Idea - Nigerian Civilisation, Film Studio District, Great Filmmakers and Wonders
So I had an idea about how to include Film into the game, as it has been an important cultural and political tool for over a century at this point. It would work in a similar way to the Theatre Square and the Great Writers/Artists/Musicians, unlocked in the Modern Era, and becomes very powerful in tourism the more it is invested in. It would also come with new Wonders and Natural Wonders to reflect this new addition, as well as a new civilisation and a new improvement for America. I don't have very much experience in coding and 3-D modelling, so if anyone wants to give it a try, here are the ideas I've come up with; District: Film Studio +1 Great Filmmaker Point. Major Bonus (+2 Culture) with Theatre Square and Industrial Zone. Minor Bonus (+1 Culture) with other districts. Building 1: Movie Set +1 Great Filmmaker Point, +1 Great Writer Point. +2 Great Work of Film Slots. +2 Culture (+3 when Powered). 1 Gold Maintenance. Building 2: Animation House +1 Great Filmmaker Point, +1 Great Artist Point. +2 Great Work of Film Slots. +2 Culture (+4 when Powered). 3 Gold Maintenance. Building 3: Special Effects Warehouse +1 Great Filmmaker Point, +1 Great Scientist Point. +2 Great Work of Film Slots. +4 Culture (+6 when Powered). 5 Gold Maintenance. Project: Film Premiere Grants Culture, Gold and Great Filmmaker Points per 15% Production used. Wonders Hollywood Sign +2 Great Work of Film Slots. +100% Tourism from Great Works of Film to other civilisations from this city. Grants a Free Great Filmmaker. Must be built on hills adjacent to Film Studio with Movie Set. Grauman’s Chinese Theatre +2 Great Work of Film Slots. +2 Gold per Great Works of Film in this city. Increases Film Premiere Project yield to 25%. Must be built on flat terrain adjacent to Film Studio with Animation House. Pinewood Studios +2 Great Work of Film Slots. +4 Production, +4 Science in this city. Must be built on flat terrain adjacent to Film Studio with Special Effects Warehouse. Gaumont Palace +3 Great Filmmaker Points. +4 Great Work of Film Slots. Must be built adjacent to City Centre. Disneyland Park +5 Amenities. +20% Tourism from Great Works of Film to other civilisations from all cities. Must be built adjacent to Entertainment Complex or Water Park. Palais des Festivals et des Congrès +20% Culture in this city. +4 Great Work of Film Slots. Grants a free Great Filmmaker. Must be built adjacent to Coast. Raj Mandir Cinema +3 Culture, +3 Amenities from entertainment to each City Centre within 6 tiles. +4 Great Work of Film Slots. Must be built adjacent to Film Studio. Kinepolis Madrid Ciudad de la Imagen +6 Great Work of Film Slots. +2 Food, +2 Culture and +1 Gold on all Desert tiles in this city. Must be built on Desert without Hills. Matamata +4 Great Work of Film Slots. +2 Appeal to all Tiles in this city. Must be built on Plains or Grassland Hills, adjacent to Film Studio. Doune Castle +2 Culture. +2 Great General Points. Provides the same defensive bonuses as the Fort improvement. Must be built on Hills adjacent to River. Griffith Observatory +3 Culture, +3 Science. +1 Great Filmmaker Point, +1 Great Scientist Point. Must be built on Hills adjacent to Mountain. Timberline Lodge +3 Culture. +1 Great Filmmaker Point, +1 Great Writer Point. +2 Amenity to every Ski Resort in your civilisation. Must be built on Snow or Tundra Hills adjacent to Mountain. Tabernas Desert (Natural Wonder) Two tile Desert wonder. +2 Culture per tile. Major bonus (3+ Culture) with Film Studio and Theatre Square. Point Dume (Natural Wonder) One tile Coast cliff wonder. +4 Culture, +2 Food. +4 Appeal to adjacent tiles. Hanapepe Valley (Natural Wonder) One tile Rainforest Hill wonder. +2 Culture, +2 Science. Grants +3 Amber luxury resources to city that owns the tile. Great Filmmakers Modern Era:
Lumière Brothers: “La Sortie de l’usine Lumière à Lyon”, “Le Jardinier (l’Arroseur Arrosé)”
Georges Méliès: “A Trip to the Moon”, “The Impossible Voyage”
Edwin S. Porter: “The Great Train Robbery”, “Rescued from an Eagle’s Nest”
Charlie Chaplin: “Modern Times”, “The Great Dictator”
Sergei Eisenstein: “The Battleship Potemkin”, “October”
Buster Keaton: “The General”, “The Cameraman”
Erich von Stroheim: “Greed”, “The Merry Widow”
Atomic Era:
Fritz Lang: “Metropolis”, “M”
Alan Crosland: “The Jazz Singer”, “Don Juan”
John Ford: “The Informer”, ‘How Green Was My Valley”
Victor Fleming: “The Wizard of Oz”, “Gone with the Wind”
Merian C. Cooper: “King Kong”, “Mighty Joe Young”
René Clair: “Under the Roofs of Paris”, “Le Million”
Walt Disney: “Snow White and the Seven Dwarfs”, “Bambi”
Michael Curtiz: “Sons of Liberty”, “Casablanca”
Orson Welles: “Citizen Kane”, “The Magnificent Ambersons”
Frank Capra: “It’s a Wonderful Life”, “Mr. Smith Goes to Washington”
William Wyler: “Roman Holiday”, “Ben-Hur”
Akira Kurosawa: “Seven Samurai”, “The Hidden Fortress”
Ingmar Bergman: “Smiles of a Summer Night”, “The Seventh Seal”
Satyajit Ray: “Pather Panchali”, “The Music Room”
Alfred Hitchcock: “Psycho”, “Vertigo”
Sergio Leone: “A Fistful of Dollars”, “The Good, the Bad and the Ugly”
Stanley Kubrick: “Dr. Strangelove”, “A Clockwork Orange”
Martin Scorsese: “Taxi Driver”, “Raging Bull”
Steven Spielberg: “Jaws”, “Jurassic Park”
Francis Ford Coppola: “The Godfather”, “Apocalypse Now”
George Lucas: “American Graffiti”, “Star Wars Episode IV: A New Hope”
Ridley Scott: “Alien”, “Blade Runner”
James Cameron: “Terminator”, “Titanic”
Robert Zemeckis: “Back to the Future”, “Forrest Gump”
Sofia Coppola: “The Virgin Suicides”, “Lost in Translation”
Ron Howard: “A Beautiful Mind”, “Frost/Nixon”
Peter Jackson: “Lord of the Rings: Fellowship of the Ring”, “Lord of the Rings: Return of the King”
Bong Joon-ho: “Memories of Murder”, “Parasite”
Guillermo del Toro: “Pan’s Labyrinth”, “The Shape of Water”
Christopher Nolan: “The Dark Knight”, “Inception”
Russo Brothers: “Captain America: The Winter Soldier”, “Avengers: Endgame”
Ana DuVernay: “Selma”, “A Wrinkle in Time”
Alfonso Cuarón: “Gravity”, “Roma”
Alejandro González Iñárritu: “Birdman”, “The Revenant”
Greta Gerwig: “Lady Bird”, “Little Women”
Baseball Field - American Unique Improvement Unlocked with Civil Engineering. +2 Amenities (+3 with Professional Sports). +2 Gold (+4 if adjacent with Entertainment Complex). +1 Appeal. +2 Culture. +1 Housing (with Globalisation and/or if adjacent with City Centre). Must be built on flat terrain. Limit of one per city. Tiles with Baseball Field cannot be swapped. Nigeria, led by Obafemi Awolowo Civilisation Ability: Giant of Africa Gain 10% Culture and Faith in proportion to Food Growth in cities. Unimproved Marsh tiles provide +1 Production. Leader Ability: Odole Oodua Earn +1 Diplomatic Favour per turn for every Suzerainty. Levying city-state units costs 50% less than usual. Unique Unit: Yan Lifida Stronger and more expensive than the Knight, which it replaces. Starts with one promotion. Gains +2 Movement and +5 Combat Strength for 10 turns after declaring a Protectorate War. Unique District: Nothing-Wood Studio Replaces Film Studio. Reduces maintenance costs of buildings in district by 1 Gold. +1 Additional Great Filmmaker Point per turn. +2 Food for every incoming trade route to city. Leader Agenda: Path to Nigerian Freedom Likes civilisations with high Culture output. Dislikes civilisations competing for city-states. Hates civilisations aggressive towards city-states.
