Following the events of “Mirrors and Smoke”, the Lukari and Kentari began efforts to work together. The culmination of this effort is the Dranuur Colony in the Alpha Quadrant. Both races will try and see if they can coexist peacefully, or if it is all but a pipe dream. With any luck, the two races will learn a thing or two about the other and how they can better their own lives.

With Season 14: Emergence, Dranuur Colony will become available as a new joint Lukari-Kentari-themed Fleet Holding, available to all Fleets in Star Trek Online. Your Fleet will assist the two races as they establish and develop an island on the newly-terraformed world.

For the first time since the introduction of the Fleet Starbase, player fleets will be presented with a full-sized Holding, comprised of a primary track and three subtracks, each with five tiers of progression. Each tier and subtrack will offer fleets new improvements to their Colony World holding, as well as access to new equipment, and new gameplay options. Those will be detailed further along in this dev blog.

One feature that makes the Dranuur Colony unique is that, instead of purchasing provisions in your replicator, players instead work alongside the colonists to claim resources from the environment around the colony, to be used for track progression. Each subtrack will have its own resource, and all three resources will be needed to upgrade the main track. As you progress in the various subtracks, you will find it easier to attain the resources, and your fleet will even be able to automate a part of the resource-gathering process.

In addition to earning the resources by participating in activities around the colony, your fleet will be able to enact training simulations for potential invasions – the Kentari haven’t survived this long without a healthy helping of paranoia, after all. Simulation Provisions (used to start the invasion simulation) will can be earned by completing fleet projects and can be used by your fleet leadership to trigger these map-wide invasion events. As your fleet advances, new simulation options will become available, allowing you some customization of the training simulation experience. Additionally, it will become easier to earn a stockpile of Simulation Provisions as you progress in the main track. The invasion simulation is a multi-location wave defense event, which allows up to 20 fleet members to participate without needing to queue – simply travel to the Dranuur Colony, and start the event! After every five invasion waves, participants will be given a vote to stop and claim the rewards earned so far, or continue on to more difficult waves, risking their earned rewards in the process. Victory in this simulation rewards players with resources and Fleet Marks used to progress the Colony holding.

Here is a summary of most of the rewards that fleets may earn by progression their Colony:

Primary Track – Colony

This progression track represents the culmination of your progression in the three subtracks. Advancing this track primarily grants improvements to the Invasion Simulation gameplay.

At each tier, you will unlock one or more of the following:

Exterior Visual Upgrades

Invasion Shield Relay: Defended objectives gain increased Hit Points

Invasion Provision projects grant more Provisions

Additional amenities, including: Mail Access Bank Access Tailor Access Ship Selector Access

Travel options to/from other Fleet Holdings

This Track will present players with a special reward unlock upon reaching Tier 5, but we are not yet ready to announce these details. Watch for a future announcement!

Subtrack – Renewable Energy

This track represents the influence of the Lukari efforts on Dranuur. It has a primary focus on scientific endeavors and rewards, but also includes powerful ship upgrades. This track will require Renewable Batteries as an input for most projects.

At each tier, you will unlock one or more of the following:

Automated Battery Collection (used to advance Fleet Projects in this and the Main Track)

Invasion Defense Turret improvements

Elite Fleet equipment options: Isolated Protomatter Warp Cores +4 Max to Shield, Engine, and Auxiliary Power +66% Power Transfer Rate Isolated Protomatter Singularity Warp Cores +5-12.5 Current Shield, Engine and Aux Power (based on Singularity) +66% Power Transfer Rate Sustained Protomatter Warp Cores +4 Max to Shield, Engine and Auxiliary Power -10% Weapon Power Cost +10% Resistance vs Subsystem Power Drain Sustained Protomatter Singularity Warp Cores +5-12.5 Current Shield, Engine and Aux Power (based on Singularity) -10% Weapon Power Cost +10% Resistance vs Subsystem Power Drain Preservation Protomatter Deflector Arrays +Hull Capacity, +Shield Capacity, +Impulse Expertise Increases Critical Chance/Severity based on current Hull % Intervention Protomatter Deflector Arrays +Weapon Specialization, +Shield Penetration, +Impulse Expertise Increases Critical Chance/Severity based on current Hull % Elite Secondary Deflectors Three new variants: Increased Projectile Damage +Hull Capacity +Shield Capacity Protomatter Impulse Engines +Shield Hardness Energetic Protomatter Tactical Consoles Large +% to a Single Energy Type (Phaser, Disruptor, Polaron, etc.) Small +% to All Projectile Damage Chance to restore some Hull and Shield to Self, when activating any Energy Weapon Firing Mode (Fire at Will, Scatter Volley, etc.) Kinetic Protomatter Tactical Consoles Large +% to Mines/Torpedoes of a Single Type (Quantum, Plasma, etc.) Small +% to All Energy Damage Chance to restore some Hull and Shield to Self, when activating any Projectile Weapon Firing Mode (Torpedo Spread, Dispersal Patterns, Transport Warhead, etc.)



