Since we intend to add more unlockable content, we’ve added a tab to the merit vendor to show old badges to if unlockable content is added to a badge that’s already been earned.
We added a new T-pose emote. Just enter /e tpose
in the chat to assert your
dominance.
With our latest costume pack that adds a variety of weapons including guitars, you can roleplay as Quick Draw McGraw’s alter ego or an FLCL character. This pack also includes a variety of swords, scythes, knives, and cookware. Thanks to everyone who contributed to this pack (noted on each part).
NOTE: All face and chest patterns contributed by Nirukti
Since we intend to add more unlockable content, we’ve added a tab to the merit vendor to show old badges to if unlockable content is added to a badge that’s already been earned.
We added a new T-pose emote. Just enter /e tpose
in the chat to assert your
dominance.
With our latest costume pack that adds a variety of weapons including guitars, you can roleplay as Quick Draw McGraw’s alter ego or an FLCL character. This pack also includes a variety of swords, scythes, knives, and cookware. Thanks to everyone who contributed to this pack (noted on each part).
NOTE: All face and chest patterns contributed by Nirukti
Since we intend to add more unlockable content, we’ve added a tab to the merit vendor to show old badges to if unlockable content is added to a badge that’s already been earned.
We added a new T-pose emote. Just enter /e tpose
in the chat to assert your
dominance.
With our latest costume pack that adds a variety of weapons including guitars, you can roleplay as Quick Draw McGraw’s alter ego or an FLCL character. This pack also includes a variety of swords, scythes, knives, and cookware. Thanks to everyone who contributed to this pack (noted on each part).
NOTE: All face and chest patterns contributed by Nirukti
Since we intend to add more unlockable content, we’ve added a tab to the merit vendor to show old badges to if unlockable content is added to a badge that’s already been earned.
We added a new T-pose emote. Just enter /e tpose
in the chat to assert your
dominance.
With our latest costume pack that adds a variety of weapons including guitars, you can roleplay as Quick Draw McGraw’s alter ego or an FLCL character. This pack also includes a variety of swords, scythes, knives, and cookware. Thanks to everyone who contributed to this pack (noted on each part).
NOTE: All face and chest patterns contributed by Nirukti
Account-wide progress is the focus of this update. We have a new account token system to unlock costume parts, certain badges, and possibly more for the whole account instead of only one character. Since a lot of our players use at least two accounts, we made it possible to log into the same account on multiple characters so they can all benefit from unlocked content.
Accounts can now store tokens for unlockable content and other arbitrary data. Costume parts such as the Vanguard set now unlock once for all characters on the whole account. Unlocked costume parts should also be available when creating new characters and do not require logging in to claim.
The code has been migrated from MSVC to CMake with Clang/GCC and can be linked with MinGW. This enables easy integration with more libraries and goes a long way towards native Linux support on the backend.
Account-wide progress is the focus of this update. We have a new account token system to unlock costume parts, certain badges, and possibly more for the whole account instead of only one character. Since a lot of our players use at least two accounts, we made it possible to log into the same account on multiple characters so they can all benefit from unlocked content.
Accounts can now store tokens for unlockable content and other arbitrary data. Costume parts such as the Vanguard set now unlock once for all characters on the whole account. Unlocked costume parts should also be available when creating new characters and do not require logging in to claim.
The code has been migrated from MSVC to CMake with Clang/GCC and can be linked with MinGW. This enables easy integration with more libraries and goes a long way towards native Linux support on the backend.
Help us translate!Account-wide progress is the focus of this update. We have a new account token system to unlock costume parts, certain badges, and possibly more for the whole account instead of only one character. Since a lot of our players use at least two accounts, we made it possible to log into the same account on multiple characters so they can all benefit from unlocked content.
Accounts can now store tokens for unlockable content and other arbitrary data. Costume parts such as the Vanguard set now unlock once for all characters on the whole account. Unlocked costume parts should also be available when creating new characters and do not require logging in to claim.
The code has been migrated from MSVC to CMake with Clang/GCC and can be linked with MinGW. This enables easy integration with more libraries and goes a long way towards native Linux support on the backend.
