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TRIBBLE Maintenance and Release Notes - January 10, 2013

zer0niusrexzer0niusrex Member Posts: 0 Arc User
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.25.20130105a.2

General:
  • Updated the audio for Breaking the Planet.
  • Replaced the missing ambient audio in Starfleet Academy's interior.
  • Updates to "The New Link" mission:
    • The changeling boss, Laas, now uses the updated changeling combat sequence.
    • When you defeat Laas, you must capture him and place him in a container to complete the mission.
      • This is noted with a new mini-contact.
    • Updated Lamat'ukan to use a minicontact when he is defeated, instead of a system message.
    • The New Link no longer places characters into combat mode just by stepping into it, but it does cause them to be slowed.
  • The 700-day android engineering bridge officer is now available as a synthetic female or male.
    • The female versions of the androids have the same skills.
    • You may still only have one android per captain.
    • If you discharge an android officer, you may claim a replacement at no cost.
      • Go to the Bridge Officer Requisitions at Earth Spacedock/Qo'noS to claim an android officer.
  • Forest Epohh Duty Officer missions will now properly evolve epohhs from tier 2 to 3 and 3 to 4, moppet to adult and adult to mature.
  • Implemented a change to possibly address the game client failures reported on machines with Intel integrated drivers.
    • This may address crashes, black-screen hangs, "Display driver has stopped responding and has been reset" system messages, and blue screens.
    • This change will also assist with gathering information about the failures should they persist.

Foundry:
  • Added new interior detail objects:
    • Wall Intercom - TOS
    • Tapestry - Night Scene
    • Console - TOS Table 01
    • Vase - TOS 01
    • Vase - TOS 02
    • Statue - TOS 01
    • Decor - TOS Jeep
    • Generator - TOS 01
    • Consoles - Federation TOS Ship 01
  • Added new NPC Groups:
    • Species M-113 - ground
    • Tholian EV Suit - ground
    • Tholian - space

Ships:
  • The Vesta and its variants now properly display set piece shield FX correctly on all ship parts.
  • Updated the following ships so their textures display correctly:
    • Steamrunner
    • Aeon
    • Wells
    • Mobius

