23 July 2008
Release Notes for 17.20080709.3T2
COMBINED
AI
- Entities which use the “Pet” AI should now cycle through their Ranged attacks, even while in Melee with a Target.
Badges
- Fixed a bug that sometimes caused a Supergroup’s progress towards earning SG badges to be lost.
- Corrected the badge descriptions of Task Force/Strike Force challenge badges that referred to stature level 1 as being 1-15 to be 1-14.
- Corrected stature level 8 and 9 badge descriptions from erroneously being level 40-44 to 40-45 and from 45-50 to 46-50.
Custom Weapons
- Rularuu Claws should be available to Female and Huge players who have unlocked them.
- Custom Roman axes granted by completing the Imperious Task Force should now be properly awarded.
Global Chat
- Players with Trial accounts will no longer be able to use Global chat channels.
Invention
- Corrected two recipes in the Trap of the Hunter set that stated they granted range or damage. This set grants neither.
- ToHit Buffs/DeBuff Common IOs should not state they buff or debuff Accuracy any longer, but should properly state that they buff or debuff the “To Hit” chance.
Powers
- Cone Attack Powers – Corrected an issue where Cone Attack powers would not hit moving targets.
- Animation time for Energy Punch, Stone Fist, Shadow Punch, and Charged Brawl changed from 1.0 second to 0.83 seconds. Activation time changed from 0.57 seconds to 0.83 seconds.
- Archery / Ranged Shot - Fixed some minor issues with Archery - Ranged Shot’s animation and graphical effects.
- Brawl - Animation time corrected. Old cast time was 0.67 seconds, and the new cast time is 0.83 seconds.
- Earth Control / Animate Stone - Replaced Animated Stone’s Stone Hammer Power with a version of Seismic Smash. He now understands how to cycle between powers more effectively.
- Energy Melee / Energy Transfer - Increased visual impact of Hit graphical effects.
- Accolade / Portable Workbench - The Portable Workbench should no longer be seen as a viable target for critter attacks.
- Flurry and Sands of Mu should now play the correct animation while Spines - Quills is active
Tasks
- The Lost and Found story arc will now correctly award salvage for players that are significantly higher levels than the mission levels.
User Commands
- “Synch” Command - Players can now use “/synch” in addition to “/sync” if they are experiencing any synchronization issues with the game servers.
User Interface
- Character Selection Screen - Corrected a bug where a Renamed character may disappear from the Character Selection screen until the player logs out and logs back in.
- Character Selection Screen – Corrected a bug where renaming a character moved the character to a different character slot location.
CITY of HEROES
Powers
Blasters
- Defiance - Corrected the Defiance Buff value granted by secondary power set powers. They should now be back to their previous values.
- Blaster / Energy Manipulation / Total Focus - Reduced Blaster Energy Manipulation Total Focus Disorient Magnitude from 4 to 3, to bring it in line with other versions of the power.
Badges
- Corrected text in the Firefighter badge.
CITY of VILLAINS
Powers
Masterminds
- Mastermind / Ninjas / Genin no longer have Archery attacks. “Snap Shot” and “Aimed Shot” have been replaced with “Shuriken” (a second Shuriken throw) and “Explosive Shuriken” attacks.
- Mastermind / Necromancy / Lich should remain at Range in combat more often now.
Win a Custom CoH PC!
You can win a fantastic, one-of-a-kind, City of Heroes themed PC!
NCsoft Europe, The Sun and charity Draw the World Together combine to offer another uniquely crafted PC competition prize! The PC case features unique artwork from Neil Edwards, a regular Draw the World Together artist. Neil’s work is very popular when he attends shows with us, and this unique PC case is sure to be just as popular!
To enter, simply visit The Sun’s competition page and answer a simple question. Entries close on Monday 28th July, and are open to United Kingdom and Republic of Ireland residents over the age of 18.
NCsoft Community Party at the Games Convention 2008
This is the invitation to a party where you can be the stars!
The Games Convention in Leipzig will be a blast, no question about it. It will however also be stressful for all of us. There’s an abundance of things to organize as exhibitors and our sow, press and media people are likely to have walked many miles combined after each day – going from one game demo or conference to the other. And the customers, who keep the industry alive and kicking, have to queue up for often all too long to play or see their respective most anticipated games at the show.
We have a solution.
What better way is there to take a break from all this than all of us coming together on the Friday night and having a great party? That’s right – none. For this reason, we’re inviting the entire community, you guys, and your friends to our community party at the Nachtcafe, located in the heart of Leipzig’s inner city (Map). The party starts at 22:00 local time, so you should have enough time to get some dinner before joining us on the dance floor.
The best is yet to come, though. You won’t have to pay anything to get inside! Yeah, that’s right!
The party is for free for you and four of your friends, as long as one of you:
- prints out this flyer (b/w print out is fine) and shows it at the entrance.
- grabs one of the flyers on the showfloor (we will print them out and distribute them)
- wears an official T-Shirt from one of our games when you show up at the entrance.
Be a DJ
The music for the party will be selected by representatives from within our community – and it could be you. All you have to do is write an email to gc2008@ncsoft.com with the subject line ‘Party DJ’ together with a list of songs you would like to play and your real name as well as a chosen nickname. Each DJ will only get 20 minutes, so choose your songs carefully.
So if you already know that you can make it to our party (or you just made up your mind now) then let nothing stop you from applying now if you’d like to share your music with us.
Some things to remember:
- All music genres are allowed
- Mixing skills are not necessary
- Bring along your songs on one or more CD’s and/or vinyls.
- If possible include links to preview versions (no file attachments) of your songs in your email to save us time – we might not know all the songs.
- Don’t include more songs than you would play in 20 minutes.
- Closing date for applications: 31st of July 2008
- DJ’s will get announced the week afterwards
- If you are chosen as DJ come to the party early. You’ll find out your exact time slot there.
Be a singer
There’s a second room in the club which will be used to host our first ever NCsoft-Fansites Karaoke Battle. It’s not about winning, it’s about taking part and having fun, so join them and sing your favourite songs with them. The following fansites have already confirmed their participation:
- The Allfathers (Allvatar)
- Aion Gamona
- Aion-Daily
- Wartower
- Guild-Wars.info
- GW Tactics
Don’t miss it! We’ve been fighting for your right to party! Now come on!
It’s All Access for City of Heroes and City of Villains
NCsoft readies the number 1 super-powered MMO for more
There is a reason for the rejoicing in Paragon City and the Rogue Isles. It is official - NCsoft has completely merged the two games into one game universe. All current subscribers who only had one of the games (City of Heroes or City of Villains) now have access to the features of both games. Additionally, all City of Heroes and City of Villains games for sale at retail or online will grant access to both games.
This is the final step needed in preparing the IP for future projects, to be announced later this year. Paragon City and the Rogue Isles have always been a part of the same game universe. When City of Villains launched in 2005 as a stand-alone game, it did not launch with an extra subscription fee, so there has always been this feeling that they are closely related. What’s different here is that NCsoft has taken down the barrier where players had to have a City of Villains serial code to make a villain, and vice versa. Now, it doesn’t matter if you bought Heroes or Villains, you can make characters from either faction and experience their unique game content. Additionally, Heroes now have access to base building, which was previously only available if you had purchased City of Villains.
“In setting the stage for our upcoming plans for the IP, we felt the time was right to truly consolidate the City of Heroes and City of Villains universe,” said Brian Clayton, General Manager and Executive Producer. “We have removed all restrictions that were created when City of Villains launched in order to make way for some really cool content and features we have in the pipeline. This is an evolution of the IP that lays the foundation for what’s to come.”
The most recent game update, Issue 12: Midnight Hour, launched in May and included a wealth of features, including a new Greek and Roman inspired zone, Villain Epic Archetypes, Powerset Proliferation, as well as more character slots so that players can try out the new character powers and Archetypes.
“We know that character variety is one of our greatest strengths and that’s why our players love to create new characters” said Matt Miller, Lead Designer. “Even former players who reactivate will be pleasantly surprised to see new open character slots waiting for them.”
Uniting the City of Heroes universe enables the development team to focus on other features slated to come in future installments. Improvements to Supergroup Bases and raids, an offline character reward system, and the previously revealed Mission Maker are just some of the systems that will see the benefits of a unified City of Heroes game.
NCsoft Europe Community Day at the Games Convention 2008!
As we have already announced via the boards, Sunday will be our Community Day at the NCsoft booth (Hall 3, Stand B20), a whole day fully dedicated to you, our players!
One of the many activities will be a costume competition (Sunday, 24.08, 12:00 MESZ). All you need to do is come dressed as a character from either Guild Wars, Aion Online, City of Heroes, Lineage 2, Tabula Rasa, or Dungeon Runners, then get up on the catwalk to strut your stuff!
However, this isn’t just for fun - the very best entrants will be inline to win some fantastic prizes, including some serious hardware like the Barracuda AC-1 Gaming Audio Card from gaming specialists Razer, and fantastic memorabilia courtesy of NCsoft. We also might have a special surprise in store, so make sure you come along!
One thing to keep in mind when designing your costume: Don’t bring any real weaponry, nor replicas made from steel – basically anything that can injure somebody! If you do you will not be allowed entry into the convention centre. LARP replicas are fine, however.
So, time to get out your sewing kit, pins and needles, and maybe even your welding torch, and get creative! We look forward to seeing your outfits!
Double Rewards Weekend Approaching!
City of Villains and City of Heroes will be giving away double the experience, prestige, influence, & infamy!
Starting on July 18th and continuing through the weekend, both Villains and Heroes will receive twice the value for pursuing evil deeds or arresting criminals.
Rally together as super teams and discuss how you will be spending your Double XP Weekend in this forum topic.
9 July 2008
Release Notes for Build 17.20080625.1T
COMBINED
AI
- Lady Jane should act more intelligently in combat situations now.
- 48 Month Veteran Reward pets should no longer charge into combat. Really.
Animation
- New animation for Super Strength – Punch while flying.
Powers
- Changes to root time for Energy Blast - Power Burst. This does not affect the activation time, it’s just something that was broken when 1st and 2nd tier blaster powers had their Activation times shortened.
