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Patch Notes - 11/20/09

Citation :
Animation:

* Players should no longer perform a back bend when respawning.
* Celestial, Redemption, Rez should now lift target in the air when being resurrect
* Acrobatics jump should now animate when jumping in one place.


Audio:

* "You've got mail" sound has been added


Costumes:

There are now new weapon accessories for back and hips, back guitars, blindfolds, brain-helmet, capes for jackets and chest wear, and glow options on a selection of costume-pieces.

Back Accessories

Weapons:

* Katana
* Axe
* Warhammer
* Curved Bow
* Western Rifle
* Blaster Rifle
* Assault Rifle
* Sniper Rifle
* Shotgun
* Missile Launcher


Cape:

* Tech Cape Mantle
* Arcane Cape Mantle
* Cape Mantle for Jackets


Misc:

* Acoustic Guitar
* Electric Guitar


Leg Attachments - Weapons:

* Flintlock
* Western Pistol
* Western Pistol (Strapless)
* Uzi
* Tonfa
* Sai
* Katana
* Side Sword
* Sword


Helmets:

* Brain-in-Jar
* Brain-in-Jar w/ Tesla Coils


Eye Accessories:

* Blindfold Small
* Blindfold Large


Textures:

* Serpent textures have been added to female legs



Gameplay:

* Fixes to experience and item drops when in teams:
* Defeated foes now drop items of their level. This fixes a bug where when side-kicking where players could get items of much lower level than the defeated foe.
* Experience from defeated foes is now correctly split based on the combat level of the team members. This fixes bugs where experience was incorrectly shared when teamed with characters of varying levels, especially if one or more characters were side-kicking.
* Critters that can see through stealth should now move to stealthed players.
* Critters that are one shot will play their death animation.
* It is now possible to buy up to 4 additional b40-slot bank inventory tabs from the bankers in Renaissance Center. Each additional tab increases in price.
* Critter charge up knock back powers will now do less knock back in most cases.
* When requesting reinforcements, a random critter of the lowest rank will make a break for it, where previously the highest ranked critter did so.
* If a player aggros the reinforcement target group, the target group will be considered reinforcing, instead of being considered invalid and forcing the original group to find different reinforcements. This could lead to many adds.
* Critters should no longer attempt to gain reinforcement from critters of other groups (i.e. Destroids will only ask Destroids for help)
* Players should no longer crash if they log out during map transfer.



General:

* TARGET SELF! (Players can now target themselves by clicking on their portrait or using a key bind:
* Default/Fantasy/Shooter: F1 (note that F2-F5 targets teammates and F6-F11 switches builds now)
* Heroic controls: Shift+`)
* Defender action figure costume has been reverted to the original costume
* Character will no longer tilt to the left in the female average stance
* MIL: Astral Witchcraft: Fixed a typo in Witchcraft's dialog.



Items:

* Stronghold Rucksack is now correctly tagged as a bag instead of an Upgrade again.
* If an equipped item's definition changes such that it is no longer in a valid slot, it will be moved to your overflow bag
* All crafted healing and damage prevention consumables have had their names expanded to make it easier to distinguish different levels, and all Blueprints have been updated to make sure they correctly refer to the name of the healing or damage prevention consumable they create
* Renamed the level 25 Servitor Serum crafting blueprint to Greater Servitor Serums
* Fixed bug where level requirements on the crafted Servitor Serums, Zombie Bones and Pestilent Clouds were setting the max level the item was usable at instead of the minimum level.
* Research and Development: Fixed bug where 4/5 researches in the 101-200 skill range for Mysticism failed to yield any Slight or Mild Profundities. Players will now receive them at the same rate as the other crafting schools for researches at that amount and skill range.
* Matchstick has been split into two items, one for crafting and one for the mission Pages From A Dark Text, this fixes the issue some players were having where the item displayed a required level of 17 but actually needed level 31 when it came from the mission instead of R&D.



Missions - "Help a Citizen:"

* "Help a Citizen" missions and UNITY missions now have UI indications that they will scale for any team size.
* In "Help a Citizen" missions, spawns now scale with the number of players on your team rather than just the number of players on the map. This fixes an issue where the first few spawns you encountered were too weak.
* We have made changes to "Help a Citizen" missions based on player feedback:
* The rewards on these missions have been doubled.
* The 30 minute time limit has been removed.


