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{{TOCright}}
== Introduction ==


Welcome to The Incomplete and Unofficial Guide to /bind, an attempt to collect all the information we know about the bind command and organize it in a way that will make using it a lot easier to understand.  Bind is a very powerful tool for customizing the way you play your game, and while it is a little confusing to use when you first get into it, it gets easier the more you play with it.


<p><span style="font-size:36px;">''<span style="font-family:Verdana, Geneva, sans-serif;"><span style="color:#d6d6d6;"><span style="color:#f39c12;">'''Patch Notes: Issue 27, Page 7'''</span></span></span>''</span></p>
This guide will (hopefully) make it easier for you to:


-----
* Understand what the /bind command does
* Get a solid grasp on how it works, so you can play around with it on your own, and
* Immediately start using /bind to remap your keyboard and mouse in ways that the basic options in-game will now allow


=== Understanding What /Bind Is ===


-----
City of Heroes comes with a set of predefined in-game navigation and control commands.  Pressing the W key moves your character forward, pressing the A key rotates your character to the left, pressing the D key rotates your character to the right, and so on.  If you are not happy with these commands, you can open up the options panel, press the controls button, and replace some of them with key strokes or mouse button clicks of your own choosing.  But you cannot do this with every single key in the game.  If you want more control over how the in-game commands are assigned to keys, you must use /bind.


<p><span style="font-size:20px;">'''What's New in Issue 27, Page 7'''</span></p>
In its simplest form, /bind tells the game, "From now on, when this button is pressed, I want you to trigger that action." That action could be anything—start a power, bring up a user interface panel, send a message to another player, and so on.  It is even possible to assign multiple actions to the same bind, though there are limits, and the more complex your /bind, the greater a chance that something unexpected (and perhaps unwanted) will happen.  That button can be almost any button on your keyboard or mouse, though again there are some limits.  Essentially, /bind is telling the game that when you press the F key you want to activate the Hover power.
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Marquee Features'''</span></span></p>
<ul>
<li><span style="font-size:16px;">'''Piecemeal's Personal Story - Issue 27 Finale'''</span></li>
<li><span style="font-size:16px;">'''Co-Op Striga Isle &amp; New Villain / Rogue Story Arcs'''</span></li>
<li><span style="font-size:16px;">'''Rikti War Zone Revamp - Vanguard Base Expansion'''</span></li>
<li><span style="font-size:16px;">'''Advanced Mode - Lady Grey's Task Force'''</span></li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Powers &amp; Gameplay Adjustments'''</span></span></p>
=== What /Bind Is Not ===
<ul>
<li><span style="font-size:16px;">'''New Player Experience Improvements'''</span></li>
<li><span style="font-size:16px;">'''New Powersets: Arsenal Control &amp; Arsenal Assault'''</span></li>
<li><span style="font-size:16px;">'''New Epic / Ancillary Power Pools and Epic Balancing Pass'''</span></li>
<li><span style="font-size:16px;">'''Arachnos Soldier / Arachnos Widow Updates &amp; Power Customization'''</span></li>
<li><span style="font-size:16px;">'''Sheathed / Holstered Weapons - ''Now available on all weapon powersets!'''''</span></li>
<li><span style="font-size:16px;">'''High-Level Council &amp; Circle of Thorns Revamps'''</span></li>
<li><span style="font-size:16px;">'''Giant Monster Balancing Pass'''</span></li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Various Adjustments, Improvements &amp; Fixes'''</span></span></p>
/bind is not a macro language, and it cannot be used to automate your actions.  In some games it is popular to write macros or shortcuts that allow you to queue up a number of attacks. For example, to start out with [[Super Strength#Jab|Jab]], then [[Super Strength#Punch|Punch]], then [[Super Strength#Haymaker|Haymaker]], and then to repeat until you no longer have a target. This is not possible using /bind, though it is possible to do some interesting things with it that come close.
<ul>
<li><span style="font-size:16px;">'''Aether Reward Shop Preview Images + Wave 4'''</span></li>
<li><span style="font-size:16px;">'''Team Badges - Task Forces'''</span></li>
<li><span style="font-size:16px;">'''New Costume Parts'''</span></li>
<li><span style="font-size:16px;">'''New Vanity Pet Invention Recipes'''</span></li>
<li><span style="font-size:16px;">'''New Supergroup Base Items'''</span></li>
<li><span style="font-size:16px;">'''Loads of bug fixes'''</span></li>
<li><span style="font-size:16px;">'''...and much, much more!'''</span></li></ul>


There are in fact macros in the game, but they are slightly different than macros in other games.  Macros will also be covered at the end of this guide, since they share many similarities to /bind (and enough differences to make them important).


-----
== Using /Bind: The Basics ==


<p>''<span style="font-family:Verdana, Geneva, sans-serif;"><span style="font-size:28px;"><span style="color:#f39c12;">'''Marquee Features'''</span></span></span>''</p>
Before you can understand how to use /bind properly, you need to know how to use [[Slash Commands|slash commands]].  Slash commands are commands that you send to the game while using the chat window.  /Bind is a slash command, so understanding how they work in general will help you understand how to use /bind specifically.


-----
=== Tangent: A Brief Guide to Slash Commands ===


<p> </p>
While you are in-game, press your ENTER key.  You will see a flashing prompt in your chat window.  You have probably used this any number of times to say something to other players in game, either through the local, team, broadcast or query channels. You may also know that if you append certain words to a slash ("/"), they will be interpreted as in-game commands.  For example, if you have ever fallen through the city and find yourself standing in the middle of a big blue void, with the ghostly image of the city hanging above your head, you might press the ENTER key and type
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Piecemeal Issue 27 Finale'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal'''</span></span></p>
<p>'''''A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated.<br />
<br />
A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation.<br />
<br />
Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing!'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_12/destroyed_galaxy_i27finale.png.f9e2bfd7e79f0ca02162a3d9742a6378.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|839px|class=ipsImage ipsImage_thumbnailed|destroyed_galaxy_i27finale.thumb.png.75b99fc03863839293e82e26e8b77314.png]]]</p>
<p><span style="font-size:10px;"><span style="color:#ffffff;">'''''<span style="background-color:#000000;"> This Personal Story can be played together with a full team of 8 players!  </span>'''''</span></span></p>
<ul>
<li>'''CONTACT:''' Pay Phone
<ul>
<li>Accessing this story arc requires having completing Doc Buzzsaw's newest arc.</li></ul>
</li></ul>


<ul>
: /stuck
<li>'''LOCATION:''' Rikti War Zone, ''/thumbtack 3230.6 0.1 -513.9''</li>
<li>'''ALIGNMENT / LEVEL:''' Any - Level 50</li>
<li>'''OUROBOROS / ARC:''' Hero of the City / Made - 27.95</li></ul>


And voila!  You reappear at the entrance to the zone you were just in.  City of Heroes saw the slash in front of "stuck" and realized that you were sending it a command.  It then looked up "stuck" and saw that it needed to return you to the proper zone, and *poof*—it was done.


-----
Any time you put a slash in front of text in your chat window, City of Heroes interprets the word that follows as though it were a command, whether the command exists or not. For example, /g tells City of Heroes that all of the text following the "g" should be sent to the group channel (or the team channel).


<p> </p>
So if you type:
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Co-Op Striga Isle &amp; New Story Arcs'''</span></span></p>
<ul>
<li>Striga Isle is now a co-op zone that villains can enter using the Smuggler's Submarine line.</li>
<li>Added ability for villain characters to queue in LFG for Ernesto Hess and Moonfire's Task Forces.</li>
<li>Arbiter Mudd has been deployed to just outside the Bog to assist villains in training their powers.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''Buried Secrets' - Oberst Straxt'''</span></span></p>
: /g I'd really like a ham sandwich.
<p>'''''Oberst Straxt of the 5th Column is seeking unscrupulous villains to infiltrate Striga Isle in order to collect old caches left behind by that organization when the Council took control of the island.'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.3f3eb4346bfc4cf1c9382e000b90ebf5.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.73de19cb75b26972dfd7067c1e13be04.png]]]</p>
<ul>
<li>'''CONTACT:''' Oberst Straxt</li>
<li>'''LOCATION:''' Striga Isle, ''/thumbtack -293.2 -25.5 -1028.0''</li>
<li>'''ALIGNMENT / LEVEL:''' Villain, Rogue - Level 20-24</li>
<li>'''OUROBOROS / ARC:''' Insider - 27.90</li>
<li>Will offer repeatable tasks in addition to their story arc.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''Just Prototypical' - Dr. Francois'''</span></span></p>
Anyone in my team would see the following message:
<p>'''''Dr. Francois, the famous roboticist, has been freed from his recent bout as a Sky Raider prisoner, working on a giant mech project. Easily intimidated, the doctor can aid an enterprising villain in a daring heist against the Sky Raiders.'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.29c01f275b89ce8e7dc61803d852ec3d.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.ec7f70fe979b2e81eaeabdb83858dd2b.png]]]</p>
<ul>
<li>'''CONTACT:''' Dr. Francois</li>
<li>'''LOCATION:''' Striga Isle, ''/thumbtack 104.5 -0.0 -1209.6''</li>
<li>'''ALIGNMENT / LEVEL:''' Villain, Rogue - Level 20-24</li>
<li>'''OUROBOROS / ARC:''' Insider - 27.91</li>
<li>Will offer repeatable tasks in addition to their story arc.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''Negotiations of the Living Dead' - Night Widow Ragana'''</span></span></p>
: I'd really like a ham sandwich.
<p>'''''With the Council in shambles there's a power vacuum on Striga. The Warriors, Family and Sky Raiders want to split the Council territory among themselves, and plan to meet to negotiate terms. Arachnos prefers to have the Council in charge and have sent a Night Widow to handle the situation. Night Widow Ragana needs some expendable and deniable resources to break up the''''' '''''negotiations - permanently.'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.0e948dbcc6b1f900f77bed0968617d72.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.5d3905f4acccb9ad86f665864f601120.png]]]</p>
<ul>
<li>'''CONTACT:''' Night Widow Ragana</li>
<li>'''LOCATION:''' Striga Isle, ''/thumbtack -507.2 8.0 -1079.6''</li>
<li>'''ALIGNMENT / LEVEL:''' Villain, Rogue - Level 20-24</li>
<li>'''OUROBOROS / ARC:''' Insider - 27.92</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''The Most Dangerous Prey' - Orpheus'''</span></span></p>
Some commands are a little more complicated.  Not only will the game need to know the general command to tell it what to do, it will need a few pointers to show it how or where to do it. For example, /t or /tell informs the game that you want to send a single character on the server a private message. But which character?
<p>'''''Orpheus, a Warrior bard of some repute, has specialized in hunting the undead. He is now offering his expertise to those he deem worthy. Since you have recently contracted a mysterious ghost-related curse upon your name, you seek out his help.'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.ebd9b1d9bd6ae3b7f63bf3456e7ec16b.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.28de5b0d43bf844e5b00fc8efcc13bc7.png]]]</p>
<ul>
<li>'''CONTACT:''' Orpheus</li>
<li>'''LOCATION:''' Striga Isle, ''/thumbtack -2376.0 0.8 -1957.3''</li>
<li>'''ALIGNMENT / LEVEL:''' Villain, Rogue - Level 25-29</li>
<li>'''OUROBOROS / ARC:''' Undesirable - Arc 27.93</li>
<li>Will offer repeatable tasks in addition to their story arc.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''The Last Witch of Striga' - Mage-Killer Tatiana'''</span></span></p>
The proper way to send a tell is to type the following:
<p>'''''Mage-Killer Tatiana is hunting a powerful witch. In order to draw out the near-mythical protector of the island, Tatiana needs someone to stir up trouble among the Banished Pantheon and deal with the local chapter of the Legacy Chain.'''''</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.16a5875cde03efe38925fecedf129440.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.2598b06f5316ba30a7a5ec13b2732e48.png]]]</p>
<ul>
<li>'''CONTACT:''' Mage-Killer Tatiana</li>
<li>'''LOCATION:''' Striga Isle, ''/thumbtack -2640.7 66.7 -3346.5''</li>
<li>'''ALIGNMENT / LEVEL:''' Villain, Rogue - Level 25-29</li>
<li>'''OUROBOROS / ARC:''' Undesirable - Arc 27.94</li></ul>


: /t ''character name'', Hey! Want to group?


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''character name'' in this case represents someone's actual name.  So what you have to do is use the /t command, then enter the character's name, then use a comma to separate the instructions from the message, then type the message.  So:


<p> </p>
: /t Curveball, Hey! Want to group?
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Rikti War Zone Revamp'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Vanguard Base Expansion'''</span></span></p>
<ul>
<li>The Vanguard base in the zone has been expanded and revamped with several additional new sections added and the base now directly connects to the surface from several points.</li>
<li>The Architect Entertainment functionalities within the zone have been moved inside one of the Vanguard base's new areas.</li>
<li>The AE building has been replaced by a Vanguard vehicle depot with lifts that connect to the base underground.</li>
<li>The Rikti Pylons found throughout the zone now con as Level 54 rather than ignoring level mods.</li>
<li>Added training Rikti Pylon dummies found outside the Vanguard base that match the old pylons.</li>
<li>Also added four training dummies that con 50 through 54 found outside the Vanguard base on the surface.
<ul>
<li>''The color of the lights near the dummies helps inform how they con.''</li></ul>
</li>
<li>Added script to all Vanguard training dummies that reports on death how long it took to defeat them from 100% HP.
<ul>
<li>This includes the summonable Vanguard MDC accolade dummy.</li></ul>
</li>
<li>Vanguard Quartermaster and Combat Nurse added near the training dummies on the surface.</li>
<li>Merit vendor NPC has been replaced by a merit vendor kiosk.</li>
<li>Benevolabs hologram vendor has been added near the merit kiosk's location.</li>
<li>Portal mission doors in the zone have been changed to use the new Portal Corp section of the Vanguard base.</li>
<li>This Portal Corp section also houses connection to the new travel network for Shadow Shard access from Rikti War Zone.</li>
<li>Vanguard shooting range targets are once again target-able and can be attacked by players for role playing purposes.</li>
<li>Info NPC by the base exit now using a Vanguard outfit.</li></ul>


<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.b866e41b1513adc6a13fb2b295ea4822.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.571b2e8abe6fd734cc6efbe8d2f341ef.png]]]</p>
Would cause the message "Hey! Want to group?" to show up in Curveball's text window.
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-11-09-19.jpg.123a468e34ecb5c5e4ee48c060857fbe.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-11-09-19.thumb.jpg.5a736e3011e35be33b17ebdab63619e7.jpg]]]</p>
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> The Vanguard are preparing! But for what?  </span>'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Shadow Shard Portal'''</span></span></p>
<ul>
<li>Now accessible via a new travel network that links: Rikti War Zone, Peregrine Island, and Firebase Zulu.</li>
<li>This new travel network has a unique icon that can be found on the mini map as '''Shadow Shard Portal'''.</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|1614734155_ShadowShardPortal.png.d07bde97e5378f2f28e8caeaa24bec5b.png]]</p>
All this really means is that when you are using a complicated slash command, you often have to be very specific in telling City of Heroes what you want to happen, and that often you have to give it that information in a very specific way. For example, if you typed
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Look for the red icon!  </span>'''</span></span></p>
<p> </p>


-----
: /t Curveball Hey! Want to group?


<p> </p>
City of Heroes wouldn't know what to do. For all it knows, the character you are trying to send a message to is named "Curveball Hey! Want to group?" which is impossible, since the name field is not long enough and does not allow exclamation points or question marks. The comma after the name is very, very important, because it tells the game "I have told you who to send the message to, now I am going to tell you the message."
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Advanced Mode - Lady Grey's Task Force'''</span></span></p>
<ul>
<li>Advanced Difficulty Mode label shortened to Advanced Mode.</li>
<li>Advanced Mode added to the Lady Grey's Task Force, accessible via the Challenge Mode options found before starting the Task Force.
<ul>
<li>''This mode significantly changes the content, adding new rewards, enemies, boss encounters, areas, and badges.''</li></ul>
</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AdvancedModeLGTF.PNG.01a84f3c3e17957e0958896f22787d54.PNG]]</p>
Slash commands may optionally have underscores in them. Any underscores in a slash command are ignored by City of Heroes. This feature is handy for commands that are composed of multiple words to make the command more clear. For example, all of the following commands are functionally equivalent:
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> This new Advanced Mode is out of this world!  </span>'''</span></span></p>
<ul>
<li>Completing Lady Grey's Task Force on Advanced Mode will reward players with an added choice of 40 Reward Merits or a random Hamidon Origin enhancement from a pool including expanded combos that match the D-Sync Origin's enhancement selection.</li>
<li>Enhancements are weighted so chances are higher (2:1) to receive one of the new combos:
<ul>
<li>''Vesicle Exposure (End Mod/Rech)''</li>
<li>''Stereocilia Exposure (Slow/Rech/End)''</li>
<li>''Microtubule Exposure (End Mod/Acc)''</li>
<li>''Karyoplasm Exposure (Dam/End)''</li>
<li>''Microvillus Exposure (Acc/Range)''</li>
<li>''Chromatin Exposure (Dam/Rech)''</li>
<li>''Ectosome Exposure (Threat/Acc/Rech)''</li>
<li>''Amyloplast Exposure (Rech/Heal/Absorb)''</li>
<li>''Chloroplast Exposure (Acc/Heal/Absorb)''</li></ul>
</li></ul>


<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-11-08-46.jpg.9679e58c2727cdf2f1368d130006bd56.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-11-08-46.thumb.jpg.19ab1c24b20ce39d60eea30cad892c1a.jpg]]]</p>
: /powexecname Temp Invulnerability
<p> </p>
: /pow_exec_name Temp Invulnerability
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-11-11-22.jpg.69eba563bb2b52e1d6b198d3ddf7c5f6.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-11-11-22.thumb.jpg.df04906d3e87b3a2bef539153b2bc63f.jpg]]]</p>
: /_p_o_w_e_x_e_c_n_a_m_e_ Temp Invulnerability
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-11-15-36.jpg.44281b2b69eccc205f4e2d6b5a09e6bd.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-11-15-36.thumb.jpg.b5ac9cdb11bcc296ea30bae7c324495f.jpg]]]</p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.fa9cdbbd79583bbe5562ce97bb9a0fce.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.b878dcc2858b811828276a96e47477f9.png]]]</p>
<p> </p>


-----
But the second version is arguably the most clear and readable.  In binds, no underscores are typically used so that more characters may be used in the command's parameters.  However, underscores are used in some game documentation and in keybind files (covered in a later section) and in this guide.


<p> </p>
=== Bringing the Tangent Back On-Topic ===
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Team Badges - Task Forces'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''New Badge Checks'''</span></span></p>
<ul>
<li>New category of bonuses added to Task Forces that are always enabled by default. This automatically checks if the team meets any composition criteria to reward the earned badge.</li>
<li>Team badges function by checking team members as they enter the mission, if a player does not enter any missions they are not counted for the check.
<ul>
<li>Teams that meet the criteria described are automatically granted the badge upon the content's completion.</li>
<li>Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons.
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|challengeStat_atdiversity_h.png.a401659a34e52f53f99d6a4074d9f8f9.png]] / [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|challengeStat_atdiversity_v.png.00692b99132c2114350f74b75f59ba4a.png]] '''Role Diversity''' ''- Complete the content on a team with Archetypes that fulfill all five roles.''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|challengeStat_atduplication.png.75b1a54a37edc6bc32c2ced9b5fc128f.png]] '''Archetype Duplication''' ''- Complete the content with a team of 4 or more using only the same Archetype.''</li></ul>
</li></ul>
</li></ul>


<p> </p>
That is all well and good, you ask, but what does that have to do with /bind?  Well, two things:
<ul>
<li>This feature is only for associated badges and does not change any other rewards granted by the content.</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|TeamBadgeCheckHelp.PNG.15c9d8403f8bb9df5d861a0655f39312.PNG]]</p>
* First, /bind is a slash command, and you need to know how slash commands work in general.
<p><span style="font-size:9px;"><span style="color:#ffffff;">'''<span style="background-color:#000000;"> Teamwork makes the dream work!  </span>'''</span></span></p>
* Second, /bind is a slash command that can trigger other slash commands.


-----
=== Format of the /Bind Command ===


<p>''<span style="font-size:28px;"><span style="color:#f39c12;"><span style="font-family:Verdana, Geneva, sans-serif;">'''Powers &amp; Gameplay Adjustments'''</span></span></span>''</p>
/Bind, like /t or /tell, requires that you format your command very specifically.  The basic layout of a properly constructed /bind command is:


-----
: {{slashcommand|bind|trigger "command"}}


<p> </p>
First you identify the slash command (/bind), then you identify what key will start the command (''trigger''), and then you place quotes around what the /bind actually does (''command'').
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''New Player Experience (NPE) Improvements'''</span></span></p>
<p>With everything finally becoming official, we're at the beginning of a new era for the game, and it is time we become better stewards of the core game itself. The first step is to start making some improvements to the new player experience (or NPE, as the cool kids refer to it) to remove some of the small &quot;pain points&quot; experienced by new players (you may have noticed a large influx of them recently!).</p>
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Character Creation Guidance'''</span></span></p>
<p>We cleaned up some of the language and graphics during character creation and tutorial selection to guide new players toward creating their characters in the easier starting areas:</p>
<ul>
<li>Updated text to nudge new players to start in Primal Earth, not Praetoria.</li>
<li>Updated text to nudge players towards Breakout or Outbreak, not Galaxy City.</li>
<li>''RESISTANCE'' and ''LOYALIST'' are now colored blue and gold in the text descriptions (in the same way ''HERO'' and ''VILLAIN'' are colored blue / red).</li>
<li>&quot;City of Heroes: Freedom&quot; and &quot;City of Heroes: Going Rogue&quot; graphics replaced with &quot;Primal Earth&quot; and &quot;Praetorian Earth&quot; graphics.</li>
<li>Kheldians now show stats during AT selection (instead of a series of ?s).</li>
<li>EAT descriptions updated to state that they are not recommended for new players, cannot access the tutorial, and are locked to (start as) specific alignments.</li>
<li>Origin selection guidance text updated to clarify that it's primarily a narrative choice with minimal gameplay significance.</li>
<li>Several AT descriptions updated to correct poor grammar and remove needless gendering.</li>
<li>Several AT stats updated to better reflect their abilities.</li>
<li>Replaced all the ugly dashes (-) with pretty bullets (•).</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Access to Travel'''</span></span></p>
Of course, none of that makes any sense unless you know what a trigger is and what a command is.
<ul>
<li>New characters will automatically start with Athletic Run (players can swap this out at S.T.A.R.T, formerly P2W, for another version).</li>
<li>Passport (and Long Range Teleporter) is now unlocked by acquiring any 10 exploration badges, instead of one exploration accolade. This doesn't affect characters who already own Long Range Teleporter, and the Pocket D unlock method is still present.
<ul>
<li>Note: For technical reasons, this only counts exploration badges collected after the patch.</li></ul>
</li>
<li>New characters are given 30 minutes of the LKT-1700 Rocket Pack when training to level 2. The description informs players how to get more.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Origin Attacks'''</span></span></p>
=== Triggers ===
<ul>
<li>Damage is now more consistent during the early levels.
<ul>
<li>It is now scale 1.00 at levels 1 through 10. This damage declines linearly, starting at level 11, and ending at 0.30 at level 17 (previously the damage began dropping off from level 2).</li></ul>
</li>
<li>Endurance cost removed.</li>
<li>Recharge reduced from 4s to 3s.</li>
<li>Range increased from 45 feet to 80 feet to match most ranged attacks.</li>
<li>Now added to the tray upon character creation.</li>
<li>Power icon colors updated to Inherent color scheme.
<ul>
<li>Note: The existing icons still exist with their old file names if you were using them for macro images.</li></ul>
</li></ul>


<p><span style="font-size:18px;">'''<span style="color:#f1c40f;">User Interface Improvements</span>'''</span></p>
A trigger is either a:
<ul>
<li><p>All three main power trays are expanded by default, and pre-set to tray 1, 2, and 3 rather than all being tray 1.</p>
<ul>
<li><p>Additional trays added with the + button now default to tray 4, 5, 6, etc.</p></li></ul>
</li>
<li><p>The inspiration tray is in its expanded state by default.</p></li>
<li><p>To avoid confusion with Sprint, Prestige Power Slide is now no longer added to the tray upon character creation.</p></li>
<li><p>Fixed a bug which sometimes caused power trays to be completely emptied if a new character zoned or logged off before moving powers in or adding extra powers to the tray.</p></li>
<li><p>Power trays now default to showing the first associated key binding instead of slot numbers.</p></li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Options Improvements'''</span></span></p>
* single key
<ul>
* combination of keys
<li><p>Power recharge timers now default to on (Center).</p>
* mouse click, or
<ul>
* key and mouse click combination
<li><p>The power tray timer defaults to shown for powers with an estimated recharge of longer than 15 seconds. This can be changed in the options menu, or a custom value may be set using the /recharge_timer_threshold command.</p></li>
<li><p>Icons of recharging powers no longer shrink when the recharge timer is enabled, to make them easier to see behind the number.</p>
<ul>
<li><p>Veterans used to the old behavior can override this with /tray_always_shrink 1.</p></li></ul>
</li>
<li><p>New settings added to control power tray animations and add more customization options (format options, color coding, opacity) for the recharge timer.</p></li></ul>
</li>
<li><p>The game's volume levels have been adjusted to make for a more comfortable experience.</p>
<ul>
<li><p>The volume sliders now range from 0% - 150%.</p></li>
<li><p>The 150% setting is equivalent to the former 100% setting.</p></li>
<li><p>The slider range scales along a curve so that more of the slider results in usable volume levels.</p></li></ul>
</li>
<li><p>The &quot;Show Pet Window Option&quot; setting has been removed and is always enabled.</p>
<ul>
<li><p>This just provides players with the ability to open the Pets window (by clicking &quot;Pets&quot; at the top of the Team window), it doesn't open the window by default.</p></li></ul>
</li>
<li><p>Added an option to control power tray labels: Can be set to Key Bindings, Slot Numbers, or None.</p></li>
<li><p>The Auto-accept level changes above or below options now default to level 50 instead of 0, preventing pop-ups from appearing when teaming.</p></li>
<li><p>What was formerly called &quot;Inverted&quot; mouse is now &quot;Normal&quot; and vice-versa.</p></li>
<li><p>The Villain Name and Villain Health Bar UI options now include &quot;Always&quot; in the list of settings to cycle through.</p></li>
<li>Upon closer inspection, the existing keybind profile and save/load system turns out to only be half-baked. We put it back in the oven and made the following improvements:
<ul>
<li>Now correctly switches the selected profile in the drop-down when you log out and switch characters, instead of incorrectly showing the profile for the first character logged in.</li>
<li>Now saves the current profile name into the keybinds.txt file when saving bindings, so that other characters which load that file will use the correct base profile.</li>
<li>No longer saves every single key into keybinds.txt, only the keys which the user has customized. This matches how it's always been handled on the server side when saving characters, and makes the behavior consistent after saving/loading key bindings.</li></ul>
</li>
<li>Keys can now be unbound by pressing Escape after clicking on a key as if to rebind it. Previously there was not a simple way to unbind a key from the options UI.</li>
<li>Changes have been made to the options window to make it more intuitive to use. The various buttons have always been a source of trouble. The &quot;Apply Now&quot; button in particular is extremely unhelpful. Most of the time it doesn't actually do anything, because many options take effect immediately. Some options however require the Apply Now button to take effect. Worse, there is a third class of options that ''appear'' to take effect immediately, but don't actually ''save'' unless you click Apply Now, and will be lost after logging out if you simply close the window. Future updates to the window are planned to address these issues, but for now the following adjustments have been made:
<ul>
<li>The &quot;Apply Now&quot; button is now a &quot;Close&quot; button and simply closes the window.</li>
<li>If an option is changed which must be applied to save it, the &quot;Close&quot; button is replaced with an &quot;Apply Now&quot; button and starts flashing, making it clear to the player that the setting change they made needs to be applied. Once clicked, the settings are saved and it goes back to being a &quot;Close&quot; button.</li>
<li>The &quot;Cancel Changes&quot; button no longer closes the window, and has become an &quot;Undo Changes&quot; button that reverts any changes you have made since opening the options window.</li></ul>
</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Control Scheme'''</span></span></p>
A trigger activates the /bind command. It can be pressing the E key, or clicking mouse button 1, or pressing the left shift key in combination with either the E or mouse button 1. Combinations of keys and mouse buttons allow you to map a lot of very specific commands to a limited number of keys, provided you can keep track of all of them.
<p>The game's default key bindings and mouse options have been modernized:</p>
<ul>
<li>The default run forward binding now turns the character to face the camera direction. This mostly affects what happens when you press forward after using free look to change the camera angle.</li>
<li>Running forward with Left Button + Right Button is now a standard run and does not activate autorun.</li>
<li>Left-mouse-button dragging activates Quick Look mode, which is similar to free camera look with the middle mouse button but snaps back to center when the button is released.</li>
<li>The default bindings for the top tray (Alt2) changed from Control+# to Shift+# for reduced finger strain on commonly used combinations.</li>
<li>The pop-up server tray now has default key bindings of Control+#.</li>
<li>Team member selection bindings moved to Shift+F1 - Shift+F8.</li>
<li>Default key bindings for collapsing and switching power trays removed. With more trays visible all the time and the extra added trays, having 1 of them change when pressing minus or equals isn't as useful, and it was easy to accidentally press these and cause confusion.</li>
<li>'''The previous bindings are available under the drop-down as the &quot;Classic&quot; preset, and should work just like they always have.'''</li>
<li>'''These changes only apply to new characters, and are overridden by customized bindings that were previously saved as the default for new characters (the &quot;Save to default file&quot; button).'''</li>
<li>Applying some or all of these settings on existing characters may require either resetting to the default bindings or manually applying the changes.</li></ul>


