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TRIBBLE Maintenance and Release Notes - July 30, 2013

salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
We already brought down the Tribble server for maintenance to apply a new update.
ST.31.20130714a.16

General:
  • Players that have had issues purchasing Spiral Wave Disruptors, Jem'Hadar Attack Pets, or any other limited item should no longer experience these issues.
  • Updated the playable volume on the Kassae UGC ground map.
  • The following uniforms now have tailor presets if owned:
    • All Good Things
    • Bajoran Militia
    • Counselor Troi
    • Deep Space 9
    • Enterprise "
    • Enterprise Mirror
    • Section 31
    • T'Pol
    • Seven of Nine
    • Starfleet Academy
    • The Motion Picture
    • The Next Generation (TV
    • TOS Dress Uniform
    • TOS Medical
    • TOS Tunic
    • Wrath of Khan
    • TOS Mirror Universe
  • Updated another instance of corvette that was using a capital C.
  • Turret Fabrication IV will now correctly fabricate a Tier 4 Turret when used by a Romulan Player.
  • Sensor Analysis no longer forces the player into red alert.
  • Tour the Galaxy: Some mission timers were set to start on completion of a mission rather on start, they are all set to start on completion of the mission.
  • The Aquarius should no longer appear at 4 times its intended size when launched from an Odyssey.
  • The Andorian Phasers have been given audio that is even more unique based on player feedback.
  • Carrier UI Updates:
    • All pets will be far less likely to engage enemies beyond a range of 12km
      • Unless those enemies have also actively damaged their owner's Carrier.
    • All pets are now more responsive while under Escort command. This includes upgrades to their behavior that controls:
      • Targeting enemies that have damaged their Escort target, preferring targets that have also attacked their owner's Carrier, and ignoring orders that tell them to escort themselves or fellow hangar pets.
    • All pets will now ignore enemies beyond 12km while under Intercept command, regardless of their combat activities.
      • This allows them to more accurately intercept incoming mines, torpedoes and small craft heading for their owner Carrier.
    • Resolved a logic loophole with the new Recall functionality that allowed pets to occasionally stop responding to subsequent commands.
    • Duty Officers that rely upon Intercept, Escort and Recall commands being issued will now work correctly with Jem'Hadar Attack Ships, Bird-of-Prey Raiders, Syphon Drones and Shield Repair Drones.
    • The AI routines of Shield Repair Drones have entirely new, and more responsive, set of command behaviors to follow
      • For these pets, Intercept and Attack set these pets to sort of an "auto-heal" mode.
      • Use Escort for increased control of their support features.
    • The AI routines of Bird-of-Prey Raiders have been improved to include more well-defined Strafing Runs.
      • These pets only have a chance to ent
      er into this behavior every several seconds, and will not perform them constantly.
Post edited by salamiinferno on

Comments

  • stoutesstoutes Member Posts: 4,219 Arc User
    edited July 2013
    Interesting update, i hope the Aquarius and carrier owners will be happy with most of the patches..
    maxvitor wrote: »
    Nerf is OP, plz nerf
    That's quite the paradox, how could you nerf nerf when the nerf is nerfed. But how would the nerf be nerfed when the nerf is nerfed? This allows the nerf not to be nerfed since the nerf is nerfed? But if the nerf isn't nerfed, it could still nerf nerfs. But as soon as the nerf is nerfed, the nerf power is lost. So paradoxally it the nerf nerf lost its nerf, while it's still nerfed, which cannot be because the nerf was unable to nerf.

    I call it, the Stoutes paradox.
  • dahminusdahminus Member Posts: 0 Arc User
    edited July 2013
    That Aquarius bug sure was funny to watch, ah well. Progress it progress
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2013
    the pre set 'correct' coloring on those uniforms is nice to have! does this mean the tng pants got unfaded out? about a month ago i noticed they looked wrong, and no longer could match the tops. unfortunately it does not recognize what c store stuff you have bought, so we wont be able to see this on tribble proboly.

    and the female version 1 republic uniform got screwed up a week ago when the vet uniforms first started getting added to tribble.
  • sean2448sean2448 Member Posts: 815 Arc User
    edited July 2013
    thank you for this fix

    Turret Fabrication IV will now correctly fabricate a Tier 4 Turret when used by a Romulan Player
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    So, no fix for the disappearing Elite Tholian Mesh Weavers then?! :(
    3lsZz0w.jpg
  • jonathanlonehawkjonathanlonehawk Member Posts: 674 Arc User
    edited July 2013
    We already brought down the Tribble server for maintenance to apply a new update.
    ST.31.20130714a.16

    General:
    • The Aquarius should no longer appear at 4 times its intended size when launched from an Odyssey.

