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CCS Latest Stable Version: 1.0 | Release Date: April 19th, 2009
Open Beta Fix Stage: Beta 12.2, Released October 17th, 2009
Open Beta Testing Period: April 19th - November 30th 2009
Hotfix Beta Adjustments - Beta Stage 12.2
- Warcry ability changed to offensive ability. Now does 80 Stamina damage to target and is a direct line of sight ability and not an AoE ability.
- Knockdown Range increased to 20m, daze duration increased to 15 seconds, chance to hit adjusted to 95%.
Hotfix Beta Adjustments - Beta Stage 12.1
- Fixed bug with Dullpain-IV
- Warcry ability adjusted. Same weakness effect, also increases a Tank classes Stamina by 180 when used, reuse timer increased to 60 seconds.
Hotfix Beta Adjustments - Beta Stage 12 Healer and Racial Game Balance Adjustments
- Healer Chance to Hit adjusted to 80%
- ACLS cool down timer reduced to 45 Seconds in all versions.
- RadShot cool down timer increased to 45 seconds, range reduced to 15m.
- Overdrive given a multiplier stamina cost rather than point cost, now costs 75, 150 and 300 Stamina to use depending on the version.
- PleasureBot Stimulate increased to 300 Stamina per use, costs 1 racial point and 50 Stamina to use.
- Fatigue given 2x multiplier on damage dealt/health recovered in all versions
- Rage-I reduced to +10 damage enhancement(was +17).
- Demon Wrack given 50% more Stamina Return.
- Malice changed to SELECT target ability, life damage increased to 150 points. Now only costs 1 point to use
- Supernatural/Sidhe RendMana changed to SELECT target ability, Stamina increase added, 50% more than stamina cost to use.
- BioShock Changed to SELECT target ability, stamina damage increased to 150 stamina damage. Now only costs 1 point to use.
- Sidhe Bladeweaver given Immolation, Sidhe Diviner given Hex.
- HunterKiller Virus changed in all versions to SELECT target ability, cooldown reduced to 45 seconds.
- Mechanized given 3 new versions at level 15, 35 and 55, HunterKiller given access to it as well as the Drone.
- Vampire Bloodheal increased to 350 points of health per use(cooldown timer does not need to be lowered as I thought), cooldown remains at 30 seconds.
- Vampire Feed now heals for 100 points of damage.
- Wrack, RendMana and Feed are all equalized at 30 second cooldowns.
Hotfix Beta Adjustments - Beta Stage 11.6
- Major Revision of Respec, Register and Level Up Systems of the Game! Now the system is simpler to understand, more graphical, provides more information and respecs now take all of a few minutes rather than all day!
- Point assignment during respec using the sliders is based on the points you have available at your current level, as you reduce the pool amount, sliders may start moving in tandem with each other to reflect the amount of points you have left to assign, this is NORMAL
- Stat math has been reworked to remove cumulative statistic bonuses from fortitude and endurance, depending on how optimally you placed your points for bonus exploitation in the previous system, you may actually LOSE or GAIN HP/Stamina after respecing.
- Free global respec issued to all for purposes of putting the new system through its paces, have fun, and now it only takes a few minutes!
Hotfix Beta Adjustments - Beta Stage 11.5
- Overdrive Revised: 3 variants, available at 0, 30 and 60 for healers. Level 0 gives 300 Stamina, Level 30 gives 650 Stamina and level 60 gives 975 Stamina.
- Removed Unstoppable from the game. Added Unstoppables willpower buff functionality to Resolute Armor in graduated levels.
- Cripple range increased to 5m, stamina return increased to 100% of stamina damaged.
- Global mandatory respec issued to adjust for these changes, people MUST respec to ensure they get the right versions of their abilities.
Hotfix Beta Adjustments - Beta Stage 11.4
- ACLS Revised: 3 versions now, Level 0, 30 and 60, no longer four versions, all reuse timers for this skill are at 90 seconds.
- AngelBuff revised from +10 to Attack Power to +10 to Damage Resistance.
- Benediction reuse timer increased to 60 seconds to match duration of the ability.
- Global free respec issued to allow healers to respec to redevelop their skill trees with the new revive structure.
Hotfix Beta Adjustments - Beta Stage 11.3
- Unstoppable Fixed: Added +50 Damage Resistance to the ability as well to offset its choice of armor or willpower for the working tank. All the same costs and reuse timers apply. Tanks rejoice you're now much tanky-er...yeah thats a word.
