Game updates/2023-02-26
Rebirth Issue 5, Edition 1 - February 26th, 2023
Full patch notes for this issue are available on the forums.
NEW Synapse Task Force: King's Gambit (Level 15-20)
As territories shift amongst the gangs of Paragon City, an old threat challenges them all. Witness the power of a king on the rise and a violent crusade to end injustice once and for all.
Collect five new badges by stopping the Clockwork King from taking over the city while under the effects of the drug Rage or by avoiding its use entirely. Rage has long plagued the streets of Steel Canyon. As the Tsoo expand their operations into Skyway City, they find new markets for their designer drug. Those that aren't careful may discover...unexpected side effects of exposure to the drug.
- Body is a Temple
- First Time Free
- Just a Slip
- Mighty Incapacitated
- All the Rage
Want to enjoy the original Synapse Task Force? Talk to the Ouroboros crystal and journey back in time to relive the events anytime.
New Pool Power Set: Experimentation
The Experimentation power pool is now available for selection! Experimentation is an origin-themed power pool that is mutually exclusive with other Origin Power Pools.
New Enhancement Sets
Rolling Barrage is an uncommon Targeted AoE set available from level 25 to 50. Rolling Barrage offers new combinations of enhancements within this category, while also expanding the set bonus variety for Targeted AoEs. This set's recipes drop from normal content and can also be obtained at various merit vendors.
The Synapse's Agility Universal Travel set adds new recharge enhancement options in this category and is available from level 10 to 50. This set's recipes can be obtained by successfully completing Task Forces or Strike Forces with Time Limit challenges enabled. Learn more in the Speed Run Challenges section.
Speed Run Challenge Rewards
Upon successfully completing Task Forces or Strike Forces with Speed Run challenges enabled you'll receive a random travel recipe.
Different types of travel recipes appear more or less frequently depending on whether the Speed Run Challenge was set to Gold, Silver, or Bronze. Bronze features the highest chance for Running, Jumping, Flying, and Teleporting recipes Silver features improved chances for Universal Travel recipes Gold features improved chances for exclusive Speed Run Challenge recipes
Task Forces and Strike Forces have new times for challenge settings to make each one more obtainable while still presenting a reasonable challenge.
Synapse's Agility recipes are an exclusive Speed Run Challenge reward.
Travel Pool Powersets Revamp
Running, Jumping, and Flying speed caps have all been raised by 400%!
Speed
Flurry
- Melee (Cone), High DoT(Smash), Self +Def(Melee, Lethal), Special
- Attack type changed from single-target melee to narrow melee cone. It now accepts PbAoE enhancements instead of Melee enhancements.
- Added a short duration +Def(Melee, Lethal) similar to Parry. Flurry now accepts Defense enhancements.
- Increased damage from .143 to .2695 per tick
- Increased endurance cost from 5.46 to 14.01
- Increased recharge time from 3s to 14s
- Removed the chance for stun
- Burnout Special Effect: Flurry instantly recharges for 10s immediately after Burnout is activated
Hasten
- Self +Recharge, +SPD
- Added moderate move speed increase. Hasten now accepts Run and Universal Travel enhancements.
- Increased crash cost from 15 to 25 endurance to bring it in line with other crashes.
Whirlwind
- Toggle: PBAoE, Moderate DMG(Smash/Energy), Foe Attract, Knockback, Stun, (Special)
- Expanded PBAoE radius to 25 and added Attract to pull enemies into the center
- In PBAoE center added Moderate Smashing/Energy damage
- Foes that enter the center will also be Knocked back and be very briefly stunned (~2s)
- Reduced additional endurance cost per foe hit from 1.5 to 1.0
- Whirlwind now automatically shuts off when your endurance reaches 25% or less
- Recharge Time increased to 105s
- Burnout Special Effect: Whirlwind costs no endurance per foe hit for 10s immediately after Burnout is activated
- You may not train this power if you have already trained Blink Blitz, Dive Attack, or Spring Attack
Burnout
- Self +Recharge, +SPD, Res (Slow), +DEF(All), Special
- Added a large move speed and jump increase for 60sec. Burnout now accepts Run and Universal Travel enhancements. The jump height increase is not enhanceable.
