Release Notes – April 29, 2010 – Star Trek Online Forums

April 29, 2010 by Chris Mosby · Leave a Comment
Filed under: Online Games, Star Trek 

Release Notes – April 29, 2010 – Star Trek Online Forums

Release Notes – April 29, 2010
Greetings!

We hope you’ve been enjoying Season One of Star Trek Online. We’re already a month into the first season and are set to release another feature packed update. If you’ve been following along by reading the Engineering Reports, you already know this update fulfills some of the requests you’ve been asking for since the launch of the game (and even Beta!). A big huge thanks to you for taking the time to provide feedback via the forums and for logging in to Tribble to see the changes before they go live. You’ve had a big hand in this update and we can’t wait for you to experience it! Enjoy!

Season 1.1 Update – New Features FAQ

Difficulty Settings
By popular demand, we have added the ability to scale difficulty in instanced missions so that you can customize the combat challenges to your liking. The difficult you have been playing on is the default which is considered “Normal”. If you would like more of a challenge, you can adjust this via the Options screen or the Episodes tab on your mission journal.

The available settings are:

* Normal – The default combat settings prior to this update with no injuries as a result of defeat.
* Advanced – Increases combat difficulty and introduces injuries as a result of defeat.
* Elite – Significantly increases combat difficulty with an increased chance of injury as a result of defeat.

As an added incentive to the additional risks, there is greater frequency and quality of rewards from defeating enemies on higher difficulty setting. Mission rewards are not impacted by difficulty settings.

Things to note about difficulty settings:

* When teamed, the Team Leader’s difficulty setting prior to entering the system determines the difficulty of the mission.
* Difficulty settings do not apply to Fleet Actions, PVP, Social Maps, or Deepspace Encounters (or any other non-instance map)
* We have disabled difficulty settings for Special Task Forces temporarily while we adjust the system to work with the increased difficulty of these special missions.
* You cannot modify difficulty once you have entered a mission map. All settings must be set or modified prior to entering the mission. If you want to change the difficult of a mission you are currently on, all players must exit the mission and wait 15 minutes for the mission to cooldown before your new difficulty settings can be applied.

Injury System
In conjunction with the new Difficulty Settings, we are introducing an injury system that adds added risks to playing on higher difficulties. Depending on the type and severity of the injury sustained, you will notice a decrease in related performance until treated. Federation players will receive a mission that sends you a contact on Earth Space Dock which will explain more about injuries.

Here’s How It Works

* If your captain, your bridge officers, or your ship is defeated, there is a chance they will receive one injury. This occurs at the time you are defeated, regardless of whether or not you respawn or are resuscitated. Injuries cause various de-buffs depending on the type and severity.
* If you receive an injury, the severity of that injury is determined by chance, modified by the existence of any untreated injuries already on that character/ship. For example, the chance of receiving a Major or Critical injury is increased if the character/ship has an untreated injury already.
* Injuries do not occur below level 5 on any difficulty setting and there is a maximum of 50 total injuries each character/ship can sustain at any given time.

Type of Injuries

* Minor – The negative effect of minor injuries is small enough that it would take several minor injuries before most players would notice any difference in performance.
* Major – These injuries feel significant, but the character/ship can continue to function with only slight performance decreases. Sustaining more than one major injury of the same type (which modifies the same stat) will begin to cause noticeable performance impacts.
* Critical – These injuries will cause noticeable performance impacts. A character/ship may still continue on in a mission (and succeed) with more than one critical injury, but each additional critical injury will prove costly to treat and will put the character/ship below the expected potency curve.

How to Treat an Injury

* Visit a medic/engineer in your faction’s major social hub and pay them energy credits to remove the injuries. Use an injury pack to remove the item yourself.
* Regenerators treat personnel injuries – Components treat ship “injuries” (damage)
* Each pack comes in 3 versions that correspond to the severity of the injury.
* Injury packs are not available in replicators, but some packs are available stores.
* There’s a chance of finding some types of injury packs as a reward drop.
* Your medical/engineering staff will automatically treat each Minor Injury 30 minutes after each injury was sustained.