- PleasureBot Chance to Hit increased to 90%, to bring them in line with the rest of the healers.
No Respec necessary for these changes, simply reset your meter or if you log on after the changes, they're there by default
Hotfix Beta Adjustments - Beta Stage 11.2
- - Overdrive fixed, should be properly giving 1000 points of stamina for 2 minutes, description fixed to alleviate confusion, the 1000 points IS lost after the duration upon any normal stamina usage.
- - Reduced PleasureBot Stimulate to 1 point per use, should bring it in line as still superior to Overdrive as it has a much lower cool down period.
- - Investigating Unstoppable, it should be working according to the written code, will check current meter LSL(package meter) to ensure the delta var is in the current release meter and not something I added to my own development meter and just forgot about :p
No Respec necessary for these changes, simply reset your meter or if you log on after the changes, they're there by default
Hotfix Beta Adjustments - Beta Stage 11.1
Okay, well...sorry healers, but AidAura was a shitty replacement for losing Strengthen...I've gotta agree. So instead of leaving you stuck with it I'm giving you the option of two respecs in one day because I've added a new ability that should fill the gap nicely
- New Ability: Overdrive
- Effect: Temporarily adds 1000 stamina to the healers max stamina pool for 120 seconds.
- Cost: 2 Racial Points
- Classes: All healers except PleasureBot(Redundant sorta)
- Reuse Timer: 130 seconds
- Other minor adjustments:
- - Removed Nano-Aid...that fucker is never going to work til I fix some plumbing in the back end. So, for now lets just go with NanoRepair as the Nano-Medic racial and given you've got Fatigue now and Overdrive, I think you should be alright.
- - Fixed range bug with Hex-V
- - Increased range on Radshot in all versions to 20 meters
- - Enabled a second global respec available for use if people wish to use it to get the new ability or change around their current class.
Hotfix Beta Adjustments - Beta Stage 11
Made a few adjustments to attempt to help with some current balance issues and get a respec issued for people who want to make changes to their current characters, 1.0.1 is still in development and I believe its finalization will finish off any remaining issues with balance but I wanted to get something done to address a few issues that had come up so I went in and did some fixes and adjustments at the server level.
- - Adjusted stamina damage/HP healed downwards by about 15% on Fatigue in all versions to balance the ability, shared ability with Nano-Medic
- - Removed Healer "Strengthen" ability from the game, as it was allowing for too much damage increase, replaced with AidAura, an AoE heal for healers to heal all their allies in a 10m area.
- - Felshield Armor buff reduced by 10% in all versions
- - Added new Tank Ability "Unstoppable" increasing a Tank's willpower by 200 for 45 seconds when used, reuse timer is set to 60 seconds, the ability costs 95 stamina to use.
- - Reduced Neko Reflexes reuse timer to 60 seconds.
- - Reduced Hit chance for Lunacy, no other changes but there may be more resists now.
- - Healer archetype chance to hit base increased from 85% to 90%, except PleasureBots, who are still at 85%
- - Enabled global respec for all players.
Hotfix Beta Adjustments - Beta Stage 10
A few more balance based adjustments and some new abilities added to attempt to help out a few races/classes that were still having issues
- Supernaturals: New additions and changes in regards to Supernatural racials, I did not feel that simply adjusting BioShock would be enough to equalize them and make them a chaotic and interesting race, so Supernaturals now have two racials both available at level 0, and they have the following characteristics.
BioShock
- Classes: Supernatural Only
- Target Method: AoE (10m Range)
- Cost for Use: 3 Points
- Damages Target for: 50 Points of Stamina Damage
- Status Effect on Target: Curse (85% Chance), Duration, 30 Seconds
- Reuse Timer: 30 Seconds
- Description: A wild release of energy, causing a loss of energy in the targets in the area of effect and a potential lingering curse.
Lunacy
- Classes: Supernatural Only
- Target Method: AoE (10m Range)
- Cost for Use: 1 Point
- Damages Target for: 50 Points of Stamina Damage
- Status Effect on Target: Berserk (85% Chance), Duration, 45 Seconds
- Reuse Timer: 60 Seconds
- Description: A burst of psionic energy spreads insanity through the crowd causing wild aberrations in behavior in the people in the Supernaturals area of effect.
- Adjusted/Added Healer Abilities: Healers have had their Alkaloid ability adjusted, it now heals health instead of stamina and still clears poison status effects.
