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Tribble Maintenance and Release Notes - July 31, 2015

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.52.20150726a.2.

General:
  • Resolved an issue which was occasionally causing maps to crash.
  • Resolved an issue which was causing objects to appear pixelated in the 2D editor of the Foundry.
  • Numerous updates made to the interior of Voyager:
    • Changed the position of the chairs in the Mess Hall.
    • Resolved an issue where a hole appeared in the Mess Hall.
    • Removed the extra Astrometrics room in the 2371 version of the interior.
    • Added collision to the Briefing Room chair.
    • Resolved an issue causing audio to drop out in a few spots.
  • Kyana Research Facility:
    • Changed the Krenim Outpost room signs to match the color of their floor stripes.
    • Adjusted robot arms to not clip through the walls.
  • Resolved an issue where occasionally star fields would shake in the background.
  • The Klingon mission "Manhunt" can now be resumed if left partway through.
  • The Klingon mission "Space Chase" now includes a "Contact Command" text line when completed.
  • Mission rewards from Season 10 and Season 10.5 which are freely upgradable to Mark XII now show this in the item descriptions.
  • Resolved an issue which occasionally caused shadows to appear on faces in lower resolutions.
  • Updated the description for the 'Redeemer' title reward from Broken Circle to state it is, actually, a title.
  • Coalition Disruptor Beam sound has been updated.

Systems:
  • Added recipes for Large Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 5 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Large Weapon Batteries = Beams, Cannons and Projectiles
    • Large Shield Batteries = Shields and Engineering
    • Large Engine Batteries = Science and Engineering
    • Large Auxiliary Batteries = Science and Engineering
    • Large Hypos, Large Power Cells and Large Shield Charges = Ground Only
  • Added recipes for brand new Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 10 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Beams: + Energy Damage
    • Cannons: + Accuracy
    • Projectiles: + Kinetic Damage
    • Engineering: + Max Hull and Instant Hull Heal
    • Science: + Exotic Damage
    • Shields: + Shield Hardness
    • Ground: + Expose Chance and + Exploit Damage
  • Security Guards in place of a Bridge Officer are now immune to environmental hazards.
    • When entering an area that has an environmental hazard, they will automatically don an EV Suit.
  • Resolved an issue where some non-epic quality warp core combinations from vendors included the W->S mod.
    • Existing warp cores with the W->S mod present prior to epic quality will have the mod replaced with A->S.
    • W->S will still remain present as the epic quality mod.
  • Resolved an issue that had caused "Explosive Polarity Shift" Starship Trait to no longer display in the Ship Mastery UI.
  • The Omega Reputation project to exchange Borg Neural Processors for Dilithium Ore no longer requires completion of an Elite STF before it becomes accessible.
  • All Boost items have been changed so that they no longer appear in the Powers List, and no longer automatically bind to power trays.
    • In order to use/activate one, it must be in the inventory, right-click and choose "use."
  • Changing name of Call Delta Alliance Reinforcements device and power to Delta Alliance Reinforcements Beacon.
  • Changed descriptions on Krenim Bridge Officers to reflect that Manuals gained from them will be Bind-on-Pickup.
    • Removed text that indicated they could not be changed into Training Manuals.

Powers:
  • Updates to Space Batteries:
    • Display name on some Dual-System and Team Batteries have been changed for consistency with other existing Battery devices.
    • Replaced references to "disabled" subsystems with "offline" subsystems in all Space Battery descriptions.
    • Cooldowns on all standard Space Batteries have been reduced from 120 seconds to 60 seconds.
    • Shared Cooldowns on all standard Space batteries have been reduced from 60 seconds to 30 seconds.
    • Shared Cooldowns on all standard ground devices have been reduced from 30 seconds to 15 seconds.
    • Cooldowns on all standard ground devices is unchanged, and remains at 15 seconds.
  • Resolved an issue that was causing players to not be able to slot Focused Assault.
  • The effects of Tactical Fleet will no longer be diminished by the player’s Damage Resistances.
  • Resolved an issue that prevented the Bridge Officer version of Salvage Specialist from properly working.
  • The Manheim Device no longer has shared damage effects.
    • The past and future temporal duplicates now behave as two independent pets.
    • In addition, activating this console will provide a massive boost to damage resistance to the player’s starship as well as the temporal duplicates.
  • Temporal Backstep can no longer be activated while under the effects of the Blaze of Glory Trait.
  • Resolved an issue that would cause hangar pet high yield torpedoes to benefit from Overwhelming Power.
  • Coalition Starship Tactics now registers allied players within 20 km, instead of 10 km.
    • This distance limitation has also been added to the trait's description.

