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Tribble Maintenance and Release Notes - April 10, 2015

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Tribble is being brought down for maintenance to update it to build ST.50.20150401a.6.

General:
  • Iconian Resistance Reputation:
    • Added art for new weapons.
    • Added more items.
    • Further text updates to the system.
  • Brotherhood of the Sword Queue:
    • "Evacuate Syndicate operative" should now have waypoint in the correct location.
    • Fire Team should clean up now if the objective is failed.
  • Pilot Bridge Officers:
    • Resolved an issue that was preventing players from creating the "Specialization Qualification: Pilot" when they'd spent 10 points in the Pilot Specialization.
      • This recipe was incorrectly referencing the Command Specialization instead.
    • Modified Starburst maneuvers performed by Reinforcements Squadron, for FX purposes
  • Resolved an issue which was causing maps to crash occasionally.
  • Resolved an issue where the powertray overlay would not properly update when moved in shooter mode.
  • The order that Reputations are listed in the Reputation Tab now matches the order in which Marks are listed in the Inventory: Assets Tab, with Events sitting at the very bottom.
  • Resolved an issue where Secondary Specializations were not blocking access to Tier 3 and 4 abilities.

Sector Space Revamp:
  • Galaxy and Quadrant maps:
    • Renamed Gamma Eridon sector to be Otha Sector
    • Moved Cestus System to the Otha Sector
    • Moved icon for Mutara Nebula to Teroka
    • Added special icons for the Andoria System and Ganalda Station
    • Expanded "blue" federation territory out to encompass Trill, DS9 and Bajor
    • Corrected the spelling of Minos Korva system on the Galaxy Map
    • Removed AR-558 from the Galaxy Map
    • Moved K-7 Icon to correct position on the Galaxy Map
  • Updated all transwarps for Excelsior, Freighter, and consumable Transwarp Coils to work with the new Sector Space map.
    • The number of locations have not been changed, but the destinations are all new.
    • Excelsior and Freighter Transwarps no longer fail.
  • Auto-navigate will now stop the player further out from the system than before.
  • Resolved an issue where Slipstream was not able to be cancelled using the UI.
  • Added the Suliban Helix to Sector Space.
  • Adjusted auto-navigation to use a tighter turning radius when turning while near the destination location.
  • Resolved an issue which would cause the camera to snap back into full zoom in Sector Space.

Foundry:
  • Added a new indoor template map: Diplomacy Room.
  • Space Stations should be usable in space.
  • Galaxy Ground Scale ship has been updated to match the new Galaxy Class visuals.

Known Issues:
  • Sector Space Revamp is not in a final state.
    • Some ship FX scales incorrectly in Sector Space.
  • The Herald Sphere is not in a final state.
  • Brotherhood of the Sword is not in a final state.
    • Some of the interacts lose their fx.
    • Player may occasionally respawn in a wall.
    • The second phase can be completed with only 1 interact.
  • The Iconian Resistance Reputation is not in a final state.
    • This includes art, fx, and powers.
  • Mission objectives don't display on the tracker until the window is updated another way such as opening the In Progress mission journal.
  • Beam in/Warp in animations don't play when entering or leaving mission maps.
Post edited by coldsnapped on

Comments

  • icegavelicegavel Member Posts: 991 Arc User
    edited April 2015
    • Removed AR-558 from the Galaxy Map

    While I remember that AR-558 was supposed to be IN the Chin'toka system, I'm actually a little sad to see this. I was thinking of using that as a Foundry door for a small Dominion War Memorial mission. Ah well. Guess I have to use Chin'toka.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited April 2015
    MOAR FOUNDRY STUFFS!!!!

    Thanks Taco and Team

    Frost, FYI. The Diplomacy Map is Broken, and Causing CTD's

    We have informed Taco and Zero on Twitter, here is the Bug Thread : http://sto-forum.perfectworld.com/showthread.php?p=23305381#post23305381
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited April 2015
    And the hits keep on coming. Looking forward to this.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • wanderintxwanderintx Member Posts: 144 Arc User
    edited April 2015
    • Galaxy Ground Scale ship has been updated to match the new Galaxy Class visuals.