- Suppression/Soothe: Two new light side only healer abilities that have been added they have the following characteristics:
Suppression
- Description: Suppression is a light side race healer ability only that allows them to heal themselves for 100 health, and staunch or extinguish any bleeding wounds or fires that may be effecting them. (DoT effects)
- Health Healed: 100
- Status Effect Cured: DoT
- Stamina Cost: 50
- Recast time: 45 Seconds
Soothe
- Description:Soothe is an AoE affect allowing a healer to rapidly deal with any bleeding wounds or fires affecting the players around them. (DoT effects)
- Health Healed: 50
- Status Effect Cured: DoT
- New Tank Archtype ability(Or an old one, if you prefer accuracy):
Warcry
- Description:Warcry makes its return to CCS, giving tanks the ability to frighten enemies around them and weaken their resolve for 30 seconds.
- Target Method: AoE 15m
- Status Effect: Weakness
- Duration: 30 Seconds
- Stamina Cost: 40
- Recast time: 30 Seconds
- Global Respec Issued to allow for adjustments to these changes
Hotfix Beta Adjustments - Beta Stage 9
A few adjustments and additions to attempt to close the balance gap in the system while we continue to get the 1.0.1 meter release finalized.
- Cripple - Cripple has had its stamina return reduced by roughly 2/3rds in all versions, the stamina damage on target has not changed. DPS classes will always regain more stamina than they expend to use the ability but, only by about 5% more than they spend, versus the wildly overpowered 50% more originally added with the ability.
- Tank Adjustments - Added Flashbomb to Non-Magical Tanks and Repel to Magical Tanks, sharing that AoE knockdown power with them from the healer archtype. All the same statistics apply, should help tanks further with crowd control and defensive management.
- New Ability: Judgment - Added this new ability to Angel Seraphim and Guardians to give these two classes a bit more to work with as they were coming up extremely weak in regards to the metrics on class use. Heres the description:
Judgment: Seraphim and Guardian ability.
Description: A holy judgment, stripping power from the evil that are judged.
Target Method: Select
Range: 5m
Damage Dealt:Health Points(Level appropriate, never more than 145)
Damage Healed: (level appropriate)Stamina regained by Seraphim or Guardian.
Status Effect on Targets: Curse (level appropriate Chance), Duration increases with level of ability. Reuse Timer: 30 Seconds - Global Respec Issued to allow players to adjust to the hotfix adjustments.
May 13th, 2009 - CCS v1.0.0 Hotfix Changelog
DPS Class Balance Pass - New Ability: Cripple!In an effort to get the DPS classes out of their mediocre funk I've added a new single target ability to their arsenal that becomes available at level 5 and ranks up every 10 levels after that, heres the basic info on Cripple
Description: An attack that cripples an opponent, that is so satisfying it revitalizes your zeal for combat.
- Target Method: Select 2M
- Cost for Use: (level appropriate value of) Stamina
- Damage Dealt: (level appropriate value of)Stamina damage on target
- Damage Healed: (level appropriate value of)points of Stamina on user
- Status Effect on Targets: Weakness (95% Chance), 15 Second Duration
- Reuse Timer: 20 Seconds
Global Respec issued to allow DPS players to pick up this ability for their characters, we'll see how the damage numbers play out, there may be adjustments, there may not be, anyways, as always, remember to give feedback on the forums at CCS-GAMETECH.COM
- Fixed Vampire Feed so it damages HP and Stamina as stated.
May 12th, 2009 - CCS v1.0.0 Hotfix Changelog
- All non-AOE melee attacks set BACK to Select, because apparently direct is too inaccurate for large battles. Targetting system is coming in 1.0.1 so just wait for that please.
- Increased Stamina Cost for Hex in all versions by 10% of previous value.
- Immolate recast timer increased in all versions by 10 seconds.
- Increased daze duration on Charge to 8 seconds.
- Knockdown duration increased to 10 seconds, added a daze to it
- Added Repel to Mystic,Specter,Acolyte,Mindrender,as it made more sense for those kinds of healers than Flashbomb, increased range to 15m, stun duration to 12 seconds
- Flashbomb changed, removed it from Mystic,Specter,Acolyte,MindRender classes, range increased to 15m, stun duration increased to 12 seconds.
- 10% - 50% stamina reduction on all Tank archetype offensive abilities.
- Reuse Timer on EatBrains-I increased to 60 seconds.
