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Patch Notes for Rubicon 1.1

Patch notes for EVE Online: Rubicon 1.1.9
Released on Thursday, February 13th 2014

FIXES

UI

  • Resolved an issue where scan result distances would not be accurate.
  • If players would chose to suppress a pop-up before Insuring their ship and clicked No in the pop-up, they were unable to Insure their ships after that. This has been fixed now. Those players who have done this already can reset the pop-up in the ESC menu, 1st column in the “Reset Settings” tab (reset an option called “Insurance Terms”).

 

 

Patch notes for EVE Online: Rubicon 1.1.8
Released on Wednesday, February 12th 2014

FIXES

Sleepers

  • Sleeper craft have received much needed sensor upgrades and can now detect and process threats across great distances. They’re watching you. Always.
  • Sleeper reinforcement protocols have been improved to reduce unsightly clustering.

Client

  • Fixed crashing issues when entering fullscreen mode.

Localization

  • Several consistency issues have been fixed in the Russian client.

Mac

  • Fixed client freezing on the character select screen.

 

 

Patch notes for EVE Online: Rubicon 1.1.7
Released on Tuesday, February 11th 2014

FIXES

Agent Missions

  • Fixed some container positions within the Ruined Serpentis Science Outpost dungeon for accessibility.

Physics

  • Fixed capital ship bumping on undock of Amarr Factory Outposts.

 

 

Patch notes for EVE Online: Rubicon 1.1.6
Released on Thursday, February 6th 2014

FIXES

UI

  • Drone attributes from the Miscellaneous group were missing when comparing drones in the Compare tool. This has now been fixed.
  • “Launch Drones” is now always the first option in the right-click menu on Drone groups in the drone window.
  • Fix for flickering UI on some machines running DirectX 9 client.

Localization

  • A number of consistency fixes were made to the Russian translation.

 

 

Patch notes for EVE Online: Rubicon 1.1.5
Released on Wednesday, February 5th 2014

FIXES

Graphics

  • Fixed docking radii on Minmatar Research and Minmatar Trade Post Stations
  • Fixed texture issues with Blood Raider dungeon stations 
  • Fixed undock bumping on certain Stations 

UI

  • The Insure option will now be available in the right-click menu for ships in corp hangars

 

 

Patch notes for EVE Online: Rubicon 1.1.4
Released on Tuesday, February 4th 2014

FIXES

Mobile Structures

  • The ESS can no longer be deployed in wormhole space.
  • The ESS now pays out the correct amount of LP when delivered in batches.

Client

  • Fixed a case where a client stall due to loading graphic assets during a warp could lead to ship desync (appearing in the wrong position in the client)

PvE

  • The Gallente station in the Rogue Drone Asteroid Infestation dungeon has been moved so that the containers are accessible again. 

Graphics

  • Fixed a driver crash on AMD video cards.
  • Fixed a memory leak on Nvidia cards.
  • Updated compressed material blueprints with the correct images.
  • Adjusted the mining laser effect to display correctly from all angles.
  • Restored the textures on the Guardian Battlestation.
  • Adjusted light ring on the Caldari Research Station.
  • Fixed issues generating abnormal station graphics in dungeons.

 

 

Patch notes for EVE Online: Rubicon 1.1.3
Released on Friday, January 31st 2014

FIXES

World Building

  • Some of the capital wrecks from the colossal battle of B-R5RB have been pulled into a stable low orbit by the gravity of the nearby planet. CONCORD has established a landmark beacon among the wrecks to commemorate the battle, which is now visible to all capsuleers in the B-R5RB system.

 

 

Patch notes for EVE Online: Rubicon 1.1.2
Released on Thursday, January 30th 2014

FIXES

Modules

  • Fixed an issue that prevented overloading some module while warping.

UI

  • The Insurance Terms window will now show the correct time left on current insurance (if a ship has one).

 

 

Patch notes for EVE Online: Rubicon 1.1.1
Released on Wednesday, January 29th 2014

FIXES

Drones

  • Auto-salvaging for drones works again.

Mobile Structures

  • Fixed an issue where containers containing only items with zero volume would not be looted by Mobile Tractor Unit.

Factional Warfare

  • Fixed issue where characters in FW could not see the show info of non-FW characters.
  • An issue has been resolved whereby, when in Factional Warfare, you couldn’t view show info on non-FW pilots.

Cargo Containers

  • Freight containers will now correctly be removed during downtime.

Corporations and Wars

  • The war history is now shown in the info window on corporations.
  • Fixed a notification spelling error when accepting war assistance when the offering ally was already in the same war.

UI

  • Standings flags are now again visible in the chat.

Localization

  • UI and message strings missing on the German and Japanese clients have now been localized.

 

 

Patch notes for EVE Online: Rubicon 1.1
Released on Tuesday, January 28th 2014

Patch size: 1,1 GB (Approximately)

FEATURES

Deployable Structures

  • New Siphon Unit – Small Mobile ‘Rote’ Siphon Unit:
    • Favors processed materials over raw materials.
    • Steals 110 units of processed materials.
    • Steals 20 units of raw materials.
    • Waste factor is 10%
    • Capacity is 10%
    • Blueprint available on market, build cost is slightly higher than for existing base version.
  • New Siphon Unit – Small Mobile ‘Hybrid’ Siphon Unit:
    • Steals polymers from Polymer Reactor Arrays.
    • Steal amount is 50% of batch size.
    • Waste factor is 10%
    • Capacity is 1200.
    • Blueprint available on market, build cost is same as for the existing base version.
  • New deployable – Encounter Surveillance System:
    • Affects NPC bounty payouts in system it is deployed in.
    • Four variations, one for each race. The racial variations are all statistically the same.
    • The ESS is sold directly from empire navy stations (so the Gallente Encounter Surveillance System is sold in Federation Navy stations, for instance).
    • The ESS is sold for 25 million ISK.
    • Can only be deployed in null sec, max one per system. Cannot be deployed close to stargates, stations or starbases. Can be scooped by player that deployed it.
    • Becomes active after 120 seconds.
    • The ESS has a global beacon, so it is visible to all in system. When a ship comes into proximity of the ESS, a message is broadcast in local notifying this.
    • While active, NPC bounty payments pay out full value, with 80% being paid directly and 20% being stored in a system-wide pool. In addition, for each 1000 bounty ISK you get 0.15 Loyalty Points, these are LPs for the empire navy based the ESS type.
    • The payout can rise over time, the chance is based on activity. The ISK payment rises by 1% at a time and the LP payout by 0.01. It can rise five times, so maximum payout value is 105% of ISK value and 0.2 LPs per 1000 ISK. Destroying, scooping or accessing the ESS resets the payout value.
    • The ESS has an EHP of 250k.
    • There is a warp disruption bubble with a radius of 15 km around the ESS.
    • To get the ISK in the system-wide pool, you need to interact with the ESS. The range to interact with it is 2500 meters. While interacting with the ESS, a warp scramble effect is put on you.
    • When you start to interact you get two choices, Share and Take all. Share has a timer of 30 seconds, Take all has a timer of 210 seconds. If you move out of range (or are destroyed) while interacting, the timer is reset.
    • Once the timer is up, a notification is sent out informing all that contributed to the pool on who accessed it and what option was chosen.
    • The Share option leads to the ISK in the pool being shared amongst those that contributed to the pool, each player receiving ISK equal to what he added to the pool.
    • The Take all option leads to tags dropping in a can. The tags can be turned in at navy stations of the same race as the ESS for ISK.