Help us translate!Account-wide progress is the focus of this update. We have a new account token system to unlock costume parts, certain badges, and possibly more for the whole account instead of only one character. Since a lot of our players use at least two accounts, we made it possible to log into the same account on multiple characters so they can all benefit from unlocked content.
Accounts can now store tokens for unlockable content and other arbitrary data. Costume parts such as the Vanguard set now unlock once for all characters on the whole account. Unlocked costume parts should also be available when creating new characters and do not require logging in to claim.
The code has been migrated from MSVC to CMake with Clang/GCC and can be linked with MinGW. This enables easy integration with more libraries and goes a long way towards native Linux support on the backend.
Help us translate!We removed the cooldown from Brawl, so you can give enemies the ol’ one-two as fast as the activation time permits. New characters who lack other attacks will have something to do with their fists while they wait for their powers to cool down.
We’ve also enabled by default the procs that the Fighting pool used to unlock on Brawl.
Not that kind of horny. We’ve added 16 all new custom modeled and textured horn costume parts for Detail 1 and Detail 2 on all genders.
The point of these changes is to improve the onboarding experience for new players by removing the requirement to “purchase” all the premium content. It also clears the power tray of clutter on new characters or after respecs.
We removed the cooldown from Brawl, so you can give enemies the ol’ one-two as fast as the activation time permits. New characters who lack other attacks will have something to do with their fists while they wait for their powers to cool down.
We’ve also enabled by default the procs that the Fighting pool used to unlock on Brawl.
Not that kind of horny. We’ve added 16 all new custom modeled and textured horn costume parts for Detail 1 and Detail 2 on all genders.
The point of these changes is to improve the onboarding experience for new players by removing the requirement to “purchase” all the premium content. It also clears the power tray of clutter on new characters or after respecs.
We removed the cooldown from Brawl, so you can give enemies the ol’ one-two as fast as the activation time permits. New characters who lack other attacks will have something to do with their fists while they wait for their powers to cool down.
We’ve also enabled by default the procs that the Fighting pool used to unlock on Brawl.
Not that kind of horny. We’ve added 16 all new custom modeled and textured horn costume parts for Detail 1 and Detail 2 on all genders.
The point of these changes is to improve the onboarding experience for new players by removing the requirement to “purchase” all the premium content. It also clears the power tray of clutter on new characters or after respecs.
We removed the cooldown from Brawl, so you can give enemies the ol’ one-two as fast as the activation time permits. New characters who lack other attacks will have something to do with their fists while they wait for their powers to cool down.
We’ve also enabled by default the procs that the Fighting pool used to unlock on Brawl.
Not that kind of horny. We’ve added 16 all new custom modeled and textured horn costume parts for Detail 1 and Detail 2 on all genders.
The point of these changes is to improve the onboarding experience for new players by removing the requirement to “purchase” all the premium content. It also clears the power tray of clutter on new characters or after respecs.
/e praisethesun
emote/e grill
emoteTitan Weapon
Defensive Sweep
Crushing Blow
Sweeping Strike
Arc of Destruction
Whirling Smash
Ice Manipulation (Mastermind)
Energy Aura (Stalker)
Ninjitsu
Fighting Pool
Romulus (Nictus)
Kallisti Wharf
/e praisethesun
emote/e grill
emoteTitan Weapon
Defensive Sweep
Crushing Blow
Sweeping Strike
Arc of Destruction
Whirling Smash
Ice Manipulation (Mastermind)
Energy Aura (Stalker)
Ninjitsu
Fighting Pool
Romulus (Nictus)
Kallisti Wharf
/e praisethesun
emote/e grill
emoteTitan Weapon
Defensive Sweep
Crushing Blow
Sweeping Strike
Arc of Destruction
Whirling Smash
Ice Manipulation (Mastermind)
Energy Aura (Stalker)
Ninjitsu
Fighting Pool
Romulus (Nictus)
Kallisti Wharf
/e praisethesun
emote/e grill
emoteTitan Weapon
Defensive Sweep
Crushing Blow
Sweeping Strike
Arc of Destruction
Whirling Smash
Ice Manipulation (Mastermind)
Energy Aura (Stalker)
Ninjitsu
Fighting Pool
Romulus (Nictus)
Kallisti Wharf
All Widow and Night Widow Claw attacks now crit as toxic damage
All Widow and Night Widow Claw attacks now crit as toxic damage
All Widow and Night Widow Claw attacks now crit as toxic damage
All Widow and Night Widow Claw attacks now crit as toxic damage
- Crushing Blow now properly applies Bruising
- Crushing Blow now properly applies Bruising
- Crushing Blow now properly applies Bruising
- Crushing Blow now properly applies Bruising
Powerset Re-ordered
Added Dual Pistol customization for Block of Ice, Shiveer, and Glacier.
