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TRIBBLE MAINTENANCE AND RELEASE NOTES - NOVEMBER 18, 2016

Tribble has been updated to: ST.66.20161016a.18

General:
  • Removed Skill Respec NPC construction projects from Fed and KDF Starbases.
  • Resolved an issue with the 23rd Century Jumpsuit that caused Ferasan, Caitians, and Gorn to have missing forearms.
  • Resolved an issue where occasionally, injuries would appear in the Overflow Bag.
  • Added some ladder connections in the Voyager and Intrepid player ship interiors, which now allows players to access the upper level of Engineering, and the control room in the Cargo Bay.
  • Resolved an issue that caused an extra sun to appear outside of ESD.
  • Resolved an issue where the nacelles on Intrepid style Federation starships would not animate on warp.
  • Male Klingon Academy Boots are now unlocked after purchase.
  • Adjusted placement of a door on the Constitution bridge.
  • Resolved an issue on the KDF Starbase that caused some environmental objects to disappear in the engineering section.
  • The Krenim Science Ship no longer has Borg engine parts display as backwards.
  • Removed the flavor message that appears when opening any Lock Box.

Content:
  • Accolade organization:
    • Damage accolades have been broken out into subcategories by damage type.
    • Re-categorized Commendation category accolades so they are each in a separate category.
      • This is to make them easier to find.
      • Also updated text and icons on these accolades.
  • The Cure Found: Added a UI element of a bar that shows the current health value of the I.K.S. Kang during the queue.
  • Out in the Cold: Resolved an issue where the player was taken to the wrong location when Autonavigating or Transwarping to the Zaria system.
  • Mine Enemy: Resolved an issue where the waypoints for questioning miners continued to be displayed on the map after completing the objective.
  • Temporal Front: Resolved an issue that caused the player to turn invisible after a cutscene.
  • With Our Last Breath: Restored Commander Sadalore to a contact window.
  • Alpha:
    • Resolved an issue where the prompt to rescue a trapped crewman was not appearing.
    • Accolades from this mission will now appear in the “Story” section of the accolade journal.
  • Communications Breakdown: Updated mission text.
    • Separated kill accolades into various categories by creature type.
  • Delta Flight: Accolades from this mission will now appear in the “Story” section of the accolade journal.
  • Assimilation: Resolved an issue where critters were not scaling past level 44.
  • Dragon’s Deceit: Added an additional respawn point before the “Defeat Leader” mission objective.
  • Solanae Dyson Sphere: Resolved an issue with the "Paleontologist" perk in the Solanae Dyson Sphere that was preventing it from being rewarded.
  • Skirmish: Resolved an issue where enemy ships could stray too close to the respawn point.
  • Surface Tension: Resolved an issue where text above E’genn’s head was referencing a turret.
  • Fleet Research lab: Updated text to correct a minor typo in the description text.
  • Updated text to correct minor typos in the following Duty Officer Assignments:
    • Investigate Rumors of Relic Smuggling
    • Configure Temporal Probe for use in Azure Nebula Investigation
    • Attend Negotiations for Personnel Exchange Between Romulan Republic and Suliban
    • Attend Negotiations for Personnel Exchange Between Romulan Republic and Klingon Empire
    • Attend Negotiations for Personnel Exchange Between Romulan Republic and Japori II Inhabitants

Systems:
  • Exchange Officers:
    • Diplomacy/Marauding exchange Bridge Officers are now set to limit 1.
      • This means that the player can dismiss one and then get a free replacement from Ambassador Sugihara or Marauder Kazzgur, should the player desire a different officer.
    • Upon reaching commendation rank 4 in Diplomacy or Marauding, the player will be granted a mission to go and get an exchange/renegade officer, which now appears in the mission log.
      • This does not change the legacy white/common quality exchange officers, only the current purple/very rare quality ones.
    • Resolved an issue that caused both Gorn Tactical Officers to have the same abilities.
  • Removed mention of R&D recipe from Ground Skill Training unlocks, to match Space Skill Unlocks.
  • Players that own the Cardassian Keldon Cruiser can now purchase Spiral Wave Disruptors from the Dilithium store.
  • Resolved an issue where the Xenotech Resilience Console was not applying the cooldown reduction to all Bridge Officer specialist powers.
  • Updated text on the Xenotech Resilience Module to resolve a typo.
  • Resolved an issue where some item modifiers appeared before the name of the Na'kuhl Plasma Blade.
  • Resolved an issue where Holonovel Duty Officer assignments weren't showing up for players under level 23.
  • Resolved an issue where special crafted items that claimed the player could equip them at level 45 could not be equipped before level 50.
  • Resolved an issue where upgraded versions of the Adapted Klingon Honor Guard shield used the wrong icon.
  • Resolved an issue where Juggernaut Shielding II used an incorrect icon.
  • Items: The Voth and Sphere Builder trait boxes now state that the player must meet the profession requirement to open them.
  • Items: Resolved an issue where the Aceton Field Generator Console had an incorrect level requirement.
  • Items: Updated text on Elite Siphon Drones
  • Items: The Rewardpacks for Expedient Care and Expedient Repairs better reflect trait functionality.
  • Items: Cold Fusion Flash and Sabotage training manuals now show up in the correct categories in the Exchange.
  • Items: Resolved an issue where the Romulan Plasma Flamethrowers from the Romulan Reputation could have random mods.
    • This weapon now gains the [Dmg] mod with each quality upgrade along with the standard Gold mod.
    • This fix applies to both new and existing copies of the weapons.
  • Items: Fixed an issue with the Staff of Landru that was causing its effects to appear too early.
  • Items: Resolved an issue that was causing some sword attacks to apply the Medical Vanguard buff to opponents when that trait was active.
  • Starship Traits: Updated the description of Unstable Anomalies to more accurately reflect its description.
    • This is a tooltip change only.
  • Starship Traits: Resolved an issue where Superior Non-Linear progression was not removing the power drain from going in reverse.
  • Starship Traits: Tactical Retreat now scales with Starship Impulse Expertise instead of Starship Sector Speed.
  • Crafting: Resolved an issue that caused the R&D Projects for Temporal Operative Training Manuals to use the wrong icons.
  • Duty Officers: Resolved an issue where the KDF mission "Consign Prisoners to Colonian Labor Batallion" could not be started until level 22.
  • Admiralty: Resolved an issue where the Fleet Dhelan was giving +8 Science instead of +10.
  • Updated description on Event Dyson Science Destroyer to resolve a typo regarding light year travel speed.
  • Resolved an issue where the Electrical DoT from ground Damage Control Engineers could not be properly resisted.

Powers:
  • Resolved an issue that was causing the following powers to resist an excessive number of changes to power levels, including the power drain from firing multiple weapons, and updated the powers to give a corresponding amount of -Weapon Power Cost, and standardized their descriptions to reflect this:
    • Omega Weapons Amplifier
    • Plasma-Integrated and Deterium Stablized Warp Cores
    • Thoron-Infused Singularity Cores
    • The Enhanced Weapons System Efficiency 2 set bonus
    • System Engineers that trigger on Directed Energy Modulation
  • Resolved an issue where the Delphic Antiproton weapon proc was affecting non-weapon abilities.
  • The bonus from Subsystem Redundancies Engineering Consoles now stack when more than one is equipped.
  • Resolved an issue that caused the Numerical Superiority trait to give 20% bonus to damage with stacking modifiers for single player attacker, instead of 10% as expected.
    • Also resolved a typo in description of trait that said "To Sell:" instead of "To Self:"
  • Resolved an issue that allowed Omega Weapons Amplifier to trigger more frequently than intended.
  • Anti-Time Entanglement Singularity now properly benefits from Exotic Damage bonuses.
  • Resolved an issue where Fly Her Apart's damage could be scaled by incoming healing buffs and debuffs
  • Resolved an issue where the Commando Specialization's Resilient Power Cells power was not affecting the Boolean Heavy Assault Cannon, Synchronic Proton Distortion Prototype Assault Rifle, or Fluidic Antiproton Assault Dense Beam.
  • Shield Technician: Updated the description to note that it is a percentage increase not a flat increase.
    • This is a tooltip change only.
  • Covert Trait: Resolved an issue that caused the Cover Trait to display an incorrect Exploit
  • Tactical Initiative: Updated the description to be more accurate to the power's functionality.
    • This is a tooltip change only.
  • Ground Weapons: Cleaned up tooltips of many melee weapon attacks.
  • Updated the description on most mines to be more accurate.
  • Suppression Barrage no longer scales up its debuff with damage boosts.
  • The Silent Enemy Set 3 piece bonus "Haywire" no longer reflects Damage over Time or reflected damage.
  • Resolved an issue where the icons on the skill tree did not consistently match the ones on the skill tooltips.
  • Resolved an issue that could allow Expedient Care and Expedient Repairs to trigger their recharge reductions more than once per ability activation.
  • Updated the descriptions of Specialization Kit modules to be more consistent, list the correct purchase and use requirements, and state that Specialization Kit Modules cannot be upgraded.
  • Updated the description of Reactive Deflection to more accurately reflect its functionality.
    • This is a tooltip change only.
  • The Paradox Corrector can no longer have its cooldown reduced.
  • Duty Officers: Updated Assignments list so it will no longer list Duty Officers that are in the overflow bag as available.
  • Updated Boarding Party text to resolve a typo.

