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Tribble Maintenance and Release Notes - January 16, 2015

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Tribble is being brought down for maintenance to update it to build ST.47.20150112a.3.

General:
  • Resolved an issue which caused the Breen Sarr Theln carrier to not receive a bonus to draining when using the Breen Energy Siphon.
  • Foundry: The Rogue Federation and KDF ground NPC Groups are now eligible components for Kill objectives.
  • Added a "Specializations" entry to the Tribble Test Vendor at Drozana station.
    • This vendor sells Specialization Qualifications for Intelligence and Command, as well as bundles of 5x Specialization Points.
  • Added White Quality Command Bridge Officers to bridge officer requisitions available at all major social hubs.

Systems:
  • Bridge Officer Training:
    • Resolved an issue where Hazard Emitters 3 was classified as a Lieutenant instead of a Lieutenant Commander.
    • Resolved an issue which was causing the Torpedo High Yield 3 Manual from not working.
    • Romulan guards now have Romulan weapons instead of Klingon.
    • Training Manuals can now be sorted properly in the Exchange.
    • Numerous new icons have been hooked up.
  • Command Bridge Officer Powers
    • Concentrate Firepower:
      • High Yield mode can now be triggered by any damage, instead of only torpedoes/mines.
      • Reduced chance of High Yield proc, to compensate for increased weapons fire potential.
      • Resolved a blinking FX issue.
      • Resolved an issue that was preventing the friendly High Yield from being granted.
      • Increased % of extra kinetic damage proc.
    • Subspace Interception:
      • Updated description to match re-designed usage restrictions.
    • Call Emergency Artillery:
      • Increased damage at all ranks by a small amount per tick.
      • Updated costumes of Artillery Vessels for all factions
    • Phalanx Formation:
      • Rings are now only visible to allies.
      • Changed description to match ability functionality.
      • Updated timing on AOE damage and Warp-Out.
    • Ambush Marker:
      • Updated costumes & names of Ambusher ships for all factions.
    • Rally Point Marker:
      • Now summons at user's location, and no longer requires a Foe be targeted to activate.
      • Remaining within the Marker now grants a modest Hull Regen, in addition to the other existing effects.
    • Suppression Barrage:
      • Removed the "cannot target enemy small targets" effect, as it was not functioning reliably.
      • Added Accuracy debuff to suppressed foes.
      • Reduced magnitude of Damage debuff at all ranks.
    • Concentrate Firepower / Overwhelm Emitters:
      • FX now scale with target size.
    • Shock and Awe:
      • Removed Chance to Disable.
      • Replaced with "After X Damage, Disabled" effect.
      • Updated descriptions to match current functionality.
    • Take Cover:
      • Now only makes allies immune to Knock, Repel and Stun/Hold.
      • Updated descriptions to match current functionality.
      • Resolved an issue that was preventing certain FX from playing.
      • No longer affects turrets, drones, etc, only Players and Bridge Crew.
      • No longer displays multiple buff icons when used.
    • Sanctuary:
      • Now affects self only.
      • All other effects unchanged.
      • Updated visual FX to match self-only functionality.
      • Updated descriptions to match current functionality.
    • Timely Intervention:
      • Added a Heal-Over-Time effect to any ally that is saved by this ability.
      • Updated descriptions to match current functionality.
  • Command Officer Captain Specialization:
    • Forward March:
      • Sprinting Run Speed Bonus reduced from 10% to 5%
    • Expose Weakness / Violent Detonation:
      • Kinetic Damage Resistance reduction changed from 50/100/150 to 50/75/100
    • Tachyon Charges:
      • Now scales with Weapons Training and Projectile Weapons Training, instead of Aux Power and Flow Capacitors.
      • Increased base magnitude of drain
    • Superfluous Emitters:
      • Now applies for each teammate above 95% Health/Hull, instead of only at 100% Debilitating Weakness.
      • Damage Debuff reduced from -30/-60 to -20/-40
    • Boost Morale / Revitalize
      • Tooltip formatting adjusted to clarify cooldown differences.
  • Resolved an issue where Bridge Officer traits were not functioning.
  • Intelligence Team: No longer usable on a target that is Cloaked, or has Cloaking disabled such as from Charged Particle Burst.
    • Descriptions updated to clarify that the Stealth applied by this ability affects Targeting only, and not visibility.
  • Research and Development:
    • The number of Research projects that can be slotted at any given time per R&D school has been increased from 1 to 3.

