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TRIBBLE MAINTENANCE AND RELEASE NOTES - 3/20/18
Tribble will be updated to: ST.85.20180314a.2New Feature:Constable Secondary Specialization:
General:
- Resolved an issue causing a crash in the powers system.
- Resolved an issue which was causing crashing when using the loadout system.
- Resolved an issue which was causing a crash when upgrading.
- Added "Beyond the Nexus" to the New Frontiers arc for KDF-Romulan Captains.
- Resolved an issue that caused various services on ship interiors like Duty Officer Management, banking, etc. to only be usable by one person at a time.
- Fleet Provisions no longer have an Energy Credit value.
- Autofire is now turned on as default for ship combat.
- This can be altered in the options menu.
- Made improvements to the Discovery Spore Drive FX.
- Resolved an issue which was causing the explosion of the Sarcophagus Klingon Ship to look incorrect.
- Moved around the NPCs in the Qo’noS shipyard to make them easier to interact with.
- Resolved an issue which causing idle animation of the feet to not animate as intended.
Systems:
- Resolved an issue that caused some powers to not properly scale off of or consume Entropy.
- Resolved an issue that caused the Elite Kelvin Timeline Scorpion Fighters to display as Advanced in some places.
- Resolved an issue that prevented the Reverberation Starship Trait from working correctly with Destructible Torpedoes or Mines.
- Updated the Jupiter trait to be actually locked out when on lockout.
- Updated the Walker console to force the player to stay in combat.
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Comments
EDIT: The name on my Crossfield-class ship is missing. I haven't checked other classes of ships.
The spec trait "Wear Down" that is meant to reduce hull repair rate/regen does not do that, but instead increases that.
The one that reduces stealth apparently doesn't work. That's the first I figured out, will do some more testing tomorrow.
I'm not sure what was changed, but I'm still seeing the hip-rotation and leg-swivel bugs noted in the thread below.
Character animation bugs: Differences between PC and console
I haven't tested the "rolling into the crouch" bug with the latest Tribble build, but I suspect that it's also still there.
May I ask what prompted this change?
The Constable spec is cool, but it's definitely going to need a lot of refinement.
The control increase against your Antagonist is not at all consistent with itself. Abilities like Stasis Beam (Hold), Incite Chaos (Confuse), and Neurolytic Injection (Hold) are boosted in duration, but abilities like Psionic Assault (Hold, Debuff), Soothing Pheromones (Confuse), Cryo Visor Blast (Hold, effectively a slightly shorter duration stasis beam), and Sonic Pulse (Repel) receive no bonuses whatsoever, despite also being control abilities (Most of which are also affected by Agony Modulator, Spring in your Step, etc.). What is and is not considered a control ability is seemingly completely random, and should certainly be looked into.
The regen debuff is possibly bugged from what I have seen, but I am also concerned with the fact that it's impossible to actually tell how high the debuff has stacked at any given moment. There is no time listed in the power description, leaving only vague guesses as to how useful it is. The skill also lists "Hull Repair Rate" which is particularly vague, and it is unclear as to whether this means regen or healing.
The speed buff is also somewhat inconsistent between space and ground. In space, your Antagonist must be in your forward 90 degree arc to get the buff, but you only need to have an Antagonist targeted to be given the buff on ground maps.
It's definitely going to be a fun specialization (Except for the poor, poor PvPers...), but it could also use some serious recalibration and tuning.
Here's to hoping this post actually makes it through.
Oh that is simple...it is supposed to be a "sink" for Fleet Credit...not to sell off for EC. But since the Colony, it has become a EC generator. Especially, if you are not putting any of it into building a Fleet holdings.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
The inflation was there before these provisions anyway.
An hour's time at the colony for no dilithium and very little fleet marks for the time invested the EC makes the tradeoff worthwhile.
Keep in mind a lot of new players are benefiting with everything as it is and simulations are bringing the old players back to star trek online.
