Release Notes: July 12, 2012 (Season 6: Under Siege)
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Join Date: Jun 2012
Release Notes: July 12, 2012 (Season 6: Under Siege)
07-12-2012, 11:54 AM
The Fleet System:
The fleet system allows players in a fleet to create and progress a starbase system as a group.
When fleet members enter the system for the first time they will see versions of the starbase and all its facilities in a partially-built state.
As the fleet progresses the facilities and starbase can be upgraded by the fleet in order to earn a cosmetic upgrade and several functional upgrades per tier.
The facilities are as follows:
Starbase interiors are available from the start.
The Fleet window has been modified from its original version to have a holdings page.
This page allows players to see the current tier level of their starbase and facilities, as well as the projects that are currently running.
Clicking on a specific tier indicator will show an image of what that upgrade will look like, along with a list of rewards the fleet will earn for earning the upgrade.
There is a leaderboard per active project that shows the contribution of everyone that has contributed to a specific project.
A fleet will work together on Fleet Projects in order to progress in this system.
Fleet Projects can be thought of as group Duty Officer assignments that require a fleet of people to provide all of the components in order to be started.
These projects are selected and slotted by fleet leadership and can then be contributed to by anyone that is in the fleet.
All projects have a set "construction" time that must be completed before the rewards are given and the next project can begin.
Projects exist in several categories:
Standard Projects come in Military, Science and Engineering flavors.
These projects award Fleet XP specific to their category and can also provide a small number of buff provisions.
Fleets may have any 3 standard or provisioning project running simultaneously.
Provisioning Projects provide some amount of Fleet XP specific to their category, and also provide a standard number of provisions to a specified Fleet store.
These projects allow players to upgrade facilities and personnel in their starbase.
Fleets can upgrade their facility tier, starbase tier, and add upgrades to their interior such as special doff contacts or NPC's with special functionality.
These tend to be the most expensive type of project.
Fleets may have one upgrade project running at a time.
Special projects allow fleets to unlock unique cosmetic upgrades for their starbase interior or allow them to run a project that grants fleet xp to every non starbase category.
Fleets can have one special project running at a time.
Players can contribute to projects with a variety of items:
Expertise (formerly Bridge Officer Skill Points)
Fleet Marks (Info Further Down)
Each of the aforementioned items has a value attached to them in Fleet Credits.
As you make donations to a project you will earn fleet credits commensurate with your contribution.
Fleet credits can be used to buy brand new ultra-rare items, fleet ships, skill boosts, and operational assets from the fleet store.
As you contribute, you as an individual earn fleet credits to spend in your fleet store.
Fleet Credits belong to the player that earns them and they are retained regardless of fleet status or fleet affiliation.
Fleet Credits will be the currency used to purchase these items.
There are a variety of stores on your starbase that will be unlocked and sell special items as you progress through the system.
Some of these stores contain Advanced Fleet Items and Elite Fleet Items, both of which are the new Ultra Rare variety.
These items cover every space and ground item type in the game and are unattainable anywhere else.
A ship store is included on your starbase that contains fleet ships.
There are two varieties of Fleet ships.
Some cost only Fleet Credits.
Others cost Fleet Credits + Fleet Ship Modules (FSM).
These FSMs are available in the C-store.
Purchasing a Tier-5 C-store ship that has a fleet variant will result in a 75% reduction in the cost of Fleet Ship Modules to purchase the fleet variant.
The cost is normally 4 FSMs, and is reduced to 1.
The store will be unlocked as you progress, and more ship types will be unlocked as you upgrade your shipyard.
Once the store is unlocked the items within must be provisioned.
Fleets can run specific provisioning projects that will place a fixed amount of inventory in the store and then the project must be run again to re-provision it.
For example: A provisioning project is completed that grants 15 space weapons to the space weapon store. That means that 15 total weapons can be purchased, regardless of energy type, or weapon type. Once they're gone the space weapon store must be re-provisioned.
Fleet officers can adjust ranks that allow use of Provision on the Fleet Settings page.
Fleet Marks are earned by playing any of the new Season 6 content, and are a requirement in most fleet projects.
The content that grants these Fleet Marks includes but is not limited to:
Starbase Fleet Defense: 20-Man
Starbase Blockade: 5-Man
Fleet Alerts: 5-Man
No Win Scenario: 5-Man
Colony Rescue: 5-Man
All of these maps are available 24 hours a day with a 30 minute cooldown for repeating the same mission.
There is a calendar event that grants additional fleet marks to any of the missions above.
The Starbase Fleet Action, Starbase Blockade, Starbase Fleet Alert, and Starbase Incursion are available any time in the public queue while you are in a fleet.
Private queue creation for fleet content is restricted to players that are in fleets.
Players that are not in fleets may be invited to private queues, but cannot create the queue.
Opponents in a fleet map are always randomly selected.
Starbase Fleet Defense (Fleet Action):
This is a multiphase 20 person encounter that requires some serious teamwork to complete.
Phase 1: Escort Freighters to their warp out point and defend them
Phase 2: Regroup at the starbase and defend it!
Phase 3: Defend all 4 of your facilities!
Phase 4: Defend your starbase from invaders and starbase-busting Siege Dreadnoughts.
Players earn more Fleet Marks the better they perform on each stage
Pro tip! You'll want to break into four groups of five for phases 1 and 3
Freighters will be warping into your starbase map while under fire! Defend them from their attackers so they can drop off their wounded and supplies at the starbase!
The more ships you save the more Fleet Marks you will earn.
Fleet Alerts are always available through the PvE Queue while you are in a fleet.
Queue up to defend a starbase from an enemy invasion fleet.
These are timed missions where players must clear an invading force in a set time, then clear a dreadnought encounter in a new set time.
Fleet marks are awarded after defeating each wave and the final encounter.
Incursion is a new PvE Queue event that takes place on the lower levels of players' starbases and is intended for 5 players.
To play, you will need to queue up for Starbase Incursion from the Volunteer button on the journal or by clicking the PvE Queue button near the mini-map.
This event is available any time, but if it's played during the Fleet Event, you will receive bonus rewards.
The goal is to defeat all of the saboteurs before they can complete their mission.
The more you defeat, the more you will be rewarded.
To join a public queue, you must be a member of a fleet.
To play in a private queue, only the host needs to be in a fleet.
This is a new five man 10-to-15 minute event that is available from the queue at any time.
The event is playable by unmixed Starfleet or KDF teams.
Starfleet teams attempt to rescue the colony.
Klingon teams fight invaders for glory while capturing Federation colonists.
This event is designed for teams of level 50 characters.
An enemy force attacks a Federation colony world.
Players fight against this enemy force.
The enemy could be any one of a number of different types of foes.
While fighting the enemy, the team has a chance to complete other objectives, including downloading critical data from colony computers, beaming out Federation diplomats, or beaming up critically-injured colonists.
Defeating all of the enemies will provide a reward.
Completing extra bonus objectives grants additional rewards.
Some of the bonus objectives are timed and can be missed.
Move quickly and use team tactics to control enemy movement!
No Win Scenario
This is a new five man team mission available to both Fed and KDF players that have reached level 50.
This mission is available from the PvE queue at any time.
The mission consists of 10 Waves.
All team members are rewarded Fleet Marks automatically at the end of each successful wave.
Each wave will get progressively harder and the reward for completing a wave will get progressively better.
This is designed to be a true No Win Scenario.
Players are not expected to get much further than wave 6 or 7.
However, the mission is not artificially gated and can be completed if you beat all ten waves.
There are new accolades and titles for this as well beginning with the completion of wave 5.
This is a new dual-faction PvE map for multiple players, and is available at all times.
Level 50 players can find their Invasion in the Nukara system in the Eta Eridani sector block.
This takes place on a Y-class Demon planet, so make sure to bring an EV suit.
There are 11 new missions that pit you against the Tholians.
Some can be completed solo while others require a full team of 5.
The missions are split between two distinct areas: the planet's surface and a hidden, underground Tholian base
Players will earn reward packs for completing missions.
Including a chance to get a Tholian gear set and new, combat-ready EV suits.
Complete missions here during the Fleet Mark event to earn Fleet Marks.
Quark's bar has gotten a new client.
He's a regular, and we can't get him to stop talking.
Updated the French and German translations.
Added an Account Bank to each bridge and Ready Room.
Bridge Officer skillpoints are now known as Expertise.