Content:
  • “Empress Sela”
    • Resolved an issue with the alarm playing the whole time while on the lower floor.
    • There are no longer invisible walls blocking players from leaving the ground map.
    • Resolved numerous typos throughout the episode.
  • “Desperate Measure”
    • Resolved an issue causing a missing head on a viewscreen.
    • Assimilated Romulan ships look correct.

UI:
  • The following ability icons have been adjusted based on player feedback:
    • Medical Tricorder, Auxiliary to Battery, Auxiliary to Dampeners, Auxiliary to Structural, Emergency Power to Auxiliary, Emergency Power to Engines, Emergency Power to Shields, Emergency Power to Weapons, EPS Power Transfer, Extend Shields, Reverse Shield Polarity, Rotate Shield Frequency, Polarize Hull, Tractor Beam and Transfer Shield Strength.
  • Resolved an issue where the open mission tracker would cover the personal mission tracker window.

Known Issues:
  • New systems are currently a work in progress including:
    • Captain Specialization Tree: Command Officer
    • Bridge Officer Specialization: Command Officer
    • Bridge Officer Training Revamp
    • New Research and Development School: Officer Training
      • All 3 classes are available to craft.
Post edited by coldsnapped on
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Comments

  • qjuniorqjunior Member Posts: 2,023 Arc User
    edited January 2015
    If I understand the R&D bit correctly, you can now slot the research project that awards 6000xp three times per school ? :confused:
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    Reading along, reading along, reading along...
    The number of Research projects that can be slotted at any given time per R&D school has been increased from 1 to 3.

    ...oh snap, heh. Hopefully folks are happy about that and don't begrudge "but we used to be able to fill all slots"...

    edit: Will have to check out some of those changes to icons.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2015
    The website (here) description says:
    Sanctuary
    Create a perfect respite on the battlefield, for a short amount of time. While within the Sanctuary Field, you gain perfect Stealth and a Heal-Over-Time effect. However, all abilities are Disabled and your Run Speed is decreased. The field is large enough for allies to gain these same benefits if they are very close to your position.

    Is the underlined part still true since it's now self-only?
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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited January 2015
    tk79 wrote: »
    Is the underlined part still true since it's now self-only?

    No.

    The Dev Blog says "subject to change" because this type of re-design was still possible.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • aoax10aoax10 Member Posts: 271 Arc User
    edited January 2015
    Bundles of 5x Specialization Points. Interesting.
  • generalmocogeneralmoco Member Posts: 1,634
    edited January 2015
    Tribble is being brought down for maintenance to update it to build ST.47.20150112a.3.

    General:
    • Added a "Specializations" entry to the Tribble Test Vendor at Drozana station.
      • This vendor sells Specialization Qualifications for Intelligence and Command, as well as bundles of 5x Specialization Points.



    [*]
    Yes, Thank you for this lovely addition, testing will be done a lot better now!!!!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2015
    Concentrate Firepower:

    Increased % of extra kinetic damage proc.


    oh boy.

    this is one of those skills that combined properly with the neutronic torp and pvp, cant exist at the same time if there is ever to be any meaningful game play again.

    without this skill, the mk14 version of the torp can pretty easily 1 shot any player with spread 3. if used with this skill, you probably will have a 100% chance to 1 shot every single target spread 3 goes after, without even a decloak ambush bonus. simply an i win button.

    so weigh implementing this skill with the fact that pvp will forever be unsaleable. i suppose you could nerf the neutronic, but the HY bio will probably be just as 1 shotty, just with less overkill.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited January 2015
    Concentrate Firepower:

    Increased % of extra kinetic damage proc.


    oh boy.

    this is one of those skills that combined properly with the neutronic torp and pvp, cant exist at the same time if there is ever to be any meaningful game play again.

    without this skill, the mk14 version of the torp can pretty easily 1 shot any player with spread 3. if used with this skill, you probably will have a 100% chance to 1 shot every single target spread 3 goes after, without even a decloak ambush bonus. simply an i win button.

    so weigh implementing this skill with the fact that pvp will forever be unsaleable. i suppose you could nerf the neutronic, but the HY bio will probably be just as 1 shotty, just with less overkill.

