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Season 9: A New Accord - April 22, 2014


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#1 Master Teal'c

 
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Posted 17 March 2014 - 07:38 PM

A New Accord

 

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In the feature episode from Season 8.5, “A Step Between Stars”, the Undine use the link between the Solanae and Jenolan Dyson Spheres to make their way into the Alpha Quadrant, unleashing this powerful enemy on the squabbling factions of the Federation, Klingon Empire, and fledgling Romulan Republic. What are the Undine up to, and how will the factions deal with this threat? These questions lie at the center of the story being told in Season 9: A New Accord.

The upcoming season will continue the story with a new feature episode, a space battlezone, and several fantastic pieces of queued PvE content that all tie this story arc together. The Dev Team is excited to unveil some of our best work in upcoming blog posts about each of these new offerings.

With the Undine playing a central role in Season 9, the development team has put a lot of effort into updating this enemy. We’re also taking the time to update the existing Undine episodes to showcase the new Undine. Look for details in a series of upcoming Season 9 Dev Blogs.

It’s important to me that the Star Trek Online team not only focus on the new. We also need to keep improving existing game play. To this end, the release includes numerous fixes and improvements, including a re-envisioning of Kit items and other valuable improvements that we’ll explain in detail in the coming weeks.

My personal favorite improvement of Season 9 is the reworking of Earth Spacedock. ESD has served its role adequately as a hub for Federation Captains, but I’ve always felt that it was confining and frankly not a very fun place to visit. I challenged the STO team to come up with a new vision of ESD that would be so Star Trek that Trek lovers couldn’t help but drool over it when arriving there. The team did not disappoint! The new ESD is still being polished as I write this, but it’s already a stunning place to visit.

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Season 9: A New Accord will be live in late April—only weeks away. In the meantime, we hope you enjoy the fun events (like the Mirror Invasion Event detailed here in this Dev Blog) that are already live on the Holodeck shard, as well as the many preview blogs coming your way.

We are looking forward to bringing you more content with this new season, and we hope to see you all in-game!

Stephen D’Angelo
Executive Producer
Star Trek Online
 


Edited by Master Teal'c, 10 April 2014 - 06:53 PM.


#2 Master Teal'c

 
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Posted 21 March 2014 - 08:31 PM

Reputation Redesign

 

In Season 8, we introduced the Dyson Joint Command Reputation and along with it some changes to how this reputation flowed when compared to older ones like Task Force Omega, New Romulus or Nukara Strikeforce. Most of these changes were universal improvements, like the introduction of reward packs upon initialization of a reputation XP project. Others were more controversial, like the introduction of Commendations. Our goal with all of those changes was to prototype some reputation improvements that would eventually be rolled out to all other end game reputations. So, that’s what I am here to talk to you about today.

 

Commendations We Hardly Knew Ye

 

The Dyson Joint Command Reputation introduced a new kind of asset called Dyson Joint Command Commendations. After a bit of iteration, these commendations ended up being awarded whenever the player completed their first piece of Dyson Joint Command content. This asset was then put into the Dyson Joint Command daily experience project to award a large chunk of reputation XP.

Our intention with this new asset was to give players a daily reward for doing a single piece of content of their choice, which would ultimately grant a large reputation XP boost. So, essentially Commendations were intended to be a progression asset while Marks were intended to be an equipment purchasing asset. Ultimately, after a bit of data-mining, listening to player feedback, and experiencing the flow of the Dyson Joint Command first hand, we’ve decided to ditch Commendations entirely and keep things nice and simple. Reputations will have Marks as their single asset for XP projects, with certain Elite commodities (such as Borg Neural Processors and Voth Cybernetic Implants) remaining a necessity only for the most top-end gear projects.

 

Daily Bonus Marks

 

You might be thinking “Well, I liked Commendations” for one reason or another. Commendations did serve a purpose and we’re planning on introducing Daily Bonus Marks to replace them. Here’s how it will work:

  • Complete a task that would award reputation marks
  • Earn Daily Bonus Marks and the normal rewards for that task

 

It’s that simple. You can only earn Daily Bonus Marks for each reputation once per day though. At the time of writing this, the amount of Bonus Marks awarded is planned to be equal to the number of marks required to complete a 1 Daily and 1 Hourly reputation XP project plus 10 Marks. For example:

  • Daily XP projects require 30 Marks
  • Hourly XP projects require 15 Marks
  • So, the Daily Bonus Mark pack will award 55 Marks (30+15+10)

 

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  XP Projects

 

All reputations will have their Large and Small XP projects replaced with a Daily and an Hourly XP project. Each of these projects requires the following:

  • Marks
  • Expertise
  • Energy Credits

 

And they will award:

  • Reputation Reward Pack upon project initiation
  • Reputation XP and/or Dilithium upon project completion

  Daily

 

These projects can be completed once every 20 hours and cost a moderate amount of Marks, Expertise and Energy Credits. They immediately award an equipment reward pack upon filling all of the “buckets” in the reputation project window and after the project is completed, and claimed, they award a large amount of reputation XP and a bit of Dilithium. The vast majority of your reputation XP will come from the completion of these projects. It’s important to note that the cost of these projects is constant, meaning they do not increase tier over tier. So, the Mark input cost will be 30 at all tiers instead of 10 at tier I and 40 at tier IV for example.

  Hourly

 

Hourly projects require 1 hour to complete and cost half as many Marks, Expertise and Energy Credits as Daily projects. They immediately award an equipment reward pack upon filling their “buckets” in the project window. An hour later the project will be completed and will award a small amount of reputation experience and Dilithium.

These hourly XP projects may be run a handful of times per day. Once that limit has been met, this project will be replaced by an hourly project that instead yields bonus Dilithium instead of reputation XP, in addition to the standard reward pack. There is no limit on how many times this bonus Dilithium project can be run.


