{"id":1694,"date":"2010-08-16T18:49:16","date_gmt":"2010-08-17T01:49:16","guid":{"rendered":"http:\/\/hill-kleerup.org\/blog\/heroes\/?p=1694"},"modified":"2010-08-16T18:49:16","modified_gmt":"2010-08-17T01:49:16","slug":"cox-i18-going-rogue-woot","status":"publish","type":"post","link":"https:\/\/hill-kleerup.org\/blog\/heroes\/2010\/08\/cox-i18-going-rogue-woot.html","title":{"rendered":"CoX: I18! Going Rogue! Woot!"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"right\" title=\"City of Heroes\" src=\"https:\/\/hill-kleerup.org\/blog\/heroes\/wp\/wp-content\/uploads\/2009\/08\/coh-logo.jpg\" alt=\"\" width=\"120\" height=\"90\" \/>Market merge has happened! Patches are downloading! I18\/GR stuff available tomorrow, except for pre-orders who get it tonight.\u00a0 Woot!<\/p>\n<p>(And all the servers are yellow and red &#8230;)<\/p>\n<p>And the details &#8212; well, an abridged version &#8212; of <a href=\"http:\/\/boards.cityofheroes.com\/showthread.php?p=3123046#post3123046\">the patch notes<\/a> <em>[with comments]<\/em> &#8230;<\/p>\n<p>&#8230;<\/p>\n<div id=\"post_message_3123046\"><em> <\/em><br \/>\n<span style=\"font-size: small;\"><strong>COMBINED<\/strong><\/span><\/p>\n<p><strong>Merging Hero and Villain Economies<\/strong><\/p>\n<ul>\n<li>Influence, Infamy and Information are being combined into a  unified currency called \u2018INF\u2019.  All characters will be able to trade  \u2018inf.\u2019, salvage, recipes and enhancements between each other. <em>[Yay. Anything that flattens the whole economy is a Good Thing.] <\/em><\/li>\n<li>Wentworth\u2019s Consignment House and the Black Market now share inventories.  Capitalism at its best.\n<ul>\n<li>All  outstanding Buy and Sell orders will be cancelled as part of the market  merge. All items and bids will be refunded and stored in the auction  inventory. Listing fees for unsold items will be refunded. <em>[The bizarre differences between the two were already annoying. Glad to see that tweaked.]<\/em><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Auction House<\/strong><\/p>\n<ul>\n<li>You can now tab forward and back (shift-tab) through stored items. The price text gets reset when you move to a new item.<\/li>\n<li>You can tab forward and back through the search field, min level,  max level, bid price and bid quantity fields. Their text auto-selects so  you can type to replace it. Similarly the bid price and quantity  auto-select when you click on them (the others already did). <em>[Again, everything that makes the market easier to use is a Good Thing.]<\/em><\/li>\n<\/ul>\n<div id=\"post_message_3123046\"><strong> <\/strong>&#8230;<\/div>\n<div><strong>Chat<\/strong><\/div>\n<ul>\n<li>&#8230; Players can now right-click another player, and if that other player  is in a group, the player can select to send a \u201cTell\u201d to the team  leader <em>[That&#8217;s kinda cool. If I still did PUGs\/teams, I&#8217;d definitely find that a nice feature.]<\/em><\/li>\n<\/ul>\n<p><strong>Pop Help<\/strong><\/p>\n<ul>\n<li>Pop help adds exclamation point icons to the side of your screen as you play, providing useful help and information.<\/li>\n<li>Left clicking on the icons will display a window with the information.\n<ul>\n<li>The icon will disappear after the information has been displayed.<\/li>\n<\/ul>\n<\/li>\n<li>You may have more than 5 pop help items available at any one time,  but only 5 will display on the side of your screen at any one time. <em>[I&#8217;ll have to play with this, but it sounds like a good idea.]<\/em><\/li>\n<\/ul>\n<p><strong>Team Search Improvements<\/strong><\/p>\n<ul>\n<li><em>[Again, these all look pretty cool, for those who do this sort of thing.] <\/em>This color scheme came about along with other behind-the-scenes  work to make searching more useful in Going Rogue. It used to be that  heroes could see heroes and villains could see villains and that was  that. With Vigilantes going to Rogue Isles and so on, we needed a more  sophisticated approach. Now the people you see are people you could team  with, and who are in the same part of the game world as you (eg. people  in the Rogue Isles can&#8217;t see people in Paragon City and vice versa,  regardless of their alignment).<\/li>\n<li>The new color scheme works like this:\n<ul>\n<li><strong><span style=\"color: green;\">Jade green<\/span><\/strong>: Same team as you<\/li>\n<li><strong><span style=\"color: red;\">Red<\/span><\/strong>: They have &#8216;not looking for group&#8217; set<\/li>\n<li><strong><span style=\"color: yellow;\">Yellow<\/span><\/strong>: They can&#8217;t be invited to team with you because they&#8217;re on a mission map or in an arena match<\/li>\n<li><strong><span style=\"color: orange;\">Orange<\/span><\/strong>: They&#8217;re the opposite faction to you and not on a mixed team, so you have to go to their map to team with them<\/li>\n<li><strong><span style=\"color: purple;\">Violet<\/span><\/strong>: They&#8217;re the leader of a team with less than 8 people on it<\/li>\n<li><strong><span style=\"color: aqua;\">Pale blue<\/span><\/strong>: They&#8217;re not on a team and you can invite them<\/li>\n<li><strong><span style=\"color: grey;\">Green\/grey<\/span><\/strong>: They&#8217;re on a team but not the leader, so you can&#8217;t invite them and they can&#8217;t invite you<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Costume Sets<\/strong><\/p>\n<ul>\n<li>The following costume sets are available as part of the Going Rogue expansion:\n<ul>\n<li>Sports<\/li>\n<li>Overguard<\/li>\n<li>Syndicate<\/li>\n<li>Clockwork<\/li>\n<li>Resistance<\/li>\n<li>Praetorian Police<\/li>\n<\/ul>\n<\/li>\n<li>These additional sets are available through purchase of the City of Heroes Going Rogue(TM) Complete Collection.