Character:
  • The Female Odyssey 1 badge now works with Odyssey jackets.
  • Changed the “22nd Century” sash name to "23rd Century".
  • Improved Female Honor Guard upper uniform.
    • The cutaway showing cleavage matches skin tone of the face better, no longer looks low resolution, and can be swapped for Ferasan, Reman, and Kobali chests.
  • Updates to the female Bortasqu' boots to match the male version.
  • Adjusted textures for humanoid eyes so they aren't as reflective.
  • Additional updates made to Holo Leeta.
  • Resolved a clipping issue on the female miner shirts and chest.
  • Unlocked the TOS boots for all species.
  • Improved Humanoid, Pointed, and Denobulan ears.
    • Improved shape, texture, and blending with jawline/face.
  • Resolved an issue with clipping with female humanoid ear and certain hairstyles.
  • Board Shorts are now restricted to Beachwear separates only.
  • Romulan 23rd Century Upper previously did not match the associated Sash's category.
    • This now matches, and can be worn on both Jacket Loose and Jacket Tight with the Sash.
  • More bare hand types are now available in Clubwear.

UI:
  • Resolved numerous UI issues which would occasional cause players to crash.
  • The sector image of the Fleet Research lab has been updated.
  • Resolved an issue where player titles would incorrectly word wrap.
    • This only affects self-targeting and not other players.
    • Also centered player names and titles.
  • Resolved an issue where Ultra Rare and Epic quality Duty Officers would not have the proper rarity border in the Duty Officer UI.
  • Increasing minimum height of Character Status page, so that both Hangar pets and Secondary Deflectors can fit at the same time.
  • The Research Lab’s development tier color now matches the same color scheme of the Dilithium Mine development tiers.

Known Issues:
  • Some players are not able to reclaim the Breen Chel Grett and the Dyson Science Destroyer.

Comments

  • awlaforgeawlaforge Member Posts: 235 Arc User
    Notice two bugs immediately. First, all the modified humanoid (Romulan, Klingon, Vulcan, and Human) ears have no texture. Second, the long nails option still is assigned to male characters, not female. The added gloves are a welcome touch though.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited August 2015
    Some seriously AWESOME things contained in this patch.

    Also...New RnD Items (batteries) default to + Energy Amplifier..Even after cuing up Specifics like the sci/exotic or Cannons..
    Post edited by odinforever20000 on

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • gumpy24gumpy24 Member Posts: 25 Arc User
    Question... whats the point in updating broken circle if we are still unable to actually test those changes due to it being locked after all this time? /logic
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited August 2015
    Intriguing patches.

    So, Pets won't get Overwhelming Force, but can still take Concentrate Firepower charges from players?
    Post edited by darkknightucf on
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited August 2015
    Lots of New stuffs

    THANK YOU ZERO FOR THE FOUNDRY FIX!!!!

    Here have a Cookie ! :cookie:

    awlaforge wrote: »
    Notice two bugs immediately. First, all the modified humanoid (Romulan, Klingon, Vulcan, and Human) ears have no texture. Second, the long nails option still is assigned to male characters, not female. The added gloves are a welcome touch though.


    Loss of Textures is Affecting the Foundry Too!
    Post edited by primar13 on
  • icegavelicegavel Member Posts: 991 Arc User
    Is it intentional that the crafting tasks for the Batteries, Hypos, and new things are presently either invisible or non-existent?
  • l3ct3rl3ct3r Member Posts: 33 Arc User
    It seems like the Maintenance Engineer and Quartermaster Doff do not effect the new Batteries.
  • reaperreborn64reaperreborn64 Member Posts: 15 Arc User
    yeah how about you fix the batteries please they are all making the same battery... kinda hard to test something thats broken before i even get to test it
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    On the odd chance it's not known: Ferasan chests aren't currently showing with the change to the Klingon Honor Guard upper.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited August 2015
    Resolved an issue which occasionally caused shadows to appear on faces in lower resolutions.

    Thank you Taco. That was one bug that forced me to increase the quality because it looked like everyone had bruises all over their faces. I still set my draw distance to maximum though because otherwise, I'm playing dough doll online.

    As for the other comment, can you please add some recipes or something unlocked at level 20? I'd love extra special science consumable boosts to countermeasure systems, subspace decompiler, graviton generators, and flow capacitors since I've given up on seeing deflector with +50 for any of those 4 skills.
  • kasrakenkasraken Member Posts: 213 Bug Hunter
    edited August 2015
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.52.20150726a.2.


