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TRIBBLE MAINTENANCE AND RELEASE NOTES - 9/20/17

Tribble has been updated to ST.80.20170917b.1

New Content & Features:
  • Primary Specialization: Miracle Worker
    1. Miracle Workers lean heavily on healing and weapon enhancing abilities, belying their roots as an engineering-heavy specialization.
    2. Miracle Worker is a Primary Specialization, but Captains may instead choose to slot it as a Secondary to benefit from the first 15 abilities offered.
    3. Abilities may be purchased in this Specialization even while it is inactive.
    4. With the introduction of a new Primary Specialization, we are also increasing the cap on Specialization Points up to a new max of 180.
      1. Players that exceed this amount will instead receive Dilithium Ore if the current Specialization XP is maxxed out.
      Please visit the blog for more details!
  • Miracle Worker Bridge Officer Specialization
    1. Advancing in the Miracle Worker Specialization will grant captains the ability to add the Miracle Worker Specialization to any existing Bridge Officers, through the creation of Specialization Qualifications.
    2. Please visit the blog for more details!

General:
  • Lukari Fleet Colony
    1. Numerous updates to the environment have been made.
    2. More icons have been added to the Fleet Holding.
    3. Added the Coffer tab that allows to easily contribute resources.
  • Tribble Test Vendor
    1. Made new doff packs for the fleet store.
      1. These new ones have the benefits of auto-opening on equipped.
      2. Additionally updated the two other test packages in that store to buy in bulk (50) and open on equip.
      3. Added an "All Sponsorship Tokens" box to the Sponsorship Tokens store that already existed.
        1. This uses the existing gating for that store.
        2. Additionally, sorted the store's individual entries the same way we currently sort reputations - newest at the top, then oldest to second newest at the bottom.
  • Resolved an issue that would cause an occasional crash related to gear score calculations.
  • Vanity items can now be equipped via double clicking on the item from the main inventory window.
  • Added missing icons to journal entries for Yesterday's War arc.

Beyond the Nexus:
  • Updated German translations.
  • Geordi will now regenerate shields after a short time.
  • Updated the uniforms for the "modern" Starfleet Officers to use the Odyssey standard.

Systems:
  • Heavy Escort Weapons have been renamed to Experimental Weapons.
    1. The Experimental Proton Weapon has been renamed to the Dyson Proton Weapon.
    2. Resolved an issue that prevented players from equipping specialization kit modules in space maps.
  • Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.
  • Ships called in by Fleet Support now have a hard-capped time limit of 5 minutes, instead of remaining indefinitely when in combat.
  • Resolved an issue that was causing Dual Heavy Cannons to suffer an excessive Accuracy Rating Penalty under Cannon: Scatter Volley III.
  • Resolved an issue that prevented EPS Corruption from being activated when cloak was disabled.
    Addressed various typos in item descriptions.



Comments

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    antler2012antler2012 Member Posts: 11 Arc User
    might want to also fix the mission journal bug for beyond the nexus. The reward dates are in correct and doesnt have a section in mission journal
  • Options
    dukedom01dukedom01 Member Posts: 462 Arc User
    Tribble has been updated to ST.80.20170917b.1

    New Content & Features:
    [...]
    General:
    • Lukari Fleet Colony
        [...]
      1. Added the Coffer tab that allows to easily contribute resources.
      [...]

    That patchnote is to be taken literally.

    You can only CONTRIBUTE provisions to the coffers not withdraw anything. And yes I turned the settings for that off and on again.
    Ceterum censeo Otha supplendum in praemiis.
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    sovereign2727sovereign2727 Member Posts: 33 Arc User
    The clicky on the specialization tree does not buff hull healing as it should from what I have tested, might want to look into that.
  • Options
    vegeta50024vegeta50024 Member Posts: 2,335 Arc User
    The clicky on the specialization tree does not buff hull healing as it should from what I have tested, might want to look into that.

    That's why you're working to test the system for them, to catch errors like that.

    TSC_Signature_Gen_4_-_Vegeta_Small.png
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited September 2017
    I feel that these patch notes suffer from excessive Cryptic-speak.
    Added the Coffer tab that allows to easily contribute resources.

    A what tab? Also, in my dialect, "allows to easily contribute" is ungrammatical; I would write "allows one to easily contribute" or "allows players to easily contribute".

    Tribble Test Vendor
    • Made new doff packs for the fleet store.
      • These new ones have the benefits of auto-opening on equipped.
      • Additionally updated the two other test packages in that store to buy in bulk (50) and open on equip.
      • Added an "All Sponsorship Tokens" box to the Sponsorship Tokens store that already existed.
        • This uses the existing gating for that store.
        • Additionally, sorted the store's individual entries the same way we currently sort reputations - newest at the top, then oldest to second newest at the bottom.

    This is confusing. Is this only the Tribble test vendor, or did you also change the fleet vendor on the starbase and the reputation store?

    Also, how does one equip a doff pack? Or do mean it opens on pick-up? In that case, what happens if one doesn't have enough room in the roster?

    Added an "All Sponsorship Tokens" box to the Sponsorship Tokens store that already existed.
    • This uses the existing gating for that store.

    So you're saying that you added a box that grants sponsorship tokens for all reputations that the player has already completed, but not the ones that are still unfinished.

    Ships called in by Fleet Support now have a hard-capped time limit of 5 minutes, instead of remaining indefinitely when in combat.

    Am I missing something here? Were there many complaints about Fleet Support being overpowered?


    EDIT: Changed the formatting again. Vanilla, please don't eat this comment.
    Waiting for a programmer ...
    qVpg1km.png
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    Ships called in by Fleet Support now have a hard-capped time limit of 5 minutes, instead of remaining indefinitely when in combat.

    does this mean the ship will actually STAY for those full 5 minutes regardless of whether or not you're in combat, or will it still warp out shortly after red alert ends like it does now?​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


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  • Options
    martakurillmartakurill Member Posts: 456 Arc User
    So I don't know if this is WAI, but when using Miracle Worker...there's that new thing that buffs physical damage after running. Right now it is providing a buff to the Zefram Cochrane Shotgun. I would love if this was intended, but I kind of don't think so.

    I say consider keeping it, because, as we all know the gun belonged to an engineer. It also makes that part of the spec more interesting. But if this isn't going to be kept, pull it before this goes live. This is the kinda thing I'd hate to get used to then have it taken away.
  • Options
    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Tribble has been updated to ST.80.20170917b.1

    New Content & Features:
    • Primary Specialization: Miracle Worker
      1. Miracle Workers lean heavily on healing and weapon enhancing abilities, belying their roots as an engineering-heavy specialization.
      2. Miracle Worker is a Primary Specialization, but Captains may instead choose to slot it as a Secondary to benefit from the first 15 abilities offered.
      3. Abilities may be purchased in this Specialization even while it is inactive.
      4. With the introduction of a new Primary Specialization, we are also increasing the cap on Specialization Points up to a new max of 180.
        1. Players that exceed this amount will instead receive Dilithium Ore if the current Specialization XP is maxxed out.
        Please visit the blog for more details!
    • Miracle Worker Bridge Officer Specialization
      1. Advancing in the Miracle Worker Specialization will grant captains the ability to add the Miracle Worker Specialization to any existing Bridge Officers, through the creation of Specialization Qualifications.
      2. Please visit the blog for more details!


    Hey Devs. Interesting Specialization ya got there..

    So with the Teir 1 passive "Seal the Deck" and "Automated Leak detection" passively countering both Dots and Drains..

    Can we keep the Shield Refrequencers (Exotic Proton Damage) at the same damage output as the are on Holodeck WITH the reduction of 50% shield pen and 5 second Dot thats on Tribble?