- Added 40% resistance to slow effects for 60sec
- Added moderate Defense(All) for 60sec. Burnout now accepts Defense enhancements
- Reduced recharge time from 1800s to 600s
- Added Special effect: Burnout Acceleration. This effect grants brief bonuses to Flurry and Whirlwind for a short time immediately after Burnout is activated.
Leaping
Jump Kick
- Melee, High DMG(Smash), Foe Knockdown, Stun, Self Force Move
- This power can now be used slightly out of melee distance. When activated while out of melee you'll leap toward the target while attacking.
- Range increased from 7 to 30. Leaps to target when distance is further than 7 ft.
- Now has a 20% chance for a Mag 2 Stun
- Increased damage from 1 to 1.64
- Increased endurance cost from 5.46 to 10.66
- Increased recharge time from 2.8s to 8s
Combat Jumping
- Toggle: Self +Jump, +Def(All), Res(Immobilization)
- This power now stacks with other Jump powers. Movement control and friction will suppress when Super Jump is active.
- Increased endurance cost from 0.07/s to 0.16/s
- Effects will suppress while Hovering or Flying
Super Jump
- Toggle: Self Long Jump
- New fast travel switching mechanic: Activating this power automatically switches off Fly and vice versa
Acrobatics
- Toggle: Self +Jump, +DEF(All), +Res(Knockback, Hold)
- Added moderate Defense(All) on par with Weave. Acrobatics now accepts Defense enhancements.
- Added moderate Jump height/speed. Acrobatics now accepts Jump and Universal Travel enhancements.
- Added increased movement control and friction that stack with other jump powers. These effects can be disabled by visiting Null the Gull.
- Increased endurance cost from 0.26/s to 0.33/s.
- Effects will suppress while Aerobatics (Flight) is active.
- Weave will suppress while Acrobatics is active.
Spring Attack
- PBAoE High DMG(Smashing), Foe Knockdown; Self Teleport, +Jump
- Using this power significantly increases Jumping Speed and Jumping Height for 30s.
- Reduced recharge time from 120s to 34s
- Increased endurance cost from 13.52 to 14.352
- You may not train this power if you have already trained Blink Blitz, Dive Attack, or Whirlwind
Flight
Hover
- Toggle: Self Fly, +DEF(All)
- This power now stacks with other Flight powers
- Reduced Fly magnitude from 4 to 2, to offset the ability to stack with other Fly powers
- Decreased endurance cost from 0.19/s to 0.16/s
- While this power is active Combat Jumping will suppress
Air Superiority
- Melee, High DMG(Smash), Foe -Fly
- Increased damage from 1 to 1.64
- Increased endurance cost from 6.5 to 10.66
- Increased recharge time from 4s to 8s
Fly
- Toggle: Self Fly
- New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa
Aerobatics (formerly Group Fly)
- Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
- Aerobatics now occupies the former Group Fly power in the Flight pool.
- The Flight control in Aerobatics can be disabled by talking to Null the Gull
- While Aerobatics is active, Acrobatics and Weave will suppress.
Group Fly
- Obtaining Aerobatics now unlocks Group Fly mode for Fly.
- If you previously had Group Fly you will now have both Aerobatics and Group Fly powers.
Dive Attack (formerly Afterburner)
- PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
- Dive Attack now occupies the former Afterburner power in the Flight pool.
- You may not train this power if you have already trained Blink Blitz, Spring Attack, or Whirlwind.
Afterburner
- Obtaining Dive Attack now unlocks Afterburner for Fly
- Transferred defense to Aerobatics and while not quite as high it can now be used in combat
- Removed Only Affect Self
- Afterburner now applies mag 2 flight protection
- Afterburner toggle now has a 30s duration and 120s cooldown
- If you previously had Afterburner you will now have both Dive Attack and Afterburner powers.
