We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120720b.1
General:
Resolved an issue which prevented players from accumulating multiple injuries.
Exposed the true identity of Lieutenant Marrien's doppelganger on Starbase 39.
The phony Marrien's name has been changed.
Updated the audio in Starfleet Academy to fill in silent areas.
Updated the sound effects for the Tholian ground set.
The Galaxy X can now use the veteran ship material.
Resolved an issue that occasionally caused audio dropouts.
The Type 8 shuttle has been to the shipyard and been improved visually.
Players can no longer force Mek out of his chair.
Added several new Officer of the Watch missions.
Updated the signage for the Admin office turbolift on K-7.
The button text for the DS9 bank terminal has been updated to indicate it works for both Federation and KDF players.
Party popper FX no longer originate from a player's back when weapon are holstered there.
Set piece shield materials should now show up on all costume parts.
All Fire Suppression items are now in the left hand and you can still hold your main weapon in the right.
Updated the Foundry so the Draguas is no longer invisible.
Added new unholster animations for Batleth, Lirpa, and swords.
Missions:
The console for Klingon Lore missions has been reactivated.
War Games: The bridge now displays properly on the map and minimap.
Spin the Wheel: Using the Beam to Ship/Abort button will now correctly progress the mission.
Hide and Seek: Increased the distance from which the player can scan the Enormous Asteroid.
Tear of the Prophet:
Updated dialogs so that entering combat will no longer prevent reading them.
There is now only one waypoint for Go to Cardassia Prime.
Using the transwarp to this mission now correctly puts the player outside Cardassia.
The mission window for Surly Secrets now includes an NPC portrait.
Friends in High Places: Updated the button text for the Chief Engineering Officer.
Rescuing Redshirts: Updated the mission text and object names.
Colony invasion: Dying colonists will now fade out properly after they expire.
This also resolves the issue with being able to rescue 4/3 colonists or more.
Tholian Invasion:
Updated location of the Tholian Technology report in the interior medium area that was previously hidden.
The acid pools will no longer hurt Tholians.
The Vault: The Material Analysis button during the Engineering sub-mission of Picking the Lock, will remain interactable after non- Engineers use it.
The Plesh Brek frigates in the Breen patrol mission will now spawn at the appropriate level.
Collateral Damage: added and updated waypoints for the Safe Passage sub-mission.
Asset Recovery: Added and updated waypoints for the Viral Solution sub-mission.
The New Link: NPC ships will no longer try to fly through rocks.
Tutorial: Updated the text for the Vega space area to match mission objectives.
Ghost Ship: Moved player starting location so the Warwick and enemy groups are further away.
Stop the Signal: Added waypoints for spatial charges.
Mine Enemy: The dialog with Madran can be reopened if it shuts because the player enters combat.
Under the Cover of Night: T'Par's freighter can now be scanned while the player is still moving.
Defera Borg Invasion:
Reunited a pair of Assimilated Priests that had been separated.
Interacting with Fabricating Turrets is no longer interrupted by taking damage.
Patched some holes in the ground that allowed Borg to fall through.
Minefield: The Rubidinum asteroids are now quicker to be destroyed.
Project Nightingale: Updated the player starting location so it's no longer possible to spawn inside a satellite.
Facility 4028: Lethean Prisoner is now slightly more resistant to physical attacks, as intended.
Systems:
Updated the Tholian Set:
Tholian Ground Set 2 piece bonus can now be charged up by "Environmental" energy sources as well as Energy Weapons.
This includes Radiation, Toxic, Cold and Fire damage.
Tholian Ground Set 2 piece bonus buff now improves all damage, instead of just energy weapons.
Increased the upgraded set's chances of applying a buff from 33% to 50%.
Upgraded visual appearance of Hyper-compressed Cryo Launcher Mk XII.
Resolved an issue in which several ground AoE attacks were missing moving targets.
Ensured Klingon Cruiser NPCs do not launch bionerual warheads before level 40.
The energy drain debuff applied by Nausicaan Energy Leech no longer stacks between multiple entities.
IDIC Tribble: Updated item description to include a brief mention of what each profession-specific buff gives a player.
Updated Remodulators:
All weapon remodulators have had a short description added that will show up in shops, explaining that they overcome Borg adaptation.
High quality remodulators also have additional descriptions showing why they are superior to basic models.
Klingon NPC groups:
The version of Isometric Charge used by NPC ships has been tuned.
Initial hit damage was improved.
First jump damage is unchanged.
Second jump damage has been reduced.
Final jump damage has been significantly reduced.
This also affects Assimilated Klingon ships seen in the STF: "The Cure"
Duty Officer Downgrade assignments will no longer fail to start.
The following abilities should now automatically be added to your power tray when you receive them:
Quantum Slipstream Drive
Fleet Support
Miracle Worker
Engineering Proficiency
Engineering Fleet
Strike Team
Tactical Fleet
Scientific Aptitude
Science Fleet
Tuned the effectiveness of Shield Heal for Federation Fleet weapons, both Space and Ground.
UI:
Added the ability to block Fleet invitations.
This is in the social menu, under Privacy on the Search tab.
When the Mail and Exchange windows are open the inventory will gray out items that cannot be traded.
Mail:
Dragging a stack of items to mail will now prompt query the amount of the stack to mail.
The mail window will now display more detailed mail information when selected.
Mail is now sorted by date from newest to oldest by default.
The mail send button will no longer say that it's only possible to send mail to friends when no recipient has been specified.
The reply button will now only add "Re:" to the subject if the subject doesn't already start with it.
The mail subject will now display as much of the title as possible before truncating additional text.
Exchange:
Resolved an issue that prevented players from searching for Very Rare items.
The exchange price entry will now be cleared when the item is posted or cleared.
The exchange item popup will now include Passenger and Prisoner Duty Officers.
The Exchange will now prevent posting an item for more than the character's energy credit limit
10,000,000 EC for silver characters.
1,000,000,000 EC for gold characters.
Fleet:
Resolved an issue where sometimes the fleet details window would show information on the previously selected fleet
Players can now use their currently worn uniform as a fleet uniform.
The fleet minimum rank level selector will no longer cut off 10.
Chat:
Resolved an issue that prevented escape from being used to cancel chat.
Ultra Rare items linked in chat will now be colored violet.
Keybinds:
Added bindable commands for Set Focus Target, Select Focus Target, and Clear Focus Target.
Default keybinds no longer persist after re-assigning them.
Resolved an issue that prevented the keybind for toggling full impulse from working.
Ship store:
The filters in the Ship Store should now behave correctly.
The Klingon Ship Store now uses the Klingon rank pips.
The rank picker menu in the Ship Store now closes after selecting a rank.
Skill-Based Stats for Space are now also displayed with the ship info.
The status window will now refresh correctly when a Bridge Officer is discharged.
The map change message will no longer occur twice when changing maps.
The Mining minigame will now be titled Crystal Fragment Extraction when collecting crystal fragments instead of Dilithium Ore Extraction.
The outfit popup window no longer disappears immediately if previously used to change outfits.
The Bridge Officer commands added to the power tray will now have a tooltip indicating what the command is.
The Duty Officer UI layout has been improved.
Restored biological and technological distinctiveness to ship names in the ship chooser and character status sidebars.
The sidebars are now wider and resizable.
The throttle will now display "Transwarp 10.00" instead of "Warp 10.00".
Updated the Level 27 Science Commander Space Ability to indicate Scattering Field.
The Beam To Ship button will no longer say "Abort Mission" while on the tutorial map.
The Ship Tailor purchase button will now have a tooltip when you do not have enough Energy Credits or ZEN to purchase the costume change.
The map should no longer use the incorrect icon for some waypoints.
Resolved an issue that could cause the stack count chooser popup to not display the correct item name.
Added tooltips to the back and play buttons on the character selector.
The tooltip on the button for creating a new Klingon character now correctly indicates that the ability to create a Klingon character is unlocked at Level 24.
Resolved an issue with zooming and changing species in the character creator.
The right-click menu for players now has the option to report the player to a GM.
The current position icon on the galaxy map will now be rotated to indicate current heading.
The crafting window will no longer confirm crafting of an item that can't actually be crafted.
The pinnable overview Duty Officer overview windows will now always remember their last position.
The inventory window will now automatically open when trading.
The Exchange, Bank, Stores, and various other contacts no longer close when opening the character window.
The slots in the account bank are now centered in the window, instead of being left aligned.
Fleet stores will now correctly indicate that it's not possible to buy from provisioned Fleet stores, when permission has not been granted for the current rank.
