We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20120129b.2
General:
Updated text for the Excelsior T3 to read "Transwarp Computer" as opposed to "Transwarp Coil".
Eliminated many of the black texture problems displayed in DX11 mode.
Increased the drop rate for Borg Tech on both versions of all STFs, Normal and Elite.
Lowered the difficulty of all Elite STFs.
Encounters have all dropped a level.
Replicators are now usable on the ground.
Duty Officers:
Adjusted Tribble Bounty assignment rewards.
Updated a number of Dilithium rewards on critical and old rigging of outcomes for several assignment types including Review Colonial Applications, Emergency Supplies, Contain Outbreak, Colonial Botany and others.
Improved most Prisoner-related assignments, both for trait application and general rewards.
Increased rarity for repeatable Colonial support assignments and commensurate numerical rewards.
Switched Scavenge Minefield Marauding assignment slotting requirement from Fabrication to Explosives speciality.
A duty officers portrait now shows when the duty officer is active instead of the Active placeholder icon.
Increased the availability of Lethean bridge officer assignments.
Added damage immunity to the Kar'fi Phase Shift console to compensate for the fact that torpedoes fired before the Phase Shift was activated were still getting through.
Warp Theorist active duty roster power will now extend the duration if it happens to proc while an existing Warp Theorist effect is still active.
Updated some active duty roster powers that were causing multiple slottings of the same quality to not double or triple as appropriate the effect.
Tuned Entertain duty officer assignment numerics.
Bartender and Chef duty officers on your reserve roster now may, depending upon the species and quality of the duty officer, make available on your ship's replicator additional food and drink types.
Note that the Bartender or Chef cannot be on your active roster to function.
A few food types that were formerly available on your ship's replicator will now not be available without the appropriate Chef or Bartender.
Photonic Studies will now affect Photonic Shockwave Torpedo.
Warp Theorist will now correctly display a debuff when it is in effect.
Clarified text for Transporter Officer.
Modified Negotiate Prisoner Exchange duty officer assignment to take into account prisoner's traits.
Increased some numerical rewards for the assignment.
Removed Isometric Charge and Magnometric consoles from the Deflector category.
This means that they will no longer be affected by the Deflector duty officer's active roster ability to proc a cooldown reduction.
It also means they will no longer be on the same global cooldown as other deflector powers such as Gravity Well, meaning that overall you should be able to use them much more frequently.
Reduced consumable assignment turrets' cooldown from 10m to 5m.
Duty officer active roster Technician power is no longer a proc.
The amount the cooldown is reduced has been reduced to take this into account, but the effective uptime will be much higher.
Duty officer active roster Conn power is no longer a proc.
The amount the cooldown is reduced has been reduced to take this into account, but the effective uptime will be much higher.
Duty officer active roster Maintenance power no longer pretends to affect Aux to SIF.
Maintenance now affects all teams - Tactical and Science as well as Engineering.
Purple Maintenance officers effect has been increased from 9s to 10s.
Duty officer active roster shield inversion power available on some very rare duty officers will properly affect the Karfi Phase Shift.
Clarified text for duty officer active roster Deflector Officer so it is clear what powers are affected.
Clarified text for duty officer active roster Photonic Studies Officer so it is evident that it affects some of the new consoles as well.
Systems:
Bird-of-prey carrier pets no longer have their turrets and torpedoes disabled.
NPCs and bridge officers should more reliably avoid hazards now.
Rapid-fire weaponry should be slightly more effective against Borg Energy Adaptation powers.
Resolved a typo in the trait "Resilient".
Removed an erroneous extra [Cap] bonus from the MACO Space Shield.
This item is still far superior to other shields of its mark, but should not be seen as quite so overpowered.
Jem'Hadar Ground Enemies Group Updates:
Removed "Smoke Grenade" from all JemHadar enemies.
Removed "Overwatch" from all JemHadar enemies.
Replaced "Suppressing Fire" with "Rally Cry" for JemHadar Veterans.
Removed or reduced the Control aspects of many of this groups' powers.
Reduced the cooldown and healing magnitude on the Jem'Hadar version of Rally Cry.
Houdini Mines are now slightly deadlier and have a faster recharge, but can now be destroyed by AoE abilities.
Houdini Mines will now survive the death of the NPC that summons them.
The visual appearance of Houdini mines has also been updated.
UI:
Added a keyboard layout viewer.
This is accessible via /keybinds and via a button in the Key Bind options window.
The keyboard layout can be used to bind commands to specific keys.
It will also show you which keys are already bound.
The change instance button will no longer work if changing instances is disabled.
Added the ability to resize the inventory window horizontally.
The item notifications should no longer appear off screen unless there isn't enough space for it on screen to begin with.
The calendar will now remember its position & size.
The Skill Up button will no longer appear unless you have at least 1000 skill points to spend.
Updated the Thunderchild to display the perspective angle as the default view of the ship.
Updated the Transwarp window to streamline the transwarp process.
ZeroniusRex, we noticed a reduction in the Test-Odyssey Star Cruiser's turn rate after patching Tribble yesterday. Can you please confirm on any change that occured then?
Removed an erroneous extra [Cap] bonus from the MACO Space Shield.
This item is still far superior to other shields of its mark, but should not be seen as quite so overpowered.
Just a suggestion... instead of nerfing the shield, how about buffing the other shields?
This should help greatly with STFs when someone hasn't made a remodulator yet. You still need to put some sort of notice in the STF text or similar that you need a remodulator since event vets don't always know what a remodulator is.
ZeroniusRex, we noticed a reduction in the Test-Odyssey Star Cruiser's turn rate after patching Tribble yesterday. Can you please confirm on any change that occured then?
In space, I can not use either the upper half or lower half of the Bridge Crew taskbar depending on where it is moved in the UI. Seems that if it is near the top of the Big Personal Tray or lower, it allows only bottom half to work, if the tray is moved higher, the upper half works instead. If I stretch it out from default size so it is one long bar, it works normally. Multiple toons with multiple ships, at least on feddie side, did not try KDF.
EDIT: I see the issue now, default size is two levels high but in the UI it defaults to one level high, stretch it out to two levels high, bar works normally again.
First thing is the last column on the right of inventory is not showing and not accessable.
As for the birds of prey for carrier I did see one improvement when they are near an enemy they will stop facing each other and attack for a few seconds but then they go back on their cloak and circling of the enemy. It still has those 3 major problems of not going after a target when they are commanded too, decloaking and killing the target, and still won't attack anything large or any type of object.
In space, I can not use either the upper half or lower half of the Bridge Crew taskbar depending on where it is moved in the UI. Seems that if it is near the top of the Big Personal Tray or lower, it allows only bottom half to work, if the tray is moved higher, the upper half works instead. If I stretch it out from default size so it is one long bar, it works normally. Multiple toons with multiple ships, at least on feddie side, did not try KDF.
EDIT: I see the issue now, default size is two levels high but in the UI it defaults to one level high, stretch it out to two levels high, bar works normally again.
We actually have a potential fix for this bug already, but it didn't make it in quick enough for me to get it in a build for you all. There will likely be another push to Tribble tomorrow to address this (and some other) stuff.
Also, it looks like DS9's floors got some new metallic copper textures, but missing the shadows from the flags/banners which may or may not be due to some changed lighting (Holodeck / Tribble ; better shot of the copper textures)
Also it looks like DS9's OPS is now wheelchair-accesible, although I'm not sure that's an improvement... or intended... (Holodeck / Tribble)
And the new keybind UI looks nifty... although it doesn't display key combinations (Ctrl+Space to fire torpedoes, etc.)... Not too sure how much of an issue that is though.
Increased the drop rate for Borg Tech on both versions of all STFs, Normal and Elite.
Replicators are now usable on the ground.
Improved most Prisoner-related assignments, both for trait application and general rewards.
Increased the availability of Lethean bridge officer assignments.
Added damage immunity to the Kar'fi Phase Shift console to compensate for the fact that torpedoes fired before the Phase Shift was activated were still getting through.
Modified Negotiate Prisoner Exchange duty officer assignment to take into account prisoner's traits.
Removed Isometric Charge and Magnometric consoles from the Deflector category.
Reduced consumable assignment turrets' cooldown from 10m to 5m.
Bird-of-prey carrier pets no longer have their turrets and torpedoes disabled.
NPCs and bridge officers should more reliably avoid hazards now.
Rapid-fire weaponry should be slightly more effective against Borg Energy Adaptation powers.
Added the ability to resize the inventory window horizontally.