- Benediction Reuse Timer increased to 30 seconds.
- Global Free Respec Issued with this Hotfix
April 24th, 2009 - CCS v1.0.0 Hotfix Changelog
- EatBrains II and III and IV were found to be far too powerful in the hands of Undead healers and casters, so only Undead Tanks and DPS now have access to all versions of the EatBrains skill, Undead Healers have access to EatBrains-I and to compensate the fury cost for EatBrains-I has been dropped to 1 Fury point. Conversely, the reuse timer on EatBrains-I is now set to 30 seconds, the reuse timer on EatBrains-II,III,IV is now set to 120 seconds as a primary combat racial skill should be set.
- Rage-IV was proving far too powerful in the hands of Lycan Healers and Casters, thusly Lycan Shaman and Lycan Werelocks now have Rage-I only, Lycan Stalkers get all versions of Rage and Lycan Brutes get Rage-IV, conversely, to compensate for this change, all cool down timers for Rage have been reduced to 15 seconds, allowing all Lycans to use other support based skills in conjunction with Rage.
- Tank Smash range increased to 5m
- Tank Flurry range increased to 7m
- Bloodheal cooldown timer reduced to 30 seconds.
- Global Free Respec issued with these changes, so feel free to respec and experiment as needed and, as always, your positive feedback is extremely helpful in purusing a valid and fun balance for all players in the game so please, continue to turn in bug reports or balance concerns or post them to the forums at CCS-GAMETECH.COM!
April 22nd, 2009 - CCS v1.0.0 Hotfix Changelog
GLOBAL FREESPEC ISSUED FOR THIS HOTFIX PUSH- Rage point cost reduced to 1 point
- Spirit point cost reduced to 1 point
- Undead EatBrains reduced to 15% of life/stamina from 25%, point cost lowered to 2 points
- RadShot adjusted, dropping duration to 15 seconds and making minor damage adjustments per level as appropriate.
- Decreased reuse timer on Fracture to 5 seconds, and increased its weakness duration to 15 seconds
- Flashbomb and Repel radius increased to 5m, daze chance increased to 98%, daze duration increased to 10 seconds
- Specters added to the healer races that get Lifetap.
- Sidhe Shades now get Lifetap at level 15, 35, 55
- Biofield range increased to 10m.
- Added Benediction skill to Seraphim Angels, a +30 damage bonus 10m AoE ability.
- Fixed all Aid reuse timers at 5 seconds, this applies only to AID heals, not First-Aid or AidSelf.
- Added PleasureBot ability: Revitalize, a 10m AoE stamina heal.
- PleasureBot Ability: Stimulate now costs 2 Power Points to use.
- Demon Ability: Wrack, now does 50 points of Life and Stamina damage. The demon also regains 50 stamina from the stolen soul.
- Vampire Ability: Feed, now does 50 points of Life and Stamina damage, and heals the user for 50 points as previous.
Bugs we're aware of/have fixed/will fix, but must wait til the 1.0.1 release:
- Intelligence does not appear to be affecting caster damage.
- *FIXED* Nano-Aid does not work.
- Anti-camping system gives erroneous messages and is too invasive.
- Occasional wild variances from stated base damage on abilities.
- Strength damage bonus is too low, needs to be increased.
- DullPain health bonus, after 2 minute duration is over, dissapears from even just 1 point of damage.
- Knockdown animations occur even if an ability status effect is resisted
- Hovertext display occasionally does not revert to percentages, or, whole true numbers get stuck showing percentages at the end of them.
April 20th, Balance Update:
I went through and added several powers that were missed, created a couple new ones and adjusted a few that were being problematic, so heres the list of changes.
- Hex now curses for 15 seconds, appropriately as a Hex should.
- Wrack: Actually does cost 25 Stamina now, versus 50 stamina.
- Human Spirit: Now has a 15 second reuse timer, should not stack, but will allow humans to use other support abilities alongside it.
- Dullpain Reuse Timer changed to 130 seconds, this should counteract the stacking effect that we've been seeing in rare cases, but, if it continues to be a problem we'll look at it again.
- Runeweave: AoE damage dropped to 50 damage per tick, its felt this will still be potent for the racial point cost, but, less overpowered in overall use.
- Added Angel Smite: Sorry, I forgot about this when I was doing the abilities.
- Added Arch-Angel Wrath: Change to this ability has allowed for a chance of daze along with the AoE damage effect.