Some Simple tips for CD devs to make CP2077 feel more alive in upcoming DLCs (Please read)
First off, this game was an aesthetic treat and compared to GTAV, it is indeed much more "dense" with the core areas so much more beautiful in that regard... But no game is perfect, nor is it realistic in this decade to expect a full "city simulator" for any dev or in any game, so that's not what I'm expecting out of Night City not even under the most ideal of circumstances... That said, there are plenty of room for improvement, bug fixes sure, but also beyond that I'd like to see more in the upcoming DLC's that make NightCity more alive, not even necessarily newer and larger maps, but just practical added-elements and additional functional components that would go a long way towards making the city appear more 'alive', and immersive and dynamic and all that was illuded to but never fully manifested... So in terms of most bang for buck and the low-hanging fruit (80/20 principle): In real life there is a sense of interconnecitivity and permanance... NightCity doesn't have this and is just a disconnected Hodgepodge of static elements that have no effect on one another... for example I should be able to balance the transportation cost of getting to work versus the career path that I want and the amount of money I'm making and taking into account my net worth... it wouldn't make sense for me to accept an entry level position that requires hours of commute every morning when I'm living on the other end of town... and on the otherhand if I'm processed to a VP making bigly bucks I can afford to take the automated air taxi every morning to work in central business district and still live outside by the beautiful beachfront property etc... likewise a downturn in the economy will affect my company and I could get laid off or no bonus for the year, or if I'm working a gig job that is seasonal then come spring I wouldn't need to find a second side gig to make up for the loss of income... and all of that ties into what kind of loft I can afford, what kind of car I can buy/lease/rent and the food I can eat (tv dinner vs fine dining) and the cloths that I can put in my back which affects the sort of women on the street that I can radnomdly hit on and get intro interested into d going on a date with me etc etc etc... its all interconnected and has a continuation that affecst so much more than just mindless NPCs spawning and despawning right in front on my eyes... #TRANSPORTATION 1) Bring back (or rather develope for the first time) the promised subway system... this shouldn't be that hard to do... it would add an element of connectivity of the different parts of the city... Leave fast travel as an option, for those that want to ride the train shouldn't be forced to use loading screens 2) Air taxi(s) -- in the age of Telsa self driving cars, hyperloops, drone taxis we should have plenty of automated air taxi options in the world of CP2077, basically like the taxi hailing component in GTAIV (Liberty City) except the player can hail an air taxi that lands close to where he is standing, he gets in, and then chooses any destination and it automatically flys him to the location, while allowing him to look out the windows and enjoy the night city from above / higher perspective... this is simplier than simply giving the player ability to fly hovercars/etc since an air taxi is just from point to point and its trivial to code a system that flys the player from any point in the city to any other point without crashing into any buildings... we've seen NightCity from the ground, now lets see it from the sky! 3) Rented transporation -- user pays to be able to rent jet packs, hoverboards, scooters at different locations in the city so he can use a public transportation but on a personal level... for the jet packs cap a max height so that its still basically hovering at or around slightly above ground level, giving the user the discretion of travel but not allowing him to fly or scale above buildings etc... this requires money to rent and if the equipment is damaged, lost, stolen or not returned properly the users bank account will be deducted for the amount ( see #ECONOMY) #JOBS/CAREERS/WORK/EDUCATION/GIGs Ability to work a day job to earn steady money and climb a career ladder by taking courses or going to school at night... ability to go on the nightcity job boards or online to hunt and interview for other jobs... to change industries and do other jobs... to participate in the Gig economy... like drive around in some version of ubereats delivering food or packages to people... or a corporate desk job thats basically on the computer all day... for corporate day jobs the game should give the user the ability to fastforward just like he can go to bed and fast forward for eight hours etc.... #INTERIORS 1) Skyscrapers with observation deck -- in every major city there is a theme like this, take Seattle for example you can visit the tallest building in Seattle downtown and go up on the obs deck and see the city view from high above, I would say incorporate some options like this where user can enter some of the taller buildings in NightCity, ride up the elevator to the higher decks and see the city from that view... maybe even add a floor with fine dinning where user can take a friend/date/group to the restuarant and eat while enjoying watching the scenery of the nightcity below etc... 2) All major buildings enter-able (is that a word? lol) with at least a ground lobby.... right now most of the buildings are just fake exteriors, nice to look at from the outside but completely fake and empty with no insides... Due to system restrains its not practical to simulate every room of every floor of every building in nightcity with furnished interiors and real windows and all that... but at least make the first floor /lobby area of every large and major building enter-able so that the character can walk in and out of them... for certain buildings you may want to make a working/functional lobby elevator that leads to an underground garage and/or allows the user to ride the elevator to above ground higher floors of the building... or have the elevator only allow certain floors to be accessed and furnish these floors with realistic settings/environment and this can tie in nicely with the job/work/career paths discussed in #ECONOMY section with gives you the office space to put a number of companies in which the user can find and switch jobs and work in corporate paths etc... for example allow the user to customize and decorate his own "office/desk", and if he has a window office, then that would provide another unique view/scenery of nightcity from above ground perspective, one that can only be gotten from working at that particular company/job, and gives him an incentive to work late to see the city from nighttime while burning the midnight oil:) 3) Multiple apartments, the user should be able to pick and choose from a vast selection and array of living arrangements and this necessities a lot of hotel/condo/apartment options which means these buildings need to have interiors and furnished and environments fully built out... #ECONOMY 1) Ability to find and work a job, with multiple career paths and with ability to move up in the corporate world... this provides the user with a steady stream of income for which he can use to buy fancier cars, to move into newer and better apartments /condos etc.. and to buy fancier items like designer cloths and the suches... not to mention to spend on fine dinning in high end restuarants which can tie in nicely with going on datings, impressing women with luxury cars and expensive meals and "date nights out" at elaborate events.... basically there has to be a purpose and meaning to making more money, and the process of making more money has to be derived from a job or work or career of some sort as the main component... 2) Have a real economy with unemployment, inflation, commodity prices, and all of that impact and influence and affect the user in his everyday life... for example if a major terror event or pandemic causes the Nightcity to suffer an economic depression for a few months then its possible the company that the user is working at has to lay off people and he gets canned and has to downsize to a smaller apartment, loses his girlfriend/wife, and then has to find another lower paying job and stuck in the downward cycle for a few years until he is able to win the lottery (#GAMBLING/SPECUTLATION/BETTING) or his luck somehow changes... 3) Everything should cost money, it costs money to rent an apartement and it should also cost money to eat and drink... basically he user has to spend money to eat otherwise he will starve to death... and the user has to keep paying rent every month for whatever apartment he resides otherwise he gets evicted and could even become homeless and have to live in one of those nasty tents in tenty city or under a highway bridge etc etc 4) Grocery stores, restuarants, movie theaters, hotels, and shopping malls... There should be at least a few convinennce stores, shopping malls, restuarants and other retail places spread throughout nightcity, this is a component and element of the economy as well as a means for the user to spend all the hard earned money he worked towards... for example if you give a homeless a few bucks he should be able to use it to spend at a store on the corner to get something to eat and then that makes him happy because he is no longer so hungry... there should be a tie in for economy, money, and the ability to exchange that for goods and services (barber, tatto artists cough cough) and associate these goods and services to emotional feelings of happiness and satisfication for both the user /player and the NPCs... #SEASONS There should be a distinction between autumn/fall, spring, summer, winter etc... This gives a big cycle sense of passage of time that cannot be simulated with the current day/night cycles along... in the winter the sun should rise and set at different times/angles than the summer... In addition, I'd like to see an accurate night sky map/ stars. NightCity takes place in SoCal, its trivial to map the nightsky for the year 2077 in the SoCal area... even in the latest Flight Simulator 2020 the stars are now accurate at night... Ability to choose LIVE weather based on current user location (see Flight Simulator) so say its raining in Dallas Texas where a user is playing, then in NightCity it will match that and we raining in the game as well... also ability to customize weather on-the-fly in real-time (see Microsoft Flight Simulator 2020) and have that instantly change in the game without reloading... Along with seasons I'd like to be able to see holiday celebrations for example Christmas time espeically... I want to hear holiday music and see buildings decorated with Christmas lights and the jolly spirits of it all... Think the ambiance and environment of say Polar Express, bring that alive to Night City for Xmas... #MINI GAMES and other Microcosm There is a "Go" board in Chinatown... but its fake... and the players aren't even attempting to play Go... See what Google Deepmind did with AlphaGo, Facebook made an OpenGo that they open sourced... there is also LeelaZero and KataGo free AI engines that have already been trained using deeplearning/machineAI to be far better than the Go masters... the same applies to Chess by the way... but I didn't see a Chess board in Night City yet... in any case all these board games the computer AI can now master... make these games playable in NightCity, so the user can watch two NPC's play a round of Go/Chess/etc (Ai vs Ai) or can join and sit down and take a seat and play against an NPC a real game of Go/Chess, (or in the future if CP gets a multiplayer than humans can play against one another etc) basically a microcosms and games-within-a-game.... Spotify/Netflix/youTube integrations... I'd like to see the user have a portable/personal mp3 player or app on his virtual smartphone that allows him to link to his personal -reallife- spotify account to listen to music while in the game... also on the TV screens at home to be able to watch netflix movies while in this virtual apartment chilling with his date/friends... and things like YouTube integration would be nice... maybe even pornhub integration.... Other simple games like darts, bowling and even toys like RC cars or DJI drones... give the use the ability to fly drones (check out DJI Simulator) or operate rc model cars etc... basically toys that he can buy at electronic stores or corner outlets that he can then use these toys in real life for any variety of enjoyments... this also ties into #ECONOMY and why its important to have a good job /career that pays good money! #GAMBLING/SPECUTLATION/INVESTMENTS/BETTING Have some form of virtual casinos in the game, NightCity reminds me of Vegas, yet not one slot machine and not one means to gamble or bet? How about the ability to play the stockmarket, bitcoins, and make bets and well as go gambling, cards, poker, etc this not only provides a form of entertainment but also gives the user a way to quickly win / lose a lot of money and for the risk takers they may wish to invest their money in high risk high reward speculative stocks in the stock market instead of immediately spending it on a new apartment, new car, new tech gadget etc etc... this would also tie back to #ECONOMY since the more the user earns the more income he has to spend on gambling/stocks and the better the economy does the higher his stocks return on investment... #ROMANCE/RELATIONSHIPS Should be able to court any pretty woman on the streets, to walk up to her and say hi and have a path/chance to a dialogue that leads to setting up a first date... and following that if it goes well can progress to more dates and evetnually her moving in with the user and eventually even having a kid, getting married, and the works... each female NPC should have a male preference and a threshold of compatiblity... so that for example if on the first date the guy is cheap and takes her to low end resturant, doesn't have a nice car to pick her up with, and otherwise seems like a low life then she wouldn't process/continue with him... whereas if he is already established with a multimillion apartment, supercar, takes her to most expensive restuarant in NightCity, then I could see her going back to his place on the first date and maybe even getting pregnant right then and there that night etc...
*These are preliminary Patch Notes and changes may still happen until the launch of Title Update 10.
New Season – Keener’s Legacy
A new season is almost upon us! Starting on June 23rd, Keener’s Legacy offers 12 weeks of in-game activities and unique rewards. Season 2 brings a new Seasonal Manhunt, new Leagues, a new Global event and new unique rewards, as well as an Apparel Event.
New Manhunt tasking you to take on 5 rogue agents over a 12-week period starting June 23rd. Bring down all five to unlock the new Healing Trap skill variant.
New Global Event Hollywood
New Apparel Event Phoenix Down
New Leagues Termite, Luna, Huntsman and Titan.
New Rewards
2 new Exotics
1 new Gear Set
2 new Named Weapons
2 new Named Gear
1 new Brand Set
Participating in the activities above will earn players Season experience contributing to their Season level.
Playing Conflict will contribute XP by gaining Conflict Levels beyond 30.
Playing in the Dark Zone will contribute XP by gaining DZ Levels beyond 30.
New Raid - Operation Iron Horse
The True Sons have taken over a Foundry to develop new weapons and threaten to destroy everything the Division has worked for.
New bosses, puzzles and rewards!
Level 40 version available on June 30th, followed the next week by the level 30 version.
Discovery mode will become available at a later date.
Unique Rewards
2 new Exotics
2 new Gear Sets
New cosmetic rewards
Further details will become available closer to the raid’s release in late June.
Balance and Bug Fixes
Title Update 10 is bringing our first large balance pass following the release of Warlords of New York. Beyond the addition of new content, the update focuses on three main aspects mainly game health through bug fixes and balancing, generosity by increasing your chances to receive a high-quality item as loot and increasing overall player power. Scroll down for a full list of bug fixes, balancing changes and gameplay tweaks.
Missing Localized Audio
We wanted to inform you about an issue with localized audio that will be present when we launch Title Update 10 and Season 2. While the team was able to work from home to get this update ready, with your help testing the content on the PTS, we unfortunately were not able to record all localized audio content for TU10. With everything going on in the world, our top priority is the well-being of our teams, including our voice actors. Of course, we will start working on recording the missing audio with our partners when it is safe to do so and, in some cases, we were able to get things started already. Adding the localized files to the game as soon as we can in one of our next updates is an absolute priority for the team. This only affects Seasonal content. Operation Iron Horse audio is fully localized. If you are currently playing with a non-English client, you don’t have to change anything going into Title Update 10. When localized audio is missing you will just hear the English audio instead. Subtitles have been localized and can be activated in the ingame options. As work continues, we will update you on the progress of the integration here on the forums and on State of the Game. Thank you and stay safe!
