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New Features[ | ]

New Featured Episode - Of Signs and Portents[ | ]

Tzenkethi Battlezone[ | ]

  • The Tzenkethi have set up operations in the Gon’cra system, at the far edges of explored space!
  • Captains from all factions are tasked to go to the Gon’cra system and stop the Tzenkethi from harvesting raw material for new weaponry.
  • The Tzenkethi Battlezone is set for level 60 captains from all factions and is accessible from the Alpha Quadrant.
  • Completion of objectives in the Tzenkethi Battlezone will award new Lukari marks, used for advancing through the Lukari Restoration Initiative reputation.
  • Additionally, participation awards expertise and dilithium.
  • For more details, please visit the Tzenkethi Battlezone blog: http://www.arcgames.com/en/games/star-trek-online/news/detail/10343833-announcing-the-tzenkethi-battlezone

Space Queue - Gravity Kills[ | ]

Space Queue - Tzenkethi Front[ | ]

Lukari Restoration Initiative Reputation[ | ]

  • This reputation represents the attempt to utilize Protomatter to undo damage done by the Tzenkethi.
  • Use new Lukari Marks and Protomatter Microcontainers to progress through the reputation to earn new rewards based on Lukari technology.
    • Lukari Marks can be earned in:
      • Gravity Kills queue
      • Tzenkethi Front queue
      • Tzenkethi Battlezone
    • Protomatter Microcontainers can be earned in:
      • Tzenkethi Battlezone
      • Advanced and Elite versions of Gravity Kills and Tzenkethi Front
  • For more details, please visit the Lukari Restoration Initiative Reputation blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10358963-the-lukari-restoration-initiative-reputation

Kits and Modules Research School[ | ]

  • Captains now have the ability to craft Kit Modules, Kits, and other resources to assist them in ground-based missions.
  • Use new Kits and Module specialist Duty Officers to craft these unique Kits and Modules.
    • These new Duty officers can be found in the Delta Alliance Duty Officer Pack, Krenim Research Lab, K-13 Fleet Holding, and some Duty Officer packs from lock boxes.
  • With the addition of the Kits and Modules Research School, Dynamic Kits and Kit Modules can no longer be upgraded via Ground Tech Upgrades.
    • Universal as well as Kits and Modules Tech Upgrades may be used to upgrade these dynamic items.
  • For more details, please visit the Kits and Modules Research School blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10355453-kits-and-modules-research-school

General[ | ]

  • The Alpha Quadrant map has been updated to include new sectors based around Tzenkethi space.
  • Unlocked the Klingon knife for players as a uniform piece.
  • Improved all of the female Klingon pauldrons to be in line with the male counterparts.
  • Resolved lighting issues on numerous bridge maps.
  • Resolved a few issues with ship separation powers.
  • Now when the player has no shields equipped, the shield regeneration stat displays “No Shields”.
  • Resolved an issue where ground shields could be treated as full when empty.
  • Resolved an issue where faction specific icons were incorrect in some places throughout Fleet Holdings.
  • Resolved an issue where the Ship Registry number of a newly commissioned ship would change to the ship which is in a ready state.
  • Technophile Trait now has an icon.

Powers[ | ]

