Patch Notes: December 1st, 2009
Posted by Daeke
Hot Issues
Sorcery has been given a balancing pass. Due to the number of changes, all Sorcery users have received a free Retcon (if you did not already have one).
The UNITY mission system has been streamlined.
UNITY’s Most Wanted missions are here! Complete a daily mission to defeat one of the Lair villains and claim your reward!
General
The Power Armor Defender action figure has been reverted to its original design.
User Interface and Chat
It should no longer be difficult to select the first power in the list when talking to trainers.
The Channel Admin UI is now resizable and starts out a bit larger by default.
Powers
Many powers that had the wrong display name in the ranks/advantages window have been fixed.
Celestial
Redemption: This power can now be used in combat. Taking damage will interrupt the power.
Munitions
Two Gun Mojo: Fixed an issue where the Maintain bar would not display.
Sorcery
Arcane Vitality: This power was using incorrect data for the amount it healed. We have fixed this, and as such, this power now heals for about 34% less than it was previously.
Arcane Vitality: Increased the amount healed when hitting more than two targets by about 25%.
Arcane Vitality: Energy cost has been reduced by about 28%.
Arcane Vitality: Maximum targets reduced from 10 to 5.
Arcane Vitality: Fixed name in description, and added clarification about how this power scales healing if you have more than 2 targets.
Arcane Vitality: Impart Freedom: Updated description to state that it must be fully maintained to work. Removed part about not working on yourself. These are both description-only changes, the advantage still works the same as it did.
Aura powers: Radius increased from 25 feet to 50 feet.
Aura powers: Removed unnecessary line about not costing energy from the power descriptions, since all passives cost no energy.
Aura of Arcane Clarity: Doubled the base Energy regeneration provided by this power and increased Power cost discount by 50%.
Aura of Arcane Clarity: Now 25% more powerful on the player that is providing the Aura. This is on top of the newly buffed values.
Aura of Ebon Destruction: Now 25% more powerful on the player that is providing the Aura.
Aura of Ebon Destruction: No longer causes Energy decay.
Aura of Ebon Destruction: Rank 1 was using the Rank 2 FX. Now uses the proper Rank 1 FX.
Aura of Primal Dominion: Now 25% more powerful on the player that is providing the Aura.
Aura of Radiant Protection: This power had hidden scaling with superstats. It could not be seen in the tooltip, but was giving slightly more resistance than it was displaying (and more than it should have). This unintended scaling has been removed.
Aura of Radiant Protection: This power used to halve the damage resistance given to players who had a defensive passive on, but this was invisible to a player via tooltips. In keeping this power in line with the other auras, this Aura is now about 80% as strong on teammates, but the amount of damage reduction it gives to the player with the Aura is unchanged.
Bindings of Aratron: Tenable Bonds: Increased the amount healed per period from 0.87% to 2%. Increased the energy drained from 2.5% to 5%.
Circles of Power: Charge time reduced from 3 seconds to 1.5 seconds.
Circles of Power: Added a hard cap to the cost of 90% the players’ maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.
Circle of Arcane Power: The effects of the energy generation and power decay reduction have been increased by roughly 20%.
Circle of Ebon Wrath: The damage increase from this Circle was unintentionally scaling with super stats. This has been corrected. The base value of the damage buff has been improved by roughly 50%. Ranking this power up gives a larger increase in the strength of the damage buff. The net result is the low end damage increase from this power has been increased, and the high end (where someone has high numbers in each of their superstats) is roughly the same.
Circle of Primal Dominion: The damage resistance provided by this power has been reduced by about 1/3.
Circle of Primal Dominion: Regeneration provided by this power has been substantially reduced.
Circle of Primal Dominion: The damage resistance and regeneration provided by this power are now 50% stronger when in the Sentinel role.
Circle of Primal Dominion: Now only increases your threat while you are in the Protector Role.
Circle of Radiant Glory: The cooldown on being resurrected by this power has been reduced from 10 minutes to 2 minutes.
Circle of Radiant Glory: Greatly increased the amount of life you resurrect with.
Divine Renewal: Fixed an issue where the Maintain bar would not display.
Eldritch Blast: The root applied by this power was always using the Rank 2 duration. This has been fixed, meaning the Rank 1 root lasts a little shorter, and the Rank 3 root lasts a little longer.
Eldritch Blast: Reduced the activation time from 0.67 second to 0.5 seconds.
Eldritch Blast: Energy cost at tap and charge reduced. The cost was not getting properly discounted for locking the player down during charge.
March of the Dead: Instead of reducing your Equilibrium to zero, it now just reduces your Equilibrium to about half.
Rituals of Summoning: Fixed a bug that made Circles of Power get dismissed on critter death instead of the Ritual Circle being dismissed.
Rituals of Summoning: Charge time reduced from 3 seconds to 1.5 seconds.
Rituals of Summoning: Added a hard cap to the cost of 90% the players’ maximum energy, so if a player gets their equilibrium above their maximum energy, they can still use the power.