Teleportation
Recall (formerly Recall Friend)
- Teleport Target
- This power has been renamed Recall. It can teleport either an ally or an enemy to you.
- Depending on whether your target is a friend or foe this power will either function as Recall Friend or Teleport Foe.
- Training both Recall and Blink will enable you to teleport NPC foes without any interruption window.
- If you previously had Recall Friend you will now have Recall
Blink (formerly Teleport Foe)
- Ranged, High DMG(Smash), Self Teleport, +DEF(All)
- This power has been replaced with Blink. An extremely quick teleportation power that attacks the foe in the blink of an eye.
- Damage Scale 1
- Endurance Cost 6.5
- Recharge Time 4s
- This power also grants a short-duration Defense(All) buff.
- If you previously had Teleport Foe you will now have Blink
Teleport
- Ranged (Location), Self Teleport
- The stationary hover effect will now be negated if you have any other travel power (or Hover) active
- Added a passive Endurance Discount if you have trained Team Teleport
- Added a passive Range buff if you have trained Long Range Teleport
Blink Blitz (formerly Team Teleport)
- PBAoE High DMG(Smashing); Self Teleport, +DEF(All)
- Blink Blitz now occupies the former Team Teleport power in the Teleportation pool.
- You may not train this power if you have already trained in Dive Attack, Spring Attack, or Whirlwind.
Team Teleport
- Obtaining Blink Blitz now unlocks Team Teleport mode for Teleport.
- This power has become a toggle. While toggled on it turns Teleport into Team Teleport. Enhancing Teleport also enhances the Team Teleport power.
- Team Teleport also provides a passive Endurance Discount to the solo Teleport power mode.
- If you previously had Team Teleport you will now have both Blink Blitz and Team Teleport powers.
Mass Translocate (formerly Long Range Teleport)
- Ranged (Targeted AoE), Foe Teleport
- Mass Translocate now occupies the former Long Range Teleport power in the Teleportation pool.
Long Range Teleport
- Obtaining Mass Translocate now unlocks Long Range Teleport.
- Long Range Teleport also provides a passive Range buff to the normal teleportation range of Teleport.
- If you previously had Long Range Teleport you will now have both Mass Translocate and Long Range Teleport powers.
Peacebringer
Combat Flight
- Toggle: Self Fly, +DEF(All)
- This power now stacks with other Flight powers, sans Hover
- Reduced Fly magnitude from 4 to 2, to offset the ability to stack with other Fly powers
- Decreased endurance cost from 0.19/s to 0.16/s
- While this power is active Combat Jumping will suppress
Energy Flight
- Toggle: Self Fly
- Reduced endurance cost from 1.0/s to 0.36/s
- New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa
Solar Glide (formerly Group Energy Flight)
- Toggle: Self +FlySpeed, Res(-Fly), +Def(All), +Flight Control
- Solar Glide now occupies the former Group Energy Flight power.
- The Flight control in Solar Glide can be disabled by talking to Null the Gull
- While Solar Glide is active, Acrobatics and Weave will suppress.
Group Energy Flight
- Obtaining Solar Glide now unlocks Group Energy Flight.
- If you previously had Group Energy Flight you will now have both Solar Glide and Group Energy Flight powers.
Starfall (formerly Quantum Acceleration)
- PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
- Starfall now occupies the former Quantum Acceleration power.
- You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
Quantum Acceleration
- Obtaining Starfall now unlocks Quantum Acceleration
- Transferred Defense to Solar Glide
- Removed Only Affect Self
- Now applies magnitude 2 flight protection
- Afterburner toggle now has a 30s duration and 120s cooldown
- If you previously had Quantum Acceleration you will now have both Starfall and Quantum Acceleration powers.
Warshade
Starless Recall (formerly Shadow Recall)
- Teleport Target
- This power has been renamed Starless Recall. It can teleport either an ally or an enemy to you.
- Depending on whether your target is a friend or foe this power will either function as Shadow Recall or Starless Step.