/petsay
now works for all petsPowerset Re-ordered
Added Dual Pistol customization for Block of Ice, Shiveer, and Glacier.
/petsay
now works for all petsPowerset Re-ordered
Added Dual Pistol customization for Block of Ice, Shiveer, and Glacier.
/petsay
now works for all petsPowerset Re-ordered
Added Dual Pistol customization for Block of Ice, Shiveer, and Glacier.
/petsay
now works for all petsPlacate is being converted to an inherent power, it will no longer be slottable but will have its recharge reduced from 60s to 30s. each placate in a melee set is being converted into a power stalkers were missing.
Hide is being converted to an inherent power and all stalker secondary sets are going to be mirrors of the scrapper versions with a few exceptions
Willpower keeps the option to pick Rise to the challenge or Reconstruction.
- Fix issue with duplicate radius on Lash, possibly causing issues with hitting objects
Placate is being converted to an inherent power, it will no longer be slottable but will have its recharge reduced from 60s to 30s. each placate in a melee set is being converted into a power stalkers were missing.
Hide is being converted to an inherent power and all stalker secondary sets are going to be mirrors of the scrapper versions with a few exceptions
Willpower keeps the option to pick Rise to the challenge or Reconstruction.
- Fix issue with duplicate radius on Lash, possibly causing issues with hitting objects
Placate is being converted to an inherent power, it will no longer be slottable but will have its recharge reduced from 60s to 30s. each placate in a melee set is being converted into a power stalkers were missing.
Hide is being converted to an inherent power and all stalker secondary sets are going to be mirrors of the scrapper versions with a few exceptions
Willpower keeps the option to pick Rise to the challenge or Reconstruction.
- Fix issue with duplicate radius on Lash, possibly causing issues with hitting objects
Placate is being converted to an inherent power, it will no longer be slottable but will have its recharge reduced from 60s to 30s. each placate in a melee set is being converted into a power stalkers were missing.
Hide is being converted to an inherent power and all stalker secondary sets are going to be mirrors of the scrapper versions with a few exceptions
Willpower keeps the option to pick Rise to the challenge or Reconstruction.
- Fix issue with duplicate radius on Lash, possibly causing issues with hitting objects
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Powers re-ordered, the following list is the new order
Salvage can now be bought at the merit vendor for influence.
Salvage can now be bought at the merit vendor for influence.
Salvage can now be bought at the merit vendor for influence.
Salvage can now be bought at the merit vendor for influence.
All new modeled and textured parts under backpacks called Mutant Spines and Mutant Spikes.
Pain Domination numbers were tuned and designed around MMs first so the corruptor self buff numbers ended up somewhat crazy and this is being dialed back, MMs are still not quite where i’d like them to be so they’re getting a self damage buff increase. (the lower MM personal damage modifer is so low that it can be very high without impacting balance very much if at all.)
VEAT powersets (mostly soldier) were heavily modified by multiple people over the history of thunderspy and were a mess to work with with weirdly balanced powers all over the place so we’re resetting them and will adjust them further as needed in the future.
* Certain pets that were -2 or -1 to the player have now had debuffs added to them so they deal the same damage as being negative level.
Made some adjustments so the arsonist will be less stupid and suicidal
Due to the base damage increases and buffs that Boxing, Kick, and Cross punch have recieved the synergy damage buffs they had have been removed.
