We will be bringing the Tribble server down for extended maintenance to apply a new update.
ST.17.20120216a.1
General:
Updated the lighting on K-7 and made some general optimization improvements.
Updated Starbase 39:
Made some general optimization improvements.
Added more signs.
Updated the lighting.
Master Keys will no longer go into the Overflow bag when trading them with other players.
Resolved an issue where some players got a Starship item in their inventory.
This will no longer occur, but it will not do anything to change the players that have this item.
The rare players that find an item marked "Starship" in their inventory or Overflow Bag, should please submit a ticket to Customer Service.
Increased the FX speed for Scramble Sensors.
Updated Kuvah'magh:
Corrected injured text for wounded colonists on Regulus IV.
Resolved an issue that could cause Miral Paris to disappear if she was stuck too far away from the player.
Added specific individual map waypoints for each spatial charge on the map.
General updates to graphics code to resolve some client crashes.
Updated Second Wave so all powers should work during the fight on DS9.
Duty Officers:
Replaced some missing Starfleet Colonist portraits.
Added duty officer assignments using data samples as inputs.
Adjusted CXP rewards for DS9 assignments rewarding multiple CXP types to favor the category of the assignment.
Increased Radiation proc damage for ultra-rare Gravimetric Scientist duty officer active roster power.
Reduced proc chance for ultra-rare Energy Weapons duty officer active roster power that has a small chance to remove an enemy's buffs.
Updated a rare situation where an assignment granting an Alien bridge officer granted an Andorian instead.
Improved rewards for duty officer assignment "Host Multicultural Religious Symposium".
Added failure outcome chance to Colonial Emergency Supply assignments in order to avoid unintuitive slotting behavior.
Don't worry, the chance is pretty small.
Adjusted and applied some fixes to several of the "Sabotage X" duty officer assignments.
Systems:
Updated Devidians Captains to make them a little less beefy.
Updated the tooltip for Directed Energy Modulation to correctly reflect bleed through damage for all energy types.
The amount of damage dealt by Directed Energy Modulation is ~100%-200% what is displayed on its tooltip, depending on variables that include your level and your distance from the target.
Updated the wording of a loading screen tip relating to Auxiliary Power which referenced deprecated information.
Photonic Displacement ships will now use facing pitch and roll when the power is used.
All variants of Science Vessels have been updated so the escape pods are properly hidden when using Photonic Displacement.
Jem'Hadar Weapons are no longer Unique, but you may only equip one on your captain at a time.
This restriction does not apply to your Away Team.
Tyken's Rift can no longer be destroyed by AoE abilities.
UI:
Space tray modes 3 and 4 have been swapped.
Mode 3 is now three rows with weapon tray and bridge officer tray.
Mode 4 is now the three row tray with the weapon tray hidden and the bridge officer tray hidden.
Default keybinds have been updated to default bind numpad 9 and numpad 0 to the 9 and 10 slots.
The Hide Tray Tooltips toggle option now functions as expected.
The fleet rank of online players now displays correctly.
The points spent on a bridge officer are no longer placed outside the window.
Almost a week now and still noo fixes for "Second Wave". When are engineers going to be able to use all of our powers such as turrents, mines, and cover shields?
Almost a week now and still noo fixes for "Second Wave". When are engineers going to be able to use all of our powers such as turrents, mines, and cover shields?
The fix is in there. I've updated the patch notes to make that clear.
I like the changes to both stations thank you for the update I'm guessing the doors on K7 will be resized when more time is available but I love that u don't have to run around to get to the door very nice
"Updated Devidians Captains to make them a little less beefy."
Wow nerfing Deveidan captains. Brilliant, i'll just kill a few more braincells so I can dumb down further to play the game...
Seriously stop Nerfing things, we ain't cute cuddly kittens needing coddled, the captains were fine, leave us some challenge other then Elite STF's please....
"Updated Devidians Captains to make them a little less beefy."
Wow nerfing Deveidan captains. Brilliant, i'll just kill a few more braincells so I can dumb down further to play the game...
Seriously stop Nerfing things, we ain't cute cuddly kittens needing coddled, the captains were fine, leave us some challenge other then Elite STF's please....
But the captains I found were too hard, I'm happy with this change.
I've never found them too hard (Not saying you haven't), even the Shrouded Phantasm in Night of the Comet, but too much is being nerfed in this game and it's driving me mad...
