We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120909a.5
General:
The beam/warp out button is now disabled while a mission is paused.
Mirror ships can now change their ship name prefix to I.S.S.
Added new music to default explore rotation.
Updated the Standard bridge to raise up the Captain's chair and realign the door to the Ready Room.
Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
The Regent should now adopt whatever fleet emblem the player's fleet uses, like other ships.
Resolved an issue where players invited to a fleet map that were not a part of any fleet could not move between fleet maps.
Transwarp abilities should no longer play the default warp-out animation after playing the Transwarp animation.
Duty Officers:
All Fleet Duty Officers should now have the correct Departments for their Specialization.
Energy Weapons duty officer roster powers that reduce cooldown on Cannon bridge officer abilities now display the correct recharge reduction.
Sensor Duty Officer active roster powers are now accurately applied to enemy targets when used.
Operational Assets:
Decreased the cost of all operational assets.
New Operational Assets are now available in the Fleet Startbase store, including the following:
Galaxy
Galaxy Dreadnought
Prometheus
Armitage
Luna
Negh'Var
Bortasqu' War Cruiser
Ki'tang
Guramba
Kar'fi
Decreased the tier to unlock the Operational Assets for the Imperial Class Assault Cruiser, Dervish, Deifant, Dacoit Flight Deck Cruiser, Zilant Battleship, and Vo'quv Carrier.
Operational Assets can now be used from the player's inventory and no longer need to be equipped in a Device slot.
Fleet Vulcan Security Teams are now equipped with Phaser Sniper Rifles.
The description for Fleet Caitian Security Teams now correctly refers to their weapons as Phaser Split Beam Rifles.
The "Rally Security Team" Operational Asset now properly resets the cooldown for all Captain abilities
The description for the Fleet Photonic Security Team Operational Asset now correctly refers to their grenades as Stun Grenades, not Photon Grenades.
Rephrased the description of the Gravitic Instability Probe Operational Asset.
Updated the tooltip for the Fleet Mine-Laying Assault Cruiser Operational Asset to include a more complete list of its powers.
Updated the tooltip for the Caitian Security Team Operational Asset to include a more complete list of its powers.
The Atrox Carrier Operational Asset will now properly use Transfer Shield Strength.
The Fleet Remodulation Beacon Operational Asset no longer looks like a turret.
Systems:
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
Resolved an issue that caused the tooltip for Sweeping Strikes to display fluctuating damage numbers.
Sensor Analysis should no longer force you into combat
Klingon Honor Guard Ground Set:
Updated the Mk XII ground set: Owners of this set will see additional stats that should have been there all along.
Clarified all of the tooltips for this set bonus.
Understanding what the set does should be much easier now.
Polaron Procs:
Assigned a stack limit to Polaron Energy Drains.
Polaron energy drain comes with two components:
1) Max energy level reduction to all subsystems that lasts 5 seconds.
2) An instant drain of all subsystem energy.
This has no duration - enemy immediately begins regenerating energy lost from this instant effect.
The new Stack Limit on Polaron procs applies ONLY to the duration-based aspect that reduces a target's max energy.
The instant drain is not limited.
Powers from a non-pet entity with an owner now report their source as being from their owner.
Changed the Display Names of many boxed items, to cut down on the over-use of the term "Special Requisition Pack":
All costume items are now contained in packs named "Outfit Box - ..."
All ground vanity pets are now in packs named "Ground Non-Combat Pet - ..."
All ground combat pets are now in packs named "Ground Combat Pet - ..."
All space vanity pets are now in packs named "Space Non-Combat Pet - ..."
All space combat pets are now in packs named "Space Combat Pet - ..."
All equipment are now in packs named "Special Equipment Pack - ..."
All device and consumable items are now in packs named "Special Device Pack - ..."
UI:
Chairs now have their own custom interact icon.
The Website, Account, Support, Terms of Use, Credits, and Options buttons on the login screen have been added to the character selection screen.
Added a game credits button to the minimap dropdown menu.
Can once again select and copy text from in-game mail.
The Create Content button has been moved to inside the main window on the character select screen.
Multiple interact options should no longer show up unnecessarily while teamed.
Resolved an issue where completed missions wouldn't always disappear from the contact's list of options immediately.
Updated the Fire All keybinds:
The Fire All Torpedoes keybind no longer fires Mines.
The Fire All Mines keybind is now functional again.
The Fire All Phasers and Torpedoes keybind is now functional again.
