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Eve Online Retribution Patch 1.1.1 Deployed !
Date added: 02/21/2013

Patch notes for EVE Online: Retribution 1.1.1

To be deployed on Wednesday, 20th of February 2013.

FIXES

Corporation & Alliance

  • Corporation Applications which were sent before deployment of EVE Online: Retribution 1.1 are not blocked any longer.

Graphics General

  • Tech 3 ships (Legion, Proteus, Loki, Tengu) are visible again in all their glory.

Science and Industry

  • Attack Battlecruisers (Tornado, Talos, Naga and Oracle) and Blockade Runners (Crane, Prorator, Viator and Prowler) may once again be manufactured at all appropriate lines.

User Interface

  • It is no longer possible to attempt to invite a DUST 514 Mercenaries to an EVE Online fleet by dragging their portrait into an open fleet

 

 

Patch notes for EVE Online: Retribution 1.1

Deployed on Tuesday, 19th of February 2013.

Features

Info Panels - Dev blog

  • All Info Panels are now split into separate panels with their own identity icon
  • Each Panel can be customized into 3 different states:
  • Collapsed – By clicking the Icon in the top left corner
  • Panels that are collapsed can still be used by hovering the icon of each tab in their collapsed state. This allows players to interact with the full content of the tab in a tooltip
  • Normal – Normal state showing all content of the panel
  • Compact – Only showing the header of the panel with essential information
  • The order of the Panels can be customized by dragging the icons at the top of the screen
  • Panel setup and order is unique to each view state. These view states are:
  • Docked in stations (Captain’s Quarters and Ship Hangar)
  • In space
  • Star map
  • Solar system map
  • Planetary interaction
  • Each view state has a predefined default set up for the Info Panels and their order. These can be customized and will persist between game sessions.
  • Moved all Route Settings for Autopilot into the Autopilot Panel
  • Added an Autopilot Route Visualizer into the space scene. This option is turned on by default but can be turned off in the Autopilot Route settings utility menu
  • Updated the Incursion Panel to make it consistent with other panels regarding visual style of icons, fonts and colors
  • Updated the Factional Warfare Panel to make it consistent with other panels regarding visual style of icons, fonts and colors

Modules

  • The new Ancillary Armor Repairer (AAR) module has been added to the game to provide more options for active armor tanking.
  • The AAR always uses the same cap as a normal (T1/T2/Named) Armor Repper.
  • When not loaded with Nanite Repair Paste, the AAR has 3/4 the rep amount as a T1 Armor Repairer.
  • When loaded with Nanite Repair Paste, the AAR triples the rep amount (repairs 2.25x a T1 repairer when loaded).
  • The AAR has the same cycle time and fittings as T1 reps.
  • The Small AAR uses 1 paste per cycle, Medium AAR 4 and Large AAR 8. The AAR can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads.
  • Limited to one per ship.

Skills

  • New skill Armor Honeycombing has been added.
  • This skill reduces the mass penalty of all armor plates by 5% per level.
  • It is a Rank 3 Intelligence / Memory skill and requires Mechanics 3 to train.

Art

  • Old, classic legacy code was removed.
  • Optimized Shaders are introduced for V3 materials.
  • V3 materials now support multiple glow areas.
  • V3 Materials now support mipmaps for blurred reflection.
  • The Tempest, Vargur, Stabber and Vagabond now use extra glow areas for engine effect.

Miscellaneous

  • Crimewatch: Dueling - Dev blog, In-development video
  • In High/Low security space, pairs of characters can agree to flag themselves to each other in a Limited Engagement, so they may legally fight each other.
  • To issue a duel challenge, both characters must be located in the same location (either the same station or the same solarsystem space).
  • Adding a character as a Blocked contact will automatically prevent that character from challenging you.
  • Duel challenges can be globally blocked in the ESC menu by checking the “Dueling - Auto Reject Invitation” option. This setting is per-character and is saved on the server.

CHANGES

Miscellaneous

  • Shooting a wormhole will no longer display the "Proceed with this dangerous act?" dialog.
  • A Limited Engagement is now triggered whenever anyone attacks a global target (suspect/criminal/outlaw) who is otherwise not a legal target. Previously global targets could legally attack each other without a Limited Engagement being created.
  • The notification when a capsuleer attempts to place items into a freight container has been updated to be more accurate.
  • Added ~230 new module tooltips in order to make sure all active modules have useful tooltips.
  • Module tooltips have been added to the fitting window.
  • The Log no longer clears after session changes such as jumping/docking etc.
  • Ship is now included in the folder created when a fitting is dragged onto the Market Quickbar.
  • The windows to modify corporation and alliance details windows are no longer modal, allowing links to be included in the description.
  • More options have been added to customize the combat messages in space.

New Corporation Recruitment Management

  • New Statuses so that applications can be tracked easier and lend greater control to applicants throughout the recruitment process
  • Unprocessed - Application has been sent to the corporation for review
  • Invited to join - Application was accepted by the corporation and an invitation has been extended to the player allowing them to join
  • Rejected - Application was rejected by the corporation
  • Accepted – Player has accepted an invitation to join the corporation and has joined it
  • Withdrawn - Player has withdrawn the application, which can be done at any time
  • Welcome Mails are a new addition which can be customized and are sent automatically to new corporation members on joining
  • Added "Bounty Hunting" as an activity for adverts and search.

Ships - Dev blog

The formerly Tier 1 and Tier 2 Battlecruisers have been rebalanced and rebranded as Combat Battlecruisers as part of the Tiericide Initiative. They have had their attributes and fittings adjusted to ensure that they all have viable and balanced roles.

As a part of these changes, extra materials have been added to the build requirements of several Battlecruisers. These extra materials do not return when the ships are reprocessed.

  • Prophecy:
  • Battlecruiser skill bonuses: 5% bonus to all Armor Resistances and 10% bonus to drone damage and hitpoints
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 5 H, 4 M, 7 L, 4 turrets, 4 Launchers
  • Fittings: 1100 PWG, 415 CPU
  • Defense (shields / armor / hull): 3000 / 5500 / 4000
  • Capacitor (amount / recharge rate / average cap per second): 2850/ 750s / 3.8
  • Mobility (max velocity / agility / mass / align time): 150 / 0.704 / 12900000 / 8.5s
  • Drones (bandwidth / bay): 75 / 225
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 210 / 6
  • Sensor strength: 17 Radar
  • Signature radius: 270
  • Cargo capacity: 400
  • Harbinger:
  • Battlecruiser skill bonuses: 10% bonus to Medium Energy Turret Damage and 10% bonus Medium Energy Turret capacitor use
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 7 H, 4 M, 6 L, 6 turrets
  • Fittings: 1425 PWG, 375 CPU
  • Defense (shields / armor / hull): 3000 / 5000 / 4500
  • Capacitor (amount / recharge rate / average cap per second): 3125 / 822s / 3.8
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 8.9s
  • Drones (bandwidth / bay): 50 / 75
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6
  • Sensor strength: 17 Radar
  • Signature radius: 270
  • Cargo capacity: 375
  • Ferox:
  • Battlecruiser skill bonuses: 5% bonus to all Shield Resistances and 10% bonus to Medium Hybrid Turret optimal range
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 8 H, 5 M, 4 L, 7 turrets
  • Fittings: 1250 PWG, 510 CPU
  • Defense (shields / armor / hull): 5000 / 3500 / 4000
  • Capacitor (amount / recharge rate / average cap per second): 2750 / 723s / 3.8
  • Mobility (max velocity / agility / mass / align time): 140 / 0.66 / 13250000 / 8.2s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 195 / 8
  • Sensor strength: 19 Gravimetric
  • Signature radius: 295
  • Cargo capacity: 475
  • Drake:
  • Battlecruiser skill bonuses: 5% bonus to all Shield Resistances and 10% bonus to heavy and heavy assault missile kinetic damage
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 7 H, 6 M, 4 L , 6 Launchers
  • Fittings: 800 PWG, 500 CPU
  • Defense (shields / armor / hull): 5250 / 3250 / 3750
  • Capacitor (amount / recharge rate / average cap per second): 2500 / 658s / 3.8
  • Mobility (max velocity / agility / mass / align time): 140 / 0.64 / 14810000 / 8.9s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8
  • Sensor strength: 19 Gravimetric
  • Signature radius: 295
  • Cargo capacity: 450
  • Brutix:
  • Battlecruiser skill bonuses: 10% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 7 H, 4 M, 6 L, 6 turrets
  • Fittings: 1125 PWG, 435 CPU
  • Defense (shields / armor / hull): 3500 / 4500 / 4750
  • Capacitor (amount / recharge rate / average cap per second): 3000 / 789s / 3.8
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 12500000  / 8.2s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
  • Sensor strength: 18 Magnetometric
  • Signature radius: 305
  • Cargo capacity: 475
  • Myrmidon:
  • Battlecruiser skill bonuses: 7.5% bonus to Armor Repairer effectiveness and 10% bonus to drone damage and hitpoints
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 5 H, 5 M, 6 L, 5 turrets
  • Fittings: 1050 PWG, 400 CPU
  • Defense (shields / armor / hull): 3500 / 4500 / 4750
  • Capacitor (amount / recharge rate / average cap per second): 2850 / 750s / 3.8
  • Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13100000 / 8.6s
  • Drones (bandwidth / bay): 100  / 200
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
  • Sensor strength: 18 Magnetometric
  • Signature radius: 305
  • Cargo capacity: 400
  • Cyclone:
  • Battlecruiser skill bonuses: 5% bonus to Heavy Missile/Heavy Assault Missile rate of fire and 7.5% bonus to shield boosting amount
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 7 H, 5 M, 5 L, 2 turrets, 5 Launchers
  • Fittings: 1100 PWG, 525 CPU
  • Defense (shields / armor / hull): 5000 / 3750 / 3750
  • Capacitor (amount / recharge rate / average cap per second): 2850 / 750s / 3.8
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 8.2s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 220 / 6
  • Sensor strength: 17 Ladar
  • Signature radius: 250
  • Cargo capacity: 450
  • Hurricane:
  • Battlecruiser skill bonuses: 5% bonus to Medium Projectile Turret damage and 5% bonus to Medium Projectile Turret rate of fire
  • Fixed Bonus: Can fit Warfare Link modules
  • Slot layout: 7 H, 4 M, 6 L, 6 turrets, 3 Launchers
  • Fittings: 1125 PWG, 400 CPU
  • Defense (shields / armor / hull): 4250 / 4500 / 3500
  • Capacitor (amount / recharge rate / average cap per second): 2250 / 592s / 3.8
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000 / 8.4s
  • Drones (bandwidth / bay): 30 / 30
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6
  • Sensor strength: 16 Ladar
  • Signature radius: 250
  • Cargo capacity: 425
  • Black ops:
  • Black Ops ships and Covert Jump Portals have been adjusted to make this gameplay area more effective and enjoyable.
  • The base jump range of all Black Ops ships increased to 3.5 light years (equal to that of Titans).
  • The mass multipler used for Covert Jump Portal fuel costs reduced from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%).
  • The fuel bay on all Black Ops increased to 1250m3 (25% increase).
  • The Armor Repairer effectiveness bonus on the Incursus has been reduced to 7.5% per level.
  • The role bonus description for the Venture has been updated to make it less confusing.
  • Scythe Fleet Issue description has been updated to reference the Rapid Light missile bonus.
  • Strategic cruisers (with Covert Reconfiguration subsystem) and blockade runners can now fit the Covert Cynosural Field Generator I.

Modules

  • Covert Cynosural Field Generators may now be fitted on any Strategic Cruiser that has the Covert Reconfiguration subsystem fitted, as well as on Blockade Runners.
  • Cloak CPU bonus on Stealth Bombers changed to a -50% reduction.
  • Reduced the CPU requirements of Covert Ops Cloaks Devices to 100 and changed the bonus on covert ops, recons and blockade runners to "-20% CPU needed for cloaks per level". This means that cloaks will use the same CPU at level 5 (0) but the CPU use at lower levels is less crippling, making the use of these ships at less than level 4-5 more viable.
  • Modules such as Covert-ops cloaks no longer have excessive CPU/PG requirements which need ships to have a bonus to negate. They can still only be fit to the specific ships but now display the correct requirements in the fitting window when hovering over the module icon.
  • Base mass penalty on all 800mm, 200mm and 50mm plates reduced by 20%.
  • Powergrid use of all Large Armor Repairer modules has been decreased by 10%.
  • Powergrid use of all Medium Armor Repairer modules has been decreased by 20%.
  • Coreli B-Type Thermic and EM Plating now have the same resist level as the Kinetic and Explosive modules.
  • Missile launchers will no longer display an erroneous "flight time" attribute under some circumstances.
  • Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active.
  • Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.

Rigs

  • The rig penalty on all active armor rigs (Auxiliary Nano Pump, Nanobot Accelerator) was changed to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.

User Interface

  • The "Update Location Settings" window has had the nonfunctional Cancel button removed and it's layout changed. Settings are applied instantly.
  • Two decimal places have been added to the Sensor Strength attributes in the Fitting Window to account for bonuses.
  • The "Ore and Materials" filter has been edited to now by default also include Gas Cloud materials. This change will only be presented for new characters or those who have not edited their Ore and Materials filter.
  • The Terminate button has been removed as at low resolutions it was unusable. The option to Terminate a character can be accessed by right clicking on the character portrait.
  • The buttons to Confirm Termination and Abort Termination has been moved onto the character portrait.
  • A faint frame has been added to the Show Info window for player corporations.
  • The Notification and Log text when jumping between systems has been clarified to more simply read "Jumping from X to Y". Changed from "Jumping Destination: Y in X Solar System".
  • The right click options in the Star Map for the Autopilot and Waypoints in World Map Control Panel have been removed as these options are now accessible via the dedicated Autopilot options found in the Info Panels.
  • Links dragged into Corporation Advertisements will now function correctly in published advertisements.
  • It is now possible to drag and drop Fleet members around a Fleet hierarchy.
  • When you (as a commander or Fleet Boss) try to move people around, the "cell" you drag them over is highlighted white if you can drop the pilot there, otherwise it's highlighted red (meaning you are not allowed to move them, the position is filled or the squad is full)
  • A cell being an entry in the hierarchy view of the fleet. 
  • If you drop a member on a Fleet/Wing/Squad Commander "cell" and there is not member in that position, the dropped member will be moved to that position
  • If you drop a member on a Fleet/Wing Commander "cell" and there is member in that position, nothing happens ("cell" would have red highlight)
  • If you drop a member on a Squad Commander "cell" and there is a member in that position, the dropped member is added to that squad if there is room in it
  • If you drop a member on a squad member, the dropped member is added to that squad the other member is in

Weapons & Ammunition

  • Depleted Uranium ammo now more clearly explains how it affects tracking speed.

Graphics General

  • The locations of turrets on an Enyo have been changed to display properly.
  • The Infrared laser effect color has been updated to better distinguish between Radio and Infrared effects.

Agents & Missions

  • The business tutorial will now award a Venture in all cases, previously some races were still awarded the old mining frigates.
  • When running the Caldari military tutorial a Merlin will be awarded rather than a condor.

Exploration & Deadspace

  • Incursion Global Reports will now refresh every five minutes instead of every fifteen.
  • Damage received is the " Lion Nebula" site is now attributed to the cloud as opposed to the Deadspace Signature.

Drones

  • Salvage Drones will now begin salvaging when the Drone Shortcut "Engage" is used. If no target is currently locked, they will salvage the field.

Uncategorized

  • On the German client, the entities in overview settings have received an overhaul to follow a more logical sorting.
  • Updated the message for trying to store items you cannot store into specialized ship bays. (Such as Ore into the Fuel Bay)
  • 'Blink Wallet Button on Transaction Changes' option has been removed from the Wallet settings as it is now unused.
  • 280mm Small Artillery Cannons and variations have had a typo resolved.
  • The Static Data Export should now only list market groups that contain types or other groups, and all groups marked as containing types should now actually contain types.
  • On the German client, the bonus for Punisher and Maller now correctly refers to armor resistances.
  • The race labels are now correctly displayed in militia statistics on the German client.
  • On the German client, the bonus description for the Wolf and Jaguar now refer to the correct mechanics.
  • Fixed a title in EVE Credits.

FIXES

Character Creation and New Player Experience

  • An issue where docking quickly would cause loading errors with the Captain's Quarters has been fixed.
  • An issue where two ships could be displayed in the Captain's Quarters at the same time has been fixed.
  • The Exploration Tutorial has been updated so that images no longer appear behind text.
  • An opacity issue with applied glasses on ATI cards has been fixed.
  • A layering issue with OUTER clothing items has been fixed.
  • An issue with character's hair not being correctly displayed in the Captain's quarter's mirrors has been fixed.

Player Owned Structures, Outposts and Stations

  • Invulnerable Territorial Claim Units are now marked as "Invulnerable" and no longer as "Online".
  • Inconsistent behavior of manufacturing and research jobs when one of the Science & Industry services is disabled has now been resolved.
  • Launching of starbase structures and containers is now throttled to make it less likely to lag out the server.
  • Players who can access a Player-Owned Customs Office due to set standing are now able to access it if the standing is set to a number other than -10, -5, 0, 5, or 10.

Audio

  • Resolved a sound issue where a burst of noise would occur when session changing (docking/jumping) on multiple clients.
  • Erroneous sounds should no longer play in deadspace locations.
  • An issue where the ambient station audio would persist into character customization has been fixed.

Science and Industry

  • With really good skills, NPC corp standing and a 50% base output NPC station you can now actually get a 100% refinery output.
  • Fixed a rounding error when reprocessing materials.
  • Fixed an exception which would be thrown if an assembly array was destroyed while trying to install a blueprint.

Skills

  • The description for Racial Drone Specialization has been expanded to detail what type of drones the bonus applies to.
  • The "Mining Frigate" skill has had it's description corrected so that it now mentions frigates instead of barges.

Ships

  • The role bonus for the Augoror is now displayed in it's description tab.
  • Capital Industrial Ships (Rorqual) can now store the Venture in their Ship Maintenance Bay in addition to all the previous ship types they could store.
  • Blockade Runner descriptions have been updated to reference their immunity to cargo scanning.
  • The Venture will now correctly generate a wreck when destroyed instead of a container.

Market & Contracts

  • Contracts in the "My contracts" tab should now correctly sort by contract name.
  • The Volume attribute in Courier contracts has been amended to display no more than 2 decimal points.
  • An issue has been resolved where contracts issued by you on behalf of your corporation were shown in "My Contracts" when "Issued By" is set to your character.
  • Fixed a typo in the market groups for Shield Resistance Amplifiers.
  • It is no longer possible to board a ship which is being added to a contract.

Modules

  • Added a disclaimer to all items that do not affect capital shield and armor repairers. "Note: Has no effect on capital sized modules."
  • The Talisman implant set has had a description altered. "bloodraider" was changed to "Blood Raider".
  • The Large Micro Jump Drive now has a description that is truly ground-breaking.
  • The Triage Module II now correctly prevents the user from docking while active.
  • The Focused Warp Disruption Script for Warp Disruption Field Generators will no longer prevent the Micro Jump Drive from activating.
  • Abandoned mining drones are no longer causing stuck issues. Starting warp with active mining lasers and recalling mining drones will no longer result in partial mining amounts.

Boosters and Implants

  • The description for the "Zainou 'Deadeye' Missile Bombardment" implants have been updated to accurately refer to it's effect.
  • Exile and Mindflood boosters have had a side effect renamed (Missile Explosion Radius Penalty) to accurately reflect its effect.

Weapons & Ammunition

  • Hurricane turrets have firing arc that will no longer clip the geometry.
  • Ishkur now displays all turrets correctly.