Ships

  • The final ship in the Sisters of EVE line, the Nestor Battleship, is coming to New Eden
  • Like it’s smaller counterparts it is themed around exploration and flexibility, and especially wormholes
  • Rather than being able to cloak, the Nestor is bonused for remote repair amount and range, making it the most potent sub-cap logistic ship in EVE.
  • You can find a more detailed post and player feedback in this THREAD
  • NESTOR
    • Amarr Battleship Bonuses:
    • 4% Armor resistances per level
    • Gallente Battleship Bonuses:
    • 10% drone damage and hitpoints per level
    • Role bonuses:
    • 50% bonus to remote armor repairer amount
    • 100% bonus to remote armor repairer range
    • 50% bonus to large energy turret optimal range
    • 50% increased strength for scan probes
    • +10 virus strength for relic and data analyzers
    • Slot layout: 7H, 6M, 6L; 5 turrets, 0 launchers
    • Fittings: 11250 PWG, 680 CPU
    • Defense (shields / armor / hull): 8900 / 9950 / 9900
    • Capacitor (amount / recharge rate / cap/s) : 6200 / 1044 / 5.9
    • Mobility (max velocity / agility / mass / align time): 92 / .18 / 56000000 / 13.97
    • Drones (bandwidth / bay): 125 / 500
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7
    • Sensor strength: 24 Magnetometric
    • Signature radius: 465
    • Cargo Capacity: 700
  • It will be acquired in the same way that the Stratios and Astero are, via Sisters of EVE LP stores. Here are the LP offer specifics:
  • Nestor: (From the Sanctuary)
    • 1,000,000 LP
    • 100,000,000 ISK
  • Discount Nestor: (From the Sanctuary)
    • 800,000 LP
    • 80,000,000 ISK
  • Nestor Blueprint:
    • 600,000 LP
    • 150,000,000 ISK
  • Discount Nestor Blueprint: (From the Sanctuary)
    • 400,000 LP
    • 100,000,000 ISK

Graphics

  • Added new wrecks for Capital Ships.
  • The Crucifier has been redesigned.
  • Station exteriors in New Eden have been renovated.
  • Optimizations and dynamic adjustments for graphics rendering quality.
  • Icon generation no longer dependent on the hardware capabilites of the user. This should translate into a performance increase as icons are not being generated on the fly by the users hardware.
  • The ‘effect’ setting will now toggle particle clouds on/off (A session change is required for this to take affect)

CHANGES

Deployable Structures

  • Mobile Cynosural Inhibitor can not be activated in high security space.

Modules

  • Expanded the ability to overheat to many active modules that did not have it before: Tracking Computers, Sensor Boosters, Remote Tracking Computers, Remote Sensor Boosters, Remote ECCM, Tracking Disruptors, Sensor Dampeners, Target Painters, ECM Bursts, Smartbombs, Target Spectrum Breakers, Interdiction Sphere Launchers, and Omnidirectional Tracking Links
  • Reduced the base effectiveness of Tracking Disruptors and Sensor Dampeners by 10% to compensate for the ability to overheat.
  • Reduced the tracking speed of all capital turrets by 5% to compensate for the increased potential strength of Tracking Computers
  • Changed Omnidirectional Tracking Links to an active module that has the same strength as Tracking Computers, can be scripted and overheated.
  • Adjusted the shield recharge rates of all drones to correctly reflect their size.
  • Rapid Light Missile Launchers reload time reduced to 35 seconds
  • Rapid Light Missile Launcher capacity increased
  • Rapid Heavy Missile Launchers reload timer reduced to 35 seconds
  • Rapid Heavy Missile Launcher capacity increased
  • For discussion on this change see this THREAD

Ships

  • Reduced the agility of all Interceptors slightly
  • Crusader
    • Mobility (agility / align time): 3.2 (+0.1) / 4.66 (+0.15)
  • Malediction
    • Mobility (agility / align time): 3.7 (+0.55) / 5.12 (+0.76)
  • Raptor
    • Mobility (agility / align time): 3.35 (+0.15) / 4.64 (+0.21)
  • Crow
    • Mobility (agility / align time): 3.7 (+0.6) / 5.46 (+0.88)
  • Taranis
    • Mobility (agility / align time): 3.25 (+0.25) / 4.82 (+0.37)
  • Ares
    • Mobility (agility / align time): 3.35 (+0.25) / 4.6 (+0.21)
  • Claw
    • Mobility (agility / align time): 3.15 (+0.15) / 4.8 (+0.23)
  • Stiletto
    • Mobility (agility / align time): 3.5 (+0.4) / 4.95 (+0.57)

Industry

  • The following reactions have had their outputs increased to allow them to be siphoned in sensible amounts:
    • C3-FTM Acid - increased 50x from 2 to 100.
    • Carbon-86 Epoxy Resin - increased 20x from 8 to 160.
    • Graphene Nanoribbons - increased 4x from 30 to 120.
    • Lanthanum Metallofullerene - increased 2x from 60 to 120.
    • Methanofullerene - increased 2x from 80 to 160.
    • Scandium Metallofullerene - increased 4x from 40 to 160.
    • These materials' use in blueprints have all been increased by the same multiplier.
    • The volumes have all been reduced by the same multiplier.
    • All player stockpiles have had their quantities increased by the relevant multiplier.

Skills

  • Reduced the prerequisites of the Thermodynamics skill from Power Grid Upgrades 5 to 4.

PVE

  • NPC bounty payments in null sec reduced reduced by 5%.

UI & Camera

  • Tracking Camera
    • All options related to the tracking camera are accessible via a radial menu button on your HUD (the old "reset camera" button).
    • The HUD button lights up to indicate when the tracking camera is enabled and the icon indicates which mode the camera is in (tracking custom position, tracking center or normal camera).
    • The tracking speed of the tracking camera is independent of the client framerate.
    • The tracking camera defaults to off for new characters and fresh client installs.
    • The tracking camera speed was significantly increased.
    • The tracking camera plays nice with Look at.
  • UI Improvements
    • You can open a "Member edit" window for a character even though one is already open (the new window replaces the old one).
    • When creating a contract, the "Private" checkbox gets checked automatically when a name is typed/added in the "Private" field.
    • You can cancel your own market orders from the "Details" tab in the market.
    • You can bind a shortcut key to open the Fitting Management window.
    • Modules in the Fitting Management window have faction/tech icons and can be dragged and dropped to create links.
    • Hitting the return key in the Fitting Management search input field executes the search.
    • The insurance window for a ship is accessible from its right-click context menu. Additionally, the insurance window has more information on the ship, such as name, type, icon and current insurance status.
    • The insurance terms window that pops up when you want to insure your ship can be suppressed.
    • You can drag items from the Variations tab in the information window to create links or populate the comparison window with items.
    • You have access to the starmap search from the Route information panel. This makes it easier to find your destination without having to open up the starmap.
    • The attributes in a drone's information window are properly categorized, similar to ship attributes.
    • Damage resistance attributes for ships and drones in the information window are displayed with bars grouped together in a single entry, similar to how they are displayed in the fitting window.
  • Ship Show Info
    • The show info window for ships has been changed to make finding information easier
    • A new ‘traits’ tab has been added which shows only ship bonuses or other important gameplay information
    • The flavor text description is now in its own tab called ‘description’T
    • The market will be updated to show the information from the traits tab when searching rather than the description

ISIS and Certificates

  • Golden Pod is now displayed in the ISIS
  • Remaining training time now shown on Group tooltips
  • Remaining training time now shown for Certificates and Masteries in show info
  • An options button has been added to certificate show info window containing options to display the number of requirements skills in each group and an option to hide skills you’ve already acquired
  • Added some animations and improved some icons in the ISIS and mastery system

Tutorial

  • The basic tutorial has been revamped for a smoother, simpler and more informative experience.
  • Multiple content defects have been resolved.

Multiple Character Training and PLEX page

Over usability of ‘PLEX – Pilot License Extension’ and Multiple Character Training improved significantly

  • The ‘Pilot License’ tab of the character sheet has been reworked
    • The former ‘Pilot License’ text can now be seen in the ‘show info’ tab on a PLEX item
  • To use a PLEX to add game time to your account, or to activate multiple character training, use the ‘activate PLEX’ option in the PLEX drop-down menu by right clicking or simply double click the PLEX
  • On activating a PLEX, a new window will now show the state of your subscription and your additional training queues
  • In this new window you can select ‘Add’ to add time to your main subscription or select ‘Activate’ on additional training queues to train multiple characters
    • Note that you will have to press the buttons a second time to confirm your action
  • The time left on your subscription or additional training queues is now shown as a countdown timer rather than a fixed date

Localization

  • Numerous changes to the Russian terminology have been implemented.
  • The EULA is now available in German for information purposes only.
  • Added new localized text to the tutorial and re-localized the beginner tutorial in regards of consistency and accessibility for new players.
  • Several mistranslations and missing translations of weapons, ship categories and other tech have been correctly translated into German, mainly within the ship descriptions. A full list can be viewed in the official German forums (https://forums.eveonline.com/default.aspx?g=posts&m=4090385#post4090385).
  • In JA client, new localized text added to Tutorial to guide new players to the localized help channel.
  • Defect fixes have been implemented throughout the Japanese client.

FIXES

Gameplay

  • When a ship is added to space due to a player logging in, the ship will enter its emergency-warp instantly, rather than having to align from a stationary state.
  • Fixed the Miasmos Amastris Edition description to properly refer to the Miasmos as its base variation instead of the Iteron IV.
  • Lowered cloak reactivation delay on Astero, Stratios and Stratios Emergency Responder to 15 seconds Added Hull Tanking, Elite certificate item to the market.
  • Fixing virus strength bonus on Nestor.
  • Adding bill of materials tab to Nestor blueprint.
  • Fixed the "Industrial Drones" certificate to have Drones at level4 instead of 1 in its first levels.
  • Removed ship maintenance array from Nestor.
  • Salvage drones can no longer be sent outside the maximum drone control range.
  • The Templis Dragonaurs corporation description no longer shares super secret things.
  • Changed the Bastion module to allow for a possible maximum of 13 targets instead of 10 to account for the possible use of Auto Targeting System modules.
  • Phoenix bonus to rate of fire now correctly applies to only citadel launchers.
  • Changed Bastion Module I description to make it clear that energy warfare effects still work while Bastion is active.
  • Fixed problem with Mobile Tractor Unit where trying to loot a container or wreck with a container inside would fail and stop further looting.
  • Fix for the Planetary Interaction certificate having a spelling error.
  • NPC'S should not drop Ballistic Control System I.
  • Fixed incorrect Bastion Blueprint name from "Bastion Mode I Blueprint" to "Bastion Module I Blueprint".
  • The mass of Brynn's Modified 425mm Railgun has been changed to 2,000.00 kg.
  • Changed Drone Navigation Computer and Omnidirectional Tracking Link item descriptions to mention they do not work on fighters or fighter-bombers.
  • Canceling module repair on a group of linked modules was previously only canceling repair on the first module.
  • Fixed so that the jet-can with the item to retrieve is now not in the station model and you can now fly to it easy.
  • The maximum velocity of FW empire NPC Destroyers is now in line with similar NPC Destroyers.
  • Renamed Roineron Aviviere's Iteron so that it is an Epithal.
  • Drones that are set to aggressive will no longer perform automatic actions against a target if those actions would trigger a new Limited Engagement, unless explicitly instructed to engage that target.
  • Fixed a rare issue where Auto-Targeting Missiles could sometimes bypass the crimewatch safety setttings.
  • Standardized the names of blueprints for Navy Armor Resistance Plating - to bring them in line with the modules they produce.
  • Fixed an issue where a ship that is activating smartbombs whilst attempting to jump to a cynosural beacon could get stuck in the jump transition effect.
  • Cargo containers will no longer disappear when the following overview filters for Same Alliance or Excellent/High/Neutral/Bad/Terrible/No standing get checked.
  • The jettison option has been removed from various deployable structures that have a cargo hold. These items are only launched into space.
  • Name of Production Efficiency skill changed to Material Efficiency.
  • Fixed issue where containers with only items with zero volume would not be looted by Mobile Tractor Unit.

Graphics

  • Added a radius to the Nestor.
  • Fixed an issue displaying incorrect pod graphic at low LoD.
  • Resolved issues where players perceived their ship as being shot at when another ship was shooting something else.
  • Resolved Wormhole animations being incorrectly triggered by player warps.
  • Fixed the turret locators on the Federation Navy Comet to correctly accommodate its high slot configuration.
  • Corrected a ship geometry camera spawn issue on session changes.

Localization

  • Fixed an issue where the back button functionality would not work correctly in localized clients (JP, DE and RU).

PvE

  • Angel Hideaway was being distributed in blood raider space and was missing in low sec Angel space distributions.
  • Fixed description in mission "Thwarting the Succession" so that it's now clear you are only supposed to murder everyone in sight, not bring anything or anyone back alive.

Technical

  • Character creation: Randomizing the shape is now updating the customization history correctly.
  • Changed the name of the "Sanctuary Stratios Blueprint" to "Stratios Emergency Responder Blueprint".
  • Fixed a memory leak in in-game logging via monitor.
  • The fleet icon in chat channel member lists is now updating reliably.
  • Resolved an issue with manually-controlled starbase weapons where attempting to lock a target would sometimes fail.
  • Fixing issue where unloading charges from module into container or mobile depot would move a stack from the ship cargo as well and merge into one.

UI

  • When you have "Ships" and "Items" merged into the Station Panel and switch from the Offices tab to either of those tabs the office related buttons are no longer displayed there incorrectly.
  • Removed some double-spaces in the Catalyst and all its limited edition variations descriptions.
  • The mobile structure activation cycle is now filling up rather than emptying.
  • The primary radial menu action for stations is now to dock at the station.
  • Redeemable items on the character select screen are now ordered so that items with an expiration time are now displayed at the front of the list.
  • Fixing typos in the Nestor description.
  • Fixed the Capital Industrial ship group to show proper icons in the ISIS.
  • Adding Shaqil's modified Rapid Heavy Missile Launcher to the market.
  • Fixed issue where activation timer UI could brake due to incorrect time handling.
  • Tooltips for propulsion modules are now updated correctly when the module is overheated or modified by warfare links.
  • The ISIS boundaries and center location can now be altered via the "Camera Center" setting in the ESC menu.
  • Fixed a rare instance where it was not possible to close the ISIS.
  • Fixed an issue where the Training Queue window would display incorrectly if stacked with another window.
  • The debug text for the keyboard shortcut in the ESC menu has been replaced with the "Open ISIS" label.
  • The credits have been updated to reflect changes within CCP.
  • The TAB button while in the ISIS without any window in focus will now correctly collapse or expand all windows.
  • Renamed the Capital Energy Emission Systems skill to Capital Capacitor Emission Systems.
  • It is no longer possible to delete a market quickbar folder accidentally by dragging and dropping.
  • The lowercase letter in "Em" has been changed to "EM" for all Energized EM Plating modules.
  • Fixed issue where deployable activation timer bracket text would stick when as timer ran out.
  • You can now see the custom names of your mobile structures while inside a container.
  • You will be unable to make a kill right available to all when attempting to select a specific individual/corporation/alliance.

Patch notes for Rubicon 1.2

Patch notes for EVE Online: Rubicon 1.2.7
Released on Wednesday, March 6th, 2014

FIXES

Apparel

  • Fixed an issue with the EVE Source Book Limited Edition clothing items.

