Update log
Full Ship of Heroes update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Server
- Gameplay
- Fixes
- Balance
- Workshop
- UI and audio
Daily updates are posted here:
https://shipofheroes.com/forum/patch-notes/
Top fixes
· Servers are now stable
· Improved public instancing routing for grouped players.
· Fixed some spots where NPCs could spawn in places that characters were unable to reach in some cases.
· Fixed a bug that was causing auto cast to disable itself.
Adjustments and fixes
Powers
· Fixed an application issue with resistance augmentations.
· Percentage based health effects now have their values properly reflected in tool tips.
· Reduced Gut Punch's cool down time from 5 to 3 seconds.
· Reduced innate tank defense and resistance bonuses.
· Passive buffs now begin at half effectiveness at level 1 and then scale up to full effectiveness by level 20.
· Powers will now properly consume energy.
· Reduced the magnitude of resistance buffs.
· Fixed an issue with Flash of Insight's duration.
· Made some small downward adjustments to NPC accuracy.
· Fixed a bug which would not save auto-slotted actions if you zoned shortly after auto-slotting the power in your action bar.
· Flash of Insight now has up to a 20 second duration and a 1 minute cool down. It should be noted this is a ground targeted radius that will last for 20 seconds. Entering the area grants the buff, and leaving the area of effect will remove it.
· Concentrated Darkness had its duration increases, to bring it in line with Overchill.
· Damage Boosting effects on player powers had their numbers reduced in many cases, as part of balancing pass.
· Focus Qi, Whetstone, and Brass Knuckles had their duration increased to 25 seconds.
NPCs
· Made some adjustments to NPC accuracy across the board. You can expect fewer misses on equal level NPCs, with bonuses based on level differentials.
· Fire element and Nagdellian Warbeast sound effects should now obey volume settings.
· Made small damage reductions to the Showdown boss damage output.
· Removed Energy Recovery debuffs from Red Sigil NPCs.
· Red Sigil NPCs should be a little easier than they were previously.
Many NPC special attacks had their energy cost increased.
Missions
· Improved server side performance in the Plasma Cannon missions.
· Combat Biology II: You no longer need to change areas before being able to see the Overpowered Scanner.
· The Great River of Trade: Fixing some redundant dialogue conditions and adding some catches for missed return missions
· Snow Lair - Updating and balancing rewards. Some new items were added, and rewards rebalanced.
· Improved the wave spawn locations in the Snow Lair.
· Apotheosis - Yekus Ambush - Potentially fixed an issue causing enemies to spawn above the ceiling of Apotheosis - Yekus Ambush and be unhittable.
· Expeditionary Force: Added a "Strange Reading" Icon to the map to help guide players to important areas.
· Fixed broken sidewalk material on bridge.
· Combat Biology: improved goal wording.
UI
· Made some adjustments to the Mission Indexes icon colorations to make it easier to tell which missions have been completed, and which ones haven't.
· If you are in a team, the team's active mission will now appear with a redder tint on the mission tracker.
· The Map input key can now be rebound.
Social
· The Supergroup window's Form Supergroup buttons should now automatically toggle when your target changes, if it is open and you qualify to do so.
· Supergroup promotions should now be persistent. This corrects a bug.
· Potentially fixed the issue of players
Source