New Exotics
SRS Sniper Rifle: Mantis
Your scoped view displays additional information about enemies not targeting you
Your scoped view highlights enemy weakpoints
Headshot and weak point damage against enemies not targeting you amplified by 50%
Headshot kills reset the cooldown of the Decoy skill. This bonus will wait until the Decoy goes on cooldown if currently active
Mask: Vile
Status effects also apply a damage over time debuff for 10s
Total damage dealt is equal to 50% of your concussion grenade damage and increased by your status effect attributes
Double Barrel Rifle: The Ravenous (Operation Iron Horse)
On trigger-pull, fire both barrels at once
When fired from the right shoulder, hits add offensive primers, and defensive primers when fired from the left shoulder
Hits from one shoulder will detonate all of the opposite shoulder's primers when present
When detonated or affected enemy is killed, each offensive primer deals 100% weapon damage, while each defensive primer grants +4% bonus armor and +10% amplified damage to armor plates for 5s
Primer effectiveness is doubled at 10 stacks
Magnum Pistol: Regulus (Operation Iron Horse)
Headshot kills create a 5m explosion, dealing 400% weapon damage and applying bleed to all enemies hit.
High accuracy and base damage
New Gear Sets
Eclipse Protocol (Season 2)
Core: Skill Tier (Yellow)
2: +15% Status Effects
3: +15% Skill Haste and +30% Hazard Protection
4: "Indirect Transmission" Your status effects now spread on kill to all enemies within 15m and refresh 50% of the duration.
Chest talent: "Proliferation" Increases Indirect Transmission range from 15m to 20m and refresh percentage from 50% to 75%
Backpack talent: "Symptom Aggravator" Amplifies all damage you deal to status affected targets by 15%
Foundry Bulwark (Operation Iron Horse)
Core: Armor (Blue)
2: +10% Armor
3: +3% Armor Regeneration
4: "Makeshift Repairs" Whenever you or your shield take damage, 20% of that amount is repaired to both over 15s
Chest talent: "Process Refinery" Increases Makeshift Repairs from 20% to 30% over 15s
Backpack talent: "Improved Materials" Increases Makeshift Repairs speed from 15s to 10s
Future Initiative (Operation Iron Horse)
Core: Skill Tier (Yellow)
2: +30% Repair Skills
3: +30% Skill Duration and +15% Skill Haste
4: "Ground Control" Increases you and your allies' total weapon and skill damage by 15% when at full armor
When you repair an ally, you and all allies within 5m of you are also repaired for 60% of that amount
Chest talent: "Tactical Superiority" Increases Ground Control damage bonus from +15% to +25%
Backpack talent: "Advanced Combat Tactics" Increases Ground Control proximity repair from 60% to 120%
New Gear Brand
Walker, Harris & Co.
Core: Weapon Damage (Red)
1: +5.0% Weapon Damage
2: +5.0% Damage to Armor
3: +5.0% Damage to Health
New Named Weapons
Mechanical Animal (SIG 556) with Future Perfection
Weapon kills grant +1 skill tier for 19s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Harmony (Resolute MK47) with Perfectly In Sync
Hitting an enemy grants +20% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +20% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
New Named Gear
Matador (Walker, Harris & Co. backpack) with Perfect Adrenaline Rush
When you are within 10m of an enemy, gain 23% bonus armor for 5s. Stacks up to 3 times.
Cooldown: 5s
Chainkiller (Walker, Harris & Co. chest) with Perfect Headhunter. After killing an enemy with a headshot, your next weapon hit within 30s deals 150% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
New Skill Variant
Repair Trap
The Repair Trap deploys a line of small devices capable of repairing friendlies in their proximity.
Note: The Repair Trap will not be available in-game until the Seasonal prime target unlocks in August.
New Talents
Weapon Talent: Future Perfect
Weapon kills grant +1 skill tier for 15s. Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s
Weapon Talent: In Sync
Hitting an enemy grants +15% skill damage for 5s.
Using a skill or damaging an enemy with a skill grants +15% weapon damage for 5s.
Damage increases are doubled while both buffs are active at the same time.
Backpack Talent: Adrenaline Rush
When you are within 10m of an enemy, gain 20% bonus armor for 5s. Stacks up to 3 times.
Cooldown: 5s
Chest Talent: Headhunter
After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. This is raised to 1250% if your headshot damage is greater than 150%.
Gameplay Changes
Missions
Reduced how many elites will spawn in the following mission:
Manning National Zoo
Coney Island Ballpark
Coney Island Amusement Park
Camp White Oak
Space Administration HQ
Federal Emergency Bunker
Wall Street
Liberty Island
Pathway Park
Stranded Tanker
The Tombs
Loot
General
Added all new season 2 weapons/gear to general loot pools
Item Power
Updated item power distribution to have a better spread between minimum and maximum for all difficulties
Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Difficulty Scaling
Regular loot from loot containers in Missions now scale with mission difficulty
Targeted loot from loot containers in Missions now scales with mission difficulty
Loot containers part of living world activities now scale with global difficulty
Targeted loot
Increased targeted loot drop chances for all mission and Control Point difficulties
Added new season 2 brand to targeted loot rotation
Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
Named Items
Increased named item drop chance in regular Dark Zone loot
Increased named item drop chance in targeted loot everywhere
Exotics
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to targeted loot
Added Warlords of New York/Season 1 Exotics (excluding The Bighorn) to general Exotic loot pools (Heroic/Legendary/Raid/Exotic Cache)
Coyote's Mask drop from Coyote no longer has a minimum season level requirement
Control Points
Removed regular weapon/gear loot containers not scaling with difficulty from Control Points
Increased the amount of scaling loot from the big Control Point reward container
Legendary
Increased NPC loot drop chance for Veterans and Elites on Legendary difficulty
Crafting
Crafting will now guarantee a higher minimum item power, resulting in higher overall stat rolls. An increased maximum item power also allows for better crafted items than before. The added weighting between the minimum and maximum power results in a more balanced average outcome for crafted and reconfigured items
Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
Vendors
Added Named Items to both Open World and Dark Zone vendors
Increased prices for Named Items
Increased item power for all vendors
Vendors no longer sell Superior quality items at maximum level
SHD Levels
Added Field Proficiency cache to SHD level-up after reaching the maximum season level
Increased crafting material rewards for spending SHD level points in the Scavenging category
Conflict
Added Season/SHD experience gain on Conflict level-up
Rogue Agent Encounters
Every Rogue Agent killed will now drop loot
Rogue Agent encounters no longer occur during time trials
Control Point Officers
Players revived by a Control Point Officer will now have 80% of their armor restored (Previously 0%)
Reduced the likelihood of Control Point Officers being downed in combat
Bounties
Bounties acquired by speaking to characters in the open world will always be set to the difficulty at time of acquisition or higher.
This affects the Snitch and civilians rescued during the Public Execution or Rescue Living World Activities.
Scheduled bounties, such as daily and clan bounties, are unaffected.
Developer comment: Bounties acquired in the open world should always provide challenge and loot appropriate to the world they were acquired in. Upping your global difficulty now has the added benefit of improving all bounties you acquire within it.
Projects
New Season Pass Holder Project Slot.
Season Pass holders now have access to an exclusive daily mission which provides a large bonus to XP.
Weekly SHD Requisition Project Slot
Endgame players at World Tier 5 and Level 40 now have a weekly supplies donation project which rewards them with an exotic cache. (For World Tier 5 players, this replaces the previous daily SHD Requisition project.)
Legendary Mission Project
After TU10, completing any legendary mission will grant you the Weekly Legendary Mission project slot.
Completing the designated legendary mission will reward you with an exotic cache.
Developer comment: With the addition of "re-rolls" to exotics available through crafting, we created the new Weekly projects to provide a reliable supply of exotic components or exotic items.
RPG Balance
Incoming Repairs
Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
Weapon Handling
1% Weapon Handling now gives 1% Weapon Accuracy, Stability, Reload Speed, and Swap Speed, up from 0.25%.
Reduced the maximum amount of Weapon Handling rolled on gear by 6%, to a maximum of 8% at level 40.
Developer comment: In the current meta, Weapon Handling on gear is considered a dead stat with no significant benefit. In TU10, equipping a piece of gear with +8% Weapon Handling will now give you:
+8% Accuracy
+8% Stability
+8% Swap Speed
+8% Reload Speed
This should hopefully make Weapon Handling a strong complimentary attribute for players looking to increase their overall accuracy/stability (bloom + recoil) and/or reload/swap speed. Making the % amount of Weapon Accuracy/Stability/Swap Speed/Reload Speed gained from Weapon Handling 1:1 will also remove another element of arcane knowledge from the game and reduce the need for additional mental math when determining whether the bonus is an upgrade or not.
Talent Changes:
Leadership: Bonus Armor increased to 15% from 12%
Spike: Skill Damage Duration increased to 15s from 8s
Reformation: Skill Repair Duration increased to 15s from 8s
Creeping Death: No Longer goes on cooldown if there are no valid nearby enemies to apply a status effect to. Status effects applied now properly copy the source status effect’s damage and duration.
PvP
Global Damage Modifiers
Reduced all PvP weapon damage by -20%
Additional Damage Modifiers
Increased MMR PvP weapon damage by 12.5%
Reduced Assault Rifle PvP weapon damage by -15%
Reduced Shotgun PvP damage by -12.5%
Reduced SMG PvP damage by -10%
Reduced Pistol PvP damage by -10%
Reduced Rifle PvP damage by -5%
_Developer comment: With TU10, there have been significant buffs made to the base damage of assault rifles, SMGs, and shotguns in particular. In order to prevent those weapons from becoming overly powerful in PvP, we’ve had to lower their PvP damage modifiers to compensate. Note: Assault rifles are still tuned to be 10% stronger than normal in PvP in order to compensate for their innate Damage to Health bonus being less useful against other players when compared to other weapon archetypes._
Specific Damage Modifiers
Increased Double Barrel Shotgun PvP damage by 16.6%
Reduced Pestilence PvP damage by -10%
Reduced Classic M1A damage by -5%
Exotic Modifiers
Merciless/Ruthless: “Binary Trigger” amplified weapon damage and explosion damage reduced by -50% in PvP
Dodge City Gunslinger’s Holster: “Quick Draw” damage bonus gained per stack in PvP lowered from +2% to +1%
Stacks gained per second in PvP now match the PvE value (0.5s to 0.3s)
Imperial Dynasty:
No longer automatically applies burn status effect to the nearest enemy in range.
Now requires maintaining range and LOS (line-of-sight) for 3 seconds between the holster bearer and nearest enemy before applying the burn status effect.
Added visual UI feedback to reveal the radius of effect in PvP and an indicator for LOS between the holster bearer and nearest enemy.
Developer comment: This should help address the lack of contextual feedback in PvP, and add a much needed window of opportunity for counterplay, or potential to avoid the incoming effect entirely.
* Pestilence * Plague of the Outcast damage-over-time effect no longer triggers True Patriot’s white debuff armor repair effect. (PvP and PvE)
Developer comment: While we like to embrace emergent or unintended mechanics when the end result is unique and fun gameplay, True Patriot’s white debuff explicitly states it requires shooting the debuffed target in order to receive the armor repair effect. Pestilence’s DoT managed to bypass this restriction, making it and True Patriot (especially when combined with Incoming Repairs) scale to disproportionate levels of power when used together.
Gear Set Modifiers
Negotiator’s Dilemma
Reduced the range at which marked targets can damage each other when critically hit to 15m (PvP only).
Added visual UI feedback when in range of another marked target.