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Reward Packs

 

One of my personal favorite features of the Dyson Joint Command reputation was the introduction of Reward Packs. These packs were given out once all of the “buckets” were filled on an Hourly or Daily XP project and contained goodies that could only be found within that reputation’s Dilithium stores. We decided these rewards felt good and we’ve introduced them to all other reputations as well.

  Dilithium Store Unlocks

 

Another feature of the Dyson Joint Command reputation was the removal of reputation Dilithium Store Unlock projects. Instead, these stores are awarded as you unlock Tiers in a reputation. We also removed all stores that contained Blue or Mk XI or below equipment. These unlocked stores will contain Mk XII very rare (purple) gear.

  Equipment Projects

 

While the Dyson Joint Command reputation contained fewer equipment projects than older reputations, it only had Mk XII very rare gear. All older reputations have been reworked to do the same. No equipment projects had their tier requirements increased. They either remained the same or had the tier requirement reduced.

In addition to this the following equipment projects had their mark costs reduced:

  • Nukara Space Set mark cost reduced from 900 to 750.

  Tier Upgrades

 

Another nice feature of the Dyson Joint Command reputation was that Tier upgrade projects only required 5 Marks and took 5 seconds to complete. This will also be rolled out to all other reputations.

  Costume Unlocks

 

We’ve reduced the cost on all ground costume unlock projects to only require 5 Marks. Going forward new reputations will automatically award these costume unlocks upon meeting their requirements.

  • E.g.: collecting all three pieces of a ground set automatically awards you with a costume unlock.

  Item Set Improvements

 

One of our goals with this feature was to give older equipment sets a review and bring them up to snuff. This resulted in some improvements to a few sets. At the time of writing this, the sets that received these improvements are: Romulan/Reman space sets and the Nukara space set.

 

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Q&A

 

Q: I have an equipment project slotted in an active project slot and this project is being removed in Season 9. Will I lose any progress on the completion of this item?

A: No progress will be lost. You’ll be able to complete any slotted projects you may have, but you won’t be able to slot any of these retired projects once Season 9 goes live.

 

Q: I have an Mk X, Mk XI or blue item that is awarded from a project that is being retired. Will I lose that item?

A: No. Only projects are being retired, the items they award will not be. This means you’ll keep any items you’ve earned.

 

Q: I have some pieces from one of item sets that are receiving improvements. Do I have to run another project to get the improved version?

A: No. Your items and any affected set bonuses will automatically be improved.

 

Q: I completed a project that now has a cheaper cost. Will I be reimbursed for the cost difference?

A: No, however these items have also been improved and you will not need to complete the project again to receive these improvements.

 

Q: I have a Mk X or Mk XI version of an item that belongs to a set that is being improved, will my set be improved as well?

A: No. Most older item sets have separate set bonus item requirements. So, if you own a Mk X or Mk XI item set that has an improved Mk XII version, it will likely not receive improved set bonuses.

 

Q: Are Dilithium costs in unlocked Dilithium stores being changed?

A: There are no plans to change costs on Dilithium store items.

 

Q: How much Reputation XP do Daily and Hourly projects award?

A: Dailies award 2500 and Hourlies award 200.

 

Q: I currently have some Dyson Joint Command Commendations.  What will happen to them?

A: While we are no longer awarding Commendations, you will not lose any you have.  You will be able to convert them into Dyson Sphere Marks via a special Upgrade project.

 

Q: Is sponsorship changing at all?

A: We are very happy with Sponsorship and the player reaction to it, we have no plans to change this feature at this time.

 

In conclusion, we’re super excited about rolling out these changes and continuing to improve upon our existing end-game reputations. We look forward to player feedback and an opportunity to continue to enhance the reputation experience.

It’s important to note that everything mentioned above is subject to change during this feature’s beta test on Tribble.

 

Regards,

Phil “Gorngonzolla” Zeleski
System Designer
Star Trek Online


Edited by ItalianScallion, 21 March 2014 - 08:31 PM.


#3 Locutus

 
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Posted 22 March 2014 - 02:53 PM

Sounds like a promising revamp, I just hope they make it simple and copy this over to the other reps too.


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#4 Master Teal'c

 
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Posted 22 March 2014 - 02:56 PM

Sounds like a promising revamp, I just hope they make it simple and copy this over to the other reps too.

 

All the personal reps are getting this revamp, Omega, New Romulus, Nukara,



#5 Locutus

 
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Posted 22 March 2014 - 03:24 PM

Excellent!


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#6 Master Teal'c

 
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Posted 24 March 2014 - 08:03 PM

Undine Art Revamp

By Joe Jing, Sr., Character Artist

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We are excited to re-introduce players to the Undine, or Species 8472, as they are known from the Star Trek: Voyager TV series. The species first appeared in the VOY episode, “Scorpion” and have existed in a small number of STO missions for quite some time.

However, in the game, though their bodies were heavily referenced from the show, their original armor was not, as Species 8472 was never shown with any attire. As we started delving deeper into the Delta Quadrant we decided it was time to re-evaluate the Undine group in our game.

 

Anatomy of an Undine

First off, their bodies were very blurry and lacked detail. By far, this was the easiest part of the revamp. A little texture sharpening, and a few skinning tweaks and Bam! The new version looks like an up-rezzed character.

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Armor of an Undine

Next, we felt the armor didn’t quite match the design sensibilities we’d expect from this species based on what was seen on the show. As seen below the armor felt very thick and heavy. Things like the gauntlets and leg plates have almost gladiator-like attributes and there didn’t seem to be any influence from the tech from the show.

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But why even put on attire of any sort to begin with? Part of the reason is STO has developed a visual language for enemy groups to help players discern different ranks quickly and easily.

Some of the most effective ways to achieve this is through the use of visual complexity, size, color, and silhouette. Also keep in mind that the game camera is often in a perpetual long shot of the action - there isn’t the same room for subtlety afforded to the shows. Attire is one of the easiest ways to grant us the visual breadth we need.

