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COXG/ThunderSpyGaming QA Test patch + BASE RAIDS?!?
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You've defeated an aspect of Rularuu the Ravager and successfully released his stolen Item of Power from the Cathedral of Pain! You received The Perfect Eye.

Active working Item of Power

Cathedral of Pain Raid in Process

Active working Oracle granting Mission

Oracle storyline

Oracle Active

Hello Everyone! DrBrain here with news for everyone to enjoy!

We have been quiet for some time working on multiple of projects within our community and I feel today is the day we can share some things with you all as a way to promote our server and work to the community as a whole!

From the server that gave you WATER CONTROL, WIND CONTROL, TELEKINETIC ASSAULT, HOLY LIGHT

THUNDERSPYGAMING

as always, I will be explaining how to properly connect to our Test server and Main server here before listing all the patchwork and updates so you may try everything out accordingly.

DISCORD LINK: https://discord.gg/5gyKmuk

HOW TO CONNECT WITH OUR NEW MANIFEST(MAIN SERVER)how to update your client

Download Creamsoda: https://github.com/thunderspynetwork/creamsoda/releases

  1. Open CreamSoda.exe
  1. go to options

  2. at the bottom will be your manifest list, above it is an address bar with an "add" button

  3. type in https://www.thunderspygaming.net/styles/freedom/manifest.xml

  4. press Add and highlight the new manifest

  5. press okay and click Re-Validate

  6. Highlight /coxg/ and press Play once done updating

NOTE: IF YOU HAVE PLAYED ON COXG BEFORE WITHT HE OLD MANIFEST U MUST DELETE YOUR COXG FOLDER FOUND IN YOUR CREAMSODA FOLDER BEFORE FOLLOWING THESE STEPS ABOVE.

HOW TO CONNECT TO THE TEST SERVER

  1. download CreamSoda
  1. Go to Options and add the following to the manifest list

  2. https://qa.thunderspygaming.net/

  3. Re-Validate files (Note: if Coxg QA crashes when loading you must delete your coxg folder and revalidate again)

  4. Launch the game under coxg QA

  5. Have fun testing!

Alright, with that out of the way lets talk about the bulletins to see here.

  1. Supergroup/Villian Group Base raiding project(TEST SERVER ONLY)
  2. Mastermind reworks/balancing(TEST SERVER ONLY)
  3. Power updates(TEST SERVER ONLY)
  4. Bug fixes/Quality of Life changes(TEST SERVER ONLY)
  5. New Imageboard for our Forums

SG BASE RAID PROJECT

So from my previous voice chat meetings on our Discord, we have discussed the idea of bringing back Base Raiding to its original creation and update it for everyone to enjoy. We can safely say we are about 90% completion on that front. At this time, we have reactivated IoP with all its original properties, all base raiding items needed in your base are now active and working, and the original Questline "Cathedral of Pain" is now properly working and dropping IoPs for your base. Once all IoPs have been disburst, base raiding functionality will commence and SG base Owners will be able to set times and dates for raids to occur. At this time the only function we have left to finish is pointing the base raid teleporter to the proper bases for raiding. Once that is complete, you will be able to raid 100% as intended from start to finish on the Test Server.

MASTERMIND REWORKS/BALANCING

Mercenaries Update

*Soldiers:*

New Costume based on Spec Ops design.

1 extra Soldier, due to medic being moved to own power.

- Removed Brawl Gave Burst a 15-Arc Cone

Frag Grenade for early level group control

Increased Resistances to soldier by ~12% & added Recovery

Health Regen

*Medic:*

New costume

Medic is now summoned separately from Soldiers. (A third Soldier takes his place in Soldiers.)

- Removed Brawl Medic has two heals, a single target heal and AoE heal, both on 10 sec cooldown.

Stimulant is now an AoE and places a Heal DoT on friendlies Final Upgrade is Field Medic skill. - Medic has NO ATTACKS

*Spec Ops:*

Web Grenade is now an AOE attack, 20 yds

- Removed Brawl Replaced Rifle Butt for BeanBag Mag 2.5 Stun

Increased Snipe's Damage by 1.2%

Replaced Stealth with Targeting Drone as it really didn't help and snipe needed the Accuracy Buff

Increased Resistances to soldier by ~12% & added Recovery

Health Regen

*Commando:*

Increased Resistances to soldier by ~12% & added Recovery

Health Regen

Reduced Cooldown of Rocket Launcher to match Assault Bot Rockets

Reduced the frequency of Knockback/changed to Knockdown

Summon 2 Soldiers, they last 120 seconds and cooldown is 200 seconds.

