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TRIBBLE Maintenance and Release Notes - April 16, 2012

SystemSystem Member, NoReporting Posts: 178,019 Arc User
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.17.20120413a.2

General:
  • Foundry: Updated the Dominion Ground Captain template so Changelings once again spawn if you call a Dominion Captain.
  • It's now possible to search for Foundry missions that have been tagged Spanish and Italian.
  • The Mugato combat pet is no longer partially invisible.
  • The Gold Ferengi Lock Box is now Bind on Pickup.
  • Significantly improved the odds of getting rarer color variants of the Jackal Mastiff Pups.
  • Updated the descriptions for the Lobi Crystal Store costumes to indicate which players/factions can use the items.
  • Updated the audio for Photonic Fleet.
  • Added activation audio for the Friends in High Places power.
  • Added more French and German translations.
  • All warp powers are disabled on all queue maps.
  • The NX-01’s Grappler console now has a unique item icon.
  • Federation Ferengi outfit packs can no longer be opened by KDF characters.

Duty Officers:
  • Added a missing trait to the Duty Officer rewarded in "Hearts and Minds."
    • This should automatically update for people who have the Duty Officer.
    • Also clarified a line of text on its active roster power.
  • Updated Duty Officer outputs for Personnel Officer contacts in the Academies such that for the Reassignment assignments where one turns in five officers of one quality for one of the next higher quality there is now a 1 in 3 chance of the resulting Duty Officer having Resolve.
    • Species that can have Resolve via this method include: Andorians, Vulcans, Tellarites, Humans, Orions, Gorn, Nausicaans and Klingons.
  • Updated the rigging of "Negotiate Prisoner Exchange" including:
    • Expanded the list of sector maps where these assignments can appear.
    • Adjusted the odds.
    • Reduced KDF version's assignment duration to match Federation duration.
      • They were different before due to other assignment frequency and distribution reasons that otherwise made the KDF version more common.
        • Now that these have been removed, this needed to be adjusted.
    • Adjusted trait benefits.
    • Changed Failure outcome to now returns no officer, but also does not consume the slotted prisoner.
      • Note that the Disaster outcome remains with you losing the prisoner and not returning an officer.
    • When the assignment outcome awards a Duty Officer in exchange, the Duty Officer has a small chance of having Resolve.
      • Species that can have Resolve via this method include: Andorians, Vulcans, Tellarites, Humans, Orions, Gorn, Nausicaans and Klingons.
  • The personal food "Ferasan Chag Grass" obtainable via the "Biomedical Investigations" assignment end-chain repeatable for "Ferasan Nepeta Leaves" now provides a small Critical Chance buff.
  • The personal drink "Dosi Rotgut" primarily obtainable via the "Biomedical Investigations" assignment end-chain repeatable for "Tulaberries" now provides a small Critical Severity buff.
  • Resolved blank icon for third slot of "Test Anesthetic" Duty Officer assignment.
  • Updated "Deliver Federation Criminal" KDF assignments so that on critical outcomes each House will offer a good random item gift.
    • Removed Skill Points and Bridge Officer Points on critical results to compensate.
  • Damage Control Duty Officer active power description text updated to be consistent with the functionality.
  • Purchase Poloron Turret assignment now properly gives Poloron Turrets rather than Phaser Turrets.
  • Increased the frequency of Very Rare assignments.
  • Reduced the frequency of certain common Colonial assignments, specifically the first three steps in the various Colonial chains.
    • Note that this updated frequency is still quite high, it simply means the first three assignments won't be available 99.9% of the time, as was previously the case.
  • Tosk ulta-rare Duty Officer now has the Shroud trait.
  • Gamma Quadrant Asylum assignments now exist for the Cardassians, Bajorans, Ferasans, Dosi, Wadi, Paradans and Karemma species.
    • All of these assignments are Very Rare in frequency.
  • Authorize Shuttle to Return with Gagh assignment now returns with gagh.
    • The assignment also had its outcome rigging updated and numerical rewards increased.
  • Emergency Hologram Experimental assignments had a number of adjustments, fixes and updates applied to them.
  • Removed some stray Winter Even assignments that had slipped through the previous pass of removal.
  • Reduced the frequency of some excessively appearing bridge officer recruitment assignments.
  • Updated most Caitian Duty Officers with additional traits.
  • Improved available assignments from Deep Space 9/Ferengi Marauder ship Duty Officer assignment contact.
  • Repeatable Officer Exchange assignments moved from Rare frequency to Uncommon frequency.
    • These assignments have had their numerical rewards adjusted to be in line with their new frequency.
  • Reduced casualty rates for Secure Federation Trade Routes to Front Lines assignment.
  • Resolved an issue with bad outcome chances for Treat for Severe Lacerations and several similar assignments.
    • The "Failure" and "Disaster" chances are no longer mistakenly transposed.
  • Deep Space Nine bundle Duty Officers may no longer be used in Personnel Officer contact Duty Officer reassignments.
  • Resolved some grammatical text issues with Attend Nausicaan Promotion Ceremony outcome displays.
  • Added appropriate red warning text to Grant Passage assignment.
  • Clarified faction allegiance text description of Ferengi Duty Officers from new lockbox.
    • While the correct allegiance was appearing, when the unpacked items were put on the exchange the description text was not explicit enough in describing the allegiance leading some people to mistakenly buy Ferengi Duty Officers of the opposite allegiance.
  • Modified the various artifact hunting assignments including "Recover Artifacts from...", "Collect Artifacts from...", "Salvage Artifacts from...", "Study Ruins on..." among others.
    • If you have completed the first step of the Children's Toys assignment chain to fabricate a Mark XII console, these assignments on a critical outcome will sometimes award the Strange Artifact needed to construct a Mark XII console.
    • Exploration CXP has also been increased for these artifact/ruin assignments.