  • Powers
    • All Ground Captain Powers now have a minimum recharge time below which they cannot be reduced. The unmodified cooldowns of these abilities have not changed.
      • Cover Shield cannot be reduced below 30 seconds
      • Orbital Strike cannot be reduced below 60 second
      • Reroute Power to Shields cannot be reduced below 20 seconds
      • Engineering Proficiency cannot be reduced below 150 seconds
      • Support Drone cannot be reduced below 60 seconds
      • Nanoprobe Infestation cannot be reduced below 90 seconds
      • Dampening Field cannot be reduced below 60 seconds
      • Neural Neutralizer cannot be reduced below 30 seconds
      • Scientific Aptitude cannot be reduced below 150 seconds
      • Tricoder Scan cannot be reduced below 10 seconds
      • Fire on My Mark (ground) cannot be reduced below 30 seconds
      • Security Escort cannot be reduced below 90 seconds
      • Strike Team cannot be reduced below 150 seconds
      • Target Optics cannot be reduced below 20 seconds
      • Tactical Initiative (ground) cannot be reduced below 120 seconds
    • Summoning Security Escorts now de-summons your previous security escorts
    • Security Escorts do more damage, especially with their grenades, and run faster
    • Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
    • Tactical Initiative and Chroniton Jolt now indicate that they don’t affect each other.
    • Tactical Initiative (ground) no longer puts you into combat on activation
  • Stealth Module has been re-designed
    • Players can now attack when under the effect of stealth module after a period of initial time.
    • Attacking will break the stealth aspect of the buff.
    • Is now a duration based click ability with a 60 second cooldown, which will start when pressed
    • Buff is now Bonus Damage when attacking from behind.
    • Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
    • Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
    • Strength of damage buff scales slightly with Kit Performance and Kit Mark.
    • Duration is still improved by Stealth Module Armory Duty Officers.
  • Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
  • Radiant Nanite Cloud no longer always shows a buff icon while slotted.
  • Electro-Magnetic Pulse Probe is now always treated as a control ability.
  • Kligat
    • No longer always critically strikes
    • The Range is now 20 meters
    • The damage and cooldown have been reduced
  • Photonic Overcharge
    • Resolved an issue where re-activating Photonic Overcharge while it was active would provide no benefit.
    • The damage Photonic Overcharge deals is now either 15% of the attack or 100 damage, whichever is lower.
    • Photonic Overcharge’s Critical Severity buff is now 50% Critical Severity.
    • Photonic Overcharge’s base duration is now 6 seconds, but more consistently scales with Kit Mark.
  • Electrostatic Field’s reflection damage can no longer be scaled.
    • Its DoT damage has been increased to compensate.
  • Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
    • Players can still be affected by one of each.
    • Their descriptions have been updated.
  • Command kits that previously affected an area near the player now instead affect the players team
  • Resolved an issue where the Breen set powers were not available for use.
  • Resolved an issue where Graviton Pulse Generator was not available for use.
  • Fabrications can no longer buff or heal fabrications.
  • Paradox Bomb now deals less damage at all ranks.
  • Summoning Security Teams now de-summons previously summoned security teams.
  • Security Escorts do more damage, especially with their grenades, and run faster.
  • Resolved an issue where the Engineering Ultimate could be used while cloaked.
  • Resolved an issue where the [CtrlX] mod from secondary deflectors could provide an excessive benefit.
  • Resolved an issue where Distributed Targeting was not working consistently with torpedoes.
  • Concussive Tachyon Emission now drains targets’ shields instead taking their shields offline and dealing kinetic damage.
  • The Motion Accelerator Kit Module base duration has been buffed but is now fixed.
    • Bonus Physical damage is now specific to Melee Physical attacks.
  • Resolved an issue where the 23rd Century Medical tricorder was not available for use after upgrading.
  • Resolved an issue where hull regeneration rate would fluctuate excessively when entering or leaving combat.
  • The [Pow] mod on Impulse Engines now has a clearer description.
  • The following Bridge Officer Powers now have clearer descriptions:
    • Tractor Beam Repulsors
    • Attack Pattern Delta
    • Jam Sensors
    • Photonic Shockwave
    • Tyken’s Rift
    • Photonic Shockwave
    • Extend Shields
    • Gravity Well
    • Feedback Pulse
  • Resolved an issue which was causing the damage of Aftershock Tyken’s Rifts and Gravity Wells to be less than intended.
  • Resolved an issue where the description of the Duty Officer which provides a chance to create additional Gravity Wells was not consistent in referring to “Gravity Wells”.
  • Resolved an issue on the “Enhanced Indoctrination Nanite Dispersal System” console, which was causing it to grant +0.06 Aux Power and +300% Turn Rate.
    • It now correctly grants +3 Aux Power and +15% Turn Rate
  • Deadly Intent now scales its duration less with your Kit Performance