\n<ul>\n<li>Alpha<\/li>\n<li>Omega<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Combat Auras<\/strong><\/p>\n<ul>\n<li>All in-game Auras can now be set to only activate while in combat. <em>[Yes! So! Good!]<\/em><\/li>\n<\/ul>\n<p><span style=\"font-size: small;\"><strong>GOING ROGUE<\/strong><\/span><\/p>\n<p><strong>Alignment System<\/strong><\/p>\n<ul>\n<li>The Going Rogue Alignment System is a new feature that allows  you to change your faction from Hero to Villain and from Villain to  Hero. The Going Rogue Alignment System allows you to experience all  sides of the game content with a single character. It introduces two  additional alignments, Vigilantes and Rogues. These new factions  represent the moral gray line between Hero and Villain, and will benefit  from unique rewards.<\/li>\n<li>Upon reaching Level 20, defeated enemies that are Level 20 or higher  will now have the chance to \u201cdrop\u201d a Contact Tip. These Contact Tips  are similar to existing contacts except they have a dialog tree attached  to the front of it. You can investigate Tips by clicking the  \u201cInvestigate\u201d button. This opens a description of the Tip and then leads  into a dialog tree where you can choose how you want to act upon this  information. All Tips will have two flavors to them, either Vigilante  and Heroes for characters based in Paragon City or Rogue and Villains  for characters based in the Rogue Isles. Depending on the choice you  make with the information you&#8217;re given, you will receive a specific  alignment mission of that flavor. Once the mission is complete, you&#8217;re  another notch closer towards reaching that alignment and the Tip is  cleared out of the contact window.\n<ul>\n<li>A Tip will be written as if it  was information picked up off of a defeated enemy. For Example: &#8220;You  found a small torn piece of paper that appears to have some interesting  information on it.&#8221;<\/li>\n<\/ul>\n<\/li>\n<li>You can work on multiple different alignment missions at any given  time. After completing 10 Tip missions towards a chosen alignment, a  Morality mission is unlocked. This mission is also tied to the \u201cContact  Tip Drop\u201d system. Once you&#8217;ve done enough Alignment Tip Missions to  qualify for a Morality mission, the Morality mission drop will be an  alignment drop of that type. The Morality missions make the actual hard  switch from one alignment to the next.<\/li>\n<li>Characters that change their alignment from Hero to Vigilante or  Villain to Rogue may choose to switch back to their original alignment  (i.e. Vigilante to Hero \/ Rogue to Villain), however once a character  makes the final switch to the polar opposite alignment, characters must  move forward to redeem their Villain to become a Hero, or fall from  grace as a Hero to a Villain.\n<ul>\n<li>For example, a Hero can become a  Vigilante, and return back to a Hero.  If the Vigilante falls from grace  to become a Villain, that Villain character must go on the path of  redemption to a Rogue alignment before becoming a Hero again.<\/li>\n<\/ul>\n<\/li>\n<li>Players can defeat enemies and collect Tips that they can act upon, making adjustments to the character&#8217;s alignment.\n<ul>\n<li>Change sides from Hero to Vigilante to Villain or Villain to Rogue to Hero.<\/li>\n<\/ul>\n<\/li>\n<li>After 10 Alignment Points are earned in an Alignment Pool, a Morality mission drop becomes possible.<\/li>\n<li>Vigilantes and Rogues that visit the other cities will con \u201cfriendly\u201d to native Heroes and Villains in all PvE areas.<\/li>\n<li>Tourists: Vigilantes can travel to the Rogue Isles, and Villains  turning Rogues can travel to Paragon City.  While there, the Vigilante  or Rogue is considered a moral \u2018Tourist\u2019.<\/li>\n<li>Vigilantes and Rogues must become \u2018Tourists\u2019 to earn the alignment points needed to complete their switch to Villains or Heroes.<\/li>\n<li>Players can earn a limited amount of fame for their  alignment-related deeds.  To earn more fame, the public has to first  lose interest in your old deeds.  The public will hold interest in no  more than five deeds, and their interest will last for 20 hours after  the deed occurred.<\/li>\n<li>The player also has the option to reinforce their standing as their  current alignment.  Continuing to complete Tips tied to the player\u2019s  current alignment will give them the chance to complete the Moral  mission once again, thereby reinforcing their existing moral beliefs.   This cycle of reinforcement can be completed as many times as the player  likes.\n<ul>\n<li>This can earn them Hero Award Merits or Villain Award Merits.<\/li>\n<li>Heroes will earn Hero Award Merits for reinforcing their alignment, redeemable at the vendor found within Fort Trident.<\/li>\n<li>Villains will earn Villain Award Merits for reinforcing their alignment, redeemable at the vendor found within The Crucible.<\/li>\n<\/ul>\n<\/li>\n<li>Players can earn alignment powers after they have spent a certain amount of time as a Vigilante or Rogue.<\/li>\n<li>Players who make the switch from Villain all the way to Hero or Hero  all the way to Villain will no longer be able to lead their previous  alignment\u2019s Super Group.<\/li>\n<li>In PvP zones or Arena matches, Vigilantes are considered \u201cHeroes\u201d and Rogues are considered \u201cVillains\u201d.<\/li>\n<li>Stores, Tailors, and Respec contacts will interact with tourists.\n<ul>\n<li>Some exceptions to this are Store NPCs in Brickstown, Founders Falls, and Peregrine Island.<\/li>\n<li>These NPCs require a mission completion to unlock their stores but NPCs do not grant missions to tourists.<\/li>\n<li>Tourists in Paragon City can travel to the Midnighter Club, Rikti  War Zone or back to Rogue Isles to purchase Single Origin Enhancements.