- Training both Starless Recall and Starless Charge will enable you to teleport NPC foes without any interruption window.
- If you previously had Shadow Recall you will now have Starless Recall
Extinguish Light (formerly Starless Step)
- PBAoE High DMG(Negative); Self Teleport, +DEF(All)
- This power has been replaced with Extinguish Light. An extremely quick teleportation power that launches an AoE attack the blink of an eye.
- You may not train this power if you have already trained Blink Blitz, Dive Attack, Spring Attack, or Whirlwind.
- This power also grants a short-duration Defense(All) buff.
- If you previously had Starless Step you will now have Starless Charge
Shadow Step
- Ranged (Location), Self Teleport
- The stationary hover effect will now be negated if you have any other travel power (or Hover) active
- Added a passive Range buff if you have trained Shadow Slip
Starless Gateway (formerly Shadow Slip)
- Ranged (Targeted AoE), Foe Teleport
- Starless Gateway now occupies the former Shadow Slip power.
Shadow Slip
- Obtaining Starless Gateway now unlocks Shadow Slip.
- Shadow Slip also provides a passive Range buff to the normal teleportation range of Teleport.
- If you previously had Shadow Slip you will now have both Starless Gateway and Shadow Slip powers.
Force Field Revamp
Force Field is being revamped to let it properly shine in today's game. This update brings a variety of improvements, and particularly gives the set's most underused and lackluster powers effects better suited to supporting the team, while still preserving the original capabilities and feel of this classic heroic support set. Alongside this revamp, Force Field becomes available to corruptors for the first time as well as to Guardians in the new Force Composition power set.
Personal Force Field
- Toggle: Self +Def, Res(All except Toxic)
- Removed the power's OnlyAffectsSelf property, allowing the user to attack and buff normally while it is active, for the first 30 seconds of use. After 30 seconds, the OnlyAffectsSelf status will enable.
- Once PFF has been activated, you will not be able to activate it again for 120 seconds. Recharge time increased to 140 seconds.
- Animation time reduced from 2.03 to 1.03 seconds, and removed endurance cost.
Force Bolt
- Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
- This power now does splash knockdown, knocking down up to 3 additional nearby targets (these targets do not take damage or become stunned).
- The power also now inflicts a stackable magnitude 1.5 stun, allowing it to disorient minions with one hit, LTs with two hits, and bosses after three hits.
- Now inflicts -Fly
- Increased damage scale to 1.0. It can benefit from Scourge and Containment for their respective Archetypes.
Barrier Field (formerly Detention Field)
- Ranged, Ally +Absorb OR Foe Capture (Special)
- This power has been renamed to Barrier Field, and now may be used on either enemy or friendly targets.
- When used against a friendly target, it grants that target a very large amount of absorption over time for a short period of time, without hindering their ability to attack.
- When used against an enemy target, it functions as the current Detention Field power does.
- The detention effect of the power has also been increased to magnitude 6 (allowing it to affect standard EBs), and the detention'd target is now also able to be affected by knockback, attract, and repel effects (only) from other Force Field (or Force Composition) powers.
Containment Shell (formerly Repulsion Field)
- Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
- This is a new power that fills Repulsion Field's old slot. Repulsion Field has been moved to being a sub-power granted by owning Force Bubble.
- If you previously owned Repulsion Field, you will now own Containment Shell.
- This is a location-targeted persistent patch power that immobilizes targets and pulls them inwards using the new Attract effect.
- This power also prevents contained targets from being repelled and converts knockback to knockdown on those targets.
Repulsion Bomb
- Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
- Chance to stun minions increased to 75%. Now has a 50% chance to stun LTs.
- Radius increased from 12 to 15 feet for Controllers and Masterminds, to match the radius on the Defender version.
- The power's damage can benefit from Scourge and Containment.
Force Bubble
- Toggle: PBAoE Foe -Speed, -DMG(All), Knockdown, Repel (Special)
- Now inflicts a significant -damage debuff and movement slow on targets hit.
