CO: New patch last night, details and commentary

Details on the patch that went in last night:

General
• Perks: Perk Cape Symbol Rewards: Fixed these rewards such that players cannot deconstruct them for parts or sell them to vendors once they have the unlocked symbol.
• Power Replace items sold by the Perk Vendor are now level 40. These items require the purchaser to be level 40 as well.
• Added some performance fixes to counteract some of the changes from last night’s patch.
• Fix for one of the major stalls while moving around.
• Fixed a crash some users were experiencing loading into the game with ATI graphics cards.
• We’ve added a number of performance improvements to Supergroups. Supergroup commands should be much more responsive now.

User Interface and Chat
• Large powers and advantages UIs are now movable.
• Fixed-position UIs and large window UIs no longer close each other (large window UIs DO still close other large window UIs).

I believe that means that you can have your character’s attribute list or power list open and still open the Powerhouse Trainer window. If so, excellent.

• Added search button to social UI.
• Map itself now takes up larger portion of the large map UI.

Good.

• Main map UI now can be shrunk a bit more.
• Integrated overflow bag into inventory and experiment UIs.

I’m not sure what that is, but it sounds promising.

• Many user-facing messages (in chat, etc.) have been reviewed/improved for grammar/consistency/brevity/clarity.
• Fixed a bug that prevented players with an @ in the account name from logging in from the game login screen.
• Changed the label on the remember account name check box to show Account Name instead of Username.
• Added “report spam” button to mail UI.

*sigh*

• Emanation points dropdowns now take up less space unless hovered.
• Builds UI now has powers in the same order as the main power tray.

Thank you. That’s caused some confusion (and inadvertent purchases) in the past.

• Guild UI now obeys guild offline check when first opened.
• Minimap locations dropdown now shows your crafting school type (or doesn’t show that option if you have none); also sized to fit correctly in all languages.

YES! WOOT! EXCELLENT! (It’s about time.)

Wait, does that mean you can see what your crafting school is? Or that you can filter out crafters that aren’t of that type? Hopefully both.

Powers
• Toned down the loud jetboots audio.

Good. I respecced an early character because of that.

• Ice: Ice Cage (and all Ice powers that apply Ice Cage): Fixed a bug that allowed the root to be stacked many times on a single target. The root should now only be able to be placed once on a target at any given time.
• Ice: Wall of Ice: Frozen Footsteps advantage: Fixed 2 separate bugs: Players now actually have to move (as the description says) for the path to be formed. Also made it so individual critters can only be affected by the path once, so you can’t get 4 or 5 Ice Explosions on a single target.
• Telepathy: Mindful Reinforcement: Revitalizing Boost should now actually give energy when it is triggered, instead of giving zero energy.
• Telepathy: Mindful Reinforcement: Ranks 2 and 3 should properly absorb damage now.

Missions/Environments
• Critter: Gadroon: Instant “thunderclap” PBAoE used by Adjudicator and Slavemaster can no longer hold players.
• Critter: Gadroon: Adjudicator now uses Melee AI.
• Critter: Gadroon: Gravatic Shaper and Invasion Leader now have a basic attack to use while their schtick attacks are on cooldown.
• Critter: Gadroon: Gravatic Shaper’s Containment Field now has a overhead schtick tell.
• Critter: Gadroon: Lancer and Terrafromer’s Gravatic Rift now snares instead of pulls.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Rift now does less damage.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) now correctly displays FX.
• Critter: Gadroon: Lancer and Terraformer’s Gravatic Lance (basic attack) no longer penetrates defenses.
• Critter: Gadroon: Fixed art timing on Gravatic Bolt (basic attack) used by many Gadroon.
• Critter: Gadroon: Gravatic Initiate now less likely to use its charge up hold power.
• Critter: Gadroon: Gravatic Initiate’s hold now correctly displays FX.
• Gadroon: Terraforming Spire’s Toxic Gas now properly snares instead of holds, and does 90% less damage.

Desert
• Nadir of the Invaders: Increased timer for open mission to 10 minutes to prevent exploit.
• Asciing for Trouble: Increased timer for open mission to 10 minutes to prevent exploit.
• Hang ‘Em High: Increased timer for open mission to 10 minutes to prevent exploit.
Canadian Wilderness

On the plus side, huzzah for no exploit. On the minus side, if you miss it, you have to hang around (or find something else to do) for 10 minutes. Yawn.