For the Undine, we also want to enforce the idea these creatures are highly intelligent – not beasts. Again, with the arguably limited storytelling and dramatic cinematics of STO, we rely on more overt visual cues…and techy bits, armor, etc. can do just that. That decided, what should their attire look like?

We went to the source and gathered everything we could from the shows; some key examples are included in the picture below.

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Without a doubt, the Undine are all about Bio-tech. We took special note of quite a few details. Shapes are organic and there are hardly any straight edges, yet the ships have symmetry and very intentional looking grooves. They also have a distinct 3-pronged look. It all looks almost grown, but in a very controlled and often ordered manner. There are also a lot of tubes and glow-y bits that help to encourage the feeling of “technology” amongst the natural bony surfaces.

These guys are also very lithe. They are definitely strong, but very thin, bendy, and nimble looking. Again, the original armor felt way too heavy for their personality.

Taking what we’d learned and what we wanted to achieve, we entered the concept phase. The image below shows the first handful of extremely rough conceptual explorations with the final version on the right.

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Concept Art
 

The final concept carried over many of the attributes seen in the reference. The plates look almost grown, yet high tech. They also look light, but strong. Their gauntlets include control panels very reminiscent of the monitor seen used by an Undine in the show. And, finally, we wanted to promote the idea of the Undine’s psychic abilities, so the design includes optic cables attached directly to their temples as if to enhance and/or tap into utilizing their natural abilities.

With the new design in place, we created the new in-game version, complete with optic cables that have animated, scrolling textures.

A final note on the creation of the Undine armor, we built it to fit conventions similar to uniforms with parts such as “belt”, “chest gear”, “boots”, etc., as well as a couple variants on key parts…and the ability to color tint. This modularity allows us to create the range of rank (as seen on the first image) from Ensign, which is bare, to the Captain, which typically has the full set.

As you can see, a great deal of thought has gone into the Undine Art Revamp, beginning with a re-evaluation of what we had, followed by reference gathering and establishing our goals, then concepts, and finally – asset creation.

 

Undine Critter Systems Changes

By Jeff “AdjudicatorHawk" Hamilton, Systems Designer

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Critter Updates: Ground

For ground, we wanted to clean up the mechanics of the Undine and modernize them, to make them feel more in line with our critter design in recent years. We generally cleaned up the group; they had a lot of VFX noise and redundant powers, we also simplified them a lot, removing claw swipes and attacks whose areas of effect were not clear, while improving the visual language of all that remained.

Their ground powers received all new FX, and each ground critter was differentiated into either a weapon user or a psionic power user. Their character model should tell you a lot about what they can do, depending on if they are psi, have a wrist gun, or have wrist blades. We also updated their weapon type to be an Undine-unique energy beam, instead of standard Antiproton bolts. The boss even has a wrist mounted “mini-planet killer” weapon.

All Undine have been updated to behave with the following characteristics:

  • The Undine now attack using Wrist Blades, Wrist Guns or Psionic Attacks.
  • The ground Undine received lots of tuning/balance .
  • We removed their self-heals, but gave them all a passive Regeneration Effect, so be sure to focus your attacks for maximum effectiveness!
  • They also have no shields, providing a unique feel in combat as their health is more resilient than that of most creatures to compensate, encouraging the use of weapons that are good against hitpoints instead of shields.

 

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Critter Updates: Space

For space, we wanted the Undine to feel more like they did in Voyager.

We updated many of the ship models so they more accurately reflect the show. The main change is the standard Bioship is no longer the group’s Cruiser, as its size was never right for that role. The IP ship is now the Frigate rank and a new, more menacing version of the Cruiser rank. The Battleship and Dreadnought models and names have remained unchanged.

The display names for all the ships have also been updated. Finally, there is a new Planet Killer ship that has a chance of spawning in Undine encounters. It looks and feels just like it would in the show (well, except it blows up ships instead of planets). You’ll know it when you see it.

We also wanted to focus the Undine’s niche as masters of Fluidic Space, which we’ve tried to characterize as being ocean-like. The Cruiser can now Subspace Dive – it can open a rift into subspace, and a few seconds later it will randomly come out of another rift. The Battleship can open a Fluidic Space rift; this rift slowly pulls you in due to its pressure gradient and leaks fluidic space into normal space. The leaked fluid slows you, debuffs your accuracy, and deals damage over time if your ship collides with it. The rift itself eventually destabilizes and explodes.

All Undine ships have been updated to behave with the following characteristics:

  • They have a forward facing Heavy Beam attack.
  • They are fast, with Hull Damage Resistance, Hull Regeneration, and Heavy Damage Weapons, unique to the Undine.
  • Their old plasma torpedoes have been replaced with a Bio-plasmic Warhead. Organic in nature, this projectile slows you and can drain your engine power.
  • The whole critter group has had lots of tuning/balance.
  • All of their beam attacks can knock your ship – inspired by a near-miss from an Undine beam knocking Voyager off-course.

 

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Conclusion:

We really wanted to double-down on the Undine as a fearsome enemy group, and we wanted to fix how underwhelming their first incarnation in Star Trek Online had felt. In conjunction with the art and story work that’s gone in to revamping the Undine, we hope this critter group overhaul succeeds at honoring one of the coolest, most alien species encountered in Voyager.

 

We hope the insight into our process has been informative, and we hope players find the visual revamp as exciting as we do!

See you in the final frontier, Captains!


Edited by ItalianScallion, 24 March 2014 - 08:03 PM.


#7 Locutus

 
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Posted 25 March 2014 - 03:36 PM

Season 9 is chock full of content!


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#8 Master Teal'c

 
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Posted 25 March 2014 - 04:09 PM

Changes to Reputation Powers
 

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AdjudicatorHawk here with an update on some upcoming changes to the powers granted by the Reputation system!  As we’ve expanded the Reputation system to include more and more content, we’ve created a number of cool powers for players to pick up.  However, each time we have made a new Reputation, we’ve had to constrain our powers due to the fact that the most dedicated players would have all of them active at any given time. 