    It's a shame the Challenger is so far into ESD, but she still looks so much better even at that distance. Kudos again to the team that Revamped the Galaxy.
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  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited April 2015
    I'll test my excel on this tomorrow to see if the crash is truly resolved.


    Glad to see a fix is in place
  • realrebelusrealrebelus Member Posts: 15 Arc User
    edited April 2015
    is Tribble locked or something i keep getting a file locked message error 36 what up with that.
  • gulberatgulberat Member Posts: 5,505 Arc User
    edited April 2015
    Coldsnapped or any other dev who is qualified to answer this question--

    When you say "resolved an issue causing maps to crash," are you referring to the problem that was happening to me and other players where the game crashes during the load-in to a new map? Or to a different problem? Any clarification on this would be welcome.

    Christian Gaming Community Fleets--Faith, Fun, and Fellowship! See the website and PM for more. :-)
    Proudly F2P.  Signature image by gulberat. Avatar image by balsavor.deviantart.com.
  • mli777mli777 Member Posts: 90 Arc User
    edited April 2015
    Will they consider adding the Sovereign ground size model that had appeared outside Spacedock early in Season 9?
    USS Canada
    N.C.C. 171867
    Sovereign Class
    Saint John Fleet Yard
    "A Mari Usque Ad Mare"
  • eristhevortaeristhevorta Member Posts: 1,049 Bug Hunter
    edited April 2015
    Space stations can be used in space ... you mean in sector space? So we get rid of an extra loading screen (except ESD, New Remulus and Kronos)? That would be awesum! So all you'd have to do is fly to the space station in sector space and directly beam yourself onto the station ... that would be really great.

    About AR-558, that's a pity. I'd have luv'd to re-create the siege of AR-558 as a fundrisode. :(
    "Everything about the Jham'Hadar is lethal!" - Eris
    Original Join Date: January 30th, 2010
  • driveclubfandriveclubfan Member Posts: 1 Arc User
    edited April 2015
    Presidio nacelles still bugged with EPTE and Warp Out glowing FXs. And it's not even in Known Issues :(
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited April 2015
    Season 10 is looking to solve a lot of issues.

    One thing I really want to see done for this update is to have xp gains at 60 doubled so that it doesn't take forever to gain spec points. Is it really that unreasonable to ask for considering it would make doing content feel rewarding again?
    Presidio nacelles still bugged with EPTE and Warp Out glowing FXs. And it's not even in Known Issues :(

    Most bugs never get into known issues.
    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.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited April 2015
    Tribble is being brought down for maintenance to update it to build ST.50.20150401a.6.

    Sector Space Revamp:
    • Expanded "blue" federation territory out to encompass Trill, DS9 and Bajor


    I am afraid you did it exactly the other way 'round. Bajor/DS9 Is now well within solid brown/Cardassian territory. Someone mixed up those colors ;)

    Furthermore: The titles of the Fomalhaut System and the "Warp to Beta Quadrant" waypoint are overlapping.
  • pwefailpwefail Member Posts: 197 Arc User
    edited April 2015
    i just wish for once they'd add under the known issues :

    " stf lag is being looked into,we believe its a t6 intel/command ship trait causing almost unplayability"
    The player formerly known as Chunter.
  • thedarkphenoixthedarkphenoix Member Posts: 75 Arc User
    edited April 2015
    [*]Excelsior and Freighter Transwarps no longer fail.

