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TRIBBLE Maintenance and Release Notes - September 20, 2013

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20130908a.9

Systems:
  • Resolved an issue with Medical Tricorder III on Science Kits which was healing for less than intended.
  • Increased the Sonic Pulse III's damage moderately.
  • Slightly decreased the effectiveness of Shield Generator Fabrication III's shield healing.
  • Duty Officers:
    • Fast Reload Projectile Officers no longer reduce the recharge time of the mega torpedo.
  • Trait - Photonic Capacitor
    • This trait can now be triggered by the following additional Science abilities:
      • Scattering Field
      • Science Fleet
      • Tachyon Beam
      • Tractor Beam
      • Tractor Beam Repulsors
    • Any ability that has a Toggle duration (shown as a short duration countdown on your hotkey bar) will not activate Photonic Capacitor until this duration has completed.
  • Trait - Subterfuge
    • The Stealth bonus granted no longer stacks.
    • Only the highest bonus will apply.
    • The Defense bonus still stacks.
  • Trait - Inspirational Leader
    • No longer has a chance to activate on each period of maintained powers like Eject Warp Plasma.
    • Resolved an issue where Inspirational Leader would proc more frequently than intended.
  • Graviton Pulse Generator
    • Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude.
    • The benefit this ability gains from the Graviton Generators skill has been reduced by half.
  • Tyken's Rift
    • All ranks of Tyken's Rift now apply the proper bonuses of the user's AuxPower, Flow Capacitors and Particle Generators.
  • Resolved some issues with the Romulan Xenobiologist kits.
    • The Mk X kit version no longer has the same powers as the very rare version Mk X.
    • The Mk X kit now correctly has Stasis Field R4 instead of R3.
  • The Tricobalt Torpedo weapons now have the correct power icon when Torpedo High Yield or Torpedo Spread is active.
  • Resolved some issues with some Tactical Bridge Officer powers.
    • All weapon modifying Tactical Bridge Officer powers are now unable to activate while the category of buff they give is already active.
      • For example, while Beam Overload 1 buff is active, Beam Overload 2 cannot be fired.
    • All weapon modifying Tactical Bridge Officers powers are now unable to activate for 5 seconds after using the ability.
      • For example, for 5 seconds after firing Beam Overload, Beam Overload 1, 2, and 3 cannot be activated.
    • These changes affect all of the following categories of powers at all ranks:
      • Beam Overload
      • Beam Fire At Will
      • Beam Subsystem Targeting
      • Mine Dispersal Pattern Alpha
      • Mine Dispersal Pattern Beta
      • Cannon Rapid Fire
      • Cannon Scatter Volley
      • High Yield Torpedo
      • Torpedo Spread
  • Gravity Well
    • Ranks 2 and 3 now properly benefit from the captain's AuxPower and Graviton Generators skill.
    • The base damage of the power has been increased at all ranks.
    • The Repel values of all ranks can now be improved slightly with Graviton Generators skill.
    • The Radius bonus gained by Graviton Generators has been increased.
    • The amount of bonus damage that Aux Power and Partical Generators give to this power have been decreased.
  • Orion Slave Hangar Pets
    • Their odds to pillage Energy Credits and Commodities have doubled.
    • Each successful pillage will result in a higher average energy credit rate.
  • Warp Core Breach
    • Reduced the flee distance from 5km to 3km.
  • Emergency Power to Engines now only last 5 seconds for enemy craft.
    • The 30 second duration for players remains unchanged.
  • Matter/Antimatter Warp Core mod "Auxiliary to Shields" now displays the correct mod abbreviation in its item display names.
    • Cores with this power will now properly display as "A->S" instead of "E->S".
  • Warhead Yield Chamber consoles no longer displays their damage tooltip twice.
  • Resolved an issue where sometimes carrier?s small craft would not fight against enemies while in Intercept mode.

UI:
  • The team status UI now hides non-current player pets if there are more than 5 players and pets on a team.
  • Re-enabled game chat channel filters for Emotes and Minigame.

Foundry:
  • 'Squirrels' are now referred to by their correct name 'Epohhs' in the Foundry.

Character:
  • Improvements have been made for female legs to match better with skirts.
  • Improvements have been made to female skin textures.
  • Improvements have been made to female and male hand textures.

Known Issues:
  • Some ground maps may be missing some textures such as trees.
  • The Foundry will unavailable temporarily.
  • Pirate Trait is not being applied correctly to Captains.
  • Romulan Captains cannot rearrange their HUD in system space.
  • Fleet members do not display in the fleet roster.
  • Ships are translucent in the character select screen.
Post edited by coldsnapped on
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Comments

  • daveynydaveyny Member Posts: 8,227 Arc User
    edited September 2013
    WOW ....
    That's a lot of Sciency stuff for a change. :eek:

    Gonna miss the 'squirrels". ;)
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
    upside-down-banana-smiley-emoticon.gif
  • trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited September 2013
    Nice changes!
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
  • generalmocogeneralmoco Member Posts: 1,634
    edited September 2013
    wow!!! Im amazed!!
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2013
    [*]The Foundry will unavailable temporarily.