Graphics:
  • Updated lighting to improve sharpness of reflections
  • Adjusted lighting on multiple player bridges to appear brighter.
  • Resolved an issue where the TOS film grain effect was not displaying properly with the new lighting.
  • Adjusted lighting on K13 to resolve issues with shadows.
  • Resolved an issue with Ambush which would sometimes cause a white square to appear when activated.
  • Resolved an issue where lighting on some planets was displaying incorrectly.
  • Resolved an issue in the Fed tutorial that caused a square outline to appear around dirt textures on the highest graphics settings.
  • Adjusted lighting in TOS Drozana and around the Devidian portal to appear slightly brighter in the mission Everything Old.

UI:
  • Resolved an issue with the Specializations UI that would occasionally cause a crash.
  • Resolved an issue with the Skill List UI that would occasionally cause a crash.
  • Resolved an issue in the Fleet Holdings UI where the “Holding Tier” icons were incorrectly using the “Expertise” icon.
  • Resolved an issue with the Blood Wine emote icon.
  • Resolved an issue where the K13 Bridge Officers were showing the wrong icons.
  • Resolved an issue where the wrong faction icon for Fleet Assets was showing for KDF aligned Romulans.
  • Resolved an issue where the wrong faction icon for fleet marks was showing for KDF aligned characters.
  • Resolved an issue that would cause some Fleet Emblems to appear washed out.

Known Issues:
  • Foundry functions will not be available for an extended period of time due to updates needed from the lighting update made in this release.
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Comments

  • captainmd10captainmd10 Member Posts: 199 Arc User
    Uhhh, the version of Tribble that's showing up in my launcher is ST.7020161113a.5, not ST.66.20161016a.18. Still, nice to see another massive slew of fixes.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Crossing fingers all that accolade reorganization includes alphabetizing them. One simple change that would make reading through them so much easier, and a welcome change since I know Gateway might soon get killed.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Now that you looked at kill accolades. Any chance you can add a patrol, episode, or maybe make available in the Foundry "Klingon Rebels"? Having to play 1 mission 1000x to finish that kill accolade is torture.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    Players that own the Cardassian Keldon Cruiser can now purchase Spiral Wave Disruptors from the Dilithium store.

    I know this is relatively minor, but can we also get some different weapon types for the Spiral Waves too? Dual Beam Banks, Omni-Arrays, and the different kinds of Cannons?
    7NGGeUP.png

  • durango4durango4 Member Posts: 32 Arc User
    Do we have a projection for when the Foundry will be available? Before Thanksgiving or something?
  • nebfabnebfab Member Posts: 672 Arc User
    since I can't actually play on Tribble right now... Could anyone explain drain resist and Omega amplifier changes?

    Does "excessive number" mean they stacked improperly, or does it mean that drain from multiple weapons fire isn't now resisted like a hostile drain, and we get the discount to the amounts of drain weapons do instead? Or something else?

  • roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    durango4 wrote: »
    Do we have a projection for when the Foundry will be available? Before Thanksgiving or something?

    Oh don't be silly. The Foundry is always down for a while after a big update, and this time, they have to relight every single foundry map, so it's gonna take a while.
    sto_forum_sig_gif_by_roebot56-d9as2al.gif
    If you can't solve it logically, solve it like a moron.

