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Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Some characters were stuck in a loading screen with a "Server Not Responding" message
Thanks for adding this, it is really a great addition to the Foundry and it will make some of the triggers I use more streamlined.
For people who haven't tried it yet, you can set hidden buttons in dialog trees to show visible once you reach a specific dialog prompt. E.g. you can read one branch of dialog and then it can trigger/unlock a whole other branch that was previously hidden.
You can also set objects, NPCs and NPC groups to appear visible when you read specific dialog prompts now too using the same system. On holodeck you can currently set things to appear once the entire dialog tree has been completed and reached the "success" option. But now with this new thing you can set it so that your things appear when you reach a specific box of text inside a dialog tree.
Before this goes to holodeck:
1) Please can you expand this so that NPCs default prompt dialogs can also be selected as valid prompts that can trigger stuff? At the moment ONLY the free range dialog bubbles that you can place on maps are valid choices when the UI presents you with a list of dialogs to choose from.
I.E. at the moment you can't use these new features with NPC default dialogs, dialog trees placed in the story tab and I don't think Talk to Contact dialogs are valid either. It would be nice if you could extend this to work in all dialog types.
2) Also if you could get this to work with dialogs on different maps that would open up a whole lot more possibilities, e.g. I could set something to trigger on the current map based on what you read on a previous map.
The performance is way better. However, I'm worried about the new ability to preview how things look in the Foundry. When you place an invisible box it covers everything up and you can't see what's underneath it. It doesn't seem like much testing is being done by Foundry authors on the new build, so I'm afraid we're going to be stuck working through some awkward feature implementations when this build goes live.