Unreplicateable Materials are now available in the Dilithium store.
Repaired the hole into space on two of the large Klingon ship interiors.
Updated the bridge on the Odyssey to resolve some slight texture issues.
The Miranda Light Cruiser has been added to the ship store.
Most weapons are now displayed on your character when holstered.
This can be toggled on and off in the character status window.
Resolved more instances when KDF players might have seen an incorrect Bridge Officer portrait in a dialog.
Removed the exploitable anomaly from Klingon Star Clusters.
Private queues owners can now kick members from the queue.
The visual FX for space and ground loot has been updated.
Updated the FX for several science powers:
Charged Particle Burst
Transfer Shield Strength
Resolved black triangle graphics all over:
Updated the in-game event calendar:
Removed the Crystalline Entity event.
The Federation and KDF Academy events have been merged into one event.
The Federation and KDF Mirror events have been merged into one event.
Any large ships that make it into the Vault event will be booted out.
The KDF Assignment "Transport Settlers to the D'kel Star Cluster" now warns the player that the colonists will be lost upon assignment completion.
Warfare Specialists now correctly improve damage against the enemy type listed and stack correctly.
Updated the Hamlet Duty Officer assignments.
You should now be able to repeat the version of the quest that rewards Shakespeare until you get him, after which you will get a different repeatable version.
Fixed descriptions of all Flight Deck Officer active roster powers to clarify that they affect all carrier pets, not just Fighters.
Added active roster powers for all existing Biologists, Botanists, Geologists, Research Lab Scientists and Counselors.
Resolved typo in success outcome of "Assign Security to Delegation to Dominion" Duty Officer assignment.
Updated tooltip in purple quality Explosives Expert duty officer active roster power.
Duty Officer Assignment offerings will no longer differ between instances of the same map.
When viewing assignments, the required items will now stop incorrectly counting items in the overflow bag when determining if there are enough available.
Added more quotes to Espionage and Exploration category Duty Officers.
Holodeck duty officer Polonius can no longer be slotted on your Space active roster list.
He does not actually have a power and should not have been allowed to be slotted.
Slot icons on "Repel Jem'Hadar Raid on Local Installation" assignment are no longer missing.
Handcrafted Privateer Ferengi duty officers are now properly tradeable.
Fixed grammatical issues in outcome text of "Infiltrate Oron Syndicate" assignment.
Significantly increased number of special rewards, particle traces and Strange Artifacts, for critical outcomes of Recover/Appropriate assignments in hostile sector blocks.
Sirius for KDF and Omega Leonis sector for Fed.
Increased required Contraband inputs for "Turn Over Confiscated Contraband" from 3 to 5 and increased the duration of the assignment from 2 hours to 4 hours.
Significantly increased damage and health of consumable deployable space turrets and torpedo platforms gained from duty officer assignments.
Increased Transphasic Torpedo and Mine shield penetration from 20% to 40%.
Updated Nausicaan Assault Squad Officer defector duty officer who was incorrectly marked as one rank lower than his actual rank.
This also was erroneously making him available for Personnel Reassignments.
Resolved issues with purchasing additional Foundry project slots.
The Foundry editor is disabled.
It will remain so until all projects are done republishing and we can run validation on them.
There are some projects that will need to be edited before they can be republished, but most of them will auto-republish just fine.
It is no longer possible to use multiple maps inside a "Complete All".
Projects with this will go through the auto-republish, but the associated Unfinished Tasks must be resolved before an author can manually republish.
Projects with the following issues will not auto-republish:
We resolved an issue that incorrectly allowed "Whole Map" to be used as a valid "Leave From" selection on Cryptic maps.
Note that it's still a valid selection for custom maps.
A few projects have NPC Groups associated with "Kill" objectives that are not "Enemy" allegiance -- this is not working as intended and will now correctly result in an Unfinished Task.
Multi-select has been added!
Left-click now defaults to multi-select.
This is changeable in the Map menu.
Middle-click and space+left-click pan the map.
There are additional behaviors available for contacts and NPC groups.
The controls in the costume editor have been updated.
Image previews for ground objects and contacts are now in 3D.
It's a known issue that some of the image previews are cropped incorrectly for contacts.
Mission flow has been changed.
Rather than having map transitions created automatically, an author needs to manually place them.
All objectives must be placed on a map.
Maps cannot be placed inside Complete Alls.
Added the ability to have no interact time for interact objectives.
The name displayed in the reticle for interact objects is now labeled with the actual name specified for that object in the map editor.
Authors will probably want to rename the objects and contacts they've placed, since players will now see what used to be a private name.
The preview image for some of the alien artifacts no longer includes a bounding cylinder.
The backdrop Template "Interior Sky Starfleet 01" now works with the Utopia Planitia map.
Updated the Utopia Planitia Foundry Map template.
Removed the glass doors.
Replaced the abominable starship with a single Nova class.
Added the Utopia Planitia backdrop template to the Foundry.
Dialog popups can no longer be set to "Objective Complete".
This unintended feature never actually functioned as expected.
Authors can use "Component Complete" instead.
You can now put titles over people's portraits in dialogue boxes.
Text input boxes that have a character limit now display the character limit.
The map object limit has been raised to 475, and the building limit has been increased to 64.
You can now sort your map objects by type, name, usage and unfinished task.
Unfinished Tasks in the Story tab now say Story instead of Mission.
The doors to the ready rooms on the Prometheus and Olympic bridges are now open.
The following custom costumes have been updated to display correctly:
Corsair Flight Deck Carrier
Dacoit Flight Deck Carrier
Phalanx Science Vessel
Added new maps to use as templates:
Earth Spacedock - newer version
Cardassian Galor Bridge
Defiant Bridge 02
Defiant Ship Interior
Ferengi D'Kora Bridge
Drozana Station - 23rd Century
TOS Ship Interior
Sol System - newer version
Added new backdrops:
Bajor Ground at Sunset
Earth Spacedock - newer version
Nopada Desert Day
Nopada Desert Night
Sol System - newer version
Added the following items to the Detail objects.
Starfleet Coffin Torpedo 01
Military Turret 01
Horta Egg Pile 01
Single Horta Egg
Mining Cart 01-03
Coliseum Weapon Rack 01-03
Coliseum Lights 01-04
Glass War Map
Space Station Hatch 01
Glass - Panel - Defiant Class Schematic - Ventral
Glass - Panel - Defiant Class Schematic - Dorsal
Glass - Panel - Defiant Class Schematic - Fore/Aft
Glass - Panel - Defiant Class Schematic - Starboard
Glass - Panel - Odyssey Class Schematic - Ventral
Glass - Panel - Odyssey Class Schematic - Dorsal
Glass - Panel - Odyssey Class Schematic - Fore/Aft
Glass - Panel - Odyssey Class Schematic - Starboard
Glass - Panel - Starfleet Corps of Engineers
Glass - Panel - Fleet Modernization Program
Glass - Panel - Starfleet Applied Sciences
Glass - Panel - Starfleet Starship Design
Glass - Panel - Utopia Planitia 01
Shelf - Glass - Black 01-02
Banner - Utopia Planitia 01-02
Banner - Odyssey Class Ship
Banner - Starfleet Starship Design
Banner - Romulan Civilian
Banner - Starfleet Tactical Command
Banner - Starfleet Applied Sciences
Banner - Starfleet Corps of Engineers
Banner - Dervish Class Starship
Banner - Prometheus Starship
Banner - Galaxy Class Starship
Banner - Excalibur Class Starship
Banner - Luna Class Starship
Banner - Intrepid Starship
Statue - Romulan 01
Fleet events no longer have Owners.
Instead, when creating or editing a fleet event, you can choose the minimum fleet rank that is needed to edit or cancel the fleet event.
You can now have two different Fleet events with the same name.
You can now assign recurrence limits to Fleet events.
For example, you can create an event that occurs once a week for a 5-week period.
Fleets can now transfer leadership from their Leader if their Leader has not logged in within 30 days.
This is done through a "Claim Leadership" button that will appear on the bottom of the Fleet Roster for the highest ranking members of the Fleet that have been active within 30 days.
Contacts in Battle Group Omega now recognize D'Vak's true rank of Admiral.
Aid the Planet star cluster missions now give 100 diplomacy xp points as a reward.
Afterlife: Updated the image of Kahless seen after arriving at the shrine.
Cage of Fire: Cardassian kills now count towards the Vorta Vexer and Founders Foil Accolades.