Also, it looks like DS9's floors got some new metallic copper textures, but missing the shadows from the flags/banners which may or may not be due to some changed lighting (Holodeck / Tribble ; better shot of the copper textures)
1) When you stretch out the inventory box, the scroll bar disappears but the black space where it was remains, instead of the inventory snapping back to fill the space.
this is only really happening when their are the most number of rows. if you stretch the window out to make more columns, the edge can be adjusted to make the black space go away.
2) this is both holodeck and tribble. At the bottom of the BO skill window it say skill points spent on this officer but its just slightly out of the window. it needs to be slightly higher.
3) I have only check this on holodeck but i was doing the m'rade system patrol and in the distance is a planet. it seems translucent as i could see the stars through it. as i get close circles start appearing in the centre and moves out to fill the planet. this happen a couple of times and the planet appears more solid as you get close.
(Oh, and fix the texture blocks on my deep space science ship too, I bought it after the textures got screwey so I don't actually know what it really looks like, lol)
My first thought was "But the replicator's on the ship! How can you use it when you're on the ground?"
Then I thought, "Oh, yeah, transporters. 'P'Takh, I forgot to bring a remodulator. Beam me down one, will you? And throw in a couple dozen more small shield charges. Jenkins is going through them like candy corn. Again.' "
Also, it looks like DS9's floors got some new metallic copper textures, but missing the shadows from the flags/banners which may or may not be due to some changed lighting (Holodeck / Tribble ; better shot of the copper textures)
Also it looks like DS9's OPS is now wheelchair-accesible, although I'm not sure that's an improvement... or intended... (Holodeck / Tribble)
And the new keybind UI looks nifty... although it doesn't display key combinations (Ctrl+Space to fire torpedoes, etc.)... Not too sure how much of an issue that is though.
I did a bunch of work on DS9's promenade. 90% of it is stuff that you guys should never see, including the wheelchair ramps. I'll try and get those fixed.
Not sure what's going on with the floor, (again, I haven't spent much time on DS9 so I figured that's what it was supposed to look like!) but I'll see if I can lose the new texture.
As for lighting, that was barely touched. I pretty much just grouped it up to make it easier to handle in the future. Shouldn't have changed any shadow settings, but I'll take a look at that too.
I did a bunch of work on DS9's promenade. 90% of it is stuff that you guys should never see, including the wheelchair ramps. I'll try and get those fixed.
Not sure what's going on with the floor, (again, I haven't spent much time on DS9 so I figured that's what it was supposed to look like!) but I'll see if I can lose the new texture.
As for lighting, that was barely touched. I pretty much just grouped it up to make it easier to handle in the future. Shouldn't have changed any shadow settings, but I'll take a look at that too.
I am seeing this as well. I suspect it is a DX11 issue on non-DX11 cards. Once I switched DX11 on I started seeing some black (no texture) patches on my ships. DS9 is full of these patches, most notably on the floor leading to the bank.
I am seeing this as well. I suspect it is a DX11 issue on non-DX11 cards. Once I switched DX11 on I started seeing some black (no texture) patches on my ships. DS9 is full of these patches, most notably on the floor leading to the bank.
That part seems to be fixed (the DS9 corridor textures leading to the bank and shipyard), at least on Tribble. I would expect that the changes we're seeing on Tribble now will be pushed to Holodeck on Thursday for the Anniversary event.
I did a bunch of work on DS9's promenade. 90% of it is stuff that you guys should never see, including the wheelchair ramps. I'll try and get those fixed.
Not sure what's going on with the floor, (again, I haven't spent much time on DS9 so I figured that's what it was supposed to look like!) but I'll see if I can lose the new texture.
As for lighting, that was barely touched. I pretty much just grouped it up to make it easier to handle in the future. Shouldn't have changed any shadow settings, but I'll take a look at that too.
I thought the new copper texture patches on the floors looked good! I'm just missing the shadows from the flags and banners. Also, I didn't notice any stair-ramps on the Promenade, just in OPS.
I need to go back and check, but I assume that the corridor lights (in the corridors leading to the bank and shipyard) are fixed so you can't stand on the invisible light beams projecting out on the side any more (as one of those things "we're not supposed to see").
I did a bunch of work on DS9's promenade. 90% of it is stuff that you guys should never see, including the wheelchair ramps. I'll try and get those fixed.
Not sure what's going on with the floor, (again, I haven't spent much time on DS9 so I figured that's what it was supposed to look like!) but I'll see if I can lose the new texture.