Important Power Updates
Several key powers are being updated with this release in order to address concerns and bring their functionality in line with expected design goals.

Feedback Pulse
Goal: This ability can be used to augment DPS by reflecting your opponents directed energy attacks, as well as a deterrent in PvP if currently the main target of a group.

Changes:

* Now reflects all directed energy types (beams, cannons, turrets)
* Feedback Pulse is now an energy type, buffed and resisted similar to other damage types
* Damage reflected by Feedback Pulse hits shields first, but does have 50% shield penetration
* Overall reflected damage has been reduced for each version. Version 1 damage is about 60%, version 2 about 80%, and version 3 nearly 100%.

Countered by: Subnucleonic Beam removes buff; Projectile Weapon or Indirect Damage ignores it.

Subnucleonic Beam
Goal: This ability removes buffs and slows performance of targeted enemy. Counters abilities such as Feedback Pulse, Reverse Shield Polarity, Attack Pattern Alpha, by removing the applied buff.

Changes:

* This does not put abilities into recharge, but instead slows the recharge time for bridge officer abilities and weapons systems over its duration.
* Removes currently applied buffs from target at activation time. Buffs can be later applied while subnucleonic beam is active.

Countered By: Science Team applied while SNB active removes the debuff; Photonic Officer helps to offset slow recharge

Viral Matrix
Goal: Cripples target, but target has the chance to remove debuff or continue to fight at a disadvantage.

Changes:

* This is no longer a hold, but instead takes three of a ship’s subsystems offline.
* Shields subsystems are unaffected, but weapons, engines, and auxiliary will go offline in a random order (each time it is used) over the course of the duration. As the systems go offline in a staggered method, the target has some time to react and does not have all three systems disabled for the entire duration.
* The best case duration for a subsystem being offline is approx 7.2, 9.6, and 12 seconds for ver 1, 2, and 3 respectively.

Countered By: Engineering Team now restores all subsystems; Emergency Power to (system) will restore that particular subsystem.

Commodity Missions
Based on feedback with Federation “Aid the Planet” missions, we’ve made changes so these exploration missions are more viable.

* Federation players will now receive some basic information about what commodities might be useful in the nearby Star Cluster as well as a few commodities to get you started.
* Unknown Systems within Star Cluster previously were in need of up to 5 different types of commodities, which meant that if you wanted to be prepared, you had to haul around a cargo hold’s worth of goods. We’ve reduced this to 3 types that could possibly be needed.
* If you didn’t have the commodities needed on board, you had to exit the system and find a trader who would sell them to you. This is where most players would drop the mission. Now, you have the option to replicate the necessary commodities on the spot. Be warned that the cost of doing this is at a premium.
* If you are looking for better prices on commodities other than your replicator or via trade ships, you can hover over a commodities tooltip to learn which system sells the commodity at the lowest price.
* As a reward for taking the time to deliver these commodities, the planet you are aiding will now offer you a gift as an additional reward. These gifts could be anything, so open them up and see what you get!

Exchange Improvements
If you’ve ever used the exchange to look for an item, you’d noticed it was a bit messy. This update introduces changes to help clean the exchange up and makes some general improvements.

* When searching for an item, results are now returned in a sorted list by either price or item name
* Items you place on the exchange will now expire after 1 week if no buyer is found. The item will be returned to you via an attachment using in-game mail.
* Once this update goes live – many (if not all) items on the exchange will be returned as they are long overdue to expire.
* To aid in comparison price purchasing, you can now drag and drop an item on the search field to look for similar items

Team Mission Tracker
When you are teamed, your mission journal will now show you which
missions your team mates are currently working on to aid in team mission
planning.

Space Auto-fire Improvements
By popular demand (and to save your fingers) we’ve opened up the ability
to set all ship weapons to auto-fire. Simply right click a weapon
(notice the green outline) to toggle auto-fire. Weapons auto-fire in the
order they are placed in the Weapon’s Tray. Keep in mind that having
all weapons on auto-fire can lead to danger if you are frequently
switching targets.

