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-   -   TRIBBLE Maintenance and Release Notes - June 21, 2013 (http://sto-forum.perfectworld.com/showthread.php?t=760451)

salamiinferno 06-21-2013 01:38 PM

TRIBBLE Maintenance and Release Notes - June 21, 2013
 
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.31.20130609a.17

General:
  • All factions now have an off duty costume slot and access to off duty clothing.
  • Dilithium Mine
    • Removed a typo on the name of the Mine Interior.
    • Minor graphical adjustments on the Interior and Exterior map.
  • The Shield Adaptive Frequency Generator on the Valdore has be tuned so it no longer outpaces its intended healing rate.
  • Groups of Elachi ships should no longer fire their Crescent Wave Cannon all at once.
  • Updated the tool tip for all MACO Resiliant Shield Arrays to note that the power absorption does not stack with plasmotic leech.

Known Issues
  • We're still working out the kinks with everyone having off duty costume slots, some costumes may only be partially available. Pardon our space dust.

neok182 06-21-2013 01:47 PM

Quote:

Originally Posted by salamiinferno (Post 10964221)
We will be bringing the Tribble server down for maintenance to apply a new update.
ST.31.20130609a.17

General:
  • All factions now have an off duty costume slot and access to off duty clothing.
  • Dilithium Mine
    • Removed a typo on the name of the Mine Interior.
    • Minor graphical adjustments on the Interior and Exterior map.
  • The Shield Adaptive Frequency Generator on the Valdore has be tuned so it no longer outpaces its intended healing rate.
  • Groups of Elachi ships should no longer fire their Crescent Wave Cannon all at once.
  • Updated the tool tip for all MACO Resiliant Shield Arrays to note that the power absorption does not stack with plasmotic leech.

Known Issues
  • We're still working out the kinks with everyone having off duty costume slots, some costumes may only be partially available. Pardon our space dust.


Can you give more details about the change on the Shield Adaptive Frequency Generator?

adjudicatorhawk 06-21-2013 01:56 PM

There was a bug in the way the Shield Adaptive Frequency Generator's heal amount was calculated, causing it to sometimes "double-dip" on damage bonus powers on the player. This meant that a player could deal say 400 damage with a hit, but see a heal pop up for 4000 - notably more than the "twice the damage dealt to the target" indicated in the console's tooltip. The console's core functionality has not been changed, but some edge cases where it was healing drastically more than its tooltip indicated should no longer occur.

cehus 06-21-2013 01:59 PM

Edit: beat by 3 minutes! Looks good.

ashtaku 06-21-2013 02:08 PM

Salami:

I don't suppose you would be willing to consider doing a 180 on off-duty outfits and instead totally abolishing them in favor of having all the components in a single category? I often find myself wanting to use parts from one on another (for example, wearing the Honor Guard cloak with my duty uniform or using the Section 31 pleather pants as part of a casual off-duty outfit), and with the console override command disabled I can't do so.

Moreover, because bridge officers are locked into the "uniform" class, they can't use all the great off-duty, STF, and formal wear pieces you guys have given us. Notably, this greatly diminishes my ability to use the great Vedek and Tholian Silk robe sets.

Finally, as you've probably heard a million times, there is a long-standing bug with KDF Marauding reward officers tied in with the way uniform categories are set up. Merging everything into the basic 'uniform' class would address this and return this functionality to our renegade boffs.

That failing, can you give us an "advanced advanced mode" where the unrestricted mix-and-match is enabled -- even if its just a matter of reenabling the console command and not actually making any UI changes?

Pleeeeeease? :D

shookyang 06-21-2013 02:14 PM

Any fix for department heads not saving in the works?

Also, the ability tray is not saving properly. I remove an ability, join a queue, and the ability is back in my tray.

poeddude 06-21-2013 02:29 PM

Quote:

Originally Posted by adjudicatorhawk (Post 10964711)
There was a bug in the way the Shield Adaptive Frequency Generator's heal amount was calculated, causing it to sometimes "double-dip" on damage bonus powers on the player. This meant that a player could deal say 400 damage with a hit, but see a heal pop up for 4000 - notably more than the "twice the damage dealt to the target" indicated in the console's tooltip. The console's core functionality has not been changed, but some edge cases where it was healing drastically more than its tooltip indicated should no longer occur.

Cool a nerf without a nerf.

Fixing outrageous healing amounts without rendering the console so bad as to not be worth using.

How un-cryptic like. Maybe they are learning lessons after all.

jeffel82 06-21-2013 02:38 PM

Quote:

Originally Posted by ashtaku (Post 10965191)
I don't suppose you would be willing to consider doing a 180 on off-duty outfits and instead totally abolishing them in favor of having all the components in a single category?

While that ship has clearly sailed for the time being, I'd love to see this happen as a long-term project. The entire tailor system could use a re-evaluation and rebuild, frankly.

malkarris 06-21-2013 02:46 PM

The changes to the uniform are only happening because of the summer event. Unless some event or game change that makes Cyrptic money demands that BOFFs be able to wear off duty costumes, I don't think Cryptic will do it. At least, not any time soon.

neok182 06-21-2013 03:10 PM

Quote:

Originally Posted by adjudicatorhawk (Post 10964711)
There was a bug in the way the Shield Adaptive Frequency Generator's heal amount was calculated, causing it to sometimes "double-dip" on damage bonus powers on the player. This meant that a player could deal say 400 damage with a hit, but see a heal pop up for 4000 - notably more than the "twice the damage dealt to the target" indicated in the console's tooltip. The console's core functionality has not been changed, but some edge cases where it was healing drastically more than its tooltip indicated should no longer occur.

Alright glad thats the only change. And i'm not shocked about that at all since I've easily seen that pop up with 20,000-40,000 shield heals.


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