<p><span style="color:#f1c40f;">'''<span style="font-size:18px;">In-Game Guidance</span>'''</span></p>
Each key has a name that /bind uses to differentiate it from other keys.  The majority of the names are pretty easy to figure out.  For example, the E key is "E", and the F1 key is "F1."  But because some keys on your keyboard share the same name, City of Heroes has assigned them unique, more complex names to set them apart. For example:
<ul>
<li>When gaining the free Rocket Pack at level 2, you are presented with a pop-up explaining how to get more at the S.T.A.R.T. Vendor.</li>
<li>Finding your first exploration badge now gives a pop-up explaining that you'll get LRT if you collect 10 in total.</li>
<li>Fixed and updated the missing Invention tutorial pop-up when reaching level 10 (this pop-up will also automatically unlock the Invention tutorial contact relevant to your faction).</li>
<li>Rewrote the &quot;You got a Tip!&quot; Pop-up to be more up-to-date and informative.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Miscellaneous'''</span></span></p>
* LSHIFT: the shift key on the left side of your keyboard
<ul>
* RSHIFT: the shift key on the right side of your keyboard
<li>Pay 2 Win (and Transact 4 Victory) have rebranded as S.T.A.R.T.</li>
* NUMPAD1: the "1" key on your number pad (as opposed to the row of numbers at the top of your keyboard)
<li>Exploration badges now award a tour guide tip.
* LBUTTON: the left mouse button on a right-handed mouse (more commonly known as mouse button 1)
<ul>
* MBUTTON: the middle button on a three-button mouse (more commonly known as mouse button 3, often the scroll wheel on modern mice)
<li>The very first exploration badge you pick up does not award a tip (to avoid getting two pop-ups from one badge).</li></ul>
* BUTTON4: usually the thumb button on modern mice
</li>
<li><p>Exploration badges now grant Patrol XP instead of regular XP.</p>
<ul>
<li><p>The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained.</p></li>
<li><p>The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50.</p></li></ul>
</li></ul>


<p> </p>
Some special keys called ''chord keys'' can be used in combination with other keys and mouse buttons. They do not act as triggers themselves, but can be used with trigger keys to make new triggers.
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''New Powerset - Arsenal Control'''</span></span></p>
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl.PNG.3ddc24b65b4d6e96b4a4db3b5ed316bd.PNG]]</p>
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New primary for Controllers and Dominators'''</span></span></p>
<ul>
<li>''Armed with a state-of-the-art multipurpose rifle, you are able to deliver a wide variety of payloads to control your enemies and render them incapable of responding.''</li></ul>


<p><span style="font-size:16px;"><span style="color:#f1c40f;">'''Powers'''</span></span><span style="font-size:14px;"><span style="color:#f1c40f;">''':'''</span></span></p>
For example, suppose you have set up the E key to trigger your Tanker's [[Invulnerability#Temp Invulnerability|Temp Invulnerability]] power. In this case, E is a trigger; when you press it, it causes the power to activate. So the /bind command might look like this:
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl_Tranquilizer.png.b4cdaa2db18f862289927593226a5181.png]]  '''Tranquilizer''' ''Ranged, DMG(Toxic), Foe Sleep, -SPD''
<ul>
<li><p>The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remains asleep for some time, but will awaken if attacked.</p></li>
<li><p>The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl_Beanbag.png.ee3b3d9ec2616b0191161328975d7b39.png]]'''  Cryo Freeze Ray ''' ''Ranged, DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly''
<ul>
<li>The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|image.png.e3eaca1c85b7f491e81fb26f036767f8.png]]  '''Sleep Grenade''' ''Ranged (Location AoE), DMG(Smashing), Foe Sleep, -Recharge, -SPD, -Fly''
<ul>
<li>The Sleep Grenade can be launched at long range from beneath the barrel of your Assault Rifle. It releases a cloud of gas that will make enemies drowsy, slow, and fall asleep.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|image.png.824e85919d4159363bb1ead412d67103.png]]  '''Liquid Nitrogen ''' ''Ranged (Location AoE), DoT(Cold), Knockdown, -SPD''
<ul>
<li><p>The Liquid Nitrogen dispenser can spray a target location with liquid nitrogen creating a large patch of ice. Those caught in the patch of ice are dramatically slowed, tend to fall down taking damage, and will be unable to jump.</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl_CloakingDevice.png.4a68e78c595563f1d1e708fc017fc9c4.png]]  '''Cloaking Device ''' ''Toggle: Self Stealth, +DEF(All)''
<ul>
<li><p>This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|image.png.50cd98455aabc106c154226518cdad4c.png]]  '''Smoke Canister''' ''Ranged (Location AoE), Foe -Perception, -To Hit, Confuse''
<ul>
<li>The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will become confused and might attack their allies.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl_FlashBang.png.1fae378945e3afa620bbbf6256a30cf1.png]]'' '' '''Flash Bang ''' ''Ranged (Targeted AoE), DMG(Energy), Disorient, -To Hit''
<ul>
<li>The Flash Bang Grenade is ideal to disorient a group of enemies. Even enemies that are not disoriented will have their chance ot hit reduced.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|image.png.6f0d8f9539e8a2d8d1bc371fb941f8d4.png]]  '''Tear Gas ''' ''Ranged (Targeted AoE), Foe Hold, -DMG''
<ul>
<li>The Tear Gas canister serves as the ultimate crowd control tool, rendering enemies incapacitated and choking, thereby preventing them from taking any action while also debuffing their damage output.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalControl_GunTurret.png.c83b0852e1a05790f77d5d725c0323ec.png]]  '''Tri-Cannon  '''''Build Tri-Cannon: Ranged, DMG(Lethal)''
<ul>
<li>The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage.</li></ul>
</li></ul>


<p> </p>
: /bind e "''power activation command''"


-----
(The specifics of the command are not important at the moment.  It will be dealt with in the next section. )


<p> </p>
The E key is very convenient to access in combat, and if you want you can combine it with a chord key in order assign another command to it. So you could have something like:
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''New Powerset - Arsenal Assault'''</span></span></p>
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|ArsenalAssault.PNG.a7e038c2f97cb543f8ae9d863421d519.PNG]]</p>
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New secondary for Dominators'''</span></span></p>
<ul>
<li>''You use your cutting edge rifle to not only devastate foes from range, but also wield it and other advanced munitions at short range to incapacitate anyone who gets too close.''</li></ul>


<p><span style="font-size:16px;"><span style="color:#f1c40f;">'''Powers'''</span></span><span style="font-size:14px;"><span style="color:#f1c40f;">''':'''</span></span></p>
: /bind LSHIFT+E "''another power activation command''"
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_Burst.png.2cffbf6935f8b2b030cae3f0638d84e7.png]]  '''Burst''' ''Ranged, DMG(Lethal), Foe -DEF''
<ul>
<li><p>Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_RifleButt.png.7ef7ddf8291ad4c66a227f83f884697b.png]]  '''Buttstroke''' ''Melee, DMG(Smash), Foe Disorient''
<ul>
<li>A smash with the butt of your rifle with a high chance of disorienting. </li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_Buckshot.png.927ee373a03e844a88bb91221e5bf9e6.png]]'''  Buckshot ''' ''Ranged (Cone), DMG(Lethal), Foe Knockback''
<ul>
<li>Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_HeavyBlow.png.8426d41722db47a0f5f38a4d0a21fc0e.png]]  '''Elbow Strike ''' ''Melee, DMG(Smash), Foe Knockback''
<ul>
<li><p>You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_PowerUp.png.7944b1e185967b1ea6c1c2d08a8c6f7e.png]]  '''Power Up ''' ''Self +Special, +DMG(All)''
<ul>
<li><p>Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.</p></li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_TripMine.png.c2b8bc822f36ebd3d05b3006d3315e91.png]]  '''Trip Mine''' ''Place Mine: PBAoE, DMG(Fire), Foe Knockback''
<ul>
<li>You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_TargetingDrone.png.02ac1521da0cd207875a1121c59be451.png]]'' '' '''Targeting Drone ''' ''Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)''
<ul>
<li>When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_SniperRifle.png.65def73608ce90771e76fa12956c2f17.png]]  '''Sniper Rifle ''' ''Sniper, DMG(Lethal), Foe Knockback''
<ul>
<li>Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.</li></ul>
</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|AssaultWeapons_Ignite.png.2dfde69531f7dd1236bc4b1a1084d61b.png]]  '''Ignite ''' ''Range, DoT(Fire)''
<ul>
<li>Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.</li></ul>
</li></ul>


which would tell the game "when the left shift chord key key is pressed, and then (while the left shift key is still pressed down) the E trigger key is pressed, execute the following command."


-----
In the first example, pressing the E key allows you to trigger a power.  In the second example, pressing the left shift key and E key together allows you to trigger another power entirely—the shift key is essentially making the E key a completely new trigger.


<div>
When you are setting up a chord key and trigger key combination, separate them with the "+" symbol.  This tells the game that you are using both keys together.  /Bind commands are read from left to right, so if you are using chords in a trigger you must always use the chord key first. If you typed:


<p> </p>
: /bind e+lshift "''another power activation command''"
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Epic / Ancillary Power Pools'''</span></span></p>
<p>This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes.</p>
<p> </p>
<p>'''<span style="color:#f1c40f;"><span style="font-size:18px;">New Epic/Ancillary Power Pools</span></span>'''</p>
<p>'''New Dark Mastery Epic pool for Blasters:'''</p>
<ul>
<li>Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))</li>
<li>Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)</li>
<li>Possess (Ranged, Target Confuse)</li>
<li>Black Hole (Ranged (Targeted AoE), Foe Intangible)</li>
<li>Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)</li></ul>


<p>'''New Dark Mastery Epic pool for Controllers:'''</p>
The game would read it as:
<ul>
<li>Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))</li>
<li>Dark Blast (Ranged, DMG(Negative), Foe -To Hit)</li>
<li>Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)</li>
<li>Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)</li>
<li>Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)</li></ul>


<p>'''New Dark Mastery Epic pool for Dominators:'''</p>
: /bind e "''another power activation command''"
<ul>
<li>Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))</li>
<li>Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)</li>
<li>Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)</li>
<li>Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)</li>
<li>Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)</li></ul>


<p>'''New Dark Mastery Epic pool for Masterminds:'''</p>
and overwrite your original e binding.  It does this because e is a trigger key and cannot chord, so it sees "oh, there's an E, I can't do anything else" and skips right to the command in quotation marks.
<ul>
<li>Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))</li>
<li>Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)</li>
<li>Dark Pit (Ranged (Targeted AoE), Foe Disorient)</li>
<li>Possess (Ranged, Target Confuse)</li>
<li>Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)</li></ul>


<p>'''New Dark Mastery Epic pool for Tankers and Brutes:'''</p>
=== Commands ===
<ul>
<li>Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)</li>
<li>Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)</li>
<li>Dark Blast (Ranged, DMG(Negative), Foe -To Hit)</li>
<li>Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)</li>
<li>Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)</li></ul>


<p>'''New Ice Mastery Epic pool for Defenders and Corruptors:'''</p>
Commands are the instructions the game follows when a trigger is pressed.  Commands are usually other slash commands.  In fact, most of the time when you create a /bind, you are assigning a slash command to a key or mouse button.
<ul>
<li>Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))</li>
<li>Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)</li>
<li>Hoarfrost (Self Heal, +Max HP, Res(Toxic))</li>
<li>Build Up (Self +Damage, +To-Hit)</li>
<li>Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold)</li></ul>


<p>'''New Ice Mastery Epic pool for Scrappers and Stalkers:'''</p>
But what are these commands?  There are a lot of them, and they are scattered around the forums, but the most important ones can be found in these two locations:
<ul>
<li>Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD)</li>
<li>Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD)</li>
<li>Shiver (Ranged (Cone), Foe -SPD, -Recharge)</li>
<li>Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD)</li>
<li>Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold))</li></ul>


<p>'''New Psionic Mastery Epic pool for Brutes and Tankers:'''</p>
* [[Keybind Profiles|Default Key Bindings]], which provides a list of all the default key bindings.
<ul>
* [[Slash Commands]], which provides a list of all the slash commands.
<li>Mesmerize (Ranged, DMG(Psionic), Foe Sleep)</li>
<li>Dominate (Ranged, DMG(Psionic), Foe Hold)</li>
<li>Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)</li>
<li>Mental Blast (Ranged, DMG(Psionic), Target -Recharge)</li>
<li>Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback)</li></ul>


<p>'''New Psionic Mastery Epic pool for Scrappers and Stalkers:'''</p>
=== Putting it all together ===
<ul>
<li>Mental Blast (Ranged, DMG(Psionic), Target -Recharge)</li>
<li>Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)</li>
<li>Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)</li>
<li>Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)</li>
<li>Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Set Names'''</span></span></p>
Now that you know what triggers are, what types of things those triggers can make happen, let's look at a simple /bind command:
<p>'''Global Epic Pool Thesaurus Nerf:'''</p>
<ul>
<li>Flame Mastery Renamed to Fire Mastery</li>
<li>Heat Mastery Renamed to Fire Mastery</li>
<li>Pyre Mastery Renamed to Fire Mastery</li>
<li>Blaze Mastery Renamed to Fire Mastery</li>
<li>Darkness Mastery renamed to Dark Mastery</li>
<li>Stone Mastery renamed to Earth Mastery</li>
<li>Electrical Mastery renamed to Electricity Mastery</li>
<li>Charge Mastery renamed to Electricity Mastery</li>
<li>Primal Forces Mastery renamed to Energy Mastery</li>
<li>Power Mastery renamed to Energy Mastery</li>
<li>Body Mastery renamed to Energy Mastery</li>
<li>Cold Mastery renamed to Ice Mastery</li>
<li>Chill Mastery renamed to Ice Mastery</li>
<li>Arctic Mastery renamed to Ice Mastery</li>
<li>Psychic Mastery renamed to Psionic Mastery</li>
<li>Ninja Tool Mastery renamed to Weapon Mastery</li>
<li>Munitions Mastery renamed to Arsenal Mastery</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Leviathan Mastery'''</span></span></p>
: /bind E "pow_exec_name Temp Invulnerability"
<p>'''New Mechanic for Leviathan Mastery &gt; Spirit Shark:'''</p>
<ul>
<li>When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack.</li>
<li>The damage over time increases the more Hunger stacks you have. All Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power.</li>
<li>Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Epic Hold Attacks'''</span></span></p>
This tells the game that whenever the e key is pressed, the power "Temp Invulnerability" should activate.
<p>'''Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty.''' Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules.</p>
<p> </p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Epic Immobilization Attacks'''</span></span></p>
<p>'''Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks.''' To compensate, damage and endurance costs are lowered. Typically, this change will look like:</p>
<ul>
<li>Single Target Attacks
<ul>
<li>Recharge lowered form 10s to 8s</li>
<li>DoT ticks lowered from 0.20 scale to 0.1724 scale</li>
<li>End cost lowered from 9.75 to 8.405</li></ul>
</li>
<li>AoE Attacks
<ul>
<li>Recharge lowered from 20s to 16s</li>
<li>DoT ticks lowered from 0.10 scale to 0.0837 scale</li>
<li>End cost lowered from 12.74 to 10.751</li></ul>
</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Dark Mastery &gt; Spirit Drain (replaces Soul Drain)'''</span></span></p>
Pow_exec_name is a slash command. To activate Temporary Invulnerability in your chat window, you would type:
<p>'''This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors).''' Soul Drain had '''''' ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.</p>
<p> </p>
<p>Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty</p>
<p> </p>
<p>Summary of details:</p>
<ul>
<li>120s cooldown, 2.37s cast time</li>
<li>60 foot range</li>
<li>4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets</li>
<li>1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets</li>
<li>0.40 scale damage (Negative Energy)</li></ul>


<p> </p>
: /pow_exec_name Temp Invulnerability
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Epic / Ancillary Power Pool Adjustments'''</span></span></p>
<div class="ipsSpoiler" ipsspoiler="">


<div class="ipsSpoiler_header">
And the power would trigger (assuming you had it).  By binding that command to the E key, you save a lot of time, especially in combat.


<span>Spoiler</span>
One of the things you will notice in the /bind example is that in the /bind, the slash command was called without the actual "/."  /Bind assumes that you are going to send it a slash command, so the slash is unnecessary, and if you use the slash it will not work.


</div>
=== Correcting mistakes ===
<div class="ipsSpoiler_contents">
{{SlashCommandArticle
|command=unbind|options=key|note=/unbind ''key'' entirely removes the binding of ''key'' and restores its default behaviour}}.


<ul>
== Binding Multiple Commands to the Same Key ==
<li>'''Epic &gt; Psionic Mastery &gt; Telekinesis:''' This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s. Endurance cost per second reduced from 3.9 to 0.65. Now accepts Immobilize and Accuracy enhancements.</li>
<li>'''Epic &gt; Munitions Mastery &gt; Cryo Freeze Ray (Blaster): '''This power now applies -SPD and -Recharge</li>
<li>'''Epic &gt; Munitions Mastery &gt; Body Armor (Blaster):''' This power now grants resistance to all damage types expect psionic</li>
<li>'''Epic &gt; Munitions Mastery &gt; LRM Rocket (Blaster):''' Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage</li>
<li>'''Epic &gt; Electricity Mastery &gt; Lightning Field (Sentinel):''' Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact</li>
<li>'''Epic &gt; Dark Mastery &gt; Dark Blast (Scrapper/Stalker)''' - Recharge increased from 6s to 8s</li>
<li>'''Epic &gt; Dark Mastery &gt; Netherworld Grasp (Sentinel)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Dark Mastery &gt; Netherworld Tentacles (Sentinel)''' - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74</li>
<li>'''Epic &gt; Dark Mastery &gt; Oppressive Gloom (Defender/Corruptor)''' - Recharge increased from 8s to 16s</li>
<li>'''Epic &gt; Dark Mastery &gt; Petrifying Gaze (Mastermind)''' - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s</li>
<li>'''Epic &gt; Dark Mastery &gt; Petrifying Gaze (Scraper/Stalker)''' - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s</li>
<li>'''Epic &gt; Dark Mastery &gt; Soul Drain (Defender/Corruptor)''' - '''Renamed Spirit Drain'''. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration. Adjusted VFX to play at the target area instead of the caster's body</li>
<li>'''Epic &gt; Dark Mastery &gt; Tenebrous Tentacles (Scrapper/Stalker)''': Fixed critical hit damage scales</li>
<li>'''Epic &gt; Dark Mastery &gt; Torrent (Scrapper/Stalker)''' - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s</li>
<li>'''Epic &gt; Earth Mastery &gt; Earth's Embrace (Controller/Mastermind)''': Renamed '''Embrace of the Earth'''</li>
<li>'''Epic &gt; Earth Mastery &gt; Fossilize (Brute/Tanker)''' - Range reduced from 80ft to 60ft</li>
<li>'''Epic &gt; Earth Mastery &gt; Fossilize (Tanker/Brute)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Earth Mastery &gt; Hurl Boulder (Controller)''' - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66</li>
<li>'''Epic &gt; Earth Mastery &gt; Quicksand (Brute/Tanker) :''' Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10</li>
<li>'''Epic &gt; Earth Mastery &gt; Salt Crystals:''' Sleep scale reduced from 20 to 10, no longer can overpower</li>
<li>'''Epic &gt; Earth Mastery &gt; Stalagmites (Brute/Tanker)''' - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 18.98, range increased from 70ft to 80ft</li>
<li>'''Epic &gt; Electricity Mastery &gt; Chain Fences (Sentinel)''' - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751</li>
<li>'''Epic &gt; Electricity Mastery &gt; Charged Armor (Blaster/Corruptor/Defender)''' - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances</li>
<li>'''Epic &gt; Electricity Mastery &gt; ESD (Mastermind)''' - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s</li>
<li>'''Epic &gt; Electricity Mastery &gt; Electric Fence (Corruptor/Defender)''' - Recharge increased from 4s to 8s</li>
<li>'''Epic &gt; Electricity Mastery &gt; Electric Shackles (Mastermind)''' - Endurance cost increased from 8.58 to 10.66</li>
<li>'''Epic &gt; Electricity Mastery &gt; Electric Shackles (Mastermind)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Electricity MAstery &gt; Paralizing Jolt''' - Accuracy lowered from 1.2 to 1.0</li>
<li>'''Epic &gt; Electricity Mastery &gt; Shocking Bolt  (Corruptor/Defender)''' - Recharge increased from 16s to 24s</li>
<li>'''Epic &gt; Electricity Mastery &gt; Shocking Bolt (Blaster/Corruptor/Defender)''' - Range reduced from 80s to 60s</li>
<li>'''Epic &gt; Electricity Mastery &gt; Shocking Bolt (Blaster/Corruptor/Defender)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Electricity Mastery &gt; Static Discharge (Blaster/Mastermind)''' - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958</li>
<li>'''Epic &gt; Energy Mastery &gt; Energy Transfer (Dominator)''' - This power no longer accepts Taunt enhancements</li>
<li>'''Epic &gt; Energy Mastery &gt; Explosive Blast (Dominator)''': Recharge increased from 16s to 32s</li>
<li>'''Epic &gt; Energy Mastery &gt; Focused Accuracy (Brute/Scrapper/Stalker/Tanker)''' - End Cost reduced from 0.39 to 0.195</li>
<li>'''Epic &gt; Energy Mastery &gt; Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind)''' Recharge increased from 2s to 8s</li>
<li>'''Epic &gt; Fire Mastery &gt; Bonfire (Blaster/Mastermind)''' - Knockdown rate has been reduced while using KB2KD enhancements. Radius lowered from 25ft to 15ft. Pulse rate doubled. Power no longer auto-hit, now accepts Accuracy enhancements</li>
<li>'''Epic &gt; Fire Mastery &gt; Char (Blaster/Corruptor/Defender)''' - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft</li>
<li>'''Epic &gt; Fire Mastery &gt; Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel)'''  - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Fire Mastery &gt; Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker)''' - Range increased from 50ft to 60ft</li>
<li>'''Epic &gt; Fire Mastery &gt; Fire Blast (Brute/Scrapper/Stalker/Tanker)''' - Recharge increased from 6s to 8s</li>
<li>'''Epic &gt; Fire Mastery &gt; Fire Cages (Sentinel)''' - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74</li>
<li>'''Epic &gt; Fire Mastery &gt; Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator)''' - Recharge increased from 4s to 8s</li>
<li>'''Epic &gt; Fire Mastery &gt; Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker)''' - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2</li>
<li>'''Epic &gt; Force Mastery &gt; Repulsion Bomb (Blaster)''' - Power has been changed into Force Bomb (now has -res component)</li>
<li>'''Epic &gt; Force Mastery &gt; Repulsion Field (Blaster)''' - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10</li>
<li>'''Epic &gt; Force Mastery &gt; Temp Invulnerability (Blaster)''' - Recharge increased from 2s to 8s</li>
<li>'''Epic &gt; Ice Mastery &gt; Block of Ice (Brute/Tanker/Sentinel)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Ice Mastery &gt; Frostbite (Sentinel)''' - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74</li>
<li>'''Epic &gt; Ice Mastery &gt; Frozen Armor (Blaster/Controller/Dominator/Mastermind)''' - Recharge increased from 2s to 8s</li>
<li>'''Epic &gt; Ice Mastery &gt; Sleet (Dominator)''' - Power was summoning the defender version of Sleet. This has been corrected. Cooldown corrected to 120s</li>
<li>'''Epic &gt; Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker)''' - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll</li>
<li>'''Epic &gt; Laser Beam Eyes (Brute/Tanker)''' - Recharge increased from 6s to 8s</li>
<li>'''Epic &gt; Laser Beam Eyes (Scrapper/Stalker)''' - Endurance Cost reduced from 8.07575 to 6.5</li>
<li>'''Epic &gt; Mace Mastery &gt; Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker)''' - End Cost reduced from 0.39 to 0.195</li>
<li>'''Epic &gt; Psionic Mastery &gt; Dominate (Corruptor/Defender/Sentinel)''' - Recharge increased from 16s to 24s</li>
<li>'''Epic &gt; Psionic Mastery &gt; Mind Over Body (Controller/Corruptor/Defender/Dominator)''' - Recharge increased from 2s to 8s</li>
<li>'''Epic &gt; Psionic Mastery &gt; Psionic Tornado (Controller/Dominator)''' - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s</li>
<li>'''Epic &gt; Psionic Mastery &gt; Psychic Shockwave (Sentinel)''' - Recharge increased from 20s to 40s, damage scale increased from scale 0.6031 to scale 1.0954, target cap lowered from 16 to 10</li>
<li>'''Epic &gt; Weapon Mastery &gt; Exploding Shuriken (Scrapper/Stalker)''' Cast Time reduced from 1.07s to 1.0s</li>
<li>'''Epic &gt; Weapon Mastery &gt; Paralizing Dart (Sentinel)''' - Recharge reduced from 32s to 24s</li>
<li>'''Epic &gt; Weapon Mastery &gt; Targeting Drone (Scrapper/Stalker)''' - End Cost reduced from 0.39 to 0.195</li>
<li>'''Epic &gt; Weapon Mastery &gt; Web Grenade (Scrapper/Stalker)''' - This power now deals smashing damage on impact. Now accepts damage enhancements and sets</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Arctic Breath (Brute/Tanker)''' - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Arctic Breath (Brute/Tanker/Sentinel/VEAT)''' - Cast Time lowered from 2.67s to 2.33s</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Arctic Breath (Sentinel)''' - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Arctic Breath (VEAT)''' - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT)''' - Cast time lowered from 2.6 to 1.6s</li>
<li>'''Patron &gt; Leviathan Mastery &gt; School of Sharks (Blaster/Mastermind)''' - Damage increased from scale 0.935 to scale 1</li>
<li>'''Patron &gt; Leviathan Mastery &gt; School of Sharks (Brute/Tanker)''' - Damage increased from scale 0.935 to scale 1</li>
<li>'''Patron &gt; Leviathan Mastery &gt; School of Sharks (Corruptor/Defender)''' - Damage increased from scale 0.935 to scale 1</li>
<li>'''Patron &gt; Leviathan Mastery &gt; School of Sharks (VEAT)''' - Damage increased from scale 0.935 to scale 1</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Shark Skin (Blaster/Mastermind)''' - Recharge increased from 4s to 8s</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Shark Skin (Controller/Dominator)''' - Recharge increased from 4s to 8s</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Shark Skin (Corruptor/Defender)''' - Recharge increased from 4s to 8s</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT)''' - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Spirit Shark Jaws (Blaster/Mastermind)''' - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Spirit Shark Jaws (Controller/Dominator)''' - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Spirit Shark Jaws (Scrapper/Stalker)''' - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Spirit Shark Jaws (Sentinel)''' - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Summon Coralax (Corruptor/Defender)''' - Now accepts Immob sets</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Summon Coralax (Sentinel)''' - Now accepts Universal Damage and Disorient sets</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Summon Guardian (Brute/Tanker)''' -  Now accepts Immob sets</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Summon Guardian (Scrapper/Stalker)''' - Now accepts Hold sets</li>
<li>'''Patron &gt; Leviathan Mastery &gt; Summon Guardian (VEAT)''' - Now accepts Immob</li>
<li>'''Patron &gt; Leviathan Mastery  &gt; Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker)''' - Recharge reduced from 32s to 24s</li>
<li>'''Patron &gt; Mace Mastery &gt; Mace Blast (Brute/Tanker/VEAT)''' - Recharge increased from 9s to 12s</li>
<li>'''Patron &gt; Mace Mastery &gt; Mace Blast (Scrapper/Stalker)''' - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32</li>
<li>'''Patron &gt; Mace Mastery &gt; Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind)''' - Recharge increased from 4s to 8s</li>
<li>'''Patron &gt; Mace Mastery &gt; Summon Tarantula (Sentinel)''' - This power now accepts Universal Damage sets</li>
<li>'''Patron &gt; Mace Mastery &gt; Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker)''' - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s</li>
<li>'''Patron &gt; Mace Mastery &gt; Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT)''' - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets</li>
<li>'''Patron &gt; Mu Mastery &gt; Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind)''' - Recharge increased from 4s to 8s</li>
<li>'''Patron &gt; Mu Mastery &gt; Conserve Power (Corruptor/Defender)''' - Changed to Energize. Recharge lowered from 600 to 240s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets</li>
<li>'''Patron &gt; Mu Mastery &gt; Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker)''' - Endurance cost increased from 8.58 to 10.66</li>
<li>'''Patron &gt; Mu Mastery &gt; Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker)''' - Recharge reduced from 32s to 24s</li>
<li>'''Patron &gt; Mu Mastery &gt; Mu Bolts (Scrapper/Stalker)''' - Recharge increased from 6s to 8s</li>
<li>'''Patron &gt; Mu Mastery &gt; Mu Lightning (Brute/Tanker/VEAT)''' - Recharge increased from 9s to 12s</li>
<li>'''Patron &gt; Mu Mastery &gt; Power Sink (Controller/Corruptor/Defender/Dominator)''' - No longer accepts Taunt enhancements</li>
<li>'''Patron &gt; Mu Mastery &gt; Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper)''' - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements</li>
<li>'''Patron &gt; Mu Mastery &gt; Summon Guardian (Dominator)''' - Power now accepts Hold sets, no longer accepts healing enhancements.</li>
<li>'''Patron &gt; Mu Mastery &gt; Summon Striker (Brute/Tanker/VEAT)''' - Power now accepts Hold sets, no longer accepts healing enhancements</li>
<li>'''Patron &gt; Mu Mastery &gt; Thunder Strike (Mastermind)''' - No longer accepts Taunt enhancements</li>
<li>'''Patron &gt; Soul Mastery &gt; Dark Blast (Stalker)''' - Recharge increased from 6s to 8s</li>
<li>'''Patron &gt; Soul Mastery &gt; Dark Consumption (Dominator)''' - Power should no longer accept Taunt enhancements</li>
<li>'''Patron &gt; Soul Mastery &gt; Dark Embrace (Blaster/Mastermind)''' - Recharge increased to 8s</li>
<li>'''Patron &gt; Soul Mastery &gt; Dark Embrace (Defender/Corruptor)''' - Recharge increased to 8s</li>
<li>'''Patron &gt; Soul Mastery &gt; Dark Embrace (Dominator)''' - Recharge increased to 8s</li>
<li>'''Patron &gt; Soul Mastery &gt; Darkest Night (Brute/Tank)''' - Recharge increased from 10s to 20s</li>
<li>'''Patron &gt; Soul Mastery &gt; Darkest Night (Sentinel)''' - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10</li>
<li>'''Patron &gt; Soul Mastery &gt; Darkest Night (VEAT)''' - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10</li>
<li>'''Patron &gt; Soul Mastery &gt; Gloom (Brute/Tank)''' - Recharge increased from 12s to 16s</li>
<li>'''Patron &gt; Soul Mastery &gt; Gloom (VEAT)''' - Recharge increased from 12s to 16s</li>
<li>'''Patron &gt; Soul Mastery &gt; Midnight Grasp (Sentinel)''' - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s</li>
<li>'''Patron &gt; Soul Mastery &gt; Oppressive Gloom (Blaster/Mastermind)''' - Recharge increased from 8s to 16s</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Drain (Defender/Corruptor)''' - Moved to T4, target cap increased from 7 to 10</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Drain (Dominator)''' - Radius decreased from 15ft to 10ft</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker)''' - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Storm (Blaster/Mastermind)''' - Range reduced from 80 to 60ft</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Storm (Defender/Corruptor)''' - Moved to T1, range reduced from 80 to 60ft</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Storm (Sentinel)''' - Range reduced from 80 to 60ft</li>
<li>'''Patron &gt; Soul Mastery &gt; Soul Storm (Stalker)''' - Range reduced from 80 to 60ft</li>
<li>'''Patron &gt; Soul Mastery &gt; Summon Mistress (Defender/Corruptor)''' - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets</li>
<li>'''Patron &gt; Soul Mastery &gt; Summon Seer (Dominator)''' - Should now accept Immobilize sets</li></ul>