    • The delay with Deadly Intent resetting your Secondary Fire has been increased slightly.
  • Ground Shields
    • Resolved an issue where Damage to Temporary Hitpoints and Shield Drains would not stop ground shield regeneration
    • Resolved an issue where your ground shields would not regenerate consistently after you stopped taking damage.
    • The description of ground shield regeneration is now more accurate as to the delay
  • Resolved an issue where Invasive Control Programming could be triggered more than once per 30 seconds in some cases.
    • Invasive Control Programming now shows up on the tooltips of powers that it affects.
  • The Gravimetric Photon Torpedo Launcher and Particle Emission Plasma Torpedo Launcher now more accurately describe their special effects on their tooltips, especially under the various firing modes.
  • Resolved an issue where the duration of Gravimetric Rifts from High-Yield Gravimetric Photon Torpedoes was not scaling properly with your control expertise.
  • Resolved an issue where Thoron-Infused Polaron Single Cannons were dealing less damage than intended during Surgical Strikes 3.
  • Resolved an issue where some physical buffs that were intended to be melee specific were affecting some non melee sources of physical damage.
  • Resolved an issue where some Disruptor Turrets were doing less damage than intended during Surgical Strikes 3.
  • Causal Entanglement’s debuff values have been significantly decreased.
  • Resolved an issue where Biotech Siphon could heal the user from non-melee damage.
    • Its tooltip has been updated to be clearer.
  • Armor Procs that give the player Critical Hit Chance or Severity no longer attempt to scale with the player’s Armor stat.
  • Secondary Deflectors
    • Updated the description of Deteriorating Secondary Deflectors
    • Updated the description of Inhibiting Secondary Deflectors
    • Resolved an issue where the damage caused by Inhibiting Secondary Deflectors were not scaling properly with the player’s damage buffs.
  • Most Engineering and Science kit modules have shorter cooldowns
  • Engineering fabrications have had their hitpoints and shields increased
  • Engineering Mortars now shoot faster and have more accurate descriptions on them
  • Engineering Turrets and Drones deal increased damage
  • Ground mines now arm in 4 seconds, from 5, and have a more accurate description
  • Cold Fusion Flash
  • Base duration has been increased, but no longer scales with Kit Performance (the damage still does)
  • Hold is now half duration vs players
  • Damage is now treated as a DoT
  • Transphasic Bombs now have a better description
  • The duration of Hyperonic and Neutronic Radiation no longer scales with Kit Performance (the damage still does)
  • Hyperonic and Neutronic Radiation’s damage has been significantly increased
  • Seismic Agitation now deals more damage
  • Endothermic Induction only lasts 15 seconds, but has had its initial damage increased and the “Hazard” damage has been significantly increased
  • The damage of Anti-Time Entanglement Field has been significantly increased
  • Pistols do more damage
  • Fixed an issue that caused some of the effects of the Subspace Rift kit module to be unresistable
  • Resolved an issue that allowed several engineering fabrications to be knocked or pulled.
  • Nanomolecular Architect
    • Resolved an issue where the resistance this trait provided to your fabrications would be increased by your damage buffs
    • The resistance buff has been increased to 25
    • The regeneration buff has been increased to 200%/minute
  • Reroute Power to Shields (ground) now heals more and grants a significant amount of Bonus Shield Drain Resistance for the duration.
  • Resolved an issue where the 23c Torpedo Spread 2 and 3 had excessively long cooldowns.
  • Resolved an issue where the Harghpeng Adaptation proc on some Shields described itself as Phaser Resistance when mousing over the buff icon.
  • Resolved a typo in the Polaron Adaption proc on some shields when mousing over the buff icon.
  • Resolved a typo in Fluidic Cocoon’s description.
  • Resolved a typo in Resonant Tachyon Stream IV’s description.
  • Updated the short description of Battle Strategies to be more accurate to the kit’s functionality.
  • Resolved a typo in the Heavy Phaser Assault Platform console’s description
  • Resolved an issue where Graviton Spike would not trigger if the shot killed the target.
  • Go Down Fighting now has auto-queue expressions of when at or below 50%, 25%, or 10% hitpoints.

Content[ | ]

  • Tangled Webs - Resolved an issue where the “Activate your EV Suit” objective did not resolve when the EV suit was activated.
  • The Duty Officer rewards from “A Fistful of Gorn” and “A New Warfare” now open into either the unique Duty Officer or a Duty Officer of up to Very Rare quality if the player already owns the respective unique Duty Officer.

Known Issues[ | ]

  • Occasionally, a crash related to the camera system is occurring.
  • The planet in Battle of Caleb IV is green from space.
  • Console - Universal - Singularity Stabilizer and Antiproton Sweep do not appear in the radial menu for use.
  • The Lukari Weapon proc can heal enemies when the player is confused.
  • The Temporal Agent event is still running and displays an incorrect date range.
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