## Kallisti Wharf
* Entering through the TUNNEL portal no longer dumps you under ground
All new modeled and textured parts under backpacks called Mutant Spines and Mutant Spikes.
Pain Domination numbers were tuned and designed around MMs first so the corruptor self buff numbers ended up somewhat crazy and this is being dialed back, MMs are still not quite where i’d like them to be so they’re getting a self damage buff increase. (the lower MM personal damage modifer is so low that it can be very high without impacting balance very much if at all.)
VEAT powersets (mostly soldier) were heavily modified by multiple people over the history of thunderspy and were a mess to work with with weirdly balanced powers all over the place so we’re resetting them and will adjust them further as needed in the future.
* Certain pets that were -2 or -1 to the player have now had debuffs added to them so they deal the same damage as being negative level.
Made some adjustments so the arsonist will be less stupid and suicidal
Due to the base damage increases and buffs that Boxing, Kick, and Cross punch have recieved the synergy damage buffs they had have been removed.
## Kallisti Wharf
* Entering through the TUNNEL portal no longer dumps you under ground
All new modeled and textured parts under backpacks called Mutant Spines and Mutant Spikes.
Pain Domination numbers were tuned and designed around MMs first so the corruptor self buff numbers ended up somewhat crazy and this is being dialed back, MMs are still not quite where i’d like them to be so they’re getting a self damage buff increase. (the lower MM personal damage modifer is so low that it can be very high without impacting balance very much if at all.)
VEAT powersets (mostly soldier) were heavily modified by multiple people over the history of thunderspy and were a mess to work with with weirdly balanced powers all over the place so we’re resetting them and will adjust them further as needed in the future.
* Certain pets that were -2 or -1 to the player have now had debuffs added to them so they deal the same damage as being negative level.
Made some adjustments so the arsonist will be less stupid and suicidal
Due to the base damage increases and buffs that Boxing, Kick, and Cross punch have recieved the synergy damage buffs they had have been removed.
## Kallisti Wharf
* Entering through the TUNNEL portal no longer dumps you under ground
All new modeled and textured parts under backpacks called Mutant Spines and Mutant Spikes.
Pain Domination numbers were tuned and designed around MMs first so the corruptor self buff numbers ended up somewhat crazy and this is being dialed back, MMs are still not quite where i’d like them to be so they’re getting a self damage buff increase. (the lower MM personal damage modifer is so low that it can be very high without impacting balance very much if at all.)
VEAT powersets (mostly soldier) were heavily modified by multiple people over the history of thunderspy and were a mess to work with with weirdly balanced powers all over the place so we’re resetting them and will adjust them further as needed in the future.
* Certain pets that were -2 or -1 to the player have now had debuffs added to them so they deal the same damage as being negative level.
Made some adjustments so the arsonist will be less stupid and suicidal
Due to the base damage increases and buffs that Boxing, Kick, and Cross punch have recieved the synergy damage buffs they had have been removed.
## Kallisti Wharf
* Entering through the TUNNEL portal no longer dumps you under ground
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
All Melee attacks now do tanker style AoE “punchvoke” taunt
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
All Melee attacks now do tanker style AoE “punchvoke” taunt
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
All Melee attacks now do tanker style AoE “punchvoke” taunt
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
Overall changes should result in damage buffs that make pool power attacks strong enough to consider taking while equivilent options remain competative with eachother.
All Pool Power attacks have been reviewed and adjusted to follow damage formulas, for the most part these are buffs across the board but a few are being nerfed (utility belts cone was kinda nutty)
Single target attacks in origin power pools (Sorcery, Gadgetry, Force of Will, Utility Belt, Experimentation.) have been set to 8s recharge and scale 1.64 damage. any that had DoT effects have had their DoTs sped up to do the same total damage in half the time.
* Boxing
- Rebalanced recharge scale from 2.5s to 6s (60%~ damage/end cost increase)
* Kick
- Reblanced recharge scale from 3 to 10s (70%~ damage/end increase)
* Air Superiority
- Rebalanced recharge scale from 4s to 8s (60%~ damage/end cost increase)
* Jump Kick
- Rebalanced recharge scale from 2.8s to 8s (63%~ damage/end cost increase)
These were rarely a factor due to the live devs typically cheating around them, this will mostly impact the rebalanced pool powers. In general these modifers are 20% less than their melee modifiers.
