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Tribble Maintenance and Release Notes - June 3, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140525a.5

General:
  • Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.
  • Fluidic Phase Decoupler can now be activated while under effects which typically prevent Cloaking.
    • Examples: Sensor Analysis, Charged Particle Burst, Antiproton Sweep.
  • Resolved an issue which was allowing the Infection of Active Immunity Overload to spread to non-Foe targets under certain circumstances.
  • Updated Officer of The Watch mission rewards from 5 fleet marks to 20 fleet marks.
  • Fleet Mark Consultants duty officers now apply the correct bonus to Fleet Alert and No Win Scenario queue events.

Foundry:
  • Added a few sets of basic floor planes with FED, KLG, and ROM textures.
    • Each set contains a 10 foot, 20 foot, 40 foot, 100 foot, and 500 foot square.
  • Added a few sets of water planes with water volumes attached.
    • Each set contains a 10 foot, 20 foot, 40 foot, 100 foot, and 500 foot square.

Known Issues:
  • New kit modules do not have their own search category in the Exchange.
  • Kits in your inventory cannot be equipped by double-clicking on them.
    • You can drag and drop slot them.
  • Cannot create private queues for Undine Assault.
Post edited by coldsnapped on

Comments

  • suavekssuaveks Member Posts: 1,736 Arc User
    edited June 2014
    • Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.
    http://www.youtube.com/watch?v=Bz0s6H2tWqo
    PyKDqad.jpg
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Fluidic Phase Decoupler can now be activated while under effects which typically prevent Cloaking.
    ---Examples: Sensor Analysis, Charged Particle Burst, Antiproton Sweep.

    Had wondered about that...thanks.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited June 2014
    What about the broken KDF Officer of the Watch mission, Inspect Cadets? Hasn't worked for a long time (I think I've reported it a couple of times).

    Or was it already fixed? I admit I gave up doing the OOW missions.
  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited June 2014
    Good changes!
    http://mmo-economics.com - analysing the economic interactions in MMOs.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    Can the tray reset bug be truly dead? :eek:
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • darknessmutadarknessmuta Member Posts: 187 Arc User
    edited June 2014
    Nice to see the tray bug fixed without needing to use the workarounds but I hope they eventually will fix the Romulan Engineering Kit - Fabrication Specialist Mk XII Trade-In Error. I got this error on 3 of my Engineers before I noticed the bug and it has been around since S9 started with no acknowledgment from the devs that they are even looking into it.

    http://sto-forum.perfectworld.com/showthread.php?t=1112131
  • damix4damix4 Member Posts: 609 Arc User
    edited June 2014
    Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.

    Thank you, hope it hits holodeck soon :)
  • ask4spock1ask4spock1 Member Posts: 135 Arc User
    edited June 2014
    So when is this gonna be addressed:

    Known Issues:
    New kit modules do not have their own search category in the Exchange.
  • bignutterbignutter Member Posts: 125 Arc User
    edited June 2014
    ask4spock1 wrote: »
    So when is this gonna be addressed:

    Known Issues:
    New kit modules do not have their own search category in the Exchange.
    Do we need to send Cat nip to the UI Artist again?
  • edited June 2014
    This content has been removed.
  • hyplhypl Member Posts: 3,719 Arc User
    edited June 2014
    tpalelena wrote: »
    Can the tray reset bug be truly dead? :eek:

    Nothing evil such as this will ever stay truly dead. It will return in another form... :P
  • watsterwatster Member Posts: 26 Arc User
    edited June 2014
    hypl wrote: »
    Nothing evil such as this will ever stay truly dead. It will return in another form... :P

    tribble fix will only be a setback...
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited June 2014
    Tribble is crashing for me. I will attempt a force verify but I would like to know if anyone else is getting an error directly after loading. I get Error ID #16678547.

    EDIT:

    This fixed itself for me after reinstalling my entire TRIBBLE install. I needed to do that anyway.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited June 2014
    • Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.

    I fiddled around on tribble for a couple minutes and this is not fully fixed.

    It does seem to have fixed my issues with consumable devices unslotting themselves from my trays.

    None of the ships used in the following scenario have any loadouts saved:
    1. Initially when I beamed up to Sol my space bar was all jumbled (this was not related to the bug, it was always jumbled on this Tribble copy; I'd just never fixed it before just now).
    2. I fixed everything all nice-like and then used the Switch Ships button to change to my Tuffli.
    3. I waited for the timer to reset and then switched back to my main ship (Galor).

    -Half of my boff powers were gone or in the wrong slots. (Although I'm not too surprised by that, the system doesn't seem to save properly on the first try.)

    4. So I re-fixed my tray again, then exited to sector, then re-entered Sol to try and get it to save properly this time
    5. I docked at ESD, then beamed up to Sol again

    -No tray issues, miraculously no missing consumables

    6. Switched back to the Tuffli, then back to the Galor again; Still no tray issues
    7. So now I began beaming between ESD and Sol a few times; no issues
    8. Transwarp to the dyson sphere, beam down and up between the Allied Zone and Dyson Joint command a couple times; no issues
    9. Take the shuttle from the allied zone to the voth ground battle zone
    10. Shuttle from ground battle zone to Undine space battle zone; no tray issues
    11. Shuttle back to ground zone, then Undine zone again; no tray issues
    12. While in Undine zone, I used the Switch Ships button to switch to my shuttle (it was the only ship available in the list)

    -Instead of switching to my shuttle the Galor warped out and then warped back in without changing ships (I've never checked but are shuttles a banned ship type in the battle zone? If so then the switch button needs to be disabled in that zone.)