<\/li>\n<\/ul>\n<\/li>\n<li>Tourists may run radio or newspaper missions.  They can complete  Safeguard or Mayhem missions and gain new contacts, but they cannot  interact with those new contacts until they complete the switch to Hero  in Paragon City or Villain in Rogue Isles.<\/li>\n<li>Alignment Merits:\n<ul>\n<li>Hero and Villain reinforcing Morality  Missions will now award 50 Reward Merits on the first reinforcement and 1  Hero or Villain Merit on the second and subsequent reinforcements.<\/li>\n<li>The Conversion cost for Hero and Villain Merits is 50 Reward Merits and 20 Million Inf.<\/li>\n<\/ul>\n<\/li>\n<li>Tips do not transfer from Villain side to Hero side and vice versa.\n<ul>\n<li>They will go into Escrow when a character moves from the Rogue Isles to Paragon City and back.<\/li>\n<\/ul>\n<\/li>\n<li>Players cannot read Tips in Hazard, Trial, or PVP zones.<\/li>\n<li>Tips will not drop while in missions from Architect Entertainment.<\/li>\n<li>Tips will continue to drop in Co-Op zones, but cannot be investigated unless the player is within a standard Hero\/Villain area.<\/li>\n<li>When in Task Force mode (Task Forces, Strike Forces, Flashback  missions), Tips will drop for players, but they will not show up in the  Tips tab until they leave Task Force mode.<\/li>\n<li>The Pocket D Teleporter will prompt you to verify your wish to  teleport if you would switch from Hero to Villain content in doing so.<\/li>\n<li>Team members assisting on a Morality Mission who are not eligible  for an alignment switch or reinforcement will receive an alignment point  towards the alignment of the Morality Mission instead, as long as they  have an available alignment slot.<\/li>\n<li>Tourists may use either Consignment House (Paragon City) or Black  Market (Rogue Isles) Transporters, providing they are in the appropriate  city at the time.<\/li>\n<li>All alignment switch opportunities present a choice table which  includes additional warnings of consequences for alignment switching.<\/li>\n<li>You should not immediately receive the same Alignment tip after just recently completing or discarding it.<\/li>\n<li>Characters may join and remain in leveling pacts regardless of alignment.<\/li>\n<li>When a Supergroup leader tries to switch sides, a popup appears  telling them the consequences of the alignment shift, which is that they  will be removed from their leader rank if they switch their alignment  to the opposing side.\n<ul>\n<li>If they do switch alignment all the way to  polar opposite of the SG, leadership will pass to the next highest  ranking\/senior member of the SG.<\/li>\n<\/ul>\n<\/li>\n<li>Vigilantes and Rogues should now see progress meters for  side-restricted Day Job badges. However, side-restricted Day Jobs do  require a full switch to Hero or Villain to actually earn the badge  and\/or accolade. Vigilantes cannot become full fledged Arachnos Agents,  etc. though they can start making headway.<\/li>\n<li>Alignment Guides: When a player receives their first tips, a new  contact will show up on the Tips menu who can be contacted via cell  phone.  They do not give missions, but will explain Tips, Morality  Missions, and how to change alignments.\n<ul>\n<li>These guides can be reached in person from inside Pocket D<br \/>\n<em>[I look forward to playing with all of this fun alignment stuff.]<\/em><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Zones<\/strong><\/p>\n<ul>\n<li>Fort Trident and The Crucible\n<ul>\n<li>Players who maintain either  a Hero or Villain alignment through reinforcement will now find they  are welcome to enter Fort Trident (Hero) or The Crucible (Villain).  Located in Atlas Park and Cap au Diable, these zones allow the Hero or  Villain to relax, meet well known signature characters, teleport to  their Task Force\/Strike Forces, and also purchase purple recipes and PVP  recipes from special vendors with earned Hero or Villain Merits. <em>[New features in low-level zones. Nice.]<\/em><br \/>\n&#8230;<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Super Groups<\/strong><\/p>\n<ul>\n<li>Players remain in their Super Group if they change alignments to the opposing side.\n<ul>\n<li>Hero  and Vigilante are considered blue-side, and Villain and Rogue are  considered red-side for this purpose, no matter where they happen to be.<\/li>\n<\/ul>\n<\/li>\n<li>Players that are in a Super Group of the opposing side are considered to have \u201cgone dark\u201d.\n<ul>\n<li>Dark members aren\u2019t allowed to access their Super Group base.<\/li>\n<li>Dark members aren\u2019t given most Super Group permissions.\n<ul>\n<li>Dark members are allowed to pay base rent and to talk in Coalition chat.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>If the Super Group leader goes dark, the leader will then be demoted from their rank.\n<ul>\n<li>A different non-dark member will be automatically promoted to the leadership position.<\/li>\n<li>The Super Group leader will be notified with a pop-up if they  attempt to complete a Morality mission that would change their alignment  such that they would go dark.  The leader must confirm that they are  fine with going dark and getting demoted before being allowed to switch  to the new alignment.<\/li>\n<li>If they do switch alignment all the way to polar opposite of the SG,  leadership will pass to the next highest ranking\/senior member of the  SG.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>POWERS<\/strong><\/p>\n<p><strong>Ancillary\/Patron Powers<\/strong><\/p>\n<ul>\n<li>Ancillary Power Pools are now available to all characters that reach Level 41, regardless of Hero or Villain status. <em>[Yay. Not something I&#8217;ve run into too many times, but still good.]