- Dark Armor/Dark Embrace: Corrected the activation text to explain it also adds toxic resistance.
- Energy Melee / Energy Transfer – Activation time changed from 1.0 seconds to 2.67 seconds. New Animation and Graphical Effects also made.
- Total Focus: All player versions of Total Focus Disorient Magnitude reduced to 3.
- All versions of Martial Arts Eagles Claw chance to Disorient a target increased from 75% per attack to 100% per attack.
- All versions of Martial Arts Storm Kick now have a 5% greater chance to cause a Critical Hit in all cases.
- FX for Controller and Mastermind Glue Arrow should persist after the initial target’s demise now (the Defender version already had this property.)
- Dual Blades/Vengeful Strike: Synched this power’s floating numbers to better fit with when the character hits the target.
User Interface
- Buff Icon Bugs
- Fixed Buff Icon display issue where Icons would disappear from Allies before the Buff Timer was over.
- Fixed Buff Icon display issue when Buff Icons would disappear when a teammate (in the same non-instanced zone) logs out of the game.
- Fixed Buff Icon display issue where team mates Zoning into a mission at different times caused Buffs Icons to disappear
Chat
- Fixed condition for chat ban that would cause players to be banned for excessively long times.
- Fixed coalition chat name display to display SG name and player name correctly.
- Fixed a condition where a player could receive messages from a globally ignored player.
Badges
- Defeating Romulus Nictus should correctly award the Roman badge
- Rularuu weapons now unlocked via Shadow Shard TF badges
Tailor / Custom Weapons
- The Rulaaru claws should now be unlockable
- Bowstring on Talsorian bow should now stay attached to the bow
CITY of HEROES
Powers
- Scrapper Martial Arts Dragons Tail: Damage and Endurance cost were slightly too low. These have been adjusted.
- Defender Vigilance will no longer increase the Defenders endurance costs when grouped with team mates with greater than normal Health values.
- Fixed an issue with Tanker Dark Melee and Dual Blades powersets which allowed “Chance to” enhancements affect areas of effect, rather than just the target of the attack.
- Dual Blades/Vengeful Strike: Added PvP Knockdown suppression to this power for both Scrappers and Tankers.
Tasks
- Safeguard Missions: Burning Daemon should now always spawn at the appropriate level for the mission he is in.
- Gordon Stacy now assigns the second mission in his story arc again.
CITY of VILLAINS
Powers
- Stalker/Electrical Melee/Thunder Strike: This power should now accept PBAoE damage sets.
- Brute/Dark Armor/Dark Regeneration: This power should now accept taunt enhancements and enhancement sets.
- Brute/Dark Melee/Touch of Fear: This power should now accept taunt enhancements and enhancement sets.
- Changed “%”to “percent” in the Stalker/Assassination inherent ability. Some players were experiencing some information to be displayed incorrectly because of the % sign.
- Energy Assault - PowerBurst now using Red FX
- Mercenaries/Serum: Fixed a typo in this power.
- Added Taunt Enhancement ability to Brute Dark Melee Touch of Fear and Dark Armor Dark Regeneration.
- Trick Arrow powers should no longer cause weapon redraw issues with Archery or Ninja Mastermind bow powers.
- Bane Spider Cone attacks did not have a max number of targets defined. This has been corrected.
- Shortened the time between the activation and effect for Crab Spider Training – Serum
- Widow Teamwork - Placate should no longer cause redraw with Widow claw powers.
Veteran Rewards
- Fixed typo in villain veteran granted title from “Vengful” to “Vengeful”
New Veteran rewards unveiled!
That’s right! We just added two brand new veteran badges to the Veteran Rewards system, for your own pleasure:
- 51 Months: Tried and True
- 54 Months: Allegiant
Check them out in detail on the Veteran Rewards page!
51 Months: Tried and True
54 Months: Allegiant
Join NCsoft at Games Convention 2008!
The wait is almost over!
This summer NCsoft will be attending the Leipzig Games Convention, where players can meet the City of Heroes community team, win swag and go hands on with the hotly anticipated Aion: The Tower of Eternity. Yes, you read right… now read on to find out how.
Summer is upon us, and that can only mean one thing… the Games Convention, Europe’s biggest consumer videogames show, is almost here! Not only will this year’s show give you the chance to get together with your fellow players, you will also be able to take part in special community events, have the chance to plunder new game loot and, best of all, be among the first to play Aion: The Tower of Eternity!
The Games Convention, held in Leipzig, Germany, is open from 20-24 August, 2008. You can find the NCsoft booth in Hall 3, Booth B20, come and relax, meet the team and get your first taste of the stunning world of Atreia!
Select members of the European press will be given a private screening of Aion: The Tower of Eternity at NCsoft Europe HQ on 29-31 July, so be on the look out for the first sneak previews and in-depth features coming soon.
24 June 2008
Release Notes for Build 17.20080612.1T
COMBINED
Powers
- Circle of Thorns Behemoth Invincibility toned down slightly. It now provides roughly 8% defense per target.
- Corrected animation time issues with Drain Psyche and Energy Absorption.
- Fixed a minor delay for the hit effects/damage on Martial Arts - Crippling Axe Kick
- Willpower / Rise to the Challenge will now root the player while activating. This was done to ensure it follows the same rules as other toggle powers.
- The animation used by Spine Burst and Thorn Burst will no longer prevent the next attack animation from playing.
User Commands
- Added /sync command which attempts to get the client and server back in sync when the client allows movement but it isn’t reflected on the server. (When out of sync, the player will be able to move around, but cannot see other players or NPCs, and other players cannot see them).
CITY of HEROES
Powers
Blasters
- Blasters / Defiance - Found a bug in the formula used for calculating Blaster Defiance buffs. The following powers have been altered as listed:
- Fistful of Arrows (slightly weaker)
- Rain of Arrows (slightly stronger)
- Zapp (slightly stronger
- Power Burst (stronger)
- Bitter Freeze Ray (slightly stronger)
- Shout (stronger)
CITY of VILLAINS
Powers
Corruptors
- Corruptor / Electric Blast / Voltaic Sentinel - Corruptor version of Voltaic Sentinel now benefits from Enhancements.
Dominators
- Dominator / Electric Assault / Thunder Strike: This power should no longer accept endurance modification sets.
Stalkers
- Fixed Stealth Suppression from Assassination Attacks
Tailor
- Weapon customization: Rularuu bow should now be obtainable by Villains
Win a Unique City of Heroes PC!
NCsoft Europe, the Daily Mirror and the Draw the World Together charity team up to offer awesome prize!
The Daily Mirror has announced a City of Heroes competition to celebrate the launch of Issue 12: Midnight Hour. One lucky entrant will win their very own uniquely-crafted PC featuring unique artwork hand-painted by Andrew Wildman, one of the artists from the charity Draw the World Together who regularly attends events with us! Four runners-up will receive a free copy of City of Heroes.
Entries close Wednesday, June 25th, so get yours in for the chance to win this one-of-a-kind hand-painted PC!
17 June 2008
Release Notes for Build 17.20080604.2T
Combined
Powers
- Accolade / Portable Workbench accolade will no longer summon a Workbench in PVP areas.
- Dual Blades / One Thousand Cuts: Corrected this power’s cast time from being 2.43 seconds to 3.30 seconds.
- (Katana or Ninja Blade) / Sting of the Wasp animation once again returns to the two handed Katana Ready cycle after it completes
- Earth Control / Earthquake: Now accepts To Hit Debuff Enhancements and IO sets
- Some NPC weapons have been flipped back to their proper orientation
- Fixed transparency and colour for several powers icons
- Powers which accept Defense IO sets now accept “Defense Sets” rather than “defense”—text fix.
Animation
- Changed animations for Martial Arts attacks to help improve performance. New animation times are as follows:
- Thunder Kick 0.83
- Storm Kick 0.83
- Cobra Strike 1.67
- Crane Kick 1.67
- Crippling Axe Kick 1.60
- Dragons Tail 1.50
- Eagles Claw 2.53
City Zones
- Cimerora: Fixed a hole near the Castellum bridge that allowed players to teleport under the world
- Cimerora: Fixed hole in Vespillo Pass that allowed players to teleport outside the map boundaries
Tailor (Character Creation / ICON / Facemaker)
- Change Shoulder category UI to reorder categories and clean up the list
- Change in Belt category UI to reorder categories and clean up the list
Invention
- Corrected short help text on Trap of the Hunter: Immobilize/Endurance Reduction IO enhancement. It no longer states it improves Damage.
User Interface
- Fixed the bug where tooltips displayed too small.
- Some pets summoned through control sets weren’t showing an icon in their buff tray, this has been corrected. All Tier 9 summoned pets should now have a buff icon.
- Fixed a display problem with the map compass in Cimerora.
Trial Accounts
- Trial Account restrictions implemented:
- Trial Accounts cannot email other players
- Trial Accounts may not level past 13
- Trial Accounts can only have 50k influence
- Trial Accounts can only speak in
- /local
- /help
- /team
- Trial Accounts cannot invite players to team
- Trial Accounts may join teams, but not invite other players
- Trial Accounts may not join SuperGroups.
CITY OF HEROES
Powers
Blaster
- Psionic Blast / Psionic Dart: This power will now have a unique icon, it should no longer be the same as Mental Blast
- Fire Manipulation / Burn: This power’s icon should now match the colour scheme of the other powers in the set.
Scrapper
- Fiery Aura / Consume: Power was incorrectly taking Knockback Sets instead of Endurance Modification sets. This has been corrected.
- Fiery Aura Consume now accepts Endurance Modification IO Sets, and no longer accepts Taunt Enhancements.
- Fiery Melee attacks no longer state they can accept Taunt IO sets.
Tanker
- Dark Armor / Oppressive Gloom and Cloak of Fear no longer accept Taunt enhancements.
- Dark Melee attacks now accept Taunt Enhancements and Sets.
CITY of VILLAINS
Powers
Arachnos Widow
- Widow Training / Strike: Corrected Widow Strike power. It was separating damage into 2 packets, instead of a single packet of damage.
