New Featured Episode: Scylla and Charybdis [ edit | edit source ]
Re-Engineering gives the ability for players to re-roll some mods in order to craft and modify certain pieces of Equipment to greater satisfaction.
A new resource has been added to the game to make this system work: Salvage.
Salvage is rewarded to Captains from salvaging equipment obtained from loot drops.
Salvaging a piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.
Salvage cannot be traded between characters.
The amount of Salvage the captain possesses may be viewed on the Assets tab of the inventory. The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player has chosen to unlock.
The overall price to randomize increases with each mod that is unlocked, but the cost-per-mod goes down.
This translates as a cost efficiency bonus, at the cost of additional randomization. For more details, please visit the Re-Engineering blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10764734-introducing%3A-re-engineering%21
All Anniversary Ship Event Reputation Projects from past years have had their inputs updated to require 8th Anniversary Prize Vouchers.
If a player still have ship projects from previous years slotted, you may participate in this year's event to complete those projects, or cancel them to make room for this year's project.
Buyout packages may also be purchased using Lobi Crystals. Loadouts:
The player will now be able to see which loadout was saved or loaded last.
Reduced loadout save load times to 5 seconds. Weapons and Bridge Officer Powers no longer automatically slot onto a player’s power tray.
Fleet Colony Holding:
Resolved an issue where logging out then back in near the mine would place the player outside the playable area.
Non-Fleet Members can no longer start the Lukari Fleet Invasion.
Resolved an issue which caused inconsistent countdown timers to appear for PvE queues in certain circumstances.
Resolved an issue where players could not use item quick equip from other ships and the bank when in the Suliban or Freighter ship interiors. Added system traffic to the Risa System including Risian Luxury Cruisers and Risian Corvettes.
Resolved a typo in the reward scoreboard for the Undine Planetkiller in the Dyson Sphere Voth Space Battlezone.
Re-sorted the Emote UI List so that all player-facing emotes are arranged in a far more logical order.
Fleet Colony Items:
Amount of Shield Healing from Elite Fleet Phaser space weapons increased to ~300% previous value
Amount of Shield and Hull Healing from Elite Colony space weapons has been completely rescaled.
Values previously present were the result of a bug caused by incorrect mathematical scaling. All Elite Fleet Phaser and Elite Colony Space weapons now correctly proc once per cycle, instead of per shot.
Added a missing damage buff to Elite Colony space weapons
Included with special proc, since it replaces a [MOD] that would otherwise be present. Resolved an issue that caused the EWS and EAS modifiers to indicate they had a 1% chance to proc instead of 2%.
This is a display change only Resolved an issue that caused the EWS and EAS modifiers to indicate they gave +10 power instead of +15.
This is a display change only. Increased the duration of the procs from the EWS and EAS modifiers to 10 seconds from 5 seconds.
Resolved an issue that would cause EWS, WAS, and CON modifiers to proc at about 20% of the intended rate.
Increased the chance of the CON proc to 2% for consistency with the EWS and WAS procs.
Resolved an issue that caused the EAS modifier to grant a boost to Weapon power instead of Auxiliary Power.
Set emission-seeking torpedoes to be invalid targets for AoE attacks such as Fire at Will and Torpedo Spread since they can't be shot down anyway.
Collective Static Grenade: Bridge Officers should now only use these grenades against Borg.
Message when thrown by a Bridge Officer should now read "Static grenade out!” Resolved an issue that would allow the [DoT3] weapon modifier to kill friendly personnel in some cases.
The Duty Officer that used to boost Hull Regeneration out of Combat now always boosts Hull Regeneration.
In addition, the amount of Hull Regeneration provided has been significantly increased. Resolved an issue that caused Mental Discipline's recharge to be longer than indicated on its tooltip.
Resolved an issue that prevented the Predictive Algorithms Starship Trait from activating off of Energy Weapons: Reroute Reserves to Weapons or Energy Weapons: Exceed Rated Limits.
Resolved an issue where having a Vorgon Ryn’kodan Carrier commissioned would cause Tier 5 ships and some Tier 6 ships to gain double scaling from some skills.
Resolved an issue that caused the Layered Defense Strategist Passive to make the player constantly immune to torpedo damage until hit by a kinetic torpedo.
It now will correctly start its lockout upon being hit by any torpedo. Resolved an issue that would cause the Console - Universal - Heavy Particle Focuser Array to frequently fail to deal damage when activated at long ranges.
Resolved an issue that would cause the Defensive Drone Guardians to display level up effects.
Resolved an issue that prevented the Lukari Piezo-Electric Wrist Apparatus from being affected by the Pistol Training or Mental Acuity traits.
Resolved an issue that caused the Equipment Diagnostics kit module to get worse as its mark increased.
Resolved an issue that prevented a few sources of +Torpedo Damage to not affect Energy Torpedoes.
The Temporal Fracture set bonus's hold only lasts half as long versus players
Updated the Nausicaan Weaponry Augmentation Set Bonus's description to be more accurate.
This is a tooltip change only. Resolved an issue where numerous carrier pets were labeled with the wrong quality.
This is just a text change. All Experimental Weapons are free to upgrade to MK XII
All Experimental Weapons on ships and in reclaim stores are now obtained at MK X
They were previously obtained at MK XII
This resolved the issue where a player could commission ships with Experimental Weapons Slots at level 40 and be unable to use an Experimental Weapon until level 45. Resolved an issue that could cause ground mines to detonate several times on the same target.
Resolved an issue that prevented Causal Reversion from activating the Directed Energy Flux Starship Trait.
The Particle Emission Plasma Torpedo can now obtain crafting-only modifiers when initially crafted.
The TR-116B Rifle can now obtain crafting-only modifiers when initially crafted.
Resolved an issue that caused the Starfleet, Romulan, and Klingon Experimental Environmental Suits (c. 2293) to slowly drain the player’s health over time.
Resolved an issue that prevented Overwhelm Emitters from being consistently treated as a shield drain ability.
The "Furiadon Fangs" have undergone a slight re-design.
Stacks of "Momentum" now last for 25 seconds instead of 10 seconds.
The secondary attack now consumes 2 "Momentum" stacks instead of 3.
The tertiary attack now grants 5 "Momentum" stacks in addition to a heal if it's used to kill a foe. Tholian Captains' Web Mines now deal Radiation damage instead of Proton, and have had their base damage reduced to approximately 25% of previous values.
Resolved an issue that caused some Wide Arc Dual Heavy Cannons to be obtained with the incorrect default modifiers.
Existing items will not be changed, but cannot interact with Re-Engineering.
Newly crafted Wide Arc Dual Heavy Cannons will correctly have the [Acc] [Arc] [Dmg] modifiers when obtained at Very Rare quality and can interact with Re-Engineering.
Added Tzenkethi NPC Contacts.
Added many costume pieces to the Foundry costume editor.
Discovery Uniforms and Badges
Herald Thrall Outfits
Ancient Herald Outfits
Na'kuhl Head Type
X3 Proto Uniform
Various Attachments for Arms and Legs
Foundry functions will be temporarily unavailable.
Some new weapons from the Discovery lockbox are missing audio.