    51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.

    The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.

    Want a Star Trek themed starship command fan-made Board Game that isn't fiendishly complicated but not so easy it's a joke? Download mine for free here. https://roebot56.deviantart.com/art/BOARD-GAME-R56-s-Starship-Command-STAR-TREK-Edn-682732468 A Stargate version of the game is available from a link in the description.

    Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
  • roebotsixtyfiveroebotsixtyfive Member Posts: 286 Arc User
    edited November 2016
    durango4 wrote: »
    Do we have a projection for when the Foundry will be available? Before Thanksgiving or something?

    Oh don't be silly. The Foundry is always down for a while after a big update, and this time, they have to relight every single foundry map, so it's gonna take a while.

    Sadly, still nothing regarding the horrible BOff/Hangar Pet following/pathing since Artifacts released. They can't sprint/use full impulse anymore, which means they are consistently lagging so far behind that they either stop following (BOff) or disappear (Hangar). Although I have noticed some of my BOffs (typically my LTS Android) do a decent job of keeping up, while some (like all of my 23c ones, E.G. Tarsi) lag so far behind they are out of range in moments.
    Post edited by roebotsixtyfive on
    sto_forum_sig_gif_by_roebot56-d9as2al.gif
    If you can't solve it logically, solve it like a moron.

    51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.

    The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.

    Want a Star Trek themed starship command fan-made Board Game that isn't fiendishly complicated but not so easy it's a joke? Download mine for free here. https://roebot56.deviantart.com/art/BOARD-GAME-R56-s-Starship-Command-STAR-TREK-Edn-682732468 A Stargate version of the game is available from a link in the description.

    Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    Resolved an issue that was causing the following powers to resist an excessive number of changes to power levels, including the power drain from firing multiple weapons, and updated the powers to give a corresponding amount of -Weapon Power Cost, and standardized their descriptions to reflect this:
    • Omega Weapons Amplifier
    • Plasma-Integrated and Deterium Stablized Warp Cores
    • Thoron-Infused Singularity Cores
    • The Enhanced Weapons System Efficiency 2 set bonus
    • System Engineers that trigger on Directed Energy Modulation

    @borticuscryptic @crypticspartan#0627 can we get some clarification as to what exactly the above actually MEANS? because right now, it's confusing as all TRIBBLE​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • nikeixnikeix Member Posts: 3,972 Arc User
    edited November 2016
    Well, Omega Weapons Amplifier used to give a flat +10 power... so it appears they completely rebuilt its effect.

    Which overall suggests they may finally be putting a stake in the heart of the Weapon Power Over-capping vampire...

    ...'Cause that was one of the most unintuitive loopholes I've EVER seen in any game mechanics.
  • nebfabnebfab Member Posts: 672 Arc User
    edited November 2016
    nikeix wrote: »
    Well, Omega Weapons Amplifier used to give a flat +10 power... so it appears they completely rebuilt its effect.

    Which overall suggests they may finally be putting a stake in the heart of the Weapon Power Over-capping vampire...

    ...'Cause that was one of the most unintuitive loopholes I've EVER seen in any game mechanics.

    Omega is 10 power and 500 drain resist. And, in principle drain resists have nothing to do with overcapping... Not that anyone really understands either right now. It's all semi-official numbers crunching and folklore that somehow works.

    ADD: And these patch notes aren't really helping to clarify any of that. They might be a sneaky way to nerf the whole concept of a power-and-crits energy builds without touching all the expensive items people got attached to... Or they may be something else.
  • nikeixnikeix Member Posts: 3,972 Arc User
    edited November 2016
    As a small but outstanding icon bug, when a temporal agent captain opens their temporal transponder, the claim rewards for half of the story arcs and all of the story arcs still shows the icon for the Delta recruit starship trait instead of the Critical Systems trait icon.

    Also, the Romulan Republic reputation reward epqipment Console - Zero-Point Energy Conduit is missing the "- Universal -" in its name (causing it to sort incorrectly when looking at your available consoles :)).