Brute
- Dark Melee powers, Shadow Punch, Shadow Maul, and Smite have had power icons corrected for Brutes and Stalkers.
- Electrical Melee / Chain Induction: Chain Induction jumping effect is now increased by enhancements and fury, and no longer jumps from confused NPCs to players. It also only strikes NPCs it has not previously jumped from. This affects Brute and Stalker versions of the power.
Dominator
- Dominator / Earth Control / Earthquake: Now accepts To Hit Debuff Enhancements and IO sets.
Mastermind
- Mastermind / Thugs / Call Thugs: This power was listing that it accepted knockback enhancements twice. This has been corrected.
Stalker
- Dark Melee powers, Shadow Punch, Shadow Maul, and Smite have had power icons corrected for Brutes and Stalkers.
- Dual Blades / Ablating Strike: Corrected an issue with Stalker Dual Blades Ablating Strike which was causing it to have critical effects against entities not targeted by the power.
- Electrical Melee attacks no longer accept Taunt Enhancements or IO Sets.
- Electrical Melee / Chain Induction: Chain Induction jumping effect is now increased by enhancements and fury, and no longer jumps from confused NPCs to players. It also only strikes NPCs it has not previously jumped from. This affects Brute and Stalker versions of the power.
- Updated the Stalker’s long help text on their Assassination inherent ability to reflect the recent changes to the Stalker archetype.
- Stalker Demoralize Effect no longer scales by level effects. The debuff and duration is fixed, regardless of the level of the target.
45 Months: Eternal
48 Months: Battle Hardened
42 Months: Fervent
39 Months: Ardent
10 June 2008
Release Notes for Build 17.20080528.1T
COMBINED
Animations
- Flight / Hover – Hover animations tweaked some more.
Badges
- Issue 12 Exploration badges should give XP.
Inventions
- Trap of the Hunter Acc/Recharge: Corrected the short help for this enhancement to read Acc/Rech and not Acc/Dmg.
- Corrected short help in Defense and To-Hit Debuff invention origin sets. They should now list that they enhance To-Hit Debuffs and Defense Debuffs instead of To-Hit Buffs and Defense Buffs.
Powers
- Accolade / Portable Workbench accolade will once again summon a Workbench in non-PVP areas.
Tasks
- Fixed improper start location in the Midnighter’s Club mission map as accessed by the Darrin Wade story arc.
Trial Accounts
- Added a message specific to trial accounts explaining why they can’t send emails.
CITY of HEROES
Animation
- Kheldian Dwarves and other critters that share the beast skeleton should play their “Taunt” animation again.
Badges
- Issue 12 Hero Exploration badges now have the correct art.
Powers
Scrappers
- Scrappers / Fire Melee / Cremate now accepts Damage IO sets, instead of Melee AoE IO Sets.
- Scrappers / Katana - Modified Katana cast times to match new animation times. Most powers are now faster activating.
Peacebringers
- Peacebringer / Combat Flight - Combat Flight now has the correct fly speed modifier of 1 (instead of the 4 it was given during the -Fly protection tests.)
Tasks
- Tech. Naylor’s souvenir clues should unlock Rularuu Weapons for the appropriate powersets.
CITY of VILLAINS
Stalker Update
- Further tweaks to the class based on data mining and player feedback (and some bug fixes):
- Stalker Demoralize Effect duration reduced from 12 seconds to 8 seconds.
- Stalker Demoralize Effect To Hit debuff reduced from 22.5% to 7.5%, but is no longer resistible.
- Stalker Demoralize Effect Terrorize chance reduced from 30% to 25% per target.
- Stalker Energy Melee Energy Transfer Self Damage increased from scale 2.5 to scale 3.00. This is due to Stalkers improved Hit Points and damage capability.
- Sting of the Wasp and Crippling Axe Kick for stalkers will now properly have a chance to crit while not in a Hide state, instead of having a chance to double crit from a Hide state.
- Vengeful Slice for Stalkers now correctly does Knockdown once again.
Powers
Arachnos Soldier
- Arachnos Soldier / Bane Spider - Fixed Bane spider characters getting an invisible default mace when using a powers respec.
- Arachnos Soldier / Crab Spider / Longfang - Corrected help text on Crab Spider Longfang.
Arachnos Widow
- Arachnos Widow / Teamwork / Indomitable Will - Indomitable Will for Widows will no longer gain increased damage resistance when the Widows damage is buffed.
- Arachnos Widow / Widow Training / Follow Up – “Follow Up” now has a unique animation not shared by “Strike”
- Arachnos Widow / Widow Training / Follow Up - Matched cast time to new Follow Up animation.
Masterminds
- Masterminds / Thugs / Call Thugs / Empty Clips: Adjusted this power’s range down to match its radius (it was firing before enemies were within the cone of effect). Also decreased this power’s damage.
- Masterminds / Thugs / Call Thugs: Corrected typo in the summoned entity’s description.
Stalkers
- Electric Armor / Static Shield: This power’s icon should no longer disappear after a minute of activity.
Tasks
- Alan Desslock now gives a better explanation why you cannot get his final mission from him.
User Interface
- Shortened display name of Arachnos Soldiers and Widows in target window
29 May 2008
Release Notes for 17.20080521.1T
COMBINED
Maps
- Imperious Task Force: Fixed several holes on the Vespillo Pass map (the 3rd map in the TF)
NPC Enemies
- The formula used by Lieutenants to calculate hit points (hp) was incorrect. This resulted in Lieutenants below level 15 having more hit points than intended, and those above level 15 having fewer than intended. At level 1, a Lieutenant had 22 hp greater than they should, and at level 54, they had 55 hp less than they should. The formula has been corrected and they now have the correct hp throughout their level ranges.
Powers
Attack Powers:
- Assault Rifle/M30 Grenade: This power should now be able to be slotted for both knockback enhancements and sets. This affects all versions of this power.
- Battle Axe / Gash: Since this power currently uses Beheader’s old animation to smooth out its overall attack chain, its power name has been changed to Beheader to better suit its animation.
- Battle Axe / Beheader: Since this power currently uses Gash’s old animation to smooth out its overall attack chain, its power name has been changed to Gash to better suit its animation.
- Fire Sword: The animation for this power was changed. Its cast time was reduced from 1.67 to 1.33 seconds. This affects the power for all versions of Fiery Melee and Fire Manipulation.
- Hurl Boulder: The animation for this power was changed. Its cast time was reduced from 3.83 to 2.5 seconds. This affects the versions of this power in Stone Mastery (Epic) and Stone Melee.
- Ice Sword: The animation for this power was changed. Its cast time was reduced from 1.67 to 1.33 seconds. This affects the versions of this power in Ice Melee, Ice Manipulation and Icy Assault.
- Stone Melee/Heavy Mallet: Increased activation time to 1.63. This was done to allow the animation to return the player into the neutral position before activating another power
- Stone Melee/Stone Mallet: Increased activation time to 1.61. This was done to allow the animation to return the player into the neutral position before activating another power.
- Super Strength / Hurl: The animation for this power was changed. Its cast time was reduced from 3.83 to 2.5 seconds. This affects both the Brute and Tanker versions of this power.
- Further AI improvements for Seeker Drones and the Gun Drone power.
- Damage from Psychic Blast / Mental Blast should be delayed to sync with projectile now.
Power Pool Powers:
- Flight / Hover – Hovering Forward now has a new animation
- Flight / Hover - Hover is now resistant to -Fly effects.
- Medicine - Minor animation changes for Medicine - Aid Other, Aid Self, and Stimulant
- Medicine - Revive animation and FX should now play properly.
Status Effect / Buffs / Debuff Powers:
- Mind Control/Confuse: Added PvP Confusion suppression to this power.
- Mind Control/Mass Confusion: Added PvP Confusion suppression to this power.
- Plant Control/Seeds of Confusion: Added PvP Confusion suppression to this power.
- Storm Summoning / O2 Boost: The duration of the perception bonus portion of O2 Boost now matches the duration of the other buffs associated with the power.
Rewards
- Vanguard Merits now will display ‘Merit Awarded!’ instead of ‘Salvage Found!’ when they are awarded to a player.
Tasks
- Taskforce challenge ‘debuff players’ was only being applied to the team leader. This has been fixed.
User Interface
- Replaced character slot store icon
CITY of HEROES
Powers
Blaster
- Blaster / Psychic Blast / Will Domination: Changed the long help text to match the short help text for this power. The long help for Will Domination now accurately states this power deals Moderate damage.
- Blaster / Mental Manipulation / World of Confusion: Blaster World of Confusion endurance cost was 50 % of the correct value. This has been corrected.
- Blaster / Electric Blast / Charged Bolts: The blaster version of this power should no longer list that it takes endurance modification enhancements twice.
Controller
- Controller / Illusion Control / Deceive: Added PvP Confusion suppression to this power.
Defender
- Defender / Psychic Blast / Will Domination: Changed the long help text to match the short help text for this power. The long help for Will Domination now accurately states this power deals Moderate damage.
- Defender / Psychic Blast / Mental Blast: Damage is now delayed for projectile hit
Kheldian Epic Archetypes
- Peacebringer / Combat Flight, Peacebringer / Bright Nova, and Warshade / Dark Nova are now resistant to -Fly effects.
Peacebringer
- Peacebringer / Luminous Blast / Photon Seekers: Increased Radius on Peacebringer Photon Seekers’ explosion from 7’ to 10’, but reduced their damage slightly from Damage Scale 2 to 1.64.
- Peacebringer / Combat Flight now gives AoE defense equal to its existing Melee and Ranged Defense values.
CITY of VILLAINS
Stalker Update
- Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
- Increased Stalker Hit Points multiplier from 0.95 to 1.125
- All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30’ of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
- The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide—it eliminates the Self Damage, rather than increasing damage to the target.
- Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
- Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
- Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.
Powers
Villain Epic Archetypes:
- Arachnos Soldiers and Widows will now properly be able to enhance Patron Power Pool powers.
Arachnos Soldier
- Arachnos Soldier / Crab Spider / Omega Maneuver: Mobs defeated by Omega Maneuver explosion should now grant rewards to the player.
