{"id":421,"date":"2010-04-29T08:52:09","date_gmt":"2010-04-29T14:52:09","guid":{"rendered":"http:\/\/www.thrallatemybaby.com\/?p=41"},"modified":"2010-04-29T08:52:09","modified_gmt":"2010-04-29T14:52:09","slug":"sto-season-1-1-patch-live-today","status":"publish","type":"post","link":"http:\/\/www.bigdamnheroes.org\/?p=421","title":{"rendered":"STO: Season 1.1 Patch live today"},"content":{"rendered":"<p>This morning&#8217;s maintenance window brings us the next update, which includes the Death Penalty and Difficulty slider.<\/p>\n<p>Also included are some much needed improvements to the Exchange..<\/p>\n<p><!--more-->Full Patch notes:<\/p>\n<blockquote>\n<div id=\"post_message_2609855\"><span style=\"color: #99ccff;\"><strong>Greetings!<\/strong><\/p>\n<p>We hope you&#8217;ve been enjoying Season One of Star Trek Online. We&#8217;re  already a month into the first season and are set to release another  feature packed update. If you&#8217;ve been following along by reading the  Engineering Reports, you already know this update fulfills some of the  requests you&#8217;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&#8217;ve had a big hand in this update and we can&#8217;t  wait for you to experience it! Enjoy!<\/p>\n<p><strong>Season 1.1 Update &#8211; New Features FAQ<\/strong><\/p>\n<p><strong>Difficulty Settings<\/strong><br \/>\nBy 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 \u00e2\u20ac\u0153Normal\u00e2\u20ac\u009d. If you would like more of a challenge, you can  adjust this via the Options screen or the Episodes tab on your mission  journal.<\/p>\n<p>The available settings are:<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Normal \u00e2\u20ac\u201c The default combat settings  prior to this update with no injuries as a result of defeat.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Advanced \u00e2\u20ac\u201c Increases combat difficulty and introduces injuries as a  result of defeat.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Elite \u00e2\u20ac\u201c Significantly increases combat difficulty with an increased  chance of injury as a result of defeat.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nAs 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.<\/p>\n<p>Things to note about difficulty settings:<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">When teamed, the Team  Leader\u00e2\u20ac\u2122s difficulty setting prior to entering the system determines the  difficulty of the mission.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Difficulty settings do not apply to Fleet Actions, PVP, Social Maps,  or Deepspace Encounters (or any other non-instance map)<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Injury System<\/strong><br \/>\nIn 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.<\/p>\n<p>Here\u00e2\u20ac\u2122s How It Works<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\"> 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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nType of Injuries<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Minor \u00e2\u20ac\u201c 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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Major \u00e2\u20ac\u201c 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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Critical \u00e2\u20ac\u201c 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.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nHow to Treat an Injury<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Visit a medic\/engineer in your faction\u00e2\u20ac\u2122s  major social hub and pay them energy credits to remove the injuries. Use  an injury pack to remove the item yourself.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Regenerators treat personnel injuries \u00e2\u20ac\u201c Components treat ship  \u00e2\u20ac\u0153injuries\u00e2\u20ac\u009d (damage)<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Each pack comes in 3 versions that correspond to the severity of the  injury.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Injury packs are not available in replicators, but some packs are  available stores.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">There\u00e2\u20ac\u2122s a chance of finding some types of injury packs as a reward  drop.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Your medical\/engineering staff will automatically treat each Minor  Injury 30 minutes after each injury was sustained.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Important Power Updates<\/strong><br \/>\nSeveral key powers are being updated with this release in order to  address concerns and bring their functionality in line with expected  design goals.<\/p>\n<p><strong>Feedback Pulse<\/strong><br \/>\nGoal: 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.<\/p>\n<p>Changes:<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Now reflects all directed energy types (beams, cannons,  turrets)<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Feedback Pulse is now an energy type, buffed and resisted similar to  other damage types<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Damage reflected by Feedback Pulse hits shields first, but does have  50% shield penetration<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Overall reflected damage has been reduced for each version. Version 1  damage is about 60%, version 2 about 80%, and version 3 nearly 100%.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nCountered by: Subnucleonic Beam removes buff; Projectile Weapon or  Indirect Damage ignores it.<\/p>\n<p><strong>Subnucleonic Beam<\/strong><br \/>\nGoal: 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.