    Does this include the standalone ships (from the ship store), both normal and fleet versions?

    My fleet Aquarius is almost as big as a Galaxy-class.
    Formerly Known as Protector from June 2008 to June 20, 2012
    STOSIG.png
    Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    Im sorry guys, I still do not notice a difference in the sound FX of the Andorian Fleet Dual heavy cannons and turrets.

    I tried to equip my regular fleet phasers and then swtich back, same thing. It sounds almost identical. Maybe it is not working for the Fleet versions?
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited July 2013
    All pets will now ignore enemies beyond 12km while under Intercept command, regardless of their combat activities.

    Could you also make it so they don't do that while in attack mode? It's really annoying when sitting there waiting to heal and my pets decide to go after stuff 14km+ away and aggro EVERYTHING in sight.

    Good example is I did the KDF 'Empire Defense' dailies and defeat the 6 groups in a single system in about 3 minutes but it takes another 5 minutes before I can leave. Can't exit while in red alert. I never wondered what it would be like to have 20 borg spheres come after me but now I know. Sure I could just let my pets die but then I'd have to deal with the 15+ enemies they aggroed because they went 20km away from me. Thankfully my mirror Vo'quv carrier is pretty tough, but it ends up making a mission take too long to get out of after it's complete.

    Edit:
    Resolved a logic loophole with the new Recall functionality that allowed pets to occasionally stop responding to subsequent commands.

    Does this mean they won't dock with the carrier suddenly on their own? I've had that happen a lot of times. They'll be attacking something and I can see them suddenly fade out as if I had them on recall and they docked. When that happens they can no longer be resummoned or undocked and your hanger is full and tied up.
  • contrarydecisioncontrarydecision Member Posts: 274 Arc User
    edited July 2013
    Will JHAS combat pets and other cannon using frigates/fighters be getting the 'strafing run' AI behavior improvements also?

    Any chance of Elite Widows being looked at so they get FaW reduced to 30s like on other hanger pets? The Mesh Weaver getting the same? What about Cannon: Rapid Fire on Jem'Hadar Fighters and JHAS pets?
  • domjotdomjot Member Posts: 18 Arc User
    edited July 2013
    Still have the dislocated shoulder while aiming with the MK XI Plasma Repeater Pistol?
    And it still shoots from the feet too I bet.

    Been bugged from LOR release.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited July 2013
    Could you also make it so they don't do that while in attack mode? It's really annoying when sitting there waiting to heal and my pets decide to go after stuff 14km+ away and aggro EVERYTHING in sight.

    Actually, I *love* that. :) Perfect for Azure Nebula:

    - Deploy pets at 14km distance;
    - Pets go aggro enemies (who in turn can't fire at you);
    - Pets keep Tholians distracted;
    - You quickly disable tractor beams at your leasure;
    - Enemies despawn/warp off when tractor beams are disabled;
    - Profit.
    3lsZz0w.jpg
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    Will JHAS combat pets and other cannon using frigates/fighters be getting the 'strafing run' AI behavior improvements also?

    Fer'jais need to make better strafing runs, too.

    And my fleet members have confirmed that only basic Romulan Drone Ships use FAW and BO, the Advanced and Elite do not. That's a pretty big hit to their DPS.
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    Seems like the new Andorian phaser sound FX are working as described now :)

    Good job Cryptic, they sound excellent :P
  • sneyepersneyeper Member Posts: 217 Arc User
    edited July 2013
    Tour the Galaxy: Some mission timers were set to start on completion of a mission rather on start, they are all set to start on completion of the mission.

    I don't understand the change? Are you saying the event has been completely changed and is no longer a daily?
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited July 2013
    __________________________________________________

    Division Hispana
    www.divisionhispana.com
  • trek21trek21 Member Posts: 2,246 Arc User
    edited July 2013
    sneyeper wrote: »
    I don't understand the change? Are you saying the event has been completely changed and is no longer a daily?
    Actually, it means the newly-added 4h timer, which was previously starting the cooldown when you finished, will now start when you start

    I think; that's what I took from it, at least
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • sneyepersneyeper Member Posts: 217 Arc User
    edited July 2013
    trek21 wrote: »
    Actually, it means the newly-added 4h timer, which was previously starting the cooldown when you finished, will now start when you start

    I think; that's what I took from it, at least

    Maybe ... although wouldn't make much of a difference with the event being just 1 hour (and having a cd of 4 hours at the start of a run or end of a run) that wouldn't make much of a difference.

    I got my decked out tour runner ready on Tribble ... will test in an hour.
  • edited July 2013
    This content has been removed.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2013
    TNG pants- still buged, and dont match the top's color pallet anymore

    female romulan republic v1 uniform- still bugged, still seeing yellow jacket texture on top of the undershirt incorrectly


    select preset uniform screen on most does not change your colors correctly, and a lot of the preset screens were just black. it could be bugyness with tribble not recognizing what you bought from the c store on holodeck though.
  • sneyepersneyeper Member Posts: 217 Arc User
    edited July 2013
    Tour the Galaxy: Some mission timers were set to start on completion of a mission rather on start, they are all set to start on completion of the mission.

    I just did a complete run on Tribble, and then switched over to Holodeck and did a complete run there too. I don't see a single difference. We can do at most 1 complete run - rewards are exactly the same between the two. The 4 hour cd remains intact on Tribble, and starts as soon as TTG is picked up from Yim - exactly the same as it is on Holodeck.
  • deniedexistencedeniedexistence Member Posts: 0 Arc User
    edited July 2013
    I actually just for the fun of it went to Tribble ESD, picked up the mission and dropped it. 4 hr CD still exists

    Edit: And after re-reading the notes, that is exactly how they want it to work it looks
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    Could you also make it so they don't do that while in attack mode? It's really annoying when sitting there waiting to heal and my pets decide to go after stuff 14km+ away and aggro EVERYTHING in sight.

    This seems like a really simple solution. If you didn't want them to attack, why are they set to attack mode? If you wanted to get out of red alert, set them to recall.
  • therealtogietherealtogie Member Posts: 10 Arc User
    edited July 2013
    Would it be possible to get a timeline on some of the bug-fixes, like the custom channel muting/unmuting issue mentioned above?

    C'mon, Salami... I know you're aware of it.
  • afree100afree100 Member Posts: 332 Arc User
    edited July 2013
    Resolved a logic loophole with the new Recall functionality that allowed pets to occasionally stop responding to subsequent commands.

    Yay, if this is what I think it is.
    Starfleet M.A.C.O. KDF Honor Guard
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited July 2013
    originpi wrote: »
    This seems like a really simple solution. If you didn't want them to attack, why are they set to attack mode? If you wanted to get out of red alert, set them to recall.

    Not a simple solution when doing the empire defense dailies. They have a tendency to go as far as 20km or more on their own aggroing everything in sight when you're attacking groups to finish the system. Not possible to get out of red alert even if I put them on recall. I'd end up with a ton of enemies on me anyway because they go too damn far out and you can't exit those maps while in red alert.

    In other words, while attacking, the pets fly way far away from the targets and keep their distance as far as possible no matter if they're set to attack or intercept. I'm guessing it has to do with the new AI that forces them to avoid exploding ships. Well it works. Too well.

    Edit: Forgot to mention if the pets decide to attack something 20km away, putting them into recall mode doesn't do any good. If they're too far away from you they won't listen. They keep attacking and in the mean time, everything they aggroed is coming straight for me while I'm still trying to defeat stuff they aggroed.

    I've said it months ago somewhere in a thread on the forums and I'll say it again: Carrier pets shouldn't go after anything outside of your weapon range, unless an enemy is aggroed already and heading for you.

    At a dead stop just sitting there not targeting anything, if it's up to 14km away they go after it on their own and it's really annoying.
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited July 2013
    Would it be possible to get a timeline on some of the bug-fixes, like the custom channel muting/unmuting issue mentioned above?

    C'mon, Salami... I know you're aware of it.


    For month, people have reported bugs about the Aquarius Destroyer size problems.
    No reaction or answer from the Devs.

    Today the bug seems fixed.


    So I think there are still communication problems especially when it's about fixing bugs.
    I don't know why it seems to be such a mystery for the Devs to tell us on what bugs they are currently working.

    And we all know that once something is posted here, the crowed spreads the word.

    It really would be good to have a list, no matter how long this list is, for us to see what is currently been worked on.

    It would avoid for us to post the same bugs over and over again.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited July 2013
    On Holodeck if i target something 15km or less away from me while pets are in Attack mode they will fly off and engage the target. This is just how I want it. I want them attacking my target as long as its within a set range, greater then my weapon range is nice since I'm in a carrier and can't turn all that well. They will come into range at some point and I can lock them down and kill them then, or move up if I want to fire at them. This is also handy as they will engage at greater speed then I'm flying at actually reach them around the time they come into range of my weapons. My weapons reach the target at 10km but the fighters must fly the most of the distance before they fully engage much of the time.

    I do NOT want them deciding that they want to engage with something that i don't have targeted that is more then 15km from me. The max range they should be in is 0-15km +/- their orbit radius. When I hit recall I want them to hurry back as well. Some of them are really slow in returning.

    Oh and on a side note, there are some weapons you can fire that have a max range of 15km. I know of at least 1 but I have not bothered to look for any others.
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