Players will rank up at levels 10, 20, 30, 40, 45, and 50 instead of 11, 21, 31, 41, 46, and 51.
Security officers on the power distribution of Drozana station and Captain Reaver should no longer attack KDF characters during the mission "Everything Old is New."
Skill Point, Bridge Officer Point and CXP rewards from duty officer assignments have been adjusted.
Duplicate bridge officers should no longer be appearing on player bridges.
Killing NPCs in Foundry missions no longer causes players to stop receiving kill credit on all maps.
Guild bank updates:
Stacks of items are no longer counting as a single item when being withdrawn from the guild bank.
Deposit and Withdraw log messages are now correct.
Credits can now be withdrawn from the guild bank when the money deposit permission is off.
It's possible once again to access Q's Winter Wonderland event information from the calendar.
The galaxy map should no longer open and be zoomed in so closely.
The team leader icon on the compass no longer uses a placeholder.
Duty Officers[ | ]
Renown assignments now appear after Establish Military Base assignments.
Surgical Alteration assignment rewards were brought up to be in line with other long duration rewards.
Adjusted the assignment outcome chance rigging to work with new math and adjusted the rewards for Colonial Negotiate Claim assignments.
The Hazard Systems Officer active roster power is now working with Brace for Impact as described.
The Maintenance active roster power is now working properly.
Addressed bad slotting requirements on Bribe Local Governor assignments.
Addressed bad department designations for several super-rare duty officers.
Made minor text updates for some assignments.
Neutralize Interference colonial assignments were re-rigged and shortened.
Increased critical assignment Dilithium rewards.
Increased CXP rewards for all assignments.
Updated rewards for critical outcomes for some colonial assignments.
Systems[ | ]
Transphasic Bomb damage was improved.
The duration and recharge time of Engineering Ground Reroute Power to Shields was increased.
Added Electrical Damage to Fuse Armor.
Tuned Hyperonic Radiation so the Duration now scales over Versions I, II, and III.
Version I duration was reduced and Version III duration was increased.
Scaled Tachyon Harmonic knockback across versions I, II, and III.
Improved Subsystem repair skill so it’s less dependent on your percent of alive crew.
Changed Energy Siphon so if it is resisted, the target resists the magnitude of the effect, and not the duration.
Improved the effective resistance of Inertial Dampeners, Starship Sensors, and Power Insulators.
The bonus you get from Space Hull Plating and Space Armor Reinforcements skills has been increased.
Power Insulators now properly grant resistance to power drain.
UI[ | ]
Players set to anonymous are no longer able to receive friend requests and fleet invites.
When sharing missions, the "X already has this mission" message won’t show for the player that originally had the mission.
Qo'nos First City loading screen now properly displays its map snapshot.
The UI has now been updated to display "Rank Level" instead of "Rank Grade" (e.g. Commander 22 instead of Commander 3).
Note: Level numbers now display as one less than before.
Changed the names of ranks on skill tree to be full ranks instead of abbreviations.
Resolved scaling and blurriness issues with unique duty officer portraits.
Updated the Foundry slot purchase tooltip to indicate Refined Dilithium is required.
Removed old, now incorrect information from the character slot purchase tooltip.
It is once again possible to rename your ships in the status window.
The skill window will now display how many points have been spent in each tier, and the points required to unlock the next tier.
Chat Channel Admin: the rows for Member info and Member Status are now correctly aligned with the other columns.
The skills window filter list is now working as intended.
The team leader icon on the compass no longer uses a placeholder.
This new rendering API can drive video cards supporting DirectX 10 and higher: 10.1, 11, 11.1.
The initial release is essentially a port of our DirectX 9 rendering features to DirectX 11.
The game should mostly look the same, as we have not added a lot of support for newer DirectX 11 features, we’re just getting a base from which we will continue adding such features.
We have not ported all low-end video settings support, just mid-level and high-end features.
Therefore, under the DirectX 11 rendering option, there may be some graphics problems with Video Options slider set all the way to Minimum.
Also, on hardware that only supports DirectX 10, like Nvidia GeForce 8800s and 9800s, when Antialiasing is enabled we do not currently support many depth-dependent Video effects.
This includes High-quality shadow mode, depth-of-field, and some others.
This is because Nvidia and ATI have not provided us a special driver back door we have available under DirectX 9.
Resolved an issue with alt-tabbing while in fullscreen mode.
Improved support for multiple monitors.
Known Issues[ | ]
Some graphics settings can cause shadows to look ‘blocky’.
There may be other graphical glitches here and there. Please use the /bug command to report them.