    Many of the Epic/Gold consoles could stand to have the infinity symbol removed from their icon (e.g. Ionized Gas Sensor, Photonic Displacer, Point Defense System, etc.)
  • varzecvarzec Member Posts: 129 Media Corps
    Can the accolade categories be made to be collapsible?
    original.jpg?1521423860
  • tom61stotom61sto Member Posts: 3,673 Arc User
    "Resolved an issue that was causing the following powers to resist an excessive number of changes to power levels, including the power drain from firing multiple weapons, and updated the powers to give a corresponding amount of -Weapon Power Cost, and standardized their descriptions to reflect this:
    • Omega Weapons Amplifier
    • Plasma-Integrated and Deterium Stablized Warp Cores
    • Thoron-Infused Singularity Cores
    • The Enhanced Weapons System Efficiency 2 set bonus
    • System Engineers that trigger on Directed Energy Modulation
    "

    @borticuscryptic @crypticspartan#0627 can we get some clarification as to what exactly the above actually MEANS? because right now, it's confusing as all ****​​

    Looking at what happens now on Tribble, each of the above reduces the weapon power drain each of your weapons, and this is even reflected on your firing tray tooltips. Each of the above lists the percentage they reduce weapon power cost by on the item/set tooltip. The reductions stack, but I didn't math out to see how exactly, but a Fleet Spire Core + Cruiser Command - Weapon Systems Efficiency reduced my Beam Arrays to 7.4 draw, lower than each on it's own.

    Based on what devs have said in the past, most of the above stuff wasn't intended to reduce weapon draw, but is now being made explicitly to do so.

    The rest, like Enhanced Weapons System Efficiency 2 set bonus, was worded weirdly and acted on even more so. For that set bonus: '200 drain resist to firing weapons' I think is the old tooltip, which didn't reduce the tooltip numbers for weapons only the power draw which you could only see if you watched things closely.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    @borticuscryptic @crypticspartan#0627 can we get some clarification as to what exactly the above actually MEANS? because right now, it's confusing as all ****​​

    Some of you will remember Borticus addressing this with Nadion Inversion during the skill revamp, and this is several other instances of the same issue: http://www.arcgames.com/en/forums/startrekonline/#/discussion/comment/12885641
    Here is the relevant part of what he said:
    Here's an explanation of the under-the-hood mechanics...

    The power drain caused by firing weapons was always intended to not be resistible. Nadion Inversion was bypassing this design by being bugged. The same bugged state was also causing it to resist positive power-related effects (such as Leech) while it was active. It's important to fix bugs when we find them, so we did.

    In order to compensate for the loss in functionality that people were using the bugged NI for, we added Weapon Power Cost reduction.

    However, in this case many of these powers, such as Omega Weapons Amplifier, were designed and used by players with the explicit intent of affecting weapons power drain from firing multiple weapons. Due to this, the magnitude of the cost reduction that was added to these powers is equivalent to the magnitude of the resistance that they still grant, unlike what happened to Nadion Inversion. If one of the listed powers was your only source of changing the amount of weapons power your weapons drained, it will have exactly the same impact after the patch.

    This will fix any case where buffs to power levels that were setup incorrectly were being diminished by these powers, eliminate the fact that there were two independent diminishing returns curves for reducing weapon power drain, and ensure that the amount of power your weapon says is is going to drain is accurate to what it does actually drain.
    nebfab wrote: »
    since I can't actually play on Tribble right now... Could anyone explain drain resist and Omega amplifier changes?

    Does "excessive number" mean they stacked improperly, or does it mean that drain from multiple weapons fire isn't now resisted like a hostile drain, and we get the discount to the amounts of drain weapons do instead? Or something else?

    Basically. Additionally, if a positive buff such as a weapons battery had been setup improperly, these powers would have decreased its effectiveness; now, even if that power would be setup wrong, these would still not decrease it.


    nebfab wrote: »
    nikeix wrote: »
    Well, Omega Weapons Amplifier used to give a flat +10 power... so it appears they completely rebuilt its effect.

    Which overall suggests they may finally be putting a stake in the heart of the Weapon Power Over-capping vampire...

    ...'Cause that was one of the most unintuitive loopholes I've EVER seen in any game mechanics.

    Omega is 10 power and 500 drain resist. And, in principle drain resists have nothing to do with overcapping... Not that anyone really understands either right now. It's all semi-official numbers crunching and folklore that somehow works.