Missions:
  • Made the U.S.S. Kirk consistently an Exeter-class cruiser, NCC-91277, in Diplomatic Orders and City on the Edge of Never.
  • The NPCs in City on the Edge of Never are no longer typing on non-existent consoles.
  • Updated Frozen to resolve issues with the cutscenes.
  • The spawned NPCs in the Starfleet Academy event will no longer attack the vendors.
  • Construction explosives in "Boldly They Rode" act 3, Intruder, are no longer present unless the player fetches them earlier in the mission.
  • Updated Saturday's Child:
    • The Sky Demon is now no longer player-targetable until the prior mission step is completed.
      • This prevents possibility of becoming stuck during mission by doing steps out of order.
    • Replaced a missing period in one line of dialog.
    • Added waypoints for the final space battles.
    • When the mission is completed, mission tracker in sector space will now read "Hail Starfleet" instead of "Depart System."

STFs:
  • All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.
    • The time stack will clear after 3 minutes of play without a death.
  • Mission completion loot bags on Space STFs will now spawn at the player’s position on the map, instead of central location on the map.
  • The drop rate for Mark XII Borg Tech has been increased.
  • Khitomer Accord Ground:
    • Players must now clear the majority of the the upper levels of the underground facility before they can proceed deeper into the base.
    • The Optional Objective timer starts after leaving the first room.
  • The Borg transwarp gates in the STFs are no longer immune to carrier pets.
    • The pets will now properly attack the transformers.
  • STF Borg:
    • Slightly reduced damage output of all classes of STF Borg.
    • Cubes and Tactical Cubes saw a slightly greater reduction, percentage-wise.
Post edited by Unknown User on
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Comments

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Systems:
    • Updates to support craft/fighter behavior:
      • Birds of Prey from Vo'quv carriers should tend to circle about until they are facing opponents while cloaked.
        • This way they can make attack runs with their forward cannons.
      • Combat support craft have better detection of when there are no enemies left and will return to their owner immediately.
        • This will help to keep separated saucers, fighters, and other support craft from hanging around next to warp core breaches at the end of a battle.
      • Resolved an issue that was impacting the ability of To'duj fighters to receive carrier commands.
      • Scorpion fighters will now accept carrier commands, and will join formation flying with other fighters from a carrier.
      • Space pets of all kinds should have much less trouble with falling behind the player, and even if left behind, should catch up now instead of falling further behind.
      • Prometheus MVAM components will now follow in formation.
      • Resolved an issue with formation spacing when companion small craft were very close.
      • Birds-of-Prey carried in launch bays should be more likely to use their dual cannons now.
    • Fast pets with slow owners, for example Birds-of-Prey with a Vo'quv, are no longer capped to a low speed after going into Follow mode.
      • This means they’ll no longer continue to be slow even when switched to Attack mode.
    • Slightly reduced the damage output of all Dreadnought-class NPC ships, game-wide.
    • The Tellarite ground trait, Pig Headed, has been updated to reflect its description and now works on the ground only.
    • Updated Target Subsystems: Shields, all ranks
      • Updated magnitude of Shield Drain and Shield Energy Drain on Dual Beam arrays to match Single Beam arrays in functionality.
      • Rank 3 of these powers no longer causes them to heal shields instead of damaging them.
    • Added an HP buff to Horta combat pets to compensate for the fact that they do not have shields.
    • The tooltip for Cardiopulmonary Respiration should now clearly indicate that the revived target comes back with 25% Health.
    • The Ketracel timer UI no longer stops counting down after a certain amount of time.
      • The actual timer always worked properly, but the UI will no longer fail to update with the correct time.
    • Reverse Shield Polarity Damage Trigger tooltip no longer reports an incorrect magnitude.
    • Viral Matrix has had its duration improved.
      • A small amount of this increase in duration is on the base duration, but most of it is from application of the associated skill.
    • Corrected spelling of hanger item "Tachyon Drone".