<\/em><\/li>\n<li>Once a Patron Pool has been unlocked as a Villain, it remains unlocked even if you later switch sides.<\/li>\n<li>Patron and Ancillary equivalencies are as follows:\n<ul>\n<li>Scrappers get Stalker Patron Powers, and vice versa.<\/li>\n<li>Tankers get Brute Patron Powers, and vice versa<\/li>\n<li>Blasters get Mastermind Patron Powers, and vice versa<\/li>\n<li>Defenders get Corruptor Patron Powers, and vice versa<\/li>\n<li>Controllers get Dominator Patron Powers, and vice versa<\/li>\n<\/ul>\n<\/li>\n<li>Specific power instances were altered to eliminate duplication of powers.<\/li>\n<\/ul>\n<p><strong>New Power Sets<\/strong><\/p>\n<p>The following four Power Sets are available as part of the Going Rogue Expansion.\u00a0 <em>[Huzzah for new power sets!]<\/em><\/p>\n<p><strong>Kinetic Melee<\/strong><\/p>\n<ul>\n<li>Kinetic Melee is a melee attack set based upon siphoning your  opponent&#8217;s energy and using it to power your own attacks. Each  individual attack adds a damage debuff to the target (strength and  duration dependent upon the tier of the power used) and Tankers inflict  even stronger debuffs than the other ATs. Additionally, if Power Siphon  is active, the caster gains a damage buff. <em>[Definitely plan on trying this one. Margie indicated it played a bit underpowered, but I suspect that will be corrected.]<\/em><\/li>\n<li>The following Kinetic Melee powers are intended for Scrappers, Tankers and Brutes:\n<ul>\n<li>Quick Strike<\/li>\n<li>Body Blow<\/li>\n<li>Smashing Blow<\/li>\n<li>Taunt<\/li>\n<li>Repulsing Torrent<\/li>\n<li>Power Siphon<\/li>\n<li>Burst<\/li>\n<li>Focused Burst<\/li>\n<li>Concentrated Strike<\/li>\n<\/ul>\n<\/li>\n<li>The following Kinetic Melee powers are intended for Stalkers:\n<ul>\n<li>Quick Strike<\/li>\n<li>Body Blow<\/li>\n<li>Smashing Blow<\/li>\n<li>Assassins Strike<\/li>\n<li>Build Up<\/li>\n<li>Placate<\/li>\n<li>Burst<\/li>\n<li>Focused Burst<\/li>\n<li>Concentrated Strike<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Electric Control<\/strong><\/p>\n<ul>\n<li>Electric Control is a power set that can be used by Dominators and Controllers. <em>[Another one I want to try.]<\/em><\/li>\n<li>Electric control offers a mastery of using electricity to negate  enemy attacks and keep them off balance. Many effects will arc from one  nearby enemy to another, creating dazzling chains of electrical energy.  It offers a wide variety of short duration soft controls in the form of  stuns, confuses, and knockback.<\/li>\n<li>Arcing controls tend to be short duration, but can hit multiple foes and recharge quickly.<\/li>\n<li>All arcing controls will be able to use enhancements, allowing  players to enhance the Damage, Stun, Immobilize or other effects of the  power.<\/li>\n<li>The Electric Control Power Set is comprised of the following powers:\n<ul>\n<li>Electric Fence<\/li>\n<li>Tesla Cage<\/li>\n<li>Chain Fences<\/li>\n<li>Jolting Chain<\/li>\n<li>Conductive Aura<\/li>\n<li>Static Field<\/li>\n<li>Paralyzing Blast<\/li>\n<li>Synaptic Overload<\/li>\n<li>Generate Gremlins<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Dual Pistols<\/strong><\/p>\n<ul>\n<li>This set is a primary power choice for Blasters and Corruptors  and a secondary choice for Defenders. Dual Pistols is also the power set  of choice for the Going Rogue signature character Maelstrom. <em>[Margie&#8217;s done a lot of play with this. It is an extremely cool-looking power.]<\/em><\/li>\n<li>What differentiates Dual Pistols from the Assault Rifle power set is  the ability to modify every attack&#8217;s secondary damage and the effect  that has on your target. 70% of damage dealt by most attacks is lethal,  the other 30% is modifiable from pure damage to cold, toxic, or fire.  This versatility comes at the cost of slightly weaker secondary effects  when compared to other power sets. In short, Dual Pistols is a set that  can adapt to most situations by bringing a wide variety of debuffs and  damage types.<\/li>\n<li>The Dual Pistols Power Set is comprised of the following powers:\n<ul>\n<li>Pistols<\/li>\n<li>Dual Wield<\/li>\n<li>Empty Clips<\/li>\n<li>Swap Ammo<\/li>\n<li>Bullet Rain<\/li>\n<li>Suppressive Fire<\/li>\n<li>Executioner&#8217;s Shot<\/li>\n<li>Piercing Rounds<\/li>\n<li>Hail of Bullets<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Demon Summoning<\/strong><\/p>\n<ul>\n<li>Demon Summoning is a primary power choice for the Mastermind  archetype and is also the power set used by the Going Rogue signature  character Desdemona. <em>[I&#8217;ve played with this early on as a pre-subscriber. It&#8217;s a lot of fun; not substantially different from other MM powers thus far (in terms of what the minions do), but still good color-texty.]<\/em><\/li>\n<li>This power set allows the player to summon elemental demons that can  manipulate flame, cold and hellfire. However, what truly sets this  power set apart from other Mastermind primary power sets are the  summoner&#8217;s Hellfire Whip attacks that deal both fire and toxic damage  and reduce the target&#8217;s damage resistance.<\/li>\n<li>The Demon Summoning Power Set is comprised of the following powers:\n<ul>\n<li>Corruption<\/li>\n<li>Summon Demonlings<\/li>\n<li>Lash<\/li>\n<li>Enchant Demon<\/li>\n<li>Crack Whip<\/li>\n<li>Summon Demons<\/li>\n<li>Hell of Earth<\/li>\n<li>Summon Demon Prince<\/li>\n<li>Abyssal Empowerment<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Fiery Embrace Change<\/strong><\/p>\n<ul>\n<li>Fiery Embrace power now adds bonus fire damage for all Melee  Power Set attacks instead of being a normal damage Buff. All Melee Power  Set attacks made for 20 seconds after activating Fiery Embrace will do  bonus damage based on that attack\u2019s damage. This bonus damage IS  affected by enhancements and outside buff\/debuff effects. At low levels,  this means Fiery Embrace will have lower impact than the old  implementation, while at high levels or on teams with lots of +Damage  effects, you will see increased damage output.