Systems:
  • Tribble Test Vendor Updates:
    • The Romulan Reputation store now sells the correct Hyper-Plasma Torpedo, which is part of the appropriate set.
    • The Borg can now properly adapt to the Plasma Flamethrower.
    • The Plasma Flamethrower power now properly applies damage to targets when in shooter mode.
  • The Assimilated Tractor Beam, from the Borg Space Set - 3pc Bonus, has had its cooldown reduced from 4 minutes to 3 minutes.
  • Updated the Adaptive Shielding proc on Elite Fleet Space Shields.
    • This now has a stack limit of 10, but offers much less resistance per stack.
    • Updated the tooltip with better information on the functionality of the proc.
  • All Subsystem Targeting Bridge Officer powers now have thorough Tooltips explaining their exact effects when activated, complete with stat representations that scale with the appropriate modifers.
  • The Omega Plasma Torpedo Launcher no longer triggers the cooldown reduction procs of Projectile Weapons Duty Officers.
  • Removed reference to the Breen Warship reward pack being tradeable.
    • This is a text change only.
  • There is now a wider range of debuffs classified as "Mental" which can be cleansed using Melorazine.
    • This list includes most Undine psionic attacks, Lethean Rapture, Orion Seduce, and more.
  • Duty Officer Warp Theorists' Tachyon Beam turn-rate debuff now lasts the full intended duration.
    • The magnitude of the associated debuff can now be reduced with the appropriate resistances.
  • Omega Reputation Updates:
    • Updated the names of both Adapted Mk XII Ground Weapons to reflect the correct damage types.
    • Corrected energy types on Adapted Mk XII MACO and KHG weaponry to match up with their visual FX.
    • The Klingon Honor Guard Armors Mk XI and Mk XII now have the correct item icons.
  • Romulan Reputation Updates:
    • Fixed description error where Duty Officer requirements were being listed as "Uncommon" or "Rare" but actually accepting "Common."
      • All descriptions now properly refer to "Common" Duty Officers.
    • Fixed a description error in Romulan Tier I, III and V unlocks that referred to the incorrect quality for the associated Scorpion Fighter unlocks.
    • Requirements scaling for Duty Officers on all Scorpion Fighter projects were backwards across the ranks.
      • This change will reduce the number of Duty Officers required at Tier 1, while increasing the requirements at Tier 5.
        • Tier 3 is unchanged.
    • Several requirements for Distress Calls and Reinforcements consumables were also improperly scaled, and have been adjusted accordingly.
      • This will result in several increases and decreases in requirements across all tiers.
    • Tier 4 Romulan Distress Call, Mogai Escort, now properly accepts Common/White duty officers, instead of Uncommon/Green, to match the descriptive text.
    • Corrected a typo in the number of Duty Officers required for the Tier 1 Romulan Security consumable.
      • It now properly requires 1 Doff instead of 51.
  • All "Nanoenergy Cell" devices have been modified:
    • Chance to proc increased from 5% to 10%.
    • Kinetic damage associated with "Kinetic Capacitor" now has 100% shield penetration, and has been increased by 80%.
    • Toxic damage associated with "Anti-Coagulant" has been increased by 100%, but now ticks half as quickly.
  • Corrected a typo in the Vesta's Quantum Slip Stream power's display name.
  • Relativity Stasis Pistol and Relativity Self-Targeting Rifle have each had their DPS increased, as well as both gaining a [CrtH] and [CrtD] mod.
  • The Auto-Targeting Beam secondary fire on the Relativity Self-Targeting Rifle updated:
    • Narrowed the firing arc from 135-degrees to 90-degrees.
    • Reduced the cooldown from 16 seconds to 14 seconds.
  • The cooldown on Relativity Stasis Pistol's secondary fire has been increased from 12 seconds to 20 seconds.
  • Tricobalt Mines updated:
    • The damage dealt by Tricobalt Mine Explosions have been reduced by 10% across-the-board.
    • The damage variance of Tricobalt Mine Explosions has been reduced from 20% to 5%.
      • This will lead to more predictable damage - fewer highs, fewer lows.
    • The stealth value on Tricobalt Mines has been reduced by approximately 25%.
      • This should allow them to be seen from about 1k further than previous.
  • The Tachyon Mine Launcher no longer shares a cooldown with Tachyon Beam.
  • Resolved an issue that was preventing the Omega Reputation power "Medical Nanite Cloud" from properly curing players who were completely assimilated.
  • Significantly increased the damage of the Kinetic Cutting Beam, but drastically reduced the damage and crew damage of the combo with the Assimilated Tractor Beam.
  • Omega Graviton Amplifier will no longer damage the player if the player deploys mines.
    • It will now properly damage enemies that are hit by the mines.
  • All Set Powers now scale with the set's Mark instead of using the player's level.
    • This will result in a slight boost to Mk XI Set Powers, and a larger boost to Mk XII Set Powers.
    • This change does not affect sets that are made up of items that do not have a level, such as the Aegis Space Set.
  • Plasma Hyperflux now has a real description. - The actual power has not changed and is still "fantastic stuff that is awesome and rad."
  • Antiproton Carrier Wave consumables no longer stack.
    • Applying one will clear all existing Weapon Augmentation buffs currently active.
    • Antiproton Carrier Wave now only deals its damage on the first application tick of your weapon firing.
      • Damage has been increased to compensate for this limitation.
    • Antiproton Carrier Wave buffs no longer expire after 10 shots, but last their full listed duration.
  • Fuse Armor can now be properly cleansed by debuff cures such as Quick Fix.
  • Updated description of all Duty Officer Active Roster powers:
  • Removed "Ground" or "Space" indicators from Specializations
    • All active roster powers now indicate "Ground" or "Space" at the beginning of their short descriptions, instead.
    • Powers that are not region-restricted do not indicate a region.
      • They work everywhere.

UI:
  • Items linked in chat now correctly display their color when first displayed, instead of requiring mouseover.
  • Removed the non-functional "Add Slot" button from the Away Team chooser window.
  • The holdings tab of the Fleet window will now display the fleet name and fleet level above the list of holdings.
  • The Reward, Challenge, and Players filters in the PvE windows now start with all the options checked.
  • Resolved issue that caused the View holding button on the fleet overview screen to go to the wrong screen.
Post edited by zer0niusrex on
«1345

Comments

  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited January 2013
    The borg tractor cd time reduction will be well received by players tho i bet most will say maybe 2 mins please. lol.