Arachnos Widow
- Arachnos Widow / Fortunata Teamwork / Aura of Confusion: Added PvP Confusion suppression to this power.
- Arachnos Widow / Fortunata Teamwork / Confuse: Added PvP Confusion suppression to this power.
- Arachnos Widow / Fortunata Training / Total Domination: This power’s victim hit message was reporting {PowerName} instead of the power’s name, this has been corrected.
- Arachnos Widow / Fortunata Training / Subdue: This power now has the proper purple ring visual effect to indicate the target has been immobilized; these were not present for NPC targets.
- Arachnos Widow / Fortunata Training / Dominate: This power’s victim hit message was reporting {PowerName} instead of the power’s name, this has been corrected.
- Arachnos Widow / Widow Training: All attacks from Widow Training had their toxic damage enhanceable. This has been fixed.
- Arachnos Widow / Widow Training / Strike: Corrected animation for Widow Training – Strike. Strike now uses intended ‘gutpunch’ animation.
- Arachnos Widow / Widow Training / Poison Dart: Long help read “Poison Dart does light moderate damage to your foe, then poisons them. The poison does toxic damage over time and reduces their regeneration rate. Damage: Moderate Recharge: Fast”. Changed to: “Poison Dart does moderate damage to your foe, then poisons them. The poison does toxic damage over time and reduces their regeneration rate. Damage: Moderate Recharge: Fast”
- Arachnos Widow / Widow Training: Animation/Activation time changes for some Arachnos Widow Claw attacks.
- Swipe - 0.83 seconds
- Strike - 1.17 seconds
- Slash - 1.33 seconds
Brutes
- Super Reflexes / Evasion: Corrected the Brute version of this power to cost the correct amount of endurance. It previously was costing far too little endurance.
Corruptor
- The Corruptor version of Voltaic Sentinel now has Scourge effects.
- Traps and Storm Summoning for Corruptors were using the wrong value in the endurance cost calculations. This has been corrected and should see a decrease in endurance costs for most powers from these sets.
Dominators
- Dominators / Icy Assault / Greater Ice Sword: This power has been renamed ‘Ice Slash’. This is to differentiate it from powers with the same name, but differing animations.
Masterminds
- Masterminds / Necromancy / Grave Night: The henchman The “Grave Knight” will now use his Necromancy Sword for all of his attacks. This should also help him cycle through all of his sword attack powers.
Stalkers
- Stalkers / Ninja Blade / Placate should no longer cause redraw with other Ninja Blade powers.
- Stalkers / Dual Blades / Assassin’s Blades – Fixed Animation
Temporary Powers
- Coral Club: This power had its activation time increased to 1.6 seconds. This was done to allow the animation to return the player into the neutral position before activating another power.
Tailor
- Crab Spider backpacks are now only available to Soldiers Of Arachnos who have specialized in the Crab Spider path. They are customizable now at the Facemaker and will be removed if you respec out of the Crab Spider path.
ISSUE 12: MIDNIGHT HOUR IS LIVE!
What are you doing here? Cimerora awaits!
Issue 12: Midnight Hour has arrived on the live servers and is now open! Immerse yourself in the new Midnight Squad storyline with a host of new missions, and experience Roman-style zone environments unlike anything you’ve seen in Paragon City™ or the Rogue Isles™.
For Villains, we introduce the all-new Villain Epic Archetypes: the Soldiers of Arachnos. Powerset Proliferation brings new powerset choices for all archetypes, and the list of overall gameplay and Quality of Life improvements is, well, lengthy! To see the full list of new features, updates and other changes in Issue 12: Midnight Hour, make sure to check out the patch notes.
Dev Diary: Creating Cimerora
Stretching the Genre: Creating Cimerora
By Senior Art Lead, Ken Morse
As the Senior Art Lead, it’s my job to figure out how to turn Positron and the rest of the team’s ideas into visual realities. Coming from both a film and environment art background, I am always excited when the opportunity to create new settings for the game presents itself. A Task Force inspired by ancient Greece and Rome, however, was genre-stretching territory we’d never ventured into before, and presented some serious challenges.
Could Heroes and Villains of every imaginable variety fit into an ancient, fantastic setting? Would Cimerora feel as connected to the Hero and Villain experience as Atlas Park or Mercy Island? Would it be exciting to see super powered battles between leather and bronze clad warriors in sandals versus Heroes and Villains in tights? I’d like to give you a glimpse into the process that took Cimerora from concept to completion!
Creating Cimerora: The Process
1 – Genesis of the Idea
Creating Greek and Roman inspired mission content was something that we wanted to do with Issue 11: A Stitch in Time. It was always a goal of ours for that Issue to really make you feel like a time traveler by going back to ancient times and interacting with the locals there. Unfortunately, when all the art tasks for Issue 11 were estimated, it became apparent that we would not be able to complete it for that Issue. We did, however, start work on several assets that we knew we would need once we got the content underway.
2 – Mission/Zone Concept
For Issue 12, Positron (Matt Miller) and Hero 1 (Joe Morrissey) had a time traveling Task Force in mind with several fairly epic missions. It quickly became clear that in order to truly support the Task Force content, Cimerora would need to become a place of its own.
Taking Heroes and Villains to ancient times was a huge challenge conceptually and visually, and we felt that providing a persistent area for players to explore, team up in, and even resurrect if needed, would help make the experience feel more natural.
Another key conceptual goal for Cimerora was to make it feel like a real place, rather than just a play space. To make this a reality, we decided that all mission and zone content should be interconnected, forming a more continuous geographical area for players to explore.
3 – Asset Concept and Creation
While Hero 1 retreated to his cave to design the mission and story content of the zone, I drew up a rough map of the spaces we’d need and the environment artists began gathering reference and prototyping assets for the zone.
For signature architecture and locations we turned to our fantastic concept artist, Carolina Tello Alvarado, who illustrated all of the key architecture and iconography for Castellum Quarter and the Oracle’s Island . These illustrations, along with the advance work we did during Issue 11, helped the environment team work quickly and effectively to create and refine literally thousands of new visual assets encompassing everything from cliffs and terrain to buildings and fortresses.
4 – Environment Layout and Prototyping
Once the library of Cimeroran assets had begun to take shape, Don Pham and Ryan Roth of our environment team worked closely with Hero 1 and War Witch (Melissa Bianco) to create the map layouts you’ll find in Cimerora. Reveals and vistas were carefully planned and “white boxed” in order to ensure that the story was revealed visually as intended. “White boxing” is the process of using an easily changeable, temporary layout to make sure game play, “pathing” and overall flow is working properly.
5 – Revision
White boxed zones often change daily based on play testing, story modifications; or simply because some ideas sound great on paper, but don’t work so well in game. This was the case with the Castellum Quarter mission map for the Time’s Arrow Task Force. The original design of Castellum Quarter called for a high class temple district with beautiful gardens, but when the environments were created in the editor, it became apparent that the mood just wasn’t sinister and epic enough to sell the story content. The white boxed level was torn down, and a new Castellum Quarter was born as a huge fortress atop craggy cliffs , connected by soaring bridges.
6 - Population, Revision and More Revision
As the Art and Design teams reached consensus on the layouts for Cimerora and its associated missions, War Witch began drawing on the fantastic Greek and Roman inspired characters and costumes Jay Doherty created as well as the spectacular new animations and FX that Back Alley Brawler (Chris Bruce) and the animation team supplied to populate each map with dynamic spawns and NPCs.
Shortly after the maps were populated and missions were hooked up, it was time for play testing, and inevitably, more revisions!
7- Polish and Release
During the final days before release, feedback from internal play tests as well as from closed and open beta testing is examined. Game play is tweaked, geometry holes are plugged, and textures, scene settings, music and audio are all finalized for release. By the time you set foot in Cimerora, its final content will have been contributed to by almost every member of the Art and Design teams.
Final Words
Cimerora is one of my favorite places in the CoH/CoV universe, and is a truly unique zone that has allowed us to push the game’s visuals and level design in new, more focused and immersive directions. I hope Heroes and Villains alike find their travels in Cimerora to be as exciting and memorable as it has been for the team to create this new zone!
Stretching the Genre: Creating Cimerora
The latest Dev Diary, written by Senior Art Lead Ken Morse, delves into the creation of Cimerora!
In this in depth look at the creation of the new zone Cimerora, Ken Morse takes us behind the scenes and through the seven steps that brought Cimerora from concept to completion.
Issue #12: Midnight Hour
Issue 12: Midnight Hour
“Now in the world’s hour of need, the clock strikes midnight. It’s the Midnight Hour.”
The Midnight Squad story arcs (Hero and Villain)
For generations, the Midnight Squad has dedicated their lives to protect the world from worldly and dimensional threats. Now, they need the help of the Heroes of Paragon City and the Villains of the Rogue Isles to finally rid the world of Rikti. Heroes and Villains must cross through time and journey to an ancient land to find knowledge long forgotten and battle ancient foes.
New Zone : Cimerora
Cimerora is a hub zone (like Ouroboros) with features such as:
- Task Force Contact: Imperious - who gives out the “Time’s Arrow” Task Force
- Atmosphere spawns around the perimeter and out-of-the-way areas so that players are not attacked while interacting with contacts
- Functional Contacts: store, trainer, notoriety contacts for Villains and Heroes
- Senator Aquila provides a simple introduction story arc and Marcus Valerius gives out repeatable missions
New Task Force : “Time’s Arrow”
- Co-Op Task Force (35-50)
Character Origin Missions (Hero and Villain)
Where did Origins come from? How are they connected? How long have they existed?
Villain Epic Archetypes:
- Arachnos Soldier
- Arachnos Widow
Hollows Revamp
The Hollows has received a game-play upgrade including:
- Completely redesigned spawn encounters (ranging from city-sized spawns to hazard-sized spawns)
- Added Meg Mason, a new contact who gives out repeatable missions
- Added stores (one at either entrance) and a trainer (Foreshadow)
- Added a mobile hospital
- Did a complete mission-door revamp so most missions should have the neighbourhood-appropriate doors to match
- Added some new Villain groups for variety and flavour
Loading Screen Tips
- Loading screen tips will now appear on the loading screens for mission maps.
