Release Notes – April 29, 2010 – Star Trek Online Forums
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
Everyone’s Wrong and I’m Right: Ready to Help Gene Colan? Stan Lee, Harlan Ellison and Walter Simonson Step Up
Hang in there Gene!
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
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 bitAudio
* 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 variantsCharacters 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 backgroundKnown Issues
* There is minor audio popping in the ambient sound effects in the ground portion of Khitomer Accords
Computo Lives!!
Filed under: Comic Podcast, DC Comics, Legion of Super Heroes
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

