Tribble has been updated to: ST.77.20170807a.2
General
- Resolved an issue that prevented Klingon-aligned players from opening Personnel Reward - "Kobali Warfare Specialist" more than once.
- Survivor: Resolved an issue that would allow players to walk through collision in certain areas.
- Resolved an issue in chat where chat tabs that were set to team-only would type in local chat instead when the player was added to a team.
- Resolved an issue where training a bridge officer in a new specialization prevented switching bridge officer specializations until logging out and logging back in.
- Temporal Defense Initiative Regenerative Shield Array visuals now display the proper rainbow reflection.
- The ship pack that contains the D9 Dreadnought Battlecruiser [T6], Prototype Dreadnought Cruiser [T6], or Thrai Dreadnought Warbird [T6] has been renamed to "23rd Century Tier 6 Undiscovered Dreadnought" to be more visually distinct from the "Special Requisition Pack - 26th Century Heavy Dreadnought Tier 6 Ship" pack.
Systems
- Resolved an issue that prevented the Fleet Research Lab Boosts from affecting the player while they were dead.
- Simplified and clarified tooltip descriptions for Directed Energy Flux (Husnock Starship Trait).
- Resolved an issue that could cause the Focused Singularity Beam to disable prematurely.
- The beam will still correctly deactivate when the player runs out of Singularity Power, if the target gets out of the 135' targeting arc, or if something blocks the player’s line of sight to the target.
- The "Prototype Tantalus Field" set bonus now lasts for 10 seconds instead of 5, and has an improved description.
- Resolved an issue with the proc on Kelvin Phaser Emitters that prevented it from activating.
- Isolytic Plasma Ground weapons now have a 5% proc chance, from 2.5%.
- Resolved an issue that could allow the Weapon Haste from the Prolonged Engagement Weapons to affect other Energy Weapons.
Ships
- Resolved an issue where the Voth Heavy Fighter template would appear as “K’tinga” when customizing a starship.
- Resolved an issue where the ship's name on the Constitution Refit saucer would start to repeat itself if the name was too long.
- T6 TOS Constitution skin: Resolved an issue where the Temporal "Stance" mechanic colored glow would trail too far behind the ship.
- T5-U Fleet Chimera Destroyer: Resolved an issue that prevented the aft weapons from being set to auto-fire.
- Resolved scaling issues with the Krenim Annorax Science Dreadnought's Chroniton Lance.
Comments
I realize this may be a loaded question but, does his mean it was doing too little damage or too much?
Star Trek Online volunteer Community Moderator
what makes you think 'scaling' has anything to do with the damage and isn't referring to the size of the graphic?
#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!"
There are actually quite a few collision problems in the game.
Holodeck ticket 3,470,863: Can no longer walk over cables in Gorn canyon on Nimbus III
Holodeck ticket 3,470,865: Can walk through gourds in Nopadan desert in "Coliseum"
Holodeck ticket 3,470,873: Able to pass through trophy stand and shelves on starship bridge
Holodeck ticket 3,493,966: Cannot stand on wooden pillars on Risa
There is also a problem on the arch where the Klingons do Mok'bara on Risa. The moss textures are too high, and the players fall right through them.
Wow, this is an old one. I can't remember it ever working correctly.
It does seem a bit ambiguous to me.
That's a problem for everyone, not the KDF. At least, none of my toons can access the acc bank from freighters.
"2.5% chance: Knocks back +20 meters and Holds for 3 sec (half duration vs player) to all foes within 1km of target"
Yeah. I've never seen the hold proc and I have a lot of KT Phaser Emitters on my Vengeance . I've also always wondered what is the point of a 20 meter 'nudge' in the space gameplay scale? That seems like that ought to be just about imperceptible when we have ships over 1000 meters long. 20 meters seems more likely to look like a frame stutter than a deliberate effect...
Tell me more. Because this could be any of several things.