- There is an option to disable loading tips in the options window.
Powerset Proliferation
While researching the energy strands that all super powered beings tap into, Dr. Brainstorm caused a massive release of energy that imbalanced the energy grid surrounding the powers nexus.
As a result, it appears that heroes and villains now have access to powers that previously were unavailable to them.
Blaster
- New Primary - Psychic Blast
- New Secondary - Mental Manipulation
Brute
- New Primary - Battle Axe
- New Primary - War Mace
- New Secondary - Super Reflexes
Controller
- New Primary - Plant Control
- New Secondary - Thermal Radiation
Corruptor
- New Primary - Electrical Blast
- New Secondary - Storm Summoning
Defender
- New Primary - Cold Domination
- New Secondary - Ice Blast
Dominator
- New Primary - Earth Control
- New Secondary - Electricity Assault
Mastermind
- New Secondary - Storm Summoning
Scrapper
- New Primary - Fiery Melee
- New Secondary - Fiery Aura
Stalker
- New Primary - Electric Melee
- New Secondary - Electric Armor
Tanker
- New Primary - Dark Armor
- New Secondary - Dark Melee
Optional Character Slots Purchases
- Players can now purchase optional character slots on each server with a one-time fee, and not an addition to your monthly subscription fee.
- Players can have up to 36 slots per server.
- Purchases of a single character slot may be allocated to any single server of your choice, subject to the maximum server limit.
- Purchases of multiple slots may be allocated to any single server or split between multiple servers of your choice, subject to the maximum server limit.
- For a limited time, all accounts that log into the Live Servers will receive 2 free Character Slots. This is for a *Limited* time only.
- For every 12 month cumulative period that an account has been subscribed, players will receive 1 free slot.
User Interface:
- Character slots in the character selection screen can now be reorganized by dragging and dropping. The sort order is stored in a file on the client, but only if “Remember Account Name” is checked on the Log-in Screen.
- Added Hide Delete Recipe prompt option to Options window.
- Added option to display a rating from a Player Note above the players head in the options window.
- Added option to disable loading tips in the options window.
- The mouse scroll wheel will now affect scrollbars when the mouse is over a scrollable area. This can be disabled in the options window.
- Missions’ headers now show the level of the mission.
- Auction house inventory now shows count of slots used/slots total.
- Kicking a member from supergroup or removing a global friend via button-click will present a confirmation dialog.
- Disable Camera Shake Option Added (found in options window)
- Contact List Improvements
- Contacts can now be sorted by the contact’s name, name of the zone, and contact relationship. All contacts that are active will appear in the “active” tab.
- Added Broker Tab for Villains and a Detective Tab for Heroes to Contact User Interface.
- When sorting Contacts by Zone, contacts in the current zone will always appear at the top.
- In all sorts, Contacts with missions you are currently on will always appear at the top.
- Fixed a rare bug that could cause the main “health bar” window to vanish.
- A couple small additions to help improve performance for dial-up users:
- Added Option to disable combat numbers on power buff icons
- Added Option to disable sending buff information altogether
Email
- Added “Spam” Button to email window. It will ignore the sender as a spammer and delete the email.
Power Trays
- Eight additional power trays added which can be accessed by clicking the “+” sign on the upper-right of the Power Tray Interface or via commands (/show tray1, /show tray2, show tray3, etc).
- These trays have no jelly to click on, but can be dragged about by clicking on non-occupied slots or dead space.
- These trays are deformable.
- Added command /clear_tray which will remove all non-macros from all power trays.
Player Notes:
- You may now rate players and write notes about them.
- The notes are stored by global name.
- The note list is stored locally on your computer and will bring up the same notes for any character you play with.
- It can be invoked by typing /playernote
or by clicking “Add Note” on context menus. - There is a new option to display the rating you’ve given a player above their name.
- Additionally, you can enable private message logging to store private message logs on a per global name basis.
- Only you will see the Player Notes that you write and ratings you give. Since these notes are stored locally on your computer, other players cannot see your notes and ratings.
- Conversely, you will not be able to see any Player Notes or ratings that other players may have written about you.
In-Depth Power Information
Detailed Power Information is now available at Power Selection, Level up, Respec, and Enhancement placing screen as well as a new tab in the info window. This information shows the powers basic data along with every effect the power has.
- There is a slider to see the effect of the power across all levels.
- There is a class selector to see how the power would perform for each class.
- There is a PvP toggle to see how powers will change in PvP.
- Powers that spawn pets will show all powers the pets use and their effects.
Improved Character Creator
Players may now select a costume set theme from the new “Costume Sets” drop down menu in the Character creation process, the Tailor (for Heroes) or Facemaker (for Villains).
The Costume Sets revolve around existing and new Costume sets. Some Costume Sets are unlocked through gameplay achievements, Veteran Rewards (i.e. the Boxer set) or by Costume Pack purchase (i.e. the “Good Versus Evil” Justice and Sinister costumes or the Wedding Pack).
Local Settings
Most user options can now be saved to file and loaded from file. If a default setting file is saved, all newly created characters will use the default file to set initial options. The options window has buttons added to save and load default files. Non-default files can be saved and loaded via slash commands.
General Options
- /option_save, /options_save_file
- /option_load, /option_load_file
- /option_set
- /option_toggle
- /option_list - Lists names allowed for /option_set and /option_toggle
- /bindload, /bindloadfile /bindsave /bindsavefile display confirmation messages
- /bindloadfilesilent and /bindsavefilesilent do not display confirmation messages
Window Configuration
- Window names are now all exposed, and you can now see a list of valid names with the /window_names command
- Added commands /wdw_save and /wdw_save_file
to save your current window configuration. - Added commands /wdw_load and /wdw_load_file
to load your window save file.
Chat Tab Configuration
- /chat_save and /chat_save_file
save chat settings locally - /chat_load and /chat_load_file
load chat settings on current character
Chat System Revamp
Player Names are now clickable in the chat window, which brings up a menu you can use to:
- Chat
- Invite to Team
- Add Friend
- Get Global or Local name
- Ignore
- Ignore Spammer
Clicking the channel name of a global chat channel will give these options:
- Send Message
- List Members
- Set MotD (Message of the Day)
- Set Description
- Leave Channel
- Set Color - allows you to set your global channel display colours.
Right-Clicking a players name in a global chat channel that you are a moderator of will give additional options:
- Silence/Unsilence
- Kick
Powers, Enhancements, Recipes, Inspirations, and Salvage are now linkable in chat:
- You can drag/drop those items on to the chat window to create link
- You can type the name (if you know it) of an item inside a pair of square brackets, for example: [Luck]
- Clicking the link will bring up the info window for that item
- Many powers/items in the game have the same name, in those cases additional information is added to the link
Under the chat options section, there is new item “Individual Name Colors” which will display each name in the chat window its own colour.
Pet combat messages are now sent to the pet owner. Added channels Pet Damage Inflicted, Pet Combat, Pet Damage Received, Pet Healing Received, Pet Healing Delivered, and Pet Hit Rolls. Newly created Masterminds will have a “Pet Combat” tab added.
Global Chat Changes
Global Names and Local Server names are now transparent. The invisible wall between global and local identities has been removed, so that if you know another player’s Local Server Name, then you will be able to find out their Global name by using the following commands:
- /get_local_name
- /get_global_name
/hide and /ghide will now bring up an option dialog where you can separately choose to hide from Global Chat Channels, Global Friends, Server Friends, Supergroup, and Searches.
In addition there are commands to individually set each of these options:
- /hide_sg, /unhide_sg - Makes you appear offline in supergroup window
- /hide_search, /unhide_search - Prevents you from appearing in the looking for group window
- /hide_friends, /unhide_friends - Makes you appear offline to server friends
- /hide_gfriends, /unhide_gfriends - Makes you appear offline to global friends
- /hide_gchannels, /unhide_gchannels - Prevents you from appearing in global channel lists
- /hide_tell, /unhide_tell - You will still receive tells, but the sender will get error message as if you were offline
- /hide_invite, /unhide_invite - All invites will be blocked as if you were offline
- /hide_all, /unhide_all - Sets all hide options on or off
Changed /ignore and /gignore functionality. Using either command will ignore that user on all global channels as well as all local characters and any new characters they create.
Increased Max Friends to 200
Ignore list size had been increased to 200.
Players are now allowed to have 10 Global channels.
Zone Event System Message Channels
- There are two separate Zone Event System channels, the Hero Zone Event Message and Villain Zone Event Message channel.
- Warnings will appear in the appropriate event channels for the Clockwork Paladin, Giant Octopus, Ghost Ship, Croatoa Battle, Troll Rave, Hellion Fire, Miner’s Strike, Arachnos Flier, Caleb and Deathsurge zone events.
Inspiration Improvements
You can now combine 3 inspirations of the same type and strength into a different inspiration of the same strength, this is accessible via the context menu for qualified inspirations.
Also added slash commands for inspirations:
- /insp_delete
- /insp_combine
Leveling Up Bonus
Levelling up will refill health and endurance!
In addition to restoring the player to full health and endurance, levelling up will now greatly inspire the player.
Combat Attribute Window Improvements
Added commands to add or remove attributes form the Attribute Monitor:
- /monitor_attribute
- /stop_monitor_attribute
Per player request, added new fields to the Combat Attribute Window.
- Experience to Next Level
- Current Experience Debt
- Last Hit Chance (from a click power)
- Endurance Consumption (total from active toggle powers)
- Influence
- Healing Bonus
Power Trays
- Added command /clear_tray which will remove all non-macros from all power trays.
Trial Account Limitations
Trial Accounts now have the following restrictions. Characters on Trial Accounts may not:
- Hold more than 50,000 Influence/Infamy
- Join a Supergroup
- Use any chat other than /local, /team, or /friend.
- Invite characters into a Team (although Trial Account characters can join a team)
- Use In-Game Mail
- Level up past level 14
- Enter any PVP Zone
Combined Notes
User Interface
- Fixed a bug that sometimes prevented selecting a shared mission
- Fixed a rare bug where the camera would always switch to first person mode when the player’s character entered a zone.