Store Inventory Changes
Mark (Valor, Honor, and Exploration) Stores now sell a variety of
equipment and weapon damage types. You’re no longer limited to
Anti-Proton damage when searching for Rear Admiral Gear.

Female TOS/Mirror Universe Costume Updates
Many of you who received these costumes as part of your purchase bundle
were underwhelmed with what you received. While there was some
miscommunication as to what was initially available, we are happy to
announce that female TOS and Mirror Universe costume updates are now
available to those who have them unlocked on their account.

Playable Joined Trill of the Klingon Faction
For those who purchased a bundle pack which offered you the ability to
play as a Joined Trill, you may have been bummed that you could not
create a Joined Trill that was aligned with the Klingon Faction. Well
Jack promised it, and here it is. If you have Joined Trill unlocked on
your account, you can now make a Joined Trill of the Klingon Faction.

Inventory Stacking Improvements
We’ve made a first pass at making things stack better in your inventory
as well as when purchasing items in bulk. Let us know what you think!

Fleet Mail
Fleet Leaders can now send messages to their entire fleet at once per
day

General Updates

  • Your
    starship will now look for a clear path and adjust heading prior to
    warping out so that it doesn’t warp through the center of a planet
  • Adjusted the stuck message to remove the suggestion use /killme if
    stuck doesn’t work
  • Updated the details about what changes with a “short name” rename
  • Fixed bug that prevented players from continuing to respec once
    they’d pressed the “Accept” button unless they pressed the “Reset”
    button
  • The in-game camera will no longer pass through ship geometry when
    zooming in all the way
  • Nearly all Tribble descriptions have been updated
  • The camera will now attempt to avoid obstacles when playing the beam
    out cutscene
  • Updated French and German localized text
  • Klingon Faction players now have their own replicator menu
  • Klingon Faction players can now set ground weapons to auto-fire
  • Fixed a crash that would occur when inviting others to your Fleet
  • Fixed a crash that would occur while trying to take a screenshot in
    certain circumstances
  • Fixed a crash that would occur when a player attempted to enter a
    private queue that was full
  • Fixed a crash that would occur when dismissing or training certain
    bridge officers
  • Fixed a crash that would occur when attempting to mail certain item
  • Fixed a crash that would occur when inviting players from an enemy
    faction
  • Fixed a bug with renaming that could occur if your captain’s name
    was the same as any of the other officers in your crew
  • Fixed a bug where some items attached via mail could not be viewed
  • Add a LFG option for teams either at the player’s difficulty level
    or any difficulty level.

PVP

  • Scaling PvP rewards
    are now in. Players will now be rewarded for the time spend in a pvp
    match, making longer matches now just as viable as short ones.
  • Added the ability to request to “Join New Game” in the PvP Queue
    window. The join button is now a drop-down. When clicked, this displays
    two options: “Join New Game” or “Join Any Game”
  • Updated the look and feel for the PvP Queue
  • Personal scores in the PvP score window are now in columns to take
    up less space
  • The current team is now indicated with an icon in PvP
  • Personal missions are no longer shown on PvP maps, only Open
    Missions, so the PvP scoreboard should no longer be hidden by the
    mission tracker UI
  • Corrected a mistake in the Area Control reporting which was showing
    incorrect winning conditions
  • Adjusted the “Show Queues” drop down so it now only shows queues
  • Added a join time limit for the various queue types. This prevents
    players from queuing up for a pvp game and entering a map that is well
    into the game. Arena Maps: 2 minute time limit, Everything else: 4
    minute time limit
  • Fixed a bug which prevented players from seeing their open mission
    while on a PvP map
  • Fixed the issue where players would spawning inside of geo in PvP
    area control maps
  • Fixed an issue with the second Federation base in PvP FvF Area
    control
  • Added defensive turrets to protect player spawn-points on PvP area
    control maps.
  • The map logic has been updated on PvP KvK Assault for both ground
    and space versions
  • Abort Mission and Beam to Ship buttons are now disabled on all PvP
    maps in anticipation of a quitting penalty for PvP
  • PvP Assault Report now shows appropriate team names instead of Red
    and Blue.
  • Fixed an issue with the Assault Scoreboard score values