The previous example was the simplest form of a /bind command: a key triggered a single action.  Sometimes you might want to do something a little more complicated, to set up a bind so that when a single key is pressed, multiple things happen simultaneously.


</div>
In keeping with our previous example, let's say that when the Temporary Invulnerability power is triggered you want to have your character say "I am invincible!"  Well, that action is actually two slash commands:


</div>
* /powexec_name Temp Invulnerability
<p> </p>
* /local I am invincible!


-----
To do this, you need a way to tell /bind, "But wait, I want you to do something else."  You do this by inserting "$$" between the two commands:


<p> </p>
: /bind E "local I am invincible!$$pow_exec_name Temp Invulnerability"
<p><span style="color:#f39c12;"><span style="font-size:20px;">'''Arachnos Soldier / Arachnos Widow Updates &amp; Power Customization'''</span></span></p>
<ul>
<li>Arachnos Soldiers and Arachnos Widows are now able to customize the colors of their powers in the Power Customization menu.</li></ul>


<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.bed55dec5ea1aec3d4f78ac0db9747ff.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.cc5ca7f12930fb3529e0495d6f2b8969.png]]]</p>
"$$" can be thought of as "and then." You are telling the game, "Say 'I am invincible!' and then trigger the Temporary Invulnerability power."  The game will do just that, in that order, though it will happen so quickly it will appear to occur simultaneously.
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New Widow Powers:''' </span></span></p>
<ul>
<li>[https://forums.homecomingservers.com/uploads/monthly_2023_11/WidowTeamwork_PainTolerance.png.369ae13819d55e6dafa078c91ed40726.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|WidowTeamwork_PainTolerance.png.369ae13819d55e6dafa078c91ed40726.png]]]  '''Pain Tolerance ''' ''Auto: Self Res(All DMG but Psi), +MaxHealth''
<ul>
<li><p>Available to Night Widows at Level 1 (after respec).</p></li>
<li><p>Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance.</p></li></ul>
</li>
<li>[https://forums.homecomingservers.com/uploads/monthly_2023_11/FortunataTeamwork_FateSealed.png.fca6e3e83c1c332dc1a8416274b7c43c.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|FortunataTeamwork_FateSealed.png.fca6e3e83c1c332dc1a8416274b7c43c.png]]]  '''Fate Sealed ''' ''Auto: Self +Str(Mez), +Res(Mez), +Special''
<ul>
<li><p>Available to Fortunatas at Level 1 (after respec)</p></li>
<li><p>Fortunatas who possess Fate Sealed gain resistance to all control effects, empowers their own control attacks, and guarantees their psychic power's secondary effects. This power is always on and costs no Endurance.</p></li>
<li><p>Owning this power guarantees the secondary effects of Subdue, Telekinetic Blast, and Psionic Tornado</p></li></ul>
</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''&quot;Hidden&quot; Changes:''' </span></span></p>
You could do this with just about any power you want.  A popular keybind is to add a message to the [[Super Strength#Taunt|Taunt]] power, such as:
<ul>
<li>'''Mask Presence''' and '''Cloaking Device''' can now stack with other stealth toggles (similar to Hide for Stalkers)
<ul>
<li>Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas)</li></ul>
</li>
<li>Critical Damage from Hidden for '''Bane''' attacks now do 100% scale damage (previously 67%)</li>
<li>Critical Damage from Hidden for '''Night Widow''' branch attacks now do 100% scale damage (previously 67%). This affects '''Slash''' and '''Eviscerate''', only</li>
<li>'''Placate''''s cooldown reduced to 35s.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Alternate Animations Feature:''' </span></span></p>
: /bind T "local C'mere, ya pansy! Who wants some?$$pow_exec_name Taunt"
<ul>
<li>Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, '''IF''' the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers:
<ul>
<li>'''Burst''' - Now has Crab Longfang alt animation.</li>
<li>'''Wide Area Web Grenade''' - Now has Bane Grenade and Crab Grenade alt animations.</li>
<li>'''Heavy Burst''' - Now has Crab Longfang alt animation.</li>
<li>'''Venom Grenade''' - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade).</li>
<li>'''Frag Grenade''' - Now has Bane and Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade).</li></ul>
</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Animation Changes:''' </span></span></p>
You can even do this to trigger more than one power with the same key:
<ul>
<li>All '''Mace''' attack's cast times reduced to 1.67s.</li>
<li>'''Pummel''''s cast time reduced to 1.17s.</li>
<li>'''Channelgun''''s cast time reduced to 1s.</li>
<li>'''Longfang''''s cast time reduced to 1.33s.</li>
<li>'''Psychic Scream''''s cast time reduced to 2s.</li>
<li>'''Scramble Thought''''s cast time reduced to 2s.</li>
<li>'''Mind Link''''s cast time reduced to 2.97s.</li>
<li>'''Frenzy''''s cast time reduced to 2.23s.</li>
<li>'''Heavy Burst''''s cast time reduced to 2.5s.</li>
<li>PvP Damage adjusted to reflect these cast time changes.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Other VEAT Changes:''' </span></span></p>
: /bind e "pow_exec_name Temp Invulnerability$$pow_exec_name Hover"
<ul>
<li>'''Mace Beam''''s cooldown increased to 6s and damage increased to 1.32 scale.</li>
<li>'''Mace Beam Blast''''s cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback.</li>
<li>'''Mace Beam Volley''''s cooldown increased to 10s and damage increased to 0.824 scale.</li>
<li>'''Wide Area Web Grenade:''' cooldown decreased from 30s to 20s. End cost increased from 7.28 to 15.6. Radius increased from 10 ft to 25 ft. Target cap increased from 10 to 16.</li>
<li>'''Summon Spiderlings''' and '''Call Reinforcements''' now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones).</li>
<li>'''Channelgun''''s cooldown increased to 5s and damage increased to 1.16 scale.</li>
<li>'''Slice''''s cooldown increased to 6s and damage increased to 1.32 scale.</li>
<li>'''Longfang''''s cooldown increased to 10s and damage increased to 1.96 scale.</li>
<li>'''Suppression''''s defense debuff increased to 10s duration.</li>
<li>'''Arm Lash''''s defense debuff increased to 10s duration.</li>
<li>'''Frenzy''''s defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula.</li>
<li>'''Omega Maneuver'''
<ul>
<li>Cooldown reduced to 240s.</li>
<li>Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets.</li>
<li>Stun duration from explosion increased by 25%.</li>
<li>Taunt effect now properly enhances (Bug Fix).</li>
<li>Taunt effect now works in PvP.</li>
<li>Base Accuracy increased from 1.0x to 1.5x.</li></ul>
</li>
<li>'''Confront''' now applies a -75% Range debuff on target for 12s.</li>
<li>'''Mental Blast''''s cooldown increased to 6s, damage and endurance cost increased accordingly.</li>
<li>'''Scramble Thought''''s damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage.</li>
<li>'''Total Domination''''s hold duration increased by 50%.</li>
<li>'''Psychic Wail''' now has a 1.4x accuracy modifier.</li>
<li>Night Widow's '''Psychic Scream'''
<ul>
<li>Cooldown increased to 20s.</li>
<li>Debuff duration doubled to 20s.</li>
<li>Max targets increased to 12.</li>
<li>Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale.</li></ul>
</li>
<li>Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix).</li></ul>


This turns on the the Temporary Invulnerability power and then turns on the [[Flight#Hover|Hover]] power.  (Unless Hover is already on, in which case it turns Hover off.)


-----
=== Things to Consider When Using $$ ===


<p> </p>
Spaces should be omitted between the commands that appear before and after the $$ symbols. All of the examples in this guide adhere to that standard, but sometimes binds will be seen by developers who have used spaces on either or both sides of the $$ symbols. Placing a space between $$ and your commands can cause things to break. For example:
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Various Power Updates'''</span></span></p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Storm Blast'''</span></span></p>
<p>'''''The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output of Storm Cell more consistent.'''''</p>
<ul>
<li>'''Chain Lightning:'''
<ul>
<li>Chain decay per jump is 0.18, down from 0.20.</li>
<li>Chain decay caps at 0.64, up from 0.60.</li>
<li>Chain fork is now 1,1,1,1,2 instead of 2,2.</li>
<li>Sentinel fork is now 1,1,2 instead of 2,2.</li>
<li>Chain delay is now 0.3, up from 0.2.</li>
<li>Chain radius is now 12', down from 15'.</li>
<li>Damage scale now 1 and 0.04x4 over 2.2s, from 0.827 and 0.10x4 over 2.2s.</li>
<li>Recharge 16s, down from 20s.</li>
<li>Accuracy improved to 1.15, up from 1.0</li></ul>
</li>
<li>'''Category Five:'''
<ul>
<li>Eye Wall targets up to 16, up from 10 for non-Sentinels.</li>
<li>Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too)</li>
<li>Now has 100% proc rate for Storm Cell procs if summoned while active.</li>
<li>Delay between Category Five Lightning strikes on the same target increased from 5s to 6s.</li></ul>
</li>
<li>'''Storm Cell:'''
<ul>
<li>Now has 100% proc rate for Category Five lightning if summoned while active.</li>
<li>'''Storm Brewing''': Storm Cell Lightning procs have been normalized in Damage and Secondary Effects, the only difference now being their target caps. As you use Storm Blast powers, you gain better and better odds of proccing Split and Spread to consistently hit more targets.
<ul>
<li>Lightning (Split) damage scale now 0.5, down from 0.6.</li>
<li>Lightning (Focused) damage scale now 0.5, down from 1.2.</li>
<li>Lightning (Spread) damage scale now 0.5, up from 0.3.</li></ul>
</li>
<li>Delay between Lightning Strikes on the same target is now 1.67s for all, down from 4/3/2s (Focused/Split/Spread).</li>
<li>Knockdown and End Drain stats for Lightning normalized to 50% and 5%, respectively.</li></ul>
</li>
<li>'''Proc Chances:'''
<ul>
<li>'''Gust''' now has 40% chances to summon Wind or Lightning, up from 20%.</li>
<li>'''Hailstones'''/'''Jetstream''' now has 55% chance, up from 40%.</li>
<li>'''Chain Lightning'''/'''Direct Strike'''/'''Cloudburst''' now has 70% chance, up from 60%.</li>
<li>'''Direct Strike''' (slow) now has 90% chance, up from 80%.</li>
<li>'''Storm Brewing''':
<ul>
<li>Starting with Lightning (Focused) for 1 target, you have a 30% chance to proc higher target caps that increases per Lightning Proc activated.</li>
<li>After about 6 activations, you will guarantee Lightning (Spread) each proc as long as you keep attacking.</li></ul>
</li></ul>
</li></ul>


<p> </p>
/bind H "pow_exec_name Healing Aura $$ local You are healed!"
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Cold Domination'''</span></span></p>
<p>'''''This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended.'''''</p>
<ul>
<li>'''Sleet'''
<ul>
<li>Turned into a real pseudopet, inheriting AT modifiers.
<ul>
<li>Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%, pet effect set to ignore stacking (multiple pets continue to stack).</li>
<li>Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%, pet effect set to ignore stacking (multiple pets continue to stack).</li></ul>
</li></ul>
</li>
<li>'''Heat Loss'''
<ul>
<li>No longer a pseudopet, uses AT modifiers
<ul>
<li>Controller/Corruptor/Mastermind: +Recovery increased from 50% to 62.5%, -Res reduced from 24% to -22.5%.</li></ul>
</li></ul>
</li></ul>


<p> </p>
Will not work.  Why?  Because the /bind command is not being read as "execute 'Healing Aura'," it is being read as "execute 'Healing Aura '," with a space after the word Aura. Since there is no such power as Healing-space-Aura-space, nothing happens.
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Storm Summoning''' </span></span></p>
<p>'''''Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below.'''''</p>
<ul>
<li>'''Freezing Rain'''
<ul>
<li>Defender: -Res increased from -35% to -40%.</li>
<li>Controller/Corruptor: -Defense lowered from -30% to -24%.</li>
<li>Masterminds: -Defense lowered from -30% to -18%.</li>
<li>Turned into a real pseudopet, inheriting AT modifiers.</li></ul>
</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Symphony Control'''</span></span></p>
Strangely enough, you CAN use:
<ul>
<li>'''Reverberant'''
<ul>
<li>Single target damage output increased.</li></ul>
</li></ul>


<p>'''<span style="color:#f1c40f;"><span style="font-size:18px;">Devices - Smoke Grenade</span></span>'''</p>
: /bind h "local You are healed! $$ powexec_name Healing Aura"
<ul>
<li>-ToHit debuff no longer requires a tohit check.</li></ul>


<p>'''<span style="color:#f1c40f;"><span style="font-size:18px;">Devices - Remote Bomb</span></span>'''</p>
And it will work. This is because the first command is a text message, and City of Heroes doesn't care if a text message ends in an exclamation point or a space.
<ul>
<li>Time Bomb for Blaster &gt; Devices has been replaced with Remote Bomb.</li>
<li>This can be placed on either an enemy or the ground, but once placed activating the power again will manually detonate the bomb. Remote Bomb can be set off the moment it is successfully placed.</li>
<li>If the mob that the Remote Bomb was attached to is defeated, the Remote Bomb will fall to the ground at that location.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Traps - Temporal Bomb'''</span></span></p>
Nevertheless, in general, no spaces at all should be between your first command, the $$, and the second command, and third command, and fourth command, etc.
<ul>
<li>Traps for Controllers, Corruptors, and Defenders now has Temporal Bomb instead of Time Bomb.</li>
<li>Like with Remote Bomb, this can be placed on Enemies or the floor and then manually detonated.</li>
<li>If the mob that the Temporal Bomb was attached to is defeated, the Temporal Bomb will fall to the ground at that location.</li>
<li>Unlike Remote Bomb, Temporal Bomb deals much less damage but creates a large Temporal Bubble that slows down enemies and speeds up allies!
<ul>
<li>Temporal Bubble Controller/Corruptor/Defender &gt; Buffs Recharge, Recovery, and Movement speeds by 37.5% while active, debuffs enemy Movement and Recharge by 50% while active.</li>
<li>Controller &gt; Deals Scale 0.65 Fire + Scale 0.45 Lethal damage to all enemies (Total 1.1 scale), 100% Chance to knock.</li>
<li>Corruptor &gt; Deals Scale 0.9 Fire + Scale 0.6 Lethal damage to all enemies (Total 1.5 scale), 80% Chance to knock.</li>
<li>Defender &gt; Deals Scale 0.75 Fire + Scale 0.55 Lethal damage to all enemies (Total 1.3 scale), 80% Chance to knock.</li></ul>
</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Traps (Mastermind) - Detonator'''</span></span></p>
=== What You Cannot Do with Multiple Actions ===
<ul>
<li>Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3.</li>
<li>Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click!</li>
<li>All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Miscellaneous'''</span></span></p>
The one thing you cannot do when you bind multiple actions to the same key is set up a macro that will execute one attack, then a second attack, then a third attack, and so on. If you tried to do the following:
<ul>
<li>'''Thermal Radiation/Melt Armor:'''
<ul>
<li>Recharge reduced from 150s to 100s.</li>
<li>Radius increased from 15' to 20'.</li></ul>
</li>
<li>'''Mind Control'''/'''Telekinesis''':
<ul>
<li>No longer holds.</li>
<li>Now Immobilizes.</li>
<li>Endurance cost reduced from 3.12 per second to 0.52 per second.</li>
<li>Target cap increased to 16.</li>
<li>Radius increased to 20'.</li>
<li>Recharge increased from 60s to 120s.</li>
<li>Will now keep the targets between 40 and 60 feet from the player.</li>
<li>Will group enemies close to the main target (i.e. &quot;reverse repel&quot; or &quot;pull towards&quot;).</li>
<li>Toggle now lasts a max of 30s before auto-shutdown.</li>
<li>Now has a chance to Overpower and Dominate, depending on the archetype.</li></ul>
</li>
<li>'''Mind Control'''/'''Levitate''':
<ul>
<li>When your Telekinesis is active, your use of levitate on a Telekinesis-anchored foe will cause your levitate to hit in an AoE and your Telekinesis power will be deactivated.</li>
<li>Power can now be used on the primary target of Telekinesis regardless if the target is dead or alive.</li></ul>
</li>
<li>'''Sonic Resonance'''/'''Liquefy''':
<ul>
<li>Cooldown reduced from 300s to 150s.</li>
<li>Turned into a real pseudopet, inheriting AT modifiers.</li></ul>
</li>
<li>'''Nature Affinity'''/'''Lifegiving Spores''':
<ul>
<li>Turned into a real pseudopet, inheriting AT modifiers.</li></ul>
</li>
<li>'''Flight &gt; Evasive Maneuvers and Peacebringer &gt; Quantum Maneuvers''':
<ul>
<li>This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.</li></ul>
</li>
<li>'''Fire Control &gt; Bonfire:'''
<ul>
<li>Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled.</li>
<li>Pulse rate doubled.</li>
<li>Damage now requires a to-hit check.</li>
<li>Power now accepts Accuracy enhancements.</li></ul>
</li>
<li>'''Thunder Strike''' consistency pass (All versions except Dominators)
<ul>
<li>Recharge increased from 18s to 20s.</li>
<li>Radius increased from 7' to 10'.</li>
<li>Endurance cost increased from 10.192 to 18.512.</li>
<li>Cast time reduced from 3.3s to 2.53s.</li>
<li>Main target damage increased from scale 2.38 to scale 2.98.</li>
<li>Secondary target damage set to scale 0.42.</li>
<li>Epic versions of this power has 40s cooldown and 23.14 endurance cost.</li></ul>
</li>
<li>'''Dark Miasma &gt; Shadow Fall:''' Now only affects teammates and leaguemates.</li>
<li>'''Storm Summoning &gt; Steamy Mist:''' Now only affects teammates and leaguemates.</li>
<li>'''Cold Domination &gt; Arctic Fog:''' Now only affects teammates and leaguemates.</li>
<li>'''Immobilize Powers:''' All player and critter immobilize powers that applied both kb resistance and kb protection to their targets will no longer provide kb protection. This protection combined with the resistance made targets practically immune to kb mitigation. Now foes will be knocked down.</li></ul>


<p><span style="color:#f39c12;"><span style="font-size:18px;">'''PvP Changes'''</span></span></p>
" /bind 1 "pow_exec_name Punch$$pow_exec_name Jab$$pow_exec_name Haymaker"
<ul>
<li>'''Main Target Only (MTO) bonus damage:''' Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula</li>
<li>'''Kinetic Melee and Spines:''' These powersets had many of its powers' damage scales corrected per the design formula.</li>
<li>'''Burn''': Now does PvP damage with its upfront burst (Blasters already did this)</li>
<li>'''PvP Recipes:''' Now uses recipe display names instead of enhancement display names</li>
<li>'''Miscellaneous:'''
<ul>
<li>Night Widow's Elude now has an elusivity effect in PvP</li></ul>
</li>
<li>'''Bug Fixes:'''
<ul>
<li>Cross Punch: Had its MTO bonus damage corrected to no longer include synergy</li>
<li>Various Melee attacks had their PvP damage corrected per design formula</li></ul>
</li></ul>


The game would immediately try to set up Punch, an instant later be told to execute a Jab instead, and finally be overridden a second time and be told to perform a Haymaker.  The only action it would perform is the Haymaker.


-----
There is an interesting trick you can use to get around this to an extent covered in the [[#Neat Things You Can Do with /Bind|Neat Things You Can Do with /Bind]] section.


<p> </p>
== Using Variables in /Bind ==
<p><span style="color:#f39c12;"><span style="font-size:20px;">'''Power Bug Fixes'''</span></span></p>
<ul>
<li><u> General sweep over endurance costs per formula, defense type checks, cooldowns, and power descriptor texts:</u></li></ul>


<div class="ipsSpoiler" ipsspoiler="">
Sometimes you will want to create a binding that will require the use of information that you will not necessarily have at the moment.  You may not have it because you do not know it, or because that information changes, or because that information will be different depending on which character you are playing (and you want a common set of key bindings for all your characters).  City of Heroes currently supports six variables that you can use as placeholders that will be substituted with the actual information when it is available.