Talent Modifiers
Efficient: Reduced specialization armor kit bonus from 100% to 50%
Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
Vanguard: Reduced the duration of shield invulnerability from 5s to 2s
Note: UI will still show the old duration, but will be fixed in a later update.
Specialization Modifiers * Firewall * Extracellular Matrix Mesh armor kit regen strength reduced by -50%, from 200% to 150%
Skill Modifiers
Pulse now correctly reveals and highlights all players in the DZ, not just hostiles/rogues
Increased Striker Drone damage by 30%
Increased Assault Turret damage by 55%
Reduced Firestarter Chem Launcher PvP damage by -20%
Reduced Bleed damage from Stinger Hive, Mortar Turret and Explosive Seeker Mine by 75%
Increased Stinger Hive damage by 20%, scaling up to 55% at skill tier 6
Developer commentary: We want dedicated skill builds to have multiple, powerful defensive tools for area denial/control. However, the strength of bleed effects meant being hit by just 1 stinger drone, mortar, or seeker mine was nearly a death sentence for most builds. The stinger hive should now better punish players who remain within its area of effect, rather than needing to rely entirely on the excessive damage of a single bleed DoT, while allowing the hive’s drone damage to scale higher for dedicated skill builds.
Weapon Balance
Assault Rifles
AK-M – 15.8% damage increase
F2000 – 14.3% damage increase
Military AK-M – 13.2% damage increase
Black Market AK-M – 13.2% damage increase
FAL – 12.0% damage increase
FAL SA-58 – 12.0% damage increase
FAL SA-58 Para – 12.0% damage increase
SOCOM Mk 16 – 11.4% damage increase
Tactical Mk 16 – 11.4% damage increase
Mk 16 – 11.4% damage increase
AUG A3-CQC – 11.2% damage increase
Honey Badger – 10.9% damage increase
FAMAS 2010 – 10.6% damage increase
ACR – 9.7% damage increase
ACR-E – 9.7% damage increase
Military G36 – 9.5% damage increase
G36 C – 9.5% damage increase
G36 Enhanced – 9.5% damage increase
Carbine 7 – 8.7 % damage increase
Military P416 – 7.4% damage increase
Custom P416 G3 - 7.4% damage increase
Police M4 – 6.8% damage increase
CTAR 21 – 8.6% damage increase
LMG
Classic M60 – 12.5% damage increase
Classic RPK-74 – 12.4% damage increase
Military RPK-74 M – 12.4% damage increase
Black Market RPK-74 E – 12.4% damage increase
Military M60 E4 – 9.2% damage increase
Black Market M60 E6 – 9.2% damage increase
Military L86 LSW – 8.5% damage increase
Custom L86 A2 – 8.5% damage increase
IWI NEGEV – 2.6% damage increase
Stoner LMG – 2.0% damage increase
M249 B – No changes
Tactical M249 Para – No changes
Military MK46 – No changes
MG5 – No changes
Infantry MG5 – 3.2% damage decrease
MMR
Model 700 – 14.9% damage increase
Hunting M44 – 13.5% damage increase
Classic M44 Carbine – 12.5% damage increase
G28 – 11.4% damage increase
SOCOM Mk20 SSR – 9.3% damage increase
SR-1 - 8.6% damage increase
Custom M44 – 8.1% damage increase
M700 Tactical – 8.1% damage increase
M700 Carbon – 8.1% damage increase
Covert SRS – 6.0% damage increase
SRS A1 – 6.0% damage increase
Surplus SVD – 2.9% damage decrease
Paratrooper SVD – 2.9% damage decrease
Rifles
UIC15 MOD – 21.6% damage increase
1886 – 21.3% damage increase
LVOA-C – 12.1% damage increase
M1A CQB – 10.7% damage increase
Lightweight M4 – 10.5% damage increase
G 716 CQB – 8.7% damage increase
SIG 716 – 6.7% damage increase
ACR SS – 3.7% damage increase
SOCOM M1A – No changes
M16A2 – No changes
USC .45 ACP - 2.8% damage decrease
Urban MDR – 5.5% damage decrease
Military Mk17 – 11.8% damage decrease
Police Mk17 - 11.8% damage decrease
Classic M1A - 12.6% damage decrease
SMG
Tommy Gun – 38.8% damage increase
PP-19 – 29.6% damage increase
Enhanced PP-19 – 29.6% damage increase
MP7 – 27.5% damage increase
MPX – 17.7% damage increase
M1928 – 20.0% damage increase
P90 – 15.6% damage increase
Converted SMG-9 – 15.8% damage increase
Black Market T821 – 15.4% damage increase
Police T821 – 15.4% damage increase
Vector SBR .45 ACP – 14.7% damage increase
CMMG Banshee – 12.5% damage increase
Police UMP-45 – 12.0% damage increase
Tactical UMP-45 – 12.0% damage increase
AUG A3 Para XS – 11.8% damage increase
Enhanced AUG A3P – 11.8 % damage increase
Tactical AUG A3P – 11.8% damage increase
Converted SMG-9 A2 – 11.6% damage increase
MP5A2 – 10.0% damage increase
MP5-N – 10.0% damage increase
MP5 ST – 10.0% damage increase
Tactical Vector SBR 9mm – 5.9% damage increase
Shotguns
M870 Express – 23.3% damage increase
Military M870 – 23.3% damage increase
Custom M870 MCS – 23.3% damage increase
Super 90 – 23.2% damage increase
Marine Super 90 – 23.2% damage increase
Tactical Super 90 SBS – 23.2% damage increase
SASG-12 – 21.3% damage increase
Tactical SASG-12 K – 21.3% damage increase
Black Market SASG-12 S – 21.3% damage increase
SPAS-12 – 18.6% damage increase
KSG Shotgun – 9.0% damage increase
Sidearms
Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
586 Magnum – 68.8% damage increase
Police 686 Magnum – 68.8% damage increase
Maxim 9 - 23.5% damage increase
D50 – 17.5% damage increase
First Wave PF45 – 13.5% damage increase
Custom PF45 – 9.7% damage increase
Military M9 – 8.7% damage increase
93R - 7.7% damage increase
Snubnosed Diceros – 6.5% damage increase
Officer's M9 A1 – 6.3% damage increase
Diceros – 5.9% damage increase
M45A1 – 9.5% damage decrease
Tactical M1911 – 9.5% damage decrease
M1911 – 7.3% damage decrease
Exotics Changes
Developer comment: Along with the buffs to weapon damage, TU10's significant buff to weapon handling meant some exotic weapon mods no longer made sense or resulted in over tuned performance that no longer fit with the original design. We also took this opportunity to make improvements to underperforming exotic
The Bighorn
Damage increased by +11.2%
Increased optimal range from 27m to 40m
Optics mod bonus increased from +0% to +30% Headshot Damage
Magazine mod bonus changed from +7% Headshot Damage to +10% Reload Speed
Added functionality that provides additional headshot damage, full talent is now:
When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
(New) Headshots grant +2% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
Damage increased by +7.8%
Underbarrel mod bonus changed from +10% Stability to +10% Weapon Handling
Chameleon
Damage increased by +32.8%
Optics mod bonus changed from +15% Accuracy to +15% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +20% Accuracy
Underbarrel mod bonus changed from +10% Critical Hit Chance to +10% Stability
Optimal range increased by 33.3%, from 15m to 20m
Long range effectiveness increased by 19%, from 42m to 50m
Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
Hitting 75 body-shots grant +90% weapon damage for 45s.
Hitting 30 leg-shots grant +150% reload speed for 45s.
(New) Buffs refresh when out of combat.
Bullet King
Damage increased by +2.6%
Nemesis
Damage increased by +11.1%
Optics mod bonus increased from +35% to +45% Headshot Damage
Underbarrel mod bonus reduced from +15% to +5% Weapon Handling
Liberty
Optics mod bonus changed from +5% Critical Hit Chance to +5% Headshot Damage
Muzzle mod bonus changed from +15% Stability to +5% Critical Hit Chance
Magazine mod bonus changed from +15% Reload Speed to +15% Weapon Handling
Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
(New) Hits grant +2% weapon damage. Stacks up to 30.
Headshots consume all stacks, repairing your shield for 3% per stack.
No longer highlights enemy weakpoints when aiming.
Merciless/Ruthless
Damage increased by +12.5%
Muzzle mod bonus reduced from +20% to +10% Stability
Underbarrel mod bonus reduced from +20% to +10% Weapon Handling
Magazine mod bonus reduced from +15% to +10% Reload Speed
Added functionality to provide extra non-explosive damage as well, full talent is now:
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
(New) At 7 stacks, shooting an enemy deals 500% amplified damage and creates a 7m explosion dealing 500% weapon damage, consuming the stacks.
Developer Comment: Merciless was previously balanced for its very unwieldy handling and compensated with very high burst damage. With access to much higher accuracy and stability, Binary Trigger’s explosion strength has been toned down.
Diamondback
Damage increased by +7.7%
Text updated to clarify a new target isn’t marked until after the 5s buff.
Lullaby/Sweet Dreams
Damage increased by +11.0%
Lady Death
Damage increased by +18.9%
Optics mod bonus increased from +5% to +10% Critical Hit Chance
Muzzle mod bonus changed from +5% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod changed from +5% Critical Hit Damage to +500% Melee Damage
Breathe Free: Lowered the amount of maximum stacks from 40 to 32, and increased the damage amplification per stack from 60% to 75%
The Chatterbox
Damage increased by +16.7%
Optics mod bonus increased from +5% to +15% Critical Hit Chance
Muzzle mod bonus changed from +10% Critical Hit Chance to +5% Critical Hit Damage
Underbarrel mod bonus reduced from +15% to +10% Weapon Handling
Magazine mod bonus changed from +10% Reload Speed to +10 Rounds
Magazine base capacity reduced from 60 to 50
Pestilence
Muzzle mod bonus changed from +10% Stability to +10% Accuracy
Underbarrel mod bonus changed from +10% Weapon Handling to +10% Stability
NinjaBike Messenger Kneepads
Added functionality to add bonus armor, full talent is now:
(New) Performing a cover to cover or vaulting reloads your drawn weapon and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
Added functionality that makes your hit do headshot damage, full talent is now:
While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
(New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
Added functionality to provide hive skill haste, full talent is now:
(New) Grants +15% Hive skill haste per skill tier.
(Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
Cannot be staggered by explosions.
Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
(New) All stacks lost 10s after moving.
