We will be bringing down the Tribble server for maintenance to apply a new update: ST.35.20131029a.2
General:
"What's New In Season 8" information window in Help and Support has been updated to include all information about Season 8 "The Sphere".
Removed the limited time free Scorpion Fighter for captains that own the Arkif Tactical Retrofit Carrier Warbird from the Energy Credit store
The ship still comes with this pet if you claim it from the C-Store
Foundry
Voth will now attack any NPCs who attack them.
Previously, Voth were not attacking some factions when placed on maps near them.
Captains can now sit in the captain?s chair of the Obelisk.
Sphere of Influence mission can now be accessed on the grounds of New Romulus.
The test console on Drozana has a selection of Voth gear Tribble players can test.
Improvements have been made to female legs, boots, and hands.
Voth elite/power armor color sets have the same selections available including the helmet.
Systems:
Voth Space Group
Voth ships now have +20 all power levels.
Voth ships now have bonus damage, hull, and shields on Elite difficulty.
Voth Dreadnaught Depth Charges deal 45% less damage.
Voth Dreadnaught Depth Charge recharge increased to 55 seconds from 45 seconds.
V-Rex and Fortress Mech no longer attempt to avoid attacks like Plasma Fire or Orbital Strikes.
Hangar Pets
Hangar Pets under the Escort command will behave far more intelligently, and more pro-actively seek out friendly targets and assist them if told to do so by their owner.
Hangar Pets under the Escort command will now refuse to stay beyond 20km from their owners. If this distance threshhold is exceeded, they will fall back into Recall until they are within 7km of their owner, then resume their Escort protocols.
All Hangar Pets will now disappear if they end up >50km from their owners. This will allow their owners to summon new Hangar Pets if their existing pets get stuck and cannot be retrieved.
Shield Repair Drones now behave less erratically, and will properly parse their owner's target when applicable.
Melee Weapons
Resolved an issue that was causing all Exploit-capable melee attacks to deal Unresistable Knockback on every attack.
The knockback from melee Exploit attacks now correctly only occurs when the target is Exposed.
The knockback from melee Exploit attacks now correctly can be resisted and respects immunities to knockback.
The Breach:
Greatly smoothed out rotation movement for Power Core Boss.
Turrets in the Power Core Boss will no longer be targeted by AOE abilities such as Torpedo Spread.
Added more waypoints for easier flow through the event.
Added a warp to boss room interact 45 seconds after the battle starts if captains are trapped behind the doorway.
Tractor Repel Turrets in the Dreadnaught Bay will actually push players now.
Abilities like Torpedo Spread and FAW will no longer play FX toward the untargetable turrets in the Central Nexus room.
The Central Nexus' AOE power drain has been replaced with a PBAoE Expose/Exploit power.
Each time it pulses, it will take the nearest shield facing offline for several seconds. This pulse deals no damage.
If it hits a portion of your ship where the shield facing is already offline, it will deal a massive amount of damage.
The damage of the turrets in the Central Nexus room has been increased, as has their rate of fire.
Adventure Zone:
Mission flow in the Allied zone has been improved.
Black Rain Mission
Waypoints should be more noticeable.
Mission should now correctly have pollution clouds and interacts at its three possible locations (one in the wasteland, one in the factory, one in the Voth Front).
Moved Voth Front pollution interact inside of the map boundary.
The "Scan Pollution" button should disappear once you have finished scanning the pollution.
"Tower Assault" mission should now complete upon capturing a tower.
Daily Missions are now correctly labeled as such.
Ion Stream: "Reroute Ion Flow" will now clear waypoints after player reroutes 2 towers
"Lost the Codes": Voth minicontact is now a Voth commander instead of a raptor.
Updated found missions in the Allied zone to reward 3 Voth Marks and to have visible missions timers.
Supply Depot
Taking Inventory found mission:
Slightly moved and enlarged the mission offer volume.
Moved scan areas to correspond to new platform locations, and slightly enlarged areas.
Added scanning effect when player ship scans a set of cargo.
Updated reward to 3 Voth marks.
Mission times out after 5 minutes now if not completed in time.
Caustic gas clouds that are part of the "Containment Failure" found mission now cause small amounts of plasma damage to ships that fly through them.
Sphere Adventure Zone Duty Officer Assignments
Removed many Item Costs on assignments where it did not make thematic sense for the assignment in question to require those commodities.
Resolved an issue with Search and Rescue where mission was failing immediately.