World Shaping

 

 

Patch notes for EVE Online: Rubicon 1.2.6
Released on Wednesday, March 5th, 2014

CHANGES

Miscellaneous

 

 

Patch notes for EVE Online: Rubicon 1.2.5
Released on Monday, March 3rd, 2014

FIXES

  • Back end fixes for various minor issues.

 

 

Patch notes for EVE Online: Rubicon 1.2.4
Released on Wednesday, February 26th, 2014

FIXES

UI

  • Fixed an issue where the path between waypoints in the autopilot could not be viewed while in a wormhole system.
  • Constellations now correctly show up rather than solar systems in related constellations tab while showing info for a region.

 

 

Patch notes for EVE Online: Rubicon 1.2.3
Released on Tuesday, February 25th, 2014

FIXES

UI

  • Fixed various issues where shortest path was being used instead of the autopilot route. Updates to escalation journal, contracts, mission description and asset window are affected.
  • Fixed issues where stations and waypoints where misrepresented in the Route info panel.

 

 

Patch notes for EVE Online: Rubicon 1.2.2
Released on Thursday, February 20th, 2014

FIXES

UI

  • The "Auto zoom to selection" checkbox in the starmap control panel works properly again.

World shaping

  • Asteroids get now reseeded correctly according to the design specs. Happy mining!

 

 

Patch notes for EVE Online: Rubicon 1.2.1
Released on Wednesday, February 19th, 2014

FIXES

UI

  • Fixed the Expanded solar system information tooltip.
  • When a character has multiple station waypoints within a single system, the autopilot route UI only showed a single station icon. The UI will now show an icon for each station.
  • When a character is in a wormhole, bookmarks to spots within the same system were incorrectly listed as unreachable. They will now show the expected distance of 0 jumps.
  • Fixed the UI for selecting an alternative system to log in to when a character's location is at the population cap.

 

 

Patch notes for EVE Online: Rubicon 1.2
Released on Tuesday, February 18th, 2014

FEATURES

Database backend

  • Behind the scenes work to make future universe development easier.

UI

  • The Starmap is starting up now twice as fast.

FIXES

Mac

  • Black screen crashes on the Mac during the character selection are fixed.

Patch notes for Rubicon 1.2

Patch notes for EVE Online: Rubicon 1.2.7
Released on Wednesday, March 6th, 2014

FIXES

Apparel

  • Fixed an issue with the EVE Source Book Limited Edition clothing items.

World Shaping

 

 

Patch notes for EVE Online: Rubicon 1.2.6
Released on Wednesday, March 5th, 2014

CHANGES

Miscellaneous

 

 

Patch notes for EVE Online: Rubicon 1.2.5
Released on Monday, March 3rd, 2014

FIXES

  • Back end fixes for various minor issues.

 

 

Patch notes for EVE Online: Rubicon 1.2.4
Released on Wednesday, February 26th, 2014

FIXES

UI

  • Fixed an issue where the path between waypoints in the autopilot could not be viewed while in a wormhole system.
  • Constellations now correctly show up rather than solar systems in related constellations tab while showing info for a region.

 

 

Patch notes for EVE Online: Rubicon 1.2.3
Released on Tuesday, February 25th, 2014

FIXES

UI

  • Fixed various issues where shortest path was being used instead of the autopilot route. Updates to escalation journal, contracts, mission description and asset window are affected.
  • Fixed issues where stations and waypoints where misrepresented in the Route info panel.

 

 

Patch notes for EVE Online: Rubicon 1.2.2
Released on Thursday, February 20th, 2014

FIXES

UI

  • The "Auto zoom to selection" checkbox in the starmap control panel works properly again.

World shaping

  • Asteroids get now reseeded correctly according to the design specs. Happy mining!

 

 

Patch notes for EVE Online: Rubicon 1.2.1
Released on Wednesday, February 19th, 2014

FIXES

UI

  • Fixed the Expanded solar system information tooltip.
  • When a character has multiple station waypoints within a single system, the autopilot route UI only showed a single station icon. The UI will now show an icon for each station.
  • When a character is in a wormhole, bookmarks to spots within the same system were incorrectly listed as unreachable. They will now show the expected distance of 0 jumps.
  • Fixed the UI for selecting an alternative system to log in to when a character's location is at the population cap.

 

 

Patch notes for EVE Online: Rubicon 1.2
Released on Tuesday, February 18th, 2014

FEATURES

Database backend

  • Behind the scenes work to make future universe development easier.

UI

  • The Starmap is starting up now twice as fast.

FIXES

Mac

  • Black screen crashes on the Mac during the character selection are fixed.

Patch Notes for Rubicon

Patch notes for EVE Online: Rubicon 1.0.14
Released on Wednesday, January 15, 2014

FIXES

Mobile Structures

  • Fixed an issue where Mobile Cynosural Inhibitor deployables could incorrectly interact with objects on a different grid.

 

Patch notes for EVE Online: Rubicon 1.0.13
Released on Wednesday, January 8th, 2014

CHANGES

Market

  • Added Barium Firework, Copper Firework, Snowball, Sodium Firework, Leopard, and Fedo to the EVE market.

 

 

Patch notes for EVE Online: Rubicon 1.0.12
Released on Monday, December 30, 2013

FIXES

Launcher

  • The EVE Online Installer now contains the launcher again.

 

 

Patch notes for EVE Online: Rubicon 1.0.11
Released on Thursday, December 19, 2013

FIXES

User Interface

  • Ammunition now shows the correct amount in the redeeming section  on the character selection screen 
  • The Surrender and Offer Assistance windows for War Declarations will now function correctly

 

 

Patch notes for EVE Online: Rubicon 1.0.10
Released on Thursday, December 12, 2013

Fixes

Miscellaneous

  • The New Eden Universe was made a better place by fixing various bugs.

User Interface

  • Fixed an UI rendering crash issue with certain video cards.

Twitch.tv integration

  • Fixed a crash issue when streaming with Twitch.

 

 

Patch notes for EVE Online: Rubicon 1.0.9
Released on Wednesday, December 11, 2013

Fixes

Audio

  • In rare cases the audio system stopped working properly when undocking; this is no longer the case.

Character Selection

  • Fixed an issue where the ad box would fail to display correctly on the Character selection screen.

Miscellaneous

  • Players who donated in the PLEX for GOOD campaign received custom Sisters of EVE T-shirts, one male and one female for each PLEX they donated. Many thanks to everyone who supported the PLEX for GOOD charity!

User Interface

  • Fixed an issue where the UI would sometimes become unresponsive after a few hours of play.
  • Added file logging to make it easier for players to record and deliver logs to developers (especially Mac users).
  • Glitches in the UI rendering got removed.

Twitch.tv integration

  • Twitch passwords containing special characters will now work.

 

 

Patch notes for EVE Online: Rubicon 1.0.8
Released on Tuesday, December 10, 2013

Changes

Twitch.tv Integration

  • Players can now stream directly to Twitch.tv from the client
  • The Twitch.tv window can be found in the Neocom under Social
  • Players are required to have a Twitch.tv account to stream
  • Players can set the title of their stream along with resolution and framerate
  • The resolutions available are fixed and will alter the size of your client when you start the stream
  • Changing resolution during the stream will result in a disconnection
  • This performance of this feature will depend on your machine and upload bandwidth – all streams are handled through Twitch directly
  • This feature is not present on the Mac
  • More information about this feature is available in the according dev blog

EVE - DUST Link

  • EVE orbital strikes for DUST are now earned within EVE by capturing a beacon above the district a battle is taking place on.
  • Successful kills from EVE orbital strikes will earn the EVE pilot a kill report.
  • If the EVE pilot is in factional warfare and performs an orbital strile for their militia, they will now earn loyalty points.