Ultimately, it’s been clear that the system as it exists on live is not infinitely scalable – if we had 200 Reputation powers, the difference between a fresh max-level character and one who’d spent hundreds of hours at endgame would just be too large for them to play together.  However, we like the appeal of the Reputation system’s escalating power rewards – they feel good to earn and good to use.  The solution that lets us balance passive power creep and give even better rewards than before for Rep progression is very similar to the solution we used for Traits – let players earn power options, then pick and choose which of those powers they want to be using at any given time.  Due to this systemic similarity, we’re renaming Reputation powers to “Reputation Traits”.

With a system revamp like this, we also get to take a close look at which goals the original system was meeting, and which goals it wasn’t.  While Reputation Traits have been outstanding rewards for participating in content, they’ve also forced players to make semi-permanent build decisions without regard for what type of ship they’re flying or what group role they’re trying to play.  We want players to be able to use all of the powers they’ve earned, and we want to encourage experimentation and gaining a deeper understanding of how the game’s mechanics work. 

To that end, we’re changing how powers are selected – you can now change your selection of passive Reputation Traits for free, any time you’re out of combat.  All players will have four slots for passive Ground powers, four slots for passive Space powers, and four slots for Active powers.  As you progress through a given Reputation, you unlock two Reputation Trait choices each time you gain a tier in that Rep.  For example, if I reach Tier 1 of the Task Force Omega Reputation, I gain access to Omega Weapon Proficiency and Medical Nanites as power choices.  I can then slot both of these powers into Ground Passive slots, using up two of my four Ground Passives.  If I were to unlock Tier 5 in all current Reputations, I would have 16 options for Space and 16 options for Ground passive powers.

We recognize that this system revamp will cause some players to lose simultaneous access to powers they’ve earned, and it’s important to us that the powers you choose to slot feel impactful and worthy on their own, now that you can only use 4 passives at once in any given region.  To that end, we’ve made substantial improvements to a number of the Reputation passive powers.  We hope this will make the selection of your powers a set of interesting choices, and not just a single “best spec” that people copy from a guide.  What follows is a work-in-progress list of our buffs to Rep passives – please keep in mind, all of these are subject to change, following testing on Tribble.
 

Dyson Joint Command

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  • Tier 1
    • Integrated Nanofibers: Doubled the bonus damage resistance offered by this power.
    • Deadly Aim: Increased the Critical Severity bonus from +10% to +20%.
  • Tier 2
    • Advanced Hull Reinforcement: Doubled the bonus damage resistance offered by this power.
    • Advanced Targeting Systems: Increased the Critical Severity bonus from +10% to +20%.
  • Tier 3
    • Active Armor Hardening: This power's tooltip was incorrect. It stated it offered between 0 and 75 damage resistance rating. It in fact only gave 0 to 50. This power's effect was boosted to match its tooltip. It now actually grants 0 to 75 damage resistance rating.
    • Vanquish: This power's damage resistance debuff that scales as the enemy's health decreases has been increased from 0-15 damage resistance debuff to 0-20 damage resistance debuff.
  • Tier 4
    • ​Active Hull Hardening: This power's tooltip was incorrect. It stated it offered between 0 and 75 damage resistance rating. It in fact only gave 0 to 50. This power's effect was boosted to match its tooltip. It now actually grants 0 to 75 damage resistance rating.
    • Tactical Advantage: This power's damage resistance debuff that scales as the enemy's health decreases has been increased from 0-15 damage resistance debuff to 0-20 damage resistance debuff.

 

Nukara Strikeforce

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  • Tier 1
    • Indomitable: Increased hit point bonus from +7.5% to 10%
    • Identify Vulnerability: Increased shield penetration from 5% to 10%
  • Tier 2
    • Fortified Hull: Increased hit point bonus from +5% to 7.5%
    • ​Enhanced Shield Penetration: Increased shield penetration from 2.5% to 5%
  • Tier 3
    • Emergency Fix: Increased heal over time effectiveness by 50%
    • Cryo Immobilizer Module: Increased damage over time by 33% and Root strength slightly
  • Tier 4
    • Auxilliary Power Configuration - Defense: This power no longer provides boosts to skills based on Auxiliary power level. Instead, it directly gives +Max Hull HP, +Max Shield HP, Kinetic Damage Resistance and Energy Damage Resistance based on Auxiliary power level. Additionally, it has been improved to provide a greater bonus per point of Auxiliary power.
    • Auxilliary Power Configuration - Offense: This power no longer provides boosts to skills based on Auxiliary power level. Instead, it directly grants a bonus to all damage based on Auxiliary power level. In addition, this damage bonus will provide a larger bonus to damage than the previous one did and it will also provide a small Accuracy buff that scales with Aux power.

 

Task Force Omega

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  • Tier 1
    • Medical Nanites: Doubled the amount of self-regeneration provided by this power. In addition this power now provides double its new regeneration bonus outside of combat.
    • Omega Weapon Proficiency: This power no longer gives a bonus to Weapon Proficiency skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
  • Tier 2
    • Hull-Repairing Nanites: Doubled the amount of hull regeneration provided by this power. In addition this power now provides double its regeneration bonus outside of combat.
    • Omega Weapon Training: This power no longer gives a bonus to Starship Weapons skill. Instead, it provides a direct bonus to damage. It now grants a larger bonus to damage than before.
  • Tier 3
    • Replaced the "Rotating Weapon Frequency" power with "Omega Graviton Pulse Module". This new power causes all of your ground weapon attacks to have a 5% chance to deal additional kinetic damage with 100% shield penetration. This damage is doubled against Borg.
    • Regenerative Shield Augmentation: Significantly improved this power's regeneration rate.
  • Tier 4
    • Omega Graviton Amplifier: Updated this proc's description to explain that it has a chance to be triggered with each weapon attack instead of once per cycle like other procs. This is merely a text change, this power has always worked like this. In addition, this proc's damage is doubled against the Borg.
    • Superior Shield Repair: Significantly increased the amount of shield regeneration per 6 seconds.
       