- Created Life Tap Ability: This ability is shared by casters and the darker races healers, it scales tier to tier, allowing for the healer to damage a target and multiply that damage by 2, as a factor of life returned to the caster.
- Added Inspire: Now healers can armor their friends once more, there are several tier levels of this ability starting at level 5
- Added BioField: Now healers can AoE heal their friends once more, starting at level 1 and there are 3 variant tier levels of this ability.
- Adjusted Nano-Aid, this ability should work.
- Equalized level 10 racial Heal over Time abilities, Cyborgs heal for slightly more per tick, but also have a longer cooldown timer, all other races are equalized.
- Enabled Global Respec: Enabled another GLOBAL respec for ALL races/classes because while the changes made originally were to get Angels back online with everyone else, I added some healer abilities and some caster abilities as well, so its best that everyone just gets another freespec today rather than do them individually
- Fixed MindRender access to Inspire/BioField, issued Demon only respec.
- Added forgotten Supernatural level 10 Racial HoT, Harmony-I, respec issued for supernaturals to compensate
-SuzRESPEC INFORMATION FOR RELEASE:This version of CCS will come with a double respec. The reason for this is because the ability bases of all the archetypes are going to be changing somewhat, so to ensure everyone gets the right abilities for their current class, or the class they're already sure they want to switch to, we're doing a mandatory respec, after release, to ensure the characters get the new abilities added correctly. A second respec, will be issued as an "optional" respec that players may either use to switch to another race/class if they want to try it out. After the mandatory and optional respec are both used, a respec will not be available again until we have made sufficient changes to the system to call for issuing another one. The second respec wave will be issued roughly 72 hours after release.
SKILL INFORMATION: Skill Information will become available on the reference as I have the time to get it done, it has been an incredibly busy week for me, but almost ALL the new skills in CCS 1.0 have their descriptions so you can read what they do when you choose them, there are many skills that are familiar, just with different names, there are also some really cool new skills that we've added using our new ultra top secret multi-string programming language for abilities...expect to see more of these kinds of advanced skills in the future as well, its CCS II Technology coming to life in CCSI!
- Last Minute Additions
- Supernatural Tank changed to Sentinel
- Human Healer changed to Paramedic, Human Power Pool changed to Defiance
- Neko Racial Skill: Reflexes is in, 45 seconds of near total invulnerability for the cost of 3 lives.
- New Vampire Secondary Racial: BloodHeal
- Skills logic now filled, all classes have skills from level 1 to level 60...but not every class will get a skill at EVERY level.
- Meter Max Altitude raised to 2048 meters
- Bug Fixes:
- Lycan Rage - Lycan Rage has been fixed, there will no longer be a problem with rage generation on damage after death or region crossing.
- AoE Skill Base - AoE skills have been bugged causing single targeting of the closest target, this has been fixed, AoE skills will now target all targets within the defined radius of the AoE skill.
- Buff Stacking - Buffs of the same skill class can no longer be stacked. Buffs of differing skill classes will continue to stack, but can only run one instance of the same skill class at any time.
- Balance Issues:
- Tank/DPS Balance Pass - Tank and DPS class skills have been equalized, for example, If Luck-15 gives 40 damage enhancement, TA-16 will give 40 to total damage absorbtion, this basically puts the Tank and DPS class on even footing against each other and makes combat between them a matter of skill and not a matter of numbers.
- Garotte based dazing is being removed from the DPS class, DPS classes will be losing all daze capability, in exchange, they are gaining a new free class ability called "Charge" which will allow them to move directly to a selected target within 25 meters and will stun the target for 2 seconds.
- Class Racial Point Generation systems have been balanced, all races that were originally on a timer for point regneration will now be regenerating power pool points based on a combat attack or damage based point generation, heres the break down on the racial changes
- Angels: AngelBuff now costs 25 stamina to use, and can no longer be stacked on one target to increase the targets damage, its reuse timer has been lowered to 30 seconds.
- Demons: Wrack has been changed, it now costs 25 stamina to use, and does 10 stamina damage to the target, and gains the demon one soul point, the reuse timer on this ability has been increased to 30 seconds
- Humans: Humans now regenerate Defiance points by taking damage at the same 15:1 ratio a Lycan does, allowing them to use Spirit Armor at a cost of 3 Defiance points, at its current levels of damage mitigation and reuse timer
- Lycans: Lycan Rage use has not changed other than to lower its reuse timer to 30 seconds, Lycan Rage point generation has been adjusted to allow for a 15:1 ratio, for damage to point generation, based on a level 1's stats, this scales with level, requiring more damage to gain a point as per usual, but you will now have to take less damage to gain a point than in previous versions.