    Will this downtime extend to HD? Any chance we can get an estimate of "temporarily"? Many of us have approaching deadlines for either the contest and the Foundry FE.
    [SIGPIC][/SIGPIC]
  • icegavelicegavel Member Posts: 991 Arc User
    edited September 2013
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20130908a.9

    Systems:
      • All weapon modifying Tactical Bridge Officers powers are now unable to activate for 5 seconds after using the ability.
        • For example, for 5 seconds after firing Beam Overload, Beam Overload 1, 2, and 3 cannot be activated.
      • These changes affect all of the following categories of powers at all ranks:
        • Beam Overload
        • Beam Fire At Will
        • Beam Subsystem Targeting
        • Mine Dispersal Pattern Alpha
        • Mine Dispersal Pattern Beta
        • Cannon Rapid Fire
        • Cannon Scatter Volley
        • High Yield Torpedo
        • Torpedo Spread

      Wait, so the Global Cooldown for Weapon powers is being REDUCED to 5 seconds?
    • lordhavelocklordhavelock Member Posts: 2,248 Arc User
      edited September 2013
      • Trait - Photonic Capacitor
        • This trait can now be triggered by the following additional Science abilities:
          • Scattering Field
          • Science Fleet
          • Tachyon Beam
          • Tractor Beam
          • Tractor Beam Repulsors
        • Any ability that has a Toggle duration (shown as a short duration countdown on your hotkey bar) will not activate Photonic Capacitor until this duration has completed.
      Thank you! :D

      Lots of great stuff. I'm also looking forward to the improved versions of Tyken's Rift and Grav Well. Thanks for those!

      You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
    • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
      edited September 2013
      icegavel wrote: »
      Wait, so the Global Cooldown for Weapon powers is being REDUCED to 5 seconds?

      No. A second, instant lockout period has been instituted. This was done in an attempt to alleviate the "double-tap" scenarios that have been discussed at-length in our PvP forums.
      Jeremy Randall
      Cryptic - Lead Systems Designer
      "Play smart!"
    • icegavelicegavel Member Posts: 991 Arc User
      edited September 2013
      No. A second, instant lockout period has been instituted. This was done in an attempt to alleviate the "double-tap" scenarios that have been discussed at-length in our PvP forums.

      I didn't hear about this. Don't even quite understand the issue. With the 15-second GCD that's already there, nothing else CAN be activated for 15 seconds. Could you explain what the issue was and how this helps? I don't quite understand, but I'm only curious.
    • toivatoiva Member Posts: 3,276 Arc User
      edited September 2013
      icegavel wrote: »
      I didn't hear about this. Don't even quite understand the issue. With the 15-second GCD that's already there, nothing else CAN be activated for 15 seconds. Could you explain what the issue was and how this helps? I don't quite understand, but I'm only curious.

      You can activate powers like BO, wait for almost all of it's duration before actually firing the weapon and the next sec (after the ability is off CD), activate it again and fire again. That way, you effectively can fire 2 BOs in a span of a second.

      I don't think the change affects Cannon abilities in any way, on the other hand.


      On another topic, nice and plenty changes. Wish I could look at the GW changes, but being silver, looks like I'm being cut off of Tribble.
      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.

      Don't make ARC mandatory! Keep it optional only!
    • mancommancom Member Posts: 784 Arc User
      edited September 2013
      icegavel wrote: »
      I didn't hear about this. Don't even quite understand the issue. With the 15-second GCD that's already there, nothing else CAN be activated for 15 seconds. Could you explain what the issue was and how this helps? I don't quite understand, but I'm only curious.
      Beam Overload, Torpedo High Yield, Spread and some other abilties are not "used" immediately after activating them. They linger for up to 30s until a weapon is fired that then uses up this buff. Due to this, one could pre-charge such an ability, wait 15s, load a second one and then fire them both almost simultaneously. (Or even three, by waiting for the 30s mark counted from loading the first to almost expire, firing two and then after a second loading the third (i.e. the now again available first copy) and firing it too.)
      1042856
    • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
      edited September 2013
      icegavel wrote: »
      I didn't hear about this. Don't even quite understand the issue. With the 15-second GCD that's already there, nothing else CAN be activated for 15 seconds. Could you explain what the issue was and how this helps? I don't quite understand, but I'm only curious.
      Attack modifiers stay active until they fully expire. Since duplicates come off the cooldown before the expiry timer, you can activate two different attack modifiers and use them simulatenously, with some careful timing. Activate BO1 but dont use it, activate BO2 when it becomes available, and BO1 will still be active--start firing and you will set off BO1 on the first cycle followed by BO2 on the second.

