Release notes/20160412

New Featured Episode: The Temporal Front

 * The new Featured Episode “The Temporal Front” has been added to the Featured Episode tab in the journal.
 * This episode can be played by captains who are level 10 or higher.

Skill System Revamp

 * The Skill System has been revamped to simplify the system and help players make better choices when choosing skills for their captains.
 * All references to “Skill Points” have been changed to “Experience Points” as these are no longer spent on Skills, but simply gained to increase levels.
 * Players will gain “Space Points” and “Ground Points” which will be spent to purchase Skills.
 * Players will earn 1 Space Point each level, starting at level 5 and ending at level 50 (total = 46 Space Points).
 * Players will earn 1 Ground Point every 5 levels, starting at level 5 and ending at level 50 (total = 10 Ground Points).
 * Every Skill Node in the new system costs either 1 Space Point or 1 Ground Point to purchase.
 * There are 110 Skill Nodes in total, separated as 90 Space and 20 Ground.
 * Space Skills are separated into Tiers, each of which requires a certain number of Space Points spent in any of the previous Tiers.
 * Ground Skills do not have Tier requirements, but some Ground Skills have prerequisites.
 * Purchasing Skills will also grant players progress on new Unlock Paths.
 * Once earned, Unlocks do not cost Space Points or Ground Points to activate.
 * Some Unlocks require players to make a choice between two different Unlocks before either will be active.
 * Some Skills from the previous system have been moved to these Unlock Paths.
 * Unlock Paths are also how players will earn new Bridge Officer Training Manuals.
 * Space Skills have 3 separate Unlock Paths, related to purchasing Skills in each of the 3 Profession categories:Engineering, Science or Tactical.
 * Ground Skills have only a single Unlock Path.
 * Spending 24 or more Space Points in a single Profession will unlock a powerful new “Ultimate Ability” which can be further enhanced through the Unlock Paths.
 * Upon logging in for the first time after this update, player’s skills will automatically be reset.
 * All players will have one free respec opportunity.
 * Future skill retrains will cost a standard Retrain Token.

Na’kuhl Red Alert

 * Join a strike force to fight against Na’kuhl raiders from the future who are focusing attacks on transport convoys.
 * This is a new 5 player Red Alert for level 50 players and above.
 * The Red Alert becomes available to queue in Sector Space when a Na’kuhl ship appears.

Romulan Republic Admiralty Campaign

 * A new Admiralty Campaign which offers players a new group of assignments to assist the Romulan Republic, with a focus on crafting rewards.
 * Completing Tours of Duty for the Republic will reward players with three Romulan Republic Universal Tech Upgrades.
 * These Tech Upgrades cost no Dilithium to use and give 15,000 Technology Points.
 * Reaching Tier 10 within the Romulan Republic Admiralty Campaign rewards the R.R.W. Zdenia Epic-quality Admiralty Ship.
 * The Zdenia is an Escort with the unique ability to increase both ENG and TAC for every other ship on the same assignment.
 * The Admiralty system can be accessed in the Duty Officer and R&D Systems UI as a new tab once a player’s Captain is level 52.

Strategist Secondary Specialization

 * This new Secondary Specialization focuses on abilities that can shift between offensive and defensive effects at will.
 * The new Threatening Stance ability in the Skill Revamp plays a heavy part in this secondary specialization.
 * New abilities include:
 * Logistical Support:
 * Gain temporary Hull when healed by Bridge Officers or Captain’s Abilities while Threatening.
 * While not Threatening, gain a Critical Chance buff when healed by Bridge Officers or Captain’s Abilities.
 * Show of Force:
 * Gain increased incoming Healing while Threatening.
 * While not Threatening, gain a stacking Crit Severity buff when you fire a weapon once every 5 seconds.
 * Counter-Offensive:
 * Reflect 150% of incoming energy weapon damage back to your attacker.
 * This can trigger once every 15 seconds and reflect a maximum of 10,000 damage.
 * Layered Defense:
 * Gain immunity to damage from Torpedo impacts.
 * Can prevent damage once every 60 seconds.
 * Diversionary Tactics:
 * Taunts foes within firing range into attacking you and increases your threat generation while Threatening.
 * While not Threatening, this placates foes and reduces your threat generation.
 * This Placate may break on damage.
 * Attrition Warfare:
 * Reduces the Recharge Time of your Bridge Officers whenever you are healed by Bridge Officers or Captain’s Abilities while Threatening.
 * While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates.
 * Maneuver Warfare:
 * Adds an additional effect to Diversionary Tactics.
 * When Threatening, it applies a Heal over Time based on the number of foes.
 * When not Threatening, it increases your damage based on the number of foes.
 * Only one Secondary Specialization can be active at a time.