    Character:
    • The Female Odyssey 1 badge now works with Odyssey jackets.
    • Changed the “22nd Century” sash name to "23rd Century".
    • Improved Female Honor Guard upper uniform.
    • Updates to the female Bortasqu' boots to match the male version.
    The boots on the female Bortasqu uniform were awesome before the latest change. Now they look more suited for wearing pants than a skirt (see the image below.. left side is the change that takes away from the boot's distinctive flavor).

    badboot_zpsqok6hk4y.png

    Please consider leaving the boots alone.
    Post edited by kasraken on
    MacoShield_zpsus2ux3rw.png
    Operational Support Team
    Squishing Bugs for a better future
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    Intriguing patches.

    So, Pets won't get Overwhelming Force, but can still take Concentrate Firepower charges from players?

    I didn't think that's how it worked.

    To my understanding, one gets the HY if their torpedo hits while the blue light flashes when CF is activated. I can get all my pets and myself to get a HY if I time activating CF just before the torpedoes hit.

    Anyway, I like having my pets get HY from CF.
  • comrademococomrademoco Member Posts: 1,694 Bug Hunter
    I'm just happy for the Mannheim Device... unexpected fix... very much appreciated... I'll have to dig my bank so I can test it. tiger-1.giftiger-4.giftiger-46.giftiger-40.gif​​
    6tviTDx.png

  • commanderkorcommanderkor Member Posts: 147 Arc User
    edited August 2015
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.52.20150726a.2.


    [*] Resolved an issue where some non-epic quality warp core combinations from vendors included the W->S mod.
    • Existing warp cores with the W->S mod present prior to epic quality will have the mod replaced with A->S.
    • W->S will still remain present as the epic quality mod.

    so when did this become an issue since cores like the elite fleet warp cores have had these traits since inception so basically years? So basically if I don't want to find my elite cores changed long after I purchased them for exactly the W->S traits I have to go dump dilithium and get it to epic before the change otherwise I am stuck with a useless(to me) A->S mod, wonderful.

  • rtk142rtk142 Member Posts: 613 Arc User
    We will be bringing down the Tribble server for maintenance to apply a new update: ST.52.20150726a.2.


    [*] Resolved an issue where some non-epic quality warp core combinations from vendors included the W->S mod.
    • Existing warp cores with the W->S mod present prior to epic quality will have the mod replaced with A->S.
    • W->S will still remain present as the epic quality mod.

    so when did this become an issue since cores like the elite fleet warp cores have had these traits since inception so basically years? So basically if I don't want to find my elite cores changed long after I purchased them for exactly the W->S traits I have to go dump dilithium and get it to epic before the change otherwise I am stuck with a useless(to me) A->S mod, wonderful.
    Right there there with you. This isn't cool. I got my core specifically because of the W->S, way before the upgrade process was even a thing. Why the nerf? This isn't cool. This needs to be rethought.
    bridges.jpg
    Let us upgrade the Seleya Ceremonial Lirpa and Kri'stak Blade
  • reaperreborn64reaperreborn64 Member Posts: 15 Arc User
    perhaps you should look for the secret nerf... the one they are saying nothing about but is going to be so game changing people may quit the game entirely... im not telling you about it cause i want you guys to use your brains and find it for yourselves instead of looking for a clothing upgrade
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2018
    The following bugs are still present:

    Tribble ticket 49,954: Inconsistent naming of fleet research daily tasks
    Tribble ticket 49,955: Typo in fleet research daily task

    Added recipes for Large Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 5 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Large Weapon Batteries = Beams, Cannons and Projectiles
    • Large Shield Batteries = Shields and Engineering
    • Large Engine Batteries = Science and Engineering
    • Large Auxiliary Batteries = Science and Engineering
    • Large Hypos, Large Power Cells and Large Shield Charges = Ground Only

    Please consider adding critical components and critical regenerators to the R&D schools.

    Added recipes for brand new Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 10 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Beams: + Energy Damage
    • Cannons: + Accuracy
    • Projectiles: + Kinetic Damage
    • Engineering: + Max Hull and Instant Hull Heal
    • Science: + Exotic Damage
    • Shields: + Shield Hardness
    • Ground: + Expose Chance and + Exploit Damage

    (a) All the new consumables have the same icon as large auxiliary batteries.
    (b) The R&D tasks for the new consumables seem to be incorrectly hooked up: no matter which one you try to craft, you will get "Battery - Energy Amplifier".