UI

  • Restored the missing
    “Base Defense” (AccuracyMiss) ship stat in the status window
  • Eliminated duplicate instances of combat maneuvers, starship
    strategy, and starship attack vectors in the ship status window
  • Fixed bug where additional stats were sometimes being displayed on
    tooltips for weapons linked in chat
  • Players are now able to search Fleet Bank log activity by category
  • Removed unnecessary spacing from item and power tooltip and inspect
    descriptions
  • Added the pips background to the Klingon Team List and made Klingons
    use Klingon pips
  • Fixed issue with all trait/power descriptions displaying twice
  • Fixed bug where item stack counts were not being shown for items in
    the Exchange
  • Updated the Fleet Management Roster button bar
  • Updated the Friends Tab with backgrounds for rank pip icons
  • Tooltips were added to LFG icons and abbreviations
  • The “Friends” tab in the social window has been upgraded:
  • Added an “Accept Request” button
  • Changed the name of the team invite button from “Invite” to “Team
    Invite” for clarity
  • Moved the “Add Friend” button to the bottom right
  • Added a “Remove Friend” button
  • Now show “Decline Request” instead of “Remove Friend” if the
    currently selected character sent a friend request
  • Added a confirm dialog when attempting to remove a friend or decline
    a request
  • Improvements to the “Ignored” tab in the social window
  • Added a “Remove Ignore” button
  • Moved the “Add Ignore” button to the bottom right of the window
  • Added a remove confirm dialog when attempting to remove an ignore
  • Reorganized the buttons in the “Find Team” and “Search” tabs of the
    social window. Buttons that affect elements in the player list are on
    the left (“Tell”, “Invite”). Other buttons are on the right (“Set
    Status”, “LFG”, Visibility”).
  • The Skill Picker and Skill Respec “Accept” button is now disabled if
    no net change has actually been made. Added a 5 second cooldown on the
    “Reset” button to prevent server spamming
  • Implemented new UI for privacy options in the social UI. Added a
    privacy button which replaces the (confusing) visibility button. This
    opens up a menu with allowed chat members and visibility options.
  • Updated the PVP icons to denote which status you’re in – Queue,
    Ready, Invited or Snooze for Fed and Klingon
  • Bridge officer status windows will now display correctly while on a
    ground map
  • Tweaked the mouse filtering default settings to reduce enormous
    delay at the highest value
  • Fixed some issues with the options screen:
  • Mouse filtering option wasn’t saving properly.
  • Restore defaults wouldn’t properly reset shield FX setting.
  • Moved game-specific settings to the top of the options list.
  • Added a setting to HUD options that will allow the user to enable or
    disable “critical status” information on reticules. If enabled, this
    will show indicators when a sub-system goes down or when the entity’s
    life is low.
  • Rolled fleet invite, team invite, interior invites into a single
    invite approved list.
  • Added a check so blacklisted players cannot be invited to fleets,
    teams, or interiors.
  • The UI will now properly display that a free respec is no longer
    available.
  • If the user cannot afford a stack of items when buying in bulk,
    there is now UI that tells the player “You do not have enough <energy
    credits or merits/honor>”.
  • Fixed bug where some skills in the skillpicker would show +0%
    modifiers.
  • The clear button will now clear all the fields in the player search
    window
  • Fixed the fisheye text problem in the “Regions” filter.
  • All Buff/Debuff trays now use the new function that combines buffs,
    debuffs, injuries, status and DoTs into one list
  • Fixed an issue where landmark icons in sector space would go
    offscreen
  • Fixed a waypoint icon scaling bug
  • Fixed bug where “Expose Attack” or “Exploit Attack” was being
    displayed multiple times for a single power on the power’s tooltip or
    inspect description.
  • Added some missing powers to tooltip displays
  • The power transfer rate of your ship will now be displayed as a
    percentage in your status screen
  • Fore weapons are mapped to keys 1,2,3 and aft 4,5,6. This adjusts
    based on how many weapon slots you actually have.