    The mk xii sets get a boost nice. Hope it works with old ones that you got from the stfs instead of rep store tho.

    The kinetic beam damage is getting a buff, nice :) mines at 900 ish atm without powers i wonder what it will go up to.

    I think ppl will be miffed about the omega torp not being able to get a reduction in cd cos it cant use the projectile doffs powers.
    [SIGPIC][/SIGPIC]
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2013
    Thank you thank you thank you thank you for Tholians and more TOS assets!!!
    The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
  • defalusdefalus Member Posts: 4 Arc User
    edited January 2013
    The borg tractor cd time reduction will be well received by players tho i bet most will say maybe 2 mins please. lol.

    It was good, but then:
    Significantly increased the damage of the Kinetic Cutting Beam, but drastically reduced the damage and crew damage of the combo with the Assimilated Tractor Beam.

    The Devs giveth, and the Devs taketh.:D

    Good news on the Android front too, no tac or sci option yet but this is a step in the right direction if I do say so myself.

    I would like to ask if the STF costume bugs are a known issue, things like helmets and certain parts not showing in the tailor. Sure it's a cosmetic issue but nice to know if it's being fixed so I can have my shiny hat back.:D
    __________________________________________________
  • zer0niusrexzer0niusrex Member Posts: 0 Arc User
    edited January 2013
    drogyn1701 wrote: »
    Thank you thank you thank you thank you for Tholians and more TOS assets!!!

    :)

    It's definitely a work in progress, but I don't yet know how frequently I'll be able to add stuff. Hope everyone agrees it's better to release stuff in little bits and pieces rather than hold it all up and release it at once. :)
  • richardevegarichardevega Member Posts: 234 Arc User
    edited January 2013
    Well I hope that the problem with the integrated intel chip is fixed only wish I could test it out on tribble shame u have to wait for ever to get a team in there. Hope that when I run into the hive ground and when I beam into my fleet starbase I can see and not bee in the dark/blind lol
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited January 2013
    General:
    • The 700-day android engineering bridge officer is now available as a synthetic female or male.
      • The female versions of the androids have the same skills.
      • You may still only have one android per captain.
      • If you discharge an android officer, you may claim a replacement at no cost.
        • Go to the Bridge Officer Requisitions at Earth Spacedock/Qo'noS to claim an android officer.


    WOOO HOOO YES FINALLY!!!

    It's not the tactical or science android options, but at least it's something!
    [SIGPIC][/SIGPIC]
    Raptr profile
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited January 2013
    :)

    It's definitely a work in progress, but I don't yet know how frequently I'll be able to add stuff. Hope everyone agrees it's better to release stuff in little bits and pieces rather than hold it all up and release it at once. :)

    THIS! This is what I have been asking for for ages, not a deluge, but a trickle over time...though...can we get some costumes next time to go with the purdy TOS interior additions ;)
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited January 2013
    Zero, i was just wondering. About foundry stuff. Is foundry players able to use winter wonderland stuff like say the race stuff like banners, gazebo, the track things u cant cross or you are disqualified. Etc. Because if foundry had those and maybe some fun non mission style foundry scripts to do things like npcs that can start a race, put u at the start of a race, and count down using the chat window things. Maybe we can get some sort of races setup on andoria because we have the frosted boots, theres a track like design on andoria imo that could use a race there.

    Maybe not the right place to chat about it but id like it if foundry ppl (not me personally) could create fun events and not just missions like things at winter wonderland but on places that dont get much use like andoria and vulcan and risa. Especially timers, tracking of start and end positions and flags and what not for things like races. Also for space races the timings and stuff could be used also would be cool if foundry could make them too.
    [SIGPIC][/SIGPIC]
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited January 2013
    WOOO HOOO YES FINALLY!!!

    It's not the tactical or science android options, but at least it's something!