Missions - Millennium City:

* Psi-Chonaut: Exit door now appears in the destroyed park after speaking with Adina Monroe
* Changed UNITY HQ door to allow access after completing Brad Playne's mission
* Millennium City: Discord and Harmony: Slowed down the crowd and Harmon a little bit.
* Purple gang Hideout: Tachyon no longer teleports through walls.
* Fixed various typos in New Purple gang bounty mission
* Foxbattle of the Network Stars: Fix some typos in contact text.
* Escaped bear manimal in MacDonald park is no longer a valid reinforcement for other enemy groups in the park
* Biotechnical Difficulties: Changed mutagen antidote power to fix problem with pets interfering with application of antidote.
* The Omega hotspot mission that includes the Sewer Pursuer mission now correctly lists it as a Millennium City mission.
* Lotsa Green Army Men: Scientists now give credit as soon as they are rescued instead of when exiting the map
* UNITY: Once Submerged mission is offered properly as part of the daily hotspot list


Missions - Monster Island:

* Escape Claws: The shock collars can no longer be disabled before you have the objective to do so.
* Zoo's Prize Attraction now gives credit if you complete Zoo Break before this mission. You must still defeat the Exo-Zoologist to complete the mission.
* Raptor Rush: Should take a full 20 waves to get the required 57 raptors. Raptors now cleanup properly if the event ends early due to all players leaving or dying


Missions - Canada:

* Crisis in Canada: Blight of the Living Dead open mission now grants standard mission XP.
* Crisis in Canada: Into the Storm: If you log out after defeating Rakshasa and completing the Into the Storm mission without leaving the lake to post-crisis Canada, the mystic portal on the Crisis in Canada map will now take you directly to the post-crisis Canada map.
* Justiciar - "One if by Sea...": Corrected mission so it properly requires the avatar to speak to Alicia Blackmun.
* Dangerous Collusions: The courier was spawning intermittently because sometimes his attendants were not killed when he was. This has been corrected and now the Courier will spawn regardless of his fellows spawning.


Missions - Desert:

* Will to Power: Players can no longer enter the Gertz' hatch without his key
* Mutant Enemies: Fixed mission so player only received credit for enemies defeated by himself or team.



Missions - Lemuria:

* Trumping the Shark: Fixed problems with Skura and other sharks not appearing properly or cleaning up after the mission. The mission event is now controlled by an open mission that grants rewards based on the number of sharks defeated during the swarm. Maru's Crown drops off of Skura when defeated. Leaving the mission area causes the open mission to reset, but it can be restarted by chumming the waters again.



Monsters:

* Fix a bug where Qwyjibo and Teleiosaurus would sometimes not attack players who attacked them.



Nemesis:

* Players should now see an error message for when a Nemesis fails to spawn
* Television Prequel: Decreased how often the news crew reminds players of the mind control devices. Now with 50% less annoying!
* Draysha showdown: With 2 or less players only 1 robot spawns in final room. 2 robots spawn for 3 players or more.
* Villains, Vandals, and Vermin (Nemesis Bunker Showdown). Fixed a bug where if the first player logged out and logged back in, NPC heroes would forget who they're supposed to be following. The NPCs will now resume following the first player when he or she logs back in.



Perks:

* Perk titles should now appear correctly.
* Some History and collection-related perks in Millennium City could not be reached by players due to changes in building models. Items that were previously unreachable are now able to be reached. Included is the City Center history plaque, Pieces of Artwork, and one of the Jars
* Mafia Nemesis Minions: These perks were being properly recorded but the alien data was being displayed instead of the correct mafia data. This has been corrected.
* Perks: Icon: This perk rewards players at Level 40 with a title, a free character slot on their account and a respect token for the lvl 40 character. Players who already have level 40 characters will receive their rewards upon logging in next with their lvl 40 character.
* On login players should see any missing Titles from Perks you have completed.



Power House:

* There are now a variety of male and female trainers in the powerhouse.
* All Battle Station doors now have an "Instanced by Team" message in the interaction text. This is to differentiate them from the other doors in the powerhouse which lead to other rooms on the same map where dueling is available.
* Fixed laser emanation points. Lasers in Monster Island and Lemuria once again more powerful than other powerhouses

Powers - General:

* Celestial: Rebuke: Crippling Challenge will no longer apply to people when you heal them.
* Telekinesis: Telekinetic Shield: Telekinetic Reinforcement: Fixed the spelling of "physical" in the
* description.
* Celestial: Radiance: The heal from this power should no longer be dodged.
* Munitions: Frag Grenade: Now ranks up properly.
* Advanced player roles no longer allow arbitrary powers to be placed in the first (auto attack) slot.
* Jet Boots: Ranks 2 and 3 of this power "shift up" speed at the same rate that rank 1 does. This is just a change to how quickly the shifting takes place, the flight speed at each Band of each Rank is unchanged.
* Telepathy: Mindful Reinforcement: Now functions better. Instead of placing a fragile shield and a fragile delayed heal on the target, it now has a fragile shield that applies a heal when it expires. The basic use of this power remains unchanged, and the amount it shields for is still the same. The amount it heals for is now actually double the amount of shield remaining, instead of "pretty close" to double the amount of shield remaining. This change also prevents multiple delayed Mindful Reinforcement heals from occurring.


