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Old 10-01-2009, 05:17 PM   #1
Daeke
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Join Date: Apr 2009
Default Patch Notes: October 1st, 2009

(Public Test patch notes are considered unfinished and incomplete.)

General
* Clock tooltip now shows the current in-game time of the map.
* Fixed a bug when using the mouse free look mode to change the camera orientation, and moving forward would improperly change the character's movement direction.

UI/Chat
* Player-applied buffs that stack now show a visible number to designate how many stacks are currently on the player/target.
* Buff icons no longer show a timer, instead the icon itself animates as the time remaining decreases. If you want to see the exact amount of time that is left, mouse over the buff icon.
* The lightning bolt by your Champion's face (near the health bar) will now show the number of power points you have available to spend in a tooltip.
* Fixed several issues with the Marketplace Search feature. Searching with a name that has multiple words will now work correctly. Searching by name will no longer give you items that match the searched name in a different language. Searching with and without categories/level ranges selected will now give you more consistent results.
* Hovering over NPCs now shows a grey chat icon if you are out of range.
* Added a back button to the guild bank UI.
* Fixed a bug in the Action Figure and Powers UI’s where icons would occasionally extend past the window.
* Loot UI now sizes appropriately if it contains more than 5 items.
* Opening a context menu or help ticket no longer prevents you from moving.
* There are new colorblind friendly default colors for all chat channels.
* The chat window background is now is fully opaque at 100% opacity and it should make reading chat a lot easier.
* Changed the conning text color for Easy (Green), Sightly Easy (Blue), Slightly Hard (Yellow) and Extremely Hard (Magenta) to more color blind friendly hues. This change also applies to all item rarity colors.
* Pressing escape while the UI is off will show it again.
* Fixed a bug in the super group options window, where deselecting a rank name field would sometimes fill in that field with the name of the rank above it.
* Fixed several popup menus that would sometimes appear offscreen to always appear on screen.
* When you have a target and can't activate a power, it will grey out.
* Changed it so you can list your current Marketplace sales once every second instead of once every 5 seconds. This makes adding and canceling items for sale much more responsive.
* Added /TargetInfo to show the information window for the current target.
* It's now possible to use Ctrl + Left Click to link an item in chat.
* Fixed bug where Supergroup names were appearing incorrectly in chat.
* Fixed translated display of "Supergroup" throughout the chat window.
* When using the Marketplace search, the level fields now set default to be between your level and your level - 5. These can be changed as before. Also, if you pick a category that does not does not have a level (Blueprints for instance) it will now disable the level search fields and show you all items correctly.
* Updated all the combat role indicator icons used on the player and team member frames.
* Updated the level up indicator icon used on the player frame.
* Changed the default inventory item icon background.
* The Undo button in the Retcon interface will now be disabled when you can't afford it, and have a tooltip when it's disabled telling you can't afford it.
* Experiment and trade UIs now remove the correct items 100% of the time when right-clicking and choosing remove.
* When performing Marketplace searches, there is a new line in the UI that describes exactly what is being searched for.
* Retcon UI "Goodbye" button now says "Back" since it goes back to the previous screen.

Powers
* Fixed issue where your weapons or other stance animations and FX could sometimes get shut off early.
* Hard caps on characteristics have been removed. The benefits granted by a statistic at the “target” point for each level are unchanged. (It is relatively easy to push stats above this target point, but it always requires that they be Characteristic Focuses combined with above average gear). The benefit for stats below the target point at each level are increased. For some calculations, this benefit is substantial. Benefits for stats above the target point at each level are decreased, and suffer diminishing returns (but, since there are no longer any hard caps, it's *possible* to get more total benefit).
* Characteristic Focuses (All): Now follows diminishing returns model. You should see much greater benefit from low values in stats designated as a Characteristic Focus, but escalating diminishing returns once your damage bonus exceeds +30%. This is calculated per statistic.
* Critical Strike Chance (DEX): The formula for critical strike chance now follows a pattern of escalating returns. The benefit for the first few points of Dexterity is small, but each additional point is worth more than the previous one. Players will be able to easily achieve critical hit values of ~6%, though with a Characteristic Focus this value can rapidly grow to more than 20%. After that point, the return for additional Dexterity diminishes.
* Critical Strike Severity (EGO): The formula for critical strike severity now follows a diminishing returns model. Low values of Ego should generate a comparatively high critical severity value, with values of ~50% being easily achieved. Increases of greater than ~80%, however, will require significant investments and probably a Characteristic Focus.
* Energy Discount (INT): The Energy Discount benefit from Intellect now follows a pattern of escalating returns. The benefit for the first few points of Intellect is small, but each additional point is worth more than the previous one. Players will be able to easily achieve energy discount values of ~10%, though with a Characteristic Focus this value can rapidly grow (The actual cap is very level dependent. For reference, it's about 35% at level 20, and about 50% at level 40. This value is indexed against the similarly escalating, but linear, benefits of Recovery and Endurance.). After that point, the return for additional Intellect diminishes.