Powers
Accolades
- Accolades - Reduced the To Hit bonus provided by the “Geas of the Kind Ones” and “Force of Nature” accolades from +200 to +25.
- Accolades \ Force of Nature – should now work when exemplared, like other accolade powers.
Attack Powers
- Corrected Activation time for Whirling Hands and Spin. These times did not accurately reflect the duration of the rooted portion of the animation.
- Normalized attack times for PBAOE powers that share the twirl animation, such as Fire Sword Circle, Whirling Sword, and Whirling Axe.
- Fiery Melee / Scorch: This power now uses a shorter casting time to go along with its new shorter animation.
- Near ground attacks (like fossilize) will no longer be foiled by continuous jumping
- All versions of Lift, Propel, Levitate, Repulsion Bomb and Force Bolt now suppress properly versus players.
Defence Powers
- Dark Armor/Death Shroud: Increased this power’s activation time from 1.17 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
Buff / Debuff / Status Effect Powers
- Boost Range - Removed stacking from all versions of Boost Range.
- Dark Armor / Soul Transfer, Set untouchable timer to 15 seconds. Removed a small delay before the untouchable portion of power activates, and added an “Untouchable” float text.
- Dark Melee / Soul Drain: The Tanker and Brute version of this power stated that it could be slotted with to-hit debuff enhancements. It has no to-hit debuff component. This has been corrected.
- Dark Miasma / Black Hole - should now see “Black Hole” Float text when target is made intangible.
- Fiery Aura / Rise of the Phoenix - Removed a small delay before the untouchable portion of power activates, and added an “Untouchable” float text.
- Force Field / Detention Field - Should now see “Detention Field” Float text when target is made untouchable.
- Gravity Control / Dimension Shift - should now see “Dimension Shift” Float text when a target is made intangible.
- Power Boost - Reduced strength of all versions of Power Boost by 33%, removed Knockback boost and removed stacking from the power.
- Radiation Emission / Choking Cloud: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time match its rooted time
- Radiation Emission / Fallout now targets only dead Teammates.
- Sonic Buff / Sonic Cage - Should now see “Sonic Cage” Float text when a target is made untouchable.
- Storm Summoning / O2 Boost - All versions of O2 Boost now grant a Perception bonus to the target.
- Thermal Radiation / Power of the Phoenix - Should now see an “Untouchable” float text when target is made untouchable.
- Normalized Debt protection in all rezzing powers in powersets to 90 seconds. Sets affected: Tanker and Scrapper Fire Aura, Willpower, Dark Armor, and Regen. Controller and Defender buff sets Empathy, Radiation, Dark and Thermal.
- Powers that do not cause aggro will no longer suppress stealth.
- Powers that could only affect players on the ground will now affect all players above them as well as standing on them. This is to fix a PVP exploit making ground based powers ineffective. Powers fixed: Tar Patch, Bonfire, Ice Patch, Ice slick, Quicksand, Caltrops, and Volcanic Gasses.
- Added an enforced 60 second period in which Phase Shift powers cannot be reactivated after a previous activation of the power.
- “Caging” powers (Sonic Cage, Black Hole, etc) now follow standard suppression rules in PVP.
- Added Phase suppression to the Phase Flight temporary power
- Knockback is now affected by suppression in PvP, in the same way as Hold, Sleep and Disorient. This change has been applied to many powers that can cause knockback. Any player affected by a knockback will become immune to further knockback attempts for 10 seconds. The affected powers have been noted in the appropriate detailed Archetype powers sections below.
Travel Powers
- Leaping / Acrobatics - Reduced Knockback Protection of Acrobatics from 100 points to 9 points. Note that this means there are certain critters who will occasionally overcome the protection provided.
- Leaping / Acrobatics - Now accepts Knockback enhancements. These will increase the protection to knockback attacks, however only 2/9ths of the protection is enhanceable.
- Teleport / Teleport Self - Adjusted the target location code for Teleport Self to reduce the likelihood of getting a red failure reticule.
Veteran Reward Powers
- Decreased knockback on Prestige Nemesis Staff (from 9 to 4)
Values Changes
- ToHit was not actually being clamped to max class value and now is.
Status Effect Changes
- Confused players will only be able to harm teammates.
- Repel resist in Break Free and Emerge inspirations improved
- Increased Disorient Magnitude on Awaken and Bounce Back inspirations to 5, in order to prevent it from causing Rest to fail in conjunction with villain epic archetypes’ status protection.
AI
- Pets should no longer become terrified and run in terror when their owner’s Oil Slick power fades.
Arena
- Changed timing between scheduled arena match rounds from 10 seconds to 120 seconds (where it was supposed to be).
Bases
- Robo-Surgery will now attach to Base Reclaimator
Emotes
- Added /emote ReadBook
- Fixed the Boombox emote animation for ‘Beat’ so that it loops properly.
Game
- Fixed a crash where pressing the Left/Right keyboard arrows or numeric keypad 4 and 6, while viewing the auction window, would cause the client to crash.
Graphical Effects and Animations
- Fiery Aura / Blazing Aura - Activating Blazing Aura while moving will now transition properly into moving animations once the rooting period is complete.
- Fiery Melee / Scorch now has a different, slightly faster animation than Incinerate.
- Fiery Melee / Scorch: This power now uses a shorter casting time to go along with its new shorter animation.
- Fixed the rooting problem where certain buff toggles were activated before they were ready.
- Knockback animation should now play correctly on non-flying targets that use the male, female, or huge models.
- All of the projectiles in the Flares power Graphical Effects should be killed off at the proper time now.
- Knockback / Knockup animations will no longer play faster or slower based on the scale of the character.
- Knockback / Knockup animations for flight mode have been flagged similarly to non-flying versions
- Corrected error for all powers using the ‘ground summon’ animation. The duration of the portion of the animation flagged as ‘can’t move’ was significantly longer than the reported Activation Time.
- Modified Mitochondria visibility/targetability. Mitochondria should now be visible form a greater distance away during Hamidon Raids.
Inventions
- Added suppression to Invention temp power Ethereal Shift.
- The debuff from Achilles Heel: Chance for Resistance Debuff will now properly fade after 10 seconds, rather than lingering until a player was defeated or zoned.
- Kismet: Increased Accuracy Invention Enhancement was giving a scaling bonus based on the level of your target. This has been corrected—it now gives a flat bonus.
Rewards
- Characters will no longer stop earning Influence when playing in Supergroup mode after level 34. Players level 29 and up will now earn 50% of the influence they would have received when in Supergroup mode.
- Fixed a long-standing bug with Experience Point and Influence distribution in teams with a large range of levels.
- High Level Family entities have had their reward scale lowered to be commensurate with the risk involved in the encounter.
- Salvage drops changed to more closely match the villain groups.
Sound
- Fiery Aura - Fire Shield & Plasma Shield. Looping sounds will now fade out after a short period of time.
Store
- Adjusted price on Rez inspirations to equal 3 regular inspirations.
Tailor
- Unlockable weapons for some weapon-based powersets have been added to the game.
- Users can now choose to pay with influence or free costume token at the Tailor.
- Standard HeadDetail 1English Monocle added to male, female and huge characters.
- Many new chest details have been introduced:
- Alien 1
- Alien 2
- BullsEye 2
- Cyber Eye
- Health
- Lion
- Mantis
- Nuke
- Power On
- Question Mark
- Recycle
- Skull 3
- Star 10
- Star 11
- Star 12
- Star 13
- Star 14
- Swirl 3
- Symbol 8
- Symbol 9
- Symbol 10
- Tech Hole
- Trash
- New Body Patterns sets
- Arctic
- Perplex
- Thorn
- Vandal
Tasks
- Flashback missions that do not allow players to leave immediately on completion will no longer fade to sepia upon completion.
CITY of HEROES
Powers
Accolades
- Decreased Geas of the Kind ones and Force of Nature defence debuff from 20% to 10%
Blasters
- Blaster / Archery / Explosive Arrow now deals full damage to players.
- Blaster / Archery / Blazing Arrow: Removed text in the long help stating that this power is less accurate than other Archery attacks. Blazing Arrow has the same accuracy bonus that the other Archery powers have.
- Blaster / Cold Mastery / Hibernate - Changed short help to indicate this power is a self hold, not a foe hold.
- Blaster / Devices / Auto Turret - Auto Turret for Blasters is now ‘Gun Drone’—it will fly, follow you around and fight at your side, much like Voltaic Sentinel. Note that enemies who use Auto Turrets have upgraded as well.
- Blaster / Devices / Cloaking Device - Removed the +DMG from the short help for this power. It offers no damage boost.
- Blaster / Devices / Smoke Grenade - Added combat spam text for both the attacker and victim.
- Blaster / Electric Manipulation was missing knockback suppression on several powers. Added to bring in line with powers available to other archetypes.
- Havoc Punch
- Lightning Clap
- Thunder Strike
- Blaster / Energy Blast / Nova: Added Knockback suppression vs players.
- Blaster / Energy Manipulation / Total Focus: corrected to do smashing damage vs players.
- Blaster / Ice Manipulation / Chilblain unresistible damage was activating far too often. Changed to a normal 2 seconds.
- Blaster / Ice Manipulation / Ice Patch - Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time match its rooted time.
- Blaster / Ice Manipulation / Shiver - was generating Defiance per target hit. This has been corrected and it now gives a Defiance buff only once per usage.
Controllers
- Controllers have always had a 20% chance for a critical hold. Critical Holds will now display a pop up combat message of “Overpower” to let you know they happened.
- Controller / Force Field / Force bubble - Added Knockback suppression for players.
- Controller / Ice Mastery / Hibernate - Changed short help to indicate this power is a self hold, not a foe hold.
- Controller / Sonic Debuff / Sonic Repulsion - Added Knockback suppression for players.
Defenders
- Defenders level 2 to 49 were using an incorrect multiplier for Damage and Defense Debuff powers. The base value for these effects should now be 25% greater than previously experienced.