    This does not preclude the possibility of adding other departments later, if proper assets become available.
  • betawatcherbetawatcher Member Posts: 2 Arc User
    edited January 2013
    Can you guys please fix the "no music until combat" bug in the foundry? Some missions dont have combat at the beginning, or even have any at all, and it is super lame running around in complete silence. Music adds a ton of atmosphere to a mission, and not having any feels very bland.
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited January 2013
    Go Cryptic go!
    Division Hispana
    www.divisionhispana.com
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited January 2013
    Are you guys still looking into issues with missions not qualifiying for Investigate Officer Reports?
    StarbaseUGC Discord Chat
    Foundry Mission Database
    Check out my Foundry missions:
    Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
    Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited January 2013
    Can you guys please fix the "no music until combat" bug in the foundry? Some missions dont have combat at the beginning, or even have any at all, and it is super lame running around in complete silence. Music adds a ton of atmosphere to a mission, and not having any feels very bland.

    The team is investigating this.

    Cheers,

    Brandon =/\=
  • direphoenixdirephoenix Member Posts: 0 Arc User
    edited January 2013
    jheinig wrote: »
    This does not preclude the possibility of adding other departments later, if proper assets become available.

    SQUEE!

    I'm just happy that we saw progress on expanding the Android options at all! A lot of us were starting to figure this was going to be vaporware!
    [SIGPIC][/SIGPIC]
    Raptr profile
  • zer0niusrexzer0niusrex Member Posts: 0 Arc User
    edited January 2013
    zorbane wrote: »
    Are you guys still looking into issues with missions not qualifiying for Investigate Officer Reports?

    There was an issue where the Journal incorrectly said that some didn't qualify when they did--that was resolved and is on Holodeck as of today.

    Every other mission I've checked (since the fix went live) legitimately didn't qualify, whether because it lacked enough plays or because the average play time was too short. :)
  • richardevegarichardevega Member Posts: 234 Arc User
    edited January 2013
    hmmm well just beamed in to the cryptics tribbles fleet starbase and still dark in there i can see but just what's directly in front of me, gonna see if i can get into the hive ground and see if the same thing there when i beam in if i still see black brb, here are pics the first pic is right outside the fleet starbase holodeck, the second pic is inside the holodec. I dont understand why inside the holodeck I can see perfectly but once i exit the lights dim and it goes dark
    pic.twitter.com/fXiQ5u9T
    pic.twitter.com/myWIluYf
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2013
    :)

    It's definitely a work in progress, but I don't yet know how frequently I'll be able to add stuff. Hope everyone agrees it's better to release stuff in little bits and pieces rather than hold it all up and release it at once. :)

    Thanks, any little thing helps at this point, especially if they are props that we've been asking for.
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    now THIS is the patch i was expecting after the holiday break. everything in it is awesome, especially the fixes, and the slight set buffs for mkXI and XII
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited January 2013
    Only thing I want now is to have the Romulan Bridge Officers Traits to actually work. I really want Superior Covert Operative to work for no win scenario :D Pretty please fix it!
  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    edited January 2013
    :)

    It's definitely a work in progress, but I don't yet know how frequently I'll be able to add stuff. Hope everyone agrees it's better to release stuff in little bits and pieces rather than hold it all up and release it at once. :)

    I agree with this as it allows us (the end users) the opportunity to test and report issues quicker; and with a smaller group of items, there's more of a chance it'll get corrected quickly then if there was a mountain of stuff released in one huge push.
    Formerly known as Armsman from June 2008 to June 20, 2012
    TOS_Connie_Sig_final9550Pop.jpg
    PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2013
    There was an issue where the Journal incorrectly said that some didn't qualify when they did--that was resolved and is on Holodeck as of today.

    Every other mission I've checked (since the fix went live) legitimately didn't qualify, whether because it lacked enough plays or because the average play time was too short. :)

    Is dropping the mission or not finishing it while testing it post-publish affecting the average play-time?
    [SIGPIC][/SIGPIC]
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    Holy TRIBBLE. You guys outdid yourselves!

    Fantastic set of changes. Way to go Cryptic!
    [SIGPIC][/SIGPIC]
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited January 2013
    There are a lot of great updates in this patch. Thanks Cryptic and welcome back. Happy New Year!

    jheinig wrote: »
    This does not preclude the possibility of adding other departments later, if proper assets become available.
    Thanks Jesse! Who do we have to beg/bribe to get those "proper assets"?