- Removed Brawl

*Equip Mercenary:*

Passive Power, Once bought, every 5 seconds it Pulses to upgrade any new or re-summoned pets

*Tactical Upgrade:*

Passive Power, Once bought, every 5 seconds it Pulses to upgrade any new or re-summoned pets

*Serum:*

Increased range & turned into an AOE for pets Duration set to 60 seconds

- Endurance cost raised to 25 Recharge time reduced to 100 seconds Crash reduced to 50% of cur%pet powerpool

- Bonuses from Serum reduced ~3.7%

Mercs on QA Test

Necromancy

LifeDrain: Now Aoe, Heals only the caster. (might change in the future)

Zombie Horde: Zombies have slithly better resistances and regeneration like Merc pets.

Replaced Zombie Brawl attacks with Lethal/Smash and a chance for Toxic Dmg

Replace Vomit with another Zombie Brawl with a chance for Knockdown and Lethal

Enchant Undead: Auto Passive, pulsing every 10seconds to rebuff any missed or newly created pets.

Grave Knight: Increased defences slightly and added Lethal/Fire/Smash defense bonus

Whirling Blade for AOE attack

-Removed Darkblast Added AoE Taunt with Riptide effect, allowing the Graveknight to pull Aggro and maintain Taunt

Movetome in riptide has only a 0.5% chance to move anything higher than a Boss

Tier 2 Upgrade gives Invulnerabillity allowing the Grave Knights a higher chance of surviving large groups that were taunted.

Soul Extraction: Toggle power, with minimal Drain (might change) Fires off every 10 seconds with an AoE than Summons a Zombie per dead foe nearby, no more targeting required, There is no upper limit to how many you can have, but they only last ~25 seconds This will drive you to push through tasks fast to keep your zombie horde up and running, while also maintaining your 3 zombies and 2 grave knights.

Lich: -Removed Lifedrain Added Twilight Grasp in it's place

Lich can Summon Ghost minion to serve him for 170 seconds, with a 200 second cooldown

Possess, migrated from the Darkness Control Tree

Petryfying Gaze is now a small AoE

Tenebrous Tentacles Radius and Cone increased to 60/45 respectively

Empowered Undead: Auto Passive, pulsing every 10seconds to rebuff any missed or newly created pets.

POWER UPDATES

-- Powers

Trick Arrow - Now fanfic trick arrow

Slight decrease in recharge times

Flash Arrow has an additional high magnitude -tohit debuff on a single target with very short duration.

Single Targets Entangle, Ice, Acid Arrow has enchanced and additional effects if target is immobilized or held.

Glue Arrow now has a chance to immobilize targets walking on it

Poison Gas Arrow has a chance to placate those standing in it.

Distruptor Arrow now also provides a tohit debuff

EMP no longer causes a player end crash

Dominator Electric Assault Thunder Strike Knockback reduced to Knockdown

Dominator Illusion Control fixed a bug that made three of the decoys level 1

Dominator Illusion Control Pandemonium Made the domination confuse 100% it has been reduced.

Dominator Psi Mastery World of confusion tick rate increased, end cost reduced (techncially the end cost should be the same now)

BUG FIXES/FEATURES

-- Features

Globally, all level restrictions of missions and storyarcs have been removed. You are no longer barred from any avalible missions for leveling up. May allow you to get newspaper/radio missions outside of your intended level. Mayhem / Safeguard , tips inclusive Also being a level 50 praetorian

KNOWN ISSUES: some villain groups and NPCs (notably low level encounters like hellions) do not have spawns up to level 50, and will only spawn up to their maximum avalible levels. Please report these so we may aggregate affected villain groups to enable spawn all the way up to level 50 for them.

All Task/Strike Forces now only require 3 players minimum to start. No more waiting for full groups. Spawns should match your group size, but your ability to finish TF's with a small group is not guaranteed.

- Bug Fixes

Dr. Otis storyarc turret computer should now spawn correctly

A Possible Summer Blockbuster Door fix.

-- Quality of Life

TPN iTrial length reduced.

Minimal FX option for ice armor ability.

NEW IMAGEBOARD FORUMS

As requested, we have implimented a Image Board for our community to discuss our server more in depth and we welcome all other users from all other servers to please use it and enjoy it. Its anonymous and all information related to rules/regulations are located on the page itself.

CITY OF HEROES IMAGEBOARD

Thank you all for helping us become the community we are today. We appreciate it from the bottom of our Hearts. We hope you all enjoy the new work on the Test Server.

I want to take this time to give a shout out to our wonderful team for all the work they do.

CODER TEAM

--Pako

--Bubblewrap

--Zeus

--Senpai

--Gor

--Orange Blue Hue

--Deverger

--DrBrain

--Pazaz(Ouro Support)

--Dead Cat Defender

Big shout out to Rebirth Team and Ouroboros Team for the QOL help they gave us on various different projects we are still working on. Thank You Pluto, Retched, Clowd, ManicCoder, PortalCorps Team, SCOTS.

P.S.

Hint at our next major project ;)

What did he mean by this?

EMAIL: [[email protected]](mailto:[email protected])

Discord: drbrain#9418

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