Release notes/20120809

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General[edit | edit source]

  • Updated bio-neural warhead launchers in No-Win Scenario so that the warheads are not as powerful in the first few waves after they appear.
    • Difficulty does increase rapidly in successive waves.
  • Updated the KDF Officer of the Watch mission Escort Dignitary to Starbase so that the target ship is always interactable.
  • Updated all stores to move all Pulsewave weapons to the Assault category, rather than Rifle category.
  • Starbase assignment update:
    • Explained how to get deployable phaser/disruptor turrets for the starbase Engineering assignment; now elucidated in tooltip for that item.
    • Added ability to craft 20-stacks of heavy phaser/disruptor satellite turrets on Fed/KDF crafting respectively.
  • The Follow Target camera option will no longer change to Free Camera when using the mouse and tabbing through enemies
  • Resolved an issue that caused weapons to stop firing.
  • Resolved an issue that caused long delays when starting up new queue maps
  • The Fleet Basic Uniforms are now available after completing the Starbase Tier 3 Tailor project.
  • Updated the Fleet Mark rewards for the Tholian and Defera Invasions.
    • They now reward as follows:
      • When fleet hour is OFF: easy = 3 FM, medium = 6 FM, hard = 20 FM.
      • When fleet hour is ON: easy = 6 FM, medium = 12 FM, hard = 25 FM.
      • Updated the Fleet Event info text to mention the Defera Invasion as a source of fleet marks.
  • Updated the visual appearance of the interact FX.
  • Updated the FX for adapted floater so that it only displays one floater at a time.
  • Fleet events:
    • Resolved an issue that prevented some fleets from creating new events.
    • Fleet events should now properly take local and server time into account.
    • Fleets should no longer be spammed with fleet event messages.
  • The Follow Target keybind will now toggle between the chosen camera type and Follow Target, rather than toggling between Follow Target and Free.
    • This means it should be working as intended.

Duty Officers[edit | edit source]

  • Added Diplomacy assignments that will allow Fed players to purchase Heavy Satellite Turrets.
    • KDF already had access to Marauder assignments of the same nature.
  • Altered availability of all "Secure Heavy Turret Prototype" assignments to be Uncommon instead of Rare.
    • "Phaser" and "Disruptor" versions of these assignments may also appear in Federation and Klingon space, in addition to their existing locales.
  • The Species, Specialization, and Trait filters will now only show options that are available in the player's roster.
  • Added filtering to duty officer assignment chains.
  • Assignment chains now start collapsed by default.
  • Added "Officer Exchange" assignments to Personnel Officers at Starfleet Academy and Klingon Academy.
    • These officers will allow you to take assignments that will exchange a single Green, Blue or Purple Duty Officer for 3 of one rarity level lower.
      • e.g.: 1 Green for 3 Whites
  • New fleet duty officers are now available!
    • The Personnel Officer in your starbase's Ops area can provide these new Duty Officers.
    • Each officer is commissioned individually.
    • You must have at least a tier 1 starbase to commission a general Duty Officer.
    • As you unlock higher tier starbases, better guaranteed quality officers become available.
    • Unlocking facilities at tier 2 and above also allows purchase of officers for specific disciplines.
    • These officers may have new active roster powers and new arrangements for fleets.
    • As with all Duty Officers, the type received is random.

Missions[edit | edit source]

  • Crack in the Mirror
    • Added waypoints to devices on the ground portion of the mirror system
    • Added waypoints to the clues in the mines.
  • Seeds of Dissent:
    • Added waypoints to machines and lilies in the ground portion of mission
    • Added waypoint to spatial charges and Orra Val on colony ground portion.
  • Cage of Fire: Added waypoints to the ground portion of mission.
  • Collateral Damage: Adjusted existing and added new waypoints to the ground map.
  • State of Q: Added waypoints to the Borg devices.
  • One of the player's Bridge Officers will now appear in the dialog window after winning or fleeing a sector space encounter.
  • Accidents Happen: gave Andorian console to type on

Systems[edit | edit source]