    :D

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • zorbanezorbane Member Posts: 1,617 Arc User
    edited January 2013
    There was an issue where the Journal incorrectly said that some didn't qualify when they did--that was resolved and is on Holodeck as of today.

    Every other mission I've checked (since the fix went live) legitimately didn't qualify, whether because it lacked enough plays or because the average play time was too short. :)

    I'm gonna have to say there's an issue with how the average play time is calculated then. I've played multiple missions that have the "not qualify" label yet still take far longer than 20 minutes to complete. Some of these have dozens of reviews as well.

    If you go to the general Foundry forum you can find a lot of people who say their missions are much longer than 20 minutes yet still do not qualify.

    Here's a short list of missions which includes two (the kirkfat and gulberat's) that only after multiple plays became eligible: http://sto-forum.perfectworld.com/showthread.php?t=497951

    What I'm wondering is if author plays and drops (author and player) are affecting the average which cause the mission to initially start out with an extremely low play time.

    Imagine an author play testing a mission (published for testing). The author will be playing incomplete versions, and "F"ing through dialogue continuously causing lower than normal playtimes. All this punishes the author who wants to be 125% sure that everything is perfect.
    StarbaseUGC Discord Chat
    Foundry Mission Database
    Check out my Foundry missions:
    Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
    Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited January 2013
    Implemented a change to possibly address the game client failures reported on machines with Intel integrated drivers.

    This may address crashes, black-screen hangs, "Display driver has stopped responding and has been reset" system messages, and blue screens.
    This change will also assist with gathering information about the failures should they persist.

    Thank you. That's the least I can say after how much I've posted over this issue. :-)
    Significantly increased the damage of the Kinetic Cutting Beam, but drastically reduced the damage and crew damage of the combo with the Assimilated Tractor Beam.

    Interesting. Although I seem to be in the minority that didn't mind how it worked before. Not a problem though as I like it either way. The current (soon to be old) version is neat as a sort of finishing move, but a more balanced overall setup is still fine by me.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • richardevegarichardevega Member Posts: 234 Arc User
    edited January 2013
    still not working hope i can get into hive ground to see but starbase lobby is still dark for me ive posted pics
  • diogene0diogene0 Member Posts: 0 Arc User
    edited January 2013
    Some great uptades, and glad to see we got new assets for the foundry. I guess someone is willing to play more TOS themed episodes. ;)
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • zer0niusrexzer0niusrex Member Posts: 0 Arc User
    edited January 2013
    kirksplat wrote: »
    Is dropping the mission or not finishing it while testing it post-publish affecting the average play-time?

    Dropping absolutely doesn't count. And if you don't finish the mission, it's not a completion time, so that wouldn't count either.

    There may be some other issue here, but it's neither of those. We are investigating these reports, but as I said, I've checked the behind-the-scenes number for playtime and it has come up short on all the examples.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited January 2013
    Dropping absolutely doesn't count. And if you don't finish the mission, it's not a completion time, so that wouldn't count either.

    There may be some other issue here, but it's neither of those. We are investigating these reports, but as I said, I've checked the behind-the-scenes number for playtime and it has come up short on all the examples.

    Well, something weird is going on. I was absolutely paranoid about post-publish testing of a new mission called "The Dance of the Dead." It should take at least half and hour, but more like 45 minutes.

    My first 5 reviews (in the review stage) were 4 complete playthroughs and 1 guy who had to drop because a npc was nowhere to be found.

    My mission didn't qualify for rewards until it had 24 plays. It would be impossible to play this mission in less than 15 minutes, even if quickly pressing f at every spot of dialogue.
    [SIGPIC][/SIGPIC]
  • zer0niusrexzer0niusrex Member Posts: 0 Arc User
    edited January 2013
    kirksplat wrote: »
    Well, something weird is going on. I was absolutely paranoid about post-publish testing of a new mission called "The Dance of the Dead." It should take at least half and hour, but more like 45 minutes.

    My first 5 reviews (in the review stage) were 4 complete playthroughs and 1 guy who had to drop because a npc was nowhere to be found.

    My mission didn't qualify for rewards until it had 24 plays. It would be impossible to play this mission in less than 15 minutes, even if quickly pressing f at every spot of dialogue.

    Average length of mission is not the only factor used in determining whether a mission qualifies. :)
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