Subtrack – Infrastructure

Leaning upon Kentari expertise, this track represents their industrial ingenuity. Most rewards in this track are armaments for your ship, captain, and away team, but additional amenities may also be earned. This track will require Ore Provisions as an input for most projects.

At each tier, you will unlock one or more of the following:

Automated Ore Collection (used to advance Fleet Projects in this and the Main Track)

Fleet Project Logistics Reduces Project Duration for All Holdings by 2-10%

Invasion Defense Mortar improvements

Starship Injury Repair

Elite Fleet equipment options: Colony Security Ground Weapons All Energy Type Variants (Phaser, Disruptor, etc.) All Weapon Firing Type Variants (Stun Pistol, Sniper Rifle, etc.) Chance on Hit to restore an amount of Health and Shields, scales with Critical Severity Colony Personal Shields Increases Critical Chance/Severity based on current Shield % Colony Personal Armor Increases All Damage based on Health % Dranuur Starship Energy Weapons All Energy Type Variants (Phaser, Disruptor, etc.) All Weapon Type Variants (Beam Array, Dual Cannons, Turrets, etc.) Chance on Hit to restore an amount of Hull and Shields, scales with Critical Severity Dranuur Starship Projectile Weapons All Projectile Type Variants (Photon, Quantum, etc.) Both Torpedoes and Mines available Chance on Hit to restore an amount of Health and Shields, scales with Critical Severity



Subtrack – Morale

In a community comprised of very different philosophical and political ideologies, it’s important to keep everyone’s morale as high as possible. Rewards from this subtrack are primarily improvements for your away team, as well as additional colony amenities. This track will require Luxury Provisions as an input for most projects.

At each tier, you will unlock one or more of the following:

Automated Luxury Collection (used to advance Fleet Projects in this and the Main Track)

Fleet Provisioning Bonus Provisioning Projects from All Holdings will generate 5-25% additional Provisions

Invasion Defense Health Generator improvements

Security Officer (Duty Officer Assignments)

Bartender and Chef

Tailor

Ship Customization

Elite Fleet equipment options: Lukari Kit Frames Built-in Ability: Protomatter Matrix Emitter To self and nearby allies, for 10sec: +Shield Resistance, +Healing Recv’d, +Shield Healing Recv’d Kentari Kit Frames Built-in Ability: Radiant Energy Emitter To self and nearby allies, for 10sec: +Ranged Damage, +Physical Melee Damage Universal Colony Kit Modules Plasma Shockwave Turret Periodically emits a Plasma AOE which damages and slows nearby foes Toxic Dart Launcher Deals Kinetic and Toxic damage to a single foe, which also slows them and reduces their outgoing damage Regenerative Invigoration Increase the amount of Healing you receive from all sources Each time healed while this is active, gain increased Ranged and Melee Damage (stacks up to 5 times) Colony Bridge Officer Ability Training Manuals Bridge Officer versions of the three above Kit Modules Engineers = Shockwave Turret Science = Toxic Dart Launcher Tactical = Regenerative Invigoration Lukari Bridge Officer Candidates Engineering, Science, and Tactical variants available for recruitment Special Lukari Racial Trait = Restorative Protomatter Specialist (Space) Increased outgoing Hull Healing and Shield Healing Kentari Bridge Officer Candidates Engineering, Science, and Tactical variants available for recruitment Special Kentari Racial Trait = Kentari Ferocity (Space) Each time you defeat an opponent, gain a stacking damage boost



(** Details of this Holding and its related Rewards are SUBJECT TO CHANGE.)

Available SOON for Testing!

Fleet Holdings are large projects that require multiple players in order to progress and earn rewards. In preparation for the release of this feature, we will soon be unlocking the ability for Fleets on the Tribble Test Server to progress at an increased speed, using resources supplied at the Drozana Test Vendor, in order to help us ensure that all of the work players will put into progressing their fleet’s new holding is as polished as possible. Watch for Tribble Patch Notes to see when this feature becomes available for public testing, and send us your feedback!

Best of luck, Captains! The future of the Lukari-Kentari Joint Initiative is in your hands!

Rob “CrypticRidi” Hrouda, Jeremy "Borticus" Randall, and Ryon “Melange” Levitt

Star Trek Online