New Romulus

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  • Tier 1
    • Lethality: Increased critical hit chance bonus from 3 to 5%.
    • Enhanced Personal Shields: This power no longer grants Personal Shields Skill, instead it boosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
  • Tier 2
    • Precision: Increased critical hit chance bonus from 3 to 5%.
    • Enhanced Shield Systems: This power no longer grants Starship Shield Systems Skill, instead it boosts your base Max Shield HP by 10%. The end result is a slightly larger boost to max shield HP than before.
  • Romulan Tier 3 and 4 Abilities:
    • Removed all "Chance on Crit" and replaced this functionality with an "On Next Crit" temporary effect. These effects are all consumed by applying their associated effects to self or foe, and will automatically refresh 20 seconds later.
      • This change was a purposeful move away from the idea of "chance-on-chance" and an attempt to normalize the opportunity that a player has of benefiting from this Reputation ability, should they choose to use it.
    • The "Placate" effect of the Romulan Tier 4 Space ability has been replaced with "Weapons Offline"
      • Base duration of this effect has been increased from 2sec to 4sec
      • This debuff is now cleansed by Engineering Team instead of Science Team
         

Again, please keep in mind, all of these are subject to change, following testing on Tribble.

See you online, Captains!

Jeff "AdjudicatorHawk" Hamilton
Systems Designer
Star Trek Online

 

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#9 Master Teal'c

 
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Posted 27 March 2014 - 12:24 PM

Undine Battlezone
 

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The Undine have launched their attack on the Dyson Sphere! Their first target was the area previously occupied by the Voth. The Undine's strike was fast and accurate, using the power of their planet killers to wipe away the Voth fleet. Now, the Undine are building a stronghold on top of the remains of the Voth zone and are seeking to destroy anything in their path. Only the combined efforts of the Federation, Klingons, and Romulans could push back the Undine and destroy their planet killers!

What is the Undine Battlezone?

The battlezone is a level 50 space persistent zone where players are fighting the Undine for control over a strategic portion of the Dyson Sphere.

While designing the space battlezone, we carefully looked at player feedback on our ground battlezone. What worked really well? What can we improve? With that in mind, we are proud to present you with the new Undine Battlezone!
 

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The battlezone has nine strategic points, with three different types of points. Factions need to take control of points in order to close down Undine rifts. Our goal is that the average play time at each point is between five to ten minutes.

The difficulty of each point will scale to the number of players in the area. Each point can be completed by yourself or with a full fleet of ships to back you up – the more players at a point, the more Undine will appear. When a point is complete, allied forces will come in to defend it, but beware, the Undine will reappear to take the point back and re-open a fluidic rift.

When all nine points are captured, players will be able to go after the Undine’s modified planet killers. There are three planet killers in all and players will only have a limited amount of time to defeat all of them before they retreat back to fluidic space.

Defeating at least one of the planet killers before time has run out will be considered a victory. When the time is up, or when all three planet killers are defeated, players will be given a reward for completing the zone based off of how many points they have helped to capture. Defeating all three planet killers will result in even more exciting things happening!
 

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Rewards

You will receive a reward of Dilithium and Undine Marks every time you help in completing a point. If you also help defeat a planet killer, you will receive an Isomorphic Injection for every planet killer defeated, assuming that you have helped in taking points in the zone.

Q&A

Q: Are there going to be Command Credits from the battlezone to summon allies at points?

A: No, this system will not be in the space zone. Allies that appear at points will be static, and once they’re defeated, they’re gone. If a player notices a point is being taken by the Undine, they can fly over to prevent it. This has been balanced so a single player can prevent a friendly point from being recaptured.

Q: How can I reach the Undine Battlezone?

A: You can directly go to the Undine Battlezone from the Ground Battlezone. You can also go there from the Contested Zone, as well as from the initial entrance in the Allied Zone.

It’s important to note that everything mentioned above is subject to change during this feature’s beta test on Tribble.
 

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We’re excited for players to play through the Undine Battlezone and find everything else we’ve put in, including perks and the chance to see some familiar faces lending a hand.

You’ll be able to play the Undine Battlezone in Season 9: A New Accord. We’ll see you there!

Sean “Commander Ander” McCann
Content Designer
Star Trek Online



#10 Master Teal'c

 
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Posted 01 April 2014 - 03:22 PM

Kit Revamp
 

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Our goal with this revamp was to take an item slot that doesn’t get much attention and build more customization around it. Kits were all the extra stuff your character would take on an away mission. Most players picked one Kit and used that for their character’s whole career, never thinking about their Kit abilities again. However, this didn’t really fit the design vision of “take the tool for the job”. To improve upon this, we’ve created a brand new modular system! You get a Kit Frame that contains slots for powers and then equip Kit Modules to choose which powers you want to take with you.

In With The New
          

New Kit Frames and Modules will be available all throughout the game with the advent of Season 9. Defeated ground enemies will all have a chance to drop Kit items, and Fleet Holding stores will be updated with new-style modular Kits for players to earn. If you’ve already obtained a Fleet Kit under the old system, have no fear - you can trade it in for a new model at no additional cost. White-quality Kit frames and Modules are available for purchase from Energy Credit vendors, while green and blue quality Kit frames and Modules can be obtained via Episode Replay rewards or from the Dilithium Store.
 

How Do They Work?
 

All new Kit Frames contain slots for Kit Modules. Each Career has been categorized into one of two Specializations. Science has Research and Medic. Engineering has Fabrication and Mechanic. Tactical has Strategic and Assault.