<div class="ipsSpoiler_header">
Five of the variables are placeholders for information about your own character:


<span>Spoiler</span>
* $name: your character's name
* $origin: your character's [[:Category:Origins|origin]]
* $archetype: your character's [[Archetypes|archetype]]
* $level: your character's level
* $battlecry: your character's battlecry (set in your character's ID screen)


</div>
It is possible to supply this information yourself, but then the /bind command would be specific to that character only, and if you ever exported the key bindings and imported them into another character you would have redo those /binds.  Besides, your level changes throughout the game.
<div class="ipsSpoiler_contents">


<p><span style="color:#f1c40f;"><span style="font-size:16px;"><span><span>'''Endurance Costs'''</span></span></span></span></p>
With these variables, it is possible to have a /bind command like this:
<ul>
<li>Increased Earth Manipulation - Salt Crystals from 13 to 15.6.</li>
<li>Increased Martial Combat - Eagles Claw from 11.856 to 16.848.</li>
<li>Decreased Mental Manipulation - Subdual from 8.528 to 7.8.</li>
<li>Increased Mental Manipulation - Psychic Shockwave from 10.192 to 18.512.</li>
<li>Increased Entangle, Electron Shackles, Time Wall from 5.2 to 7.8 (Plant, Atomic, Temporal Manipulation).</li>
<li>Decreased Martial Assault - Explosive Shuriken from 15.184 to 11.856.</li>
<li>Decreased Seismic Blast - Gravestone from 14.352 to 11.856.</li>
<li>Adjusted Broad Sword - Whirling Sword from 13.52 and scale 1.18 dmg to 13 and scale 1.0 dmg to match Scrapper and Brute versions (Tanker).</li>
<li>Decreased Dark Melee - Siphon Life from 11.96 to 10.192 (Tankers only).</li>
<li>Increased Dual Pistols - Pistols from 4.16 to 5.2 (All versions).</li>
<li>Decreased Ice Blast - Bitter Ice Blast from 13 to 11.856 (All versions).</li>
<li>Increased Ice Blast - Freeze Ray from 6.864 to 10.192 (All versions).</li>
<li>Increased Dual Blades - Vengeful Slice from 6.8224 to 8.528 (All versions).</li>
<li>Increased Staff Fighting - Innocuous Strikes from 8.528 to 10.192 (All versions).</li>
<li>Increased Electrical Affinity - Shock from 8 to 8.528 (All versions except Mastermind, set to 10.66).</li>
<li>Decreased Martial Arts - Storm Kick from 7.0044 to 6.864 (All versions).</li>
<li>Increased Spines - Impale from 5.2 to 8.528 (All versions).</li>
<li>Increased Symphony Control - Confounding Chant from 10.4 to 15.6 (All versions).</li></ul>


<p><br />
: /bind V "local Hello, I am $name, a level $level $origin $archetype. $battlecry"
<span style="color:#f1c40f;"><span style="font-size:16px;"><span><span>'''Miscellaneous'''</span></span></span></span></p>
<ul>
<li>Fixed Mind Probe being affected by range buffs/debuffs (Mental Manipulation, Psionic Assault, Sentinel Psionic Mastery).</li>
<li>Fixed various patron pool powers accepting/not accepting correct enhancements and/or IO sets.</li>
<li>Stone Armor/Mud Pots (Tanker): Now accepts Taunt Sets</li>
<li>Fixed power icon for Sentinel Mace Mastery - Pulverize.</li>
<li>Fixed Tactical Arrow - Electrified Net Arrow not checking energy defense.</li>
<li>Fixed Temporal Manipulation - Aging Touch checking energy instead of psionic defense.</li>
<li>Corrosive Enzymes, Envenom, Neurotoxic Breath, Paralytic Poison, Weaken now check toxic defense (Nature Affinity, Poison, All versions).</li>
<li>Fixed Martial Assault - Masterful Throw checking negative instead of lethal defense.</li>
<li>Fixed Energy Blast - Power Blast recharge; was 7s, should be 8s (Sentinels only).</li>
<li>Fixed Energy Blast - Power Burst recharge; was 10s, should be 11s (Sentinels only).</li>
<li>Fixed Radiation Blast - Cosmic Burst recharge; was 10s, should be 11s (Sentinels only).</li>
<li>Fixed Spines - Spine Burst recharge; was 15s, should be 16s (Stalkers only).</li>
<li>Radiation Emission - Enervating Field power icon exchanged with Radiation Infection's</li>
<li>Fixed Fold Space - No longer can be used while shapeshifted</li></ul>


<p><br />
This bind would cause whichever character you were using at the time to fill in those variables with information specific to their individual builds. For three different characters, for example, the result may be:
<span style="color:#f1c40f;"><span style="font-size:16px;"><span><span>'''Descriptions'''</span></span></span></span></p>
<ul>
<li>Fixed Atomic Manipulation - Electron Shackles missing info it does -defense.</li>
<li>Fixed Atomic Manipulation - Proton Cell incorrectly describing it does -tohit instead of -defense.</li>
<li>Fixed Atomic Manipulation - Radioactive Cloud missing info it does immobilize.</li>
<li>Fixed Tactical Arrow - ESD Arrow missing info it does -endurance.</li>
<li>Fixed Tactical Arrow - Eagle Eye incorrectly describing it does +special.</li>
<li>Fixed Tactical Arrow - Glue Arrow missing info it does Toxic DoT, -fly and -jump.</li>
<li>Fixed Tactical Arrow - Ice Arrow missing info it does Cold DoT.</li>
<li>Fixed Temporal Manipulation powers using wrong names in descriptions, omitting secondary effects from short help.</li>
<li>Fixed Plant Manipulation - Wild Fortress not clarifying it's a toggle.</li>
<li>Fixed Plant Manipulation - Ripper incorrectly describing it does -speed.</li>
<li>Fixed Dark Armor - Obscure Sustenance missing info it does heal (Sentinel).</li>
<li>Fixed Dark Armor - Tenebrous Regeneration incorrectly describing it does immobilization resistance (Sentinel).</li>
<li>Fixed Fire Blast - Blazing Blast missing info it does knockback/repel (Sentinel).</li>
<li>Fixed Symphony Control - Enfeebling Lullaby missing info it does -damage.</li>
<li>Clarified Energy Aura - Repelling Force defense is against typed damage instead of all (Sentinel).</li>
<li>Fixed Invulnerability - Durability incorrectly describing it does +maxhp instead of +absorb (Sentinel).</li>
<li>Fixed Assault Rifle - Disorienting Shot incorrectly describing it does minor damage and has a long cooldown (Sentinel).</li></ul>


<p> </p>
* Curveball
: "Hello, I am Curveball, a level 10 magic defender. You have GOT to be kidding me!"


</div>
* The Judge
: "Hello, I am Judge, a level 11 mutant tanker. You are... guilty."


</div>
* Stormhaven
<p> </p>
: "Hello, I am Stormhaven, a level 12 mutant defender. "
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Blasters'''</span></span></p>
<p>'''Atomic Manipulation:'''</p>
<ul>
<li>Proton Cell no longer accepts to-hit debuff/accurate to-hit debuff enhancements and sets. It now takes defense debuff/accurate defense debuff enhancements and sets. This is how the power has always worked, but had wrong slotting options. Electron Shackles now accepts defense debuff/accurate defense debuff enhancements and sets.</li></ul>


<p>'''Ice Manipulation:'''</p>
Note that if the battlecry has its own punctuation it will be included in the battlecry string (which is why I did not include any in my bind.) Stormhaven, who has no battlecry, says nothing, but there is still a trailing space between the period at the end of the first sentence and where the battlecry would start.
<ul>
<li>Restored cold continuing fx to Frozen Fists and Ice Sword.</li></ul>


<p>'''Mental Manipulation:'''</p>
The last variable is $target, which acts as a placeholder for the name of any other character or object you are currently selecting, whether that is another hero, a civilian, a villain, or any other targetable object.  This variable can be very useful when you want to identify whomever or whatever you have targeted.
<ul>
<li>Fixed pstrings displaying for Scare custom fx.</li></ul>


<p>'''Martial Combat/Reaction Time:'''</p>
For example, you could create a /bind command that would call out a specific villain whenever your tanker uses taunt:
<ul>
<li>This power's self buffs are no longer resistible.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Brutes'''</span></span></p>
: /bind t "local C'mere, $target!$$pow_exec_name Taunt"
<p>'''Street Justice/Shin Breaker:'''</p>
<ul>
<li>Added speed and defense debuff effects.</li></ul>


<p>'''Dark Armor/Dark Embrace:'''</p>
If you had selected a Hellion Gunner and selected the T key, your character would say "C'mere, Hellion Gunner!" and activate the Taunt power.
<ul>
<li>Fixed NoFade FX using default FX.</li></ul>


<p>'''Invulnerability/Temp Invulnerability:'''</p>
This can be used in informational ways as well.  For example, a keybind may be set up with the [[Teleportation#Recall Friend|Recall Friend]] power to inform group members when someone is being teleported with the following bind:
<ul>
<li>Lethal resistance not suppressing when mezzed was fixed.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Corruptors'''</span></span></p>
: /bind T "group $target, prepare to be teleported to my location.$$pow_exec_name Recall Friend"
<p>'''Dual Pistols/Suppressive Fire'''</p>
<ul>
<li>Now redirects to correct power</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Dominators'''</span></span></p>
This sends a message across the group (team) channel letting everyone know that a character is about to be teleported to the hero using the power, and then activates the Recall Friend power. For the  message to be more private, it could have done it this way:
<p>'''Icy Assault'''</p>
<ul>
<li>Restored cold continuing fx to Ice Bolt, Ice Sword, Ice Sword Circle, Ice Blast, Frost Breath, and Bitter Ice Blast.</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Epic Pools'''</span></span></p>
: /bind t "tell $target, Prepare to be teleported to my location.$$pow_exec_name Recall Friend"
<p>'''Stalkers'''</p>
<ul>
<li>Epic power info should no longer display Fiery Embrace attributes</li></ul>


<p>'''Scrappers'''</p>
In this example, the variable $target is actually part of the command.  Remember, /tell needs a character name (followed by a comma) in order to know who to send the message to.
<ul>
<li>Added missing Fiery Embrace damage to all scrapper epic pools</li></ul>


<p>'''Various'''</p>
== Using /Bind with Your Mouse ==
<ul>
<li>Fixed several epic pool powers not disabling during no-pool and no-epic challenge modes</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Incarnates'''</span></span></p>
Mouse buttons are triggers just like standard keyboard keys are, so you can assign /bind commands to them in the same manner.
<p>'''Judgment powers'''</p>
<ul>
<li>Fixed a bug where these powers were inheriting procs that were specifically flagged not to work on Judgment powers.</li></ul>


<p>'''Lore'''</p>
The trigger key names for each of the mouse buttons are listed below:
<ul>
<li>Fixed Robotics Drone lore pet displaying in Polar Lights lore pet group.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Masterminds'''</span></span></p>
* LBUTTON:  The left mouse button on a right-handed mouse.  It is usually referred to as "Mouse Button 1" when used in the context of both left and right handed mice.
<p>'''Demon Summoning'''</p>
* RBUTTON: The right mouse button on a right-handed mouse.  It is usually referred to as "Mouse Button 2" when used in the context of both left and right handed mice.
<ul>
* MBUTTON: The button between Mouse Button 1 and Mouse Button 2.  In modern mice it usually doubles as the scroll wheel. It is usually referred to as "Mouse Button 3."
<li>Restored cold continuing fx to Cold Demonling's Ice Bolt, Ice Blast, and Frost Breath, and to Demon Prince's Ice Blast.</li></ul>
* BUTTON4
* BUTTON5
* BUTTON6
* BUTTON7
* BUTTON8


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Peacebringers:'''</span></span></p>
Buttons 4 through 8 are used to describe extra buttons your mouse may have. At present, it does not seem possible to successfully use button 6, button 7 or button 8 in key bindings, but button 4 and button 5 seem to work just fine.
<p>'''Luminous Blast:'''</p>
<ul>
<li>Fixed Radiant Strike and Incandescent Strike being affected by range buffs/debuffs.</li>
<li>Fixed Bright Nova's tail from displaying in Light Form.</li>
<li>Fixed Bright Nova's tail displaying briefly after transforming back.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Sentinels:'''</span></span></p>
=== LBUTTON/BUTTON 1 ===
<p>'''Dark Blast/Umbral Torrent:'''</p>
<ul>
<li>Increased Dark Blast - Umbral Torrent from scale 0.96 to scale 1.28 dmg.</li></ul>


<p>'''Fiery Aura/Molten Embrace:'''</p>
Button 1 is used in-game when you select targets (friendly, unfriendly and neutral) and click on items in the user interface or certain objects in game.  It seems to resist being overridden.  You cannot, for example, attempt to replace its default "click" binding with another command.  Attempts to do so cause both commands to execute.
<ul>
<li>Fixed Molten Embrace using wrong fx causing it to appear white.</li></ul>


<p>'''Fire Blast/Blazing Blast:'''</p>
For example:
<ul>
<li>Increased Fire Blast - Blazing Blast from scale 0.912 dmg to scale 1.0 dmg; also increased DoT from 0.0977 per tick to 0.0985 per tick (Sentinels only).</li></ul>


<p>'''Ice Armor/Frost Protection:'''</p>
: /bind LBUTTON "+forward"
<ul>
<li>Fixed ability to be slotted with recharge enhancements; it is an auto power.</li></ul>


<p>'''Ice Blast/Chilling Ray:'''</p>
Does not replace button 1's default functionality with "forward."  Instead, when you press down on button 1, a "click" is triggered ''and'' your character moves forward.  This could have some awkward consequences.  If your mouse was resting over a power icon in the power tray, for example, and you clicked on the button to move forward you would also click on that power.
<ul>
<li>Removed smashing self damage defiance buff.</li></ul>


<p>'''Bio Armor/Genomic Evolution:'''</p>
=== RBUTTON/BUTTON 2 ===
<ul>
<li>Fixed max endurance buff.</li></ul>


<p>'''Energy Aura/Power Armor'''</p>
Button 2 is used in-game to "right click" on objects in order to see the options on their cascading menu.  This is extremely important because it gives you access to the complete descriptions of powers and the ability to trade with other characters.
<ul>
<li>Fixed Energy Aura - Power Armor having gap in auto effect where MaxHP and resistance is lost.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Stalkers:'''</span></span></p>
Button 2 is easier to override than button 1, but it still retains the ability to pop up a right-click menu no matter what you do to it.
<p>'''Ninjitsu/Kuji-In Sha:'''</p>
<ul>
<li>No longer ignores global recharge buffs.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Warshades:'''</span></span></p>
=== MBUTTON/BUTTON 3 ===
<p>'''Umbral Blast:'''</p>
<ul>
<li>Fixed Dark Nova's tail displaying briefly after transforming back.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Various Archetypes:'''</span></span></p>
Button 3 is a weird button.  It seems to be permanently bound to +camrotate, which allows you to rotate the camera around your character. The command may be overridden for short periods of time, but eventually +camrotate suddenly reattaches itself to mbutton while retaining the functionality of whatever else is bound to it.
<p>'''Savage Leap, Touch of Fear, and Fault'''</p>
<ul>
<li>These powers use execute power effects in their implementation, which were negatively affected by its &quot;housing&quot; power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The &quot;housing&quot; power no longer notifies enemies, fixing this bug.</li></ul>


<p>'''Twilight Grasp (Critters and Pets)'''</p>
== Saving and Loading Key Bindings ==
<ul>
<li>No longer uses -regen debuff effects intended for PvP. These effects will now always do -50% regeneration.</li></ul>


<p>'''Burn'''</p>
If you want to save your keybinds to your hard drive, use the slash command /bind_save.  This saves your keybinds in a file called keybinds.txt in your City of Heroes application directory (C:\Program&nbsp;Files\City&nbsp;of&nbsp;Heroes by default).
<ul>
: {{slashcommand|bind_save|&nbsp;}}
<li>Now does PvP damage with its upfront burst (Blasters already did this).</li></ul>
:: Saves the all current keybinds to keybinds.txt in the install directory.
: {{slashcommand|bind_load|&nbsp;}}
:: Loads keybinds from the file keybinds.txt in the install directory.


<p>'''Beam Rifle'''</p>
If you want to load the keybinds.txt file, use the slash command /bind_load.  As long as the keybinds.txt file is still in your City of Heroes application directory, it will load automatically.
<ul>
<li>Fixed Single Shot using wrong animation while flying.</li></ul>


<p>'''Dual Pistols'''</p>
It is possible to load other text files with bind commands in it simply by specifying the file name and location.  The full command is
<ul>
<li>Fixed Piercing Rounds' power description to reflect the resistance debuff is no longer removed when swapping ammo types (not a mechanical change, the resistance debuff mutual exclusivity was removed last page).</li></ul>


<p>'''Elixir of Life'''</p>
: {{slashcommand|bind_load_file|full path or relative path}}
<ul>
:: ''Full path'' would be the full path to the file, including spaces (if there is a space, the path needs to be in quotes).
<li>No longer flagged to ignore outside buffs. Instead, it will ignore all outside damage buffs. This fixes a bug where outside recharge buffs did not affect this power's cooldown.</li></ul>
:: /bind_load_file C:\CoH\textfiles\judge.txt
::: The command would load the judge.txt file from the C:\CoH\textfiles directory.
:: ''Relative path'' would be any file or directory in the '''piggs''' directory.
:: /bind_load_file mybinds.txt
::: This would load the file c:\Program Files\City of Heroes\piggs\mybinds.txt.
:: /bind_load_file .\binds\otherbinds.txt
::: This would load the file c:\Program Files\City of Heroes\piggs\binds\otherbinds.txt
/bind_save_file follows the same rules.
: {{slashcommand|bind_save_file|full path or relative path}}


<p>'''Fiery Aura'''</p>
<ul>
<li>Added highlight icon to Phoenix Rising. Shows extreme AoE damage when alive and self-rez when dead.</li></ul>


<p>'''Ice Blast'''</p>
When a bind file is loaded using either /bind_load or /bind_load_file, the new file does not replace the old file, it is merged with it.  If a key binding conflicts between the current file and the file being loaded, the binding in the file being loaded is used, but any key binding mentioned in the current file that is not present in the file being loaded is left alone.
<ul>
<li>Restored cold continuing fx to Ice Bolt, Ice Blast, Frost Breath, and Bitter Ice Blast.</li></ul>


<p>'''Ice Melee'''</p>
Thus you can use /bind_load_file to load a keybinds file that has only two entries in it, and only those two entries will be changed. This is useful in the toggle key bindings section of the [[#Neat Things You Can Do with /Bind|Neat Things You Can Do with /Bind]] section.
<ul>
<li>Restored cold continuing fx to Frozen Fists and Ice Sword.</li></ul>


<p>'''Pain Domination'''</p>
=== Understanding Keybinds.txt ===
<ul>
<li>Fixed the FX of Enforce Morale attaching to the wrong hand.</li></ul>


<p>'''Shield Defense'''</p>
The keybinds.txt file is the file that is created when you use the /bind_save slash command.  It contains a list of all the triggers and commands you have defined for the character you saved it from.
<ul>
<li>Fixed Taunt when paired with Shield using beatchest sfx instead of normal taunt sfx.</li></ul>


<p>'''Spines'''</p>
This is a sample of what keybinds.txt looks like:
<ul>
<li>Fixed Ripper animation time not matching minimum sequencer frames (the power was never actually animating at 2.17s) (Spines, Plant Manipulation, Thorny Assault).</li></ul>


<p>'''Scourging Blast (Enhancement Proc)'''</p>
Q "powexec_name Hurricane"
<ul>
R "powexec_name Sprint"
<li>Now ignores combat levels.</li></ul>
RALT "alttraysticky"
RBUTTON "+forward$$+mouse_look"
SHIFT+RBUTTON "+backward$$+mouse_look"
ALT+RBUTTON "nop"
RIGHT "+turnright"


<p>'''Storm Blast'''</p>
Notice the /bind command is not used at all. All you see is the trigger and the command.  If you want to make custom keybind files that can be loaded with the slash command /bind_load_file, you need to follow this format.  Use the /bind command in the chat window, not in the keybinds.txt file.
<ul>
<li>Direct Strike now accepts interrupt time enhancements.</li></ul>


<p>'''Temporary Powers'''</p>
== Using "Rotating Binds" ==
<ul>
<li>Toy Bat can no longer be used in Pocket D.</li>
<li>Charges for the Toy Bat power can be purchased from S.T.A.R.T. vendors for 100,000 influence.</li>
<li>Toy Bat now uses the correct power icon: [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Temporary_SillyBat.png.459825db74abbd94226d6972704bed4f.png]]</li>
<li>Toy Bat now makes a silly sound when hitting a target.</li></ul>


<p>'''Traps'''</p>
/Bind is designed to tie a specific command to a specific key.  The command might be fairly elaborate, involving an action, speech, a remapping of auto-attack, and a few combinations of slash commands, but each time you press the key it always invokes the same command. "One key, one command" is the way /bind was intended to work.
<ul>
<li>Fixed Web Grenade not accepting slow IO set enhancements for Defenders, Controllers, and Corruptors.</li></ul>


<p>'''Vanity Pets'''</p>
There is, however, a way around this.
<ul>
<li>Vanguard MVAS standardized to be unselectable and without collision like all other vanity pets.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:16px;">'''&quot;Cancel On Damage&quot; Flag'''</span></span></p>
Let's say that you want to bind some text to your character's taunt power, so that your character will actually taunt the villain when the power is activated. But you don't want to use the same text time after time after time, because you don't want your group to get annoyed. So you come up with five different taunts:
<ul>
<li>Effects flagged to cancel when damaged will now properly cancel. This affects both player and critter powers, most notably:
<ul>
<li>Placate power's Hidden status and stealth effects</li>
<li>Perception debuff effects used by critters in PvE and by players in PvP (e.g. Smoke Grenade, Flash Arrow, etc).</li></ul>
</li>
<li>Related to this, various critter powers were missing Cancel on Damage flags.
<ul>
<li>Fixed Crey Eliminator Tear Gas Grenade, Immunes Engineer Tear Gas Grenade, and Doppelganger Ninja Training Blinding Powder missing their Cancel On Damage flag.</li>
<li>Placate (stalker, bane and widow versions) powers now grant hide for 5s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s.</li>
<li>Stalker Guile proc now grant hide for 3s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s.</li></ul>
</li>
<li>Also related to this:
<ul>
<li>Axe Cyclone has its cancel event flag removed from the repel effect. However, other concerns of this power materialized from a previous bug fix on this power, but those will be addressed in a later page.</li></ul>
</li></ul>


: "Get over here!"
: "You're next."
: "Who wants some?"
: "C'mere, ya pansy."
: "Let's see what you've got."


-----
These taunts will add a little variety to your character's taunting power, and because it is not the same thing over and over again, it may be a little tolerable for your teammates.


<p> </p>
Now, you could go ahead and bind each taunt with your taunt power to a different key, but that would be wasteful. Wouldn't it be more convenient if you hit one taunt key, and each time you did so it called up a different taunt?  It is possible to configure a key to rotate through a set of different key bindings, but it is a little complicated. The way you do this is by constantly replacing your current key binding with a new one using the command /bind_load_file
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''High-Level Council Revamp'''</span></span></p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-10-37-01.jpg.7ca1bde205e0598fee9a6a3c224456e0.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-10-37-01.thumb.jpg.1a345b5a54894251e19525c0f87a6f91.jpg]]]</p>
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> The Council is stepping up their game!   </span>'''</span></span></p>
<p>'''Galaxy Division'''</p>
<ul>
<li>Overhauled Galaxy critter power suites; now at levels 40-54, they are modeled as Warshade versions of PPD Awakened.</li></ul>


<p>'''Nebula, Penumbra, Vortex Divisions'''</p>
=== A Brief Tangent:  A Recap of /Bind_load_file ===
<ul>
<li>Martial Arts' animations modernized with up-to-date animations and secondary effects, and given chance for critical hit.</li>
<li>Added Rocket/Grenade variant minions back to levels 25-54.</li>
<li>Shifted Vortex faction level to encourage more group diversity while leveling; Vortex now spawn 20-24, Vortex Elite 25-29, and Vortex Cor Leonis 30+, spawndefs adjusted accordingly.</li></ul>


<p>'''Vampyr Division'''</p>
The /bind_load slash command tells City of Heroes to load the keybinds.txt file in your City of Heroes application directory.  The /bind_load_file slash command allows you to specify the name and location of the keybind file you want to load. Thus, if the following commands are used:
<ul>
<li>Updated Dark Equinox Archon powersuite after revamped Galaxy Archon Umbral Blast powers and added to level 35-54 range with spawnlimit 1.</li></ul>


<p>'''Nightwolf Division'''</p>
: /bind_load_file C:\keybinds\curveball.txt
<ul>
: /bind_load_file C:\keybinds\stormhaven.txt
<li>Added Nightwolf transformation lycanthropy to more bosses/lieutenants at levels 25-54 with spawnlimit 1.</li>
: /bind_load_file C:\keybinds\judge.txt
<li>Nightwolf transformation now has 10% chance to instead spawn a Nyctwolf with Black Dwarf power suite.</li></ul>


<p>'''Archvillains'''</p>
The game would go into your c:\keybinds directory and load whatever file name specified.
<ul>
<li>Maestro's powersuite updated to use Symphony Control powers alongside Sonic Blast.</li></ul>


<p>'''Various'''</p>
The curveball.txt, stormhaven.txt and judge.txt files might have a few commands specific to those characters.  For example, Stormhaven is a storm/electric defender, and the key used to bring up his hurricane power might be the same key used to bring up Curveball's teleport foe power. When a new character is created, /bind_load may be used to bring in my basic command set, and then /bind_load_file c:\keybinds\curveball.txt (or stormhaven.txt, or judge.txt) might be used to bring in character-specific key bindings.
<ul>
<li>Added two new spawndefs to level 40-54 range Council, extended a spawndef with Nightwolves/Vampyr up to 54.</li>
<li>Adjusted zone/mission spawndefs to account for new critters.</li>
<li>Fixed various Council bosses spawning in TFs at -1 level.</li>
<li>Fixed an issue with the Council Supersoldier not properly being granted Hurl.</li></ul>


And because these files only require a few deviations from the default keybinds.txt file, only a few commands are needed in each:


-----
'''curveball.txt'''


<p> </p>
E "powexec_name Personal Force Field"
<p><span style="color:#f39c12;"><span style="font-size:20px;">'''High-Level Circle of Thorns Revamp'''</span></span></p>
W "nop"
<p>[https://forums.homecomingservers.com/uploads/monthly_2023_11/screenshot_231114-10-31-38.jpg.d90e1ec3f48714d48e166bf0067df8cd.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|screenshot_231114-10-31-38.thumb.jpg.d1380f59cc712f3f0803de794ad9a5af.jpg]]]</p>
Q "powexec_name Teleport Foe"
<p>'''<span style="color:#ffffff;"><span style="font-size:9px;"><span style="background-color:#000000;"> Those darn pesky Oranbegans!  </span></span></span>'''</p>
F "nop"
<p>'''Thorn Casters:'''</p>
T "nop"
<ul>
<li>Two new minion Thorn Casters at level 50+ replace Ice Thorn Casters:
<ul>
<li>Blizzard Thorn Caster with Storm Blast.</li>
<li>Magma Thorn Caster with lava-themed Seismic Blast.</li></ul>
</li></ul>


<p>'''Spectres'''</p>
'''stormhaven.txt'''
<ul>
<li>New minion Spectres at level 41+ with Spectral Daemon Lord power suite.</li>
<li>New lieutenant Spectres at level 41+ with Nerva Spectral Daemon power suite, and some additional attacks.</li></ul>


<p>'''Demons'''</p>
E "powexec_name Steamy Mist"
<ul>
W "powexec_name Freezing Rain"
<li>New lieutenant Hellfrost Lords at level 36+ with cold-themed Thorny Assault power suite.</li>
Q "powexec_name Hurricane"
<li>Succubus lieutenants now spawn at level 46+, with slightly adjusted Succubus power suite.</li></ul>
F "powexec_name Hover"
T "nop"


<p>'''Bosses'''</p>
'''judge.txt'''
<ul>
<li>Created high-level versions of Madness, Ruin, and Agony Mages at 45+ with additional powers</li></ul>


<p>'''Various'''</p>
E "powexec_name Temp Invulnerability"
<ul>
W "nop"
<li>Tar, Quick Sand, and Earthquake debuff patches now display a status text string below your buff icons when you're being affected by them.</li>
Q "nop"
<li>Added new base CoT resistance to all humanoid CoT critters.</li>
F "nop"
<li>Created new CoT mission spawndefs and updated existing CoT zone spawndefs.</li></ul>
T "powexec_name Combat Jumping"


Each of these files only import five keybinds.  Some of those keybinds are simply commands that overwrite what was originally there and replace it with nothing (nop) and others are specific powers.


