Nimbus III: Resolved an issue that prevented the Prison Guard from appearing. Set up the front gate of Paradise City so that it is no longer a valid place to create cover shields.

Jabberwocky: The Defiant now attacks more reliably.

Resolved an issue that would occasionally cause a crash when editing a costume in the tailor.

Strategist Secondary Specialization: Resolved an issue where Attrition Warfare was not properly affecting Shield regeneration rates. Rebuilt Show of Force to allow for use of Mines and Torpedoes. Show of Force now applies its buff to you based on firing your weapons, not the number of targets hit. One stack can be gained every ~5 sec, and stacks last for 10 sec. Switching to Threatening Stance removes all stacks. Logistical Support now gives 10/20/30% of healing as Temp HP. Logistical Support now states it triggers from Captain and Bridge Officer abilities. Maneuver Warfare's Heal over Time now shows as a buff icon, heals for 5 ticks, and does not benefit from healing buffs or debuffs.

Romulan Admiralty Campaign: Increased the number of Tech Upgrades rewarded by completing the Tour of Duty to 4.

Resolved an issue that caused the EMP Burst ability to not reduce power transfer rate of affected targets.

Resolved an issue that was preventing the Hold/Stun effect of the "Energy Web" Starship Trait from being resistible with Inertial Dampers.

Resolved an issue where the Chroniton Split Beam Rifle was not properly triggering its proc.

Field Technician now uses the Kit Readiness stat to reduce Kit Module recharge times.

Updated the long description of Resilient Shield Arrays to more accurately reflect how incoming damage is distributed when these items are equipped.

Added a new tutorial when opening the skill window for the first time.

Unlocks have again been shuffled, with many changing positions and some even moving to different paths. The new layout is as follows: ENG 5 = Threat Control / Battery Expertise ENG 10 = Max Hull Capacity / Subsystem Repair ENG 15 = Engine Power / Shield Power ENG 20 = Aux Power / Weapon Power SCI 5 = Transwarp Recharge / Sector Space Travel SCI 10 = Max Shield Capacity / Stealth SCI 15 = Control Resistance / Perception SCI 20 = Energy Drain Resist / Shield Drain Resist TAC 5 = Hangar Health / Hangar Damage TAC 10 = Projectile Crit H / Projectile Crit D TAC 15 = Energy Crit H / Energy Crit D TAC 20 = Accuracy / Defense

The following Unlocks are no longer offered: Damage Resistance and Shield Hardness.

Some of the Training Node unlocks in the Science and Tactical unlock tracks have changed: Sci Node 1: ENG = Engineering Team // SCI = Science Team // TAC = Tactical Team Sci Node 2: ENG = Aux to Battery // SCI = Photonic Shockwave // TAC = Mine Pattern Alpha Sci Node 3: ENG = (no change) // SCI = Gravity Well // TAC = (no change) Sci Node 4: ENG = (no change) // SCI = Tyken's Rift // TAC = (no change) Tac Node 1: ENG = (no change) // SCI = (no change) // TAC = Cannon Rapid Fire Tac Node 2: ENG = (no change) // SCI = (no change) // TAC = Torpedo High Yield Tac Node 3: ENG = (no change) // SCI = (no change) // TAC = Cannon Scatter Volley Tac Node 4: ENG = (no change) // SCI = (no change) // TAC = (no change) Training Manuals not accounted for in the Training Unlocks are still under review for inclusion elsewhere in the game. (Work in Progress)

The three "Ultimate Abilities" now only require 24 points spent in that section of Skills, instead of 25. The costs of their 3 Enhancements are also all reduced by one each.

EPS Corruption (Eng Ultimate): Recharge time reduced from 120 seconds to 90 seconds Base damage has been doubled Triggered damage from energy weapon activation has been doubled "Weakening Corruption" no longer reduces outgoing damage of foe, but instead causes the foe's energy weapon activation to drain additional power from all subsystems When used against Players, energy weapons only have a 20% chance to trigger damage (and other effects, if applicable)

Probability Manipulation (Sci Ultimate): Recharge time reduced from 120 seconds to 90 seconds "Probability Penetration" now stacks faster: -5 Damage Resistance Rating (up from -2.5) but only stacks 5 times (instead of 10).

Focused Frenzy (Tac Ultimate): Recharge time reduced from 120 seconds to 90 second Firing Cycle Haste bonus now stacks faster: +5% per application (up from +2.5%) but only stacks 5 times (instead of 10).