Mark 1 Kit Frames only have a single Module slot, while Mark 12 Kit Frames contain slots for five Modules. Each Kit’s slot layout differs slightly - some lean heavily towards one specialization within a Career, while others take a more balanced approach. Some Kits even contain a rare “dual” slot, allowing e.g. either Research or Medic Modules to be slotted in a Science Module slot.

Once a Module has been slotted into a Kit Frame and the frame has been equipped, you gain access to the slotted powers anytime you’re on a ground map. Kit Modules can be slotted and unslotted any time you’re out of combat, at no resource cost. Equipping a new Module invokes a brief cooldown on that Module’s power, preventing old Kit-swapping exploits from carrying over into the new Kit system.

It’s important to us that players who prefer the old system can continue playing Star Trek Online in their customary manner. Old Kits will continue to work - if you want to hold on to the Kit you’ve been using all these years, you’re welcome to do so. Eventually, you’ll probably want to move to a new Kit - they have bonuses to class skills on the Kit Frame, and Mark XI and XII frames contain 5 slots for Kit Modules, making them very attractive.

One important note about this new slotting system: older Kits never contained a full suite of Rank III powers, but new Kits can be filled with all Very Rare (equivalent in power to Rank III) Modules. This means players who participate in the new Kit system will slowly overtake the power level they had reached with previously existing Kits, as they fill out their Modules with better quality powers.
 

Building A Framework
 

The best aspect of the Kit Revamp is it allows the system to be expandable. If we think of a cool new Career power, we can just start dropping Modules for it and let players figure out whether they want to use it. Similarly, if we want to create a new Universal Module for a Featured Episode or reward, we can make a power that any player can choose to slot instead of one of their Career powers. We have many plans for additional expansions to the Kit system, and we hope you’re all looking forward to mixing and matching your powers and optimizing your ability loadouts for your own personal play style.

 

Kit Frames
 

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All of the changes to Kits from the systems side had quite a few consequences to how Kits were implemented into the UI as well. No longer would a simple item slot on your character sheet suffice - and with the addition of both Kit frames and Kit Modules, a whole new visual language was needed to differentiate all these new item types from old preexisting Kit items.

 Since the old types of Kits are remaining in the game, it was important to make sure the new “Kit frame” items we’re introducing have new icons to differentiate them from the old style Kits.

 As always, we wanted the visual style of these item icons to feel familiar to Star Trek fans and be easily recognizable for their type; looking at the item icon will tell you at a glance if it is a Kit frame (the border around it shows how many Module slots the frame has) and the shape and color of the item in the icon will tell you what kind of Kit it is: Science, Engineering or Tactical. Even more specifically, the item icon will tell you at a glance if the Kit leans more towards one of the specializations within the careers or if it has a more balanced assortment of Module slots.

 

Kit Modules
 

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With the Kit Frames, we’re introducing new Kit Modules that you slot to activate your ground combat powers. The icons for these Modules show the type of Module slot the item goes into, the icon of the power that Module grants you, the rarity of the Module item and finally the item’s mark.

Module items are color-coded with their slots for their career and specialization. Each specialization also has a distinguishing symbol that appears in both the Module slot on the Kit and in the upper-left hand corner of the Module’s item icon. The specialization of a Module slot or Module item is also listed in the item’s tooltip with the icon next to it for reference. Some Module slots accept Modules from both specializations within a career, and those slots use both specialization icons together.

 

Loading Your Kit
 

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As stated before, the new Kit frames work a little differently than old Kits. To get your ground powers, you need to actively choose which Kit Modules you’d like to slot into your frame. You can do this a couple ways with the new Kit UI. First off, slot your Kit frame into the Kit slot on your character sheet (double click the Kit frame item, drag it into the Kit slot on your character sheet, or click on the empty Kit slot to bring up the Quick Equip list of all available Kit frames).

You’ll see a new set of slots appear next to the Kit. These are the Module slots. The icon in the slot tells you what type(s) of Kit Modules can go there. To add a Module to your Kit frame, simply double click it in the inventory and if you have an appropriate slot available it will be equipped just like a normal item.

Additionally, you can drag and drop a Kit Module to a matching slot as you would any other item. Finally, you can just click on the slot itself and use the Quick Equip feature to easily pick from a list of valid Kit Modules.

As you can see, the behavior of slotting Kit Modules into Kit frames is nearly identical to how you slot almost every other item on your character or starship. We hope this ease of use, along with the new customization options Kits offer, will provide a seamless transition into an exciting new set of gameplay options for ground combat in Star Trek Online.

 

Jeff "AdjudicatorHawk" Hamilton, Systems Designer
Thomas "TheCrypticCat" Marrone, UI Artist 
Star Trek Online

 

http://community.arc...n-9-dev-blog-_7



#11 Master Teal'c

 
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Posted 02 April 2014 - 03:34 PM

Undine Assault

 

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The Undine are attacking! Planets from the Alpha and Beta quadrants are under attack and you’ve been called on to defend them. Queuing up for this mission will send the player to one of four locations: Gornar, Andor, Cardassia or Ferenginar.  There you will face the Undine. They have implanted a fully grown planet killer in extreme orbit.

The player with the aid of local forces will need to push through waves of Undine ships in order to close the fluidic rifts that are reinforcing the Planet Killers defenses.

Once the Rifts have been closed captains will have chance to take out the Planet Killer.

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Tips

  • Keep an eye on the command vessel as you will need this ship to expose the rift for you.
  • Communicate! There will be times when you will want one team member or multiple team members to change position.

​

Chris "mrodds" Dods
Content Designer
Star Trek Online

 

http://community.arc...n-9-dev-blog-_8



#12 Master Teal'c

 
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Posted 03 April 2014 - 02:31 PM

New Heads And Complexions

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Greetings Captains! I’m excited to discuss some fantastic new assets coming to Star Trek Online. As seen in the pictures above, we have three new face shapes and three new complexions! They work for all human-like species and the head shapes and complexions are fully interchangeable with each other and all existing head shapes and complexions. This news means exponentially more customization options.