All Melee attacks now do tanker style AoE “punchvoke” taunt
Many new customization options have been added, all the beam rifles and arachnos guns have been added. also chaingun!
Powers have been re-ordered
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had
Reset to default and modified from there.
Added in missing immobilize enhancement tagging on Mud Pots.
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Fallout reset to only works on dead allies.
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
Powers have been re-ordered
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had
Reset to default and modified from there.
Added in missing immobilize enhancement tagging on Mud Pots.
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Fallout reset to only works on dead allies.
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
Powers have been re-ordered
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had
Reset to default and modified from there.
Added in missing immobilize enhancement tagging on Mud Pots.
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Fallout reset to only works on dead allies.
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
Powers have been re-ordered
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
t1 attacks set to 6s recharge, t2 attacks set to 10s recharge, AoEs are variable but all have had their endurance costs reduced. this should result in a notable damage increase on these attacks and also effectively removes the endurance penalty they had
Reset to default and modified from there.
Added in missing immobilize enhancement tagging on Mud Pots.
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Fallout reset to only works on dead allies.
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
EncounterSpawn: couldn't find model Arachnose_Widow_02
from OG devsEncounterSpawn: couldn't find model Arachnose_Widow_02
from OG devsEncounterSpawn: couldn't find model Arachnose_Widow_02
from OG devsEncounterSpawn: couldn't find model Arachnose_Widow_02
from OG devsP_Tech_45
layouts to P_Tech_60
in order to workaround an lack of enough encounters on one of the map layoutsbase_default_sky
is runbase_outdoor_lights 0\1
command - Currently, it only turns on shadows until I address object lighting.P_Tech_45
layouts to P_Tech_60
in order to workaround an lack of enough encounters on one of the map layoutsbase_default_sky
is runbase_outdoor_lights 0\1
command - Currently, it only turns on shadows until I address object lighting.P_Tech_45
layouts to P_Tech_60
in order to workaround an lack of enough encounters on one of the map layoutsbase_default_sky
is runbase_outdoor_lights 0\1
command - Currently, it only turns on shadows until I address object lighting.P_Tech_45
layouts to P_Tech_60
in order to workaround an lack of enough encounters on one of the map layoutsbase_default_sky
is runbase_outdoor_lights 0\1
command - Currently, it only turns on shadows until I address object lighting.Fixed long-standing issue with custom pet sequencers that was spamming our error log
Moved PhysX to its own thread
Fixed an entity visibility check for entities within the same tray (room) as you, as the original logic was broken
Added new toggle for “Disable FX Audio Stacking” in the Sound settings
Aid Self
Impulse
Coalescence
Speed Siphon
Repel
Disruption Field
Repulsion Field
Whirling Sword
The Lotus Drops
Mace Mastery (Black Scorpion)
Fixed long-standing issue with custom pet sequencers that was spamming our error log
Moved PhysX to its own thread
Fixed an entity visibility check for entities within the same tray (room) as you, as the original logic was broken
Added new toggle for “Disable FX Audio Stacking” in the Sound settings
Aid Self
Impulse
Coalescence
Speed Siphon
Repel
Disruption Field
Repulsion Field
Whirling Sword
The Lotus Drops
Mace Mastery (Black Scorpion)
Fixed long-standing issue with custom pet sequencers that was spamming our error log
Moved PhysX to its own thread
Fixed an entity visibility check for entities within the same tray (room) as you, as the original logic was broken
Added new toggle for “Disable FX Audio Stacking” in the Sound settings
Aid Self
Impulse
Coalescence
Speed Siphon
Repel
Disruption Field
Repulsion Field
Whirling Sword
The Lotus Drops
Mace Mastery (Black Scorpion)
Fixed long-standing issue with custom pet sequencers that was spamming our error log
Moved PhysX to its own thread
Fixed an entity visibility check for entities within the same tray (room) as you, as the original logic was broken
Added new toggle for “Disable FX Audio Stacking” in the Sound settings
Aid Self
Impulse
Coalescence
Speed Siphon
Repel
Disruption Field
Repulsion Field
Whirling Sword
The Lotus Drops
Mace Mastery (Black Scorpion)
Updated all powers other than fulcrum shift to no longer use Pseudo-pets
Power order of Siphon Power and repel swapped to avoid a bug with Siphon power being a passive
Siphon Power: Is now a passive granting a global proc for the siphon power effect to happen on any damaging powers other than pets.