As for lighting, that was barely touched. I pretty much just grouped it up to make it easier to handle in the future. Shouldn't have changed any shadow settings, but I'll take a look at that too.
Check your settings, I'm definitely seeing shadows from banners in my game (work game, not tribble) Should be the same though.
Floor textures are fixed on my end (not sure how I did that )
The Ops stairs look fine on my end, maybe Tribble only got some of my changes? I'll wait til next build to see if this persists.
The light rays in hallways shouldn't have collision already on Tribble, is anyone seeing otherwise?
ummm here is a novel idea.... instead of waiting, get in the game and check it yourself? :rolleyes:
that is one of the problems, you all check your internal, which does not match tribble, which does not match the Live Holodeck... ELSE things would not Break as much as they do...
yet, as a client, why do I have to state this so much to a group who I pay to be their client....
yeah I need to ask myself if I am wasting my time, and start voting with my wallet.
ummm here is a novel idea.... instead of waiting, get in the game and check it yourself? :rolleyes:
that is one of the problems, you all check your internal, which does not match tribble, which does not match the Live Holodeck... ELSE things would not Break as much as they do...
yet, as a client, why do I have to state this so much to a group who I pay to be their client....
yeah I need to ask myself if I am wasting my time, and start voting with my wallet.
thanks.
He knows it's broken on Tribble now. He has to wait until another Tribble build is made before he knows if it is fixed.
Zero - is there any chance that the UI team could look at adding some code to the Skills Detail UI popup to keep it in the last place it was active?
I notice that after adjusting the scale of my UI to ANYTHING below the default of 1.0 scale, that this UI element resets to a very annoying position which progressively gets more and more ON the skills pane and covering skills. Currently I am using scale 0.85.
Usually causing one to move it. You can click on other skills to update the skills detail ui element's content (and it will stay in the place you moved it) but if you close it and click on a skill in the skills UI pane then this smaller UI element will reset again.
The image below shows the position the window element resets to after you close it. This is it's starting position at 0.85 scale. It will move more to the right as I increase the scale back to 1.0 and it will keep going right as I increase past 1.0.
It would be nice if it remained positioned in the same place (to the top side of the skills UI window) no mater what the scale was.
Comments
Just a suggestion... instead of nerfing the shield, how about buffing the other shields?
god no, each shield already has like 5 modifiers, + extra effects. bring them all down to 3 modifiers + extra effects, god items are BAD
This should help greatly with STFs when someone hasn't made a remodulator yet. You still need to put some sort of notice in the STF text or similar that you need a remodulator since event vets don't always know what a remodulator is.
http://forums.startrekonline.com/showthread.php?p=3982619#post3982619
http://forums.startrekonline.com/showthread.php?p=3982615#post3982615
EDIT: I see the issue now, default size is two levels high but in the UI it defaults to one level high, stretch it out to two levels high, bar works normally again.
HOLY TRIBBLE!!!!!!!! I will happily fly out there from the east coast and buy every single one of you involved in this a round of beer.
First thing is the last column on the right of inventory is not showing and not accessable.
As for the birds of prey for carrier I did see one improvement when they are near an enemy they will stop facing each other and attack for a few seconds but then they go back on their cloak and circling of the enemy. It still has those 3 major problems of not going after a target when they are commanded too, decloaking and killing the target, and still won't attack anything large or any type of object.
We actually have a potential fix for this bug already, but it didn't make it in quick enough for me to get it in a build for you all. There will likely be another push to Tribble tomorrow to address this (and some other) stuff.
Well huzzah! The corridors in DS9 have had their black patches fixed! (Holodeck / Tribble)
However, I'm still seeing black patches in the TOS interior and the Hephastus shuttle bay
Also, it looks like DS9's floors got some new metallic copper textures, but missing the shadows from the flags/banners which may or may not be due to some changed lighting (Holodeck / Tribble ; better shot of the copper textures)
Also it looks like DS9's OPS is now wheelchair-accesible, although I'm not sure that's an improvement... or intended... (Holodeck / Tribble)
And the new keybind UI looks nifty... although it doesn't display key combinations (Ctrl+Space to fire torpedoes, etc.)... Not too sure how much of an issue that is though.
So much love.
Where did you get that first line from? I don't see it in the original.