One of the appeals of Star Trek is how the show embraces diversity. In many ways, a utopian future is where any race, gender, and species is equal. While Star Trek Online is filled with species options (including the option to create your very own, never-before-seen alien), simply making a convincing and appealing non-Caucasian character was quite a challenge for many people. Sometimes even making a young looking character was almost impossible. Dreams of making the perfect Wesley Crusher were dashed by a perpetual 5 o’clock shadow in every available option in the Character Creator.

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For example, do these two look familiar? With some time and effort, STO developers and players could do a lot to diversify from this look since STO has an amazingly robust Character Creator and Tailor. But getting facial variety requires quite a bit of fiddling with slider after slider adjusting each facial feature little by little. Even then, the limited starting head shapes and complexions still felt restrictive and resulted in similar looking NPC’s and player crews.

Since launch, the Star Trek character team has improved and added character creation options on a fairly regular basis. We have no intention of stopping. With this upgrade, players should have access to a much higher variety of possible faces.

The work all began in earnest after creating the Tuvok character for STO and funnily enough, a strong desire to improve one specific long existing face complexion.

First, Tim Russ as Tuvok has a very distinct face and we worked very hard to capture the minute details of his likeness. Obviously, the distinctiveness we worked to achieve makes the assets incompatible with all of the systems and parts in the player Character Creator and Tailor. At the same time, the process gave us a solid foundation to create a new head and complexion with features which is something players have been asking for a long time.

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Next, Standard 02 was always a bothersome texture. It did not look like the same quality as most of the other faces. The texture looked blurry and/or stretched. The male didn’t look as great as we wanted on one of the only two head shapes, especially around the eyelids and nostrils. Depending on the lighting in the level, that complexion could look downright ugly – and not in a cool “this guy is rugged, burly, menacing” sort of way.

STO is a live game; we don’t want to simply change any asset that players have grown to like. Many players have been using these textures already for years. These are characters in every sense of the word – complete with the personalities and accomplishments the player associates with them. There is a definite bond and attachment. Remember that “Beauty is in the eye of the beholder,” so what one person may think is ugly, the next may think is gorgeous.

We presented proposals on the STO forums and the player feedback was quite clear – we needed to be careful not to drastically change the look. So we made minor fixes to the texture stretching and improved the texture resolution, seen below.

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For what may seem like a small change, there were two other major outcomes:

  • The first is that it revitalized player requests for more facial options giving more priority to such a task.

  • The second is we pretty much finished another head shape and complexion presented as a revision in one of the proposals from the forums.

We committed to the effort and targeted three shapes and complexions for each gender.

As shown in the first pictures, we wanted to allow new effective ethnic facial features, but didn’t want to restrict things to specific combinations. Each head shape can be used with each complexion, regardless of skin tone. The head shapes also needed to work with all of the existing face parts – hair, eyebrows, facial hair, Borg attachments, etc.

We couldn’t drastically change things like skull shape, diffuse texture color tone, etc. Things like eye size and nose width had to rely on a fairly subtle touch. The workflow included a lot of cascading iterations while having many permutations of the faces open in the game. Shift the shape of one head, then shift it on the others. Tweak the texture on one, tweak it on all.

In the end, we are quite pleased with the variety and compatibility we’ve achieved. Below is the Dyson Sphere Crew, an example created using some of the new assets. As you can see, the crew has just as much (or more) facial diversity as many of our previous NPC groups and this was achieved much more quickly - without having to fine tune every bone slider for each face.

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Just as these assets improve developer production, the new face options should be a world of difference for players when making unique, attractive, and/or interesting characters. All of this will serve to enrich the world of Star Trek Online and we hope the results are as exciting for players as they are for us as developers.
 

Joe Jing
Sr. Character Artist
Star Trek Online

 


#13 Master Teal'c

 
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Posted 04 April 2014 - 04:32 PM

Video from the Tribble server. ESD remake, Kit Rvamp, Undine STF's, Undine Reputation.

 

REMEMBER THIS IS IN BETA! THERE WILL BE SOME ISSUES!

 

 

 

 

 

 

 

 



#14 Master Teal'c

 
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Posted 09 April 2014 - 03:36 PM


Undine Infiltration
 

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Incoming Message from Admiral Tuvok:

 

Intelligence assets on Bajor report signs of Undine infiltration. The Undine have taken the forms and identities of local residents. We do not know the purpose of this infiltration, but local authorities have narrowed down a list of possible suspects, at least some of whom are Undine in disguise.
I am sending you to conduct an investigation.

Attempt to remain discreet, but your ultimate objective is to expose the infiltrators and eliminate the Undine presence on Bajor.

 

"Undine Infiltration" is a mixed faction queued mission for level 50 characters. The event can be completed in 15 to 20 minutes, and has both a Normal and an Elite version.

During the mission, Captains will investigate Bajorans suspected of being Undine infiltrators in disguise. They will do this by asking a series of questions and based on the answers, deciding whether or not the suspect is an Undine and needs to be quarantined. If the investigator believes a suspect's story, he or she can also clear them from the investigation.

However, the Undine won't simply wait to be discovered. They'll be trying to disrupt the interrogations. So watch out for disturbances.

Later, the investigators' mission will take them into the caves below the city, where the Undine have established a base. Keep calm, and you'll be able to eliminate the Undine presence on Bajor.

Once the mission is complete, players will be scored based on how many Undine were correctly quarantined, and how many Bajorans were cleared of suspicion. Points will be lost if innocents are jailed or Undine infiltrators are allowed to escape. Players will earn an amount of either Undine or Fleet marks based on their final score.
 

Tips

  • The Bajorans are a little touchy about people taking away their freedom. Be careful of how many people you send to quarantine or you may have a lot of angry citizens on your hands.
  • Split up for the investigations, but be ready to team up again for the random events that take place during the investigation phase.