Repel: Increased area from 9 to 10, decreased knock chance from 25% to 20%.
Siphon Speed: Is now a 15ft Targeted AoE debuff.
Increase Density: Is now an 80ft PBAoE, caster is now affected by the resistance buffs at 50% effectiveness.
Speed boost: Is now an 80ft PBAoE, caster is now affected by the speed and recovery buffs at 50% effectiveness.
Fulcrum Shift: Buff strength reduced from 2.5 to 2.0 (defender numbers) buff duration reduced from 45s to 30s.
Reset to Vanilla and adjusted from there
Reset to vanilla values and power order, adjusted from there.
Burst
Reset to vanilla values, adjusted from there
*Dragons Tail
*Spin
Dodge -Scaling resistances reduced from 60% at maximum to 45% at maximum
Updated all powers other than fulcrum shift to no longer use Pseudo-pets
Power order of Siphon Power and repel swapped to avoid a bug with Siphon power being a passive
Siphon Power: Is now a passive granting a global proc for the siphon power effect to happen on any damaging powers other than pets.
Repel: Increased area from 9 to 10, decreased knock chance from 25% to 20%.
Siphon Speed: Is now a 15ft Targeted AoE debuff.
Increase Density: Is now an 80ft PBAoE, caster is now affected by the resistance buffs at 50% effectiveness.
Speed boost: Is now an 80ft PBAoE, caster is now affected by the speed and recovery buffs at 50% effectiveness.
Fulcrum Shift: Buff strength reduced from 2.5 to 2.0 (defender numbers) buff duration reduced from 45s to 30s.
Reset to Vanilla and adjusted from there
Reset to vanilla values and power order, adjusted from there.
Burst
Reset to vanilla values, adjusted from there
*Dragons Tail
*Spin
Dodge -Scaling resistances reduced from 60% at maximum to 45% at maximum
Updated all powers other than fulcrum shift to no longer use Pseudo-pets
Power order of Siphon Power and repel swapped to avoid a bug with Siphon power being a passive
Siphon Power: Is now a passive granting a global proc for the siphon power effect to happen on any damaging powers other than pets.
Repel: Increased area from 9 to 10, decreased knock chance from 25% to 20%.
Siphon Speed: Is now a 15ft Targeted AoE debuff.
Increase Density: Is now an 80ft PBAoE, caster is now affected by the resistance buffs at 50% effectiveness.
Speed boost: Is now an 80ft PBAoE, caster is now affected by the speed and recovery buffs at 50% effectiveness.
Fulcrum Shift: Buff strength reduced from 2.5 to 2.0 (defender numbers) buff duration reduced from 45s to 30s.
Reset to Vanilla and adjusted from there
Reset to vanilla values and power order, adjusted from there.
Burst
Reset to vanilla values, adjusted from there
*Dragons Tail
*Spin
Dodge -Scaling resistances reduced from 60% at maximum to 45% at maximum
Updated all powers other than fulcrum shift to no longer use Pseudo-pets
Power order of Siphon Power and repel swapped to avoid a bug with Siphon power being a passive
Siphon Power: Is now a passive granting a global proc for the siphon power effect to happen on any damaging powers other than pets.
Repel: Increased area from 9 to 10, decreased knock chance from 25% to 20%.
Siphon Speed: Is now a 15ft Targeted AoE debuff.
Increase Density: Is now an 80ft PBAoE, caster is now affected by the resistance buffs at 50% effectiveness.