- The repel effect is no longer permanently active - toggling on Repulsion Field while Force Bubble is active enables the repel effect, or leave Repulsion Field off to inflict the slow and -damage effects without any repel.
- Endurance cost reduced to 0.52/sec (0.65 for Masterminds).
Repulsion Field
- Toggle: PBAoE Knockback OR Repel (Special)
- This power is no longer purchased as an independent power, instead it is automatically granted by purchasing Force Bubble.
- If you previously owned Force Bubble, you will now also own Repulsion Field.
- When used on its own, Repulsion Field functions as it currently does.
- When activated while Force Bubble is also active, Repulsion Field has no effects itself, but enables Force Bubble's repel effect.
- In either case, Repulsion Field no longer has an ongoing endurance cost.
- Animation time reduced from 2.03 to 1.03 seconds.
Force Composition
Temp Invulnerability
- Toggle: Self +Res(Smash, Lethal)
Force Bolt
- Ranged, Moderate DMG(Smash), Foe Knockback, Disorient, -Fly
Force Affinity
- Auto: Self +Res(All DMG but Psionics), Endurance Discount
Dispersion Bubble
- Toggle: PBAoE, Team +Res(Hold, Immobilize, Disorient)< +DEF(All), Self +Res(Knockback, Sleep)
Force Barrier
- PBAoE, Team +Absorb
Containment Shell
- Ranged (Location AoE), Foe Attract, Immobilize, -Jump, -Repel, Knockback to Knockdown
Repulsion Bomb
- Ranged (Targeted AoE), Moderate DMG(Smash), Foe Knockdown, Disorient
Force Shielding
- Auto: Self +DEF(All but Psionics), +Res (Debuff DEF)
Suppression Field
- Ranged (Location AoE), Foe -Speed, -Jump, -Fly, Hold, -DMG(All)
Costumes
Issue 5 brings many Quality of Life improvements and fixes to the costume creator.
Costume Presets
Costume presets have been fixed on Rebirth! Use them to kickstart your imagination or to quickly pull up a base template when making a new suit! We've even added a number of Rebirth-specific presets and upgraded some old ones with Rebirth-specific parts on male and female models (huge versions coming later, with the final chapter of the asymmetric torso revamps). Look for the following new presets: Dia de los Muertos, Golden Age, Hippie, Incandescence, Neon, Pilot, Pirate 1, Pirate 2, Prismatic, Radium, Sand, Spectral, Super Spy, Winged 1, and Winged 2.
Extended Natural Skin Tones
We've added 4 new carefully crafted and curated rows of natural skin tones to the character creator. There is now a much better range of golden, olive, and ruddy hues available! All have been tested for in-game performance by our dev team.
Random Color Selection on New Characters
Ever feel creatively blocked by seeing the peach skin tone and black and white tights colors upon making a new character? Us too. So we decided to randomize the initial color selections suggested by the character creator when making a new character. This with the fixed costume presets should make new character creation a breeze!
Surgical Four Color Support
No longer do you need to do the global color workaround to tweak the inside colors of cape-driven costume parts. Pieces that use cape technology but are not cataloged as capes now pull up the 4-color customization options. Now you can easily recolor the Wedding Tux and Cybertech coattails, the cloth details on your Cosmic Corsair, Tech Knight, Gunslinger belts, and Wedding Veil--all with quick, convenient ease!
Rebirth Emblem Pack 3
Get your animals, meta-domino masks, sweet treats, green thumb, and retro gamer on with this latest chest and shield emblem pack! Options include popsicles, popcorn, cupcakes, cacti, koi, squid, elephants, rabbits, single-button joysticks, health vials, and more! Look for them at the bottom of the Symbol sub-category of Chest Details or Shield Emblems, starting with Angel's Food and ending with Unicorns.
Graffiti Emblem Pack
After something a little grittier or with an improvised vibe? Look for the new Graffiti Symbols sub-category on Chest Details or Shield Emblems. Many familiar favorites, including lightning bolts, mystic symbols, and clenched fists have been given the graffiti treatment. Also look for Rebirth-specific graffiti symbols like the twin rats, rabbit, and smiley face here as well! Note that the new crossed-out Arachnos emblem is unlocked via the Spider Smasher badge in-game. If you want to sport that one, you have to earn it!
