Difference between revisions of "Patch Notes/2009-06-29"
From Paragon Wiki Archive
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=== Zones === | === Zones === | ||
* Added Vanguard NPCs to the AE building in the Rikti War Zone | * Added Vanguard NPCs to the AE building in the Rikti War Zone | ||
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+ | === User Interface === | ||
* Line breaks in character descriptions now display correctly. | * 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. | * Trading Salvage: Fixed bug so that the amount slider now works correctly; No longer jumps to a larger value. | ||
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== CITY of HEROES == | == CITY of HEROES == |
Revision as of 23:44, 29 June 2009
Contents
- 1 06.29.2009 Version 19.20090619.2
- 1.1 5th Column Task/Strike Force
- 1.2 New Costumes
- 1.3 New Costume Change Emotes*
- 1.4 Mission Architect Updates
- 1.5 COMBINED
- 1.5.1 Arenas
- 1.5.2 Arena Badges
- 1.5.3 Badges
- 1.5.4 Bases
- 1.5.5 Day Jobs
- 1.5.6 Emotes
- 1.5.7 Gameplay
- 1.5.8 Invention
- 1.5.9 Macintosh Users
- 1.5.10 Merit Rewards
- 1.5.11 Mission Architect
- 1.5.12 Mission Architect Custom Critters
- 1.5.13 Mission Architect Badges
- 1.5.14 Powers
- 1.5.15 Zones
- 1.5.16 User Interface
- 1.6 CITY of HEROES
- 1.7 CITY of VILLAINS
06.29.2009 Version 19.20090619.2
5th Column Task/Strike Force
- Villain Strike Force – "Thus Spoke the Reichsman"
- 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: 6 Villains
- Level Requirement: 45-50
- 5 Missions
- Hero Task Force – "Return of the Reichsman"
- 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: Founders' Falls
- Minimum Team Size: 6 Heroes
- Level Requirement: 45 - 50
- 5 Missions
New Costumes
- New Issue 15 costumes include the Vines and Ulterior themed costume sets.
- Ulterior Set and Mask Set (Male, Female, Huge Body Types)
- 1 Chest
- 1 Glove
- 1 Hips
- 1 Boots
- Vines Mask set (Male, Female, Huge Body Types)
- 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)
- Ulterior Set and Mask Set (Male, Female, Huge Body Types)
- New Character Faces - Over 20 new character faces provide even more options for character customization
- Female Body Type Faces
- 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
- Male and Huge Body Type Faces
- Face 14
- Face 15
- Face 16
- Face 17
- Face 18
- Face 19
- Face 20
- Face 21
- Face 22
- Supernatural Face 14
- Female Body Type Faces
New Costume Change Emotes*
- 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.
- Backflip
- Salute
- Howl
- Evil Laugh
- Peacebringer Transform (Kheldians only)
- Warshade Transform (Kheldians only)
- *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).
Mission Architect Updates
Architect Toolbox
- 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
- The command to use the Mission Architect Chat Channel is /ma
- 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.
Chat
- The Mission Architect Channel has been added to the Chat channel selection window, and can now use the /ma command.
COMBINED
Arenas
- 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.
Arena Badges
- The following Arena badges are now available to players who participate in Arena Matches:
- 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.
- In addition to the above new badges the following ‘Weightclass’ badges will now correctly be granted to players who win a rated scheduled match!
- The weight class Arena badges should now correctly display their flashing pop up text as well as their chat dialogue text.
Badges
- 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.
Bases
- 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.
Day Jobs
- 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.
Emotes
- The /alakazamreact emote will now function properly when a character is in the air.
- Fixed animation bug with the At Ease emote.
Gameplay
- 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.
Invention
- 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: This set should now work.
- Soulbound Allegiance: Added a note to pieces of the Soulbound Allegiance IO set that will warn the player that slotting this enhancement into a pet power that summons a pet that is lower than level 50 will result in the pet not benefiting from the effects of the enhancement.
- Soulbound Allegiance: Removed note from Soulbound Allegiance Ultra Rare Pet Damage IO set that stated that it required the summoned pet to be level 50 or greater. These enhancements will not enhance the summoned pet as long as the summoner is 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.
Macintosh Users
- Fixed Vertical Sync option for Macintosh users.
- Fixed a Memory Leak issue that affected a small number of Mac users.
Merit Rewards
- 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.
Mission Architect
- 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.
Mission Architect Custom Critters
- 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.
Mission Architect Badges
- 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.
- 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:
- The following badges have been removed from the Mission Architect Badge list:
- 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
- The following Mission Architect badges remain:
- 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
- The Mission Engineer Accolade now requires the following badges:
Powers
General
- 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.
PVP
- 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.
Zones
- 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.
CITY of HEROES
Badges
- Heroes should no longer earn progress toward the Arachnos Rising history badge as this is a badge that is unobtainable by heroes.
Powers
Blasters
- Munitions Mastery/Sleep Grenade - Custom Assault Rifle should now be visible if this power is used when the rifle is not already drawn.
Controllers
- Gravity Control/Dimension Shift - Corrected missing visual effect
Peacebringers
- The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.
Scrappers
- 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.
Warshades
- The Ouroboros portal power icon will now correctly grey out when the user is shape shifted using the Nova and Dwarf forms.
Tasks
- Safeguard Missions – Many Safeguard missions that were uncompletable due to lack of bank robbers have been fixed.
CITY of VILLAINS
Badges
- 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.
Powers
General
- Fixed a typo in the Marshal Accolade power’s long help.
Arachnos Soldiers
- 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
Dominators
Dominator Archetype Revamp
- 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
- 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.
- Energy Assault
- Power Bolt: Increased this power’s damage scale from 1 to 1.32, increased its recharge from 4 seconds to 6 seconds and increased its endurance cost from 5.2 to 6.86.
- 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.
- Fiery Assault
- Flares: Decreased this power’s damage scale from 1.01 to 1, increased its recharge from 2.2 seconds to 4 seconds and increased its endurance cost from 3.69 to 5.2.
- 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.
- Icy Assault
- 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.
- Psionic Assault
- Psionic Dart: Increased this power’s damage scale from .6 to 1.32, increased its recharge from 1.5 seconds to 6 seconds and increased its endurance cost from 3.12 to 6.86.
- 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.
- Thorny Assault
- Thorny Darts: Increased this power’s damage scale from .84 to 1.16, increased its recharge from 3 to 5 and increased its endurance cost from 4.37 to 6.032.
- 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.
- Gravity Control
- Lift: Increased this power’s damage scale from .8 to 1.32.
- Dimension Shift - Corrected missing visual effect
Masterminds
- 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.
Night Widows
- 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.
Stalkers
- 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.
Zones
- Cap au Diable – Fixed the bug where Deathsurge would not spawn after 100 gremlins were defeated.