Ship Visuals Slots

 * Captains will now be able to equip Deflectors, Impulse Engines, and Shields in the new Visuals tab to modify the visual appearance of the ship.
 * Equipping these items in the Visuals tab will not add any of their stats to the ship.
 * Any items equipped in these slots will override the visual appearance of the ship and cannot be changed until the item itself is taken out of the Visual slot.
 * The Visuals tab can be found on the Ship Status window next to the Loadouts tab.
 * The items equipped in the Visuals tab can also be saved in Loadouts.

General

 * Resolved an issue that would occasionally cause a crash when altering a costume in the tailor.
 * Resolved an issue causing graphic related crashes with minimum requirement level AMD cards.
 * Resolved an issue which occasionally caused a crash when a mission step was completed.
 * Resolved an issue which occasionally caused a crash during a map transfer.
 * Resolved an issue where Withering Disruptor Beam Arrays did not have any audio effects.
 * Resolved an issue which was allowing some players to have a ship costume when on a ground map.
 * For the players who experienced being blocked from reclaiming a Unique Duty Officer, such as Neal Falconer, because the system believes it’s in the player’s inventory, upon logging in, a new version of this item will be in the character’s inventory.
 * Resolved an issue that was preventing players from commissioning multiple embassy Bridge Officers
 * Jabberwocky: The Defiant now attacks more reliably.

Systems

 * Kemocite-Lace Weaponry:
 * Resolved an issue that was preventing Kemocite-Laced Weaponry from landing Critical Hits.
 * This ability's chance to Crit is now equal to character's base Crit value.
 * Resolved an issue that was preventing Kemocite-Laced Weaponry from benefiting from any +Damage modifiers, including natural modifiers gained with Level.
 * To compensate for this, the base damage values have been reduced to 66% of their previous values.
 * At level 50, this results in no change when not wearing any gear or using any damage-enhancing abilities, and now scales up with either/both.
 * Boarding Party can no longer be used while in a Shuttle, and cannot be used if you are currently Targeting a Small Craft.
 * Boarding Party will now launch Romulan Shuttles if used by a Romulan Captain, and no longer fails if used by a Romulan that has not yet chosen an ally.
 * Resolved an issue that caused the EMP Burst ability to not reduce power transfer rate of affected targets.
 * Resolved an issue where the Chroniton Split Beam Rifle was not properly triggering its proc.
 * Updated the long description of Resilient Shield Arrays to more accurately reflect how incoming damage is distributed when these items are equipped.
 * [SSRep] Fleet and Reputation Engineering Consoles now display a more decipherable tooltip.
 * Resolved an issue that was causing many Explosives Duty Officers to be equippable in The Ground Active Duty Roster, instead of The Space Active Duty Roster.
 * Resolved an issue with Concentrate Firepower that was making the triggered Kinetic damage non-responsive to both resistances.
 * Resolved an issue where the space Agony Phaser's Disable proc was not triggering correctly.
 * Resolved an issue that was preventing Orion Slaver hangar pets from Stealing Loot from targets.
 * The description of Orion Slaver hangar pets no longer mentions stealing Crew.
 * Duty Officer that used to improve Abandon Ship has been rebuilt.
 * The new functionality ties in with the newly-introduced Threatening Stance:
 * While active, outgoing torpedoes have a chance to Taunt your foes.
 * While inactive, outgoing torpedoes have a chance to Placate your foes.
 * Higher qualities of this Doff improve the chances of a proc.
 * The turret fired by Warp Shadows now plays visual FX.
 * Resolved an issue where the taunt applied by Warp Shadows could affect critter targeting after the Warp Shadows expired.