The new chain UI is well designed and very useful, but I don't particularly like the addition of (1 / 2) to the end of assignment names for chain assignments. A small icon to indicate it is part of an assignment chain might be nice (a few links of a chain?), but to me the addition of numbers to the end of the assignment name seems clunky and immersion-weakening.
Updated Second Wave so all powers should work during the fight on DS9.
Thank you very much!f
Any chance you could do this for the Star Fleet Academy (and possibly KDF version) so that we can use our turrets there as well? Yes, we can kill the holograms, but it's not fun having abilities disabled.
The "police" duff assignment in "Second Wave" still needs TACTICAL officers, butt the success criteria is SECURITY OFFICER ... quite hard to get a full success chance on that assignment.
either my download didnt get the update to starbase 39 or it was not included in this update to tribble but the starbase still looks the same to me with the old signs and lamps out in the middle of the place with lamps floating in the air on the second floor of the first room.
I'd like to know when teaming for the latest FE will be fixed. It has been broken since day one of this FE release for the missions associated with the current FE. Can we also have the option to skip the boring cutscenes pleae?
I'd like to know when teaming for the latest FE will be fixed. It has been broken since day one of this FE release for the missions associated with the current FE. Can we also have the option to skip the boring cutscenes pleae?
They are fun to watch the first 50 times but after that it gets kind of repulsive I do think though that orions need to teach loris how to dress since her clothing is out of style being she is out of time by about 30-40 years
They are fun to watch the first 50 times but after that it gets kind of repulsive I do think though that orions need to teach loris how to dress since her clothing is out of style being she is out of time by about 30-40 years
no offense but.... dude, quit making stuff for the cstore and update the foundry already..
honestly, I love the direction you guys are taking the game in, other than the fact the foundry has basically been out for ages but has just gotten the shaft time and time again it seems, SO limited.
To boot, fleet bugs/content SUCKS, ignoring the portion of the game that keeps players around even when the game mechanics get realllllllllllly boring (after about 1 mo. ), and its just being shuved aside til season 6...?
The same fleet issues are still present that were here when I stopped playing (over a year ago) and they havent even been touched, not even a tiny bit of love, so for over a year, these bugs have just been ignored.
To boot, Ive gotten very insulting replies from support regarding them, that in more or less words just say
"sucks to be you, enjoy the bugs, we ain't doin sh**"
I looooooove STO< but get to the bugs that really matter before you release another random outfit or ship in the cstore.... erg
Comments
The fix is in there. I've updated the patch notes to make that clear.
Win consoles still desperately need a balance patch.
Wow nerfing Deveidan captains. Brilliant, i'll just kill a few more braincells so I can dumb down further to play the game...
Seriously stop Nerfing things, we ain't cute cuddly kittens needing coddled, the captains were fine, leave us some challenge other then Elite STF's please....
But the captains I found were too hard, I'm happy with this change.
Thank you very much!f
Any chance you could do this for the Star Fleet Academy (and possibly KDF version) so that we can use our turrets there as well? Yes, we can kill the holograms, but it's not fun having abilities disabled.
-Forjo
They are fun to watch the first 50 times but after that it gets kind of repulsive
1 Say horray for the relief on bankink slots/space!
2 I concur that they werent that hard and just difficult - but this being said by an old player who could equip his crew with marks and such.
3 About time! ;o)
4 One of the fastest community-wish-based changes outside of the doff area! *g*
5 Now ... why? *curious*
6 Will it affect current setups? Just to not wake the dragon ...
Really?! I'm more than sick of them after a few!
honestly, I love the direction you guys are taking the game in, other than the fact the foundry has basically been out for ages but has just gotten the shaft time and time again it seems, SO limited.
To boot, fleet bugs/content SUCKS, ignoring the portion of the game that keeps players around even when the game mechanics get realllllllllllly boring (after about 1 mo. ), and its just being shuved aside til season 6...?
The same fleet issues are still present that were here when I stopped playing (over a year ago) and they havent even been touched, not even a tiny bit of love, so for over a year, these bugs have just been ignored.
To boot, Ive gotten very insulting replies from support regarding them, that in more or less words just say
"sucks to be you, enjoy the bugs, we ain't doin sh**"
I looooooove STO< but get to the bugs that really matter before you release another random outfit or ship in the cstore.... erg
please