Here are the patch notes for the patch pushed to PTS on 1/4/2010. PLEASE NOTE: the powers changes are still under review and we will post updates here very soon. Thank you for your patience.
UPDATE 1/9/10: updated some of the notes below (updates are in BLUE) and added some additional notes to the end of the second post of patch notes (post immediately following this one).
Audio
MP3 tracks will now correctly turn off when switching to another player.
Controls
We have added four new options to the Control Schemes:
Camera Follow Type
Max Camera Distance
Mouse look sensitivity
Controller Look sensitivity:
With 'Always Face Forward' option off, the turnleft/turnright inputs will now turn the camera.
We have also increased the camera's pitch & yaw interpolation speeds when using the keyboard/mouse.
Gameplay
Players should no longer see negative numbers showing up in chat when you dodge/resist/immunify an attack
Object interaction will no longer cancel when rotating your character with the keyboard.
Players with very high stealth will no longer get aggro when someone on their team pulls aggro. A player that cannot be perceived, will not be treated as a legal target, until they normally would be.
Immobile critters will now only choose attack things that are within their range.
General
The messages displayed when players get disconnected are now a lot more accurate.
Changes to the render scale setting should now correctly save.
The camera should now move more smoothly and handle collision better.
Graphics
ATI multi-sampling has been improved for 2000-, 3000-, 4000-, and 5000-series cards, including flickering fog and
blooming, outlining problems, and streaking line artifacts in shadows.
Capes should no longer display incorrectly when first showing up on screen. The issue where stretched polygons or
a temporary drop in frame rate have also been fixed.
Made improvements to DirectX state management fixing an issue where bad data could cause polygons to appear in random, flickering locations, and potentially, crashes.
User Interface
Super Group contacts now have icons.
Players that set their LFG to reject team invitations will show that status in the LFG UI
"Show Damage Floaters" has been added to the options menu
When you're holding an object, the tooltip for Smash will now display the damage it will deal.
Team notification error messages should now appear in red.
Unlocking a new Pattern will now show the pattern name instead of the material name
The buy option in stores should now correctly check inventory space and send the correct message if there is not enough space available.
The option to set bloom intensity has been added to the options menu.
The buy option in stores will now correctly check if you meet the requirements to purchase the item
The option to switch audio output device has been added to the options menu.
Enhancements at crafting vendors should once again show stat information.
Open Missions timers should now correctly start in all conditions.
Setting a withdraw limit of 0 in the guild bank will now actually count as a limit of 0, instead of being unlimited.
A new privacy/visibility setting has been added that lets you set yourself to Visible, Friends Only or Anonymous.
When selecting a character at the character select screen, the character now assumes the correct pose instantly rather than blending into it.
Items with a level requirement of 1 will no longer display the level as everyone meets that requirement
The tooltips for enhancement blueprints now display the types of blueprints they can enhance.
Players will no longer see the "Player already has this mission" error messages when sharing missions to another player that has the mission in an in progress or completed state.
The interaction UI has had a number of improvements
UI-Team Looting
Free-for-all loot bags will have exclusive interaction (i.e. only one player can interact with the bag at a time) this prevents players thinking they took an item when really some other player took it already
Round-robin and need-or-greed team looting will be on a per-item basis as opposed to per-bag.
Need-or-greed per-item timers will vary depending on item quality (i.e. higher-quality items give players more time to roll).
Master looter items will be assigned one at a time instead of in a huge batch (i.e. once master looter selects a recipient, the item gets granted immediately instead of waiting for master looter to make all assignments).
Master looter mode will not have a timed event associated with it
Loot that is being interacted with will not expire, and interacting with loot drops refreshes its expiration time. This is to prevent situations such as going through a huge battle and picking up loot for need or greed afterward, only to find that the need or greed timers expire AFTER the loot is gone.
Team looting threshold is met on a per-item basis as opposed to the highest quality in the bag. So if a bag contains whites and blues, and the team loot threshold is master looter for blues+, then the whites will be assigned round robin while the blues are assigned by the master looter.
Loot rolls and rewards will correctly deal with changes to team structure while a loot bag exists for the team (i.e., members joining/leaving, leader kicking players out, leader changing, members being disconnected, etc.)