    As DoTs they dont do damge fast enough to be terrible to players (And now have ALOT of counters as DoTs) but still could be useful in PvE (30k Damage @ 50% shield pen over 5 sec) and that level of damage over time works with other Dot Boff abilities and Console clickes in terms of scale.


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    Rouge Sto Wiki Editor.


  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.

    What does this mean?

    Good question. Were they unresponsive before?

    Tribble has been updated to ST.80.20170917b.1

    This is the first time I've seen a build number with the letter 'b' in it.

    Please read the following bug reports:

    Flickering tribbles on Federation fleet starbase
    Flickering ground weapons
    Waiting for a programmer ...
    qVpg1km.png
  • Options
    ltminnsltminns Member Posts: 12,569 Arc User
    The Console in the middle of the floor on a Delta Flyer flickers on the underside.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • Options
    anodynesanodynes Member Posts: 1,999 Arc User
    frtoaster wrote: »
    Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.

    What does this mean?

    Good question. Were they unresponsive before?

    It means what it says. They were deemed not responsive enough and adjusted to be more responsive. I don't have any problem parsing that sentence. Those DOffs should reduce their cooldowns more-consistently now. About the only question that I would have about it is whether they were outright not triggering before, or if the cooldown reductions were being applied too slowly, and I'd bet on the latter.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
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    snicketysnicksnicketysnick Member Posts: 22 Arc User
    Is it intentional that the various Ground aspects of the Miracle Worker Specialization do not proc off Medical Generators? (or at least the Nanite Medical Generator from 8472 Rep)

    Engineering Captains have basically no other healing abilities on ground, short of some fleet kits with Medical Tricorder baked into them. (or if they do, then I've missed them) Having half of the Specialization tree be virtually useless is not great.
  • Options
    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Is it intentional that the various Ground aspects of the Miracle Worker Specialization do not proc off Medical Generators? (or at least the Nanite Medical Generator from 8472 Rep)

    Engineering Captains have basically no other healing abilities on ground, short of some fleet kits with Medical Tricorder baked into them. (or if they do, then I've missed them) Having half of the Specialization tree be virtually useless is not great.

    Engineers have a few person heals at their disposal. Not as many "hull heals" as Science (i think) but tons of shield heals..You already mentioned 1:
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Bio-Harmonic_Emitter
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Photonic_Barrier_Generator
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Nanite_Medical_Generator
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Medical_Generator
    https://sto.gamepedia.com/Engineering_Kit_Module_-_Protomatter_Generator_Drone

    I use these all the time...
    https://sto.gamepedia.com/Universal_Kit_Module_-_Phasic_Shroud
    https://sto.gamepedia.com/Ability:_Chronoplasty

    Personally ...I use few heals on any on my Captain classes (im usually playing on adv missions)..Typically I let my boffs help with the heals.


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    Rouge Sto Wiki Editor.


  • Options
    anodynesanodynes Member Posts: 1,999 Arc User
    anodynes wrote: »
    frtoaster wrote: »
    Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.

    What does this mean?

    Good question. Were they unresponsive before?

    It means what it says. They were deemed not responsive enough and adjusted to be more responsive. I don't have any problem parsing that sentence. Those DOffs should reduce their cooldowns more-consistently now. About the only question that I would have about it is whether they were outright not triggering before, or if the cooldown reductions were being applied too slowly, and I'd bet on the latter.

    Yeah in other words, what does it mean?

    That they will work better. Just a hunch. The only ambiguity is about how they were not responsive enough. With the above-mentioned lack of outcry about it, it's likely a minor change, and one that you'll barely notice.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • Options
    crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    So I don't know if this is WAI, but when using Miracle Worker...there's that new thing that buffs physical damage after running. Right now it is providing a buff to the Zefram Cochrane Shotgun. I would love if this was intended, but I kind of don't think so.

