduced chance of knockdown and stun.
    • Earth Assault - Fissure: This power’s disorient effect is now enhanced by Domination.
    • Earth Assault - Seismic Smash - Corrected normal hold magnitude to 3, and the hold is now affected by Domination


    Masterminds

    • Dark Miasma - Removed erroneous Jump Speed slow effect from Shadow Fall.
    • Mastermind Pets now correctly keep their level 6 and level 32 upgrade power buffs when zoning
    • Pets will now zone with their Mastermind owner and will keep their buffs
    • Necromancy - Zombies, Skeletons and Lich should use the selected custom colors for their enchanted and empowered particle effects.
    • Pain Domination - Soothing Aura is properly suppressed when the recipient is mezzed.
    • Thugs/Gang War now summons the Posse correctly
    • Trick Arrow - Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.

    Soldiers of Arachnos and Widows
    • Mace Mastery - Focused Accuracy: This power was replaced with a new power called Shatter Armor.
    • Mace Mastery - Shatter Armor (NEW): This power has replaced Focused Accuracy in the Villain Epic Archetype Mace Mastery epic power set. Shatter Armor is a heavy hitting melee Arachnos Melee attack that reduces the target’s damage resistance.

    Stalkers
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Stalker Melee/Broad Sword/Head Splitter – Fixed a bug that caused this power to have a 100% chance to critically hit while hidden. This power will now critically hit 50% of the time
  23. Combined Release Notes for Issue 16

    Tuesday, September 15th, 2009



    COMBINED

    Animation
    • Devices/Targeting Drone now uses the wristband activation animation.
    • Fire Blast - Blazing Bolt attack animation should properly interrupt the windup animation while flying.
    • Psychic Shockwave – Fixed minor error in particle scripts (Rings that emanate from character’s body weren’t moving towards the ground).
    • Strafing Left or Right with a ‘club’ weapon equipped (Stone Mallets, Blackwand, Nemesis Staff, etc) will now play the proper animation.
    • Activating Willpower/Heightened Senses while flying should no longer play the Martial Arts/Dragon’s Tail animation.

    Arena
    • Added the ability to enable and disable inspirations by size class to the Arena.
    • Fixed Sudden Death in Arenas. Now, instead of setting everyone to 1 health at the start of the sudden death, all participants' maximum health is slowly reduced over the one minute of Sudden Death.
    • Players may now use the /arenalist command to access the Arenas from any location.