    Boo!!! *hiss* Boo!!! :P

    This is something that needs to stay IMO. It was a unique element to these ships. I know it is irritating to have the transwarp fail and be stuck with the cooldown, but it was an awesome bit of ship character. I don't suppose that it's possible to modify the transwarp failure condition to prevent the ability going on cooldown? That way it can fail, you can laugh at it, and then be immediately able to transwarp to your original location.
    Original wave Lifetimer and Closed Beta tester.
  • toivatoiva Member Posts: 3,276 Arc User
    edited April 2015
    OK, impressed with the added transwarps. Assuming a transwarp to Risa is a replacement for Regulus sector block (reward for Tier 3 marauding) for KDF, I'm having all expected transwarps on my FED-ROM Tuffli and KDF-ROM Cellship.

    The only bug I've noticed is that the FED-ROM in a Tuffli got Delta Volanis twice on the list.

    Just a little question, why are the transwarps to DS9 (previously Beta Ursae for KDF; T4 Diplo/Marauding rewards), Sherman system (old K7 transwarp name)/Vendor sector (old Alpha centauri; Tier 2 Diplo/Marauding rewards), Sierra-39/Risa (presumably old Regulus sector block replacement for KDF; Tier 3 Diplo/Marauding rewards) and Defera (Tier 1 Omega rep) not lumped under the quadrant headings? The Azure sector transwarp (old Tau Dewa, Tier 1 new Romulus rep) is in the Beta quadrant 'box', so apparently it can be done.


    Now to the persisting unpleasantness:

    Please make the game remember our camera distance independently in system and sector space. Currently when I'm fine with my camera distance in system space, I have to zoom in significantly when warping to sector space (now it doesn't reset at least, thanks for that). On the other hand, when warping back to system space, the camera distance resets to the base value (typically pretty zoomed in for most ships).

    The best solution is to have the game remember the player set camera distance in both environments and set itself to that value when warping in the environment. This could also fix the bug when beaming up from a ground map resets the camera distance.
    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!
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited April 2015
    Boo!!! *hiss* Boo!!! :P

    This is something that needs to stay IMO. It was a unique element to these ships. I know it is irritating to have the transwarp fail and be stuck with the cooldown, but it was an awesome bit of ship character. I don't suppose that it's possible to modify the transwarp failure condition to prevent the ability going on cooldown? That way it can fail, you can laugh at it, and then be immediately able to transwarp to your original location.

    I think they mean the crash to desktop fail. gonna go test it.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited April 2015
    The excel transwarp crash to desktop has been fixed.

    Thank you!
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited April 2015
    Looks like a nice set of updates, you might want to consider however making the map reflect Betazed's being a core world of the Federation with that nice blue colour of yours, as it is now it looks like a border world, everything I can find says the DMZ is on the Cardassian side of Minos Korva and Tohvun.
    ZiOfChe.png?1
  • driveclubfandriveclubfan Member Posts: 1 Arc User
    edited April 2015
    I'm gonna post here and in Bug reports as well, and keep bringing the issue up everytime until it gets fixed or aknowledged in patch notes by a Dev. I'm just sick tired of this. All the time to build a new sector space and not a single moment in two months to address it!

    http://i.imgur.com/4mhvzaO.jpg

    Again, Presidio nacelles show a weird FX with emergency power to Engines, warp out and every other glowing of nacelles. The first image was shot during the activation of EPTE, the second was a disabled NPC which has, well, you can see it perfectly.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited April 2015
    I do believe they meant on the actual galaxy map, not the in-game sector "floor" textures.

    No, I mean the "area map" overview, when you press "M". The entire area around Bajor all the way to Trill is colored in brown, i.e., Cardassian, which seems like the exact opposite of what the Patch Notes claim.
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  • caspr373caspr373 Member Posts: 8 Arc User
    edited April 2015
    Yay for more foundry assets. Awesome job on those. I do have a request though. Think you guys could throw in a Groundscale Luna Class Model? Keep up the good work.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited April 2015
    Like I said, look at the GALAXY map, they changed THAT.