Powers and Skills

  • Special
    Antiproton ground weapons that have a bonus proc vs. Borg can now be
    given to your bridge officers.
  • Fixed the Tribble of Borg buff from stacking in certain situations
  • Updated the Borg tactical Cube: They were given more beams, their
    cannon firing arc is increased to 90 degrees, their recharge timer has
    been reduced on cannons, and the recharge time on their shield
    neutralizer has been increased.
  • The reverse shield polarity tooltip now displays the three skills
    that modify the magnitude/duration. Feedback Pulse has been updated: It
    now works against all direct energy weapons, not just beams. Reduced
    reflected damage for each version (Version 1~ 60% , Version 2 ~ 80%,
    Version 3 ~ 100% ). Reflected damage hits the enemy shield but with 50%
    penetration to the hull instead of 100%.
  • Viral Matrix has been updated: Instead of a hold, Viral Matrix now
    takes three subsystems offline in a staggered duration. The best case
    duration for a subsystem being offline is approx 7.2, 9.6, and 12
    seconds for versions I, II,III respectively. The subsystems affected are
    Weapons, Engines, and Auxiliary. The order that the subsystems go
    offline is determined randomly upon each use. Engineering Team will
    repair subsystems that are offline.
  • Subnucleonic Beam has been updated: Instead of adding a recharge to
    all abilities, subnucleonic beam now removes currently active buffs and
    slows bridge officer recharge timers. Science Team will remove
    subnucleonic beam
  • Photonic Officer has been updated: Photonic Officer now accelerates
    the recharge time of all bridge officer powers over its duration. Best
    case the speed of the recharge is improved by 30%, 40%, 50% for versions
    I, II, III respectively. Accuracy and Defense modifiers should now show
    up as a percentage
  • Power Level Changes: Turn rate improvement has been moved from the
    auxiliary power level to the engine power level. Updated Evasive
    Maneuvers to use the engine power level as the modifier to turn rate,
    instead of auxiliary. Increasing power to shields now increases shield
    damage resistance to any damage. The formula is shield power level
    divided by 500, so 100% shield power would impart 20% damage resistance.
  • Plasma Grenade now delivers more damage on impact and is comparable
    to other grenade attacks
  • The short hold that occasionally procs on Palm Strike and Rifle Butt
    no longer affects players. It will still affect enemies
  • Fixed a display icon error that would generate a white square rather
    than the icon for Dampening Field.
  • Increased Donotra’s Scimitar resistances
  • Battleships and Dreadnoughts now have some innate resistance to some
    control powers – like subsystems offline, or jam sensors or scramble
    sensors, and viral matrix. The resistance reduces the effective duration
    of such abilities when used against these targets
  • Fixed an issue in the tooltip for Nadion Inversion. The power is
    unchanged
  • Confuse debuffs will no longer persist after a map change to prevent
    griefing and NPC killing
  • Fixed a bug that would allow multiple copies of viral matrix to
    apply in a single attack. This issue also prevented Engineering Team
    from cleanly removing Viral Matrix.

Audio

  • The Big Dig map
    ambient audio has been updated.
  • Missing sound FX for the Undine orbital cannon explosion has been
    added, as well as toning down the loud blast audio from the orbiting
    cannon arrays.
  • The transwarp to Sol Starbase and transwarp to Qonos sound is no
    longer cut off by the loading screen

FX and Animation

  • Players
    will now see a targeting ring that indicates where a grenade is going to
    drop.
  • The screens of players affected by stun grenade will go from bright
    white to normal lighting throughout the duration of the effect.
  • The screens of players affected by smoke grenade will be occluded by
    smoke while they are in the smoke grenades cloud.
  • Smoke Grenade effect has been thinned out.
  • Removed the tricorder light FX to fix the issue with it not turning
    off.