 

Chris “mrodds” Dods
Content Designer
Star Trek Online

 

http://community.arc...-9-dev-blog-_10



#15 Master Teal'c

 
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Posted 10 April 2014 - 06:51 PM


Story So Far

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The following contains detailed story elements from content including the “Sphere of Influence” and “A Step Between Stars” Featured Episodes. If you have not played these episodes, you may want to do so before reading further. 
 

From: Jiro Sugihara, Federation Diplomatic Corps
Re: Pre-Conference Briefing

 

Preliminary Briefing

First off, allow me to thank all of you for your efforts on behalf of the Federation Council and the Federation Diplomatic Corps. Now that several of you have had your security clearances raised in anticipation of the upcoming meetings, I would like to take this opportunity to give you a brief summary of the events that have led us to this point.

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During the colonization of New Romulus, officers assisting the Romulan Republic found a hidden underground chamber that contained an Iconian gateway. Partial historical records found on the planet revealed that the world was once an Iconian colony world, and that the native species there, the Dewans, served and worshiped the Iconians.

Centuries later, after the departure of the Iconians, the Dewans attempted to harness the power of the gateway for themselves. The attempt failed, causing a planetwide cataclysm that severely damaged the planet’s atmosphere and led to the decline and eventual extinction of the Dewan people.

After the gateway was discovered, a team from the Romulan Republic began to study the device, intending on sharing it as a valuable scientific and cultural resource with their allies in the Federation and the Klingon Empire. Despite careful preparations, the gateway malfunctioned upon activation causing a series of seismic instabilities that threatened to destroy New Romulus.


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Survivors trapped in the chamber by the quakes were led by Ambassador Worf through the gateway, and found themselves in a hidden subspace facility that was intended for use as a control center for the gateway network. While exploring this base, the survivors were beset by automated defenses and a mysterious solanogen-based lifeform that cannot live unassisted in normal space.

The survivors reset the gateway network to stop the seismic events and save New Romulus, but in doing so they revealed the existence of a massive gateway in the Jouret system. Using an ancient Solanae ship they found and the assistance of allies from Starfleet, the Klingon Empire and the Romulan Republic, the survivors fought off an attacking Elachi fleet and saved the system from destruction.

Resetting the gateway network had long-term implications, however. The Jenolan Dyson sphere, discovered by the crew of the U.S.S. Enterprise-D in 2369 and the subject of a long-term research project headed by the Starfleet Corps of Engineers, disappeared the instant the network was reset. In addition, the gateway in the Jouret system locked on a fixed location at the edge of the Delta Quadrant – another Dyson sphere.

The detection of Omega particles in the new Dyson sphere activated Starfleet’s Omega Protocol, along with similar directives in the Klingon Defense Force and the Romulan Republic Militia. Representatives from all three groups agreed to a joint exploration of the sphere with a focus on neutralizing the threat of the Omega particles.

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The sphere, known as the Solanae Dyson sphere, was found to have been the home of the Solanae, an Iconian servitor race. It was constructed with Iconian assistance, and was used by the retreating Iconians as a refuge after they were forced to abandon their homeworld. The massive sphere was capable of housing multitudes, and had the ability to “jump” through subspace using the Omega particles generated by the sphere as fuel.

At the request of the Iconians, the Solanae attempted to jump the sphere deeper into unexplored space. The Omega particle generators overloaded during the move, causing a large-scale incident that destroyed areas of the sphere and forever altered Solanae physiology, forcing them to leave their home and retreat into subspace.

Abandoned, the sphere drifted undiscovered until found by a Voth expeditionary force looking for weapons to use against the Borg, who had invaded Voth territory. Recognizing the power of the sphere, but believing it to have been created by their ancestors, the Voth prepared to activate the sphere and take it back to their homeworld, where they planned to use the Omega particles it contained to create barriers that would block all interstellar travel into Voth space.

The Voth clashed with Dyson Joint Command, fighting in both space and ground for control of the sphere. Eventually, both groups found their way to a station hidden near the sphere’s star, where the controls for the sphere’s jump were concealed.

The Voth wanted to move the sphere. A team led by Admiral Tuvok arrived to shut down the sphere’s jump capabilities once and for all. Tuvok’s team succeeded, but at the cost of opening another Iconian gateway.

Pursuing the Voth through this gateway, Tuvok and his team found themselves in the missing Jenolan Dyson sphere, which had jumped deep into the Delta Quadrant! After getting their bearings, the team was planning on returning to the Solanae sphere when they were attacked by an Undine fleet called to their location by Dr. Eric Cooper, a member of Tuvok’s team who then revealed himself as an Undine infiltrator. It was Cooper who manipulated Tuvok into opening the Iconian gateway as a means of giving the Undine fleets almost instantaneous access to anywhere in the Alpha and Beta quadrants!

While the initial Undine forces were defeated, disputes about what to do about the Undine and control of the Jenolan Dyson sphere now threaten to destroy the Dyson Joint Alliance. Admiral Tuvok has organized a summit at the Jenolan sphere that will hopefully settle some of these questions.

Your presence is respectfully requested.

 

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#16 Master Teal'c

 
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Posted 10 April 2014 - 06:52 PM


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Hailing all Captains,

 

We are thrilled to announce that Star Trek Online is launching its latest content update, Season 9: A New Accord, on April 22nd, 2014!

In this latest season, players will experience a brand new Feature Episode that continues the story left off in the last episode A Step Between Stars, starring Tim Russ.

Season 9: A New Accord will also include all new space and ground events, an all-new space Battlezone, deep refinements to gameplay systems, and much more.

Starting on April 14th and lasting until April 21st, players can also earn Bonus Experience to get caught up on previous seasons and Feature Episodes. Get ready to beam up to the latest in Star Trek Online!

 

For a recap of the previous Feature Episodes, check out our new Trailer linked below.

 

 

#17 Master Teal'c

 
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Posted 22 April 2014 - 11:39 AM

Season 9 is now live on the Holodeck!






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