The Fire All Torpedoes and Mines keybind is now functional again.
Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
Rex if you want to add this, THEN GIVE US A SKIP OPTION! I HAVE MADE MANY KDF TOONS AND I AM SICK OF THE PoS TUTORIAL WE GET! A LOCKOUT JUST BECAUSE WE DONT WANT TO BE AN ERRAND BOY IS AN INSULT!
Tone and method of expression is off, the feedback is spot on. There's no reason to force all new Klingon toons through the tutorial if you've completed it once, only the skill points need to be set and let me be on my way.
Delta Rising is the best expansion ever and the players love it! No, seriously! ...Why are you laughing so hard?
Tone and method of expression is off, the feedback is spot on. There's no reason to force all new Klingon toons through the tutorial if you've completed it once, only the skill points need to be set and let me be on my way.
I've sent this feedback along to QA and they'll get it added to our database.
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Yes Galaxy X and Kar'Fi fleet ships
I was wondering about these if they were gpoing to be added
They were added to assets; which, means they can be summoned for starbase fleet alerts. They are not available to be purchased with fleet credits. Sorry to burst your bubble
*1) Max energy level reduction to all subsystems that lasts 5 seconds.
*2) An instant drain of all subsystem energy.
*This has no duration - enemy immediately begins regenerating energy lost from this instant effect.
*The new Stack Limit on Polaron procs applies ONLY to the duration-based aspect that reduces a target's max energy.
*The instant drain is not limited.
... what? ok so the new proc now have a cap of how many times it can be applied, though that number was not provided, and to make up for it the old proc is back on top of it?
is the drain amount split between these 2 parts of the proc? do they stack on top of each other for double the effect? this is not enough information.
Any idea when the provisioning big will get fixed or are we missing a mission to unlock the next tier up provisions. Says we have a ton of them but can not buy them?
Other than that: What's this nonsense with polaron procs? I gotta say, I don't get it at all.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Rex if you want to add this, THEN GIVE US A SKIP OPTION! I HAVE MADE MANY KDF TOONS AND I AM SICK OF THE PoS TUTORIAL WE GET! A LOCKOUT JUST BECAUSE WE DONT WANT TO BE AN ERRAND BOY IS AN INSULT!
Um... how is this an insult?
I played through the KDF tutorial 3 times in the last two weeks, and never once got bored with it. The First City lag I was frustrated with, yes, but never got bored.
Why is this an issue?
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Sum sweet, sum sour stuff in this patch notes, however I'm glad that AT LEAST one major patch has been released in September and not on a Weddieday. I hope this bi-weakly patching keeps going for Tribble, so the weakly Thursday Holodeck downtime can at least be made of good use for a bigger patch.
Sweet: Transwarp warp-out dubble thingy taken out, all operational assets changes, new music in exploration, ISS naming for mirror ships.
Sour: Polaron nurf (yet another nurf for a weapon that has already been quite useless in PVE), appurrently text in mail has never wurked until now even though it's been said so?
Unsure: MK XII KHG set description ... I hope it's adding stuff, not making stuff wurse. ^^
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
i think i've never seen any of these operational assets in action yet, and i've played plenty of them Fleet Missions.
maybe a Blog entry by Bran Flakes would be a good idea to tell us what they are supposed to be good for,
as i see it the Fleet Missions are already easy enough that any consumable help is a waist of Fleet Credit.
But maybe you guys know something that i / we don't ?
@Polaron Weapons:
since i do not see what happens to the energy Levels of my Target (UI department plz give me some information?), i do not think that Users will notice any difference, at best Targets will notice something.
...i use them on my Jem Hadar bug because they are the canon weapon choice and i like the color (even though the Polaron Weapons on DS9 where boring white blobs...)
@Miracle Worker 1:
*unsure if used at all*
We use Miracle Worker 3 at Endgame, not sure if the power even comes in a lower version for Players since it is a captain power and only unlocked once AFAIK.
@Transwarp:
nice, now please make the default Warp Out like it was pre Season 6, without the silly turning 90? to the side abone ESD + DS9, but straight ahead.
@The Website, Account, Support, Terms of Use, Credits, and Options buttons on the login screen have been added to the character selection screen.
Sounds like someone is preparing to get rid of the forced logout when you want to switch characters?
Why else move these buttons to the char select screen?
I could be wrong but i think the KDF tutorial only refers to the bit in the combat ring that takes 2 mins. once you are in the first city i dont think the tour is part of it and can still be avoided.