    I say consider keeping it, because, as we all know the gun belonged to an engineer. It also makes that part of the spec more interesting. But if this isn't going to be kept, pull it before this goes live. This is the kinda thing I'd hate to get used to then have it taken away.

    This is not intentional. I have fixed this, and this fix should go to Tribble in a patch soon. Thank you for pointing this out.

    Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.

    What does this mean?

    It means that instead of waiting ~1.5 seconds before that cooldown reduction applies, the delay will be much lower.
    Is it intentional that the various Ground aspects of the Miracle Worker Specialization do not proc off Medical Generators? (or at least the Nanite Medical Generator from 8472 Rep)

    Engineering Captains have basically no other healing abilities on ground, short of some fleet kits with Medical Tricorder baked into them. (or if they do, then I've missed them) Having half of the Specialization tree be virtually useless is not great.

    There are several heals available to Engineers, including hyposprays and a Kit Module from the Miracle Worker Specialization itself. I do not think it will be useless to them at all.
  • Options
    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited September 2017
    There are several heals available to Engineers, including hyposprays and a Kit Module from the Miracle Worker Specialization itself. I do not think it will be useless to them at all.
    I am a typical engineering-heavy healer and I am getting almost no benefit from this engineering-heavy specialization. Like a lot of healers I heal via engineering Medical field and Shield Reinforcement, shield and health generators, healing drone, Coalition Squad Tactics. All of which do not seem to be benefiting from the Miracle Worker Specialization as they are not active heals or do not count as heals that come from me. Even in space the team heals I use like Really Marker do not seem to be counted by Miracle Worker.

    What's worse is when I swapped to Miracle Worker my healing and tanking got worse and weaker over the other specializations. At the moment as an Engineer healer I am finding Miracle Worker seems to be a bit pointless.
  • Options
    asuran14asuran14 Member Posts: 2,335 Arc User
    I would not mind if we saw some addition to the MW-spec on ground that might give back both some of the ability for Engineering constructs to affect each other again (even if it is at a reduced amount), but also even traits that might boost the performance of constructs the player/team makes (like drones, and such).

    I can understand why making passive-healing that is coming from things like constructs (drones, generators, and such) would be an issue. It might be nice to try and see if we could have the rate that the buffs gained via the MW-spec traits are procced at a reduced rate, so something like that when healed by a construct summoned by a MW-user instead of it being a guarantied buff (or merely make the bonus applied to the healing of constructs at a reduced rate) it would be a chance of it proccing (or a reduced proc chance if it is already a chance to proc). Hell if we had it that healing from engineering constructs could not crit heal, than having a trait that via the MW-spec allowing them to be able to crit would actually fit to me the idea of the spec.
  • Options
    asuran14asuran14 Member Posts: 2,335 Arc User
    Been looking at the pair of secondary only specs that are exclusively ground or space, which are commando and strategist, and honestly thinking that it would be fun to see them both get merged together into a new primary spec. Also since both of the secondary specs have 15 talents in them combining them would make a normal 30 talent primary, with only the issue of the space trait being an issue of how to integrate them into a single spec, and honestly might increase the appeal of the the two secondary specs.
  • Options
    dukedom01dukedom01 Member Posts: 462 Arc User
    asuran14 wrote: »
    Been looking at the pair of secondary only specs that are exclusively ground or space, which are commando and strategist, and honestly thinking that it would be fun to see them both get merged together into a new primary spec. Also since both of the secondary specs have 15 talents in them combining them would make a normal 30 talent primary, with only the issue of the space trait being an issue of how to integrate them into a single spec, and honestly might increase the appeal of the the two secondary specs.