    This map here was how it was before,
    http://hydra-media.cursecdn.com/sto.gamepedia.com/c/cf/In-Game_Galaxy_Map_Season10.png
    Now the GALAXY map shows the blue going all the way to DS9 and Bajor.



    On a unrelated note, the STO wiki still has these under "older ideas" in the future content section, and they are coming with season 10 in some way, shouldn't they be moved/removed?

    -More new sectors in Alpha Quadrant [5][44], probably as "Founders of the Federation" expansion [37]
    -Sector between the Sol System and Cardassia including Betazed and Trill/Trillius Prime along with other key Fed homeworlds [27][5][45][37]
    -Minor restructuring and general layout improvement of sector space

    In this case, the "Galaxy map" and the "Area map" show two different things right now... Almost as bad^^

    Thanks for the notification wrt the wiki! Feel free to contribute yourself! We need all the assistance we can get :)
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited April 2015
    Space stations can be used in space ... you mean in sector space? So we get rid of an extra loading screen (except ESD, New Remulus and Kronos)? That would be awesum! So all you'd have to do is fly to the space station in sector space and directly beam yourself onto the station ... that would be really great.

    No, Stations being used in Space maps was for the Foundry. I had mistakenly tagged them as ground objects only, so they had only been usable in ground maps. That is no longer the case.


    kagasensei wrote: »
    In this case, the "Galaxy map" and the "Area map" show two different things right now... Almost as bad^^
    Yup, working on it.
    Only YOU can prevent forum fires!
    19843299196_235e44bcf6_o.jpg
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2015
    The commands /showfps and /showCamPos are still broken.

    Tribble ticket #49,562: The commands /showfps and /showCamPos are broken

    Resolved an issue where the powertray overlay would not properly update when moved in shooter mode.

    The overlay itself seems to be working correctly now. However, another problem I noted in my bug report is still happening: Using shooter mode can cause the tray slots to become mislabeled.

    Holodeck ticket #3,331,293: Tray overlay malfunctioning in shooter mode
    frtoaster wrote: »
    In the upper left-hand corner of each slot is a label denoting the key bound to the slot. By default, the slots are labeled as follows:

    Row 1: The slots are labeled 1,...,9,0, denoting the keys 1,...,9,0.
    Row 2: The slots are labeled c1,...,c9,c0, denoting Ctrl+1,...,Ctrl+9,Ctrl+0.
    Row 3: The slots are labeled a1,...,a9,a0, denoting Alt+1,...,Alt+9,Alt+0.

    Sometimes, activating an ability in shooter mode causes the labels to change as follows:

    Row 1: The labels 1,2,3,4,...,9,0 become n1,rm,mm,n4,...,n9,n0.
    Row 2: The labels c1,...,c9,c0 become cn1,...,cn9,cn0.
    Row 3: The labels a1,...,a9,a0 become an1,...,an9,an0.

    I am unable to consistently reproduce this labeling error.

    Take a look at the screenshots below.

    http://i.imgur.com/Fnbopc6.jpg
    http://i.imgur.com/HvXx3GL.jpg

    In the first image above, the only correct label is a2; the others are incorrect. In the second image, the slots containing icons are correctly labeled; the empty slots are all mislabeled.

    Resolved an issue which would cause the camera to snap back into full zoom in Sector Space.

    There is now an automatic conversion of camera distances between sector space and system space. My testing indicates that the formula is

    SystemSpaceDistance = (50/11) * SectorSpaceDistance

    Note that this formula doesn't actually maintain the appearance of the ship. My ship looks bigger at a camera distance of 50 in system space than it does at a camera distance of 11 in sector space.

    The maximum camera distances in sector space have also changed. The new default maximum is 44, and the new absolute maximum is 55. (The maximum camera distance can be changed by setting fCamMaxDistance in your UI file.)