Missions and Environments

  • Fixed
    the race condition that sometimes kept the Borg Tactical Cube from
    spawning by the gate in Infected.
  • Fixed an environment issue with the Boarding Party side-action that
    allowed players to get stuck in the warp core.
  • Removed some bad spawn point maps in the Federation and Klingon star
    clusters.
  • NPC ships fighting outside of the U.S.S. Saratoga in the “State of
    Q” mission are now more era appropriate.
  • Updated hostiles in Sector Space so they have no collision once they
    turn into Deep Space Encounters.
  • Star Cluster missions are no longer showing their logical names in
    the mission text.
  • Updated the “Suspect” mission reward to contain new Science console
    choices.
  • Commodities have become more exclusive to different social hubs,
    with different prices at different places.
  • Updated the On Ship Replicator to include all the commodities,
    albeit expensive versions of them.
  • Rator III mission is now more clear on how to progress. This should
    help make it less likely that the mission appears stuck or confusing.
  • Updated mission logic for the Big Dig to fix issues with stages
    stalling at 19/20.
  • The Cerin’s Fire mission is no longer gated.
  • The Borg geometry has been returned to “The Cure” ground.
  • Fixed a problem during the Khitomer Accord STF where players would
    not be able to drop shields on the power nodes, thereby halting
    progress.
  • Fixed a bad mission location of the War Games episode.
  • Fixed DS9 Fleet Action from restarting in a broken condition that
    would sometimes make it get stuck at 7/8 force fields.
  • Fixed an LOD issue with Epsilon Satellites

Ships

  • Added a new set of
    pylons to DSSV Science ship called “N Modified” to allow the player to
    straighten out the nacelles like in the C-Store Picture. This new set is
    available to all players and when used on other hull types will allow
    nacelles to be angled up.
  • All window types should now show up on C-Store Federation Ships

Characters and Costumes

  • Players
    can now create Fleet Uniforms from a saved costume file
  • Fixed several bugs with Cardassian textures in Alien creation
  • Fixed several bugs with Trill spots not always showing correctly
  • Updated combadges to work on more costumes
  • Anyone with a skirt can now choose to have a stockings material
    applied over the legs. Trill spots now go all the way down.
  • TOS Female costume has been updated:
  • Upper – Starfleet, the original series – loose neck variation
  • Lower: Skirt TOS Split
  • Feet: Boots – High TOS style
  • Head Attach Tech: Earpiece
  • Mirror Universe Female Option is now available to those who have it
    unlocked.
  • Upper: Terran TOS Mirror Universe tanktop
  • Badge: Mirror universe badge
  • Belt: Sash with cloth
  • Lower: Skirt Short Angled
  • Feet: Boots – Knee High
  • Head Attach Tech: Earpiece

Known Issues:

  • The “learn about commodities” mission will
    not complete properly if your inventory is full at the time you receive
    your free commodities. Make sure you have at least one space available
    to prevent this issue.
  • Tooltips for high end ground shields and weapons have vastly
    incorrect values for some attributes (while the actual items are
    themselves correct) and state that they are bind on pickup when they are
    bind one equip.

Fixes for both of the above known issues are being tested internally and
will make it into the next game update.

Everyone’s Wrong and I’m Right: Ready to Help Gene Colan? Stan Lee, Harlan Ellison and Walter Simonson Step Up

April 15, 2010 by Chris Mosby · Leave a Comment
Filed under: Comic Book News, From the Blogverse 

Hang in there Gene!

Everyone’s Wrong and I’m Right: Ready to Help Gene Colan? Stan Lee, Harlan Ellison and Walter Simonson Step Up

Ready to Help Gene Colan? Stan Lee, Harlan Ellison and Walter Simonson Step Up
After 16 days of hospitalization, Gene Colan’s doctors are not ready to release him yet. His shoulder injury necessitates that he’ll need extra care once he gets home and he’ll also be walking with a cane now. While his bones are expected to heal in another ten weeks, Gene (who is now 83) will need ongoing physical therapy.

The broken wing also means Gene won’t be drawing and, thus, will be unable to earn a living any time soon as much of his income comes from commissions.

So we’ve circled the wagons. Gene’s friends have responded with the three most important words in the English language: Let me help.

Items for an art and comics auction are now being collected and you will see a piece from Gene’s friend Walter Simonson at Walter’s Facebook page soon… Harlan Ellison and Stan Lee are also participating in more ways than one.

Glenn Hauman of ComicMix will be be working with me to solicit artists for contributions beginning this weekend.

Want to participate? Contact me at cliffmeth@aol.com.

Want to help right this minute? Order The Invincible Gene Colan from Aardwolf Publishing.com

Details to come as this develops.

Release Notes – April 13, 2010 | Star Trek Online Official Site

April 13, 2010 by Chris Mosby · 1 Comment
Filed under: Online Games, Star Trek 

Release Notes – April 13, 2010 | Star Trek Online Official Site

General Updates

* Borg ships resist confuse, hold, and subsystem damage. The higher the tier of the ship, the higher the resistance.
* The Cure miniboss now drops unique purple kits.
* STF – Khitomer Accord is now available for play
* Fleets – You are now prompted for confirmation when kicking someone from a Fleet.
* Fleets – Now display line breaks in the Fleet Information area.
* Fleets – Added more description in bank tab permissions screen.
* Fleets – Addressed an issue where When first logging in to a transfered character who was in a Fleet, the player would receive an untranslated message about their Fleet.
* Fleets – Moved some Fleet messages out of System channel and into the Fleet channel.
* Fixed a camera issue where it would appear inside the ship when zoomed in all the way
* When a Klingon Carrier Warps into system space the camera no longer pans through the ship’s geo.
* Added confirmation text when deleting mail with items attached.
* Players should no longer recieve mail items from other Cryptic Games.
* Fixed a pvp exploit where players are spawning into a map while dead to avoid being assigned to a pvp faction.
* The issue with lag on the ipvp borg hunt map has been resolved.

FX

* Modified Orbital Strike FX so they won’t get blocked when playing in environments with short ceilings.
* Adjusted Warp in FX a bit

Audio

* Updated Tribble of Borg audio
* Ambient audio for various maps has been updated/improved.
* Some enemy powers sounds that were too low in volume have been turned up.
* Cerin Teresa’s Pah Wraith powers have been sonified.
* Fixed some audio tech to allow more FX audio to be play at once.

Missions and Environment

* Renamed and reworded all mission text for Federation player PvP missions to include new Federation versus Federation PvP game types
* Created 2 different looking sides for KvK PvP Assault map. Now there is red and blue side.
* Beaming Assault teams down to enemy installations updates the scoreboard properly.
* The mission Divide et Impera now has a functional final encounter that no longer gates mission completion.
* Slightly reduced the number of roaming borg cubes in borg sector space.
* Players will no longer be able to bypass the ground encounters on The Cure.

Ships

* Fixed holes and texture errrors in geometry for federation dreadnaught “U.S.S. Jupiter” class
* Added more variety to Mirror Universe ships in addition to the existing Miranda MU variants

Characters and Costumes

* Fixed an issue where PIPs would not appear on low end settings

UI and Controls

* Skill Picker and Skill Respec – “Accept” button is now disabled if no net change has actually been made.
* Fonts – Updated the Mission font styles to use in the HUD.
* Captain’s Log no longer filters system text
* Removed some targeting highlight FX that were playing on inappropriate objects
* Character Creation: Now displays the selected number of species traits out of the max choosable traits for clarity. (Before it was just displaying the max choosable traits).
* Modified the way the power levels UI sliders work in mode 3. The sliders will only move when dragging the mouse up or down – they will no longer get set when the player clicks on the slider bar.
* Added mouse filtering options to the main options screen to smooth out camera motion while free-looking.
* Darkened grid in paper doll background

Known Issues

* There is minor audio popping in the ambient sound effects in the ground portion of Khitomer Accords

Computo Lives!!

Its been a flurry of activity here at the Fortress of Mozitude for the last several weeks, but I have been able to briefly take a break before MMS next week and do a guest spot on the Legion of Substitute Podcasters podcast!

I listen to these guys religiously, and it was a lot of fun to be a part of the fun!

You can check out the episode here

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