<\/p>\n<p>Changes:<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">This does not put abilities into recharge, but instead  slows the recharge time for bridge officer abilities and weapons systems  over its duration.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Removes currently applied buffs from target at activation time.  Buffs can be later applied while subnucleonic beam is active.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nCountered By: Science Team applied while SNB active removes the debuff;  Photonic Officer helps to offset slow recharge<\/p>\n<p><strong>Viral Matrix<\/strong><br \/>\nGoal: Cripples target, but target has the chance to remove debuff or  continue to fight at a disadvantage.<\/p>\n<p>Changes:<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">This is no longer a hold, but instead takes three of a  ship&#8217;s subsystems offline.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nCountered By: Engineering Team now restores all subsystems; Emergency  Power to (system) will restore that particular subsystem.<\/p>\n<p><strong>Commodity Missions<\/strong><br \/>\nBased on feedback with Federation \u00e2\u20ac\u0153Aid the Planet\u00e2\u20ac\u009d missions, we\u00e2\u20ac\u2122ve made  changes so these exploration missions are more viable.<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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\u00e2\u20ac\u2122s worth of goods. We\u00e2\u20ac\u2122ve  reduced this to 3 types that could possibly be needed.<\/span><\/li>\n<li><span style=\"color: #99ccff;\"> If you didn\u00e2\u20ac\u2122t 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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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!<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Exchange Improvements<\/strong><br \/>\nIf you\u00e2\u20ac\u2122ve ever used the exchange to look for an item, you\u00e2\u20ac\u2122d noticed it  was a bit messy. This update introduces changes to help clean the  exchange up and makes some general improvements.<\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">When searching  for an item, results are now returned in a sorted list by either price  or item name<\/span><\/li>\n<li><span style=\"color: #99ccff;\">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.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Once this update goes live \u00e2\u20ac\u201c many (if not all) items on the exchange  will be returned as they are long overdue to expire.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">To aid in comparison price purchasing, you can now drag and drop an  item on the search field to look for similar items<\/span><\/li>\n<\/ul>\n<\/div>\n<div id=\"post_message_2609859\"><span style=\"color: #99ccff;\"><strong>Team Mission Tracker<\/strong><br \/>\nWhen you are teamed, your mission journal will now show you which  missions your team mates are currently working on to aid in team mission  planning.<\/p>\n<p><strong>Space Auto-fire Improvements<\/strong><br \/>\nBy popular demand (and to save your fingers) we\u00e2\u20ac\u2122ve opened up the ability  to set all ship weapons to auto-fire. Simply right click a weapon  (notice the green outline) to toggle auto-fire. Weapons auto-fire in the  order they are placed in the Weapon\u00e2\u20ac\u2122s Tray. Keep in mind that having  all weapons on auto-fire can lead to danger if you are frequently  switching targets.<\/p>\n<p><strong>Store Inventory Changes<\/strong><br \/>\nMark (Valor, Honor, and Exploration) Stores now sell a variety of  equipment and weapon damage types. You\u00e2\u20ac\u2122re no longer limited to  Anti-Proton damage when searching for Rear Admiral Gear.<\/p>\n<p><strong>Female TOS\/Mirror Universe Costume Updates<\/strong><br \/>\nMany of you who received these costumes as part of your purchase bundle  were underwhelmed with what you received. While there was some  miscommunication as to what was initially available, we are happy to  announce that female TOS and Mirror Universe costume updates are now  available to those who have them unlocked on their account.<\/p>\n<p><strong>Playable Joined Trill of the Klingon Faction<\/strong><br \/>\nFor those who purchased a bundle pack which offered you the ability to  play as a Joined Trill, you may have been bummed that you could not  create a Joined Trill that was aligned with the Klingon Faction. Well  Jack promised it, and here it is. If you have Joined Trill unlocked on  your account, you can now make a Joined Trill of the Klingon Faction.<\/p>\n<p><strong>Inventory Stacking Improvements<\/strong><br \/>\nWe\u00e2\u20ac\u2122ve made a first pass at making things stack better in your inventory  as well as when purchasing items in bulk. Let us know what you think!<\/p>\n<p><strong>Fleet Mail<\/strong><br \/>\nFleet Leaders can now send messages to their entire fleet at once per  day<\/p>\n<p><strong>General Updates<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Your  starship will now look for a clear path and adjust heading prior to  warping out so that it doesn&#8217;t warp through the center of a planet<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Adjusted the stuck message to remove the suggestion use \/killme if  stuck doesn&#8217;t work<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the details about what changes with a \u00e2\u20ac\u0153short name\u00e2\u20ac\u009d rename<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed bug that prevented players from continuing to respec once  they&#8217;d pressed the &#8220;Accept&#8221; button unless they pressed the &#8220;Reset&#8221;  button<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The in-game camera will no longer pass through ship geometry when  zooming in all the way<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Nearly all Tribble descriptions have been updated<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The camera will now attempt to avoid obstacles when playing the beam  out cutscene<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated French and German localized text<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Klingon Faction players now have their own replicator menu<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Klingon Faction players can now set ground weapons to auto-fire<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur when inviting others to your Fleet<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur while trying to take a screenshot in  certain circumstances<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur when a player attempted to enter a  private queue that was full<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur when dismissing or training certain  bridge officers<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur when attempting to mail certain item<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a crash that would occur when inviting players from an enemy  faction<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a bug with renaming that could occur if your captain\u00e2\u20ac\u2122s name  was the same as any of the other officers in your crew<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a bug where some items attached via mail could not be viewed<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Add a LFG option for teams either at the player\u00e2\u20ac\u2122s difficulty level  or any difficulty level.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>PVP<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Scaling PvP rewards  are now in. Players will now be rewarded for the time spend in a pvp  match, making longer matches now just as viable as short ones.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added the ability to request to \u00e2\u20ac\u0153Join New Game\u00e2\u20ac\u009d in the PvP Queue  window. The join button is now a drop-down. When clicked, this displays  two options: &#8220;Join New Game&#8221; or &#8220;Join Any Game&#8221;<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the look and feel for the PvP Queue<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Personal scores in the PvP score window are now in columns to take  up less space<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The current team is now indicated with an icon in PvP<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Personal missions are no longer shown on PvP maps, only Open  Missions, so the PvP scoreboard should no longer be hidden by the  mission tracker UI<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Corrected a mistake in the Area Control reporting which was showing  incorrect winning conditions<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Adjusted the \u00e2\u20ac\u0153Show Queues\u00e2\u20ac\u009d drop down so it now only shows queues<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a join time limit for the various queue types. This prevents  players from queuing up for a pvp game and entering a map that is well  into the game. Arena Maps: 2 minute time limit, Everything else: 4  minute time limit<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a bug which prevented players from seeing their open mission  while on a PvP map<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed the issue where players would spawning inside of geo in PvP  area control maps<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an issue with the second Federation base in PvP FvF Area  control<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added defensive turrets to protect player spawn-points on PvP area  control maps.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The map logic has been updated on PvP KvK Assault for both ground  and space versions<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Abort Mission and Beam to Ship buttons are now disabled on all PvP  maps in anticipation of a quitting penalty for PvP<\/span><\/li>\n<li><span style=\"color: #99ccff;\">PvP Assault Report now shows appropriate team names instead of Red  and Blue.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an issue with the Assault Scoreboard score values<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>UI<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Restored the missing  &#8220;Base Defense&#8221; (AccuracyMiss) ship stat in the status window<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Eliminated duplicate instances of combat maneuvers, starship  strategy, and starship attack vectors in the ship status window<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed bug where additional stats were sometimes being displayed on  tooltips for weapons linked in chat<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Players are now able to search Fleet Bank log activity by category<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Removed unnecessary spacing from item and power tooltip and inspect  descriptions<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added the pips background to the Klingon Team List and made Klingons  use Klingon pips<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed issue with all trait\/power descriptions displaying twice<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed bug where item stack counts were not being shown for items in  the Exchange<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the Fleet Management Roster button bar<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the Friends Tab with backgrounds for rank pip icons<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Tooltips were added to LFG icons and abbreviations<\/span><\/li>\n<li><span style=\"color: #99ccff;\"> The &#8220;Friends&#8221; tab in the social window has been upgraded:<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added an &#8220;Accept Request&#8221; button<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Changed the name of the team invite button from &#8220;Invite&#8221; to &#8220;Team  Invite&#8221; for clarity<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Moved the &#8220;Add Friend&#8221; button to the bottom right<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a &#8220;Remove Friend&#8221; button<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Now show &#8220;Decline Request&#8221; instead of &#8220;Remove Friend&#8221; if the  currently selected character sent a friend request<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a confirm dialog when attempting to remove a friend or decline  a request<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Improvements to the &#8220;Ignored&#8221; tab in the social window<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a &#8220;Remove Ignore&#8221; button<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Moved the &#8220;Add Ignore&#8221; button to the bottom right of the window<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a remove confirm dialog when attempting to remove an ignore<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Reorganized the buttons in the &#8220;Find Team&#8221; and &#8220;Search&#8221; tabs of the  social window. Buttons that affect elements in the player list are on  the left (&#8220;Tell&#8221;, &#8220;Invite&#8221;). Other buttons are on the right (&#8220;Set  Status&#8221;, &#8220;LFG&#8221;, Visibility&#8221;).<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The Skill Picker and Skill Respec &#8220;Accept&#8221; button is now disabled if  no net change has actually been made. Added a 5 second cooldown on the  &#8220;Reset&#8221; button to prevent server spamming<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Implemented new UI for privacy options in the social UI. Added  a  privacy button which replaces the (confusing) visibility button. This  opens up a menu with allowed chat members and visibility options.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the PVP icons to denote which status you&#8217;re in &#8211; Queue,  Ready, Invited or Snooze for Fed and Klingon<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Bridge officer status windows will now display correctly while on a  ground map<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Tweaked the mouse filtering default settings to reduce enormous  delay at the highest value<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed some issues with the options screen:<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Mouse filtering option wasn&#8217;t saving properly.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Restore defaults wouldn&#8217;t properly reset shield FX setting.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Moved game-specific settings to the top of the options list.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a setting to HUD options that will allow the user to enable or  disable &#8220;critical status&#8221; information on reticules. If enabled, this  will show indicators when a sub-system goes down or when the entity&#8217;s  life is low.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Rolled fleet invite, team invite, interior invites into a single  invite approved list.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added a check so blacklisted players cannot be invited to fleets,  teams, or interiors.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The UI will now properly display that a free respec is no longer  available.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">If the user cannot afford a stack of items when buying in bulk,  there is now UI that tells the player &#8220;You do not have enough &lt;energy  credits or merits\/honor&gt;&#8221;.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed bug where some skills in the skillpicker would show +0%  modifiers.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The clear button will now clear all the fields in the player search  window<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed the fisheye text problem in the &#8220;Regions&#8221; filter.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">All Buff\/Debuff trays now use the new function that combines buffs,  debuffs, injuries, status and DoTs into one list<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an issue where landmark icons in sector space would go  offscreen<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a waypoint icon scaling bug<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed bug where &#8220;Expose Attack&#8221; or &#8220;Exploit Attack&#8221; was being  displayed multiple times for a single power on the power&#8217;s tooltip or  inspect description.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Added some missing powers to tooltip displays<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The power transfer rate of your ship will now be displayed as a  percentage in your status screen<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fore weapons are mapped to keys 1,2,3 and aft 4,5,6. This adjusts  based on how many weapon slots you actually have.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><strong>Powers and Skills<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Special  Antiproton ground weapons that have a bonus proc vs. Borg can now be  given to your bridge officers.