Exploration & Deadspace

  • COSMOS mission 'Corpse Dealer 2 of 3 - Bring Back the Goods' has been fixed. Previously there was a problem completing the mission despite all conditions being met.
  • Corrected the name of the Residential Habitation Module in the Drone Cluster anomaly.
  • Replaced the erroneous Serpentis NPCs from the Sansha Military Outpost.

NPCs

  • Fixed an issue where a small number of rogue drones were dropping drone alloys.
  • Fixed an issue where negative corp or faction standings were not being applied after killing certain NPCs.
  • Some "Supervisor" NPCs in certain deadspace locations were spawning too early, and in some cases were incorrectly spawning 100% of the time; this should now be fixed.

Corporation & Alliance

  • The Recruitment Channel link in Corporation Recruitment adverts now opens the named chat channel.
  • The Corporation Recruitment search now correctly filters by Corporation size.

Agents & Missions

  • Fixed the completion trigger for the mission Dead Drift.
  • The mission, "The Good Word" has been fixed. The gate is now unlocked when the popup tells you it is rather than requiring another wave of NPCs and the friendly NCPs be killed.
  • Fixed an issue where the 'Gurista Special Acquirements Captain' would not spawn in exploration site 'Kidnapped!'.
  • Fixed an issue which meant that the mission "Mysterious Sightings (3 of 4)" sometimes could not be completed.
  • Added a message to indicate that the Gate to the Research Outpost has been unlocked when the Serpentis base in the mission Worlds Collide is successfully cleared.

Miscellaneous

  • The Caldari Research Outpost Large Collidable Object now has text.
  • You can now train up to 50 skills that fit within 24 hour skill queue correctly.
  • Items are no longer getting hidden in some cases after being moved to a station container in a corporation hangar.
  • Fleet hangars: It is now possible (again) to drop items into containers of shared fleet hangars.

EVE Voice, Mail & Chat

  • An issue which caused chat invites to fail on rare occasion has now been resolved.

Drones

  • Salvage Drones will now correctly salvage the field of available and legal wrecks when being sent out automatically.
  • When a Drone group is launched, all drones will now persist that drone group.

User Interface

  • The EVE Mail notification window will no longer resize the message text/body section as it pleases.
  • Notes edited for characters are now saved after adding the character as a contact.
  • A camera panning issue in the item preview and fitting screen UI's has been fixed.
  • An issue that caused the speed indicator to vanish from view has now been resolved.
  • Ship names containing the characters < and > are now displayed properly in the character selection screen.
  • Camera 'center' settings in the Escape Menu have been renamed for clarity.
  • Fixed an issue that was causing the context menu in space to close when the grid was busy. This also applies to the Assets widow.
  • Fixed an issue where a user could end up with a negative number in the "You can create X more contracts" statement of the Contracts page.
  • Fixed an issue where certain elements of the UI became visible after jumping to another system when the UI is hidden.
  • The text in the Notifications and Log window when jumping between systems has been changed for clarity from "Jumping to X in Y" to "Jumping from X to Y".
  • The Sovereignty filter named "Empire Factions" has been correctly renamed to "Empire & Pirate Factions".
  • Fixed an issue where Shield/Armor/Structure was occasionally wrongly displaying 33% damage when in reality they were at 100% health.
  • Fixed a typo in the spelling of the Tranquility constellation.
  • Fixed an issue where the Current Speed displayed on the HUD in space would sometime stop updating.
  • The last division selected will now be remembered when opening up the Corporation hangars.
  • The Skill Queue and Character Sheet Skills lists are now sorted in the same order.
  • A "One Way Move" suppressible message has been introduced when moving items into containers which you cannot view, such as those in a Player Owned Structure or another players Fleet Hangar.
  • Can no longer add divisions to the Market Quickbar.
  • Fixed an issue where the opacity of the buttons in the Loyalty Point store would change after being used.
  • Fixed an issue where the user could open the web browser via shortcut before logging into the game proper, which would result in disconnection.
  • Corrected a display issue on the Edit Filters button within the LP Store.
  • Further improvements have been made to the speed at which containers will load up in the tree of the Inventory window. Players with numerous containers with custom names should observe a marked improvement.
  • The Sort By drop down in the Assets window has had it's width increased. As a result it will no longer cut off the text.
  • Fixed an issue where the Utility Menu of a window would not correctly reposition when resizing the client window resolution.
  • The Assets tab in the Corporation window will now correctly populate when opened up for the first time.
  • Tooltips for active modules have been updated for consistency so that passive attri.
  • Drop down fields in a filter edit window of the Inventory will display correctly and be applied when it is being edited now.
  • Fixed an issue where duplicate entries for jump destinations or show info would appear in the right click menu.
  • Radio Crystals now show the correct damage information on module tooltips.
  • The Deliveries window now persist across all stations rather than per station. In the same way the Item Hangar and Ship Hangar window do.
  • The opacity of the capacity bar in the Inventory windows will now be correct when pinning the window.
  • The Log no longer clears after session changes such as jumping/docking etc.
  • Module attribute values on tooltips now update properly during overheated cycled.
  • Fixed an issue where the back or forward button in the Inventory would remain highlighted even though you could no longer move back or forward.
  • A wreck window will no longer close when Loot All is clicked if all items cannot be moved due to lack of space. The user will now receive a modal message.
  • Fixed the display of the Incursions tooltip in the Journal and Info Panel.
  • An issue with resetting Aura's epic arc status in the tutorials has been fixed.
  • The tooltip for Modulated Strip Miner II will now show the correct yield when mining crystals are fitted.
  • The Directional Scanner will now correctly persist if left open in space.
  • We have added persistence to the Directional Scanner's "Use Tracking Camera" option. Your setting now persists through jumps and docking. If you do not use camera tracking normally but use it in the D-scanner this is now checked when opening and closing the D-scanner.
  • Salvage Drones have been added to the Scanners 'Scan Results Filter' drop down menu.
  • Fixed an issue where the incorrect icon for the browser was being used, when you first logged into the game.
  • Contracts: It is now possible again to navigate beyond page 1 when searching for auctions.
  • It is no longer possible to lose the ability to click your modules by placing your locked targets over your module buttons. Although really it was silly of you to do that in the first place, wasn't it?
  • Fixed an issue where the character sheet of a newly created character enlisted in Factional Warfare would not display correctly.
  • Rogue Drone Officer NPCs will now correctly appear in the appropriate default overviews.
  • An issue which caused high slot modules to vanish when grouped has now been resolved.

World Shaping

  • Manufacturing lines have been added to the following stations: Irnal I - Imperial Academy, Marthia I - Royal Amarr Institute School, Edmalbrurdus I - Republic University.
  • In Science & Industry window it is now possible to sort Planets by Planet Name.
  • Contributions from DUST 514 players towards the capture state in Factional Warfare systems will now correctly change the state of the system for EVE players attacking or defending the Infrastructure Hub.

Localized Clients

  • The "Open Training Queue" button in Russian localized clients no longer overlaps the Filter input field in the Character Sheet.
  • The button group line in the Planetary Interaction surveying program window has been removed to prevent it from intersecting Program Output text in localized clients.
  • Debug text should no longer appear in the labels of locked asteroids on localized clients.
  • The missing localization in Russian clients for 'Tracking camera' in the directional scanner is now present.

Graphics General

  • Minmatar ships now show correct reflections on lowest settings.
  • The tracking computer effect has been fixed to display at the correct scale when used on Titans.
  • Fixed the return of user feedback camera shake on missile impacts.
  • Fixed a gap in character necks when wearing the Military Jacket.
  • Fighters now show faction logos.
  • Collapsing wormhole animation has returned.
  • A sorting issue on the Vagabond sails has been resolved.
  • A bounding sphere issue with a certain T3 subsystem on the Loki has been resolved; this will fix issues where the ship model appeared below the camera view. This will however require players to manually clear their cache for the fix to take effect.
  • Launcher locations on the Enyo are now correct.
  • The Sarum Magnate now has the correct turret shaders applied.
  • NPCs that were missing booster trails while moving have now been fixed.
  • Resolved an effect error with animated ships, shield/armor hull effects show now follow ship animations.
  • Aliasing has been resolved for the probe scanning spheres.
  • A small geometry error has been fixed on the Abaddon.
  • Resolved a decal issue with Caldari Industrials, they should now show their manufacturer logo on the ship’s hull.
  • Resolved an issue where grouped missiles would have one stray missile deviate from the group.
  • The Sansha battlestation model will no longer remind you of a spikey banana as it's texture packing has been corrected.
  • The GPU Particle on/off setting is now remembered after each session changes.

Eve Online Retribution Patch 1.1 Deployed !
Date added: 02/19/2013

The EVE/DUST 514 Link

EVE Online: Retribution introduces the first steps in the revolutionary integration of DUST 514® into the EVE Universe.

Countless mercenaries have taken arms and are ready to meet you, their new allies and adversaries. They have joined your communication channels, your corporations, and even your wars. Their conflicts on the planet surfaces have the power to sway control of the contested systems in Factional Warfare.

Influence is a two-way street, however, and the power that capsuleers wield in the form of Tactical Strikes will be highly sought by many a strategic and opportunistic mercenary.

Your Allies in the Ground War

The DUST 514 mercenaries battle for control of planet districts. Their victory or defeat directly influences the ability of EVE pilots to conquer the contested systems of Factional Warfare. Your militia can benefit greatly by bringing mercs into the fold, if for no other reason than that is exactly what your opposing factions are doing.

DUST 514 mercenaries can join EVE corporations, providing you more options in direct communication and providing them with better information channels to aid you in securing systems for your faction.

EVE pilots can see the level of influence mercenaries currently have on a contested system by hovering over the planet icon in the onscreen System Capture Status display.

Status Panel

Meet the Mercs

The mercenaries of DUST 514 are legion, and EVE pilots can chat with them across the four dozen different systems where their NPC corporations are based. Each system below is linked to its EVElopedia entry to help you find the mercenaries closest to you.

Ana, Marthia, Kothe, Soshin, Saikanen, Autama, Jolia, Adacyne, Halle, Egbonbet, Javrendei, Kasrasi, Mesokel, Etav, Gosalav, Charra, Sahdil, Paye, Iro, Mimen, Tidacha, Dihra, Mastakomon, Vouskiaho, Vahunomi, Purjola, Usi , Inoue, Oshaima, Vuorrassi, Atai, Croleur, Ney, Dodenvale, Estene, Uphene, Odixie, Torvi, Ommare, Klaevik, Eldjaerin, Geffur, Dantbeinn, Amo, Freatlidur, Sist, Rokofur, Offugen.

Mercenaries chat and portraits are highlighted in blue in the chat channels to allow you to easily identify them. They can be invited to private chat channels and have access to both text and voice chat.

Tactical Strikes – Befriending and Bombing the Mercs

Cooperation is a catalyst in conquest, and one of the best ways to support the mercenaries who are fighting and dying to sway the battle in your favor is to back them up with extra firepower.

EVE pilots can purchase specialized turret based ammo allowing them to, upon proper coordination with mercs on the ground, fire Tactical Strikes from orbit in EVE space to the planets of DUST 514.

From a conquest perspective, you have just given your team a significant advantage on the battlefield. From a gameplay perspective, you have just taken part in making groundbreaking gaming history, opening fire from a PC-based MMORPG onto a battle in progress in a PlayStation 3-based first person shooter.

A connection that changes online gaming

These initial connections between the two facets of the EVE Universe introduce new players, new gameplay and new questions for the EVE community. Players are encouraged to take a look through the EVE-DUST 514 Link FAQ on EVElopedia for more information on this revolutionary new feature and the incredible new playerbase it brings into the EVE community.

Dev Blog: DUST 514 Enters the EVE Universe

Battlecruisers Rebalanced

Rebalancing and role development continue in Retribution 1.1 with the tweaking of Battlecruiser-class starships.  The new changes allow combat pilots to move the decision of which battlecruiser to buy away from progression and further toward their playstyle preference. 

Amarr: The often-ignored Prophecy has grown new teeth through a new role as a durable drone carrier, while the Harbinger has traded reduced hitpoints for increased damage and the ability to fit more powerful laser weapons.

Caldari: The ubiquitous missile launching Drake has been brought in line with its peers through a reduction in hitpoints and a stronger focus on kinetic damage, while the Ferox has received a significant upgrade through a new turret mounting and stronger shielding.

Gallente: The drone carrying Myrmidon has had its drone bay upgraded to allow for more damage dealing, and the Brutix has been overhauled as a faster and harder hitting close range brawler.

Minmatar: The formerly dominant Hurricane has seen the loss of one utility highslot and some speed but remains flexible and deadly with projectile weapons, while the Cyclone has been given a new role as a fast missile ship with excellent active tanking ability.

Building a Better Battlecruiser

 The relative power levels of each ship in the Battlecruiser class has been adjusted to create a more comparable set of stats across the board and to introduce more flexibility to how each particular ship can be equipped for battle. 

  • Armor and Shields – Ships on the low end of the scale have received a boost, while ships toward the top have been brought down a bit. The result is a relatively even middle ground, eliminating the difference in defensive strength that existed in the previous tiers system.

  • Module slots – The low end battlecruisers now have more slots for you to work with , while the upper tier has had some slots removed.

  • Capacitor and Powergrid – As with the above, these numbers were slightly adjusted to create a happy medium within the class.

  • Drone and Cargo Bays – Most battlecruisers have seen an increase in space and bandwidth to allow for more versatility and to accommodate a wider range of playstyles.

Tackling Armor Tanking

To properly balance these ships meant revisiting the systems they rely on, specifically Armor Tanking. Skill and module adjustments have been made to improve Armor Tanking, both active and passive, to balance it with other defensive approaches. The most notable changes are:

  • Armor Rigs - Active armor tanking rigs increase the Powergrid use of armor repairers instead of reducing ship velocity.

  • Armor Plates – The mass penalty of 50mm, 200mm, and 800mm plates has been reduced by 20%.

  • Armor Repairers – Powergrid usage of Armor Repairers has been reduced by 10% for medium modules and 20% for large modules.

  • Armor Honeycombing – This new skill reduces the mass penalty on armor plates by 5% for each level trained.

Balance, Options and Versatility

The changes to battlecruisers are less dramatic than those of the smaller ship classes, but the result is a wider range of choices within the class and more flexibility as to how they can be equipped for battle.

Dueling

It is told that the duel was originally an affair of honor, whereby two mortals drew pistol or blade in the ultimate display of one's convictions, prepared for the possibility of the most dire of outcomes. Since then, the duel has become a far more civilized affair, taking the form of a challenging sport enjoyed by society's immortal elite, using intergalactic warships and the most advanced firepower the universe has to offer.

The one aspect of dueling that hasn't changed over the countless centuries is that it is imperative that the involved parties have full understanding of both rules and consequences prior to the engagement.

Issuing a Challenge

Duel Invitation

A challenge to a duel can only be issued to other pilots in the same location as the challenger. Both pilots must be in the same station together or in space together.

To invite a pilot to a duel:

  1. Right-click the name or portrait of the pilot you wish to challenge.

  2. Select “Invite to Duel” from the menu.

A duel invitation will be sent to the selected pilot.

The opponent has a 30-second window to accept or decline the challenge. If the opponent declines the challenge or if the window of time expires before the opponent responds, the request is dropped and nothing becomes of the affair.

If the opponent accepts the challenge, the duel is initiated and a five-minute limited engagement timer begins counting down.

Note: Although a pilot may have only one challenge request active at a time, it is possible for pilots to send successive duel requests in order to expand the limited engagement to include multiple pilots in the challenge.

Rules of Engagement

Participants have five minutes from acceptance of the duel to begin battle. As soon as a single volley is fired, the timer is reset and will remain paused as long as there is active combat. Each pause in the exchange of fire will restart the timer, and each shot fired with pause it once more.

Dueling

A duel ends when one of two conditions are met:

  1. One or both of the participants' ships have been destroyed.

  2. Exchange of fire ceases for more than five minutes, allowing the timer to run out, concluding the limited engagement period.

Comments and Caveats

Historically, duels have been momentous occasions. As such, when a duel is accepted in space, all ships in the vicinity will receive notification of the event. Plan for an audience.

Duel Announcement

Challenges can only take place in High and Low security systems. Nullsec and unknown space beyond the wormholes exist outside the watchful eye of CONCORD, making the limited engagement system superfluous.

Always take the locals into consideration when issuing a duel. Crimewatch will exact justice on those who attempt to interfere in your duel, but it will not prevent them from interfering to begin with.

Dueling does not prevent, change or limit loss of any kind. The normal rules of combat, victory, and defeat still apply to combatants in a limited engagement conflict.

Dev Blog: You have insulted my honor - I demand satisfaction! Dueling comes to EVE Online

Corporation Search Tools

Ask any player what you can do to maximize your enjoyment of EVE Online and the most common answer you will receive is “Find a corporation that fits your playstyle and join it.” With so many different paths to pursue in EVE, that may seem like a tall order, but the new recruitment search features introduced in Retribution makes it easy to connect with like-minded players that are online when you are.

Corp Icon

Open the Corporation panel and click the Recruitment tab. The Recruitment section will appear with two additional tabs, Search and My Applications.

Searching for the perfect match

The Search tab has two columns. On the left is a set of choices that you can use to filter your search and on the right is a list of the matching corporations that are currently recruiting. As you update your choices on the left, new search results will appear on the right.

  • Looking for lets you choose from a wide range of gameplay options

  • Area of Operations offers a list of the four main divisions of space: High Sec, Low Sec, 0.0 Sec and Wormhole Space.

  • Languages lets you select corps that speak the tonuge you are most comfortable with

  • Playtime (EVE Time) allows you to select the window of time (GMT) that you most commonly play.

  • Size of Corporation gives you the ability to refine your search to anything from small corps to mega corps and everything in between.

  • Exclude Corporations in Alliances is a checkbox to toggle exactly what the name states.

Filter options

Sorting through your suitors

As you refine your search, the column on the right updates the list of matching corporations. The results are listed with the ones that match best at the top. The corporation information, from left to right, is the corporation icon, alliance icon (if any), Corporation name, brief message, filter match percentage.

Clicking on any given corp will display further details, their personal recruitment ad, and the names and online status of their recruiters. When you find a corporation that you like, hover your cursor over the entry and click the Apply button that appears under the match percentage. A new window will pop up where you can enter a personal message to include in your application. Enter your message and click Apply.

Corp Info

More than one application can be sent at a time, and you can follow the status of your applications using the second tab of the panel, My Applications. When a corporation accepts your application, you receive confirmation of the acceptance with a request to join. You are not a member of the corp until you click joinin the request. This allows players to keep their options open when they are waiting for responses to multiple applications.

The Corporation Recruitment tools makes finding a corporation that fits your playstyle an easy and enjoyable experience.

Tools for the recruiters

Corporation recruitment tools get a shot in the arm, too, as recruiters now have filters to sort the applications they have received. Another new feature, Welcome mails, lets lets recruiters customize a message that will automatically be sent to all applicants that accept an invitation to the corp.

Recruit Panel

Dev Blog: Corporation Recruitment Improvements For Retribution 1.1

New Updates

Engineering Advances for Black Ops Pilots

When you're deep behind enemy lines and operating dangerously beyond protocol, you want the latest tech at your disposal. We've got some new changes that will help give you an edge in those critical missions.

  • Black Ops Battleships have had their bridging systems upgraded, and can now launch covert operations deeper behind enemy lines with a smaller fuel bill
  • Properly equipped Strategic Cruisers and Blockade Runners can now light the stealthy covert beacons required to call in their support from afar
  • The CPU requirements for fitting cloaking devices on Covert Ops ships and Recon Ships have been reduced for newer pilots

War Declaration Iteration

Getting trapped in a never ending war declaration isn't much fun, so means of escape have been added to give war-trapped corporations a reasonable exit option. For those corporations that are actually at war, more historical information on allies and war performance has been added to the war reports.


