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Issue 12 Live
May 20, 2008
by Dark Insanity

Issue 12 in Open Beta
May 9, 2008
by Dark Insanity

Dark Insanity
Issue 12 Live
May 20, 2008; Dark Insanity
Everyone!

Hey, everyone, listen!!

Issue 12 is live!

So after a couple of months of waiting, Issue 12 has finally been released. Say hello to "new" powersets, a new co-op zone, extra character slots, and roughly four million "quality of life" improvements. Check it out, check it out, check it out.

As long as it has seemed since the last issue, though, there are still quite a few more people than there should be who are claiming that Issue 12 was rushed from open beta to live. And, honestly, that is a little true, as it was only open beta, what? A little less than two weeks? Just look at the buff bar. That is particularly ridiculous for defenders, who often have a lot of buffs that have them depending on the buff bar for placement and timing. In an issue full of other quality of life improvements, breaking something as essential as the buff bar should not at all be acceptable. At least we can hope that things such as the broken buff bar, along with the other major minor bugs, will be fixed in the next patch released.

Well, anyway: Issue 12 is live! So stop reading this and go check it out. Right now. Right now!!
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Dark Insanity
Issue 12 in Open Beta
May 9, 2008; Dark Insanity
So, Issue 12 is now in open beta!

So now anyone and their dog can test out Issue 12's new features just by pulling up the test server and pokin' around. First thing noticeable is the adjustable character selection screen slots: you can now put them in any order just by clicking and dragging! This is a pretty big deal to me, as I've always wanted to reorder my characters. Well I guess not that big. But still.

Anyway, the other character selection screen improvement is also pretty apparent: the ability to purchase more slots! You will now be able to have up to 36 slots per server. Granted, these have to be either purchased, or earned through various other ways: you'll get one extra per 12 months of veteran time, and everyone will be granted two extra slots on the released of Issue 12 to live.

The next thing up is arguably the best part of i12 (though the QoL features are what do it for me): powerset proliferation! As stated time and time again, each archetype gets one new primary and one new secondary. The new powerset combinations that this opens, as well as the new character concepts this open, is amazing. And now you can preview these sets ahead of time on test if you want!

As I said, it's the "quality of life" updates that I like the most out of this issue. As after logging in, there's a slew of new features available for you to use, and minor tweaks and upgrades that just make CoH better to play. For instance, the new contact list that keeps active contacts in a separate tab, and keeps all the police radio contacts segregated from your normal ones. Or the ability to add up to eight more floating power trays to your screen. Or more numbers in the "real numbers" window. Or combining three same-type inspirations to make a new one of a different type. It's the little things like these that make me excited for the next update!

Anyway, I'm still not too sure about the whole Midnight Club/Roman zone thing, despite the fact that it is the issue's namesake (Issue 12: Midnight Hour). But I'm sure I'll find out, or run the arc, eventually. Just not on the test server.

So now anyone can just log-in and check out a preview of the next issue if they want. Granted, it will be a preview full of bugs (just look at the buff bar) and incomplete upgrades (such as the lack of unique tray icons for the many proliferated powers), but will leave you excited for the next issue nonetheless!
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