<\/li>\n<li>Critical damage is not affected by the new Fiery Embrace<\/li>\n<li>Spines Toxic Damage Over Time effect is not affected by the new Fiery Embrace<\/li>\n<li>In PvP, Fiery Embrace uses the previous Damage Buff version.<\/li>\n<li>Fixed Thunder Strike Fiery Embrace bonus \u2013 it was not properly applying the split radius effect.<\/li>\n<\/ul>\n<p><strong>Electric Melee<\/strong><\/p>\n<ul>\n<li>Corrected combat spam for Lightning Rod<\/li>\n<\/ul>\n<p><strong>Shield Charge Changes<\/strong><\/p>\n<ul>\n<li>Made several changes to correct balance problems introduced a few months back: <em>[I&#8217;ve never played a shield guy. Need to try that some time.]<\/em><\/li>\n<li>Brute Version: Damage broken into 2 stages &#8212; stage one has a 5&#8242;  radius and does scale 1.8 Stage 2 has a 20&#8242; radius and does scale 1.275<\/li>\n<li>Tanker Version: Damage broken into 2 stages &#8212; stage one has a 5&#8242;  radius and does scale 2.04 Stage 2 has a 20&#8242; radius and does scale 1.445<\/li>\n<li>Scrapper Version: Damage broken into 2 stages &#8212; stage one has a 5&#8242;  radius and does scale 2.7 Stage 2 has a 20&#8242; radius and does scale 1.9125<\/li>\n<\/ul>\n<p><strong>Fiery Aura<\/strong><\/p>\n<ul>\n<li>Burn \u2013 changed power substantially:\n<ul>\n<li>Added initial hit damage<\/li>\n<li>Removed Fear effect<\/li>\n<li>Decreased tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds)<\/li>\n<\/ul>\n<\/li>\n<li>Consume:  Added Recovery boost per target hit and flat Endurance Drain Resistance value.<\/li>\n<\/ul>\n<p><strong>Martial Arts<br \/>\n<\/strong><em>[Wow. Way to zap all the guides &#8230;]<\/em><strong> <\/strong><\/p>\n<ul>\n<li>Cobra Strike:\n<ul>\n<li>Decreased Recharge Time from 20 seconds to 10 seconds<\/li>\n<li>Increased Endurance Cost from 10.14 to 10.19<\/li>\n<li>Increased damage scale from 0.25 to 1.96<\/li>\n<li>Reduced Stun chance from 100% to 75%<\/li>\n<\/ul>\n<\/li>\n<li>Stalkers Eagle Claw: Increased Recharge time from 12 seconds to 16  seconds, increased damage from 2.28 to 2.92, increased End Cost from  11.86 to 15.18<\/li>\n<li>Scrappers Eagle Claw: Eagles Claw now increases the Critical Chance  of Martial Arts attacks by 33% for 2 seconds after it has been  activated.<\/li>\n<li>Crippling Axe Kick \u2013 increased recharge to 11 seconds, and increased  damage and endurance cost appropriately. Added 10 second scale 1  Defense Debuff.<\/li>\n<\/ul>\n<p><strong>Brutes<\/strong><\/p>\n<ul>\n<li>Fiery Aura\/Fiery Embrace \u2013 The Brute version of this power had a  30 second duration on the Fire Damage buff. This was inconsistent with  the Tanker and Scrapper versions and has been reduced to 20 seconds.   Note with the changes above, this only applies in PVP.<\/li>\n<li>Dark Armor\/Aura of Fear \u2013 The Brute version of this power has a  magnitude was set to 3. This was inconsistent with the Tanker and  Scrapper versions and has been reduced to 2.<\/li>\n<li>Decreased Brute Damage Cap from 850% to 775%.<\/li>\n<li>Modified the Brute Fury Formula so that there is a more gradual  degradation of Fury Build Up while attacking\/being attacked instead of a  sharp fall off at 80%. The fall off begins at 30%.<\/li>\n<li>Reduced Fury Decay Rate from 2 points per second to 0.75 points per second.<\/li>\n<li>The overall result of these two changes to Fury Generation is that  it will be easier to maintain low levels of Fury, while gaining very  high levels of Fury will be more difficult.<\/li>\n<li>Fixed a bug which prevented bonus Fury generation when attacking  other players or very difficult targets such as Archvillains. The bonus  is a flat 5 points per qualifying target hit by the attack, up to 70%  Fury. Note that unlike standard Fury generation, this bonus only applies  if the attack hits the target.<\/li>\n<\/ul>\n<p><strong>Controllers<\/strong><\/p>\n<ul>\n<li>Fixed an issue with Controller Kinetics Siphon Power which  caused it to spam the Combat Log. It now matches other versions of the  power and will only report the initial hit.<\/li>\n<\/ul>\n<p><strong>Defenders<\/strong><\/p>\n<ul>\n<li>Added continuing FX to Defender version of Hail of Bullets while using Toxic ammunition to match other versions of the power<\/li>\n<\/ul>\n<p><strong>Dominators<\/strong><\/p>\n<ul>\n<li>Corrected an issue which prevented Dominators with the Primal Forces APP from taking the final 3 powers.<\/li>\n<li>Changed display name of Fiery Embrace for Dominators to Embrace of Fire<\/li>\n<\/ul>\n<p><strong>Scrappers<\/strong><\/p>\n<ul>\n<li>Scrappers will no longer &#8220;Drift&#8221; more than other AT&#8217;s when coming to a stop while Flying or Hovering. <em>[Yay!]<\/em><\/li>\n<\/ul>\n<p><strong>Stalkers<\/strong><\/p>\n<ul>\n<li>Stalkers will no longer &#8220;Drift&#8221; more than other AT&#8217;s when coming to a stop while Flying or Hovering.<br \/>\nStalker Offensive Toggle powers will now affect no targets while the  Stalker is Hidden. As soon as the Stalker becomes unhidden, the toggle  will begin to affect targets as normal. This means these toggles can be  run while in Hide and they will not break the Hide state, because they  will not hit anything until Hide is broken by some other event. <em>[A good thing for Stalkers. Not an AT I&#8217;ve ever gotten into.]<\/em><\/p>\n<ul>\n<li>Includes Dark Armor\/Cloak of Fear, Dark Armor\/Oppressive Gloom, and Energy Aura\/Repulse.<\/li>\n<\/ul>\n<\/li>\n<li>Broadsword\/Head Splitter now correctly accepts Melee AoE IO Sets instead of Melee Damage IO Sets.