Configurable Info Panels

Retribution kicks the UI up yet another notch with new features and functionality added to several commonly used info panels. Configuration options now allow you to customize the information displayed on the updated panels, and new mode settings allow you to display the panels in three different formats: normal, compact and collapsed mode.

Enhanced info panels include Autopilot Route, Current System, Factional Warfare, Incursions, Agent Missions and Planetary Interaction.

Info Panels

Devblog: All Hail the Info Panels

 

 

Eve Online: Retribution Patch Notes.
Date added: 12/04/2012

Patch notes for EVE Online: Retribution

To be released on Tuesday, December 4, 2012  

Features

Bounty Hunting

  • You can now place a bounty on any player character in New Eden, except Dev and ISD characters.
  • You can also place bounties on corporations and alliances.
  • The minimum bounty amounts are: Players (100,000 ISK), Corporations (20,000,000 ISK), Alliances (100,000,000 ISK)
  • You can view Bounty information in the Show Info window for Characters, Corporations and Alliances.
  • You can view your own bounty in the character sheet.
  • The Bounty Information in Show Info is accumulated for all bounty pools. It also has a tooltip on mouse over, to show the breakdown of all bounty pools.
  • There is a Place Bounty icon (+) in the Show info window you can use to place a bounty.
  • Bounty payout is now based on damage inflicted on the target. The payout is 20% of the loss value.
  • Bounty is now claimed on anything that generates a Kill Report. This includes, ships, pods and structures.
  • The bounty is paid to the character with the final blow, except when Concord has final blow or for self-destruct, in which case the bounty goes to highest damage dealer.
  • A fleet that claims a bounty on a player, will now get paid for the bounty. The payout is split equally amongst the fleet members.
  • Kill Reports now contain the Bounty Payout amount on them, as well as LP's awarded for the kill if they also receive LP's.
  • There are new WANTED icons that overlay on Character portraits or Corp/Alliance logos.

Bounty Office

  • The Bounty Office is now accessible in the Neocom under the Business section. This can be used at any time. (No longer restriction to stations)
  • The Bounty Office consists of the 10 Most Wanted list of Characters, Corporations and Alliances
  • The Bounty Office also shows a list of the 10 best Bounty Hunter players, Corporations and Alliances.
  • You can track how much bounty you have added to entities in EVE with the My Bounties list.
  • Your bounties list is sorted by the most recent bounty that you have contributed to at the top of the list.
  • You can search for a Most Wanted target if they are not in the top 10 list. It will show their place in the universe with 5 others above, and the 5 below.
  • There is a Place Bounty icon (+) on each entry in all three lists (Most Wanted, Top Bounty Hunters, My Bounties)
  • There is a Place Bounty section at the bottom of the Bounty Office. You can search for characters, corporations or alliances to place a bounty here.
  • You can drag a character from chat into the place bounty section.
  • The Most Wanted/Top Bounty Hunters in each list will be visibly larger than the rest.

  Crimewatch

  • The crimewatch system controlling the outcomes and penalties for combat has been overhauled as explained in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73443
  • Crimewatch flags
    • Criminal Countdown’ flags (and the associated ‘Global Criminal Countdown’) have been replaced by a number of more specific flags, each with its own set of triggers and consequences.
      • The flags are displayed in the upper-left area of the client, and each shows how much time is remaining.
      • The flags will follow a player as he travels between systems (including in and out of wormholes).
      • When using assistance modules on another player, you will inherit their Weapons, PVP, NPC and Legal flags.
      • Flag types:
        • Weapons Timer:
          • Triggered by activating your weapons against another player.
          • Will prevent docking, jumping and switching ships in space as long as it is active.
          • Duration: 60 seconds
        • PVP Timer:
          • Triggered by using your weapons against another player, or another player using their weapons against you.
          • Will delay your ship being removed from space if you log off whilst the flag is active.
          • Duration: 15 minutes.
          • This flag can be created and extended indefinitely whilst logged off, if your ship is not safely removed from space beforehand.
        • NPC Timer:
          • Triggered by using your weapons against an NPC, or an NPC using their weapons against you.
          • Will delay your ship being removed from space if you log off if you log off whilst the flag is active.
          • Duration: 5 minutes.
          • This flag is not extended whilst logged off
        • Legal Timer:
          • Triggered by performing illegal acts in Empire space (High and Low sec).
    • Criminal acts:
      • Illegally attacking another player in high sec. Illegally attacking another player’s capsule in low sec.
      • Having a Criminal flag will make you a legal target for all other players. In high-sec, CONCORD will attack anyone with a Criminal flag.
    • Suspect acts:
      • Illegally attacking another player’s ship (but not capsule) in low sec.
      • Assisting a non-corpmate who has a PVP flag and is in active a war.
      • Assisting someone who is in an Limited Engagement towards targets who cannot legally attack you.
      • Taking from a container in space that you do not have loot rights rights to.
      • Having a Suspect flag will make you a legal target for all other players.
      • CONCORD will NOT attack a character just for having a Suspect flag.
    • Global targets:
      • A player is a legal global target if he has a Suspect flag, a Criminal flag or is an Outlaw (has a security status below -5)
  • Limited Engagements
    • A Limited Engagement is a temporary flag between a pair of characters allowing them to legally fight each other.
    • A Limited engagement is created when a global target is attacked by someone who cannot be legally attacked back.
    • It will expire if no offensive combat occurs between the two characters for 5 minutes.
    • A list of all your Limited Engagements is displayed along with the other combat flags in the upper-left area of the client.
  • Overview settings
    • New overview options for Suspects, Criminals, Limited Engagement targets have been added. Existing overview settings should be checked to ensure the order of these states is correct for you.
  • Security status
    • The way that security status penalties are applied for illegal attacks has changed.
    • The penalty is now applied for any aggressive action that results in a Criminal or Suspect flag at the point that the first action occurs. (Previously a small penalty was applied upon the initial action, and then a larger penalty if the victim was killed without retaliation).
    • Criminal actions will give a larger penalty than Suspect actions. The penalty is modified based on the security-level of the location, and the difference in security status of the attacker and defender.
  • Sentry guns
    • Sentry guns will only respond to anyone who incurs a security status penalty in their vicinity.
    • A character with sentry aggression that leaves the vicinity (by warping away) and then returns will no longer be considered a target for sentry guns, unless he commits another illegal attack.
    • They will not respond to illegal aggressions that occurred elsewhere – Attacking another player at a belt or other site and then warping to a gate/station will now no longer result in sentry aggression.
    • Sentry guns will no longer attack drones, only ships
  • Loot Rights
    • All containers in space (including wrecks) have associated loot rights, specifying who can legally take from them.
    • Taking from a container illegally will give the thief a Suspect flag.
    • If a container is owned by a character whom you can legally attack (due to war, engagements or any other reason), then you can legally take from that container.
  • Safety switch
    • A number of “Are you sure?” dialogs relating to committing illegal actions have been removed, and replaced with a Safety Switch system.
    • The safety switch has three levels: Full, Partial, and Off. The safety level can be set at any time via the new button on the ship HUD UI.
    • At login, the safety will always reset to Full.
    • Full Safety will prevent your ship from performing any action that results in a Suspect or Criminal flag.
    • Partial Safety will prevent your ship from performing any action that results in a Criminal flag, but will allow any Suspect acts without any further confirmation whatsoever.
    • Turning safeties off will mean that your ship will perform any action without further confirmation, even if that action will result in a Criminal or Suspect flag. Note that turning this off in high-sec will mean you can very easily become a target for CONCORD. You are fully responsible for what you do with this button!

  Kill Rights

  • A Kill Right is now created when aggressing a ship illegally in hisec or aggressing a pod in lowsec.
  • To use a Kill Right now means activating a Suspect flag on the target of the Kill Right. The Suspect flag has a 15 minutes timer and allows anyone to legally engage the suspect.
  • If the target of a Kill Right is killed while a suspect, the Kill Right is used up (removed).
  • Players can make their Kill Rights available to other players. This is done through the Kill Rights panel in the character sheet.
  • Players can make their Kill Right available to everyone, or to specific entities like a corp or a character. They can also attach a price to activating the Kill Right.
  • Players can cancel availability on their Kill Rights, but this does not affect engagement already taking place.
  • Players are notified of changes in availability on a Kill Right where they are the target.
  • If a Kill Right leads to a kill (i.e. the Kill Right is used up), the Kill Report indicates whom the target was killed on behalf of.
  • There is a new overview and chat channel icon available for players to show those with available Kill Right

  New Ships

  • Four new destroyers are being introduced.
  • Dragoon:
    • Role bonuses: 25% bonus to Drone Microwarpdrive speed
    • Destroyer bonuses: 10% bonus to drone damage, hitpoints and 20% bonus to energy vampire and energy neutralizer transfer range per level
    • Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers
    • Fittings: 58 PWG, 150 CPU
    • Defense (shields / armor / hull): 750 / 950 / 850
    • Capacitor (amount / recharge rate / cap per second): 600 / 275 s / 2.18
    • Mobility (max velocity / agility / mass / align time): 240 / 2.87 / 1700000 / 4.28 s
    • Drones (bandwidth / bay): 25 / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6
    • Sensor strength: 10 Radar
    • Signature radius: 66
  • Corax:
    • Role bonuses: 50% role bonus on Light Missile and Rocket Max Velocity
    • Destroyer bonuses: 5% bonus to light missile, rocket kinetic damage and 10% bonus to light missile, rocket explosion velocity per level
    • Slot layout: 7 H, 4 M, 2 L, 0 turrets, 7 launchers
    • Fittings: 48 PWG, 210 CPU
    • Defense (shields / armor / hull): 950 / 750 / 750
    • Capacitor (amount / recharge rate / cap per second): 500 / 320 s / 1.56
    • Mobility (max velocity / agility / mass / align time): 235 / 2.7 / 1900000 / 4.8 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7
    • Sensor strength: 12 Gravimetric
    • Signature radius: 69
  • Algos:
    • Role bonuses: 25% role bonus to drone microwarpdrive speed
    • Destroyer bonuses: 10% bonus to drone damage, hitpoints and 10% bonus to small hybrid turret tracking per level
    • Slot layout: 6 H, 3 M, 3 L, 5 turrets, 0 launchers
    • Fittings: 55 PWG, 160 CPU
    • Defense (shields / armor / hull): 800 / 850 / 950
    • Capacitor (amount / recharge rate / cap per second): 550 / 350 s / 1.57
    • Mobility (max velocity / agility / mass / align time): 245 / 2.85 / 1600000 / 4.27 s
    • Drones (bandwidth / bay): 35 / 60
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7
    • Sensor strength: 11 Magnetometric
    • Signature radius: 72
  • Talwar:
    • Role bonuses: 50% role bonus on Light Missile and Rocket Max Velocity
    • Destroyer bonuses: 5% bonus to light missile, rocket explosive damage and 15% reduction in microwarpdrive signature radius penalty per level
    • Slot layout: 7 H, 3 M, 3 L, 0 turrets, 7 launchers
    • Fittings: 51 PWG, 200 CPU
    • Defense (shields / armor / hull): 850 / 800 / 800
    • Capacitor (amount / recharge rate / cap per second): 450 / 290 s / 1.55
    • Mobility (max velocity / agility / mass / align time): 255 / 2.9 / 1650000 / 4.48 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6
    • Sensor strength: 9 Ladar
    • Signature radius: 60
  • The four new destroyer blueprints (Dragoon, Corax, Algos, Talwar) can be obtained through their respective faction space for 7-8 million ISK each
  • A new ORE mining frigate is being added for rookie miners.
  • Venture:
    • Role bonus: 100% role bonuses to mining and gas cloud harvesting amount
    • Mining Frigate bonuses: 5% to mining yield and 5% reduction in Gas Cloud Harvester cycle duration per level
    • Slot layout: 3 H, 3 M, 1 L, 2 turrets, 0 launchers
    • Fittings: 45 PWG, 240 CPU
    • Defense (shields / armor / hull): 225 / 175 / 200
    • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
    • Mobility (max velocity / agility / mass / align time): 335 / 3.6 / 1200000 / 4.04 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 15km / 750 / 5
    • Sensor strength: 4 Magnetometric
    • Signature radius: 40
  • The new mining frigate blueprint may be obtained in Outer Ring through the ORE faction stations
  • The new mining frigate may also be acquired by running the Industrial Career Path

  Skills

  • The new Mining Frigate skill may be obtained through the regular academy stations for 36000 ISK
    • Rank 2
    • Spaceship Command Level I prerequisite
    • Primary attribute is perception, with willpower as secondary
  • Radar Sensor Compensation, Gravimetric Sensor Compensation, Magnetometric Sensor Compensation and Ladar Sensor Compensation skills have been added to the market for 180000 ISK each
    • These increase their specific sensor strength by 4% per level
    • All rank 2
    • Electronics Level IV prerequisite
    • Primary attribute is intelligence, with memory as secondary

  Modules

  • The new Micro Jump Drive battleship module has been added:
    • Skill: Micro Jump Drive Operation. Seeded on market.
    • Spool up time 12 sec. Jumps 100 km. Cooldown 3 minutes. Battleship only. Affected by warp scramblers. Increases base sig radius.
    • Blueprint copies drop from hacking sites and pirate commander/officer loot.
  • 5 New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
  • New Salvage Drones have been added:
    • Skill: Salvage Drone Operation. Seeded on market.
    • Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
    • Can be automated to salvage white and blue wrecks.
    • Can be manually set to salvage any wreck in range by targeting the wreck and choosing to salvage it.
    • Salvage drone blueprint is seeded on market.

  Miscellaneous

  • Players can now elect to "safe log off" from the Esc menu or ship context menu; this can only be attempted while their ship is essentially inactive, and will remove their ship from space after thirty seconds. Logging off safely in this manner does not close the client and can be aborted at any time

 

 Changes

Science and Industry

  • Rorquals can now use the ore hold for ore compression jobs, in addition to the cargo hold and the fleet hangar.

  User Interface

  • Players now have more control over their searches. They can now search for Partial Terms, Exact Terms, Exact Phrase, and Only Exact Phrase
  • New corporation finder:
    • Makes searching for corporations easier.
    • Easier to understand search categories.
    • Clearer presentation of matching criteria and corporation key facts
  • New corporation advertisements:
    • Corp Ad creation UI has been revamped.
    • Corp Ads now show the matched criteria for better clarity
  • Expanded Module Tooltips and Information
    • Additional information presented
    • More active modules supported (20 more groups containing over 1200 modules)
    • Mousing over an active module shows a hairline pointing to the target which it is directed at
    • Mousing over an offensive module highlights all new 'In-Range' brackets within the module's range
  • New resistance icons
    • Graphically presents the resistance types of resistance hardeners
  • Selected Item camera tracking mode
    • When the Tracking Camera mode is selected the camera will keep both you and your selected item or target on screen
    • Via the Selected Item menu you can set the exact point on your HUD where your selected item or target will be visible
    • By default the "C key" toggles the mode on/off
  • Restyled targets and brackets
    • Now better matching the look and feel of your HUD for a more uniform appearance
    • Increased precision in the display of target damage
    • Selected item bracket can no longer be confused with station icons
    • Clearer difference in locked targets and active targets
    • Ships within your targeting range now have added 'In-Range' brackets
    • Locked targets can now be dragged and dropped onto a new row so friendly targets can be kept separate from enemies
  • New Damage Notification stream
    • All new design allowing you to view multiple damage notifications simultaneously
    • Damage Notifications can be moved to any position on screen via a mode in HUD options
    • Warning and General notification messages are now displayed in a separate area and are now movable also
  • Enemy DPS indicator
    • Aggressors damaging you in the previous 2 minutes are now visually highlighted by a red circular indicator
    • Up to 5 enemies damaging you are highlighted with 5 levels of indicator intensity
  • Miscellaneous
    • Drag & Drop functionality has been added to the Directional Scanner results so you can drag scan results directly into chat
    • When your Fleet is viewed as a hierarchy your name and the Wing/Squad in which you are located are highlighted in green
    • The Character Sheet will now always open on the section you were viewing when you last closed it
    • The Repairshop will now only list items which are damaged
    • Showing Info on stations now includes the security status of the system in which the station is located
    • The 'Quantity' field will be highlighted by default on newly opened Buy/Modify windows so you don't need to mouse-click before modifying the quantity
    • Back and Forward buttons have been added to the Market browser so you can browse back and forth through viewed items and sections
    • Fitting Management now remembers your last selection (Personal/Corp fittings)

  Loyalty Point Store

  • After hearing numerous cries of despair from our playerbase and sacrificing a few EVE Developers to the evil Python gods, it is now possible to buy offers in bulk from the Loyalty Point Stores. Just select a number on the contextual menu that appears when pressing “buy”.

  Factional Warfare

  • Improved Alliance display to make it clearer when Factional Warfare is joined. This is shown on:
    • The login screen
    • Character sheet
    • Character, corporation and alliance show-infos
    • Corporation management and recruitment windows.
  • Factional Warfare complex naming and access restrictions have been revamped
    • “Minor” complexes have been renamed “novice” and now only accept tech1 frigates only (including navy or pirate - no tech2 variants allowed)
    • “Standard” complexes have been renamed “small” and now accept all frigates (including tech1, tech2 and all pirate / navy variantions) plus all destroyer variants (including tech1 and tech2 variations)
    • “Major” complexes (except for Compound and Stronghold types) has been renamed “medium” and now allow all frigate variations plus all cruiser variations (including tech1, tech2, pirate and navy variations but NOT tech3 cruisers)
    • “Major Compound” and “Major Stronghold” complexes have been renamed “Large Compound” and “Large Stronghold” and still have no ship restriction to enter
  • Factional Warfare complex layout has been altered
    • All capture beacons have been moved to 10km away from the warp-in point
    • Capture range have been set to 30km radius for all complexes, no matter their faction or sizes
  • Factional Warfare Complex NPCs have been overhauled
    • Complex NPCs have been reduced in numbers from 10-16 per room to either 1 or 2. NPCs will spawn one after the other, once a specific timer has elapsed
    • Complex NPC attributes have been changed to better suit a PvP environment while discouraging quick farming (very low damage output, average to high defenses, excellent mobility, no E-war, all use turrets)

World Shaping

  • A jump connection between Kurniainen (Bleak Lands) and Isbrabata (Metropolis) has been added
  • A jump connection between Siseide (Heimatar) to Eszur (Metropolis) has been added
  • A jump connection between Gulmorogod (Heimatar) to Egmar (Metropolis) has been added
  • 1/10 and 2/10 static DED complexes have been moved to the exploration system
  • The 2/10 DED sites which could already be found through exploration have had their scanning difficulty increased slightly to be in line with other sites

  War Changes

  • Added Retract War option for aggressor if defender has set war to mutual.
  • Removed multiplier for other wars when declaring war cost.War declaration cost now starts scaling sooner up for number of characters in defender corp/alliance. It will now start to increase with the 51st member and reach the ceiling of 500 million at 2000 members.

  Ships

  • Retribution is our second-step iteration on our ship rebalancing initiative. Please refer to this Blog for more details.
  • This release affects 40 ships total, including frigates, destroyers and cruisers, 5 of which are new hulls (4 new destroyers and one new mining frigate).
  • Listed vessels below may have had their manufacturing mineral requirements adjusted through “extra materials” to reflect possible role changes.
  • The Impairor Tracking Disruptor bonus has been increased from 10% to 15%.
  • The Velator Remote Sensor Dampening bonus has been increased from 10% to 15%.
  • The Reaper Target Painting bonus has been increased from 10% to 15%.
  • The powergrid output of the Hurricane has been reduced to 1125.
  • Blockade Runners are now immune to cargo scanners.
  • The Muninn text description was updated to bring it's formatting in line with other Tech II variant ships.
  • The description for the Coercer has been updated, changing "Royal Navy" to "Imperial Navy".
  • All ships have had their Meta Level adjusted in line with the balancing changes.
  • All rebalanced ships have had their descriptions updated to quickly tell you what they do.
  • Freighters and jump freighters have been upgraded with a jettison tube and can freely jettison, scoop and move items between containers. They are still not able to load or scoop assembled containers into their cargo hold, except freight containers.
  • Kestrel:
    • Caldari Frigate bonuses: +5% to missile damage and +10% to missile velocity per level
    • Slot layout: 4 H, 4 M, 2 L, 0 turrets, 4 launchers
    • Fittings: 45 PWG, 180 CPU
    • Defense (shields / armor / hull): 500 / 350 / 350
    • Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
    • Mobility (max velocity / agility / mass / align time): 320 / 3.27 / 1163000 / 3.56 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 620 / 5
    • Sensor strength: 11 Gravimetric
    • Signature radius: 38
  • Tristan:
    • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +10% to drone tracking and hitpoints per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 35 PWG, 130 CPU
    • Defense (shields / armor / hull): 350 / 450 / 650
    • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.44 / 1106000 / 3.56 s
    • Drones (bandwidth / bay): 25 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5
    • Sensor strength: 9 Magnetometric
    • Signature radius: 41
  • Breacher:
    • Minmatar Frigate bonuses: +5% missile damage and +7.5% shield boost amount per level
    • Slot layout: 3 H, 4 M, 3 L, 0 turrets, 3 launchers
    • Fittings: 35 PWG, 180 CPU
    • Defense (shields / armor / hull): 500 / 350 / 300
    • Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
    • Mobility (max velocity / agility / mass / align time): 350 s / 3.16 / 1087000 / 3.21 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 650 / 4
    • Sensor strength: 8 Ladar
    • Signature radius: 36
  • Crucifier:
    • Amarr Frigate bonuses: +7.5% tracking disruptor effectiveness and +10% tracking disruptor optimal range
    • Slot layout: 2 H, 4 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 27 PWG, 235 CPU
    • Defense (shields / armor / hull): 250 / 400 / 350
    • Capacitor (amount / recharge rate / cap per second): 330 / 180 s / 1.83
    • Mobility (max velocity / agility / mass / align time): 350 / 3.35 / 1064000 / 3.34 s
    • Drones (bandwidth / bay): 15 / 45
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km / 540 / 6
    • Sensor strength: 14 Radar
    • Signature radius: 38
  • Griffin:
    • Caldari Frigate bonuses: +15% to ECM strength and -10% to ECM capacitor use per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 24 PWG, 240 CPU
    • Defense (shields / armor / hull): 400 / 250 / 250
    • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
    • Mobility (max velocity / agility / mass / align time): 350 / 3.5 / 1056000 / 3.46 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 500 / 6
    • Sensor strength: 17 Gravimetric
    • Signature radius: 45
  • Maulus:
    • Gallente Frigate bonuses: +7.5% remote sensor dampener effectiveness and -10% remote sensor dampener capacitor use per level
    • Slot layout: 2 H, 4 M, 3 L, turrets, launchers
    • Fittings: 28 PWG, 230 CPU
    • Defense (shields / armor / hull): 300 / 350 / 400
    • Capacitor (amount / recharge rate / cap per second): 275 / 150 s / 1.83
    • Mobility (max velocity / agility / mass / align time): 375 / 3.25 / 1063000 / 3.23 s
    • Drones (bandwidth / bay): 20 / 30
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 520 / 6
    • Sensor strength: 16 Magnetometric
    • Signature radius: 40
  • Vigil:
    • Minmatar Frigate bonuses: +10% to target painter optimal range and +7.5% to target painter effectiveness per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 26 PWG, 225 CPU
    • Defense (shields / armor / hull): 350 / 300 / 300
    • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.80
    • Mobility (max velocity / agility / mass / align time): 410 / 3.22 / 1080000 / 3.25 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 560 / 6
    • Sensor strength: 12 Ladar
    • Signature radius: 34
  • Magnate:
    • Amarr Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 3 M, 4 L, 2 turrets, 2 launchers
    • Fittings: 26 PWG, 230 CPU
    • Defense (shields / armor / hull): 250 / 350 / 250
    • Capacitor (amount / recharge rate / cap per second): 325 / 180 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 350 / 3.8 / 1072000 / 3.81 s
    • Drones (bandwidth / bay): 15 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
    • Sensor strength: 10 Radar
    • Signature radius: 39
  • Heron:
    • Caldari Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 5 M, 2 L, 2 turrets, 2 launchers
    • Fittings: 24 PWG, 260 CPU
    • Defense (shields / armor / hull): 400 / 200 / 200
    • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
    • Mobility (max velocity / agility / mass / align time): 340 / 3.57 / 1150000 / 3.84 s
    • Drones (bandwidth / bay): 15 / 35
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
    • Sensor strength: 12 Gravimetric
    • Signature radius: 40
  • Imicus:
    • Gallente Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 4 M, 3 L, 1 turrets, 0 launchers
    • Fittings: 21 PWG, 250 CPU
    • Defense (shields / armor / hull): 275 / 325 / 275
    • Capacitor (amount / recharge rate / cap per second): 270 / 150 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 330 / 4.15 / 997000 / 3.87 s
    • Drones (bandwidth / bay): 20 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
    • Sensor strength: 11 Gravimetric
    • Signature radius: 41
  • Probe:
    • Minmatar Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 4 M, 3 L, 2 turrets, 2 launchers
    • Fittings: 25 PWG, 240 CPU
    • Defense (shields / armor / hull): 300 / 300 / 225
    • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 360 / 3.58 / 1123000 / 3.76 s
    • Drones (bandwidth / bay): 15 / 35
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
    • Sensor strength: 9 Ladar
    • Signature radius: 38
  • Inquisitor:
    • Role bonus: +500% role bonus to Remote Armor Repair System Range
    • Amarr Frigate bonuses: +10% Remote Armor repair Amount and -10% Remote Armor Repair Capacitor Use per level
    • Slot layout: 3 H, 2 M, 4 L, 2 turrets, 0 launchers
    • Fittings: 51 PWG, 135 CPU
    • Defense (shields / armor / hull): 225 / 500 / 330
    • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 900 / 7
    • Sensor strength: 10 Radar
    • Signature radius: 34
  • Bantam:
    • Role bonus: +500% role bonus to Shield Transfer Range
    • Caldari Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
    • Slot layout: 3 H, 4 M, 2 L, 2 turrets, 0 launchers
    • Fittings: 39 PWG, 215 CPU
    • Defense (shields / armor / hull): 500 / 225 / 310
    • Capacitor (amount / recharge rate / cap per second): 380 / 190 s / 2
    • Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 850 / 7
    • Sensor strength: 12 Gravimetric
    • Signature radius: 35
  • Navitas:
    • Role bonus: +500% role bonus to Remote Armor Repair System Range
    • Gallente Frigate bonuses: +10% Remote Armor Repair Amount and -10% Remote Armor Repair capacitor use per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 49 PWG, 145 CPU
    • Defense (shields / armor / hull): 250 / 400 / 335
    • Capacitor (amount / recharge rate / cap per second): 390 / 195 s / 2
    • Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 875 / 7
    • Sensor strength: 11 Magnetometric
    • Signature radius: 36
  • Burst:
    • Role bonus: +500% role bonus to Shield Transfer Range
    • Minmatar Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 40 PWG, 205 CPU
    • Defense (shields / armor / hull): 400 / 250 / 290
    • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
    • Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 925 / 7
    • Sensor strength: 9 Ladar
    • Signature radius: 33
  • Coercer:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
    • Fittings: 85 PWG, 168 CPU
    • Defense (shields / armor / hull): 700 / 900 / 800
    • Capacitor (amount / recharge rate / cap per second): 700 / 370 s / 1.89
    • Mobility (max velocity / agility / mass / align time): 255 / 2.77 / 1650000 / 4.3 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 525 / 6
    • Sensor strength: 10 Radar
    • Signature radius: 62
  • Cormorant:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launcher
    • Fittings: 68 PWG, 200 CPU
    • Defense (shields / armor / hull): 900 / 700 / 700
    • Capacitor (amount / recharge rate / cap per second): 600 / 320 s / 1.875
    • Mobility (max velocity / agility / mass / align time): 250 / 2.78 / 1700000 / 4.4 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 475 / 7
    • Sensor strength: 12 Gravimetric
    • Signature radius: 65
  • Catalyst:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
    • Fittings: 70 PWG, 178 CPU
    • Defense (shields / armor / hull): 750 / 800 / 900
    • Capacitor (amount / recharge rate / cap per second): 650 / 350 s / 1.85
    • Mobility (max velocity / agility / mass / align time): 265 / 2.76 / 1550000 / 4 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km / 500 / 7
    • Sensor strength: 11 Magnetometric
    • Signature radius: 68
  • Thrasher:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launchers
    • Fittings: 70 PWG, 170 CPU
    • Defense (shields / armor / hull): 800 / 750 / 750
    • Capacitor (amount / recharge rate / cap per second): 550 / 290 s / 1.89
    • Mobility (max velocity / agility / mass / align time): 270 / 2.8 / 1600000 / 4.2 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27km / 550 / 6
    • Sensor strength: 9 Ladar
    • Signature radius: 56
  • Augoror:
    • Role bonuses: +1000% remote armor repair system and energy transfer array range. +200% energy transfer amount
    • Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
    • Slot layout: 5 H, 3 M, 5 L, 3 turrets, 0 launchers
    • Fittings: 650 PWG, 275 CPU
    • Defense (shields / armor / hull): 1000 / 1650 / 1550
    • Capacitor (amount / recharge rate / cap per second): 1500 / 300 s / 5
    • Mobility (max velocity / agility / mass / align time): 210 / 0.68 / 10730000 / 6.8 s
    • Drones (bandwidth / bay): 20 / 20
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 62.5km / 385 / 8
    • Sensor strength: 14 Radar
    • Signature radius: 90
  • Osprey:
    • Role bonuses: +1000% to shield transfer and energy transfer array range. +200% energy transfer amount
    • Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
    • Slot layout: 5 H, 5 M, 3 L, 1 turrets, 2 launchers
    • Fittings: 425 PWG, 410 CPU
    • Defense (shields / armor / hull): 1650 / 1000 / 1450
    • Capacitor (amount / recharge rate / cap per second): 1375 / 275 s / 5
    • Mobility (max velocity / agility / mass / align time): 200 / 0.59 / 11230000 / 6.2 s
    • Drones (bandwidth / bay): 20 / 20
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 350 / 8
    • Sensor strength: 16 Gravimetric
    • Signature radius: 95
  • Exequror:
    • Role bonuses: +1000% remote armor repair system range and +100% drone repair amount
    • Gallente Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
    • Slot layout: 3 H, 4 M, 6 L, 3 turrets, 0 launchers
    • Fittings: 610 PWG, 275 CPU
    • Defense (shields / armor / hull): 1000 / 1400 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1375 / 264 s / 5.2
    • Mobility (max velocity / agility / mass / align time): 240 / 0.61 / 11020000 / 6.3 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 365 / 8
    • Sensor strength: 15 Magnetometric
    • Signature radius: 80
  • Scythe:
    • Role bonuses: +1000% to shield transfer and +100% drone repair amount
    • Minmatar Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
    • Slot layout: 3 H, 5 M, 5 L, 2 turrets, 1 launchers
    • Fittings: 310 PWG, 315 CPU
    • Defense (shields / armor / hull): 1400 / 1100 / 1300
    • Capacitor (amount / recharge rate / cap per second): 1250 / 240 s / 5.2
    • Mobility (max velocity / agility / mass / align time): 250 / 0.6 / 11110000 / 6.2 s
    • Drones (bandwidth / bay): 45 / 45
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 400 / 8
    • Sensor strength: 13 Ladar
    • Signature radius: 75
  • Arbitrator:
    • Amarr Cruiser bonuses: +7.5% tracking disruptor strength and +10% drone damage, hitpoints, mining amount per level
    • Slot layout: 4 H, 4 M, 5 L, 2 turrets, 2 launchers
    • Fittings: 575 PWG, 325 CPU
    • Defense (shields / armor / hull): 1100 / 1500 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1375 / 490 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
    • Drones (bandwidth / bay): 50 / 150
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 285 / 7
    • Sensor strength: 15 Radar
    • Signature radius: 130
  • Blackbird:
    • Caldari Cruiser bonuses: +12.5% ECM optimal, falloff and +15% ECM strength per level
    • Slot layout: 4 H, 6 M, 3 L, 3 turrets, 3 launchers
    • Fittings: 525 PWG, 425 CPU
    • Defense (shields / armor / hull): 1400 / 1200 / 1400
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
    • Sensor strength: 18 Magnetometric
    • Signature radius: 135
  • Celestis:
    • Gallente Cruiser bonuses: +7.5% remote sensor dampener strength and +10% remote sensor dampener optimal, falloff per level
    • Slot layout: 3 H, 5 M, 5 L, 3 turrets, 3 launchers
    • Fittings: 575 PWG, 375 CPU
    • Defense (shields / armor / hull): 1200 / 1300 / 1700
    • Capacitor (amount / recharge rate / cap per second): 1300 / 463 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 210 / 0.505 / 12070000 / 5.9 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
    • Sensor strength: 18 Magnetometric
    • Signature radius: 135
  • Bellicose:
    • Minmatar Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and +7.5 target painting strength per level
    • Slot layout: 4 H, 5 M, 4 L, 0 turrets, 4 launchers
    • Fittings: 575 PWG, 360 CPU
    • Defense (shields / armor / hull): 1400 / 1200 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 240 / 0.51 / 11550000 / 5.5 s
    • Drones (bandwidth / bay): 40 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300 / 7
    • Sensor strength: 14 Ladar
    • Signature radius: 120
  • Omen:
    • Amarr Cruiser bonuses: -5% medium energy turret rate of fire and -10% medium energy turret capacitor use per level
    • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
    • Fittings: 925 PWG, 315 CPU
    • Defense (shields / armor / hull): 1200 / 1700 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1475 / 526 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 235 / 0.51 / 11650000 / 5.6 s
    • Drones (bandwidth / bay): 40 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 6
    • Sensor strength: 15 Radar
    • Signature radius: 115
  • Caracal:
    • Caldari Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and maximum velocity per level
    • Slot layout: 5 H, 5 M, 4 L, 0 turrets, 5 launchers
    • Fittings: 630 PWG, 430 CPU
    • Defense (shields / armor / hull): 1700 / 1200 / 1400
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 230 / 0.46 / 11910000 / 5.1 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270 / 6
    • Sensor strength: 16 Gravimetric
    • Signature radius: 125
  • Thorax:
    • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +7.5% medium hybrid turret tracking per level
    • Slot layout: 5 H, 4 M, 5 L, 5 turrets, 0 launchers
    • Fittings: 820 PWG, 330 CPU
    • Defense (shields / armor / hull): 1200 / 1600 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1450 / 517 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 240 / 0.49 / 11280000 / 5.2 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
    • Sensor strength: 15 Magnetometric
    • Signature radius: 120
  • Stabber:
    • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +7.5% medium projectile turret falloff per level
    • Slot layout: 6 H, 4 M, 4 L, 4 turrets, 2 launchers
    • Fittings: 715 PWG, 340 CPU
    • Defense (shields / armor / hull): 1600 / 1300 / 1300
    • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 290 / 0.5 / 1140000 / 5.3 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 320 / 5
    • Sensor strength: 13 Ladar
    • Signature radius: 100
  • Maller:
    • Amarr Cruiser bonuses: +5% medium energy turret damage and +5% to all armor resistances per level
    • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
    • Fittings: 1150 PWG, 300 CPU
    • Defense (shields / armor / hull): 1000 / 2300 / 1700
    • Capacitor (amount / recharge rate / cap per second): 1625 / 465 s / 3.49
    • Mobility (max velocity / agility / mass / align time): 195 / 0.52 / 12050000 / 5.9 s
    • Drones (bandwidth / bay): 15 / 15
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280 / 6
    • Sensor strength: 16 Radar
    • Signature radius: 130
  • Moa:
    • Caldari Cruiser bonuses: +5% medium hybrid turret damage and +5% to all shield resistances per level
    • Slot layout: 5 H, 5 M, 4 L, 5 turrets, 0 launchers
    • Fittings: 850 PWG, 380 CPU
    • Defense (shields / armor / hull): 2300 / 1000 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1500 / 475 s / 3.15
    • Mobility (max velocity / agility / mass / align time): 190 / 0.52 / 12220000 / 5.9 s
    • Drones (bandwidth / bay): 15 / 15
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260 / 7
    • Sensor strength: 17 Gravimetric
    • Signature radius: 135
  • Vexor:
    • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +10% drone damage, hitpoints, mining amount per level
    • Slot layout: 4 H, 4 M, 5 L, 4 turrets, 0 launchers
    • Fittings: 800 PWG, 300 CPU
    • Defense (shields / armor / hull): 1100 / 2000 / 2000
    • Capacitor (amount / recharge rate / cap per second): 1450 / 483 s / 3
    • Mobility (max velocity / agility / mass / align time): 205 / 0.53 / 11310000 / 5.6 s
    • Drones (bandwidth / bay): 75 / 125
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
    • Sensor strength: 16 Magnetometric
    • Signature radius: 145
  • Rupture:
    • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +5% medium projectile damage per level
    • Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
    • Fittings: 860 PWG, 350 CPU
    • Defense (shields / armor / hull): 1500 / 1800 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
    • Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
    • Drones (bandwidth / bay): 30 / 30
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
    • Sensor strength: 15 Ladar
    • Signature radius: 125

  Skills

  • The Guided Precision skill has been changed to affect all missiles.
  • Assault Missiles skill has been renamed Heavy Assault Missiles.
  • A number of skills have had their volume changed from 0.00m3 to 0.01m3 to bring them in line with all the other skills in game.
  • The Afterburner skill has been changed to now reduce duration by 5% (as opposed to increase by 10%) and reduces capacitor usage by 10% per level.