    Badges
    • Back From the Future: Reduced this badge’s requirements from taking over 1000 pillboxes to taking over 100 pillboxes.
    • Coldhearted: Reduced this badge’s requirements from defeating 200 cold demons to 100 cold demons.
    • Celebrity/Bling: Reduced this badge’s requirements from earning 1,000,000 influence/infamy to 500,000 influence/infamy.
    • Confined: Reduced this badge’s requirements from being mezzed for 20 hours to being mezzed for 3 hours.
    • Caged: Reduced this badge’s requirements from being mezzed for 40 hours to being mezzed for 6 hours.
    • Deathless: Reduced the amount of required paid off XP debt to earn this badge from 1,200,000 to 400,000.
    • Demolitionist: Reduced this badge’s required 25 bombs placed to 10 bombs placed.
    • Electrician: Reduced the number of required 200 defeated Cap Au Diable Gremlins to 100 Gremlins.
    • Empath: Reduced this badge’s requirements from healing others for 100,000,000 points of damage to 10,000,000.
    • Entangled/Sleepy: Reduced this badge’s requirements from being mezzed for 120 minutes to being mezzed for 30 minutes
    • Exalted: Reduced the amount of required paid off XP debt to earn this badge from 10,000,000 to 1,000,000.
    • Fabricator: Reduced this badge’s requirements from 10,000 crafted enhancements to 2,000 crafted enhancements.
    • Hero Slayer: Reduced this badge’s required defeats of 100 named Paragon Heroes to 25 defeats to be on par with the hero badge “Villain Disruptor”.
    • Illusionist: This badge now requires the player to defeat 100 Illusionists and Phantasms summoned by the Carnival Master Illusionist. NOTE: Phantasm defeats were not tracked until this patch. Previous defeats of these enemies will not count toward the total defeats required for this badge. However, defeating summoned illusionists and phantasms going forward WILL earn credit toward this badge.
    • Invulnerable: Reduced the amount of damage taken required to earn this badge from 500,000,000 to 50,000,000.
    • Immortal: Reduced the amount of damage taken required to earn this badge from 1,000,000,000 to 100,000,000.
    • Impounder: Reduced the number of destroyed cars necessary to unlock this badge from 200 to 100, updated progress bar text to match this.
    • Imprisoned/Dazed and Confused: Reduced this badge’s requirements from being mezzed for 600 minutes to being mezzed for 60 minutes.
    • Jailed: Reduced this badge’s requirements from being mezzed for 80 hours to being mezzed for 12 hours.
    • Leader: Reduced this badge’s requirements from earning 2,000,000,000 influence/infamy to 500,000,000 influence/infamy.
    • Medical Specialist: Reduced this badge’s requirements from healing others for 10,000,000 points of damage to 3,000,000.
    • Medicine Man/Woman: Reduced this badge’s requirements from healing others for 50,000,000 points of damage to 5,000,000.
    • Nigh Indestructible: Reduced the amount of damage taken required to earn this badge from 100,000,000 to 25,000,000.
    • Popular: Reduced this badge’s requirements from earning 1,000,000,000 influence/infamy to 250,000,000 influence/infamy.
    • Protectorate: Reduced this badge’s required 500 defeated Devouring Earth eminators to 100 defeated eminators.
    • Restrained/Slacker: Reduced this badge’s requirements from being mezzed for 30 minutes to being mezzed for 10 minutes
    • Sensation/Mr. Big/Ms. Big: Reduced this badge’s requirements from earning 10,000,000 influence/infamy to 2,500,000 influence/infamy.
    • Superstar/Midas Touch: Reduced this badge’s requirements from earning 20,000,000 influence/infamy to 10,000,000 influence/infamy.
    • Somewhere in Time: Reduced this badge’s requirements from taking over 100 pillboxes to taking over 50 pillboxes.
    • The Unwavering/Punch Drunk: Reduced the amount of required paid off XP debt to earn this badge from 100,000 to 50,000.
    • The Unyielding/Unbroken: Reduced the amount of required paid off XP debt to earn this badge from 400,000 to 100,000.
    • The Unbroken Spirit/Relentless: Reduced the amount of required paid off XP debt to earn this badge from 800,000 to 200,000.
    • Toy Collector: Reduced this badge’s requirements from opening 200 presents during the winter event to 100 presents.
    • Trendsetter: Reduced this badge’s requirements from earning 100,000,000 influence/infamy to 50,000,000 influence/infamy.
    • Undying: Reduced the amount of required paid off XP debt to earn this badge from 2,000,000 to 600,000.
    • Untouchable: This badge now requires the player to defeat 100 Consiglieres and Underbosses.
    • The Vanguard Recruit day job badge now requires the user to be level 35 or greater, to unlock this badge. NOTE: Players who already have this badge and are lower than level 35 will not lose the badge.
    • Venomous: Reduced this badge’s required 200 defeated Toxic Tarantulas to 50 Toxic Tarantulas.
    • Accolades
    • Born in Battle: This Villain Accolade now requires:
    • Earn the Iron Man badge (1,000,000 points of damage taken) instead of the Unbreakable badge (10,000,000 points of damage taken).
    • Earn the Hammer Down badge instead of the Raider badge.
    • No long requires the Lanista badge.
    • NOTE: Even though this badge’s requirements are changing, players who already have this Accolade should keep this Accolade even if they don’t have the Hammer Down badge.
    • Conspiracy Theorist: Fixed a bug that caused this Accolade to unlock at level 35 instead of 30.

    Character Creation
    • Returning to the Body Type screen at any time during the character creation process will no longer reset body scale changes made to the character


    City Zones
    • The Minimum Entry Level has been removed from many Hazard and Trial Zones in order to support upgrades to the Sidekicking System.
    • Zones Affected:
    • Abandoned Sewers
    • Boomtown
    • Crey’s Folly
    • Dark Astoria
    • Eden
    • Perez Park
    • Shadow Shard – Cascade Archipelago
    • Shadow Shard – Firebase Zulu
    • Shadow Shard – The Chantry
    • Shadow Shard – The Storm Palace
    • Striga Isle
    • Terra Volta
    • The Hollows
    • The Sewers
    • The Tunnels
    Co-Op Zones
    • The Minimum Entry Level of the Rikti War Zone has been removed in order to support upgrades to the Sidekicking System


    Email
    • There is now an in-game email setting to block all email except from those on your friends list or in your supergroup.