Darkness
*Ebon Void: This shield will now drain a small amount of life from the attacker when hit. This effect can only occur once every second.

Electricity
* Ball Lightning: Energy cost has been reduced.
*Electric Shield: Increased the physical damage reduction this shield provides. Also, the non-physical damage reduction now scales properly with ranks (it did not scale before).

Fire
* Conflagration: Energy cost has been reduced.
* Conflagration: A bug was causing this to track your target while maintained. Effect now strikes at the same location for as long as it is maintained.
* Conflagration: Burning Rain: This advantage causes Conflagration to track your target while maintained. (The advantage to remove travel powers already exists in a number of other abilities, so it was removed from this advantage.)
* Flashfires: Duration increased to 16 seconds, damage increased and considered to be a Damage over Time effect (Dodge defenses are extremely effective against DoT attacks).
* Fire Breath: Power can now be maintained while moving. Cost and damage are unchanged. We’re currently reviewing other “Breath” powers to see if they should be changed in a similar manner, so let us know your thoughts on it.
* Fire Snake: Damage is now considered to be a Damage over Time effect.
* Fire Strike: Now has variance in damage. Activation time and damage slightly decreased, but Fiery Escalation benefit has been increased. Net effect is higher DPS and better effectiveness against Dodge defenses.
* Immolation: Added FX to the periodic damage.
* Pyre: Energy cost has been reduced.
* Pyre: Damage of the Pyre Patch left behind has been reduced. Damage is now considered a Damage over Time effect. Damage of initial explosion and charge up cost is unchanged.

Gadgeteering
* Fixed ranks 2 and 3 of Medical Drones showing as Field Drones in the purchase menu.
* Particle Bomb: Energy cost has been reduced.
* Particle Bomb: Ranks 2 and 3 were bugged. Now all ranks deal improved damage.
* Orbital Cannon: Energy cost has been reduced.

Ice
* Ice Shield: The unlisted linger effect from this shield has been removed. Crippling Challenge will now properly disable this Block. The chance to apply Chill was only working on physical damage, instead of all damage in melee range. Fixed this and updated the description to indicate such. Reduced the chance to apply Chill, but no longer cap attempting to apply Chill to once per second. The net effect should mean Chill should be applied roughly as often.
* Ice Shield: Frigid Air custom advantage added. This allows the Chill effect from Ice Shield to be applied at a 50 foot range.

Might
* Havoc Stomp: Energy cost has been reduced.
* Retaliation: The Retaliation buff provided by this power now persists through a small amount of outgoing damage. This allows you to make a few autoattacks between the time you stop blocking and hit with your powerful attack, but should still not allow multiple big attacks to benefit from the buff.

Power Armor
* Energy Shield: Increased the overall damage reduction this shield provides.

Sorcery
*Updated descriptions for Circle of Primal Dominion, Circle of Radiant Glory, Circle of Ebon Wrath and Circle of Arcane Summoning to remove the incorrect line indicating they reduce your energy to 0.
* Divine Renewal: Updated description to indicate that this power cannot be used in combat. This is just a description change, this is the way the power already works.
* Eldritch Shield: Increased the non-physical damage reduction this shield provides.
* Eldritch Shield: Imbue with Power custom advantage added. This advantage provides a different effect for your Eldritch Shield depending on which Aura power you are using.
* Incantation of the Gale: Energy cost has been reduced.
* Invocation of Storm Calling: Changed the way the repel works so that it will try to keep people out of melee range, but should not knock them out of the AoE range for the rest of the power.
* Invocation of Storm Calling: The repel from this power will no longer work on Critters of rank Super Villain or above.
* Skarn’s Bane: Description stated that the power’s cost increased over time, this was incorrect. Description has been fixed, and power remains unchanged.

Telekinesis
* Telekinetic Shield: Removed the lingering effect portion of this power, as it made this Block power considerably more powerful than desired. This shield now has increased physical damage reduction when active.
*Telekinetic Shield: Telekinetic Reinforcement custom advantage added. This adds a lingering physical damage resistance to Telekinetic Shield.

Telepathy
*Ego Sleep: Updated description to indicate the hold from this power will break if the held target is damaged.
* Psionic Healing: Corrected issue with the description of Psionic Healing which prevented the advanced description from being displayed.
* Psychic Vortex: Energy cost has been reduced.

Critters
* Gadroon Lancers: “Gravatic Rift” now deals less damage the further you get from it, inflicts a weaker snare, but decreases the avoidance of anyone caught in it.
* Security Drones: Take more damage now so that their gameplay mechanic has a chance to play out.
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Last edited by Daeke : 10-02-2009 at 05:07 PM.
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Old 10-01-2009, 05:17 PM   #2
Daeke
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Missions and Content
* Missions that are timed or begin an event such as an escort will now display a warning on the Mission Offer screen.
* Increased Mission Sharing range from 100 to 500.

Perks
* Fixed an issue where the Perks "Well-to-Do", "Livin' Large", "Deep Pockets", "Money Bags", and "Mad Bling" could get permanently stuck at -1. Players who were affected by this issue will have their counts reset to the amount of Resources they currently own.
* Lizardmen Nemesis Minions: Perk now records these minions properly.
* Mafia Nemesis Minions : This minion group did not have perks set up for them. KNOWN ISSUE: this group does not have an Icon set yet.
* Monster Island Explorer: Perk has been fixed so that it registers when players enter the neighborhoods.
* Private Practice: This perk was granting the wrong title. This perk now grants "Private Practice" as it is supposed to.
* Vanquished Kigatilik: Perk was set to individual player defeat rather than team which restricted who was awarded the kill and therefore the perk reward.
* Vanquished Mechassassin: Perk was set to individual player defeat rather than team which restricted who was awarded the kill and therefore the perk reward. Perk was also looking for this critter but at a Cosmic villain level, which is incorrect. Both issues fixed.
*We Are the Champions : Typo corrected. Kinetic is now Kinetik. Mission adjusted such that talking to Kinetik outside of the tutorial will count for the Perk.
* PvP Perks : Turned on Progress flags on PvP perks that didn't already have it on. Players will now be able to view their progress.
* Set PDA mission grant item for Numbers Game to be unique to avoid duplication.

Desert
* Fixed bug in Mitchellson's AI that could prevent the SPARC team from reaching level 3 of Stronghold Prison.

Millennium City
* Lowered drop rate on “Purple Posse” mission.
* “Friends on the Force” is now a group mission.
* "Hello Kitty": Fixed a bug where Martha Reece would sometimes run straight to the end of her escort path without being attacked by any enemies.
* War on Peace: Fixed a bug where the attacking Lemurians wouldn't attack.

Lemuria
* Fixed a number of holes in the world geometry.
* Fixed a bug that was causing some of the Empyrean constructs in Rastrinfhar's Abyss to attack each other.
* Fixed a bug that was causing numerous critters in Rastrinfhar's abyss to spawn as level 36. They will now spawn as level 39.

Monster Island
* “Raptor Rush” no longer spams Zone chat with wave information. The announcements will show up in Local chat instead.
* Fixed multiple issues with the Lost Caves set that is part of Monster Island's new content for Well's Pass.
* Updated/Added Waypoints for all new Monster Island missions.
* Fixed mission return text and mission structures to flow more logically and to keep directing players to the next objectives.
* Updated all doors and spawn points within the Lost Caves.
* Removed the repeatable Worm Hunt mission from the Alive version of the Map and corrected/updated the repeatable mission available in the Dead version.
* Updated contacts to correctly show the appropriate mission progress text.
* Fixed names on UNTIL technicians near Captain Fyodorovitch & Dr. Silverback on Monster Island to display correctly.

Nemesis
* Nemesis drops are now Bind-on-Equip.
* Nemesis rewards are now Bind-on-Pickup.
* “Bunker Buster” should now complete correctly when the jailed superhero in the PRIMUS weapons R&D facility is freed.

UNITY
* Added new "hunt" missions to UNITY daily tasks, replacing some of the repeats. One of these has been added to each daily batch of UNITY missions, replacing one of the repeated missions.
* Fixed a bug with UNITY mission "Cazulon vs Miniature Hero" that was causing it to require a contact turn-in that was not possible.
* Fixed a bug that could cause players to receive a nonexistent UNITY mission, "Detonation Eradication".
* Added Mission names to the doors for all Patrol and Unity Missions. No more guessing which mission you're going into.

Costume Creator
* The Tailor and Nemesis Editor now default to the basic body & face options, the body & face sliders are still available by selecting the custom buttons.
* The Nemesis power hue shifters are now displayed on their appropriate power selection screens, instead of hidden in the mood & stance tab.
* Fixed a bug that prevented the use of unlocked costume pieces in the Nemesis Editor.

Crafting
* Fixed an issue in the Crafting UI where Enhancements couldn't be selected with the mouse while trying to create a custom item.
* Crafting skill level indicators now correctly show max skill level as 400.

Hero Games
* Hero Games: Lava Temple. Reduced the number of kills required to win a match from 20 to 15.
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Old 10-01-2009, 05:30 PM   #3
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Great patch notes, once again! Many thanks, Daeke and Co.
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Old 10-01-2009, 05:30 PM   #4
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Some good changes, buff time indicators especially sticks out as nice. Would love to see more effort put toward grouping, though, like fixing the Need or Greed loot system, and granting just as much exp while teamed as you would get if you were solo.

Glad to see the changes to stats (Dex, etc.) as well. This game is getting a whole lot better very quickly.
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Old 10-01-2009, 05:31 PM   #5
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Quote:
* Conflagration: A bug was causing this to track your target while maintained. Effect now strikes at the same location for as long as it is maintained.
* Conflagration: Burning Rain: This advantage causes Conflagration to track your target while maintained. (The advantage to remove travel powers already exists in a number of other abilities, so it was removed from this advantage.)
Every man and their dog has teleport, now they'll just tp out of conflag instantly. The reason given for travel power removal be taken away doesn't make sense to me, to remove it for the sole reason that there are other powers that do the same thing then replace it with an advantage that does what the power was supposedly bugged to do .... well thanks for nothing i guess.

Quote:
* Critical Strike Chance (DEX): The formula for critical strike chance now follows a pattern of escalating returns. The benefit for the first few points of Dexterity is small, but each additional point is worth more than the previous one. Players will be able to easily achieve critical hit values of ~6%, though with a Characteristic Focus this value can rapidly grow to more than 20%. After that point, the return for additional Dexterity diminishes.
I'll be interested to see how this will affect crit chance, 20% is low if you're ss'd dex so hopefully it will still be able to achieve the same values as live.
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Old 10-01-2009, 05:35 PM   #6
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Conflagration: Burning Rain: This advantage causes Conflagration to track your target while maintained. (The advantage to remove travel powers already exists in a number of other abilities, so it was removed from this advantage.)


Seriously?! FIRE has like almost NO crowd control and the one thing that lets them knock someone's travel power off and even be able to remotely snag someone for decent damage in PVE and PVP is getting removed? i took that power because otherwise it was near impossible for me to do ANYTHING to a wildly moving target.

Fir ehas been nerfed and nerfed and nerfed and now your NERFING something that doesn't even NEED to be nerfed?!

Nerf Teleport the I WIN button in the entire game is TELEPORT and you'd rather nerf everything else!


This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines. Thank you, Dionaea
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Old 10-01-2009, 05:36 PM   #7
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I'm kinda wondering the logic behind removing conflag's travel power removal advantage as well. Sure there are powers that can do that, but they are not many.

Especially AoE ones, which is sort of a must if you hope to lock down TPers. Shockwave from Might and Rain of Arrows are the only two I can think of (and Rain of Arrows' advantage is broken from what I can tell.)

EDIT: There is a PvE use for removing travel powers? News to me.
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Old 10-01-2009, 05:38 PM   #8
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Quote:
Originally Posted by Foefaller
I'm kinda wondering the logic behind removing conflag's travel power removal advantage as well. Sure there are powers that can do that, but they are not many.

Especially AoE ones, which is sort of a must if you hope to lock down TPers. Shockwave from Might and Rain of Arrows are the only two I can think of (and Rain of Arrows' advantage is broken from what I can tell.)

EDIT: There is a PvE use for removing travel powers? News to me.
Yes actually High flying Mobs in Canada can be knocked out of the air its kinda nice when you ca knock a ghost, bird creature, flying robot or a gadradoon out of the air before they do it to you.
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Old 10-01-2009, 05:45 PM   #9
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Quote:
Originally Posted by kindara
Yes actually High flying Mobs in Canada can be knocked out of the air its kinda nice when you ca knock a ghost, bird creature, flying robot or a gadradoon out of the air before they do it to you.
You got me , let me rephrase:

It has use in PvE, I'll agree, but it is not as useful or, arguablly, nessisary as it is in PvP. Especially since outside the tutorial, virtually every flying mob is too high up in the air to aggro anyone who is melee with a ground-based Travel power.

The tone of your post (and I'm not trying to judge if your right in being that angry or not) suggested that it was.
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Old 10-01-2009, 05:50 PM   #10
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I'm kind of surprised they took away travel power removal too. The only other powers that i can think of that do it are thunderbolt lunge, containment field, and skarn's bane.

Quote:
Originally Posted by Daeke
Sorcery
* Eldritch Shield: Imbue with Power custom advantage added. This advantage provides a different effect for your Eldritch Shield depending on which Aura power you are using.
for those that are curious:
aura of arcane clarity returns more energy
aura of primal majesty has a chance to strike attackers with lightning damage
aura of ebon destruction has a chance to apply fear to attackers
aura of radiant protection has a chance to apply a heal over time

Last edited by FRZN : 10-01-2009 at 05:53 PM.
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