Added text indicating that there are timers for missions in the Allied Zone and the Contested Zone.
Dyson Sphere Battlezone:
Captains in a fleet that have unlocked tier 1 or tier 2 will have a discount on the amount of Command Credits it takes to summon reinforcements.
An icon will appear over capture points when players are close to capturing it.
Voth engineers at generator points can now be knocked back, which will temporary halt their progress. They will attempt to run back to the console to resume their progress
Voth re-capture time on all Communication Array points has been slowed by 300%
The mission, "Defeat Voth in the Battlezone' has had its cooldown increased to 1 hour.
Federation Tutorial:
Loot drop now guaranteed on first group of Klingons (currently bugged and gives too many hyposprays).
Cadet near EPS calls out the EPS. This cadet will also shut down the EPS if you blow it up (removing the requirement for you to do it).
Only need to heal 2 characters on the bridge.
Taggart and Kadek no longer beam in and out when on the "Sit in the Captain's Chair" step.
Known Issues:
Romulan captains cannot rearrange their HUD in system space.
There may be some framerate drop issues in the Battlezone.
Ships appear translucent in the character select screen.
For the Foundry, Become Reviewer and Stop Reviewing buttons do not work.
Worf's VO in Sphere of Influence is not present.
Missions in the Allied zone are not being randomized.
Well Tribble STILL crashes for me right at character selection. I guess I'm just going to have to stop playing STO if this goes to Holodeck as I won't be able to play if it just crashes there too.:mad:
It's nice to see the long awaited knockback fix, but only applies to melee weapons?. What about resisting multiple shotgun knockback attacks or multiple Lunges? It's included in the fix?
And yet AGAIN STILL nothing about not being able to finish the tutorial because your stuck on ESD, unable to beam up because it tells you to go to Vega after you just left there. Are you guys actually reading the feedback or not???
[SIGPIC][/SIGPIC] ***Disenchanted***
Real Join Date: Monday, 17 May 2010
It's nice to see the long awaited knockback fix, but only applies to melee weapons?. What about resisting multiple shotgun knockback attacks or multiple Lunges? It's included in the fix?
It does say exploit capable melee attacks. I'll be able to hop on Tribble and check it out a little later when the server is back.
It does say exploit capable melee attacks. I'll be able to hop on Tribble and check it out a little later.
Lunge is affected, but Lunge also has its own Knockback in addition to the knockback it was gaining from the enhancement I fixed. Pulsewaves are not affected by the change to the enhancement, but we'll be adding KB resistance to any KB power that doesn't grant KB resistance.
Incidentally, Knockback resistance works differently than all other CC resistance. While resisting a Disable or a Root causes your CC duration to be lower, resistance to Knock effects is supposed to reduce the *chance* of the knock occurring. Now that the unresistable knockback on melee attacks is gone, knockback resist should be able to come into play as a useful mechanic. Please feel free to test and provide feedback on how it works and on what doesn't work well enough.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
well I'mma be extremely disappointed if test week comes and there is still no fix to the crashing on tribble and even more so if this goes on to live (Holodeck) and the problem persist that would mean that I would go for a second time on live (Holodeck) without being avail to log in for day even weeks as that was the case last time. Patching as we speak fingers crossed.
There may be some framerate drop issues in the Battlezone.
I've got to ask - will this eventually be resolved in some way? As it is the Battlezone is unplayable for me because of how dreadful the framerate is, even though I play STO on high settings daily without much issues like that.
And yet AGAIN STILL nothing about not being able to finish the tutorial because your stuck on ESD, unable to beam up because it tells you to go to Vega after you just left there. Are you guys actually reading the feedback or not???
While i assume the devs read alot of feedback, wheter they can fix it or not ...
That aside .... as a normal guy, just like u .... did u try making another toon ???
Does it happen to that toon as well ???
Coz .. ya know .... maybee they HAVE fixxed it in the tutorial, and its just that particular character that ended up in a loop they closed off, and needs no more fixing ....
If you see something called out as a Known Issue in the patch notes, it's because a resolution is in progress but hasn't been completed yet.
Sorry, but sadly that's not always the case. I've seen several "known issues" that weren't resolved to this very day, yet disappeared from the patch notes' "known issues" section. One such example - although trivial - were the Risian bird pets that are still not following players in zones other than Risa. Thus my question.
Anyone else having problems downloading the patch? It keeps getting stuck at 64%. I've canceled it and retried several times now. Have been trying for the last hour with no luck.