    I've still got some hope that they take a look at the higher buff Neuts get from the HY2/HY3/TS2/TS3 and even the lower buff for HY1/TS1...

    ...then again, I'm still waiting for them to bring HY/TS up to par for Chrons, Elachi, and Trans. So uh, yeah...hrmm.
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited January 2015
    Reading patchnotes is always like christmas for me :D

    I would also like to ask about the R&D change in the schools. Does that really mean now that I can slot f.e. the Ground School 20h project up to 3x at once?


    How much were the icons changed? I must admit I loved them the way they were revamped last week. They looked much clearer for me, especially the EPtX and Aux2 ones.

    But I wouldnt mind to have the old Directed Energy Modulation icon again, it was kind of... iconic.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2015
    My notes:

    - Sanctuary: still says "Sanctuary Bunker" in the kit module. It's no longer a Bunker though. Little concern: this module has no team benefit now, going against the "Command" theme of the set.

    - Overwhelm Shields: has this description been reworded? It now says that it deals "20% of damage dealt" (white module) as shield drain, can proc max once per 0.5s. Which seems more reasonable. Purple module is "65% of damage dealt as shield drain". This seems to favor burst weapons now, like pulsewaves. (Does Shield Hardness protect against Shield Drain?)
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  • icegavelicegavel Member Posts: 991 Arc User
    edited January 2015
      Research and Development:
    • The number of Research projects that can be slotted at any given time per R&D school has been increased from 1 to 3.

    Please please PLEASE tell me this is making it to Holodeck. That will be a BOON.
  • hartzillahartzilla Member Posts: 1,177 Arc User
    edited January 2015
    icegavel wrote: »
    Please please PLEASE tell me this is making it to Holodeck. That will be a BOON.

    So they made sure you get at least one rare mat from stfs and soon it will be possible to take less time to max out the crafting schools.

    Now if they would just give an easier way to acquire the needed doffs for level 15 stuff, let us pick rarity and mods my issues with crafting will be fixed.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited January 2015
    You know, for once I actually feel like we're being listened to, great set of patch notes here. I think there's going to be a lot of celebrating about the R&D Research Projects if I'm reading them right.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2015
    hartzilla wrote: »
    Now if they would just give an easier way to acquire the needed doffs for level 15 stuff, let us pick rarity and mods my issues with crafting will be fixed.

    That would make the crafting system quite enjoyable, as opposed to aggravating as it is currently. Extending the mod choice to upgrading would be welcome too.
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  • spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited January 2015
    Concentrate Firepower:

    Increased % of extra kinetic damage proc.


    oh boy.

    this is one of those skills that combined properly with the neutronic torp and pvp, cant exist at the same time if there is ever to be any meaningful game play again.

    without this skill, the mk14 version of the torp can pretty easily 1 shot any player with spread 3. if used with this skill, you probably will have a 100% chance to 1 shot every single target spread 3 goes after, without even a decloak ambush bonus. simply an i win button.

    so weigh implementing this skill with the fact that pvp will forever be unsaleable. i suppose you could nerf the neutronic, but the HY bio will probably be just as 1 shotty, just with less overkill.

    I have heard they are going to nerf the neutronic torp ... after reading this I am kind of sorta pretty sure
    P58WJe7.jpg


  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited January 2015
    qjunior wrote: »
    If I understand the R&D bit correctly, you can now slot the research project that awards 6000xp three times per school ? :confused:

    I really doubt that. That would be very a marked changed. I think it refers to being able to slot 3 different projects from the same school.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited January 2015
    lordfuzun wrote: »
    I really doubt that. That would be very a marked changed. I think it refers to being able to slot 3 different projects from the same school.