    13. Pressed the leave zone galaxy swirly button next to the minimap

    -When I exited the zone and entered the Tau Dewa block, then I was placed in my shuttle

    14. While in the TD sector block, I used the Switch Ship button to change from my shuttle to my Defiant
    15. Waited for the timer to reset and then switched back to my Galor one last time

    -Half of my boff powers were gone or in the wrong slots



    p.s. When are these consumable/tray bugs getting fixed?:
    http://sto-forum.perfectworld.com/showthread.php?t=1118611
    http://sto-forum.perfectworld.com/showthread.php?p=13504931
    http://sto-forum.perfectworld.com/showthread.php?t=1074431
    http://sto-forum.perfectworld.com/showthread.php?t=1097641

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited June 2014
    Updated Officer of The Watch mission rewards from 5 fleet marks to 20 fleet marks.

    This is nice, but have you guys fixed those glitched KDF OtW missions? Like the Cadet Inspection?
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2014
    What about the broken KDF Officer of the Watch mission, Inspect Cadets? Hasn't worked for a long time (I think I've reported it a couple of times).

    Or was it already fixed? I admit I gave up doing the OOW missions.

    I think I had that one a week ago or so and it didn't work. It was pretty much the only officer of the watch mission I even tried. :(
    I fiddled around on tribble for a couple minutes and this is not fully fixed.

    It does seem to have fixed my issues with consumable devices unslotting themselves from my trays.

    None of the ships used in the following scenario have any loadouts saved:
    1. Initially when I beamed up to Sol my space bar was all jumbled (this was not related to the bug, it was always jumbled on this Tribble copy; I'd just never fixed it before just now).
    2. I fixed everything all nice-like and then used the Switch Ships button to change to my Tuffli.
    3. I waited for the timer to reset and then switched back to my main ship (Galor).

    -Half of my boff powers were gone or in the wrong slots. (Although I'm not too surprised by that, the system doesn't seem to save properly on the first try.)

    4. So I re-fixed my tray again, then exited to sector, then re-entered Sol to try and get it to save properly this time
    5. I docked at ESD, then beamed up to Sol again

    -No tray issues, miraculously no missing consumables

    6. Switched back to the Tuffli, then back to the Galor again; Still no tray issues
    7. So now I began beaming between ESD and Sol a few times; no issues
    8. Transwarp to the dyson sphere, beam down and up between the Allied Zone and Dyson Joint command a couple times; no issues
    9. Take the shuttle from the allied zone to the voth ground battle zone
    10. Shuttle from ground battle zone to Undine space battle zone; no tray issues
    11. Shuttle back to ground zone, then Undine zone again; no tray issues
    12. While in Undine zone, I used the Switch Ships button to switch to my shuttle (it was the only ship available in the list)

    -Instead of switching to my shuttle the Galor warped out and then warped back in without changing ships (I've never checked but are shuttles a banned ship type in the battle zone? If so then the switch button needs to be disabled in that zone.)

    13. Pressed the leave zone galaxy swirly button next to the minimap

    -When I exited the zone and entered the Tau Dewa block, then I was placed in my shuttle

    14. While in the TD sector block, I used the Switch Ship button to change from my shuttle to my Defiant
    15. Waited for the timer to reset and then switched back to my Galor one last time

    -Half of my boff powers were gone or in the wrong slots



    p.s. When are these consumable/tray bugs getting fixed?:
    http://sto-forum.perfectworld.com/showthread.php?t=1118611
    http://sto-forum.perfectworld.com/showthread.php?p=13504931
    http://sto-forum.perfectworld.com/showthread.php?t=1074431
    http://sto-forum.perfectworld.com/showthread.php?t=1097641

    Sounds to me that you ended up in your shuttle because the system knew you wnated to fly a shuttle, but were not allowed to in the Battle Zone. But this may have caused follow-up problems.

    I remember that with transwarp and using fleet traffic control, I can sometimes end up in a state where I cannot use the "Swirly warp out" button. I figure the system somehow mistakenly believes I am still on a ground map, or maybe a sector space map - that can be quite inconvenient. I wonder if that is somewhat related? Zoning via the different methods available to us can confuse the game?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited June 2014
    Any chance we could have a balance pass at lobi mines? Compared to fleet Quantum mines the Tethered Quantum lobi mines drop half as many mines and deal less damage per mine.

    Effectively this means Tethered mines do 50% to 60% less damage then basic Quantum mines yet alone fleet mines.
  • hitonozanshihitonozanshi Member Posts: 176 Arc User
    edited June 2014
    What about the broken KDF Officer of the Watch mission, Inspect Cadets? Hasn't worked for a long time (I think I've reported it a couple of times).