    That is a really terrible idea. If you merge those you would have to choose the merged spec as primary to get the same effect and in turn downgrading your former primary to secondary.
    Ceterum censeo Otha supplendum in praemiis.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    dukedom01 wrote: »
    asuran14 wrote: »
    Been looking at the pair of secondary only specs that are exclusively ground or space, which are commando and strategist, and honestly thinking that it would be fun to see them both get merged together into a new primary spec. Also since both of the secondary specs have 15 talents in them combining them would make a normal 30 talent primary, with only the issue of the space trait being an issue of how to integrate them into a single spec, and honestly might increase the appeal of the the two secondary specs.

    That is a really terrible idea. If you merge those you would have to choose the merged spec as primary to get the same effect and in turn downgrading your former primary to secondary.

    That is if you were using either of those secondary exclusive specs at all, which honestly I see more benefit coming from other specs being slotted into the secondary slot compared to using either of the two secondary exclusive specs instead. I could see a merged version of them actually getting more use, since unlike having them as two secondaries that are tied to exclusively space or ground content that you need to switch out between content creating more downtime an inactivity, not to mention if you get into combat prior to switching an so have a truly worthless secondary spec slotted.

    Now if honestly the fact that it would be an issue. I could see them taking the first talents in the two tiers (the two in the first tier, and the one in the second tier) an merging them into three talents that combine the ground an space effects of them, and then having the the other talents remain as exclusively ground or space talents that branch off those three primary ones. This would keep the original power that the secondaries had, but also leave room for some new talents that could be quite interesting an bring some life into some abilities that are otherwise left out.
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    redvengeredvenge Member Posts: 1,425 Arc User
    asuran14 wrote: »
    Been looking at the pair of secondary only specs that are exclusively ground or space, which are commando and strategist, and honestly thinking that it would be fun to see them both get merged together into a new primary spec. Also since both of the secondary specs have 15 talents in them combining them would make a normal 30 talent primary, with only the issue of the space trait being an issue of how to integrate them into a single spec, and honestly might increase the appeal of the the two secondary specs.
    A better idea would be to just have separate options for Space and Ground, similar to how Traits are currently set up.
  • Options
    asuran14asuran14 Member Posts: 2,335 Arc User
    redvenge wrote: »
    asuran14 wrote: »
    Been looking at the pair of secondary only specs that are exclusively ground or space, which are commando and strategist, and honestly thinking that it would be fun to see them both get merged together into a new primary spec. Also since both of the secondary specs have 15 talents in them combining them would make a normal 30 talent primary, with only the issue of the space trait being an issue of how to integrate them into a single spec, and honestly might increase the appeal of the the two secondary specs.
    A better idea would be to just have separate options for Space and Ground, similar to how Traits are currently set up.

    Oh I agree that changing the spec system to be more like the trait system with ground and space specific load-outs would just be a great idea regardless of if you merged or did not merge the secondaries. Though it would merely remove any hassle of changing content, while giving more flexibility in what specs you choose to run in what content.

    Now merging the two secondaries would also make them less of a hassle to players that use them, as well as when they forget to switch out when changing content having to deal with a useless spec choice. It would also create another interesting spec that could both augment maybe some of the less used abilities of careers, while also thru being a primary spec give/gain access to new modules/abilities to some play-styles that are less developed (like some melee oriented modules for instance).

    Honestly I always thought that the trait Demolition team from commando made more sense as a talent that would augment your boarding parties causing them to apply the counters, or even if the trait just worked that way honestly, though it would need to be re-balanced with such a change.
  • Options
    frtoasterfrtoaster Member Posts: 3,352 Arc User
    Duty officers that reduce cooldowns such as Technicians or Projectile Weapons Officers should now be more responsive about reducing those cooldowns.

    What does this mean?

    It means that instead of waiting ~1.5 seconds before that cooldown reduction applies, the delay will be much lower.

    This is not exactly related to technicians. It appears to be a UI bug, but it's been going on since Season 8. Can we get a UI programmer to look at it?

    EPTX (ept-s, ept-w mostly) have longer Cooldown than it should be *see post #5*
    Waiting for a programmer ...
    qVpg1km.png
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