Powers - Archery:

* Players that have selected Archery powers have been granted a free retcon.
* Snap Shot: New archery power added. Snap Shot is a quick firing tap attack with a 100 foot range. Designed to be very time efficient in terms of damage, but less energy efficient than standard full charge attacks. Has the common advantages Accelerated Metabolism and Crippling Challenge and the custom advantage: Finish Him. This advantage adds a 35% damage increase to targets below 25% health.
* Snap Shot: Removed cooldown and increased cost.
* Quarry: Reworked the base functionality of this power. Now provides less of a direct energy reduction per stack of Quarry, but now also provides a percentage buff to your Intelligence with each stack.
* Quarry: Ranks 2 and 3 now work!
* Many Archery powers had their Tags updated to properly match the powers - for example, Ranged Damage tags were added to many powers that were missing them, as well as AoE Damage tags to various powers. This will have some interaction with various items that look at these tags.
* Strafe: Fixed a bug that was making this power not shoot as many times per maintain period as it should. It now shoots the appropriate 7 times instead of 5.
* Sonic Arrow: Range increased to 100 feet. Cost increased slightly as a result.
* Sonic Arrow: No longer locks player down during charge or activate.
* Sonic Arrow: Reduced the activate time from 1.0 second to 0.67 seconds.
* Sonic Arrow: Deadly Dissonance: Updated description to state that it does not give a chance to stun (the advantage never gave a chance to stun, the chance to stun was part of the base power).
* Sonic Arrow: Deadly Dissonance: This advantage was significantly above the line for how powerful an advantage should be, and made multiple powers in the set redundant. As such, we have reduced the radius from 15 feet to 10 feet, and reduced the damage dealt to secondary targets.
* Sonic Arrow: Added Accelerated Metabolism as an advantage choice.
* Sonic Arrow: Now applies the Daze effect on a full charge.
* Sonic Arrow: Deadly Dissonance: Should work properly with Ranks again.
* Sonic Arrow: This power stopped applying stacks of Quarry with the changes to tagging. We reverted the tag change on this power, so Sonic Arrow with Deadly Dissonance will not be getting counted as an AoE Damage power for purposes of item interaction, and will also provide a stack of Quarry even if advantaged into being an AoE. This is a temporary fix until we can make it work properly.
* Taser Arrow: Cost was not increasing with charge, and should have been. Cost now scales with charge. While this does increase the maximum cost of this power, the hold chance is not affected by charge at all, so using this power as a tap just to apply the hold still has the same cost and still works the same way.
* Taser Arrow: Reduced the activate time from 1.0 second to 0.5 seconds.
* Taser Arrow: Increased Maximum Charge time from 1.83 seconds to 2.0 seconds. The damage is still the same at 1.83 seconds, but a higher maximum damage is now possible.
* Taser Arrow: No longer locks player down during charge or activate.
* Taser Arrow: Updated description. Now better explains how the hold works, and removed the line that stated that the chance to hold increased with charge. This is just a description fix, this is already the way the power worked.
* Taser Arrow: Added Accelerated Metabolism as an advantage choice.
* Taser Arrow: The amount of damage a target can take before breaking free from the hold applied by this power has been doubled.
* Torrent of Arrows: Cleaned up tooltip by moving the Advantage info directly into the Advantage itself.
* Torrent of Arrows: Knockback was not using the proper tables before. Knocks back considerably more now. Also applies proper knockback resistance instead of having a 10 second cooldown on the knockback.
* Torrent of Arrows: Reduced the activate time from 1.0 second to 0.67 seconds.
* Torrent of Arrows: Increased Maximum Charge time from 1.17 seconds to 1.83 seconds. The damage is still the same at 1.17 seconds, but a higher maximum damage is now possible if charged above 1.17 seconds.
* Torrent of Arrows: Added Accelerated Metabolism as an advantage choice.
* Torrent of Arrows: Ranking this power up should work properly now.
* Storm of Arrows: Reworked the base functionality of this power so that the damage dealt will be more consistent. Instead of 3 damage applications each with a 33% chance to apply, it now has 3 damage applications; 1 with a 100% chance to apply for half damage and 2 with a 30% chance to apply for full damage. The net result is about a 10% increase in average overall damage, with smaller peaks and valleys. Also makes sure you can't randomly get unlucky and do almost no damage at all.
* Storm of Arrows: Achilles' Heel: Reworked to function with the new version of the power. Now has a 100% chance to apply the root on each of the main damage ticks, instead of 33% chance on each of them. Now provides a consistent root.
* Storm of Arrows: Added Accelerated Metabolism as an advantage choice.
* Storm of Arrows: Initial cost reduced.
* Explosive Arrow: Reduced the activate time from 1.0 second to 0.67 seconds.
* Explosive Arrow: Increased Maximum Charge time from 1.17 seconds to 1.83 seconds. The damage is still the same at 1.17 seconds, but a higher maximum damage is now possible if charged above 1.17 seconds.
* Explosive Arrow: No longer locks player down during charge or activate.
* Explosive Arrow: Where's the Kaboom?: Reduced the delay on the explosion from 5 seconds to 3 seconds.
* Explosive Arrow: Added Accelerated Metabolism as an advantage choice.
* Explosive Arrow: Where's the Kaboom?: Updated the description to no longer state it has a shorter radius than the default power.
* Focused Shot: This power was intended to be the Archery equivalent of Sniper Rifle, but had several issues preventing it from working that way. Now requires a full charge to fire off and is interrupted by damage.
* Focused Shot: Maximum range increased from 100 feet to 120 feet.
* Focused Shot: Fixed a bug that allowed you to repeatedly fire this power at full strength without charging it
* Strafe: Aversion: Now has a buff icon.