- Nekos: Neko point generation is now on a damage based generation model like the Lycans, this will allow them to generate lives, on the same 15:1 basis as a Lycan, with which they can use their new base racial support ability, Reflexes, Reflexes costs 3 points to use, and will allow for +95 to damage migitation (the meter will say "armored" but this is a mitigation based avoidance), and lasts for 45 seconds and has a reuse timer of 2 minutes.
- Supernaturals: Supernatural's now have a new ability called Consume Mana, it costs 25 stamina to use, does 10 stamina damage to the target and gains the Supernatural 1 Mana, the reuse timer on this ability is 30 seconds.
- Vampires: Vampire Feed has changed, it costs no stamina still, but only heals for +25 damage, costs 25 stamina, and does 50 damage to the target, and generates one blood point, this ability has a reuse timer of 30 seconds.
Racial Level 10 Regen Abilities: All Racial Level 10 Regen abilities have been changed to self affecting regen abilities. While the variance of them was to attempt to promote team work, and allow certain races to assist their healer classes, overall the decision to have the variance has created an imbalance in one to one combat, so any racial regen currently set as an AoE will be changed to a self targeted ability.
Archetypal To-Hit Chance Adjustment: The current Archetypal to-hit chance spread is Healers, 75%, Tanks 80%, DPS, 85%. This will be changed with this release to the following:
- Healers: 85%
- Tanks: 90%
- DPS: 93.75%
- Casters: 95%
WARNING TO WANNABEE MINMAXING TANK MAGES - Please keep in mind that while the caster does have the highest to hit chance and the potential for raw face melting DPS, without sufficient investment in Intelligence, Willpower and Perception, no amount of stacking health or strength on this class, in an attempt to combine caster DPS with melee combatant strengths will keep it from being destroyed rather easily by any other class, because without intelligence mod adjustment, spell based DPS will be subpar to a Healer archetype. So please, no whining and complaining that you weren't told your tankmage wouldn't work out....you've been warned.
New Class:
The Caster archtype now joins the CCS pantheon of fighters, this class varies in play style from race to race, just like any of the other archtypes and has its offensive output focused on direct damage spells, damage over time spells, debuffs and some self defensive capabilities. With the addition of the Caster comes a long awaited particle system overhaul which will allow us to bring some more life to the use of our system giving almost every class some kind of visible effect of power usage so now you don't have to read the text alone to know what happened, you'll be able to see it, right there in the game world in front of you.
Original Races Caster Class Names:
Angels: Myrmidon
- Demons: Defiler
- Humans: Arcanist
- Lycans: Werelock
- Nekos: Cabalist
- Supernaturals: Magus
- Vampires: Diablerist
New Races:
As a new addition to the system I've decided to go ahead and add in the Cyborg, Sidhe, and Undead races to CCS, heres the break down on how they work.
Cyborg:
Cyborgs being machine based, are more variant and efficient than biological entities, and thusly rather than one single Cyborg racial, the Cyborg race has four class specific "racial" skills...all of which are usable at less cost in power pool points than normal biological races, but in exchange, take more time to cool down for reuse than a normal biological race. The Cyborg race though, has no access to magic, but makes up for that lack by having a split healer archtype base.
Cyborg Power Pool:Energy(Combat)
Tank Variant: Drone The Drone is an extremely efficient tank based class, combining all the known abilities of the Tank archetype with its own specialized class based variant called "Mechanized", the Mechanized ability allows the Drone to increase its damage output, then also use Resolute Armor at the same time.
DPS Variant: HunterKiller The HunterKiller is another extremely efficient cyborg, with its own class based "racial" skill called Virus, Virus allows the HunterKiller to infect biological and non-biological systems with a nanite based virus that damages the target heavily over time, in conjunction with its proficiency in all other DPS abilities.
Healer Variant: PleasureBot The Pleasure Bot is the complete package when it comes to going all night, its class based "racial" skill, Stimulation, allows it to convert energy points to raw stamina at a rate of 1:100, which also clears status effects, with a 60 second cool down timer, as healers go, the Pleasure Bot's efficiency with stamina is top notch.