 

Patch notes For EVE Online: Rubicon 1.0.7
Released on Wednesday, December 4, 2013

Changes

Performance

Fixes

Camera and Controls

  • Fixed an issue affecting camera zoom level after undock.

 

 

Patch notes For EVE Online: Rubicon 1.0.6
Released on Tuesday, December 3, 2013

FIXES

User Interface

  • The skill training bars in the character selection are now displaying correct information.

 

 

Patch notes For EVE Online: Rubicon 1.0.5
Released on Monday, December 2, 2013

FIXES

Audio

  • The volume of the the Microwarp Drive and Afterburner start and stop sound was reduced and the attenuation is fitting now the specific ship size.
  • Fixed an issue with boosters distorting at certain speeds and view angles.
  • Tweaked the audible range of the boosters, to be more audible from the front of the ship.
  • Wormhole audible distance has been changed, to make wormhole ambiance heard further away.
  • ISIS shiptree audio structure was reformed and remixed.
  • The jumpgate audio stops now after leaving the jumpgate.
  • Several issues with warp and jumpgate sounds still playing if activating the start map or ISIS shiptree while performing the action has been fixed.

Localization

  • Defect fixes have been implemented throughout the Japanese client

Miscellaneous

  • Various improvements were made so that the Universe is now a more crash-free place.
  • Fixed an issue with starting up the client.

Mobile Structures

  • NPC Sentry Towers will no longer attack deployable items (such as the Mobile Tractor Unit).
  • Fixed an issue for some languages where activation and reinforcement timers for mobile structures would break the loading of brackets in space.

Tutorial

  • The exploration tutorials received a bit of polish and missing pictures.

User Interface

  • Fixed an issue that stopped the safe logoff when exiting ISIS or the planet view.
  • The notes tab is available again in the show info window for agents.

 

 

Patch notes For EVE Online: Rubicon 1.0.4
Released on Thursday, November 28, 2013

FIXES

Certificates & Mastery

  • The Freighter Navigation certificate now has different levels between level IV and V.
  • The Large Missile certificate now includes the base skills required to use cruise missiles and torpedoes.

Character Selection

  • The selected character now retains the highlight when entering the game.
  • The character slots are no longer being reloaded several times, when trying to login a character in a system, which is not loaded yet.
  • The skill progress bar represent now the full training time for the current level, even if the skill was paused in the past.
  • The ship and location display for characters is no longer showing empty with a specific combination of window size and displayed advert.

Customs Offices

  • It is no longer possible to deploy two POCOs around the same planet. If you see any remaining please file a Support Ticket and the extra POCO will be removed and reimbursed.

ISIS

  • Performance Tweaks to the ISIS.
  • The info bubble for the Curse now shows cruiser skill bonuses.
  • The Angel Cartel faction no longer displays the armor icon. 

Localization

  • Various fixes for the German and Japanese clients

Miscellaneous

  • Crash fixes
  • Performance improved when alt-tabbing  from one client to another

Mobile Structures

  • Decay will now correctly update when showing info after interacting with mobile structures.
  • Mobile structure activation and reinforce time indicators in space no longer show text by default but are rather integrated into the label when mouse over.
  • Issue for Mobile Tractor Unit fixed that could lead the structure to stop tractoring objects automatically.

User Interface

  • It is now possible to drag linked characters from chat messages. For example, they can be dragged to fleet positions, watchlists or the receiver fields of EVEmails
  • Squad commanders can now drag characters directly to the squad member position
  • Added Humanitarian T-Shirt YC115 to the client
  • The compare tool has an updated icon
  • With newly onlined POCOs, the Warp To option will now show up for all players
  • The refresh timers for the fleet composition window have been tweaked

 

Patch notes For EVE Online: Rubicon 1.0.3
Released on Monday, November 25, 2013

FIXES

Graphics and FX

  • Fixed an issue displaying distorted ship images in the fitting window.
  • Fixed an issue causing the camera to orient on the dark side of ships after docking.

Tutorials

  • Removed a self-referencing paragraph in the Gas Site tutorial.
  • The "Orbiting Effectively" tutorial has been updated to bring clarity on how to find optimal range on your weapon systems.

Localization

  • Translations missing in ISIS are now localized in German and Japanese client.

 

Patch notes For EVE Online: Rubicon 1.0.2
Released on Friday, November 22nd 2013

FIXES

Mobile deployables

  • Mobile Depots, Mobile Tractor Units and Mobile Siphons cannot be deployed from a wreck, they must instead be deployed from your ship

User Interface

  • Fixed an issue resulting in incorrect display of inventory icons as black squares or corrupt images. (Users must reclear the cache and update graphics drivers for full implementation of this fix.)
  • Fixed an issue where resizing an in-game browser caused the video driver to crash.
  • An issue with the ordering of wings in saved Fleet Setups has been fixed.

 

 

Patch notes For EVE Online: Rubicon 1.0.1
Released on Thursday, November 21st 2013

 

FIXES

Industry

  • The Absolution, Eos, Nighthawk and Sleipnir Blueprints  can now be sucessfully invented from the Harbinger, Myrmidon, Drake and Hurricane blueprints respectively.

 

Modules

  • The volume of the Bastion Module I has been increased to 200m3.

 

Mobile Deployables

  • The siphon unit cannot be anchored in a 0.4 security or above system anymore. Any siphon units which were placed in those systems will simply decay after 30 days.
  • Anyone can now loot the Siphon Unit.
  • The non-functioning jettison option for items inside the siphon unit has been removed.
  • The Mobile Depot shield recharge time is now set to the correct 24 hours.
  • The ‘Wetu’ Mobile Depot now has the correct 250 sensor strength.

 

Customs Offices

  • Customs offices now allow alliance members to import or export if they are specified to do that.
  • Fixed where POCO configuration was giving an error when alliance tax was set to 0 and alliance access was removed.

 

Market

  • Mysterious buy orders for Covert Research Tools are appearing all over lawless space. It appears that the major pirate factions are eager to recover their lost possessions.

 

Ships

  • Added Stratios Emergency Responder to allowed types on covert ops cloaking device II.

 

ISIS

  • The Flycatcher bonuses have been corrected in the ISIS.
  • The Show Info window now displays correctly for ships that are not included in the ISIS.

 

Certificates

  • Removed the "Astronautic Engineering" skill from the "Datacore" certificate.
  • The Astronautic Engineering skill has been removed from the Datacore certificate.
  • The Black Ops Navigation certificate has been renamed to Jump Drives and assigned to all capital class ships, Black Ops and the Rorqual.
  • The Freighter and Jump Freighter certificates have been changed to more accurately reflect requirements for the ships
  • The Core Ship Operation certificate has been split into two certificates. The Core Ship Operation certificate and the Core Weapon Fittings certificate.
  • The new Core Weapon Fittings certificate has been assigned to all ships with turrets or missile launchers.
  • The Warfare Link certificate has been broken down into 4 separate certificates, one for each type of warfare link and assigned to the Command Ships, Battlecruisers and Capital Ships that can fit them.
  • The Missile Certificates have been removed from the Eris.
  • The Medium Gunnery certificate has had some skill requirements changed based on feedback.

 

Exploration

  • Scan probes were warping too slowly when repositioned. This has been fixed.

 

Tutorial

  • Added an image to the Exploration tutorial indicating the location of the scanner window on the HUD.
  • The "Learning about skills" section in the additional reading tutorial has been updated to reflect changes to show info.
  • The mission text for Making Mountains Out Of Molehills has been updated.
  • The Certificate tutorial has been updated.