Now that's how I remember it being. Can't chain knock npcs anymore. When you get an exploit hit on them is the only time they fall over. Lunge is knocking them down most of the time but not quite all the time. Can clearly see that knock back resistance is working.
All Hangar Pets will now disappear if they end up >50km from their owners. This will allow their owners to summon new Hangar Pets if their existing pets get stuck and cannot be retrieved.
OMG THANK YOU! That was one of my major complaints about carrier pets. I'm glad to see you are listening after all and I've been patient because I know you guys have lots of stuff to work on. :D:D
Since it seems to be easily possible now to make a build that cant be knocked at all by lunge anymore and zombie healers will have their great return on ground.. a buff to the lunge KB would be in order.
Now that's how I remember it being. Can't chain knock npcs anymore. When you get an exploit hit on them is the only time they fall over. Lunge is knocking them down most of the time but not quite all the time. Can clearly see that knock back resistance is working.
Que the rage from PvErs over the fact that they can't chain knockback Heavy Tactical Drones indefinitely. Now they will actually need to use energy weapons to kill the borg, oh the horror. This is great news though, knockback with resistances.
Since it seems to be easily possible now to make a build that cant be knocked at all by lunge anymore and zombie healers will have their great return on ground.. a buff to the lunge KB would be in order.
I tend to agree, the first knockback from a lunge needs to work every time (or at least 75% of the time), it's an integral part of the ability. Further lunges within the next 15-30 seconds need a large knockback resistance added, simply to prevent players from chaining knockback on a player to keep them in a disabled state.
It looks very promissing so far, some nice add ons, too.
Since you are working on resolving costume bugs, is there any chance we will see the missing Bortasqu uniform parts (Shoulderpads, possibly non spiky boots) with season 8?
-
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Comments
www.divisionhispana.com
Will test tonight!
Mine Trap Supporter
***Disenchanted***
Real Join Date: Monday, 17 May 2010
Concerning this, it might be a good idea to add a transwarp to Drozana for convenience purposes, now that all testing gear comes from there now. :P
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
It does say exploit capable melee attacks. I'll be able to hop on Tribble and check it out a little later when the server is back.
Vanilla Ground PvP information
Lunge is affected, but Lunge also has its own Knockback in addition to the knockback it was gaining from the enhancement I fixed. Pulsewaves are not affected by the change to the enhancement, but we'll be adding KB resistance to any KB power that doesn't grant KB resistance.
Incidentally, Knockback resistance works differently than all other CC resistance. While resisting a Disable or a Root causes your CC duration to be lower, resistance to Knock effects is supposed to reduce the *chance* of the knock occurring. Now that the unresistable knockback on melee attacks is gone, knockback resist should be able to come into play as a useful mechanic. Please feel free to test and provide feedback on how it works and on what doesn't work well enough.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Thanks, i'm working right now and i can't do it myself from here.
www.divisionhispana.com
Vanilla Ground PvP information
If you see something called out as a Known Issue in the patch notes, it's because a resolution is in progress but hasn't been completed yet.
Cryptic - Lead Systems Designer
"Play smart!"
While i assume the devs read alot of feedback, wheter they can fix it or not ...
That aside .... as a normal guy, just like u .... did u try making another toon ???
Does it happen to that toon as well ???
Coz .. ya know .... maybee they HAVE fixxed it in the tutorial, and its just that particular character that ended up in a loop they closed off, and needs no more fixing ....
Just sayin .......
And what about things that you've yet to acknowledge as being an issue? Such as the experimental proton weapon being completely and utterly borked?
Still, glad to hear its being worked on.
Saddened*
The event that controls the availability of these items should become active soon. Check back in a bit, and let us know!
Cryptic - Lead Systems Designer
"Play smart!"
Edit: Disregard. It finally went through.
Mine Trap Supporter
Vanilla Ground PvP information
OMG THANK YOU! That was one of my major complaints about carrier pets. I'm glad to see you are listening after all and I've been patient because I know you guys have lots of stuff to work on.
I tend to agree, the first knockback from a lunge needs to work every time (or at least 75% of the time), it's an integral part of the ability. Further lunges within the next 15-30 seconds need a large knockback resistance added, simply to prevent players from chaining knockback on a player to keep them in a disabled state.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Since you are working on resolving costume bugs, is there any chance we will see the missing Bortasqu uniform parts (Shoulderpads, possibly non spiky boots) with season 8?
Join Starfleet,
Boldly go where no man has gone before,
Meet interesting new species, and Kill them!