Fleet actions are now level banded to make scoring fairer and more challenging for all players. Players who enter a fleet action mission will be sent to an instance with players within a specific level range and enemies on the map will be scaled appropriately. Rewards are also now scaled based on the level band of the Fleet Action you are sent to. This change also makes many Fleet Actions playable for all levels of players, although Fleet Actions still have a minimum level requirement based on the initial mission that offers you the Fleet Action.
Fleet Action: The Big Dig – is a new Fleet Action available in Romulan Space
Fleet Action: DS9 Under Siege – is a new Fleet Action available to Federation officers at level 29
Klingon players may now compete in the Crystalline Entity Fleet Action in the Qutmut System in the Omega Leonis block.
Klingon players may now compete the Big Dig Fleet Action in the Tiqchirgh System in the Omega Leonis block.
Klingon Players may now compete in the Breaking the Planet Fleet Action in the Teroka System in the Omega Leonis block.
A Neutral Faction Bar has opening in the Drozana System in the Klingon/Federation Neutral Zone. Players of both factions may now socialize together before they return to battle.
Starship Captain Skills: Updated starship captain skills that only affected a single ship type. These skills now provide 25% of their stat improvement to higher tier ships of the same category (cruiser, escort, etc.) This update addresses the concern that Commander and Captain rank starship caption skills were wasted skill points once the player moved into their next tier of ship.
New Skill - Starship Attack Vectors: Improves starship accuracy and crit chance.
New Skill - Starship Combat Maneuvers : Improves starship attack evasion and turn rate.
New Skill - Starship Battle Strategy : Improves starship crit severity and damage resistance.
Ability Modifier Changes - Attack Pattern Alpha, Beta, Delta, Omega: These abilities are now modified by Starship Attack Vectors, Starship Combat Manuevers, and Starship Battle Strategy.
Ability Modifier Changes - Fire on my Mark: This ability is now modified by Starship Attack Vectors, Starship Combat Maneuvers, and Starship Battle Strategy.
Ability Modifier Changes - Tactical Initiative: This ability is now modified by Starship Command, Starship Combat Maneuvers, and Starship Battle Strategy.
Ability Modifier Changes - Go Down Fighting: This ability is now modified by Starship Command, Starship Combat Maneuvers, and Starship Battle Strategy.
Training Node Changes - Attack Pattern Beta III: This ability is now earned by learning rank 9 of Starship Combat Maneuvers for Tactical Captains.
Training Node Changes - Attack Pattern Omega III: This ability is now earned by learning rank 9 of Starship Battle Strategy for Tactical Captains.
Ground Stealth Changes: Updated ground stealth to be more in line with space cloak game play. Stealth Module is now a toggle power with unlimited duration, but combat actions cannot be performed while using stealth. Stealth Module is no longer perfect stealth. Its strength is variable based on its version and enemies will be able to detect you at close range. Several abilities can now be used to counter stealth. Tricorder Scan, Target Optics, and Fire on my Mark all now have a stealth debuff element. Engineering fabrications (turrets, mortars, drones) have enhanced perception that can detect an enemy using stealth at longer range. Fire on my Mark in space has also gained a stealth debuff element, making it easier to detect cloaked ships while marked.
Rifle pulsewave description now correctly mentions knockback rather than repel.
Rifle overload beam now correctly mentions repel rather than knockback.
Enemies that lose line of sight because of a cover shield will now correctly switch targets
Assault Multibeam and Rifle Multibeam now refer to the correct number of targets in their descriptions.
Rifle Sniper Shot: Knockback was mistagged as RangedDmg
Assault Energyblast: Damage was mistagged as PBAoEDmg
Mine Explosions: Were not tagged as AoEDmg
Pistol Overload: Knockback was mistagged as RangedDmg
Torpedo Spread description is now more accurate.
Tetryon Bolt Pistols’ primary powers are now correctly taking .25 seconds to activate, instead of 1 second.
Fixed several items that were not hooked up to their proper FX, powers, and descriptions and were instead using defaults.
Pistol stun was mistakenly only doing damage on its first of 3 pulses. It still doesn't do a huge amount of damage, but it does 3 times as much as it used to.
Plasma weapon DoTs are now set to stack instead of replace. Previously if the same player proc’d a second DoT using the same power it would cause the duration to refresh but not start a new DoT.
Updated Space Phaser proc tooltip which was incorrectly reporting a 5% chance when the chance was actually 2.5%
Single quantum torpedoes previously received a 20% DPS penalty to compensate for their higher burst damage. They are now improved (only a 15% DPS penalty). Should make photon/quantum a more equal match.
Beam Overload now drains 50 weapon power rather than 125 weapon power.
Beam arrays and Beam banks were incorrectly doing the same damage with Fire at Will and are now working properly with the power.
Antiproton Dual Banks were incorrectly doing Phaser damage and are now working properly.
Antiproton banks are now appropriately improved by Antiproton skills, rather than Phaser skills
Ground weapons and martial arts are no longer able to be used while cloaked.
Changes to ground Exposes and Exploits: added 3 second shared cooldown for all secondary exposes, added 3 second shared cooldown for all secondary exploits.
Rebalanced ground weapon AoEs to normalize their damage and make more weapons viable options. All changes were made to the max targets of the AoEs, or to their DPS
All high end armor items purchased with STFs, PvP, and Exploration Marks should now properly have costumes assigned to them and have proper display text
Photonic Fleet: Increased the variable range that a photonic fleet uses to spawn in. The arriving ships should now have less of a chance to spawn on top of each other.
Martial Arts: Removed the Interrupt secondary effect from martial arts abilities to make delivering combination strikes easier during a martial arts fight between two characters.
Lunge: Fixed the error that allowed lunge to vaporize enemies on a killing exploit.
Engineering Fabrication: Fixed errors that would allow fabricated engineering pets to persist for longer than their designed duration.
Draw Fire: Fixed error that had skill modifying the ability’s duration by a multiple of 5, rather than the designed multiple of .5. Improved the ability’s damage resistance bestowed slightly to offset the shorter duration.
Science Team III training: Science Team III is now correctly unlocked by purchasing nine ranks in Scientist, rather than nine ranks of Doctor.
Scatter Volley I: Fixed error that had it incorrectly listed as Rapid Fire I in the skill window UI.
Attack Pattern Beta: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
Attack Pattern Delta: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
Focus Fire: Reduced stack limit from 10 to 5, but doubled magnitude of debuff. Max bonus is retained and easier to reach by increasing magnitude.
Starship Cloak Abilities: Added short and long descriptions for starship cloak abilities.
Updated Bridge Officer version of Dampening Field Ranks’ 1, 2 and 3 to ensure they appear at the appropriate rank.
The Tricorder FX should now show up properly on the following powers: Create Turret, Medical Generator, Mine Barrier, Seeker Drone, Shield Generator, and Support Drone
Borg bosses should now use Borg transporter FX to escape instead of Federation transporter FX.
Added some FX which will play after consuming specific food items
Adjusted the size of the photon and plasma grenade explosions to match AoE sizes better
Updated FX for the Borg generators
Photonic Fleet: Photonic Fleet now has a special ‘dissolve’ FX when the ship expires after battle. If a photonic ship is destroyed in battle, it still uses the normal death animation without the warp core explosion
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