New Undertights Options
All existing male and female integrated tights options have been updated to include ALL of Issue 4's glowing and animated skins. Want a halter top on your specter? Or a pair of modesty briefs over your plasma being? You can do that now. For easier identification of integrated tights options, the first sub-entry on each integrated tights bundle now shines out with Neon underskin! The remaining glowing skins have been sandwiched between the natural skin options and Bioluminescence. Animated Sand can be found next to Stone. Additionally, all female integrated tights have had the legacy Cryptic female Muscular texture added to their under-tights sub-options. Lastly, a new high-hipped Bikini 2 has been added to female options, fully integrated. This pairs with the High Hipped Leotard texture for a complete bathing suit look or can be mixed and matched with other pant options for a more saucy, youthful vibe!
Classic Cryptic and Paragon Options now integrated
Multiple classic tights options from the Cryptic and Paragon eras have been retrofitted with the full integrated tights library, including glowing underskins! On male chests, look for newly integrated Tank Top, Tanker, and Tee Shirt options. On females, look for integrated chest and hip versions of Angelic Plus, Excess Plus, and Imperial Dynasty. Female chest-only legacy items now integrated include the Leather corset and Tank Top. (Some redundant top-level tattoo options have been consolidated under the new integrated options.)
Diversified Gloves
A majority of diversified gloves, which permit customization of wrist textures and colors independently from gloves, now include all Rebirth Issue 4 glowing and animated skins. Each can be found alphabetically amongst the sub-options on each diversified glove. Gloves supported include Barbarian Ring, Spines, Cloud Bracer, Dragon Bracer, Overguard, Plant with Leaves, Small Flared, Small Padded, Small Pointed, Tai, Tied, and Wristband.
Misc.
The female Gunslinger belt with bustle and cape detail now offers an alternate version without stripes and a solid tintable bib.
Misc and Quality of Life Changes
- Fly and Afterburner Power Customizations (and Energy Flight and Quantum Acceleration)
- Added 4 new power customization poses (Classic, Heroic, Soaring, and Driven) to Fly and Energy Flight
- You can also pick another of the added 4 new power customization poses (Classic, Heroic, Soaring, and Driven) when you activate Afterburner and Quantum Acceleration
Movement Power Stacking:
- Inertial Jump can now stack jump speed and jump height
- Super Reflexes Elude can now stack running speed and jump height
- Widow Elude can now stack running speed and jump height
- Kuji-In Retsu can now stack running speed and jump height
Power Sets
- Ninja Assault and Military Assault proliferated to Dominators.
Stone Armor (Tanker/Brute)
- Toggles (Stone Armor, Brimstone Armor, Crystal Armor, and Minerals) will no longer detoggle when Granite Armor is active. While Granite Armor is active these toggle's effects will suppress and they will grant endurance to offset their toggle costs.
Unrelenting
- This power now has the ability to prevent crashes from other powers. Activate this power before initiating most crash powers in order to prevent their crashes from occurring. The tier 9 powers from Melee Defense sets are automatically negated just by training this power.
Super Reflexes (Tanker/Brute/Scrapper/Stalker)
- Agile, Dodge, and Lucky now accept resistance enhancements.
Mystic Flight and Jetpack
- New fast travel switching mechanic: Activating this power automatically switches off Super Jump and vice versa
Energy Gauntlet
- Increased Damage Scale from 1.160 to 1.64
- Increased Recharge Time from 5s to 8s
- Increased Endurance Cost from 6.032 to 8.528
Turbo Boost
- Turning off Jetpack now causes you to stop flying. Note: the flight speed increase from Turbo Boost will last for 30 seconds regardless of flying or not.
Powers
- Added Attract mechanic to the game. Wait till you see what we have in store for this. 🤯
- Walk now disables set bonuses. Movement set bonuses no longer circumvent Walk.