Rituals of Summoning: Fixed tagging (AoE Dmg, Ranged Dmg, etc.) on several of the powers these critters use.
Rituals of Summoning: Increased radius of effect to 8 feet, which matches the size of the art for these Ritual Circles.
Ritual of Arcane Summoning: Fixed the display name of the Hold this critter uses.
Ritual of Ebon Summoning: Rank 1 of this power will now work properly with the Meek Inheritance advantage.
Sigils: Fixed the way the advantaged versions of the Sigils are built so that they last the same duration as the non-advantaged versions.
Sigils: All sigils have had their costs reduced by varying amounts.
Sigils of Arcane Runes: Fixed Ranks 2 and 3 of the advantaged version of these sigils to be created at the same distance as Rank 1.
Sigils of Ebon Weakness: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of Ebon Weakness: These sigils now increase in duration when you rank them up.
Sigils of Ebon Weakness: Passive threat generated by these sigils has been increased.
Sigils of the Primal Storm: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of the Primal Storm: These sigils now increase in duration when you rank them up.
Sigils of the Primal Storm: Added the range of the lightning bolt the sigils create to the description.
Sigils of Radiant Sanctuary: Fixed the advantaged version of these sigils to be created at the same distance as the other advantaged sigils.
Sigils of Radiant Sanctuary: Passive threat generated by these sigils has been increased.
Sigils of Radiant Sanctuary: Changed the way the Sigils provide stealth so we have less potential for the sigils themselves to become stealthed.
Skarn's Bane: Added an AoE Damage tag to the power so that anything that affects AoE damage will affect Skarn’s Bane.
Skarn's Bane: This power was missing a maximum number of targets. It can now hit a maximum of five targets.
Skarn's Bane: Base cost per period reduced from roughly 43 to roughly 28.
Tyrannon's Familiar: Updated description so the functionality of the Power Siphon is a little clearer.
Tyrannon's Familiar: Added a hard cap to the cost of 90% a player’s maximum energy, so if a player gets their equilibrium (considerably) above their maximum energy, they can still use the power.
Tyrannon's Familiar: Removed the energy cost from the Power Siphon.
Supernatural
Venomous Breath: Fixed an issue where the Maintain bar would not display.
Missions and Content
Defeated foes now drop items of their level instead of the player’s 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.
Desert
Grond should once again use the correct FX when he jumps around the Desert.
Canadian Wilderness
Into the Storm (Crisis): Now grants proper mission rewards.
Millennium City
Bloody Alliance: Adjusted Danjal’s patrol route and AI to avoid water pools where he could become trapped.
Discord and Harmony: Fixed some pathfinding issues the crowd was having.
Viper Nest: Critters should no longer disappear or teleport through walls.
Monster Island
Removed stray werewolves near Gideon Jones’ respawn point.
Whacking Day: Now grants proper mission rewards.
UNITY
Removed the extra Mentiac from UNITY HQ.
Updated Dr. White’s text to reflect other UNITY changes.
Mentiac now offers a Qliphothic research mission.
Players can now spend Qliphothic shards and resources to do research in the UNITY lab and get a chance at rare gear, crafting components, and epiphanies.
Dr. Black now offers the “UNITY’s Most Wanted” missions. These are daily missions to take down one of the three UNITY Lair bosses:
Dr. Destroyer, Bronze Kind, or Vikorin. These missions cost 6 UNITY Intelligence in order to take the mission, and pay out 40 UNITY merits as rewards.
UNITY key fragments have been replaced with UNITY Intelligence. Existing key fragments now work as Intelligence.
Restrictions have been removed from the doors to Andrith Ruins and the Mandragalore.
Draysha Makes Monsters: Destroying the doomsday bomb should once again complete the mission.
Daily mission acquisition has been streamlined.
Players should no longer get into a state where daily missions cannot be completed due to mission conflicts.
Hotspot missions and Special Assignments now give resource rewards.
Skipping the Rift: This daily Nemesis Confrontation mission now rewards 40 UNITY merits for completion (once per day), in addition to the 1 UNITY merit received every time the Nemesis Confrontation is completed.
Nemesis
Fixed an issue where critters that were spawning in the middle of a Nemesis spawn (i.e. hostages) would spawn as Nemesis minions rather than the appropriate critter.
Confrontation: Players near Shadow Destoyer’s throne should no longer be teleported to the jail cells during battle.
Perks
Players should now be able to complete the Lemurian Spawn Camper perk.
Lore perks which were incorrectly tagged as knowledge and now properly tagged as lore.
Shadow of the Shark-Men: No longer requires the mission “Exile’s Exodus” and should therefore be attainable.
Crafting
Transistor will no longer show up on random Science drops.
Hero Games
Stronghold Apocalypse: Fixed a bug where defeats of the new named villains (Dread Metal, Dr. Tenebrous, Lacuna, Raza) weren’t giving credit towards PvP perks.