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.