    I've noticed a new problem with camera distances. I have four keybinds that set the camera distance using the command /camdist. A few seconds after I press one of these keys, the camera distance will reset back to its old value; I have to press the key again to make the new camera distance stick. The problem occurs in both sector space and system space, but it doesn't occur if I use the mouse wheel or the "Page Up" and "Page Down" keys. The problem seems to be with the /camdist command. I suspect that the new camera distance isn't communicated to the server right away, and somehow the client fetches the old camera distance from the server. This new bug is highly annoying, as I use keybinds to work around the Season 6 zoom bug, and I don't think I'm the only one. The /camdist command needs to function correctly.

    Holodeck ticket #3,271,917: Camera zoom bug from Season 6
    toiva wrote: »
    The best solution is to have the game remember the player set camera distance in both environments and set itself to that value when warping in the environment. This could also fix the bug when beaming up from a ground map resets the camera distance.

    Agreed. I've been saying that from the beginning.
    frtoaster wrote: »
    The system keeps track of three camera distances: one for RPG mode, one for shooter mode, and one for space. There is one camera distance for both system space and sector space. As explained above, the system often ignores the user's chosen camera distance and instead sets the camera very close to the ship. The correct behavior is to save separate camera distances for RPG mode, shooter mode, system space, and sector space, and restore the correct camera distance whenever the user enters a new map.

    (a) When the user enters a ground map, set the camera distance to the value saved for RPG mode.
    (b) When the user enters a system space map, set the camera distance to the value saved for system space.
    (c) When the user enters a sector space map, set the camera distance to the value saved for sector space.
    Waiting for a programmer ...
    qVpg1km.png
  • toivatoiva Member Posts: 3,276 Arc User
    edited April 2015
    frtoaster wrote: »




    There is now an automatic conversion of camera distances between sector space and system space. My testing indicates that the formula is

    SystemSpaceDistance = (50/11) * SectorSpaceDistance

    Note that this formula doesn't actually maintain the appearance of the ship. My ship looks bigger at a camera distance of 50 in system space than it does at a camera distance of 11 in sector space.

    The maximum camera distances in sector space have also changed. The new default maximum is 44, and the new absolute maximum is 55. (The maximum camera distance can be changed by setting fCamMaxDistance in your UI file.)

    I've noticed a new problem with camera distances. I have four keybinds that set the camera distance using the command /camdist. A few seconds after I press one of these keys, the camera distance will reset back to its old value; I have to press the key again to make the new camera distance stick. The problem occurs in both sector space and system space, but it doesn't occur if I use the mouse wheel or the "Page Up" and "Page Down" keys. The problem seems to be with the /camdist command. I suspect that the new camera distance isn't communicated to the server right away, and somehow the client fetches the old camera distance from the server. This new bug is highly annoying, as I use keybinds to work around the Season 6 zoom bug, and I don't think I'm the only one. The /camdist command needs to function correctly.

    Holodeck ticket #3,271,917: Camera zoom bug from Season 6



    Agreed. I've been saying that from the beginning.

    Yes, I've basically taken your point in that, realising they probably couldn't manage an automatic resetting of camera distance between sector and system based on the scaling down of ships in sector...

    BUT, you just stated there actually is a conversion taking place. Just not with the right numbers to keep your ship at the same scale from the player's view. Unless they didn't redo the new smaller ship models in scale, there's nothing stopping them from a correct automatic conversion between system and sector. And that would be very much acceptable (at least given current situation).

    As I have been using the 'Page Up' and 'Page Down' keys for getting the right camera distance since the season 6 bug, I haven't been aware of the latest camera distance reset you've been observing.


    Frankly I'll be fine with either solution: automatic conversion or different presets in system/sector; provided that changing camera distance in either doesn't lead to unexpected resets throughout the game.
    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!
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2015
    toiva wrote: »
    Yes, I've basically taken your point in that, realising they probably couldn't manage an automatic resetting of camera distance between sector and system based on the scaling down of ships in sector...