Hero Games:

* Hero Games Perks: Jailbird, Felon, Convict, Smooth Criminal: These perks are granted for defeating named NPCs in Stronghold Apocalypse. Reduced the requirements to earn these perks. Players who qualify for the new requirements should automatically be granted the perks they now qualify for when they log in.
* Fixed a bug where players wouldn't get credit for having played in the Hero Games if they joined the game midway through.
* Added UI indicators for when leaders are under attack in stronghold pvp map
* Fixed a bug where kill counts on PvP player kill perks were reset to zero. Kill counts will be restored to what they were about one and a half weeks ago (before the bug that reset them), PLUS any additional credit gained since then. Unfortunately, there was a related bug that caused kills not to register for a few days; these kills weren't tracked and so can't be restored.
* Zombie Apocalypse: the player defeat perks (leading up to "King of the Zombies", which unlocks Skull Boy) now give credit for defeating any other player on the map (previously, they only gave credit for kills made as a zombie).
* Zombie Apocalypse: Fixed a bug that prevented the score report from displaying when players click on the "report" button mid-game.



Queue:

* The Queue will not split your team into separate instances as long as you use the "team queue" Adding a member to your team, after a team queue, does not add that new member to the queue. Your team will need to leave the current queue and use team queue again.



UI:

* Tailor now validates costume name before saving costume.
* Players that were unable to select the Celestial power set should now be able to.
* When mail compose is open, tab now navigations through mail composition again instead of targeting
* Players should once again to be able to switch between LFG and Ignore invites correctly.
* The key bind letter on the powers tray should now update for block and the travel powers
* Power House Pro Tips now work for power armor
* Enhancements at crafting vendors should once again show stat information.
* Esc key will now consistently close all open windows
* interact key now clicks "back" on UIs that only have that option
* Start chatting" can now be (re)bound in the Options window Key Binds tab.
* Character must now have an energy builder selected before pressing next in the character builder.
* Deleting mail with auction lots now deletes the auctions attached to it.
* Tooltips on blueprints and blueprint stores should no longer display incorrect stats for the item they craft.
* The super group vault configuration UI should now properly display withdraw limits.
* Added a check box to the team request mode dialog box, which previously always popped up when you started a new team, to always use this option for new teams.
* Added a check box to the team request dialog box, which pops up for the team leader when somebody requests to join a team in Always Prompt mode, to always use this option for the current team."
* There is a new team tab in the social window! From this tab, you will be able to change both your current team settings (if you're the team leader) and the default settings that will be used the next time you start a team. The tab also has a list of your team members with their current map, level and status message.
* Added icon to Power Armor's Automated Assault advantage
* Added icon to Power Armor's Downgrade Disaster advantage"
* Help minimap button and H key now close help UI in addition to opening it
* Chat config window is now larger and is resizable
* When editing an existing costume, tailor will go straight to custom sliders instead of presets
* The "Objective" header on mission offers should now always display.
Dernier patchnote en date du 24