Team looting UI has been greatly improved
Powers
**THE POWERS CHANGES HERE ARE STILL UNDER REVIEW. WE WILL UPDATE THESE PATCH NOTES VERY SOON.**
General
Critter perception has been changed that affect player stealth. Additional notes will be provided soon. UPDATE: Changes have been made to the perception of critters in order to enable changes to player stealth powers. This should have no effect on how critters behave in combat, but may change how long critters stay in combat. Sneak has already been modified to work with these new changes, and pending testing, other stealth powers may get changes as well.
Dodge and Avoidance are now on a Diminishing Returns model. Lower values of Dex generate significantly greater benefit than previously, but very high values will result in less benefit. Benefit at “target” stat is unchanged.
Added moderate knock resistance element to snares.
Archery
Sonic Arrow: charged damage decreased. UPDATE: Tap damage increased. Charged damage reduced.
Torrent of arrows: charged damage decreased
Celestial
Expulse: Fixed costing so it knows that it can only be cast at full charge.
Darkness
Ebon Rift: Vengeful Shadows: This advantage did not work properly against targets that were immune to knockback, dealing massive damage that was unintended. We have changed it such that enemies who are immune to knockback take significantly less damage from this advantage. The net result is - this power works the same as it did before this change against critters who are not immune to knockback, but enemies that are immune to knockback effectively take 30% more damage from your Ebon Rift if they are within range of the advantage. Also increased the range of the advantage from 5 feet to 7 feet (as it is supposed to be melee range).
Shadow Embrace: damage over time increases slightly more slowly
Lifedrain: Healing reduced. UPDATE: This is an erroneous patch note; there has been no change.
Fire
Substantially improved Conflagration's graphical performance.
Force
Personal Force Field: Now regenerates at triple the normal rate when out of combat. Updated description to reflect this change.
Force Blast: charged damage reduced. UPDATE: Tap damage reduced. Charged damage increased slightly. Tap cost reduced. Charge cost increased.
Force Eruption: charged damage reduced. UPDATE: Activate time reduced from 0.57 to 0.5. Tap damage increased. Cost increased.
Gadgeteering
Sonic Device: Cooldown increased to 30 seconds from 18 seconds. Shares a cooldown with Imbue.
Ice
Ice Blast: charged blast damage decreased (very very slightly). UPDATE: Damage increased slightly. Cost decreased.
Frost Breath: maintained damage slightly reduced. UPDATE: Damage increased slightly. Cost decreased slightly.
Martial Arts
Single Blade: Dragon's Bite: Now uses the correct description.
Adjusted Swallowtail Cut: Damage drops slightly each tick, may be resisted, and does not gain any benefit from damage increasing effects. KNOWN BUG: the DoT is currently doing zero damage. We are looking into this.
Sneak: The amount of stealth this power grants has been changed to work with the new perception values of critters. It should be more useful versus critters and players now.
Might
Enrage: Increased the bonus damage per stack.
Mighty Leap: Charge damage reduced. UPDATE: This is an erroneous patch note; there has been no change.
Roomsweeper: Damage at full charge slightly lowered. UPDATE: Ignore this patch note; the change has been reverted.
Uppercut: Damage at full charge slightly lowered. UPDATE: Ignore this patch note; the change has been reverted.
Updated description for Defiance to reflect new functionality (free stacks of Defiant! when out of combat, if not stacks on the player).
Munitions
Two-Gun Mojo: Close the Gap: Changed the math on this in two ways.First, it no longer has variance, so you don't sometimes get below 30% benefit and sometimes get above 30%. Second, changed where the % increase takes place so that this should always equal a 30% increase (at point blank), even at high stat levels.
Holdout Shot: Stim Pack: Healing Reduced. UPDATE: This is an erroneous patch note; there has been no change.
Supernatural
Lash: Meteor Hammer: Added Diminishing Returns to the advantage's Knock effect
Condemn: Damage at full charge reduced; cost at tap reduced. UPDATE: Tap damage greatly increased. Charge damage increased slightly. Cost decreased.
Bite: Damage at full charge slightly reduced, cost slightly increased. UPDATE: Tap damage increased. Charge damage increased very slightly. Cost increased.
Devour Essence: Healing from this power now correctly scales with presence. UPDATE: This is an erroneous patch note; there has been no change.