  • Klingon Honor Guard Space Set - 2pc Bonus:
    • Corrected the bonus and associated tooltip for "Crew Regen Rate" to more accurately reflect an understandable figure.
      • This will now display on your character sheet.
    • Added an additional bonus that will slowly bring "Dead" crewmen back to a "Disabled" state, allowing them to be slowly regenerated to "Active" even during combat
      • This was the original intend of the 2pc bonus, but was not functioning correctly.
  • Force Field Dome will once again Repel all enemies within its radius while keeping them at bay for the duration of the ability.
  • Updated all Mines:
    • Reduced basic launches of Mines from 5 mines to 4 mines.
      • Adjusted core power variables up by 5% to compensate.
    • Each mine previously accounted for 20% of intended damage, now accounts for 25%
      • This change did not affect Tricobalt Mines, which already launched 1.
      • Nor did it affect Cloaked Tractor Mines, which already launched 4.
    • Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
      • Rank 1 = Reduced from 8 to 7
      • Rank 2 = Reduced from 12 to 10
      • Rank 3 = Reduced from 16 to 14
    • Recharge Times on Mine enhancing abilities have been altered.
      • Category recharge times have been reduced from 30 seconds to 15 seconds.
      • Individual ability recharges have also been reduced by 15 seconds.
        • At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
        • At Rank 9 this results in the cooldown changing from 45sec to 30sec.
      • These changes bring them in-line with Torpedo enhancement abilities.
      • Recharge time on individual Mine Launchers have not been modified.
      • This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
    • Adjusted damage for all Detonate powers to 125% of previous values.
      • This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
      • Tricobalts only adjusted to 110% of prior.
      • Transphasics balanced separately to account for increase in Shield Penetration.
        • New damage is approx. 70% of previous; see below for Shield Penetration changes
  • Photon Mines:
    • Increased agro/follow range from 2km to 3km.
    • Increased stealth value from 4825 to 4875.
      • This is about a 0.5km perception distance change.
  • Quantum Mines:
    • Increased flight speed from 25 to 45.
    • Increased explosion triggering distance from 0.4km to 0.7km.
    • Increased explosion radius on Detonation from 1.0km to 1.5km.
  • Plasma Mines:
    • Increased duration of DOT from 10sec to 15sec.
      • Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
    • DOT can be cleared with Hazard Emitters.
  • Transphasic Mines:
    • Increased shield bleedthrough from 40% to 80%.
    • IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
  • Chroniton Mines:
    • Increased chance to apply slow from 33% to 80%.
    • Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
    • Duration of debuff can be enhanced with Graviton Generators skill.
    • Magnitude of debuff decreased to 25% of previous, but debuff can stack.
      • Standard minefield = 25% x 4 = 100% of previous magnitude.
  • Tribobalt Mines:
    • Reduced Repel magnitude per hit by 50%.
    • Tricobalt Mines and Torpedoes no longer share a cooldown timer
    • Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
        • This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
        • These rifts do not last as long as those created with High Yield Tricobalts.

3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.

