This is a quick recounting of the major updates we've had in City of Heroes since launch. What counts as 'major' and what doesn't is, of course, my own opinion. If you are interested in the full details, head over to NCSoft's support page and search on patch notes. Feel free to discuss this guide in the topic on the official boards.

I've got many links to pictures stored on Image Shack on this page. This is a great service but, being free, it isn't perfectly reliable. Some images may not be available at times. Image Shack will normally resize images to fit in your browser, too, but you can see them in their original size by just clicking on the image.

Launch

Launch was a two-part thing. Everyone who pre-ordered the game was allowed in at noon CDT on Sunday, April 25th, 2004. Also, all the people that were in beta (which included everyone who pre-ordered) was allowed to reserve one name. Everyone who bought the game normally came in on Wednesday. Thus, the insane mad dash you normally would get in MMO's where 100,000 people all try to grab character and supergroup names was broken up into two parts. Even though your main character's name was safe, there was still a rush for alternate character names and a rush to get to level 10 so you could get your supergroup name.

Starting Archtypes

Blasters
Assault Rifle Devices
Electrical Blast Electricity Manipulation
Energy Blast Energy Manipulation
Fire Blast Fire Manipulation
Ice Blast Ice Manipulation
Controllers
Earth Control Empathy
Fire Control Force Field
Grav Control Kinetics
Ice Control Radiation Emmission
Illusion Control Storm Summoning
Mind Control
Defender
Dark Masma Dark Blast
Empathy Electric Blast
Force Field Energy Blast
Kinetics Psychic Blast
Radiation Emission Radiation Blast
Storm Summoning
Scrapper
Broad Sword Dark Armor
Claws Invulnerability
Dark Melee Regeneration
Katana Super Reflexes
Martial Arts
Spines
Tank
Fiery Aura Battle Axe
Ice Armor Energy Melee
Invulnerability Fiery Melee
Stone Armor Ice Melee
Stone Melee
Super Strength
War Mace
Common Pool
Flying Leaping Speed
Fitness Medicine Presence
Concealment Fighting Leadership

The max level was 40. Even the police bots were only level 40! We knew level 50 was coming soon but there were quite a few game elements that seemed to be designed around the level 40 cap. For instance, Numina's Task Force for levels 35-40 was given a "final tour" where you take a little trip down memory lane by fighting old enemies in low level zones. Also, the curve for gaining levels was such that your advancement would slow down quite a bit in the upper 30s, which is a normal thing for MMO games to do as you get closer to the level cap. The cap was pushed up to 50 in the very first issue but that slowdown in the upper 30s wasn't removed until four years later! For a long time, it was actually faster to get from 45 to 50 than to get from 35 to 40.

Initial Zones

Outbreak Atlas Galaxy City
King's Row Steel Canyon Sky City
Perez Park Boomtown Faultline
Independence
Port
Talos
Island
Dark
Astoria
Terra Volta Brickstown Founder's
Falls
Crey's Folly Eden The Hive
The Sewers The Abandoned Sewers
The only unique monsters seen with any regularity were Adamastor in Dark Astoria and the Kraken in Perez Park. The Clockwork's Babbage was often seen in Sky City as part of the Synapse TF but was almost never seen hanging around Boomtown.

Task Forces

The initial TF's were Positron, Synapse, Sister Psyche, Bastion (who's name changed to Citadel between Issues 4 and 5), Manticore, and Numina. Positron's was for levels 10 to 15, Synapse's for 15 to 20, and so on up to Numina's for levels 35-40. Initially, TF's were pretty unstable and enemies would often appear stuck inside walls. If you were lucky, you could defeat them with a PBAoE power or pull them out with teleport foe. If not, you had to call a GM and wait for them to kick them out of the wall. The only reward for completing a TF was an xp bonus and an enhancement.

Trials

None - though the old Prima Guide to City Of Heroes mentioned several. Hammidon dates clear back to beta testing and I suppose you could count him as a 'trial for street hunters.' The enhancement reward is certainly similar to the rewards for the Sewer and Eden trials added later, though there is nothing mission-like about his encounter. Just go in to the Hive zone, find him, and kill him.

Missions

Missions were relatively plain. Defeat boss and his cronies, defeat all, touch the glowies, and free the hostages were the only goals for indoor missions. There were several story arcs but many of the higher level ones were bugged. When you returned to your contact he just gave an error message instead of advancing the story. Enemies would sometimes get stuck in walls (though not as often as they did in Task Force missions). In a certain Vahzilok arc, you could end up stuck with the Zombie Wasting Disease forever instead of having it for just one mission.

Badges

None. We had no clue they were even coming until months later.

Costumes

There was no Icon's. You picked your one costume when you made your character and that's what you had for life. You could change the colors a bit by going into supergroup mode but that was pretty limitted. No capes. No auras. No shoulder kitties. No custom weapons. You only had two sliders for your body - height and the athletic/muscular slider.