• Undead on Arrival: Increased timer for open mission to 10 minutes to prevent exploit.
• Reign of Frogs: Increased timer for open mission to 10 minutes to prevent exploit.
• Hunters Hunting: Fixed issue where Hunter-Patriot Lts. were unkillable if players were not on the mission to interrogate them.
• Hyperborean Woodland Warding: Fixed issue where Maj. Hendges would not interact with players. Maj. Hendges now gives the patrol mission “Hyperborean Woodland Warding” which takes the place of the mission which existed there previously: Echo Escort.

Millennium City
• A Bullet Bound For Biselle: Increased timer for open mission to 10 minutes to prevent exploit.
• A Bullet Bound For Biselle: Found and fixed the issue where the mayor could miss an FSM trasition causing him to not run away and despawn when a mission fails. This should allow the mission to properly reset after the mission failed.
• Jail Break: Increased timer for open mission to 10 minutes to prevent exploit.
• Repaired a badly offset patrol mission door that was not allowing people to access it.
• My Lost Foot: Fixed a bug that could cause Xiress to despawn, causing players to be unable to find her.
• Destroids Rise Again: Fixed a bug that could cause the Mega-Destroid not to despawn when the mission ends if it is in combat.
• Destroids Rise Again: Increased the number of rescues required for the first stage of the open mission (to give more players a chance to show up). Increased the cooldown of the mission to 90 minutes.
• Destroids Rise Again: Fixed a bug that caused Destroids guarding the Retribution Devices not to attack.
• Waterfront Watcher: Fixed a bug that could cause James Harmon to freeze and prevent players from interacting with him.

Monster Island
• Great Barrier Grief: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis on Monster Island: Removed a level restriction on the Monster Island Crisis queue. This should have no game effect, since the level restriction on the mission and the level restriction on the queue were the same.

Lemuria
• Plunder the Sea: Increased timer for open mission to 10 minutes to prevent exploit.
• Ship of Fouls: Increased timer for open mission to 10 minutes to prevent exploit.
• Crisis in Lemuria: Fixed a bug that could prevent level 31 players with the Crisis missions from not being able to join the queue even if they had the correct mission.

Nemesis
• Added VO to The Drifter in the Nemesis Gold Mine mini.

Crafting
• Crafting UI now sorts by level as the default (instead of by slot).

Not sure where that applies, but it sounds useful.

Costume Creator/Tailor
• The Tailor now uses the correct texture to indicate an inconsistent randomize lock state.
• Fixed a bug where unlocking a new Pattern would show the material name, instead of the pattern name.
• Fixed a bug where the list of unlocked costume parts would only indicate that it was available for one side, when it was available for both.

Hero Games
• Changed the Stronghold HUD and final scoreboards to display NPC heroes/villains defeated rather than total opponents defeated. Previously, the HUD had been tracking total kills, and it counted destroyed objects as kills. Now it doesn’t care about objects or henchmen NPCs.
• Hero Games Store: Fixed a bug where purchasing the basic Luchador Costume in the Hero Games store would only unlock one mask. It will now unlock all four Luchador masks.
• Hero Games: Volatile perk: Fixed a bug that caused players not to receive credit for the Volatile perk on the High-Tech arena map.

So no biggies (per current complaints) clearly they’re working on stuff.

4 thoughts on “CO: New patch last night, details and commentary”

  1. Minimap locations dropdown now shows your crafting school type (or doesn’t show that option if you have none); also sized to fit correctly in all languages.

    So the options on the minimap (the little gear) now has a checkbox for “Mysticism Locations” (which, since that’s what this particular toon has, is appropriate). So I can see what school I am, if not what specialty.

    But having the box checked or unchecked doesn’t seem to make a difference. The minimap shows all vendors. The big map shows just Mysticism vendors, plus anything I’m standing next to, but having the Mysticism Locations clicked on or off doesn’t seem to make a difference.

  2. Crafting UI now sorts by level as the default (instead of by slot).

    Rather than listing by slot type (Avatars, Power Replacements, Consumables, etc.), the default is to list by power level. You can also choose to list alphatically. There’s also an option to not show the items you don’t have all the components for.

  3. Now what I want is that when I over over a recipe and it shows me what it does, it also shows me (like I was thinking of slotting it) what I currently have in the appropriate slot.

  4. • Fixed-position UIs and large window UIs no longer close each other (large window UIs DO still close other large window UIs).

    I believe that means that you can have your character’s attribute list or power list open and still open the Powerhouse Trainer window. If so, excellent.

    That is indeed what it means. It’s a little awkward, still, but very useful.

    Another nice QoL — a lot of the little teeny-tiny text messages that statused across the screen are now larger and easier to read.

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