Telepathy
Collective Will: The debuff inflicted by the advantaged version of this power is now slightly weaker at each rank.
Ego Sprites: Healing reduced. UPDATE: This is an erroneous patch note; there has been no change.
New Feature - Secondary Characteristics
Previously, some items granted flat bonuses to values that were otherwise calculated or derived from your core characteristics, such as your critical hit chance, etc. These items have been reworked to now grant special Secondary Characteristics. The new characteristics are: Critical Strike; Critical Severity; Cost; Dodge; and Avoidance.
Secondary Characteristics work like normal Characteristics (Strength, Dexterity, Ego, etc.) and have the same point for point value, but only towards their specific purpose. For example, at level 30, both an Intellect of 50 and a Cost characteristic of 50 will reduce the cost of all of your powers by 15%. In general, point for point, a base characteristic like Intellect is more valuable than a secondary characteristic, because it improves multiple things at once. Secondary characteristics, however, have a lower “cost” on an item's budget, and thus you can get more points on a given item.
New Item Functionality - Procced OCV (Offensive Combat Value, or "Offense" on items)
Items which previously were described as granting an OCV bonus for certain kinds of attacks had not been actually giving that bonus. These items have been rebuilt and redesigned, and now have a chance to grant a short duration (20 second), very high intensity boost to OCV on attacks of the designated type. This effect can occur no more than once every 120 seconds. Some items affected by this change include:
Nakomis Totem
Gloves of the Changeling
Omicron Chemistry
HotSleep Fists
Mechmachine Fists
UNTIL Achilles-JPG Gloves
OCV is now on a Diminishing Returns model. Lower values of OCV generate greater benefit than previously, and very high values will result in less benefit. The benefit from OCV follows the exact same curve and values as your primary characteristics. (This is almost certainly a 'buff' for everybody who has any OCV, as there likely wasn't enough gear to pass the inflection point in the content before this update.)
Qlipothic Tainted Realm
Made the following adjustments to the power:
1) Both the damage and the power gain less often, but for higher amounts per tick. The net result is an overall reduction in both energy gain and damage inflicted.
2) Overall damage is now significantly reduced by your Recovery stat. (fiction reason: Your own system's hearty energy generation helps push out or purge the tainted energy!) The higher your Recovery, the less damage you'll take.
3) I added an icon and flagged the power as an un-purgable debuff, and added a description / text to the icon that reads as follows:
"You are being flooded with corrupted energy. Keep your energy low, or it will harm you!"
4) The damage is now resistible (previously it was not). In addition to the obvious benefits of further reducing the damage, it makes using Shadow Form a viable tactic, albeit still something of a mixed blessing; your energy will be constantly topped off, but you’re now able to automatically resist the damage to a VERY high degree.
Items
Upgrades: SUO Weaponry reward for the Citizens Distressed mission in the Tutorial has been replaced with Modified SUO Weaponry in order to make all rewards for the mission have different stats.
Temporary Forcefield (level 9): fixed flavor description to match power.
Emperor's Blaze Blueprint now correctly makes Emperor's Blaze Power Replace instead of Amp Maces.
Marked the blueprint for Advanced Surge Protection as a consumable.
Gadget Boy Theorem component is now labeled as Competent
Changed item tag on Acheral Mace Device from consumable to none
The tag for Sonic Pacification Device has been changed from consumable to none
Mutating Gene Bomb Catalyst" and Xeno-Infection Catalyst have had their slots changed from secondary to primary to match recipes
The stats on Ward of Yggdrasil are now appropriate for the item
Changed item name Strength Amplifier Exolimbs to Dexterity Amplifier Exolimbs to match already existing stats.
***UPDATES AS OF 1/9/10:***
UI-Team Looting
Round robin looting now gives a better distribution among team members.
Rewards
Unique items will no longer be given out in open missions if the player already owns that item.
Creatures will now only give out rewards on death once.
Nemesis
Defeated Nemeses can now be reactivated from the MCPD crime database. This is only available when you don't already have an active Nemesis.
Chat
Chat Channels will correctly save when switching between tabs.
There is now an error message when trying to use team, guild, or officer chat when not a member
The correct error message will now display when trying to send tells to non friends for trial-accounts.