    ADD: And these patch notes aren't really helping to clarify any of that. They might be a sneaky way to nerf the whole concept of a power-and-crits energy builds without touching all the expensive items people got attached to... Or they may be something else.

    On both Holodeck and Tribble it gives +10 weapons power and a +500 Weapon Power Drain Resist. On Tribble the resist is setup properly and it additionally gives you a weapons power cost reduction.

    This is largely unrelated to the concept of overcapping, and I an well aware of what is going on with overcapping. If changes are made at overcapping there will be a patchnotes calling it out in detail.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    i still don't get it...it sounds like you're saying the drain resist from all of those items were tripping over each other and diminishing their effect if you had more than one on your ship

    if true, does that mean players who have multiple of the affected items on their ship will be seeing a net gain in weapon power cost reduction or a net loss?​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    i still don't get it...it sounds like you're saying the drain resist from all of those items were tripping over each other and diminishing their effect if you had more than one on your ship

    if true, does that mean players who have multiple of the affected items on their ship will be seeing a net gain in weapon power cost reduction or a net loss?​​

    That is an incorrect understanding. I will attempt to describe it better.

    The various sources of resistance were not interacting with each other. The issue was that they were interfering with power increases or decreases that they should not have; a known case of this was the drain from firing multiple energy weapons; a potential case of this would be something such as a weapons power battery or a +weapons power console.

    They will continue to interact with things such as tyken's rift or energy siphon identically to how they did before. The change is that with the drain from firing multiple energy weapons, instead of resisting it they will instead give an upfront reduction to its cost, and they will no longer be able to potential interfere with beneficial effects.

    ---

    The general expectation is that this will not have a noticeable functionality impact for most players. The changes that should be noticeable for most players are that weapons now always drain the power they say they are going to, that anything that is going to change the amount of power your weapons will drain now says "-Weapons Power Cost", and that things that say they resist changes to power levels now consistently do not affect the drain from firing multiple energy weapons, instead of some affecting it and some not affecting it.

    The few players expected to notice some functionality difference is players who used both these sources of resistance to the drain from firing multiple energy weapons and -Weapons Power Cost. These operate on two different diminishing returns curves; now that the impact has been standardized to be -Weapons Power Cost, there is only one curve (which should be an additional clarity improvement). In this case, the functionality impact is still expected to be minimal.
  • This content has been removed.
  • nebfabnebfab Member Posts: 672 Arc User
    Thanks for clarifications of what exactly the drain resist changes are and why they were done, @crypticspartan#0627, this is very helpful.
  • nebfabnebfab Member Posts: 672 Arc User
    Something I spotted on live, not sure if it's on Tribble too: the project for mk XIII temporal defence engines still calls temporal marks "Terran marks" in the contribution UI.
  • toivatoiva Member Posts: 3,276 Arc User
    I gotta say that the mechanics of drain resistances and in general the behaviour of ship power levels is one area I never quite understood (and the outlook isn't great) despite explanations like the above.

    So anything that standardises behaviours of items/abilities dealing with these is welcome.
    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!
  • nikeixnikeix Member Posts: 3,972 Arc User
    edited November 2016
    However, in this case many of these powers, such as Omega Weapons Amplifier, were designed and used by players with the explicit intent of affecting weapons power drain from firing multiple weapons. Due to this, the magnitude of the cost reduction that was added to these powers is equivalent to the magnitude of the resistance that they still grant, unlike what happened to Nadion Inversion. If one of the listed powers was your only source of changing the amount of weapons power your weapons drained, it will have exactly the same impact after the patch.

    This will fix any case where buffs to power levels that were setup incorrectly were being diminished by these powers, eliminate the fact that there were two independent diminishing returns curves for reducing weapon power drain, and ensure that the amount of power your weapon says is is going to drain is accurate to what it does actually drain.

    All good things. Thank you for the explanation.
    On both Holodeck and Tribble it gives +10 weapons power and a +500 Weapon Power Drain Resist. On Tribble the resist is setup properly and it additionally gives you a weapons power cost reduction.

