Someone had asked about why Atlas Park Revival would be using the City of Titans Build.
I am not a programmer. Let me state this right up front. My brother is the game programmer in the family. So this is my understanding. So the game has two main parts. You have the game engine. In this case Unreal Engine 4. Both City of Titans and Atlas Park Revival are using the same game engine. So you have compatibility there. Unreal Engine basically renders the environment, the characters, the mobs, the powers via particle effect animations etc..,
However the engine still needs instructions on what to display, when to display it, where to display it, etc...
This is where the build comes in to play. By using a modified version of the COT build it gives APR a leg up on the code end of the game without having to right their own code. They will most likely need to tweak, modify, adapt such code to better suit the look and feel of the game. Even with the MMO support built in you still need to tell the engine what to do. This is my layman understanding of the process. I am sure others with more programming expertise will feel free to correct/criticize any errors in my post.
Keeping in mind that we do not have the COH source code....this means no new content...no new powersets, no new anything....this is why I23 will be maintenance mode only. By using the COT build you get the ability to alter the code, add new code and adjust as needed. This means new content, new story arcs, new power sets, new zones, etc.