 

UI

  • The Siphon Unit is now in the default overview settings.
  • Fixed an issue preventing the overview from updating after jumpgate travel.
  • Fixed a UI issue where deployable interactions would break if the space bracket was hidden whilst the activation cycle completes.
  • Fixed an issue causing distortion of the Planet Mode view while in the Captain's Quarters.
  • An issue where Notes in the Character Info sheet not saving has been fixed.
  • An issue with long station names on the Character Select Screen has been fixed.
  • The Show Info window for certain special edition ships, including the Scorpion Ishukone Watch, Chremoas and Moracha, will now display correctly.
  • A typo in the Bastion Blueprint header name has been corrected.
  • The Show Info for command centers will now display correctly.
  • Fixed an issue displaying the incorrect level of detail for ships in the fitting window.
  • Fixed menu order of right click menu on anomalies and signatures ("Align to" now below "Warp") to be consistent with other similar menus.
  • Fixed issue with missing right click menu on anomalies in solar system map view.

 

Fleets

  • Added a 'jump through to' option on players in the fleet window and the watchlist when they have a cyno active.

 

Graphics and FX

  • Fixed an issue generating an undetailed black square while in warp on medium shader settings.
  • Fixed an issue where DirectX redistributable was not run for a partially installed DirectX version.  This prevented client from starting up in DX11.
  • Fixed an issue with Escape menu taking long time to open on ATI card when running DX11.
  • Fixed an issue that was generating red outlines on distortion effects in DX11.

 

Character Creator

  • An issue with randomize on the Shape category within the character creator has been fixed.
  • Fixed an issue where sunglasses were not shaded when using DX11.

 

Localization

  • An issue with malformed station names on the Character Select Screen in Russian has been fixed.
  • Certificate texts missing on the Japanese client have now been fixed.
  • UI strings missing on the German and Japanese clients have now been localized
  • An issue with item names being out of date on the Russian and German client has been resolved.

 

 

Patch notes For EVE Online: Rubicon 1.0
Released on Tuesday, November 19th 2013

 

Patch Size: 1.21GB (Approximately)

Features

Mobile Structures

  • Four new types of personal deployable structures have been developed - Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor and Mobile Siphon Unit. See http://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ for more details.
  • The maximum penalty for attacking a Mobile Structure in any area of space is a Crimewatch suspect flag.
  • All Mobile Structures appear on directional scans and can be found using combat scanner probes.
  • Siphon Unit
    • Blueprints for a new mobile structure called the Small Mobile Siphon Unit can now be purchased from any of the four main Empire faction markets at a price of 100,000,000 ISK.
    • Small Mobile Siphon Units can only be deployed outside starbases (POSes). Once deployed, it cannot be scooped up again.
    • The name of the player that deployed a Small Mobile Siphon Unit is visible in the Show Info for the structure.
    • Small Mobile Siphon Units will decay in 30 days.
    • The Small Mobile Siphon Unit has Effective Hit Points of 80.000. POS guns do not automatically shoot at the Siphon Unit.
    • The Small Mobile Siphon Unit can steal raw material (moongoo) from active Moon Harvester Arrays and simple reactions from active Simple Reactor Arrays. It cannot steal alchemy output.
    • Siphon Units steal 60 units of raw materials or 30 units of processed material. Siphon Units can only steal from the end of a production chain and the Small Mobile Siphon Unit prioritizes raw material over processed material. The unit steals at the same time the starbase produces, so once per hour.
    • 10% of what is stolen is wasted, i.e. destroyed. The rest is stored in the Small Mobile Siphon Unit. It can store 900m³. If it is full, it stops stealing.
    • Anybody can access the storage of the Siphon Unit and remove materials.
  • Mobile Cynosural Inhibitor
    • Blueprints for a new mobile structure called the Mobile Cynosural Inhibitor can now be purchased from various stations, mostly in 0.0 at a price of 150,000,000 ISK.
    • Each Mobile Cynosural Inhibitor can only be deployed once in to space. Once deployed, it cannot be scooped up again.
    • The Mobile Cynosural Inhibitor has a 2 minute activation time after launching.
    • The name of the player that deployed a Mobile Cynosural Inhibitor is visible in the Show Info for the structure.
    • Mobile Cynosural Inhibitor will decay in 1 hour after launching.
    • Mobile Cynosural Inhibitor has Effective Hit Points of 170,000 (10,000 Shield, 10,000 Armor, and 150,000 Structure).
    • The Mobile Cynosural Inhibitor prevents Cynosural Field Generator modules from being activated with in a 100km range after it has been activated. Covert Cynosural Field Generators are not affected.
    • The Mobile Cynosural Inhibitor cannot be deployed within 200km of another Mobile Cynosural Inhibitor.
    • The Mobile Cynosural Inhibitor cannot be deployed within 75km of a station or a stargate.
    • The Mobile Cynosural Inhibitor cannot be deployed within 40km of a control tower.
  • Mobile Tractor Unit
    • Blueprints for a new mobile structure called the Mobile Tractor Unit can now be purchased from any of the four main Empire faction markets at a price of 30,000,000 ISK.
    • An active Mobile Tractor Unit can be retrieved by the owner after having been deployed.
    • The Mobile Tractor Unit has a 10 second activation time after launching.
    • The name of the player that deployed a Mobile Tractor Unit is visible in the Show Info for the structure.
    • Mobile Tractor Unit will decay in 2 days after launching.
    • Mobile Tractor Unit has Effective Hit Points of 50,000 (10,000 Shield, 10,000 Armor, and 30,000 Structure).
    • The Mobile Tractor Unit will tractor beam friendly and neutral wrecks and cargo containers from up to 125km away
    • The Tractor Beam has a 5 sec cycle time.
    • The Mobile Tractor Unit has a 27,000m3 cargo capacity.
    • The Mobile Tractor Unit tractors one wreck at a time.
    • The Mobile Tractor Unit cannot be deployed within 5,000m of another Mobile Tractor Unit.
    • The Mobile Tractor Unit cannot be deployed within 50km of a station or a stargate.
    • The Mobile Tractor Unit cannot be deployed within 40km of a control tower.
  • Mobile Depot
    • Blueprints for a new mobile structure called the Mobile Depot can now be purchased from any of the four main Empire faction markets at a price of 1,000,000 ISK.
    • An active Mobile Depot can be retrieved by the owner after having been deployed.
    • The Mobile Depot has a 1 minute activation time after launching.
    • The name of the player that deployed a Mobile Depot is visible in the Show Info for the structure.
    • Mobile Depot will decay in 30 days after launching.
    • Mobile Depot has Effective Hit Points of 17,500 (5,000 Shield, 5,000 Armor, and 15,000 Structure).
    • Mobile Depot will provide a fitting service to the owner with in 3000m of the Mobile Depot.
    • The Mobile Depot has a 2 day reinforcement cycle and can be scooped by the owner in while in reinforcement.
    • The Mobile Depot will enter a reinforcement cycle when reaching 25% shields.
    • The Mobile Depot will exit reinforcement with 0% shields.
    • The Mobile Depot has a 3,000m3 cargo capacity.
    • The Mobile Depot has a 2500m access range.
    • The Mobile Depot cannot be deployed within 6,000m of another The Mobile Depot.
    • The Mobile Depot cannot be deployed within 50km of a station or a stargate.
    • The Mobile Depot cannot be deployed within 40km of a control tower.