Some Skills have changed places, and now are available at different ranks than previous: ENGINEERING: Full Impulse Energy Shunt now only requires EPS Flow 1, instead of also requiring EPS Flow 2. EPS and Impulse Expertise skill node sets have been reduced to Rank 2. Damage Control and Hull Plating skill node sets have been increased to Rank 3. SCIENCE: Drain Expertise and Control Expertise skill node sets have been reduced to Rank 2. Shield Hardness and Shield Regeneration skill node sets have been increased to Rank 3. TACTICAL: Weapon Specialization and Weapon Amplification skill node sets have been reduced to Rank 3. Hull Penetration and Shield Penetration skill node sets have been increased to Rank 4.

All Ground Captain Abilities now scale more similarly to the values attainable via Skill in the previous system.

Offensive Mastery now correctly grants the listed bonus to Weapon Criticals.

Defensive Mastery now correctly grants the listed bonuses to Shield Capacity and Health Capacity.

[SSRep] Fleet and Reputation Engineering Consoles now display a more decipherable tooltip

Ground Science Training Unlocks now display the ability "Electro-Gravitic Field" instead of "Gravimetric Shift".

Ground Engineering Training Unlocks now display the ability "Turret Fabrication" instead of "Phaser Turret Fabrication".

Attract Fire no longer reduces allies' threat generation when they have Threatening Stance active.

The benefit gained per point of Energized Hull Plating and Ablative Hull Plating skills has been increased from 0.15/ea to 0.25/ea.

This means that purchasing each Skill node in this set gives more benefit than it previously did.

Fixed a bug 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 that was preventing some power descriptions from appearing in long descriptions on items that had the [DrainX] mod

Resolved an issue that was causing Shield Regeneration rates to be higher than intended as a result of the recent changes to benefits gained from Shield Subsystem Power. Players will see a reduction in their resting Regeneration Rates if they do not have any Shield Regeneration Skill.

Changed the way that Shield Regeneration Skill works, so that the Shield Regen it provides is no longer dependent on your current Shield Subsystem Power level.

Updated descriptions of Shield Regeneration and Shield Hardness skills.

Coordination Protocols, Offensive Coordination and Defensive Coordination have had their functionality expanded: In addition to improving your own Hangar Pets, they will also offer lesser bonuses to all teammates and summoned allies (but not self). These additional bonuses can stack up to 4 times when you are on a full team of 5, if all players have these Skills. Hangar Bonuses remain 20%, while these other ally bonuses are 5% per stack (20% max).

Description for "Weapon Damage" skill (Ground) changed from "energy weapons" to "ranged weapons"

Description for Projectile Criticals unlocks (Tactical unlock path) changed from "projectile weapons" to "torpedo and mine weapons".

"Console - Science - Sensor Probes" items will now grant Starship Perception, which directly improves your ability to detect cloaked ships.

A few abilities which previously relied upon the Admiral-Rank science abilities "Countermeasures Systems" and "Subspace Decompiler" have had their base effectiveness reduced by 25% in order to offset the greater availability of "Control Expertise" skill (via items, traits, etc) under the new system: Scramble Sensors (Bridge Officer) The duration of Scramble Sensors is no longer improved by Auxiliary Power Antimatter Spread (Console) Graviton Pulse (Console)

Space Skills and Ground Skills have received another icon update.

Adding list of Ground Attributes to character stat page.

Resolved the innacurate tooltips associated with [SciCD] mods on Fleet Deflector Dishes. These were translated to grant Scientific Readiness Skill as part of the skill revamp.

The Leadership Trait once again provides protection against the duration of Subsystem Offline effects.

Sweeping Strikes, Lunge and Biotech Siphon now scale with Kit Performance skill.

Nadion Inversion now scales up with Drain Expertise.

Nadion Inversion now reduces the cost of firing weapons properly.

Resolved an issue with Nadion Inversion that could cause it to resist beneficial power bonuses

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 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.

Resolved an issue which was causing the height slider to not work in the tailor.

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.

The Skill System Revamp is still a work in progress: There may be lingering mentions of “Crew” on reward packs and other items.

The Strategist Secondary Skill is still a work in progress.

The Romulan Republic Admiralty Campaign is still a work in progress.

We will be bringing down the Tribble server for maintenance to apply a new update: ST.60.20160319a.2.