Tribble has been updated to ST.80.20170917b.12
General:
- Resolved an issue that caused the calendar UI to disappear.
Lukari Fleet Colony
- Numerous updates to the environment have been made.
- Edited and updated text seen throughout the colony.
- Audio around the colony environment has been updated.
- Audio for items and traits gained from the colony has been updated.
- Modified the text of multiple colony item tooltips and descriptions.
- Added transwarp project to fleet holding.
- Fleet Holding UI has been updated.
- Equipment Stores are now hooked up to vendor NPCs.
- Resolved an issue that caused the KDF Kentari Science Bridge Officer item to grant the wrong officer type.
- Resolved an issue where the KDF versions of the Colony Bridge Officers were listed as Starfleet Officers instead.
- Updated FX for numerous Lukari Fleet Colony items & traits.
- Balanced resource requirements for the Fleet Colony Holding to require substantially less Commodities such as Ore, Batteries, and Luxury Goods, in favor of requiring more Dilithium.
- Fleet Colony Commodities now require investments in batches of 10 and will give 33 Fleet Credits for every batch donated to the coffer or project.
- Increased Fleet Colony Commodity Automation values in the earlier stages.
- Removed the Duty Officer requirements from the Fleet Colony XP related projects.
- Removed Secondary Provisioning projects from the Colony Fleet Holding.
- Resolved an issue involving the Fleet Colony's Personnel Officer project requiring the wrong resources for KDF fleets.
- Resolved an issue with transwarp power icons for both K13 and the Lukari Colony.
- Resolved a display name issue with the colony Plasma Blastwave Turret.
Fleet Coffer:
- Added icons to fleet coffer UI.
- Coffers & player tabs will now be disabled if the player does not possess any donatable resources.
- Added functionality that allows players to pick the amount of resources to transfer from coffers to tasks.
Miracle Worker
- The Miracle Worker Kit Module Store is now sorted alphabetically.
- Corrected a typo in the name of the Mixed Armaments Synergy training manuals.
- VISOR Emulation Overlay and Narrow Sensor Bands now give bonus damage instead of critical hit chance.
- Resolved an issue where the Damage Buff from "Punch It" could apply to some non-melee physical damage.
- Resolved an issue that caused Frequency Refocuser to not work with some healing powers.
- Resolved an issue that caused Logic Bomb to appear twice in the Kit Module Store.
- The duration of Back in the Fight and Give Her All She's Got is now 30 seconds.
- The effect of the buffs has been altered to account for this.
- The amount of Energy Weapon Haste from Energy Weapons: Exceed Rated Limits now scales with ability rank.
- Narrow Sensor Bands and VISOR Emulation Overlay now also indicate that they clear Confuses and Placates when activated.
Dranuur Beach Assault
- Score at the end of the queue will now reflect the correct number of mortars the player has destroyed.
- Numerous updates to the environment have been made.
- Updated Tzenkethi shuttle models seen in the queue.
- Resolved an issue that sometimes caused double backpacks to appear on players.
Dranuur Gauntlet
- Made the planetary shields immune to incoming healing powers.
Comments
It's good for people like you, who tend to convert dil to zen, but terrible for people like me who tend to convert zen to dil. At the risk of sounding like a broken record, what's good for the farmers is bad for everyone else. This has always puzzled me, since it appears that people who buy zen would be supporting the game far more than dil/EC farmers are.
If you can think of a solution that helps us all, I'm all ears. I've no wish to stop actually playing the game on a handful of characters in favour of doing basically nothing on a large number of characters. I've long held the opinion that the former play style is unfairly disadvantaged against the latter, and this is something that I'd really like to see addressed.
File names of screenshots contain substring "LCL"
It doesn't make much sense to not allow us to heal planetary shields. I mean, why introduce a brand new tanking healing specialization if you aren't going to let us do anything important with it? Yes, we COULD play the tank/healer role, but what's the point when respawns are so frequent and dps does the same job faster? Some people don't even see the point in the spec, which is a bit of a bother because I freaking love to tank. Seriously, my favourite part of any mission is aggro-ing everything in sight and taking a flagship's best damage capabilities without any trouble. I feel there should be more use for the class in general, really.
It's good that the VISOR and Narrowed Bands are damage buffs now.