- Defender / Archery / Blazing Arrow - Removed text in the long help stating that this power is less accurate than other Archery attacks. Blazing Arrow has the same accuracy bonus that the other Archery powers have.
- Defender / Archery / Explosive Arrow - Added knockback suppression vs. players.
- Defender / Dark Blast / Torrent - Added knockback suppression vs. players.
- Defender / Energy Blast / Nova - Added knockback suppression vs. players.
- Defender / Force Field / Force Bolt - Added Knockback suppression vs players.
- Defender / Force Field / Force Bubble - Added Knockback suppression for players.
- Defender / Radiation Blast / Electron Haze - Added knockback suppression vs players.
- Defender / Sonic Attack / Shockwave - Added knockback suppression vs. players.
- Defender / Sonic Debuff / Sonic Repulsion - Added Knockback suppression for players.
- Defender / Storm Summoning / Gale - Added Knockback suppression vs players.
Peacebringers
- Peacebringer / Luminous Blast / Bright Nova / Bright Nova Blast: Added PvP knockback suppression into this power.
- Peacebringer / Luminous Blast / Bright Nova / Bright Nova Detonation: Added PvP knockback suppression into this power.
- Peacebringer / Luminous Aura / Restore Essence: Increased the Debt Protection from 60 to 90 seconds.
- Peacebringer / Quantum Flight - Removed the escalating Endurance cost from Peacebringers’ “Quantum Flight” and added the 30 second timer common to other Phase Shift type powers.
- Peacebringer / Quantum Flight - Quantum Flight’s 30 second Phase Shift’s cut off has been changed. The Flight aspect of this power will continue, and only the Phase Shift aspect cuts off after 30 seconds.
Scrappers
- Scrapper / Broadsword - Attack times for the Broadsword powerset have been normalized to eliminate pauses between attacks.
Tankers
- Tanker / Battle Axe / Gash and Beheader – Animations and Graphical Effects for Gash and Beheader have been exchanged.
- Tanker / Battle Axe – Attack times for the Battleaxe powerset have been normalized to eliminate pauses between attacks.
- Tanker / Fiery Aura / Blazing Aura – Activating Blazing Aura while moving will now transition properly into moving animations once the rooting period is complete.
- Tanker / Ice Melee / Ice Patch: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
Warshades
- Warshade / Umbral Aura / Orbiting Death - Increased this power’s activation time from 1.17 seconds to 2.03 seconds. This was changed so that the power’s activation time matches its rooted time.
- Warshade / Umbral Aura / Shadow Cloak - Was missing defence to Area of Effect attacks. This has been added.
- Warshade / Umbral Aura / Stygian Return - Increased the Debt Protection from 60 to 90 seconds.
- Warshade / Umbral Aura / Stygian Return - Set untouchable timer to 15 seconds, Removed a small delay before the untouchable portion of power activates, and added an ‘”Untouchable” float text.
- Warshade / Umbral Blast / Gravity Well - Adjusted damage and frequency of damage tick of Gravity well to match Peacebringer / Incandescent Strike, and reduced damage tick time.
- Warshade / Umbral Blast / Quasar - Added PvP knockback suppression to this power.
Powers Text Changes
Note: All Heroes’ Powers text underwent scrutiny and many changed to correct typos, and to reflect consistency and accuracy. The power effects, duration and recharge have not changed, only the description and combat log messaging has been updated. All secondary Knockback, Stun, or other status affects will now be noted in combat logs when the effect occurs for all powers.
NPCs
- Fixed an issue which would cause Blue Wisps in Croatoa to run out of endurance
- Chimera from the Praetorian villain group should no longer auto-hit players with his bow.
- Reduced Duration and strength of Captain Mako’s ‘Elude’ power.
Tasks
- Cutscenes have been added to the Frostfire and Dr. Vazhilok story arcs
- Dr. Vazhilok must now be defeated to complete the Vahzilok Plague story arc.
Trial
- The Sewer Trial, “Descent to the Hydra” now functions like a Task Force where all high level party members (41+) will exemplar down to the Level 40 Trial cap.
- Mairenn MacGregor is the NEW Sewer Trial contact and is located in Atlas Park next to the Sewers. The Rikti kill task for Mairenn MacGregor has been lowered.
- The OLD Trial contact, Maren MacGregor (in Founder’s Falls) will complete any old Sewer Trial missions, but will not give out any new ones.
Zone Events
- Trolls in Skyway will now disappear after their party is over.
- Waypoints will appear on the zone maps for the Troll Rave and Hellion Fire events.
CITY of VILLAINS
Giant Monsters
- Only one Deathsurge will appear at a time.
Zones
Grandville
- Arachnos workers who fall off the web will not be stunned into not moving.
Powers
Brutes
- Bonus Fury generation for Brutes when fighting in PVP or against Archvillain or Giant Monster class critters now works properly.
- Brute / Dark Armor / Death Shroud: Increased this power’s activation time from 1.17 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
- Brute / Dark Armor / Soul Transfer - The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating that they’re untouchable.
- Brute / Dual Blades – Added PvP knockdown suppression to all powers and combinations that had a knockdown effect.
- Brute / Electric Armor / Power Surge - When this power’s hold effect is triggered when the Power Surge wears off the hold effect should show up in both the user and the target’s chat log.
- Brute / Electrical Melee / Jacob’s Ladder - Will now drain endurance from player targets as well as NPCs. Removed erroneous negative energy message from the sleep portion of this power.
- Brute / Electrical Melee / Thunder Strike - Added an endurance draining component to this power.
- Brute / Fiery Aura / Fiery Embrace - Allowed this power to improve toxic damage the user deals.
- Brute / Fiery Aura / Rise of the Phoenix - The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating that they’re untouchable.
- Brute / Super Strength / Hurl was not set to allow Knockback Invention Sets. This has been corrected.
Corruptors
- Corruptor / Assault Rifle / M30 Grenade: Added PvP knockback suppression for this power.
- Corruptor / Cold Domination / Benumb: This power was previously granting endurance to a target in PvP instead of reducing it. This power should now correctly drain the target’s endurance.
- Corruptor / Dark Blast / Torrent: Added PvP knockback suppression to this power.
- Corruptor / Energy Blast / Nova: Added pvp knockback suppression into this power.
- Corruptor / Radiation Blast / Electron Haze: Added PvP knockback suppression to this power.
- Corruptor / Radiation Blast / Atomic Blast: Added PvP Hold suppression to this power.
- Corruptor / Radiation Emission / Choking Cloud: Increased this power’s activation time from 2.03 seconds to 3.47 seconds. This was changed so that the power’s activation time matched its rooted time.
- Corruptors / Sonic Blast / Shockwave: Added 10 second PvP suppression to this power like all knockback powers.
- Corruptor / Sonic Resonance / Sonic Repulsion: Added PvP knockback suppression to this power.
- Corruptor / Storm Summoning / Gale - Gale: Added 10 second PvP suppression to this power like all knockback powers.
- Corruptor / Storm Summoning / Hurricane – This power’s repel effect is no longer irresistible.
- Corruptor / Thermal Radiation / Power of the Phoenix: The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating that they’re untouchable.
- Corruptor / Traps / Poison Trap: Decreased the frequency in which the hold portion of this power was being triggered from once every quarter of a second to once every second, but increased the chance the effect would actually trigger slightly.
Dominators
- Increased Target cap for AoE control powers for Dominators from 10 to 16 to be comparable to controllers.
- Domination - PvP targets will now build domination at the appropriate rate. Previously powers in this set wouldn’t generate additional domination when fighting PvP targets.
- Dominator / Energy Assault / Power Boost - This power no longer enhances knockback, knock up and repel powers.
- Dominator / Energy Assault / Power Boost - Power Boost will no longer be able to stack with itself.
- Dominator / Energy Assault / Power Boost - The overall potency of this power was reduced from offering a +100% bonus to all secondary effects to granting a +66% bonus to these effects.
- Dominator / Fiery Assault / Flares - Increased this power’s range from 60 to 80.
- Dominator / Fiery Assault / Fiery Embrace - Allowed this power to improve toxic damage the user deals.
- Dominator / Fire Control / Smoke - Added combat spam text for both the attacker and victim.
- Dominator / Icy Assault / Power Boost - This power no longer enhances knockback, knock up and repel powers.
- Dominator / Icy Assault / Power Boost - Power Boost will no longer be able to stack with itself.
- Dominator / Icy Assault / Power Boost - The overall potency of this power was reduced from offering a +100% bonus to all secondary effects to granting a +66% bonus to these effects.
- Dominator / Mind Control / Telekinesis – Removed the ability to repel players in PvP with this power.
- Dominator / Plant Control / Carrion Creepers - This power’s effects will affect targets that are not on the ground, but within the radius of the power’s effect.
- Dominator / Thorny Assault / Ripper - Added PvP knockback suppression for this power.
- Dominator / Thorny Assault / Thorntrops - This power’s effects will affect targets that are not on the ground, but within the radius of the power’s effect.
Masterminds
- Mastermind pets made pushable. Masterminds will no longer be blocked by their pets. Players on the same side as the mastermind will be able to move pets out of the way significantly faster. Enemies’ ability to push pets has remained unchanged.
- Mastermind / Mercenaries - All pet powers that inflicted a status effect should now have PvP suppression.
- Mastermind / Ninjas / Call Genin – Henchmen’s Crane Kick power: Added PvP knockback suppression to this power.
- Mastermind / Ninjas / Call Jounin - Henchmen’s Soaring Dragon power: Added PvP knockback suppression to this power
- Mastermind / Ninjas / Call Jounin – Henchmen’s Golden Dragonfly power: Added PvP knockback suppression to this power
- Mastermind / Ninjas / Call Jounin – Henchmen’s Blinding Powder power: Added PvP confuse suppression to this power.
- Mastermind / Thugs / Call Thugs - Power no longer accepts Defense Debuff sets. The thugs’ powers did not actually debuff their targets Defense in any way, so this was purely an extraneous entry.
- Mastermind / Thugs / Call Thugs - This power will now be able to slot for knockback and knockback sets.
- Mastermind / Thugs / Dual Wield - Added PvP knockdown suppression to this power.