    BUT, you just stated there actually is a conversion taking place. Just not with the right numbers to keep your ship at the same scale from the player's view. Unless they didn't redo the new smaller ship models in scale, there's nothing stopping them from a correct automatic conversion between system and sector. And that would be very much acceptable (at least given current situation).

    ...

    Frankly I'll be fine with either solution: automatic conversion or different presets in system/sector; provided that changing camera distance in either doesn't lead to unexpected resets throughout the game.

    I'm not necessarily opposed to an automatic conversion; I just want a solution that works in all cases. The automatic conversion handles map transitions between sector space and system space, but the Season 6 zoom bug occurs when the user beams up from the ground to system space or sector space. Every time the user enters a new map, the game should restore the camera distance to the last value chosen by the user when the character was last on that type of map. How they achieve that is up to them.

    Saving separate camera distances for system space and sector space has the advantage of not requiring them to get the math exactly right. I'm not sure why their math is off. Presumably, they know what scale they used to resize the ships. Or was each ship resized using a different scale?
    frtoaster wrote: »
    I've noticed a new problem with camera distances. I have four keybinds that set the camera distance using the command /camdist. A few seconds after I press one of these keys, the camera distance will reset back to its old value; I have to press the key again to make the new camera distance stick. The problem occurs in both sector space and system space, but it doesn't occur if I use the mouse wheel or the "Page Up" and "Page Down" keys. The problem seems to be with the /camdist command. I suspect that the new camera distance isn't communicated to the server right away, and somehow the client fetches the old camera distance from the server. This new bug is highly annoying, as I use keybinds to work around the Season 6 zoom bug, and I don't think I'm the only one. The /camdist command needs to function correctly.

    Last night, I noticed another symptom of this bug: When you log out, the game forgets the camera distance you set with /camdist. Here are the steps I followed.

    1. Use the mouse wheel or "Page Up" and "Page Down" keys to zoom all the way in or all the way out.
    2. Set the camera distance using the command /camdist.
    3. Wait a few seconds for the camera distance to reset to its old value.
    4. Repeat step 2.
    5. Move the ship around and look around with the mouse. The camera distance appears to stay.
    6. Now, press Esc, click "Change Character", and then click "OK".
    7. Click "Play" to log in again. The camera distance is reset back to its old value.
    toiva wrote: »
    As I have been using the 'Page Up' and 'Page Down' keys for getting the right camera distance since the season 6 bug, I haven't been aware of the latest camera distance reset you've been observing.

    I think they forgot to update the /camdist command. The mouse wheel and the "Page Up" and "Page Down" keys are bound to the command /AdjustCamDistance, which increases or decreases your camera distance by a set amount. My testing shows that /AdjustCamDistance behaves differently in sector space and system space. The "Page Down" key is bound to "/AdjustCamDistance 50" by default, but pressing "Page Down" in sector space increases the camera distance by 5, not 50. The command /AdjustCamDistance uses a 1:10 scale in sector space. The automatic conversion uses a 11:50 scale, and the ships were resized using another scale. If they wanted the camera to behave the same in sector space and system space, why didn't they use the same scale for everything?

    I saw the launcher pre-patch last night, so I guess we'll see Season 10 soon. I'm a bit worried, since, in addition to the camera issues, the bugs in the doff system are still occurring.

    Tribble ticket #49,426: New assignments disappear when ship crosses sector border
    Tribble ticket #49,427: Assignment list does not change when ship crosses sector border
    Tribble ticket #49,428: New assignments from first officer do not show up when ship crosses sector border
    Tribble ticket #49,429: Department heads do not refresh when ship crosses sector border
    Tribble ticket #49,430: Assignment list changes in the middle of the Bajor Sector
    Waiting for a programmer ...
    qVpg1km.png
  • steaensteaen Member Posts: 646 Arc User
    edited April 2015
    [QUOTE=coldsnapped;23304991[*]Excelsior and Freighter Transwarps no longer fail.
    [/QUOTE]

    Aww, I rather liked that little feature.
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