    Or was it already fixed? I admit I gave up doing the OOW missions.

    Nope. Still broken.

    In case anyone wonders, one of the KDF cadets is perfect. You can't correct them, because he did everything right! :(
    The Jar kitty is watching you. :D
  • hitonozanshihitonozanshi Member Posts: 176 Arc User
    edited June 2014
    When are you guys going to fix the warp out cameras and the map zooming problem on some sector blocks?!
    The Jar kitty is watching you. :D
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited June 2014
    tpalelena wrote: »
    Can the tray reset bug be truly dead? :eek:

    I do hope its true
    3ondby_zpsikszslyx.jpg
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited June 2014
    When are you guys going to fix the warp out cameras and the map zooming problem on some sector blocks?!

    the map zooming issue has been there since LoR began...I even commented on it during tribble testing, never got fixed so i guess its WAI
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • mosul33mosul33 Member Posts: 836 Arc User
    edited June 2014

    [*]Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.

    [*]Resolved an issue which was allowing the Infection of Active Immunity Overload to spread to non-Foe targets under certain circumstances.

    Thank you soo much, especially for these fixes.

    But on the last one, why you devs hate us so much?:P
    Joke aside, now Active Immunity Overload doesnt put you in combat mode anymore :(
    It was one of the few ways to avoid those awful party amps.
    At least fix the party amps please so you can override their animation with any other animation/emote, as the item description says.
    Its allways been buged and cant be overriden by any other animation/emote.
    And now with the Risa event coming up, it will be used again even more on the dance zones as griefing tools.

    Ohh and sadly Active Immunity Overload still debuffs you too if you have sloted a biochimist, not with the ability itself, but with the active roster doff power, in this case -40% damage ress.
  • astimingpyleastimingpyle Member Posts: 0 Arc User
    edited June 2014
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.40.20140525a.5

    General:
    • Resolved an issue which was causing bridge officer and captain powers as well as duty officers to be removed when transitioning to another map.

    :eek: ?!?

    :D !!!!!!
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited June 2014
    If that bug with the tray is truly fixed then, wow, thank you :D Unfortunately me testing would be less than accurate because it was rather sporadic for me and therefore wouldn't be a fair test.

    Fleet mark upgrade is awesome, so thanks :D
    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.
  • kapla1755kapla1755 Member Posts: 1,249
    edited June 2014
    "Resolved an issue which was allowing the Infection of Active Immunity Overload to spread to non-Foe targets under certain circumstances."


    So Does this mean that the Infection from Active Immunity Mines/Grenades spreading to non-Foe targets and teammates is a bug and will also be fixed?


    Currently the Infection spreads to ANY and ALL objects, npcs, targets, and teammates within the infection radius at all times that the Infection procs.


    I removed the AI Grenade module from my kit after launching it at the Borgified Gorn on Defera {Probe mission} and almost wiped out my whole team due to the infection dealing 33+dmg per tick to myself and teammates another teammate or 2 may have been using AI minefields so.....


    The item description is kinda nebulous about whether that was the intended effect, is the Infection damage supposed to be buffed by damage boosting ability like Ambush and can Infections from separate sources stack?
    [SIGPIC][/SIGPIC]
  • jivedutchjivedutch Member Posts: 357 Arc User
    edited June 2014
    Any word on the "nerf/fix" of the PvP wrappers into a daily ???
  • sophus84atsophus84at Member Posts: 404 Arc User
    edited June 2014
    what about the set piece powers that get removed fom the tray alwayys like the undine set boni, both the bubble and the turrent upgrade vanish from the tray each map change.


    OR what about the change to Vicious Cycle... meaning the "Unstable Anomaly" optional.... maybe more than 20 seconds.. and maybe not 5 bars saying investigate anomaly and NONE works...
    "Mei Borg is net deppat".....

    [SIGPIC][/SIGPIC]
  • ihiriihiri Member Posts: 14 Arc User
    edited June 2014
    I knew it! Progress is to be had! Now, lets just hope nothing else gets broken to such an annoying degree.
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited June 2014
    Considering a reply from Crypticfrost in the "Official Thread" about the tray issues, it seems they know that maybe not all Tray/Loadout bugs have been squashed, but they ARE trying, so kudos to Cryptic for that.
    Oh, hoho hohhhhh, Oh,, hoho, hohhhhh
    My%20STO%20Sig%20Clear_zps5etu86s1.png
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited June 2014
    Sounds to me that you ended up in your shuttle because the system knew you wnated to fly a shuttle, but were not allowed to in the Battle Zone.

    Yeah, like I said, if shuttles aren't allowed in the BZ then that button should just be disabled entirely there even though it does make sense that it would swap after I left the zone.
    But this may have caused follow-up problems.

    I remember that with transwarp and using fleet traffic control, I can sometimes end up in a state where I cannot use the "Swirly warp out" button. I figure the system somehow mistakenly believes I am still on a ground map, or maybe a sector space map - that can be quite inconvenient. I wonder if that is somewhat related? Zoning via the different methods available to us can confuse the game?

    Indeed this could be the case. But at least the issues does seem to be, at the very least, partially fixed which is a good start!

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
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