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed the Tribble of Borg buff from stacking in certain situations<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the Borg tactical Cube: They were given more beams, their  cannon firing arc is increased to 90 degrees, their recharge timer has  been reduced on cannons, and the recharge time on their shield  neutralizer has been increased.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The reverse shield polarity tooltip now displays the three skills  that modify the magnitude\/duration. Feedback Pulse has been updated:  It  now works against all direct energy weapons, not just beams. Reduced  reflected damage for each version (Version 1~ 60% , Version 2 ~ 80%,  Version 3 ~ 100% ). Reflected damage hits the enemy shield but with 50%  penetration to the hull instead of 100%.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Viral Matrix has been updated: Instead of a hold, Viral Matrix now  takes three subsystems offline in a staggered duration. The best case  duration for a subsystem being offline is approx 7.2, 9.6, and 12  seconds for versions I, II,III respectively. The subsystems affected are  Weapons, Engines, and Auxiliary. The order that the subsystems go  offline is determined randomly upon each use. Engineering Team will  repair subsystems that are offline.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Subnucleonic Beam has been updated: Instead of adding a recharge to  all abilities, subnucleonic beam now removes currently active buffs and  slows bridge officer recharge timers. Science Team will remove  subnucleonic beam<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Photonic Officer has been updated: Photonic Officer now accelerates  the recharge time of all bridge officer powers over its duration. Best  case the speed of the recharge is improved by 30%, 40%, 50% for versions  I, II, III respectively. Accuracy and Defense modifiers should now show  up as a percentage<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Power Level Changes:  Turn rate improvement has been moved from the  auxiliary power level to the engine power level. Updated Evasive  Maneuvers to use the engine power level as the modifier to turn rate,  instead of auxiliary. Increasing power to shields now increases shield  damage resistance to any damage. The formula is shield power level  divided by 500, so 100% shield power would impart 20% damage resistance.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Plasma Grenade now delivers more damage on impact and is comparable  to other grenade attacks<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The short hold that occasionally procs on Palm Strike and Rifle Butt  no longer affects players. It will still affect enemies<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a display icon error that would generate a white square rather  than the icon for Dampening Field.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Increased Donotra\u00e2\u20ac\u2122s Scimitar resistances<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Battleships and Dreadnoughts now have some innate resistance to some  control powers &#8211; like subsystems offline, or jam sensors or scramble  sensors, and viral matrix. The resistance reduces the effective duration  of such abilities when used against these targets<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an issue in the tooltip for Nadion Inversion. The power is  unchanged<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Confuse debuffs will no longer persist after a map change to prevent  griefing and NPC killing<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a bug that would allow multiple copies of viral matrix to  apply in a single attack. This issue also prevented Engineering Team  from cleanly removing Viral Matrix.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Audio <\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">The Big Dig map  ambient audio has been updated.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Missing sound FX for the Undine orbital cannon explosion has been  added, as well as toning down the loud blast audio from the orbiting  cannon arrays.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The transwarp to Sol Starbase and transwarp to Qonos sound is no  longer cut off by the loading screen<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>FX and Animation<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Players  will now see a targeting ring that indicates where a grenade is going to  drop.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The screens of players affected by stun grenade will go from bright  white to normal lighting throughout the duration of the effect.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The screens of players affected by smoke grenade will be occluded by  smoke while they are in the smoke grenades cloud.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Smoke Grenade effect has been thinned out.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Removed the tricorder light FX to fix the issue with it not turning  off.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Missions and Environments<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Fixed  the race condition that sometimes kept the Borg Tactical Cube from  spawning by the gate in Infected.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an environment issue with the Boarding Party side-action that  allowed players to get stuck in the warp core.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Removed some bad spawn point maps in the Federation and Klingon star  clusters.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">NPC ships fighting outside of the U.S.S. Saratoga in the \u00e2\u20ac\u0153State of  Q\u00e2\u20ac\u009d mission are now more era appropriate.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated hostiles in Sector Space so they have no collision once they  turn into Deep Space Encounters.