Skill Revamp Changes to Powers

 * Added a new ground Captain Ability: “Threatening Posture”
 * When this ability is Toggled On, all outgoing Threat Generation is increased, making enemies more likely to attack the player instead of other targets.
 * Also, when damaged, players have a chance to gain increased Maximum Hull for a limited amount of time
 * This effect can stack.
 * When this ability is Toggled Off, Threat Generation is unmodified.
 * Resolved an issue that was allowing many resistance effects to be resistible, and strength effects to be strengthened.
 * All Ground Captain Abilities, Set Bonuses, and Duty Officer Active Roster Abilities are no longer improved by any Skills.
 * These abilities have had their baseline effectiveness increased by between 25% and 50% to account for this loss in performance scaling.
 * The amount of Hitpoints, Shields, Speed and Turn Rate gained from Skill Bonuses no longer scales up based on ship tier, but has been made consistent across all tiers of Starships.
 * Hitpoint and Shield Scaling is now as follows:
 * T1 and T2 were 0.0957%, and have been increased to 0.3%.
 * T3 was 0.1993%, and has been increased to 0.3%.
 * T4 was 0.2512%, and has been increased to 0.3%.
 * T5 and T6 were 0.3031%, and have been decreased to 0.3%.
 * Speed and Turn Rate Scaling is now as follows:
 * T1, T2 and T3 were 0.2525%, and have been increased to 0.4%.
 * T4 was 0.3181%, and has been increased to 0.4%.
 * T5 and T6 were 0.3838%, and has been increased to 0.4%.
 * Shuttles and other Small Craft also benefit more from Skill Bonuses, but not as much as full-size ships.
 * The "Crew" mechanic has been removed.
 * The few benefits this stat previously gave have been set to their previous maximum value for all players.
 * "Tactical Readiness", the 2 piece Set of Klingon Honor Guard and Adapted MACO, no longer provides Crew bonuses, but instead increases Hull Regen.
 * "Reroute Power from Life Support" no longer has any mention of disabling Crew.
 * The promotional "EMH" Science Console no longer restores Crew when activated, but instead provides a passive Bridge Officer Cooldown Reduction while equipped.
 * "Emergency Force Field" Engineering Consoles have been replaced by "Subsystem Redundancies" Consoles, which provide resistance to Subsystem Offline effects.
 * "Biofunction Monitor" Science Consoles have been replaced by "Nanite-Reinforced Circuitry" Consoles, which provide a bonus to passive Hull Regeneration.
 * All energy weapons now benefit from unified Range Drop-off Mechanics.
 * All energy weapons will now lose a maximum of 50% of their base damage, when fired at maximum range.
 * This drop-off begins at 2.0km from the targeted Foe, and increases linearly out to max range.
 * This change unifies the mechanic by improving Cannon weapons which previously lost up to 60% of their base damage at 10.0km but slightly decreasing the effectiveness of Beam weapons which previously only lost 40% of their damage potential at 10.0km.
 * Removed Skill benefits from many powers previously enhanced by "Sensors".
 * The magnitude of these powers has been increased to match what it would have been previously if the player has 99 Sensors Skill and affect:
 * Fire On My Mark
 * Sensor Scan
 * Tachyon Detection Grid
 * Tachyon Detection Field.
 * The scaling aspects of most powers that benefit from Skills have been altered and normalized.
 * This will have the most notable impact on powers that benefited from Particle Generators, now called “Exotic Particle Generators”, and Profession-specific Ground Skills now consolidated as “Kit Performance”.
 * Some powers will have gained effectiveness, while others have had their skill contributions reduced.
 * Fleet Skill Boosts have been updated:
 * All boosts have been correctly translated to give Skills that exist post-Revamp.
 * Military Boosts have been renamed as Tactical Boosts.
 * All boosts will now persist through death, map changes, and changing of ships.
 * All existing boosts may now only be used in Space, and no longer grant Skill boosts to Ground skills.
 * A new Ground Skill Boost has been added, which grants bonuses to all Ground Skills and may only be used on Ground.
 * The new Ground Skill Boost is unlocked at the same rate as Tactical Boosts, and costs Military Buff provisions, same as Tactical Boosts.
 * All applicable descriptions have been updated to reflect this updated functionality.
 * The benefits gained from Shield Subsystem Power and Auxiliary Subsystem Power have been altered.
 * Benefits gained from Shield power have been slightly reduced, but new Skills have been introduced that allow these benefits to increase beyond their previous caps.
 * Benefits gained from Auxiliary power have been rescaled, so that low-Aux grants more benefit and high-Aux grants less benefit.
 * This new scale pivots around 100 Aux Power, at which point no differences are present.
 * Updated descriptions on Diplomatic Immunity and Marauding Force, to remove references to Driver Coil.
 * Warp Cores that previously boosted Driver Coil no longer use the [Coi] mod, but instead display as [SecSpd].
 * Field Technician now uses the Kit Readiness stat to reduce Kit Module recharge times.
 * The amount of innate resistance to Stun effects that players have in Ground Combat has been reduced.
 * The "Techie" Personal Trait now adds +20 to both Hull Restoration and Damage Control, changed from +30 to Hull Repair.
 * Resolved an issue with the Starship Perception skill so that it appears correctly on item tooltips.
 * "Console - Science - Sensor Probes" items will now grant Starship Perception, which directly improves the ability to detect cloaked ships.
 * Sweeping Strikes, Lunge and Biotech Siphon now scale with Kit Performance skill.
 * Nadion Inversion now reduces the cost of firing weapons properly.
 * There is now a section for "Innate Skills" listed on the status page under both Ground and Space that reflects the few Skills that characters gain naturally via level progression.
 * Doctor Duty Officer that increases Max HP on use of healing now grants as much benefit as previously available with 100 Medic skill.
 * Increased damage dealt by the cloud left behind by Plasma Emission Torpedo by 50% in order to compensate for lesser scaling from Exotic Particle Generators.
 * Graviton Spike now scales with Kit Performance.
 * Trajectory Bending has had its base value decreased, but now scales with Kit Performance.
 * The [SciCdr] mod that appears on deflectors was changed to grant 50 Starship Scientific Readiness, instead of directly modifying cooldowns (total performance unchanged)
 * Resolved an issue with Attack Pattern Omega that was causing the Defense buff to boosted by other Defense buffs.
 * Also affects the story power "Attack Pattern Tuvok".
 * Nurse/Medic Duty Officers that previously improved Crew Regeneration now directly improve Hull Regeneration.
 * Skills that previously scaled with Driver Coil now scale with Impulse Expertise
 * EPS Manifold’s duration has been set to 15 seconds, but no longer scales with Battery Skill since this Skill has been removed.

