Release notes/20170418

New Featured Episode - Of Signs and Portents

 * The new Featured Episode “Of Signs and Portents” has been added to the Featured Episode tab in the journal.
 * Travel with Kuumaarke and Rodek to discover who is using Protomatter near Lukari space.
 * This episode can be played by captains who are level 10 or higher.
 * For more information, please visit the “Of Signs and Portents Blog” at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10359283-featured-episode%3A-of-signs-and-portents

Tzenkethi Battlezone

 * The Tzenkethi have set up operations in the Gon’cra system, at the far edges of explored space!
 * Captains from all factions are tasked to go to the Gon’cra system and stop the Tzenkethi from harvesting raw material for new weaponry.
 * The Tzenkethi Battlezone is set for level 60 captains from all factions and is accessible from the Alpha Quadrant.
 * Completion of objectives in the Tzenkethi Battlezone will award new Lukari marks, used for advancing through the Lukari Restoration Initiative reputation.
 * Additionally, participation awards expertise and dilithium.
 * For more details, please visit the Tzenkethi Battlezone blog: http://www.arcgames.com/en/games/star-trek-online/news/detail/10343833-announcing-the-tzenkethi-battlezone

Space Queue - Gravity Kills

 * The Tzenkethi are synthesizing exotic particles from distorted areas of space for their weaponry.
 * Join the I.K.S. Kor and the U.S.S. Jupiter in assaulting the Tzenkethi processing stations near a hypermass.
 * Gravity Kills is a new level 60 cross faction 5 captain PvE space queue with normal, advanced, and elite versions.
 * For more information, please visit the Season 12 Queues blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10343853-season-12-queues%3A-gravity-kills-and-the-tzenkethi-front

Space Queue - Tzenkethi Front

 * The Tzenkethi have established a line of weapons platforms along the border and are slowly moving them forward leaving world after world sterilized in their wake.
 * Defeat the Tzenkethi and retrieve their Protomatter bombs.
 * Tzenkethi Front is a new level 60 cross faction 5 captain PvE space queue with normal, advanced, and elite versions.
 * For more information, please visit the Season 12 Queues blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10343853-season-12-queues%3A-gravity-kills-and-the-tzenkethi-front

Lukari Restoration Initiative Reputation

 * This reputation represents the attempt to utilize Protomatter to undo damage done by the Tzenkethi.
 * Use new Lukari Marks and Protomatter Microcontainers to progress through the reputation to earn new rewards based on Lukari technology.
 * Lukari Marks can be earned in:
 * Gravity Kills queue
 * Tzenkethi Front queue
 * Tzenkethi Battlezone
 * Protomatter Microcontainers can be earned in:
 * Tzenkethi Battlezone
 * Advanced and Elite versions of Gravity Kills and Tzenkethi Front
 * For more details, please visit the Lukari Restoration Initiative Reputation blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10358963-the-lukari-restoration-initiative-reputation

Kits and Modules Research School

 * Captains now have the ability to craft Kit Modules, Kits, and other resources to assist them in ground-based missions.
 * Use new Kits and Module specialist Duty Officers to craft these unique Kits and Modules.
 * These new Duty officers can be found in the Delta Alliance Duty Officer Pack, Krenim Research Lab, K-13 Fleet Holding, and some Duty Officer packs from lock boxes.
 * With the addition of the Kits and Modules Research School, Dynamic Kits and Kit Modules can no longer be upgraded via Ground Tech Upgrades.
 * Universal as well as Kits and Modules Tech Upgrades may be used to upgrade these dynamic items.
 * For more details, please visit the Kits and Modules Research School blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10355453-kits-and-modules-research-school

General

 * The Alpha Quadrant map has been updated to include new sectors based around Tzenkethi space.
 * Unlocked the Klingon knife for players as a uniform piece.
 * Improved all of the female Klingon pauldrons to be in line with the male counterparts.
 * Resolved lighting issues on numerous bridge maps.
 * Resolved a few issues with ship separation powers.
 * Now when the player has no shields equipped, the shield regeneration stat displays “No Shields”.
 * Resolved an issue where ground shields could be treated as full when empty.
 * Resolved an issue where faction specific icons were incorrect in some places throughout Fleet Holdings.
 * Resolved an issue where the Ship Registry number of a newly commissioned ship would change to the ship which is in a ready state.
 * Technophile Trait now has an icon.