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Star Cluster missions are no longer showing their logical names in  the mission text.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the \u00e2\u20ac\u0153Suspect\u00e2\u20ac\u009d mission reward to contain new Science console  choices.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Commodities have become more exclusive to different social hubs,  with different prices at different places.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated the On Ship Replicator to include all the commodities,  albeit expensive versions of them.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Rator III mission is now more clear on how to progress. This should  help make it less likely that the mission appears stuck or confusing.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated mission logic for the Big Dig to fix issues with stages  stalling at 19\/20.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The Cerin&#8217;s Fire mission is no longer gated.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">The Borg geometry has been returned to \u00e2\u20ac\u0153The Cure\u00e2\u20ac\u009d ground.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a problem during the Khitomer Accord STF where players would  not be able to drop shields on the power nodes, thereby halting  progress.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed a bad mission location of the War Games episode.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed DS9 Fleet Action from restarting in a broken condition that  would sometimes make it get stuck at 7\/8 force fields.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed an LOD issue with Epsilon Satellites<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Ships<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Added a new set of  pylons to DSSV Science ship called &#8220;N Modified&#8221; to allow the player to  straighten out the nacelles like in the C-Store Picture. This new set is  available to all players and when used on other hull types will allow  nacelles to be angled up.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">All window types should now show up on C-Store Federation Ships<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Characters and Costumes<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">Players  can now create Fleet Uniforms from a saved costume file<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed several bugs with Cardassian textures in Alien creation<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Fixed several bugs with Trill spots not always showing correctly<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Updated combadges to work on more costumes<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Anyone with a skirt can now choose to have a stockings material  applied over the legs. Trill spots now go all the way down.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">TOS Female costume has been updated:<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Upper &#8211; Starfleet, the original series \u00e2\u20ac\u201c loose neck variation<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Lower: Skirt TOS Split<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Feet: Boots \u00e2\u20ac\u201c High TOS style<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Head Attach Tech: Earpiece<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Mirror Universe Female Option is now available to those who have it  unlocked.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Upper: Terran TOS Mirror Universe tanktop<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Badge: Mirror universe badge<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Belt: Sash with cloth<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Lower: Skirt Short Angled<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Feet: Boots \u00e2\u20ac\u201c Knee High<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Head Attach Tech: Earpiece<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\n<strong>Known Issues:<\/strong><\/span><\/p>\n<ul>\n<li><span style=\"color: #99ccff;\">The \u00e2\u20ac\u0153learn about commodities\u00e2\u20ac\u009d mission will  not complete properly if your inventory is full at the time you receive  your free commodities. Make sure you have at least one space available  to prevent this issue.<\/span><\/li>\n<li><span style=\"color: #99ccff;\">Tooltips for high end ground shields and weapons have vastly  incorrect values for some attributes (while the actual items are  themselves correct) and state that they are bind on pickup when they are  bind one equip.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #99ccff;\"><br \/>\nFixes for both of the above known issues are being tested internally and  will make it into the next game update.<\/span><\/div>\n<\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p>This morning&#8217;s maintenance window brings us the next update, which includes the Death Penalty and Difficulty slider. Also included are some much needed improvements to the Exchange..<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"Layout":"","jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[7],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2BPLE-6N","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/421"}],"collection":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=421"}],"version-history":[{"count":0,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/421\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=421"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=421"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=421"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}