Citation :
  • Nemesis Confrontation is here! Grab a 5-man team, head over to UNITY, and take down your Nemeses!
  • Based on player feedback, we have made a number of changes to Patrol Missions, including doubling the rewards and removing the time limit.
  • Archery has had a large balancing pass made to it. Anyone who has selected Archery powers has received a Retcon (if they do not already have one).
  • We’ve added a handful of free costumes to the Tailor, and we’ve added Glow to a bunch of costume options. Visit this page to take a look at what’s been updated.
Patch Note Topics
General
  • Players should no longer perform a back bend when respawning.
  • A sound has been added for when you receive mail.
  • Defeated foes now drop items of their level. This fixes a bug where sidekicking heroes could get items of much lower level than the defeated foe.
  • Experience from defeated foes is now correctly split based on the combat level of the team members.
  • It is now possible to buy up to 4 additional 40-slot bank tabs from the bankers in Renaissance Center. Each additional tab increases in price: 10N, 1G, 10G, 100G.
  • Players should no longer crash if they log out during a map transfer.
  • The Power Armor Defender action figure has been reverted to its original costume.
  • Characters will no longer tilt to the left in the female average stance.
  • Advanced player roles no longer allow arbitrary powers to be placed in the first (auto attack) slot.
  • Queueing for Instances: If you join a Team Queue and then add a member to your team, this member will not join the instance with you when it is ready. Your team needs to leave the queue and re-queue in order to add your entire team at once.
User Interface and Chat
  • When mail compose is open, “tab” will navigate through the window instead of targeting.
  • Players should once again be able to switch between LFG and Ignore invites correctly.
  • The keybind letter on the powers tray should now properly update for the block and travel powers.
  • Powerhouse Pro Tips now work for Power armor.
  • The ESC key will now consistently close all open windows.
  • The “Interact” keybind now clicks “Back” on UIs that only have that option.
  • “Start Chatting” can now be bound in the Keybinds tab.
  • Character must now have an energy builder selected before pressing “Next” in the character creator.
  • Deleting mail with auction lots now deletes the auctions attached to it.
  • The Super Group vault configuration UI should now properly display withdraw limits.
  • There is a new “Team” tab in the social window. From this tab, players can change current team settings, as well as the default settings for future teams. This tab also contains a list of current team members along with their map, level, and status.
  • Added a checkbox to the team request mode dialog box, to “Always use this option for new teams”.
  • The “Help” minimap button and “H” key now close the Help UI in addition to opening it.
  • The “Objective” header on mission offers should now always display.
Powers
  • Players can now target themselves by clicking on their portrait or using a keybind. Default/Fantasy/Shooter keybinds default to F1 (with F2-F5 targeting teammates and F6-F11 switching builds). Heroic keybinds default to Shift+~.
Archery
  • Players that have selected Archery powers have received a Retcon (if they did not already have one).
  • Many Archery powers had their tags updated properly to match the powers. For example, Ranged Damage tags were added to many powers that were missing them, as well as AoE Damage tags to various powers. This will have some interaction with various items that look at these tags.
  • New Archery Power: Snap Shot: Quick firing tap attack with a 100 foot range. Designed to be very time efficient in terms of damage, but less energy efficient than standard full charge attacks. Has the common advantages Accelerated Metabolism and Crippling Challenge and the custom advantage: Finish Him. This advantage adds a 35% damage increase to targets below 25% health.
  • Explosive Arrow: Reduced the activate time from 1 second to 0.67 seconds.
  • Explosive Arrow: Increased Maximum Charge time from 1.17 seconds to 1.83 seconds. The damage is still the same at 1.17 seconds, but a higher maximum damage is now possible.
  • Explosive Arrow: No longer locks player down during charge or activate.
  • Explosive Arrow: Where's the Kaboom?: Reduced the delay on the explosion from 5 seconds to 3 seconds.
  • Explosive Arrow: Where’s the Kaboom?: Updated the description to no longer state it has a shorter radius than the default power.
  • Explosive Arrow: Added Accelerated Metabolism as an advantage choice.
  • Focused Shot: This power was intended to be the Archery equivalent of Sniper Rifle, but had several issues preventing it from working that way. Now requires a full charge to fire off and is interrupted by damage.
  • Focused Shot: Maximum range increased from 100 feet to 120 feet.
  • Focused Shot: Fixed a bug that allowed you to repeatedly fire this power at full strength without charging it.
  • Quarry: Reworked the base functionality of this power. Now provides less of a direct energy reduction per stack of Quarry, but now also provides a percentage buff to your Intelligence with each stack.
  • Quarry: Ranks 2 and 3 now work properly.
  • Sonic Arrow: Range increased to 100 feet. Cost slightly increased as a result.
  • Sonic Arrow: No longer locks the player down during charge or activate.