    • Altered Disable duration range from 2.66-4sec, 2.5-5sec.
      • This scales with the Subspace Decompiler skill.
    • Tricobalt Mines can now make use of Dispersal Patterns.
      • Dispersal Pattern Alpha:
        • Rank 1: Two launches of one mine each.
        • Rank 2: Three launches of one mine each.
        • Rank 3: Four launches of one mine each.
        • Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
      • Dispersal Pattern Beta:
        • Rank 1: Launches two mines - one right, one left.
        • Rank 2: Launches three mines in a triangle formation - one top, two bottom.
        • Rank 3: Launches four mines in a square formation - two top, two bottom.
  • Breen Transphasic Cluster Torpedo:
    • This weapon now only spreads out into 10 Mines instead of 12 Mines.
    • Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
      • To compensate for this, the damage of Mine's each explosion remains higher.
      • They also do not apply the Shield Healing debuff present on other Transphasic Mines.
    • Modified the behavior of this torpedo:
      • It now explodes more reliably on its target, rather than immediately upon being fired.
      • The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
      • Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
      • If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
    • NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.
  • The Plasmonic Leach console can now stack up to 8 times again.
  • Most random drops of Uncommon or better quality are now Bind to Account on Equip.
    • Previously, they were Bind to Character on Equip.
    • This means they can be put in the Account Shared bank even after equipping them.
  • Operational Assets:
    • Added more information about shared cooldowns to all Operational Asset descriptions.
      • This is a text change only.
    • Updated the tooltips for Operational Asset ships to provide more detailed information about the ships summoned.
      • This includes the ships' armaments and abilities.
    • Corrected tooltip text for Turret and Torpedo Platforms.
    • New Operational Assets were created with more ship types.
      • Ki'tang, Negh'var, Bortasqu', Guramba, Kar'Fi, Armitage, Galaxy, Prometheus, Luna, and Galaxy Dreadnought.
    • Atrox and Vo'quv Operational Assets have changed to display as Dreadnoughts, for rank.
      • This is purely a text change.
  • Consumable To'duj and Peregrine fighters will no longer display as being usable by ships from the opposing faction.
  • Fleet Advanced Antiproton Beam Arrays now specify "Advanced" in their names.
  • Single Cannons now properly specify the correct energy type in their description.
  • Fleet Elite Phaser Wide Beam Pistols now specify the correct power name in their descriptions.
  • Advanced Fleet Polaron Sniper Rifles no longer have fewer damage mods than other Advanced Fleet items.
  • Phased Tetryon Dual Cannons and Dual Heavy Cannons can now be equipped on the Escort Carrier.
  • Season 6 changed the based HP and Shield modifier of the T5 Excelsior.
    • This was not working as intended and is fixed now.
    • The Excelsior's HP and shield modifier is now reverted to its pre-season 6 values.
  • Increased the damage of Galor Spiral Wave Disruptors so they are competitive with Mk XII weapons at level 50.
  • Engineering Quantum mortars can no longer be created in social ground maps.
  • Mine Revamp:
    • Removed the Shield Healing Debuff from Transphasic Mines.
      • This proc may be replaced at a future time, but was found to be too effective at PvP while having very little effect on PvE.
        • This imbalanced approach was not part of our design goals.
    • Fixed cooldown error on Dispersal Patterns when used with Tricobalt mines.
    • Tricobalt Mines and Torpedoes no longer share a cooldown timer
    • Corrected description on Chroniton, Quantum and Photon basic mine launch powers.

UI[edit | edit source]

  • C-store items now have a confirmation prompt when attempting to discard them.
  • There is now a button for the Dilithium Exchange in the Dilithium section of the assets tab.
  • Updated the tooltips for Fleet Assets and Dilithium to indicate their limits.
    • Fleet Credits, Refined Dilithium, and Dilithium Ore are limited to 10 million each.
    • Fleet Marks is limited to 1 billion.
  • Clicking on a holding tier on the Fleet overview screen will now go to the tier information on the holdings tab.
  • Set items will now display correct tooltip items in stores.
  • There is now a button to delete a saved costume.
  • Removed the non-functional Mouse4-Mouse8 buttons from bind window.
  • Resolved an issue that would prevent the Wear, Rename, Modify, and Create buttons from refreshing properly after creating a new uniform.
  • The character input for the fleet map invitiation popup will now be focused when the popup opens.
  • Resolved text alignment issues for fleet map invitations
  • It is now possible to contribute a stack of data samples and particle traces to a Fleet project at the same time.
  • It is now possible to choose a list of Duty Officers to contribute to a Fleet project.
    • Duty Officers will be contributed in the order they are selected.
    • Duty Officers will be numbered in the order they will be contributed.
    • In the event that only part of the selected Duty Officers are contributed, the result display will list the Duty Officers that were contributed.
  • Ship Store: Buttons as well as current currencies are now only displayed when they are needed for the current ship.
  • Resolved an issue that could cause some equipment to not have the "Unequip" option in the context menu when equipped.
  • Opening the character status window will now correctly display the ship when in space and the captain while on the ground.
  • The stack count chooser popup in the mail will now correctly report the name of the stack.
  • Mail details will no longer persist after all messages have been deleted.
  • Data samples will now appear in the duty officer Cargo Bay.
  • The Mouse4-Mouse8 buttons have returned as available options in the Keybinds window.

External Links[edit | edit source]

See Also