Comparison tooltips have been disabled only on equipped gear.
Comparison tooltips should still occur whenever hovering over a piece of unequipped gear.
The rewards window now indicates that Omega Force is unlocked at level 44.
Resolved a typo of "afford" when renaming a ship without enough energy credits.
Need Or Greed will now display tooltips on mouse over.
The Rewards window now indicates that Quantum Slipstream Drive unlocks at level 50.
The Duty Officer portrait now properly disappears when unassigning an active Duty Officer.
Hmm, no fix on the exchange problem it looks like. Or am I missing it?
The exchange price entry will now be cleared when the item is posted or cleared.
That concerns me. I know I list multiple items for sell one at a time. As I read that, I;m going to have to enter the price manually instead of having it say in there between items. That'll slow down the process.
Colony invasion: Dying colonists will now fade out properly after they expire.
This also resolves the issue with being able to rescue 4/3 colonists or more.
I hope this means that all the colonists will now not start dying upon the mission starting, if not it was a waste of time to even put the last two in as most times they are already dead (especially the last one) by the time a group clears the mobs. Even in a well organized group it is a 50/50 to get to the second colonist in time. Perhaps they are bugged and should not start dying until a certain waypoint is reached like the what happens with the Diplomats and Consoles?
Hmm, no fix on the exchange problem it looks like. Or am I missing it?
That concerns me. I know I list multiple items for sell one at a time. As I read that, I;m going to have to enter the price manually instead of having it say in there between items. That'll slow down the process.
Yeah that one looks like a silly and irrelevant change to me. If it was a bug, it was beneficial to the exchange.
I hope this means that all the colonists will now not start dying upon the mission starting, if not it was a waste of time to even put the last two in as most times they are already dead (especially the last one) by the time a group clears the mobs. Even in a well organized group it is a 50/50 to get to the second colonist in time. Perhaps they are bugged and should not start dying until a certain waypoint is reached like the what happens with the Diplomats and Consoles?
Actually, I have no problem saving the last two normally on my characters if I have a half-decent group.
Actually, I have no problem saving the last two normally on my characters if I have a half-decent group.
The only way I have seen this done is with someone who has stealth. But typically the group then gets overwhelmed with spawns. So if you have no problems care to share your tips?
Players can now use their currently worn uniform as a fleet uniform.
What exactly does this mean? Has the Fleet Uniform system been updated? Are we no longer restricted to only the very basic Sierra and Antares uniform pieces for Fleet Uniforms? Does this also enable us to use the uniforms we unlock through the fleet system* as fleet uniforms?
zer0niusrex can you give us any insight into the ongoing issues with saving new HUD settings? Specifically when you change things to show upon "mouseover" and it not actually saving (instead it sets to "never" and shows as set to "never" upon reopening the HUD settings screen).
The only way I have seen this done is with someone who has stealth. But typically the group then gets overwhelmed with spawns. So if you have no problems care to share your tips?
As tactical, I do in fact use stealth module.
As engineering, I place turrets first when possible to draw aggro, and set up a cover shield while I interact.
As science, I use a full medkit and neural neutralizer.
And in all cases, I also have available to use the Shard of Possibilities and a Horta pet to keep aggro off me.
A decent team helps with getting the 2nd colonist - they just have to aggro the group standing near it for a few seconds, even if they haven't defeated the first one yet. Even one other person with me can do that.
The third is a lot trickier if you don't have stealth. I strongly advise letting a tactical officer do it. If you don't have one, you can use the stealth consumables from the one Cardassian FE mission.
I guess I missed where she said "Second Wave" now actually lets you complete it if you are playing solo.
Oh - she didn't say it - because its still effed up.
Geez...
Look, they're working on these issues as they can. This tribble build here is proof of that. Second Wave and others you-want-fixed-but-aren't-yet, they're just taking longer.
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
These fixes and updates are always appreciated but there are certain ones like the Armitage not being able to select the Type 6 skin anymore that have plagued the paid users of this ship pretty much after the first week of its release and yet Cryptic patch the Lockbox guns to work on the Armitage within 12 hours of them being released. I guess the Dev that said this was already fixed and turned in was just trying to calm the waters on Tribble as that was a few weeks ago now.
is the advanced fleet escort in the fleet store now? according to a tweet by geko he thinks it already is
It is not.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The throttle will now display "Transwarp 10.00" instead of "Warp 10.00".