  • Sonic Arrow: Reduced the activation time from 1 second to 0.67 seconds.
  • Sonic Arrow: Now applies the Daze effect on a full charge.
  • Sonic Arrow: Deadly Dissonance: Updated description to state that it does not give a chance to stun (the advantage never gave a chance to stun, this chance was part of the base power).
  • Sonic Arrow: Deadly Dissonance: This advantage was significantly above the line for how powerful an advantage should be, and made many powers in the set redundant. As such, we have reduced the radius from 15 feet to 10 feet, and reduced the damage dealt to secondary targets.
  • Sonic Arrow: Deadly Dissonance: Should work properly with ranks again.
  • Sonic Arrow: Added Accelerated Metabolism as an advantage choice.
  • Storm of Arrows: Reworked the base functionality of the power so that damage dealt will be more consistent. Instead of 3 applications each with a 33% chance to apply, it now has 3 damage applications: 1 with a 100% chance to apply for half damage, and 2 with a 30% chance to apply for full damage. The net result is about a 10% increase in average overall damage, with smaller peaks and valleys. This also ensures that players won’t randomly be unlucky and deal no damage.
  • Storm of Arrows: Achilles’ Heel: Now has a 100% chance to apply the root on each of the main damage ticks, instead of 33% chance on each of them.
  • Storm of Arrows: Added Accelerated Metabolism as an advantage choice.
  • Storm of Arrows: Initial cost has been reduced.
  • Strafe: Fixed a bug that was making this power not shoot as many times per maintain period as it should. It now shoots the appropriate 7 times instead of 5.
  • Strafe: Aversion: Now has a buff icon.
  • Taser Arrow: Cost now properly scales with charge. While this does increase the maximum cost of the power, the hold chance is not affected by charge at all, so using as a tap to apply the hold still has the same cost.
  • Taser Arrow: Reduced the activate time from 1 second 0.5 seconds.
  • Taser Arrow: Increased Maximum Charge time from 1.83 seconds to 2 seconds. The damage is still the same at 1.83 seconds, but a higher maximum damage is now possible.
  • Taser Arrow: No longer locks the player down during charge or activate.
  • Taser Arrow: Updated description to better explain how the hold works.
  • Taser Arrow: The amount of damage a target can take before breaking free from the hold applied by this power has been doubled.
  • Taser Arrow: Added Accelerated Metabolism as an advantage choice.
  • Torrent of Arrows: Cleaned up tooltip by moving the advantage info directly into the advantage itself.
  • Torrent of Arrows: Knockback was not using the proper tables before. The power knocks back considerably more now. Also applies proper knockback resistance instead of having a 10 second cooldown on the knockback.
  • Torrent of Arrows: Reduced the activate time from 1 second to 0.67 seconds.
  • Torrent of Arrows: Ranking this power up should work properly now.
  • Torrent of Arrows: Increased Maximum Charge time from 1.17 seconds to 1.83 seconds. The damage is still the same at 1.17 seconds, but a higher maximum damage is now possible.
  • Torrent of Arrows: Added Accelerated Metabolism as an advantage choice.
Celestial
  • Players that were unable to select the Celestial power set should now be able to.
  • Radiance: The heal from this power should no longer be dodged.
  • Rebuke: Crippling Challenge will no longer apply to people when you heal them.
Munitions
  • Frag Grenade: Now ranks up properly.
Power Armor
  • Automated Assault: Added icon for the advantage.
  • Downgrade Disaster: Added icon for the advantage.
Telekinesis
  • Telekinetic Shield: Telekinetic Reinforcement: Fixed a typo in the description.
Telepathy
  • Mindful Reinforcement: Instead of placing a fragile shield and a fragile delayed heal on the target, it now has a fragile shield that applies a heal when it expires. The basic use of this power remains unchanged, and the amount it shields for is still the same. The amount it heals for is now actually double the amount of shield remaining, instead of "pretty close" to double the amount of shield remaining. This change also prevents multiple delayed Mindful Reinforcement heals from occurring.
Travel Powers
  • Acrobatics: Jump should now animate when jumping in one place.
  • Jet Boots: Ranks 2 and 3 of this power “shift up” at the same rate that rank 1 does. The flight speed at each “gear” for each rank remains unchanged.
Critters
  • Critters that can see through stealth should now move to stealthed players.
  • Critters that are killed in one shot will properly play their death animation.
  • Critter charge-up knockback powers will now do less knockback in most cases.
  • Critters should no longer attempt to gain reinforcement from critters of other types.
  • If players aggro a group of critters, then aggro another group that would have been the reinforcements, the first group will no longer still look for additional reinforcements. This will prevent players from being overwhelmed by reinforcements.
Missions and Content
  • Patrol missions now scale with the number of players on your team rather than just the number of players on the map.
  • Patrol Mission rewards have been doubled.
  • Time limits on Patrol Missions have been removed.
  • Powerhouse: There are now a variety of male and female trainers in the Powerhouse.
  • Powerhouse: All Battle Station doors now have an “Instanced by Team” message in the interaction text. This is to differentiate them from the other doors in the Powerhouse which are open rooms on the same map as the main room.