<\/li>\n<\/ul>\n<p><strong>Tankers<\/strong><\/p>\n<ul>\n<li>Added Bruising effect to Tanker Secondary Tier 1 powers.  Bruising is a 20% resistible damage resistance debuff which lasts for 10  seconds. Note: only one application of this effect on a given target is  possible at a time.<\/li>\n<li>Increased Tanker Maximum Health multiplier from 2 to 2.2. At level  50, this means a Tanker&#8217;s maximum health when buffed increases from 3213  to 3534. <em>[Yay!]<\/em><\/li>\n<\/ul>\n<p><strong>General<\/strong><\/p>\n<ul>\n<li>Archery\/Trick Arrow (All) &#8211; Cast Time and Animation Changes\n<ul>\n<li>Explosive Arrow cast time reduced from 1.83s to 1.00s<\/li>\n<li>Stunning Shot cast time reduced from 1.83s to 1.00s<\/li>\n<li>Flash Arrow cast time reduced from 1.83s to 1.00s<\/li>\n<li>Ice Arrow cast time reduced from 1.83s to 1.67s<\/li>\n<\/ul>\n<\/li>\n<li>Archery\/Trick Arrow (All) &#8211; Improved the lighting reliability of Oil Slick Arrow.<\/li>\n<li>Traps (All) &#8211; Corrected an error with the animations for Triage  Beacon, Poison Trap and Acid Mortar. The result of this is the reported  animation time has been increased from 2.17 seconds to 2.77 seconds. The  *actual* animation time has been reduced from 2.83 seconds to 2.77  seconds.<\/li>\n<li>Power Pools\/Fitness\/Health \u2013 Fixed a bug that made this power selectable at level 12 instead of level 14.<\/li>\n<li>Purchasable Raptor Packs are no longer usable on &#8216;Master of&#8217; attempts<\/li>\n<li>To reduce the travel times involved in larger zones, we&#8217;ve made a couple QOL changes to some movement powers:\n<ul>\n<li>Increased base Flight Speeds by 50% <strong><em>[Yay!]<\/em><\/strong><\/li>\n<li>Sprint now improves Runspeed by an additional unenhancable portion  equal to its previous value (0.5 scale enhancable + 0.5 scale  unenhanceable buff) <strong><em>[Yay!]<\/em><\/strong><\/li>\n<\/ul>\n<\/li>\n<li>Changed Cast Time for Enforced Morale and Clear Mind to 1.00 seconds to match the new animation<br \/>\n&#8230;<\/li>\n<\/ul>\n<p><strong>Mission Architect<\/strong><\/p>\n<p><strong>Introducing: the Designated Helper<\/strong><\/p>\n<ul>\n<li>We are removing the reduction to rewards based on the number of  allied NPCs in a mission, since that had undesirable side effects and  limited legitimate story telling options. <em>[I understand and appreciate what they&#8217;re doing here, but it seems like still more endless tweaking to a system that will always have balance issues.]<\/em><\/li>\n<li>Instead, a team can only get assistance in the form of buffs and  debuffs (and Autopowers) from a single ally in the a mission. That ally  becomes \u201cThe Designated Helper\u201d.<\/li>\n<li>There can only be one Designated Helper in a map.<\/li>\n<li>If there are multiple candidates for Helper, the FIRST eligible ally  the team encounters that uses its powers will become the Designated  Helper.<\/li>\n<li>In order for an entity to be a candidate for Designated Helper, the following rules need to be true:\n<ul>\n<li>The candidate must Follow the player:\n<ul>\n<li>Added via choosing an Advanced Mission Goal of:\n<ul>\n<li>Add an Ally<\/li>\n<li>Add An Escort<\/li>\n<li>NOTE: If the Author chooses \u201cRelease a Captive,\u201d the Captive will  not follow players and is not a candidate for Designated Helper.<\/li>\n<\/ul>\n<\/li>\n<li>The candidate must have the \u201cFollow \u201c behavior set in the goal Settings\n<ul>\n<li>Ally: \u201cAlly Behavior\u201d is \u201cFollow\u201d<\/li>\n<li>Escort: \u201cArrival Behavior\u201d is \u201cFollow\u201d<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>The candidate must have its combat abilities set to either:\n<ul>\n<li>Aggressive<\/li>\n<li>Fight Defensive<\/li>\n<\/ul>\n<\/li>\n<li>The ally becomes the Designated Helper once it USES its powers, and  Defensive allies only use powers defensively, so if the team meets an  Aggressive ally before the Defensive ally uses its powers, the Defensive  entity will NOT become the Designated Helper.<\/li>\n<li>It is possible for the team to end up with a Designated Helper with  no buff\/debuff powers if the first candidate the player meets does not  have Buff\/Debuff powers but is set to Aggressive or Fight Defensive.<\/li>\n<li>NOTE: Allies with combat abilities set to \u201cNon Combat\u201d or \u201cPacifist\u201d will not be the Designated Helper<\/li>\n<li>No other allies in the map will use their buff\/debuff abilities.   They also won\u2019t use any Autopowers, summon any pets or use  location-based attacks (like Rain of Fire) or chaining attacks (like  Chain Induction).\n<ul>\n<li>Including any friendly bosses, patrols, ambushes, etc.<\/li>\n<li>Including any Designated Helper candidates after the first<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>If the author adds more than one buffing ally to the map, and sets  those allies to follow the team, after the first ally they will not use  their buffing powers. They will still follow the team so goals can be  completed and will use offensive powers to attack enemies, but only one  ally will use their non-offensive abilities. If the non-DH allies do not  have offensive capabilities, they will not do anything other than  follow, much like a non-combat escort\/ally.<\/li>\n<\/ul>\n<p><strong>General<\/strong><\/p>\n<ul>\n<li>Players can now fight Doppelganger versions of themselves. This  can be found in the Boss Enemy Group &#8220;Doppelganger&#8221;. Players can mix and  match to create different types of doppelgangers. The following choices  are available: <em>[Doppelgangers FTW! Yay! Every GM loves Doppelgangers!]<\/em>\n<ul>\n<li>Shadow<\/li>\n<li>Demon<\/li>\n<li>Reverse<\/li>\n<li>Random Powers<\/li>\n<li>Ghost<\/li>\n<li>Inverse<\/li>\n<li>Angel<\/li>\n<li>Black and White<\/li>\n<\/ul>\n<\/li>\n<li>Custom Critters &#8211; fixed several small errors in the amount of XP  weight certain powers were awarding in the custom XP calculations.