 

Ghost Sites

New Anomalies called ‘Ghost Sites’ added to High Sec, Low Sec, Null Sec and WH space – one for every pirate faction in each area. See this blog for more information

  • Each Ghost Site will feature 4 hacking containers that can be accessed with relic or data analyzers
  • Ghost Site hacking containers will only have 1 chance at success or failure
  • If you fail in hacking a Ghost Site container, it will detonate, causing Explosive damage to anyone nearby
  • Ghost Sites feature invisible timers. If the timer expires while you are still in the Ghost Site, the remaining hacking containers will detonate, causing area-of-effect Explosive damage. Waves of NPCs will spawn shortly after
  • New NPCs added for Ghost Sites – 4 cruisers for each pirate faction
  • Ghost Site loot tables added including BPCs for new Ascendancy Implant sets

 

High-Sec Player Owned Customs Offices

  • All Concord operated Customs Offices in Hi-Sec are now controlled by InterBus. Interbus stations have a tax rate of 17%.
  • InterBus Customs Offices can be attacked by anyone.
  • Players can build a Customs Office orbiting a planet that has no Customs Office. This is true for all security bands, but existing planet restrictions for Custom Offices (like those in Jita) will remain.
  • Player Owned Customs Offices in Hi-Sec will have an NPC tax rate of 10% for export, 5% for import.
  • New Skill: Customs Code Expertise reduces the NPC tax rate by 10% per level.
  • The tax base value for Planetary commodities are being reduced by between 11% and 20%, based on tier.
  • Attacking POCOs in Hi-Sec will bring Concord response, unless the attacking player is in a corporation that is at war with the owner of the POCO.

 

New Certificate and Mastery Systems

  • The Certificate System has been completely overhauled to be more intuitive to use. For more information, please refer to this Dev Blog for more details on the changes.
    • Each Certificate now has 5 progression levels and do not have nested requirements from other Certificates.
    • Certificate icons have been revamped; it is now easier to notice they are different based on the 5 progression levels mentioned above.
    • Certificates have been removed from their specific tab in the Character Sheet window and are now available in the Skill tab. There, Certificates are sorted by the same categories used to filter various skill groups.
    • Right-clicking an Individual Certificate will open more information about it, including its description, the various progression levels and the various ships it is recommended for.
    • The Certificate Planner has been removed.
    • It is no longer necessary to manually claim Certificates when meeting requirements.
    • Certificates can no longer set as public.
    • The Certificate tutorial has been updated to match the changes, under EVE Help (F12), in the tutorial tab and by looking inside the “General” group
    • Skills also have received new icons to match the Certificate changes.
  • Certificates are now coupled with the concept of “Mastery” when assigned to specific ship hulls.
    • A particular ship Mastery level is the collection of all Certificates of the same level assigned to that hull. This can be viewed by looking at any ship show-info, then going into the “Mastery” tab.
    • Each Mastery has 5 levels (each matching one of the 5 Certificate levels)
    • A green checker indicates the Certificate requirements has been met, an orange circle means some of the requirements are trained but not met while a red cross means some skills are missing. Individual skills may be seen by clicking each Certificate group to expand or collapse it.
  • The ship requirement tab has been updated to match changes to the Mastery tab
    • Primary, secondary, tertiary requirements and so have been removed to avoid unnecessary confusion. Instead, all mandatory skills to fly a particular ship are highlighted in green or red depending if skill requirements are met or not.
    • The training timer should now be more accurate, and avoid counting nested skill requirements if the user can already fly the ship (like losing some prerequisites for some reason)
  • Ship show info header has been updated as well
    • The ship show info header now displays the user current skill requirement and Mastery levels for quick reference.
    • Clicking each of those icon will open their respective tabs and details, as mentioned above.

 

Interbus Ship Identification System

A visualization tool has been added to represent progression and clear identification of all the non-unique ships in-game. This ship tree, named the “Interbus Ship Identification System”, may be accessed by clicking the new button available in your NeoCom, by pressing ALT+& or by clicking the “Show in ISIS” button in the ship show-info. For more information, please refer to that Dev Blog

  • Ships are sorted by the various in-game factions they come from. They are the four main Empire (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic), plus the various pirate faction and miscellaneous groups like O.R.E., Sansha’s Nation, Blood Raider Covenant, Angel Cartel, Serpentis and Servant Sisters of EVE.
    • The user may select the desired faction by clicking on one of the upper-left faction icons.
    • Mouse hovering one of the icons will update the pop-up menu with relevant information to that particular faction. The icons in the pop-up window may be themselves hovered with the mouse for further details on their respective meaning.
    • Clicking on each faction will open up the respective tree.
  • ISIS Ship groups
    • Ship groups are sorted by size (smaller hulls are displayed on the left, larger hulls on the right) and by Tech level (Tech II and III hulls are located above the Tech I hulls they are based upon).
    • Each ship group has an individual icon for quick recognition and lists all the relevant hulls in its midst (example: the Frigate group in the Amarr Empire faction lists the Executioner, Inquisitor, Tormentor, Punisher, Crucifier and Magnate)
    • Groups that have been unlocked by meeting skill requirements are light up. To view exact skill requirements on unlocked groups, hover the mouse on the group icon.
    • Hovering the ship group icon will indicate its role and display relevant skills. Hovering over the role icons will display more information about them. When the group has not been unlocked yet, this displayed skills will be high-level requirements needed to achieve it. When unlocked, the group will display Spaceship Command skills that give bonuses to the whole group.
  • ISIS ship types
    • Hovering the mouse over each particular ship type displays the ship role and bonuses. As usual, hovering the role icons will display more information about them. Clicking the white text in the ship bonuses will open relevant item show-info (either skills or modules depending on the context).
    • Left-clicking on each ship will open the show-info for that particular hull. Right-clicking will allow the user to view the ship in the market or contracts as well.
    • Below each ship silhouette is the Mastery level icon, which indicates how well the user can fly the hull. It ranks from I to V, and details may be accessed through a left-click, then going into the “mastery” tab in the ship show-info. Ships that have been fully mastered (Mastery at V) will show as golden in the ISIS.
  • Synergy with the Compare tool
    • The Compare Tool (available by clicking the “E” icon at the top of the NeoCom, then selecting “Compare Tool” in the drop-down list) can be used to quickly weight various ship attributes from the ISIS
    • For this, simply drag and drop ship types from the ISIS into the compare tool window, then select specific attributes to be compared from the left scroll-down tab. Ships may also be dragged and dropped from the show info ship model or Market windows.

 

Ships

  • All ships have had their warp speeds rebalanced. Additionally, a ship's maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details.
  • The two new SoE hulls, the Astero and Stratious, may be obtained through the Sister of EVE (high, low and null-sec) or Sanctuary Corporations (null-sec only). For more information please refer to this Dev blog.
  • For the Sisters of EVE corporation, prices are:
    • Built Astero: 100,000 LPs and 10m ISK
    • Astero 1 run BPC: 30,000 LPs and 15m ISK
    • Built Stratios: 300,000 LPs and 20m ISK
    • Stratios 1 run BPC: 120,000 LPs and 30m ISK
  • For the Sanctuary corporation, prices are:
    • Built Astero: 80,000 LPs and 5m ISK
    • Astero 1 run BPC: 20,000 LPs and 10m ISK
    • Built Stratios: 240,000 LPs and 15m ISK
    • Stratios 1 run BPC: 80,000 LPs and 20m ISK
  • Astero
    • Amarr Frigate Bonus: 4% bonus to Armor Resists
    • Gallente Frigate Bonus: 20% bonus to drone hitpoints
    • Role Bonus: 100% reduction in CPU requiement for cloaks, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
    • Can fit Covert Ops Cloaking devices
    • Slot layout: 2H, 4M, 4L; 2 turrets, 0 launchers
    • Fittings: 32 PWG, 170 CPU
    • Defense (shields / armor / hull) : 540 / 600 / 600
    • Capacitor (amount) : 430
    • Mobility (max velocity / agility / mass / align time): 312 / 2.87 / 975000 / 3.88s
    • Drones (bandwidth / bay): 25 / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37km / 620 / 6
    • Sensor strength: 13
    • Signature radius: 35
    • Cargo Capacity: 210
  • Stratios
    • Amarr Cruiser Bonus: 4% bonus to Armor Resists
    • Gallente Cruiser Bonus: 10% bonus to Drone hitpoints and damage
    • Role Bonus: 50% bonus to Medium Energy Turret optimal range, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
    • Can fit Covert Ops Cloaking devices
    • Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers
    • Fittings: 920 PWG, 400 CPU
    • Defense (shields / armor / hull) : 1950 / 2400 / 2450
    • Capacitor (amount) : 1700
    • Mobility (max velocity / agility / mass / align time): 182 / .47 / 9350000 / 6.09s
    • Drones (bandwidth / bay): 100 / 400
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7
    • Sensor strength: 20
    • Signature radius: 150
    • Cargo Capacity: 550