    UI:
    • Team portraits should now correctly always appear in space.
    • Updated the exchange:
      • Resolved several issues with looking at Duty Officer details.
      • The Energy Credits price input will now display the value with separators.
        • E.g. 10,000,000
    • Added a Queue button to the calendar if the event has a linked queue.
    • Private Queue owners can now kick members in large group queues
    • Duty Officer completed assignment outcomes should no longer be drawn outside of the row.
    • Updated the calendar UI so it now scales properly when the window is resized.
    • When loading a previously saved ship costume from the ship tailor, the changes made no longer revert back to the default costume.
    • The Cancel button once again correctly closes the window to which it belongs.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Does this mean the Foundry publishing bug is fixed?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Does this mean the Foundry publishing bug is fixed?

    Not in this build. Should be in my next Tribble update though, assuming the code revision I got actually resolves the issue. :)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Systems:
    • Slightly reduced the damage output of all Dreadnought-class ships, game-wide.

    Ahem, so... player Dreadnoughts too?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Not in this build. Should be in my next Tribble update though, assuming the code revision I got actually resolves the issue. :)

    wheres the pvp stuff that was mention over in the pvp forums? is it not on this build?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Ahem, so... player Dreadnoughts too?

    of course not, just npcs in that npc catagory

    all the changes are good, hope the elite stfs cause less 1 shots you cant prevent, they happen all the time currently, not just the high yield torps, invisible or otherwise.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Ahem, so... player Dreadnoughts too?

    Haha nope, just NPCs. (I edited my patch note to reflect that.) :)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The Energy Credits price input will now display the value with separators.
    E.g. 10,000,000

    OMG! I never thought I would see the day :)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Ahem, so... player Dreadnoughts too?

    Cryptic may call it a "Galaxy Dreadnought", but it's just a refitted Galaxy Class in another "costume".

    In other games, it's known as the Galaxy-X.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    ANy chance of getting the ready room door fixed on the fancy new Oddy bridge?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Why are you guys adding a respawn timer to STFs and updating Khitomer Accord Ground?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Haha nope, just NPCs. (I edited my patch note to reflect that.) :)

    Thank you :)
    Game-wide was pretty... absolute :D
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Authorize Shuttle to Return with Gagh assignment now returns with gagh.

    ^^ best quality-of-life improvement right there
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Holy Buggy build Batman.....

    first big bug...opening your friends list crashes the client...so I didn't even have a chance to file bug reports ont he rest of it

    Bug #1 - Cannot change costume that toon is wearing.
    Bug#2 - Whole room aggro in KA ground has been re-introduced
    Bug 3? - I seemed to be chain rooted a lot more often than usual in KA ground and hypos did not clear the root.

    and I didn't get a chance to test more...because the client crashed


    BTW...optional is still possible every time in KA Ground....did it first try...killing all elites with 3.5 minutes to spare!
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Nothing for power siphon drones? I know it's mostly a PvP issue but all systems at 0 power with Nadion Inversion active and full points in power insulators is just ridiculous. We have multiple carriers per match running doff-enhanced siphon drone spam now. Even most tac FAW cruisers can't kill one carrier's worth of drones fast enough to keep them under control (much less four carriers running drones in both hangar bays).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Hate the STF changes. But it's not like any of the DEVs are going to listen anyway, so whatever...
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Why are you guys adding a respawn timer to STFs and updating Khitomer Accord Ground?