Desert
  • Mutant Enemies: Fixed mission so players only receive credit for enemies defeated by the player. KNOWN ISSUE: Kill credit does not track properly when in a group.
  • Will to Power: Players can no longer enter the Gertz hatch without his key.
Canadian Wilderness
  • Blight of the Living Dead (Crisis Zone): Now grants standard mission XP.
  • Into the Storm (Crisis Zone): If you logout after defeating Rakshasa and completing the mission without leaving the lake, the mystic portal will now take you directly to the post-crisis Canada map.
  • One if by Sea: Corrected mission so it properly requires the avatar to speak to Alicia Blackmun.
  • Pages from a Dark Text: Matchstick has been split into two items, one for crafting and one from this mission. This fixes an issue where the item displayed a required level of 17 but actually required level 31 when obtained from the mission rather than from Crafting.
Millennium City
  • Astral Witchcraft: Fixed a typo in Witchcraft’s dialog.
  • Biotechnical Difficulties: Changed mutagen antidote power to fix problem with pets interfering with application of antidote.
  • Discord and Harmony: Slowed down the crowd and Harmon a little bit.
  • Foxbattle of the Network Stars: Fixed some typos in the contact text.
  • Psi-Chonaut: Exit door now appears in the destroyed park after speaking with Adina Monroe.
  • Sewer Pursuer (Omega hotspot mission): Now correctly listed as a Millennium City mission.
  • Tachyon no longer teleports through walls in the Purple Gang Hideout.
  • Fixed various typos in the New Purple Gang bounty hunter mission.
Monster Island
  • Fixed a bug where Qwyjibo and Teleiosaurus would sometimes not attack players who attacked them.
  • Escape Claws: The shock collars can no longer be disabled before you have the objective to do so.
  • Zoo’s Prize Attraction: Now gives credit if you complete Zoo Break before this mission. You must still defeat the Exo-Zoologist to complete the mission.
Lemuria
  • Trumping the Shark: The mission event is now controlled by an open mission that grants rewards based on the number of sharks defeated during the swarm. Leaving the mission area causes the open mission to reset, but it can be restarted by chumming the waters again.
  • Trumping the Shark: Maru's Crown drops off of Skura when defeated.
UNITY
  • Changed UNITY HQ door to allow access after completing Brad Playne’s mission.
  • Once Submerged: Now properly offered as part of the daily hotspot list.
Nemesis
  • Players should now see an error message when a Nemesis fails to spawn.
  • Television Prequel: Decreased how often the news crew reminds players of the mind control devices. Now with 50% less annoying!
  • Villains, Vandals, and Vermind: Fixed a bug where if the first player logged out and back in, NPC heroes would forget who they were supposed to be following.
Perks
  • Some history and collection-related perks in Millennium City could not be reached due to changes in building models. The City Center history plaque, Pieces of Artwork, and one of the Jars should now be accessible.
  • New Perk: Icon: This perk rewards players at level 40 with a title, a free character slot on their account, and a free Gained Retcon token for their level 40 character. These tokens are counted separately from Free and Purchased Retcons. Players who already have reached level 40 will receive these rewards upon login.
  • Jailbird, Felon, Convict, Smooth Criminal: Reduced the requirement for these perks. Players who qualify will be granted them automatically upon login.
Items
  • Stronghold Rucksack is now correctly tagged as a bag instead of an Upgrade again. No items within the bag were harmed with this change.
  • If an equipped item’s definition changes such that it is no longer in a valid slot, it will be moved to your overflow bag.
Crafting
  • All crafted healing and damage prevention consumables have had their names expanded to make it easier to distinguish different levels. All Blueprints have been properly updated.
  • Renamed the level 25 Servitor Serum blueprint to “Greater Servitor Serum”.
  • Fixed bug where the level requirements on Servitor Serums, Zombie Bones, and Pestilent Clouds were setting the max level the item was usable at instead of the minimum level.
  • Fixed bug where 4/5 researches in the 101-200 skill range for Mysticism failed to yield any Slight or Mild Profundities. Players will now receive the item at the same rate as the other crafting schools.
  • Tooltips on blueprints and blueprint stores should no longer display incorrect stats for the item they craft.
Costume Creator/Tailor
  • New costume pieces have been added to the character creator, and we’ve added Glow to a bunch of costume pieces! See this page for a preview of the new items.
  • Serpent textures have been added to female legs.
  • The Tailor now validates costume names before saving the costume.
  • When editing an existing costume, the Tailor will now go straight to custom sliders rather than presets.
Hero Games
  • Fixed a bug where players wouldn’t get credit for having played if they joined the game midway through.
  • Stronghold: Added indicators for when leaders are under attack.
  • Zombie Apocalypse: Player defeat perks now give credit for defeating any player on the map (not just those made while a zombie).
Cool pour les jet boots.
J'étais monté rang 2 et je désespérais d'atteindre ma vitesse de croisière.