<\/li>\n<li>Alignment Tips will not drop in missions from Architect Entertainment.<br \/>\n&#8230;<\/li>\n<\/ul>\n<p><strong>Combat Mode Auras<\/strong><\/p>\n<ul>\n<li>Players now have the ability to set all Auras to \u201cCombat Mode\u201d.\u00a0 <em>[Brilliant!]<\/em>\n<ul>\n<li>Combat  Mode Only versions of all auras have been added to the Tailor and  Facemaker. These auras will only turn on when your character engages in  combat. They are selectable from Aura -&gt; Effect menu. (Note: The  option for persistent Auras (always on) is still available.)<br \/>\n&#8230;<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><span style=\"font-size: small;\"> <\/span><span style=\"font-size: small;\"><strong>PRAETORIA<\/strong><\/span>Welcome to Praetoria, the dark mirror version of Primal Earth.  Its  reflection is one of a utopia where there is little to no crime and to  look down upon the city from on high, you would believe it to be a  peaceful, happy place.  Marcus Cole, the Emperor of Praetorian Earth is  looked upon as a savior, but others know there&#8217;s more to the story that  isn&#8217;t written in the history books.  Most citizens of Praetorian Earth  respect him or even love him.  Some who know the truth fear him, and  fewer still dare to stand against the lies.  No matter what he is called  in the halls of power or history books, no one can stop the hushed  whispers in the streets and back alleys of his empire where he is called  by another name&#8230;Tyrant. <em>[New zones FTW!]<\/em><\/p>\n<p><strong>ZONES<\/strong><\/p>\n<p><strong>Nova Praetoria<\/strong><\/p>\n<ul>\n<li>Level Range 1 to 10<\/li>\n<li>Access to Nova Praetoria:\n<ul>\n<li>Players arrive in Nova Praetoria following the tutorial.  They will also start here when the tutorial is bypassed.<\/li>\n<\/ul>\n<\/li>\n<li>Significant Buildings:\n<ul>\n<li>Cole Transport Authority (CTA)\n<ul>\n<li>Players travel between zones at the CTA subway system.<\/li>\n<\/ul>\n<\/li>\n<li>Imperial Bank of Praetoria\n<ul>\n<li>Players are able to store salvage at the Imperial Bank<\/li>\n<\/ul>\n<\/li>\n<li>Loyalist Lounge\n<ul>\n<li>This is the lounge for those most dear to  Emperor Cole and his senators.  Only the most trusted of his citizenry  may venture here.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Significant Contacts\n<ul>\n<li>Trainer\n<ul>\n<li>Praetor Duncan \u2013 Located in the Magisterium courtyard.<\/li>\n<\/ul>\n<\/li>\n<li>Vendors\n<ul>\n<li>Vendor 56-925 and Merit Vendors are located in the Magesterium.<\/li>\n<li>Vendors may also be found in the north and south ends of the island.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Mission Contacts\n<ul>\n<li>Praetor White \u2013 Located in the Magesterium,  this is the first contact for all members of the Powers Division  (Resistance and Loyalist)<\/li>\n<li>Provost Marchand and Calvin Scott are your handlers as members of the Loyalists or Resistance.<\/li>\n<li>At level 5, Calvin Scott will lead you to Robert Flores; or  Santiago, who directs you to meet Ricochet in the Underground.  At this  point you may choose the path of a Warden or Crusader.<\/li>\n<li>At level 5, Provost Marchand will offer you a choice between the  Deputy Assistant of Information and Chief Interrogator Washington.  This  will start you down the paths of Power or Responsibility.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Underground \u2013 Nova Praetoria<\/strong><\/p>\n<ul>\n<li>Significant Locations\n<ul>\n<li>Resistance Hub<\/li>\n<\/ul>\n<\/li>\n<li>Significant Contacts \u2013 All located in the Resistance Hub.\n<ul>\n<li>Trainer\n<ul>\n<li>Vanessa DeVore<\/li>\n<\/ul>\n<\/li>\n<li>Mission Contacts\n<ul>\n<li>Ricochet<\/li>\n<li>Jack Hammer<\/li>\n<\/ul>\n<\/li>\n<li>Splice<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Imperial City<\/strong><\/p>\n<ul>\n<li>Level Range 9 to 15<\/li>\n<li>Access to Imperial City:\n<ul>\n<li>Players can reach this zone via the  CTA subway system, the Underground, or by simply travelling towards the  city seen in the distance from Nova Praetoria.<\/li>\n<li>In Pocket D, Praetorians can return to Imperial City\u2019s Studio 55 where they can continue their party in their own dimension.<\/li>\n<\/ul>\n<\/li>\n<li>Significant Buildings:\n<ul>\n<li>Cole Transport Authority (CTA)\n<ul>\n<li>Players travel between zones at the CTA subway system.<\/li>\n<\/ul>\n<\/li>\n<li>Cultural Direction and Education Center (CDEC)\n<ul>\n<li>The CDEC is  where all of Emperor Cole\u2019s \u201cpropaganda\u201d is created and distributed and  where Praetorian citizens gather for higher learning and cultural  wisdom.  The CDEC is also where they are able to access invention tables  to create all things for the glory of Cole.<\/li>\n<\/ul>\n<\/li>\n<li>Imperial Bank of Praetoria\n<ul>\n<li>Players are able to store salvage at the Imperial Bank<\/li>\n<\/ul>\n<\/li>\n<li>Studio 55\n<ul>\n<li>Studio 55 is the place to see and be seen.<\/li>\n<\/ul>\n<\/li>\n<li>Trading House\n<ul>\n<li>The Trading House allows players to buy and sell in Praetoria..<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Significant Contacts:\n<ul>\n<li>Trainer\n<ul>\n<li>Nightstar \u2013 Located in front of the CTA Building (near People\u2019s Park)<\/li>\n<\/ul>\n<\/li>\n<li>Respec Trainer\n<ul>\n<li>John Snow \u2013 Located in Studio 55<\/li>\n<\/ul>\n<\/li>\n<li>Tailor\n<ul>\n<li>Rita Mayfair \u2013 Located outside of the Tailor shop in Aureas<\/li>\n<\/ul>\n<\/li>\n<li>Inventions\n<ul>\n<li>Relations Expert Verna Arcola &#8211; Invention Tutorial starting contact at Level 10.