Powers

 * Powers
 * All Ground Captain Powers now have a minimum recharge time below which they cannot be reduced. The unmodified cooldowns of these abilities have not changed.
 * Cover Shield cannot be reduced below 30 seconds
 * Orbital Strike cannot be reduced below 60 second
 * Reroute Power to Shields cannot be reduced below 20 seconds
 * Engineering Proficiency cannot be reduced below 150 seconds
 * Support Drone cannot be reduced below 60 seconds
 * Nanoprobe Infestation cannot be reduced below 90 seconds
 * Dampening Field cannot be reduced below 60 seconds
 * Neural Neutralizer cannot be reduced below 30 seconds
 * Scientific Aptitude cannot be reduced below 150 seconds
 * Tricoder Scan cannot be reduced below 10 seconds
 * Fire on My Mark (ground) cannot be reduced below 30 seconds
 * Security Escort cannot be reduced below 90 seconds
 * Strike Team cannot be reduced below 150 seconds
 * Target Optics cannot be reduced below 20 seconds
 * Tactical Initiative (ground) cannot be reduced below 120 seconds
 * Summoning Security Escorts now de-summons your previous security escorts
 * Security Escorts do more damage, especially with their grenades, and run faster
 * Tactical Initiative (ground) now lasts 30 seconds, but only affects your own kit modules.
 * Tactical Initiative and Chroniton Jolt now indicate that they don’t affect each other.
 * Tactical Initiative (ground) no longer puts you into combat on activation
 * Stealth Module has been re-designed
 * Players can now attack when under the effect of stealth module after a period of initial time.
 * Attacking will break the stealth aspect of the buff.
 * Is now a duration based click ability with a 60 second cooldown, which will start when pressed
 * Buff is now Bonus Damage when attacking from behind.
 * Buff starts when the skill is activated but remains regardless of whether the stealth aspect of the buff is lost.
 * Stealth aspect of Stealth Module no longer scales outside of Kit Module Rank.
 * Strength of damage buff scales slightly with Kit Performance and Kit Mark.
 * Duration is still improved by Stealth Module Armory Duty Officers.
 * Overload Integrity Field can no longer trigger Expedient Repairs each time it heals an ally.
 * Radiant Nanite Cloud no longer always shows a buff icon while slotted.
 * Electro-Magnetic Pulse Probe is now always treated as a control ability.
 * Kligat
 * No longer always critically strikes
 * The Range is now 20 meters
 * The damage and cooldown have been reduced
 * Photonic Overcharge
 * Resolved an issue where re-activating Photonic Overcharge while it was active would provide no benefit.
 * The damage Photonic Overcharge deals is now either 15% of the attack or 100 damage, whichever is lower.
 * Photonic Overcharge’s Critical Severity buff is now 50% Critical Severity.
 * Photonic Overcharge’s base duration is now 6 seconds, but more consistently scales with Kit Mark.
 * Electrostatic Field’s reflection damage can no longer be scaled.
 * Its DoT damage has been increased to compensate.
 * Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
 * Players can still be affected by one of each.
 * Their descriptions have been updated.
 * Command kits that previously affected an area near the player now instead affect the players team
 * Resolved an issue where the Breen set powers were not available for use.
 * Resolved an issue where Graviton Pulse Generator was not available for use.
 * Fabrications can no longer buff or heal fabrications.
 * Paradox Bomb now deals less damage at all ranks.
 * Summoning Security Teams now de-summons previously summoned security teams.
 * Security Escorts do more damage, especially with their grenades, and run faster.
 * Resolved an issue where the Engineering Ultimate could be used while cloaked.
 * Resolved an issue where the [CtrlX] mod from secondary deflectors could provide an excessive benefit.
 * Resolved an issue where Distributed Targeting was not working consistently with torpedoes.
 * Concussive Tachyon Emission now drains targets’ shields instead taking their shields offline and dealing kinetic damage.
 * The Motion Accelerator Kit Module base duration has been buffed but is now fixed.
 * Bonus Physical damage is now specific to Melee Physical attacks.
 * Resolved an issue where the 23rd Century Medical tricorder was not available for use after upgrading.
 * Resolved an issue where hull regeneration rate would fluctuate excessively when entering or leaving combat.
 * The [Pow] mod on Impulse Engines now has a clearer description.
 * The following Bridge Officer Powers now have clearer descriptions:
 * Tractor Beam Repulsors
 * Attack Pattern Delta
 * Jam Sensors
 * Photonic Shockwave
 * Tyken’s Rift
 * Photonic Shockwave
 * Extend Shields
 * Gravity Well
 * Feedback Pulse
 * Resolved an issue which was causing the damage of Aftershock Tyken’s Rifts and Gravity Wells to be less than intended.
 * Resolved an issue where the description of the Duty Officer which provides a chance to create additional Gravity Wells was not consistent in referring to “Gravity Wells”.
 * Resolved an issue on the “Enhanced Indoctrination Nanite Dispersal System” console, which was causing it to grant +0.06 Aux Power and +300% Turn Rate.
 * It now correctly grants +3 Aux Power and +15% Turn Rate