Being that majority of my toons were LG on KDF side way before there was a tutorial this is going to enrage me to have to go do that stupid tutorial that I never wanted to do on some of the newer characters but yet it will be a year or more before we would have to skip it and then we would have been forced to do that stupid thing.
I am not sure, butt the KDF running around First City is obligatory before you can get any other mission. I don't play KDF so muchies, so I can't tell for sure. Meowracle Worker 1 is used from Captain 37 to 39, after Captain 40 it's MW 2 and after Vice Admeowral it's MW 3.
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
You have realeased the ISS ship prefix ???
Cant wait till this is live on holodeck the USS Thundermole D will so become the ISS Thundermole. Will match the MU skin and my MU uniform
NO TO ARC
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
When will we be able to buy boosts with our actual boost provisions?
For some reason, it is taking engineering operational assets instead of the correct boost provision.
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.20.20120909a.5
General:
The beam/warp out button is now disabled while a mission is paused.
Mirror ships can now change their ship name prefix to I.S.S.
Added new music to default explore rotation.
Updated the Standard bridge to raise up the Captain's chair and realign the door to the Ready Room.
Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
The Regent should now adopt whatever the player's fleet uses, like other ships.
Resolved an issue where players invited to a fleet map that were not a part of any fleet could not move between fleet maps.
Transwarp abilities should no longer play the default warp-out animation after playing the Transwarp animation.
Duty Officers:
All Fleet Duty Officers should now have the correct Departments for their Specialization.
Energy Weapons duty officer roster powers that reduce cooldown on Cannon bridge officer abilities now display the correct recharge reduction.
Sensor Duty Officer active roster powers are now accurately applied to enemy targets when used.
Operational Assets:
Decreased the cost of all operational assets.
New Operational Assets are now available in the Fleet Startbase store, including the following:
Galaxy
Galaxy Dreadnought
Prometheus
Armitage
Luna
Negh'Var
Bortasqu' War Cruiser
Ki'tang
Guramba
Kar'fi
Decreased the tier to unlock the Operational Assets for the Imperial Class Assault Cruiser, Dervish, Deifant, Dacoit Flight Deck Cruiser, Zilant Battleship, and Vo'quv Carrier.
Operational Assets can now be used from the player's inventory and no longer need to be equipped in a Device slot.
Fleet Vulcan Security Teams are now equipped with Phaser Sniper Rifles.
The description for Fleet Caitian Security Teams now correctly refers to their weapons as Phaser Split Beam Rifles.
The "Rally Security Team" Operational Asset now properly resets the cooldown for all Captain abilities
The description for the Fleet Photonic Security Team Operational Asset now correctly refers to their grenades as Stun Grenades, not Photon Grenades.
Rephrased the description of the Gravitic Instability Probe Operational Asset.
Updated the tooltip for the Fleet Mine-Laying Assault Cruiser Operational Asset to include a more complete list of its powers.
Updated the tooltip for the Caitian Security Team Operational Asset to include a more complete list of its powers.
The Atrox Carrier Operational Asset will now properly use Transfer Shield Strength.
The Fleet Remodulation Beacon Operational Asset no longer looks like a turret.
Systems:
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
Updated Miracle Worker I: Its healing value was 1/10 the value it should have been.
Resolved an issue that caused the tooltip for Sweeping Strikes to display fluctuating damage numbers.
Sensor Analysis should no longer force you into combat
Klingon Honor Guard Ground Set:
Updated the Mk XII ground set: Owners of this set will see additional stats that should have been there all along.
Clarified all of the tooltips for this set bonus.
Understanding what the set does should be much easier now.
Polaron Procs:
Assigned a stack limit to Polaron Energy Drains.
Polaron energy drain comes with two components:
1) Max energy level reduction to all subsystems that lasts 5 seconds.
2) An instant drain of all subsystem energy.
This has no duration - enemy immediately begins regenerating energy lost from this instant effect.
The new Stack Limit on Polaron procs applies ONLY to the duration-based aspect that reduces a target's max energy.
The instant drain is not limited.
Powers from a non-pet entity with an owner now report their source as being from their owner.
Changed the Display Names of many boxed items, to cut down on the over-use of the term "Special Requisition Pack":
All costume items are now contained in packs named "Outfit Box - ..."
All ground vanity pets are now in packs named "Ground Non-Combat Pet - ..."