Cold Comfort: Choosing an incorrect option in the Tran dialogue no longer prevents the completion of the mission forever.
The Gates of Grethor: The Defeat the Spectres stages no longer complete upon character defeat.
Tweaked position of Kar'ukan in "Boldly They Rode" Ops area and made him more aggressive about pursuing players after they respawn.
Updated the Vault to be always available but give bonus rewards when the Vault event is running.
Updated the Vault event mission text to say "Claim your reward" instead of "Claim your datalog".
City on the Edge of Never: B'Vat no longer calls for help the same time Miral Paris does.
The holographic security guards are no longer present after Isis is offline.
There is no longer a rogue security guard walking through walls.
Of Bajor: Player is no longer attacked every time they try to plant a bug during Eavesdropping on Electronics mission.
Updated the Defera Invasion:
Players are no longer able to get stuck behind the Probe's shield when the event turns off.
There are no longer medical drones that spawn inside the terrain.
Removed superfluous button from Regeneration Hubs in Power Play.
Cutting the Cord: Map railings updated to address a few issues.
Bringing Down the House: It's no longer possible to defeat Tarsen before receiving the objective to do so.
Updated mission text for Seeds of Dissent and The New Link to list the correct location of the Goralis System.
Updated Chroniton torpedoes:
Inertial Dampers skill now correctly provides resistance to Turn Rate debuffs in space.
Chroniton Torpedo procs can now be resisted.
Inertial Dampers skill will reduce duration.
Powers that provide resistance or immunity will now function as intended against Chronitons.
Fixed some damage and proc duration inconsistencies among Torpedo Spread and Salvo with Chronitons
Resolved white box icon for Chroniton Procs.
Updated Galaxy Saucer Separation, Multi Vector Assault Mode, and Dkyr Support Craft launch so the pets match your pitch and roll when you separate.
The pets no longer always spawn horizontal.
Mines and targetable Torpedoes will now explode, deal damage and play their explosion FX more reliably.
Updated description on Stalker Fighter pets so it is clear they can only be launched from the Atrox.
Bridges officers no longer call out the wrong power name when casting Electro-Gravitic Field.
Increased HP of B'Rel Retrofit.
Increased Turn Rate of T3 and T4 Orion Flight Deck Cruiser.
Renamed Fleet Escorts to Patrol Escorts.
The shield damage proc for tetryon ground weapons now shows up in the combat log and as a damage floater.
Added scrolling combat text for shield damage.
Added icon for Klingon Honor Guard Adrenal Boost.
Updated Nanite Health Monitor:
Resolved an issue that allowed Nanite Health Monitor to stack with itself if the ability was used multiple times without being triggered.
Nanite Health Monitor will also now display a buff icon.
Nanite Health Monitor is now flagged as a science ability.
Added sound effects for Tyken's Rift.
The tooltip for Abandon Ship has been updated to correctly state you must be at <25% crew to activate it.
This is a text change only.
Resolved an issue with Elite Disruptor Split Beam rifles using two different models for their different attacks.
Added Sensor Analysis to Vulcan Tal'Kyr Auxiliary craft.
Cryo Grenade consumables will no longer fail to activate when using the last charge in a stack.
Resolved various typographical issues in Diplomatic Immunity power.
Resolved an issue that was causing players' Combat Armor stat to not be automatically applied upon entering a ground map.
Breen Cruisers no longer all come equipped with Subnucleonic Beam.
Some may still use it, but not all.
Updated Security Escort, Security Crewmen and Shard Of Possibilities Shadows so they now properly land critical hits.
Security Escort HP properly increases with player's Squad Command skill.
Normalized HP, Damage and Shields for Fed and Klingon Security Escorts.
They were not consistent.
Increased the time it takes for Security Escort to beam out if you are not in combat.
Improved Shard Of Possibilities Shadows HP, Damage and Shields.
Shard Of Possibilities Shadows will now always last 60 seconds.
They won't leave if you are not in combat.
Improved and corrected tooltips for Shard Of Possibilities.
Updated the Jem'Hadar Attack Ship, Cardassian Galor, and Ferengi D'Kora so they have bonus HP, bonus shields, and an additional console slot so they are competitive with the fleet ships.