  Modules

  • All medium Remote Armor Repair System and Medium Shield Transporter modules have been changed to be more useful as a whole and to fit with the Auguror, Osprey, Exequror and Scythe role changes
  • Optimal Range and Falloff of all ECM modules have been reduced by 10% (ECM ship bonuses have been increased to compensate)
  • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%, and ships with Sensor Dampener bonuses have had their bonus increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values (bonuses on ships having Tracking Disruption strength have been increased to 7.5% to compensate)
  • Ships with Target Painting Strength bonus have been increased from 5% to 7.5% per level for tech1 hulls, and from 7.5% to 10% for tech2
  • Optimal Range and Falloff of all ECM modules have been reduced by 10%
    • The ECM range bonuses on the Blackbird, Kitsune and Tengu Obfuscation Manifold have been increased to 12.5% per level, and on the Scorpion to 25% per level
    • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%
      • The Remote Sensor Dampener effectiveness bonuses on the Maulus, Keres, Celestis, Lachesis, and Arazu have been increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values
    • The Tracking Disruptor effectiveness bonuses on the Crucifier, Sentinel, Arbitrator, Pilgrim, and Curse have been increased to 7.5% per level
  • The Target Painting effectiveness bonuses on the Vigil and Bellicose have been increased to 7.5% per level, and the Golem, Hynea, Huginn and Rapier to 10% per level
  • Ancillary Shield Booster
    • Reduced capacity – 7 regular booster or 9 navy boosters.
    • Increased cap need when running without boosters.
    • X-Large booster now has duration of 5 seconds instead of 4.
  • Reactive Armor Hardener
    • Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
    • Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).
  • Target Spectrum Breaker
    • Reduced duration to 8 seconds
    • Reduced scan resolution penalty to 25%
  • Launching a Warp Disrupt Probes is no longer an offensive action, and as such will not incur a weapons timer
  • Changes to cargo containers and probes can be viewed in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73439
    • Added 5 new freight cargo containers in the following sizes: 1k, 5k, 10k, 50k, 250k
    • Removed all NPC seeding of cargo containers.
    • Created blueprints for all cargo containers and seeded the blueprints on the market.
    • The following containers cannot be launched into space, and when jettisoned will go into a jet can:
      • Station Containers, Station Vault Containers, Station Warehouse Container
    • Survey probes are no longer seeded by the NPC and blueprints for them are.
  • The text description to Triage Modules has been updated to clarify that they are subject to a stacking penalty.
  • Now when using a ship with an expanded cargohold, interacting with that cargohold should no longer produce any messages about insufficient space when the UI is showing otherwise.
  • The 200mm Railgun II has had its required skills changed to confirm with the rest of the T2 Hybrids. (Now requires Medium Hybrid Turret at Level IV instead of I)
  • Doomsday devices no longer display a badly-formatted internal attribute
  • Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems)
  • Decreased capacitor use of capital remote assistance modules to compensate for loss of skill bonus.
  • It is now possible to scan all transported items in a ship with a cargo scanner, including items in the fleet hangar, the ship maintenance bay, the drone bay, and various specialized holds.
  • Ship scanners have been upgraded to no longer show higher quantities of fitted items. They still have a chance of missing items in their scan.
  • Christmas Gifts:
    • Really? You expected us to just tell you what you are getting for Christmas in the patch notes? … Carbon. That is what you get.

  Weapons and Ammo

  • Powergrid on all Heavy Assault Missile Launchers has been reduced by 10%
  • Light missile changes:
    • Explosion velocity reduced from 50 to 40
    • Damage has been increased by 10% (rounded to the closest digit)
    • Light missile launcher fitting requirements have been reduced by 2 powergrid and 4 CPU
  • Heavy missile changes:
    • Base flight time reduced by 35% (to 6.5 seconds) for tech1 variants
    • Base velocity increased by 14.6% (to 4300m/s)
    • Damage has been decreased by 10% (rounded to closest digit)
    • Explosion radius increased by 12%
  • Tech 2 missile changes:
    • Ship velocity and signature radius have been removed from all tech2 missiles
    • Precision missiles: increased bonus to explosion velocity, damage has been increased to match tech1 missiles
    • Fury missiles: damage bonus increased, fligh

Eve Online Inferno 1.3 Patch Notes
Date added: 10/17/2012

Patch notes for EVE Online: Inferno 1.3

To be released on Tuesday, October 16, 2012

 

CHANGES

EVE Chat

  • Settings and options in chat windows have been consolidated into two menus. Further information about the improved chat system is available in this devblog.

Market

  • The market has been seeded with infantry equipment however current trade restrictions prohibit the sale of such items to capsuleers.

Planetary Districts

  • New locations called "Districts" have been added to temperate planets in high security and factional warfare systems and are visible from space.
  • Districts can be warped to via the planet context menu.
  • A district satellite is visible while in orbit above a district in space.
  • District satellites will appear globally on the overview while there is a ship on grid with it, including cloaked ships.
  • A new group is available in the overview settings called Satellites, which can be used to show / hide them from your overview.

Factional Warfare

  • Planetary districts are future DUST514 battle zones, and impact Factional Warfare System Capture Status in a solar system.
  • Each district owned by a particular Factional Warfare faction affects the number of Victory Points needed to move a Factional Warfare system into a vulnerable state.
  • If a district owner is the same faction than the one controlling the Factional Warfare system, the number of Victory Points needed to put the solar system into vulnerable mode is increased
  • If a district owner is the opposing faction than the one controlling the Factional Warfare system, the number of Victory Points needed to put the solar system into vulnerable mode is decreased
  • Each temperate planet in Factional Warfare space contributes by 12.5% to the System Capture Status Victory Point pool, for a maximum of 50% Victory Points in Factional Warfare solar systems with four temperate planets.
  • Until DUST514 is fully implemented on Tranquility, planetary districts have been set to belong to the NPC faction that traditionally owned the Factional Warfare solar system before players interference. Further information is available in this forum post.
  • An icon has been added below the System Capture Status bar to represent this new information.

Example

  • Raa is a 0.3 solar system located in Factional Warfare space.
  • Raa has 3 temperate planets, each having a certain number of districts. Each planet affects the System Capture Status by 12.5%, for a total of 37.5%.
  • Districts have been set to the NPC faction that historically and traditionally owned the solar system before player interference, in this case the Amarr Empire.
  • With such changes, it means the system will require 37.5% more Victory Points to capture if owned by the Amarr Empire FW militia, or 37.5% less Victory Points to capture if owned by the Minmatar Republic militia.
  • This change may move a FW solar system in or out of a vulnerable state after the patch depending on how many temperate planets are present during deployment time.

 

FIXES

Character Creation and New Player Experience

  • An issue with the Caldari Achura females bra straps always being visible has now been fixed.
  • A texture issue with female coats has been fixed.
  • A colouring issue with the male vest jacket has been fixed.
  • A tucking issue with the male Sterling shirts has been fixed.
  • An issue with missing sections on characters in stations has been fixed.

Player Owned Structures, Outposts and Stations

  • Calendars will now show the correct fuel values remaining for POS towers in empire space.

Miscellaneous

  • Fixed an issue where an enemy ships lock on your faction Infrastructure Hub in Factional Warfare would not be broken when defending the system.

Graphics General

  • Renai tailors have renovated their esquire line of jackets ensuring that the shoulders are firmly stuck to the sleeve and their owner. The female esquire jacket should no longer display a gap between the upper arm and the jacket.
  • Mesh clipping on the womens Acquire ´Structure´ Skirt has been reduced.
  • Occasional white flashes on cargo jettison with some graphics cards were fixed.
  • Enabling anti aliasing in the game menus has now an effect in the Character creator.
  • Fixed an issue with graphical corruption of the Caldari station wreck asset.
  • The planet wide 'oil spill' effect has been cleaned up on Dantbeinn II - the local environment is in a much better state now!
  • Resolved an issue where the medium ship LOD was not released from memory.

GENERAL

Uncategorized

  • Removed visible gaps from some clothing items were removed.
  • A selection of small geometry holes in Captains Quarters character clothing got fixed.
  • Sleeper drones now have more than one missile damage area.
  • Bombs detonation visual effect matches now server side hit information.

Eve Online Inferno 1.2 Patch Notes
Date added: 08/08/2012

Patch notes for EVE Online: Inferno 1.2

To be released on Wednesday, August 8, 2012.

FEATURES

Character Creator and New Player Experience

  • New character selection
    •  Full screen interaction and mouseover.
    • "Choose race" map if fully interactive
    • "Choose bloodline" avatars are fully interactive
  • Aura Enhancements:
    • Clear instructions on what you need to learn at each stage.
    • Streamlined and more to the point.
    • Less painful experience for new EVE players - get your friends involved quicker!
  • Aura Directions
    • Aura UI pointers now look better.
    • Aura points out items in space and in the UI related to the current instructions.
  • Split icon for tutorials and help
    • Aura tutorial is its own neocom icon.
    • Keeps track of your current location in the series.
  • Market Search Results
    • Sorted and categorized for your convenience
  • Module mouseover enhancement
    • Show the range and type without needing to use showinfo.
  • Mission Overlay
    • See the bookmarks for your current mission in an easy to access panel.
    • Interact with mission sites, set destination, warp to etc.
  • Skill Unlocks
    • See what modules and ships are unlocked by various skills.
  • V3

  • All ships belonging to the Angel Cartel have been updated as part of the V3 program.

Science and Industry

  • As the first step in a revamp of the Tech Two production chains, nine more Alchemy reactions have been added to the game. Alchemy allows capsuleers to bypass the use of certain rare minerals in the production of Tech Two components, through less efficient reactions that use more common minerals. Details on the Alchemy system can be found at this Dev Blog, and the new reactions are covered at this Dev Blog.
  • The reactions have been adjusted since the publishing of the dev blog; the details of the new reactions are:
    • 100 Titanium + 100 Vanadium -> 1 Unrefined Vanadium Hafnite -> 20 Vanadium Hafnite +  90 Vanadium
    • 100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
    • 100 Scandium + 100 Chromium -> 1 Unrefined Solerium -> 20 Solerium + 90 Chromium
    • 100 Scandium + 100 Cadmium -> 1 Unrefined Caesarium Cadmide -> 20 Caesarium Cadmide + 90 Cadmium
    • 100 Evaporite Deposits + 100 Atmospheric Gases -> 1 Unrefined Hexite -> 20 Hexite
    • 100 Atmospheric Gases + 100 Tungsten -> 1 Unrefined Rolled Tungsten Alloy -> 20 Rolled Tungsten Alloy + 90 Tungsten
    • 100 Evaporite Deposits + 100 Titanium -> 1 Unrefined Titanium Chromide -> 20 Titanium Chromide + 90 Titanium
    • 100 Hydrocarbons + 100 Scandium -> 1 Unrefined Fernite Alloy-> 20 Fernite Alloy + 90 Scandium
    • 100 Silicates + 100 Cobalt -> 1 Unrefined Crystallite Alloy -> 20 Crystallite Alloy + 90 Cobalt

Rigs

  • Added the Medium Ice Harvester Accelerator I
    • 12% reduction to the duration of ice harvester cycles.
    • Calibration cost: 250
  • Added the Medium Mercoxit Mining Crystal Optimization I
    • 16% increase to the yield modifier of those modules using Mercoxit mining crystals.
    • Calibration cost: 250

CHANGES

Unified Inventory

  • Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
  • Removed Right-click option for Drone bay on ships without drone bays.
  • Fixed an issue where Open Ship Maintenance Bay and Open Corporation Hangars was missing in the Right-click Menu in stations.

Ship Balancing

  • The next step in the ongoing removal of ship Tiers (as described in this Dev Blog) affects the Attack Frigates: the Executioner, Condor, Atron and Slasher.

Attack Frigates are designed as high speed damage dealing and tackling vessels.

EXECUTIONER:

  • Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  • Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
  • Fittings: 45 PWG, 140 CPU
  • Defense (shields / armor / hull) : 250 / 400 / 350
  • Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2
  • Mobility (max velocity / agility / mass / align time): 410 / 2.85 / 1090000 / 2.91s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / scan resolution / max locked targets): 27.5km / 920 / 4
  • Sensor strength: 8 Radar
  • Signature radius: 31
  • Cargo capacity: 115

CONDOR:

  • Frigate skill bonuses: +10% to light missile and rocket kinetic damage per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  • Slot layout: 4 H, 4 M, 2 L, 0 turrets, 3 launchers
  • Fittings: 35 PWG, 185 CPU
  • Defense (shields / armor / hull) : 400 / 250 / 250
  • Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
  • Mobility (max velocity / agility / mass / align time): 400 / 2.9 / 1100000 / 2.99s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / scan resolution / max locked targets): 30km / 880 / 4
  • Sensor strength: 9 Gravimetric
  • Signature radius: 33
  • Cargo capacity: 130

ATRON:

  • Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret falloff per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  • Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
  • Fittings: 37 PWG, 147 CPU
  • Defense (shields / armor / hull) : 300 / 350 / 400
  • Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
  • Mobility (max velocity / agility / mass / align time): 420 / 2.8 / 1050000 / 2.75s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / scan resolution / max locked targets): 25km / 900 / 4
  • Sensor strength: 8 Magnetometric
  • Signature radius: 35
  • Cargo capacity: 145

SLASHER:

  • Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  • Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
  • Fittings: 34 PWG, 135 CPU
  • Defense (shields / armor / hull) : 350 / 300 / 300
  • Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
  • Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
  • Sensor strength: 7 Ladar
  • Signature radius: 30
  • Cargo capacity: 120

 

Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.

The bonuses on these Rookie Frigates are static and do not increase with skill levels.

IMPAIROR:

  • Static Role bonuses:
    • 20% bonus to Small Energy Turret capacitor use
    • 10% bonus to Small Energy Turret damage
    • 10% bonus to Tracking Disruptor effectiveness
    • 10% bonus to armor resistances
  • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
  • Fittings: 24 PWG, 95 CPU
  • Defense (shields / armor / hull) : 125 / 200 / 200
  • Capacitor (amount / recharge rate / cap per second): 140 / 70s / 2
  • Mobility (max velocity / agility / mass / align time): 300 / 3.24 / 1148000 / 3.48s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / scan resolution / max locked targets): 25.5km / 485 / 3
  • Sensor strength: 6 Radar
  • Signature radius: 50
  • Cargo capacity: 115

IBIS:

  • Static Role bonuses:
    • 20% bonus to Small Hybrid Turret optimal range
    • 10% bonus to missile kinetic damage
    • 30% bonus to ECM Target Jammer strength
    • 10% bonus to shield resistances
  • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
  • Fittings: 22 PWG, 110 CPU
  • Defense (shields / armor / hull) : 200 / 125 / 175
  • Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
  • Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
  • Sensor strength: 6 Gravimetric
  • Signature radius: 52
  • Cargo capacity: 125

VELATOR:

  • Static Role bonuses:
    • 10% bonus to hybrid turret damage
    • 20% bonus to drone hitpoints, damage and mining yield
    • 10% bonus to Remote Sensor Dampener effectiveness
    • 15% bonus to Armor Repairer effectiveness
  • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
  • Fittings: 23 PWG, 100 CPU
  • Defense (shields / armor / hull) : 150 / 175 / 225
  • Capacitor (amount / recharge rate / cap per second): 135 / 67.5s / 2
  • Mobility (max velocity / agility / mass / align time): 305 / 2.91 / 1148000 / 3.13s
  • Drones (bandwidth / bay): 10 / 10
  • Targeting (max targeting range / scan resolution / max locked targets): 23.5km / 480 / 3
  • Sensor strength: 6 Magnetometric
  • Signature radius: 54
  • Cargo capacity: 135

REAPER:

  • Static Role bonuses:
    • 10% bonus to velocity
    • 10% bonus to Small Projectile Turret damage
    • 10% bonus to Target Painter effectiveness
    • 15% bonus to Shield Boost Amount
  • Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
  • Fittings: 21 PWG, 105 CPU
  • Defense (shields / armor / hull) : 175 / 150 / 150
  • Capacitor (amount / recharge rate / cap per second): 125 / 62.5s / 2
  • Mobility (max velocity / agility / mass / align time): 310 / 3.03 / 1157000 / 3.28s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / scan resolution / max locked targets): 22km / 490 / 3
  • Sensor strength: 6 Ladar
  • Signature radius: 48
  • Cargo capacity: 120

 

Mining Barges and Exhumers are getting the "tiericide" treatment where roles within a ship class are favored over linear progression.

Warning: due to the reduction of traditional cargo bays in Mining Barges and Exhumers, if you are in space with an overloaded cargohold on release day, you will need to jettison some cargo in order to warp your ship. If you are overloaded with ore or ice, you can move it to the new ore hold instead.

Procurer

  • Role is now mining barge with superior defenses
  • Mining Barge skill bonus per level: 5% bonus to shield hit points
  • Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
  • Slot layout: 1 High, 4 Mid, 2 Low
  • Fittings: 45 PWG, 250 CPU
  • Defense (shields / armor / hull) : 6000 / 5000 / 5500
  • Drones (bandwidth / bay): 25 / 25
  • Signature radius: 200
  • Ore hold capacity: 12000
  • Cargo capacity: 350

Retriever

  •  Role is now mining barge with superior ore hold capacity
  • Mining Barge skill bonus per level: 5% bonus to ore hold capacity
  • Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
  • Slot layout: 2 High, 1 Mid, 3 Low
  • Fittings: 35 PWG, 235 CPU
  • Defense (shields / armor / hull) : 2300 / 1700 / 2000
  • Drones (bandwidth / bay): 25 / 25
  • Signature radius: 250
  • Ore hold capacity: 22000
  • Cargo capacity: 450

Covetor

  • Role is now a mining barge with superior mining output
  • Mining Barge skill bonus per level: 4% bonus to Strip Miner yield, 3% reduction in Ice Harvester duration
  • Slot layout: 3 High, 1 Mid, 2 Low
  • Fittings: 35 PWG, 255 CPU
  • Defense (shields / armor / hull) : 1700 / 1300 / 1500
  • Drones (bandwidth / bay): 50 / 50
  • Signature radius: 150
  • Ore hold capacity: 7000
  • Cargo capacity: 350

Skiff

  • Role is now exhumer with superior defenses
  • Mining Barge skill bonus per level: 5% bonus to shield hit points, 5% bonus to all shield resistances
  • Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
  • Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
  • Slot layout: 1 High, 5 Mid, 2 Low
  • Fittings: 50 PWG, 270 CPU
  • Defense (shields / armor / hull) : 6500 / 5500 / 6000
  • Drones (bandwidth / bay): 50 / 50
  • Signature radius: 200
  • Ore hold capacity: 15000
  • Cargo capacity: 350

Mackinaw

  • Role is now exhumer with superior ore hold capacity
  • Mining Barge skill bonus per level: 5% bonus to ore hold capacity, 5% bonus to all shield resistances
  • Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
  • Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
  • Slot layout: 2 High, 4 Mid, 3 Low
  • Fittings: 35 PWG, 270 CPU
  • Defense (shields / armor / hull) : 3000 / 2300 / 2700
  • Drones (bandwidth / bay): 50 / 50
  • Signature radius: 250
  • Ore hold capacity: 28000Cargo capacity: 450

Hulk

  • Role is now exhumer with superior mining output
  • Mining Barge skill bonus per level: 3% bonus to Strip Miner yield, 5% bonus to all shield resistances
  • Exhumer skill bonus per level: 3% bonus to Strip Miner yield, 4% reduction in Ice Harvester duration
  • Slot layout: 3 High, 4 Mid, 2 Low
  • Fittings: 35 PWG, 300 CPU
  • Defense (shields / armor / hull) : 2200 / 1800 / 2000
  • Drones (bandwidth / bay): 50 / 50
  • Signature radius: 150
  • Ore hold capacity: 8500
  • Cargo capacity: 350

Ships

  • Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
  • Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
  • The Tormentor has received an additional turret hardpoint, giving it a total of three.

Skills

  • Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed.

Modules

  • The 'Rampart' Kinetic Plating I has been renamed to Experimental Explosive Plating I, and now gives an explosive bonus; previously the 'Rampart' plating had identical stats to the Experimental Kinetic Plating I, and there was no corresponding Explosive plating with the same bonus.
  • T2 armor plates now have better HP that the Meta 4 plates. Previously there was no advantage in using the T2 plates.
  • Improved Centii A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  • Improved Coreli A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  • Improved Centum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount and reduced capacitor usage.
  • Improved Corelum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  • Improved Pithi A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  • Improved Gistii A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  • Improved Pithum C A, B, C-Type Medium Shield Transporters. Increased shield transported amount and reduced capacitor usage.
  • Improved Gistum A, B, C-Type Medium Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  • "Synthetic Hull Conversion Inertia Stabilizers I" signature radius penalty has been reduced to be more in line with other "Synthetic Hull Conversion" modules. (CCP Tallest says hello).
  • All "Micro" shield extenders have had their skill requirement changed from Engineering I to Shield Upgrades I and are now affected by the Shield Upgrades skill bonus.
  • Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked.

