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We've seen the questions that arose since our last Dev FAQ post and wanted to take a moment to first convey our gratitude for your feedback - after so long working in secrecy, the team is overjoyed to be able to talk about their work!
Here are some fresh questions we've seen you mention both here, in [url=https://forums.ubi.com/forumdisplay.php/1312-Star-Trek-Bridge-Crew]our official forums[/url] and on [url=https://www.reddit.com/r/BridgeCrew/]the Bridge Crew subreddit[/url]:
[b]Why did I have to download a large patch even if I haven’t purchased the DLC?[/b]
The patch brings everyone up to the newest version of the game client that includes the ability to add the DLC as well as a adding a bunch of bug fixes. It’s important to get everyone on the same version to support match making across the platforms
[b]What if I want to play with a player who doesn’t have the DLC, but I do? What if someone joins a DLC game without actually owning the DLC?[/b]
A toggle in the UI enables players who own the DLC to select whether they want to enter matchmaking with the DLC active (which will search for other players with DLC set active) or if they would prefer to play with any players (including players who do not own the DLC). This toggle will automatically be set to off if the player does not own the DLC.
[b]How can players help the Developers find and address bugs?[/b]
We try to catch posts people make on forums, subreddits, etc but we can’t watch everywhere and some will fall through the cracks this way. The best way to bring them to our attention is to file a support ticket via https://support.ubi.com and provide as much detail as you can. Adding any links to videos you may have taken of the issue help greatly as they provide a lot more information and context to help our QA staff recreate the problem to investigate it.
Note: duplicate submissions don’t help and if anything get in the way, but if you don’t know if something has been submitted already or not by all means put in a ticket. When a ticket comes in for a bug it goes to QA staff who will check if we already have something on it, will record it (JIRA) with all the details. They will work to recreate the issue and will add information on that to the entry so the developers have concrete steps to recreate the issue and know any and all factors going into it. Then the development team gets it and tries to determine if something is wrong and what can be done about it.
Some notes on a few select things that have already been posted:
[i]“…while playing, we entered one system where none of the Klingon ships were firing at us. It was during one of the save the Suribatchi missions. It seemed almost like an anomaly ithe system had totally disabled their ships, but this seemed like a bug”[/i]
Yes indeed, anomalies affecting enemies is intended and can have interesting consequences…
[i]“…two exclamation points appear at the same time on the Warp map (Possibly from helm)”[/i]
This can happen during Research and Rescue missions.
- During A Research mission, after scanning enough anomalies to turn in, an exclamation point will appear at the new warp location. If the player has triggered and yet to complete the optional objective (rescuing civilians), an exclamation point will remain in the current system.
- During A Rescue mission (especially the space station version) after transporting at least 1 person aboard the ship, an exclamation point will appear at the new warp location. If the player has not yet transported all remaining survivors, an exclamation point will remain in the current system.
[i]“…T'Nar on the Aegis and Enterprise (TOS) is still playing with power levels previously set by a player when no player engineer is in game.”[/i]
T'Nar will not change power nodes on her own. However, all crew-wide orders, and select orders to other bots, will make T'Nar reallocate power. i.e. Avoid / Evade Target for instance will cause engineer to set 5 engine, 3 shield, 2 phaser.
We are looking to put together a dev blog or post in the near future with more information on voice commands and how they work which will help to better explain interactions like this
[i]“…You've added 'Stand Down' on the Enterprise Captain's holographic on-screen command list, but it doesn't turn off Red Alert. We haven't found that it does anything at all!?”[/i]
The stand down command is identical to the “Reduce Detection range” command found on the Aegis. To that affect this is what happens:
- Reset any impulse/warp command to off
- Power settings phaser 3, engines 4 (notably this is to ensure we don’t fly at above 4000 speed), shields 3
- Stop shooting
- Lower shields
- Disarm torpedoes
The Red Alert button remains a manual interaction for the Captain to torment/alert her crew with.
If you submitted a bug report and don't see it here, rest assured that we are recording and investigating each one! We'll have more updates in the future!