Gear Set Changes
Hard Wired
Feedback Loop no longer fully refreshes the cooldown of a skill, but instead reduces it by up to 30s
Ongoing Directive
Main Talent
Hollow-Point Ammo is no longer dropped on kill, and instead automatically added to your active weapon when killing status afflicted enemies
Backpack Talent (New)
“Trauma Specialist”
Increases the duration of your bleed status effects by 50% and all bleed damage done by 100%
Increased 3-piece Reload Speed bonus from +20% to +30%
Tip of the Spear
Main Talent (PVE)
Aggressive Recon's weapon damage buff is now gained when dealing specialization weapon damage, instead of on specialization weapon kill
Main Talent (PVP)
Aggressive Recon's weapon damage buff is now gained when dealing grenade damage, instead of on grenade kill
Backpack Talent (New)
“Signature Moves”
Increases specialization weapon damage by 20%, and doubles the amount of specialization ammo generated by Aggressive Recon
Aces and Eights
Main Talent
"Poker Face" backpack talent is now a baseline effect:
Flip an additional card on headshots
Backpack Talent (New)
“Ace in the Sleeve”
Amplifies 1 extra shot when revealing your hand
3-piece Headshot Damage bonus is now additive, rather than multiplicative
Increased 3-piece Headshot Damage bonus from +20% to +30%
System Corruption
Main Talent
Now repairs 20% of your armor in addition to granting 50% bonus armor
Increases total weapon damage by 1% per 5% bonus armor gained, up to 20%
Striker’s Battlegear
Main Talent
Reduced the number of stacks lost on missed shots from 3 to 2
Backpack Talent
No longer reduces number of stacks lost on missed shots
(New) Increases total weapon damage gained per stack of Striker's Gamble from 0.5% to 0.65%.
Negotiators Dilemma
Damage transfers on the initial bullet that marks a new target
Hard Wired
Increased 3-piece Repair Skills bonus from +15% to +30%
Brand Set ChangesAlps Summit Armament
Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
Increased 3-piece Repair Skills bonus from +15% to +20%
Incoming Repairs brand set bonus increased from +15% to +20%
Providence Defense
Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
Increased 3-piece Headshot Damage bonus from +10% to +15%
Overlord Armaments
Increased 2-piece Accuracy bonus from +10% to +20%
Douglas & Harding
Increased 2-piece Stability bonus from +10% to +20%
Increased 3-piece Accuracy bonus from +10% to +20%
Fenris Group AB
Increased 2-piece Reload Speed bonus from +10% to +20%
Increased 3-piece Stability bonus from +10% to +20%
Specialization Changes
Gunner specialization's Emplacement talent Weapon Handling bonus reduced from +15% to +10%
Note: The UI will incorrectly say it still adds +15% Weapon Handling. This will be fixed in a future update.
Skill Changes
UI
Stinger Hive, Mortar Turret, and Explosive Seeker Mine now display its Bleed Damage and Duration
Seeker Mine
Cluster Seeker Mine targeting accuracy improved
Developer comment: The Cluster Seeker Mine is not intended to be as accurate as the Explosive variant. Once it is a certain distance from its target it locks the location it is aiming for and continues towards that regardless of where its original target agent has since moved to. This "bullcharge" behavior reflects the mini-mines' less advanced technology and balances the skill mod's effectiveness. This said, we have noticed that the Cluster Seeker's accuracy has been a source of frustration so we've shortened the distance until it activates its "bullcharge" and adjusted when it decides to explode. These adjustments should make the Cluster Seeker feel more accurate, but these are measured steps as we do not want the skill to return to its OP TU7-state.
Hive
Stinger Hive base damage reduced -20%
Stinger Hive damage bonus per skill tier increased from +10% to +20%
Developer comment: In order to make investing in skill tiers have a greater impact on the Stinger Hive's damage, we slightly reduced base drone damage, while doubling the amount of damage gained with each skill tier. These changes will result in a net buff for dedicated skill builds, with a 10% increase in Stinger Hive drone damage at skill tier 6.
Restorer hive gains +5% drone flight speed per skill tier
Developer comment: Increases to the Restorer Hive's radius had the unfortunate effect of increasing the time it took for repair drones to reach their target the further they were from the hive. Increasing drone flight speed with each skill tier should help offset that somewhat counter-intuitive behavior when taking advantage of the increased area of effect, and make the Restorer Hive a more reliable tool for healers.
Chem Launcher
Riot Foam Chem Launcher ensnare duration bonus per skill tier reduced from +20% to +10%
Reinforcer Chem Launcher: UI has been updated to clarify that the initial heal only affects allies and not the Skill user. The functionality has not changed.
Firefly
Blinder Firefly blind duration bonus per skill tier reduced from +20% to +10%
Blinder Firefly base blind duration reduced from 6s to 5s
Pulse
Banshee Pulse cooldown increased from 20s to 30s
Banshee Pulse base confuse duration reduced from 5s to 4s
Jammer Pulse base disrupt duration reduced from 4s to 3s
Shock Trap
Shock Trap base shock duration reduced from 5s to 3s (PvP duration remains unchanged)
Shock Trap base radius increased from 2m to 2.5m
When the active duration ends, its cooldown is refunded an equal number of seconds that it was active.
The Division 2 - Title Update 10 PTS Patch Notes (Phase 2)
Welcome to Phase 2!
Welcome back to the Title Update 10 Public Test Server. As a reminder, the PTS is an in-progress build meaning certain gameplay improvements, bug fixes, and balance decisions are not final and are subject to change. Please also be aware that some text changes (e.g. wording on talents) might not be correctly reflected in the UI. We invite you to be a part of the TU10 creation process and highly encourage you to share and discuss your personal feedback and bug reports on the dedicated PTS forums.
If you have any questions about accessing and participating in the PTS, check out our FAQ-For-Title-Update-10).
For the second phase of the PTS, we’re hoping to hear feedback on these topics in particular:
New gear and Exotics balance
Weapon damage
Overall balance
Loot Generosity
If you have thoughts on other aspects of the game, please don’t hesitate to let us know! The following content will be disabled during the TU10 PTS and is not accessible to participants:
Raid 2 – Operation Iron Horse
Season 2
GEAR
Attributes
Incoming Repairs no longer increases the amount of armor repaired by armor kits, talents or gear set effects.
Developer comment: Incoming Repairs was always meant to be the defensive attribute equivalent to Repair Skills, so that players could further enhance the amount of healing they receive from their skills, or the group's healer. Unfortunately, the underlying code prevented us from differentiating between alternate sources of armor repair, such as those from talents and gear sets like Foundry Bulwark, or Firewall's unique armor kit effect. We wanted to address this during the development of Warlords of New York, but chose to post-pone the fix in order to deal with higher priority issues at the time. We underestimated the extent to which this attribute would affect the new Warlords meta, and failed to predict the severity of degenerate gameplay it would cause when combined with certain talents or gear sets. It's important to stress that this is not a PvP-only issue, or an instance of the PvP environment affecting PvE balance. Incoming Repairs was compromising both aspects of the game, and needed to be addressed, especially considering this update coincides with the release of a new raid. Not addressing the issue would mean forcing ourselves to balance all existing and future gear and talents around the knowledge that players could potentially (read: very likely) double the amount of repairs they receive, which stifles creativity and effectively limits player choice.
Sidearms:
Double Barrel Sawed Off Shotgun – Optimal Range reduced to 8m from 11m
586 Magnum – 68.8% damage increase
Police 686 Magnum – 68.8% damage increase
Maxim 9 - 23.5% damage increase
D50 – 17.5% damage increase
First Wave PF45 – 13.5% damage increase
Custom PF45 – 9.7% damage increase
Military M9 – 8.7% damage increase
93R - 7.7% damage increase
Snubnosed Diceros – 6.5% damage increase
Officer's M9 A1 – 6.3% damage increase
Diceros – 5.9% damage increase
M45A1 – 9.5% damage decrease
Tactical M1911 – 9.5% damage decrease
M1911 – 7.3% damage decrease
Exotics:
The Bighorn
Damage increased by +11.2%
Added functionality that provides additional headshot damage, full talent is now:
When scoped, switches to semi-automatic fire mode, dealing 450% weapon damage with each shot.
(New) Headshots grant +1% headshot damage. Stacks up to 50 times. Resets to 0 at full stacks.
Eagle Bearer
Damage increased by +7.8%
Chameleon
Damage increased by +32.8%
Added functionality that retains your current buffs to the next combat encounter when combat ends, full talent is now:
Hitting 30 headshots grant +20% critical hit chance and +50% critical hit damage for 45s.
Hitting 60 body-shots grant +80% weapon damage for 45s.
Hitting 30 leg-shots grant +150% reload speed for 45s.
(New) Buffs refresh when out of combat.
Bullet King
Damage increased by +2.6%
Nemesis
Damage increased by +11.1%
Liberty
Added functionality to provide extra damage if you're trying to keep stacks, full talent is now:
(New) Hits grant +2% weapon damage. Stacks up to 30.
Headshots consume all stacks, repairing your shield for 3% per stack.
Regulus
Increased initial bullet accuracy
Changed Regulus 3rd attribute bonus from Damage to Armor to Headshot Damage
Merciless/Ruthless
Damage increased by +12.5%
Added functionality to provide extra non-explosive damage as well, full talent is now:
This weapon fires on trigger pull and release.
If both bullets hit the same enemy, gain a stack.
At 7 stacks, shooting an enemy deals <(New) 900% amplified damage> and creates a 7m explosion dealing 1200% weapon damage, consuming the stacks.
Diamondback
Damage increased by +7.7%
Text updated to clarify a new target isn’t marked until after the 5s buff.
Lullaby/Sweet Dreams
Damage increased by +11.0%
Lady Death
Damage increased by +18.9%
The Chatterbox
Damage increased by +16.7%
NinjaBike Messenger Kneepads
Added functionality to add bonus armor, full talent is now:
Performing a cover to cover or vaulting reloads your drawn weapon (new) and grants +25% bonus armor for 5s.
Dodge City Gunslinger Holster
Added functionality that makes your hit do headshot damage, full talent is now:
While your pistol is holstered, gain a stacking buff every 0.3s, up to 100. When you swap to it, your first shot consumes the buff and deals +10% damage per stack.
(New) This deals headshot damage to anywhere you hit.
BTSU Datagloves
Changed functionality to no longer grant group/raid-wide overcharge unless you are skill tier 6
Added functionality to provide hive skill haste, full talent is now:
(New) Grants +15% Hive skill haste per skill tier.
(Changed) Detonating a hive refreshes your skill cooldowns and grants overcharge for 15s.If at Skill Tier 6, this effect also applies to all allies.
Allies receiving this effect are unable to benefit from it again for 120s.
Sawyer's Kneeguards
Added functionality to continue to provide damage bonus move for a short duration, full talent is now:
Cannot be staggered by explosions.
Increases total weapon damage by 3% each second you are not moving. Stacks up to 10 until you start moving.
(New) All stacks lost 10s after moving.
Mantis
Changed Mantis 3rd attribute bonus from Critical Hit Chance to Damage to Targets Out of Cover
The Ravenous
When an enemy with defensive primer stacks on them is killed, you now gain the benefit of those stacks without needing to detonate them first.
Talents:
Chest Talent: Headhunter
Buff Icon now show how close to the damage cap you are at
Now properly caps damage to your current weapon when you weapon swap
Damage cap lowered with new functionality:
After killing an enemy with a headshot, your next weapon hit within 30s deals 125% of that killing blow’s damage in addition to it.
Damage is capped to 800% of your weapon damage. (New) This is raised to 1250% (lowered from 1500%) if your headshot damage is greater than 150%.
Weapon talent: Future Perfect
Fixed issue with Overcharge lasting indefinitely if you weapon swap. It is intended for the buff to remain when weapon swapping, just not indefinitely.
Perfect version on Mechanical Animal numbers adjusted:
Weapon kills grant +1 skill tier for 19s (from 18s). Stacks up to 3 times.
Weapon kills at skill tier 6 grant overcharge for 15s.