Thank you for the change. Will starship velocity really reach Warp 9.98 and then read Transwarp 10 or did you mean Transwarp 1? Then Transwarp 2 so on and so forth?
(/\) Exploring Star Trek Online Since July 2008 (/\)
The outfit popup window no longer disappears immediately if previously used to change outfits.
Second, the Outfit selection window no longer closes immediately, however unable to select any costumes past the 3rd row of the window. Edit: Actually unable to wear any costumes past 3rd slot even using Tailor.
[*]The exchange price entry will now be cleared when the item is posted or cleared.
why? i found this functionality to be very useful when posting multiple items (doffs / commodities) of the same type...
now i have to STRG+C and STRG+V all the time *ugh*
other than that epic long patchlog,
i want to see patchlogs like THIS every week please,
that is what i'm paying for!
I hope some change will go in where players can sort items in exchange based on quantity, cheapest price per unit, and more than 400 items per listing to clean it up...
Its is very annoying to have to drop 1 contraband per item slot of the 40 slots you have because so much is in exchange at 1 contraband each. When you get stacks of it at a time and takes forever to sell just because of these exchange problems.
isnt this patch happening the 25th during the regular patch time instead of the 23rd? Didnt see a new patch being downloaded at least but maybe i missed it.
1) After completing an instanced mission, the game "forgets" my original position if it was either inside my fleet starbase system or in the interior fleet starbase and instead re-spawns my ship outside of the fleet system in sector space. Is this work as intended? If it is, keep in mind that this causes our fleet system and the starbase interioir to be rather empty most of the time (despite our large fleet).
2) Are the white, untextured blocks in the Federation Fleet Starbase supposed to be a "bar"? Is this work as intended? Will this change with later starbase levels?
3) What about the interaction symbol floating in the middle of the Federation Fleet Starbase central plaza? Is this suppose to serve some purpose in the future?
4) What about many people (including) me complaining about not being able to complete the Officer of the Watch daily requiring you to check on some cadets? For a lot of players, the cadets just won't spawn in the central plaza.
5) Will you rename the "Ops" option in the fleet base turbolift to "Central Plaza"?
6) The audio voice comments during the Fleet Defense mission are lacking their "radio" effect, i.e. in contrast to all other missions, they are crisp, clear (and loud^^). Work as intended?
Zero
First, thanks for the updated graphics on the MKXII Tholian gun, however the new gun breaks the character arm when unholstered. See image for example:
Looks like it is just broken for the Mk XII version as I just reloaded a character of mine that has the XI Cryo Gun and the gun appears fine with the character holding it correctly as it looks like a slightly different skin then the one you pictured for the XII version.
Look, they're working on these issues as they can. This tribble build here is proof of that. Second Wave and others you-want-fixed-but-aren't-yet, they're just taking longer.
Geez...
Its only been broken for 2+ months now.
I understand things take time. I question whether or not they properly prioritize. UI tweaks are nice and all, but a mission that is required to be be completed twice in order to get an equipment set isn't able to be completed by a solo player. That is a huge problem.
Since you neither work for Cryptic nor have a crystal ball into their operation, how about letting someone who actually knows what they are talking about (looking at you, devs....) respond?
Comments
Ha! damn I missed out on all the fun apparently
Any news on when the "Chase Camera" fix is coming?
This is more than annoying right now.
My STOwiki page | Reachable in-game @PhyrexianHero
Fed Armada: Section 31 (level 730, 2700+ members)
KDF Armada: Klingon Intelligence (level 699, 2100+ members)
That concerns me. I know I list multiple items for sell one at a time. As I read that, I;m going to have to enter the price manually instead of having it say in there between items. That'll slow down the process.
I hope this means "Consoles" as both were broken, the one for the datapad and the one for the questions.
I hope this means that all the colonists will now not start dying upon the mission starting, if not it was a waste of time to even put the last two in as most times they are already dead (especially the last one) by the time a group clears the mobs. Even in a well organized group it is a 50/50 to get to the second colonist in time. Perhaps they are bugged and should not start dying until a certain waypoint is reached like the what happens with the Diplomats and Consoles?
I assume the 1 Billion also works for those silvers that bought their way out of the credit limit cap?
Yeah that one looks like a silly and irrelevant change to me. If it was a bug, it was beneficial to the exchange.
Actually, I have no problem saving the last two normally on my characters if I have a half-decent group.
The only way I have seen this done is with someone who has stealth. But typically the group then gets overwhelmed with spawns. So if you have no problems care to share your tips?
Oh - she didn't say it - because its still effed up.
What exactly does this mean? Has the Fleet Uniform system been updated? Are we no longer restricted to only the very basic Sierra and Antares uniform pieces for Fleet Uniforms? Does this also enable us to use the uniforms we unlock through the fleet system* as fleet uniforms?
*uniforms shown at 0:55 in the Season 6 trailer
Raptr profile
And this is supposed to be a good change? I'm pretty sure everyone likes that feature...
/Fail
CO noob and STO veteran.
Thank you.
Attn. Mission Replay seems to be broken now.
http://sto-forum.perfectworld.com/showthread.php?p=4930941
These two points have me extremely excited and pleased.
As tactical, I do in fact use stealth module.
As engineering, I place turrets first when possible to draw aggro, and set up a cover shield while I interact.
As science, I use a full medkit and neural neutralizer.
And in all cases, I also have available to use the Shard of Possibilities and a Horta pet to keep aggro off me.
A decent team helps with getting the 2nd colonist - they just have to aggro the group standing near it for a few seconds, even if they haven't defeated the first one yet. Even one other person with me can do that.
The third is a lot trickier if you don't have stealth. I strongly advise letting a tactical officer do it. If you don't have one, you can use the stealth consumables from the one Cardassian FE mission.
Look, they're working on these issues as they can. This tribble build here is proof of that. Second Wave and others you-want-fixed-but-aren't-yet, they're just taking longer.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
We were told in Jan that this was being worked on..
It is not.
First, thanks for the updated graphics on the MKXII Tholian gun, however the new gun breaks the character arm when unholstered. See image for example:
http://i72.photobucket.com/albums/i161/HunkMccoy/sto/screenshot_2012-07-24-08-06-31.jpg
Second, the Outfit selection window no longer closes immediately, however unable to select any costumes past the 3rd row of the window. Edit: Actually unable to wear any costumes past 3rd slot even using Tailor.
@Liath | My PRIMUS Page | Altaholics | New Vehicle Models | New Emblems | Flag Tights
Asterelle's Forum Enhancement Extension | Game Side Panel Add-In* | Game Server Status Add-In
*Updated to work on Embedded/Non embedded forums post August 2015 Changes
why? i found this functionality to be very useful when posting multiple items (doffs / commodities) of the same type...
now i have to STRG+C and STRG+V all the time *ugh*
other than that epic long patchlog,
i want to see patchlogs like THIS every week please,
that is what i'm paying for!
Its is very annoying to have to drop 1 contraband per item slot of the 40 slots you have because so much is in exchange at 1 contraband each. When you get stacks of it at a time and takes forever to sell just because of these exchange problems.
Please do share where these assignments are. I've been looking for an hour, and have not found one anywhere.
What, were they assimilated? :P
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Original Join Date: January 30th, 2010
2) Are the white, untextured blocks in the Federation Fleet Starbase supposed to be a "bar"? Is this work as intended? Will this change with later starbase levels?
3) What about the interaction symbol floating in the middle of the Federation Fleet Starbase central plaza? Is this suppose to serve some purpose in the future?
4) What about many people (including) me complaining about not being able to complete the Officer of the Watch daily requiring you to check on some cadets? For a lot of players, the cadets just won't spawn in the central plaza.
5) Will you rename the "Ops" option in the fleet base turbolift to "Central Plaza"?
6) The audio voice comments during the Fleet Defense mission are lacking their "radio" effect, i.e. in contrast to all other missions, they are crisp, clear (and loud^^). Work as intended?
STOWiki admin.
Looks like it is just broken for the Mk XII version as I just reloaded a character of mine that has the XI Cryo Gun and the gun appears fine with the character holding it correctly as it looks like a slightly different skin then the one you pictured for the XII version.
Geez...
Its only been broken for 2+ months now.
I understand things take time. I question whether or not they properly prioritize. UI tweaks are nice and all, but a mission that is required to be be completed twice in order to get an equipment set isn't able to be completed by a solo player. That is a huge problem.
Since you neither work for Cryptic nor have a crystal ball into their operation, how about letting someone who actually knows what they are talking about (looking at you, devs....) respond?
Thanks.