-----
If wanted, in the default keybinds.txt, Commands may be created that automatically loaded these:


<p> </p>
NUMPAD1 "bind_load_file C:\keybinds\curveball.txt"
<p><span style="color:#f39c12;"><span style="font-size:20px;">'''Giant Monster Balancing Pass'''</span></span></p>
NUMPAD2 "bind_load_file C:\keybinds\stormhaven.txt"
<ul>
NUMPAD3 "bind_load_file C:\keybinds\judge.txt"
<li>Giant Monsters have been given a comprehensive balance sweep to make them less trivial for groups in Homecoming's power environment.</li>
<li>All outdoor Giant Monsters ''(excluding Lusca)'' have been granted additional maximum HP.</li>
<li>General resistance adjustments.</li>
<li>Increased magnitudes on Giant Monster's offensive Mez effects.</li>
<li>Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups.</li>
<li>Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting.</li>
<li>Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value.</li></ul>


By pressing the numbers 1, 2, and 3 on the number keypad, a custom bind set can be loaded.


-----
=== Back on Course: Creating a Rotating Bind ===


<p> </p>
To set up a key that rotates between the five taunts listed earlier in this section, you need to create custom keybind files for each of them. These keybind files need to contain three things:
<p><span style="font-size:20px;">'''<span style="color:#ffa500;">New Vanity Pets</span>'''</span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Giant Monster Mini Pets &amp; Monstrous Aether'''</span></span></p>
<ul>
<li>The following Giant Monsters found in city zones now have a '''10% chance of dropping an invention recipe of a miniature version of themselves'''. This chance is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits.
<ul>
<li>''Adamastor''</li>
<li>''Arachnos Flyer''</li>
<li>''Babbage''</li>
<li>''Caleb''</li>
<li>''Clockwork Paladin''</li>
<li>''Council Goliath War Walker''</li>
<li>''Deathsurge''</li>
<li>''Eochai''</li>
<li>''Ghost of Scrapyard''</li>
<li>''Jack In Irons''</li>
<li>''Jurassik''</li>
<li>''Kraken''</li>
<li>''Kronos Titan''</li>
<li>''Lusca''</li>
<li>''Sally''</li>
<li>''Seed of Hamidon (Seedling)''</li>
<li>''U'kon Gr'ai''</li></ul>
</li>
<li>'''NOTE:''' ''Only the zone version of these giant monsters drop the pet invention recipes.''</li>
<li>These invention recipes are not bound and can be freely traded or sold on the Auction House once acquired.</li></ul>


<p>[https://forums.homecomingservers.com/uploads/monthly_2023_10/pets.jpg.afcc9f479f97cfc0e990c213268f8f5b.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|pets.thumb.jpg.21bdfcd4d21e8e494957772276c90f9b.jpg]]]</p>
* the command to speak the taunt,
<p><span style="color:#ffffff;">'''<span style="font-size:9px;"><span style="background-color:#000000;"> Which monster is your favorite?  </span></span>'''</span></p>
* the command to activate the taunt command, and
<ul>
* the command to load the next taunt binding
<li>Giant Monsters that drop Reward Merits now also drop up to three(1-3) '''Monstrous Aether''' salvage ''(amount depends on the specific GM defeated)''.</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|salvage_UnstableAetherParticle.png.99ddbee3347a2ffb8222eb027eb51c5a.png]]</p>
The first thing you need to do is to create five keybind files: taunt1.txt, taunt2.txt, taunt3.txt, taunt4.txt, and taunt5.txt. In each taunt file, you need to put in the /bind command that gets executed. So each file would look like this:
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Monstrous Aether  </span>'''</span></span></p>
<ul>
<li>Monstrous Aether is account bound and can only be transferred to other characters on the same account and cannot be stored in SG base bins; It can be held one-thousand (1,000) at a time.</li>
<li>Monstrous Aether can be converted at any BenevoLabs Hologram vendors into the following:
<ul>
<li>Trade ten(10) ''Monstrous Aether'' for one(1) random Giant Monster mini pet invention recipe from any of the listed above.</li>
<li>Convert three(3) ''Monstrous Aether'' into one(1) ''Prismatic Aether''.</li></ul>
</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''S.T.A.R.T. Vendor:'''</span></span></p>
'''taunt1.txt'''
<ul>
<li>Added six new non-combat vanity pets to the S.T.A.R.T. vendor's offerings, standard pricing:
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_ArachnosDronePet.png.10b3b6cc2d6325e86bdd4d43ea24a30b.png]] ''Pet: Arachnos Drone''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_CameraDronePet.png.90fd017abd875f5f59e62787143db195.png]] ''Pet: Camera Drone (Arena spectator model)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_PoliceDronePet.png.7de0874d3ba896051ba9761addc4d529.png]] ''Pet: Police Drone''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_BattleOrbPet.png.074d032e5a2214f988cfbf3a108ba5d9.png]] ''Pet: Praetorian Battle Orb''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_RiktiDronePet.png.319389dfe7f234c0cee3e36e710fb4c4.png]] ''Pet: Rikti Drone''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Inherent_MysticLanternPet.png.12e571fa92c34b8fde64077601e7bc1d.png]] ''Pet: Mystic Lantern''</li></ul>
</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Hamidon Bud:'''</span></span></p>
T "local Get over here!$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt2.txt"
<ul>
<li>Hamidon Bud pet invention recipe has been added as a 0.4% chance drop from each ''Hamidon Mitochondria'' &amp; ''Hamidon Bud'' enemy defeated from Hamidon raids.</li>
<li>This drop chance is calculated individually per qualifying player, per defeat.
<ul>
<li>'''NOTE:''' ''The mission versions found in the Lady Grey's Task Force do not drop the recipe.''</li>
<li>This mini pet recipe is not bound and can be freely traded or sold on the Auction House once acquired.</li></ul>
</li></ul>


<p> </p>
'''taunt2.txt'''


</div>
T "local You're next.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt3.txt"


-----
'''taunt3.txt'''


<p>''<span style="font-family:Verdana, Geneva, sans-serif;"><span style="font-size:28px;"><span style="color:#f39c12;">'''Character Customization Improvement'''s''''''</span></span></span>''</p>
T "local Who wants some?$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt4.txt"


-----
'''taunt4.txt'''


<p> </p>
T "local C'mere, ya pansy.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt5.txt"
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Costumes'''</span></span></p>
<p> </p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_01/image.png.8373275d436102f9b858a59f2dfb6de3.png [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|image.thumb.png.9348e8a6069522383a1cba98bc40b083.png]]]</p>
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New Costume Parts'''</span></span></p>
<ul>
<li>Added 'Gold Bricker' preset to the costume menu set offerings.</li></ul>


<p><span style="font-size:16px;">'''Male / Female / Huge:'''</span></p>
'''taunt5.txt'''
<ul>
<li>Patterns &gt; Chest, Gloves, Hips, Boots &gt; &quot;Bars&quot; ''(Contribution by [https://forums.homecomingservers.com/profile/86095-marbing/ @Marbing])''</li>
<li>Patterns &gt; Chest, Gloves, Hips, Boots &gt; &quot;Technopath&quot; ''(Contribution by [https://forums.homecomingservers.com/profile/86095-marbing/ @Marbing])''</li>
<li>Patterns &gt; Chest, Gloves, Hips, Boots &gt; &quot;Paragon Protector&quot;</li>
<li>Head &gt; Full Helmet &gt; &quot;Paragon Protector&quot;</li>
<li>Head &gt; Hats &gt; &quot;Plague Doctor 1&quot;</li>
<li>Head &gt; Hats &gt; &quot;Plague Doctor 2&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Plague Doctor&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmets &gt; &quot;Modern Beret&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmets &gt; &quot;ACH Helmet Tintable 1&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmets &gt; &quot;ACH Helmet Tintable 2&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmets &gt; &quot;ACH Helmet 1-8&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmet Detail 1 &gt; &quot;Modern Beret Flash&quot;</li>
<li>Head &gt; Half Helmets &gt; Helmet Detail 2 &gt; &quot;Modern Beret Detail 1-13&quot;</li>
<li>Head &gt; Floating Heads &gt; Eyeball &gt; &quot;Basic&quot;</li>
<li>Head &gt; Floating Heads &gt; Eyeball &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Floating Heads &gt; Eyeball &gt; &quot;Evil&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 1 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 1 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 2 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 2 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 3 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Floating Heads &gt; Skull 3 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Think Tank &gt; Eyeball &gt; &quot;Basic&quot;</li>
<li>Head &gt; Think Tank &gt; Eyeball &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Think Tank &gt; Eyeball &gt; &quot;Evil&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 1 &gt; &quot;Basic&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 1 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 1 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 2 &gt; &quot;Basic&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 2 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 2 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 3 &gt; &quot;Basic&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 3 &gt; &quot;Glowing&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 3 &gt; &quot;Evil&quot;</li>
<li>Head &gt; Think Tank &gt; Skull 4 &gt; &quot;Basic&quot;</li>
<li>Head &gt; Think Tank &gt; Rubber Duck &gt; &quot;Friendly&quot;</li>
<li>Head &gt; Think Tank &gt; Rubber Duck &gt; &quot;Evil&quot;</li>
<li>Shoulders &gt; Ornate Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Ornate Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Half Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Half Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Fanged Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Fanged Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Large Fanged Skull &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Large Fanged Skull &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Large Skull &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Large Skull &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Ribs + Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Ribs + Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Spines + Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Spines + Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Shoulders &gt; Ilium + Skulls &gt; &quot;Glow&quot;</li>
<li>Shoulders &gt; Ilium + Skulls &gt; &quot;Metallic Glow&quot;</li>
<li>Belt &gt; Skull &gt; &quot;Glow&quot;</li>
<li>Belt &gt; Skull &gt; &quot;Metallic Glow&quot;</li>
<li>Belt &gt; Fanged Skull &gt; &quot;Glow&quot;</li>
<li>Belt &gt; Fanged Skull &gt; &quot;Metallic Glow&quot;</li>
<li>Belt &gt; Lone Skull &gt; &quot;Glow&quot;</li>
<li>Belt &gt; Lone Skull &gt; &quot;Metallic Glow&quot;</li>
<li>Belt &gt; Headhunter &gt; &quot;Glow&quot;</li>
<li>Belt &gt; Headhunter &gt; &quot;Metallic Glow&quot;</li>
<li>Gloves &gt; &quot;Advanced Clockwork Blaster&quot;</li>
<li>Various &gt; Clockwork &gt; &quot;Rusted Clockwork&quot; - ''Texture added to all existing Praetorian Clockwork parts except faces.''</li>
<li>Backpacks &gt; &quot;Tech Knight Quiver 2&quot; - ''Offset to the right to allow for a holstered bow to rest on the left shoulder alongside it.''</li>
<li>Backpacks &gt; &quot;Clockwork&quot;</li>
<li>Backpacks &gt; &quot;Rusted Clockwork&quot;</li>
<li>Backpacks &gt; &quot;Clockwork Winder&quot;</li></ul>


<p><span style="font-size:16px;">'''Male:'''</span></p>
T "local Let's see what you've got.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt1.txt"
<ul>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1 (High)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1 (Low)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S (High)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S (Low)&quot;</li>
<li>Head &gt; Detail 2 &gt; &quot;Plague Doctor&quot;</li></ul>


<p><span style="font-size:16px;">'''Female:'''</span></p>
When taunt1.txt is active, pressing T will cause the character to say "Get over here!" and activate the taunt power.  At the same time, City of Heroes loads the taunt2.txt file and, since the bind command is for the same key, overwrites the T key with the new binding.  So the next time T is pressed the character says "You're next." and the taunt power is launched again.  This time, taunt3.txt is loaded, and that binding replaces the current one, and so forth and so on until finally taunt5.txt rebinds the key to load taunt1.txt, and the cycle starts over again.
<ul>
<li>Upper Body &gt; Roman Sybil &gt; &quot;Roman Sybil 1&quot;</li>
<li>Upper Body &gt; Roman Sybil &gt; &quot;Roman Sybil 2&quot;</li>
<li>Head &gt; Detail 2 &gt; &quot;Plague Doctor&quot;</li></ul>


<p><span style="font-size:16px;">'''Huge:'''</span></p>
Because the toggle bind is only loading and replacing one key binding at a time, the process takes place very quickly.
<ul>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1 (High)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1 (Low)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S (High)&quot;</li>
<li>Head &gt; Detail 1 &gt; &quot;Sweetheart 1S (Low)&quot;</li></ul>


<p><span style="font-size:16px;">'''Snakeskin Capes:'''</span></p>
Now the only thing left to do is to actually bind T to the first toggle command. You can either do this manually or you can add it to your keybinds.txt file:
<p>''These are available for all body types after earning the '''[https://homecoming.wiki/wiki/The_Mongoose_Badge Mongoose]''' badge (for defeating 50 Snakes).''</p>
<ul>
<li>Capes &gt; Collars &gt; &quot;Mongoose: Snakeman&quot;</li>
<li>Capes &gt; Collars &gt; &quot;Mongoose: Snakeskin&quot;</li>
<li>Capes &gt; Collars &gt; &quot;Mongoose: Stheno&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeman (Viper)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeman (Mamba)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeman (Cobra)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeskin (Viper)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeskin (Mamba)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Snakeskin (Cobra)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Stheno (Viper)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Stheno (Mamba)&quot;</li>
<li>Capes &gt; &quot;Mongoose: Stheno (Cobra)&quot;</li>
<li>VEATS &gt; Capes &gt; &quot;Mongoose: Snakeman (Arachnos)&quot;</li>
<li>VEATS &gt; Capes &gt; &quot;Mongoose: Snakeskin (Arachnos)&quot;</li>
<li>VEATS &gt; Capes &gt; &quot;Mongoose: Stheno (Arachnos)&quot;</li></ul>


<blockquote><div class="ipsQuote_citation">
T "local Let's see what you've got.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt1.txt"


Quote
When you use the slash command /bind_load, then T will be bound to emulate the taunt5.txt binding, and the first taunt binding will activate the next time T is pressed.


</div>
As long as you are willing to be patient and set up your files before you get into the game, you can create rotating binds for just about everything.  For example, rotating binds may be created for your mouse so that pressing a key loads one set of binds to the mouse to put it in "movement mode" and pressing it again loads another set of binds to put it in "default mode".
<div class="ipsQuote_contents">


<p>Our intent is that all legacy costume parts are available from the outset, including any previously unavailable parts (like the Sybil outfit). Occasionally we will opt for new content to be unlockable. There's absolutely a benefit to having a (very small) portion of content discoverable and acquirable in the game, instead of available from the outset. The game is full of things that get unlocked in differing ways - Accolade powers, Aether costumes, and (new in this update) the Giant Monster minipets. This was the case during the live era too, we're just starting again with a blank slate.</p>
=== Macros ===
<p> </p>
<p>For the Snakeskin capes specifically, it's our intent to make it an account-wide unlock eventually, but there are some underlying technical issues preventing it at the moment. It's not a simple problem though, so it may take some to overcome.</p>


</div></blockquote>
What do you do when you run out of keys to bind?  Create icons.
<p> </p>
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Costume Bug Fixes:'''</span></span></p>
<p><span style="font-size:16px;">'''Female:'''</span></p>
<ul>
<li>Upper Body &gt; Jackets/Sleeveless Jackets &gt; Chest &gt; &quot;Spectrum&quot; was missing and has been added.</li>
<li>Upper Body &gt; Jackets &gt; Gloves &gt; &quot;Gold Bricker&quot; can now be used with jacket sleeves and trench coat.</li>
<li>Widow &gt; Pants &gt; &quot;Blood Widow&quot; adjusted texture around inner knee.</li></ul>


<p><span style="font-size:16px;">'''Male:'''</span></p>
By the time you've reached 40th level in City of Heroes, you will have roughly 20 powers.  Some of those powers will be powers you need to activate, some won't.  If every single power required activation, they would take up two full trays on your power bar.
<ul>
<li>Upper Body &gt; Shirts &gt; Asymmetric Gloves &gt; &quot;Aeon Tech&quot; right glove should now display properly.</li></ul>


<p><span style="font-size:16px;">'''Male, Huge:'''</span></p>
So why are there nine trays?  Why, so you can create your own icons, of course!
<ul>
<li>Lower Body &gt; Boots (All) &gt; &quot;Victorian Steampunk (Legacy)&quot; was added to restore previous tinting appearance.</li>
<li>Upper Body &gt; Baggy &gt; Chest Details &gt; &quot;Resistance Strap&quot; was removed from baggy category as it uses the tights version by mistake ''(a baggy version does not exist)''.</li></ul>


<p><span style="font-size:16px;">'''Male, Female, Huge:'''</span></p>
In City of Heroes it is possible to create your own icons on the power bar. These icons can be activated with a mouse click, or can even be bound to keys if you use the /pow_exec_tray slash command to identify which tray and which slot in that tray the icon is sitting. You do this by using the /macro command.
<ul>
<li>Head &gt; Full Helmets &gt; Chitin Helm &gt; &quot;Masks&quot; should now work properly.
<ul>
<li>''If you have a lot of Chitin helmet costumes (for those that reported this issue), you can open your .costume files and update the texture path to include '!face_' before the pattern name so it passes validation when loading.''</li></ul>
</li>
<li>Upper Body &gt; Tight &gt; Chest Details &gt; &quot;Resistance Strap&quot; fixed 2 color tint for leather and metal detail.</li>
<li>Upper Body &gt; Jackets/Sleeveless Jackets &gt; Chest Detail &gt; Under &gt; &quot;Void Sanction&quot; was missing and has been added.</li>
<li>Fixed capitalization typo in &quot;Chaos LEather&quot; pattern name.</li></ul>


/Macro is very similar to /bind.  You are, in effect, binding a command to an object.  The main difference is that /bind uses objects that already exist (keys on your keyboard) as the trigger, whereas /macro creates the trigger and then associates the command to it.  The trigger it creates is a new icon that sits on the first empty slot on your power bar.


-----
The basic format for /macro is:


<p> </p>
: {{slashcommand|macro|macroname "command(s)"}}
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Custom Weapons'''</span></span></p>
<ul>
<li>All weapon sets currently in the game now have sheathed/holstered weapon support. '''''Yay!''''' <span class="ipsEmoji">🎉</span></li></ul>


<p> </p>
It is possible to do anything with /macro that you can do with /bind.  The only major difference is that instead of pressing a key to trigger the command, you click on the macro icon sitting in the power bar.  You can also use any key bindings associated with the slot it is sitting in (for example, if it were in the second slot on the first tray of the power bar, you could press the 2 key to activate the macro) but you cannot bind a key directly to the macro itself.
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Holstered Bows'''</span></span></p>
<ul>
<li>Holstered Bows toggle option now available.</li></ul>


<p><br />
People are often confused by /macro because it is so similar to /bind.  Here is an example of macro creation to put the entire thing in context.
<span style="color:#f1c40f;"><span style="font-size:18px;">'''Holstered Beam Rifles'''</span></span></p>
<ul>
<li> Holstered Beam Rifles toggle option now available.</li></ul>


<p><br />
Let's say you want your character to have an emote/speech combination: You want him to perform the ThumbsUp emote and say "Good work!" But you don't want to devote a key to it—you need your keys for combat and navigation controls—but you decide it would be okay if you could just click on an icon in the power tray to perform that function.
<span style="color:#f1c40f;"><span style="font-size:18px;">'''Holstered Pulse Rifles'''</span></span></p>
<ul>
<li>Pulse Rifle has been folded into the Assault Rifle/Munition Rifle FX and it now has access to all of the same weapon models as those sets.</li>
<li>Holstered Pulse Rifles toggle option now available.</li></ul>


<p><br />
The /bind command would be for this:
<span style="color:#f1c40f;"><span style="font-size:18px;">'''Holstered Dual Pistols'''</span></span></p>
<ul>
<li>Holstered Dual Pistols toggle option now available.</li></ul>


<p> </p>
: /bind [some key] "em ThumbsUp$$local Good Work!"
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New Custom Weapons'''</span></span></p>
<ul>
<li>The following weapon models have been added as custom weapon options:</li></ul>


<p><span style="font-size:16px;">'''Arachnos Mace'''</span></p>
For /macro, [some key] is replaced by whatever name you want to give the macro:
<ul>
<li>Rikti Bladerifle</li></ul>


<p><span style="font-size:16px;">'''Arachnos / Assault / Munitions / Pulse Rifles'''</span></p>
: /macro GW "em ThumbsUp$$local Good Work!"
<ul>
<li>Devastator</li>
<li>Shard Cannon</li>
<li>Shock Rifle</li></ul>


<p><span style="font-size:16px;">'''Broadsword'''</span></p>
Typing that in the command window will cause a new icon to appear in the first empty slot on the first available tray on your Power Bar with the letters "GW" stamped on it.  You can now move that icon anywhere I want to on my tray, and clicking on it will cause your character to stick his thumb up in the air and say "Good Work!"
<ul>
<li>Red Cap Dagger</li>
<li>Thorn Blade 2</li>
<li>Circle of Thorns Sword</li></ul>


<p><span style="font-size:16px;">'''Beam Rifle'''</span></p>
You can name your macro anything you like, but the icon has limited space to actually display the letters.  You will probably want to try to keep your macros down to one- or two-letter names so they can be read clearly on the icon tray.
<ul>
<li>Legacy Assault Rifle</li>
<li>Assault Rifle</li>
<li>Legacy Merc. Assault Weapon</li>
<li>Merc. Assault Weapon</li>
<li>Silenced Merc. Assault Weapon</li>
<li>Mk. II Merc. Assault Weapon</li>
<li>Military Assault Rifle</li>
<li>Sniper Rifle</li>
<li>Malta Sniper Rifle</li>
<li>Tommy Gun</li>
<li>Council Assault Weapon</li>
<li>Council Sub-Machine Gun</li>
<li>Nemesis Rifle</li>
<li>Nemesis Rifle 2</li>
<li>Vanguard Rifle w/Bayonet</li>
<li>Elite Vanguard Rifle w/Bayonet</li>
<li>Crey Laser Rifle</li>
<li>Crey Pulse Blaster</li>
<li>Rikti Blaster</li>
<li>Rikti Cannon</li></ul>


<p><span style="font-size:16px;">'''Dual Pistols'''</span></p>
That is the /macro command in a nutshell.  Really, that's all there is to it.  /Macro seems tricky because it is almost identical /bind, and the "almost" throws people.  The only difference between the two is that /macro creates the object that triggers the command, and you need to tell the game what the object is named.
<ul>
<li>Praetorian Resistance Blaster</li>
<li>Rikti Blaster</li>
<li>Crey Pistol</li>
<li>Circle of Thorns Crossbow</li>
<li>Hand Crossbow</li></ul>


<p> </p>
== Neat Things You Can Do with /Bind ==


-----
This is the section that has samples of some of the fun stuff you can do with the /bind command.


<p> </p>
=== Getting Around the "No Queued Attack" Rule ===
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Customization Options'''</span></span></p>
<ul>
<li>The two accolade powers that have weapon models can now be customized from the Power Customization menu.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Crey CBX-9 Pistol'''</span></span></p>
We have already learned that you cannot "queue up attacks" with /bind, but there are ways to get around that limitation to an extent.  One of the participants in a "The Day I remapped my mouse with /bind" thread had an ingenious bind that did no less than SEVEN actions.  The last two actions were to attack with two different ranged attacks. The second method was shared with me by the maker of Akai's proc calculator and doesn't execute multiple commands with one click, but instead executes a different attack on each click in a sort of loop.
<ul>
<li>Original (Default)</li>
<li>Tintable</li>
<li>Semi-Automatic Pistol</li>
<li>Revolver</li>
<li>Malta Sidearm</li>
<li>Arachnos Pistol</li>
<li>Rikti Blaster</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Stolen Immobilizer Ray'''</span></span></p>
==== Auto attack method ====
<ul>
<li>Original (Default)</li>
<li>Tintable</li>
<li>Shotgun</li>
<li>Canister Gun</li>
<li>Malta Launcher</li>
<li>Orestes Rifle</li>
<li>Rikti Entangler</li></ul>


<p> </p>
How did he do it?  By not really attacking the first attack.  Instead, he just set it up so that attacking would be the immediate consequence of the command:
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Claws &amp; Spines'''</span></span></p>
<ul>
<li>Legacy Spines &gt; Barb Swipe and Claws &gt; Swipe flail animations added as alternative animations for Spines &gt; Ripper and Claws &gt; Eviscerate.</li></ul>


<p> </p>
: /bind NUMPAD0 "pow_exec_auto Dark Blast$$pow_exec_name Moonbeam"
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Teleport &amp; Combat Teleport'''</span></span></p>
<ul>
<li>Several new alternate Teleport customization options added:
<ul>
<li>Murder of Crows</li>
<li>Rikti</li>
<li>Smoke Bomb</li>
<li>Tornado</li></ul>
</li></ul>


<p> </p>
This is just the last bit of the original bind, which is much longer.  When the 0 button on the number keypad is pressed, Dark Blast is set up as an automatically fired power.  That is, it will fire at an enemy is selected and within range of the attack.  After Dark Blast is set to auto, Moonbeam is fired.  This is what happens:
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Customization Fixes'''</span></span></p>
<ul>
<li>'''Teleport:''' Restored original colors for &quot;Power Customization &gt; Teleport &gt; Original&quot;</li></ul>


<p> </p>
# Dark Blast is set up as an "autofire" power.
# Moonbeam is fired.
# Dark Blast will fire, recharge, fire, recharge, fire, recharge, etc.


-----
With this bind, two attacks were set up, but only one is specifically fired off.