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Vista Zoning Tech <\/strong><\/p>\n<ul>\n<li>Your character can reach Imperial City by flying, running,  teleporting, jumping, swimming or walking to it from any point along the  border of the two zones.\u00a0 <em>[Yes! No islands and\/or war walls!]<br \/>\n<\/em><\/p>\n<ul>\n<li>Expected behavior: Your character  should appear at a similar location on the \u201copposite\u201d side of the zone  border. (For example, if your character crosses a bridge to Imperial  City, the character should not appear in the water on the other side.).<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Underground \u2013 Imperial City<\/strong><\/p>\n<ul>\n<li>Significant Locations\n<ul>\n<li>Resistance Hub<\/li>\n<\/ul>\n<\/li>\n<li>Significant Contacts (Resistance Hub)\n<ul>\n<li>Storage Assistant \u2013 you can store your salvage<\/li>\n<li>Marcus \/ Cerys \u2013 Resistance who have secretly tapped into the Trading House pipeline.<\/li>\n<li>Tailor \u2013 Tailor 4-5264<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Neutropolis <\/strong><\/p>\n<ul>\n<li>Level Range 16 to 20<\/li>\n<li>Access to Neutropolis:\n<ul>\n<li>Players can reach this zone via the  CTA subway system or by simply travelling towards the city seen in the  distance to the west of Imperial City.<\/li>\n<\/ul>\n<\/li>\n<li>Significant Buildings:\n<ul>\n<li>Cole Transport Authority (CTA)\n<ul>\n<li>Players travel between zones at the CTA subway system.<\/li>\n<\/ul>\n<\/li>\n<li>Neuron Technologies Unlimited\n<ul>\n<li>The headquarters of Neuron is  quite something to behold. He has money and lots of it and it has not  gone to waste here. His building is the second tallest in Praetoria, the  shiniest, and is the center of technological innovation in Praetoria.<\/li>\n<\/ul>\n<\/li>\n<li>Keyes Reactor\n<ul>\n<li>The source of the city&#8217;s power, this island is devoted solely to supporting the reactor and everyone who works there.<\/li>\n<li>The most notable feature of the anti-matter reactor are the cooling  towers. Nearly ten stories in height, these high-tech marvels bear the  singular design aesthetic common to all of Anti-Matter&#8217;s structures. At  the base of the towers are the industrial installations essential to the  reactor&#8217;s functioning: platforms sandwiched atop each other, threaded  with pipes and conduits, while catwalks connect to other ancillary  structures.<\/li>\n<\/ul>\n<\/li>\n<li>Imperial Bank of Praetoria\n<ul>\n<li>Players are able to store salvage at the Imperial Bank<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>Significant Contacts can be found beneath Neuron\u2019s Tower\n<ul>\n<li>Trainer\n<ul>\n<li>Battle Maiden<\/li>\n<\/ul>\n<\/li>\n<li>Vendors:\n<ul>\n<li>Vendors 36-287<\/li>\n<li>Merit Vendors<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>New Villain Groups<\/strong><\/p>\n<ul>\n<li>Ghouls<\/li>\n<li>Praetorian Police Department<\/li>\n<li>Praetorian Clockwork<\/li>\n<li>Resistance<\/li>\n<li>Seers<\/li>\n<li>Syndicate<\/li>\n<li>Destroyers<\/li>\n<\/ul>\n<p><strong>Critter Leashing<\/strong><\/p>\n<ul>\n<li>All spawns in Nova Praetoria, Imperial City and Neutropolis will  now \u2018leash\u2019 to their spawn locations after 210ft, when engaged in  combat.\u00a0\u00a0 <em>[Interesting. I look forward to seeing how this actually works.]<br \/>\n<\/em><\/p>\n<ul>\n<li>Enemies which leash to their location will cease  attacking players, will return to full health and endurance, and will  become untargetable and unselectable while returning to the vicinity of  their spawn location.<\/li>\n<li>Leashed spawns cannot be re-engaged until they have reached their  spawn area, at which point they will become targetable and selectable  again.<\/li>\n<li>Leashing is used in these three zones only and in no other zones.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><strong>Invention<\/strong><\/p>\n<ul>\n<li>The Backup Radio Invention Temporary Power summons a Resistance  Veteran for Resistance Members and a Praetorian PD Sergeant for  Loyalists.<\/li>\n<\/ul>\n<\/div>\n<div><em>[Lots of new stuff &#8230; and new fun stuff.]<\/em><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Market merge has happened! Patches are downloading! I18\/GR stuff available tomorrow, except for pre-orders who get it tonight.\u00a0 Woot! (And all the servers are yellow and red &#8230;) And the details &#8212; well, an abridged version &#8212; of the patch notes [with comments] &#8230; &#8230; COMBINED Merging Hero and Villain Economies Influence, Infamy and Information &hellip; <a href=\"https:\/\/hill-kleerup.org\/blog\/heroes\/2010\/08\/cox-i18-going-rogue-woot.html\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;CoX: I18! Going Rogue! Woot!&#8221;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_seopress_robots_primary_cat":"","_seopress_titles_title":"","_seopress_titles_desc":"","_seopress_robots_index":"","footnotes":""},"categories":[14,7],"tags":[],"class_list":["post-1694","post","type-post","status-publish","format-standard","hentry","category-champions-online","category-resources-rules"],"_links":{"self":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/1694","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/comments?post=1694"}],"version-history":[{"count":2,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/1694\/revisions"}],"predecessor-version":[{"id":1696,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/posts\/1694\/revisions\/1696"}],"wp:attachment":[{"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/media?parent=1694"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/categories?post=1694"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hill-kleerup.org\/blog\/heroes\/wp-json\/wp\/v2\/tags?post=1694"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}