Overcharge Cooldown: 90s (from 80s)
Gearsets:
Negotiators Dilemma
Damage value transferring between players was not scaled correctly
Previously transferred damage was higher than the initial damage the original target took.
Damage transfers on the initial bullet that marks a new target
Fixed some UI Feedback bugs
Add a 15m range cap for the damage transfer whilst in PVP
Foundry Bulwark
Healing of set in PVP was not scaled correctly, should now be in line with damage taken
Future Initiative
Backpack and chest armor now have a Utility gear mod slot instead of Defensive
Increased 2-piece Repair Skills bonus from +15% to +30%
Increased 3-piece Skill Duration bonus from +15% to +30%
Hard Wired
Increased 3-piece Repair Skills bonus from +15% to +30%
Aces & Eights
3-piece Headshot Damage bonus is now additive, rather than multiplicative
Increased 3-piece Headshot Damage bonus from +20% to +30%
Brand Sets:
Alps Summit Armament
Increased 1-piece Repair Skills bonus from +15% to +20%
Murakami Industries
Increased 2-piece Repair Skills bonus from +15% to +20%
Richter & Kaiser
Increased 3-piece Repair Skills bonus from +15% to +20%
Providence Defense
Increased 1-piece Headshot Damage bonus from +10% to +15%
Airaldi Holdings
Increased 2-piece Headshot Damage bonus from +10% to +15%
Grupo Sombra S.A
Increased 3-piece Headshot Damage bonus from +10% to +15%
Skills: Reinforcer Chem Launcher
UI has been updated to clarify that the initial heal only affects allies and not the Skill user.
The functionality has not changed.
BALANCE
PVP:
Talents
Efficient: Reduced specialization armor kit bonus from 100% to 50%
Versatile: Reduced the amplified weapon damage bonus for SMGs and shotguns from 35% to 25%
Skills
Increased Striker Drone damage by 10%
Increased Assault Turret damage by 20%
Increased Stinger Hive damage by 75%
PVE:
Developer comment: We've seen players' concerns about higher difficulties becoming too easy. Looking at game data and player strategies, NPCs in Legendary and Heroic are often too easily trivialized using status effects. In these top difficulties, we are proposing to raise NPC resistance to status effects to prevent them getting indefinitely locked in status effect reactions. This is a first pass and we will make adjustments for TU10 where needed.
Increased NPC Resistance to Status Effects:
No changes were made to Story, Normal, Hard or Challenging. (These remain at previous values).
In Legendary, base resistance for NPCs is now 40% (previously it was 25%)
In Heroic, base resistance for NPCs is now 25% (previously it was 0%)
NOTE: This is additive with the existing veterancy resistance scaling
The veterancy resistances have been: Veteran 20%, Elite 25% and Named 35%.
For greater clarity, this means that for Legendary NPCs, the resistances are: Default (redbar) 40%, Veteran 60%, Elite 65% and Named 75%.
Hunters base resistance is now 40% (previously it was 25%)
NOTE: Since all Hunters are "Named" NPCs, so their resistance is 75% (due to the above mentioned veterancy resistance).
NOTE: Status effects have a minimum required duration of 0.5 second, so if the NPC's resistance causes the effect to be less than that minimal duration, the status effect will not be applied. This is the same way status effect resistance works for players.
Loot:
Item power
Updated item power distribution to have a better spread between minimum and maximum for all difficulties
Increased minimum rolled item power for Field Proficiency/DZ caches, Clan caches and Season caches.
Difficulty scaling
Regular loot from loot containers in Missions now scale with mission difficulty
Targeted loot from loot containers in Missions now scales with mission difficulty
Loot Pools
Warlords of New York brands can now also show up as targeted loot in DC, including Dark Zones
KNOWN ISSUE ON PTS: For World Tier 5 players, not all targeted loot pools may be available at the same time
Crafting
Increased minimum and maximum crafting results
Added weighting to crafting results to have a better spread between min and max
Removed final World Tier 5 crafting bench upgrade, as its power increase is now redundant
BUG FIXES
Fixed an issue where targeted loot was not dropping on Story difficulty.
Fixed an issue where Regulus and The Ravenous reconfigure blueprints would not show up at the crafting bench after purchasing them.
Fixed an issue that could cause rubber banding during the Deactivate the Security Alert objective during the NSA Security Alert Classified Assignment.
Fixed an issue that could prevent players to be ineligible to matchmake for the DARPA Research Lab Main Mission after finishing and not exiting The Pentagon Main Mission.
Fixed an issue that caused the Welcome and NDA info screens on the PTS to be too dark.
Fixed some weird stairs.
Fixed an issue that could cause a Rogue Agent to spawn in an unreachable area causing a progression blocker during the Liberty Island Main Mission.
Fixed an issue that caused boosted Level 30 to not be able to Fast Travel to Coney Island and The Pentagon.
This issue is still present for Kenly College.
Fixed an issue causing the Banshee Pulse to not correctly adjust the effect duration and effect range/radius values after being modded.
Fixed an issue that could cause the Weakness Exploit debuff to stack several times.
If you have a city on an isthmus, a piece of land surrounded on parallel sides by water, your ships can sail through your city like a canal.
Petra doesn't need to be built on desert. It can be built adjacent to desert too. Remember this when settling your capital. Flood planes don't get bonuses from Petra, but they do count as desert and do meet the adjacency requirement.
Siam's bonus also gives you more XP on units gifted from militaristic city-states, even though this isn't written anywhere.
Submarines can sail under ice.
You can plunder a trade route remotely, even if you can't reach the trade unit, by declaring war on a civ that sent OR received the trade route and having a unit with combat strength stand on, or adjacent too, the path of the trade route. This works with cargo ships too.
The great Wall of China becomes obselete not when the attacking player researches dynamite, but when the player who owns the wall researches it, which makes zero sense. Don't research dynamite if you have the wall and you're getting invaded. Bonus tip: the great Wall applies everywhere in your territory even if the wall image doesn't cover that land.
Golden ages increase in value required to achieve them each time you get a golden age, like social policies. So Persia and Brazil at better off avoiding excess happiness early in the game so they can avoid early golden ages. Sell those luxuries!
If an enemy unit that you're at war with or a barbarian naval unit sails between your capital and the city it connects via harbor, it will temporarily break the water city connection. These connections only work when there's a path a ship could sail without coming into adjacent contact with an enemy... But this is very buggy and sometimes your harbors don't work when they're supposed too. Moral of the story is build roads and don't rely on harbors because they're bad.
The palace has a slot for a great work of art.
The rarest tile in the game is silver on flat tundra. It can only be generated in specific conditions. The one time I saw it was by playing strategic balance, where there was only one available spot for my silver luxury because of the priorities for iron and horses being near the jungle covered capital.
Natural wonders appear to be biased to spawn near city states. The games code is more complicated than that, but you'll find natural wonders are very likely to spawn within three tiles of city-states. If you're playing Spain, scout in circles around city states when possible. Krakatoa usually always spawns on an island visible to the shore of a continent (at least on pangea).
Culture cost of expanding your borders isn't set in stone. There's randomness... Or maybe it's bugged. The most reliable factors are distance from the city and food giving the tile a lower culture cost (which means faster expansion), but sometimes it will pick certain luxuries to expand too that don't make sense. Sometimes it will pick objectively worse tiles that don't make any sense, even when food tiles are near the capital. Sometimes, it will create ties for tiles that have wildly different yields and randomly pick which tile is added first. You can still generally expect high food tiles and tiles near the capital to join your city, but you never know exactly what you're going to get.
Natural Wonders count as mountains for the purpose of the observatory, but do not count as mountains for carthage's bonus. Even lake Victoria is a mountain. Ranged units with two range can't fire over natural wonders, but units with three range can fire "around" them.
AI will vote for cultural heritage cites and arts funding in almost every scenario. They will vote against science funding and natural heritage sites in almost every scenario. Even AI that work multiple natural wonders will vote against NHS. They'll vote for CHS even if they have 0 wonders.
The players with the two highest delegate counts get to make proposals, assuming that the host has the most delegates. Delegate count is decided the previous turn. Buying a city state Ally the turn of the vote will not work. Human players win ties over AIs if they have equal numbers of votes to decide who gets to make a proposal or host the convention. AIs work together and rig votes to make sure your proposals lose by exactly one vote, if they oppose your proposal.
Cities cannot lose a citizen due to starvation while building settlers. So don't work any unnecessary food yield. Focus on production to end the growth restriction, and break ties with science, culture, faith and gold yields if possible.
Most people know that Petra comes with an extra trade route slot in addition to the free caravan. But you might not know that Collossus works the same way. Get both and you've got two more routes than anyone else can get.
You can sell buildings you own for gold, either in emergencies or to avoid unnecessary maintenance. If you don't get a religion, it's probably wise to sell all your temples, since they have 2 maintenance. You can keep your temples since faith might benefit you after another player converts your cities and you earn some of his bonuses (see tip #33). Make the decision whether one gpt is better than one faith per turn, plus a small up-front bonus for selling the temple, and proceed accordingly. If your city is finished growing, sell your aquaducts.
You don't pay road or tile maintenance for roads or tiles in enemy territory. You do pay maintenance in your territory even if you didn't build the roads or tiles. So roads connecting cities are partially free if there's foreign land between your cities. You can build roads in your opponents territory to make them pay for them. You can also pillage these roads to gain a small amount of gold.
City-states will usually not accept scouts as gifted units, but they sometimes do, and I'm not sure why. It might be based on your relationship, the nature of the city state (militaristic etc) or whether or not the CS is at war. If they do, you can trade a very small amount of production for five influence in the late game.
Settling a city adjacent to land owned by another player, or a city-state, won't steal any land. Only great generals can do that (in the BNW expansion). It's theoretically possible to settle a city with only one tile.
The 4-tile-city-buffer only applies on given continent. If continents are separate by a single coastal tile, which can happen, cities can be built just two tiles apart. These means cities could theoretically bombard each other endlessly.
Every type of building has a value associated with it that determines it's likelihood to be destroyed when a city is captured or nuked. Aquaducts, walls, markets and libraries are very safe. More expensive buildings generally die more often.
Unemployed citizens produce one production each. This is almost always useless, but if you're building a settler in a grassland, jungle or desert city, it's usually optimal to have at least one unemployed citizen. On production focus, the governor takes unemployed production into account. Check your governor often and make sure he isn't leaving citizens unemployed in the late game on production focus as opposed to growing or getting science yields.
Great general and admiral bonuses don't stack. Redundant promotions don't stack, like double fire on chu-ko-nus, stealing naval units with the ottomans, or extra range on longbowman. Generic units like artillery can get extra range, since it's baked into their stats and not a unique bonus or promotion. One interesting pair of combat bonuses that do stack are defender of the faith and Berber cavalry.
Barbarians prioritize pillaging tiles that have the highest total yield. Your Babylonian academy will attract Barbs from all over the continent. Keep your warrior nearby as Babylon.
Once Barbs have captured a civilian, the logic will do one of two things, escort it with a combat unit, or flee to the nearest encampment. If you know where the encampment is, you might be able to cut it off.
City states can't trespass on your land, even if you're allied. Obviously they can if you're at war. But a city state unit without embark can get trapped if it's surrounded by land owned by civilizations. If it has nowhere to stand, it will teleport through owned land to the nearest unowned tile.
