Powers
- Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
- Added Radiation Emission to Masterminds secondary power sets
- Mastermind Fallout can only be used on henchmen and sacrifices them when used
- Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
- with restraint active knock down chance is reduced to 10%
- Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
- Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
- Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.
Pain Domination (Corruptor, Mastermind)
Nature Affinity
- Corrosive Enzymes
- Renamed to Corrosive sap
- Added stacking AoE Movement slow, debuffs are still single target.
- Now takes slow enhancements and sets.
- Living spores (previously defender exclusive)
- PBAoE toggle that drops lifegiving spores at your feet every 5s
- Ported to Controllers, corruptors, Masterminds
- Rebirth
- Swapped places with Entangling Aura
- Entangling aura
- Swapped places with Rebirth
Mastermind Pets
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
- Mastermind Summon Knights
- Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
- Replaced Pet Rain of arrows with Fistful of Arrows
- Mastermind Mercenaries
- Summon Soldiers
- Solders
- Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
- Medic
- No longer its own power.
- Partial reset on powers, medic got his attacks back but kept most of his support improvements.
- Serum now only affects mercenary pets.
- Spec ops
- Targeting drone switched back to stealth
- Commando
- Summon Mercs
- Switched back to Gun drone, changed so its up more often.
- Mastermind Ninjitsu
- Jounin
- Blinding Powder
- Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
- Mastermind Robotics
- Assault bot
- Summon droids
- replaced with its original swarm missles
- Flamethrower
- increased range, increased cooldown.
Mastermind Personal 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
Radiation Melee
Peacebringer/Warshade
- Cosmic Burn, Orbiting death
- Added taunt while Dwarf form is active
- All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt
stone armor, earth assault
Added in missing immobilize enhancement tagging on Mud Pots.
Radiation Emission
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Radiant Blast
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Kinetics
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Radiation Emission
Fallout reset to only works on dead allies.
Assault Rifle (all archetypes)
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
- Powers reordered to get better low level tools.
- Moved beanbag to level 1
- Moved Slug to level 6
- Moved M30 to lvl 8
- Moved Ignite to level 12
- Moved Sniper rifle to level 28
- Full Auto is the t9 again
- Napalm and Flamethrower are separate powers again
- No more Lucky Bullet
- Faster animation times
- Beanbag
- Reworked to Single shot, minor damage spammable attack with defense debuff.
- Burst
- Buckshot
- Range increased from 40 to 60
- Slug
- Added stun, increased damage.
Power Customizations
- Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
- Added No transform customization option to Stone Armor Granite
Powers NPC
- All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
- Added significant AoE Defenses
Backend
- Cleanup various code with likely minor performance benefits due to better inlining, etc..
- Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
- Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes
Bug Fixes
- Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
- TUNNEL in Kallisti should hopefully also function now
Incarnate System
- The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
- Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
- Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
- Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
- Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
- Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
- Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Powers
- Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
- Added Radiation Emission to Masterminds secondary power sets
- Mastermind Fallout can only be used on henchmen and sacrifices them when used
- Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
- with restraint active knock down chance is reduced to 10%
- Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
- Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
- Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.
Pain Domination (Corruptor, Mastermind)
Nature Affinity
- Corrosive Enzymes
- Renamed to Corrosive sap
- Added stacking AoE Movement slow, debuffs are still single target.
- Now takes slow enhancements and sets.
- Living spores (previously defender exclusive)
- PBAoE toggle that drops lifegiving spores at your feet every 5s
- Ported to Controllers, corruptors, Masterminds
- Rebirth
- Swapped places with Entangling Aura
- Entangling aura
- Swapped places with Rebirth
Mastermind Pets
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
- Mastermind Summon Knights
- Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
- Replaced Pet Rain of arrows with Fistful of Arrows
- Mastermind Mercenaries
- Summon Soldiers
- Solders
- Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
- Medic
- No longer its own power.
- Partial reset on powers, medic got his attacks back but kept most of his support improvements.
- Serum now only affects mercenary pets.
- Spec ops
- Targeting drone switched back to stealth
- Commando
- Summon Mercs
- Switched back to Gun drone, changed so its up more often.
- Mastermind Ninjitsu
- Jounin
- Blinding Powder
- Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
- Mastermind Robotics
- Assault bot
- Summon droids
- replaced with its original swarm missles
- Flamethrower
- increased range, increased cooldown.
Mastermind Personal 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
Radiation Melee
Peacebringer/Warshade
- Cosmic Burn, Orbiting death
- Added taunt while Dwarf form is active
- All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt
stone armor, earth assault
Added in missing immobilize enhancement tagging on Mud Pots.