<p>''<span style="color:#f39c12;">'''<span style="font-family:Verdana, Geneva, sans-serif;"><span style="font-size:28px;">Various Additions, Enhancements, &amp; Fixes</span></span>'''</span>''</p>
==== Bind chaining method ====


-----
When a bind is executed, it is parsed from left to right, but powers activate from RIGHT to LEFT in the bind string because multiple powers in a single bind string will interrupt each other as they attempt to activate, leaving the last power in the string (far right) to be the first one to activate unhindered. Taking advantage of this, the user can create a series of binds that each execute an attack first, then load the next bind in a series to the same key. This allows multiple attacks to be bound to the same key and queued in a cyclic order. Here's an example of how to do it:
* Create a binds directory in the working directory of City of Heroes. In this example it's just called "binds".
* Create a .txt file with the bind you want, omitting the "bind" portion in the file. Will name this file "attack1.txt"
: NUMPAD0 "bind_load_file_silent /binds/attack2.txt$$pow_exec_name Moonbeam"
* Create a second .txt file with the next attack in the series, again omitting the "bind" portion, that is all done by the "bind_load_file_silent" command. This file will be called "attack2.txt"
: NUMPAD0 "bind_load_file_silent /binds/attack1.txt$$pow_exec_name Dark Blast"


<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Badges'''</span></span></p>
You can see how one file points to the other in a circular chain. Lastly, just set it up in-game by using either of the bind commands
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''New Badges'''</span></span></p>
: /bind_load_file_silent /binds/attack1.txt
<p><span style="font-size:16px;">'''Accolade'''</span></p>
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|image.png]]'''''Stowaway''''' - Complete all villain-alignment story arcs on Striga Isle.</li></ul>


<p><span style="font-size:16px;">'''Accomplishment'''</span></p>
Each time NUMPAD0 is pressed, it will first execute an attack, then rebind that key to execute the next attack. I saw a Mastermind (@Nexros global) use this method to bind a single key to combine any and all inspirations into reds, then automatically feed them to his pets--all with one key!
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|badge_i27_accomplishment_stationescape.png.2f9820d4f1bdf183fc71975425ed3b56.png]]'''''  Doesn't Look At Explosions''''' - Successfully complete the ending sequence of Advanced Mode of the Lady Grey's Task Force.</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|faceturnsmall.png.cc51145586fc8407619ebae5506c82f8.png]]'''Face Turn''' - Complete Piecemeal's Personal Story.</li></ul>


<p><span style="font-size:16px;">'''Achievement'''</span></p>
=== Targeting the Nearest Enemy ===
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|badge_i27_atduplication.png.0ea3bb1c96ad8fa5c12ffdc8b4ab871c.png]] '''''Mirror Image''''' - Complete Task Force content on a team that qualifies for Archetype Duplication.</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|badge_i27_rolediversity_hero.png.ffd4ab0254f9523e1a24bc87ca5ac34d.png]] / [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|badge_i27_rolediversity_villain.png.1f8384890d9ec63fe3f27612178cef6f.png]] '''''Variety Act''''' - Complete Task Force content on a team that qualifies for Role Diversity.</li></ul>


<p>'''<span style="font-size:16px;">Defeat</span>'''</p>
The tab key is nice for quickly moving from enemy target to enemy target, but how do you quickly attack the closest enemy to you?  It's easy. First you tell the game to target no one at all, then you tell to to target an enemy. It will always choose the closest one to you:
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|badge_i27_defeat_rikti_deltamonkeys.png.140be2abfceff0726ff6d04b7671e8bb.png]]'''''  Zookeeper Omega''''' - Defeat the new boss encounter in the Advanced Mode of the Lady Grey's Task Force.</li></ul>


<p>'''<span style="font-size:16px;">Exploration</span>'''</p>
: /bind space "target_enemy_near"
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Badge_tourist_01.png.b3cddeaa49ef12f8f6c00e660a1bac8c.png]] '''''Party Animal''''' - Visit Pocket D, Studio 55, and the Paragon Dance Party.</li></ul>


<p>'''<span style="font-size:16px;">History</span>'''</p>
When you press the space bar, the game will drop any target you currently have and then target the closest enemy.
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Badge_History_Bicentennial.png.8489f4f8947d240142d580014248ab11.png]]'''''  Bicentennial''''' - Celebrate the 200 year history of Paragon City with this history badge spanning 20 plaques scattered around the various zones:
<ul>
<li>'''1.''' 200 Years of Paragon - Kings' Row</li>
<li>'''2.''' South End Rail Riot - Independence Port</li>
<li>'''3.''' World War 2 - Independence Port</li>
<li>'''4.''' Statesman - Kings' Row</li>
<li>'''5.''' The Great Depression - Kings' Row</li>
<li>'''6.''' Terra Volta - Terra Volta</li>
<li>'''7.''' Paragon Times - Steel Canyon</li>
<li>'''8.''' Rudolph Augustus Seifert - Atlas Park</li>
<li>'''9.''' Cold War Paragon - Brickstown</li>
<li>'''10.''' Paragon Pride - Kallisti Wharf</li>
<li>'''11.''' The Spirit of Freedom - Atlas Park</li>
<li>'''12.''' Hamidon - Founders' Falls</li>
<li>'''13.''' The Outbreak - The Hollows</li>
<li>'''14.''' The Ferry - Peregrine Island</li>
<li>'''15.''' Vietnam War - Atlas Park</li>
<li>'''16.''' Brass Monday - Steel Canyon</li>
<li>'''17.''' Humanitarian Activities - Skyway City</li>
<li>'''18.''' Rikti War - Founders' Falls</li>
<li>'''19.''' Galaxy City - Perez Park</li>
<li>'''20.''' Dark Astoria - Talos Island</li></ul>
</li></ul>


<p> </p>
=== Remapping Your Mouse to Control Your Movement ===
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Badge Fixes &amp; Adjustments'''</span></span></p>
<p><span style="font-size:16px;">'''Accolades'''</span></p>
<ul>
<li>'''''Born in Battle''''' - Fixed badge meter not tracking progress correctly.</li>
<li>'''High Pain Threshold''' - Fixed accolade referencing needing ''Relentless'' badge instead of ''The Unbroken Spirit''.</li></ul>


<p> </p>
If you are not satisfied using your keyboard to control all your movement, you can bind navigation and movement keys to your mouse buttons to give you greater mouse control. The following examples assume you have a four button mouse:
<p><span style="font-size:16px;">'''Defeats'''</span></p>
<ul>
<li>'''''Spider Smasher''''' - Fixed female Wolf Spider Huntsmen not counting towards badge progress.</li>
<li>'''''Cap Buster''''' - Now properly displays the badge's hint after a single Red Cap defeat, instead of after 20.</li>
<li>'''''Believer''''' - Now only requires a single Sally defeat, instead of two.</li>
<li>'''''Weed Whacker'' -''' Badge hint now properly states to defeat 50 Succubus or Hellfrost.</li>
<li>'''''Infiltrator''''' - Fixed to count defeats of radiation and psychic Paragon Protector Elites.</li>
<li>'''''Hellspawned''''' - Fixed to count the minion Damned in the Dr. Aeon Strike Force.</li>
<li>'''''Gravedigger''''' - Fixed to count the Zoombie Bomb Cadavers found in Agent Watkin's Story Arc.</li>
<li>Fixed female Skulls not counting towards various Skulls defeat badge progress.</li></ul>


<p> </p>
: /bind RBUTTON "+forward$$+mouse_look"
<p><span style="font-size:16px;">'''Exploration'''</span></p>
: /bind LBUTTON "-mouse_look"
<ul>
: /bind MBUTTON "map"
<li>'''''Rookie''''' - Moved from Echo: Atlas Park to Atlas Park (128.5 16.4 -233.0)</li>
: /bind BUTTON4 "+up"
<li>'''''Silent Sentinel''''' - Moved from Atlas Park to Echo: Atlas Park (-608, 70, -1890)</li></ul>
: /bind LSHIFT+RBUTTON "+backward$$+mouse_look"
: /bind LALT+RBUTTON "-mouse_look"


<p> </p>
The first button is the basic navigation command.  When you click mouse button 2, the mouse enters "mouse look" mode.  The mouse pointer disappears when you move the mouse to the left or right, your character turns left or right.  When you move your mouse up or down, your character looks up or down (and if flying, your character tilts up or down).  Now every time you press down on mouse button 2 your character will move forward.


-----
The second binding ends mouse look.  When you actually need to use your mouse to click on something, click on mouse button 1 and your pointer will reappear.


<p> </p>
The third mouse binding causes the zone map to pop up whenever you press mouse button 3.  Mouse button 3 will probably continue to stay mapped to +camrotate, so you can still use it rotate the camera around your character. It is alternately annoying and amusing to see one happen when you are only interested in the other.
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Emotes'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''New Emotes'''</span></span></p>
<ul>
<li>/e donut6
<ul>
<li><span style="font-size:11px;">''(Drenched Donuts has partnered with Choco Mints candy to produce a minty chocolate crumble variety of donut, adding to their line of flavors.)''</span></li></ul>
</li>
<li>/e PocketDog (/e PocketHotDog, /e JumboDeluxePocketDog).
<ul>
<li><span style="font-size:11px;">''(Dancing the night away requires lots of calories. This juicy, grilled-to-perfection 'Deluxe' Pocket Dog is DJ Zero's latest offering on the Pocket D menu!)''</span></li></ul>
</li>
<li>/e JumboDog (/e JumboHotDog)</li>
<li>/e Onigiri</li>
<li>/e PumpkinMug (/e pumpkinmug1)</li>
<li>/e Smartphone</li>
<li>/e Cameraphone</li>
<li>/e Text</li>
<li>/e Smartphone2 ''(legacy model)''</li>
<li>/e Cameraphone2 ''(legacy model)''</li>
<li>/e Text2 ''(legacy model)''</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Emote Fixes'''</span></span></p>
The fourth mouse binding allows mouse button 4 to control when the character jumps.
<ul>
<li>(/e sitchair) alias added for /e Sitchair1</li>
<li>Fixed the right lower leg position on the drinking mug animation, which caused some tall boots to clip into the leg.</li></ul>


The fifth mouse binding acts just like the first, only instead of going forward the character moves backward.


-----
The sixth mouse binding allows me to right-click on objects with my mouse when I have the left alt key pressed down in order to bring up the pop-up menu.


<p> </p>
=== Selecting Teammates Using the Number Pad ===
<p><span style="font-size:20px;">'''<span style="color:#ffa500;">Vanity Rewards - Aether Vendor Preview Images &amp; Wave 4</span>'''</span></p>
This set of binds allows players to use the number pad to select their teammates and allies. For buffing or any other team selecting activity, this can be simpler than clicking with the mouse or using shift-<number>.  Numbers 1-8 will select that particular team slot.  The zero key contains a targeting bind to assist with buffing pets or players that are not on the team.
<ul>
<li>The name of the ''Prismatic Aether Particles'' salvage shortened down to ''Prismatic Aether''.</li>
<li>All Aether costume rewards now display a preview picture in the BenevoLabs vendor menu to help customers decide on which costume is best for them.</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|previews.png.15763740b3d965c9dd7e7240c1088267.png]]</p>
'''numberpad.txt'''
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Hmm, might get hunted if I wore these...  </span>'''</span></span></p>
numpad1 teamselect 1
<p> </p>
numpad2 teamselect 2
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Tier 1 Reward Additions'''</span></span></p>
numpad3 teamselect 3
<ul>
numpad4 teamselect 4
<li>New NPC costumes added to the Tier 1 Aether reward vendor offerings:
numpad5 teamselect 5
<ul>
numpad6 teamselect 6
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Council Zenith Warcry''</li>
numpad7 teamselect 7
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Council Zenith MekMan''</li>
numpad8 teamselect 8
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: PPD Assault Suit''</li>
numpad0 target_custom_next friend notteammate notmypet
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: PPD Enforcer''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Longbow Cataphract''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Rularuu Honored Brute''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Rularuu Bull Natterling''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Rularuu Wisp Overlord''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png]] ''Costume: Shivan Destroyer''</li></ul>
</li></ul>


<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Tier 2 Reward Additions'''</span></span></p>
Note that the above text box is designed for a [[Bind File]], such as c:\keybinds\numberpad.txt , which can then be loaded using the {{slashcommand|bind_load_file}} command.
<ul>
<li>New NPC costumes added to the Tier 2 Aether reward vendor offerings:
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Uncommon_Costume_Power.png.9f0b7367ed69fc0bb0a5b860e47a0a1e.png]] ''Costume: Prototype FreedomCorp Heracles''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Uncommon_Costume_Power.png.9f0b7367ed69fc0bb0a5b860e47a0a1e.png]] ''Costume: Prototype FreedomCorp Phalanx Suit''</li></ul>
</li></ul>


<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|heracles.PNG.22a18754f4f158a8af9a9cf06a04eec4.PNG]][[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|phalanx.PNG.57cf4697de9fed2b62f197f23443f8e2.PNG]]</p>
One could also bind them in separate commands using:  
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Sleek &amp; shiny!  </span>'''</span></span></p>
: /bind numpad1 "teamselect 1"
<p> </p>
: /bind numpad2 "teamselect 2"  
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Tier 3 Reward Additions'''</span></span></p>
: ...
<ul>
<li>New cosmetic effects added to the Tier 3 Aether reward vendor offerings:
<ul>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Luminous (Peacebringer FX, original and tintable)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Umbral (Warshade FX, original and tintable)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Drone (Targetting Drone FX, original and tintable)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Reflection (Shadow Shard Reflection FX, original, tintable, and no transparency)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Entropic (Energy Aura FX, original and tintable)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Darkness (Dark Armor FX; Dark Embrace, Murky Cloud, and Cloak of Fear, originals and tintables)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Organic: (Bio-Armor geometry FX, original and tintable)''</li>
<li>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png]] ''Effect: Puncture: (Spines geometry FX, original, tintable, thorns, spikes, crystal, and slate)''</li></ul>
</li>
<li>All Tier 3 rewards except for Mini Mode can now be used in PvP.</li></ul>


<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Aether Reward Fixes'''</span></span></p>
Players can then customize other number pad keys to use buffs.  For instance, on characters that have Kinetics, one can use:
<ul>
: /bind add "powexec_name Increase Density"
<li>Fixed incorrect coloration on the right arm and right leg of the Legacy Rikti Chief Soldier costume.</li>
: /bind numpadenter "powexec_name Speed Boost"
<li>Increased the size of several of the larger Aether costumes to match their critters: ''Fake Nemesis, Prototype Fake Nemesis, Warhulk''</li></ul>
This makes it easy to buff any single teammate or the whole team in succession.  


The names of other keys on the number pad are: decimal, subtract, multiply, divide.


-----
For a complete list of key names, see [[List of Key Names]].


<p> </p>
== Source ==
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Supergroup Bases'''</span></span></p>
<p>[https://forums.homecomingservers.com/uploads/monthly_2024_02/baseitemsondisplay.jpg.81ce8f7f7e1dd4ee17828da0747b2b69.jpg [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|900px|class=ipsImage ipsImage_thumbnailed|baseitemsondisplay.thumb.jpg.417445df62d302037d0075df35681c34.jpg]]]</p>
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Lots of fun, new things for base builders!  </span>'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''New Supergroup Base Items: (318)'''</span></span></p>
<div class="ipsSpoiler" ipsspoiler="">


<div class="ipsSpoiler_header">
The original text of this article was derived from [http://web.archive.org/web/20080220072924/http://boards.cityofheroes.com/showflat.php?Number=371472 The Incomplete and Unofficial Guide to /bind (1.1)] by Curveball.


<span>Spoiler</span>


</div>
{{PlayerGuide}}
<div class="ipsSpoiler_contents">


<p>'''[Bath &amp; Kitchen]'''</p>
{{Navbox Binds}}
<ul>
<li>Coffee Mug (Pumpkin)</li>
<li>Coffee Mug (Pumpkin Spiced)</li></ul>


<p>'''[Lighting]'''</p>
[[Category:Player Guides (Commands and Binds)]]
<ul>
<li>Chalet Icicle Lights x4</li>
<li>Chalet Icicle Lights x8</li>
<li>Chalet Icicle Lights x16</li>
<li>Chalet Icicle Lights x32</li>
<li>Chalet Icicle Lights x64</li>
<li>Chalet Icicle Lights x128</li>
<li>Winter Icicle Lights x4</li>
<li>Winter Icicle Lights x8</li>
<li>Winter Icicle Lights x16</li>
<li>Winter Icicle Lights x32</li>
<li>Winter Icicle Lights x64</li>
<li>Winter Icicle Lights x128</li>
<li>Festive Icicle Lights x4</li>
<li>Festive Icicle Lights x8</li>
<li>Festive Icicle Lights x16</li>
<li>Festive Icicle Lights x32</li>
<li>Festive Icicle Lights x64</li>
<li>Festive Icicle Lights x128</li></ul>
 
<p>'''[Room Details]'''</p>
<ul>
<li>Complaint Box</li>
<li>Holiday Tree 1</li>
<li>Holiday Tree 2</li>
<li>Holiday Tree Skirt 1</li>
<li>Holiday Tree Garland 1</li>
<li>Holiday Tree Ornament 1</li>
<li>Winter 2023 Developer Ornament</li>
<li>Winter Present Small 1a</li>
<li>Winter Present Small 1b</li>
<li>Winter Present Small 1c</li>
<li>Winter Present Small 1d</li>
<li>Winter Present Small 2a</li>
<li>Winter Present Small 2b</li>
<li>Winter Present Small 2c</li>
<li>Winter Present Small 2d</li>
<li>Winter Present Small 3a</li>
<li>Winter Present Small 3b</li>
<li>Winter Present Small 3c</li>
<li>Winter Present Small 3d</li>
<li>Winter Present Small 4a</li>
<li>Winter Present Small 4b</li>
<li>Winter Present Small 4c</li>
<li>Winter Present Small 4d</li>
<li>Winter Present Small 5a</li>
<li>Winter Present Small 5b</li>
<li>Winter Present Small 5c</li>
<li>Winter Present Small 5d</li>
<li>Winter Present Small 6a</li>
<li>Winter Present Small 6b</li>
<li>Winter Present Small 6c</li>
<li>Winter Present Small 6d</li>
<li>Winter Present Small 7a</li>
<li>Winter Present Small 7b</li>
<li>Winter Present Small 7c</li>
<li>Winter Present Small 7d</li>
<li>Winter Present Small 8a</li>
<li>Winter Present Small 8b</li>
<li>Winter Present Small 8c</li>
<li>Winter Present Small 8d</li>
<li>Candle Holder</li>
<li>Candle Holder (Unlit)</li>
<li>Candle Holder (Lit)</li>
<li>Candle Holder Short</li>
<li>Candle Holder Short (Unlit)</li>
<li>Candle Holder Short (Lit)</li>
<li>Tintable Candle Short (Unlit)</li>
<li>Tintable Candle Short (Lit)</li>
<li>Tintable Candle Short (Lit w/ Light)</li>
<li>Festive Stocking 1</li>
<li>Festive Stocking 2</li></ul>
 
<p>'''[Nature]'''</p>
<ul>
<li>Chalet Conifer 1</li>
<li>Chalet Conifer 2</li>
<li>Chalet Conifer 3</li>
<li>Winter Conifer 1a</li>
<li>Winter Conifer 1b</li>
<li>Winter Conifer 1c</li>
<li>Winter Conifer 2a</li>
<li>Winter Conifer 2b</li>
<li>Winter Conifer 2c</li>
<li>Winter Conifer 3a</li>
<li>Winter Conifer 3b</li>
<li>Winter Conifer 3c</li>
<li>Festive Conifer 1a</li>
<li>Festive Conifer 1b</li>
<li>Festive Conifer 1c</li>
<li>Festive Conifer 2a</li>
<li>Festive Conifer 2b</li>
<li>Festive Conifer 2c</li>
<li>Festive Conifer 3a</li>
<li>Festive Conifer 3b</li>
<li>Festive Conifer 3c</li></ul>
 
<p>'''[Office Details]'''</p>
<ul>
<li>Smartphone 2</li></ul>
 
<p>'''[Chairs]'''</p>
<ul>
<li>Club Booth Single 1</li>
<li>Club Booth Outter Corner 1</li>
<li>Club Booth Mid Corner Fill 1</li>
<li>Club Booth Inner Corner 1</li>
<li>Club Booth Inner Corner 2</li>
<li>Club Booth Table 1</li>
<li>Club Booth Table 2</li>
<li>Club Booth Edge Table 1</li>
<li>Club Booth Table 1b</li>
<li>Club Booth Table 2b</li>
<li>Club Booth Edge Table 1b</li>
<li>Club Booth Full 1</li>
<li>Club Booth Full 1a</li></ul>
 
<p>'''[Casino]'''</p>
<ul>
<li>Bar Counter 1 (Outter Corner)</li>
<li>Bar Counter 1 (Straight)</li>
<li>Bar Counter 1 (Inner Corner)</li>
<li>Bar Counter 2 (Outter Corner)</li>
<li>Bar Counter 2 (Straight)</li>
<li>Bar Counter 2 (Inner Corner)</li>
<li>Casino Security Camera</li></ul>
 
<p>'''[Cityscape]'''</p>
<ul>
<li>Ruined Concrete Barrier 1</li>
<li>Ruined Concrete Barrier 2</li>
<li>Ruined Concrete Barrier 3</li>
<li>Ruined End Table Tech (Large)</li>
<li>Ruined End Table Tech (Small)</li>
<li>Parking Lot Lamp 1</li>
<li>Ruined Barrier (Short) 1</li></ul>
 
<p>'''[Decals]'''</p>
<ul>
<li>Wall Graffiti 1a</li>
<li>Wall Graffiti 1b</li>
<li>Wall Graffiti 1c</li>
<li>Wide Wall Graffiti 1a</li>
<li>Wide Wall Graffiti 1b</li>
<li>Wide Wall Graffiti 1c</li>
<li>Parking Lot Decal 1</li>
<li>Parking Lot Decal 2</li>
<li>Parking Lot Decal 3</li>
<li>Parking Lot Decal 4</li>
<li>Parking Lot Decal 5</li>
<li>Parking Lot Decal 6</li>
<li>Handicap Parking Decal</li>
<li>Chalk Outline</li>
<li>Water Puddle 1</li>
<li>Water Puddle 1 (Large)</li>
<li>Water Puddle 2</li>
<li>Water Puddle 2 (Large)</li>
<li>Water Puddle 3</li>
<li>Water Puddle 3 (Large)</li>
<li>Water Puddle 4</li>
<li>Water Puddle 4 (Large)</li>
<li>Water Puddle 5</li>
<li>Water Puddle 5 (Large)</li>
<li>Tire Tread Marks 1</li>
<li>Tire Tread Marks 2</li>
<li>Tire Tread Marks 3</li>
<li>Oil Stain 1</li>
<li>Oil Stain 1 (Small)</li>
<li>Oil Stain 2</li>
<li>Oil Stain 2 (Small)</li>
<li>Oil Stain 3</li>
<li>Oil Stain 3 (Small)</li>
<li>Oil Stain 4</li>
<li>Oil Stain 4 (Small)</li>
<li>Praetoria Ground Dirt 1</li>
<li>Praetoria Ground Dirt 2</li>
<li>Praetoria Ground Dirt 3</li>
<li>Praetoria Ground Dirt 4</li>
<li>Praetoria Ground Dirt 5</li>
<li>Praetoria Ground Dirt 6</li>
<li>Praetoria Ground Dirt 7</li>
<li>Oil Splat 8x8 1</li>
<li>Oil Splat 8x8 2</li>
<li>Oil Splat 16x16 1</li>
<li>Oil Splat 16x16 2</li>
<li>Oil Splat 24x24 1</li>
<li>Oil Splat 24x24 2</li>
<li>Oil Splat 32x32 1</li>
<li>Oil Splat 32x32 2</li>
<li>Oil Splat 48x48 1</li>
<li>Oil Splat 48x48 2</li>
<li>Oil Spill Water 16x16 1</li>
<li>Oil Spill Water 16x16 2</li>
<li>Oil Spill Water 32x32 1</li>
<li>Oil Spill Water 32x32 2</li>
<li>Oil Spill Water 64x64 1</li>
<li>Oil Spill Water 64x64 2</li>
<li>Oil Spill Water 96x96 1</li>
<li>Oil Spill Water 96x96 2</li>
<li>Oil Spill Water 128x128 1</li>
<li>Oil Spill Water 128x128 2</li>
<li>Oil Spill Water Huge</li></ul>
 
<p>'''[Landscape]'''</p>
<ul>
<li>Mailbox Letter 1</li>
<li>Mailbox Letter 2</li>
<li>Mailbox Letter 3</li>
<li>Mailbox Letter 4</li>
<li>Pay Phone Coin 1</li>
<li>Pay Phone Coin 2</li>
<li>Pay Phone Coin 3</li>
<li>Ruined Fire Hydrant</li>
<li>Ruined Mailbox 1</li>
<li>Ruined Mailbox 2</li>
<li>Ruined News Stand 1</li>
<li>Ruined News Stand 2</li>
<li>Ruined Pay Phone</li>
<li>News Stand</li>
<li>Newspaper 1</li>
<li>Newspaper 2</li>
<li>Newspaper 3</li></ul>
 
<p>'''[Office Details]'''</p>
<ul>
<li>Casino Ashtray</li>
<li>Office Magazine 1</li>
<li>Office Magazine 2</li>
<li>Office Magazine 3</li>
<li>Office Magazine 4</li>
<li>Office Magazine 5</li>
<li>Office Magazine 6</li>
<li>Office Magazine 7</li>
<li>Office Magazine 8</li>
<li>Office Magazine Stack 1</li>
<li>Office Magazine Stack 2</li>
<li>Office Magazine Stack 3</li>
<li>Office Magazine Stack 4</li></ul>
 
<p>'''[Shopping]'''</p>
<ul>
<li>Choco Mint Donut</li>
<li>Donut Holes 1</li>
<li>Donut Holes 2</li>
<li>Donut Holes 3</li>
<li>Donut Holes 4</li>
<li>Spooky Donut Holes 1</li>
<li>Spooky Donut Holes 2</li>
<li>Spooky Donut Holes 3</li>
<li>Spooky Donut Holes 4</li>
<li>Holiday Donut Holes 1</li>
<li>Holiday Donut Holes 2</li>
<li>Holiday Donut Holes 3</li>
<li>Holiday Donut Holes 4</li>
<li>Jumbo Hotdog 1</li>
<li>Jumbo Hotdog 2</li>
<li>Jumbo Deluxe Pocket Dog 1</li>
<li>Jumbo Deluxe Pocket Dog 2</li></ul>
 
<p>'''[Slums &amp; Wastes]'''</p>
<ul>
<li>Manhole 2</li></ul>
 
<p>'''[Wall Details]'''</p>
<ul>
<li>Dart Board</li>
<li>Club Painting 1a</li>
<li>Club Painting 1b</li>
<li>Club Painting 1c</li>
<li>Club Painting 1d</li>
<li>Club Painting 1e</li>
<li>Club Painting 2a</li>
<li>Club Painting 2b</li>
<li>Club Painting 2c</li>
<li>Club Painting 2d</li>
<li>Renamed &quot;Pastel Picture&quot; to &quot;Pastel Picture Large&quot;</li>
<li>Renamed &quot;Pointillist Picture&quot; to &quot;Pointillist Picture Large&quot;</li>
<li>Pastel Picture Med</li>
<li>Pastel Picture Small</li>
<li>Pointillist Picture Med</li>
<li>Pointillist Picture Small</li>
<li>Wide Office Painting 1 (Large), (Med), (Small)</li>
<li>Wide Office Painting 2 (Large), (Med), (Small)</li>
<li>Wide Office Painting 3 (Large), (Med), (Small)</li>
<li>Wide Office Painting 4 (Large), (Med), (Small)</li>
<li>Wide Office Painting 5 (Large), (Med), (Small)</li>
<li>Wide Office Painting 6 (Large), (Med), (Small)</li>
<li>Wide Office Painting 7 (Large), (Med), (Small)</li>
<li>Wide Office Painting 8 (Large), (Med), (Small)</li>
<li>Wide Office Painting 9 (Large), (Med), (Small)</li>
<li>Wide Office Painting 10 (Large), (Med), (Small)</li>
<li>Wide Office Painting 11 (Large), (Med), (Small)</li>
<li>Wide Office Painting 12 (Large), (Med), (Small)</li>
<li>Square Office Painting 1 (Large), (Med), (Small)</li>
<li>Square Office Painting 2 (Large), (Med), (Small)</li>
<li>Square Office Painting 3 (Large), (Med), (Small)</li>
<li>Square Office Painting 4 (Large), (Med), (Small)</li>
<li>Square Office Painting 5 (Large), (Med), (Small)</li>
<li>Square Office Painting 6 (Large), (Med), (Small)</li>
<li>Square Office Painting 7 (Large), (Med), (Small)</li>
<li>Square Office Painting 8 (Large), (Med), (Small)</li>
<li>Square Office Painting 9 (Large), (Med), (Small)</li>
<li>Square Office Painting 10 (Large), (Med), (Small)</li>
<li>Square Office Painting 11 (Large), (Med), (Small)</li>
<li>Black Market Painting 1 (Large), (Med), (Small)</li></ul>
 