    Emotes
    • Super Science Pack: The Drink Formula costume change emote (/cce CCDrinkFormula) now behaves consistently (the flash and smoke animations used to be out of sync with each other depending on your character model).


    Flashback
    • Flashback Missions now use combat level instead of security level.


    General
    • Longbow Wardens’ Lingering Radiation has been reduced to a more reasonable debuff


    Graphics/FX
    • Display issues with Stone Prison and Plasma Shield fixed.
    • Jump Jet Pack should fit the Female and Huge player types better now
    • All versions of Brimstone Armor now use the correct geometry
    • Fixed bug with Ice Sword using the wrong geometry


    Mission Architect
    • Experience rewards for custom mobs in Mission Architect have been changed.
    1. Enemies created using the Standard setting will reward 75% of normal experience.
    2. Enemies created using the Hard and Extreme setting will reward 100% of normal experience.
    3. The total amount of experience an enemy is worth is split evenly between their two power set choices. Their primary set adds an amount to the experience, and then the secondary set adds an amount.
    4. The specifics numbers for individual sets are as followed:
    1. Standard: 37.5%
    2. Hard/Extreme: 50%
    3. If a mob is created that has a standard primary and a hard secondary, it will be worth 87.5% of the normal experience (37.5% + 50%)
    4. A mob created with a hard primary and a hard secondary will be worth 100% experience (50% + 50%)
    • Custom villain groups will suffer an experience penalty if they do not have at least one minion, lieutenant, and boss within them.
    1. If one rank is missing, there will be a 50% experience penalty applied to all enemies in the group.
    2. If two ranks are missing, there will be a 75% experience penalty applied to all enemies in the group.
    3. Players will still receive full experience for an enemy in their own unique groups if they are spawned in the "Fight a Boss" objective. This only applies to the specific enemy spawned in this manner and not the group spawned along with them.
    • Players can now select any powers for custom mobs to have. However, if the minimal amounts of powers required for them to be considered standard difficulty are removed on either power set, the mob will be worth 0 experience.
    1. As an example, a standard minion with Broadsword has Slash and Throwing Knives. If either of those two powers are removed, that minion will be worth 0 experience, even if a secondary power set has all powers selected.
    2. This will not cause any custom mobs currently on live to be worth zero experience.
    • New Enemy Groups
    1. Rogue Isles Villain (1-54) - Players can now use the villains you fight at the end of Safeguard missions in Mission Architect.
    2. Paragon Hero (1-54) - The heroes that are fought at the end of Mayhem missions are now usable in Mission Architect.
    3. Anti-Matter's Robots (40-54) - Anti-Matter and his minions are now available to use within Mission Architect.
    • Arcs containing Bosses have a warning flag again.
    • Custom Critters – As with player characters, Claws and Stone Armor are now mutually exclusive at critter creation due to animation issues
    • Custom Critters - Kinetics - Transference should now correctly drain endurance from players.
    • Defender: Oil Slick Arrow no longer cons friendly and can again be targeted by player in a MA mission.
    • Fixed a crash that sometimes occurred when editing a published mission.
    • Fixed the waypoints for players to exit the map in the Carnival - Commercial map in Mission Architect and also to allow for escorts to be completed on it.
    • Freakshow Sonic Bombs, and Hamidon’s Mitochondria Electrolytes and Antibodies have been pulled from the Mission Architect due to exploits with these mobs.
    • Removed the option to select location for ambushes - it wasn’t doing anything.
    • Removed a number of enemies from multiple enemy groups within Mission Architect that only had the Quantum Gun as a viable attack power.

    NPCs
    • Fixed a bug where generic spawns of The Lost at level 30 or higher spawn as Rikti using The Lost animations. Level 30 or higher Lost spawns now spawn as Rikti with correct Rikti animations.

    Powers
    • All dismissable pets will now zone with you, but will lose their buffs.
    • Brawl no longer accepts Endurance Discount Enhancements.
    • Brawl no longer costs Endurance when used.
    • Electric Melee (All versions) - Removed erroneous reference to Fury from Chain Inductions Long Help
    • Reduced Endurance cost of Origin Based powers Apprentice Charm, Taser Dart, Tranq Dart, Throwing Knives, and Mutagen from 6.5 per activation to 2.08 per activation.
    • Shields/Against All Odds: Detailed Info now shows Dmg debuff numbers that are applied to foes.