    • Cooldowns on all standard Space Batteries have been reduced from 120 seconds to 60 seconds.
    • Shared Cooldowns on all standard Space batteries have been reduced from 60 seconds to 30 seconds.
    • Shared Cooldowns on all standard ground devices have been reduced from 30 seconds to 15 seconds.
    • Cooldowns on all standard ground devices is unchanged, and remains at 15 seconds.

    Did you test this with doffs that reduce the cooldown on consumables? There is a quartermaster that reduces the cooldown on batteries and a biochemist that reduces the cooldown on ground consumables. Also, I'm pretty sure you've got the cooldown and shared cooldown on ground devices mixed up. The patch notes should read
    • Cooldowns on all standard ground devices have been reduced from 30 seconds to 15 seconds.
    • Shared Cooldown on all standard ground devices is unchanged, and remains at 15 seconds.

    So what does that biochemist do now?

    Updates to the female Bortasqu' boots to match the male version.

    The coloring is uneven on the Bortasqu' Ceremonial and Bortasqu' Guardian boots. The boots are lighter toward the top and darker toward the bottom. The problem remains no matter how light or dark I make the boots. The old version of the boots did not have this problem.

    Bortasqu' Ceremonial (Old)
    http://i.imgur.com/dBNJc6I.jpg
    http://i.imgur.com/dnAoEpP.jpg

    Bortasqu' Ceremonial (New)
    http://i.imgur.com/YONK8zU.jpg
    http://i.imgur.com/yxfFfwn.jpg

    Bortasqu' Guardian (Old)
    http://i.imgur.com/uE50zZY.jpg
    http://i.imgur.com/rJBr8dZ.jpg

    Bortasqu' Guardian (New)
    http://i.imgur.com/ng9jGDm.jpg
    http://i.imgur.com/xH0tfWZ.jpg

    • Improved Humanoid, Pointed, and Denobulan ears.
      • Improved shape, texture, and blending with jawline/face.
    • Resolved an issue with clipping with female humanoid ear and certain hairstyles.
    awlaforge wrote: »
    First, all the modified humanoid (Romulan, Klingon, Vulcan, and Human) ears have no texture.

    I can confirm this. Currently, humanoid and pointed ears look like gray pieces of plastic. Also, Bajoran earrings no longer fit as well with certain pointed ears. Compare the screenshots below.

    Pointed 01
    Old: http://i.imgur.com/cXJ1saa.jpg
    New: http://i.imgur.com/tkGWIhx.jpg

    Pointed 02
    Old: http://i.imgur.com/IkE0EB5.jpg
    New: http://i.imgur.com/M51JuBt.jpg

    Pointed 04
    Old: http://i.imgur.com/sSfuCKk.jpg
    New: http://i.imgur.com/paOS3WB.jpg

    Pointed 05
    Old: http://i.imgur.com/9Z2Ys3V.jpg
    New: http://i.imgur.com/xT5moK5.jpg

    I tried to test looped earrings as well, but I could not find them on Tribble. I don't know whether they're missing or if it's simply a problem with Tribble. The option "Show unowned costume parts" doesn't seem to work on Tribble.


    Edited to fix links broken by forum changes.
    Post edited by frtoaster on
    Waiting for a programmer ...
    qVpg1km.png
  • e30erneste30ernest Member Posts: 1,794 Arc User
    While you are out tweaking the Voyager interior, can you please lessen the number of crew members walking around the hallways? It can get crowded there really quick. And also, when it was initially released, we were told (I think it was taco) that it would be possible to get up to the 2nd floor of the engineering section by placing a teleporter on the lifts around the warp core? It would be great if that was the case.

    Thanks!
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    frtoaster wrote: »
    The following bugs are still present:

    Tribble ticket 49,954: Inconsistent naming of fleet research daily tasks
    Tribble ticket 49,955: Typo in fleet research daily task

    Added recipes for Large Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 5 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Large Weapon Batteries = Beams, Cannons and Projectiles
    • Large Shield Batteries = Shields and Engineering
    • Large Engine Batteries = Science and Engineering
    • Large Auxiliary Batteries = Science and Engineering
    • Large Hypos, Large Power Cells and Large Shield Charges = Ground Only

    Please consider adding critical components and critical regenerators to the R&D schools.