All ground combat pets are now in packs named "Ground Combat Pet - ..."
All space vanity pets are now in packs named "Space Non-Combat Pet - ..."
All space combat pets are now in packs named "Space Combat Pet - ..."
All equipment are now in packs named "Special Equipment Pack - ..."
All device and consumable items are now in packs named "Special Device Pack - ..."
UI:
Chairs now have their own custom interact icon.
The Website, Account, Support, Terms of Use, Credits, and Options buttons on the login screen have been added to the character selection screen.
Added a game credits button to the minimap dropdown menu.
Can once again select and copy text from in-game mail.
The Create Content button has been moved to inside the main window on the character select screen.
Multiple interact options should no longer show up unnecessarily while teamed.
Resolved an issue where completed missions wouldn't always disappear from the contact's list of options immediately.
Updated the Fire All keybinds:
The Fire All Torpedoes keybind no longer fires Mines.
The Fire All Mines keybind is now functional again.
The Fire All Phasers and Torpedoes keybind is now functional again.
The Fire All Torpedoes and Mines keybind is now functional again.
Very good Zero, this looks very productive, i am impressed. one question what is the regent adopting from a players fleet? Skin, logos? Iwas unclear on that note.
Klingon players can no longer queue for PVE or PVP until they complete the tutorial.
swarp animation.
Question is... will current KDF VA's be forced to take those inane and boring tutorials? I skipped them since I was already fed VA when I opened my KDF toons.
Systems:
Engineering Kit summoned pets; drones, turrets, mines, etc.; will now despawn if you remove the kit.
NO NO NO NO. WTF is this about?
The engineer kits HAVE to be switched around in order for the engineer to provide appropiate support for the team.
If you make the items despawn all you will do is TRIBBLE the engineer ground experience.
For example, right now I can place a barrier shield, put the medical and shield generator down and, while still out of combat (even though my team is in combat), i can switch to the fabrication kit and put down mortars and gun turrets.
This allows ME, the ENGINEER to build structures that effectively support the team. STATIC structures.
If you take that away there is no reason to even bother playing engineer ground.
How about you guys stop with the lazyness and instead FIX the freaking engineer ground kits? Have you not noticed there's TOO MANY kits?
Narrow them down, make them synergize with each other. Make the USEFUL.
Ordnance Kit:
Mortar
Turrets
Quick Fix
Equipment Diagnostics
Defensive Position Kit:
Shield Generator
Force Field Dome
Medical Generator
Mines
FIX engineer ground not nerf it. If you nerf engineer kit as this patch notes will the ground elite stfs will be winnable only by science and tactical captains. One tanks, the other one hurts..engineer will just get in the way since he cant do damage (turrets die in one hit) and cant support (stuff will despawn if you change kit).
Updated the Fire All keybinds:
The Fire All Torpedoes keybind no longer fires Mines.
The Fire All Mines keybind is now functional again.
The Fire All Phasers and Torpedoes keybind is now functional again.
The Fire All Torpedoes and Mines keybind is now functional again.
Comments
This makes me cry.
Rex if you want to add this, THEN GIVE US A SKIP OPTION! I HAVE MADE MANY KDF TOONS AND I AM SICK OF THE PoS TUTORIAL WE GET! A LOCKOUT JUST BECAUSE WE DONT WANT TO BE AN ERRAND BOY IS AN INSULT!
I've sent this feedback along to QA and they'll get it added to our database.
I was wondering about these if they were gpoing to be added
YAY!
Sweet!
They were added to assets; which, means they can be summoned for starbase fleet alerts. They are not available to be purchased with fleet credits. Sorry to burst your bubble
... what? ok so the new proc now have a cap of how many times it can be applied, though that number was not provided, and to make up for it the old proc is back on top of it?
is the drain amount split between these 2 parts of the proc? do they stack on top of each other for double the effect? this is not enough information.
Unfortunately, as the game stands, Engineers are not survivable enough to fight effectively against a serious team with serious tacs
Make shield-boosting powers slightly better or boost the stealth detection of Support Drones
www.divisionhispana.com
Other than that: What's this nonsense with polaron procs? I gotta say, I don't get it at all.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
I played through the KDF tutorial 3 times in the last two weeks, and never once got bored with it. The First City lag I was frustrated with, yes, but never got bored.
Why is this an issue?
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Sweet: Transwarp warp-out dubble thingy taken out, all operational assets changes, new music in exploration, ISS naming for mirror ships.