Genghis Khan literally doesn't care what you do. He's programmed to ignore your behavior and attack you (or not) based entirely on circumstances like his desire for your land. Be as hostile or peaceful as you like, and know that friendship and trade routes have no weight for his logic. Same with stealing his land or invading him previously.
Stealing a settler transforms it into a worker. Stealing a great person instantly kills it, except for prophets. City states can steal any great people and they can steal settlers without transforming them, but they don't ever use the settler.
Stealing a religious unit does not convert it to your religion. If you steal a prophet or missionary, it will spread the religion of the city it was built in (when it was built, it doesn't convert with the city it was built in) so be careful not to spread the wrong religion by accident. Inquisitors will remove all other religions except their original religion, but they can be used in cities they weren't intended to if you steal them. They will just do their original job, which probably isn't what you want. Stealing a prophet with full charges can produce a holy site. If you steal anything other than a full prophet, you should kill it instantly so it doesn't cost maintenance or risk being recaptured. Although, you can keep a prophet or missionary to use as bait if you're feeling tactical.
If your city converts to another religion, things get weird. Your city gets some of the bonuses of the religion, like the ability to build mosques. But you don't get nationwide bonuses like tithe just because one, or even all of your cities follow that religion. If your city is converted, and you build a religious unit, it will spread the religion of the city, not your home religion. Holy cities can be converted, but prophets built on holy cities will keep the religion of the holy cities, allowing you to resurrect your dead religion as long as you have faith.
Warmonger and liberation bonuses do weird, unexplained things. Liberation bonuses claim to override all warmonger penalties, but this is a lie. They are significant, but you can still be seen as a warmonger. Taking capitals gives a bigger warmonger bonus than other cities, even though both are called "extreme." Eliminating a player from the game gives you a massive warmonger penalty that can pretty much never be eliminated. In rare cases, you can get a "moderate" penalty if you take a city from a warmonger who previously attacked you, but the conditions seem inconsistent or buggy.
You can't attack an enemy unit you're at war with if it's in a 3rd players territory that you don't share open borders with. This can create scenarios where you're at war against units you can't attack. Likewise, you can make your ranged units "invincible" by abusing the strategy, although this has very situational application.
You can't change the name of a city state while it's your puppet. Puppeted cities choose gold focus and almost never build courthouses. It's almost always worth it to puppet the city until it ends it's rebellion, then annex it immediately and build a courthouse. There are some situations, like raising or liberating, that introduce other considerations.
Melee units will always succeed at taking cities with no health left. Even scouts and triremes will successfully take lategame cities. If your opponent kills your last tank, and you only have one turn, a scout is a great choice to build.
You can only work tiles three hexes from your city, even if that tile is three hexes from another city and you exchange it between cities. You can get luxury and strategic resources from tiles outside the three hex radius. This means you should consider luxuries up to 5 hexes from your settlement location.
Strategic view gives you slightly less information. You can't see coastlines or mountains on the edge of clouds in some situations.
Bananas, wheat and deer benefit from granaries. Fish benefit from fishing boats. But Bison don't interact with any building, and are useless other than the yield they give you.
The amount of gold you get from trade routes is defined by resource diversity. If I have only Marble and you have only Whales, the diversity value for the trade route is 2. This is why city states generally offer you less gold than trading with other civs, but not always. This is why routes from your capital generally produce the most gold. Science earned on trade routes works on a scale based on the number of technologies that the leader in number of technologies has which the other player doesn't. If you have pottery, and I have pottery and writing, then you get 2 science from a trade route you establish to my city. One for my writing, and a baseline of one. I get one science for the baseline, and none from techs.
Food and production from internal trade routes is defined by era, as is the cost of missionaries and inquisitors.
The Maya long count bonus can only get each type of great person once until you cycle through every kind of person, and there aren't enough years to do that. This makes the bonus much worse than how it's described on the menu. Despite this, the long count, and the Maya in general, are quite strong. But consider that while scientists and engineers are always good to have, prophets lose value in the late game. Writers, artists, and musicians are situational and not worth the bonus. Merchants, generals and admirals are not too significant considering you'll get one of each at best.
Theodora's bonus is also wrong. You get a special Reformation belief that you can normally only get via the piety social policy tree.
The culture gain for each aztec kill, the golden age gain for each kill with a Brazilian Pracinha or American minuteman, and the faith gain for kills from the pantheon are all decided by the combat strength of what you killed (at it's base, full health value).
Zulu Impi are pikeman replacements, but they bizarrely upgrade into rifleman, not Lancers. On the one hand, the infantry line is more useful than lancers, but it would nice if they upgraded to musketman instead, since that's the natural progression of the tech tree. This may be for balance reasons, since Impi are very powerful, and they would be even better if they upgrade sooner.
Production costs of buildings and wonders is defined by what level of the tier list the building is unlocked in. Angkor Wat, Alhambra, and Notre Dame all cost exactly 268 production. There are very few exceptions to this, including the lighthouse and shrine, which are cheaper than they should be, and the caravansary, which is way too expensive.
The biology tech unlocks oil, but not building offshore oil platforms. The biology tech doesn't actually say this, and if your oil is offshore, you're really boned. You can't build platforms until refrigeration tech, which also requires electricity.
Recycling centers don't do anything but give you aluminum, a nearly useless strategic resource that is discovered two full eras before you can build recycling centers. And to top it off, recycling centers cost 3(!) maintenance. That's more than a hospital. I have never built one, and I never plan to. I am being told in the comments (which you should read) that there are some very niche uses for recycling centers. However, there's no disputing that they're situational, bad, expensive, and come too late in the game to do much.
Terracotta Army's description is extremely misleading. It only creates a copy of each type of unit you control, which means if you have 3 composite bows, you get one composite bow. There are only 8 types of units that even exist in terracotta armies era. 6 if your rush for it. This makes it drastically worse than it seems.
You can see which social policy trees other players have pursued in the diplomacy overview. If you're the only liberty player, there's no rush to build the pyramids, for example. The same goes with the ideology wonders. This only works once they have picked at least one policy. Opening the policy doesn't reveal anything.
Thanks for reading. Feel free to add your own tips in the comments. If anything is wrong in these tips, please let me know and I'll fix it. If you're wrong and try to correct me anyway, I'll just chuckle at you.
Nefarian, Lord of Blackrock. A continuation on my WoW bosses 5e port for epic encounters. (Extra long post, now with images!)
Hello everyone! It's with great joy and anticipation that I present you my second project in converting iconic World of Warcraft bosses into 5e high level mega encounters. I want to thank everyone in the community that took their time to support and critique my first attempt at creating a WoW boss in 5e with Ragnaros the Firelord. Your support inspired me to continue with this work and after a very fun week of creativity, we now have the second installment, the iconic Lord of Blackrock Mountain, Nefarian! Without further ado, I present both the initial version and the updated version based on initial feedback after testing with images thanks to D&D 5e statblock generator! Nefarian, Lord of Blackrock (Current Version) Nefarian, Lord of Blackrock (Initial Draft) Let's take a moment to discuss most (if not all) of my choices:
This time around you can notice a tweak in the AC and HP numbers for this boss. We went for a 25 AC to properly represent the armor of a powerful dragon of challenge rating 30. That being said, the HP went down dramatically compared to Ragnaros the Firelord which had a 850 HP stat attached to it. This can be explained rather easily, compared to Ragnaros, Nefarian is much more mobile, it's 80 fly speed allowing to get out of reach from melee characters that haven't invested in flying items or spells. Its 25 AC also helps deflect a lot of subpar attacks and keep it's health at high numbers. On the saving throws department, Nefarian is proficient in four saving throws, although I feel this area is a bit too much and might require one of them to go. I am very open to suggestions in this area and look forward for your input in confirming changes or reassurance of my choices.
The 525 HP is a result of its lower constitution stat compared to Ragnaros and other CR 30 bosses like Tiamat. While Nefarian is a humongous dragon, he is still a more brains than brawn kind of boss. With his dragon physique being the only thing responsible for having his strength at 30. Even then, this is an area that is fully open to critique and i'm still trying to get right. I'm still debating if his strength should even be at 30 considering he's not even as big as Tiamat and I only placed it so high so he could hit the +19 attack bonus mark. That being said I do know he should have at least one stat on 30, and I'm leaning towards intelligence being that stat the more I think about it. By all means don't hesitate to agree or disagree with me in the comment section, this is one area I really look forward to getting help in!
When it comes to his resistances and immunities, although Nefarian is a black dragon in World of Warcraft, black dragons in 5e don't necessarily represent their equivalents in WoW, specifically in the immunities department. I replaced Acid immunity with Necrotic immunity as a homage to Nefarian's shadow magic and abilities in the game. A fire resistance also made sense since his attacks are a mix of fire and necrotic damage in the game, but shadow is the more prevalent element between the two so Fire went the resistance side. Immunities to non magical attacks come from his superb dragon hide that ensures only the finest weapons are able to strike a blow past his scales.
Limited Magic Immunity returns as a means to safeguard Nefarian from pesky low level magic combos in the higher tiers of the game. With access to a plethora of spell slots for lower level spells in characters of lvl 20, it's easy for players to bombard Nefarian and chip away at his health with little concern for resources. Limited Magic Immunity puts players more conscious of their resources by forcing them to resort to their more powerful spells which they don't have that many spell slots for. Lower level spell slots can still be used for support and healing spells however, so they aren't totally useless, in fact some classes don't even feel this ability at all with the spells they use.
Three legendary resistances seem more than enough for Nefarian considering his mobility and other defenses.
His multiattack is pretty standard although it allows him to use Nefarian's Spite which we will go into more detail later (very excited to talk about it btw), and his bite damage was increased a bit to up his damage per round ratio. These numbers are still on the works to be honest, if you feel Bite has to be scaled down by all means I am open to suggestions.
Bellowing Roar is basically a Frightening Presence with the added effect of a "critical failure" punish effect. Bellowing roar's effects and descriptions line up a lot more with the actual effect in the game than the usual frightening presence ability and I feel for a CR 30 boss, the added effect is perfectly fine.
We finally reach Nefarian's Spite. This was hands down my favorite part of this stat block and I had so much fun researching, creating and using this ability. My friends had a blast with the ability and quickly learned to respect it yet excited to see what would happen to their class! So basically this is a total homage to Nefarian's class call ability in the game. I went into this ability thinking what would be very annoying and sometimes very scary to happen to each class in Dungeons & Dragons. I was very happy with my initial thoughts on the ability and even happier when my friends gave initial feedback. This was their favorite part of the encounter and I'm glad my effort paid off when creating this ability, so let's discuss a bit my choices for each class:
Artificer: So this one was relatively unchanged between each iteration of the stat block, with the later version being more permanent. I went with the Artificer infusions because it's something that was shared across all archetypes and really could turn the tables on the party if Nefarian got hold of the appropriate infusion at the right time. Artificer is still quite new to me even though it's been very impressive to play against. I sadly could not get feedback from the Artificer that play tested with me but I look forward to any suggestions fellow artificers might have for an ability of this caliber.