- Martial Arts and Gun-Fu Crippling Axe Kick can now be enhanced for Defense Debuff
- Ninjitsu and infiltrator training mez protection can now be enhanced for Resist
- Arachnos Soldier Wide-Area Web Grenade can now be enhanced for Slow
- Energy Composition Inertial Siphon can now be enhanced for flight and allows Run, Jump, Fly and Universal Travel sets
- Kinetics Speed Boost can now be enhanced for flight and Fly sets
- Added Attract protection to powers that should negate this effect, such as doors, objects, etc.
- The knockback aura toggles in Sonic Resonance and Kinetics (Sonic Repulsion and Repel) now have no ongoing endurance cost, matching the change to Force Field's Repulsion Field.
- Endurance cost on Martial Manipulation's Inner Will changed from 0.52 to 0.
- Stone Armor's Mud Pots now have a small -fly effect.
Misc.
- Signature Story Arcs now reward Vigilante and Rogue merits to those respective alignments.
- The Hero and Villain Super Pack now has a chance for two new very rare cards: Hero Merit and Villain Merit.
- The Rogue and Vigilante Super Pack now has a chance for two new very rare cards: Rogue Merit and Vigilante Merit.
- Hero, Villain, Rogue, and Vigilante Merits can now be traded.
- Overwhelming Force can now be converted within the set.
- Null the Gull now has the ability to disable the popup power trays for travel power sub-abilities.
- Teleport and Universal Travel IO sets now offer the same range enhancement percentage boost as other travel enhancements (schedule A instead of Schedule B)
Gift of the Ancients: Defense/Increased Run Speed
- Now grants movement speed increase to Jump and Fly as well
- Movement Speed has been increased from 7.5% to 10.5%
Zones/Maps
- Rogue and Vigilante Vendors will now show up on minimaps
- Fort Trident and the Crucible now have icons that allude to their relation to alignments
- Gladiator Merit Vendors for the side you are representing in a PvP zone will now show up on the minimap
- Pocket D bartenders now buy enhancements, recipes, and salvage.
New Slash Commands
- /screenfile "foldername" - allows you to save images to a custom folder
- /tge_x - Cycles through visible targetable enemies in near-to-far order
- /tge_p - Cycles through visible targetable enemies in far to near order
- /tge_n - Targets the nearest enemy
- /tge_f - Targets the farthest enemy
- /tgf_n - Targets the nearest friend
- /tgf_f - Targets the farthest friend
- /tgf_x - Cycles through visible targetable friends in near-to-far order
- /tgf_p - Cycles through visible targetable friends in far to near order
Commands that take target params:
- /tgt_n - Targets the nearest match
- /tgt_f - Targets the farthest match
- /tgt_x - Cycles through matching targets in near to far order
- /tgt_p - Cycles through matching targets in far to near order
Abbreviated parameters for the above commands:
- em = enemy - Hostile enemies
- fd = friend - Friendlies (including pets)
- dd = defeated - 0 HP targets
- ae = alive - Living targets
- mp = mypet - Include only your pets
- np = notmypet - Exclude your pets
- bc = base - Include only passive base items
- bn = notbase - Exclude passive base items
- tm = teammate - Include only teammates
- tn = notteammate - Exclude teammates
Power Execute Abbreviated Commands:
- /px_tgon = /powexec_toggleon - Toggles a given power on. If it's already on, does nothing.
- /px_tgof = /powexec_toggleoff - Toggles a given power off. If it's already off, does nothing.
- /px_at1 = /powexec_altslot - Executes the given power slot from the alternate tray.
- /px_at2 = /powexec_altslot - Executes the given power slot from the second alternate tray.
- /px_at3 = /powexec_altslot - Executes the given power slot from the third alternate tray.
- /px_sv = /powexec_serverslot - Executes the given power slot from the server-controlled tray.
- /px_tr = /powexec_tray - Executes a power in the given slot and tray.
- /px_ab = /powexec_abort - Cancels the auto-attack power and the queued power.
