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Release notes/20140422
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Release notes/20140422
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==Kit Revamp== *The Kit system has been overhauled! **New Kits now allow you to add Modules to them. ***Kits and Modules exist from Mark I to Mark XII and in Common, Uncommon, Rare, and Very Rare qualities. ***Kits can provide skill bonuses to either general Ground skills or career-specific Ground skills: ****Higher rarity kits provide a larger number of discrete bonuses ****Higher Mark kits provide a larger magnitude of skill with each bonus ****Higher Mark kits contain more slots for Kit Modules **Kit Modules are a new type of item, consisting of a single power. ***Each module belongs to a Career (Science, Engineering, or Tactical) and a Specialization. ****Each Career is made up of two Specializations: *****Science ******Research Modules emphasize experimental new science-based control and damage effects ******Medic Modules focus on healing wounds and supporting teammates *****Engineering ******Fabrications Modules allow Engineers to create temporary constructions ******Mechanic Modules focus on using devices to enhance allies or impair foes *****Tactical ******Assault Modules focus on direct damage and explosive effects ******Strategic Modules emphasize the battlefield planning and control abilities of the user ****Modules of a given Specialization can only slot into Kits with an open slot of that Specialization type. *****For example, "Turret Fabrication" is a Fabrication-type Module. *****It can be slotted into Fabrication slots in any Engineering Kit, but cannot be slotted into Mechanic slots in any Engineering Kit. **Basic Common-quality Kits and Modules are available from Ground vendors for Energy Credits **All qualities of Kits and Modules drop from ground enemies as reward possibilities. **Kits can no longer be constructed via Crafting. **Quick Fix, Melorazine, Dylovene, and Focus Fire now clear ALL debuffs of all types on their target when used. ***These powers no longer continue to cleanse debuffs over time. ***This change makes cleanse powers more usable on ground, while making the choice of when to use them more important. **Kit modules available in the Dilithium store are now Blue quality for Commander level modules and higher. **Fleet Kits have been updated: ***Fleet Holding Kits have been updated to provide a Ultraviolet-quality Kit with a pre-slotted Ultraviolet-quality Module of the power that was previously a "Mark IV" power. ****These are equivalent in power to their previous versions. ***Fleet Kit Frames and Fleet Kit Modules can now be purchased separately. ****Their combined cost is equal to the previous cost of a Fleet Kit. ***All Fleet Kits now provide 2 specialization stats and 2 general stats, rather than 4 general stats. ***All Tactical Fleet Kits now include 1 Tactical slot, allowing either a Strategic or Assault module to be slotted ***All Engineering Fleet Kits now include 1 Engineering slot, allowing either a Mechanic or a Fabrication module to be slotted ***All Science Fleet Kits now include 1 Science slot, allowing either a Research or a Medic module to be slotted ***As a result of this update, the slotting on all fleet kits has been updated. ****All Fleet Kits should now be able to reconstruct their previous power setup, if a captain so desires. ***Added a Kit Trade-In Tab on both Spire and Embassy Fleet Kit stores. ****Captains will only be able to view this store if they already own one of the old pre-revamp Fleet Kits. ****Captains can choose to "sell" their pre-Revamp Fleet Kits in return for an updated version.
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