- Mastermind / Thugs - All pet powers that inflicted a status effect should now have PvP suppression.
- Mastermind / Robotics / Pulse Rifle Blast - Removed the ability to slot this power with knockback enhancements, it doesn’t have a knockback component.
Stalkers
- Placate - All versions of this power should no longer suppress hide.
- Placate in weapon based sets will now play the correct animations, which include drawing the weapon if not already in hand.
- Stalker / Claws / Focus – Added PvP mez and knockdown suppression
- Stalker / Claws / Shockwave – Added PvP mez and knockdown suppression
- Stalker / Dark Armor / Soul Transfer: The target after being revived should be truly invulnerable for 15 seconds. Additionally text should pop over the revived target stating that they’re untouchable.
- Stalker / Dual Blades - Knockdown PVP Suppression - Added PvP knockdown suppression to all powers and combinations that had knockdown effects.
- Stalker / Super Reflexes / Evasion - Added radius to Evasion allowing its taunt effect to draw the attention of nearby foes.
Patron Powers
- Patron Power Pools: Added PvP suppression for all powers that inflicted a status effect. Several powers previously didn’t have these attributes.
- Mace Mastery: Arachnobot Blaster’s Energy Blast was previously dealing smashing damage, and will now correctly deal energy damage
Accolades
- Force of Nature accolade should now work when malefactored, like other accolade powers.
Graphical Effects
- Brute / Invulnerability / Invincibility now uses the correct Graphical Effects
- Customized Arachnos Assault Rifles should no longer load the default texture, then change to the color-tintable version every time they’re drawn. Also note that the 1 and 2 have been swapped.
Powers Text Changes
Note: All Villains Powers text underwent scrutiny and many changed to correct typos, and to reflect consistency and accuracy. The power effects, duration and recharge have not changed, only the description and combat log messaging has been updated. All secondary Knockback, Stun, or other status affects will now be noted in combat logs when the effect occurs for all powers.
Big City Network Offers Free Trials!
Big City network radio stations join with NCsoft Europe to offer free trials!
Local radio stations from the Big City network are now offering free trials to City of Heroes and City of Villains. This is the biggest ever free trial offer for the UK, so it has never been easier to get started on a career as a Hero in Paragon City or a Villain on the Rogue Isles!
Read on to find out how to get yours, or one for a friend…


In conjunction with the trial offer, Big City's stations are running a competition to give away copies of the City of Villains Collector's Edition and City of Heroes or Villains T-shirts. The Collector's Edition includes some great extras, including an exclusive art book and all seven custom-made City of Villains® and City of Heroes® HeroClix® figures.
To get your trial key and enter the competition, make sure to visit your local station at one of the below links:
| Trial and Competition - Rock FM | Trial and Competition - Radio City |
| Trial and Competition - Key 103 | Trial and Competition - Radio Aire |
| Trial and Competition - Hallam FM | Trial and Competition - Viking FM |
| Trial and Competition - Metro Radio | Trial and Competition - TFM Radio |
| Trial and Competition - CFM Radio | Trial and Competition - Clyde 1 |
| Trial and Competition - Forth 1 | Trial and Competition - Cool FM |
| Trial and Competition - Downtown | Trial and Competition - Tay FM |
| Trial and Competition - Radio Borders | Trial and Competition - Northsound 1 |
| Trial and Competition - MFR | Trial and Competition - West FM |
| Trial and Competition - South West Sound | Trial and Competition - West Sound |
| Trial and Competition - Wave 105 | |


Midnight Squad Trailer
Introducing the Midnight Squad
Find out who this mysterious group is in our latest Issue 12: Midnight Hour trailer!
The Midnight Squad is featured heavily in the next free expansion coming to City of Heroes and City of Villains - Issue 12: Midnight Hour. Make sure you know their history and goals before Issue 12 launches by watching the latest teaser trailer.
Issue 12: Midnight Hour Open Beta has started!
Available on the Training Room now
After much anticipation, the latest free expansion for City of Heroes / Villains is now entering its final testing phase. Issue 12: Midnight Hour Open Beta started this Tuesday on the Training Room and you can try it now! Please follow the instructions in this thread on how to download and play on the test server.
Also if during your testing you encounter bugs, please use the /bug command in-game to report them. Finally, you are welcome to give your feedback about the beta on our forums.
The full patch notes are available here
Enjoy!
Free trial available at The Student Zone!
Get yours now!
The Student Zone is currently running a 2-weeks free trial for City of Heroes / Villains starting today! Please visit this page to get started on your journey to Paragon City or the Rogue Isles.
Issue 12: The Midnight Hour and Me
Issue 12: The Midnight Hour and Me
By Senior Designer Joe Morrissey
“Who’s idea was this anyway?”
It’s pretty safe to say that if it’s not Positron’s fault… it’s mine.
Hi. I don’t think we’ve been formally introduced. I’m Joe Morrissey, some call me Hero 1. I’m a senior designer and the lead writer on City of Heroes. I’ve been on the team just over a year now, coming on during the craziness of Issue 10, helping guide the vision of Issue 11 and now laying the foundation for what is issue 12, “The Midnight Hour”. But before I get into that, let me give you a little background about myself.
I’ve been a writer/designer for about 10 years now, starting at Blizzard North working on Diablo II, the expansion and anything else us “Northies” thought was a good idea at the time. From there I went over to Backbone and learned how to roll up my sleeves and get down and dirty in design. I worked on a number of handheld games the highlight of those being Death Jr. 2. About a year ago, my wife and I found out we were going to have our first kid and that meant a couple lifestyle changes needed to occur. The main one being a job much closer to home. I applied at Cryptic Studios and apparently I “interviewed well”, a fact Positron is quick to point out anytime that I make his life difficult.
“So, why the Midnight Hour?”
The Midnight Squad takes the main focus of this issue. They’ve got some of the coolest history, yet hardly any of it has been opened up to the players. I choose the Midnight Squad because they were seriously crippled by the invasion and therefore were extremely motivated to take action against the Rikti. We did a lot with the Rikti story for Issue 10, but it was only through the single lens of the Vanguard. Now we see a second perspective, through the eyes of those hardest hit from the invasion, the Midnighters.
Rather than retreating further back into their libraries, they are stepping out of the shadows and throwing their pipes and monocles into the fight against the Rikti. The Squad has always been a group of intellects who research, discuss and analyze the world of the unknown, but now they have a purpose. They have an enemy – an enemy who thought them important enough to attack first. An intelligent man might believe there was something to that, something the Midnighters can use to their advantage. Now all that knowledge and hidden power is being turned against the Rikti.
The image I have in my head is of a stodgy old Midnighter rolling a big crate out in front of the Freedom Phalanx. The lettering on the crate reads, “The Arc of the Covenant”. With a smile, the Midnighter asks the group of heroes, “You gentlemen think you could put this dusty old thing to use?”
The Midnight Squad is recruiting and sharing their knowledge with others. Now in the world’s hour of need, the clock strikes midnight. It’s the Midnight Hour.
The Rikti and the Wonderful World of Magic
The landscape of magic and the Rikti have changed. When the Rikti first attacked, they came after magic users first. This showed their hand to anyone paying attention. The Rikti’s greatest weakness was magic. Already the Vanguard use magic in their weapons, the Circle of Thorns are working on their own anti-Rikti spells and now we see what the Midnighters have up their sleeve.
This best comes to light in Montague Castanella’s story arc, “Lost and Found”. Montague is at the University in Steel Canyon. It’s a lower level arc, from 10 – 20, but you get to face Rikti, aid the new leader of Dawn Patrol “Lady Jane”, ally with both the Vanguard and the Traditionalists as well as craft an item that could change the landscape of the game. You get mixed up with a lot of stuff in this arc, which is one of the reasons why I like it so much.
However, one of the standout arcs this issue, if not of the past three I’ve worked on, has to be Darrin Wade’s “Midnight Draws Near”. Wade’s an ex-Midnighter who sells his knowledge and stolen relics in the Rogue Isle. Now the Midnighters come to town and he doesn’t much like it. What starts out as a simple enforcer mission, ends up revealing a darker side to the Rikti and eventually sending you into the belly of the beast against the Midnight Squad. There are a couple nice twists and turns in this arc, leading all the way up to your final conversation with Darrin Wade.
Let’s talk tech: Contextual dialog
Finally, I’d like to talk about some new tech for missions we’re rolling out this issue: Contextual dialog. Contacts can now know specific things about your character or the state of the mission you’re on and give you appropriate dialog to match it. I think almost every new story arc uses it in one way or another.
For example, in the Origin of Power arcs you talk to a representative of each of the five origins. When you get to the contact who is the same origin as you, he or she will have more in depth information for you regarding your specific origin. This new tech also allows for us to make NPCs in instanced maps feel more like actual contacts in the zone. We’re now able to change their dialog depending on events going on in the mission. A great example of this is the Sybil you speak with at the beginning of Imperious’ first mission in Cimerora. She has three different dialog states depending on where you are in the mission.
This tech actually has the potential to replace our current system for handling missions. The design team has a couple of other ways we plan to use contextual dialog but we’re going to have to keep those plans locked up for now.
Thanks for your time. I hope you enjoy the issue. If not, it was Positron’s fault.
Hero 1
Stay True
Joe Morrissey Talks about Issue 12
City of Heroes Lead Writer Joe Morrissey has put together a developer diary telling us about the Midnight Squad, a group of heroes that has appeared in past lore. The Midnight Squad makes their first appearance in Issue 12. Here’s a brief clip:
“So, why the Midnight Hour?”
The Midnight Squad takes the main focus of this issue. They’ve got some of the coolest history, yet hardly any of it has been opened up to the players. I choose the Midnight Squad because they were seriously crippled by the invasion and therefore were extremely motivated to take action against the Rikti. We did a lot with the Rikti story for Issue 10, but it was only through the single lens of the Vanguard. Now we see a second perspective, through the eyes of those hardest hit from the invasion, the Midnighters.
A Message From Positron – 4 Year Anniversary!
Positron celebrates fo