Weapons & Ammunition

  • The following missing Missiles have been added to the Guristas Loyalty Points store; "Guristas Inferno Heavy Assault Missile", "Guristas Mjolnir Heavy Assault Missile", "Guristas Nova Heavy Assault Missile", "Guristas Scourge Heavy Assault Missile".
  • Updated FOF missile names to match their category name of Auto-Targeting missiles.
  • Renamed Assault Missiles to Heavy Assault Missiles to match the launcher they are used in.
  • See http://community.eveonline.com/devblog.asp?a=blog&nbid=73021 for more details on the above two changes.
  • Hybrid Charges will now be consistently referred to as "Charges" rather than "Ammo" throughout the game.

Market and Contracts

  • Added Pirate faction implants to the market.
  • Reorganized hardwiring implants on the market so that players are better able to find implants they want.

Science and Industry

  • Factional Weapon upgrade blueprints have had their Manufacturing requirements brought in line with their Tech 1 variants. The affected blueprints are the:
  • Ammatar Navy Heat Sink Blueprint
  • Caldari Navy Ballistic Control System Blueprint
  • Federation Navy Magnetic Field Stabilizer Blueprint
  • Federation Navy Tracking Computer Blueprint
  • Federation Navy Tracking Link Blueprint
  • Imperial Navy Heat Sink Blueprint
  • Khanid Navy Ballistic Control System Blueprint
  • Republic Fleet Ballistic Control System Blueprint.

Fittings and Saved Fittings

  • Rigs in saved fitting will get fitted (if you choose to have them fit).
  • Charges in cargo will get saved with saved fittings.
  • Ice Products like Liquid Ozone in cargo will get saved in saved fittings and added when you fit.
  • When fitting a ship from a saved fitting, it will no longer abort if you are unable to fit one module/rig. Instead, it will fit everything but what you cannot use.

Agents & Missions

  • Mission objectives for the mission "Beizan Picholen (1 of 6)" have been made more clear.
  • Removed Mara NPCs from Override Transfer Array Incursion sites.
  • Moved the Logistics Control Array closer to the entrance in Override Transfer Array Incursion sites.
  • Reduced the number of NPCs from Override Transfer Array Incursion sites to reduce the total hitpoints present.

User Interface

  • In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago.
  • Changed the opacity and border in the fitting screen of slots that cannot be used.
  • The LP font in the incursion global report window has been reduced in size so that six digits will now display correctly.
  • The Drone Settings window has now been changed to a much sleeker utility menu. This will give you much faster access to change drone settings on the fly.
  • Module tooltips now display more useful information such as ranges, estimated DPS, crystal damage etc.
  • A new Mission HUD will allow instant access to mission-related information and actions.
  • Overview is now sorted by distance by default, rather than by icon.
  • Customs Offices will no longer appear on the "General" overview default.
  • The agents list in a station now includes ‘Talk to’ buttons, so a player does not have to right-click or double-click unnecessarily.
  • Market searches will now use a folder view to group results if they are spread across multiple categories.
  • Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels.

Character Creation & New Player Experience

  • You can now move the camera further away from your character during portrait creation to see more of your clothing and pose.
  • There is now an option in the Escape Menu under the Miscellaneous section called: ‘Enable Green screen Portrait Background’ which allows you apply a green screen background while in character creation or re-customization. When in the Portrait screen, the green background can be found at the far left of the Backgrounds menu. Also, when the green screen background option is enabled, it appears in the 3D avatar preview window as well.
  • At the race-selection screen regions of the map will highlight during mouse-over and can be clicked to select a race.

NPCs

  • NPCs in the Group "Deadspace Rogue Drone Swarm" have bounties.

Exploration & Deadspace

  • Noctis can now enter Sansha/Blood Raider/Angle/Serpentis Base complex. Previously they could only enter the Guristas Base.
  • Some DED 3/10 sites allowed battleships to enter, now they cannot

EVE Voice, Mail & Chat

  • The 'Constellation' chat channel is no longer opened by default for all new clients/characters.

Miscellaneous

  • Fixed a delay experienced when attempting to deploy probes or bombs directly after coming out of warp.

FIXES

Character Creation and New Player Experience

  • The text in the "Guns and Ammo" tutorial no longer assumes that your gun does not require ammunition.
  • An issue with missing body parts on avatars within the captain's quarters has been fixed.  
  • An issue regarding avatars hair disappearing within the captain's quarters has been fixed.  
  • A graphical corruption issue on player characters due to the way shaders are loaded has been fixed.
  • A lighting issue that occurred on characters when viewed in full body mode has been fixed.

Ships

  • Minor typo errors in the Huginn description have been cleaned up.
  • Corrected the description for the Raven, Raven Navy Issue and Raven State Issue which incorrectly mentioned a bonus to Siege launchers instead of Torpedo launchers.
  • Fixed an issue where T3 ships with the interdiction Nullifier subsystem fitted were landing outside POS shields rather than inside after a login e-warp.

Drones

  • Fixed an issue where delegated fighter drones were scattering to the edge of the system when the owner got disconnected from them. They will now end up in a reasonable position somewhere between the two ships.

Skills

  • When viewing the info of a skill, the attribute "Level" now has a capital L.

Modules

  • Created the missing module Ammatar Navy Armor Thermic Hardener and added into the Ammatar LP stores.
  • The Civilian Thermic Dissipation Field module is now named correctly.
  • Experimental Explosive Plating I is now correctly listed as a variant of Explosive Plating I rather than Kinetic Plating I.

Boosters and Implants

  • Implant names and descriptions have been updated to be more consistent and informative.
  • The Implant Akemon's Modified 'Noble' ZET5000 has been correctly renamed to Inherent Implants 'Noble' Hull Upgrades HG-1008.
  • All variations of the Crash Booster now properly affect Citadel Cruise Missiles and Citadel Torpedoes.

Weapons & Ammunition

  • Resolved an issue where Raw Materials were duplicated on the manufacturing quote window for the following items: Concussion Bomb, Scorch Bomb, Shrapnel Bomb, Lockbreaker Bomb, and Void Bomb.
  • Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.

Rigs

  • The Small Processor Overclocking Unit II will now be sorted with the other rigs alphabetically in the market.

Science and Industry

  • Removed erroneous reference to Augmented Stem Cells in the production tab of Autotrophs.
  • A few errant T2 blueprints are now correctly listed as T2.

Market & Contracts

  • The number of items available on the Market will now be displayed as an integer (123) rather than a decimal (123.00).
  • Unaccepted private courier contracts now appear properly in the journal and outstanding contracts list.
  • The Tracking Link I Blueprint has been moved from the Sensor Subsystem to the Weapon Upgrades category in the Blueprint section of the Market to be more consistent with its manufactured module location.

Starbases, Outposts and Stations

  • Fixed an issue with manually controlled starbase turrets where the targeting countdown would sometimes continue to display after the target has been locked.
  • X-Large ship assembly array now gives correct error message when too many people are trying to use it.
  • Fixed an error that caused broken formatting in the "Not enough space" warning dialog for Customs Offices.

Agents & Missions

  • Fixed the incursion 'Nation Rebirth Facility' completion pop-up which was triggering before completion.
  • The "Balancing the Books" career mission series no longer rewards the same skill twice.
  • Acceleration gate in Research Outpost room, in the Worlds Collide mission is now locked until the NPCs have been cleared.
  • Fixed some spelling mistakes in the message displayed on completing "After The Seven (5 of 5) mission".
  • Career type Agents no longer only appear as Distribution division. They now appear correctly as Career type and in their respective divisions.

Exploration & Deadspace

  • The second and third wave of the Class 6 Cosmic Anomaly "Core Citadel" has been fixed. Previously the frigates had not been spawning.
  • Fixed an issue where the wrong amount of dungeons were spawning in the drone regions in relation to pirate detection arrays.
  • Removed Republic Gleedas and their target painters from the Minmatar Minor Compound to ensure that all Factional Warfare complexes remain free of NPC electronic warfare.
  • Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons

Corporation & Alliance

  • Fixed cases where Corporation members tree view list with thousands of entries will be extremely slow. If number of members goes above 50, we now group them alphabetically. Opening up member hangars, enumerating list of members and checking content of members hangars will now be instant.
  • Resolved a minor typo for the message "(Ally X) has offered its assistance".

EVE Voice, Mail & Chat

  • CONCORD Bounty payment EVE Mails now refer to the appropriate gender of the pilot killed.

Graphics

  • Missiles launched at a Drone Particle Accelerator now fly in the correct direction.
  • Rendering of Gas Planets on Mac clients is now working correctly.

Audio

  • An issue with the sound effects not playing when mousing over and activating modules has been fixed.
  • A rogue Amarr arms dealer has been slayed ending an issue which caused laser weapons to sound without firing when viewing fittings.
  • Fixed an issue where music was not been triggered at certain acceleration gates.

User Interface

  • Drones belonging to Militia members will now have the correct symbol applied on the overview and brackets.
  • Fixed a consistency issue between the Fitting screen and the Inventory of when the Set Quantity window would be displayed. The Set Quantity pop up will now always display both in the Inventory and Fitting screen when dropping more drones or items than can be placed in its respective bay.
  • Fixed a spacing issue in the "Activate Modular Ship?" message for Tech 3 ships.
  • Using the lock target keyboard shortcut on the watch list will now continue to work even when the keybind is changed to something other than Ctrl.
  • Tweaked the warzone control bars so that the animation will now occasionally run along the entire bar, from the middle outwards.
  • Long character names will no longer flow out from the recruiter boxes in the Corporation adverts.
  • Fixed an issue where the capacity bar for custom offices was being overlapped by the drop down menu and the words "Planetary Customs Office".
  • Fixed the contrast and color of text in the assets window for personal and corporation assets to make them more readable.
  • The Training Queue window will now remember its position, size and divider as set by the player.  
  • You will now have the option to Warp Squad to other distances for bookmarks.
  • Fixed an issue where the "Select Item Type" window when linking an item would break if other similar windows were stacked.
  • Fixed an issue where the window focus frame was overlapped by icons and their quantity while scrolling.
  • Fixed an issue where individual corporate hangar division windows would not remember their positions in station after a session change.
  • Fixed an issue where the capacity bar would not update when changing modules that affect capacity either by fitting them, putting them online or offline.
  • Fixed an issue where aligned windows would all minimize if shift click was used on the icon on the Neocom bar.
  • There is now a minimum height for the SELLING and BUYING sections within the Orders tab of My Wallet, to prevent breaking the window.
  • Attempting to open another fleet members Corporation hangars or Ship maintenance bay, that has not been enabled for fleet member usage, will no longer add a non-functional closable location in the Inventory index tree.
  • Fixed an issue where the office management buttons on the Station Services panel would flicker when resizing the window.
  • Fixed an issue where double clicking deliveries within the Market Deliveries / Returns would cause the Inventory focus to jump to your ship’s cargo hold.
  • Removed the Open Container option from deliveries within the Market Deliveries / Returns folder, as the option was non-functional.
  • Fixed a problem where it was possible to nest Item hangar and Ship hangar into a custom folder in the Neocom and delete the custom folder, removing the inventory icons and making them inaccessible again.
  • A typo in the description for the 'Women's Excursion Pants (Black/Red/Gold)' has been fixed.
  • The fleet composition window now remembers its previous position, size and pinned status when closed and reopened.
  • Fixed a problem that occurred when wrecks were being set to viewed while looting that caused repeated unnecessary disk access resulting in reduction in frame rate.  
  • Fixed an issue where the green background of the active ship in the Inventory could be duplicated onto other ships.
  • Fixed incorrect mention to Control Bunker instead of Infrastructure Hub in vulnerability notification.
  • Removed "Control Bunker" from invulnerability notification and unified "infrastructure hub" to capitalized "Infrastructure Hub" to all notification messages, including 0.0 sovereignty notifications.
  • Link recognition in chat no longer causes the client to freeze - but some special characters (like parentheses) following a link are again included in the link.

Graphics

  • Resolved graphical corruption for Windows XP users when opening the fitting window.
  • The timing of a doomsday has been improved so there is no delay between the effect completing and the ship's explosion.
  • Fixed an issue with no trails for missed target blaster fire.
  • Missile trail effect no longer extend further than targeted small ships.

Localized Clients

  • English text is no longer doubled in some cases when using the Input Method Editor.
  • In the german client, the translation of "capacitor" has been changed to "Energiespeicher" for consistency reasons.
  • In the German client, the description of the skill "Turret Destabilization" now refers to the correct bonus.
  • On the German client, the description of the Visibility skill now refers to the game mechanics correctly.
  • To distinguish assets from the new inventory, we have renamed assets to "Besitz" on the German client.
  • On the German client, the translation of "power grid" has been unified to "Stromnetz".
  • In the German client, the translation of the term "Ticker" has been unified to "Kürzel" for consistency reasons.
  • Various improvements to the translations and fixes have been made throughout the client for all languages.

Miscellaneous

  • Fixed a case where incorrect contraband penalties were sometimes being applied in systems below the appropriate security-status threshold.
  • Increased the width of Loyalty Points Cost column in the LP Store to avoid truncated text.
  • Certain offensive T3 subsystems no longer display unexplained numbers in their attribute info.
  • Warping away while an advanced camera parent location is selected no longer locks the users view.
  • Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”

Revamped Mining Barges
Date added: 08/08/2012

Here is Ytterbium's initial blog about the initiative: Rebalancing EVE, one ship at a time

In his update blog, Ship balancing summer update, he goes into some details about the barges.

For those of you who didn't read that, here's a quick summary of the mining part of the blog:

  • Current mining frigates are no longer going to be mining frigates.
  • We are going to make a new ORE mining frigate.
  • Mining Barges and Exhumers are getting the "tiericide" treatment, where they will have specific roles rather than being a linear progression from worst at mining to best at mining.
  • Procurer and Skiff will have good defence.
  • Retriever and Mackinaw will have large ore holds.
  • Covetor and Hulk will have good mining output.

The goal here is to allow players to choose a barge that fits their specific play style rather than lead them on a journey from the worst barge to the best one.

  • The Covetor and Hulk cater to group mining operations due to their large mining capability, low EHP and storage, forcing them to rely on others to haul and resupply them with mining crystals.
  • The Retriever and Mackinaw are specifically designed for autonomy purposes, as their large ore bays allow their pilot to stay inside an asteroid belt for longer without having to dock.
  • The Procurer and Skiff are made for protection against suicide gank, or NPCs, by giving a large enough buffer to react to incoming attacks, while paying for that with a lower mining yield.

Mining

The barges are primarily mining ships, which means that regardless of what else they do, they have to be good at mining. The difference between the lowest and highest mining output was way too much, so the first thing we did was to bring the mining outputs of the different barges closer together. Hulk is still the king of yield, but the others are not so far behind as to be redundant.

With the new roles of cargo, tank and yield, the old roles had to be reconsidered as well. Without changing those, the Ice and Mercoxit bonuses of the Skiff and Mackinaw would have meant that Ice miners would be forced to fly the ore hold barge and Mercoxit miners would be forced to fly the tanking barge. That would have gone against the goal of giving players more options, so we decided to move those bonuses away from the ships. Now you can choose which barge you want to fly and then put on rigs that boost your Ice or Mercoxit mining efficiency.

Here is the end results of the changes to mining bonuses. For each type of ore/ice this is assuming perfect skills, fittings, implants and fleet bonuses (mining drones not included). I'll leave it to you to figure out exactly what those are.

Ship Veldspar/hour Mercoxit/hour Ice/hour
Hulk 1,739,139 2,749 73
Covetor 1,578,043 2,492 69
Mackinaw 1,505,059 2,377 68
Retriever 1,433,390 2,264 64
Skiff 1,380,788 2,185 61
Procurer 1,315,038 2,078 58

Tanking

All the barges are getting their tanks adjusted to favor shields rather than structure hit points. Skiff and Retriever are getting hit points comparable to a battleship, while the others are closer to cruiser level hit points. With the increase to shield hit points, the shield resistance bonus of Exhumers was making the gap between Mining Barges and Exhumers a bit too big, so we reduced the bonus from 7.5% per level to 5% per level. Here are the new total hit point and EHP numbers:

Ship Total Hit Points EHP
Hulk 6000 8713
Covetor 4500 5771
Mackinaw 8000 11625
Retriever 6000 7691
Skiff 19625 29091
Procurer 18000 23252

Cargo

All the barges are getting most of their storage capacity moved from the cargo hold to a new ore hold. This allows us to give them substantial storage capacity for their mined ore without invalidating Industrial ships in the process. Retriever and Mackinaw being the storage barges, will now be able to store more ore than a jet can. Covetor and Hulk are meant to be used in a group, so while they have the highest mining output, they also have the smallest ore bays. The reduction of the cargo holds does have an unfortunate side effect for miners; there is much less space for mining crystals. We alleviated this slightly by cutting the volume of mining crystals in half, but it is now something that miners have to plan for before they go mining.

Here are the new cargo numbers. The spare crystal sets numbers assumes that you leave 50m3 of space free (you need at least 25m3 free to be able to switch crystals). Again, the numbers assume perfect skills, implants and fleet bonuses.

Ship Ore hold Mining cycles Cargo hold Spare crystal sets
Hulk 8500 1 350 4
Covetor 7000 1 350 4
Mackinaw 35000 6 450 10
Retriever 27500 5 450 10
Skiff 15000 3 350 12
Procurer 12000 2 350 12

End

Finally, we reduced the skill requirements of Mining Barges and Exhumers. Mining Barges now require Mining Barge level I and Astrogeology level III. Exhumers now require Mining Barge level V and Exhumers level I. Hopefully these changes will benefit the mining profession in EVE. They might not make it any more exciting, but at least miners will have to make some meaningful decisions before they undock

Eve Online: Inferno Patch Notes
Date added: 05/22/2012

Features

War Declaration

  • The war declaration system has been completely overhauled and now adds a new dynamic to how wars are won and lost. Full details are available in the Dev Blogs, 'Changes to War Mechanics' and 'War, Modules and Super Friends'.
  • Wars are now declared by the CEO or a Director and not through the voting system.
  • The war declaration cost is determined by corporation size and the amount of active wars the aggressor has currently. Previously it counted defender wars. Price starts at 50 million.
  • Several loopholes for evading wars have been closed:
    • If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.
    • War shedding is no longer possible. Corporations that are at war will continue to be so, regardless of joining or leaving alliances.
  • All wars are now public:
    • You can view a report of all wars currently active and see how both sides are doing.
    • Mercenaries can offer their assistance, at a price, to the defending corporation or alliance.
    • Both parties can offer “surrender terms” and attach a price tag if you are a CEO or Director.
  • All wars will now have a war report:
    • As mentioned this will be public and available to everyone.
    • Contains all kills and losses in date order.
    • Contains a headline showing the total amount of damage inflicted.
    • A Graph is available so you can view wars by ship class.
  • Defenders in wars can get help from other corporations or alliances.
    • Defenders can flag themselves as seeking aid.
    • As stated above, any corporation or alliance can send a formal offer to ally with the defender for a particular war.
    • The ally counts as being in war against aggressor and is included in the war report on the defender’s side.
  • Kill mails will now be known as kill reports. More details on these changes are available in the Dev Blog, 'Spaceship Murder Notifications':
    • Updated to have a nice look and feel.
    • Visually displays the victims fittings with an option to save it.
    • Shows the total amount of money lost by the other player.
    • They can now be dragged into chat and mails.