Also, when are we actually going to be able to test the space powers for Miracle Worker? We don't have any ships, and you've only gone and removed the devices that granted temporal powers.
It seems the ground weapons in the Dranuur colony are missing dual-handed pistols, is this intentional or accident?
https://www.arcgames.com/en/forums/startrekonline#/discussion/1247522/foundry-sunset-april-11th-2019/p15
Look at my post about a Foundry Ship
BRING BACK THE FOUNDRY!
Dilithium at least is much more manageable to obtain than the colony commodities are/were. They're not going to give it to use for free nor should they, but at least now it can be done in hopefully a much more reasonable time frame.
Star Trek Online volunteer Community Moderator
Oh my god are you crazy?
bring back the DOFF again and cut in half the amount of dilithium
You want more DOff requirements? Seriously? They are always the last thing to fill in my fleet (KDF and Fed), and when they eventually do get filled, it's normally by one of the few people with mountains of spare Fleet Credits who has decided to do some damage to their mouse's left button by having to buy and open the needed number of packs to fill it. Plus, gathering the required number of DOffs is just tedious and doesn't help fleets gain many credits as the vast majority of people either don't know how to buy DOffs at all, don't have loads of waste FC to buy DOffs from the fleet, or don't have enough EC to pay upwards of 30k EC a DOff off the exchange.
Although, about 160k Dil for 6 store provisions at T5 seems a little steep, maybe 16 store provisions for the same price would be a better number.
Whether it's intentional or not depends on whether or not every other weapon type is included.
Want more DOff requirements? Not necessarily, but they are a better FC sink than the other fleet holding provisions and the colony is going to provide bucket and bucket loads of new FCs. A balancing between larger fleets that can grind out numerous DOffs and smaller fleets that earn extraneous FCs who can burn them just buying DOffs.
I certainly do. I'm sitting on millions of FC and very little dil. It'd be great for me if donations to projects could be mixed, e.g. supplying dil or DOFFs or whatever all fill the same requirement.
This kind of thing might sound good to people reading it here, but in practice, as others have said above, the decrease is effectively trivial. It still requires an utterly inhuman level of grinding minigames (still hundreds of thousands range I think).
Frankly the only people who are going to complete it are those who basically break the rules and use some kind of bots to do the minigames. And thats just sad.
Notice only the 'earlier stages' is mentioned. This is a token gesture to dampen the complaints in the early stages - by the time you hit the higher tiers this increase is irrelevant.
Madness. You just removed the ability of people to make EC by selling doffs to other people trying to grind their fleet out.
I head several fleets, including 2 Tier 5s, and am a member of quite a few others. None of the members of any of these dozen or so fleets are going to bother grinding this holding - many have said they won't even bother with Tier 1.
Why did they bother streamlining the process only to nerf it days later? Madness
I agree with you. I understand that the reduction in provisions does come at some costs. In this case, at the costs of dilithium. But, removing any requirements on doffs (with the exception of upgrades and special projects) seems to be an interesting choice.
As I was writing in the other section of the forum, I would suggest two different types of projects: one which requires less provisions and dilithium - as the current update, and one which requires more provisions and more resources such as doffs but no dilithium.
The upgrade progress for the Tier 5 subsections has been slow, probably going on two years. It can often linger for weeks as we wait for the Doffs to fill in. Replacing with Dilitium in some cases, as was done for the Reputation Projects, can be welcome as is the ability to purchase Doffs in lots of 50. I do hope, where they did replace Doffs with Dilitium, it is at the Reputation rate of 100:1 at most.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Well, I won't be selling any more Zen until it goes back up, it's already too low imo.
Considering how much I've played this year due to lack of content, I think I'll be fine waiting
1 doff usually gave 300 FC, so the rate should be 300:1.
Ye are wise, Epic. Peace! And Long Life be unto ye.
The Common Doffs cost either 750 or 500 FC and award 250 FC so you are losing between 250 and 500 FC per Doff. So replacing the above with 100 Dilitium would award you 100 FC. A cost of 300 Dilitium would award you 300 FC, awarding you too many FC vs. the loses from before.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
::::::groan::::::
I am mad. Not laughing.
Minigame grinding is a total UGH!
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I have great ideas as to where to shovel that TRIBBLE to.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin