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  1. Patch Notes For June 2019 Release - 2019-07-25.1 Released On Thursday, July 25th 2019 Features & Changes: Balancing: The Vexor Navy Issue has recieved a complete rework, re-imagining it as a ship with great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI is as follows: Gallente Cruiser bonuses (per skill level): 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) 10% bonus to Medium Hybrid Turret damage and tracking speed (new) 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 Skills: A targeted set of changes have been made to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts. These changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III Defect Fixes: Graphics: Updated the Background at the Character Selection Screen in celebration of the Season of Skills. Patch Notes For June 2019 Release - 2019-07-16.1 Released On Tuesday, July 16th 2019 Features & Changes: Technical: Fixed potential issue with Triglavian Invasion progression. User Interface: Added the ability to trash unclaimed items from the Redemtion Queue window. Added a select/deselect all checkbox to the Redemtion Queue window. Fixed Invasion effect level labeling in the Agency. Patch Notes For June 2019 Release - 2019-07-05.1 Released On Friday, July 5th 2019 Defect Fixes: Technical: Corrected an issue that could cause the client to become unresponsive during character creation or customization. Patch Notes For June 2019 Release - 2019-07-04.1 Released On Thursday, July 4th 2019 Features & Changes: User Interface: Improvements to the readability of Aura conversation windows. Defect Fixes: _User Interface: Fixed an issue where the planetary production filter in the Agency was not updating. Patch Notes For June 2019 Release - 2019-07-03.1 Released On Wednesday, July 3rd 2019 Features & Changes: Miscellaneous: To commemorate the history of all the great conflicts that took place in this system, a monument has been placed in C-J6MT, near the 78-0R6 gate, so all who pass through can now visit and pay their respects! User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Tutorial: Unified the tutorials that takes you to a Career Agents to a single tutorial Updated the tutorial so that the new Career Agents objectives are unlocked by the previous tutorial. Defect Fixes: User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Patch Notes For June 2019 Release Released On Thursday, June 27th 2019 Defect Fixes: Graphics: Fixed an Issue whereby the Music played during combat in TriGlavian invaded systems would not loop correctly Patch Notes For June 2019 Release - 2019-06-26.1 Released On Tuesday, June 25th 2019 Features & Changes: Graphics: Refactored Character shadows to make them more performant. Refactored the character animation system, and added in new idle animations which make the characters seem more lifelike. Miscellaneous: Repair Services will now be available at all high sec stations. Outpost monument descriptions have been updated to include the specific history of outposts in 5P-AIP, KDF-GY, J-LPX7, Y-CWQY, 0OYZ-G, X-R3NM, 6VDT-H, JZV-F4, 0-G8NO, 4-EFLU, and P7-45V. User Interface: An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal. Added the ability to navigate Solar Systems and sites in the Agency by using the keyboard arrow keys. Wars: It is now possible to see your ally offer after you sent it and it is also possible to retract it. Defect Fixes: Gameplay: Fixed an issue where the Agency Probe Scanner button would not reopen a docked Probe Scanner window after closing it from the Solar System Map. Fixed an issue where the Set Destination button in the Agency behaved inconsistently. Fixed an issue where the Agent Finder in the Agency did not contain Epic Arc or Storyline agents. Fixed an issue where the Add Bookmark button would remain disabled even after the player no longer had the maximum number of bookmarks. Fixed an issue where the Set Destination button in the 'Factional Warfare Nearest Station' feature would not change to Dock when in the system of the destination station. Improved Probe Scanner button tooltip in the Agency. Fixed another rare timing-related bug, where wormholes collapsed incorrectly, in this case if they were being used while the destination system was still loading. Graphics: Fixed missing glowing lines on the Caldari Battleship Golem's Vitalshift EGO SKIN. Removed Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN. Fixed the killmark display on the Minmatar Battleship Vargur when the Chainbreaker Khumaak SKIN is applied. Fixed icon image for the snake shape asteroid in the Guristas Extravaganza. Clicking the "Clean Ship" button in the fitting window will now immediately clean your ship while docked. Eliminated a spurious white flash when changing ships after pod death. Technical: Addressed an issue that could lead to Abyssal Timer remaining after completing Abyssal Deadspace if the player disconnected while in the Encounter Addressed issue preventing Mutated Modules from being linked in chat Text & Descriptions: Various text, punctuation and grammar fixes in several different places. Moon ore descriptions now correctly link to the minerals listed in their descriptions. Moon ores are now correctly listed as a source of obtaining each of their respective minerals. Improved the pop-up message when trying to create a corporation, while in space. Fixed a missing string in the notification mail reporting when a sovereignty structure has been transferred to a different owner. User Interface: Wars: Fixed a longstanding problem, where the icon for being a war target was not updated correctly in the member list of chat channels when joining or leaving a corporation. Fixed a text alignment problem in the fleet window for clients with Russian language. Fixed the objectives displayed in the mission info panel for Your Undivided Attention (3 of 10). Gesamten Artikel anzeigen
  2. Patch Notes For June 2019 Release - 2019-07-25.1 Released On Thursday, July 25th 2019 Features & Changes: Balancing: The Vexor Navy Issue has recieved a complete rework, re-imagining it as a ship with great damage application, powerful active armor defenses, and high dps if its pilot makes use of both turrets and drones. The new stat block for the VNI is as follows: Gallente Cruiser bonuses (per skill level): 10% bonus to Drone hitpoints, damage, and tracking speed (was 10% HP/Damage/Mining and 5% tracking) 10% bonus to Medium Hybrid Turret damage and tracking speed (new) 7.5% bonus to armor repair amount (new) Stats: Slot layout: 4H, 4M, 6L, 3 (+1) turrets 3 Rig Slots, 400 Calibration Fittings: 850 (+50) PWG, 350 (+40) CPU Defense (shields / armor / hull): 1650 / 3000 / 3000 Capacitor (amount / recharge rate / average cap per second): 1500 / 490s / 3.06 Mobility (max velocity / inertia / mass / warp speed / align time): 210 (-10) / 0.51 (+0.07) / 9,700,000 (-1,610,000) / 3 / 6.86s (-0.04) Drones (bandwidth / bay): 75 (-50) / 200 Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285 / 7 Sensor strength: 20 Magnetometric Signature radius: 130 (-15) Cargo capacity: 460 Skills: A targeted set of changes have been made to somewhat reduce the levels of drone skills available to alpha clones. These changes are focused on our ongoing anti-botting efforts. These changes to the alpha clone skill caps are: Reducing Heavy Drone Operation from level IV to level III Reducing Medium Drone Operation from level V to level IV Reducing Drone Interfacing from level IV to level III Defect Fixes: Graphics: Updated the Background at the Character Selection Screen in celebration of the Season of Skills. Patch Notes For June 2019 Release - 2019-07-16.1 Released On Tuesday, July 16th 2019 Features & Changes: Technical: Fixed potential issue with Triglavian Invasion progression. User Interface: Added the ability to trash unclaimed items from the Redemtion Queue window. Added a select/deselect all checkbox to the Redemtion Queue window. Fixed Invasion effect level labeling in the Agency. Patch Notes For June 2019 Release - 2019-07-05.1 Released On Friday, July 5th 2019 Defect Fixes: Technical: Corrected an issue that could cause the client to become unresponsive during character creation or customization. Patch Notes For June 2019 Release - 2019-07-04.1 Released On Thursday, July 4th 2019 Features & Changes: User Interface: Improvements to the readability of Aura conversation windows. Defect Fixes: _User Interface: Fixed an issue where the planetary production filter in the Agency was not updating. Patch Notes For June 2019 Release - 2019-07-03.1 Released On Wednesday, July 3rd 2019 Features & Changes: Miscellaneous: To commemorate the history of all the great conflicts that took place in this system, a monument has been placed in C-J6MT, near the 78-0R6 gate, so all who pass through can now visit and pay their respects! User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Tutorial: Unified the tutorials that takes you to a Career Agents to a single tutorial Updated the tutorial so that the new Career Agents objectives are unlocked by the previous tutorial. Defect Fixes: User Interface: Move Career Agents to the Agents and Missions Tab of the Agency. Updated the Tutorial tab to contain just the tutorials. The next tutorial in the path will now be automatically selected when users visit the Tutorial tab. Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency. Patch Notes For June 2019 Release Released On Thursday, June 27th 2019 Defect Fixes: Graphics: Fixed an Issue whereby the Music played during combat in TriGlavian invaded systems would not loop correctly Patch Notes For June 2019 Release - 2019-06-26.1 Released On Tuesday, June 25th 2019 Features & Changes: Graphics: Refactored Character shadows to make them more performant. Refactored the character animation system, and added in new idle animations which make the characters seem more lifelike. Miscellaneous: Repair Services will now be available at all high sec stations. Outpost monument descriptions have been updated to include the specific history of outposts in 5P-AIP, KDF-GY, J-LPX7, Y-CWQY, 0OYZ-G, X-R3NM, 6VDT-H, JZV-F4, 0-G8NO, 4-EFLU, and P7-45V. User Interface: An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal. Added the ability to navigate Solar Systems and sites in the Agency by using the keyboard arrow keys. Wars: It is now possible to see your ally offer after you sent it and it is also possible to retract it. Defect Fixes: Gameplay: Fixed an issue where the Agency Probe Scanner button would not reopen a docked Probe Scanner window after closing it from the Solar System Map. Fixed an issue where the Set Destination button in the Agency behaved inconsistently. Fixed an issue where the Agent Finder in the Agency did not contain Epic Arc or Storyline agents. Fixed an issue where the Add Bookmark button would remain disabled even after the player no longer had the maximum number of bookmarks. Fixed an issue where the Set Destination button in the 'Factional Warfare Nearest Station' feature would not change to Dock when in the system of the destination station. Improved Probe Scanner button tooltip in the Agency. Fixed another rare timing-related bug, where wormholes collapsed incorrectly, in this case if they were being used while the destination system was still loading. Graphics: Fixed missing glowing lines on the Caldari Battleship Golem's Vitalshift EGO SKIN. Removed Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN. Fixed the killmark display on the Minmatar Battleship Vargur when the Chainbreaker Khumaak SKIN is applied. Fixed icon image for the snake shape asteroid in the Guristas Extravaganza. Clicking the "Clean Ship" button in the fitting window will now immediately clean your ship while docked. Eliminated a spurious white flash when changing ships after pod death. Technical: Addressed an issue that could lead to Abyssal Timer remaining after completing Abyssal Deadspace if the player disconnected while in the Encounter Addressed issue preventing Mutated Modules from being linked in chat Text & Descriptions: Various text, punctuation and grammar fixes in several different places. Moon ore descriptions now correctly link to the minerals listed in their descriptions. Moon ores are now correctly listed as a source of obtaining each of their respective minerals. Improved the pop-up message when trying to create a corporation, while in space. Fixed a missing string in the notification mail reporting when a sovereignty structure has been transferred to a different owner. User Interface: Wars: Fixed a longstanding problem, where the icon for being a war target was not updated correctly in the member list of chat channels when joining or leaving a corporation. Fixed a text alignment problem in the fleet window for clients with Russian language. Fixed the objectives displayed in the mission info panel for Your Undivided Attention (3 of 10). Gesamten Artikel anzeigen
  3. Patch Notes For EVE Online: Invasion - 2019-06-19.1 Released On Wednesday, June 19th 2019 Features & Changes: User Interface: The progress of the Triglavian Invasion, for specific systems can now be observed in the Agency. Patch Notes For EVE Online: Invasion - 2019-06-18.1 Released On Tuesday, June 18th 2019 Features & Changes: Missions & NPCs: The Triglavian Invasion continues to escalate. Defect Fixes: PvE: Major Conduits spawning as part of the Triglavian Invasion should now be resolving correctly and no longer end up spawning endless amount of waves. Patch Notes For EVE Online: Invasion - 2019-06-13.1 Released On Thursday, June 13th 2019 Defect Fixes: PvE: Fixed a state in the Major Conduit site that made it un-completeable. Patch Notes For EVE Online: Invasion - 2019-06-12.1 Released On Wednesday, June 12th 2019 Features & Changes: Balancing: Further updates to specific Triglavian Invasion NPCs for behavior consistency. Missions & NPCs: Added a chance of Zorya NPCs appearing in Minor Conduits Distributed the next phase of the Triglavian Invasion. Defect Fixes: Gameplay: Fixed a case where jumping through a stargate while reloading a weapon could cause the weapon to not appear correctly when jumping back into the original system. Patch Notes For EVE Online: Invasion - 2019-06-11.1 Released On Tuesday, June 11th 2019 __Features & Changes: Missions & NPCs: Invading Triglavian forces in empire space appear to have adapted their ship technology and adjusted their tactics. Military experts are warning that they may be preparing for the next stage of their invasion. Patch Notes For EVE Online: Invasion - 2019-06-06.1 Released On Thursday, June 6th 2019 Defect Fixes: Gameplay: Fixed an issue that would cause the placing of remote buy/sell orders in Factional Warfare systems to fail. The broker fee is now correctly calculated using the bonus from the system upgrade level of the system, where the item is located (and no longer where the character is located). Patch Notes For EVE Online: Invasion - 2019-06-05.1 Released On Wednesday, June 5th 2019 Features & Changes: Missions & NPCs: The Triglavian Collective have escalated their presence within the Hi-Security regions of New Eden. Reports about Abyssal conduits have recently surfaced. The time to fight back is now. Defect Fixes: Gameplay: Fixed an issue when war bills wouldn't be retracted if the war was invalidated and the attacker was an alliance. User Interface: Fixed the orientation of the Clock and Calendar UI pointer. Added the missing names of two War notifications. Fixed multiple cases where the names of war allies would not be correctly displayed. Patch Notes For EVE Online: Invasion - 2019-06-03.1 Released On Monday, June 3rd 2019 Features & Changes: Gameplay: Non Player Entities (Fighters and NPCs) were previously invulnerable for up to 10 seconds after arriving via warp-in (whilst still being able to move/lock/attack). This has been removed, and they will now become lockable as soon as their warp completes. User Interface: The character selection screen is now showing again an icon with a tooltip, if a character is involved in a war. Defect Fixes: Gameplay: Fixed an issue where using Board my Corvette button in station from stacks larger than 1 would cause errors. Graphics: Fixed an error thrown by the character Creation System when moving the aging slider PvE: Improvements to the distribution schedule for the Triglavian Invasion. Science & Industry: Corrected the reprocessing output for the Ikitursa. The reprocessing output quantities have been corrected for all standard Exotic Plasma Charges. User Interface: Added a missing icon to the Declare War notification. Fixed an issue where the War Icon in the Character Sheet would be misaligned when the top section was minimized. Tweaks to improve visibility of information on the Triglavian Invasion page in the Agency. Patch Notes For EVE Online: Invasion - 2019-05-29.1 Released On Wednesday, May 29th 2019 Features & Changes: Missions & NPCs: Triglavian invasion NPCs now drop fewer metal scraps. Defect Fixes: Gameplay: It is no longer possible to create an alliance while being involved in a mutual war or while being ally in a war. Fixed a problem where leaving an alliance with wars sometimes took a long time and caused wars to be inherited incorrectly. User Interface: Updated the text of the war introduction notification to make it clear that only the attacking side pays war bills. Clarified the warning message text given when leaving a corp or kicking a corp member during wartime. Fixed a typo on the "War Info" tab of the corporation window. Patch Notes For EVE Online: Invasion 1.0 Released On Tuesday, May 28th 2019 Features & Changes: General: The 64-bit client will be released on both Windows & MacOS as an opt-in beta (Option found in the EVE Launcher). Check out more details here! Balance: DAMAVIK: Optimal Range Bonus has been replaced with a 4% Armor resistance bonus Powergrid has been increased to 55 (from 52) KIKIMORA: Removed Kikimora drone bay / bandwith Reduced Powergrid to 55 (from 58) AMMUNITION: All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations Reduced Tracking Speed multiplied for Mystic ammo to .5 (from .75) ELECTRONIC WARFARE DRONES: Reduced jam duration on Hornet EC-300, Vespa EC-600, and Wasp EC-900 to 5 seconds (was 20 seconds) Abyssal Deadspace: Faction Disintegrator variations will now drop as blueprints (was previously dropping as a module) Graphics: Improved the decal LOD system to make it more efficient, and reduce the draw calls in the medium and far zoom levels, thereby increasing performance on the GPU. Modules: Introduced Decayed, Gravid, and Unstable Mutaplasmids for the following module groups: - Damage Controls - Assault Damage Controls Added Unstable Mutaplasmids for the following module groups: - Medium Ancillary Shield Booster - Large Ancillary Shield Booster - X-Large Ancillary Shield Booster - Small Ancillary Armor Repairer - Medium Ancillary Armor Repairer - Large Ancillary Armor Repairer Missions & NPCs: The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself. Science & Industry: New Datacores – A new Datacore will be added: Triglavian Quantum Engineering datacore has been added, which will be used for Invention of tech II Triglavian ships and Entropic Disintegrators. New Components – We will be adding 5 new tech II component types for use in Tech II Triglavian ship production. Radiation Absorption Thruster Singularity Radiation Converter Zero-Point Field Manipulator Trinary State Processor Lattice Locked Dekaisogen Zarmazd Tech II production has been re-balanced to be consistent with all new Triglavian Tech II ship production. Tech I Exotic Plasma Charge Blueprints now produce 5000 units (increased from 1000 units) Faction Disintegrators now require a Tech II Disintegrator of appropriate size as a build material Faction Disintegrators now require the skill Triglavian Quantum Engineering in their production. Ships: NERGAL Bonuses: Precursor Frigate (per level): - 5% bonus to Light Entropic Disintegrator damage - 4% bonus to all armor resistances Assault Frigate (per level): - 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Light Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 2 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 55 Powergrid - 150 CPU Attributes: - Defense (shields / armor / hull) : 225 / 1120 / 700 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 525 / 212s - Mobility (max velocity / agility / mass): 313 / 2.9 / 1,043,000 - Warp Speed: 5 au/s - Drones (bandwidth / bay): 25 / 25 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 640 / 5 - Sensor strength: 14 Radar - Signature radius: 36m - Cargo capacity: 250m3 IKITURSA Bonuses: Precursor Cruiser (per level): - 5% bonus to Heavy Entropic Disintegrator tracking speed - 5% bonus to Heavy Entropic Disintegrator damage Heavy Assault Cruiser (per level): - 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Heavy Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 4 High Slots - 4 Mid Slots - 6 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 1250 Powergrid - 400 CPU Attributes: - Defense (shields / armor / hull) : 850 / 3450 / 2200 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 1650 / 280s - Mobility (max velocity / agility / mass): 220 / .64 / 11,900,000 - Warp Speed: 3 au/s - Drones (bandwidth / bay): 50 / 75 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 300 / 7 - Sensor strength: 22 Radar - Signature radius: 120m - Cargo capacity: 550m3 DRAUGUR Bonuses: Precursor Destroyer (per level): - 15% bonus to Light Entropic Disintegrator optimal range - 20% bonus to Light Entropic Disintegrator damage Command Destroyer (per level): - 2% bonus to Skirmish Command and Information Command Burst effect strength and duration - 5% reduction in Micro Jump Field Generator spool up time Role: - Can use one Command Burst module - Can fit Micro Jump Field Generators - 50% reduction in reactivation delay for defender Launcher - 95% reduction in powergrid requirements for Command Bursts - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need Slot Layout: - 3 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 70 Powergrid - 220 CPU Attributes: - Defense (shields / armor / hull) : 475 / 1250 / 1010 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 950 / 340s - Mobility (max velocity / agility / mass): 318 / 2.88 / 1,450,000 - Warp Speed: 4.5 au/s - Drones (bandwidth / bay): 10 / 20 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 525 / 7 - Sensor strength: 14 Radar - Signature radius: 62m - Cargo capacity: 360m3 Skills: Introduced two new skills: Triglavian Encryption Methods and Triglavian Quantum Engineering which will be required for invention and manufacturing of Tech II Triglavian Ships. War Declarations: The next stage of the War Declarations revamp has been released, including the introduction of War Headquarters structures, War cost simplification, improved mutual wars, and war UI improvements. More information about these changes and where they fit into the wider design for war declarations in EVE can be found in this dev blog. War Headquarters: In order to declare an aggressive war, the attacking side must now designate a specific Upwell Structure that they own somewhere in highsec space as the "War Headquarters" for that war. If the War Headquarters structure is destroyed, removed from space, or removed from the control of the attacking organization for any reason the war will enter its 24 hour cooldown and then end. If a war ends due to the removal of the War HQ, the former attacking organization will be unable to declare new wars against the former defending organization for two weeks. The identity of the War HQ structure is included in war notifications for the defender, as well as being visible to all interested parties through the war report window. Wars that are active during the Invasion expansion downtime will continue without needing a headquarters structure during a transition period that is scheduled to end at downtime on July 25th. If a war is active without a War HQ at the end of the transition period it will enter its 24 hour cooldown at that point and end the next day. War Cost Simplification: The cost of aggressive war bills has been set at a flat fee of 100 million isk per week. Mutual Wars: Mutual wars have been revamped to improve quality of life for participating organizations Aggressive wars can no longer be converted into mutual wars. Instead, mutual wars may be started through an invite/acceptance process. Mutual wars may now be started without any isk cost or structure requirements Either side of a mutual war may now decide to end the war at will, triggering the standard 24 hour cooldown before shooting stops Corporations that are allies of the defending side in an ongoing war can no longer join an alliance until the war ends or their ally contract finishes, unless the alliance they are attempting to join is also the only defender they are allied with. User Interface: Added the Board My Corvette button; Corvettes will no longer be made available automatically on docking in a pod, instead the player can choose to be placed inside a corvette using this button. If the character does not currently have a corvette then they will be provided one and then boarded into it. If a corvette is already in the ship hangar the character will board it and the standard modules fitted will be repaired. The styling for the Undock, View Outside and Take Control buttons have been updated. Updated Redeem Queue Notifications so that they now appear in the Neocom and not in the notification widget. Hangars are now visible below the station services by default. Remodeled the Agency! New cleaner and more functional UI, using the Progressive Disclosure approach to funnel the user to their desired content. Bookmarking pages is now possible, allowing you to skip the funnel and get straight to your most used pages. Agent Finder is back! Filters are now more visible and easy to use. Filters will now remember their last settings for each page. Reset all filters button is available. Search for specific planet types in the Planetary Production Agency page to establish your colony on, and if they are within range of your Remote Sensing skill, see their available resources without opening the PP window of each planet. The amount of Anomalies and Signatures in a K-Space system is now visible from anywhere. Combat Anomalies, Ore Anomalies, and Ice Belts show the exact type of site from within 1 jump away. At 2 jumps or further, only the existence of the site is shown. Storyline Missions and Escalations will guide the player to their respective pages by displaying the NEW! label. Contested level of Factional Warfare system and available FW complexes are now visible from anywhere in EVE. Incursion locations and incursions types (Scout/Vanguard/Assault/HQ) now shown in the Agency. Amount of accumulated CONCORD LP from completing Incursion sites is now shown in the Agency. Sites shown in the Agency now have the same contextual menu when right clicked as they do when right clicked in space, so you can now fleet warp to a site for example. Tooltips explaining the various features of EVE are present throughout the Agency to teach players about the mechanics of each. Triglavian Invasions are available through the Agency. In-client CSAT (Customer Satisfaction Survey) in system menu The new Help Pointer feature has been added and is available in the Utilities folder of the Neocom. This feature allows players to share links to different UI elements that will highlight that UI element with a label and arrow when clicked. It is expected to be especially valuable for veteran player mentoring their new friends. More information about the Help Pointer feature can be found in this dev blog. War UI Improvements: New “War Info” tab in the Wars tab of the corporation window, which explains the war declaration system and shows you the war status of your corporation at a glance The "Kill Reports" tab for a corporation has been moved from the "Wars" tab to the "Home" tab of the corporation window. New “War History” tab in the corporation window under the Wars tab, which displays previous wars and currently enforced peace periods due to surrenders and War HQ removal. New “Mutual War Invites” tab in the corporation window under the Wars tab, visible to corporation directors and CEO which show all the current incoming or outgoing mutual war invites. Here directors and CEOs can also find a toggle to block incoming mutual war invites if they wish Improved the war history section in the show info window for corporations and alliances Updated and improved the war report, including information about the identity of the War HQ Added a “Wars” tab to the show info window of Upwell structures if they are a War HQ Added an icon + tooltip to structure entries in the structure browser if they are a War HQ Added an icon to the character selection screen that clearly displays when your characters are involved in an active war Added an icon to the top section of the character sheet that clearly displays when your characters are involved in an active war Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war Added suppressible warning popup when undocking in High Sec while involved in an active war. Updated and added numerous war related notifications and warnings. Defect Fixes: Gameplay: Addressed Small Disintegrators not having bonus applied from Wolf-Rayet C2 Wormholes Addressed Kikimora not having bonus applied from Wolf-Rayet C2 Wormholes Fixed issue preventing HIC Scram from preventing Micro Jump Field warps Updated Triglavian T2 ships to have appropriate Warp Speeds Fixed an issue where Sisters of EVE Advanced Combat suits were not appearing in the market. Fixed a rare case where weapons of the same weapon group got loaded with different amounts of charges. Graphics: Fixed cloaking display on Servant Sisters of EVE Cruiser Stratios Fixed Turret placement on the Angel Cartel Battleship Machariel Fixed Turret placement on the Triglavian Command Destroyer Draugur Adjusted Spotlight on the Caldari Tactical Destroyer Jackdaw Fixed Singularity Storm and Hadean Horror skins not behaving correctly at long view distances Corrected ship identifier decals on ORE Industrial Ship Noctis and Ore Industrial Command Ship Porpoise Fixed a shader issue with the Triglavian Assault Frigate Hydra and Society of Conscious Thought Cruiser Tiamat Fixed an edge-case error thrown when rapidly switching ships and SKINs between capital on and non-capital hangars Fixed an error that occurred when changing ships and SKINS at the same time Spotlight placement adjusted in the Amarr Hangar Fixed an issue that caused Fortizar explosions to appear too small Fixed Geometry on some Crystal Asteroids Animations on thunderstorm and lava planets have been toned down When docking, visual cloak effect now runs to completion Certain shadows in the character creator now update more accurately when changing apparel Corrected an issue in which releasing the mouse button would not end sculpting mode while sculpting a character Applying Gray eyeliner now achieves its intended tone Fixed character customization failure when character creation had been started and not completed in the same session Lipstick now applies consistently over facial augmentations that change the color of a lip Updated Heat Sink Mutaplasmids to use correct icons Localization: Removed Tactical Logistics Reconfiguration from Carriers Mastery requirements Technical: Fixed a physics desync issue related to approaching/orbiting ships as they activate cloak. Fixed a client vulnerability, which could lead to client freezes. Text & Descriptions: Corrected the pronouns in the error message received when attempting to rejoin a corporation at war. Various text, punctuation and grammar fixes in many different places. Fixed a variety of small text issues in item descriptions and missions. User Interface: Updated the notification for CEOs when they apply to other corporations to make sure the instructions are up to date. Fixed inconsistencies with dragging character links into the member list of chat channels. This will now always try to invite the character to the chat channel (if possible), no matter where the link was coming from and if the link was dropped into empty space or on top of another character. Hyphens are valid characters for the purpose of searching solar system names. War declarations: Fixed problems with the display of expired war ally contracts. Fixed a loop-hole with re-declaring a war, where former war allies were suddenly dropped out of the war. It is no longer possible to send an ally request for a war, which is not opened up for allies. Several other small fixes to war declarations. Gesamten Artikel anzeigen
  4. Patch Notes For EVE Online: Invasion - 2019-06-19.1 Released On Wednesday, June 19th 2019 Features & Changes: User Interface: The progress of the Triglavian Invasion, for specific systems can now be observed in the Agency. Patch Notes For EVE Online: Invasion - 2019-06-18.1 Released On Tuesday, June 18th 2019 Features & Changes: Missions & NPCs: The Triglavian Invasion continues to escalate. Defect Fixes: PvE: Major Conduits spawning as part of the Triglavian Invasion should now be resolving correctly and no longer end up spawning endless amount of waves. Patch Notes For EVE Online: Invasion - 2019-06-13.1 Released On Thursday, June 13th 2019 Defect Fixes: PvE: Fixed a state in the Major Conduit site that made it un-completeable. Patch Notes For EVE Online: Invasion - 2019-06-12.1 Released On Wednesday, June 12th 2019 Features & Changes: Balancing: Further updates to specific Triglavian Invasion NPCs for behavior consistency. Missions & NPCs: Added a chance of Zorya NPCs appearing in Minor Conduits Distributed the next phase of the Triglavian Invasion. Defect Fixes: Gameplay: Fixed a case where jumping through a stargate while reloading a weapon could cause the weapon to not appear correctly when jumping back into the original system. Patch Notes For EVE Online: Invasion - 2019-06-11.1 Released On Tuesday, June 11th 2019 __Features & Changes: Missions & NPCs: Invading Triglavian forces in empire space appear to have adapted their ship technology and adjusted their tactics. Military experts are warning that they may be preparing for the next stage of their invasion. Patch Notes For EVE Online: Invasion - 2019-06-06.1 Released On Thursday, June 6th 2019 Defect Fixes: Gameplay: Fixed an issue that would cause the placing of remote buy/sell orders in Factional Warfare systems to fail. The broker fee is now correctly calculated using the bonus from the system upgrade level of the system, where the item is located (and no longer where the character is located). Patch Notes For EVE Online: Invasion - 2019-06-05.1 Released On Wednesday, June 5th 2019 Features & Changes: Missions & NPCs: The Triglavian Collective have escalated their presence within the Hi-Security regions of New Eden. Reports about Abyssal conduits have recently surfaced. The time to fight back is now. Defect Fixes: Gameplay: Fixed an issue when war bills wouldn't be retracted if the war was invalidated and the attacker was an alliance. User Interface: Fixed the orientation of the Clock and Calendar UI pointer. Added the missing names of two War notifications. Fixed multiple cases where the names of war allies would not be correctly displayed. Patch Notes For EVE Online: Invasion - 2019-06-03.1 Released On Monday, June 3rd 2019 Features & Changes: Gameplay: Non Player Entities (Fighters and NPCs) were previously invulnerable for up to 10 seconds after arriving via warp-in (whilst still being able to move/lock/attack). This has been removed, and they will now become lockable as soon as their warp completes. User Interface: The character selection screen is now showing again an icon with a tooltip, if a character is involved in a war. Defect Fixes: Gameplay: Fixed an issue where using Board my Corvette button in station from stacks larger than 1 would cause errors. Graphics: Fixed an error thrown by the character Creation System when moving the aging slider PvE: Improvements to the distribution schedule for the Triglavian Invasion. Science & Industry: Corrected the reprocessing output for the Ikitursa. The reprocessing output quantities have been corrected for all standard Exotic Plasma Charges. User Interface: Added a missing icon to the Declare War notification. Fixed an issue where the War Icon in the Character Sheet would be misaligned when the top section was minimized. Tweaks to improve visibility of information on the Triglavian Invasion page in the Agency. Patch Notes For EVE Online: Invasion - 2019-05-29.1 Released On Wednesday, May 29th 2019 Features & Changes: Missions & NPCs: Triglavian invasion NPCs now drop fewer metal scraps. Defect Fixes: Gameplay: It is no longer possible to create an alliance while being involved in a mutual war or while being ally in a war. Fixed a problem where leaving an alliance with wars sometimes took a long time and caused wars to be inherited incorrectly. User Interface: Updated the text of the war introduction notification to make it clear that only the attacking side pays war bills. Clarified the warning message text given when leaving a corp or kicking a corp member during wartime. Fixed a typo on the "War Info" tab of the corporation window. Patch Notes For EVE Online: Invasion 1.0 Released On Tuesday, May 28th 2019 Features & Changes: General: The 64-bit client will be released on both Windows & MacOS as an opt-in beta (Option found in the EVE Launcher). Check out more details here! Balance: DAMAVIK: Optimal Range Bonus has been replaced with a 4% Armor resistance bonus Powergrid has been increased to 55 (from 52) KIKIMORA: Removed Kikimora drone bay / bandwith Reduced Powergrid to 55 (from 58) AMMUNITION: All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations Reduced Tracking Speed multiplied for Mystic ammo to .5 (from .75) ELECTRONIC WARFARE DRONES: Reduced jam duration on Hornet EC-300, Vespa EC-600, and Wasp EC-900 to 5 seconds (was 20 seconds) Abyssal Deadspace: Faction Disintegrator variations will now drop as blueprints (was previously dropping as a module) Graphics: Improved the decal LOD system to make it more efficient, and reduce the draw calls in the medium and far zoom levels, thereby increasing performance on the GPU. Modules: Introduced Decayed, Gravid, and Unstable Mutaplasmids for the following module groups: - Damage Controls - Assault Damage Controls Added Unstable Mutaplasmids for the following module groups: - Medium Ancillary Shield Booster - Large Ancillary Shield Booster - X-Large Ancillary Shield Booster - Small Ancillary Armor Repairer - Medium Ancillary Armor Repairer - Large Ancillary Armor Repairer Missions & NPCs: The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself. Science & Industry: New Datacores – A new Datacore will be added: Triglavian Quantum Engineering datacore has been added, which will be used for Invention of tech II Triglavian ships and Entropic Disintegrators. New Components – We will be adding 5 new tech II component types for use in Tech II Triglavian ship production. Radiation Absorption Thruster Singularity Radiation Converter Zero-Point Field Manipulator Trinary State Processor Lattice Locked Dekaisogen Zarmazd Tech II production has been re-balanced to be consistent with all new Triglavian Tech II ship production. Tech I Exotic Plasma Charge Blueprints now produce 5000 units (increased from 1000 units) Faction Disintegrators now require a Tech II Disintegrator of appropriate size as a build material Faction Disintegrators now require the skill Triglavian Quantum Engineering in their production. Ships: NERGAL Bonuses: Precursor Frigate (per level): - 5% bonus to Light Entropic Disintegrator damage - 4% bonus to all armor resistances Assault Frigate (per level): - 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Light Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 2 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 55 Powergrid - 150 CPU Attributes: - Defense (shields / armor / hull) : 225 / 1120 / 700 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 525 / 212s - Mobility (max velocity / agility / mass): 313 / 2.9 / 1,043,000 - Warp Speed: 5 au/s - Drones (bandwidth / bay): 25 / 25 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 640 / 5 - Sensor strength: 14 Radar - Signature radius: 36m - Cargo capacity: 250m3 IKITURSA Bonuses: Precursor Cruiser (per level): - 5% bonus to Heavy Entropic Disintegrator tracking speed - 5% bonus to Heavy Entropic Disintegrator damage Heavy Assault Cruiser (per level): - 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus - 7.5% bonus to Heavy Entropic Disintegrator maximum range Role: - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need - Can fit Assault Damage Controls Slot Layout: - 4 High Slots - 4 Mid Slots - 6 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 1250 Powergrid - 400 CPU Attributes: - Defense (shields / armor / hull) : 850 / 3450 / 2200 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 1650 / 280s - Mobility (max velocity / agility / mass): 220 / .64 / 11,900,000 - Warp Speed: 3 au/s - Drones (bandwidth / bay): 50 / 75 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 300 / 7 - Sensor strength: 22 Radar - Signature radius: 120m - Cargo capacity: 550m3 DRAUGUR Bonuses: Precursor Destroyer (per level): - 15% bonus to Light Entropic Disintegrator optimal range - 20% bonus to Light Entropic Disintegrator damage Command Destroyer (per level): - 2% bonus to Skirmish Command and Information Command Burst effect strength and duration - 5% reduction in Micro Jump Field Generator spool up time Role: - Can use one Command Burst module - Can fit Micro Jump Field Generators - 50% reduction in reactivation delay for defender Launcher - 95% reduction in powergrid requirements for Command Bursts - 50% reduction in Microwarpdrive signature radius penalty - 100% bonus to Remote Armor Repairer repair range - 50% reduction in Energy Neutralizer cap need - 50% reduction in Remote Armor Repairer cap need - 50% reduction in Smart Bomb cap need Slot Layout: - 3 High Slots - 3 Mid Slots - 4 Low Slots - 1 Turret Hardpoint, 0 Launcher Hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 70 Powergrid - 220 CPU Attributes: - Defense (shields / armor / hull) : 475 / 1250 / 1010 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65 - Capacitor (amount / recharge rate) : 950 / 340s - Mobility (max velocity / agility / mass): 318 / 2.88 / 1,450,000 - Warp Speed: 4.5 au/s - Drones (bandwidth / bay): 10 / 20 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 525 / 7 - Sensor strength: 14 Radar - Signature radius: 62m - Cargo capacity: 360m3 Skills: Introduced two new skills: Triglavian Encryption Methods and Triglavian Quantum Engineering which will be required for invention and manufacturing of Tech II Triglavian Ships. War Declarations: The next stage of the War Declarations revamp has been released, including the introduction of War Headquarters structures, War cost simplification, improved mutual wars, and war UI improvements. More information about these changes and where they fit into the wider design for war declarations in EVE can be found in this dev blog. War Headquarters: In order to declare an aggressive war, the attacking side must now designate a specific Upwell Structure that they own somewhere in highsec space as the "War Headquarters" for that war. If the War Headquarters structure is destroyed, removed from space, or removed from the control of the attacking organization for any reason the war will enter its 24 hour cooldown and then end. If a war ends due to the removal of the War HQ, the former attacking organization will be unable to declare new wars against the former defending organization for two weeks. The identity of the War HQ structure is included in war notifications for the defender, as well as being visible to all interested parties through the war report window. Wars that are active during the Invasion expansion downtime will continue without needing a headquarters structure during a transition period that is scheduled to end at downtime on July 25th. If a war is active without a War HQ at the end of the transition period it will enter its 24 hour cooldown at that point and end the next day. War Cost Simplification: The cost of aggressive war bills has been set at a flat fee of 100 million isk per week. Mutual Wars: Mutual wars have been revamped to improve quality of life for participating organizations Aggressive wars can no longer be converted into mutual wars. Instead, mutual wars may be started through an invite/acceptance process. Mutual wars may now be started without any isk cost or structure requirements Either side of a mutual war may now decide to end the war at will, triggering the standard 24 hour cooldown before shooting stops Corporations that are allies of the defending side in an ongoing war can no longer join an alliance until the war ends or their ally contract finishes, unless the alliance they are attempting to join is also the only defender they are allied with. User Interface: Added the Board My Corvette button; Corvettes will no longer be made available automatically on docking in a pod, instead the player can choose to be placed inside a corvette using this button. If the character does not currently have a corvette then they will be provided one and then boarded into it. If a corvette is already in the ship hangar the character will board it and the standard modules fitted will be repaired. The styling for the Undock, View Outside and Take Control buttons have been updated. Updated Redeem Queue Notifications so that they now appear in the Neocom and not in the notification widget. Hangars are now visible below the station services by default. Remodeled the Agency! New cleaner and more functional UI, using the Progressive Disclosure approach to funnel the user to their desired content. Bookmarking pages is now possible, allowing you to skip the funnel and get straight to your most used pages. Agent Finder is back! Filters are now more visible and easy to use. Filters will now remember their last settings for each page. Reset all filters button is available. Search for specific planet types in the Planetary Production Agency page to establish your colony on, and if they are within range of your Remote Sensing skill, see their available resources without opening the PP window of each planet. The amount of Anomalies and Signatures in a K-Space system is now visible from anywhere. Combat Anomalies, Ore Anomalies, and Ice Belts show the exact type of site from within 1 jump away. At 2 jumps or further, only the existence of the site is shown. Storyline Missions and Escalations will guide the player to their respective pages by displaying the NEW! label. Contested level of Factional Warfare system and available FW complexes are now visible from anywhere in EVE. Incursion locations and incursions types (Scout/Vanguard/Assault/HQ) now shown in the Agency. Amount of accumulated CONCORD LP from completing Incursion sites is now shown in the Agency. Sites shown in the Agency now have the same contextual menu when right clicked as they do when right clicked in space, so you can now fleet warp to a site for example. Tooltips explaining the various features of EVE are present throughout the Agency to teach players about the mechanics of each. Triglavian Invasions are available through the Agency. In-client CSAT (Customer Satisfaction Survey) in system menu The new Help Pointer feature has been added and is available in the Utilities folder of the Neocom. This feature allows players to share links to different UI elements that will highlight that UI element with a label and arrow when clicked. It is expected to be especially valuable for veteran player mentoring their new friends. More information about the Help Pointer feature can be found in this dev blog. War UI Improvements: New “War Info” tab in the Wars tab of the corporation window, which explains the war declaration system and shows you the war status of your corporation at a glance The "Kill Reports" tab for a corporation has been moved from the "Wars" tab to the "Home" tab of the corporation window. New “War History” tab in the corporation window under the Wars tab, which displays previous wars and currently enforced peace periods due to surrenders and War HQ removal. New “Mutual War Invites” tab in the corporation window under the Wars tab, visible to corporation directors and CEO which show all the current incoming or outgoing mutual war invites. Here directors and CEOs can also find a toggle to block incoming mutual war invites if they wish Improved the war history section in the show info window for corporations and alliances Updated and improved the war report, including information about the identity of the War HQ Added a “Wars” tab to the show info window of Upwell structures if they are a War HQ Added an icon + tooltip to structure entries in the structure browser if they are a War HQ Added an icon to the character selection screen that clearly displays when your characters are involved in an active war Added an icon to the top section of the character sheet that clearly displays when your characters are involved in an active war Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war Added suppressible warning popup when undocking in High Sec while involved in an active war. Updated and added numerous war related notifications and warnings. Defect Fixes: Gameplay: Addressed Small Disintegrators not having bonus applied from Wolf-Rayet C2 Wormholes Addressed Kikimora not having bonus applied from Wolf-Rayet C2 Wormholes Fixed issue preventing HIC Scram from preventing Micro Jump Field warps Updated Triglavian T2 ships to have appropriate Warp Speeds Fixed an issue where Sisters of EVE Advanced Combat suits were not appearing in the market. Fixed a rare case where weapons of the same weapon group got loaded with different amounts of charges. Graphics: Fixed cloaking display on Servant Sisters of EVE Cruiser Stratios Fixed Turret placement on the Angel Cartel Battleship Machariel Fixed Turret placement on the Triglavian Command Destroyer Draugur Adjusted Spotlight on the Caldari Tactical Destroyer Jackdaw Fixed Singularity Storm and Hadean Horror skins not behaving correctly at long view distances Corrected ship identifier decals on ORE Industrial Ship Noctis and Ore Industrial Command Ship Porpoise Fixed a shader issue with the Triglavian Assault Frigate Hydra and Society of Conscious Thought Cruiser Tiamat Fixed an edge-case error thrown when rapidly switching ships and SKINs between capital on and non-capital hangars Fixed an error that occurred when changing ships and SKINS at the same time Spotlight placement adjusted in the Amarr Hangar Fixed an issue that caused Fortizar explosions to appear too small Fixed Geometry on some Crystal Asteroids Animations on thunderstorm and lava planets have been toned down When docking, visual cloak effect now runs to completion Certain shadows in the character creator now update more accurately when changing apparel Corrected an issue in which releasing the mouse button would not end sculpting mode while sculpting a character Applying Gray eyeliner now achieves its intended tone Fixed character customization failure when character creation had been started and not completed in the same session Lipstick now applies consistently over facial augmentations that change the color of a lip Updated Heat Sink Mutaplasmids to use correct icons Localization: Removed Tactical Logistics Reconfiguration from Carriers Mastery requirements Technical: Fixed a physics desync issue related to approaching/orbiting ships as they activate cloak. Fixed a client vulnerability, which could lead to client freezes. Text & Descriptions: Corrected the pronouns in the error message received when attempting to rejoin a corporation at war. Various text, punctuation and grammar fixes in many different places. Fixed a variety of small text issues in item descriptions and missions. User Interface: Updated the notification for CEOs when they apply to other corporations to make sure the instructions are up to date. Fixed inconsistencies with dragging character links into the member list of chat channels. This will now always try to invite the character to the chat channel (if possible), no matter where the link was coming from and if the link was dropped into empty space or on top of another character. Hyphens are valid characters for the purpose of searching solar system names. War declarations: Fixed problems with the display of expired war ally contracts. Fixed a loop-hole with re-declaring a war, where former war allies were suddenly dropped out of the war. It is no longer possible to send an ally request for a war, which is not opened up for allies. Several other small fixes to war declarations. Gesamten Artikel anzeigen
  5. Patch Notes For April 2019 Release - 2019-04-12.1 Released On Friday, April 12th 2019 Features & Changes: Gameplay: The Seekers Investigation introductions have now been restricted to high security space systems. Defect Fixes: Graphics: Resolved a framerate related memory leak. Adjusted doomsday firing effects to improve performance during titan engagements. Patch Notes For April 2019 Release - 2019-04-11.1 Released On Thursday, April 11th 2019 Defect Fixes: Gameplay: Fixed HAW torpedo issue for Siege Module II Fixed an issue where it was not possible to dock at structures with an overheated module. Technical: Fixed and issue breaking the Incursion Journal for people that participated in the Drifter Incursion in 2015. Fixed an issue with logging in while ship is still in space. Patch Notes For April 2019 Release - 2019-04-10.1 Released On Wednesday, April 10th 2019 Defect Fixes: Gameplay: Fixed issue with HAW torpedo dps for Dreadnoughts being calculated incorrectly Graphics: Fixed shader applied to the Disintegrators with the Metamateria SKIN applied to the ship Fixed visibility of the turrets while the ship is cloaked after going through a Jumpgate Fixed an issue that made ships see-through through the glass shader Localization: Corrected 2% typo in Siege Module description to correctly reflect 2x Patch Notes For April 2019 Release Released On Tuesday, April 9th 2019 Features & Changes: Balancing: Reduced the bonus to shield boost amount provided by the Industrial Core to 60% for T1 Industrial Cores and 75% for T2 (was 120% and 140% respectively) Reduced the base duration of the PANIC module to 4 minutes (was 5 minutes) Increased the bonus to mining foreman burst strength provided by the Industrial Core to 30% for T1 Cores and 36% for T2 (was 25% and 30% respectively) Introduced a new diminishing returns system for remote repair, remote shield booster, and remote capacitor transfer that reduces the amount transferred by each additional module based on the total amount of repair the target is receiving. For more details see this Dev Blog. Networked Sensor Array now disallows warp while active. High Angle Weapons Damage multiplier reduced by half for all Quad Mega Pulse Lasers, Triple Neutron Blaster Cannons, and Quad 800mm Repeating Cannons Rate of fire reduced by half for all Rapid Torpedo Launchers Siege Module I and II Now doubles damage bonus to all Quad Mega Pulse Lasers, Triple Neutron Blaster Cannons, and Quad 800mm Repeating Cannons while active Now doubles rate of fire for all Rapid Torpedo Launchers All Medium Beam Lasers Optimal Range increased by 10% Harbinger Powergrid increased to 1550 (was 1425) Abaddon Bonus to Large Energy Turret damage increased to 7.5% per level (was 5% per level) Cyclone CPU increased to 550 (was 525) Caracal Navy Issue Drone Bay increased to 25m3 (was 0m3) Drone Bandwidth increased to 25mbit/s (was 0 mbit/s) Corax Powergrid increased to 53 (was 48) Vexor Navy Issue Bonus to Drone Maximum Velocity removed Signature Radius increased to 145 (was 135) Gila Drone HP Role bonus reduced to 250% (was 500%) Ferox Max Velocity reduced to 145 was (150) Mass increased to 14,250,000 (was 13,250,000) Agility reduced to .66 (was .63) Signature Radius increased to 325 (was 295) Drones & Fighters: ‘Excavator’ Mining Drone base mining yield decreased to 80m3 (was 100m3) ‘Excavator’ Ice Harvesting Drone base cycle time slowed to 310s (was 250s) Excavator drone volume increased to 1100m3 (was 750m3) and Rorqual dronebay volume increased to 8800m3 (was 6000m3) Light Fighters (Firbolg, Dragonfly, Einherji, and Templar) Main attack explosion radius increased by 15% Main attack explosion velocity reduced by 30% Missile attack explosion radius increased by 15% Missile attack explosion velocity reduced by 30% Heavy Fighters (Ametat, Termite, Antaeus, Gungir) Main attack explosion radius increased by 15% Main attack explosion velocity reduced by 30% Gameplay: Neutral remote assistance will now cause a criminal timer and CONCORD response when applied to an active war declaration combat participant or limited engagement participant in highsec space Command bursts deployed by neutral characters will no longer apply any bonuses to active war declaration combat participants in highsec space More details of these neutral assistance changes can be found in this dev blog. Graphics: This release sees the first update of an ongoing iteration of hangar visuals. Hangars have now been moved over into our Space Object Factory system, which improves maintenance and allows easier updating of the visuals going forward. What you will see is brand new lighting! The lighting has been reworked with a focus on the ship, with more contrast, color and life being the order of the day. Miscellaneous: A new monument honoring the journey of Katia Sae has been erected in the Saisio system by the Achura Stargazers Society Planet Yulai IX has been renamed to Yulai IX (Kjarval) in honor of CCP Guard. The Impetus Glamourex boosters now have an expiry date. The last date to safely consume them will be October 6th 2019. PvE: Adjustments have been made to the respawn rates of certain nullsec anomalies. These adjustments are part of a gradual ongoing process that will see further tweaks for this type of content. Structures & Deployables: Structure Browser: Added a Liquid Ozone column when filtering for the Jump Gate service in the My Structures tab. User Interface: PLEX balance have been added to the Wallet. 'Sell PLEX for ISK' option is now disabled if the PLEX Vault is empty. A tool tip have been added to the deactivated option. Tool tips have been added to 'Broker's fee' and 'Sales tax' in the Sell PLEX window. The 'Sell' button in the Sell PLEX window is now deactivated if the player cannot afford the Broker's fee. A tool tip have added to the deactivated 'Sell' button.The Broker's fee text will also be highlighted in red under these circumstances. New Player Experience: Streamlined the Seekers investigation so that only the core path of tutorials is included. Defect Fixes: Gameplay: Fixed a rare issue where a corp could become immune from war declarations after leaving an alliance. Graphics: Adjusted the normal maps of the entropic disintegrator hardpoints on the Triglavian Cruiser Vedmak and variations. Modified the texture level of detail transitions for planets, moons, and stars in warp. Restored camouflage patterns on several Caldari, Gallente, and Minmatar NPCs. Cleaned the Amarr and Minmatar Shuttles and adjusted base dirt levels. Expanded the shield radius for the Minmatar Battlecruiser Hurricane and variations. Fixed Singularity Storm skin not turning off effects on low shader mode. Adjusted the dirt layer on the Society of Conscious Thought Battleship Praxis. Changed the low level of detail size for the Minmatar Cruiser Rupture and variants. Added audio to a number of older ship warp animations. One Upwell hologram on some structures has been replaced with a less corporation specific image. Structures & Deployables: Fixed a rare case where Upwell Structures would not drop loot when unanchored or destroyed. Text & Descriptions: Sovereignty Structures now correctly show "Launch for Corporation" instead of "Launch for Self". Various text, punctuation and grammar fixes. User Interface: Fixed an issue where the Seekers Investigation layout would break when changing UI scaling Fixed an issue where the asset window would fail to load in some rare cases. Fixed an issue where some war reports take some time to populate with kills. Alliance Member List: Fixed an issue where corporations wouldn't correctly highlight when typing their name. Gesamten Artikel anzeigen
  6. Patch Notes For March 2019 Release - 2019-04-02.1 Released On Tuesday, April 2nd 2019 Defect Fixes: Gameplay: Fixed a problem where cloaked ships were not removed correctly from observing clients. Fixed another problem with the expiry of wormholes, which could cause a wormhole to change destination. Graphics: Fixed the cracking noise when flying near the TriGlavian Jumpgates. User Interface: Fixed a problem with renaming an Upwell structure, while being docked. Patch Notes For March 2019 Release - 2019-03-27.1 Released On Wednesday, March 27th 2019 Defect Fixes: Gameplay: Fixed another edge case of wormholes not expiring correctly. PvE: Fixed an issue where a mission site completed right before downtime would fail to persist the completed state with an agent when the server came back up. This led to the curious case where your mission deadspace site would no longer have any content, and the agent had no memory of you completing the site. Patch Notes For March 2019 Release - 2019-03-20.1 Released On Wednesday, March 20th 2019 __Features & Changes Miscellaneous: Abyssal Deadspace: Bioadaptive Caches no longer accept Triglavian Survey Data in exchange for Data Vaults. Triglavian datastreams may become available from other sources. Ships: The multipliers that influence insurance contract costs and payout values have been rebalanced for several ship classes. In general, larger tech 1 ships now have lower multipliers than smaller ones. Patch Notes For March 2019 Release - 2019-03-19.1 Released On Tuesday, March 19th 2019 Defect Fixes: Gameplay: Reduced the respawn delay of wormholes by 1 minute to compensate for the 1 minute increase in delay before despawning required to ensure that other issues do not occur. Pilots will find that the time between a static wormhole collapsing and a new instance spawning is now the same as it was previously (1 minute total) Graphics: Fixed a logo from a SKIN that was being displayed on all other SKINs on the Kikimora, Vedmak and Leshak. User Interface: Fixed an issue where Structure Fighters couldn't be given movement commands through the right click or radial menu. Removed the non-functional "Scoop to cargohold" option that was incorrectly shown on anchored Customs Offices. Fixed an issue where clicking multiple items in the overview during high latency situations could result in incorrect options being displayed in the selected item window. Fixed an issue where in certain circumstances, drones wouldn't be correctly loaded when using the "Fit" option. Patch Notes For March 2019 Release - 2019-03-14.1 Released On Thursday, March 14th 2019 Defect Fixes: User Interface: Fixed a problem in various inventory windows, where the "slot" column was not populated correctly, Fixed a problem where searching for a specific Upwell structure did not work correctly, for example for remote buy order creation. Patch Notes For March 2019 Release - 2019-03-13.1 Released On Wednesday, March 13th 2019 Features & Changes Skills: The prices at which skills are seeded to the Market has been adjusted. This change will also impact their prices when purchased via the character sheet. Defect Fixes: Gameplay: Fixed an issue where in some circumstances traversing a wormhole would transport pilots to a previous location in the system, if the wormhole collapsed. User Interface: Fixed an issue where if a character had insufficient funds to complete a skills purchase no message would appear explaining why the transaction failed. Improved the skill tool tip text for when a character lacks the requirements needed to train. Fixed an issue where the estimate prices of rare skills displayed in the character sheet did not match the estimations seen elsewhere. Fixed an issue where capture timers for faction warfare sites were not displaying correctly. Patch Notes For March 2019 Release Released On Tuesday, March 12th 2019 Features & Changes Audio: When encountering the different pirate factions around New Eden, capsuleers will be able to hear distinctly different communications chatter based on which pirate faction they come in contact with. Missions & NPCs: Level 4 and 5 Agent missions are now only accessible for Omega Accounts PvE: Adjustments have been made to the respawn rates of certain nullsec anomalies. These adjustments are part of a gradual ongoing process that will see further tweaks for this type of content. Skills: Added the ability to purchase all core skills directly from the character sheet for a 30% markup on seeded prices. - User Interface: The tooltip of a repairing module in the ship hud will now have a count-down, showing how long until the module is fully repaired. Defect Fixes: Gameplay: To prevent exploits surrounding wars, it is no longer possible for a defending corporation to join an alliance that has an offensive war against their aggressor. During any war cool-down period either side of the old war can choose to declare a new war instantly if both sides are war eligible. Any new war started during the cool-down of an old war involving the same parties will immediately end the old war early and start the new war with fighting enabled (no 24 hour spool-up). This new war is still subject to the same billing and eligibility requirements of any normal war. Fixed several problems with the expiry of wormholes, especially for null-sec wormholes. This should fix the problem of wormholes collapsing when trying to jump through. Corrected the meta group attribute of several T2 and T3 items so that they will display correctly in the compare tool Fixed a problem with reloading partially loaded modules, where only one stack of charges was being used. Fitting: Fixed a problem with the "Fit Ship" option, where it did not warn properly if not sufficient ammunition could be found. It will now also restock the correct amount of mission ammunition. Fixed an issue causing Webifying Drones to all have the same signature radius Graphics & Audio: Fixed Deimos mirrored faction logo. Fixed an issue whereby certain VFX sounds where being muted as soon as they started playing in systems with many deployed structures. Changed the location of a blinking light on the Cynabal which was placed on the same spot as a turret hardpoint. Fixed the logo displayed on the Nyx with the Police SKIN applied to it. Enabled a warping animation on the Astero. Fixed blurriness of booster trails when flying especially fast ships while having speed boosting implants. Fixed bug that caused explosion sounds to play when warping away from a decayed angel mass grave and minimizing the client. Fixed inverted logo on Tatara structure. Fixed clipping on the Women's Republic Fleet Ordnance Jacket. Fixed clipping of the Men's 'Lockstep' Boots through the Men's 'Commando' Pants. Technical: Fixed an issue in the physics engine with collision handling that could lead to ship position/velocity becoming desynchronised between server and clients. Structures & Deployables: Improved a misleading error message when trying to take control of a FLEX structure, which is already controlled by someone else. Fixed a problem with right-click options for Upwell Structures. Fixed a problem with contract creation, where an "Slow Down" message was displayed, if you had items in very many Upwell Structures. Bounties from NPCs, which are killed by Upwell structures, are now being paid out to the controller of the structure. Fixed a problem where cloaking ships were sometimes not fully removed from observing clients, if they were observing space from viewing outside from an Upwell structure. This could also lead to desync. Fixed a problem where the docking availability icon on an Upwell structure would switch to denied, after trying to dock with a too large ship (as the ship size should not be part of this). Text & Descriptions: Several minor text issues have been corrected. The error message received when the network connection between client and server ("socket closed") has been updated to provide more useful information. The evemail notification sent to corporation members on the deletion of a character that is a member of their corporation has been changed. User Interface: Fixed a problem in the market, which excluded items from being shown when using "Show only available" with a "Region" range filter, if they were only being sold in Upwell structures. Disabled the non-functional option to "Read News" on billboards. Fitting simulation: It is now possible to filter the hardware browser by subsystems for T3 cruisers - in combination with the filter for rigs. Fixed a problem that overview settings were not saved properly while being docked. The tooltip for a module shows now the correct damage state, while it is being repaired. Fixed minor issues with the alignment and text style of the object name in the radial menu. Fixed a problem with the show info window, where it was not possible to open the preview window of a ship, if a character with positive or negative standing was viewed before in the show info window. The color of links is now affected by the color blind mode. Fixed a problem which prevented the guests list in a station or Upwell structure to be updated properly, while a filter was active. Fixed a problem, where the corporation show info window was not updated properly after leaving an alliance. Gesamten Artikel anzeigen
  7. Patch Notes For February 2019 Release Released On Tuesday, February 12th 2019 Features & Changes: Drones & Fighters: Fighters, which were loaded into launch tubes, are now dropping as loot, if the ship or the Upwell structure is destroyed or unanchored. Miscellaneous: Standard cynosural fields have been moved to their own overview filter group so that players can filter them separately from other beacons. This group was pre-created as an empty placeholder in December under the name "Future Home of Cyno Fields" so that players can modify their custom overview filters ahead of time if they wish. In this release the group has been renamed to "Cynosural Fields" and the cynosural field type has been moved into it. Mutual wars that have have had 90 consecutive days without any pvp kills will now automatically close. Activity Tracker Boosters node renamed to Boosters & Implants. Boosters & Implants node now count Implants manufactured. Adjusted Ice harvesting level thresholds and weighting in the Activity Tracker. Missions & NPCs: Guardian's Gala - February 12th - 26th User Interface: The icons representing the 4 services (fitting, insurance, repair and re-customization) that are always available in all standard Upwell structures have been combined into one icon in the My Structures tab in the Structure Browser. A "Find in Personal Assets" option has been added to the right click menu for items. The keyword "typeExact" has been added as an option in Personal Assets > Search tab. A text filter field has been added to the "Show Contents" window. An estimated price and item count has been added to the Cargo scan window. It's now possible to drag and drop items and characters to a lot more filter/search fields than before (fields such as in the Guest tab, corporation applications, contact list, fitting window, blueprint browser, etc). A job summary, giving an overview of the number of active Manufacturing, Science and Reaction jobs has been added to the Industry window. The ability to Copy/Paste from the "Jobs" tab in the Industry window has been added. A yellow warning marker (!) has been added in front of those options that player might want to use with a bit of caution. A Health readout has been added to the tooltip for drones in the drone window. The Assist and Guard menus for drones will now only list the pilots on the player's grid, since the drones cannot be assigned to those off-grid. The "Mine Repeatedly" function for drones is now simply called "Mine", and the single cycle mine option has been removed. 2 bigger fonts sizes to choose from for the Context Menu (set in ESC>General Settings) have been added. When failing to set a shortcut because the keys are in use, players are now offered to rebind the shortcut. Inventory item filters and broadcast settings can now be shared in similar way as the Overview profiles, where they are dragged to text fields to create a link to them. When a player clicks those links they are offered to load up the filters/settings. Link colors have been changed to make it easier to see what is a link and what kind of link it is. The “Ship to” page when creating Courier contracts now lists the total volume of the package and how much ISK/m3 the reward is. This is ISK/m3 display is also displayed when opening up details for a contract. Reordered the folders within the Neocom Menu. Reduced the amount of icons shown by default on the Neocom bar. Defect Fixes: Gameplay: Fixed Luminaire VI customs office warp in so that players can again warp to 0 to it. Frostline 'Omnivore' Harvester Upgrade now correctly apply bonuses to strip miners. Reduced overall bonuses on Frostline 'Omnivore' Harvester Upgrade to 8% The Men's and Women's Frostline Exploration Suits can now be sold on the market. Male and Femal Guristas Caps can now be sold on market. Time-limited resources now receive reprocessing yield bonuses from Upwell Structures. Several old and unused skinned ship variants will no longer appear in the industry tabs for their parent ships. Removed the docking options for unanchored structures. Corrected an issue with missing manufacturing bonuses on the Upwell A3FPR and C2LF outpost conversion rigs. Fixed an issue where Activity Tracker would not count certain activities. Graphics & Audio: Fixed issue preventing kill marks from showing on the Thalia. Fixed turret placement on Imicus. An occlusion map artifact was removed on the booster section of the Augoror and Guardian hulls. Fixed small gap on the rear of Ares ship. Fixed visual issue on the Naglfar ship. Fixed mirroring issue with port faction logo on InterBus shuttle. Linked the light emitted by the reactor VFX on the mining barges when applying SKINs. Updated the Naglfar Wreck to include a third turret hardpoint. Fixed collision geometry on the Asteroid Prime Colony. Fixed an Issue whereby some deployable structures would pop into view before playing the anchoring VFX. Fixed geometry clipping when wearing the Women's 'Eternity' Suit Top. Fixed exception thrown when changing SKINs in space while using tactical or first person camera. Resolved defect that made missile impacts on enemies sound like they were far away while focus was on said enemy. Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets. Fixed clipping of the Sterling Dress Shirt when wearing an open jacket on a Caldari male character. Fixed tucking of boots on female characters when wearing the Women's 'Eternity' Suit bottom. Clipping on women's pants with tucked tanktops have been fixed. Localization: Removed double-space from the description text for Chromodynamic Tricarboxyls. Many typos and grammar errors have been fixed all over the place. Corrected a typo in the notification settings listing for structure reinforcement time changes. New Player Experience: Fixed the bracket of the Unstable Wreckage in the Seekers Investigation "Radiation Field" tutorial. Tabs with no options available for selection are no longer shown on the Character Customization screen. Fixed an issue where the bloodline and customization screens could become overlapped during character creation. Fixed an issue where the audio prompt for UI highlights during tutorials would replay whenever the EVE client is resized. Improved the positioning of the Autopilot button UI highlight in The Seekers Investigation. Technical: Fixed several reasons for physics desync issues (others are still being worked on). User Interface: Fixed the width of the 'Description' column in the Redeem Items window, so that the 'Expires' field is not hidden if there are items with lengthy descriptions in the window. Added missing metatags to icons for a few items given out in the 13 days of EVE. The Events button will now correctly minimize the agency if clicked twice. Fixed the info window attribute 'Used With' for the Yoiul Blizzard Firework. Added metatag to 'Eros' Implant line Fixed the metatags on various Cerebral Accelerator icons. Improved challenge text readability when using UI Scaling Added Frostline 'Clavicula' Integrated Analyzer to Data Analyzer variations tab. Sell window: Fixed a problem, where the default suggested price was not chosen correctly, when selling an item remotely (it used your location and not the item location to decide the price). Contracts: Made sure to exclude your current ship when copying a contract. Improved the show info window for missiles to show attributes, which are affected by bonuses, more accurately. The tooltips for the Session change Timer & Jump Cloak Timer have been reformatted to fit with the style of other such timers. Improved the performance of the personal assets window slightly. The state of the station services panel is now retained correctly when using the ship tree. Notifications: Added a missing icon to the "bill paid" notification. Improved the error message, when trying to activate multiple SKINs at the same time and failing for some of them. Fixed an issue where the images of constellations and regions would overlap with their information in their Show Info window. Re-added the "Set Name" option, which was missing from some corporation owned objects in space, if the character had only the "Config Equipment" role. Fixed issue in epic arc mission Languishing Lord where the Mission Info Panel gave players incorrect guidance. Fixed the Mission Info Panel so that it now correctly displays objectives for the mission "Church of the Obsidian". Improving the text for "Destroy" objectives in the Mission Info Panel so that they now use the correct specific name, not a generic name. Fixed an issue where the Customs Office window would close after transferring goods from the planet. Fixed an issue where the two letter abbreviation of created Neocom groups was not visible. Fixed an issue where the Fighter HUD UI would be displayed briefly when undocking with Planetary Production open. UI was not showing successful jams when being jammed by fighters Addressed issue preventing the cancelling of a repair job on stacked modules Fixed issue causing some mutated modules to be colored red when they should be green in show info Fixed issue causing jettisoned cans to sometimes overlap Updated UI in Abyssal Deadspace to reflect that the tactical overlay can be activated Mutadaptive repairs now showing friendly buff icons Gesamten Artikel anzeigen
  8. Patch Notes For Janaury 2019 Release - 2019-01-17.1 Released On Thursday, January 17th 2019 Defect Fixes: Gameplay: Fixed a rare case where wars were not correctly cancelled, if a corp or alliance lost its last structure. Fixed a problem where wars were incorrectly cancelled, when an ally for a war lost its last structure. Tech: ESI: Fixed missing data for active structure services. User Interface: Fixed the display of active structure services in the All Structures tab of the structure browser. Patch Notes For Janaury 2019 Release - 2019-01-16.1 Released On Wednesday, January 16th 2019 Defect Fixes: Gameplay: Changed the names of all 'Brainfreeze' Cerebral Accelerators so that it is clear that they are now expired. 'Brainfreeze' Cerebral Accelerators can no longer be injected or traded on the market. Fixed a bug, which caused the Standup Point Defense Battery to not cycle properly when activated and hitting any targets. User Interface: Fixed right click options for opening various ship bays (eg. Fuel Bay, Ore Hold) Patch Notes For Janaury 2019 Release Released On Tuesday, January 15th 2019 Features & Changes: Graphics: A new dissolve effect will now play when an after mining efforts deplete all mineral resources from an asteroid. New Player Experience: Upgrades within the Seeker Investigation has been redesigned to be easier to understand, and so that it no longer relies on the redeem queue. Ships: Ship scanning a Strategic Cruiser will now list its fitted subsystems. Structures & Deployables: Added an extra warning when offlining the last structure service module, which would put the structure into "low power" mode. It is now no longer possible to re-dock at an Upwell structure in high sec while having a criminal timer and flying any ship (except a capsule). This is now behaving the same way as for stations. User Interface: Modified attributes in show info windows that cannot be accurately determined to be positively or negatively affected are now colored yellow. Added a shortcut for "Open Ship Maintenance Bay". Saved location folders can no longer be created with identical names. Kill mails where a structure is the attacker will now include the structure owner's alliance. Previously only the corporation was included. Activity Tracker can now be opened in a windowed mode. Search history now visible in the EVE Search if you press backspace when the input box is already empty. Clicking the 'Bill Issued' notification now opens the approriate tab in the Corporation wallet. Renamed the 'My Colonies' Map filter to 'My Planetary Production Colonies' for clarity. Renamed 'My Corp Members Now In Space' Map filter to 'My Corp Members' as it shows online and offline members, and increased the rate of data refresh. Defect Fixes: Audio: Inactive client muting will not deactivate sound for new game sessions. Drones & Fighters: Removed the variations tab connection between the Dragonfly and Gecko. Gameplay: Fixed kill reports not generating when ships are destroyed by sentry guns. Fixed an issue where wormholes would sometimes not correctly expire over downtime. This could lead to static wormhole's reappearing at the same location as the previous one, or wormholes that lead to different locations in different directions. Changed the name of the 'Absolute' booster to better reflect its expired status. Brainfreeze Cerebral Accelerator contracts can now be searched for. Fixed the input materials for the Frostline 'Clavicula' Integrated Analyzer module so that it requires both a data analyzer and a relic analyzer. Graphics: Corrected the year number in the Yoiul Festival YC121 SKIN banners. Adjusted the scenery in Hierarchy combat sites to reduce performance impact. Fixed a minor sound defect on the Sansha Fighter Shadow. Fixed an issue that caused the tether graphical effect to disappear a few km before the tether effect is removed. Addressed an issue where visuals for Triglavian Modules were not appearing. Fixed an issue where ships would sometimes not exit warp correctly and would instantly appear on grid. Fixed an issue where ship would appear to jump through acceleration gates instead of warping. Adjusted missile graphic behavior to minimize errant missile paths and explosions. Fixed an issue whereby cloud harvesting VFX from the turret would be aimed at the player's ship. Implants: The following Implants no longer affect fighters (only Drones): - CreoDron 'Bumblebee' Drone Tuner T10-5D - CreoDron 'Yellowjacket' Drone Tuner D5-10T - Overmind 'Hawkmoth' Drone Tuner S10-25T - Overmind 'Goliath' Drone Tuner T25-10S Localization: Changed "Ship Ambiance" to "Ship Ambience" in the Audio Menu Settings. Market: Fixed an issue that could result in searching the market without any parameters leading to having to close and reopen the market window. The Sunesis blueprint can now be searched in contracts. Modules, Rigs & Charges: Added a note to the description of the Industrial Core modules to indicate that its effects are subject to diminishing returns when paired with other modules affecting the same attributes. Being tethered to an Upwell Structure will no longer prevent an Interdictor from activating Interdiction Sphere Launchers. Once launched, the bubble will prevent the ship from being re-tethered until it expires. Corrected the meta level of the Standup XL Energy Neutralizer II. Added repackaged volume to the capital tractor beam modules. Added a correct packaged volume to the Industrial Core II module. Removed input materials from copying, TE and ME jobs for the Standup XL-Set Laboratory Optimization I Blueprint. Added a link to Spectre Fleet Alliance in the description of the Spectre Fleet modified entosis link. Clarified the description of the electronic superiority command burst charge to list the module groups it affects. Set the "capacity" attribute to 0 for all Capacitor Booster Charges to avoid confusion. Corrected the launcher group attribute on XL cruise missiles. New Player Experience Fixed an issue where some users were not receiving skill rewards from the Seeker Investigation. PvE: Several objects were moved in the Independence Combat Anomaly so that the NPCs will no longer be blocked or spawn inside objects. Museum Arcana NPC bounties have been reduced. Objects in the Worlds Collide mission have been moved slightly to make sure players and enemies are less likely to become stuck. Various typos have been fixed in Combat Site messages. Sansha's Nation attempted to expand its borders into the the Serpentis Drug Outlet deadspace complex, but the Guardian Angels caught them and put a stop to it. The errant Sansha NPCs in the Serpentis Drug Outlet have been replaced by the correct Serpentis NPCs. Science & Industry: Ancient relics can now be repackaged and resold if they get unpackaged by a failed attempt to start an invention job. Stations in Thera will now correctly respect standings from The Sanctuary when calculating reprocessing taxes. Set the volume of the ascendancy implant blueprints to 0.01 m3 to match other blueprints. Ships: The show info window is now showing the corpse hold capacity for the Blood Raider capital ships. Corrected the value of the stance switching time for Tactical Destroyers when shown in the Compare Tool. It is no longer possible to launch unassembled T3 cruisers into space. Removed the "Unload to Cargohold" option from loaded charges in a module fitted to the Monitor, and replaced it with the more appropriate "Unload to Ammo Hold" Corrected the drone mining bonus on the Arbitrator to remove its impact on ice harvesting drones. Fixed an issue that caused Booster Bays and Corpse Bays to not appear correctly in the show-info window attributes tab of ships. Skills: Fixed an sporadic issue with training of skills while logging in. The client was sometimes still using the old skills, which could lead to wrong values in the fitting window or could block starting industry jobs due to a mismatch in the calculated duration of jobs between client and server. Updated the attribute descriptions used by the Bomb Deployment skill to make it clearer that the skill reduces bomb launcher reactivation delays. Structures & Deployables: Fixed a problem where the autopilot would not correctly warp to a structure if it was still anchoring or if the pilot lacked docking access. Added a note about decay times to the descriptions of mobile warp disruptors. Fixed an issue that would cause an Upwell Structures timer to not show after warping on to its grid. Transferring ownership of an Upwell structure now correctly kicks any controlling pilot and deactivates any active modules. Renaming an Upwell Structure now correctly requires the Station Manager or Director role. The Draccous faction Fortizar now correctly applies its fuel consumption bonus to all engineering service modules. Adding an extra character to the dynamic part of Entosis Command Node names to reduce the chances of duplicates. Names will now be of the form AB12 (previously were A12). NPCs killed by structure fighters now correctly pay out bounties to the controlling pilot and their fleet (Kills with Structure weapons still do not pay bounties and will be fixed in a subsequent release) Green Safety settings no longer prevent the attacking of an Upwell Structure of a war target's corporation or alliance, immediately after joining an alliance. Fixed a bug that items in the corp delivery hangar in Upwell structures did not show in the contract creation window. It is now possible to copy contracts for items, which are located in the corp delivery hangar of Upwell structures. Technical: Fixed an issue that prevented moving ammo between fitted weapons. Fixed an issue where charges could get stuck in an empty fitting slot if the module was removed while charges were being loaded. Fixed an issue with remapping solar systems that would sometimes lead to broken/duplicate entosis command nodes spawns. Fixed a client performance problem, which happened when delivering many industry jobs in one go. Fixes have been made to make New Eden a safer place. Text & Descriptions: Various text, grammar and punctuation fixes. User Interface: The Show Info window for Courier Packages (Freight Container) will now display correctly. Places folder windows are now refreshed as expected even when the places tab is not visible (when adding/removing locations, or when jumping between systems for example). Duel Invite dialog no longer opens with exclusive focus, and there is now a Confirmation dialog step to properly accepting a duel. Slightly increased the opacity of selected window tab to more clearly show which one is currently selected. Improved the display of some corporation member management tabs, if no data was found with the current filter. Fixed overlapped options in the contract search window. Compare Tool: The width of the attribute filter pane can now be increased a bit further to be able to read the full description of attributes. Compare tool: Fixed a minor display issue with some attributes. Fixed a minor overlap between the duration text and the show info icon for boosters in the augmentations tab of the character sheet. Reformatted the "Legality" tab in the show info window for illegal items and for factions, so that the text can be read properly without overlapping or being cut off. Fixed the dragging of Landmark's images from their show info window so that they have a correct text and image. Fixed a missing text string in the ESC - shortcuts menu. Improved the drag & drop behavior of search results, when searching for recipients for a new mail message. Jettisoning a corpse no longer displays an inaccurate error message. Window shown when selecting "View Contents" on a ship now correctly named "Items in Ship" Corrected the names of various "Edit Shortcut" windows. Fixed an issue where a fleet setup wouldn't load correctly if its name contained capital letters. EVE Mail: Reduced the max size of the reading pane slightly to ensure that it can never completely obscure the list of mails. EVE Mail: Character limit can no longer be surpassed by dragging a link into the message box after the limit has been reached. Removed the long defunct Sovereignty Blockade Unit group from the Overview Settings. Fixed issue that could result in duplication of non-functional agent dialogues Fixed an issue that caused inaccessible structures to briefly appear on the overview when undocking. Added a display of the character limit for the description of bookmarks (This limit already existed but was just not shown). Addressed issue that could lead to unclear messaging when attempting to save a bookmarked location with a note that exceeded character limit Fixed an issue that would cause the menu not to appear when right clicking on an Ansiblex Jump gate in a ships cargo. To avoid unnecessary confusion, the loading bar shown when cancelling an insurance attempt on an already insured ship displays "processing" instead of "cancelling". Improved the clarity of the warning message provided when boarding a strategic cruiser. The descriptions of several upgraded ore variants have been updated to clearly state how much of an improvement they are over their standard cousins. Clarified the error message provided when attempting to activate a module on a target in the wrong inventory group. Fixed an issue that would cause significant FPS drops while typing long mails/notes. Fixed a missing text string for the "Structure Transfers" option in the corporation window for members without director roles. The Factional Warfare Progress bar no longer flashes after the system is lost. Updated the info panel so that missions that were previously showing the text "Read mission journal for details" now display "Read Details" with an option to click to open the Details window. Fixed an issue where directional scanning distances were not currently updated upon exit of pilots who had previously been on the same grid. Fixed an issue where the Look At command was not working correctly for signatures and anomalies. Fixed an issue with the Search input in the Map. Fixed an issue where selecting Show on Map in the Show Info window of a Corporation would display incorrect results. Fixed an issue where the map lines were too dim. Fixed an issue with the Preview window display. Fixed an issue with the removal of bookmarks. Gesamten Artikel anzeigen
  9. Patch Notes For December 2018 Release Released on Tuesday, December 11th 2018 Features & Changes: Abyssal Deadspace: Abyssal Jump mechanics have been significantly changed to allow for invulnerability while using Triglavian gates. - This affects inter-abyssal travel during the PvE sequence, inter-abyssal travel from PvE to PvP, and abyssal-to-origin jump to known space. - While previous mechanics were by design, after listening to player feedback we have spent time reworking this travel system to allow for this invulnerability. Blueprints for the Rodvia and Mutadaptive Remote Armor Repairers can now be found in Abyssal Deadspace Graphics: Auroras will now appear on the poles of planets with atmosphere and magnetic fields. Auroras are not regularly scheduled, but occur according to preset conditions over time. The Etana Special Edition Tournament prize ship now has hull geometry and animation distinct from the other Caldari Osprey class hulls. Market: Changed the Stasis Webifier Drones' Market Group from Combat Utility Drones to Electronic Warfare Drones. Modules: Added Mutadaptive Remote Armor Repairers in the following variations: - Heavy Mutadaptive Remote Armor Repairer I - Heavy Mutadaptive Compact Remote Armor Repairer - Heavy Mutadaptive Scoped Remote Armor Repairer - Heavy Mutadaptive Remote Armor Repairer II - Perun Heavy Mutadaptive Remote Armor Repairer Mutadaptive Remote Armor Repairers have the following rules: - Limited to one per ship - May only be fit to Rodiva and Zarmazd (for now) - Increase remote repair amount by 10% for each additional active cycle on the same target - Increase remote repair amount caps at 150% added Miscellaneous: A new celestial group in the overview tab presets types filter has been added called "Future Home of Cyno Fields". In our Februrary 2019 release we plan to move standard Cynosural Fields to this group so that players can filter them separately from other beacons. We are adding the empty group early so that players can choose to add this group to their saved overviews and/or overview packs to prepare for the February change. The 13 Days of EVE begin on release day; Log in and claim your rewards! Science & Industry: Added the following blueprints: - Heavy Mutadaptive Remote Armor Repairer I Blueprint - Heavy Mutadaptive Scoped Remote Armor Repairer Blueprint - Heavy Mutadaptive Compact Remote Armor Repairer Blueprint - Heavy Mutadaptive Remote Armor Repairer II Blueprint (can be created via invention using Heavy Mutadaptive Remote Armor Repairer I Blueprint) - Rodiva Blueprint - Zarmazd Blueprint (can be created via invention using Rodiva Blueprint Ships: Rodiva: Precursor Cruiser bonuses per skill level: - 12.5% bonus to Mutadaptive Remote Armor Repairer amount - 5% reduction in Mutadaptive Remote Armor Repairer activation cost Role Bonus: - 525% bonus to Mutadaptive Remote Armor Repairer optimal range - 100% bonus to Remote Capacitor Transfer Range - 50% reduced Remote Capacitor Transfer activation cost - 50% reduced Smart Bomb activation cost - 50% reduced Energy Neutralizer activation cost Slot layout: - 3 High Slots - 4 Mid Slots - 6 Low Slots - 3 turret hardpoint - 0 launcher hardpoints - 3 Rig Slots - 400 Calibration Fittings: - 750 Powergrid - 325 CPU Attributes: - Defense (shields / armor / hull) : 500 / 2200 / 1600 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 - Capacitor (amount / recharge rate) : 2150 / 405s - Mobility (max velocity / agility / mass): 236 / .68 / 10,120,000 - Warp Speed: 3 au/s - Drones (bandwidth / bay): 50 / 100 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 300 / 8 - Sensor strength: 18 Radar - Signature radius: 100m Zarmazd: Precursor Cruiser bonuses per skill level: - 20% bonus to Logistic Drone transfer amount - 100% bonus to Mutadaptive Remote Armor Repairer optimal range Logistics Cruiser bonuses per skill level: - 15% reduction in Mutadaptive Remote Armor Repairer activation cost - 20% bonus to Mutadaptive Remote Armor Repairer Amount Role Bonus: - 100% bonus to Remote Capacitor Transfer Range - 50% reduced Remote Capacitor Transfer activation cost - 50% reduced Smart Bomb activation cost - 50% reduced Energy Neutralizer activation cost Slot layout: - 4 High Slots - 4 Mid Slots - 6 Low Slots - 4 turret hardpoint - 0 launcher hardpoints - 2 Rig Slots - 400 Calibration Fittings: - 950 Powergrid - 365 CPU Attributes: - Defense (shields / armor / hull) : 650 / 3200 / 1850 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 82.5 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80 - Capacitor (amount / recharge rate) : 2350 / 445s - Mobility (max velocity / agility / mass): 238 / .72 / 10,240,000 - Warp Speed: 3.3 au/s - Drones (bandwidth / bay): 75 / 125 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 380 / 10 - Sensor strength: 22 Radar - Signature radius: 70m Structures & Deployables: Corporations may now select whether they wish to automatically accept or decline structure transfers. This setting defaults to "decline" and can be changed by the corporation's CEO and directors with immediate effect. The blueprints for the old starbase Jump Bridges, Cynosural System Jammers, and Cynosural Generator Arrays may no longer be used to start new industry jobs. Starting tutorial and the Seeker Investigation: Updated the Aura conversation windows that appear during the tutorial to include icons and more clearly indicate instructions relating to them. Removed the completion count for the Seeker investigation card in the Agency. Improved flow of the teachings around navigating to Career Agents in the Seeker Investigation. Improved skill rewards designed to give characters levels in core skills. Simplified the introduction to skill training in the Fortress in the Rocks section of the Seeker Investigation. UI Highlight for the wreck has been added to the Approach the Wreck task. The UI hihglighting of the undock button in the Agency during the Seekers Investigation has been removed to help new players focus on the Station Services undock button. War Declarations: Corporations and alliances that control at least one structure in space are now considered war eligible. All corporations and alliances without any structures in space are no longer war eligible. - If any corporation within an alliance controls a structure, the entire alliance becomes war eligible - Valid structure types for war eligibility are Upwell Structures, Starbase Control Towers, Customs Offices, and Sovereignty Structures - The location of the structure in space does not matter for war eligibility Corporations and alliances must now be war eligible in order to declare wars, have wars declared against them, and join wars as allies. - If either the attacking or defending side of an active war lose their last structure in space, the war will enter a 24 hour cooldown and then end. - If either the attacking or defending side of a war that is still within its 24 hour warmup period (before fighting starts) lose their last structure in space, the war will enter its 24 hour cooldown as soon as fighting begins. This will lead to a war that allows legal combat for 24 hours. - Mutual wars will continue even if one or both sides lose their structures Defect Fixes: Abyssal Deadspace: Fixed an issue where Warp-Field Collapse Warning timer would remain after a character is killed while still in Abyssal Deadspace. Fixed issue were if character logged directly into an Abyssal Deadspace encounter the Warp-Field Collapse Warning timer would sometimes not appear. Fixed an issue where the weather effect did not get applied to players in some cases. Gameplay: The "Warp To Location" button is no longer displayed when the player is being asked to activate a module before warping during in Rift in Space in the Seeker Investigation tutorial. Fixed an issue where Burst Jammer modules would sometimes fail to activate when too close to structures whilst also on grid with a control tower's force-field. Fixed an issue that would cause expired Cosmic Signatures to persist in a player's Probe Scanner window if the player was docked when the signature expired and had any custom probe scan filters (active or otherwise). Cthonic Attar (event ore) will now receive the correct base refining yield bonuses from Athanor and Tatara structures. Fixed a rare issue where Incursions and Forward Operating Bases were not paying out rewards. Warping to a bookmark that is located inside the sun, planet or moon will now initiate a warp to the normal warp-in point of the celestial object instead. Fixed an issue where the mouse-over tooltip for Afterburners and MicroWarpDrives did not display accurate values if you had both types fitted. Graphics: Prevented flicker on the armor repair effect on Triglavian Battlecruiser Drekavac. Removed black spot from the Caldari Frigate Harpy. Corrected issue that could result in a character appearing unclothed in the portrait creator. Adjusted the roughness and fresnel values of the Quafe Ultra logo on the Gallente Industrial Miasmos. Randomizing the eyebrow color or makeup opacity will now correctly update the appropriate slider. Fixed offset warp animation on Society of Conscious Thought Shuttle Apotheosis. Disabled character sculpting while clothing assets are mid-update in the character creator. Modified target painter visual effect to adjust according to ship position. Visual damages on ships are now correctly displayed after leaving first person camera mode. PvE: Adjustments have been made to the respawn rates of certain nullsec anomalies. These adjustments are part of a gradual ongoing process that will see further tweaks for this type of content. The icon for the item exchange in the of the Sentinel Vault now appears properly. Fixed an issue with NPC brackets where their color (red, white, blue) did not appear the same in-space and in the overview. Fixed multiple typos and text messages within various sites in space. Structures & Deployables: After boarding a navigation structure it is now possible to jump back into your previous ship, if it has been target locked by someone else. Fixed an issue that caused Capsules to be able to be delivered to a player after assuming control of an Upwell Structure from a capsule. Setting autopilot to an Ansiblex Jump Gate will now correctly navigate the player to the structure and attempt to jump through it. Fixed an issue where a player could be stuck in space in an unnamed capsule if they re-logged while in control of a FLEX Structure. Technical: Fixed a client performance problem that would occur when delivering many industry jobs in one go. User Interface: We have updated the info panel so that some Epic Arc missions that were previously showing no objective will now point the player towards the mission journal. Fixed an issue where the Mission info Panel would move when expanding a mission with a Warp To objective. Removed duplicated context menu highlights for Orbit and Keep at Range during the starting tutorial. The 'Copy contracts' functionality has been slightly improved and should no longer mistake BPOs for BPCs. When copying contracts for corporation, players will now pick a source division which give them better control over where the contracted items are coming from. Previously viewed contracts have been grouped in a submenu better organize the contract menu. A proper error message is now displayed when trying to bridge to a cyno beacon without being in a fleet. Fixed a bug where icons in the buff bar would still be displayed after docking and undocking from an Upwell structure, which should have expired while being docked. A user facing error message is now displayed when trying to place a jump gate in wormhole space. When dropping an item into the compare tool window, it will now also be added when dropped on top of another item. Corrected the displayed reason in the selected item window for not being able to use Upwell Cargo Deposit while having a weapons flag. An appropriate error message is now displayed when trying load a charge that is too large for the target module (like a combat scanner probe into a core probe launcher). Fixed an issue where clicking preview for any Gurista's Victory skin would always show the Gila. The correct tab in the show info window will now open when clicking the 'Corporation is at war with' icon in a corporation advert. Fixed a display issue in corp recruitment adverts that would cause a corporation to be listed as at war with itself. Fixed an issue that would cause the States tab of the Overview Settings window to reset to the top of the list every time a change was made. Fixed an issue where the Reprocessing Window would play the success animation even if the reprocessing attempt failed. Fixed several text issues in the Activity Tracker. Fixed and issue where the probe scanner window would not re-open when undocking. Fixed a grammatical error in the tooltip for the "Piercings" category in the character creator. Gesamten Artikel anzeigen
  10. Patch Notes For EVE Online: Onslaught 1.0 Released on Tuesday, November 13th 2018 Features & Changes: Abyssal Deadspace: See this Dev Blog for a full overview of Abyssal Deadspace updates. Introduced Absyssal Deadspace Co-op for frigate fleets Co-op can be accessed by activating three filaments of the same type to create an entry trace Entry trace can be activated by any member of the fleet piloting a frigate at the trace location Up to three frigates can enter the pocket together All frigate classes are allowed Abyssal timer starts when the first player enters Co-op rewards are roughly triple solo abyss rewards Introduced Abyssal Deadspace proving grounds to solo cruiser runs Abyssal Proving Conduit may spawn in the final room of solo runs Proving conduit leads to a new area with an unlockable Triglavian Cladistic Cache Cache unlocks and explodes after 5 minutes if uncontested Up to two players may be placed in the same proving pocket Loot and exit may only be accessed by one player. Two may enter, but only one can leave Proving conduits will only appear in tier 3, 4 and 5 Abyssal Deadspace pockets Introduced Triglavian Extractors - Appear attached to celestial objects and asteroids throughout Abyssal Deadspace - Can be destroyed and looted for Abyssal Deadspace resources Tier 1 encounters will no longer contain NPCs that use Stasis Webifiers. All Tiers have had an adjustment to the number of NPCs that can spawn at once, with Tier 1 - 3 spawning on average fewer NPCs. Activity Tracker Introducing the Activity Tracker. Read about it in this dev blog. Balancing: ECM Changes: All ECM modules jam strength increased by 10% All ECM modules optimal range increased by 20% Signature Radius reduced for several ECM Bonused ships Griffin reduced to 40 (was 42) Kitsune reduced to 42 (was 47) Griffin Navy Issue reduced to 38 (was 40) Blackbird reduced to 135 (was 150) Rook reduced to 158 (was 170) Falcon reduced to 165 (was 175) Scorpion reduced to 440 (was 480) Widow reduced to 405 (was 432) Fitting has been adjusted for some ECM bonused ships to allow more room for tank Griffin powergrid increased to 28 (was 24) Kitsune powergrid increased to 30 (was 26) Rook powergrid increased to 740 (was 680) Falcon powergrid increased to 760 (was 700) Scorpion powergrid increased 9500 (was 9000) Widow powergrid increased to 9800 (was 8800) Widow CPU increased to 800 (was 760) Force Auxiliary Changes: All capital remote repair modules duration increased by 25% All capital remote shield booster modules duration increased by 25% Capital Emergency Hull Energizer duration decreased by approximately 25% Capital Emergency Hull Energizer active resistance bonus reduced to 95% (was 99.9%) Capital Ancillary Shield Boosters limited to 1 per ship (this does affect all capitals, not only FAX) Apostle and Minokawa bonus to capacitor pool removed Lif and Ninazu bonus to capital cap injector amount removed EVE Search: Added the EVE Search Bar to the Info Panel. The EVE Search can find Characters, Corporations/Alliances, Market items, Apparel etc. _ Graphics:_ The appearance of the sites in the Seeker Investigation have been updated. Stargates will now have holographic icons in space showing information about the current and adjacent solarsystem. This includes sovereignty/FW ownership, security status, danger levels based on recent ship deaths, incursion presence, and traffic levels. The same information icons are also available in the stargate's Show-Info window. All of New Eden's stargates have recieved a visual overhaul with new effects and visual updates. Modules: Introduced Decayed, Gravid and Unstable Mutaplasmids for the following module groups: Magnetic Field Stabilizers Gyrostabilizers Heat Sinks Ballistic Control Systems Entropic Radiation Sinks Reduced volume of Exotic Plasma Charges to .01 (was .1) Reduced capacity of Entropic Disintegrators to 5 (was 50) Miscellaneous: Added camera control support for 3DConnexion Spacemouse devices Accessible in Tactical Camera mode New Feature Window: Introducing the New Features Window, The window will showcase any new features that have been introduced in the last release. The window will appear a single time to any user over 7 days old. An option to snooze is available, if you would prefer to see it later. Science & Industry: Added Blueprint Copy for Kikimora Added Blueprint Copy for Drekavac Added Blueprint Copies to Faction Warfare LP Stores for: Armageddon Navy Issue Dominix Navy Issue Scorpion Navy Issue Typhoon Fleet Issue Ships: KIKIMORA Precursor Destroyer bonuses per skill level: - 25% bonus to Light Entropic Disintegrator damage - 20% bonus to Light Entropic Disintegrator optimal range Role Bonus: - 100% bonus to Remote Armor Repairer range - 50% reduced Energy Neutralizer capacitor need - 50% reduced Remote Armor Repairer capacitor need - 50% reduced Smart Bomb capacitor need - 50% increased Light Entropic Disintegrator optimal range Slot layout: - 2 High Slots - 3 Mid Slots - 4 Low Slots - 1 turret hardpoint - 0 launcher hardpoints - 3 Rig Slots - 400 Calibration Fittings: - 58 Powergrid - 174 CPU Attributes: - Defense (shields / armor / hull) : 450 / 1150 / 900 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 - Capacitor (amount / recharge rate) : 750 / 340s - Mobility (max velocity / agility / mass): 260 / 2.92 / 135,0000 - Warp Speed: 4.5 au/s - Drones (bandwidth / bay): 10 / 20 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7 - Sensor strength: 12 Radar - Signature radius: 58m - Cargo capacity: 360m3 DREKAVAC Precursor Battlecruiser bonuses per skill level: - 10% bonus to Heavy Entropic Disintegrator damage - 4% bonus to armor resistances Role Bonus: - Can use command burst module - 100% bonus to Remote Armor Repairer range - 50% reduced Energy Neutralizer capacitor need - 50% reduced Remote Armor Repairer capacitor need - 50% reduced Smart Bomb capacitor need - 25% increased Heavy Entropic Disintegrator optimal range Slot layout: - 4 High Slots - 4 Mid Slots - 7 Low Slots - 1 turret hardpoint - 0 launcher hardpoints - 3 Rig Slots - 400 Calibration Fittings: - 1350 Powergrid - 410 CPU Attributes: - Defense (shields / armor / hull) : 1400 / 7450 / 5200 - Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 - Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 - Capacitor (amount / recharge rate) : 3000 / 725s - Mobility (max velocity / agility / mass): 180 / .74 / 9,900,000 - Warp Speed: 2.7 au/s - Drones (bandwidth / bay): 75 / 125 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 / 7 - Sensor strength: 22 Radar - Signature radius: 255m - Cargo capacity: 650m3 Skills: Added Precursor Destroyer Added Precursor Battlecruiser Structures & Deployables: Three new Upwell navigation structures have been released. All the details can be found in this dev blog. The Pharolux Cyno Beacon The Tenebrex Cyno Jammer The Ansiblex Jump Gate The attack flow for all low power Upwell structures has been adjusted - Armor and shield hitpoints on all low power Upwell structures have been reduced by 62.5% - The hitpoint multiplier provided by full power mode has been increased from 1.5x to 4x to compensate - Attacking a low power structure will now involve attacking both shield and armor before the structure enters reinforced mode - Standup Layered Armor Plating modules will now only provide their armor hitpoint bonus to full power structures - The combined result of these changes is that attacking full power structures will remain the same but that reinforcing low power structures will be about 25% faster The ongoing maintenance cost of strategic infrastructure hub upgrades have been increased to bring them in line with the modern EVE economy Cynosural Navigation cost per day increased from 2m isk to 5m isk Advanced Logistics Network cost per day increased from 10m isk to 20m isk Cynosural Suppression cost per day increased from 20m isk to 30m isk Supercapital Construction Facilities cost per day increased from 1m isk to 40m isk Base IHub maintenance cost remains unchanged It is no longer possible to manually online an Upwell structure service module if the structure is not at 100% health. Mobile Cynosural Inhibitor deployment time has been reduced to one minute, and volume has been reduced to 50m3 User Interface: Improved the wording of the Quit tutorial pop-up Renamed 'Orders' tab in the Wallet window to 'Market Orders' for clarity. Renamed 'Journal' tab in the Wallet window to 'Transactions' for clarity. Made Neocom button blink more noticeable. People & Places will no longer blink on interaction with a new Agent. Hovering the mouse over a blinking Neocom button now displays a tooltip explaining why the button is blinking. Added ability to turn off blink for a button in the Neocom by right clicking it and selecting 'Disable Button Blink'. 'Disable all buttons blinking'/'Enable buttons blinking' option now available on right-click of the EVE Menu. Added a notification for plugging in implants and consuming boosters and removed Neocom blink. Clicking the notification opens up the Character Sheet Augmentations panel Removed blink on Corporation Medal awarded and made already existing notification clickable so that it opens the Character Sheet Decorations panel. Added blink hints for all Wallet events. Separated Personal and Corporation Wallet settings. Added Compact Window mode for the Planetary Production. This can be activated by clicking the button to the left of the minimise button. The sovereignty info UI will now show whether or not a solar system is currently being cyno-jammed (only for those solar systems that are capable of being cyno-jammed) A right click menu has been added to pop-up notifications which will allow you to disable or enable that notification group. Defect Fixes: Gameplay: Fixed a problem which caused warps to be redirected to the center of a site without warp disruption, when warping to a location (like a bookmark or Upwell structure) within the site, if the site was not loaded yet after server downtime. Graphics: Corrected an issue with rear decal not animating correctly on the Gallente Assault Cruiser Ishtar. Corrected the Vexor logo being displayed on the Gallente Assault Cruiser Ishtar. Resolved a graphic issue that occurred when an apparel item preview window was open while a player entered character recustomization. Corrected the Wiyrkmoi SKIN for the Caldari Cruiser Osprey Navy Issue. Fixed the visual damage on the ships so it follows animated geometry correctly. Corrected sprite size on some Concord Cruiser Enforcer SKINS. Fixed an error thrown when flying near Angel Missile Batteries. Corrected the decal visibility on the Caldari Marauder Golem SKINS. Adjusted corpses to minimize rotation. Fixed an error thrown when destroying the Forsaken Stockpile. Made placement of 3D character on the character sheet more consistent. Fixed misaligned UVs on the Minmatar Dreadnought Naglfar. Corrected visual glitches that sometimes occurred when clicking on the history bar in the character customization screen. Rotating a character in the character customization screen has been made more responsive. Added a missing blinking light to one side of the Gallente Cruiser Exequror and variations. PvE: Abyssal Deadspace - Triglavian Battleship fleets will now contain additional ships that focus solely on damage and do not have specialized roles. Science & Industry: Fixed an issue where locations of blueprints would not update in the industry window without relogging. Fixed an issue where after a manufacturing job from a BPO has been completed, the user would be unable to select the BPO to start another job immediately. Fixed an issue where the industry window would fail to load correctly when trying to reuse a blueprint immediately after delivering a previous job. Fixed an issue where the location dropdown box would only should your current location immediately after starting a job. Ships: A ship's modules will no longer be offline after it has been contracted. Fixed an issue where charges could get stuck in weapon slots of T3 Cruisers when switching subsystems. Structures & Deployables: Fixed a rare issue where a player could appear in space with a citadels model instead of their ship. Fixed an issue where a pilot would not be correctly ejected into space if they were controlling a structure when it finished unanchoring. User Interface: Fixed issue where NPCs with no bounties would incorrectly show a bounty in the Selected Item window. Fixed an issue where Probe Scanner results would reset when the Agency Window was opened. Improved the restoring of windows when using the shortcut for "Toggle collapse all windows" and docking or undocking in between. Improved the fade-out of character names in the member list of chat windows, especially if the online indicator is displayed (the fade-out started too early). Fixed an issue where, when moving an item into an inventory location that doesn't have space, the resulting error message would incorrectly list the item's volume as smaller then the remaining space. Gesamten Artikel anzeigen
  11. Patch Notes For October 2018 Release 1.0 Released on Tuesday, October 9th 2018 Features & Changes: Balancing: Target Jamming mechanics have undergone significant changes, for full details see this Dev Blog. Jammed targets may lock the source of the jam at all times - Affected ECM sources: - ECM Target Jammers - ECM Drones - ECM NPCs Warp Disruption Field Generators: - Removed penalty to thrust - Removed reduction to mass Interceptors: - Removed interdiction nullification from the following ships: - Claw - Crusader - Raptor - Taranis Crow: Agility reduced to 3.25 (was 3.7) Damavik: Low slots reduced to 3 (was 4) Mid slots increased to 3 (was 2) Events: Events: challenge rewards can now be claimed directly from the info panel Events: challenges will now list their objectives rather than their names in the info panel Events: added a sound effect to challenge reward claiming Graphics: SKIN technology now has the ability to override the manufacturer logos of T2 hulls. Additional dungeon assets have been upgraded to the latest shaders. Modules: Added Zero-Point Mass Entangler High Slot Module Can be fit to Heavy Interdictors Reduces ship mass by 80% Reduces ship velocity by 95% Cannot activate Microwarp Drive modules while active Thrust bonus from Afterburners reduced by 90% Added Zero-Point Mass Entangler Blueprint Miscellaneous: Triglavian Bioadaptive Cache moved from Large Collidable Structure group to Precursor Cache group. Defect Fixes: Gameplay: Activating a titan doomsday module will now prevent docking and tethering for the same 5 minute duration that currently blocks cloaking and jumping. Titans now no longer deal area of effect damage to nearby ships when they are destroyed. Graphics: Adjusted the VFX on the Minmatar Battleship Typhoon with the Cryptic Mimesis SKIN active. Corrected the occlusion map on the Gallente Frigate Incursus and variants. Corrected a issue occasionally preventing display of the structure build effect. Adjusted the dirt levels of the Caldari Strategic Cruiser Tengu. Technical: Improvements to server performance by no longer sending unused data to the client at starting a warp. User Interface: Resolved an issue where certain attributes (such as Maximum Velocity Bonus) for Abysal Modules would display with Green Text in the Show Info window despite them having a negative mutated value. Gesamten Artikel anzeigen
  12. Patch Notes For September 2018 Release 1.0 Released on Tuesday, September 11th 2018 Features & Changes: Audio: Wwise Audio middleware has been upgraded to 2017.2.5.6619. Graphics: Complete visual overhaul of the Osprey Caldari cruiser, with new unique models for the Osprey Navy Issue and Basilisk. Art Renovation continues with updates to a number of mission assets, and secure containers. Modules: Increased the falloff range of the CONCORD Quad 3500mm Siege Artillery and CONCORD Dual Giga Beam Laser modules to bring them in line with similar modules. Structures & Deployables: It is no longer possible to add items to a mobile depot, while it is reinforced. It is still possible to remove items from a reinforced mobile depot or scoop the mobile depot itself. Upwell Cargo Deposit is now available at all Upwell Structures. This feature allows players flying outside an Upwell Structure to place items from their ship cargo directly into their personal hangar in the structure. More details of this feature can be found in this forum thread. Significantly increased the signature radius of Customs Offices to make them easier to hit with XL missiles. Text & Descriptions: The description of the Alliance Tournament Cup has been updated to include the results of ATXVI User Interface: Fitting: Modules in cargo are now included when a fit is saved. Fitting: It is now possible to update fits. When a fit is saved, if it has a the same name as an existing fit(of the same ship type), the player is asked if they want to update the fit. Fitting: A 'Last saved' timestamp has been added in the tooltip for the fit in the Fitting window Fitting: Fitted ships in contracts can now be simulated directly from the right click menu Fitting: If applying a fit fails to fit some items, the player is now presented with a window that opens Multibuy for those items Fitting: A fit that is saved or shared while drones are launched in space will now include the drones in the fit. Market: The market ticker can now be customized to show items which are in designated ticker folder in the Market Quickbar Market: The Multibuy window has been added to the Necom menu, and a shortcut can now be assigned to open it. Simulation: Fitted ships in contracts can now be simulated directly from the right click menu Simulation: View Market Details has been added to the simulated cargo items as well as drone and fighter bay items. Skins: It's now possible to activate multiple Skin licenses at the same time Skins: Skin license items can now be activated by dropping them onto the Skin panel in the Character sheet Skins: Skins are now grouped by name in the Character sheet Skins: Ships listed under each skin in the Skin panel in the Character sheet now have a magnifying glass allowing players to easily preview the skins Skins: Text that summarizes how many skins you have has been added at the top of the Skin panel in the Character sheet. As a result, the filter has been moved to the right hand side. Skins: The Skin tab in the Info window for a ship now lists the skins you have first, with a checkmark indicating you have that skin, followed by the rest of the skins Skins: The Skin tab in the Info window for a ship has been flattened out, rather than each skin being in its own collapsible group "Estimated Price" column has been added to the Compare tool "Dock/Jump/Activate gate" shortcut now also works on wormholes A message that is displayed when activating certain fleet shortcuts while not in fleet is no longer modal and should be less disruptive The tooltip on skills in the Skill panel of the Character sheet now includes how many skill points you train per minute for that skill, given the current attributes and boosters A shortcut to "Toggle collapse all windows". has been added. This is a functionality that used to be bound to the Tab key a few years ago. Ctrl+Tab now cycles through the windows in the order of most recently active to least recently active (rather than by when the windows were opened) To help with identification and learning of bracket icons, the entries in the Presets>Types list in the Overview settings now show (if possible) the bracket icons for that group The systems listed in the Sovereignty tab in the Info window for a Constellation are now alphabetically sorted Structure type, Service and Low Power filters have been added to the 'My Structures' tab in the Structure browser. Defect Fixes: Audio: Assigned radial menu interface sounds to the appropriate audio menu slider. Removed unnecessary audio loops from the radial menu interface. Fixed an audio overlap in the scanning window. Corrected several sources of audio corruption in client. Added Audio for the Enforcer and Monitor Concord vessel warping animations. Adjusted the interaction between background music, the camera mode, and the ship tree. Linked SFX from the Smartbombs to the World Level and Turret Volume Audio sliders. Corrected the UI sound for selecting scanning probe sizes. Gameplay: Procurer Mining Barge Pack has the correct volume now. The reinforcement stage of a Mobile Depots can no longer be bypassed by applying extremely high damage at once. Graphics: Repositioned turret points on the Proteus Gallente strategic cruiser. Adjusted the warp animation loop for the Exequror and Oneiros Gallente cruisers. Smoothed the warp animation for the Claw and Stiletto Minmatar frigates. Improved planet shader and texture memory usage. Prevented the appearance of black squares on explosions in heavy scenes. Restored missing rotation of corpses in space. Fixed an Issue whereby the Warp Disruption Bubble would show up even if the Mobile Warp Disruptor was destroyed before it was anchored. Added SFX to the Rorqual with the Industrial Core activated. Reduced the number of particles used in the missile trails VFX. Adjusted texture seams on the 'Draccous' Fortizar Citadel model. Corrected texture misalignment on the Tempest Minmatar battelship. Modified visibility of Solar Sails on Minmatar ships through VFX bubbles. Market: We removed an erroneous Cerebral Accelerator from displaying in the market. Missions & NPCs: The COSMOS mission "A Storm Brewing (4 of 6)" now provides BPCs for the correct 'Peace' Large Remote Armor Repairer as a reward. Ships: Added the variations tabs for the Blood Raider and Guristas capital ships. Added masteries to a number of pirate faction capital ships The warp speed role bonuses enjoyed by the Dramiel, Cynabal, Machariel, Leopard, and Victorieux Luxury Yacht are now applied as a true bonus behind the scenes rather than as a higher base value. This means that viewing the show-info window for an unpiloted copy of these ships will display lower values and that the warp speed will turn green when piloted to indicate that a bonus has been applied. Corrected an issue that was causing the Supercarrier Command Burst strength bonus to apply a 1% bonus per level instead of the correct 2% per level. User Interface: Fixes to how the Info Panel for Agent Missions handles the objectives for various missions. The Info panel will no longer display destroy beacon or cloud when the objective is to destroy an NPC or NPCs. Fixed issue where Mutaplasmid Residue was visible in marketplace. You can now drag images from the show info windows of unique type (e.g.a simulated ship) to a search text field (Market search, asset search). The structure guided bomb group has now been added to all the default overview presets that show normal bombs. Removed a number of unavailable blueprints from the "Required For" lists in the industry tab of item show-info windows. Gesamten Artikel anzeigen
  13. Patch Notes For August 2018 Release 1.0 Released on Tuesday, August 14th 2018 Features & Changes: Graphics: Turret firing graphic effect optimization Gallente Frigate Navitas and Thalia redesigns Caldari Industrial Badger, Crane, Bustard, and Tayra redesigns New Player Experience: Updated NPE with beginner tutorial sites and combat challenges available through The Agency User Interface: The filament activation and mutaplasmid windows have shiny new NeoCom icons We've updated how events, challenges, and their rewards are displayed in The Agency, info panels, and in the Neocom menu. Players must now click to claim their rewards. Defect Fixes: Gameplay: Fixed a rare problem where the cargo window failed to open after losing accessing to a fleet hangar of a fleet member. Unused blueprints (fresh from the market) are no longer showing up in the lock blueprint vote creation window, as they cannot be locked down anyway. Corp Welcome mails are now sent from the Corporation itself and not the person who authored them (as they may have left the corporation). Fixed a specific case of the issue that could cause modules to remain flashing red and not deactivate properly. Fixed various issues where the corporation hangars window would close unexpectedly. Fixed an issue where moving a structure from a container to a players item hangar would fail. Updated the triggers in the "A Demonstration" relic site to fix the spawning of the site. Adjusted the Warp-In locations for Drone Squad and Drone Patrol Anomalies, fixing bumping issues. Graphics: Corrected an issue with the sails on the Zephyr disappearing during warp travel. Fixed a display Issue with the killmarks on the Condor and variants. Adjusted the location of turret hard points on the Rupture hull. Adjusted the light on the Triglavian Pylon Wreck icon. Updated icons for the Triglavian Towers. Imperial fighter NPC will now display firing effects. Fixed a misaligned texture on Vedmak Triglavian Battleship hulls. Fixed an issue causing all present UI highlights to disappear when switching from windowed to full screen display mode. Fixed light in the hangars that kept blinking after undocking was cancelled. Fixed an error thrown on a few occasion while saving a character edit. Updated the spawn points for NPCs in the Pirate Invasion level 4 mission to prevent them being stuck in scenery. Improved the SKIN already licensed warning to be appropriate for permanent and temporary SKINs. Fixed log errors being thrown by the Drone Stasis Tower. Fixed a log error thrown near the Drone Sentry Gun. PVE: Progress has been made in analyzing Triglavian Bioadaptive Caches and it is now possible to interact with them by using Triglavian Survey Data. Destroying them and raiding the wrecks for loot remains at the same level of rewards. Science & Industry: The Facilities tab of the Industry window no longer shows accessible facilities in other wormhole systems in the same region. Starbases & Deployables: Adding details of the Athanor's docking restrictions to their show info windows. Fixed an issue where text entered in a Upwell Structure's bio when it is deployed would not be saved. Switching clones in a structure now correctly displays a session change timer. The all structures tab of the structure browser no longer shows structures before they have finished anchoring. The dock option now appears in the radial menu of a structures sensor overlay entry, regardless of your docking access. Fixed an issue where invention access and tax was controlled by the research section of the assigned structure profile. Technical: If a client does not successfully establish a connection to the solar system node when jumping to a new system within a certain time limit, the server eventually triggers an emergency-warp and will hide the ship from space (in same manner as a normal log off). This could lead to ships loaded without skills, and ships not dying correctly in high load situations. Changed behaviour: This time limit has been doubled, and the server will now disconnect the client when the ship is hidden, instead of leaving it in a half-connected, desynchronised state. Text & Descriptions: Fixed various minor grammatical, punctuation and formatting issues. Removed references to structure vulnerability timers from the structure unanchoring notifications. Fixed a standing tooltip which used a male possessive pronoun for female agents. Notifications of structures destroyed in wormhole space no longer refer to items being moved into asset safety. User Interface: Logging back into the game with an active NPC Warp Disruption attempt will now show the Icon and Status correctly in the buff bar. Fixed a problem where notifications would break for characters who got expelled from a corporation through a corp vote. The show info window for destroyed and unanchored Upwell structures now displays that it is out of commission. Fixed a problem with the display of the corporation employment duration in the show info window of characters. The "Set Home Station" option no longer appears when right clicking on a Upwell Structure hull in the fitting window. Links in chat will now correctly obey word filtering and highlighting options. Dragging simulated charges form the fitting window to chat now correctly creates a link. The tooltip for Assault Damage Control modules now correctly show resistances to 1 decimal place. Fixed an issue where dragging items from a ships cargohold to the multisell window would not correctly display that this is not allowed. Fitting Window: Fixed an issue where the DPS of a ship would be increased by drones in its drone bay. Fitting Window: Simulating a fit will now attempt to ignore non damage drones and load the best DPS drones by default instead. Fitting Window: Fixed an issue where drone or fighter damage would not be calculated if the drone or fighter panel was collapsed. Fitting Window: Fighters in simulated fits are now taken into account when listing missing skills for a fit. Fixed an issue where ECM jammer strength wouldn't appear in a jamming module's show info window if the attribute is modified. Fixed an issue where items would be appear to be duplicated in the summary of an item exchange contract. Fixed an issue where text would be obscured in the Multifit window when 10 or more sets of Selected Fits are available. Fixed an issue where the show info window of a corporation would always show your own corps number of shares. The description text box for Fleet Adverts now displays its character limit. Removing the now defunct station section from the details tab of the corporation window. Fixed an issue where the Military Index bar in a system's Show Info window could show twice. Map: Players docked in citadels are now correctly counted in the “Average Docked Pilots in the last 30 minutes ” filter instead of the "Average Pilots in Space" filter. Fixed a typo in the description for Dice of Jade. Various Triglavian Trinary Datastream items have been added, giving some more insight into Triglavian lore. Fixed an issue where holding down the Ctrl button while in Planetary Production would display the "Lock Target" text above the HUD Fixed an issue where unit of measurement was not shown for commodities in Planetary Production pins. Fixed a clipping issue in the Command Centre window of Planetary Production. Fixed an issue where the camera would clip into the players ship when zooming in with Dynamic Camera Movement enabled Improved legibility of overlap percentages in the Extraction Window in Planetary Production Gesamten Artikel anzeigen
  14. Patch Notes For July 2018 Release 1.0 Released on Tuesday, July 10th 2018 Features & Changes Abyssal Deadspace: Abyss loot drops have been updated to be more rewarding at all tiers. Triglavian Survey data appears much more frequently. Gravid and Unstable Mutaplasmids are slightly more common in tier 3 pockets. Tier 4 and 5 filaments drop chance slightly reduced. Compact and Scoped Entropic Disintegrator variations now drop as 1 run blueprints rather than completed modules. Balancing: Zealot Drone Bandwidth increased to 25m3 (was 0). Drone Bay increased to 50m3 (was 0). Retribution: Max Velocity reduced to 300 (was 328). Claw: Minmatar Frigate Skill bonus (per level) changed to 5% Small Projectile Turret rate of fire (was 5% Small Projectile Turret damage). Gameplay: Removed the Duel Wager system. Graphics: Missile level of detail and impact effect loading have been optimized for improved client performance. Modules: Added Noferatu Mutaplasmids Added Cap Battery Mutaplasmids Miscellaneous: You can no longer place a wager when challenging other capsuleers to a duel. The standings penalty for podkilling a player in an NPC corp has been reduced significantly. Station monuments from the Outpost conversion are now showing the appropriate alliance logos. FYI: The descriptions for the monuments are still being finalized and will be updated in a later patch. Science & Industry: A notification is now sent to the installer of an industry job in an Upwell structure, if the industry job has been paused or cancelled as the service module was offlined or removed. Performance improvements have been made to the loading of blueprints in the industry window. Ships: Replaced the "Fighters" certificate in the masteries of Force Auxiliaries with a new "All Drones" certificate. Added new certificate: 'Resource Harvesting, Core'. It has the same skills as the 'Resource Harvesting' certificate but with the Ice harvesting removed. The Venture now uses the new 'Resource Harvesting, Core' certificate instead the standard 'Resource Harvesting' certificate. Structures & Deployables: Structure Under Attack mails/notifications are now only sent once a structures shield drops below 95% It is now possible to assemble T3 cruisers while being in control of an Upwell structure. In high/low security space, scooping an unanchored structure that does not belong to your own corp is now considered a suspect act. It will require you to set your safety accordingly, and will trigger a suspect timer. Salvaged materials have been added to the wrecks left behind by faction Fortizars. Faction starbase module blueprint do no longer drop from exploration sites. Increased the reprocessing output of deprecated moon mining modules, assembly arrays and research labs. User Interface: It is now possible to add Festival Launchers to a ship or Upwell structure through the fitting simulation. Removed the "Station Gain", "Station Loss" and "Freeport Station" options from the map filters. The "Bounty Office" icon has been removed from the station services panel, as it is not really related to stations - it can be found through the Neocom. Asset safety wraps are now showing in the own search filter in the corporation asset search. Added an option to the map to view asset safety wraps for the corporation, if they have been delivered to a station. Mail notifications are now showing the portrait of the mail sender (instead of the receiver). Defect Fixes: Gameplay: Fixed an issue where the hard-point limit of a T3 cruiser could be bypassed by refitting in space. An Unscripted Standup Focused Warp Disruptor no longer prevents a ship from using a Micro Jump Drive. Fixed an issue that could cause ship's to get stuck in the pre-warp state after being moved by a Micro Jump Field Generator. Remote hull repairer effects are now properly impacted by remote repair impedance. It is again possible to trash impounded items from a corporation office from a remote location. Improved the fetching of information from the server for the contracts search to no longer cause "Slow Down!" warnings. Mindflood and Sooth Sayer Boosters can now affect Ancillary Armor Repair modules. Fixed the mission "The Missing Convoy" so it can be completed without issue Fixed an issue where it was possible to activate Abyssal Filaments within 1000km of a Sun. Fixed an issue where it was possible to cloak in Abyssal space. U4-Q2V IX - Asteroid Belt 1: Fixed the location of asteroids so that they are closer to the warp-in location of the belt. Audio & Graphics: Fixed banners showing up on the Vendetta when applying the IGC SKIN. Corrected a transparency Issue caused by overlapping layers of hair in the character creator. Adjusted the textures on the Draccous Fortizar model. Disabled the spawning of GPU particles on a cloaked ship. Fixed warning error displayed when activating the Covert Cynosural Field. Fixed space scene not being rendered from the Outside View after leaving Character Customization. Fixed visibility of the Imperial Fighter NPC. Corrected faction look for the Serpentis and Angel Sentry guns. Removed spammed warning message when warping. Customs Office orbit ring has been removed from the Planetary View. Adjusted the blood pattern used on the 'Bloody Hands' skin for the Tempest hull. Added Audio for the Enforcer warping animations. Corrected an issue with the icon for the male Exploration suit. Camera: Fixed an issue where the camera would jerk suddenly when entering warp with Dynamic Camera Movement enabled. Planetary Production: Fixed an issue where it would not be possible to submit changes in Planetary Production when stopping and amending an extraction process. Fixed an issue where it was possible to remove extractor heads using Ctrl+Click while an extraction program was running. Fixed an issue where Extractor Heads were hard to see on bright backgrounds. Structures & Deployables: Fixed a problem, which blocked probe scanning after docking at an Upwell structure, while a scan was analyzing. Warping to an Upwell structure at range is now working as expected (it did not work properly with a custom default warp range and warping to an offgrid structure without docking rights). Technical: Fixed an issue that caused that bug report submission to fail when entered from a Japanese localized client. Fixed a rare bug, which could cause a ship to become stuck after jumping into a system, where the last other player just jumped out. Fixed a very rare bug, which caused the character to "teleport" to a station or structure when accepting a contract or when a receiving a ship in the delivery hangar of an Upwell structure. Text & Descriptions: Updated the description for the mobile depot with the correct deployment restrictions. Standard Upwell structures will no longer display faction name on 3D preview window. Updated the traits tab of Entosis Links as remote assistance is no longer blocked for all ship types. Fixed various punctuation and grammar issues. Updated the descriptions of Hyperspatial Velocity Optimizer Rigs to mention their warp speed acceleration increase. References to Starkmanir Rebellion on items reconciled with canonical timeline. Flavor texts added to various event items, NPCs and other objects. User Interface: Simulation: The sensor strength bonus of entosis links is now shown correctly. Simulation: Capital Emergency Hull Energizers no longer show as 100% damaged. Simulation: Dragging a simulated fighter from bay to launch tube now correctly loads the fighter. Simulation: Fixed an issue where command burst modules would use PG and CPU when offline. Simulation: Fixed an issue where a simulated ship could end up with an extremely high velocity. Simulation: Fixed an issue where the scroll bar of the Hull & Fits tab could be obscured by the resize window handle. 'Low Friction Nozzle Joints' and 'Polycarbon Enginge Housing' rigs now use the same inertia attributes in the comparison window. The Multifit option no longer appears in the "Fitting Management window while in space (as this option is not available in space anyway) Correcting the tooltip for Structure Fighter Bays. Fixed an issue where links in corp bulletins would not correctly count towards the character limit and could cause editing of the bulletin to fail. Fixed an issue where containers in corporate asset safety wraps would appear in all divisions in the inventory tree. Structure Browser: Fixed an issue where structures would be filtered out when selecting "Re-customization" in the service filter drop down. Dragging characters into a fleet when you do not have the ability to invite no longer gives a misleading error message about squad sizes. The sovereignty index UI (either through show info on the system or through the infrastructure hub window) is now showing how much the current level is above level 5 if it exceeds it. The region filter for corporations assets is now populated properly for offices (and similar) in Upwell structures. Fixed an issue, which caused the module buttons in the HUD to get stuck in "deactivating" state, while the module is not deactivating. This happened when spam-clicking the button too fast (especially during server lag or on bad internet connections). Bookmarks for destroyed structures no longer display structure related options in their right click menu. Fixed an issue where the camera would jerk suddenly when entering warp with Dynamic Camera Movement enabled Gesamten Artikel anzeigen
  15. Patch Notes For EVE Online: Into The Abyss 1.0 Released on Tuesday, May 29th 2018 _Features & Changes Abyssal Deadspace: Abyssal Deadspace is now available to capsuleers across New Eden. For a full overview of this feature see this Dev Blog. Abyssal Deadspace is a totally new time-limited solo PVE feature that can be used from anywhere in the game Abyssal Deadspace can be reached by activating Abyssal Filaments Abyssal Deadspace pockets consist of three procedurally generated NPC encounters which must be completed to escape Abyssal Deadspace pockets must be completed in under 20 minutes or the pocket collapses, destroying the player's ship and capsule Abyssal Deadspace pockets are separated into 5 different difficulty tiers, with 5 being the hardest Abyssal Deadspace pockets have distinct system environments, each with its own effects and visuals. Note: Environment effects apply to player ships as well as NPC ships. Dark Matter Field - Bonus to maximum velocity - Penalty to turret range Plasma Firestorm - Bonus to armor HP - Penalty to thermal resistance Exotic Particle Storm - Bonus to scan resolution - Penalty to kinetic resistance Electrical Storm - Bonus to capacitor recharge - Penalty to EM resistance Gamma-Ray Afterglow - Bonus to shield HP - Penalty to explosive resistance Abyssal Deadspace pockets are populated with a range of NPC ships as well as structures and localized environmental effects that must be exploited to conquer the most difficult pockets Abyssal Deadspace pockets contain a Triglavian Bioadaptive Cache structure, which is the sole source of loot within the Abyss. They have the possibility to contain new technology including Abyssal Filaments, Triglavian Ship/Module Blueprints, Mutaplasmids, and more. Abyssal Filaments: Abyssal Filaments can be activated from the cargohold of any Tech I or Tech II Cruiser to immediately enter Abyssal Deadspace Filaments are consumed on use Abyssal Filaments can be found in data sites across New Eden and in the Abyss itself When exiting Abyssal Deadspace, the player is returned to the exact position in New Eden from which they entered When activated, Abyssal Filaments leave a trace behind which can be located with combat scanner probes When exiting a tier 4 or 5 Abyssal Deadspace pocket, players will be given a suspect flag Gameplay: Ships can no longer re-fit in space whilst in warp, or whilst aligning to warp. Graphics: All Society of Conscious Thought ships (the Apoteosis, the Sunesis, and the Gnosis) have been updated to display effects like those found on the Praxis Battleship. New reccommended specifications for EVE Online are now in effect. See this dev blog for more information. Mutaplasmids and Abyssal Tech: Mutaplasmids are a new type of item which can be used to permanently alter specific attributes on existing modules. Mutaplasmids can be found in Abyssal Deadspace All quality levels can be found in any difficulty tier, though the chances improve dramatically at higher difficulties When a Mutaplasmid is used on a module, both the Mutaplasmid and input module are consumed and an Abyssal Tech module is created Mutaplasmids come in three quality variations: Decayed: Lowest range of effect Gravid: Best average resulting effect - Unstable: Largest range of effect Each Mutaplasmid can only be used on a specific corresponding module group. The following groups have been added: Warp Scramblers Warp Disruptors Stasis Webifiers Armor Repairers Armor Plates Shield Boosters Shield Extenders Energy Neutralizers Microwarpdrives Afterburners Mutaplasmids alter attributes unpredictably by a percent value that falls within a specific range described on the Mutaplasmid Once an Abyssal Tech module is created, it cannot be reverted to its components or rerolled with additional Mutaplasmids Mutaplasmids can be traded on the market under the Ship and Module modifications section Abyssal Tech modules cannot be traded on the market but can be traded in contracts or trade windows Entropic Disintegrators: Entropic Disintegrators are a new base weapon system used by Triglavians. Entropic Disintegrators can be used after training the size-appropriate precursor weapon skill - Entropic Disintegrators are affected by turret support skills and modules, and use the normal turret damage formula Entropic Disintegrators have the following unique qualities: Damage multiplier increases with each cycle on the same target, up to a cap Cap is set at 150% increased damage for all Entropic Disintegrators No falloff range Deactivates if target is outside optimal range The following Entropic Disintegrator variations have been added, and can all be found directly or via blueprints from Abyssal Deadspace: Light Entropic Disintegrator I Light Scoped Entropic Disintegrator Light Compact Entropic Disintegrator Light Entropic Disintegrator II Light Veles Entropic Disintegrator Heavy Entropic Disintegrator I Heavy Scoped Entropic Disintegrator Heavy Compact Entropic Disintegrator Heavy Entropic Disintegrator II Heavy Veles Entropic Disintegrator Supratidal Entropic Disintegrator I Supratidal Scoped Entropic Disintegrator Supratidal Compact Entropic Disintegrator Supratidal Entropic Disintegrator II Supratidal Veles Entropic Disintegrator Entropic Disintegrators use a new ammo type called Exotic Plasma Charge Exotic Plasma Charges are normal charges that consume on use Exotic Plasma Charges do a mix of explosive and thermal damage types Exotic Plasma Charges appear in 5 variations at each size: Tetryon - Short Range / High Damage Baryon - Mid Range / Medium Damage Meson - Long Range / Low Damage Occult - Tech II - Short Range / High Damage Mystic - Tech II - Long Range / Medium Damage Miscellaneous: Ships can no longer re-fit in space whilst in warp, or in the pre warp state (once their warp drive has been activated.) Ships: DAMAVIK Precursor Frigate bonuses per skill level: 5% bonus to Light Entropic Disintegrator damage 7.5% bonus to Light Entropic Disintegrator optimal range Role Bonus: 100% bonus to Remote Armor Repairer range 50% reduced Energy Neutralizer capacitor need 50% reduced Remote Armor Repairer capacitor need 50% reduced Smart Bomb capacitor need Slot layout: 3 High Slots 2 Mid Slots 4 Low Slots 1 turret hardpoint 0 launcher hardpoints 3 Rig Slots 400 Calibration Fittings: 50 Powergrid 145 CPU Attributes: Defense (shields / armor / hull) : 200 / 720 / 500 Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 Capacitor (amount / recharge rate) : 400 / 212s Mobility (max velocity / agility / mass): 350 / 3 / 950,000 Warp Speed: 5 au/s Drones (bandwidth / bay): 15 / 25 Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 640 / 5 Sensor strength: 13 Radar Signature radius: 32m Cargo capacity: 213m3 VEDMAK Precursor Cruiser bonuses per skill level: 5% bonus to Heavy Entropic Disintegrator damage 5% bonus to Heavy Entropic Disintegrator tracking speed Role Bonus: 100% bonus to Remote Armor Repairer range 50% reduced Energy Neutralizer capacitor need 50% reduced Remote Armor Repairer capacitor need 50% reduced Smart Bomb capacitor need Slot layout: 4 High Slots 4 Mid Slots 6 Low Slots 1 turret hardpoint 0 launcher hardpoints 3 Rig Slots 400 Calibration Fittings: 1030 Powergrid 365 CPU Attributes: Defense (shields / armor / hull) : 800 / 3300 / 2000 Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 Capacitor (amount / recharge rate) : 1500 / 526s Mobility (max velocity / agility / mass): 240 / .45 / 9,530,000 Warp Speed: 3 au/s Drones (bandwidth / bay): 50 / 75 Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 7 Sensor strength: 20 Radar Signature radius: 110m Cargo capacity: 533m3 LESHAK Precursor Battleship bonuses per skill level: 5% bonus to Supratidal Entropic Disintegrator damage 5% bonus to Supratidal Entropic Disintegrator rate of fire Role Bonus: 100% bonus to Remote Armor Repairer range 50% reduced Energy Neutralizer capacitor need 50% reduced Remote Armor Repairer capacitor need 50% reduced Smart Bomb capacitor need Slot layout: 5 High Slots 4 Mid Slots 8 Low Slots 1 turret hardpoint 0 launcher hardpoints 3 Rig Slots 400 Calibration Fittings: 17,000 PWG, 625 CPU Defense (shields / armor / hull) : 3,500 / 10,500 / 8,000 Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50 Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20 Capacitor (amount / recharge rate) : 6,600 / 1,000s Mobility (max velocity / agility / mass): 113 / .163 / 63,000,000 Warp Speed: 2 au/s Drones (bandwidth / bay): 100 / 250 Targeting (max targeting range / Scan Resolution / Max Locked targets): 87km / 100 / 7 Sensor strength: 28 Radar Signature radius: 370m Cargo capacity: 933m3 Skills Added the following skills for Triglavian Ships and Entropic Disintegrators: Precursor Frigate Precursor Cruiser Precursor Battleship Small Precursor Weapon Medium Precursor Weapon Large Precursor Weapon Small Disintegrator Specialization Medium Disintegrator Specialization Large Disintegrator Specialization Structures & Deployables: Notifications are now being sent, when your (or your corporations) assets are being moved to asset safety, for example because your Upwell structure exploded. Planetary Interaction: General Planetary Interaction UI Changes: Simpler Build Menu - Removed accordion style menu in favour of simple list Info Panel remember if you have Build or Scan selected when switching between planets Build and Scan options have been moved to the top of the menu Scan resource bars are now hatched to make them easier to read 'Time to Depletion' is now changed to 'Time Remaining' Extractor range is always shown when extractor is selected Selected tab in PI windows is now highlighted Routes to and from structures are now shown when the structure is selected, previously this was only on hover The shipHUD is visible when doing PI 'Planet Mode' is renamed to 'Planetary Production' throughout the client Introduced new pin icons for the 3 different processors In the selected item window the button previously known as 'View in Planet Mode' has been moved away from the "Warp to Within x" button Red circles appearing on pins to indicate that something is not setup properly, in this case on the processors, storage and launcher pins Improved pin placement regardeless of camera position Window Behaviour - PI windows now behave like other windows and do not disappear behind every other window Holograms are hidden when creating routes Holograms are animated on open and close Pin selection is now remembered so you only have to select desired pin once and then it can be placed as often as your Power and CPU support Added a decommission tool to the build menu Made routing of goods smoother by removing some steps in the process Pin memory has been improved so that now when you select a pin of the same type it will open to the same tab and remember the previously selected resource Changed the layout of the Extractor Control Unit window Added the functionality to CTRL+Click on the planet while in the Extractor Control Unit window to quickly place extractor heads exactly where you want them. CTRL+Click on an already placed extractor head will remove it. Introduced a new Planetary Colonies window Show you what you are extracting, producing and storing on that planet Shows a warning if the planet requires attention Show all 6 available planets slots and if you have access to them or not Warp button functionality has changed. Outside the planet system it will be "Set Destination". Inside the planet system it will now warp you to the customs office instead of the planet. Planetary Production Information: Tooltips have been added throughout Planetary Interaction. These should now make it simpler to find the materials you need to extract to build Planetary products Tooltips have been added to the build menu to show the cost, CPU and Power requirements of each pin Show Info on Planets now includes a button to "View Planetary Production" and a tab with information about what resources can be extracted from the planet A Planetary Production tab has been added to the Show Info for Planetary Materials. This tab will show you what the inputs and outputs of that resource are. User Interface: An Industry tab has been added to all resources that will show all the blueprints that the resource is used in. - UI scaling now supports 175%, 200%, 250%, 300% and 400% for high resolution screens. Defect Fixes Gameplay: Guristas headwear can now be traded on the market. Fixed Agency 'Hardshell' booster application to Armor Repairers Fixed an issue where completed corporate votes would occasionally not have their results processed until the next downtime. It is now possible to unload charges directly to a mobile depot (and some other locations), even if the cargo hold is full. It is no longer possible to unload charges while the module is still active. Fixed a bug which sometimes prevented the creation of a contract, if a T3 cruiser was stored in a ship maintenance bay of the ship, which was contracted. Agent in Space Atma Aulato is now sitting in a Falcon as per the description. All Civilian Modules now require the Thermodynamics skill at level 1 to overheat. "Gallium ample hexa 2500mm repeating cannon" now has 15% higher ammo capacity. 'Helios' ship: Damage will now be calculated correctly, taking into account the 10% damage from 'Light Drone Operation' skill levels. Adjusted 'Higgs Anchors' modules reprocessing materials. Amarr Dreadnought Mastery IV now requires Capital Energy Turrets 5 instead of 4. Sunesis' show info window will now show the mastery tab. Graphics: Fixed shadow artifacting on the planets. Prevented missile trails playing through the target's active shield. Loading 3D characters for preview, character sheet, and character customization screens has been better optimized. Initial loading of game data has been better optimized. Facial hair color will now be correct when previewing headgear items in the New Eden Store. Adjusted the location of several decals on the Rorqual. Loading a blueprint with cleared cached data will no longer generate a warning. Corrected an issue with the port-side bay doors on the Rupture. Fixed cloaking audio effect being played after the effect had been stopped. Corrected an issue with debris particles disappearing when viewing a Keepstar Citadel Wreckage. Localization: Fixed a grammatical error in the description for the "CDIA Training Exercise Supply Crate" Modules: Siege Modules now clearly state that they only affect Capital size modules. Structures & Deployables: Structures: Pilots that are in outside view when logging off will be in it again after login. The Material Requirements bonus of the Raitaru hull no longer incorrectly applies to Science and Invention jobs. The Standup Focused Warp Scrambling Script can now be unloaded with regular role to take control of an Upwell structure. User Interface: Fixed an issue where items in a ships cargohold would not be included in the calculations for the ships estimated price (shown in the fitting window). Using the "Remove Charge" option in the fitting window while docked will now always correctly remove the charges to the item hangar. Simulation: Shift-Dragging a fitted module onto another slot will now correctly add a 2nd module to the simulated fit, Fitting window: The hardware browser will now open when right-clicking an empty fitting slot and selecting "Set Filter for Slot". Fixed a case where the wrong sub-menu options were displayed in context menus, for example where the options to invite to a chat channel were displayed in the sub-menu for inviting to a fleet. Faction tag will now be visible on the 'Special Edition Frigates' icon. Added Standup faction icon to all structure faction items. Fixed an issue where Escalation cards in The Agency are not updated or removed when the Escalation is completed Fixed an issue where resizing a window beyond a boundary of the client would cause the window to expand significantly Fixed an issue where the Enter Ship Hangar button on the Station Services Panel in Structures does not function while Planetary Production mode is active Fixed an issue where having The Agency window open while Combat Probe scanning would clear the list of scan results Fixed an issue that could cause The Agency to show no content if one content type failed. Fixed an issue where the player could not create a new link while having surveying program window open Fixed an issue where the standing progress bar was not displayed properly in the character sheet with faction and corporation standings when using UI Scaling Fixed an issue with the localization of some tooltips in Project Discovery. Fixed an issue where the 'show contracts' option for a character was not showing completed contracts Fixed an issue where Jump Bridge connections appeared in the Agency Map Fixed an issue where the custom shortcuts for Zoom in and Zoom Out did not control the camera in the Agency window Fixed an issue with a double space found within the description Planetary Interaction Guide Fixed an issue where the icon for the "Look At" function within the Selected Item Window did not update correctly when selected while the Tactical Camera is active Improved the performance of loading very long scrolls, for example in the corporation window. 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  16. Patch Notes For March 2018 Release 1.20 Released on Thursday, April 26th 2018 Defect Fixes Gameplay: Fixed a bug which caused wormholes to collapse too early after a downtime, if it was leading to a faction warfare system. Chat: It is now possible again to edit the MOTD of alliance channels. This is restricted to characters in the executor corp with the Communications Officer role (same restriction as in the old system). Fixed a problem with failing to join further channels at login, if one channel failed because of missing roles. Fixed a problem which prevented the client from rejoining a chat channel without restarting the client, after the character has been blocked from the channel for a short time. Patch Notes For March 2018 Release 1.19 Released on Tuesday, April 24th 2018 Defect Fixes Gameplay: Selecting a default structure profile for a corporation now correctly requires the Station Manager role rather than the Director role. User Interface: Fixed an issue where the Agency could fail to load if the faction you belong to owned all the factional warfare systems available to them. Fixed an issue where escalations could get stuck in the Agency. Patch Notes For March 2018 Release 1.18 Released on Tuesday, April 17th 2018 Defect Fixes User Interface: Chat: It is now possible again to remove characters from the "Allowed", "Blocked", and "Muted" lists through the channel setting window. Patch Notes For March 2018 Release 1.17 Released on Tuesday, April 17th 2018 Defect Fixes Gameplay: Fixed a bug, which caused modules on some ships (like Ishtar or various T3 cruisers) to go offline when leaving the ship in a station. User Interface: Fixed a problem, where it was not possible to drag the alliance logo from the alliance show info window. Chat System: Improved the performance of opening the right-click menu of characters in the member list of a chat channel. It is now possible again to create fleet with several characters selected in a chat member list. Removed an unnecessary popup window when trying to create a chat channel, which you have already joined. Improved the message, which is displayed, when the MOTD of a channel is channel is cleared. For delayed channels like the alliance channel we are now fetching the member count from the chat server every few minutes (note: This feature might get disabled, if it causes performance problems). This is currently not working for channels, which switch automatically to delayed mode due to having more than 1000 online members. Several changes to make the connection from the client to the chat server more reliable. This addresses problems with inconsistent member lists (especially for local channels), missing or delayed messages, disconnects from the chat server. Fixed a problem with joining channels with Unicode characters in the channel name. Idle character are now removed again from delayed member lists after 15 min. Removed non-functional options from channel operators (like adding or removing operators). Made chat more resilient against invalid Unicode characters (in various places). A generic "Channel configuration has been changed" message is now displayed, when the password for a channel has been changed. Improved the feedback, when the client is unable to connect to the chat server. Chat logs for local channels contain notifications about system changes again. Patch Notes For March 2018 Release 1.16 Released on Wednesday, April 11th 2018 Defect Fixes Localization: S.P.A.C.E. Live Event now has the correct name in the Agency window. Patch Notes For March 2018 Release 1.15 Released on Tuesday, April 10th 2018 Defect Fixes Gameplay: Structure modules can not longer be offlined while they are active. Removed the incorrectly shown "Propose Lockdown Vote" option shown in the asset window on blueprints in remote locations. Patch Notes For March 2018 Release 1.14 Released on Friday, April 6th 2018 Defect Fixes Gameplay: C3-A 'Hivaa Saitsuo' Ballistic Control System and C3-X 'Hivaa Saitsuo' Ballistic Control System now show as variations of the Ballistic Control System I. Apotheosis and Sunesis 'Ironblood' SKINs are now classed as valid SKIN Licenses. Patch Notes For March 2018 Release 1.13 Released on Thursday, April 5th 2018 Defect Fixes Chat: Fixed a bug, which caused the local channel to fail updating after jumping back to a system, which you visited earlier. Patch Notes For March 2018 Release 1.12 Released on Thursday, April 5th 2018 Defect Fixes Chat: Further performance improvements for loading chat member lists Improved the performance of loading lists in the settings window for a channel significantly (like for this channel with more than 1000 blocked entities). Characters are now sorted properly in various lists in the settings window for a chat channel. The Fleet MOTD is now shown properly to new fleet members. It is now possible again to open a right-click menu on website links in chat messages. Improved the loading of portraits in chat channels. Removed a duplicated "Pilot" context menu, when right-clicking the sender of a chat message. Fixed an inconsistency in the naming of chat log files. Re-added the mute/kick sub-menu to the context menu, right-clicking the sender of a chat message. Several improvements to the consistency of chat channel member lists and the corp affiliation of chat channel members. This includes kicking users properly from chat, when the client loses connection to the EVE server. Enabling the throttling of chat messages (but it is still set to a quite generous level). Gameplay: Fixed an issue where expelling a corp member using a vote didn't work. Fixed an issue where attempting to expel a corp member that is currently online and in space would no longer correctly add them to the Auto Removal queue for removal at the next downtime. Graphics: Fixed the Vulnerability text displayed on some planes on the Athanor. User Interface: Improved the performance of the compare window. Fixed the persistence of the order of tabbed windows. Patch Notes For March 2018 Release 1.11 Released on Wednesday, April 4th 2018 Defect Fixes Miscellaneous: Various performance improvements. Patch Notes For March 2018 Release 1.10 Released on Tuesday, March 27th 2018 Defect Fixes PvE: Resolved The Hunt Bosses not warping away after a time. Inert Capsules in the Event Sites will now despawn appropriately when looted. Resolved instances of The Hunt bosses spawning more than once. User Interface: Fixed an issue that would cause structure profile to fail to display when their name or description was edited. Chat: Fixed an issue, which caused the mouse cursor to stick to the divider after resizing the member list width. Patch Notes For March 2018 Release 1.9 Released on Monday, March 26th 2018 Defect Fixes Technical: Reduced the amount of chat-related calls from the client to the EVE server at joining a chat channel, which helps the performance of both. User Interface: Fixed an issue with standings sometimes not showing correctly in chat member lists. Chat: The "show member list" setting is now used correctly after client restart. Chat: Closed chat windows are now saved correctly to settings and will not reopen on client restart. Chat: Chat windows are now remembering the settings of the user list width and the height of the input area at client restart. Chat: The member list of delayed chat channels, like the alliance channel, is now only showing characters, who wrote anything, and no longer everybody, who joined the channel after the observer joined. Patch Notes For March 2018 Release 1.8 Released on Friday, March 23rd 2018 Defect Fixes User Interface: Fixing a problem with chat channel member lists, which did not update correctly after the latest client patch. Patch Notes For March 2018 Release 1.7 Released on Friday, March 23rd 2018 Defect Fixes Graphics: Fixed the icon colour for the Capsuleer Day XV SKINs. User Interface: Client performance improvements for loading chat channels with many participants (like Jita local) - part 2. Patch Notes For March 2018 Release 1.6 Released on Friday, March 23rd 2018 Defect Fixes Gameplay: Fixed an issue where corporate safety wraps containing locked blueprints could be trashed. Fixed an issue where timers (such as Criminal and Suspect timers) would fail to display correctly after being podded. The Marshal Blueprint can now be autolinked and searched for in contracts. PvE: Resolved NPC waves in The Hunt sites not consistently spawning Kazue's Caiman in The Hunt sites can now be targeted by doomsday weapons. User Interface: Fixed an issue where a tab listing structures in a system would appear in the showinfo window of celestials other than Solar Systems (Wrecks, Planets, Moons etc) Tooltips for outputs for Invention and Copying jobs now display correctly. Fixed multiple display issues with replacing/renewing ship insurance policies. Client performance improvements for loading chat channels with many participants (like Jita local) - part 1. Fixed a crash in XML parsing of chat channel MOTDs with control characters. Patch Notes For March 2018 Release 1.5 Released on Thursday, March 22nd 2018 Defect Fixes Chat System: Pilots are now correctly automatically rejoining help channels on logon. Patch Notes For March 2018 Release 1.4 Released on Thursday, March 22nd 2018 Defect Fixes Gameplay: Fixed various AOE damage effects in missions and anomalies that were not always working correctly since the February release. Among others, Sleeper Cache clouds and Advanced Military (6 of 10) career mission clouds now correctly apply damage. Wormholes can no longer be prevented from spawning, resolving this exploit notice. Technical: Various chat cluster performance fixes. Patch Notes For March 2018 Release 1.3 Released on Wednesday, March 21st 2018 Defect Fixes Technical: Performance improvements to the chat system. Improved error handling and logging for failed requests to the chat server. Patch Notes For March 2018 Release 1.2 Released on Tuesday, March 20th 2018 Defect Fixes Technical: NPCs now correctly pay out bounties when killed. Performance improvements to the chat system. Removed the member count of chat channels in the chat channels window. Patch Notes For March 2018 Release 1.1 Released on Tuesday, March 20th 2018 Defect Fixes Technical: Defect and performance fixes to several back end systems. Made the universe function correctly again. Patch Notes For March 2018 Release 1.0 Released on Tuesday, March 20th 2018 Features & Changes Balance: For explanation and discussion on ship balance changes in this patch, please see this dev blog. Tech I Battleships updated (includes pirate faction and navy faction battleships, does not include special edition battleships) - +25% cargo capacity - +20% maximum lock range Attack Battlecruisers (Oracle, Naga, Talos, and Tornado) - May now fit Medium Microjump Drives Orthrus - -100 power grid - -15 maximum velocity - +15 signature radius Ferox - -100 power grid - -15 CPU Machariel - Gallente Battleship bonus per level: 7.5% to large projectile turret falloff (was 10%) - +1 mid slot - -1 low slot Drake Navy Issue - Caldari Battlecruiser bonus per level: 10% to Heavy Missile and Heavy Assault Missile damage (was 4% to shield resistances) - -1 launcher slot Cyclone - Minmatar Battlecruiser bonus per level: 7.5% to Heavy Missile Launcher and Heavy Assault Missile Launcher rate of fire (was 5%) Eagle - +12 maximum velocity - +25 drone bandwidth - +25 drone bay Muninn - Minmatar Cruiser bonus per level: 7.5% to Medium Projectile Turret damage (was 5%) - +150 armor HP - +20 maximum velocity - -750,000kg mass - -10 signature radius - -1 high slot - +1 mid slot Balance changes to the Entosis Link Modules: - Allow remote assistance to subcapital ships with entosis links running (including remote reps) - Significantly reduced max ranges: 20km for T1 and 50km for T2 - Significantly reduced fitting requirements for the T2 module: 20 power grid and 5 CPU - +100% sensor strength to any ship with an active cycling entosis link Balance changes to Sovereignty capture events: - Increase the score gained per node capture from 5% to 7% - Reduce the number of starting nodes from 5 to 4 - Increase the random node spawn chance by ~14% The maximum accumulation of Jump Fatigue (blue timer) has been reduced from 4 days to 5 hours. Chat System: New Chat Backend. See more information in this dev blog. Constellation and region channels have been removed. Player created chat channels are now always in immediate mode (all members are shown in the member list), without any member limit. Operators of chat channels can no longer add further operators, change the password, or change the mode of the chat channel. Only the channel owner is now allowed to do those things. Removed the option to specify a recruitment channel for corp recruitment adverts. Please use a link in the description, if you want to add a recruitment channel. When a player initiates a private conversation with another player, the recipient will now only see the private conversation chat tab after a message has been sent. This should drastically reduce the number of accidental conversations. Gameplay: Nanite Repair Paste may now be placed into ammo holds. Graphics: Various under the hood graphics engine optimizations and refactoring to optimize for upcoming improvements and changes to the visuals of the game. We have renovated the next set of graphical assets found in deadspace areas and missions, giving them the latest V5 shader treatment. Modules: Expired the Guardian's Gala Cerebral Accelerators. Miscellaneous: Added the Marshal to Project Discovery rewards. Granted the Marshal to those players who have passed the required level in Project Discovery. Accounts that are under restrictions preventing trading characters due to prior rulebreaking are now also prevented from extracting skillpoints. Missions & NPCs: Added The Hunt Live Event, running from 20/03 until 03/04. Ships: Introducing the Monitor-class Flag Cruiser, from the CDIA division of CONCORD. Select T2 materials are required as build inputs and the BPCs can be sourced from the CONCORD LP stores. Monitor: Amarr Cruiser bonuses per skill level: - 5% bonus to ship armor hitpoints Caldari Cruiser bonuses per skill level: - 5% bonus to ship shield hitpoints Gallente Cruiser bonuses per skill level: - 5% bonus to ship agility Minmatar Cruiser bonuses per skill level: - 5% reduction in ship signature radius Flag Cruisers bonuses per skill level: - 4% bonus to all armor, shield, and hull resistances Role Bonus: - Can use Medium Micro Jump Drive modules - 99% reduction in powergrid and cpu requirements for Afterburner, Microwarpdrive and Micro Jump Drive modules - 99.9% reduction in powergrid and cpu requirements for Scan Probe Launcher and Target Painter modules - 300% bonus to Target Painter optimal range - 99% reduction in Target Painter effectiveness - 100% resistance to ECM effects - 70% resistance to sensor dampener, target painter, energy neutralizer, and energy nosferatu effects Slots & Fitting - 1H, 3M, 0L; 0 turrets, 0 launchers - 0 Rig Slots, 0 Calibration - Fittings: 3 PWG, 1 CPU - Defense (shields / armor / hull) : 9000 / 9000 / 2000 - Base shield resistances (EM/Therm/Kin/Exp): 90 / 90 / 90 / 90 - Base armor resistances (EM/Therm/Kin/Exp): 90 / 90 / 90 / 90 - Capacitor (amount / recharge rate / average cap per second) : 5000 / 500s / 10 - Mobility (max velocity / agility / mass / align time): 220 / 0.6 / 16,000,000 / 13.31s - Warp Speed: 3.3 au/s - Drones (bandwidth / bay): 0 / 0 - Targeting (max targeting range / Scan Resolution / Max Locked targets): 250km / 400 / 12 - Sensor strength: 20 Gravimetric - Signature radius: 40 - Cargo capacity: 0 - Ammo bay capacity: 10 m3 Shuttles and Capsules now have a 90% reduction to effective distance traveled for jump fatigue accrual. Structures & Deployables: Following a cynosural jump, ships are delayed from tethering by 30 seconds. The tethering delay does NOT impact docking. This tethering delay applies to all cynosural jumps, including normal capital jumping, black ops jumping, and to ships being bridged (it does not affect the ship that opens up the bridge and stays at the origin point). The 30 second countdown begins once the ship loses its post-jump invulnerability (either by manually moving or after 60s). The ship's tether-block timer will be shown in the buff bar UI. The standard 30 second station undocking invulnerability now also applies to Upwell Structures. As with stations, this invulnerability is broken if a target is locked, a module is activated or any action is taken to move your ship. It is now possible to lock blueprints in corporation hangars within Upwell structures Added a few characters that may be used in structure names. Structures may now include the following characters in their name: - A to Z - a to z - 0 to 9 - $#%&'()*+,-. Added visual FX that are played on a structure when is it succesfully completes a repair cycle, or when it is successfully reinforced. Structures in Low Power mode will now display reduced docking traffic, exteriors lights, and holograms. Corporations may now set their default reinforcement hour/weekday. This will be used when anchoring a new structure (but does not affect structures already in space). Editing this setting requires a character to have the Station Manager corporation role. In the Structure Browser UI, go to "My Structures" tab. Select "Any Profile" from the profile list. Go to the "Corporation Settings" tab Technical: EVE Voice has been removed User Interface: Added a '?' icon next to the standing value in the Standings section of the Character Sheet. Hovering this will now show the tooltip for Standings. Added the Standings tooltip when hovering all entries in the Faction/Corporation/Agent section of the Standings tab in the Character Sheet. The Fleet watchlist window now has colour coding The Targeting bracket on Fleet mates is purple (the fleet color) rather than yellow Text for broadcasts for reps now include what ship type the broadcast came from Fleet tags are now displayed on the targets in the target bar It is now possible to remove a Fleet tags (from whatever was tagged before) The results from ship scans are now organized by slots The Show Info window for a solarsystem now has a special tab for structures in the system. Please note that like before, it only lists those structures you have docking access at. The HQ listed in Show Info windows for corporation will now be a link A tooltip has been added to the standing icon in the show info window to show what that icon is based on (player to player, player to corp, alliance to corp etc). If your security status is -2 or lower, the tooltip on your security status in the Character sheet will tell you in which systems the faction police will attack There’s now an option to have the Compare tool only list those attributes that differ for the items currently being compared The height of the “Duration” drop down in market orders have been increased, so all entries fit without scrolling The Salvage option for salvage drones has been moved to the top of the right click menu Volume information has been added to the “material input” and “output” tooltips in the Industry window The right click options that have been categorized as potentially especially destructive will now have a red ! in front of them. Among other things, we hope this helps to make it easier to differentiate between “Reprocess” and “Repackage” Added a "Open Jump Navigation" option when right clicking on the Ship HUD of a jump capable ship. The selected item window and jump shortcut now work for Jump Bridges. Added a visual display of the 30 second invulnerability timer recieved when changing location (undocking or jumping to a cynosural field) Defects & Fixes Drones & Fighters: Fighters can now be repackaged. Gameplay: When switching ammo types, charges will now always be placed into an existing stack of the same ammo type where possible. Fixed an issue where applying a corporate insurance contract to a ship with an existing insurance policy would lead to the cost being paid, refunded and paid again. Fixed an issue where the "Federation Navy Sensor Booster" had a 10 second reload time instead of 0. Graphics: Adjusted the distance at which the Osprey hull model switches level of detail. Fixed an issue that could lead to rendering issues in character customization screen. Corrected an issue with floating damage locations on the Mobile Cynosural Inhibitor. Fixed an issue where the Medium Jump Drive visual effect could clip through some ships. PvE: NPE: Changed some of the text in the first industry career mission so that it is clearer for new players. NPE: Fixed the mission text for Gallente Advanced Military 7 of 10 so that it no longer references the Drones skillbook as a reward. NPE: Fixed mission texts for Career Military 5 of 10 so that it is the same for all 4 empires. NPE: A passkey issue with the acceleration gate in the 5th exploration career mission has been fixed. The passkey itself has also been renamed so that it is clearer what it is when viewed in the default inventory view (where its name is often truncated). Fixed an issue with the level 5 mission "Lights Out" so that it cannot be broken with high one-shot DPS. Fixed a mission completion issue in the Unauthorized Military Presence mission. Fixed mission text in Advanced Military 4 of 10 so that it no longer mentions "remote ECCM". Fixed grammar issues in various mission texts. Fixed a completion issue in the 'Gate to Nowhere' and 'Minmatar Plot (1 of 3)' missions, and re-enabled the missions. Science & Industry: The jobs tab of the industry window will now display a loading icon when necessary. Ice Harvesting Drone II Blueprints and Moon Ore Mining Crystals II Blueprints now will correctly appear under Tech II. Structures & Deployables: Contracts located in unanchored or destroyed Upwell structures are now cancelled correctly. Fixed an issue where Decommissioning an Upwell Structure while docked in an NPC station would fail. User Interface: Fixed the contextual menu when choosing what cargohold to track so that the list of trackable bays is properly alphabetized. Fixed alignment of icons in Tutorial Videos panel. Fixed an issue causing duplicate confirmation windows to appear when changing UI scaling. Fixed incorrect sizing of hovered empire seals in Empire Selection view after transitioning from windowed to full screen client. Removed the SKINs filter category under accessories for item filters. Fixed an issue where the inventory window would open if a corp office is rented or unrented. When a kill right against you has its availability changed, its display in your character sheet now updates & you receive a notification about this straight away instead of after relogging. Improved clarity of attributes (Capacitor Need Bonus) for High Speed Maneuvering and implants using this skill. The "Broadcast Radial Menu" shortcut now works when assigned to a mouse button When failing to assign a new shortcut due to the button being already in use, the set shortcut window reopens automatically so a new shortcut can be chosen Fixed an issue where there was no difference between the "Set Name" options for an Upwell Structure or a jump clone when right clicking on an existing jump clone in the Character tab of the Character Sheet. Mining Upgrade skill and implants now display the CPU Penalty Reduction bonus in the Attributes tab. Fixed an issue where tags on brackets in space could become fixed at a single point on the UI. The "Too many Blueprints to display" message is now correctly shown at 25k blueprints not 10k. Added Arkonor ore in the description of Mexallon. The state column in the Structure Browser now shows an icon and tooltip for anchoring structures. Stacks of drones in a ships drone bay are now correctly counted when calculating the estimated value of a ship. Selecting "Simulate Ship" from a show info window of your own ship now correctly simulates its current fit instead of only the hull. The tooltips for fitted rigs no longer incorrectly refers to them as modules. Fixed an issue where the 'Subsystem Hold Capacity' tooltip for T3 Cruisers was referring to 'corpses', instead of 'subsystems'. Fixed a text issue in "Proteus Module: Covert Reconfiguration", where the Structure Hit Points were refered to as Armor Hit Points Switching the incorrect "Sensor Dampening" characteristic to the correct "Small" characteristic on the Chremoas Corrected the spelling of Exequror in its description. Gesamten Artikel anzeigen
  17. Patch Notes For February 2018 Release 1.9 Released on Tuesday, March 6th 2018 Defect Fixes Gameplay: Fixed an issue preventing some static sites from being scannables. Patch Notes For February 2018 Release 1.8 Released on Friday, March 2nd 2018 Defect Fixes Technical: Several small performance fixes. Patch Notes For February 2018 Release 1.7 Released on Tuesday, February 27th 2018 Features & Changes Missions & NPCs: Brought the Guardian's Gala event to a close. Defect Fixes Audio: Fix to an issue where the audio would pop while the character is in a cloaked ship. Fix to an issue where the audio would pop while the character was warping or changing camera zoom. Fix to the issue where audio will cut out or cause the computer's entire audio to stop working. Gameplay: Fixed the Gallente Shuttle Spirit SKIN to be activateable. Patch Notes For February 2018 Release 1.6 Released on Thursday, February 22nd 2018 Defect Fixes Modules: Fixed an issue where removing a loaded Standup Focused Warp Disruptor from an Upwell Structure could result in the slot not being emptied correctly. User Interface: Corrected the Structure Armor Reinforcement notification mail to list the repair time as 30mins instead of 15mins. Overview: Fixed an issue where the standings flag and background color on an Upwell Structure could change based on the status of the controlling player. Overview: The "Apply to ships and drones only" option has now been split into multiple options to allow more fidelity in what pilots wish the standings icon and background color to appear on. Pilots may now choose whether to apply the standings icon and background color to only Ships and Drones, to additionally apply it to Structures and/or to apply it to other objects in space as before. As a result, these settings have been returned to their default settings for all pilots (Only applied to Ships, Drones and Structures). Pilots with different settings will need to reapply them. Apologies for the inconvenience. Patch Notes For February 2018 Release 1.5 Released on Tuesday, February 20th 2018 Features & Changes Structures & Deployables: Adding a timestamp for when the structure will be vulnerable to the notification about reinforced structures. Defect Fixes PvE: Removed the broken Proteus Spirit SKIN from Guardian's Gala Boss tables Technical: Proteus Spirit SKIN replaced with Inquest Eros Stasis Webifier MR-803 Improving server performance for the preparation of data for the industry window. User Interface: The old defunct "Weekly Vulnerability" attribute has been removed from the show-info windows for Upwell Structures. Patch Notes For February 2018 Release 1.4 Released on Monday, February 19th 2018 Defect Fixes PvE: Removed Proteus Spirit SKIN from the Guardian's Gala loot table. Patch Notes For February 2018 Release 1.3 Released on Friday, February 16th 2018 Defect Fixes PvE: Cleaned up some NPC behaviors. User Interface: Expired Escalation cards are now removed properly in Agency Patch Notes For February 2018 Release 1.2 Released on Thursday, February 15th 2018 Defect Fixes Gameplay: Missions: Fixed an issue where some missions could cause the agent conversation window to break and become blank. User Interface: Fixed an issue where the Journal could briefly display current escalations when receiving a new escalation Overview: The "Apply to ships and drones only" option now correctly removes the standings icon and background color from Upwell Structures. Note that hovering over a structures icon in the overview still provides a tooltip that lists your docking access) Overview: Fixed an issue where Sorting by Type would prioritize Standings flag over icon color (Meaning that a Structure which you have set as your destination would no longer be sorted to the top of the overview) Patch Notes For February 2018 Release 1.1 Released on Wednesday, February 14th 2018 Defect Fixes PvE: Fixed the Guardian's Gala Carrier Boss from being untargetable in some cases. Resolved Escalations being offered 100% of the time. Fixed several Spirit SKINs being un-injectable. Technical: Several performance improvements. Patch Notes For February 2018 Release 1.0 Released on Tuesday, February 13th 2018 Features & Changes Audio: Updated Wwise audio engine to the latest version for improved audio stability and performance. Balancing: This patch contains a balance pass affecting Assault Frigates and Heavy Assault Cruisers. Full details and discussion can be found in this thread. All Assault Frigates maximum velocity increased by 18% All Assault Frigates mass reduced by 10% All Assault Frigates capacitor capacity increased by 30% Ishkur: Assault Frigate bonus per skill level: - 7.5% drone tracking speed (was 5m3 additional drone bay per level) - Drone bay increased to 50m3 (was 25m3) Retribution Assault Frigate bonus per skill level: - 5% bonus to Small Energy Turret rate of fire (was 7.5% bonus to Small Energy Turret tracking speed) - Power Grid increased to 62 (was 56) Jaguar Minmatar Frigate bonus per skill level: - 5% bonus to Rocket and Light Missile rate of fire (was 5% bonus to Small Projectile Turret Damage) - 7.5% bonus to shield boost amount (was 7.5% bonus to Small Projectile Turret tracking speed) Assault Frigate bonus per skill level: - 5% bonus to Rocket and Light Missile damage (was 10% bonus to Small Projectile Turret optimal range) - 5% bonus to Rocket and Light Missile explosion velocity (was 5% bonus to Small Projectile Turret damage) - CPU increased to 185 (was 170) - Mid Slot increased to 5 (was 4) - Low Slot reduced to 3 (was 4) - Launcher Slot increased to 3 (was 1) - Turret Slot reduced to 1 (was 3) - Drone Bandwidth increased to 10m3 (was 0) - Drone Bay increased to 20m3 (was 0) Graphics: Various under the hood graphics engine optimizations and refactorings to optimise for upcoming improvments and changes to the visuals of the game. We have renovated the next set of worldobject assets found in dungeons giving them the latest V5 shader treatment. Implants: New implants added for the Guardian's Gala Event. Keep your loved ones close, and keep your enemies within reach of your webifiers. Inquest 'Eros' Stasis Webifier MR-80x are slot 8 implants that increase Stasis Webifier ranges by a percentage based on the strength of the implant. Modules: Added a set of new damage control modules called Assault Damage Controls, which can only be used by Heavy Assault Cruisers and Assault Frigates. Assault Damage Controls provide passive resists to shield, armor and structure. They can also be activated to provide extreme resistance to shield, armor and structure for a short duration. Details and discussion on Assault Damage Controls can be found in this thread. Added following Assault Damage Control types: - Assault Damage Control I - EFFA Compact Assault Damage Control - FFR Enduring Assault Damage Control - Assault Damage Control II - Shadow Serpentis Assault Damage control Missions & NPCs: Guardian's Gala Event runs from the 13th until the 27th of Feb. Two sites to crash: The VIP sites may require a fleet. Two challenges awarding points for the Agency-granted rewards. Changes have been made to Pirate Shipyards and Forward Operating Bases: Blood Raider and Guristas Shipyards can be found in all of Low and Null security space. Pirate Shipyards and FOBs have a limited amount of reinforcements for their defensive fleets. Structures & Deployables: All Upwell Structures are receiving a Firmware update (Upwell Structures 2.0) which will affect all existing structures and any structures deployed in the future. Full details have been published in this devblog. Moon Mining has been introduced to Wormhole space and High Security systems with a security level of 0.5. The mechanics of moon mining remain unchanged and details can be found here. All Upwell Structures are now either in "Full power" or "Low power" mode. Upwell structures require an online Service module, of any kind, to be in "High power" mode Upwell structures with no online Service modules will be in "Low power" mode which will incur the following effects: - -33% reduced shield and armor hitpoints - One less reinforcement cycle (jumping straight to the final reinforcement as soon as the structure shields are destroyed, skipping armor entirely) - “Low power” structures can be identified through a label on their text bracket beside the structure name The Vulnerability and Reinforcement system that affects all Upwell Structures has been updated: - Structure owners will now choose an hour of the day and a day of the week as their structure’s reinforcement time and reinforcement day respectively. - If this time and day were not selected prior to this release, they will default to 18:00 on Saturday. - Any changes to this reinforcement day and time take 7 days to take effect from the moment the changes are queued, and if the structure is damaged or reinforced when the 7 days have elapsed the change will not take effect until the structure returns to full health. - Under this new system, the shield hitpoints of Upwell structures will be vulnerable to attack at all times. - An initial attack can now occur at any date and any time chosen by the attackers - A second attack now occurs in the timezone of the defenders, on the day chosen by the attackers (Between 22 and 50 hours after the initial attack) - A final battle now occurs in the timezone and day chosen by the defenders - Reinforcement cycle times contain a random element. Cycle lengths will not always be the same. - Final Reinforcement times are determined by when the structure enters the reinforcement, what reinforcement day the owner of the structure has chosen, and the area of space the structure is located within. - When a structure enters its final reinforcement period it looks for the next reinforcement time on the weekly reinforcement day that occurs at least X days in the future, and then randomly adds or subtracts some amount of time up to two hours in either direction. This X value depends on the location of the structure: - 0.5 days for Wormhole space - 2.5 days for Lowsec and Nullsec space - 5.5 days for Highsec space - The Reinforcement Day and Time of a structure can be discovered by any player, through hacking the structure with either a Data or Relic Analyzer. New Burst Projector Superweapons have now been introduced, similar to those used by supercarriers: - Standup Target Illumination Burst Projector - Standup Weapon Disruption Burst Projector - Standup ECM Jammer Burst Projector - Standup Sensor Dampening Burst Projector - Standup Stasis Webification Burst Projector - Standup Warp Disruption Burst Projector - Standup Energy Neutralization Burst Projector New Standup Fighters, exclusive for use in Upwell Structures, have been introduced. They include variants of every fighter currently used by capsuleers, including the Shadow. - Standard fighters can no longer be used in Upwell Structures. Any standard fighters that are loaded into Upwell Structures can be removed, but cannot be launched or re-loaded - Building Standup fighters will require a standard fighter plus some additional input equal to approximately 25% more material value. - Standup fighter blueprints will be available on the market from any Upwell Consortium member station - The Standup Shadow heavy fighter BPC is available from Sansha’s Nation loyalty point stores. Building Standup Shadows requires a standard Shadow as an input material. - Standup Fighters will not require any capsuleer skills to operate, and do not receive any bonuses from pilot skills. However, their base stats result in massive bonuses to dps, hitpoints, speed, and sensor strength. - Fighters deployed from an Upwell Structure will now auto-return when the controller character drops control of the structure. This will stop them from being abandoned and lost. - Fighters bay volumes have been increased significantly on all Upwell Structures Structure Combat Modules are being rebalanced: - T2 Standup modules have been introduced - New module categories have been introduced: standup capacitor power relays, standup capacitor batteries, standup armor reinforcers - The Standup Warp Scrambler has been changed to the Standup Focused Warp Disruptor, which can be scripted to provide the effects of a Warp Scrambler with a reduced range. - The Standup Stasis Webifier and the Standup Focused Warp Disruptor now have a reactivation delay, and their fitting is limited to one of each type per structure. - Point Defense Battery modules are now limited to one per structure and RoF has reduced slightly - Standup ASML Missile Launchers have been renamed to Standup Multirole Missile Launchers, Standup ASML-SD Missiles have renamed to Standup Light Missiles, Standup ASML-MD Missiles have renamed to Standup Heavy Missiles, and Standup ASML-LD Missiles have renamed to Standup Cruise Missiles - Standup AXL Missile Launchers have been renamed to Standup Anticapital Missile Launchers, Standup AXL-C Missiles have renamed to Standup XL Cruise Missiles, and Standup AXL-S Missiles have renamed to Standup Super-heavy Torpedoes - The damage of Standup Anticapital Missiles has been reduced significantly. With the addition of T2 launchers and damage modules Upwell Structures will now do more single-target damage to subcaps but less single-target damage to capitals - Standup AS Guided Bombs have been renamed to Standup Light Guided Bombs, and Standup AM Guided Bombs have been renamed to Standup Heavy Guided Bombs - Standup Guided Bomb Launchers have had their RoF reduced and bomb base damage increased. The explosion radius of the Standup Heavy Guided Bomb has also increased significantly - All Standup missile and bomb launchers now require 10 seconds to reload - Large and XL structures have recieved a new role bonus increasing the RoF of guided bomb launchers and standup burst projectors - The base lock range of all L and XL Upwell Structures has been increased (350km for Large and 400km for XL). - Standup Signal Amplifiers and Lock Speed rigs now also provide bonuses to structure lock ranges. Structure lock ranges are capped at a maximum of 490km no matter how many sensor modules are fitted. The CPU, Powergrid, and Capacitor stats for numerous structures and structure modules have been rebalanced. Service modules now require vastly less CPU and Powergrid, and the fitting resources of all structures has been reduced to compensate. Standup Void Guided Bombs have been phased out. All existing Standup Void Guided Bomb items and blueprints have been converted into items and blueprints for Standup Light Guided Bombs (formerly known as Standup AS Guided Bombs). To improve the balance around using carriers from within tether range of structures, launching fighters is now considered an aggressive action for the tethering system. This means that any carrier or supercarrier with fighters under its control will automatically break tether and remain untethered until it either recalls or abandons the fighters (or those fighters are destroyed in combat) The formula for calculating asset safety values will now provide a more accurate estimate of the item value, and will be much less likely to value an item at 0 ISK A new minimum asset safety recovery cost has been set at 0.5% of item value. This cost will be required to recover items from asset safety even if the recovery takes place in the same solar system Rigs fitted to structures can no longer be destroyed if the structure is not at 100% health. The damage messages received when attacking structures will now properly display the amount of damage your weapons are inflicting even if that damage is being deflected by the structure damage cap. The amount deflected will also be shown. A new icon has been added to structure brackets in the overview and space scene to indicate whether you currently have permission to dock in that structure. If several changes happen within a 3 minute time, these changes may only be shown after this 3 minute buffer has passed. NPC corporations may now be added to access lists in the same way that player corps can be added. Unanchoring structures will now display the progress of their unanchoring timer in the structure browser to characters with the Station Manager role When unfitting a clone bay service module, a new popup message will inform you about how many jump clones would be destroyed by that action It is now possible to self destruct pods inside a citadel with a cloning bay service module Tutorial: Added a new operation to the end of the tutorial that teaches players how to use The Agency. User Interface: Removed the Distance filter from the sites and signatures filters as these are restricted to current system Autopilot can no longer be enabled while docked Removed the DUST514 system channel Removed the representation of DUST514 mercenaries in chat channels Removed chat options relating to Infantry Upwell structures are now listed with their name in the "In Space" section of corporation assets. Defect Fixes Gameplay: A completion issue with the mission 'Mannar Mining Colony' has been fixed. Resource Wars: fixed an issue where replacement Orcas could have invalid cargohold sizes. Graphics: Corrected an issue with missing Minmatar station icons.Adjusted the brightness levels of the warning lights during a station undock. Adjusted collision geometry on the Low-Tech Solar Harvester. Improved the animation on strip mining turrets. Returned missing elements of the results for Planetary Interaction scans.The recently repaired stations throughout Amarr space have been properly painted with the colors of their owning corporations. Fixed an issue with the coloring on Miasmos special editions. Fixed an issue where the Domination Titan wouldn't explode on death. Adjusted collision geometry on the Fortified Drone Structure. Adjusted some of the textures on the Ragnarok. Fixed an issue with strategic cruisers where killmarks could disappear after changing subsystems in space. Fixed an issue where incompatible SKINs could appear in the preview window for strategic cruisers. Adjusted the decals on the Raven, Golem, and Raven Navy Issue. Fixed a texture issue that would occur on some ice asteroids. Corrected an issue with a section of panels on the front of the Venture hull. The visual effect for the Mobile Cynosural Inhibitor has been adjusted to correct size and scale. Market: It no longer possible to bypass the FW market restrictions by using multibuy. Modules: The Arbalest Compact XL Torpedo Launcher, is now compact. (PG & CPU requirements have been reduced) Corrected an issue that prevented the 10% survey probe speed bonus on the T2 Survey Probe Launcher from correctly applying. The Warp Disruption Burst Projector module now correctly deploys a 10km radius bubble as its attributes indicate. Fixed an issue that was preventing the missile velocity bonus from the Standup Missile Guidance Enhancer module from applying at full strength. The Gravitational Transportation Field Oscillator no longer Warp Scrambles targets that it transports. Ships that are too large to be transported will still be Warp Scrambled as usual. The missile damage bonus from Standup Ballistic Control System modules is now correctly impacted by stacking penalties. Miscellaneous: Fixed an issue where Standup M-Set Ammunition Manufacturing Material efficiency I and II showed the wrong Tech Level. It is no longer possible to sell empty capsules through contracts. Several types of beacons have been made untargetable because accidentally targeting a beacon is annoying. PvE: Fixing Neutralizer duration on Chelm Soran and Unit P-343554 NPCs. Fixed an issue where the mission item could be destroyed in 'Cash Flow for Capsuleers 4 of 10'. Decreased the amount of ammunition required in the 'Balancing the Books 10 of 10' mission. Fixed a formatting issue in the 5th exploration career mission completion text. Fixed some NPC naming and model irregularities in the ' General's best friend' mission. Science & Industry: Fixed an issue where the Industry window would not retain the number of job runs for the first blueprint listed. Fixed an issue where a full researched blueprint would display as 10000 runs remaining in the Industry window. The skill required for manufacturing Standup Anticapital Missile Launcher I modules (formerly known as Standup AXL Missile Launchers) has been changed from "Capital Ship Construction" to "Outpost Construction" to bring it in line with other similar structure modules. Ships: The Shadow Fighter 'True Sacrifice' ability now works against Rorquals. Traits on Faction Titans now link to the Phenomena Generation skill instead of racial Phenomena Generators. Structures & Deployables: Movement shortcuts are now correctly disabled when controlling an Upwell Structure. Players controlling Upwell Structures no longer appear in the list of pilots that can be invited to install a clone in a Clone Vat Bay. It is now possible to delete bookmarks of Upwell Structures that have been unanchored or destroyed. Tutorials: Fixed issue preventing players from completing the "Complete the industry job" task if they delivered the job too soon. Fixed the 'Purchase a blueprint' task so that it can be completed using multibuy as well. Fixed an issue that could cause players to get stuck on the 'Load your Ammo' task. Fixed various text, voice over, and naming issues. Improved the Operations tutorial experience by adding checks to prevent players from getting stuck during the wreckage site loot operation in the case that survivors are retrieved before instructions are issued. User Interface: Fixed an issue where the "Buy Now" and "Buy As Gift" options could hang out of the New Eden Store windows Fixed an issue where it was possible to spam the "Overload State is Locked" message all over the screen. The Incursion Info panel will no longer be removed if a Forward Operating Base is destroyed within the solar system. Fixed an issue where Faction Warfare agents were not filtering properly in The Agency Fixed corporations and alliances having a one-click-chat button in People&Places A naming issue with an object inside the Core Garrison site has been fixed. The missing gender attribute has been added to various clothing items. Fixed an issue where some players had broken missions from an old tutorial in their journals. Fixed an issue where the Recruitment tab would occasionally appear in the home tab of the Corporation window. Casting a vote in a corporate vote no longer collapses all votes in the window. The inventory window will no longer close when assuming control of an Upwell Structure. Fixed an issue where the Fighter HUD could end up misaligned to the far left of the screen. The name of a structure will now be correctly auto-filled in a new saved location when controlling a structure. Fixed an issue where after switching view mode for results in the "Find Member in Role" tab of the Corporation window, the current results would disappear. The Show Info window of a simulated ship with a modified warp speed now correctly shows that the value has been modified. Fighter Tubes now correctly have a tooltip in the Fighter HUD. Fixed an issue where the structure browser would retain the search term filtering while clearing the search text field upon closing and reopening. The Shattered Ice Field now displays its information correctly in the Agency Fixed an issue where the subsystem icons would slightly misaligned in the fitting simulation window. Fixed an issue with importing fittings from clipboard on localized clients. Fixed an issue with exporting fittings with invalid modules as .xml file. Fixed grammar errors in various item info texts. Fixed an issue where The Agency could appear broken on Suggested, Combat, and Epic Arc filters. Third Party Developers CREST API: Removed: GET /corporations/corporationID:corporationIdType/structures/ Removed: PUT /structures/structID:integerType/ See this Dev Blog for full details on these changes Gesamten Artikel anzeigen
  18. Patch notes for January 2018 Release 1.4 Released on Tuesday, January 16th, 2018 Features & Changes Missions & NPCs Empire Mining Operations will now only respond aggressively to -5 personal standings towards that empire. Defect Fixes Gameplay Fixed a problem switching charges (especially scan probes) which sometimes could lead to an overloaded cargohold. Fixed a problem where crystals did not always change owner, when loading it from a corp hangar or container, which could lead to various problems like more than one crystal loaded or being unable to unload the crystal. Fixed a problem with grouped weapons were sometimes not loaded equally. Graphics Fixed an Issue whereby the Jump Tunnel effect would remain on screen after jumping Fixed an Issue whereby the space scene would remain visible while docked in a station Fixed an Issue whereby docking and undocking would result in a black screen Patch notes for January 2018 Release 1.3 Released on Thursday, January 11th, 2018 Features & Changes User Interface R&D Agents have been added to The Agency Expeditions tab has been removed from the Journal Defect Fixes Gameplay It is now possible to change your home station to the current station when docked at Upwell structure without a corporate office. Permanently fixed an issue which prevented loading of ammunition to structure weapons while the structure was damaged (a hotfix was applied already yesterday). Fixed a problem with reloading ammunition directly after relogging in an Upwell structure - a broken error message "hidden" had been displayed in those cases. Graphics Adjustment made to Warp Disruption Field Generator Visual FX to ensure that the VFX is constantly present when the module is active. Fixed an Issue where the Jump Tunnel animation would freeze after jumping. Fixed an Issue where the space scene would visible instead of the hangar when docked in a Citadel, Refinery or Industrial Array. User Interface Fixed an issue where players not enrolled in Factional Warfare would not be able to see the main expanded card in The Agency. Fixed an issue where Factional Warfare icons were appearing in the wrong order in the Factional Warfare window. Fixed an issue where Epic Arcs had LP listed as a reward. Fixed an issue where the Journal Neocom entry would flash when performing planetary launches. Fixed an issue where the completion time of Epic Arcs would not always display properly. Patch notes for January 2018 Release 1.2 Released on Wednesday, January 10th, 2018 Features & Changes User Interface Added an Escalation filter to the Specify section of the Agency. Defect Fixes Gameplay Fixed a bug, which prevented reloading of ammunition while using an acceleration gate. Fixed an issue where Data and Relic site triggers were not firing correctly. This was causing the sites to not despawn and cans to not explode. User Interface Fixed an issue where escalations were not always properly being displayed in The Agency. Patch notes for January 2018 Release 1.1 Released on Tuesday, January 9th, 2018 Defect Fixes Temporarily re-enabled the Escalations Tab in the Journal while fixes are ongoing. Fixed an issue where Drifter site cards were missing correct information and icons. Fixed an issue where Militia information text could overlap with The Agency at minimum width. Patch notes for January 2018 Release Released on Tuesday, January 9th, 2018 Features & Changes Market Volatile SKINs can no longer be traded on the market or via contracts. Missions & NPCs Forward Operating Bases can now be discovered inside of The Agency. They are categorized as Pirate Strongholds. Their visibility in The Agency will change over time. The time at which the FOB was first anchored will affect the jump distance visibility in The Agency. NPC Bracket Colors have been reworked. The color of the NPC bracket will now reveal the hostility intent of the NPC. Blue indicates a friendly NPC either by nature or due to your standings with their faction. Blue NPCs may assist or aid you in combat. Note: The automatic response force from Empire/Faction Police against low Security Status players will still appear to be Blue even when they are spawned as aggressive to the player. This will be resolved in a later patch. White indicates a neutral NPC. These NPCs will ignore you, but may retaliate if attacked. Note: The automatic response force from Faction Navy against an enemy militia target will now appear white instead of the previous 'Blue' friendly color. In a later patch they will appear Red/White/Blue depending on the Factional Warfare status of the player. Red indicates a hostile NPC. These NPCs are aggressive towards you, and will in most circumstances attack you on-sight. The warning message for attacking a Peaceful entity will now appear only if the NPC is not aggressive towards you. Science & Industry Modified the job output limits for various industry jobs: Reduced the limit for copy jobs to 500 job runs (not changing anything for runs per copy); Removed the (not really enforced) limit for production jobs, which was at 10,000 runs. Structures & Deployables In preparation for the upcoming changes to Upwell Structure vulnerability (still scheduled for Q1 2018) we are adding the ability to pre-set the preferred hour and day for your structures to finish their reinforcement when attacked in the new system. While this setting will do nothing in this patch, it is important that all structure owners begin selecting reinforcement times so your structures can transition smoothly to the new system when it releases. Pre-setting or changing a structure reinforcement time may be done as often as desired with no cooldown until the deployment of the "Upwell 2.0" release later in Q1 2018. This setting can be found in the right click menu of a structure in the structure browser, and is available to corp members with the station manager role. User Interface You will now have more information in the notifications when finishing a challenge in an event. You can now pin challenges to the info panel from The Agency window. You now have new improved progress bar for events in The Agency window. The stack size of a reward will be shown now in an event's progress bar. Added a chat bubble button for one-click-chat, into chat channel member lists, People&Places, and corp window member and standings tabs. This button only appears on hover if you are using the compact chat channel member list. The color wheel in the map has been replaced by a more intuitive cogwheel. Removed the Agent Finder. Functionality will be handled by The Agency. Remove the following tabs from the Journal. Expeditions. Moved to The Agency. Contracts. Functionality moved to the Contracts window. Planetary Launches. Moved to the Planetary Colonies window. Epic Journal. All content for Epic Arcs has moved to the expanded cards in The Agency. Incursions. Everything except the loyalty point log will be handled by The Agency. When jumping to a jump clone would cause the deletion of an existing clone in the pilot's current station, the pilot is now given an detailed list of that clones implants to avoid them accidentally being lost. Added a character limit counter to the edit window for the "Welcome Mail" for corporations. It is now possible to directly create bookmark tokens from corporation bookmarks, without having to first copy the corporation bookmark to a personal bookmark. The Agency Rogue Swarm Alert has ended and the Rogue Swarm sites will no longer be distributed. Added Factional Warfare. Added Incursions. Added Expeditions. Add Pirate Strongholds. Updated the Epic Arc expanded card to include a quest line. Added an option on hover or right-click of basic cards in the Suggested filter to allow you to move directly to that filter. Reduced the loading time of filters. Removed the Distance filter unless you specify the content you are after. Updated expanded card background videos for Gas site, Relic site, Incursions, Guristas Epic Arc, Distribution Agents, Events, and Factional Warfare. Added chat channel links in expanded cards for respective channels. Defect Fixes Gameplay: Tutorial: Updated texts and UI highlights involving mini skill injector. The code for loading and unloading of ammunition and charges has been rewritten in an effort to fix a several long-standing bugs (like the dreaded “lost charges when jumping while a reload was ongoing”). These code changes are mostly invisible to users, but a few player-facing changes were also made as part of this rework: It is no longer possible to group or ungroup weapons while the weapons are reloading. Cloaking, docking, and jumping after reloading will no longer interfere with reloading (but a cloaked ship can still not start a reload). After the inventory operations have completed the reloading will no longer be interrupted by anything (but other things can be blocked until the timer has finished). All inventory operations connected to a reload command are now done at the beginning of reloading and the reload timer is behaving like a reactivation timer on the module. Several other minor bugs and inconsistencies around loading and unloading ammunition have been fixed. Fixed a bug, which could lead to loss of ammunition when grouping the weapons of an Upwell Structure. Several fixes have been made to ensure that the feature of setting the home station remotely (which has a cooldown timer of one year) is properly supported for Upwell structures. When modifying an existing buy order at an Upwell Structure, the additional ISK payment covering the increased tax was being paid to the SCC instead of the structure owner. It will now go to the structure owner's wallet as intended. Fixed an issue where Upwell structure services would sometimes not completely online correctly. Services should now be correctly enabled/disabled according to the service module state. It is now possible to delete structure profiles, which were assigned to a destroyed structure, as long as no active structure has it assigned. Fixed an issue where a ship could still explode if the self destruct was cancelled very close to the end of the timer. Switching your medical clone from a structure to your school station now correctly charges the 100,000 ISK fee. Stasis webifiers no longer work on moon mining chunks, as webbing them was causing a visual bug. Upwell anchoring restrictions now correctly apply to Factional Warfare Infrastructure Hubs. Pilots will no longer be able to anchor an Upwell Structure within 1000km of a FW IHUB. Graphics: Fixed an issue causing asteroids to glow when re-entering an active Resource Wars site. A small bug fix has been applied to the character portrait system. Fixed incorrect highlighting when sculpting characters after returning from portrait screen. Fixed the animation on bomb launchers so you can now properly see the bomb eject and reload. Adjusted flare location around the Energy Neutralizer Burst. Updated the icons for active cynosural beacons. Character avatars in character creation will now move more smoothly. Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets. Re-sculpting or re-customizing your character will now be reflected instantly in the character sheet and character preview window. Fixed an issue where bombs do not always appear to fly straight. Removed unnecessary particle effects from small hybrid rail turrets. Adjusted size of the Planet Icons on the Info Window. The Republic Fleet has repainted all their factional warfare outposts with the Minmatar Republic logo and colors. Adjusted the size of the icons in the Show Info window of Planets. Removed black marks from the glass tube of some Amarr stations. Fixed cockpit material on the Prospect. Removed particle effects from small hybrid rail turrets. Fixed an issue where users could experience lag after warping into an asteroid field or similar environment. Technical: Fixed an issue where repeated button clicks on the bloodlines screen in character creation could cause a client crash. Various changes have been made to make New Eden a better place. User Interface: A completed challenge won't show as expired in the info panel any more. The black box shown on reward awarded in The Agency won't display any more. Fixed rounding of standings in gate restriction error messages for Resource Wars. Fixed some mission text formatting. Fixed various minor text and formatting issues in the tutorial. Fixed an issue where long Alliance names could hang over the edge of the Show Info window. Fixed an issue where icons in the Show Info could hang out the window boundary. Fixed an issue where the inventory icon being used for cargo containers in space was not the same as the icon displayed in space and on the overview. The warning you get when your clone jump will result in the loss of a clone with implants has been improved and will now list the implants in the clone. Overview: When using text search to filter Types in the Overview Tab Presets, pressing Select/Deselect All will now only act upon the filtered items and nothing that's not visible. To reduce notification spam, you will no longer receive a notification when a bounty is claimed, which you placed more than 6 months ago. The Ship HUD now correctly shows heat buildup after ejecting from and reboarding a ship. A fix has been made for a bug which caused the "Warp-to" option to be missing from Upwell structures in some cases after a session change (and other options like "Dock" did not work properly). Updated the market access list tooltip to be more consistent with the other access list tooltips in format and detail. Separate inventory windows for corp hangar divisions in Upwell structures persist now properly and open again at docking. Corporation Hangars no longer collapse upon undocking and docking at a Citadel. The subsystem hold now correctly listed in the show info window of Tech 3 cruisers. Fixed an issue that would cause the UI to fail when creating an item exchange contract containing a Plastic Wrap. Simulating a ship that has more command burst modules than its default allowance (by using Command Processor rigs) will now correctly have all Command Bursts online. Fitting simulation: When onlining a Cloak module causing an active resistance module to offline, the ship's resistances are now updated accordingly. Fitting simulation: Resizing the left panel of the fitting window no longer clears any active filters in the hardware tab. Mining ledger: Improved the selection on which data is displayed when hovering over data points in the "Ore type per day" graph. Mining Ledger: The bars in the bar chart are no longer overlapping each other, when displaying many different ore types combined with a minimum window size. Slightly improved the wording of the report bug message. The right-click menu entry on reaction formulas for starting a job has been renamed from "Use Blueprint" to "Use Formula". Fixed an issue where the Manufacturing Jobs tooltip in the industry wouldn't update correctly when jobs are installed. Crimewatch tooltip fade is no longer slowed by time dilation. Fixed an issue where the radial menu for a Structure autopilot destination showed inconsistent options when compared to a Structure. Fixed an issue which caused the ship HUD to fail to display after being ejected from an Upwell structure due to structure explosion, while being in control of the structure. The release control button in an Structures HUD now has a tooltip. Dragging a structure name into chat from the Structure Browser no longer results in the system name being show twice. Gesamten Artikel anzeigen
  19. Patch notes for January 2018 Release Released on Tuesday, January 9th, 2018 Features & Changes Market Volatile SKINs can no longer be traded on the market or via contracts. Missions & NPCs Forward Operating Bases can now be discovered inside of The Agency. They are categorized as Pirate Strongholds. Their visibility in The Agency will change over time. The time at which the FOB was first anchored will affect the jump distance visibility in The Agency. NPC Bracket Colors have been reworked. The color of the NPC bracket will now reveal the hostility intent of the NPC. Blue indicates a friendly NPC either by nature or due to your standings with their faction. Blue NPCs may assist or aid you in combat. Note: The automatic response force from Empire/Faction Police against low Security Status players will still appear to be Blue even when they are spawned as aggressive to the player. This will be resolved in a later patch. White indicates a neutral NPC. These NPCs will ignore you, but may retaliate if attacked. Note: The automatic response force from Faction Navy against an enemy militia target will now appear white instead of the previous 'Blue' friendly color. In a later patch they will appear Red/White/Blue depending on the Factional Warfare status of the player. Red indicates a hostile NPC. These NPCs are aggressive towards you, and will in most circumstances attack you on-sight. The warning message for attacking a Peaceful entity will now appear only if the NPC is not aggressive towards you. Science & Industry Modified the job output limits for various industry jobs: Reduced the limit for copy jobs to 500 job runs (not changing anything for runs per copy); Removed the (not really enforced) limit for production jobs, which was at 10,000 runs. Structures & Deployables In preparation for the upcoming changes to Upwell Structure vulnerability (still scheduled for Q1 2018) we are adding the ability to pre-set the preferred hour and day for your structures to finish their reinforcement when attacked in the new system. While this setting will do nothing in this patch, it is important that all structure owners begin selecting reinforcement times so your structures can transition smoothly to the new system when it releases. Pre-setting or changing a structure reinforcement time may be done as often as desired with no cooldown until the deployment of the "Upwell 2.0" release later in Q1 2018. This setting can be found in the right click menu of a structure in the structure browser, and is available to corp members with the station manager role. User Interface You will now have more information in the notifications when finishing a challenge in an event You can now pin challenges to the info panel from The Agency window You now have new improved progress bar for events in The Agency window The stack size of a reward will be shown now in an event's progress bar Added a chat bubble button for one-click-chat, into chat channel member lists, People&Places, and corp window member and standings tabs. This button only appears on hover if you are using the compact chat channel member list. The color wheel in the map has been replaced by a more intuitive cogwheel. Removed the Agent Finder. Functionality will be handled by The Agency. Remove the following tabs from the Journal Expeditions. Moved to The Agency Contracts. Functionality moved to the Contracts window Planetary Launches. Moved to the Planetary Colonies window Epic Journal. All content for Epic Arcs has moved to the expanded cards in The Agency Incursions. Everything except the loyalty point log will be handled by The Agency When jumping to a jump clone would cause the deletion of an existing clone in the pilot's current station, the pilot is now given an detailed list of that clones implants to avoid them accidentally being lost. Added a character limit counter to the edit window for the "Welcome Mail" for corporations. It is now possible to directly create bookmark tokens from corporation bookmarks, without having to first copy the corporation bookmark to a personal bookmark. The Agency Rogue Swarm Alert has ended and the Rogue Swarm sites will no longer be distributed. Added Factional Warfare Added Incursions Added Expeditions Add Pirate Strongholds Updated the Epic Arc expanded card to include a quest line Added an option on hover or right-click of basic cards in the Suggested filter to allow you to move directly to that filter Reduced the loading time of filters Removed the Distance filter unless you specify the content you are after Updated expanded card background videos for Gas site, Relic site, Incursions, Guristas Epic Arc, Distribution Agents, Events, and Factional Warfare. Added chat channel links in expanded cards for respective channels Defect Fixes Gameplay: Tutorial: Updated texts and UI highlights involving mini skill injector. The code for loading and unloading of ammunition and charges has been rewritten in an effort to fix a several long-standing bugs (like the dreaded “lost charges when jumping while a reload was ongoing”). These code changes are mostly invisible to users, but a few player-facing changes were also made as part of this rework: It is no longer possible to group or ungroup weapons while the weapons are reloading. Cloaking, docking, and jumping after reloading will no longer interfere with reloading (but a cloaked ship can still not start a reload). After the inventory operations have completed the reloading will no longer be interrupted by anything (but other things can be blocked until the timer has finished). All inventory operations connected to a reload command are now done at the beginning of reloading and the reload timer is behaving like a reactivation timer on the module. Several other minor bugs and inconsistencies around loading and unloading ammunition have been fixed. Fixed a bug, which could lead to loss of ammunition when grouping the weapons of an Upwell Structure. Several fixes have been made to ensure that the feature of setting the home station remotely (which has a cooldown timer of one year) is properly supported for Upwell structures. When modifying an existing buy order at an Upwell Structure, the additional ISK payment covering the increased tax was being paid to the SCC instead of the structure owner. It will now go to the structure owner's wallet as intended. Fixed an issue where Upwell structure services would sometimes not completely online correctly. Services should now be correctly enabled/disabled according to the service module state. It is now possible to delete structure profiles, which were assigned to a destroyed structure, as long as no active structure has it assigned. Fixed an issue where a ship could still explode if the self destruct was cancelled very close to the end of the timer. Switching your medical clone from a structure to your school station now correctly charges the 100,000 ISK fee. Stasis webifiers no longer work on moon mining chunks, as webbing them was causing a visual bug. Upwell anchoring restrictions now correctly apply to Factional Warfare Infrastructure Hubs. Pilots will no longer be able to anchor an Upwell Structure within 1000km of a FW IHUB. Graphics: Fixed an issue causing asteroids to glow when re-entering an active Resource Wars site. A small bug fix has been applied to the character portrait system. Fixed incorrect highlighting when sculpting characters after returning from portrait screen. Fixed the animation on bomb launchers so you can now properly see the bomb eject and reload. Adjusted flare location around the Energy Neutralizer Burst. Updated the icons for active cynosural beacons. Character avatars in character creation will now move more smoothly. Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets. Re-sculpting or re-customizing your character will now be reflected instantly in the character sheet and character preview window. Fixed an issue where bombs do not always appear to fly straight. Removed unnecessary particle effects from small hybrid rail turrets. Adjusted size of the Planet Icons on the Info Window. The Republic Fleet has repainted all their factional warfare outposts with the Minmatar Republic logo and colors. Adjusted the size of the icons in the Show Info window of Planets. Removed black marks from the glass tube of some Amarr stations. Fixed cockpit material on the Prospect. Removed particle effects from small hybrid rail turrets. Fixed an issue where users could experience lag after warping into an asteroid field or similar environment. Technical: Fixed an issue where repeated button clicks on the bloodlines screen in character creation could cause a client crash. Various changes have been made to make New Eden a better place. User Interface: A completed challenge won't show as expired in the info panel anymore The black box shown on reward awarded in The Agency won't display anymore Fixed rounding of standings in gate restriction error messages for Resource Wars. Fixed some mission text formatting. Fixed various minor text and formatting issues in the tutorial. Fixed an issue where long Alliance names could hang over the edge of the Show Info window Fixed an issue where icons in the Show Info could hang out the window boundary Fixed an issue where the inventory icon being used for cargo containers in space was not the same as the icon displayed in space and on the overview The warning you get when your clone jump will result in the loss of a clone with implants has been improved and will now list the implants in the clone. Overview: When using text search to filter Types in the Overview Tab Presets, pressing Select/Deselect All will now only act upon the filtered items and nothing that's not visible. To reduce notification spam, you will no longer receive a notification when a bounty is claimed, which you placed more than 6 months ago. The Ship HUD now correctly shows heat buildup after ejecting from and reboarding a ship. A fix has been made for a bug which caused the "Warp-to" option to be missing from Upwell structures in some cases after a session change (and other options like "Dock" did not work properly). Updated the market access list tooltip to be more consistent with the other access list tooltips in format and detail. Separate inventory windows for corp hangar divisions in Upwell structures persist now properly and open again at docking. Corporation Hangars no longer collapse upon undocking and docking at a Citadel The subsystem hold now correctly listed in the show info window of Tech 3 cruisers. Fixed an issue that would cause the UI to fail when creating an item exchange contract containing a Plastic Wrap. Simulating a ship that has more command burst modules than its default allowance (by using Command Processor rigs) will now correctly have all Command Bursts online. Fitting simulation: When onlining a Cloak module causing an active resistance module to offline, the ship's resistances are now updated accordingly. Fitting simulation: Resizing the left panel of the fitting window no longer clears any active filters in the hardware tab Mining ledger: Improved the selection on which data is displayed when hovering over data points in the "Ore type per day" graph. Mining Ledger: The bars in the bar chart are no longer overlapping each other, when displaying many different ore types combined with a minimum window size. Slightly improved the wording of the report bug message. The right-click menu entry on reaction formulas for starting a job has been renamed from "Use Blueprint" to "Use Formula". Fixed an issue where the Manufacturing Jobs tooltip in the industry wouldn't update correctly when jobs are installed. Crimewatch tooltip fade is no longer slowed by time dilation Fixed an issue where the radial menu for a Structure autopilot destination showed inconsistent options when compared to a Structure. Fixed an issue which caused the ship HUD to fail to display after being ejected from an Upwell structure due to structure explosion, while being in control of the structure. The release control button in an Structures HUD now has a tooltip. Dragging a structure name into chat from the Structure Browser no longer results in the system name being show twice. Gesamten Artikel anzeigen
  20. Patch notes for Arms Race release 1.6 Released on Tuesday, Janbaury 4th, 2018 Defect Fixes User Interface Omega Game Time and Multiple Pilot Training Certificates now show correctly discounted prices when applicable in the PLEX vault. Fixed an issue with using Alpha Skill Injectors that only happened on the first day of each month. 3rd Party Developers Static Data Export Added missing miscellaneous bonuses Patch notes for Arms Race release 1.5 Released on Tuesday, December 19th, 2017 Defect Fixes User Interface Resolved an issue with the Skill Queue where estimated training times appeared to increase while using a Cerebral Accelerator. This issue was more exacerbated with Alpha Clones, and had only affected User Interface. Patch notes for Arms Race release 1.4 Released on Tuesday, December 12th, 2017 Defect Fixes Gameplay Fixed an issue in the tutorial preventing players from progressing if they used the mini skill injector ahead of time. Fixed an issue where Rogue Swarm bosses sometimes forgot to drop loot. Patch notes for Arms Race release 1.3 Released on Friday, December 8th, 2017 Defect Fixes User Interface: Fixed a client UI lockup, which happened when two very similar popup windows should have been shown in succession. This prevented remotely accepting a courier contract between two Upwell structures, but it also caused problems when trying to loot everything from a container, which included at least two contraband items. Patch notes for Arms Race release 1.2 Released on Thursday, December 7th, 2017 Features & Changes Missions & NPCs: The NPC Sotiyo now has a description. Defect Fixes Exploration: Combat Probes have had their scan strength corrected. Graphics: Correctly adjusted the values for the End of Life wormhole wobble. Shifted gradient to modify wormhole destination nebula visibility. PvE: Resolving an issue where combat sites would not complete correctly when using multiple smartbombs to quickly kill NPCs. Technical: Fixed log details for a specific error type. Patch notes for Arms Race release 1.1 Released on Wednesday, December 6th, 2017 Defect Fixes PVE: Fixed the completion trigger for "The Assault" mission. User Interface: Fixed incorrect icons and splash screen for new Resource Wars reward crates in LP store. Patch notes for Arms Race release 1.0 Released on Tuesday, December 5th, 2017 Features & Changes Clone States: Greatly expanded the Alpha Skill Set. Over 20 million total skill points available, including: Battlecruisers Battleships Tech II small and medium weapons Cross training to all factions available Full list of added skills available in this dev blog Free skill training now ends when Alphas reach 5 million total skill points This included skill points in your unallocated pool Added Daily Alpha Injector, a new training option for Alphas Immediately injects 50,000 skill points into unallocated pool May only be used by Alphas May only be used once per day, per character Can be purchased from the NES, directly from secure.eveonline.com, and can be traded on the in-game market Gameplay: If a character's medical clone is set to a structure/station where he is unable to access the clone bay (due to permissions or clone service being offline) then when that medical clone is activated he will now awaken in his School Headquarters, instead of his current corporation's HQ station. Corporate Saved Locations can no longer be dragged between folders if the pilot does not have the Communications Officer role. Following on from the reductions in isotope volume and moon material volume released in Lifeblood last month, several changes have been made with the intention of increasing the economic friction associated with capital ship deployments and jump freighter hauling, stimulating the ice product markets, improving the balance of ice product consumption, facilitating the easier trade of high value reacted intermediate materials for T2 production and somewhat reducing the pain that can be caused by heavy jump drive usage and high stacked jump fatigue values. The changes are as follows: Jump Drives: +56% fuel use by Black Ops Battleships +100% fuel use by other ship-based jump drives Reduction of the maximum jump fatigue cap by 20% Further reduction in isotope volume by 40% (to 0.03m3) +20% increase in jump freighter fuel bay volumes Fuel Blocks Doubling the amount of liquid ozone required to build all four block types (from 167 to 350 per batch) Small tweaks to the heavy water and isotope consumption as well primarily to round off the numbers and make math easier for people (167 -> 170 water and 444 -> 450 isotopes) 80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff) T2 intermediate materials T2 intermediate materials 80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff) Graphics: We have renovated 23 assets commonly found within missions to bring their visual quality up to our high standards. (V5++) We have removed the missile showinfo 3D preview. Removed unique missile geometry of each missile type and replaced it with a single geometry asset that gets scaled. (Improves client memory consumption.) Planet icons will no longer render in real-time, they have been replaced with static images. Upgraded Freetype SDK to version 2.6.0 (Font middleware) Warp Disruption Bubbles have been updated with increased rendering fidelity, fewer texture artifact errors, reduced whiteout (overdraw), and improved performance in heavily-bubbled environments like fleet fights and camps. Missions & NPCs: Added the Arms Race and Yoiul Festival events, starting on the 5th of Dec and the 19th of Dec respectively. The DED are continuing to report on increased Blood Raider and Guristas pirate activity. Capsuleers are advised to take necessary precautions. Resource Wars: Logistics pilots are now eligible for Resource Wars rewards. This also applies to logistics drone users. All level 5 Critical sites have been tweaked and rebalanced All pirate cruisers will now target miners more often Added some new reward crates to the LP stores Added some new sound effects Various formatting improvements made to Show Info window for Resource Wars beacons. Added text feedback to Resource Wars when attempting to open a hauler that is out of range. Skills: Added combined total skill point entry to character sheet (unallocated skill points + allocated skill points) Structures & Deployables: Activating a ships self destruct sequence will now drop their tethering from an Upwell Structure. User Interface: Text edit options such as bold and italic now have a highlight when hovered Changed how the Notify message appears in client. We have added a subtle entry animation and bumped up the opacity of the background a bit. We hope this will make the message a little more obvious when it occurs. Changed the probe size slider so you can now click on the size you want the probes to be and it will set the size instead of moving the size up or down incrementally. Disabling the ability to pan the camera using right-click when tracking an object Changed the icon used in the Update Location Settings window You can now right-click bookmark icons saved at the solar system level The probe and d-scan windows should now open when undocking if you docked with them open Unreachable systems no longer show max integer as jumps value when hovered in the map, they now show nothing Removed the "Edit/View Location" option when right-clicking on bookmarks. "Edit Location" remains Tweaked the "Top View" slightly in the Probe Scanner window Increased the opacity of region lines in The Agency map It is now possible to drag and drop character names into the search boxes for "Deliver Items To", "Add Members" to access access list and "Find Invitees" for calendar events. You can now right click on a word in a chat window to Autolink it (without having to select the entire word). Contracts: It is no longer possible to suppress the popup for adding a non-empty container to a contract and selecting "No" - as this could block players from creating contracts. The new Empire Selection interface is now available for newly created characters. Replaced the color wheel settings button with a more intuitive cog icon. Fitting Simulation: Add a filter to the Hulls & Fits section, allowing you filter out ships and fittings you don't have the skills to use. Defect Fixes Gameplay: Overheated modules that fail to activate due to range will no longer accumulate heat. Various changes have been made to make New Eden a better place. Removed the Destroyers skill book from Career Agent mission rewards, as the book is already given in the tutorial. Marauders can now enter the Sansha's Nation Neural Paralytic Facility site. A looting issue with the Besieged Covert Research Facility sites has been fixed. A mission completion issue with the mission 'Feeding Frenzy' has been fixed. Fixed the career agent mission 'Your Undivided Attention' so that it can still be completed even if the Fleeing Pirate is killed. The 'Unknown Sequence' item in the new player experience can no longer be sold on the market. An issue with the mission 'Cash Flow for Capsuleers 8 of 10' that could cause it to break has been fixed. Fixed the mission Lost That Bet (4 of 5) so that it can be completed using only mining drones. A mission completion issue with the mission: "Air Show! - Requesting a Flyby (5 of 5)" has been fixed. Graphics: Extraneous clouds in the mission 'Burnt Traces' have been removed due to performance issues. Serpentis 'Harvester' and 'Gatherer' NPCs now use the correct graphic models. Modified atmosphere audio range of the warp disruption bubbles. Reduced range of the Caldari Cruiser Onyx ambient sound. Corrected an inverted decal on the Upwell Citadel Fortizar structure. Fixed crew windows placement at the front of Gallente Industrial hulls. Adjusted the default turret layout for the Minmatar Frigate Rifter hull and variants. Repositioned the location of certain materials on the Minmatar Frigate Wolf hull. Altered one of the textures used on the Angel Battleship Machariel hull. Shifted the location of the boosters on the Caldari Frigate Harpy hull. Reoriented Standup Point Defense Batteries to fire from structure geometry. Changed the Amarr Force Auxiliary Apostle hull so the lights are fully hidden when the door closes during warp. Updated the booster textures on the Amarr Battleship Abaddon hull. Enabled ship ambience sound to be present when logging in to a ship in space. Repaired broken elements of the wormhole effect as well as updating it to make the destination system more easily readable from greater distance. Updated textures and connected dynamic brightness variance and outer filament animation to the age of wormholes. Also made wormhole collapse more graceful. Miscellaneous : The 500MN Digital Booster Microwarpdrive Blueprint now has the correct name. 18 'Holiday Trinkets' added to the game as the Yoiul Festival approaches. Project Discovery Phase One Monument has been constructed and placed in a suitable location. Various items to mark Project Discovery Phase One added to the game. Selection of empires themed apparel added Resource Wars: Fixed an issue where minimizing the 'Incoming Transmission' window could break it. Fixed overlapping text in the Resource Wars rewards crate splash screen. Fixed overlapping text on minimum sized Resource Wars 'Incoming Transmission' windows. Fixed the Resource Wars rewards window collapsing into an empty window. Rearranged the contents of Resource Wars crate tooltips so that the order makes more sense. Removed penalty warning pop-up incorrectly displayed when engaging logistics drones on friendly NPCs. Structures & Deployables: Fixed a very rare case where a destroyed structure would not generate asset safety. Text & Descriptions: Corrected the Moon Probing help text to refer to Refineries instead of Starbases. Adding reference to the Standup Supercapital Shipyards ability to manufacture Capital ships to its description. Calendar: Fixed an issue where the Personal, Corp and Alliance buttons in the New Event window would slightly overlap with the border of the window. Various spelling grammar and punctuation fixes. User Interface: Fixed some inconsistent capitalization in the chat invite window Fixed an issue where some character selection screen elements were missing UI sounds Fixed an issue where the map browser could open after opening and closing the Settings menu Fixed an issue where the first-person camera graphic would not reload after jumping through a gate or wormhole Fixed an issue where the Deactivated Station Key Pass Blueprint would not display an icon in the training queue when training Industry to 5 Fixed an issue where the first-person camera location would not reset when changing camera modes Fixed an issue where it was possible to drag overview columns out of a windowed client making it hard to get them back to a reasonable size Fixed an issue where it was possible to move a pinned window if it was stacked with an unpinned window. Fixed and issue where holding a movement shortcut (Orbit or Keep at Range) and spamming click on a bracket would end up activating the approach command instead of the movement shortcut command. Fixed an issue when switching the tactical camera where it would not reset zoom level in an appropriate manner Fixed an issue where the d-scan cone representation at smaller ranges and angles would not look good Fixed an issue where the tactical overlay could open upside down in the solar system map Fixed an issue where Industry jobs in the last 24 hours would not show the correct label on French clients in the new and old map Fixed an issue where a blank map could appear after resizing a windowed client Fixed an issue where the filters in the probe scanner could reset after restarting the client Fixed an issue where dropdowns in the settings menu could cause some text to disappear in the settings menu Centered the icon for first person camera on the ship HUD Fixed an issue where Tech 3 subsystems were missing their slot size icon Fixed an issue where the probe size slider would not move when using the custom probe formation option Fixed an issue where docking with a full screen mode like Ship Tree open could cause the camera to be unresponsive in the hangar Fixed an issue where it was possible with some planets or moons to have the look at camera focus on the wrong point in space Fixed an issue where the probes when holding CTRL would have the arrows pointing in the wrong direction Fixed an issue where the "Overwrite Filter" pop-up message would not display when trying to save changes to a custom filter in the Probe Scanner window Fixed an issue where Agents that should not have appeared in the Standings tab of the Character Sheet were visible and could break the Standings tab Fixed an issue where using the track camera on an off-grid Structure would have a massive performance impact on the client Fixed an issue where it was possible to make the dotted region lines disappear in The Agency map Fixed an issue where undocking with The Agency open and an expanded card visible would close the expanded card and need a refresh for the window to function properly again Fixed an issue where the new map would center on the current system after every jump Fixed an issue where the hamburger menu in window title bars was not centered Fixed an issue where the appropriate sound was not played when removing skills from queue via the requirements tab of a show info window Fixed an issue where the sorting in the icon column of the Directional Scan window would not take effect until pressing the scan window Fixed an issue where the Omega icon was not showing on skill books that were Omega only Fixed an issue where the Planetary Interaction camera can become detached Fixed an issue where the Remove button in the Create New Advert window was not displaying properly Fixed an issue where marquee select would not work properly with UI Scaling set to anything except 100% Fixed an issue where the range on bookmarks in the new map was not correct Fixed an issue where structures would not always appear correctly in the map Fixed an issue where the standings bar in the character sheet could present incorrect information Fixed an issue where the Standings panel in the Character Sheet would not update if it was open when the standings change happened Fixed an issue with some overlapping buttons in the Votes window Fixed an issue that could cause some windows to appear above the top of the window and force a settings reset to resolve Fixed an issue where adding skills to the queue from the clipboard could provide unclear reasons as to why a skill could not be added Fixed an issue where the Event expanded card in The Agency did not have an x to close it Fixed an issue where hovering a system in the map could leave the details obscured by the mouse pointer Fixed an issue where the directional scanner would appear to scan while in the range of a mobile scan inhibitor Fixed an issue where previous standings values in the Character Sheet would appear to change after a new standing change. Fixed an issue where the capacitor could fail to display or stop updating Improved the rounding of attributes in the fitting screen, especially for resistances. When filtering the Simulation Window for available Ship Resources, fitting/unfitting modules will now update the list of valid modules correctly. The "Hulls & Fits" list in the fitting window will no longer jump to the top whenever adding or removing a fitting. Fixed an issue where dragging multiple corporation contacts onto a label would fail to apply the label correctly. A display issue with the Drifter booster descriptions has been fixed. An issue where the Mining Ledger showed extreme prices for mission ores has been fixed. Fixed an issue when registering amounts of ore mined that in some cases was causing The Agency to count more ore than actually mined and showing incorrect quantities in log messages. Also changed timing when mining log messages are displayed for mining drones, from the moment they finish mining to the actual moment their ore is deposited to your ship. Fixed loyalty point store tooltip placement so that it tries its best to not show off screen. Fixed an issue where combat probes and core probes would give equivalent scan results despite have drastically different strengths. This issue was introduced a few months back when the scanning window was updated, and caused combat probes to be much stronger than intended. As this have now been resolved and combat scan probes have been returned to their intended strength. Gesamten Artikel anzeigen
  21. Patch notes for Arms Race release 1.0 Released on Tuesday, December 5th, 2017 Features & Changes Clone States: Greatly expanded the Alpha Skill Set. Over 20 million total skill points available, including: Battlecruisers Battleships Tech II small and medium weapons Cross training to all factions available Full list of added skills available in this dev blog Free skill training now ends when Alphas reach 5 million total skill points This included skill points in your unallocated pool Added Daily Alpha Injector, a new training option for Alphas Immediately injects 50,000 skill points into unallocated pool May only be used by Alphas May only be used once per day, per character Can be purchased from the NES, directly from secure.eveonline.com, and can be traded on the in-game market Gameplay: If a character's medical clone is set to a structure/station where he is unable to access the clone bay (due to permissions or clone service being offline) then when that medical clone is activated he will now awaken in his School Headquarters, instead of his current corporation's HQ station. Corporate Saved Locations can no longer be dragged between folders if the pilot does not have the Communications Officer role. Following on from the reductions in isotope volume and moon material volume released in Lifeblood last month, several changes have been made with the intention of increasing the economic friction associated with capital ship deployments and jump freighter hauling, stimulating the ice product markets, improving the balance of ice product consumption, facilitating the easier trade of high value reacted intermediate materials for T2 production and somewhat reducing the pain that can be caused by heavy jump drive usage and high stacked jump fatigue values. The changes are as follows: Jump Drives: +56% fuel use by Black Ops Battleships +100% fuel use by other ship-based jump drives Reduction of the maximum jump fatigue cap by 20% Further reduction in isotope volume by 40% (to 0.03m3) +20% increase in jump freighter fuel bay volumes Fuel Blocks Doubling the amount of liquid ozone required to build all four block types (from 167 to 350 per batch) Small tweaks to the heavy water and isotope consumption as well primarily to round off the numbers and make math easier for people (167 -> 170 water and 444 -> 450 isotopes) 80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff) T2 intermediate materials T2 intermediate materials 80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff) Graphics: We have renovated 23 assets commonly found within missions to bring their visual quality up to our high standards. (V5++) We have removed the missile showinfo 3D preview. Removed unique missile geometry of each missile type and replaced it with a single geometry asset that gets scaled. (Improves client memory consumption.) Planet icons will no longer render in real-time, they have been replaced with static images. Upgraded Freetype SDK to version 2.6.0 (Font middleware) Warp Disruption Bubbles have been updated with increased rendering fidelity, fewer texture artifact errors, reduced whiteout (overdraw), and improved performance in heavily-bubbled environments like fleet fights and camps. Missions & NPCs: Added the Arms Race and Yoiul Festival events, starting on the 5th of Dec and the 19th of Dec respectively. The DED are continuing to report on increased Blood Raider and Guristas pirate activity. Capsuleers are advised to take necessary precautions. Resource Wars: Logistics pilots are now eligible for Resource Wars rewards. This also applies to logistics drone users. All level 5 Critical sites have been tweaked and rebalanced All pirate cruisers will now target miners more often Added some new reward crates to the LP stores Added some new sound effects Various formatting improvements made to Show Info window for Resource Wars beacons. Added text feedback to Resource Wars when attempting to open a hauler that is out of range. Skills: Added combined total skill point entry to character sheet (unallocated skill points + allocated skill points) Structures & Deployables: Activating a ships self destruct sequence will now drop their tethering from an Upwell Structure. User Interface: Text edit options such as bold and italic now have a highlight when hovered Changed how the Notify message appears in client. We have added a subtle entry animation and bumped up the opacity of the background a bit. We hope this will make the message a little more obvious when it occurs. Changed the probe size slider so you can now click on the size you want the probes to be and it will set the size instead of moving the size up or down incrementally. Disabling the ability to pan the camera using right-click when tracking an object Changed the icon used in the Update Location Settings window You can now right-click bookmark icons saved at the solar system level The probe and d-scan windows should now open when undocking if you docked with them open Unreachable systems no longer show max integer as jumps value when hovered in the map, they now show nothing Removed the "Edit/View Location" option when right-clicking on bookmarks. "Edit Location" remains Tweaked the "Top View" slightly in the Probe Scanner window Increased the opacity of region lines in The Agency map It is now possible to drag and drop character names into the search boxes for "Deliver Items To", "Add Members" to access access list and "Find Invitees" for calendar events. You can now right click on a work in a chat window to Autolink it (without having to select the entire word). Contracts: It is no longer possible to suppress the popup for adding a non-empty container to a contract and selecting "No" - as this could block players from creating contracts. The new Empire Selection interface is now available for newly created characters. Replaced the color wheel settings button with a more intuitive cog icon. Fitting Simulation: Add a filter to the Hulls & Fits section, allowing you filter out ships and fittings you don't have the skills to use. Defect Fixes Gameplay: Overheated modules that fail to activate due to range will no longer accumulate heat. Various changes have been made to make New Eden a better place. Removed the Destroyers skill book from Career Agent mission rewards, as the book is already given in the tutorial. Marauders can now enter the Sansha's Nation Neural Paralytic Facility site. A looting issue with the Besieged Covert Research Facility sites has been fixed. A mission completion issue with the mission 'Feeding Frenzy' has been fixed. Fixed the career agent mission 'Your Undivided Attention' so that it can still be completed even if the Fleeing Pirate is killed. The 'Unknown Sequence' item in the new player experience can no longer be sold on the market. An issue with the mission 'Cash Flow for Capsuleers 8 of 10' that could cause it to break has been fixed. Fixed the mission Lost That Bet (4 of 5) so that it can be completed using only mining drones. A mission completion issue with the mission: "Air Show! - Requesting a Flyby (5 of 5)" has been fixed. Graphics: Extraneous clouds in the mission 'Burnt Traces' have been removed due to performance issues. Serpentis 'Harvester' and 'Gatherer' NPCs now use the correct graphic models. Modified atmosphere audio range of the warp disruption bubbles. Reduced range of the Caldari Cruiser Onyx ambient sound. Corrected an inverted decal on the Upwell Citadel Fortizar structure. Fixed crew windows placement at the front of Gallente Industrial hulls. Adjusted the default turret layout for the Minmatar Frigate Rifter hull and variants. Repositioned the location of certain materials on the Minmatar Frigate Wolf hull. Altered one of the textures used on the Angel Battleship Machariel hull. Shifted the location of the boosters on the Caldari Frigate Harpy hull. Reoriented Standup Point Defense Batteries to fire from structure geometry. Changed the Amarr Force Auxiliary Apostle hull so the lights are fully hidden when the door closes during warp. Updated the booster textures on the Amarr Battleship Abaddon hull. Enabled ship ambience sound to be present when logging in to a ship in space. Repaired broken elements of the wormhole effect as well as updating it to make the destination system more easily readable from greater distance. Updated textures and connected dynamic brightness variance and outer filament animation to the age of wormholes. Also made wormhole collapse more graceful. Miscellaneous : The 500MN Digital Booster Microwarpdrive Blueprint now has the correct name. 18 'Holiday Trinkets' added to the game as the Yoiul Festival approaches. Project Discovery Phase One Monument has been constructed and placed in a suitable location. Various items to mark Project Discovery Phase One added to the game. Selection of empires themed apparel added Resource Wars: Fixed an issue where minimizing the 'Incoming Transmission' window could break it. Fixed overlapping text in the Resource Wars rewards crate splash screen. Fixed overlapping text on minimum sized Resource Wars 'Incoming Transmission' windows. Fixed the Resource Wars rewards window collapsing into an empty window. Rearranged the contents of Resource Wars crate tooltips so that the order makes more sense. Removed penalty warning pop-up incorrectly displayed when engaging logistics drones on friendly NPCs. Structures & Deployables: Fixed a very rare case where a destroyed structure would not generate asset safety. Text & Descriptions: Corrected the Moon Probing help text to refer to Refineries instead of Starbases. Adding reference to the Standup Supercapital Shipyards ability to manufacture Capital ships to its description. Calendar: Fixed an issue where the Personal, Corp and Alliance buttons in the New Event window would slightly overlap with the border of the window. Various spelling grammar and punctuation fixes. User Interface: Fixed some inconsistent capitalization in the chat invite window Fixed an issue where some character selection screen elements were missing UI sounds Fixed an issue where the map browser could open after opening and closing the Settings menu Fixed an issue where the first-person camera graphic would not reload after jumping through a gate or wormhole Fixed an issue where the Deactivated Station Key Pass Blueprint would not display an icon in the training queue when training Industry to 5 Fixed an issue where the first-person camera location would not reset when changing camera modes Fixed an issue where it was possible to drag overview columns out of a windowed client making it hard to get them back to a reasonable size Fixed an issue where it was possible to move a pinned window if it was stacked with an unpinned window. Fixed and issue where holding a movement shortcut (Orbit or Keep at Range) and spamming click on a bracket would end up activating the approach command instead of the movement shortcut command. Fixed an issue when switching the tactical camera where it would not reset zoom level in an appropriate manner Fixed an issue where the d-scan cone representation at smaller ranges and angles would not look good Fixed an issue where the tactical overlay could open upside down in the solar system map Fixed an issue where Industry jobs in the last 24 hours would not show the correct label on French clients in the new and old map Fixed an issue where a blank map could appear after resizing a windowed client Fixed an issue where the filters in the probe scanner could reset after restarting the client Fixed an issue where dropdowns in the settings menu could cause some text to disappear in the settings menu Centered the icon for first person camera on the ship HUD Fixed an issue where Tech 3 subsystems were missing their slot size icon Fixed an issue where the probe size slider would not move when using the custom probe formation option Fixed an issue where docking with a full screen mode like Ship Tree open could cause the camera to be unresponsive in the hangar Fixed an issue where it was possible with some planets or moons to have the look at camera focus on the wrong point in space Fixed an issue where the probes when holding CTRL would have the arrows pointing in the wrong direction Fixed an issue where the "Overwrite Filter" pop-up message would not display when trying to save changes to a custom filter in the Probe Scanner window Fixed an issue where Agents that should not have appeared in the Standings tab of the Character Sheet were visible and could break the Standings tab Fixed an issue where using the track camera on an off-grid Structure would have a massive performance impact on the client Fixed an issue where it was possible to make the dotted region lines disappear in The Agency map Fixed an issue where undocking with The Agency open and an expanded card visible would close the expanded card and need a refresh for the window to function properly again Fixed an issue where the new map would center on the current system after every jump Fixed an issue where the hamburger menu in window title bars was not centered Fixed an issue where the appropriate sound was not played when removing skills from queue via the requirements tab of a show info window Fixed an issue where the sorting in the icon column of the Directional Scan window would not take effect until pressing the scan window Fixed an issue where the Omega icon was not showing on skill books that were Omega only Fixed an issue where the Planetary Interaction camera can become detached Fixed an issue where the Remove button in the Create New Advert window was not displaying properly Fixed an issue where combat probes and core probes would give equivalent scan results despite have drastically different strengths Fixed an issue where marquee select would not work properly with UI Scaling set to anything except 100% Fixed an issue where the range on bookmarks in the new map was not correct Fixed an issue where structures would not always appear correctly in the map Fixed an issue where the standings bar in the character sheet could present incorrect information Fixed an issue where the Standings panel in the Character Sheet would not update if it was open when the standings change happened Fixed an issue with some overlapping buttons in the Votes window Fixed an issue that could cause some windows to appear above the top of the window and force a settings reset to resolve Fixed an issue where adding skills to the queue from the clipboard could provide unclear reasons as to why a skill could not be added Fixed an issue where the Event expanded card in The Agency did not have an x to close it Fixed an issue where hovering a system in the map could leave the details obscured by the mouse pointer Fixed an issue where the directional scanner would appear to scan while in the range of a mobile scan inhibitor Fixed an issue where previous standings values in the Character Sheet would appear to change after a new standing change. Fixed an issue where the capacitor could fail to display or stop updating Improved the rounding of attributes in the fitting screen, especially for resistances. When filtering the Simulation Window for available Ship Resources, fitting/unfitting modules will now update the list of valid modules correctly. The "Hulls & Fits" list in the fitting window will no longer jump to the top whenever adding or removing a fitting. Fixed an issue where dragging multiple corporation contacts onto a label would fail to apply the label correctly. A display issue with the Drifter booster descriptions has been fixed. An issue where the Mining Ledger showed extreme prices for mission ores has been fixed. Fixed an issue when registering amounts of ore mined that in some cases was causing The Agency to count more ore than actually mined and showing incorrect quantities in log messages. Also changed timing when mining log messages are displayed for mining drones, from the moment they finish mining to the actual moment their ore is deposited to your ship. Fixed loyalty point store tooltip placement so that it tries its best to not show off screen. Gesamten Artikel anzeigen
  22. Patch notes for EVE Online: Lifeblood expansion 1.9 Released on Thursday, November 16th, 2017 Features & Changes Missions & NPCs The DED have reported an increase in Guristas and Blood Raider activity within high Security Status space. Patch notes for EVE Online: Lifeblood expansion 1.8 Released on Tuesday, November 14th, 2017 Defect Fixes Gameplay It is no longer possible to cancel industry jobs in Upwell structures, while the structure is in either the armor reinforced state or the hull vulnerable state. User Interface Fixed the description of the reaction job fee in the wallet journal. Patch notes for EVE Online: Lifeblood expansion 1.7 Released on Thursday, November 9th, 2017 Defect Fixes Gameplay Several fixes for rare cases of inventory items in invalid states, which were either invisible on the client or which even broke the inventory window in one case. Fixed a rare case, where blueprints became ghost items after partially failing to move them together with other items into a container. Fixed the loot drop of reaction materials for the case of a refinery explosion with active reaction jobs. User Interface Fixed an issue where it was not always possible to warp to Epic Arc agents in space. Fixed an issue where the call to action button (Undock, warp, set destination) in The Agency would not always work Fixed an incorrect reporting of the reaction job fee in the wallet journal. Note: The description of the entry in the wallet journal is still missing and will be added with a later patch. Patch notes for EVE Online: Lifeblood expansion 1.6 Released on Tuesday, November 7th, 2017 Defect Fixes Ships The Loggerhead now has the correct skill requirements (Both Caldari and Gallente Carrier I) User Interface EVE Notification from DED when a structure is under attack will now open the Faction Info correctly if the attacker is an NPC. Patch notes for EVE Online: Lifeblood expansion 1.5 Released on Thursday, November 2nd, 2017 Features & Changes Balance Lowered the ISK price of high end Resource Wars reward crates. Defect Fixes Science & Industry Corrected several errors with job times and max production limits for refinery structure rig blueprints. User Interface Fixed an issue where the expanded signature card in The Agency would not update with the correct number after scanning a signature. Fixed an issue where the Warp To button would not work on cards that were added after being scanned down. Fixed an issue gas site cards in The Agency were listing the same gas multiple times. Fixed an issue preventing the 'Buy' button from appearing in LP stores on non-English clients. Fixed an issue where sorting by the Fuel Expires column in the Structure Browser wouldn't work. Sorting facilities in the industry window by the tax value now works correctly. Corrected a typo in the description of the Dagon force auxiliary Corrected a typo in the description of the Caiman dreadnought Updated the names, descriptions and market groups of some apparel items It is no longer possible to set a Courier contract with the destination as a non-dockable NPC structure. Patch notes for EVE Online: Lifeblood expansion 1.4 Released on Wednesday, November 1st, 2017 Defect Fixes Graphics Resolved an issue where the scan results on Planetary Interaction were not always correctly displaying the availability of resources. Resolved an issue where the avatar would sometimes be incorrectly placed in the Character Sheet header. Technical Resolved an issue when trying to inject an accelerator when the previous accelerator expired shortly after downtime and login. User Interface Removed market distribution from "expired" accelerators. Patch notes for EVE Online: Lifeblood expansion 1.3 Released on Tuesday, October 31st, 2017 Features & Changes Structures & Deployables The "all structures" tab of the structure browser contains now tooltips about the current industry taxes on the industry service icons (as it is no longer possible to display this information as its own column). Mobile Depots can no longer be deployed within 75km of an Upwell Moon-mining Beacon. Defect Fixes Gameplay In Sotiyos with both a "Standup Supercapital Shipyard I" and a "Standup Capital Shipyard I" installed, it is now possible to uninstall the "Standup Capital Shipyard I" without canceling all production jobs for capital ships. Graphics Corrected an issue which would resize the game client when accessing the character customization screen. Technical Improved the server performance of code related to fetching data about Upwell structures. User Interface Added market distribution to Crimson Harvest Cerebral Accelerators. Morphed expired accelerators to explicitly named "expired" types. Fixed how Resource Wars standings incorrectly appeared in the character sheet for characters with high faction standings. Removed the non-functioning burger menu from the "incoming transmission" Resource Wars window. Fixed Resource Wars beacon info windows sometimes showing up incorrectly. Fixed site-specific Resource Wars chat channels so that members are always visible. Fixed an issue where the Industry Window would not retain previous settings for Blueprints of the same type. Corrected the icon for reaction services in the show info window for Upwell structures. The in-space right-click menu is showing the structures section again reliably. The facility browser in the industry window showed some structures without any industry access at all. This has been corrected. Fixed bug where the "Copy External Kill Link" button in the combat log would either not copy any link or give the wrong link. Patch notes for EVE Online: Lifeblood expansion 1.2 Released on Thursday, October 26th, 2017 Defect Fixes Gameplay An issue with LP store offers involving item trades has been fixed. It is now possible again to build capital ships using a "Standup Supercapital Shipyard I" service module. ATTENTION: If you have both a "Standup Supercapital Shipyard I" and a "Standup Capital Shipyard I" installed, uninstalling the "Standup Capital Shipyard I" will cancel all production jobs for capital ships. We are working on a solution for this specific problem. Please consult the Advisory: Issues with Capital Ship Manufacturing service module Graphics Fixed the cynosural field and jump bridge effect. PvE Resource Wars LP stores are no longer appearing in low security systems. Resource Wars site specific chat channels can now be closed via right click menu once pilots exit the sites. Resource Wars Empire NPCs no longer consider a player hostile if they are applying remote assistance to the NPCs. An issue with placing ore into Resource Wars haulers has been fixed. Normal asteroid belt and incursion NPCs will no longer appear in resource wars sites. User Interface BPC icons are now correctly represented in LP store tooltips. Fixed a localization issue with Epic Arc Agents in The Agency. Fixed an issue where the apply skill points window would not always update. Mining Ledger: The sorting of columns in the Mining ledgers has been fixed (when comma is being used as decimal point) A 'Volume' column has been added to the Corporation Mining Ledger The 'Estimated price' column now displays without any decimals 'Copy to Clipboard' now copies the raw values in the columns in the ledgers rather than formatted values Fixed an issues, which caused Upwell Structures to not be listed in the in-space right click menu, if there was only one structure in the system. SKIN The Guristas Victory SKIN can now be applied to the Caiman, Loggerhead and Komodo. Patch notes for EVE Online: Lifeblood expansion 1.1 Released on Wednesday, October 25th, 2017 Defect Fixes Gameplay Resource War ores now have a base price to fix an issue inside the Mining Ledger. The gifted drones in the Resource War reward crates have been updated to be racially specific. An issue where multiple simultaneous ore drops in Resource Wars sites were not counting has been fixed. An issue where the Resource Wars info panel was not showing for everyone has been fixed. An issue with donating Factional Warfare Loyalty Points to Infrastructure Hubs has been fixed. Graphics: Fixed an occlusion issue on the refineries' silos. Enabled use the RMB contextual and radial menus on the active cloaked ship. User Interface: It is now possible again to unanchor deprecated starbase modules like Moon Harvesters, Reactors, and Silos. Corporation fittings will no longer show a delete option for corp members without sufficient roles (Fitting Manager). Patch notes for EVE Online: Lifeblood expansion 1.0 Released on Tuesday, October 24th, 2017 Features & Changes Graphics All Graphics SDKs used by the game client have been updated (click to expand details). PhysX functionality and options have been removed. Replaced the Morpheme animation system used by the character creator with Granny 3D. Mining Ledger ![](//web.ccpgamescdn.com/newssystem/media/73456/1/MiningLedger.jpg) A new mining ledger is available. Read the [dev blog with further details](//community.eveonline.com/news/dev-blogs/introducing-the-mining-ledger-new-tools-for-miners-in-eve-online/). * All personal mining activity is now logged and available in the Personal Ledger. This ledger tracks all mining of ore, gas and ice anywhere in New Eden. * All mining activity that takes place in an asteroid field created by a Refinery (mining moon materials) will now be logged in the Corporation Ledger of the owners of the Refinery that created the field at the time the mining took place. Miscellaneous Players are now able to set an ISK wager when dueling. The following item types have been changed: * "Rattlesnake Victory Edition" to "Rattlesnake" + "Guristas Victory SKIN" * "Rattlesnake Victory Edition blueprint" to "Guristas Victory SKIN" Added chat channels for Resource Wars. Added four new SKINs for Resource Wars, one per empire. * These SKINs are "volatile" - they are destroyed if a ship with the SKIN applied is destroyed. * The SKINs are not tradable. Missions & NPCs: ![](//web.ccpgamescdn.com/newssystem/media/73456/1/ResourceWars.jpg) **Resource Wars** have been introduced to Empire space in New Eden. Read the devblog with [details about Resource Wars](//community.eveonline.com/news/dev-blogs/introducing-resource-wars/). Click to expand details. * Five levels of new mining expedition sites are now available for each Empire across high sec space. Join your Empire in these resource gathering expeditions and defeat the pirate forces before the timer expires. * Four new LP stores added all over high security space, 1 for each of the Resource Wars corporations. Participate in the resource war and earn your reward crates. * A number of Amarr and Minmatar NPC corps have been updated to reflect current state of world in Lore. ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Pirate_FOBs.jpg) Guristas and Blood Raiders **Forward Operating Bases** (FOB) can now be found in New Eden Click to expand details.. * They are in High Security Space (0.5 and above). * They are more likely to be found in systems with a lower security rating. * They can be probe scanned down using combat probes, but be warned, when you find them they will be viciously defended. * The fleet that does the most damage to a destroyed FOB, will receive a payout from DED. * There may also be valuable armored caches in the wreck of the FOB. ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Guristas_Shipyards.jpg) **Guristas Shipyards** can be found in New Eden. Click to expand details * They are in and near regions with Guristas Pirates * There can be up to 2 Guristas Shipyards in Nullsec, and 1 in Lowsec. * They drop Blueprints for the Guristas Loggerhead, Caiman and Komodo capital ships. Modules Several modules have been modified to be able to fit to the new Gurista capital ships. Modules that have been adjusted to fit the Komodo and Caimain (click to expand details). * Fighter Support Unit I * Hermes Compact Fighter Support Unit * Fighter Support Unit II * Sentient Fighter Support Unit * Unit D-34343's Modified Fighter Support Unit * Unit F-435454's Modified Fighter Support Unit * Unit P-343554's Modified Fighter Support Unit * Unit W-634's Modified Fighter Support UnitModules that have been modified to be able to fit to the Komodo (click to expand details). * 'Aurora Ominae' Thermal Doomsday * ‘Phalarica’ Thermal Lance * ‘Guillotine’ Thermal Reaper * 'Oblivion' Kinetic Doomsday * ‘Iron Pike’ Kinetic Lance * ‘Cold Wind’ Kinetic Reaper * Bosonic Field Generator * Gravitational Transportation Field Oscillator Moon Mining ![](//web.ccpgamescdn.com/newssystem/media/73456/1/New_Refineries.jpg) The act of mining moon materials from moons has been changed. Read the [overview devblog](//community.eveonline.com/news/dev-blogs/introducing-upwell-refineries/). * Moon mining is now exclusive to a new line of Upwell Structures: Refineries. * Moon Mining extractions are configured and started through the Extraction Scheduler which is available when a Moon Drill I Service Module is onlined in a Refinery. Extractions can be configured and started by any person who has access to Take Control of the structure. However, only those pilots with access to control the structure, and the Station Manager role with the corporation that owns the structure, are able to cancel an extraction. * The distribution of mineable materials across all moons in low-sec and null-sec space (with a few exemptions for the very large moons which cannot be mined) has been reseeded using the seed nominated by the Community and voted for by [EVE Vegas 2017 attendees](//forums.eveonline.com/t/help-seed-the-moons-of-new-eden/26153). Further details about the changes in composition of moons and their distribution can be found in this [devblog](//community.eveonline.com/news/dev-blogs/moon-mining-revamped-theres-ore-in-them-thar-moons/) Seventy-five new ore types have been added for moon mining (click to expand details). * Three variants of Zeolites, which is a major source of Atmostpheric Gases * Three variants of Sylvite, which is a major source of Evaporite Deposits * Three variants of Bitumens, which is a major source of Hydrocarbons * Three variants of Coesite, which is a major source of Silicates * Three variants of Cobaltite, which is a major source of Cobalt * Three variants of Euxenite, which is a major source of Scandium * Three variants of Titanite, which is a major source of Titanium * Three variants of Scheelite, which is a major source of Tungsten * Three variants of Otavite, which is a major source of Cadmium * Three variants of Sperrylite, which is a major source of Platinum * Three variants of Vanadinite, which is a major source of Vanadium * Three variants of Chromite, which is a major source of Chromium * Three variants of Carnotite, which is a major source of Technetium * Three variants of Zircon, which is a major source of Hafnium * Three variants of Pollucite, which is a major source of Caesium * Three variants of Cinnabar, which is a major source of Mercury * Three variants of Xenotime, which is a major source of Dysprosium * Three variants of Monazite, which is a major source of Neodymium * Three variants of Loparite, which is a major source of Promethium * Three variants of Ytterbite, which is a major source of Thulium * One new higher quality variant for each of: Veldspar, Scordiate, Pyroxeres, Plagioclase, Omber, Kernite, Jaspet, Hemorphite, Hedbergite, Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, and ArkonorTen new mining crystals have been added, a T1 and T2 version for each of the new rarity groups used by moon material ore. Each crystal provides bonuses to the mining or all the ores within its target rarity group (click to expand details). * Ubiquitous Moon Ore Mining Crystal I * Ubiquitous Moon Ore Mining Crystal II * Common Moon Ore Mining Crystal I * Common Moon Ore Mining Crystal II * Uncommon Moon Ore Mining Crystal I * Uncommon Moon Ore Mining Crystal II * Rare Moon Ore Mining Crystal I * Rare Moon Ore Mining Crystal II * Exceptional Moon Ore Mining Crystal I * Exceptional Moon Ore Mining Crystal II Reactions ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Refinery_Reactions.jpg) Reactions are now only possible in Upwell Refineries. Read the [dev blog for full details about these changes](//community.eveonline.com/news/dev-blogs/reactions-redefined-new-industry-opportunities-for-you/). Three new Service Modules have been introduced which can be installed in Refineries. These modules enables you to produce tech-2, tech-3, and booster materials (click to expand details). * Standup Composite Reactor I performs both Simple and Advanced Reactions (**Tech 2**) * Standup Biochemical Reactor I performs both Biochemical and Medium Biochemical Reactions (**Boosters**) * Standup Hybrid Reactor I performs Hybrid Reactions (**Tech 3**)Currently existing POS Reactor Arrays have been offlined (click to expand details). * POS Reactor Arrays no longer perform Reactions of any kind. Any reactions that were running at the time of this release have been stopped and will not be able to be restarted in a POS Reactor Array. * All POS Reactor Arrays have been offlined since this release, but remain anchored. * POS Reactor Arrays will not be able to be onlined again. No new arrays will be able to be manufactured and no new arrays can be anchored. Any jobs to manufacture arrays that are running at the time of the release will continue to run (will not be paused or cancelled) and the arrays will be delivered to the manufacturer once the job has completed. It will not be possible to anchor or online these arrays. * A compensation plan will be put in place in the future to reimburse the investment capsuleers have put into this equipment. Reactions activity now uses the standard Industry UI and is governed by a separate System Cost Index when calculating the cost of a job. Reaction formulas can be repackaged. Science & Industry Industry: The maximum amount of industry runs has been reduced to 10,000 due to performance concerns. Industry: It is no longer possible to start or deliver an industry job, which would exceed the item limit of the output location (mostly relevant for copy jobs). The volume of all Hydrogen Isotopes, Helium Isotopes, Oxygen Isotopes, and Nitrogen Isotopes have been cut in half to 0.05m3 per unit Ships ![](//web.ccpgamescdn.com/newssystem/media/73456/1/AlphaShip_balance.jpg) We are making a **balance pass on Tech I Frigates, Destroyers, and Cruisers**, focused on strengthening less popular ships in each class. For detailed explanation [see this dev blog](//community.eveonline.com/news/dev-blogs/balance-update-with-eve-online-lifeblood). Rifter * -1 High Slot * +1 Low SlotTristan * +88,000kg MassDragoon * -1 High Slot * +1 Mid Slot * +5 CPUCorax * -150,000kg Mass * +50 Shield HPArbitrator * +120 PG * +45 CPU * +1 Launcher Slot * +20km Lock RangeBellicose * +75 PG * +40 CPU * +20km Lock RangeOmen * +75 PG * +15 CPU * +125 Capacitor Capacity * +39,000 Capacitor Recharge RateStabber * +2.5% bonus to Medium Projectile Turret rate of fire per levelVexor * -100 PG ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Guristas_Capital_ships.jpg) **Three new Guristas Capital ships** have been introduced. These can be acquired by finding and destroying the new Guristas Shipyards. Loggerhead (Force Auxiliary) * **Caldari Carrier bonuses (per skill level):** * 4% bonus to all shield resistances * **Gallente Carrier bonuses (per skill level):** * 5% bonus to Remote Shield Booster amount * **Role Bonuses:** * Can fit a Triage module * Can use two Command Burst modules * 50% reduction in CPU requirements for Command Burst modules * 200% bonus to Command Burst area of effect range * 1000% bonus to Logistics Drone transfer amount and hitpoints * 5x penalty to Entosis Link durationCaiman (Dreadnought) * **Caldari Dreadnought bonuses (per skill level):** * 4% bonus to all shield resistances * **Gallente Dreadnought bonuses (per skill level):** * 5% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage * **Role Bonuses:** * Can fit a Siege module * Can launch Light Fighters (1 Launch Tube) * 100% bonus to Fighter damage and hitpoints * 5x penalty to Entosis Link durationKomodo (Titan) * **Caldari Titan bonuses (per skill level):** * 4% bonus to all shield resistances * 15% bonus to XL Cruise Missile Launchers, XL Torpedo Launchers and Rapid Torpedo Launcher rate of fire * 6+ bonus to ship warp core strength * **Gallente Titan bonuses (per skill level):** * 50% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage * 40% bonus to EM and explosive XL Cruise, XL Torpedo and Torpedo damage * 6+ bonus to ship warp core strength * **Role Bonuses:** * Can fit a Doomsday module * Can fit a Phenomena Generator module * Can fit a Jump Portal Generator module * Can fit a Clone Vat Bay module * Can use three Command Burst modules * Can launch Light and Heavy Fighters (2 Launch Tubes) * 100% bonus to Fighter damage and hitpoints * 200% bonus to Command Burst area of effect range * 500% bonus to Armor Plates and Shield Extenders * 100% bonus to Torpedo Velocity * 80% bonus to Sensor Dampener resistance * 80% bonus to Weapon Disruption resistance * 80% bonus to Stasis effect resistance * 80% increase to Remote Electronic Assistance impedance * 5x penalty to Entosis Link duration The CONCORD Marshal Black Ops battleship has been released (click to expand details). * **Caldari Battleship bonus per level:** * 5% bonus to Torpedo Launcher, Cruise Missile Launcher and Rapid Heavy Missile Launcher rate of fire * 10% bonus to Torpedo and Cruise Missile flight time * **Amarr Battleship bonus per level:** * 5% bonus to Large Energy Turret damage * 10% bonus to Large Energy Turret optimal range * **Gallente Battleship bonus per level:** * 5% bonus to Large Hybrid Turret damage * 7.5% bonus to Large Hybrid Turret tracking speed * **Minmatar Battleship bonus per level:** * 5% bonus to Large Projectile Turret damage * 10% bonus to Large Projectile Turret falloff range * **Black Ops bonus per level:** * 125% bonus to ship max velocity when using Cloaking Devices * 20% bonus to Stasis Webifier range * 10% bonus to Warp Disruptor and Scrambler range * 10% bonus to warp speed and acceleration * **Role Bonus:** * Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator * No targeting delay after Cloaking Device deactivation * Cloak reactivation delay reduced to 5 seconds * 75% reduction to effective distance traveled for jump fatigue * +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship * Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50% * Slot layout: 8H, 7M, 7L; 6 turrets, 6 launchers * Fittings: 18000 PWG, 800 CPU * Defense (shields / armor / hull) : 5000 / 5000 / 4000 * Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33 * Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33 * Capacitor (amount / recharge / cap per second) : 5000 / 1000s / 5 * Mobility (max velocity / agility / mass / align time): 110 / 0.07 / 150,000,000 / 14.56s * Base Warp Speed: 2.2 au/s * Drones (bandwidth / bay): 0 / 0 * Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 180 / 7 * Sensor strength: 40 Gravimetric * Signature radius: 330 This Concord Aerospace promotional ship will initially be distributed to players who attended both [EVE Fanfest 2017](//fanfest.eveonline.com/) and [EVE Vegas 2017](//vegas.eveonline.com/). After a limited period of exclusivity it will become available through [Project Discovery](//www.eveonline.com/discovery/) in the future. ### Structures & Deployables * Unassembled ships in Upwell structure wrecks and ejected Upwell hangar containers can now be launched into space. Doing so will automatically assemble the ship. * Bookmarks of structures now allow warping when the structure has been unanchored. This will only affect bookmarks created after the patch. Pilots that plan to use bookmarks after unanchoring a structure should recreate their bookmarks. * The name of an asset safety wrap now contains the name of the character which sent the items to asset safety, if they were sent manually to asset safety (and not through structure removal). * Mining drones will no longer be able to deliver their ore to a ship that is tethered. * The sequence of Vulnerability at the time of anchoring has changed for all Upwell Structures in all regions of New Eden. The sequence now follows: Deploy in space → Vulnerable (15 minutes) → Anchoring (24 hours) → Vulnerable (15 minutes) → Online (until scheduled vulnerability set by owner) * A new line of Upwell Structures are now available: Refineries. These structures are the exclusive location of both Moon Mining and Reactions, and are also bonused to reprocessing activity. Further details about the Athanor (Medium Refinery), the Tatara (Large Refinery), the Moon Drill Service Module and Moon Mining rigs can be found in this [dev blog](//community.eveonline.com/news/dev-blogs/the-goo-must-flow-everything-about-refineries-and-moon-mining/). * All reprocessing rigs are receiving upgrades to the breadth of ores that receive their bonuses. Existing M reprocessing rigs will be consolidated into one variant that applies to all standard ores and one variant that applies to all ice. A new variant that applies to moongoo ore will also be added, reducing the total number of M reprocessing rigs from 4 to 3\. Existing L reprocessing rigs will be consolidated into a single rig type that applies to all forms of ore and ice * Since L reprocessing rigs will now provide exactly the same benefits as XL reprocessing rigs we are reducing the cost of XL reprocessing rigs to the same level as L rigs. * The strength of the reprocessing bonuses provided by all reprocessing rigs will be reduced slightly (a 1% absolute reduction in the base highsec yield for both T1 and T2 rigs). * All reprocessing rigs (M, L and XL) will be unfitted from their current locations and placed in the Corp Deliveries hangar of the structure in which they are located. The owners of the structure will then be able to decide if they wish to keep them in their current location or move them to a new Refinery once it has been built. * All XL reprocessing rig items (and their corresponding blueprints) will be duplicated to compensate for the change in build requirements and value. All duplicate blueprints will hold the same levels of research as the ones currently owned. Extra rigs and blueprints owned by characters will be placed in the owner's personal Item Hangar in their home station. Extra rigs and blueprints owned by a corporation will be placed in the Corp Deliveries hangar in the corp HQ station. ### User Interface: Improvements to quantity tooltips (click to expand details) * Tooltips have been added to number edit fields. If the entered amount is above 10k, there will be a tooltip that writes out the amount to help you quickly realize the order of magnitude of the number (so you don’t sell your 2b module for 2m) * The tooltips have also been added to a few handpicked numbers, such as the total in the Sell Item window and the total in the Buy window (for single item). For example: 45343 => ≈ 45.3 thousand 25000 => 25.0 thousand 9999000 => ≈ 10.0 million 15545640000 => ≈ 15.5 billionImprovements to the broadcasting Radial menu (click to expand details) * A new type of Radial menu has been added. It is in the shade of the fleet color you have set on your client, to help you differentiate it from the normal radial menu. * It’s activated with a shortcut that set in the ESC window > General. * The Broadcasting Radial Menu has selected broadcasts that can be activated on other items (Target, Warp, Align to) as well as other broadcasts (Heal shield, heal armor, heal cap) that can be activated when clicking in empty space or on your own ship. * the Broadcast Radial Menu takes into account the broadcast delay, and an option in the menu is not available unless it can be used. * Options to turn off incoming energy warfare and remote repair effects have been added to the combat log and messages window. * Added “Mining Messages” and “Bounty Payout Messages” to combat log settings. * The ‘item type’ field in 'Wallet>Transactions’ is now wider and has a ‘Clear’ button. * The ‘Member’ field in ‘Corporation Wallet >Transaction’ now has a ‘Clear’ button. * A text filter has been added to the LP store. * Alliances are now autolinkable in chat like Corporations, Solarsystems, etc. * Number of days in corp has been added in the ‘Employment history’ tab. * Custom Offices now have a proper right click options. * The ‘Message’ field when adding contacts is now disabled unless you have the ‘Send notification’ checkbox checked. * The ship name in ‘Fitting management windows’ is now a link to the info for the ship type. * When a pilot invites you to fleet, the message you get will include a link to that character’s info. * It’s now possible to copy/paste blueprint info from the ‘Industry’ window. * Items can now be dragged into the market search field, as well as to the filter in inventory windows. * The ‘Days to Complete’ box when creating ‘Courier contracts’ is now a bit wider. * The ‘Selected Item’ info on Stargates now includes a color coded security status of the destination system. * Pilot and ship images in the ‘Selected Item’ window are now draggable and can be dragged and dropped to chat. * Added a tooltip to explain that the Radial menu shortcut option in the Shortcuts tab overrides any delay set in general settings. * Changed bookmarks in the new map so they only show at the solar system level, unless you have bookmarked the actual solar system itself then you get a marker for that bookmark. * Tweaked the point at which bookmark icon fades in and out in the new map if you have bookmarked the solar system. * Toggle and combo buttons text size has been slightly reduced so it is the same as other UI controls. ### The Agency ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Agency_Improvements.jpg) The Agency has been changed to a new UI that will act as a hub for almost all PVE content. You can find [more information in this dev blog](//community.eveonline.com/news/dev-blogs/the-agency-helping-you-find-pve-content-in-new-eden/). You can access The Agency from the Neocom or using the ALT+M shortcut. ![](//web.ccpgamescdn.com/newssystem/media/73456/1/Crimson_Harvest.jpg) The [Crimson Harvest event](//updates.eveonline.com/date/2017-10-26/) and associated cosmic site beacons have been added. This event starts on the 26th of October, watch out! * * * ## Defect Fixes ### Gameplay * It is now possible to Move PLEX to Vault when the PLEX is located in player owned structures. * Survey Probes now correctly expire when the launching pilot is in a structure. * Freight containers inside hangar containers (Containers created when Upwell structures in Wormholes are destroyed) are now repackaged like other container types. * Fixed various issues that caused attempts to repackage remote items to fail. * Removed the non-functional menu option for corp insuring ships for corp members with the Junior Accountant role. * Fixed an issue where fighters could be added to the fighter bay of an Upwell Structure without fighter capacity. * Corp Deliveries hangar now respect item limits like other inventory locations. * Personal hangars in structures now respect item limits like other inventory locations. * It's now possible to compress ore in the corp hangar of an Upwell structure again. * Fixed a problem which prevented starting an industry job remotely if the blueprint was located in a container. * Corrected a problem with the price calculation of offices in NPC stations. * Fixed a hash collision when generating scan signature IDs, which caused inaccessible exploration sites as the warp lead to a different object (usually an Upwell structure). * Fixed a rare case, where delayed drone aggression could trigger a CONCORD response with green safety settings. * Fixes have been made to make New Eden a better place. ### Graphics * Fixed visibility of gas clouds when Shader Quality is set to Low. * Improved the error message when changing Character Display Settings while editing or creating a character. * Fixed an issue where jump portals could appear incorrect. * Fixed an issue where the controls could become misaligned when taking character portraits. * Adjusted the Imperial Jubilee SKINS for battleships and capital ships. * Fixed the light color emitted by Sleepers when exploding. * Corrected an audio issue with Cynosural field generator VFX. * Fixed an issue where using the map can make ships appear not to be damaged. * Fixed the appearance of the CONCORD SWAT Commander. * Corrected paired turrets on the Confessor. * Corrected an issue with the animation of the pistons on the Mackinaw. * Prevented changing graphics settings during character customization from returning a user to the character selection screen. * Adjusted the duration of the arrow trajectory on selected targets while warping with Tactical Overlay enabled. * Adjusted transparency on Minmatar station scaffolding. * Fixed a crash linked to transitioning between bloodline selection and character creation. * Corrected an the display of SKINs dragged into the 3D preview scene. * Improved the frame rate of debris caused by explosions. * Adjusted the display of firing effects and rocket trails at wider aspect ratios. ### Localization * "Save Fitting" text is now correctly localized. ### Modules * Bastion Module I description now clarifies the ineffectiveness of remote repair or capacitor transfer modules. * Scout Scoped Quad 800mm Repeating Cannon Blueprint now requires additional materials consistent with other capital meta blueprints. ### Science & Industry * Industry service settings in Upwell structures are now taking effect much faster and the industry UI updates automatically with updated tax settings. ### Text and Descriptions * Appended the Weapon Timer tooltip to note that it restricts refitting. * Edited the descriptions of a few Upwell manufacturing rigs to make it clearer what their bonuses apply to. * Various grammar, spelling and punctuation fixes. ### User Interface * Fixed an issue where the "Copy External Kill Link" option would not work if the "Show Condensed Combat Logs" option was checked in the Character Sheet * Pressing the Moon Probe and Analysis window button in the Ship HUD while the window is open now closes the window correctly. * Added a warning message when attempting to delete a folder of scan results in the Moon Probe and Analysis window. * A shortcut can now be added for the Moon Probe and Analysis window from the Settings menu. * Made some improvements to picking a certain point in a graph (Market Graphs, Mining Ledger Graphs) * Added tooltips for the hyperlink and clear message buttons, for messages, notes and descriptions. * The inventory UI updates now properly when a corp member rents an office, while being docked at the location of the office. * The bio tabs for structures are now correctly named. * Clipboard exports from the Moon Probe and Analysis window now show the correct moonIDs. * Fixed an issue where text could overflow from the fleet window. * Fixed an issue where the default Fleet name could show the name of a different character on the same account. * Fixed an issue where it was possible to select a group of items in the Fitting window by pressing a letter on the keyboard while holding Shift. * Lowsec stations no longer always show in the Structure Browser when filtered for "Security Office". * Industry window: The job count is now updating correctly when starting or delivering many jobs at the same time. * The tech level attribute will now be visible for many T2 structure module and rig blueprints. * Fixed an issue where resizing the new map when zoomed into the solar system would not move system text accordingly. 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  23. Patch notes for EVE Online: Lifeblood expansion 1.0 Released on Tuesday, October 24th, 2017 Features & Changes Graphics All Graphics SDKs used by the game client have been updated (click to expand details). PhysX functionality and options have been removed. Replaced the Morpheme animation system used by the character creator with Granny 3D. Mining Ledger A new mining ledger is available. Read the dev blog with further details. All personal mining activity is now logged and available in the Personal Ledger. This ledger tracks all mining of ore, gas and ice anywhere in New Eden. All mining activity that takes place in an asteroid field created by a Refinery (mining moon materials) will now be logged in the Corporation Ledger of the owners of the Refinery that created the field at the time the mining took place. Miscellaneous Players are now able to set an ISK wager when dueling. The following item types have been changed: "Rattlesnake Victory Edition" to "Rattlesnake" + "Guristas Victory SKIN" "Rattlesnake Victory Edition blueprint" to "Guristas Victory SKIN" Added chat channels for Resource Wars. Added four new SKINs for Resource Wars, one per empire. These SKINs are "volatile" - they are destroyed if a ship with the SKIN applied is destroyed. The SKINs are not tradable. Missions & NPCs: Resource Wars have been introduced to Empire space in New Eden. Read the devblog with details about Resource Wars. Click to expand details. Five levels of new mining expedition sites are now available for each Empire across high sec space. Join your Empire in these resource gathering expeditions and defeat the pirate forces before the timer expires. Four new LP stores added all over high security space, 1 for each of the Resource Wars corporations. Participate in the resource war and earn your reward crates. A number of Amarr and Minmatar NPC corps have been updated to reflect current state of world in Lore. Guristas and Blood Raiders Forward Operating Bases (FOB) can now be found in New Eden Click to expand details.. They are in High Security Space (0.5 and above). They are more likely to be found in systems with a lower security rating. They can be probe scanned down using combat probes, but be warned, when you find them they will be viciously defended. The fleet that does the most damage to a destroyed FOB, will receive a payout from DED. There may also be valuable armored caches in the wreck of the FOB. Guristas Shipyards can be found in New Eden. Click to expand details They are in and near regions with Guristas Pirates There can be up to 2 Guristas Shipyards in Nullsec, and 1 in Lowsec. They drop Blueprints for the Guristas Loggerhead, Caiman and Komodo capital ships. Modules Several modules have been modified to be able to fit to the new Gurista capital ships. Modules that have been adjusted to fit the Komodo and Caimain (click to expand details). Fighter Support Unit I Hermes Compact Fighter Support Unit Fighter Support Unit II Sentient Fighter Support Unit Unit D-34343's Modified Fighter Support Unit Unit F-435454's Modified Fighter Support Unit Unit P-343554's Modified Fighter Support Unit Unit W-634's Modified Fighter Support Unit Modules that have been modified to be able to fit to the Komodo (click to expand details). 'Aurora Ominae' Thermal Doomsday ‘Phalarica’ Thermal Lance ‘Guillotine’ Thermal Reaper 'Oblivion' Kinetic Doomsday ‘Iron Pike’ Kinetic Lance ‘Cold Wind’ Kinetic Reaper Bosonic Field Generator Gravitational Transportation Field Oscillator Moon Mining The act of mining moon materials from moons has been changed. Read the overview devblog. Moon mining is now exclusive to a new line of Upwell Structures: Refineries. Moon Mining extractions are configured and started through the Extraction Scheduler which is available when a Moon Drill I Service Module is onlined in a Refinery. Extractions can be configured and started by any person who has access to Take Control of the structure. However, only those pilots with access to control the structure, and the Station Manager role with the corporation that owns the structure, are able to cancel an extraction. The distribution of mineable materials across all moons in low-sec and null-sec space (with a few exemptions for the very large moons which cannot be mined) has been reseeded using the seed nominated by the Community and voted for by EVE Vegas 2017 attendees. Further details about the changes in composition of moons and their distribution can be found in this devblog Seventy-five new ore types have been added for moon mining (click to expand details). Three variants of Zeolites, which is a major source of Atmostpheric Gases Three variants of Sylvite, which is a major source of Evaporite Deposits Three variants of Bitumens, which is a major source of Hydrocarbons Three variants of Coesite, which is a major source of Silicates Three variants of Cobaltite, which is a major source of Cobalt Three variants of Euxenite, which is a major source of Scandium Three variants of Titanite, which is a major source of Titanium Three variants of Scheelite, which is a major source of Tungsten Three variants of Otavite, which is a major source of Cadmium Three variants of Sperrylite, which is a major source of Platinum Three variants of Vanadinite, which is a major source of Vanadium Three variants of Chromite, which is a major source of Chromium Three variants of Carnotite, which is a major source of Technetium Three variants of Zircon, which is a major source of Hafnium Three variants of Pollucite, which is a major source of Caesium Three variants of Cinnabar, which is a major source of Mercury Three variants of Xenotime, which is a major source of Dysprosium Three variants of Monazite, which is a major source of Neodymium Three variants of Loparite, which is a major source of Promethium Three variants of Ytterbite, which is a major source of Thulium One new higher quality variant for each of: Veldspar, Scordiate, Pyroxeres, Plagioclase, Omber, Kernite, Jaspet, Hemorphite, Hedbergite, Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, and Arkonor Ten new mining crystals have been added, a T1 and T2 version for each of the new rarity groups used by moon material ore. Each crystal provides bonuses to the mining or all the ores within its target rarity group (click to expand details). Ubiquitous Moon Ore Mining Crystal I Ubiquitous Moon Ore Mining Crystal II Common Moon Ore Mining Crystal I Common Moon Ore Mining Crystal II Uncommon Moon Ore Mining Crystal I Uncommon Moon Ore Mining Crystal II Rare Moon Ore Mining Crystal I Rare Moon Ore Mining Crystal II Exceptional Moon Ore Mining Crystal I Exceptional Moon Ore Mining Crystal II Reactions Reactions are now only possible in Upwell Refineries. Read the dev blog for full details about these changes. Three new Service Modules have been introduced which can be installed in Refineries. These modules enables you to produce tech-2, tech-3, and booster materials (click to expand details). Standup Composite Reactor I performs both Simple and Advanced Reactions (Tech 2) Standup Biochemical Reactor I performs both Biochemical and Medium Biochemical Reactions (Boosters) Standup Hybrid Reactor I performs Hybrid Reactions (Tech 3) Currently existing POS Reactor Arrays have been offlined (click to expand details). POS Reactor Arrays no longer perform Reactions of any kind. Any reactions that were running at the time of this release have been stopped and will not be able to be restarted in a POS Reactor Array. All POS Reactor Arrays have been offlined since this release, but remain anchored. POS Reactor Arrays will not be able to be onlined again. No new arrays will be able to be manufactured and no new arrays can be anchored. Any jobs to manufacture arrays that are running at the time of the release will continue to run (will not be paused or cancelled) and the arrays will be delivered to the manufacturer once the job has completed. It will not be possible to anchor or online these arrays. A compensation plan will be put in place in the future to reimburse the investment capsuleers have put into this equipment. Reactions activity now uses the standard Industry UI and is governed by a separate System Cost Index when calculating the cost of a job. Reaction formulas can be repackaged. Science & Industry Industry: The maximum amount of industry runs has been reduced to 10,000 due to performance concerns. Industry: It is no longer possible to start or deliver an industry job, which would exceed the item limit of the output location (mostly relevant for copy jobs). The volume of all Hydrogen Isotopes, Helium Isotopes, Oxygen Isotopes, and Nitrogen Isotopes have been cut in half to 0.05m3 per unit Ships We are making a balance pass on Tech I Frigates, Destroyers, and Cruisers, focused on strengthening less popular ships in each class. For detailed explanation see this dev blog. Rifter -1 High Slot +1 Low Slot Tristan +88,000kg Mass Dragoon -1 High Slot +1 Mid Slot +5 CPU Corax -150,000kg Mass +50 Shield HP Arbitrator +120 PG +45 CPU +1 Launcher Slot +20km Lock Range Bellicose +75 PG +40 CPU +20km Lock Range Omen +75 PG +15 CPU +125 Capacitor Capacity +39,000 Capacitor Recharge Rate Stabber +2.5% bonus to Medium Projectile Turret rate of fire per level Vexor -100 PG Three new Guristas Capital ships have been introduced. These can be acquired by finding and destroying the new Guristas Shipyards. Loggerhead (Force Auxiliary) Caldari Carrier bonuses (per skill level): 4% bonus to all shield resistances Gallente Carrier bonuses (per skill level): 5% bonus to Remote Shield Booster amount Role Bonuses: Can fit a Triage module Can use two Command Burst modules 50% reduction in CPU requirements for Command Burst modules 200% bonus to Command Burst area of effect range 1000% bonus to Logistics Drone transfer amount and hitpoints 5x penalty to Entosis Link duration Caiman (Dreadnought) Caldari Dreadnought bonuses (per skill level): 4% bonus to all shield resistances Gallente Dreadnought bonuses (per skill level): 5% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage Role Bonuses: Can fit a Siege module Can launch Light Fighters (1 Launch Tube) 100% bonus to Fighter damage and hitpoints 5x penalty to Entosis Link duration Komodo (Titan) Caldari Titan bonuses (per skill level): 4% bonus to all shield resistances 15% bonus to XL Cruise Missile Launchers, XL Torpedo Launchers and Rapid Torpedo Launcher rate of fire 6+ bonus to ship warp core strength Gallente Titan bonuses (per skill level): 50% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage 40% bonus to EM and explosive XL Cruise, XL Torpedo and Torpedo damage 6+ bonus to ship warp core strength Role Bonuses: Can fit a Doomsday module Can fit a Phenomena Generator module Can fit a Jump Portal Generator module Can fit a Clone Vat Bay module Can use three Command Burst modules Can launch Light and Heavy Fighters (2 Launch Tubes) 100% bonus to Fighter damage and hitpoints 200% bonus to Command Burst area of effect range 500% bonus to Armor Plates and Shield Extenders 100% bonus to Torpedo Velocity 80% bonus to Sensor Dampener resistance 80% bonus to Weapon Disruption resistance 80% bonus to Stasis effect resistance 80% increase to Remote Electronic Assistance impedance 5x penalty to Entosis Link duration The CONCORD Marshal Black Ops battleship has been released (click to expand details). Caldari Battleship bonus per level: 5% bonus to Torpedo Launcher, Cruise Missile Launcher and Rapid Heavy Missile Launcher rate of fire 10% bonus to Torpedo and Cruise Missile flight time Amarr Battleship bonus per level: 5% bonus to Large Energy Turret damage 10% bonus to Large Energy Turret optimal range Gallente Battleship bonus per level: 5% bonus to Large Hybrid Turret damage 7.5% bonus to Large Hybrid Turret tracking speed Minmatar Battleship bonus per level: 5% bonus to Large Projectile Turret damage 10% bonus to Large Projectile Turret falloff range Black Ops bonus per level: 125% bonus to ship max velocity when using Cloaking Devices 20% bonus to Stasis Webifier range 10% bonus to Warp Disruptor and Scrambler range 10% bonus to warp speed and acceleration Role Bonus: Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator No targeting delay after Cloaking Device deactivation Cloak reactivation delay reduced to 5 seconds 75% reduction to effective distance traveled for jump fatigue +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50% Slot layout: 8H, 7M, 7L; 6 turrets, 6 launchers Fittings: 18000 PWG, 800 CPU Defense (shields / armor / hull) : 5000 / 5000 / 4000 Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33 Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33 Capacitor (amount / recharge / cap per second) : 5000 / 1000s / 5 Mobility (max velocity / agility / mass / align time): 110 / 0.07 / 150,000,000 / 14.56s Base Warp Speed: 2.2 au/s Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 180 / 7 Sensor strength: 40 Gravimetric Signature radius: 330 This Concord Aerospace promotional ship will initially be distributed to players who attended both EVE Fanfest 2017 and EVE Vegas 2017. After a limited period of exclusivity it will become available through Project Discovery in the future. Structures & Deployables Unassembled ships in Upwell structure wrecks and ejected Upwell hangar containers can now be launched into space. Doing so will automatically assemble the ship. Bookmarks of structures now allow warping when the structure has been unanchored. This will only affect bookmarks created after the patch. Pilots that plan to use bookmarks after unanchoring a structure should recreate their bookmarks. The name of an asset safety wrap now contains the name of the character which sent the items to asset safety, if they were sent manually to asset safety (and not through structure removal). Mining drones will no longer be able to deliver their ore to a ship that is tethered. The sequence of Vulnerability at the time of anchoring has changed for all Upwell Structures in all regions of New Eden. The sequence now follows: Deploy in space → Vulnerable (15 minutes) → Anchoring (24 hours) → Vulnerable (15 minutes) → Online (until scheduled vulnerability set by owner) A new line of Upwell Structures are now available: Refineries. These structures are the exclusive location of both Moon Mining and Reactions, and are also bonused to reprocessing activity. Further details about the Athanor (Medium Refinery), the Tatara (Large Refinery), the Moon Drill Service Module and Moon Mining rigs can be found in this dev blog. All reprocessing rigs are receiving upgrades to the breadth of ores that receive their bonuses. Existing M reprocessing rigs will be consolidated into one variant that applies to all standard ores and one variant that applies to all ice. A new variant that applies to moongoo ore will also be added, reducing the total number of M reprocessing rigs from 4 to 3. Existing L reprocessing rigs will be consolidated into a single rig type that applies to all forms of ore and ice Since L reprocessing rigs will now provide exactly the same benefits as XL reprocessing rigs we are reducing the cost of XL reprocessing rigs to the same level as L rigs. The strength of the reprocessing bonuses provided by all reprocessing rigs will be reduced slightly (a 1% absolute reduction in the base highsec yield for both T1 and T2 rigs). All reprocessing rigs (M, L and XL) will be unfitted from their current locations and placed in the Corp Deliveries hangar of the structure in which they are located. The owners of the structure will then be able to decide if they wish to keep them in their current location or move them to a new Refinery once it has been built. All XL reprocessing rig items (and their corresponding blueprints) will be duplicated to compensate for the change in build requirements and value. All duplicate blueprints will hold the same levels of research as the ones currently owned. Extra rigs and blueprints owned by characters will be placed in the owner's personal Item Hangar in their home station. Extra rigs and blueprints owned by a corporation will be placed in the Corp Deliveries hangar in the corp HQ station. User Interface: Improvements to quantity tooltips (click to expand details) Tooltips have been added to number edit fields. If the entered amount is above 10k, there will be a tooltip that writes out the amount to help you quickly realize the order of magnitude of the number (so you don’t sell your 2b module for 2m) The tooltips have also been added to a few handpicked numbers, such as the total in the Sell Item window and the total in the Buy window (for single item). For example: 45343 => ≈ 45.3 thousand 25000 => 25.0 thousand 9999000 => ≈ 10.0 million 15545640000 => ≈ 15.5 billion Improvements to the broadcasting Radial menu (click to expand details) A new type of Radial menu has been added. It is in the shade of the fleet color you have set on your client, to help you differentiate it from the normal radial menu. It’s activated with a shortcut that set in the ESC window > General. The Broadcasting Radial Menu has selected broadcasts that can be activated on other items (Target, Warp, Align to) as well as other broadcasts (Heal shield, heal armor, heal cap) that can be activated when clicking in empty space or on your own ship. the Broadcast Radial Menu takes into account the broadcast delay, and an option in the menu is not available unless it can be used. Options to turn off incoming energy warfare and remote repair effects have been added to the combat log and messages window. Added “Mining Messages” and “Bounty Payout Messages” to combat log settings. The ‘item type’ field in 'Wallet>Transactions’ is now wider and has a ‘Clear’ button. The ‘Member’ field in ‘Corporation Wallet >Transaction’ now has a ‘Clear’ button. A text filter has been added to the LP store. Alliances are now autolinkable in chat like Corporations, Solarsystems, etc. Number of days in corp has been added in the ‘Employment history’ tab. Custom Offices now have a proper right click options. The ‘Message’ field when adding contacts is now disabled unless you have the ‘Send notification’ checkbox checked. The ship name in ‘Fitting management windows’ is now a link to the info for the ship type. When a pilot invites you to fleet, the message you get will include a link to that character’s info. It’s now possible to copy/paste blueprint info from the ‘Industry’ window. Items can now be dragged into the market search field, as well as to the filter in inventory windows. The ‘Days to Complete’ box when creating ‘Courier contracts’ is now a bit wider. The ‘Selected Item’ info on Stargates now includes a color coded security status of the destination system. Pilot and ship images in the ‘Selected Item’ window are now draggable and can be dragged and dropped to chat. Added a tooltip to explain that the Radial menu shortcut option in the Shortcuts tab overrides any delay set in general settings. Changed bookmarks in the new map so they only show at the solar system level, unless you have bookmarked the actual solar system itself then you get a marker for that bookmark. Tweaked the point at which bookmark icon fades in and out in the new map if you have bookmarked the solar system. The Agency The Agency has been changed to a new UI that will act as a hub for almost all PVE content. You can find more information in this dev blog. You can access The Agency from the Neocom or using the ALT+M shortcut. The Crimson Harvest event and associated cosmic site beacons have been added. This event starts on the 26th of October, watch out! Defect Fixes Gameplay It is now possible to Move PLEX to Vault when the PLEX is located in player owned structures. Survey Probes now correctly expire when the launching pilot is in a structure. Freight containers inside hangar containers (Containers created when Upwell structures in Wormholes are destroyed) are now repackaged like other container types. Fixed various issues that caused attempts to repackage remote items to fail. Removed the non-functional menu option for corp insuring ships for corp members with the Junior Accountant role. Fixed an issue where fighters could be added to the fighter bay of an Upwell Structure without fighter capacity. Corp Deliveries hangar now respect item limits like other inventory locations. Personal hangars in structures now respect item limits like other inventory locations. It's now possible to compress ore in the corp hangar of an Upwell structure again. Fixed a problem which prevented starting an industry job remotely if the blueprint was located in a container. Corrected a problem with the price calculation of offices in NPC stations. Fixed a hash collision when generating scan signature IDs, which caused inaccessible exploration sites as the warp lead to a different object (usually an Upwell structure). Fixed a rare case, where delayed drone aggression could trigger a CONCORD response with green safety settings. Fixes have been made to make New Eden a better place. Graphics Fixed visibility of gas clouds when Shader Quality is set to Low. Improved the error message when changing Character Display Settings while editing or creating a character. Fixed an issue where jump portals could appear incorrect. Fixed an issue where the controls could become misaligned when taking character portraits. Adjusted the Imperial Jubilee SKINS for battleships and capital ships. Fixed the light color emitted by Sleepers when exploding. Corrected an audio issue with Cynosural field generator VFX. Fixed an issue where using the map can make ships appear not to be damaged. Fixed the appearance of the CONCORD SWAT Commander. Corrected paired turrets on the Confessor. Corrected an issue with the animation of the pistons on the Mackinaw. Prevented changing graphics settings during character customization from returning a user to the character selection screen. Adjusted the duration of the arrow trajectory on selected targets while warping with Tactical Overlay enabled. Adjusted transparency on Minmatar station scaffolding. Fixed a crash linked to transitioning between bloodline selection and character creation. Corrected an the display of SKINs dragged into the 3D preview scene. Improved the frame rate of debris caused by explosions. Adjusted the display of firing effects and rocket trails at wider aspect ratios. Localization "Save Fitting" text is now correctly localized. Modules Bastion Module I description now clarifies the ineffectiveness of remote repair or capacitor transfer modules. Scout Scoped Quad 800mm Repeating Cannon Blueprint now requires additional materials consistent with other capital meta blueprints. Science & Industry Industry service settings in Upwell structures are now taking effect much faster and the industry UI updates automatically with updated tax settings. Text and Descriptions Appended the Weapon Timer tooltip to note that it restricts refitting. Edited the descriptions of a few Upwell manufacturing rigs to make it clearer what their bonuses apply to. Various grammar, spelling and punctuation fixes. User Interface Fixed an issue where the "Copy External Kill Link" option would not work if the "Show Condensed Combat Logs" option was checked in the Character Sheet Pressing the Moon Probe and Analysis window button in the Ship HUD while the window is open now closes the window correctly. Added a warning message when attempting to delete a folder of scan results in the Moon Probe and Analysis window. A shortcut can now be added for the Moon Probe and Analysis window from the Settings menu. Made some improvements to picking a certain point in a graph (Market Graphs, Mining Ledger Graphs) Added tooltips for the hyperlink and clear message buttons, for messages, notes and descriptions. The inventory UI updates now properly when a corp member rents an office, while being docked at the location of the office. The bio tabs for structures are now correctly named. Clipboard exports from the Moon Probe and Analysis window now show the correct moonIDs. Fixed an issue where text could overflow from the fleet window. Fixed an issue where the default Fleet name could show the name of a different character on the same account. Fixed an issue where it was possible to select a group of items in the Fitting window by pressing a letter on the keyboard while holding Shift. Lowsec stations no longer always show in the Structure Browser when filtered for "Security Office". Industry window: The job count is now updating correctly when starting or delivering many jobs at the same time. The tech level attribute will now be visible for many T2 structure module and rig blueprints. Fixed an issue where resizing the new map when zoomed into the solar system would not move system text accordingly. Gesamten Artikel anzeigen
  24. Patch notes for September 2017 release 1.7 Released on Wednesday, October 5th, 2017 Defect Fixes Gameplay: A potential exploit has been fixed. The checks for tethering have been improved to fix a case where ships were still tethered after warping away from an Upwell structure. Patch notes for September 2017 release 1.4 Released on Monday, September 25th, 2017 Defect Fixes Localization: Amended Zephyr description text to reflect intended functionality. PvE: Adjusted Ancient Salvage rates for Event Sleepers. User Interface: Added Agency Damage Boosters to Market Groups. Amended descriptions for Agency Speed, Damage and Tank Boosters. Patch notes for September 2017 release 1.3 Released on Wednesday, September 20th, 2017 Defect Fixes PvE: Warzone Extractions sites have had a hard completion timer added. Sites that have spawned a relic item will disappear after a certain amount of time. Sleepers in event sites now warp in when spawning. User Interface: Fixed an issue where the confirmation dialog for the skill injectors could break. Fixed an issue where the probe scanner window could break when docking or changing system during the analyze phase. Fixed broken Overview labels for Sleeper Event ships. Resolved Event Sleeper groups having incorrect brackets. Patch notes for September 2017 release 1.2 Released on Tuesday, September 19th, 2017 Defect Fixes PvE: Resolved an issue with NPCs choosing to attack drones more frequently. Patch notes for September 2017 release 1.1 Released on Wednesday, September 13th, 2017 Features and Changes User Interface: Changed killmail and fleet external links to use ESI URLs instead of CREST. Patch notes for September 2017 release Released on Tuesday, September 12th, 2017 Features and Changes Gameplay: The tutorial has been updated to improve new players' understandings of skill training, modules, and progression. The following skills have been removed from the new player skill set to aid the above teachings: Repair Systems, Shield Operation, Small Energy Turret, Small Hybrid Turret and Small Projectile Turret. Graphics: In our continued effort to renovate all EVE assets, bringing them up to the V5 (PBR) standard we have revamped all debris structures found in missions giving them a new luster. Renovated turret firing VFX resulting in improved visuals and client performance of Hybrid, Projectile and Laser turret firing effects. Update of Incursion reward graphs to new graphing system. Market: Introducing an optional Market Ticker displaying the data of the most common trade items in the market. Miscellaneous: In preparation for their upcoming conversion into new Reaction Formulas in the EVE Online: Lifeblood expansion, old Reaction items have been disallowed from contracts. Missions & NPCs: Agency Warzone Extraction event will go live from 19 September until 3 October. Skills: Nine new skillbooks have been added to the game in anticipation of the Lifeblood expansion next month. These skills can be purchased from NPC market orders and trained starting immediately but will not begin providing any benefits until the Lifeblood release. Four new skills related to the new Reactions system. Reactions - Enables use of the new Reaction system in the Lifeblood expansion, and provides a 4% bonus to reaction job speed per level Mass Reactions - Ability to run 1 additional reaction job per level. Advanced Mass Reactions - Ability to run 1 additional reaction job per level. Remote Reactions - Allows starting of new Reaction jobs remotely. Each level increases the distance at which reaction jobs can be started. Level 1 allows for jobs at a range of 5 jumps, and each subsequent level adds 5 more jumps to the range, with a maximum of a 25 jump range. Five new skills for processing of the new moon ores that will be available through the new moon mining system. Ubiquitous Moon Ore Processing - 2% bonus to the yield returned from reprocessing the most common forms of moon ore (Zeolites, Sylvite, Bitumens, and Coesite) extracted from New Eden's moons. Common Moon Ore Processing - 2% bonus to the yield returned from reprocessing the moderately common forms of moon ore (Cobaltite, Euxenite, Titanite, and Scheelite) extracted from New Eden's moons. Uncommon Moon Ore Processing - 2% bonus to the yield returned from reprocessing the less common forms of moon ore (Otavite, Sperrylite, Vanadinite, and Chromite) extracted from New Eden's moons. Rare Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarer forms of moon ore (Carnotite, Zircon, Pollucite, and Cinnabar) extracted from New Eden's moons. Exceptional Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarest and most prized forms of moon ore (Xenotime, Monazite, Loparite, and Ytterbite) extracted from New Eden's moons. User Interface: The skill injector UI has received some improvements. The character selection screen will now present a warning drop-down if the user's Omega state has expired since they last logged in. Defect Fixes Gameplay: The Corporate Police Force agent in the Hysera system, Cale Greys, has had his agent level lowered from 5 to 4. Increased the Shield and Armor of the 'Tough Gallente Starbase Control Tower' object in the 'Lights Out' level 5 mission. An issue where NPCs could get stuck inside structures during the Pirate Invasion mission has been fixed. It is no longer possible to fit a module to a ship directly from an asset safety wrap. A Stolen Passkey Item is now required to access further locations within the Serpentis Phi-Outpost site. Graphics: Removed extraneous clouds from the 'True Creations Research Center', 'The Swap', and 'The Blockade' sites due to performance and visual issues. An issue where acceleration gates where overlapping in The Maze site has been fixed. Fixed a conflict between SKIN changing and the Prowler visual effect. Fixed a sound Issue on the Prowler when cloaked. Adjusted the firing locations on the Praetor and Dragonfly. Realigned the turrets on the Proteus. Fixed the SKIN Preview when changing subsystems on a Strategic Cruiser. Adjusted interactions between the Show Info window and the SKIN Preview window. Fixed the placement of turrets on the Slasher to stop potential overlapping. Fixed a level of detail visibility issue on the Cerberus. Corrected the haze color near Raitaru lights. Fixed the materials on the exhaust areas of the Abaddon. Text: Fixed various grammar errors and typos in the info texts for the following missions: Striking Down Two Flies In One Swing, Intelligence Mining, Labors of War 2 of 3, Denial 1 of 2. Fixed various grammar errors and typos in the info texts for the following sites: Improved Sansha Covert Research Facility, Outgrowth Rogue Drone Hive, Rogue Trial Yard, and Blood Haven. A grammatical error has been fixed in the Sisters of EVE Reconnaissance Outpost tutorial site. Various miscellaneous grammar, spelling, punctuation and formatting fixes. Gesamten Artikel anzeigen
  25. Patch notes for September 2017 release Released on Tuesday, September 12th, 2017 Features and Changes Gameplay: The tutorial has been updated to improve new players' understandings of skill training, modules, and progression. The following skills have been removed from the new player skill set to aid the above teachings: Repair Systems, Shield Operation, Small Energy Turret, Small Hybrid Turret and Small Projectile Turret. Graphics: In our continued effort to renovate all EVE assets, bringing them up to the V5 (PBR) standard we have revamped all debris structures found in missions giving them a new luster. Renovated turret firing VFX resulting in improved visuals and client performance of Hybrid, Projectile and Laser turret firing effects. Market: Introducing an optional Market Ticker displaying the data of the most common trade items in the market. Miscellaneous: In preparation for their upcoming conversion into new Reaction Formulas in the EVE Online: Lifeblood expansion, old Reaction items have been disallowed from contracts. Missions & NPCs: Agency Warzone Extraction event will go live from 19 September until 3 October. Skills: Nine new skillbooks have been added to the game in anticipation of the Lifeblood expansion next month. These skills can be purchased from NPC market orders and trained starting immediately but will not begin providing any benefits until the Lifeblood release. Four new skills related to the new Reactions system. Reactions - Enables use of the new Reaction system in the Lifeblood expansion, and provides a 4% bonus to reaction job speed per level Mass Reactions - Ability to run 1 additional reaction job per level. Advanced Mass Reactions - Ability to run 1 additional reaction job per level. Remote Reactions - Allows starting of new Reaction jobs remotely. Each level increases the distance at which reaction jobs can be started. Level 1 allows for jobs at a range of 5 jumps, and each subsequent level adds 5 more jumps to the range, with a maximum of a 25 jump range. Five new skills for processing of the new moon ores that will be available through the new moon mining system. Ubiquitous Moon Ore Processing - 2% bonus to the yield returned from reprocessing the most common forms of moon ore (Zeolites, Sylvite, Bitumens, and Coesite) extracted from New Eden's moons. Common Moon Ore Processing - 2% bonus to the yield returned from reprocessing the moderately common forms of moon ore (Cobaltite, Euxenite, Titanite, and Scheelite) extracted from New Eden's moons. Uncommon Moon Ore Processing - 2% bonus to the yield returned from reprocessing the less common forms of moon ore (Otavite, Sperrylite, Vanadinite, and Chromite) extracted from New Eden's moons. Rare Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarer forms of moon ore (Carnotite, Zircon, Pollucite, and Cinnabar) extracted from New Eden's moons. Exceptional Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarest and most prized forms of moon ore (Xenotime, Monazite, Loparite, and Ytterbite) extracted from New Eden's moons. User Interface: The skill injector UI has received some improvements. Defect Fixes Gameplay: The Corporate Police Force agent in the Hysera system, Cale Greys, has had his agent level lowered from 5 to 4. Increased the Shield and Armor of the 'Tough Gallente Starbase Control Tower' object in the 'Lights Out' level 5 mission. An issue where NPCs could get stuck inside structures during the Pirate Invasion mission has been fixed. It is no longer possible to fit a module to a ship directly from an asset safety wrap. Graphics: Removed extraneous clouds from the 'True Creations Research Center', 'The Swap', and 'The Blockade' sites due to performance and visual issues. An issue where acceleration gates where overlapping in The Maze site has been fixed. Fixed a conflict between SKIN changing and the Prowler visual effect. Fixed a sound Issue on the Prowler when cloaked. Adjusted the firing locations on the Praetor and Dragonfly. Realigned the turrets on the Proteus. Fixed the SKIN Preview when changing subsystems on a Strategic Cruiser. Adjusted interactions between the Show Info window and the SKIN Preview window. Fixed the placement of turrets on the Slasher to stop potential overlapping. Fixed a level of detail visibility issue on the Cerberus. Corrected the haze color near Raitaru lights. Fixed the materials on the exhaust areas of the Abaddon. Text: Fixed various grammar errors and typos in the info texts for the following missions: Striking Down Two Flies In One Swing, Intelligence Mining, Labors of War 2 of 3, Denial 1 of 2. Fixed various grammar errors and typos in the info texts for the following sites: Improved Sansha Covert Research Facility, Outgrowth Rogue Drone Hive, Rogue Trial Yard, and Blood Haven. A grammatical error has been fixed in the Sisters of EVE Reconnaissance Outpost tutorial site. Various miscellaneous grammar, spelling, punctuation and formatting fixes. Gesamten Artikel anzeigen