    Added recipes for brand new Consumables to all R&D Schools.
    • These recipes unlock at R&D Level 10 in each respective school, and yield a stack of 5x on success, 10x on Critical.
    • Beams: + Energy Damage
    • Cannons: + Accuracy
    • Projectiles: + Kinetic Damage
    • Engineering: + Max Hull and Instant Hull Heal
    • Science: + Exotic Damage
    • Shields: + Shield Hardness
    • Ground: + Expose Chance and + Exploit Damage

    (a) All the new consumables have the same icon as large auxiliary batteries.
    (b) The R&D tasks for the new consumables seem to be incorrectly hooked up: no matter which one you try to craft, you will get "Battery - Energy Amplifier".

    • Cooldowns on all standard Space Batteries have been reduced from 120 seconds to 60 seconds.
    • Shared Cooldowns on all standard Space batteries have been reduced from 60 seconds to 30 seconds.
    • Shared Cooldowns on all standard ground devices have been reduced from 30 seconds to 15 seconds.
    • Cooldowns on all standard ground devices is unchanged, and remains at 15 seconds.

    Did you test this with doffs that reduce the cooldown on consumables? There is a quartermaster that reduces the cooldown on batteries and a biochemist that reduces the cooldown on ground consumables. Also, I'm pretty sure you've got the cooldown and shared cooldown on ground devices mixed up. The patch notes should read
    • Cooldowns on all standard ground devices have been reduced from 30 seconds to 15 seconds.
    • Shared Cooldown on all standard ground devices is unchanged, and remains at 15 seconds.

    So what does that biochemist do now?

    Updates to the female Bortasqu' boots to match the male version.

    The coloring is uneven on the Bortasqu' Ceremonial and Bortasqu' Guardian boots. The boots are lighter toward the top and darker toward the bottom. The problem remains no matter how light or dark I make the boots. The old version of the boots did not have this problem.

    Bortasqu' Ceremonial (Old)
    http://i.imgur.com/dBNJc6I.jpg
    http://i.imgur.com/dnAoEpP.jpg

    Bortasqu' Ceremonial (New)
    http://i.imgur.com/YONK8zU.jpg
    http://i.imgur.com/yxfFfwn.jpg

    Bortasqu' Guardian (Old)
    http://i.imgur.com/uE50zZY.jpg
    http://i.imgur.com/rJBr8dZ.jpg

    Bortasqu' Guardian (New)
    http://i.imgur.com/ng9jGDm.jpg
    http://i.imgur.com/xH0tfWZ.jpg

    • Improved Humanoid, Pointed, and Denobulan ears.
      • Improved shape, texture, and blending with jawline/face.
    • Resolved an issue with clipping with female humanoid ear and certain hairstyles.
    awlaforge wrote: »
    First, all the modified humanoid (Romulan, Klingon, Vulcan, and Human) ears have no texture.

    I can confirm this. Currently, humanoid and pointed ears look like gray pieces of plastic. Also, Bajoran earrings no longer fit as well with certain pointed ears. Compare the screenshots below.

    Pointed 01
    Old: http://i.imgur.com/cXJ1saa.jpg
    New: http://i.imgur.com/tkGWIhx.jpg

    Pointed 02
    Old: http://i.imgur.com/IkE0EB5.jpg
    New: http://i.imgur.com/M51JuBt.jpg

    Pointed 04
    Old: http://i.imgur.com/sSfuCKk.jpg
    New: http://i.imgur.com/paOS3WB.jpg

    Pointed 05
    Old: http://i.imgur.com/9Z2Ys3V.jpg
    New: http://i.imgur.com/xT5moK5.jpg

    I tried to test looped earrings as well, but I could not find them on Tribble. I don't know whether they're missing or if it's simply a problem with Tribble. The option "Show unowned costume parts" doesn't seem to work on Tribble.

    Looped earrings come with the Federation ToS uniforms in the c-store. C-store items don't transfer over to the test server, meaning you don't have access to them if you go to modify your costume.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited August 2015
    e30ernest wrote: »
    While you are out tweaking the Voyager interior, can you please lessen the number of crew members walking around the hallways? It can get crowded there really quick. And also, when it was initially released, we were told (I think it was taco) that it would be possible to get up to the 2nd floor of the engineering section by placing a teleporter on the lifts around the warp core? It would be great if that was the case.

    Thanks!

    Taco said, he would like to add a "Clickie Lift" to the second floor, but that it would be a low priority and would only happen if he had time to do it, and if he could get someone from tech to help him implement it. This was not a promise.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    primar13 wrote: »
    e30ernest wrote: »
    While you are out tweaking the Voyager interior, can you please lessen the number of crew members walking around the hallways? It can get crowded there really quick. And also, when it was initially released, we were told (I think it was taco) that it would be possible to get up to the 2nd floor of the engineering section by placing a teleporter on the lifts around the warp core? It would be great if that was the case.

    Thanks!

    Taco said, he would like to add a "Clickie Lift" to the second floor, but that it would be a low priority and would only happen if he had time to do it, and if he could get someone from tech to help him implement it. This was not a promise.

    Thanks for the clarification. :)

    Still wishing for it to happen though! :wink:
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited August 2015
    Looped earrings come with the Federation ToS uniforms in the c-store. C-store items don't transfer over to the test server, meaning you don't have access to them if you go to modify your costume.

    I know, but it would be nice if we could at least see the costume parts we don't own in the tailor, as we can on Holodeck. For example, I own the Starfleet Academy uniform on Holodeck; I don't on Tribble. If the Starfleet Academy uniform were missing from the tailor on Tribble, I wouldn't be able to tell, because it won't show up even if I select the option "Show unowned costume parts".
    Waiting for a programmer ...
    qVpg1km.png
  • commanderkorcommanderkor Member Posts: 147 Arc User
    perhaps you should look for the secret nerf... the one they are saying nothing about but is going to be so game changing people may quit the game entirely... im not telling you about it cause i want you guys to use your brains and find it for yourselves instead of looking for a clothing upgrade

    lol at least gimme a hint!
  • tk79tk79 Member Posts: 1,020 Arc User
    kasraken wrote: »
    badboot_zpsqok6hk4y.png

    Please consider leaving the boots alone.

    The old version indeed looks better.​​
    U.S.S. Eastgate Photo Wall
    STO Screenshot Archive

  • winsarun007winsarun007 Member Posts: 14 Arc User
    Thank for fixing the Manhelm but I kind like that. But still I always hate when enemy Always fire at my past self.
  • tk79tk79 Member Posts: 1,020 Arc User
    If anyone is curious about Ground device recharges and DOFF interaction:

    HOLODECK
    - no DOFF: 30s cooldown, 15s shared
    - purple DOFF: 20s cooldown, 10s shared

    TRIBBLE
    - no DOFF: 15s cooldown / 15s shared
    - purple DOFF: 10s cooldown / 10s shared
    ​​
    U.S.S. Eastgate Photo Wall
    STO Screenshot Archive

  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited August 2015
    perhaps you should look for the secret nerf... the one they are saying nothing about but is going to be so game changing people may quit the game entirely... im not telling you about it cause i want you guys to use your brains and find it for yourselves instead of looking for a clothing upgrade

    lol at least gimme a hint!

    He's talking about the "Nerf" that they have addressed TWICE. He just didn't like the answers that Borticus Gave...

    http://www.arcgames.com/en/forums#/discussion/1198746/plasma-explosion-embassy-consoles-bfaw-crits/p1
    http://www.arcgames.com/en/forums#/discussion/1198746/plasma-explosion-embassy-consoles-bfaw-crits/p3
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    tk79 wrote: »
    If anyone is curious about Ground device recharges and DOFF interaction:

    HOLODECK
    - no DOFF: 30s cooldown, 15s shared
    - purple DOFF: 20s cooldown, 10s shared

    TRIBBLE
    - no DOFF: 15s cooldown / 15s shared
    - purple DOFF: 10s cooldown / 10s shared
    ​​

    Thank you for testing this. I didn't expect that those biochemists would actually reduce the shared cooldown. I can't think of any other mechanic in the game that would reduce a shared cooldown.

    Did you happen to test the battery quartermasters as well? I know that those doffs can be pricey, so I don't know if you own one.
    Waiting for a programmer ...
    qVpg1km.png
  • tk79tk79 Member Posts: 1,020 Arc User
    frtoaster wrote: »
    Did you happen to test the battery quartermasters as well? I know that those doffs can be pricey, so I don't know if you own one.

    I didn't know about those, so I'm afraid not. But re-reading the new changes and how those DOFFs work, I'm interested to see how their interaction works out.​​
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  • crioijoulscrioijouls Member Posts: 141 Arc User
    I would like to add a bug I found. The Be'ves KHG top for KDF female characters. At least for a joined Trill, it looks like there's literally a black hole where the chest window is. This is also how it is on Holodeck.
    Lifetime Subscriber since 2010
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