    You can indeed slot 3 XP projects from the same school at once.
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  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited January 2015
    tk79 wrote: »
    You can indeed slot 3 XP projects from the same school at once.

    I stand corrected. And overjoyed if it makes it to Holodeck.
  • icegavelicegavel Member Posts: 991 Arc User
    edited January 2015
    lordfuzun wrote: »
    I stand corrected. And overjoyed if it makes it to Holodeck.

    And it will. Farktoid tweeted it earlier.

    EDIT: Oh, so did Geko, just now.
  • gulberatgulberat Member Posts: 5,505 Arc User
    edited January 2015
    icegavel wrote: »

    I certainly hope so...and just for clarity's sake, will the values stand at 6k/7k per project?

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  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited January 2015
    [*]Concentrate Firepower:
    • High Yield mode can now be triggered by any damage, instead of only torpedoes/mines.
    • Reduced chance of High Yield proc, to compensate for increased weapons fire potential.
    • Resolved a blinking FX issue.
    • Resolved an issue that was preventing the friendly High Yield from being granted.
    • Increased % of extra kinetic damage proc.

    That’s very unfair for torpedo boats. This with the other changes mean energy boats get more torpedoes and more kinetic damage then pure torpedo boats. Which seems very wrong. Far to many of the torpedo powers trigger less with torpedoes then energy weapons.

    The crafting bug is back I am unable to craft and upgrade my tactical consoles. Bridge officer traits are fixed again.


    EDIT after testing this is a massive nerf which makes the skill useless from the prospective of high yields. I have projectile tactical consoles fitted which means I have a minimum of 2 torpedoes fitted. That gives me a fire rate max of 5 torpdeo hits over 10 seconds. That means my team mate can use Concentrate Firepower power 10 times in a row and we get zero high yield procs. While someone who doesn't use torpdeos gets x10 more procs.

    I don't like the idea of a bridge officer power my team mate has to activate 5 to 10 times just to get 1 single proc with my in the team. If the High yield locks out other torpedo skills it can even lower overall damage. So not only will the procs be super rare but they will lockout torpedo spread 3 and high yield 3.
  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited January 2015
    You could make those Spec point bundles available for sale on Holodeck as well, you know. Just saying...
  • nativejoenativejoe Member Posts: 40 Arc User
    edited January 2015
    pottsey5g wrote: »
    That’s very unfair for torpedo boats. This with the other changes mean energy boats get more torpedoes and more kinetic damage then pure torpedo boats. Which seems very wrong. Far to many of the torpedo powers trigger less with torpedoes then energy weapons.

    The crafting bug is back I am unable to craft and upgrade my tactical consoles. Bridge officer traits are fixed again.


    EDIT after testing this is a massive nerf which makes the skill useless from the prospective of high yields. I have projectile tactical consoles fitted which means I have a minimum of 2 torpedoes fitted. That gives me a fire rate max of 5 torpdeo hits over 10 seconds. That means my team mate can use Concentrate Firepower power 10 times in a row and we get zero high yield procs. While someone who doesn't use torpdeos gets x10 more procs.

    I don't like the idea of a bridge officer power my team mate has to activate 5 to 10 times just to get 1 single proc with my in the team. If the High yield locks out other torpedo skills it can even lower overall damage. So not only will the procs be super rare but they will lockout torpedo spread 3 and high yield 3.

    I agree... Change the proc to benefit *pure* torpedo boats. having Torpedoes Proc off energy weapons is just wrong, makes no sense, and goes against every fiber of existance. okay maybe a lill dramatic there...but still, Increase the damage pure torpedo boats can do... Not NERF it. Pure torpedo boats Vs energy boats.... end game, The average geared torpedo boat out there is getting 20k dps. The Average Beam boat is getting 40k, the average cannon boat is getting around 30k. Take these numbers into consideration please.