Radiation Emission
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Radiant Blast
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Kinetics
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Radiation Emission
Fallout reset to only works on dead allies.
Assault Rifle (all archetypes)
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
- Powers reordered to get better low level tools.
- Moved beanbag to level 1
- Moved Slug to level 6
- Moved M30 to lvl 8
- Moved Ignite to level 12
- Moved Sniper rifle to level 28
- Full Auto is the t9 again
- Napalm and Flamethrower are separate powers again
- No more Lucky Bullet
- Faster animation times
- Beanbag
- Reworked to Single shot, minor damage spammable attack with defense debuff.
- Burst
- Buckshot
- Range increased from 40 to 60
- Slug
- Added stun, increased damage.
Power Customizations
- Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
- Added No transform customization option to Stone Armor Granite
Powers NPC
- All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
- Added significant AoE Defenses
Backend
- Cleanup various code with likely minor performance benefits due to better inlining, etc..
- Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
- Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes
Bug Fixes
- Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
- TUNNEL in Kallisti should hopefully also function now
Incarnate System
- The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
- Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
- Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
- Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
- Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
- Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
- Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Help us translate!
Powers
- Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
- Added Radiation Emission to Masterminds secondary power sets
- Mastermind Fallout can only be used on henchmen and sacrifices them when used
- Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
- with restraint active knock down chance is reduced to 10%
- Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
- Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
- Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.
Pain Domination (Corruptor, Mastermind)
Nature Affinity
- Corrosive Enzymes
- Renamed to Corrosive sap
- Added stacking AoE Movement slow, debuffs are still single target.
- Now takes slow enhancements and sets.
- Living spores (previously defender exclusive)
- PBAoE toggle that drops lifegiving spores at your feet every 5s
- Ported to Controllers, corruptors, Masterminds
- Rebirth
- Swapped places with Entangling Aura
- Entangling aura
- Swapped places with Rebirth
Mastermind Pets
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
- Mastermind Summon Knights
- Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
- Replaced Pet Rain of arrows with Fistful of Arrows
- Mastermind Mercenaries
- Summon Soldiers
- Solders
- Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
- Medic
- No longer its own power.
- Partial reset on powers, medic got his attacks back but kept most of his support improvements.
- Serum now only affects mercenary pets.
- Spec ops
- Targeting drone switched back to stealth
- Commando
- Summon Mercs
- Switched back to Gun drone, changed so its up more often.
- Mastermind Ninjitsu
- Jounin
- Blinding Powder
- Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
- Mastermind Robotics
- Assault bot
- Summon droids
- replaced with its original swarm missles
- Flamethrower
- increased range, increased cooldown.
Mastermind Personal 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
Radiation Melee
Peacebringer/Warshade
- Cosmic Burn, Orbiting death
- Added taunt while Dwarf form is active
- All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt
stone armor, earth assault
Added in missing immobilize enhancement tagging on Mud Pots.
Radiation Emission
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Radiant Blast
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Kinetics
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Radiation Emission
Fallout reset to only works on dead allies.
Assault Rifle (all archetypes)
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
- Powers reordered to get better low level tools.
- Moved beanbag to level 1
- Moved Slug to level 6
- Moved M30 to lvl 8
- Moved Ignite to level 12
- Moved Sniper rifle to level 28
- Full Auto is the t9 again
- Napalm and Flamethrower are separate powers again
- No more Lucky Bullet
- Faster animation times
- Beanbag
- Reworked to Single shot, minor damage spammable attack with defense debuff.
- Burst
- Buckshot
- Range increased from 40 to 60
- Slug
- Added stun, increased damage.
Power Customizations
- Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
- Added No transform customization option to Stone Armor Granite
Powers NPC
- All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
- Added significant AoE Defenses
Backend
- Cleanup various code with likely minor performance benefits due to better inlining, etc..
- Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
- Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes
Bug Fixes
- Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
- TUNNEL in Kallisti should hopefully also function now
Incarnate System
- The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
- Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
- Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
- Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
- Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
- Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
- Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Help us translate!
Powers
- Team Transporter should now be properly unlocked from Lord Recluse’s Strike Force
- Added Radiation Emission to Masterminds secondary power sets
- Mastermind Fallout can only be used on henchmen and sacrifices them when used
- Sonic Resonance Disruption Aura and Disruption Field, Kinetics Repel, Force Field Repulsion Field, Super Speed Whirlwind.
- with restraint active knock down chance is reduced to 10%
- Nature Affinity Entangling Aura, Radiation Emission Choking Cloud, World of confusion, Mind Control Confuse.
- Removed bonus mez chance (including Domination and overpower), increase tick rate from 5s to 1s
- Mastermind upgrades now slot for pet damage IO sets, MM ATOs, and endurance mod enhancements.