Modules

  • Brand new modules and ammunition have been added to enhance player choice when fitting a ship. Further details of all new modules can be found in the Dev Blog, 'War, Modules and Super Friends'.
  • The Reactive Armor Hardener : A low slot module that adjusts resists according to incoming damage. You can only fit one, but it lets you fight lazy!
  • Extrinsic Damage Amplifier: A low slot, drone damage module which allows your drones do more damage, much in the same way that Gyrostabilizers or Heat Sinks work.
  • Ancillary Shield Boosters: A mid slot active tanking shield module which lets you boost a lot of shield but at a massive need. Requires charges to operate and comes in small, medium large and X-Large.
  • Target Spectrum Breaker: A mid slot module that has a chance of breaking the lock of ships that are targeting you. Downsides is that you have a reduced scan res and it breaks your lock when going off.
  • Light and Medium Web Drones: Light and medium versions of the stasis webifying drones we already have.
  • Cap Battery Changes: All capacitor batteries provide an inherent defense against Nosferatu and Energy Neutralizers. A portion drained is reflected back on the aggressor.
  • Defender Missiles: Defender missiles have now been split into size categories light and heavy.
  • Overclocking Processor Units: A rig that increases your CPU, but at the cost of shield recharge rate.

Graphics

  • New missile launchers and launch effects are released with Inferno and add a new level of immersion to EVE Online. Missiles will now swarm to targets from brand new launchers equipped to ships. You can see a video of the new effects by clicking this link. The new launchers are:
    • Bomb Launcher
    • Citadel Torpedo Launcher
    • Citadel Cruise Missile Launcher
    • Torpedo Launcher
    • Cruise Missile Launcher
    • Heavy Missile Launcher
    • Heavy Assault Missile Launcher
    • Rocket Launcher
    • Rapid Light Missile Launcher
    • Light Missile Launcher
  • Brand new effects have been added for all:
    • Missiles.
    • Missile Muzzle effects.
    • Missile Trails.
    • Missile Explosions.
    • Improved distribution of damage locators.
  • Brand new Stealth Bomber models have been added for the:
    • Manticore
    • Nemesis
    • Purifier
    • Hound
  • The transformation of Amarr ships has been completed and will now appear in V3 format for all of the following ships.
    • Industrial
    • Battleship
    • Battle Cruiser
    • Cruiser
    • Destroyer
    • Frigate
    • Shuttle
  • Please note that the Minmatar V3 is still in progress and will be released in the very near future.

Character Creator and New Player Experience

  • The skin color options in the character creator and re-customization have been changed so the color of your skin is no longer constrained by the bloodline of your avatar. All bloodlines now have a broad range of distinct skin tones ranging from pale to dark.
  • As skin tone can only be chosen when creating a new character or resculpting, all existing characters on TQ have been given one free resculpt.
  • Bloodline hair-color restrictions have been lifted in the character creator and re-customization.

Changes

Ships

  • Inferno will be the first-step taken into removing the Tier system out of ship classes; please refer to the Dev Blog, 'Rebalancing EVE, one ship at a time' for more details.
  • The first batch of changes affect the Tormentor, Punisher, Merlin, Incursus and Rifter frigates:
  • Tormentor: role changed from mining to combat ship
    • New bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level.
    • Slot layout: 3 High, 3 Mid, 4 Low; 2 turrets and no launchers.
    • Fittings: 49 PWG, 130 CPU
    • Defense (shields / armor / hull) : 350 / 450 / 400
    • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
    • Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
    • Sensor strength: 9 Radar
    • Signature radius: 35
  • Punisher: improved role as close range brawler
    • New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
    • Slot layout: 4 High, 2 Mid, 4 Low; 3 turrets and no launchers
    • Fittings: 55 PWG, 124 CPU
    • Defense (shields / armor / hull) : 350 / 500 / 450
    • Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
    • Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
    • Sensor strength: 9 Radar
    • Signature radius: 37
  • Merlin: changed role from sniper to close range brawler.Warning: due to the high-slot and launcher hard point removal on the Merlin, we highly recommend players to dock in a safe place or swap ships before release date.
    • New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level.
    • Slot layout: 3 High, 4 Mid, 3 Low; 3 turrets and no launchers.
    • Fittings: 40 PWG, 180 CPU
    • Defense (shields / armor / hull) : 500 / 350 / 400
    • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
    • Sensor strength: 11 Gravimetric
    • Signature radius: 39
  • Incursus: improved role as close range brawler.
    • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level.
    • Slot layout: 3 High, 3 Mid, 4 Low; 3 turrets and no launchers.
    • Fittings: 45 PWG, 135 CPU
    • Defense (shields / armor / hull) : 400 / 450 / 500
    • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
    • Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
    • Sensor strength: 9 Magnetometric
    • Signature radius: 42
  • Rifter: role and bonuses unchanged
    • Unchanged Slot layout: 4 High, 3 Mid, 3 Low; 3 turrets and 2 launchers.
    • Unchanged fittings: 37 PWG, 125 CPU.
    • Defense (shields / armor / hull) : 450 / 400 / 350
    • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
    • Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
    • Sensor strength: 8 Ladar
    • Signature radius: 35

Factional Warfare

  • A substantial overhaul has been made to Factional Warfare and full details can be found in the Dev Blog, 'Factional Warfare Overhaul'.
  • Name Standardization:
    • The metric which determined control over Factional Warfare systems, Occupancy, has been replaced with Sovereignty for clarity purposes.
    • Factional Warfare Control Bunkers have been replaced by Infrastructure Hubs. This change mainly is cosmetic as no attribute has been altered except for signature radius, which has been increased to 4000.
    • The World Map Control Panel filters for Factional Warfare have been reworked. The “Occupancy” tab has been removed, simplified filters are now available under the “Sovereignty > Factional Warfare” tab.
  • Factional Warfare Page
  • The Factional Warfare page has been significantly improved to include the following:
  • Information delivery has been clarified by splitting data over three tabs: “War Zone Control”, “Statistics” and “Rules of Engagement”
    • War Zone Control display war information for Factions as a whole, lists gained bonuses, displays upgraded systems, shows a Star Map with contested and vulnerable areas. See “War Zone Control” paragraph below for more information.
    • The Statistic page display personal, corporation and militia wide data regarding Factional Warfare performance.
    • The Rules of Engagement tab explains basic mechanics of Factional Warfare regarding territorial contest, upgrade process, combat and reward mechanics as well as consequences for joining.
  • Station deny docking
    • All stations located in enemy Factional Warfare systems will now deny docking to the opposing militias. Neutrals are not affected by this change and can still dock anywhere they please.
    • All stations located in enemy Factional Warfare systems will now deny service use to enemy pilots that managed to dock before Sovereignty switched hand. Neutrals are not affected.
  • Upgrading Solar systems
  • It is now possible to upgrade a solar system owned by your own faction by spending Factional Warfare Loyalty Points (LPs) into the respective Infrastructure Hub.
  • Donating LPs is done in close proximity of the Infrastructure Hub (closer than 2500 meters) and is taken from the respective Factional Warfare Militia Corporations 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force.
  • Upgrading a Factional Warfare system gives system-wide bonuses to the faction that owns it and neutrals:
    • Level 1 requires 10,000 LPs: all stations in the system receive 1 additional slot, broker fees on contracts and market orders created in the system are reduced by 10%, medical clone costs are reduced by 10%
    • Level 2 requires 25,000 LPs: all stations in the system receive 2 additional slots, broker fees on contracts and market orders created in the system are reduced by 20%, medical clone costs are reduced by 20%
    • Level 3 requires 45,000 LPs: all stations in the system receive 3 additional slots, broker fees on contracts and market orders created in the system are reduced by 30%, medical clone costs are reduced by 30%
    • Level 4 requires 70,000 LPs: all stations in the system receive 4 additional slots, broker fees on contracts and market orders created in the system are reduced by 40%, medical clone costs are reduced by 40%
    • Level 5 requires 100,000 LPs: all stations in the system receive 5 additional slots, broker fees on contracts and market orders created in the system are reduced by 50%, medical clone costs are reduced by 50%
  • After level 5 is a buffer that does not give any bonuses, but prevents the system  losing upgrades directly when fully maxed. See “Capturing Payout” paragraph for more information.
  • Additional station slots are only added if they exist before the upgrade. New slots are not created if the station didn’t have it in the first place. Example: a station that had copy and manufacturing slots before an upgrade will receive one additional slots in these two areas, but will not receive any ME or PE slots.
  • It is not possible to gain an infinite amount of additional slots by repeatedly upgrading, then downgrading the system: additional lines being used will stay booked by their initial owner until the job expires. That means an opposing faction may have to wait for the previous job owner to relinquish his line before having access to it.
  • Medical clone costs do not apply to Jump Clones.
  • War Zone Control
  • Holding and upgrading Factional Warfare systems now have an impact in a faction success as a whole. Number of systems and upgrades hold in the same War Zone (Amarr/Minmatar or Caldari/Gallente War zones respectively) are counted as part of points, then used to unlock War Zone Control tiers:
    • War Zone Control Tier 1 – between 0 and 20% of total War Zone points: the faction LP store prices are multiplied by four next to their pre-Inferno numbers.
    • War Zone Control Tier 2 – between 20% and 40% of total War Zone points: the faction LP store prices are multiplied by two next to their pre-Inferno numbers, the faction receives 5% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 3 – between 40% and 60% of total War Zone points: the faction LP store prices are the same as pre-Inferno, the faction receives 10% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 4 – between 60% and 80% of total War Zone points: the faction LP store prices are twice as cheap as their pre-Inferno numbers, the faction receives 15% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 5 – between 80% and 100% of total War Zone points: the faction LP store prices are four times as cheap as their pre-Inferno numbers, the faction receives 20% bonus to all Factional Warfare LP gains.
  • War Zone Control bonuses are applied to all the respective faction members no matter where they are – neutrals and enemies are not affected.
  • War Zone Control only affects ISK and LPs requirements on their respective faction LP store offers.
  • War Zone Control only affects the respective Factional Warfare Militia Corporations (24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force). Other corporations are not affected by such a change.
  • Capturing payout
  • Factional Warfare sites now give Loyalty Points when captured:
    • Minor sites: 10,000 LPs
    • Standard sites: 17,500 LPs
    • Major sites: 25,000 LPs
    • Major Stronghold or Major Compound sites: 30,000 LPs
    • Infrastructure Hubs: 40,000 LPs
  • All LP gains are split among all eligible members. Example: Two Amarr enlisted players capturing a Minmatar or Gallente Minor site would only receive 5,000 LPs for the 24th Imperial Crusade each.
  • All LP gains are also split toward allied factions. Example: one Amarr and one Caldari enlisted players capturing the same Minmatar or Gallente Minor site would still receive 5,000 LPs each – for their 24th Imperial Crusade and State Protectorate corporations respectively.
  • Cloaked or pilots in pods or shuttles will not receive any payout.
  • Only attacking enemy sites will yield LPs – defending will not. Example: one Amarr enlisted pilot defending an Amarr site will not receive anything. The same Amarr pilot capturing a Minmatar site will be normally paid.
  • Capturing LPs through Factional Warfare sites will cause the enemy Infrastructure Hub in the same solar system to lose half of the gained LP amount. Example: An Amarr enlisted pilot receiving 10,000 LPs for capturing a Minmatar Minor site in Amamake will cause the Infrastructure Hub there to lose 5,000 LPs, possibly causing it to lose an upgrade level.
  • Factional Warfare sites now give 20 Victory Points instead of 100 – this was done to increase solar system capture time significantly and reduce likelihood for a Factional Warfare pilot to be stranded in a station that switched loyalty while he was away.
  • LPs for kills
  • Destroying enemy player ships will give LPs to the player giving the final blow.
  • Exact formula is: [Given LP] = ([Market value of target ship] - [Max. Insurance market value] + [Fitted mods, rigs and subsystem market value] + [Transported items market value]) / 10000.
  • Please note insurance is always counted at its maximum value no matter what the insurance value on the destroyed ship actually is to discourage farming.
  • If the player giving the killing blow belongs to a fleet, LPs will be split to all friendly faction members in the grid. Example: a fleet of 2x Gallente Federation and 2x Minmatar Republic members destroy a target enlisted in the Caldari State worth 4000 LPs. No matter who had the killing blow, each Federation pilot will receive 1000 LP for the Federal Defense Union, while each Minmatar capsuleer will gain 1000 LP for the Tribal Liberation Force.
  • Standing requirements
  • Required faction standings to join Factional Warfare have been lowered from 0.5 to 0.0. Please note that players having negative standings will still be kicked out of their respective faction as usual.
  • The Advanced Military Career Path tutorial has been adjusted in consequence – the final mission now gives the Rapid Firing skill book instead of a Letter of Recommendation.
  • Research agents and datacore changes
  • Datacore offers have been added to Factional Warfare Militia Corporations (250 LP and 250,000 ISK for a package of 5):
    • 24th Imperial Crusade: Amarrian Starship Engineering, High Energy Physics, Laser Physics, Mechanical Engineering, Nanite Engineering.
    • State Protectorate: Caldari Starship Engineering, Graviton Physics, Mechanical Engineering, Quantum Physics, Rocket Science.
    • Federal Defense Union: Electromagnetic Physics, Electronic Engineering, Gallentean Starship Engineering, Mechanical Engineering, Plasma Physics.
    • Tribal Liberal Force: Hydromagnetic Physics, Mechanical Engineering, Minmatar Starship Engineering, Molecular Engineering, Nuclear Physics.
  • Please remember all above prices are affected by War Zone Control LP Store multipliers.
  • Field multipliers for all research categories have been removed (this affects Research Point per day). Besides, all Research Points requirements to claim one Datacore have been increased from 50 to 100.
  • Each datacore will now require 10,000 ISK to claim on top of the 100 Research Points
  • Research Point amounts will not be adjusted in any shape or form with Inferno release.

Unified Inventory

  • An Index tree has been added into the Inventory window showing all accessible inventories within stations while docked and within ships while in space. Full details are available in the Dev Blog, 'Unified Inventory'.
  • Client inventory performance has been enhanced greatly making it possible to work with hundreds of items without serious framerate drop.
  • New look and feel for inventory items.
  • Cut and paste shortcuts implemented for inventory items.
  • Assembled containers will now appear as part of the new index tree.
  • A new capacity meter has been added to the inventory window which gives instant feedback on capacity changes before items are moved between locations.
  • A new Smart filter system has been added to the Inventory window that allows players to filter items by various means and save the filters for later use.
  • All inventory items now have estimated market price displayed for individual items through tooltip as well as showing combined market price on all selected items in the lower bar of the inventory.
  • Market deliveries now appear as an independent entry in the index view of the Inventory, regardless of whether an office has been rented in the station.
  • POS inventory locations are now automatically appended to the inventory tree index when the structures are within your current grid.

Starbases, Outposts and Stations

  • Unanchoring an assembly array that has active jobs in its assembly lines now warns the player that the jobs will be aborted and materials lost.

Science and Industry

  • When using quick running compression jobs from a Rorqual, the completed job would sometimes not show up for 5 minutes in the Science & Industry window. It will now show up within one minute at most.

Market and Contracts

  • Market tax has been increased from 1% to 1.5% as a part of our initiative to keep the EVE economy healthy.

Skills

  • Fixed some minor spelling errors in the description in several Science skills.

Ships

  • References to Siege Missile Launchers have now been updated to refer to Torpedo Launchers in Stealth Bomber descriptions.

Graphics

  • A small white square that glowed when looking at Celestis variants while rotating the camera will no longer show.
  • Turret locators on the Nighthawk are now located correctly.
  • The Nighthawk now has the Caldari booster glow.

User Interface

  • User created groups on the Neocom can now be renamed and given a two letter abbreviation so that it is easier to distinguish between custom groups.
  • Clients viewing autolink items and solar systems will see the name translated into their client language if supported.
  • The image in the "Show Info" window can now be dragged and dropped in chat to create a link to the type or item that is being viewed in the info window. Character portraits can also be dragged to Contacts to add the character as a contact, and item images can be dragged into the market quickbar to add the type to the quickbar.
  • The "Jump To" right-click menu has been changed so it behaves like the "Bridge To" menu. That is, if there are more than 20 alliance beacons they will be divided into submenus with 20 beacons each.

CONCORD and Kill Reports

  • To avoid confusion, Capsules with a Global Criminal Countdown will no longer appear as a red target on your overview. This is reverting to pre-Escalation behaviour.

Miscellaneous

  • Detail texture map missing from the Nomad has been restored.
  • If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position.
  • You will now be informed that you have lost connection with EVE instead of abruptly shutting down the client.

Fixes

Player Owned Structures, Outposts and Stations

  • Items in Silos will no longer freeze during shuffling and moving.

Graphics

  • Mining drones will once again play their full animation and effect cycle.
  • The turret shader preset has been fixed for the Cynabal. Turrets fitted to this ship will now appear correctly.

Audio

  • An issue with the gate activation audio sfx occasionally not playing has been fixed.
  • The energy vampire effects will now play sound when used.
  • An issue with Vivox that could crash the client has been fixed.
  • Resolved a problem where the volume of turrets would not change based on the distance of your camera.
  • An issue with the ambient audio in the station hangars has been fixed.
  • Resolved an issue in the mixer structure that caused low volume on ship effects such as the vampire module.

Graphics

  • Resolved a geometry hole that would appear on the lowest LOD setting for the Lachesis ship.
  • The Echelon has been V3'd which fixes 3 broken decals on the ship hull.

Science and Industry

  • Fixed an issue where BPCs invented with decryptors would sometimes have one less production run than they should have.
  • Show info windows for blueprint copies stored within containers will now show accurate data.

Mac

  • The Captains Quarters screen will now rotate between screens as intended.
  • An issue where numbers where incorrectly formatted when using regional settings where space was the thousand separator has been fixed.

Market & Contracts

  • You are now able to find contracts issued by characters where the subject name is a subset of another entity´s name.

Modules

  • Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck.
  • The Dual Modal Giga Pulse Laser I will now correctly have the benefits of 'Turning on Overload' applied to it. The increase in damage is correctly updated in the fitting window.
  • The Triage II Module now has the correct effect associated with it when activated.

Boosters and Implants

  • 'Gunslinger' Small Projectile Turret implants now conform to the new naming convention.

Weapons & Ammunition

  • Descriptions have been updated for Conflagration Laser Crystals, Tremor and Quake artillery charges.
  • When their intended target dies before they get there, missiles will no longer move in an erratic manner.

Exploration & Deadspace

  • The green centroid lines between probes are now displayed correctly if the player has jumped between systems without closing the map.
  • Reconnecting to lost probes when travelling through wormholes will now be more consistent and stable.

NPCs

  • Wrecks of NPCs are now properly identified and are no longer just numeric ID's.

Corporation & Alliance

  • All other pending corp applications are now properly removed when you join a new corporation.

Agents & Missions

  • Tidied up several misleading escalating path messages in missions.
  • Sometimes the client would lockup on trying to remove offered missions. This no longer happens.

EVE Voice, Mail & Chat

  • Mails received for reimbursement will be properly formatted.