    Any chance we can see the diminishing returns curve for that? Is normal DrainX part of this diminishing returns process?
    This is largely unrelated to the concept of overcapping, and I an well aware of what is going on with overcapping. If changes are made at overcapping there will be a patchnotes calling it out in detail.

    And that will be a glorious day, both for eliminating a preposterous 'hidden' mechanic and for watching the lingual backflips required to explain to the general user-public what finally got shut down ;).
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited November 2016
    Tribble has been updated to: ST.66.20161016a.18

    This build number is wrong. The current build on Tribble is ST.70.20161113a.5.

    Standard-issue kits are still broken: the kits can't moved or discarded. See the bug report below.

    Holodeck ticket 4,129,904: Standard-issue kit frames replaced by blank items

    Updated lighting to improve sharpness of reflections

    Reflections on ships are still messed up when "Lighting 2.0" is turned off and "Reflection quality" is set to "High" or "Low". See the bug reports below.

    Holodeck ticket 4,132,213: Surfaces of ships too bright and reflective
    Holodeck ticket 4,132,215: Bloom increased on ships

    Also, when "Lighting 2.0" is turned on, "Reflection quality" is automatically set to "Off"; I'm not sure whether this is intended or not. It doesn't currently work this way on Holodeck.
    Post edited by frtoaster on
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  • tobywitczaktobywitczak Member Posts: 208 Arc User
    Is it possible for you to add a search option to the Accolade organization. I know you can look for it in the Logs, but it seems a bit strange not being able to lookup the Accolade without having to hunt through the list.
  • zntechzntech Member Posts: 153 Arc User
    edited November 2016
    Buahhhhh Devs missing kits are still missing, are you gonna ever ever fix that problem ??????????
    Really 4 weeks are more than enough to fix that problem ... or you are not up to it.
    If you are not that means only one .... our inventory is not safe and anything can happen to it ....
    In the beginning there was all and then become nothing

    I AM PISSED OFF AFTER 3 YRS. I STILL CAN'T USE OR CHANGE OR DELETE OUTFIT IN 3 OF 5 OUTFIT SLOTS ON MY KLINGON TOON !
    [SIGPIC][/SIGPIC]
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    Resolved an issue that was causing the following powers to resist an excessive number of changes to power levels, including the power drain from firing multiple weapons, and updated the powers to give a corresponding amount of -Weapon Power Cost, and standardized their descriptions to reflect this:
    • Omega Weapons Amplifier
    • Plasma-Integrated and Deterium Stablized Warp Cores
    • Thoron-Infused Singularity Cores
    • The Enhanced Weapons System Efficiency 2 set bonus
    • System Engineers that trigger on Directed Energy Modulation

    Why are plasma-integrated warp cores on this list? Plasma-integrated warp cores and singularity cores grant a "+100% increase to base regeneration rate of all Power Levels", which is different from the "+15% increase to base resistance rate of all Power Levels" granted by deuterium-stabilized warp cores and thoron-infused singularity cores.

    Also, I don't know if anyone else was confused by this, but I was confused before looking it up: Enhanced Weapon Systems Efficiency is a 2-piece set bonus; Weapon System Efficiency is a cruiser command.

    The power drain caused by firing weapons was always intended to not be resistible. Nadion Inversion was bypassing this design by being bugged. The same bugged state was also causing it to resist positive power-related effects (such as Leech) while it was active. It's important to fix bugs when we find them, so we did.
    This will fix any case where buffs to power levels that were setup incorrectly were being diminished by these powers, eliminate the fact that there were two independent diminishing returns curves for reducing weapon power drain, and ensure that the amount of power your weapon says is is going to drain is accurate to what it does actually drain.

    ...

    Basically. Additionally, if a positive buff such as a weapons battery had been setup improperly, these powers would have decreased its effectiveness; now, even if that power would be setup wrong, these would still not decrease it.
    The various sources of resistance were not interacting with each other. The issue was that they were interfering with power increases or decreases that they should not have; a known case of this was the drain from firing multiple energy weapons; a potential case of this would be something such as a weapons power battery or a +weapons power console.

    They will continue to interact with things such as tyken's rift or energy siphon identically to how they did before. The change is that with the drain from firing multiple energy weapons, instead of resisting it they will instead give an upfront reduction to its cost, and they will no longer be able to potential interfere with beneficial effects.

    It sounds as though you're saying that power gains can be resisted, because they count as "reverse power drains". You said that you've fixed the items in the above list so that they no longer resist power gains, but wouldn't other sources of drain resistance, such as the skill Drain Expertise, continue to do so?

    Before the skill revamp of Season 11.5, Flow Capacitors increased the magnitude of power drains, and Power Insulators increased resistance to power drains. The skill revamp combined the functions of Flow Capacitors and Power Insulators into one skill: Drain Expertise. If the power gain from Plasmonic Leech counts as a "reverse power drain", does that mean that Drain Expertise both increases and decreases said power gain, essentially fighting itself?
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  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    frtoaster wrote: »

    Why are plasma-integrated warp cores on this list? Plasma-integrated warp cores and singularity cores grant a "+100% increase to base regeneration rate of all Power Levels", which is different from the "+15% increase to base resistance rate of all Power Levels" granted by deuterium-stabilized warp cores and thoron-infused singularity cores.

    Also, I don't know if anyone else was confused by this, but I was confused before looking it up: Enhanced Weapon Systems Efficiency is a 2-piece set bonus; Weapon System Efficiency is a cruiser command.

    The Elite Fleet Plasma-Integrated and Elite Fleet Thoron-Infused grant both resistance and regeneration (and now -Weapons Power Cost), and are the reason that they are named in the list.
    frtoaster wrote: »

    It sounds as though you're saying that power gains can be resisted, because they count as "reverse power drains". You said that you've fixed the items in the above list so that they no longer resist power gains, but wouldn't other sources of drain resistance, such as the skill Drain Expertise, continue to do so?

    Before the skill revamp of Season 11.5, Flow Capacitors increased the magnitude of power drains, and Power Insulators increased resistance to power drains. The skill revamp combined the functions of Flow Capacitors and Power Insulators into one skill: Drain Expertise. If the power gain from Plasmonic Leech counts as a "reverse power drain", does that mean that Drain Expertise both increases and decreases said power gain, essentially fighting itself?

    Any change to any stat of your starship; power levels, current hitpoints, speed, or so on, could potentially be resisted. Most beneficial changes are intentionally not setup this way; however, the possibility exists that some are. This is related to why the Strengthened Strengths / Resistible Resists issue that Borticus talked about and fixed existed in the first place.

    Drain Expertise is already properly setup; the same way that the powers fixed in this patch now are. Most powers that grant drain resistance already were; these were a few outliers. Additionally, the self-buff from Plasmonic Leech is correctly not setup to be resistible while the debuff is resistible; this means that the issue you alluded to would not have occurred with the leech anyway.
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  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    @crypticspartan#0627 Said in the patch notes that Updated the speed of non-targetable torpedoes to be faster. They are not
    http://www.arcgames.com/en/games/star-trek-online/news/detail/10224553
    Torpedo flight speed has definitely not been increased for any of them at all.

    Is this going to be addressed anytime soon?

    Torpedo flight speed has definitely been increased for them. You are mistaken if you think otherwise.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    The Elite Fleet Plasma-Integrated and Elite Fleet Thoron-Infused grant both resistance and regeneration (and now -Weapons Power Cost), and are the reason that they are named in the list.

    Ah, that makes sense. I had forgotten about fleet warp and singularity cores.

    Any change to any stat of your starship; power levels, current hitpoints, speed, or so on, could potentially be resisted. Most beneficial changes are intentionally not setup this way; however, the possibility exists that some are. This is related to why the Strengthened Strengths / Resistible Resists issue that Borticus talked about and fixed existed in the first place.

    Drain Expertise is already properly setup; the same way that the powers fixed in this patch now are. Most powers that grant drain resistance already were; these were a few outliers. Additionally, the self-buff from Plasmonic Leech is correctly not setup to be resistible while the debuff is resistible; this means that the issue you alluded to would not have occurred with the leech anyway.

    So you're saying that there are two sides to the setup and thus two types of potential errors:
    • sources of drain resistance have to be set up to resist or not resist buffs and debuffs, and
    • the buffs and debuffs themselves have to be set up to be resistible or not resistible.
    You've changed how some sources of drain resistance work in order to guard against errors on the buff/debuff side.
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