Reduced cooldown of "Experimental Borg Device" from 10 seconds to 5 seconds
Updated the tooltip on Immunosupport Nanites that incorrectly said +20% melee damage to instead display -20% melee damage as intended.
This is a text-only update.
Hyperonic Radiation II durations were updated to be more consistent across all ranks.
Updated the hull icon for the Vor'Cha variants and the K'tinga.
Added a basic ambient sound to the tailor screen so it isn't dead silent.
The minimap and map image for Earth Spacedock has been updated.
Added power descriptions to tooltips for powers.
Removed initial customization options window for the first Bridge Officer received in the Federation tutorial.
It's now possible to toggle the visibility of reticles for mines and small craft.
By default, the reticles will appear only when the ship or mine is selected.
This can be adjusted in the Options menu.
The next and back buttons have been removed from the fleet emblem editor.
Made double-clicking on an event in the overview tab open up the details window.
The details window now has functionality to rsvp directly.
Updated space weapon tooltips so they are formatted more prettily when multiple ship class categories are allowed.
Waypoints on the minimap now scale correctly.
Need or Greed overhead notifications are now disabled by default.
They may be re-enabled via the notification settings.
When switching between Categories in the commendation Duty Officer store, there is no longer an issue with various duty officer specialization text ceasing to display.
It's now possible to start a search for Foundry projects by author by hitting the Enter button after inputting the author's name.
The journal has been updated so that the header for Supplemental entries no longer overlaps the text of the entry.
The minimap + and - button zoom functions now work properly on the Qo'noS: First City map.
Skill results values should now display to nearest tenth, rather than nearest whole number.
The message displayed when you gain a new level has been updated with the new level names and numbers.
The Skills Detail window no longer changes its position when the UI Interface Scale is edited.
The visual appearance of the Away Team Picker has been updated.
WASD keys can now be used to control the scanning and mining minigames.
Comparative tooltips now show for rewards even if the character status window is not open.
Added a 'Queue' button to the calendar when the event has a queue.
Added a Sort button to the inventory.
Bridge Officer rally point FX now hides when the rest of the UI is hidden.
There is a new reticle in shooter mode for when you can interact with a person or object.
Left-click when the Talk or Interact icon is visible on the crosshairs to interact with what you are targeting.
This is not operational while in combat.
There are new buttons on the Status window that allow you to easily hide and show armor, weapons, and kits on your character.
Resolved an issue that would cause the target conning level to always display as 0.
Removed the Abort Mission from the Map window.
A button for the new Fleet Interface has been added to the row of buttons below the Minimap, replacing the PvP Button.
The PvP Queue can now be accessed from the Minimap dropdown menu.
It is now possible to set a focused target that will persist for as long as possible.
To toggle the focused target, either click the new pin button on the target frame or via "Set Focus" in the context menu.
The Free Starship Modification granted by Welcome to Earth Spacedock has a proper icon now.
The Notification Settings window was added to the minimap dropdown menu.
Updated the Dilithium Exchange:
The Submit Offer to Buy and Submit Offer to Sell buttons will now be disabled if any of the inputs are invalid.
Double clicking a row will set the Dilithium text entry to that price.
Cleaned up the Duty Officer roster display by removing redundant info buttons.
PvE Queues: The Details and Join Queue buttons are no longer enabled when there are no queues available.
Removed Discard and Equip from item right-click menu if the item is in a guild bank.
All instances of Cryptic Points have been replaced by ZEN.
Captains will no longer incorrectly appear in the Ship Repair window.
The fleet the character is in is now displayed on the login screen.
Updated Mirror Universe event journal preview to show the new Mirror Universe ship skins.
Ensign rank Bridge Officers will no longer display as Unknown allegiance.
To make the Featured Project "A Room with a View" appear in your special projects list, first slot any other project to any other spot, or change your fleet's message of the day.
The Transwarp to Fleet Starbase System button may not be available until a few moments after you enter a new map.
If it is not available and you have finished building the Transwarp Conduit, wait for about 5 seconds for it to become active.
If you change your outfit on the ground, the Change Outfit Window may not appear the next time you want to switch.
If this happens, just try again and the window should stay open.
Brandon "BranFlakes" Felczer
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Last edited by pwebranflakes; 07-12-2012 at