      They added a mandatory 5-second cooldown to force a gap on same-abilities, that's all.
    • coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
      edited September 2013
      kirksplat wrote: »
      Will this downtime extend to HD? Any chance we can get an estimate of "temporarily"? Many of us have approaching deadlines for either the contest and the Foundry FE.

      There is no exact ETA on when the Foundry will be available but this only applies to Tribble at the moment.
    • bitovabitova Member Posts: 0 Arc User
      edited September 2013
      Reading those release notes, I dont get why every one apart from gold (and I assume lifetime) members will get locked out from this tribble releaase :cool:
    • generalmocogeneralmoco Member Posts: 1,634
      edited September 2013
      So when will, Us, The silver members be able to get access to this new *code* patches???
    • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
      edited September 2013
      If Cryptic follows its previous procedure, Redshirt being re-opened means that Tribble will now be used for long-term testing, so none of these updates will be going live for quite a while. Could even be stage one of Season 8 testing, in which case there are many more updates to go before any of it reaches Holodeck.
      The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
    • icegavelicegavel Member Posts: 991 Arc User
      edited September 2013
      mancom wrote: »
      Beam Overload, Torpedo High Yield, Spread and some other abilties are not "used" immediately after activating them. They linger for up to 30s until a weapon is fired that then uses up this buff. Due to this, one could pre-charge such an ability, wait 15s, load a second one and then fire them both almost simultaneously. (Or even three, by waiting for the 30s mark counted from loading the first to almost expire, firing two and then after a second loading the third (i.e. the now again available first copy) and firing it too.)

      I experimented with this using T:HY a long time ago. When I popped HY1, then popped HY2 15 seconds later, the HY1 buff got overrided. I only had HY2 at the end. Must have been a bug.
    • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
      edited September 2013
      Still no fixes to the hoard of tailor issues, resetting department heads, HSE lances, and of course the long-time bugs like D'Kora EMP with Aux2Batt, KDF Marauding Boff customization, KHG missing armour pieces...
      EnYn9p9.jpg
    • pwebranflakespwebranflakes Member Posts: 7,741
      edited September 2013
      Captains, a friendly reminder of this post made earlier today :)

      As coldsnapped posted, Tribble's version is: ST.35.20130908a.9

      If you look on your launcher when loading into Holodeck, you'll notice it says the version is: ST.31.20130803a.35

      Tribble is now on our "branch" 35 build AKA our Season 8 "branch" -- most upcoming Tribble changes, updates, etc. will not go live until Season 8 launches later this year, especially new content, although some (not new content, though, like the space adventure zone, etc.) *might* go live in the current "branch". Watch for Redshirt patch notes as changes on Redshirt should go to Holodeck before Season 8.

      This is the same cycle we have every pre-Season :)

      Cheers,

      Brandon =/\=
    • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
      edited September 2013
      [[*]Fast Reload Projectile Officers no longer reduce the recharge time of the mega torpedo.

      LAAAAAAME :mad:

      Trait - Subterfuge

      The Stealth bonus granted no longer stacks.
      Only the highest bonus will apply.
      The Defense bonus still stacks.

      what about infiltrator? that trait gives even more stealth then subterfuge. does it stack? is it intended to stack?

      Graviton Pulse Generator

      Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude.
      The benefit this ability gains from the Graviton Generators skill has been reduced by half.

      nicely adressed

      Tyken's Rift

      All ranks of Tyken's Rift now apply the proper bonuses of the user's AuxPower, Flow Capacitors and Particle Generators.

      this is practicality like adding a new skill to the game! this skill hasn't had any functionality since the skill tree overhaul

      Resolved some issues with some Tactical Bridge Officer powers.

      All weapon modifying Tactical Bridge Officer powers are now unable to activate while the category of buff they give is already active.

      [*]Beam Fire At Will
      [*]Beam Subsystem Targeting
      [*]Cannon Rapid Fire
      [*]Cannon Scatter Volley

      its not even possible to stack these, the lockout will never have a chance to interact with these skills. seems silly to give them one.

      Gravity Well

      Ranks 2 and 3 now properly benefit from the captain's AuxPower and Graviton Generators skill.
      The base damage of the power has been increased at all ranks.
      The Repel values of all ranks can now be improved slightly with Graviton Generators skill.
      The Radius bonus gained by Graviton Generators has been increased.
      The amount of bonus damage that Aux Power and Partical Generators give to this power have been decreased.

      this should help sci in pve tremendously, and will proboly be a terror in pvp.