Healer Variant: Nano-Medic The Nano-Medic is an AI Enhanced independant medical unit with superior abilities in the area of enhanced tissue regeneration, its class special ability, Nano Aid, is an extremely powerful heal over time ability, healing 75 point of damage per tick for 240 seconds on a single target,for the cost of 3 energy points, the Nano-Medic may very well be the most efficient healing unit in the game, and paired with a Pleasure-Bot, a very potent medical team. The Nano-Medic also has a self affecting skill that matches its Nano-Aid capabilities called NanoRepair.
The Sidhe
The Sidhe are, for want of a better word, elves, not exactly nice elves either, depending on which court they adhere to. The unstable nature of reality in the post apocalyptic world has allowed for them to pass through, once again, to the real world, from their land of dreams, and they're taking full advantage the chaotic situation to carve a niche for themselves once more. As an extremely magical race, all three of the base Sidhe classes will have some limited access to the magic of the Caster archtype in the race.
Sidhe Racial:Runes (Combat Ability)
Sidhe Racial Power: Runeweave - 5m AoE Curse with 100 per tick DoT in area of effect. At the cost of 3 Runes
Tank Variant: Bladeweaver
The Bladeweaver has access to the Debuffing class of magic, and is competent as a tank based archtype as well.DPS Variant: Shade
Shades have access to the Damage over Time class of magic, and are also proficient in all the natural DPS archetype skills.Healer Variant: Diviner
Diviners, while excellent healers, have access to the Direct Damage class of magic, and thusly, do not have Neuro-toxinCaster Variant: Thaumaturge
The Risen(Undead)
The Thaumaturge is the apex of the magical skill set for the Sidhe race, having access to all classes of magic, and he highest racial intelligence bonus of all the races, it is an extremely potent magic user, and can still use swords as well.The Risen are those that have died....but didn't look at it as an end as much as they did a career change. Extremely resilient, the are very hard to kill and regenerate while attacking by feeding on the living.
Undead Racial: Fury(Damage)
Undead Racial Power: EatBrains - regain 25% of Health/Stamina, 60 second cooldown. Damages the target for 10% of their health and a chance of weakness. Costs 3 Fury points to use.
Tank Variant: Revenant
The Revenant is a tough old bastard, with extremely high bonuses to willpower and fortitude, this old tanker who just wouldn't lie down will continue to pound your head in, only this time, its so he can eat your brain!DPS Variant: Wraith
The Wraith is a fast moving shade of a forgotten spirit, its poisonous claws leaving blood and pain in their wake, with a generous bonus to strength and perception, the Wraith truly is...a Wraith.Healer Variant: Specter
The poor lost soul of someones loving daughter, or doting father, the Specter tries to care for everyone, but can only truly help those that are dead as well, a competent healer with bonuses in Willpower and Intelligence.Caster Variant: Eidolon
A dark soul, filled with hate the Eidolon is exceptionally good with debuffing and damage over time magic. With bonuses in Willpower, and Intelligence and PerceptionNew Features:
Anti-Camping Comes of Age - Camping absorbs a lot of time in regards to the staff of the huge amount of CCS sims, so as its become such a larger situation now, to help free up the time of the staff and coordinators of the sims, CCS is now monitoring for camping all by itself.If a meter identifies its user as a camper, the meter will immediately cease forward XP tick then at 60 minutes of ceased XP tick, it will tick XP backwards for up to 60 minutes before the meter detaches.
Once a meter has reached 60 minutes of ceased tick, the meter will automatically page a Sim GM to its location, with a teleport link, so the GM can make a determination on whether further action need be taken.
New HUD
A newer, faster, smarter HUD has been added to the system, this HUD takes up less screen space and allows for access to all your key functionality. And has a few new features of its own
Unlike our previous HUD and almost every other game based HUD in SL, the new CCS HUD uses Texpos message linking, allowing for us to use one single image to manage multiple functions. Rather than heavily loading a HUD object with multiple prims to achieve that affect, this will help in removing a good chunk of CCS's prim based resource overhead WARNING: Texpos Messagelinking ONLY works on SL Client Viewers version 1.20 and up, if you are using an older client, you will either need to upgrade to a recent client, or you can, conversely, use the old HUD, which will still be functional with the new meter.