Sour: Polaron nurf (yet another nurf for a weapon that has already been quite useless in PVE), appurrently text in mail has never wurked until now even though it's been said so?
Unsure: MK XII KHG set description ... I hope it's adding stuff, not making stuff wurse. ^^
Original Join Date: January 30th, 2010
maybe a Blog entry by Bran Flakes would be a good idea to tell us what they are supposed to be good for,
as i see it the Fleet Missions are already easy enough that any consumable help is a waist of Fleet Credit.
But maybe you guys know something that i / we don't ?
@Polaron Weapons:
since i do not see what happens to the energy Levels of my Target (UI department plz give me some information?), i do not think that Users will notice any difference, at best Targets will notice something.
...i use them on my Jem Hadar bug because they are the canon weapon choice and i like the color (even though the Polaron Weapons on DS9 where boring white blobs...)
@Miracle Worker 1:
*unsure if used at all*
We use Miracle Worker 3 at Endgame, not sure if the power even comes in a lower version for Players since it is a captain power and only unlocked once AFAIK.
@Transwarp:
nice, now please make the default Warp Out like it was pre Season 6, without the silly turning 90? to the side abone ESD + DS9, but straight ahead.
@Chairs now have their own custom interact icon.
an Icon above my Captains chair?... that will ruin some screenshots...
http://www.youtube.com/watch?v=tU4qOhIkvLw
@The Website, Account, Support, Terms of Use, Credits, and Options buttons on the login screen have been added to the character selection screen.
Sounds like someone is preparing to get rid of the forced logout when you want to switch characters?
Why else move these buttons to the char select screen?
This would make sense if you finish the KDF someday and make it available from lvl 0, now this is just a waste of time for you and us.
Original Join Date: January 30th, 2010
Cant wait till this is live on holodeck the USS Thundermole D will so become the ISS Thundermole. Will match the MU skin and my MU uniform
Vice Admiral Volmack ISS Thundermole
Brigadier General Jokag IKS Gorkan
Centurion Kares RRW Tomalak
[SIGPIC][/SIGPIC]
For some reason, it is taking engineering operational assets instead of the correct boost provision.
Very good Zero, this looks very productive, i am impressed. one question what is the regent adopting from a players fleet? Skin, logos? Iwas unclear on that note.
Thank you.
Me too, I can't put down the quantum mortar from fabrication specialist kit and then put down the full items from bunker fab kit now
This is a welcome fix. It was really creepy having the ship warp out of a map only to have an empty transwarp animation.
Question is... will current KDF VA's be forced to take those inane and boring tutorials? I skipped them since I was already fed VA when I opened my KDF toons.
NO NO NO NO. WTF is this about?
The engineer kits HAVE to be switched around in order for the engineer to provide appropiate support for the team.
If you make the items despawn all you will do is TRIBBLE the engineer ground experience.
For example, right now I can place a barrier shield, put the medical and shield generator down and, while still out of combat (even though my team is in combat), i can switch to the fabrication kit and put down mortars and gun turrets.
This allows ME, the ENGINEER to build structures that effectively support the team. STATIC structures.
If you take that away there is no reason to even bother playing engineer ground.
How about you guys stop with the lazyness and instead FIX the freaking engineer ground kits? Have you not noticed there's TOO MANY kits?
Narrow them down, make them synergize with each other. Make the USEFUL.
Ordnance Kit:
Mortar
Turrets
Quick Fix
Equipment Diagnostics
Defensive Position Kit:
Shield Generator
Force Field Dome
Medical Generator
Mines
Team Support kit:
Shield Heal
Fuse Armor
Weapons Malfunction
Combat Supply
Combat Engineer Kit:
Bomb
Seeker Drone
Mines
Force Field Dome
I wrote this in the feedback forum a few days ago:
http://sto-forum.perfectworld.com/showthread.php?t=387171
READ IT. DO IT.
FIX engineer ground not nerf it. If you nerf engineer kit as this patch notes will the ground elite stfs will be winnable only by science and tactical captains. One tanks, the other one hurts..engineer will just get in the way since he cant do damage (turrets die in one hit) and cant support (stuff will despawn if you change kit).
We can only hope they stay fixed. This time.
A really, really nice change.
I'd also love to see V.S. on the D'Kyr or perhaps to shut it off completely on certain ships. (e.g. Marauder, Fighters, Shuttlecraft, Galor...)