    BTW new record for beams ...whahooo 170k dps... Pure torpedo boats Havn't broken 50k to my knowledge. (if 50%+ of your weapons are energy weapons you arn't a torpedo boat in my book)

    (remember we have a 1.5 seconds global CD on our torps, fire far fewer, and experience auto fire lock ups constantly, and have a 90 degree firng arc..... we're already Screwed as far as Proc chances go.)
  • solemkofsolemkof Member Posts: 0 Arc User
    edited January 2015
    rambling about crafting projects ahead

    Last July, they introduced research projects with less points-per-time than non-stop item crafting (and some incentive to buy better duty officers) [1]
    Created "Research Projects" for each R+D school, allowing 20-hour projects which cost 1 material and allow players to progress Crafting XP while offline for an extended period of time.

    Research projects cost very little, but reward only 8 XP per minute instead of the standard 10 XP per minute.
    Critically succeeding at a Research project will yield bonus school XP.

    Two days later they decided these projects were still rewarding too much [2]
    Research training 20 hour projects have had their XP per minute reduced down from 8 xp/min to 5 xp/min.

    And when players were [possibly] content going through the crafting schools one by one, running up to 5 research projects for one school, they decided it was a bug [3]
    Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.

    Only 1 Research Training project can be run at a time per school.

    In retrospect, I guess I should just be grateful they didn't call it an exploit and remove XP from characters who progressed 'too fast'.

    Anyway, three is better than one, so 'good job'.
  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited January 2015
    solemkof wrote: »
    rambling about crafting projects ahead

    Last July, they introduced research projects with less points-per-time than non-stop item crafting (and some incentive to buy better duty officers) [1]


    Two days later they decided these projects were still rewarding too much [2]


    And when players were [possibly] content going through the crafting schools one by one, running up to 5 research projects for one school, they decided it was a bug [3]


    In retrospect, I guess I should just be grateful they didn't call it an exploit and remove XP from characters who progressed 'too fast'.

    Anyway, three is better than one, so 'good job'.

    Lol. They do bounce back and forth at whiplash speeds. Lol.

    But it is good to see that they are doing something to relieve the overburden of constant grind, and no fun.

    So a BIG thank you to the developers for the help. If there is anything you can do (permanently) about the extreme grind to level 60, that would also be awesome.

    Thanks.
    Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
  • jivedutchjivedutch Member Posts: 357 Arc User
    edited January 2015
    2 things to confirm here


    1 ... Character copy is working again (altho the dropdown list only displays a part of my 19 toons)
    2 ... I was able to slot 3x 20hour research projects in the same school, this is very very usefull for leveling up in that system with the desired schools .
    3 ... My character is still stuck at the F2P settings when i first copied to tribble, unable to purchase any chips etc while on tribble.

    Please make a sync button for us to sync our account status from holo to tribble as well.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    jivedutch wrote: »
    2 things to confirm here


    1 ... Character copy is working again (altho the dropdown list only displays a part of my 19 toons)
    Have you tried using tab (or was it arrow keys?) to switch between characters in the dropdown? If you get to what looks like the end, additional toons will appear (one by one). It seems the visual size of the dropdown is limited, but it does contain all entries.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • mvp333mvp333 Member Posts: 509 Arc User
    edited January 2015
    Will there be anything implemented to let us test the new Command space Bridge Officer powers?
  • tehbubbalootehbubbaloo Member Posts: 2,003 Arc User
    edited January 2015
    'Research and Development:
    The number of Research projects that can be slotted at any given time per R&D school has been increased from 1 to 3.'
    so finally undoing the nerf that made people so made?
    glad to see it happen at last.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited January 2015
    hartzilla wrote: »
    So they made sure you get at least one rare mat from stfs and soon it will be possible to take less time to max out the crafting schools.

    Now if they would just give an easier way to acquire the needed doffs for level 15 stuff, let us pick rarity and mods my issues with crafting will be fixed.

    Indeed, why R&D doffs have been treated in a different way as to every other type of DOFF in this game is beyond me.

    My hope is that in the near future a full spectrum of R&D DOFFs will become more readily available.

    But being able to run three schools at once will definitely improve quality of life on my Alts. Heck it'll help my Main on the climb to level 20.

    It does seem like we're getting solid Quality of Life improvements.

    Excellent on the Specialization points vendor, thank you kindly.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
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