Pain Domination (Corruptor, Mastermind)
Nature Affinity
- Corrosive Enzymes
- Renamed to Corrosive sap
- Added stacking AoE Movement slow, debuffs are still single target.
- Now takes slow enhancements and sets.
- Living spores (previously defender exclusive)
- PBAoE toggle that drops lifegiving spores at your feet every 5s
- Ported to Controllers, corruptors, Masterminds
- Rebirth
- Swapped places with Entangling Aura
- Entangling aura
- Swapped places with Rebirth
Mastermind Pets
All instances of melee attacks on mercenaries and robotics have been replaced with duplicates of their main ranged attacks.
- Mastermind Summon Knights
- Removed extra IO set slotting on pet summon powers, all damage pets now only take pet damage and pet recharge damage sets
- Replaced Pet Rain of arrows with Fistful of Arrows
- Mastermind Mercenaries
- Summon Soldiers
- Solders
- Basic machine gun attacks are back to being single target (they had an 80ft 20arc cone, this is a massive area)
- Medic
- No longer its own power.
- Partial reset on powers, medic got his attacks back but kept most of his support improvements.
- Serum now only affects mercenary pets.
- Spec ops
- Targeting drone switched back to stealth
- Commando
- Summon Mercs
- Switched back to Gun drone, changed so its up more often.
- Mastermind Ninjitsu
- Jounin
- Blinding Powder
- Reduced recharge, edited cone area so they’re more likely to hit things with it, increased confuse chance to 100% (mag 2)
- Mastermind Robotics
- Assault bot
- Summon droids
- replaced with its original swarm missles
- Flamethrower
- increased range, increased cooldown.
Mastermind Personal 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
Radiation Melee
Peacebringer/Warshade
- Cosmic Burn, Orbiting death
- Added taunt while Dwarf form is active
- All Dwarf Melee attacks now do tanker style AoE “punchvoke” taunt
stone armor, earth assault
Added in missing immobilize enhancement tagging on Mud Pots.
Radiation Emission
Changed Fallout back to only be castable on dead friendly targets except for Masterminds.
Radiant Blast
Mote of light is now a toggle power, it summons a mote that lasts 60s every 30s.
Kinetics
Capped the damage debuff on Siphon Power at four stacks per individual. (this power was allowing solo kinetics characters to damage floor enemies)
Radiation Emission
Fallout reset to only works on dead allies.
Assault Rifle (all archetypes)
Assault Rifle for all archetypes is reset to vanilla, but with faster animations. Resistance Rifle alt FX are also added.
- Powers reordered to get better low level tools.
- Moved beanbag to level 1
- Moved Slug to level 6
- Moved M30 to lvl 8
- Moved Ignite to level 12
- Moved Sniper rifle to level 28
- Full Auto is the t9 again
- Napalm and Flamethrower are separate powers again
- No more Lucky Bullet
- Faster animation times
- Beanbag
- Reworked to Single shot, minor damage spammable attack with defense debuff.
- Burst
- Buckshot
- Range increased from 40 to 60
- Slug
- Added stun, increased damage.
Power Customizations
- Added No transparency customization option to Illusion Control’s Superior Invisiblity and Group Invisibility.
- Added No transform customization option to Stone Armor Granite
Powers NPC
- All Devouring earth support summons (Cairn, fungi, tree of life, quartz)
- Added significant AoE Defenses
Backend
- Cleanup various code with likely minor performance benefits due to better inlining, etc..
- Address multiple OG Dev TODOs in the code regarding old crash workarounds or improvements
- Implement system for detecting custom pets on powers in order to bring back Upgrade costume pieces and the likes
Bug Fixes
- Issues with our CI setup were addressed, which should fix missing base items in Apartments, such as Windows
- TUNNEL in Kallisti should hopefully also function now
Incarnate System
- The following SF/TFs give Incarnate salvage for Master Of and Master Of Attempts
- Apex, Tin Mage, Lady Grey, Imperious, Ms. Liberty, Lord Recluse, Barracuda, and Dr. Kahn
- Master Of in this case means “No Temporary Powers” and turning on the “No Deaths” setting. Without Incarnates means using the “No Incarnates” in addition to the other settings.
- Completing Master Of guarantees a Rare or Very Rare Incarnate Salvage
- Completing No Incarnates Master Of will guarantee a Very Rare Incarnate Salvage
- Completing a failed Master Of with a death has a higher weight towards Rare and Very Rare, but can still drop Common and Uncommon
- Completing a failed No Incarnates Master Of with a death has a higher weight than a Master Of with a death towards Rare and Very Rare, but can still drop Common and Uncommon
Help us translate!