We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20111218a.3
EDITED: Added a couple known issues.
Added link to skills-related blog post.
EDITED:
Added link to graphics-related blog post.
General:
- New Ground Skills!
- Blog post here: http://www.startrekonline.com/node/2744
- All players must re-spend their skillpoints!
- Ground skills have been refocused, and now follow a scheme similar to the new space skills.
- Some skills are common to all careers, while some are career-specific.
- Each career-specific ground skill unlocks a bridge officer training ability at Ranks 3 and 6 of the skill.
- Some ground skills improve Shields and Armor.
- The base values of Shields and Armor were not reduced, so these skills just make them better.
- Any players that had the previous max skillpoint value will be automatically adjusted to the new maximum.
- Space and ground skills have been separated!
- It's possible to spend all your skillpoints without maxing out either space or ground.
- This is intended, as you are allowed a small amount of leeway to spend your points.
- Players will rank up at levels 10, 20, 30, 40, 45, and 50 instead of 11, 21, 31, 41, 46, and 51.
- Security officers on the power distribution of Drozana station and Captain Reaver should no longer attack KDF characters during the mission "Everything Old is New."
- Skill Point, Bridge Officer Point and CXP rewards from duty officer assignments have been adjusted.
- Duplicate bridge officers should no longer be appearing on player bridges.
- Killing NPCs in Foundry missions no longer causes players to stop receiving kill credit on all maps.
- Guild bank updates:
- Stacks of items are no longer counting as a single item when being withdrawn from the guild bank.
- Deposit and Withdraw log messages are now correct.
- Credits can now be withdrawn from the guild bank when the money deposit permission is off.
- There are more graphics changes than you can shake a nanopulse lirpa at!
Systems:
- Transphasic Bomb damage was improved.
- The duration and recharge time of Engineering Ground Reroute Power to Shields was increased.
- Added Electrical Damage to Fuse Armor.
- Tuned Hyperonic Radiation so the Duration now scales over Versions I, II, and III.
- Version I duration was reduced and Version III duration was increased.
- Scaled Tachyon Harmonic knockback across versions I, II, and III.
- Improved Subsystem repair skill so its less dependent on your percent of alive crew.
UI:
- Players set to anonymous are no longer able to receive friend requests and fleet invites.
- When sharing missions, the "X already has this mission" message wont show for the player that originally had the mission.
- Qo'nos First City loading screen now properly displays its map snapshot.
- The UI has now been updated to display "Rank Level" instead of "Rank Grade" (e.g. Commander 22 instead of Commander 3).
- Note: Level numbers now display as one less than before.
- Changed the names of ranks on skill tree to be full ranks instead of abbreviations.
- Resolved scaling and blurriness issues with unique duty officer portraits.
Known Issues:
- If you open your Skill Training Window while in Space, Invalid Class appears at the bottom of the window.
- Accessing this window on the ground displays the message properly.
- The Skill Training Window filter is currently not functional.
- Some graphics settings can cause shadows to look blocky.
- There may be other graphical glitches here and there. Please use the /bug command to report them
- Starfleet ground skills:
- The new Engineering skill Tactical Driver Coil is missing.
- The new Tactical Captain Rank skill, Threat Control, is missing.
- As a result, the Attack Pattern skill wasn't yet moved to the Lieutenant branch.
- Respec is currently non-functional.
EDIT:
I've talked to our lead graphics programmer about changes y'all would want to know about. Here's what he had to say:
This release contains DirectX 11 support. This new rendering API can drive video cards supporting DirectX 10 and higher (10.1, 11, 11.1). The initial release is essentially a port of our DirectX 9 rendering features to DirectX 11. The game should mostly look the same, as we have not added a lot of support for newer DirectX 11 features, were just getting a base from which we will continue adding such features.
We have not ported all low-end video settings support, just mid-level and high-end features. Therefore, under the DirectX 11 rendering option, there may be some graphics problems with Video Options slider set all the way to the left (the Speed side of the slider). Also, on hardware that only supports DirectX 10, like Nvidia GeForce 8800s and 9800s, when Antialiasing is enabled we do not currently support many depth-dependent Video effects. This includes High-quality shadow mode, depth-of-field, and some others. This is because Nvidia and ATI have not provided us a special driver back door we have available under DirectX 9, and we have not had time to do a potentially much more expensive work-around.
Comments
When are we going to see the shiny new intro cinematic added to the game?
YES!!!!!!!
Sounds great overall. I can't wait to shake a lirpa at some of the graphical changes.
Can we get clarification of any specific settings which are causing blocky shadows?
You just made my day:D:D
It's already on Holodeck.
Listen closely and you can hear me screaming. LOL
There will be a blog post that addresses this question, and I'll add a link to it just as soon as it's up.
Wouldn't it be simpler to have a Ground set and a Space set no switching necessary. Then give them both the full amount of points.
I hope this works unlike DX10 mode, will be nice to use!
Dual speccing would make sense too though, Champions has it so it allows for a PVP build and a PVE build for example.
I'd say it would be simpler to have two of the exact same skill tree, but with 2 different settings for how you've allocated the points.
Exactly, you don't have to spec for space and ground, you could spec for space PvE and space PvP or ground PvE and ground PvP, or space PvP and ground PvP, etc etc.
Looking forward to seeing this for myself. I have always put every point I can into space and the idea of being forced to take what seems to be a significant power reduction in that area has me somewhat dismayed.
Don't get me wrong though - the better (but longer to roll out) option is two separate trees for ground and space, each with their own UI and icons to represent the skills.
Something akin to the Soul Tree window in Rift, perhaps.
See what needs to be remembered here is that you're not having your power reduced alone - EVERYONE will be, therefore your build can still potentially be as relatively powerful as it was before when looked at next to other people.
Hey its Christmas time, lets ask for BOTH!!!:cool:
Well, shy bairns get nowt, as they say (or in English 'shy children get nothing')
It could be something they can set the art department to doing, instead of scratching their heads thinking of more ships to cram into the game.
Shush! The art team are happily working on the new feature episodes.
*sticks fingers in his ears and makes the Lala sound!*
Indeed they are.
Also, I don't know in which crazy world ship artists make changes to game systems and do programming, but that world is not the STO team.
Fortunately this is a job for the UI team. They never have anything to do /wheres my sarcastic emote
Hey, if they'll pay me a measly grand (in pounds, so like, a million dollars lol), I'll design a snazzy skill UI using whatever skill names you want
Actually, they'd pay in 2 installments of £500 or they won't get it lol And a mock-up could certainly be doable once the new skill names are on Tribble.
But on a less Gordon Gecko-sounding note, 3 insallments for 3 revisions would be more reasonable and is pretty much standard practice in the freelance media contracts I've seen floating around.
So a mock-up sounds like a good idea. Then take it from there, I guess. But I heard the skill tree was getting a new UI anyway. Can't remember where I read that but I definitely did.
Cool. Thanks Zero.
Am I correct in assuming that we no longer receive kill credits on foundry maps?
ground skill revamp should be interesting.
I disagree. My engineer is specced into ground and space (at what I would guess is about 75/space to 25/ground and performs admirably in all STFs in either an escort or cruiser, and equally on the ground.
The key is this - know your role. Pick one or two kits to specialise in, for example I go with the turrets kit and the enemy neutralisation kit and spec into that. Ditto for space, decide why you want to do well and go for it, DPS or tank, alternatively go jack of all trades and have a spAttering of both.
Not saying your wrong, but you might be worrying too much.
That might be a good thing, cos I want to make/am making a kick-*** raid mission, and I want a good 300 kills per run, but I don't want people to just use it as an excuse to get the kill accolade. But then why would you play it more than once if you weren't getting anything out of it except trash loot?
Hmmmm.. tricky one.
Maybe a hundred-kill maximum? It stops counting after that if it's a Foundry mish?