Barbarian: This one remained unchanged mostly and I was initially scared I went too far with it. But I just knew it was one of those that would get the "OH ****" from players affected by it IMMEDIATELY. Well thankfully those "OH ****" moments turned into laughter real quick among my players. They even suggested the saved ends condition! I have a feeling this one was very fun to witness and they wanted more out of it. I look forward to your reactions and suggestions in the comment section!
Cleric: This one was changed mostly to clarify wording based on my group's feedback. Pro tip, DO NOT play a grave cleric in the presence of this ability unless you want to be one shot by the dragon breath the next turn! Regardless of that happening during testing, my players were very happy with this one and suggested the wording change to ensure that what I intended to do with it ended up happening.
Bard: While it didn't come up during testing, my players felt immediately underwhelmed by the initial draft of this effect. Mostly cause I misunderstood the implications behind charmed and treated it as a glorified "stunned" condition. They suggested the inspiration alternative which I agreed with and even popped some great RP lines to say when the ability comes forth. I look forward to feedback on this one from fellow bards.
Druid: One of the more faithful adaptations from the game, I was very happy to be able to port this ability to 5e with little problem. My players agreed it was more than fine and annoying towards druids and suggested the save ends condition to make it even more menacing.
Fighter: This was another my players were very underwhelmed with and I misunderstood what really makes fighters tick. They explained to me just how much more beneficial is having Action surge as a fighter and how much it adds to their damage per round, making it a valuable resource and one that would have fighters on their feet during the whole encounter wondering when their next use of action surge would be spent. I agreed with their sentiment and made the change.
Monk: This was another I was a bit afraid of at first thinking I went a bit too far. The monk present in the testing calmed my fears a bit by saying the ability was just the right amount of scary for him to be quite aware of it and think strategically of his resources. I still think we can do a bit of tweaking with the numbers, still debating between d6 and d8. If you guys can help me with this I would appreciate it alot!
Paladin: While it didn't come up in testing, my players felt this was more than appropriate for the class and felt no need for changes. They suggested alternatives like Nefarian switching the bonuses granted by Paladin auras into negative values but I felt that might be a bit too strong when used at the right time. I would like some more feedback on this and see if we just need to adjust the numbers a bit more or think of something else.
Ranger: Another faithful ability from the game which I was very fearful of porting to 5e considering that in World of Warcraft, repair bots are a thing and can be accessed in the middle of battle. However, losing a weapon in a dungeons and dragons campaign, especially a magical weapon which probably has a very memorable quest tied to it or some epic story behind it can be extremely demoralizing to a player. My players mentioned me the 50% should remain in that number cause anything higher you risk bringing some really bad vibes to the encounter for the affected players. Let me know what you guys think and what compromise we can reach to ensure the ability still stays faithful to World of Warcraft.
Rogue: This one was pretty faithful from the game as well and it turned out to be fine although funnily enough my players ended up giving suggestions that I thought of as well when going into this ability. One being that Nefarian gained access to the rogues' sneak attack die damage on his next attack. While I wanted to include that in the ability, I felt it went very off from the homage to the game and decided to stay with the teleport/immobilization ability only.
Sorcerer: This one was very fun and surprisingly easy to come up with but still very exciting to use and it came up during testing. My players also loved it and even suggested that to ensure total chaos, Nefarian got to choose who to apply the outcome to. The concept remained the same with only the aforementioned change being applied.
Warlock: This one was one of the hardest to make cause I wanted to port the idea of the game's ability to 5e but it was going to be very complicated with all the patron paths for Warlock in 5e. I decided to go with the current version that still allowed it to be tied to the patron but be much easier to manage.
Wizard: Another very fun homage I ported from the game and I was happy it came up in testing. I decided to make it a little more dangerous in the current version to scale it on par with other abilities for other classes in here.
Nefarian's spite allows the DM to make some very evil moves to their players and while the ability doesn't allow it to go back to back with class choices between turns, it still lends itself to dance around two class choices until the DM thinks enough resources or all resources have been depleted between the choices. There is a code of ethics and honor that I trust DMs using this template for their own games would follow. To be honest, this is an ability that rewards fun the more you lean towards picking a different choice each time it's used. Like I said earlier, my players were extremely eager to find out the next result of the spite ability, very curious to know what would happen to their characters if chosen. Most likely your players will go into this encounter without knowing what to expect and this is one of the abilities that will stand out the most. Don't ruin it for them picking the same choices over and over, make the encounter memorable by going through the options until at least all party members have been affected by it once. Then again, this is something I can't stop you from doing, only suggest what I would do and I am aware that every group has their own definition of fun.
Last but not least we have the Shadow Flame breath ability, a direct homage to the flame breath Nefarian uses in the game, with arguably a less fatal consequence in 5e but still very powerful compared to other flame breaths in D&D. So initially I thought about doing a mix of fire and necrotic damage for this attack which is the more faithful rendition of the ability based on the game. I am still open to that idea and have realized that it's just a matter of dividing the damage between two types, fire and necrotic, but for the time being we are going with Necrotic only.
The breath's additional damage at the start of the turn was meant to represent Nefarian's damage over time debuff that gets applied to players afflicted by his Shadow flame attack. This combination of damage which initially was at 91, proved to be a bit too overpowered and forced me to dial back the damage cause it killed three players during the encounter, one of them being the cleric that couldn't even get to play at all once I downed him after a powered up Bite attack from his Grave Domain channel divinity. The breath damage just was too much for him to recover from and he would fall unconscious with every breath use right before his turn started.
So before we go into detail with the reaction ability there is something very important that needs to be discussed. The encounter itself doesn't start with Nefarian. It starts against five Drakonids which is a homage to the first phase of the Nefarian fight in World of warcraft. These Drakonids come in one of each chromatic dragon color with their own specific traits based on the color. You can find the stat block image below:
The first iteration of the Drakonid was a CR 7 monster. But during testing my players felt the Drakonids didn't do anything and just served as HP bags to delay Nefarian by one round. They suggested to up the CR a bit to ensure that some of their abilities and traits might be seen in the fight before they go down. The bone constructs (which are seen below) were also upped in the CR department to reflect the change.
Bone Constructs were based on the Minotaur Skeleton stat block but upped in strength to reflect their CR while Drakonids were based on the Black Abishai stat block as a base and then edited to reflect the more in game homage they represent. During testing they proved to be too weak for the party to even bother with and thus came the tuning to present more of a threat during the encounter while still maintaining their status as minion for the fight.
For legendary actions, Nefarian felt a bit underwhelming when I came up with the concept initially, since only one of the three actions actually did damage. But the testing results actually proved me wrong when my strategy to recharge breath and spam it again and again almost net me the TPK. Regardless, with me toning down the damage from the breath, I decided to add wing attack to the choices of Legendary actions to give Nefarian more tactical options and room to position himself for attacks. By all means feel free to let me know if I should just remain with three options, or if the recharge breath ability is a bit too much.
Finally we enter the discussion of the lair actions which funnily enough I actually forgot entire to do before testing and was reminded by the players when they asked me about it. I decided to go to work on making some and the first hurdle was that most if not all the encounter from Nefarian in world of warcraft was already in the stat block. At least the classic world of warcraft version of the boss, so for the lair actions I went to WoW Cataclysm version of Nefarian which proved to be quite the inspiration. Here are the lair actions for Nefarian based on three abilities he posses in the game.
Lair Action 1: Explosive Cinders.
Nefarian covers two creatures in explosive cinders, these cinders burn the target for 21 (3d8 + 9) fire damage. During the start of the creature's turn, the cinders explode, dealing 33 (6d8 + 9) fire damage to all creatures 20 feet around the target that fail a DC 22 Dexterity saving throw or half on a successful save.
Lair Action 2: Dominion.
Nefarian attempts to dominate the mind of an enemy, a creature Nefarian can see or hear must make a DC 23 Wisdom saving throw or be charmed towards Nefarian. If the save is failed by 5, Nefarian gains control of that creature, making all decisions in the creature's turn. Both effects end if the creature succeeds a DC 23 Wisdom saving throw at end of it's turn.
Lair Action 3: Shadowflame Spark
Nefarian chooses two 5 ft radius areas within 120 feet of him. These areas are covered in Shadowflame and creatures that start their turn or enter these areas for the first-time during a round must succeed a DC 22 Constitution saving throw or take 21 (3d8 + 9) necrotic damage, half on a successful save. At the end of each creature’s turn, these areas' radius increase by 5 ft, they immediately fade once they reach a radius of 35 feet.
The first lair action was a mechanic I was very eager to make happen in 5e which enforces positioning from players, either the affected player or the players around it, forcing movement to happen which is something fights usually lack of once everyone is on their places. The second lair action is a mind control effect, with the actual mind control of controlling the player's turn happening on the critical failure aspect of the lair action. The third lair action is another mechanic I wanted to explore with 5e rules which is expanding areas of effect, creating once again positioning challenges for players that allow the players to use more actions in their turns to overcome obstacles. While untested, I look forward to feedback on these Lair actions and see if they warrant any changes. Feel free to leave any suggestions in the comment section and I look forward to discussion on this topic. Nefarian lasted a total of six rounds, the cleric was dead by the end of the encounter with the Druid and the Artificer recovering from unconsciousness in the last round. The six lvl 20 characters played during this testing session where:
Artificer with Robe of the Archmagi, Staff of Power, Tome of Understanding and Shield +3
Wizard with Cloak of Protection, Blackstaff, Sunblade and Studded Leather +3
Cleric with Ring of Spell Turning, Rod of Absorption, Cloak of Displacement and Half Plate +2
Druid with Tome of Clear thought, Hide of the Feral Guardian, Amulet of Health and Staff of Healing
Monk 17/Ranger 3 with Oathbow, Azuredge, Amulet of Health (This got repeated by accident but I found out later), and Manual of Quickness of Action
Sorcerer 16/Warlock 4 (Coffeelock) with Mask of the Dragonqueen, Wand of the Warmage +3, Robe of Stars and Tome of Leadership and Influence.
Last but not least, one of fun parts of Nefarian's spite is getting to roleplay the lines Nefarian does when he does the ability. I took some artistic liberty with some of the lines and others I picked straight from the game, here are the lines for each class:
Artificer: "Artificers, put that genius into good use, for me!"
Barbarians: "Barbarians, you feel that? It's the fear of death!"
Bards: "Bards sing me a song, inspire me to burn you all to ashes!"
Clerics: "Clerics, who is your god now!?"
Druids: "Druids and your silly shapeshifting. Let's see it in action!"
Fighter: "Such energetic fighters, surely you can share the enthusiasm!"
Monk: "Slow down monks, I was just getting started."
Paladins: "Paladins, I've heard you have many lives. Show me."
Ranger: "Rangers and their pesky arrows...."
Rogue: "Rogues? Stop hiding and face me!"
Sorcerer: "Sorcerers, have accountability for your wild antics!"
Warlock: "Warlocks, you shouldn't be playing with magic you don't understand. See what happens?"
Wizard: "Wizards too? You should be more careful when you play with magic..."
Thank you very much for reading up to here and more importantly thank you for your support and assistance with these challenges. I feel I am learning from everyone's critique and hopefully I show my progression through each new boss I share with you guys in this community. I continue my inspiration with these bosses and I look forward to my next challenge the demon hunter Illidan Stormrage! Until next time!
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