Visual XP Meter - You can now visually see your XP right on the HUD in a meter based format, if you want exact numbers, simply bring up your menu, click Info, then XP Info, and you will be given the exact numerial amount of XP you have, and how much XP you have left before you gain your next level
Fully Functional Status Effect Warnings - The Status effect warnings system has been completely revamped to allow for status effect graphics to instantly rez to your HUD when you are affected by them, see the Quick Reference for the explanation of the new Status Effect Images
GM Pager - You can now page a GM that is in your region, directly to your location, without having to open an IM at all, simply click the Question Mark link on your HUD and a GM in the region will be randomly assigned your page, and will teleport directly to you or contact you via IM to assist you. Should you recieve no response from the GM pager,the CCS Support Group, and your local CCS sim's community group are still available to you. See the HUD/Meter Page for a break down on the HUD and its functions.
Improved Particle Systems Array
As both a visual overhaul for its own sake and as a way to facilitate the addition of the caster class, the particle systems hub (commonly known as the "clusterfuck" has been vastly improved to allow for particle generation from multiple avatar points.
With this improvement we've also taken the time to go through and create particle auras and visual cues for some of the most standard support abilities in the game, so no longer will it just be "-ARMORED-" above your head...you'll visually look like you've got a defensive aura around your body.
This particle systems improvement has allowed us to move particle variables to the back end completely, so if we design new ones, we don't have to update your meters, we simply just have to drop the new particle string into the database, then assign it a name, and then assign that name to an ability, this gives us an immense amount of flexibility in the continued tweaking and improvement of the CCS systems visuals, letting us change and adjust particle systems on the fly just as we can change and adjust abilities on the fly with no updates.
Other Improvements
- Added new defeated animation
- Added new casting animation
- Improved system communications for greater performance in high volume conditions
STATISTICS
Strength - Strength controls the players overall melee damage output, and has some use in bashing in doors and breaking into places that may be locked.
Fortitude - Fortitude controls the bonus to a characters overall Health.
Endurance - Endurance controls the bonus to a characters overall Stamina
Intelligence - Once a wasted stat, Intelligence now gives a bonus over base healing, this applies to all healing abilities, both self healing and target healing, and is the primary statistic for increasing caster archtype spell damage
Willpower - Determines a characters overall chance to resist a status effect placed on them by another player.
Perception - Perception controls the players ability to dodge incoming attacks and damage.
STATUS EFFECTS
DAZE - Daze causes a character to be unable to move. They may still attack while dazed, but cannot move for the duration of the effect.
CURSE - Health/Stamina Regeneration is halted, melee damage is reduced to 0.
POISON - Health steadily decreases throughout the duration of the poisoning.
WEAKENED - Melee attacks will only hit for 1 point of damage for the duration of this effect.
CONFUSED - Melee attacks go wild, possibility hitting unintended targets.
BERSERK - Your character loses control and will wildly attack the nearest target, dealing immense amounts of damage to friend or foe.
ARMOR - Armor mitigates damage by a matching its value to the value of the damage recieved, if the armor value exceeds the damage value, the damage is ignored, if the damage value exceeds the armor value, the difference is taken in damage. Armor comes in several versions, but Tank archtypes have the strongest armor of all the archtypes.
BUFFED - Buffs give a variable amount of increase in melee damage output depending on the buff in use, DPS classes have the most efficient and highest damaging buffs available.
HoT - Heal over Time, this effect causes you to gain health at per tick intervals based on the base value of the heal.
DoT - Damage over Time, this effect will cause you to lose health or stamina, on a per tick interval, based on the original value of the DoT base damage, they can be very debilitating.

Information Coming Soon
Information Coming Soon
Chief Executive Officer/Lead Developer: Suzanna Soyinka
Chief Technical Officer/Lead Programmer: Melanie Milland
Chief Operations Officer/Head Engineer: Jora Welesa
Lead Community Manager/Head Administrator:She Juniper
Senior Community Manager/Administrator:Charissa Korvin
Senior Community Manager/Administrator:Stormy Wilde
Senior Community Manager/Administrator:Odoriko Alexiandre
Senior Community Manager/Administrator:CherryFizz Maltz
Development Contributors:
Suzanna SoyinkaMelanie Milland
Jora Welesa
Eata Kitty
Maldoror Bowman
Grey Blankes
Kayla Stonecutter
Cody Woodhen
Sloan McCoy
Quality Analysis and Testing
The CoLA GM StaffThe Awesome CCS Community
A huge thank you to all our players, sim owners, sim affiliates, affiliate GMs, and their friends and families, without you all, we wouldn't be half as successful as we've become...thank you for a great three years!