Foundry

 * Added the New Khitomer interior map as a template map.
 * Added the door from New Khitomer as a Detail object.
 * Added Mirror Universe costumes to the costume creator
 * Added Terran Task Force pieces for females to the Costume Editor.
 * Added the Terran Odyssey Upper for females to the Costume Editor.
 * Foundry functions will be temporarily unavailable upon the release of Season 11.5.

UI

 * Added a Reset button to the Exchange which removes all filters except the sort type.
 * The buttons in the Transwarp UI should now fit within the window better.
 * Added a "Hide" button to the mission list which prevents a mission from appearing on the mission tracker.
 * Updated support for Razer Chroma peripherals:
 * Added Shield, Health, throttle, and expose indicator lighting to Chroma keyboards.
 * Added lighting for login, character selection, and loading screens.
 * Updated The Red Alert lighting.
 * Added an indicator flash to the HUD when a Reputation project has a pending reward.
 * Adjusted the default positions of some HUD elements.
 * There should be no changes to any manually adjusted HUD elements.
 * Skill Points and Specialization Abilities can now be purchased by Double-clicking.
 * Resolved an issue that caused displayed shield regeneration to not be affected by shield power.
 * Resolved an issue that was preventing Class Powers from showing up in Character creation.
 * Resolved an issue that could cause the Switch Starship button to extend past the Status UI window.

Character

 * Added "eye shadow" as an option for male Vulcan, Klingon, Romulan, and Remans.
 * Changed "Herald Armor" category to "Herald Sets".
 * Resolved an issue where some chests would be invisible when wearing the Kobali Chest piece.
 * Added tights as an option for Skirts.
 * Federation Badge revised to be Starfleet Only.
 * Resolved an issue of missing chests with the Federation Female Jacket.

Known Issues

 * Foundry functions will be temporarily unavailable.
 * The button to Acknowledge a failed admiralty mission states “Collect Rewards” on the View Details tab.
 * The Assignments to recruit Romulan Bridge officers do not appear
 * Shield Technician makes your shields show as up when cloaked.
 * Selecting “Ready Starship” in the ship selector is not moving slotted items over to the ship for some players.