The first big nerf in production was to the Haste power. Before this point, Haste was speeding up the recharge of haste itself so one recharge enhancer would make haste an always-on power! This was adjusted at first so haste could not be made an always-on power at all. The outcry on the board was indeed mighty and the devs relented, making it possible to have "perma-haste" if you devoted all six slots to recharge enhancers.


Issue 1: Through the Looking Glass

June 29, 2004

Issue 2: A Shadow of the Past

September 16, 2004

For Halloween 2004 we had a special event! For about a week, heroes could 'knock on doors' all around the city. Doing so would sometimes give you a nice inspiration or perhaps a temporary power called 'rock' that let you throw one and only one rock at something. Most of the time, though, enemies would pop out. Witches, werewolves, vampires, and pumpkin head enemies called Fir Blog would appear. Badges were awarded for killing the giant pumpkin head and for killing several of the other enemy types.


Issue 3: A Council of War

January 4, 2005

Winter Event 2004-2005! Winter Lords started appearing. They were rare at first but quickly became numerous through January. Unfortunately, these Winter Lords provided a massive source of xp to lower level heroes. A new character could get up to level 30 over the weekend! Stories of heroes that were level 35 and didn't know where Boomtown was or what enhancements were used for abounded. Defeating the WL got you a badge and a 'present' inspire. Defeating its minions would earn you a snowball temporary power that let you throw snowballs for 30 days. 100 minions got another badge.

Winter Lords were removed on Feb 1 but several ponds and lakes froze over!

We had some boss patches around here, too. The devs decided the high level bosses were just too much of a pushover so they changed level 25+ bosses to make them all +1 level. (So, if you ran into a level 41 boss, the boss would really act like a level 42 boss!) The xp for them was also raised. Unfortunately, many heroes who could just barely solo a boss before now found it impossible. These heroes {ahem} explained their difficulty most forcefully on the boards. The devs responded. Not only did they take the patch back with the Feb 1 update, they changed missions so a solo character set on Heroic would never run into a real boss. (Enemies that were supposed to be bosses were degraded to Lieutenants.)


Issue 4: Colosseum

May 4, 2005

Issue 5: Forest of Dread

August 31, 2005

Issue 6: Along Came a Spider (City of Villains)

October 27, 2005

To be precise, issue 6 actually came out a few days before City of Villains opened up. I'm reflecting that a little in my notes for Issue 6 but, for the most part, I'm just going to count CoV as a huge update to CoH. I'm pretty sure most folks will own both before too long anyway.

Starting CoV Archtypes

Brutes
Dark MeleeDark Armor
Energy MeleeEnergy Aura
Fiery MeleeFiery Aura
Stone MeleeStone Armor
Super StrengthInvunerability
Stalkers
ClawsRegeneration
Energy MeleeEnergy Aura
Martial ArtsNinjitsu
Ninja BladeSuper Reflexes
Spines
Dominators
Fire ControlFiery Assault
Gravity ControlEnergy Assault
Ice ControlIcy Assault
Mind ControlPsionic Assault
Plant ControlThorny Assault
Master Minds
MercenariesPoison
NecromancyDark Miasma
NinjasTrick Arrow
RoboticsForce Field
Traps
Corruptors
Assault RifleTraps
Ice BlastCold Domination
Dark BlastDark Miasma
Energy BlastKinetics
Fire BlastThermal Radiation
Radiation BlastRadiation Emission
Sonic BlastSonic Resonance

Initial Zones


As when CoH came out, the level cap for villains is set at 40.
Initial strike forces & trials are:

Issue 7: A Hero's Destiny Manifest


(June 6, 2006) (a.k.a. 6/6/6)

Wow, long time no issue! (Though we also got a LOT more updates for issue 6 than any other. It's almost like there was an issue 6.5 in there with the winter event and DJ Zero's new dance party.)

Issue 8: To Protect and Serve


(November 28, 2006)

Issue 9: Breakthrough!


(May 1, 2007)

Inventions are added. This huge feature was long in the making (and unmaking, and remaking). Scroll up and you’ll find that the Universities started construction back in Issue 4, just a few days short of two years earlier! I’ll try my best to describe the whole thing without making this document too huge.

First and foremost, you should know that all this is totally optional. The training/dual origin/single origin enhancers all work just like before and the enemies have not gotten any stronger. Just sell off all those strange drops at any store or give them to folks in your supergroup. You can read up on all this stuff at your own pace or ignore it forever. If you’re into character building and squeezing the most you can out of every slot, though, this new feature adds massive depth to your game play.