User Interface

  • The link detection in chat has been improved (unicode support, multiple links in one line).
  • Fixed a small UI error which showed that a sole Wing Commander was entitled to a fleet boost when this was not actually the case.
  • On the map screen, Militia Ships Destroyed in the Last Hour now update the number correctly. Previously it always displayed 1.
  • The non-functional "Set Name" option has been removed from the contextual menu when right clicking the station name of an asset location. Stations cannot be renamed.
  • The People & Places contacts divider will now remember its position as set by the player.
  • An issue with the 'Use Active Overview Settings' checkbox in the Scanner UI has been fixed.
  • Agent portraits can now be seen with clients at 125% UI scaling.
  • When placing a Buy Order, the quantity for the item will again have separators and no decimal places.
  • The Jukebox window will no longer expand during a session change, such as docking or undocking, if it was previously collapsed.
  • When sorting by value for the standings transaction window, values are now sorted numerically instead of alphabetically.
  • An issue with the sorting of Log entry times around midnight has been fixed.
  • Fixed the text spacing in the "Accept Quote?" window for Manufacturing, so that text is no longer overlapped by UI elements.
  • Tooltip requiring the user to train additional levels in "Interplanetary Consolidation" will now display correctly when no more command centers can be placed on a planet.
  • Fixed an issue where Dominant Sovereignty Holder names longer than 39 characters would overlap the Kills in the last 24H label in the Sovereignty window. The names will now instead be clipped if the window is too small.
  • The notepad will now save changes if it has been closed via the shortcut key.
  • Fixed an issue where Station waypoints were being changed to System waypoints when cancelling Waypoint optimization and closing the map.
  • It is possible again to use the "arrow up" key to select items in the overview after a session change when the overview is in focus.
  • The Corporation icon can now correctly be removed from the Neocom. Fixed an issue where it would be added after removal on client restart.
  • Ship names in the fitting management window will no longer be fully capitalized.
  • The mysterious and enigmatic 'c' before the icon in the Redeem Items window, has disappeared into the cold, dark night.
  • Searching for Aura in People & Places will now only return the user’s starting Aura agent.
  • Having bilingual tooltips enabled will no longer insert additional tags into copied kill reports

Graphics

  • The Abaddon boosters length are now equal.
  • The boosters on the Retribution now fit snugly into the engine exhaust.
  • Resolved an issue with the infested Dominix drone, all of the animated legs will now display and animate correctly.
  • The fourth turret hard point no longer intersects with the top wing on the Vengeance model.
  • A texture seam in the Pulsar Nebulae has been fixed.
  • The booster trail on the Executioner no longer intersects with the exhaust geometry.
  • The turret locators on the drake have been repositioned onto the ship?s hull.
  • Resolved an issue where the Dismantler Alvior drone would not have animated shadows.
  • All Caldari industrials now have the shadow effects restored.
  • The animated cockroach model on infested rocks will no longer corrupt and show up on your ship.
  • The tech2 ORE ships have had their red lights restored.
  • Resolved locator issues for a large majority of NPC models using the Velator hull.
  • The EoM 'Death Knight' NPC now uses the updated V3 Maller with the appropriate EOM skin.
  • Fixed a texture seam on all mining barges.
  • The Dominix turret locators are mirrored once again.
  • Resolved turret locator issues with the NPC Ibis models.
  • Fixed the booster locators for the Arbitrator so they are closer to the ships geometry.
  • The Mordus frigate is now using the correct skin.
  • Fixed the booster locators on the Retriever hull.
  • Resolved locator issues on the following ship hulls: Nighthawk, Vulture, Ferox, Drake, and Widow.
  • Re-added the blinking lights to the Mordus Frigate.
  • Resolved an issue with the Strip Miner undeploy animation, the turrets will no longer bob up and down.
  • Resolved a legacy issue where effects would linger in the scene if your client was minimized for an extended period.
  • Increased the Nebula resolution quality on select systems.
  • Removed additional thrusters from the Einherji Fighter.
  • Drone Fighters now preview correctly.
  • The booster glow areas have been added to the Naga.
  • Resolved a locator issue with the Concord SWAT frigate.

Localization

  • Autolinking now auto-completes on the client side as well as translating to the clients language.
  • Nightstalker goggles now properly displayed when client is set to Japanese text.

Miscellaneous

  • Resolved an issue where the Mega Pulse Laser firing sound couldnt be heard from certain camera perspectives.
  • When opening Personal Assets->Constellation, if you have no assets the message now reads 'You have no assets in this constellation.'
  • Warping through a planet while cloaked shouldn't affect the cloak now.
  • Fixed various issue related to jump button where jumping would not take place after warping to location.  The process was made more robust with regards to exceptional cases. This affects most cases of automatic navigation that end with an interaction as in opening cargo, docking and scooping drones.

 

Patch notes for EVE Online: Inferno - Client Update 1

To be released on Tuesday, May 22, 2012.

This update addresses issues introduced with Inferno 1.0

User Interface

  • Corp logos in structure Kill Reports can now be dragged to share the Kill Report
  • An issue with adding market groups to custom quickbar folders has been fixed.
  • Automatic warp when jumping or docking no longer uses the default warp distances as defined by the user.
  • Fixed text indicating a faction was still capturing a control point when it is already captured.

Eve Online: Inferno. Escalation Begins 24th of April.
Date added: 04/23/2012

Eve Online Escalation  begins April 24th, 2012.

Features:

Loot Table Changes Show Some Industrialist Love

NPC ships will no longer drop manufacturable T1 loot. NPCs will continue to drop modules, however T1 items which have a blueprint will no longer drop, making player manufacturing the primary source for these items.

 
 
Tweaked Titan Tracking

Titan tracking has been revisited, reducing tracking and the number of targets they can have locked at once. Smaller ships, such as sub-capitals, should now prove more useful in fleet battles as both offensive and defensive combatants.

 
 
Bountiful Drone Rewards

Alloys have been removed from the rogue drones, and bounties have been added to them to bring them in line with other faction mobs. Players no longer have to gather a cargo hold full of alloys to make rogue drone hunting lucrative.

 
 
Incursion Iteration

The rewards and challenges of Sansha invasion fleets in Incursion content have been revisited to better balance challenge and reward. Vanguard invasions will now take a bit longer, while the time to complete an Assault invasions will be reduced some. In addition, the ISK reward of Vanguard invasions has been changed to bring the reward in line with the difficulty/risk.

 
 
Status Effects Notification Panel

Status effects - commonly known as buffs and debuffs - currently active on your ship will now display in a more visible and intuitive Notification Panel on your screen, similar to other mainstream MMOs.

 
 
More Multi-Cultural Character Creator Colors

The EVE character creator now offers a wider assortment of skin hues for a more diverse and realistic palette.

Eve Crucible 1.6 deployed.
Date added: 03/28/2012

Patch notes for EVE Online: Crucible 1.6

To be released Wednesday, March 28, 2012.

Features

Localization

  • A  full Japanese client for EVE Online is now available and joins German and Russian as our third fully localized client on Tranquility.

Changes

User Interface

  • It is no longer necessary to select the search type in People & Places.
  • It is possible to search for exact matches in People & Places.
  • Wallet divisions now allow Unicode characters for naming.

Weapons, Ammunition and Implants

  • All Kinetic missiles now have the name ‘Scourge’ back.
  • Three classes of missile launcher have been renamed to better indicate the type of missile they fit. Assault Missile Launchers are now Rapid Light Missile Launchers, Standard Launchers are now Light Missile Launchers and Siege Launchers have become Torpedo Launchers.
  • Zainou 'Gypsy' Turret Destabilization TD-90x renamed to Zainou 'Gypsy' Weapon Disruption WD-90x.

Localization

  • In the localized clients, bilingual search can be conducted.
  • Players can choose to see translations of important names in tooltips on the localized clients.
  • Players can choose to have important names marked on the localized clients.
  • Players can choose to display a column with the English mission titles on the localized clients.
  • Players can choose if they want to see important names in English or translated on the localized clients.
  • The starmap can now be viewed in a fully localized format.

Corporation & Alliance

  • Corporations can now name divisions using unicode characters.

World Shaping

  • Stargates are now named solely for their destination. This means it will now display 'Destination' rather than 'Stargate(destination)'.

Fixes

Agents & Missions

  • The 'Spy Stash' mission description now displays correctly.
  • Research agents now properly berate you for trying to research too many things. Research ALL THE THINGS.

User Interface

  • It is no longer possible to use font, fontsize and br tags in corporation titles to avoid breaking the formatting of show info windows.
  • A client crash when inputting extremely large numbers into amount fields has been fixed.

Localization

  • Market order modification warnings are now fully translated in all localized clients.
  • The descriptions of some items and ships, like the Hulk, are now formatted correctly in localized clients.

Miscellaneous

  • A ship aligning for warp may now cancel the action at any time provided that it has not exceeded the activation speed and that its velocity vector is not yet aligned with the warp destination.

Eve Online Crucible 1.5 deployed on 13th of March.
Date added: 03/13/2012

Patch notes for EVE Online: Crucible 1.5

To be released Tuesday, March 13, 2012.

Important Note: The new EVE launcher will install before Crucible 1.5 is launched. Once you boot up the new installer, EVE Online: Crucible 1.5 will be installed automatically.

Features

Technical

  • We’re replacing the current patching mechanic and replacing it with a Launcher. Players will be asked to download a small patch after downtime on Tuesday which will contain the Launcher. Once this has been completed, the EVE Launcher will start, which will automatically patch your client to the correct version. Full details are available in this blog.

Ships

  • We have revamped the rookie ships which are the first ships new players see in the game. You can read, and see, all the changes to the Ibis, Impairor, Reaper and Velator in this blog.

Exploration and Deadspace

  • The following 2/10 deadspace sites have been added:
  • Blood Raider Human Farm
  • Serpentis Live Cargo Distribution Facilities
  • Sansha Acclimatization Facility

Changes

Character Creator and New Player Experience

  • In Character Creation and Re-Customization, the four portrait snap shots now retain all the background, pose and lighting settings of the portrait. This will allow you to quickly switch between them without changing settings, either by clicking on them or using the F1 - F4 keys.
  • The idle animations of your avatar will now pause when you are making sculpting changes.
  • The Tucking and Browsing buttons in Character Creation and Re-Customization have been moved to the side panel.

Player Owned Structures, Outposts and Stations

  • Control towers in wormhole space no longer reveal distance in the Control Tower Management window.
  • If a Control Tower was configured with exactly 0.0 for "Attack if security status lower than", then it would ignore this setting altogether. This has now been fixed.

Modules

  • Weapon turrets now have consistent masses.
  • The Group containing Afterburners and Microwarpdrives has been renamed from "Afterburner" to "Propulsion Module", so that we no longer have Microwarpdrives in a group called "Afterburner".

Market & Contracts

  • "Missiles" market group is now called "Missile Launcher Operation".
  • Market Buy orders will now appear in yellow text if the location of the item is included in your current destination route.
  • A “View market details” button has been added to the “Modify Order” window.
  • Double clicking on an order will now open up the market details for that item type.
  • You can add an item to the Market quickbar by dragging an inventory item or ship module (in ship-ui) onto the quickbar.
  • You can SHIFT+drag blueprints onto the Market quickbar (or hold down shift when picking "add to quickbar" from the menu), you add a folder to the quickbar. In that folder are all the materials needed for the activity you pick (and the blueprint itself. (Non-market items appear greyed out)
  • Non-market items can now be added to the market quickbar but they are greyed out.
  • You can now sort market orders by Region on the Orders tab.

Graphics

  • All ORE ships now have the correct factional engine trails.
  • Ships will now inherit the correct engine trail color from their race type.
  • Ship hull effects will now follow any animations associated with that ship.
  • Fixed an issue where the region label for the starmap will no longer appear when switching shader/texture settings.

User Interface

  • Checking the box in the Escape menu to turn off drone models will now state that a reboot is required for this to take effect.
  • Overview: New entries for the overview are now added immediately and do not have to wait for the next regular refresh.
  • "Cut" (ctrl+x) can be used now in contract and market order dialogs.
  • Users can now drag groups from the E menu (Accessories, Business and Social) onto the Neocom even when items within those groups are already on the Neocom. Items already on the Neocom will not be present in the groups when dragged from the E menu. Users can add or remove to the group folder as with any other folder.
  • Added percentage tooltips for Armor/Shield/Structure bars on targeted ships.
  • The Neocom will now reset to its default width in addition to its default button configuration when using the "Reset Buttons" option found when right clicking on the Neocom. This option is also available to players in the ESC menu under "Reset Settings".
  • Double clicking icons on the Neocom will now only open or close the window rather than open and close the window as the Neocom recognizes double clicks in addition to single clicks.
  • Fixed the formatting of the hover over tooltip for Transactions found in the Wallet. Each piece of information is now given its own line. Character first names have one line and surnames have another.
  • The correct fleet icon will now be used regardless of how the window is opened.
  • You will now be able to drag character Info Links in the chat to your watch list.
  • The banners on the NeX store have been updated. The 'Grand Opening' has now ended.
  • You can now sort your Personal Assets by 'Number of Items' per station.
  • Added route length & security info to the "Route" tab in the solar system info window.
  • The right click menu can now be accessed by right clicking on the icon in the Selected Items window in the Overview.
  • The Compare window has now been added to the shortcut options in the Escape menu.
  • Added a character counter to the Bio, Notepad and other similar text fields.

Drones

  • Fighter drones now get a little closer to their targets before switching off their MWD. This should result in fewer cases of fighters "stopping short".
  • All drone blueprints now reside in a group that matches the relevant drone's group. For example, blueprints for Cap Drain Drones now reside in the "Cap Drain Drone Blueprint" group.

Localization

  • The required standings for R&D agents are now displayed correctly in the German client.
  • The description for the Thrasher now displays the correct bonuses in the German client..
  • Fixed multiple typos and grammar in the German and Russian clients.
  • We have made improvements to the performance and memory usage of our new localization engine Cerberus.
  • The processing for agent messages has been moved to the client. This resolves the long standing issues with mission text being partially shown in the wrong language.
  • Period, comma and numpad-period, can now all be used as decimal marker regardless of OS, Regional settings, client or languageID.

Fixes

Character Creator and new Player Experience

  • An issue with certain lipstick colors not appearing correctly has been fixed.
  • Characters no longer turn on their invisibility cloak inside CQ when you change non-character specific texture quality options.
  • A display issue with character portraits on the Mac client has been fixed.
  • A PhysX crash that occurred in the Character Creator and the Captain's Quarters has been fixed.

Player Owned Structures, Outposts and Stations

  • Outpost platforms now properly state that they require sovereignty to use.

Skills

  • Hull Tanking - Elite certificate no longer directly requires Hull Upgrades IV, as this is superseded by the requirement for Core Integrity - Elite.

Ships

  • Resolved an issue where sentry guns would not display their firing effect and sound when attacking.

Sound

  • The salvager module sound has been restored.
  • Resolved a bug where 250mm Railguns shared the same sound as Blaster cannons.

Modules

  • All Tech 2 blueprints will no longer have market entries. Any blueprint that's ever been used for manufacturing or research cannot be listed on the market, which is assumed to apply to all T2 BPOs, and having a market entry for them is causing showinfo to have a "view market details" button rather than "find in contracts".
  • Cloaking devices will consistently describe their effect on a ship's maximum velocity.
  • The Dual Modal Giga Pulse Laser I has now only one overheat bonus just as it was intended and is now in line with the other lasers of the group. Can still not be fitted on live sharks.

User Interface

  • The auto completion for text fields will now work if that window is stacked with other windows.
  • Selecting a word in a text input box with a double-click or right-click (to link the item) is no longer including trailing spaces which makes linking much easier.
  • The timer for "Next Clone Jump Available" will now always display the remaining time after a clone jump, even if no additional clones have been installed.
  • The log will show the correct message if a user is attempting to anchor an item that can be anchored that is already being anchored. Anchor that!
  • UI Scaling: The position and direction of the ship in the map-browser and tactical overlay has been fixed.
  • Some minor typos have been corrected in the downtime message.
  • Notification messages will now correctly offset with the camera when the option has been enabled in the ESC menu.
  • Dynamic groups for chat channels and browser bookmarks has been fixed. The "X more..." group that appears at the end of a long list of channels or bookmarks is now created recursively when required and will expand in a logical manner depending on screen real estate available.
  • Fitting window retains dimensions even after closing and reopening the window.
  • The Map Browser now correctly remembers its state, whether open or closed, when changing the client resolution.
  • The Fleet Finder window will automatically search using the default search settings when opened.
  • The Training Queue window will now resize correctly without graphical glitches.
  • A redundant right click option was removed from the Neocom for the overflow folder when a player possesses more than 30 chat channels or bookmarks. This was removed as the functionality is not intended for dynamically created folders. Players can still remove chat channels or bookmarks by viewing the full listing via their respective windows.
  • The quick filter no longer saves each key press as a search.
  • When attempting to unfit a grouped module you will again receive a confirmation message telling you that the action will clear the group.
  • Improved the performance when adding and removing objects to the overview.
  • Shield Transporters will now show their range on the tactical overlay.
  • It is now possible to use both the dot and the comma as decimal delimiter when typing or pasting decimal values, for example when creating market orders.
  • Fixed an issue where the window indicating why standing changes had been awarded was opening blank. The transaction details for standing changes will now open correctly.
  • An issue has been fixed with show info for old items which would break for UI scaling set to something greater than 100%.
  • Improved the accuracy of the skill training bar seen under the character portrait on the Neocom. It will now accurately reflect the time left in line with the progress bar found within the Training Queue window.
  • Fixed an issue where the division in the Training Queue would snap to one side on being clicked.
  • The Show Info window will now remember its position when moved. All subsequent Show Info windows will open in the same location, cascading diagonally when set not to merge.
  • Switching overview tabs is no longer wasting a lot of time with regenerating brackets and is much faster.
  • Paragraphs are no longer jumping around in edit fields, for example, when editing the bio.
  • A separate message is now displayed when attempting to move items of the incorrect type into a Silo that has had its type set.
  • An issue with the Assets window becoming nonfunctional has been fixed.
  • Shortcuts to the Ship Hangar and Captain's Quarters no longer function in space.
  • Fixed an issue where dragging the Character Sheet directly from the E menu into a group would disallow the user from removing that icon again without resetting the Neocom.
  • Underscores are now visible in single line text boxes when using UI scaling.
  • You can now drag icons between groups and nested groups on the Neocom.
  • Windows will no longer open minimized if they were previously stacked with another window which has been minimized.
  • Highlighted text works properly now with UI scaling.
  • An issue with closing rolled-up windows has been resolved.
  • Fixed an issue where alliance member corporations could overwrite each other’s wallet settings.
  • Market groups now load much faster.
  • When you click the overload rack button the tool-tip of the module's overload changes accordingly.
  • Text and progress bar are now aligned correctly when analyzing with probes.
  • An issue with the Certification Planner missing 'Recommended' ships has been fixed.
  • An issue with the Station Services disappearing due to corporation role allocation has been fixed.
  • The size of several symbols have been adjusted and will display correctly.

Weapons & Ammunition

  • Mega Pulse Lasers audio and visuals are now in sync.
  • T2/faction/mining crystals now correctly display their damage-per-use chance.

Graphics

  • Fixed a rendering issue with the photo service where certain mission assets would not get the correct preview icon.
  • The stasis web effect would sometimes linger even after the module has been deactivated. This has been resolved.
  • A small gap between the sentry gun base and the turret model for all races has been fixed.
  • Tractor beam turrets will no longer get corrupted after a warp.
  • Neutron Blaster turret color will adapt to the racial style of the ship they're fitted to.
  • The 'flippers' on the side of the Dominix are now symmetrical.
  • The boosters on the Dominix, Sin and Dominix Navy Issue have been moved closer to the ships engines.
  • Sun occlusion causing white screen flash on some ATi hardware has been fixed.
  • Resolved an issue where the ECCM effect would alter its location based on scale.
  • Resolved an issue where a shader parameter was not populated causing the Tractor beam muzzle glow to display a yellow box.
  • Added a missing turret locator to the Phantasm ship model.
  • Resolved an issue that occurred when changing planet view while your ship was docking..

Corporation & Alliance

  • Dividends can now be paid out to Corporation members without error.

Exploration & Deadspace

  • The effects of Magnetar wormhole systems will now be properly applied to all fighter drones.
  • The warp in effects on the sun in Uotila system have been fixed and display correctly.

EVE Voice, Mail & Chat

  • The character limit for new EVE mails is now enforced correctly when pasting large text blocks.

Mac

  • Increased stability of the MAC client at higher resolutions.



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