      Emergency Power to Engines now only last 5 seconds for enemy craft.

      The 30 second duration for players remains unchanged.

      :rolleyes: carebears

      Character:
      • Improvements have been made for female legs to match better with skirts.
      • Improvements have been made to female skin textures.
      • Improvements have been made to female and male hand textures.

      does the version 1 republic uniform on females have it's MASSIVE clipping issue on the chest fixed yet? it was absurd that this wasn't fixed a month ago, now theres no word that would make it past the filter to describe it's non fixed yet status

      [*]Pirate Trait is not being applied correctly to Captains.

      pirate trait isn't working on boffs ether.
    • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
      edited September 2013
      Captains, a friendly reminder of this post made earlier today :)

      As coldsnapped posted, Tribble's version is: ST.35.20130908a.9

      If you look on your launcher when loading into Holodeck, you'll notice it says the version is: ST.31.20130803a.35

      Tribble is now on our "branch" 35 build AKA our Season 8 "branch" -- most upcoming Tribble changes, updates, etc. will not go live until Season 8 launches later this year, especially new content, although some (not new content, though, like the space adventure zone, etc.) *might* go live in the current "branch". Watch for Redshirt patch notes as changes on Redshirt should go to Holodeck before Season 8.

      This is the same cycle we have every pre-Season :)

      Cheers,

      Brandon =/\=

      FACEPALM

      do not make us wait til season 8 for GW and TR, double taping, Subterfuge and Graviton Pulse to be fixed
    • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
      edited September 2013
      Thanks for all of these great science fixes Cryptic. Just one question, why was a 5 second lockout period added to Beam Target X? It already has a 15 second lockout period as well as a "greyed out" feature, making it impossible for players to stack targeting as is currently.
      --->Ground PvP Concerns Directory 4.0
      --->Ground Combat General Bugs Directory
      Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
    • mrkollinsmrkollins Member Posts: 0 Arc User
      edited September 2013
      Good patch, hopefully will be live soon.
      Division Hispana
      www.divisionhispana.com
    • pwebranflakespwebranflakes Member Posts: 7,741
      edited September 2013
      FACEPALM

      do not make us wait til season 8 for GW and TR, double taping, Subterfuge and Graviton Pulse to be fixed

      Some of those *may* fall under the "*might* go live in the current 'branch'" -- not 100% sure, but it's possible. Again, watch for Redshirt release notes.

      Cheers,

      Brandon =/\=
    • bi0f0dd3rbi0f0dd3r Member Posts: 0 Arc User
      edited September 2013
      Will this Commodity/EC increase also apply to contraband as it is listed as a commodity or is this a seperate loot item?
    • savingjsavingj Member Posts: 126 Arc User
      edited September 2013
      Just tested the tactical bridge officer ability changes and currently torpedo spread and high yield can still stack. However, Beam Overload is working as described in the patch notes.
    • reginamala78reginamala78 Member Posts: 4,593 Arc User
      edited September 2013
      Mostly cool, though I admit I'm a little disappointed with

      "Gravity Well: The amount of bonus damage that Aux Power and Partical Generators give to this power have been decreased."

      But I guess we'll see how it works with the other GW changes, see if its a net nerf or buff.

      Plus the enemy EPTEs don't function the same as player anymore? Why not? Same rules all around.
    • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
      edited September 2013
      Whats this new Direct3D9ex thing? Are you guys finally going to do some more about the horrible performance on even high end systems in this game?

      Yay. I hope.
      [SIGPIC][/SIGPIC] I am not Snakie, MT is!
    • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
      edited September 2013
      Yet still no fix to the KDF costumes.
    • tangolighttangolight Member Posts: 777 Arc User
      edited September 2013
      Mostly cool, though I admit I'm a little disappointed with

      "Gravity Well: The amount of bonus damage that Aux Power and Partical Generators give to this power have been decreased."

      But I guess we'll see how it works with the other GW changes, see if its a net nerf or buff.

      Plus the enemy EPTEs don't function the same as player anymore? Why not? Same rules all around.

      It's a net buff because currently, Aux Power and Particle Generators don't affect GW 2 or 3 at all. If they were, people would have been complaining it's doing too much.

      And you haven't seen all the complaints about NPCs using EPTE with Borg Spheres moving all the way across the map in STFs and out running players and such, have you?
    • kalanikalani Member Posts: 0 Arc User
      edited September 2013
      I hope the changes to the legs are far from final. The area around the knee has no natural couture at all and I have to slide the leg bulk all the way up on my alien to make the size of the legs look like the size of a normal human beings leg.
      [SIGPIC][/SIGPIC]
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