    PVP Powers
    • Fixed PVP duration of Ninjitsu/Blinding Powder’s confuse.
    • Powers with knockback and repel protection should no longer suppress knockback or repel protection when held, stunned, or slept.
      • Includes all Brute, Scrapper, Stalker, and Tanker versions of Entropy Shield, Unyielding, Active Defense, Rooted, Granite Armor, Integration, Wet Ice, and indomitable will. Acrobatics also will not suppress the knockback portion.
    Rewards
    • Characters must be level 35 or greater to earn Vanguard Merits.
    • The Hero and Villain Respec Trials, Terra Volta Trial, Eden Trial, Sewer Trial, Hamidon Raid, Statesman Taskforce and Lord Recluse Strikeforce had their Merit Reward diminishing return timer reduced from 24 hours to 18 hours to be consistent with other taskforce diminishing return timers.
    • Minion and Lieutenant Freakshow entities in the level 20-38 range have had their XP multiplier lowered to 0.95.

    Tailor
    • Characters created before Issue 16 will no longer need to change a costume piece in order for customized power changes to update
    • Adjusted tailor costs for powers customization changes.
    • The cost for changing each individual power’s theme is 1/9th the cost of changing your upper or lower body.
    • There is a Power Fee for changing powers customization. It is the same amount as the Tailor Fee for changing costume pieces.
    • Changing the primary or secondary color for a power charges 1/10th the Powers Fee for each power changed. This is only charged once per power, instead of once for each color.


    User Interface
    • Removed "Suppress Extra Player FX" option. It wasn’t actually doing anything
    • Fixed a bug that would cause players to sometimes lose their Global Friends list.
    • Items in the Options Menu have been slightly reorganized and contain tool tip buttons.
    • On the login screen, players will see their current costume instead of costume 1.
    • Character Creation – Moved Save/Load Costume buttons so they don’t get blocked by other buttons


    XP Curve Adjustment
    • To go along with our new changes to sidekicking and exemplaring, we've made some adjustments to the experience awarded from minions, lieutenants and bosses in the level 5 to 24 range. In short these enemies are on average receiving a 20% experience and influence increase. This will slightly speed up the pace at which heroes and villains advance through the 5 to 24 range.



    CITY OF HEROES

    Powers

    Blasters
    • Radiation Blast – All AoE powers in this set will no longer give a damage bonus per target hit. Like other Blaster AoE powers, only a single damage buff will be granted per use of the power
    • Radiation Blast/Neutrino Bolt – This power now has a 4 second recharge, which increases base damage from scale 0.6 to scale 1.0 and increases endurance cost from 3.12 to 5.2
    • Radiation Blast/X-Ray Beam – This power now has an 8 second recharge, which increases base damage from scale 1.0 to scale 1.64 and increases endurance cost from 5.2 to 8.53
    • Electricity Manipulation - Power Sink: This power should no longer have a lingering icy effect on the caster.

    Controllers
    • Kinetics/Fulcrum Shift: This power will now correctly use Controller buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
    • Cold Domination: All of these powers should now accept the correct IO Sets.

    Defenders
    • Traps - Trip mine - Fixed repeating animation

    Peacebringers and Warshades
    • Players in White or Black Dwarf form will now play the updated version of the AlakazamReact emote

    Scrappers
    • Electric Melee - Removed the ability to slot powers within this set with Taunt enhancements as these powers do not have a taunt component.
    • Electric Armor - Lightning Field: Removed the ability to slot this power with Taunt enhancements as this power does not have a taunt component.
    • Electric Armor/ Power Sink: This power should no longer accept taunt enhancements.
    • Spines – Ripper: Removed extraneous sound effect from Barb Swipe.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Spines - Quills. The body spines will now appear when this toggle is activated. However, they will go away if the player enters and then exits spines combat mode while the toggle is on.

    Tankers
    • Electric Armor - Lightning Field: This power will no longer accept Taunt IO sets to be consistent with other taunt auras.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Invulnerability - Invincibility no longer accepts Taunt IO sets. This makes it match similar powers available to other ATs.
    • Electric Melee - Fixed Gauntlet for Charged Brawl, Havoc Punch, and Chain induction to not allow procing on all nearby targets.