 
</div>
 
</div>
<p> </p>
<ul>
<li>Significantly increased the precision which base item positions and rotations are persisted in the database. This solves the issue of items &quot;drifting&quot; from the position they appeared in the editor after the base mapserver has shut down and restarted.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Task Forces'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Apex's Task Force - '''Alpha Strike''''''</span></span></p>
<p>'''<span style="font-size:16px;">Mission 2</span>'''</p>
<ul>
<li>This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Apex's first mission.</li></ul>
 
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Barracuda's Strike Force - '''Thus Spoke The Reichsman''''''</span></span></p>
<p><span style="font-size:16px;">'''Mission 3'''</span></p>
<ul>
<li>Fixed door leading into the 5th Column base from being unselectable while open.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Dr. Aeon's Strike Force - '''Chasing Fool's Gold''''''</span></span></p>
<p><span style="font-size:16px;">'''Rewards'''</span></p>
<ul>
<li>The weighting on the drop table for the D-Sync Origin enhancements has been adjusted; Players should see the new enhancement combinations drop with more frequency (2:1 or 66% chance).</li></ul>
 
<p>'''<span style="font-size:16px;">Mission 4</span>'''</p>
<ul>
<li>Fixed manhole doors from being unselectable when open.</li></ul>
 
<p>'''<span style="font-size:16px;">Mission 5</span>'''</p>
<ul>
<li>Emperor Requiem has shaken off his mental fog and will now properly try and destroy anybody ambitious enough to disturb his meditations.</li>
<li>Mini map added to the Devouring Earth ripple section of this mission.</li>
<li>Fixed warehouse doors from being unselectable while open.</li></ul>
 
<p>'''<span style="font-size:16px;">Mission 7</span>'''</p>
<ul>
<li>Increased Battle Becky's follow detection radius and gave her no collision to promote cooperative movement pathing.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Advanced Mode - Imperious Task Force - '''Time's Arrow''''''</span></span></p>
<p><span style="font-size:16px;">'''Mission 4'''</span></p>
<ul>
<li>Romulus' Barrier Novas should now be visible and render from farther away.</li></ul>
 
<p> </p>
<p><span style="font-size:16px;">'''Rewards'''</span></p>
<ul>
<li>The total count of Prismatic Aether salvage awarded by this content has been increased by :
<ul>
<li>''Tenacious (1-Star): 4 from 2''</li>
<li>''Rugged (2-Star): 11 from 7''</li>
<li>''Unyielding (3-Star): 17 from 13''</li>
<li>''Invincible (4-Star): 24 from 20''</li></ul>
</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Imperious Task Force - '''Time's Arrow''''''</span></span></p>
<p><span style="font-size:16px;">'''Mission 3'''</span></p>
<ul>
<li>Fixed a bug that was causing the Romulus Phalanx computer to have a +1 Level Shift applied at all times.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Lady Grey's Task Force'''</span></span></p>
<ul>
<li>Fixed issue with most missions in this Task Force displaying all mission objectives immediately at start instead of appearing sequentially as the mission progresses.</li></ul>
 
<p><span style="font-size:16px;">'''Hamidon Essence'''</span></p>
<ul>
<li>This temporary power is now a Toggle and can now be traded if the leader wants give the Advanced Mode danger immunity to another player.
<ul>
<li>''Otherwise this power continues to only be a visual effect on normal mode.''</li></ul>
</li>
<li>This power now has a unique power icon: [[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|TemporaryPower_Hamidon.png.9d7aa5a324308e194fe0641ce95875b0.png]]</li></ul>
 
<p><span style="font-size:16px;">'''Mission 1'''</span></p>
<ul>
<li>Removed an invisible map object found near the elevators on the second level that had collision but could not be seen.</li></ul>
 
<p><span style="font-size:16px;">'''Mission 2'''</span></p>
<ul>
<li>Rider: Famine's aura and blast attacks changed from Special to Toxic damage.</li>
<li>All four Riders now have unique individually colored costumes:</li></ul>
 
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|colorful_riders.jpg.a6a19d3ad624cf915ea7f6801d616f3b.jpg]]</p>
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> How well do you know your Riders?  </span>'''</span></span></p>
<p><span style="font-size:16px;">'''Mission 3'''</span></p>
<ul>
<li>Infernia and Glacia are now found in set locations. Infernia is encountered near the entrance and Glacia at a set position further within the mission, rather than both appearing anywhere randomly which often led to backtracking to find Glacia.</li>
<li>This mission now requires at least 2 of the 6 hostages be saved.</li></ul>
 
<p><span style="font-size:16px;">'''Mission 4'''</span></p>
<ul>
<li>Weakened Hamidon, Mitochondria Electrolyte, and Mitochondria Antibody attacks changed from Special to Toxic damage.</li>
<li>This mission's map now uses the Rikti Invasion skybox.</li>
<li>Taking the hospital on this mission will return you to the Vanguard helicopter instead of back to the zone.</li></ul>
 
<p><span style="font-size:16px;">'''Mission 5'''</span></p>
<ul>
<li>The Injured Vanguard Soldier at the beginning of this mission will now only say his dialog lines once instead of spamming the chat log for the entire mission's duration.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Silver Mantis' Strike Force - '''Pirates of the Sky''''''</span></span></p>
<p>'''<span style="font-size:16px;">Mission 1</span>'''</p>
<ul>
<li>Updated Tsoo Artists to better see stealth and increased their leash range.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Tin Mage's Task Force - '''The Praetorian Offensive''''''</span></span></p>
<p>'''<span style="font-size:16px;">Mission 1</span>'''</p>
<ul>
<li>This mission's door now always defaults to the Vanguard helicopter located next to Tin Mage.</li></ul>
 
<p><span style="font-size:16px;">'''Mission 2'''</span></p>
<ul>
<li>Mini map added to Peregrine Island section of this mission.</li>
<li>Fixed this mission using the Cimeroran compass on the minimap.</li></ul>
 
<p><span style="font-size:16px;">'''Mission 3'''</span></p>
<ul>
<li>This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Tin Mage's first mission.</li>
<li>Fixed several of the doors in this mission being unselectable while open.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Story Arcs'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Agent G.'s Story Arc - '''A Faultline in the Sands of Time''''''</span></span></p>
<ul>
<li>Fixed Penelope Yin not playing the Disable PCM Device emote in the arc finale.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Viridian's Story Arc - '''The Conference of Evil''''''</span></span></p>
<ul>
<li>Sebastian Frost is now using his correct model in all appearances in this arc.</li>
<li>Fixed a map issue that caused the finale map Arachnos floors to not have the correct fog.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''NPC Enemies &amp; Factions'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Arachnos'''</span></span></p>
<ul>
<li>Incarnate-level Arachnos were missed for the gender parity update, this has been adjusted and now Bane Spiders, Crab Spiders, Night Widows, and Arbiters should have the opposite gender costumes at 1/8th chance.</li>
<li>Fixed Scirocco lightning attacks missing animations.</li>
<li>Red Widow given a proper description.</li>
<li>New costume added for Red Widow's appearances post-revival.</li>
<li>Fixed Ghost Widow Etherealise not properly targeting.</li>
<li>General adjustments to Wolf Spiders, Bane Spiders, Crab Spiders, Widows, and Fortunatas to more closely mirror their VEAT counterparts </li>
<li>High level Crab Spider Webmasters now have access to Venom Grenades in their arsenal.</li>
<li>NPC Fortunatas/Widows have had their Mental Training base resistances replaced with Combat Training and Foresight.</li>
<li>Fortunata Mistresses' Will Domination replaced with Dominate.</li>
<li>High level Blood Widows added to levels 35-54, with new costumes.</li>
<li>High level Night Widows now have an Assassins Slash.</li>
<li>Fate Sealed added to Kalinda.</li>
<li>Pain Tolerance added to Night Widow Nocturne.</li>
<li>Tarantula Mistress/Queen claw attacks now deal toxic DoT and slow.</li>
<li>Tarantula Mistress Mental Scramble is no longer autohit.</li>
<li>Tarantula Queen Scramble Thoughts is no longer autohit.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Axis America'''</span></span></p>
<ul>
<li>Restored original costumes to all enemies in this faction to visually distinguish it from Council Empire mobs.</li></ul>
 
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|879px|class=ipsImage ipsImage_thumbnailed|axisamerica.PNG.d85e6bdf77c2c7da98e27a365040708e.PNG]]</p>
<p><span style="color:#ffffff;"><span style="font-size:9px;">'''<span style="background-color:#000000;"> Yep, definitely bad guys. </span>'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Cimeroran Traitors'''</span></span></p>
<ul>
<li>Incarnate-level Minotaurs and Cyclopes re-tuned to make them more manageable in non-Advanced Mode content.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Circle of Thorns'''</span></span></p>
<ul>
<li>High-level mobs revamped.</li>
<li>Various crossbow-using Circle of Thorns mobs now use the wooden arcane crossbow model.</li>
<li>Fixed Madness Mage Scramble Thoughts being level locked outside critter's level range.</li>
<li>Master of Ruin / Ruin Mage's defense buff from Dispersion Bubble reduced by 10%.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Clockwork'''</span></span></p>
<ul>
<li>Fixed Tesla Clockwork refusing to toggle Lightning Field.</li>
<li>Glow mask applied to all Clockwork eye textures to enhance their visual presentation:</li></ul>
 
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|CWeyes.PNG.801c241443149ff59c0f9da518b18415.PNG]]</p>
<p>'''<span style="color:#ffffff;"><span style="font-size:9px;"><span style="background-color:#000000;"> Those glowing eyes are much more imposing!  </span></span></span>'''</p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Council'''</span></span></p>
<ul>
<li>High-level mobs revamped.</li>
<li>Restored Maestro's cape which had been missing for some time.</li>
<li>Dark Equinox Archons now have purple gloves to make them more identifiable in a group.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Crey'''</span></span></p>
<ul>
<li>Elite Paragon Protector variants that use psionic &amp; radiation have had their reward scale decreased to match the Longbow Wardens that use identical power definitions.</li>
<li>Crey Gamma Tank minion's spawn limit reduced from 2 per group to 1.</li>
<li>Fixed high-level Crey Ice Tank mobs not spawning.</li>
<li>Fixed high-level Crey Protector lieutenants not set to spawn limit 1 as intended.</li>
<li>Fixed high-level Crey Protector lieutenant from dropping boss rank rewards.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Devouring Earth'''</span></span></p>
<ul>
<li>Fixed Cairn, Fungi, Quartz summon pets not affecting Praetorian Devouring Earth.</li>
<li>Fixed ''Cairn'' not excluding other Cairns from damage resistance.</li>
<li>Hamidon, Mitochondria Antibodies, and Mitochondria Electrolytes now have subtle geometry elements that make them always visible even when the game client's particle cap is reached.
<ul>
<li>''This will prevent them from ever being completely invisible due to local particle limitations:''</li></ul>
</li></ul>
 
<p>[[File:https://forums.homecomingservers.com/applications/core/interface/js/spacer.png|class=ipsImage ipsImage_thumbnailed|yellow.png.c331ceb87439423e3e380ac2999ddf12.png]]</p>
<p><span style="font-size:9px;"><span style="color:#ffffff;">'''<span style="background-color:#000000;"> No more invisible mitos!  </span>'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Dr. Kane's House of Horrors - Black Whip'''</span></span></p>
<ul>
<li>Black Whip is now using a much spooky-scarier unique costume instead of using a generic preset.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Freakshow'''</span></span></p>
<ul>
<li>Fixed names for Freakshow Wing Swiper and Wing Smasher critters.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Nemesis'''</span></span></p>
<ul>
<li>Glow mask applied to Fake Nemesis and Warhulk's eye textures to enhance their visual presentation.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Outcasts'''</span></span></p>
<ul>
<li>Fixed Frostfire not properly freezing his loudmouthed goon during cutscene.</li>
<li>Tweaked Frostfire’s AI to ensure he properly uses his full power suite.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Psychic Clockwork'''</span></span></p>
<ul>
<li>Now have purple glowing eyes that sets them apart from standard Clockwork.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Rikti'''</span></span></p>
<ul>
<li>Fixed an FX error that was causing Guardian mobs force field bubbles to not render their FX geometry.</li>
<li>Fixed a definition error that was causing a pre-revamp Rikti boss to sometimes spawn amongst Level 38 groups.</li>
<li>Magus mobs are now named ''Chief Magus'' to properly adhere to high-ranking Rikti naming schemes.</li>
<li>Priest mobs are now named ''War Priest'' as they occupy a number of different ranks depending on content context.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Vanguard'''</span></span></p>
<ul>
<li>Renamed Hero 1's '''Rune of Protection''' to '''Aid From The Fae'''.</li>
<li>Fixed Hero 1 lightning attacks missing animations.</li>
<li>Fixed the boots on Huge Vanguard mobs having the plate version on the wrong classes.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Giant Monster Rewards'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Adamastor'''</span></span></p>
<ul>
<li>Adamastor now only drops Rewards Merits to the same character once every eighteen hours; Amount of merits earned remains the same as before.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Lusca'''</span></span></p>
<ul>
<li>Each of Lusca's eight tentacles now drop 2 Reward Merits each, bringing the total merit count for a complete Lusca clear up to 22.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Zones'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''The Abyss''''</span></span></p>
<ul>
<li>Guard drones added nearby the hospital and zone entrance.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Atlas Park'''</span></span></p>
<ul>
<li>Added a planter to a tree that was missing it at its base.</li>
<li>Added tree to a planter that was missing one.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Cap Au Diable'''</span></span></p>
<ul>
<li>Fixed geometry gaps that allowed for getting under the map.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Dark Astoria'''</span></span></p>
<ul>
<li>Fixed geometry gaps that allowed for getting under the map.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">''''Eden''''</span></span></p>
<ul>
<li>Fixed some forest segments that had escaped gravity and were floating in the air.</li>
<li>Fixed the Eden Trial door from being unselectable while open.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Firebase Zulu'''</span></span></p>
<ul>
<li>Fixed some floating rocks and plants at Point Sierra.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Grandville'''</span></span></p>
<ul>
<li>Grandville enhancements that bring the Arachnos seat of power up to modern story contexts.</li>
<li>Central Hold Block added below Grandville's main tower, accessed via new hall at the intersection between the Patron elevators and the Recluse's Victory portal chamber.</li>
<li>D-Rifter Installation added which is accessed via an elevator in the Central Holding Block
<ul>
<li>''A player must own the Gold Standard badge from completing the Dr. Aeon's Strike Force to access the D-Rifter area.''</li></ul>
</li>
<li>L.R.S. Selenops added south of The Fab.</li>
<li>Red Widow added next to Lord Recluse in the Patron chamber.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Kallisti Wharf'''</span></span></p>
<ul>
<li>Hundreds of minor zone errors have been corrected.</li>
<li>Zone now has a proper height cap and you can no longer fly over the War Walls.
<ul>
<li>''The height cap is slightly higher above Statesman One Plaza's tower to allow players to still stand on top of it.''</li></ul>
</li>
<li>Guard drones added to several points of interest in the zone that should be no-mob areas.</li>
<li>Detail work in various locations.</li>
<li>City backdrop geometry and details added outside the War Walls.</li>
<li>Boat gates added to the water-facing parts of the north &amp; south War Walls.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Ouroboros'''</span></span></p>
<ul>
<li>Mender Holly added to the zone and provides super tailor services, found under the Tailor mini map icon.</li>
<li>Added mini map icons to Luna and Mender Roebuck.</li></ul>
 
<p><span style="font-size:18px;"><span style="color:#f1c40f;">'''Paragon Dance Party'''</span></span></p>
<ul>
<li>Mini map added to zone.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Pocket D'''</span></span></p>
<ul>
<li>Moved the stools in the Ski Chalet a little away from the bar so players can sit on them.</li>
<li>Fixed a flickering texture near the second floor blueside bar that connects to the AE block.</li>
<li>Fixed a flickering texture above the window facing the Ski Chalet on the blueside bar.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Port Oakes'''</span></span></p>
<ul>
<li>Fixed both Mayhem Mission submarine hatch doors from being unselectable while open.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Skyway City'''</span></span></p>
<ul>
<li>Fixed underside of Synapse's platform exposing back-facing textures.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Steel Canyon'''</span></span></p>
<ul>
<li>Deleted a tree clipping into a building at the zone's university.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Striga Isle'''</span></span></p>
<ul>
<li>Fixed the volcano-top door from being unclickable while open.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Architect Entertainment'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''New Custom Enemy Options'''</span></span></p>
<ul>
<li>Added Bio Armor as Secondary option</li>
<li>Added Electrical Affinity as Secondary option</li>
<li>Added Martial Assault as Attack and Secondary options</li>
<li>Added Nature Affinity as Secondary option</li>
<li>Added Ninja Training as Secondary option</li>
<li>Added Plant Manipulation as Secondary option</li>
<li>Added Psionic Melee as Attack and Secondary options</li>
<li>Added Radiation Armor as Secondary option</li>
<li>Added Radiation Melee as Attack and Secondary options</li>
<li>Added Radioactive Assault as Attack and Secondary options</li>
<li>Added Savage Melee as Secondary option</li>
<li>Added Savage Assault as Secondary option</li>
<li>Added Sonic Assault as Secondary option</li>
<li>Added Sonic Manipulation as Secondary option</li>
<li>Added Tactical Arrow as Secondary option</li>
<li>Added Temporal Manipulation as Secondary option</li>
<li>Added Traps as Secondary option</li>
<li>Added Water Blast as Attack and Secondary options</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''New NPC Enemy Options'''</span></span></p>
<ul>
<li>Freedom Phalanx Penelope Yin added to available AE critter offerings.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Mission Maps'''</span></span></p>
<ul>
<li>Fixed pathing beacon issues with all Arachnoid Warehouse map's second floors.</li>
<li>Fixed four glowies that were inside geometry in the AE version of the Smelting Cauldron warehouse map.</li></ul>
 
 
-----
 
<p> </p>
<p><span style="font-size:20px;"><span style="color:#f39c12;">'''Miscellaneous'''</span></span></p>
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Looking For Group'''</span></span></p>
<p><span style="font-size:14px;">'''Rikti Mothership Raid'''</span></p>
<ul>
<li>The LFG version of this raid is no longer restricted to Level 35-50 and is now open to all levels, identical to the zone version.
<ul>
<li>You cannot queue for this raid from any of the starting zones ''(Atlas Park, Mercy Island, Nova Praetoria)''.</li></ul>
</li>
<li>No longer requires the Member of the Vanguard badge, however the ability to earn Vanguard Merits from defeated Rikti enemies in the raid is still tied to owning that badge.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Client'''</span></span></p>
<ul>
<li>Fixed a client crash in Ultra Mode when the costume window was opened on a character with all 10 costume slots unlocked while standing close enough to a building with window reflections, while a player or NPC with a reflective costume part was close enough and a water surface was rendering water reflections.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Gamma Correction'''</span></span></p>
<ul>
<li>The game now implements gamma correction in the shader programs rather than using the legacy hardware gamma API.
<ul>
<li>The hardware gamma API has been very unreliable since Windows 10 and only works with certain GPU and monitor configurations.</li>
<li>The legacy API, when it works, changes the gamma correction for the entire monitor, which may be undesirable when running the game in a window.</li>
<li>By moving it to the shader programs that run on the GPU, we can guarantee that the option always works consistently across platforms.</li></ul>
</li>
<li>The gamma correction slider in the graphics options window has been adjusted so that most useful range of values (100% - 200%) occupies a much larger part of the slider bar, in order to allow for finer control when setting it.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Doors'''</span></span></p>
<ul>
<li>Helicopter mission door NPCs have been fixed and should no longer cause long delays before the player starts entering the helicopter.</li>
<li>Fixed arched wooden double doors opening inward instead of outwards. Seen at the Midnight Mansion and other locations.</li>
<li>Smuggler Ship doors that had NPCs standing nearby should no longer cause long delays before the player starts entering the ship.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Error Messages'''</span></span></p>
<ul>
<li>Improved wording on the error message that displayed when attempting to invite an opposite alignment character to a co-op zone team when the current active task is an alignment-locked mission.
<ul>
<li>'''OLD:''' &quot;''FACTION Only: Currently, you cannot add members to your team who are not in the same faction as you.''&quot;</li>
<li>'''NEW:''' &quot;''You cannot invite characters from an opposite alignment to the team while the current active task is an alignment-locked mission.''&quot;</li></ul>
</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Geometry'''</span></span></p>
<ul>
<li>Fixed pixel thin halo around warehouse light cones.</li></ul>
 
<p><span style="color:#f1c40f;">'''<span style="font-size:18px;">Tip System</span>'''</span></p>
<ul>
<li>When a tip drops and you are at the maximum number of tips, under certain conditions your oldest tip will be automatically dismissed to make room for the new tip.
<ul>
<li>This currently only applies to alignment tips, exploration tips, and spring fling valentines tips.</li>
<li>Morality tips will never be dismissed automatically, nor will Halloween or special mission-related tips such as Wizard's Weakness.</li>
<li>Alignment tips can be dismissed to make room for a morality tip, otherwise only tips of the same type that dropped can be dismissed.</li>
<li>Any tips for which you have begun investigation and obtained a mission from will not be automatically dismissed.</li></ul>
</li></ul>
 
<p>'''<span style="font-size:18px;"><span style="color:#f1c40f;">User Interface</span></span>'''</p>
<ul>
<li>Fixed some small issues with UI scaling not being properly applied a few places.
<ul>
<li>Arrows on extra power trays were not scaling horizontally and would get tall and skinny at high UI scales</li>
<li>Scrollbar grip handles that appear when dragging were sometimes extending out of the bottom of the scrollbar thumb at high UI scales</li></ul>
</li>
<li>Fixed the primary and secondary power tabs on the character creation screen not scaling their hitboxes correctly to screen resolution.</li>
<li>Fixed some minor scaling issues on the badge tab of the info window.</li></ul>
 
<p><span style="color:#f1c40f;"><span style="font-size:18px;">'''Other'''</span></span></p>
<ul>
<li>Fixed PVP enhancement recipes in auction house and inventory using enhancement display names instead of recipe display names.</li>
<li>Office Telephones (e.g. Atlas Park Tailor) should ring less frequently (every 4-7 mins over the previous 12-30s).</li>
<li>Fixed neighborhood music not playing after logging in or zoning.</li>
<li>Fixed an AI issue causing certain teleporting or summoning enemies to not utilize their full power suite.</li>
<li>Fixed an issue with name filtering incorrectly blocking the creation of characters with an apostrophe or question mark in their name.</li></ul>
 
 
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Change theme

Latest revision as of 03:47, 8 November 2024

Introduction

Welcome to The Incomplete and Unofficial Guide to /bind, an attempt to collect all the information we know about the bind command and organize it in a way that will make using it a lot easier to understand. Bind is a very powerful tool for customizing the way you play your game, and while it is a little confusing to use when you first get into it, it gets easier the more you play with it.

This guide will (hopefully) make it easier for you to:

  • Understand what the /bind command does
  • Get a solid grasp on how it works, so you can play around with it on your own, and
  • Immediately start using /bind to remap your keyboard and mouse in ways that the basic options in-game will now allow

Understanding What /Bind Is

City of Heroes comes with a set of predefined in-game navigation and control commands. Pressing the W key moves your character forward, pressing the A key rotates your character to the left, pressing the D key rotates your character to the right, and so on. If you are not happy with these commands, you can open up the options panel, press the controls button, and replace some of them with key strokes or mouse button clicks of your own choosing. But you cannot do this with every single key in the game. If you want more control over how the in-game commands are assigned to keys, you must use /bind.

In its simplest form, /bind tells the game, "From now on, when this button is pressed, I want you to trigger that action." That action could be anything—start a power, bring up a user interface panel, send a message to another player, and so on. It is even possible to assign multiple actions to the same bind, though there are limits, and the more complex your /bind, the greater a chance that something unexpected (and perhaps unwanted) will happen. That button can be almost any button on your keyboard or mouse, though again there are some limits. Essentially, /bind is telling the game that when you press the F key you want to activate the Hover power.

What /Bind Is Not

/bind is not a macro language, and it cannot be used to automate your actions. In some games it is popular to write macros or shortcuts that allow you to queue up a number of attacks. For example, to start out with Jab, then Punch, then Haymaker, and then to repeat until you no longer have a target. This is not possible using /bind, though it is possible to do some interesting things with it that come close.

There are in fact macros in the game, but they are slightly different than macros in other games. Macros will also be covered at the end of this guide, since they share many similarities to /bind (and enough differences to make them important).

Using /Bind: The Basics

Before you can understand how to use /bind properly, you need to know how to use slash commands. Slash commands are commands that you send to the game while using the chat window. /Bind is a slash command, so understanding how they work in general will help you understand how to use /bind specifically.

Tangent: A Brief Guide to Slash Commands

While you are in-game, press your ENTER key. You will see a flashing prompt in your chat window. You have probably used this any number of times to say something to other players in game, either through the local, team, broadcast or query channels. You may also know that if you append certain words to a slash ("/"), they will be interpreted as in-game commands. For example, if you have ever fallen through the city and find yourself standing in the middle of a big blue void, with the ghostly image of the city hanging above your head, you might press the ENTER key and type

/stuck

And voila! You reappear at the entrance to the zone you were just in. City of Heroes saw the slash in front of "stuck" and realized that you were sending it a command. It then looked up "stuck" and saw that it needed to return you to the proper zone, and *poof*—it was done.

Any time you put a slash in front of text in your chat window, City of Heroes interprets the word that follows as though it were a command, whether the command exists or not. For example, /g tells City of Heroes that all of the text following the "g" should be sent to the group channel (or the team channel).

So if you type:

/g I'd really like a ham sandwich.

Anyone in my team would see the following message:

I'd really like a ham sandwich.

Some commands are a little more complicated. Not only will the game need to know the general command to tell it what to do, it will need a few pointers to show it how or where to do it. For example, /t or /tell informs the game that you want to send a single character on the server a private message. But which character?

The proper way to send a tell is to type the following:

/t character name, Hey! Want to group?

character name in this case represents someone's actual name. So what you have to do is use the /t command, then enter the character's name, then use a comma to separate the instructions from the message, then type the message. So:

/t Curveball, Hey! Want to group?

Would cause the message "Hey! Want to group?" to show up in Curveball's text window.

All this really means is that when you are using a complicated slash command, you often have to be very specific in telling City of Heroes what you want to happen, and that often you have to give it that information in a very specific way. For example, if you typed

/t Curveball Hey! Want to group?

City of Heroes wouldn't know what to do. For all it knows, the character you are trying to send a message to is named "Curveball Hey! Want to group?" which is impossible, since the name field is not long enough and does not allow exclamation points or question marks. The comma after the name is very, very important, because it tells the game "I have told you who to send the message to, now I am going to tell you the message."