Two new kinds of drops were added: invention salvage and recipes. Invention salvage drops are by level range and divided between magic and tech using enemies. Most recipe drops come from defeating enemies, though a few come from finishing missions, task/strikeforces, and trials. Note neither salvage nor recipes ever come from specific actions or enemies! You can get your Black Blood of the Earth salvage (no, it’s not oil) from any mid-level magic using enemy. You can get your Freebird +Stealth recipe from any task force, be it Positron’s or the Storm Palace. You use your recipes and the salvage they list (plus a good dose of influence/infamy) at an invention workbench to make stuff. So what kind of stuff can you make?

The easiest thing would be costume options. Cherubic, fairy, tech, insect, burned, bat, and draconic wings were available at launch, as were rocket, piston, and winged boots. (Note: Positron stated in a forum post about a week after I9 went live that these recipes were not dropping nearly as often as they should.)

You can also make temp powers. St. Louis Slammer, Gabriel’s Hammer, Revolver, and Ethereal Shift were available at launch.

Invention enhancements are the most common recipes to drop. They can also be bought (for a rather high price) from any workbench. Unlike the origin-based enhancers we are used to, these enhancements can not be combined to make +’s and never expire. The higher level “IO” enhancers are actually stronger than single-origin enhancers! (Though Issue 6’s “enhancement diversification” rule still applies, of course.)

Enhancement sets are where the serious complexity really comes into play. Most of these enhancements improve one, two, or even three aspects of the power they are put into. Some also add special bonuses like an increase in accuracy for all your attacks or a stealth bonus. As you slot more enhancements from the set you get additional bonuses as well. There are several sets, each of which works in a certain class of powers. For instance, the Freebird and Soaring sets both work in flight powers while Triage and Doctored Wounds sets work in heal powers.

Issue 10: INVASION!


(July 24, 2007)

Invasion: Rikti! Shuttles: bombing! Reinforcements: Heavy Assault Suits, Priests! Outfits: spiffy! All you bases: ownership: us!

Issue 11 - A Stich in Time


(November 28th, 2007)

Ouroborus and the Flashback system are added to the game. Upon completion of story arc or awarding of a badge that involves time travel, your character is given the Entrusted with the Secret badge and the ability to summon an Ouroborus Portal to get to the Ouroborus zone. The zone is run by a mysterious group of "Menders" lead by Mender Silos (who has a rather... familiar look about him). The Menders have some superb "mini-task/strikeforce" operations to take you back in time to see some very interesting moments in the game's history (like Lord Recluse's takeover of the Rogue Islands from another... familiar looking character) but the long term draw comes from the Cyrstals of Ice and Fire which impliment the Flashback System.

Flashbacks are a way to go back with your character and see content you missed and are also a way to pick up badges. To use the Flashback system, you click one of these pillars, pick a story arc/badge mission, select some challenges, and head off to do the story arc. The game will auto-exemp you to the level of the arc. When you enter and when you complete missions, you'll get a fun little sepia (old movie) effect for a few seconds. Selectable challenges make the flashback more difficult by putting in a time limit, deaths limit, disabling inspires, and limits to your powers like only-AT powers or no enhancements. Completing entire story arcs with challenges gives you various badges.

Issue 12 - Midnight Hour


(May 20, 2008)

We were told soon after Issue 11 that Issue 12 would probably be pretty light in favor of putting more things into Issue 13. It didn't quite come out that way. This was a huge issue with lots of massive coolness for all!

Issue 13 - Power & Responsiblity


(December 2nd, 2008)

Issue 13 started as "Issue 13: Architect" but NCSoft decided to push the mission creation system off to issue 14 so they could include more of what players were asking for. Issue 13 still had some pretty huge changes all by itself.

When the game first came out, Task Force arcs and some of the larger story arcs would reward you with a Single Origin enhancer when you finished. When recipes and the invention system were put in with issue 9, the player was able to choose an SO or a random rare recipe. Well, some recipes were EXTREMELY valuable (ranged damage, melee damage, and healing recipes in particular) but a lot of recipes were aimed at rarer powers (immobilization, slow, confusion) and sold for a pitance. What's more, all Strike Forces were treated equally so a massive task like the ones found in the Shadow Shard gave the same random roll as a quick one like the Croatoa TF. Many players would, in fact, do "Quick Katies" night after night in hopes of a lucky roll.

Enter the Merit system. Now defeating a Task Force, story arc, or even a Giant Monster rewards you with merits. Longer and more difficult tasks reward more merits. Also, tasks you have completed recently (within a day or so) will reward fewer merits, encouraging you to do at least a few new things. Merits can be redeemed at merit vendors located all over town for inspirations, enhancements, and recipes. You can also buy a random recipe if you enjoyed the old system.

OK folks, I think I'm done with all this. Honestly, Paragon Wiki's notes are far more up to date and linked in, anyway. New ski run: http://www.wegame.com/watch/New_Ski_Run/