    CITY OF VILLAINS

    City Zones
    • Sharkhead Isle: Council turrets and some Council spawns will no longer attack each other
    • Pocket D: War Witch will once again talk to and train villains

    General
    • Fixed a bug that would prevent a Villain from being able to trade with other Villains after a respec.

    Powers

    Brutes

    • Claws - Corrected a decimal shift error in the Recharge Time of Slash. Now recharges in 6.4 seconds, not 0.64 seconds.
    • Claws/Slash - Slightly increased this power’s damage to be in line with its recharge time
    • Claws - Eviscerate: Corrected this power\ss long help, it erroneously stated that this power had a chance to critically hit, which it does not
    • Claws - Powers in this set are now slottable for Taunt enhancements and Taunt IO sets.
    • Claws and Stone Armor are now mutually exclusive at character creation due to animation issues.
    • Electrical Melee – Jacob’s Ladder: Re-enabled FX for this power.
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.

    Corruptors
    • Archery/Rain of Arrows – This power will now correctly Scourge enemies allowing for critical hits on enemies with low health
    • Kinetics/Fulcrum Shift: This power will now correctly use Corruptor buff modifiers instead of Defender buff modifiers, resulting in a 20% damage buff per target and a 40% damage buff on self, instead of a 25% damage buff per target and a 50% damage buff on self.
    • Trick Arrow/Acid Arrow - Fixed a bug that caused this power to deal additional damage to immobilized, held, or disoriented targets
    • Pain Domination - Soothing Aura is properly suppressed when the recipient is mezzed.
    • Trick Arrow - Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.


    Dominators
    • Earth Assault/Mud Pots - This power’s long help will no longer get cut off at the end
    • Earth Assault/Fissure - This power’s long help will no longer get cut off at the end
    • Earth Assault - Tremor, Slightly reduced chance of knockdown.
    • Earth Assault - Fissure, Adjusted damage, recharge, and endurance cost down moderately. Slightly reduced chance of knockdown and stun.
    • Earth Assault - Fissure: This power’s disorient effect is now enhanced by Domination.
    • Earth Assault - Seismic Smash - Corrected normal hold magnitude to 3, and the hold is now affected by Domination


    Masterminds

    • Dark Miasma - Removed erroneous Jump Speed slow effect from Shadow Fall.
    • Mastermind Pets now correctly keep their level 6 and level 32 upgrade power buffs when zoning
    • Pets will now zone with their Mastermind owner and will keep their buffs
    • Necromancy - Zombies, Skeletons and Lich should use the selected custom colors for their enchanted and empowered particle effects.
    • Pain Domination - Soothing Aura is properly suppressed when the recipient is mezzed.
    • Thugs/Gang War now summons the Posse correctly
    • Trick Arrow - Glue Arrow: This power’s ground based glue effect will no longer fade once the initial target is defeated, instead it will last its full intended duration.

    Soldiers of Arachnos and Widows
    • Mace Mastery - Focused Accuracy: This power was replaced with a new power called Shatter Armor.
    • Mace Mastery - Shatter Armor (NEW): This power has replaced Focused Accuracy in the Villain Epic Archetype Mace Mastery epic power set. Shatter Armor is a heavy hitting melee Arachnos Melee attack that reduces the target’s damage resistance.

    Stalkers
    • Electric Melee - Chain Induction correctly jumps to additional targets when slotted with proc IOs.
    • Stalker Melee/Broad Sword/Head Splitter – Fixed a bug that caused this power to have a 100% chance to critically hit while hidden. This power will now critically hit 50% of the time


    JOIN IN THE COMMUNITY DISCUSSION!
  24. Greetings Players,

    Issue 16 is getting very close, and with issue 16 you will be getting a free respec! I know many of you like to save your free respec's in case you need them so please keep in mind that they do not stack.

    If you are holding onto a free respec, use it or lose it!
  25. Quote:
    Originally Posted by Techbot View Post
    I know, GG. I sent the email to get it changed to 'Techbot Alpha'. That was on Friday, or something.
    Apparently this was quite fast...pity I didn't notice this until later on.
    My apologies Techbot,

    Due to being at PAX, I was unable to change your name until today.