 * Deadly Intent now scales its duration less with your Kit Performance
 * The delay with Deadly Intent resetting your Secondary Fire has been increased slightly.
 * Ground Shields
 * Resolved an issue where Damage to Temporary Hitpoints and Shield Drains would not stop ground shield regeneration
 * Resolved an issue where your ground shields would not regenerate consistently after you stopped taking damage.
 * The description of ground shield regeneration is now more accurate as to the delay
 * Resolved an issue where Invasive Control Programming could be triggered more than once per 30 seconds in some cases.
 * Invasive Control Programming now shows up on the tooltips of powers that it affects.
 * The Gravimetric Photon Torpedo Launcher and Particle Emission Plasma Torpedo Launcher now more accurately describe their special effects on their tooltips, especially under the various firing modes.
 * Resolved an issue where the duration of Gravimetric Rifts from High-Yield Gravimetric Photon Torpedoes was not scaling properly with your control expertise.
 * Resolved an issue where Thoron-Infused Polaron Single Cannons were dealing less damage than intended during Surgical Strikes 3.
 * Resolved an issue where some physical buffs that were intended to be melee specific were affecting some non melee sources of physical damage.
 * Resolved an issue where some Disruptor Turrets were doing less damage than intended during Surgical Strikes 3.
 * Causal Entanglement’s debuff values have been significantly decreased.
 * Resolved an issue where Biotech Siphon could heal the user from non-melee damage.
 * Its tooltip has been updated to be clearer.
 * Armor Procs that give the player Critical Hit Chance or Severity no longer attempt to scale with the player’s Armor stat.
 * Secondary Deflectors
 * Updated the description of Deteriorating Secondary Deflectors
 * Updated the description of Inhibiting Secondary Deflectors
 * Resolved an issue where the damage caused by Inhibiting Secondary Deflectors were not scaling properly with the player’s damage buffs.
 * Most Engineering and Science kit modules have shorter cooldowns
 * Engineering fabrications have had their hitpoints and shields increased
 * Engineering Mortars now shoot faster and have more accurate descriptions on them
 * Engineering Turrets and Drones deal increased damage
 * Ground mines now arm in 4 seconds, from 5, and have a more accurate description
 * Cold Fusion Flash
 * Base duration has been increased, but no longer scales with Kit Performance (the damage still does)
 * Hold is now half duration vs players
 * Damage is now treated as a DoT
 * Transphasic Bombs now have a better description
 * The duration of Hyperonic and Neutronic Radiation no longer scales with Kit Performance (the damage still does)
 * Hyperonic and Neutronic Radiation’s damage has been significantly increased
 * Seismic Agitation now deals more damage
 * Endothermic Induction only lasts 15 seconds, but has had its initial damage increased and the “Hazard” damage has been significantly increased
 * The damage of Anti-Time Entanglement Field has been significantly increased
 * Pistols do more damage
 * Fixed an issue that caused some of the effects of the Subspace Rift kit module to be unresistable
 * Resolved an issue that allowed several engineering fabrications to be knocked or pulled.
 * Nanomolecular Architect
 * Resolved an issue where the resistance this trait provided to your fabrications would be increased by your damage buffs
 * The resistance buff has been increased to 25
 * The regeneration buff has been increased to 200%/minute
 * Reroute Power to Shields (ground) now heals more and grants a significant amount of Bonus Shield Drain Resistance for the duration.
 * Resolved an issue where the 23c Torpedo Spread 2 and 3 had excessively long cooldowns.
 * Resolved an issue where the Harghpeng Adaptation proc on some Shields described itself as Phaser Resistance when mousing over the buff icon.
 * Resolved a typo in the Polaron Adaption proc on some shields when mousing over the buff icon.
 * Resolved a typo in Fluidic Cocoon’s description.
 * Resolved a typo in Resonant Tachyon Stream IV’s description.
 * Updated the short description of Battle Strategies to be more accurate to the kit’s functionality.
 * Resolved a typo in the Heavy Phaser Assault Platform console’s description
 * Resolved an issue where Graviton Spike would not trigger if the shot killed the target.
 * Go Down Fighting now has auto-queue expressions of when at or below 50%, 25%, or 10% hitpoints.

Content

 * Tangled Webs - Resolved an issue where the “Activate your EV Suit” objective did not resolve when the EV suit was activated.
 * The Duty Officer rewards from “A Fistful of Gorn” and “A New Warfare” now open into either the unique Duty Officer or a Duty Officer of up to Very Rare quality if the player already owns the respective unique Duty Officer.

Known Issues

 * Occasionally, a crash related to the camera system is occurring.
 * The planet in Battle of Caleb IV is green from space.
 * Console - Universal - Singularity Stabilizer and Antiproton Sweep do not appear in the radial menu for use.
 * The Lukari Weapon proc can heal enemies when the player is confused.
 * The Temporal Agent event is still running and displays an incorrect date range.