Quand au reste, que dire à part "miam"

Ok, c'est pas parfait, mais ça progresse quand même et plutôt vite.
Citation :
Publié par Wyzz
Euh j'était dans MC vers 14h05 et le launcher va bcp mieux de mon coté
Ah ?
bah impossible de mettre a jour de mon coté, je reste bloqué sur Connecting et je me fais jeter au bout de 5-10 min car delais de non réponse trop long

A tous les coups, comme j'avais completement zappé le patch et que je me suis connecté ce matin 1 min ou deux avant la déco (en mode j'vais me faire a bouffer pendant que je lance le jeu) j'ai surement completement corrompu mes fichiers vu que je me suis fait jeter :/

Youpi T_T

edit : bon ok, j'ai rien dit, j'arrive a patcher un truc de 381MB, j'ai viré le proxy Eu et me suis mis sur none, histoire de voir : ca DL
Ce launcher va me rendre dingue ... y fonctionne jamais comme je voudrais
J'avoue que le launcher est trés capricieux
Et en y repensant j'avait mon proxy sur none depuis plusieurs jours pour réduire les deco/lag
Ça commence à me décevoir, autant le jeu est très sympa (malgré les nombreux bugs), autant le coup du launcher qui met 24 ans à détecter une MAJ et 50 à la dl...
Change...le...proxy. si tu l'as vire-le. Si tu l'as pas mets-le. En général ca résout le probleme

et puis patchday, no play... c'est toujours pareil dans les MMO
Citation :
Publié par Newen
Change...le...proxy. si tu l'as vire-le. Si tu l'as pas mets-le. En général ca résout le probleme
reste quand même super long, depuis l'edit de mon message ... ca patch ... soit presque 1h30 quand meme pour 94% T_T

C'est que je commence a m'ennuyer là, y a plus de repassage ni lessive ni vaisselle a faire
Avec le proxy sur none j'en suis a 2 h00 de tel et je suis a 65% pour 350 Mb a peu près , ce qui est lamentable, j'aurai pensé que régler les problèmes de lag, de laucher et autre gros bug IG serai la priorité pour cryptic, apparemment ce n'est pas le cas, ce problème de lenteur est présent depuis déjà plusieurs jours, il serai temps de régler rapidement ce souci majeur pour une grosse partie des Européens !
pour info et reinfo depuis 2 mois la lenteur au launcheur vient du fait que y a beaucoup de monde donc c' est normal , donc il ne faut pas télécharger au heure de pointe maintenant se problème est l' un des plus compliquer donc voila
Abo relancé (j'ai craqué pour tester la nouvelle instance). Maj faite ce matin en 35 mns. Launcher en euro. Pas eu besoin de mettre none.
Ca doit venir du nombre de connectés simultanés.... Je ne vois que ca.
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