Slash commands may optionally have underscores in them. Any underscores in a slash command are ignored by City of Heroes. This feature is handy for commands that are composed of multiple words to make the command more clear. For example, all of the following commands are functionally equivalent:

/powexecname Temp Invulnerability
/pow_exec_name Temp Invulnerability
/_p_o_w_e_x_e_c_n_a_m_e_ Temp Invulnerability

But the second version is arguably the most clear and readable. In binds, no underscores are typically used so that more characters may be used in the command's parameters. However, underscores are used in some game documentation and in keybind files (covered in a later section) and in this guide.

Bringing the Tangent Back On-Topic

That is all well and good, you ask, but what does that have to do with /bind? Well, two things:

  • First, /bind is a slash command, and you need to know how slash commands work in general.
  • Second, /bind is a slash command that can trigger other slash commands.

Format of the /Bind Command

/Bind, like /t or /tell, requires that you format your command very specifically. The basic layout of a properly constructed /bind command is:

/bind trigger "command"

First you identify the slash command (/bind), then you identify what key will start the command (trigger), and then you place quotes around what the /bind actually does (command).

Of course, none of that makes any sense unless you know what a trigger is and what a command is.

Triggers

A trigger is either a:

  • single key
  • combination of keys
  • mouse click, or
  • key and mouse click combination

A trigger activates the /bind command. It can be pressing the E key, or clicking mouse button 1, or pressing the left shift key in combination with either the E or mouse button 1. Combinations of keys and mouse buttons allow you to map a lot of very specific commands to a limited number of keys, provided you can keep track of all of them.

Each key has a name that /bind uses to differentiate it from other keys. The majority of the names are pretty easy to figure out. For example, the E key is "E", and the F1 key is "F1." But because some keys on your keyboard share the same name, City of Heroes has assigned them unique, more complex names to set them apart. For example:

  • LSHIFT: the shift key on the left side of your keyboard
  • RSHIFT: the shift key on the right side of your keyboard
  • NUMPAD1: the "1" key on your number pad (as opposed to the row of numbers at the top of your keyboard)
  • LBUTTON: the left mouse button on a right-handed mouse (more commonly known as mouse button 1)
  • MBUTTON: the middle button on a three-button mouse (more commonly known as mouse button 3, often the scroll wheel on modern mice)
  • BUTTON4: usually the thumb button on modern mice

Some special keys called chord keys can be used in combination with other keys and mouse buttons. They do not act as triggers themselves, but can be used with trigger keys to make new triggers.

For example, suppose you have set up the E key to trigger your Tanker's Temp Invulnerability power. In this case, E is a trigger; when you press it, it causes the power to activate. So the /bind command might look like this:

/bind e "power activation command"

(The specifics of the command are not important at the moment. It will be dealt with in the next section. )

The E key is very convenient to access in combat, and if you want you can combine it with a chord key in order assign another command to it. So you could have something like:

/bind LSHIFT+E "another power activation command"

which would tell the game "when the left shift chord key key is pressed, and then (while the left shift key is still pressed down) the E trigger key is pressed, execute the following command."

In the first example, pressing the E key allows you to trigger a power. In the second example, pressing the left shift key and E key together allows you to trigger another power entirely—the shift key is essentially making the E key a completely new trigger.

When you are setting up a chord key and trigger key combination, separate them with the "+" symbol. This tells the game that you are using both keys together. /Bind commands are read from left to right, so if you are using chords in a trigger you must always use the chord key first. If you typed:

/bind e+lshift "another power activation command"

The game would read it as:

/bind e "another power activation command"

and overwrite your original e binding. It does this because e is a trigger key and cannot chord, so it sees "oh, there's an E, I can't do anything else" and skips right to the command in quotation marks.

Commands

Commands are the instructions the game follows when a trigger is pressed. Commands are usually other slash commands. In fact, most of the time when you create a /bind, you are assigning a slash command to a key or mouse button.

But what are these commands? There are a lot of them, and they are scattered around the forums, but the most important ones can be found in these two locations:

Putting it all together

Now that you know what triggers are, what types of things those triggers can make happen, let's look at a simple /bind command:

/bind E "pow_exec_name Temp Invulnerability"

This tells the game that whenever the e key is pressed, the power "Temp Invulnerability" should activate.

Pow_exec_name is a slash command. To activate Temporary Invulnerability in your chat window, you would type:

/pow_exec_name Temp Invulnerability

And the power would trigger (assuming you had it). By binding that command to the E key, you save a lot of time, especially in combat.

One of the things you will notice in the /bind example is that in the /bind, the slash command was called without the actual "/." /Bind assumes that you are going to send it a slash command, so the slash is unnecessary, and if you use the slash it will not work.

Correcting mistakes

/unbind key

/unbind key entirely removes the binding of key and restores its default behaviour.

Binding Multiple Commands to the Same Key

The previous example was the simplest form of a /bind command: a key triggered a single action. Sometimes you might want to do something a little more complicated, to set up a bind so that when a single key is pressed, multiple things happen simultaneously.

In keeping with our previous example, let's say that when the Temporary Invulnerability power is triggered you want to have your character say "I am invincible!" Well, that action is actually two slash commands:

  • /powexec_name Temp Invulnerability
  • /local I am invincible!

To do this, you need a way to tell /bind, "But wait, I want you to do something else." You do this by inserting "$$" between the two commands:

/bind E "local I am invincible!$$pow_exec_name Temp Invulnerability"

"$$" can be thought of as "and then." You are telling the game, "Say 'I am invincible!' and then trigger the Temporary Invulnerability power." The game will do just that, in that order, though it will happen so quickly it will appear to occur simultaneously.

You could do this with just about any power you want. A popular keybind is to add a message to the Taunt power, such as:

/bind T "local C'mere, ya pansy! Who wants some?$$pow_exec_name Taunt"

You can even do this to trigger more than one power with the same key:

/bind e "pow_exec_name Temp Invulnerability$$pow_exec_name Hover"

This turns on the the Temporary Invulnerability power and then turns on the Hover power. (Unless Hover is already on, in which case it turns Hover off.)

Things to Consider When Using $$

Spaces should be omitted between the commands that appear before and after the $$ symbols. All of the examples in this guide adhere to that standard, but sometimes binds will be seen by developers who have used spaces on either or both sides of the $$ symbols. Placing a space between $$ and your commands can cause things to break. For example:

/bind H "pow_exec_name Healing Aura $$ local You are healed!"

Will not work. Why? Because the /bind command is not being read as "execute 'Healing Aura'," it is being read as "execute 'Healing Aura '," with a space after the word Aura. Since there is no such power as Healing-space-Aura-space, nothing happens.

Strangely enough, you CAN use:

/bind h "local You are healed! $$ powexec_name Healing Aura"

And it will work. This is because the first command is a text message, and City of Heroes doesn't care if a text message ends in an exclamation point or a space.

Nevertheless, in general, no spaces at all should be between your first command, the $$, and the second command, and third command, and fourth command, etc.

What You Cannot Do with Multiple Actions

The one thing you cannot do when you bind multiple actions to the same key is set up a macro that will execute one attack, then a second attack, then a third attack, and so on. If you tried to do the following:

" /bind 1 "pow_exec_name Punch$$pow_exec_name Jab$$pow_exec_name Haymaker"

The game would immediately try to set up Punch, an instant later be told to execute a Jab instead, and finally be overridden a second time and be told to perform a Haymaker. The only action it would perform is the Haymaker.

There is an interesting trick you can use to get around this to an extent covered in the Neat Things You Can Do with /Bind section.

Using Variables in /Bind

Sometimes you will want to create a binding that will require the use of information that you will not necessarily have at the moment. You may not have it because you do not know it, or because that information changes, or because that information will be different depending on which character you are playing (and you want a common set of key bindings for all your characters). City of Heroes currently supports six variables that you can use as placeholders that will be substituted with the actual information when it is available.

Five of the variables are placeholders for information about your own character:

  • $name: your character's name
  • $origin: your character's origin
  • $archetype: your character's archetype
  • $level: your character's level
  • $battlecry: your character's battlecry (set in your character's ID screen)

It is possible to supply this information yourself, but then the /bind command would be specific to that character only, and if you ever exported the key bindings and imported them into another character you would have redo those /binds. Besides, your level changes throughout the game.

With these variables, it is possible to have a /bind command like this:

/bind V "local Hello, I am $name, a level $level $origin $archetype. $battlecry"

This bind would cause whichever character you were using at the time to fill in those variables with information specific to their individual builds. For three different characters, for example, the result may be:

  • Curveball
"Hello, I am Curveball, a level 10 magic defender. You have GOT to be kidding me!"
  • The Judge
"Hello, I am Judge, a level 11 mutant tanker. You are... guilty."
  • Stormhaven
"Hello, I am Stormhaven, a level 12 mutant defender. "

Note that if the battlecry has its own punctuation it will be included in the battlecry string (which is why I did not include any in my bind.) Stormhaven, who has no battlecry, says nothing, but there is still a trailing space between the period at the end of the first sentence and where the battlecry would start.

The last variable is $target, which acts as a placeholder for the name of any other character or object you are currently selecting, whether that is another hero, a civilian, a villain, or any other targetable object. This variable can be very useful when you want to identify whomever or whatever you have targeted.

For example, you could create a /bind command that would call out a specific villain whenever your tanker uses taunt:

/bind t "local C'mere, $target!$$pow_exec_name Taunt"

If you had selected a Hellion Gunner and selected the T key, your character would say "C'mere, Hellion Gunner!" and activate the Taunt power.

This can be used in informational ways as well. For example, a keybind may be set up with the Recall Friend power to inform group members when someone is being teleported with the following bind:

/bind T "group $target, prepare to be teleported to my location.$$pow_exec_name Recall Friend"

This sends a message across the group (team) channel letting everyone know that a character is about to be teleported to the hero using the power, and then activates the Recall Friend power. For the message to be more private, it could have done it this way:

/bind t "tell $target, Prepare to be teleported to my location.$$pow_exec_name Recall Friend"

In this example, the variable $target is actually part of the command. Remember, /tell needs a character name (followed by a comma) in order to know who to send the message to.

Using /Bind with Your Mouse

Mouse buttons are triggers just like standard keyboard keys are, so you can assign /bind commands to them in the same manner.

The trigger key names for each of the mouse buttons are listed below:

  • LBUTTON: The left mouse button on a right-handed mouse. It is usually referred to as "Mouse Button 1" when used in the context of both left and right handed mice.
  • RBUTTON: The right mouse button on a right-handed mouse. It is usually referred to as "Mouse Button 2" when used in the context of both left and right handed mice.
  • MBUTTON: The button between Mouse Button 1 and Mouse Button 2. In modern mice it usually doubles as the scroll wheel. It is usually referred to as "Mouse Button 3."
  • BUTTON4
  • BUTTON5
  • BUTTON6
  • BUTTON7
  • BUTTON8

Buttons 4 through 8 are used to describe extra buttons your mouse may have. At present, it does not seem possible to successfully use button 6, button 7 or button 8 in key bindings, but button 4 and button 5 seem to work just fine.

LBUTTON/BUTTON 1

Button 1 is used in-game when you select targets (friendly, unfriendly and neutral) and click on items in the user interface or certain objects in game. It seems to resist being overridden. You cannot, for example, attempt to replace its default "click" binding with another command. Attempts to do so cause both commands to execute.

For example:

/bind LBUTTON "+forward"

Does not replace button 1's default functionality with "forward." Instead, when you press down on button 1, a "click" is triggered and your character moves forward. This could have some awkward consequences. If your mouse was resting over a power icon in the power tray, for example, and you clicked on the button to move forward you would also click on that power.

RBUTTON/BUTTON 2

Button 2 is used in-game to "right click" on objects in order to see the options on their cascading menu. This is extremely important because it gives you access to the complete descriptions of powers and the ability to trade with other characters.

Button 2 is easier to override than button 1, but it still retains the ability to pop up a right-click menu no matter what you do to it.

MBUTTON/BUTTON 3

Button 3 is a weird button. It seems to be permanently bound to +camrotate, which allows you to rotate the camera around your character. The command may be overridden for short periods of time, but eventually +camrotate suddenly reattaches itself to mbutton while retaining the functionality of whatever else is bound to it.

Saving and Loading Key Bindings

If you want to save your keybinds to your hard drive, use the slash command /bind_save. This saves your keybinds in a file called keybinds.txt in your City of Heroes application directory (C:\Program Files\City of Heroes by default).

/bind_save  
Saves the all current keybinds to keybinds.txt in the install directory.
/bind_load  
Loads keybinds from the file keybinds.txt in the install directory.

If you want to load the keybinds.txt file, use the slash command /bind_load. As long as the keybinds.txt file is still in your City of Heroes application directory, it will load automatically.

It is possible to load other text files with bind commands in it simply by specifying the file name and location. The full command is

/bind_load_file full path or relative path
Full path would be the full path to the file, including spaces (if there is a space, the path needs to be in quotes).
/bind_load_file C:\CoH\textfiles\judge.txt
The command would load the judge.txt file from the C:\CoH\textfiles directory.
Relative path would be any file or directory in the piggs directory.
/bind_load_file mybinds.txt
This would load the file c:\Program Files\City of Heroes\piggs\mybinds.txt.
/bind_load_file .\binds\otherbinds.txt
This would load the file c:\Program Files\City of Heroes\piggs\binds\otherbinds.txt

/bind_save_file follows the same rules.

/bind_save_file full path or relative path


When a bind file is loaded using either /bind_load or /bind_load_file, the new file does not replace the old file, it is merged with it. If a key binding conflicts between the current file and the file being loaded, the binding in the file being loaded is used, but any key binding mentioned in the current file that is not present in the file being loaded is left alone.

Thus you can use /bind_load_file to load a keybinds file that has only two entries in it, and only those two entries will be changed. This is useful in the toggle key bindings section of the Neat Things You Can Do with /Bind section.

Understanding Keybinds.txt

The keybinds.txt file is the file that is created when you use the /bind_save slash command. It contains a list of all the triggers and commands you have defined for the character you saved it from.

This is a sample of what keybinds.txt looks like:

Q "powexec_name Hurricane"
R "powexec_name Sprint"
RALT "alttraysticky"
RBUTTON "+forward$$+mouse_look"
SHIFT+RBUTTON "+backward$$+mouse_look"
ALT+RBUTTON "nop"
RIGHT "+turnright"

Notice the /bind command is not used at all. All you see is the trigger and the command. If you want to make custom keybind files that can be loaded with the slash command /bind_load_file, you need to follow this format. Use the /bind command in the chat window, not in the keybinds.txt file.

Using "Rotating Binds"

/Bind is designed to tie a specific command to a specific key. The command might be fairly elaborate, involving an action, speech, a remapping of auto-attack, and a few combinations of slash commands, but each time you press the key it always invokes the same command. "One key, one command" is the way /bind was intended to work.

There is, however, a way around this.

Let's say that you want to bind some text to your character's taunt power, so that your character will actually taunt the villain when the power is activated. But you don't want to use the same text time after time after time, because you don't want your group to get annoyed. So you come up with five different taunts:

"Get over here!"
"You're next."
"Who wants some?"
"C'mere, ya pansy."
"Let's see what you've got."

These taunts will add a little variety to your character's taunting power, and because it is not the same thing over and over again, it may be a little tolerable for your teammates.

Now, you could go ahead and bind each taunt with your taunt power to a different key, but that would be wasteful. Wouldn't it be more convenient if you hit one taunt key, and each time you did so it called up a different taunt? It is possible to configure a key to rotate through a set of different key bindings, but it is a little complicated. The way you do this is by constantly replacing your current key binding with a new one using the command /bind_load_file

A Brief Tangent: A Recap of /Bind_load_file

The /bind_load slash command tells City of Heroes to load the keybinds.txt file in your City of Heroes application directory. The /bind_load_file slash command allows you to specify the name and location of the keybind file you want to load. Thus, if the following commands are used:

/bind_load_file C:\keybinds\curveball.txt
/bind_load_file C:\keybinds\stormhaven.txt
/bind_load_file C:\keybinds\judge.txt

The game would go into your c:\keybinds directory and load whatever file name specified.

The curveball.txt, stormhaven.txt and judge.txt files might have a few commands specific to those characters. For example, Stormhaven is a storm/electric defender, and the key used to bring up his hurricane power might be the same key used to bring up Curveball's teleport foe power. When a new character is created, /bind_load may be used to bring in my basic command set, and then /bind_load_file c:\keybinds\curveball.txt (or stormhaven.txt, or judge.txt) might be used to bring in character-specific key bindings.

And because these files only require a few deviations from the default keybinds.txt file, only a few commands are needed in each:

curveball.txt

E "powexec_name Personal Force Field"
W "nop"
Q "powexec_name Teleport Foe"
F "nop"
T "nop"

stormhaven.txt

E "powexec_name Steamy Mist"
W "powexec_name Freezing Rain"
Q "powexec_name Hurricane"
F "powexec_name Hover"
T "nop"

judge.txt

E "powexec_name Temp Invulnerability"
W "nop"
Q "nop"
F "nop"
T "powexec_name Combat Jumping"

Each of these files only import five keybinds. Some of those keybinds are simply commands that overwrite what was originally there and replace it with nothing (nop) and others are specific powers.

If wanted, in the default keybinds.txt, Commands may be created that automatically loaded these:

NUMPAD1 "bind_load_file C:\keybinds\curveball.txt"
NUMPAD2 "bind_load_file C:\keybinds\stormhaven.txt"
NUMPAD3 "bind_load_file C:\keybinds\judge.txt"

By pressing the numbers 1, 2, and 3 on the number keypad, a custom bind set can be loaded.

Back on Course: Creating a Rotating Bind

To set up a key that rotates between the five taunts listed earlier in this section, you need to create custom keybind files for each of them. These keybind files need to contain three things:

  • the command to speak the taunt,
  • the command to activate the taunt command, and
  • the command to load the next taunt binding

The first thing you need to do is to create five keybind files: taunt1.txt, taunt2.txt, taunt3.txt, taunt4.txt, and taunt5.txt. In each taunt file, you need to put in the /bind command that gets executed. So each file would look like this:

taunt1.txt

T "local Get over here!$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt2.txt"

taunt2.txt

T "local You're next.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt3.txt"

taunt3.txt

T "local Who wants some?$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt4.txt"

taunt4.txt

T "local C'mere, ya pansy.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt5.txt"

taunt5.txt

T "local Let's see what you've got.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt1.txt"

When taunt1.txt is active, pressing T will cause the character to say "Get over here!" and activate the taunt power. At the same time, City of Heroes loads the taunt2.txt file and, since the bind command is for the same key, overwrites the T key with the new binding. So the next time T is pressed the character says "You're next." and the taunt power is launched again. This time, taunt3.txt is loaded, and that binding replaces the current one, and so forth and so on until finally taunt5.txt rebinds the key to load taunt1.txt, and the cycle starts over again.

Because the toggle bind is only loading and replacing one key binding at a time, the process takes place very quickly.

Now the only thing left to do is to actually bind T to the first toggle command. You can either do this manually or you can add it to your keybinds.txt file:

T "local Let's see what you've got.$$pow_exec_name Taunt$$bind_load_file C:\keybinds\taunt1.txt"

When you use the slash command /bind_load, then T will be bound to emulate the taunt5.txt binding, and the first taunt binding will activate the next time T is pressed.

As long as you are willing to be patient and set up your files before you get into the game, you can create rotating binds for just about everything. For example, rotating binds may be created for your mouse so that pressing a key loads one set of binds to the mouse to put it in "movement mode" and pressing it again loads another set of binds to put it in "default mode".

Macros

What do you do when you run out of keys to bind? Create icons.

By the time you've reached 40th level in City of Heroes, you will have roughly 20 powers. Some of those powers will be powers you need to activate, some won't. If every single power required activation, they would take up two full trays on your power bar.

So why are there nine trays? Why, so you can create your own icons, of course!

In City of Heroes it is possible to create your own icons on the power bar. These icons can be activated with a mouse click, or can even be bound to keys if you use the /pow_exec_tray slash command to identify which tray and which slot in that tray the icon is sitting. You do this by using the /macro command.

/Macro is very similar to /bind. You are, in effect, binding a command to an object. The main difference is that /bind uses objects that already exist (keys on your keyboard) as the trigger, whereas /macro creates the trigger and then associates the command to it. The trigger it creates is a new icon that sits on the first empty slot on your power bar.

The basic format for /macro is:

/macro macroname "command(s)"

It is possible to do anything with /macro that you can do with /bind. The only major difference is that instead of pressing a key to trigger the command, you click on the macro icon sitting in the power bar. You can also use any key bindings associated with the slot it is sitting in (for example, if it were in the second slot on the first tray of the power bar, you could press the 2 key to activate the macro) but you cannot bind a key directly to the macro itself.

People are often confused by /macro because it is so similar to /bind. Here is an example of macro creation to put the entire thing in context.

Let's say you want your character to have an emote/speech combination: You want him to perform the ThumbsUp emote and say "Good work!" But you don't want to devote a key to it—you need your keys for combat and navigation controls—but you decide it would be okay if you could just click on an icon in the power tray to perform that function.

The /bind command would be for this:

/bind [some key] "em ThumbsUp$$local Good Work!"

For /macro, [some key] is replaced by whatever name you want to give the macro:

/macro GW "em ThumbsUp$$local Good Work!"

Typing that in the command window will cause a new icon to appear in the first empty slot on the first available tray on your Power Bar with the letters "GW" stamped on it. You can now move that icon anywhere I want to on my tray, and clicking on it will cause your character to stick his thumb up in the air and say "Good Work!"

You can name your macro anything you like, but the icon has limited space to actually display the letters. You will probably want to try to keep your macros down to one- or two-letter names so they can be read clearly on the icon tray.

That is the /macro command in a nutshell. Really, that's all there is to it. /Macro seems tricky because it is almost identical /bind, and the "almost" throws people. The only difference between the two is that /macro creates the object that triggers the command, and you need to tell the game what the object is named.

Neat Things You Can Do with /Bind

This is the section that has samples of some of the fun stuff you can do with the /bind command.

Getting Around the "No Queued Attack" Rule

We have already learned that you cannot "queue up attacks" with /bind, but there are ways to get around that limitation to an extent. One of the participants in a "The Day I remapped my mouse with /bind" thread had an ingenious bind that did no less than SEVEN actions. The last two actions were to attack with two different ranged attacks. The second method was shared with me by the maker of Akai's proc calculator and doesn't execute multiple commands with one click, but instead executes a different attack on each click in a sort of loop.

Auto attack method

How did he do it? By not really attacking the first attack. Instead, he just set it up so that attacking would be the immediate consequence of the command:

/bind NUMPAD0 "pow_exec_auto Dark Blast$$pow_exec_name Moonbeam"

This is just the last bit of the original bind, which is much longer. When the 0 button on the number keypad is pressed, Dark Blast is set up as an automatically fired power. That is, it will fire at an enemy is selected and within range of the attack. After Dark Blast is set to auto, Moonbeam is fired. This is what happens:

  1. Dark Blast is set up as an "autofire" power.
  2. Moonbeam is fired.
  3. Dark Blast will fire, recharge, fire, recharge, fire, recharge, etc.

With this bind, two attacks were set up, but only one is specifically fired off.

Bind chaining method

When a bind is executed, it is parsed from left to right, but powers activate from RIGHT to LEFT in the bind string because multiple powers in a single bind string will interrupt each other as they attempt to activate, leaving the last power in the string (far right) to be the first one to activate unhindered. Taking advantage of this, the user can create a series of binds that each execute an attack first, then load the next bind in a series to the same key. This allows multiple attacks to be bound to the same key and queued in a cyclic order. Here's an example of how to do it:

  • Create a binds directory in the working directory of City of Heroes. In this example it's just called "binds".
  • Create a .txt file with the bind you want, omitting the "bind" portion in the file. Will name this file "attack1.txt"
NUMPAD0 "bind_load_file_silent /binds/attack2.txt$$pow_exec_name Moonbeam"
  • Create a second .txt file with the next attack in the series, again omitting the "bind" portion, that is all done by the "bind_load_file_silent" command. This file will be called "attack2.txt"
NUMPAD0 "bind_load_file_silent /binds/attack1.txt$$pow_exec_name Dark Blast"

You can see how one file points to the other in a circular chain. Lastly, just set it up in-game by using either of the bind commands

/bind_load_file_silent /binds/attack1.txt

Each time NUMPAD0 is pressed, it will first execute an attack, then rebind that key to execute the next attack. I saw a Mastermind (@Nexros global) use this method to bind a single key to combine any and all inspirations into reds, then automatically feed them to his pets--all with one key!

Targeting the Nearest Enemy

The tab key is nice for quickly moving from enemy target to enemy target, but how do you quickly attack the closest enemy to you? It's easy. First you tell the game to target no one at all, then you tell to to target an enemy. It will always choose the closest one to you:

/bind space "target_enemy_near"

When you press the space bar, the game will drop any target you currently have and then target the closest enemy.

Remapping Your Mouse to Control Your Movement

If you are not satisfied using your keyboard to control all your movement, you can bind navigation and movement keys to your mouse buttons to give you greater mouse control. The following examples assume you have a four button mouse:

/bind RBUTTON "+forward$$+mouse_look"
/bind LBUTTON "-mouse_look"
/bind MBUTTON "map"
/bind BUTTON4 "+up"
/bind LSHIFT+RBUTTON "+backward$$+mouse_look"
/bind LALT+RBUTTON "-mouse_look"

The first button is the basic navigation command. When you click mouse button 2, the mouse enters "mouse look" mode. The mouse pointer disappears when you move the mouse to the left or right, your character turns left or right. When you move your mouse up or down, your character looks up or down (and if flying, your character tilts up or down). Now every time you press down on mouse button 2 your character will move forward.

The second binding ends mouse look. When you actually need to use your mouse to click on something, click on mouse button 1 and your pointer will reappear.

The third mouse binding causes the zone map to pop up whenever you press mouse button 3. Mouse button 3 will probably continue to stay mapped to +camrotate, so you can still use it rotate the camera around your character. It is alternately annoying and amusing to see one happen when you are only interested in the other.

The fourth mouse binding allows mouse button 4 to control when the character jumps.

The fifth mouse binding acts just like the first, only instead of going forward the character moves backward.

The sixth mouse binding allows me to right-click on objects with my mouse when I have the left alt key pressed down in order to bring up the pop-up menu.

Selecting Teammates Using the Number Pad

This set of binds allows players to use the number pad to select their teammates and allies. For buffing or any other team selecting activity, this can be simpler than clicking with the mouse or using shift-<number>. Numbers 1-8 will select that particular team slot. The zero key contains a targeting bind to assist with buffing pets or players that are not on the team.

numberpad.txt

numpad1 teamselect 1
numpad2 teamselect 2
numpad3 teamselect 3
numpad4 teamselect 4
numpad5 teamselect 5
numpad6 teamselect 6
numpad7 teamselect 7
numpad8 teamselect 8
numpad0 target_custom_next friend notteammate notmypet

Note that the above text box is designed for a Bind File, such as c:\keybinds\numberpad.txt , which can then be loaded using the /bind_load_file command.

One could also bind them in separate commands using:

/bind numpad1 "teamselect 1"
/bind numpad2 "teamselect 2"
...

Players can then customize other number pad keys to use buffs. For instance, on characters that have Kinetics, one can use:

/bind add "powexec_name Increase Density"
/bind numpadenter "powexec_name Speed Boost"

This makes it easy to buff any single teammate or the whole team in succession.

The names of other keys on the number pad are: decimal, subtract, multiply, divide.

For a complete list of key names, see List of Key Names.

Source

The original text of this article was derived from The Incomplete and Unofficial Guide to /bind (1.1) by Curveball.


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