- /px_uq = /powexec_unqueue - Cancels the queued power.
- /px_at = /powexec_auto - Sets the auto-attack power to the given named power (or blank to shut it off, or toggles if it's on already).
Bug Fixes
Enhancements
- Triumphant Insult disorient proc is now mag 2 instead of mag 1 so that it actually functions
- Vampire's Bite A and B pieces now correctly state that they are unique (they always have been unique, the descriptions were just wrong)
- Vampire's Bite B piece (dam/end) will no longer incorrectly transform into dam/rech when being converted to the Superior version
Powers
- Corrected Endurance Cost of Energy Flight which was costing twice as much as Flight
- Scrapper patron pool attacks can now properly crit
- Guardian temporal reaction mez protection no longer incorrectly detoggles when mezzed
- Stalker placate will no longer fail to place the user into hide against foes higher level than the user
- Staff fighting sky splitter's resistance buff is no longer incorrectly affected by enemy level
- Martial Manipulation's Inner Will no longer erroneously applies positive mez magnitude to the user in certain situations.
- Energy Composition Inertial Siphon movement speed buffs will now actually be increased by enhancements
- Fixed incorrect radius on Infiltrator Training Blinding Powder
- Interface Proc fixes:
- Damage DoTs should no longer calculate their initial hit chance twice. - The End Drain portion of Preemptive's proc should no longer calculate its initial hit chance twice.
- Guardian Gun-fu pistol attacks will no longer incorrectly play redraw animations/sounds even when the pistols are already drawn.
- Guardian Gun-fu pistol attacks will no longer sometimes animate with invisible pistols in certain circumstances.
- Sorcery power pool sound fx now correctly play for the dark customized versions of the powers
- Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault (again).
- Arachnos Soldier and Widow mace mastery web envelope can now correctly slot slow and universal debuff set IOs
- Scrapper and stalker ice melee freezing touch can now properly slot hold set IOs
- Mastermind robotics protector bots can now correctly slot accurate tohit debuff, defense, stun, and healing set IOs
- Mastermind leviathan mastery KO blow can no longer incorrectly slot targeted AOE set IOs
- Gadgetry's Nano Net and Force of Will's Weaken Resolve can now correctly slot universal debuff sets.
- Stalker Willpower can now correctly slot rez sets in Resurgence rather than Reconstruction.
Costumes
- Costume Sets gloves and boots are once again showing their intended pieces.
- Female metallic pants texture should now display properly.
- Female Talon and Zombie legs on integrated tights should now display properly.
- Female Small Padded Gloves, the diversified sub-option for Chain wrists should now display properly.
- Fixed ambient occlusion layer of non-striped Gunslinger belt/skirt pieces to better match the original.
Misc.
- Fixed the sg "altinvite" slash command. Names with spaces can now be invited but must be wrapped in " ".
- Fixed a bug that could cause a crash while loading the supergroup colors screen
- Fixed a crash that could occur while respecing a Peacebringer or Warshade.
- Fixed double % signs appearing in Power Info details
- Fixed powers desync recharge with the server during cutscenes
- Dark Astoria purple recipe drop rates have been rebalanced to match other zones.
- Clarified the description on Trick Arrow's Flash Arrow to note that it is autohit in PvE but requires an accuracy check in PvP, matching the descriptions of other similar powers.
- Fixed the order of Peacebringer and Warshade primary powers to appear by level unlock. This is a missed leftover from the Kheldian revamp where certain powers' levels changed when they became free with shapeshift forms. This is a visual change only.
- Restored the Cavern of Transcendence trial min team size to 8 so its objectives can be completed.
- Guardians will now receive the Power of Black Scorpion temp power during the Barracuda strike force.
- Dopplegangers of players with Dominator/Controller Water Control will now have appropriate powers.
- Dopplegangers of players with Guardian Mace Assault will now correctly use Arachnos mace attacks instead of crab spider attacks
- Dopplegangers of players with Guardian Stone Composition will now correctly use stone-themed powers instead of having a shield