    Because it's so bloody easy to do that STF that literally EVERYONE is doing that one over and over to farm. I spam chat for any other elite and I have to wait for someone to actually bite. i toss up KAGE and 50,000 people reply. Because no one wants to actually work at an STF. Fortunately, it looks like KAGE will finally be on par with the other STFs. :D
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    jam062307 wrote: »
    Holy Buggy build Batman.....

    first big bug...opening your friends list crashes the client...so I didn't even have a chance to file bug reports ont he rest of it

    Bug #1 - Cannot change costume that toon is wearing.
    Bug#2 - Whole room aggro in KA ground has been re-introduced
    Bug 3? - I seemed to be chain rooted a lot more often than usual in KA ground and hypos did not clear the root.

    and I didn't get a chance to test more...because the client crashed


    BTW...optional is still possible every time in KA Ground....did it first try...killing all elites with 3.5 minutes to spare!



    Yup. When opening social/friends list -> crash/CTD.

    Critical bug, if you ask me.

    edit
    crash also occurs when attempting to challege somebody
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    :•All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.

    Are you SERIOUS? :eek:

    Talk about punishing escort players, especially BoP players.

    •Khitomer Accord Ground: ◦Players must now clear the majority of the the upper levels of the underground facility before they can proceed deeper into the base.
    ◦The Optional Objective timer starts after leaving the first room.

    WHAT!? :eek:
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Hate the STF changes. But it's not like any of the DEVs are going to listen anyway, so whatever...

    lol... exactly... they just reek of "bitter dev not happy with PUGs running his missions successfully" so gotta do something to make sure they are only being done by people who play the game "the right way."

    So now when a good player ends up in a bad pug, there's even more reason to just bail. No point in trying to work through it giving the people a chance to maybe learn... just frustrate the team to the point where they give up.

    Maybe they are prepping an "insta-respawn" consumable and this is just one way to make sure there's a market for it. Coming soon to a lock box near you!

    Hopefully this is just a very late april fools joke...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    LOL. I totally didn't think about an insta-respawn consumable! I'm sure it will "only" be 500 loci crystals each!

    And I"m assuming the death penalty includes "Normal" as well as "Elite" runs, too, correct? Since the patch notes don't make any distinction? Oh, man, noobs are going to be ripped to shred after the patch goes live. Nobody is going to want to play with them!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Couriously, with the pets not attacking the gates bug, now supposiblly been fixed, Does that include Photonic Fleet from the Science Captain's ability will attack the generators/gates/probes?
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    eeb3 wrote: »
    Couriously, with the pets not attacking the gates bug, now supposiblly been fixed, Does that include Photonic Fleet from the Science Captain's ability will attack the generators/gates/probes?

    Aren't the PF pets still one-shot for Gates?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012

    •When loading a previously saved ship costume from the ship tailor, the changes made no longer revert back to the default costume.


    Could You please also have Them look at the FORMAL WEAR Tailor Option... ? ...

    The Female Toon I've created a lovely formal outfit for..., reverts back to a weird looking regular duty uniform when ever I go in to alter an aspect of her appearance...

    So I have to re-create the complete outfit all over again, each time.
    <grumble>
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012

    STFs:

    [*]Mission completion loot bags on Space STFs will now spawn at the player’s position on the map, instead of central location on the map.

    Any chance of replacing the "Leave Now" in KAGE with a "don't forget to pick up your loot" like CSE has ?
    [*]The drop rate for Mark XII Borg Tech has been increased.

    Thank you ! :)
    [*]Khitomer Accord Ground:
    • Players must now clear the majority of the the upper levels of the underground facility before they can proceed deeper into the base.

    This bit is a little unclear ... -- there are two ramps (left/right) once you leave the first room , do we need to clear them both ?
    [*]The Borg transwarp gates in the STFs are no longer immune to carrier pets.

    Does this include MVAM "pets" ?
    Because if it does not , then it should . :)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    a real death penalty would be like 10 of those ship injuries every time you die, 1 healing once a minute. give people so many injuries its completely unfeasible to heal them all with parts. making us wait for a count down to end is stupid, we just have to sit there and watch it count down for up to 2 minutes? every second we have to wait is a boredom/rage multiplier, growing every second.
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Yup. When opening social/friends list -> crash/CTD.

    Critical bug, if you ask me.

    edit
    crash also occurs when attempting to challege somebody

    The Challenge button one I knew about, but not the other. Thanks for reporting this! :)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    STFs:
    All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.

    Just a quick and simple question that I'm sure you'll have no trouble answering: how will this improve a player's STF experience?

    Thanks. ;)
  • Options
    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The drop rate for Mark XII Borg Tech has been increased.

    *put's on best old man voice* Now back in 'my' day...


    :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    It´s Polaron, not Poloron.... :p
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