Edit: Bleh, nvm, I found it...but please quote with an ellipsis if you left out something inbetween.
http://images.wikia.com/memoryalpha/en/images/d/dd/DS9Promenade2375.jpg
Looks like they are making the floor a little closer to canon. I still wish they'd adjust the height and scale of things though.
http://drexfiles.files.wordpress.com/2010/03/untitled-21.jpg
Really not sure why they'd do that. The stairs are canon and I don't the ramps look all that good. You're saying the ramps are on tribble now?
this is only really happening when their are the most number of rows. if you stretch the window out to make more columns, the edge can be adjusted to make the black space go away.
2) this is both holodeck and tribble. At the bottom of the BO skill window it say skill points spent on this officer but its just slightly out of the window. it needs to be slightly higher.
3) I have only check this on holodeck but i was doing the m'rade system patrol and in the distance is a planet. it seems translucent as i could see the stars through it. as i get close circles start appearing in the centre and moves out to fill the planet. this happen a couple of times and the planet appears more solid as you get close.
I'm assuming that is a bug, look how the mesh and textures are stretched.
(Oh, and fix the texture blocks on my deep space science ship too, I bought it after the textures got screwey so I don't actually know what it really looks like, lol)
Then I thought, "Oh, yeah, transporters. 'P'Takh, I forgot to bring a remodulator. Beam me down one, will you? And throw in a couple dozen more small shield charges. Jenkins is going through them like candy corn. Again.' "
Yes, it's on TRIBBLE, not on HOLODECK (hence the comparison pictures). Also, the "stretchiness" is why I said I don't think it's intended.
I did a bunch of work on DS9's promenade. 90% of it is stuff that you guys should never see, including the wheelchair ramps. I'll try and get those fixed.
Not sure what's going on with the floor, (again, I haven't spent much time on DS9 so I figured that's what it was supposed to look like!) but I'll see if I can lose the new texture.
As for lighting, that was barely touched. I pretty much just grouped it up to make it easier to handle in the future. Shouldn't have changed any shadow settings, but I'll take a look at that too.
I am seeing this as well. I suspect it is a DX11 issue on non-DX11 cards. Once I switched DX11 on I started seeing some black (no texture) patches on my ships. DS9 is full of these patches, most notably on the floor leading to the bank.
That part seems to be fixed (the DS9 corridor textures leading to the bank and shipyard), at least on Tribble. I would expect that the changes we're seeing on Tribble now will be pushed to Holodeck on Thursday for the Anniversary event.
I thought the new copper texture patches on the floors looked good! I'm just missing the shadows from the flags and banners. Also, I didn't notice any stair-ramps on the Promenade, just in OPS.
I need to go back and check, but I assume that the corridor lights (in the corridors leading to the bank and shipyard) are fixed so you can't stand on the invisible light beams projecting out on the side any more (as one of those things "we're not supposed to see").
Thanks Tumerboy
Floor textures are fixed on my end (not sure how I did that )
The Ops stairs look fine on my end, maybe Tribble only got some of my changes? I'll wait til next build to see if this persists.
The light rays in hallways shouldn't have collision already on Tribble, is anyone seeing otherwise?
ummm here is a novel idea.... instead of waiting, get in the game and check it yourself? :rolleyes:
that is one of the problems, you all check your internal, which does not match tribble, which does not match the Live Holodeck... ELSE things would not Break as much as they do...
yet, as a client, why do I have to state this so much to a group who I pay to be their client....
yeah I need to ask myself if I am wasting my time, and start voting with my wallet.
thanks.
He knows it's broken on Tribble now. He has to wait until another Tribble build is made before he knows if it is fixed.
I notice that after adjusting the scale of my UI to ANYTHING below the default of 1.0 scale, that this UI element resets to a very annoying position which progressively gets more and more ON the skills pane and covering skills. Currently I am using scale 0.85.
Usually causing one to move it. You can click on other skills to update the skills detail ui element's content (and it will stay in the place you moved it) but if you close it and click on a skill in the skills UI pane then this smaller UI element will reset again.
The image below shows the position the window element resets to after you close it. This is it's starting position at 0.85 scale. It will move more to the right as I increase the scale back to 1.0 and it will keep going right as I increase past 1.0.
It would be nice if it remained positioned in the same place (to the top side of the skills UI window) no mater what the scale was.
Thank you.
http://i.imgur.com/jhhce.png