Once provisions EC value gets nerfed, and i hope to god it isn't in fairness to all who it will affect... the playerbase is liable to get a major shrink like Delta Rising caused.
Lastly IRL we have enough issues with Rich getting richer and people getting poorer why carry that into the game as well?
Indeed and always remember.. the famous words of Spock... "The needs of the many far outweighs the needs of the few,... or the one."
totally agree delta was a nightmare, and the pve ques are still struggling since it, but if this goes ahead a can see the sims going the same way
Please do NOT do this .. and don't change the amount of provisions you gain in "response" to not taking away ec value either
Every government degenerates when trusted to the rulers of the people alone. The people themselves are its only safe depositories. Thomas Jefferson (et al)
No, no, no, no, no.
I appreciate that you may feel people are exploiting this, but it's a worthwhile EC income for the time spent.
Quality of Life Improvements for the Mission Journal
Enhancement for the Duty Office Assignments
Enhancement for Admiralty Missions
Enhancement for Accolades and Reward
Enhancement Bridge Officers
What does this have to do with the Tribble test shard?
I would guess because they moved some NPCs around in the shipyard in this patch. Kind of a "While you're at it..." note.
I don't disagree with it, though only ESD really has bank and mail access fairly close to a ship selector. New Romulus still has the equivalent of the transporter, the turbolift, to go through, though the bank, mail and exchange are much closer after that transition. DS9 has no transition, but the things are as far apart as they can be on that station.
If I were to add a "While you're at it..." note about the shipyard on Qo'noS, it would be to finally change it so that KDF-allied Romulans can access all destinations from the transporter there. They changed the flag for the ESD docking procedure message for Fed-allied Romulans after AoY launch, it's about time they do essentially the same thing, mark them as having completed the allied tutorial step that unlocks the transporter destinations, for KDF-allied Romulans.
Thanks a lot for making a fleet build so much easier.
Every government degenerates when trusted to the rulers of the people alone. The people themselves are its only safe depositories. Thomas Jefferson (et al)
Careful what you wish for. It's not like someone might remove doff requirements from a couple of projects and add a shiny nice sixty million dilithium fee to it instead.
oh wait. that already happened........
What are you talking about... the DOFFs you buy at the Fleet DOFF vendors always came in boxes. You just have to click the button in the DOFF window to open them.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I was talking about the doffs at the terminal on Drozana meant solely for fleet peojects. If you bothered to use them you'd know what I was talking about. It just took 175 clicks to open boxes one at a time for 175 common science doffs and another 300 clicks for the T4 Renewable Energy Resources upgrade for my fleet colony. Used to be the provisions were put directly into inventory and the doffs directly into your roster, once your roster and overflow bag were full, it put them into boxes into inventory. As long as you didn't fill overflow up you never had to open a box. I've had to go buy a cheap throw away mouse just to do fleet projects so I don't wear out my $125 gaming mouse left click button in order to complete the fleet holdings.
That little chore was for 1 of 3 different "disciplines" so multiply it by 3 to complete the 3 different "parts" of the T4 colony upgrade. Now let's talk about the T4 colony upgrade itself. 375000 provisions, 50 boxes provides 10000, so that's 1875 boxes to click on, and 375 doffs, so add another 375 boxes. all one click at a time. Yeah, really helpful.
I'm sorry, but this "improvement" is no improvement when you're needing thousands of doffs/items at a time. And, this IS the place to let the devs knoiw about it.
Every government degenerates when trusted to the rulers of the people alone. The people themselves are its only safe depositories. Thomas Jefferson (et al)
And that is the way the DOFFs work on the Fleet Starbase when you buy the whites from the Vendor there to dump in Fleet Projects. Why would they change THAT on Tribble?
That is the complaint, then. Not that there are too many clicks.
You want it back to the way it was on Tribble previously.
And, for the Devs, why isn't THIS implemented for that White DOFF vendor for the Fleet Starbase ON HOLODECK????
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin