Tribble Release Notes: Kemocite, Torpedo’s & Embassy Consoles Gets Some Lovin’

I sense a disturbance in the Force, as if thousands of Kinetic players cried out and were suddenly silenced.

How these changes will impact players, I’ll leave it to OdenKnight over at the show to answer.  Good?  Bad? Check them out on Tribble.  I think this Wednesday’s the SHOW will be interesting 😉

http://www.arcgames.com/en/forums/startrekonline#/discussion/1208547/tribble-maintenance-and-release-notes-december-1-2015

We will be bringing down the Tribble server for maintenance to apply a new update: ST.55.20151120a.4.

General:

  • Resolved an issue which was occasionally causing crashes when transferring to another map. Very Cool
  • Resolved an issue with the Fire Tornado FX in the Badlands Battlezone.
  • Updated the Fire Suppressor FX and the Firepatch FX.
  • Resolved an issue that could cause 23rd century Starfleet engineers to have a 25th century uniform.
  • Resolved an issue where Breen ships would become partially invisible at a distance. Only noticed this yesterday while writing the Jupiter review.
  • Resolved a number of text issues throughout the Kobali Adventure Zone.
  • Added missing spots of VO for Stormbound.
  • Resolved an issue where costume presets would sometimes flicker in the tailor.
  • The Dyson reputation info contact will no longer state that the Breach is a valid queue in which to earn Dyson Sphere marks or Voth Cybernetic Implants.
  • Added Cecily Adams to the memorial list.

Systems:

  • Admiralty: Resolved a text bug on the Odyssey Engineering, Science, and Tactical variants that stated that they gain +20 to appropriate stat when alone.
    • This should be +35.
  • Updated all descriptions for Admiralty Ship Abilities that ignore Event modifiers to indicate that they also ignore those that reduce stat requirements.
  • Updated reputation info pages to better reflect where their marks are rewarded.

Powers:

  • The following powers and abilities required a significant overhaul to improve server/client performance:
    • Removed the small radius (0.3km) secondary explosion from individual hits of Torpedo Spread, on all Non-Targetable Torpedos (except Neutronic – see separate notes).
      • This secondary explosion was incorrectly causing it to universally deal minimal damage, and was leading to an unexpected and unintended number of excess combat calls, and proc chances.
    • Resolved an issue that was causing Torpedo Spread to check its chance to activate special effects twice per activation pulse (up to 4 extra times @ Rank III).
      • This change will normalize the proc chance of Torpedo Spread, bringing it more in-line with expected behavior, and more balanced overall with High Yield, Transport Warhead, and other special torpedo firing modes.
    • Plasma Explosions (from Embassy Consoles) now check their chance to activate on every shot of a firing cycle, instead of only the first shot.
      • Due to the increase in opportunity to trigger, their base damage has been reduced by 18%.
      • This change will allow all firing modes to benefit equally from these effects

      Neutronic Torpedo Spread (all ranks):

      • Primary Target will initiate a 5.0km Radiation AOE once per Torpedo in the Spread volley (1x @ Rank I, 2x @ Rank II, 3x @ Rank III)
      • Secondary Targets will not cause Radiation AOEs at all (instead of also causing a 3.0km radius AOE)
      • In order to offset this reduction in number of AOE explosions, the Base Damage of the Radiation AOE has been increased by 400%
        • This damage change only affects the Torpedo Spread version of this torpedo – all Radiation AOEs from other firing modes remain unchanged.
      • This change will cause a reduction in the triggering of special abilities that were attaching to the Radiation AOE of this special Torpedo (e.g. Kemocite Laced Weaponry)
  • Resolved an issue where Photonic Overcharge was overly benefiting from damage enhancements.
  • Ranged weapons that deal Physical Damage are no longer enhanced by the +% Physical Damage mod on the Counter-Command Exo-Armor, Solanae Sentinel Environmental Suit, and many other armors.
    • This mod only affects Melee weapons/attacks.
  • Corrected an issue that caused some science powers to build more than 1 stack of Time to Kill.
  • Kemocite-laced Weaponry now only triggers off the main target of Torpedo: Spread volleys, with one Kemocite Explosion per torpedo which hits the main target.
    • The Kemocite Explosion damage when triggered by a Torpedo: Spread volley has been increased.
  • Quantum Phase Torpedo’s shield drain now only triggers once off the main target of Torpedo: Spread volleys.
    • The shield drain radius and damage when triggered by a Torpedo: Spread volley has been increased.
  • Supremacy will now only trigger when Beam: Fire at Will or Cannon: Scatter Volley is active.
  • Bio-Molecular Incubation weapons now include the following line in their descriptions:
    • “Note: Damage dealt by incubation cannot be increased using consoles or other abilities.”
    • This is a text change only, to clarify their existing functionality.

Foundry:

  • Removed the volume in the Ancient Iconia template map that was causing issues with backdrops.
  • Updated the description of the Locker Wall detail objects to include the information that one of them is random.
  • Set the Herald groups to level 57.

UI:

  • Added a “Delete Multiple” feature to the Mail UI.
  • Project sliders for Reputation, Guild, and Alliance contributions will now start at the maximum slider value instead of the minimum, excluding Dilithium.
  • Added a unique banner in the journal for the category Future Proof.
  • There is now a proper error message when trying to reclaim a ship from the C-Store when there already is a version of it Dry Docked.

5 thoughts on “Tribble Release Notes: Kemocite, Torpedo’s & Embassy Consoles Gets Some Lovin’

  1. Great so Kemocite is still a required thing they refuse to make avalible to everyone.

    Is Oden still doing things? He hasn’t replied to me in a while – guess the equality hate swallowed him up.

    I love hoe they say things are text changes that radically affect how something woks. So the game’s info has been lieing this whole time and they (and you) just shrug it off?

    Like

    1. 1.) until I can test it, I’d prefer not to judge. I’ve been wrong before. 2.) I trust Odens advice – he has yet to prove me wrong in that trust.

      Beyond that, I’ll hold my tongue to things I can verify.

      Like

    1. Agreed. AFter listenign to the The SHOW last night, my mind was put to ease on the level of changes. While most are reasonable and needed a few stand out as being draconian. Like you said though, until we’ve tested them all, it’s not worth getting worked up over.

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