Speed boost: Is now an 80ft PBAoE, caster is now affected by the speed and recovery buffs at 50% effectiveness.
Fulcrum Shift: Buff strength reduced from 2.5 to 2.0 (defender numbers) buff duration reduced from 45s to 30s.
Reset to Vanilla and adjusted from there
Reset to vanilla values and power order, adjusted from there.
Burst
Reset to vanilla values, adjusted from there
*Dragons Tail
*Spin
Dodge -Scaling resistances reduced from 60% at maximum to 45% at maximum
Agile and lucky’s effects have been merged into Dodge, which is now the t3 power in the set.
There was a previous reduction of endurance costs and recharge times, this has been undone which results in most powers costing 1 more end and recharging 1s slower.
Re-ordered powers to fit in Spin
Revamp goals: Move active defensive powers to earlier in the set and equalize differences between the different versions.
Flurry had been set to have straight up nonsense numbers along with a few strange bugs and misplaced data, this has all been cleaned up.
Agile and lucky’s effects have been merged into Dodge, which is now the t3 power in the set.
There was a previous reduction of endurance costs and recharge times, this has been undone which results in most powers costing 1 more end and recharging 1s slower.
Re-ordered powers to fit in Spin
Revamp goals: Move active defensive powers to earlier in the set and equalize differences between the different versions.
Flurry had been set to have straight up nonsense numbers along with a few strange bugs and misplaced data, this has all been cleaned up.
Agile and lucky’s effects have been merged into Dodge, which is now the t3 power in the set.
There was a previous reduction of endurance costs and recharge times, this has been undone which results in most powers costing 1 more end and recharging 1s slower.
Re-ordered powers to fit in Spin
Revamp goals: Move active defensive powers to earlier in the set and equalize differences between the different versions.
Flurry had been set to have straight up nonsense numbers along with a few strange bugs and misplaced data, this has all been cleaned up.
Agile and lucky’s effects have been merged into Dodge, which is now the t3 power in the set.
There was a previous reduction of endurance costs and recharge times, this has been undone which results in most powers costing 1 more end and recharging 1s slower.
Re-ordered powers to fit in Spin
Revamp goals: Move active defensive powers to earlier in the set and equalize differences between the different versions.
Flurry had been set to have straight up nonsense numbers along with a few strange bugs and misplaced data, this has all been cleaned up.
Another CoP change is slated to make the Willforge not force respawns if the team is killing slowly, but this has not been merged yet.
Another CoP change is slated to make the Willforge not force respawns if the team is killing slowly, but this has not been merged yet.
Another CoP change is slated to make the Willforge not force respawns if the team is killing slowly, but this has not been merged yet.
Another CoP change is slated to make the Willforge not force respawns if the team is killing slowly, but this has not been merged yet.
Scrapper - Super Reflexes: Fixed Quickness and Practiced Brawler PStrings on ShortHelpText
Scrapper - Super Reflexes: Fixed Quickness and Practiced Brawler PStrings on ShortHelpText
Scrapper - Super Reflexes: Fixed Quickness and Practiced Brawler PStrings on ShortHelpText
Scrapper - Super Reflexes: Fixed Quickness and Practiced Brawler PStrings on ShortHelpText
Enhancements that have already been slotted will work at 100% effectiveness even if they can’t be slotted anymore. Such enhancements will have an orange level label. This is so characters that were slotted before the recent overhaul to enhancements will be grandfathered in.
Enhancements that have already been slotted will work at 100% effectiveness even if they can’t be slotted anymore. Such enhancements will have an orange level label. This is so characters that were slotted before the recent overhaul to enhancements will be grandfathered in.
Help us translate!Enhancements that have already been slotted will work at 100% effectiveness even if they can’t be slotted anymore. Such enhancements will have an orange level label. This is so characters that were slotted before the recent overhaul to enhancements will be grandfathered in.
Help us translate!Enhancements that have already been slotted will work at 100% effectiveness even if they can’t be slotted anymore. Such enhancements will have an orange level label. This is so characters that were slotted before the recent overhaul to enhancements will be grandfathered in.
Help us translate!