 

Modules

  • A new Bastion Module has been introduced to complement the new Marauder role. Its blueprint is available for 50m ISK in the Market, under the Blueprints > Ship Equipment > Turrets & Bays > Weapon Upgrades category. Module details are available below.
  • Bastion Module
    • Increases shield and armor repair amount by 100%.
    • Boosts all shields, armor and hull resistances by 30%.
    • Extends all large turret falloff and optimal by 25% (is stacking penalized with other items boosting the same attributes).
    • Increases all large missile max velocity by 25%.
    • Has a cycle time of 60 seconds.
    • When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way.
    • When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-security space.
    • Only one may be fitted per Marauder, cannot be deactivated before cycle ends.
    • Uses 10 CPU and 100 powergrid to fit.
    • Uses no specific fuel or capacitor.
    • Skill requirements: Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5
  • Rapid Heavy Missile Launchers
    • Entirely new missile launcher group with 20 different meta variations
    • Battleship sized launcher that uses heavy missiles as charges
    • New launcher mechanic with very high damage output in a burst followed by 40 second reload time.
    • For details and discussion on Rapid Heavy Launchers look in this thread
  • Rapid Heavy Missile Launcher I
    • Fitting: 960 PG, 50 CPU
    • Rate of fire: 6.5s
    • Charge capacity: 21
    • Reload time: 40s
  • Rapid Heavy Missile Launcher II
    • Fitting: 1210 PG, 59 CPU
    • Rate of fire: 5.2s
    • Charge capacity: 23
    • Reload time: 40s

 

Fleets

  • The ability to store fleet setups has been added. This includes the number of wings and their squads along with their names. Additionally, Message of the Day and Free-Move and Voice settings can be stored in the fleet setup. These fleet setups are stored server side per character.
  • The ability to mass-invite to fleets and mass-move fleet members has been added. This is can be done by dragging pilots from various pilots lists (such as chat, Addressbook, Fleet Window, etc), and dropping them in there Fleet Window where they should be added. Mass-invite/mass-move will never make any of the pilots a commander.
  • It's now possible to add/move pilots to specific wings by dropping them onto the Wing Commander position (while holding down Shift if a single pilot is being dropped).
  • When pilots join a fleet, they will now enter the first available squad that has both Wing Commander and a Squad Commander. If one is is not available, then the first available squad that has a Wing Commander, then first availble squad that has a Squad Commander, and then the last option is the first available commanderless squad.
  • It's now possible to add multiple pilots at once to the fleet Watchlist by dropping them in the Watchlist window.
  • See this devblog for more details.

 

Implants

A new implant set, the Ascendancy set, has been added.

  • 2 sets of 6 implants (high and low grades)
  • Provides a direct boost to warp speed and set bonuses
  • Secondary effect of attribute increases, +2 and +3 in each implant’s specific attribute
  • The implants are constructed using components from the new Ghost Sites.

 

Avatars

  • Collector's Edition Mystery Code Male and Female cyborg arms have been added.

 

Exploration

  • Added a new landmark as reward for Echelon Entertainment's exploration competition, held in summer 2013.

 

Sounds and Music

  • 5 new music tracks have been added to low sec.
  • New jumpgate sound implementation to support new effects (activate, deactivate etc.) - players can now hear when someone enters
  • Atmosphere sounds from suns - based on type
  • Added sound for the disruption bubble
  • Added new "siege mode" sounds

 

Graphics and FX

  • EVE Client supports rendering with DirectX 11 (though there is no graphical difference right now between DirectX 11 and DirectX 9). It is enabled by default if your GPU and OS support it, and DX11/DX9 can be toggled in the EVE Launcher settings.
  • The death sequence has been updated to include a destroyed capsule and new corpse variations.
  • The jumpgate activation distinguishes between incoming and outgoing activations.
  • All ships now have level of detail for their textures which improves the client memory useage.
  • The warp disruption bubble effects have been modernized to include distortion and color variations for each type. (Warp Disrupt Probe = Blue,  Warp Disruption Field Generator I  = Red and Mobile Small Warp Disruptor I = Green).

 

Changes

Tech III Ships

  • You can now fit subsystems in space. If modules need to be removed because of slot changes they will be placed in the cargo hold of your ship. Note that switching subsystems may temporarily reduce the CPU output and power output to zero which will result in all modules being set offline.

 

Ship Balancing

Rubicon brings our next step in our ship balancing initiative. This release affects 22 ships total, mainly focusing on Tech 2 hulls (Interceptors, Electronic Attack Frigates, Interceptors and Interdictors).

  • Electronic Attack Frigates have had the range bonus from Electronic Attack Frigate skill increased significantly, with their cap recharge increased, lock range increased, base speed increased, signature radius reduced and base hitpoints increased. The above changes, along with individual ship adjustments, will make Electronic Attack Frigates a much more potent electronic warfare option.
  • The Interceptor and Interdictor ship classes have been rebalanced. See detailed stats below, with change from previous values in brackets.
  • Marauders now use a specialty module named “Bastion Module”, please refer to the “modules” section above for more details about it. They use a combination of Micro Jump Drives and Bastion mode to move around the battlefield and enter a reinforcement mode with hardened defenses when necessary.
  • Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.
  • Sentinel
    • Amarr Frigate Bonuses: 20% bonus to energy vampire and energy neutralizer transfer amount per level, 7.5% bonus to effectiveness of tracking disruptors per level
    • Electronic Attack Ships Bonuses: 80% bonus to energy vampire and energy neutralizer range per level (+40% per level), 5% reduction in capacitor recharge time per level
    • Slot layout: 3H, 4M, 3L; 2 turrets, 0 launchers
    • Fittings: 40 PWG, 195 CPU
    • Defense (shields / armor / hull) : 300(+25) / 425(+50) / 375(+25)
    • Capacitor (amount / recharge rate / cap/s) : 415 / 190s (-121s) / 2.18 (+.85)
    • Mobility (max velocity / agility / mass / align time): 340(+10) / 4.25 / 1223200(+111200) / 6.55
    • Drones (bandwidth / bay): 20 / 60
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km(+28km) / 575 / 7
    • Sensor strength: 21 Radar
    • Signature radius: 41(-12)
  • Kitsune
    • Caldari Frigate Bonuses: 20% bonus to ECM target jammer strength per level, 10% reduction in ECM target jammers' capacitor need per level
    • Electronic Attack Ships Bonuses: 15% bonus to ECM target jammer optimal range per level (+2.5% per level), 5% bonus to capacitor capacity per level
    • Slot layout: 3H, 5M, 2L; 1 turrets, 3 launchers
    • Fittings: 26 PWG, 270 CPU
    • Defense (shields / armor / hull) : 450(+50) / 250 / 275(+25)
    • Capacitor (amount / recharge rate / cap/s) : 415 / 195s (-116s) / 2.12 (+.79)
    • Mobility (max velocity / agility / mass / align time): 315 / 3.86 / 1228700(+111700) / 5.98s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+23km) / 520 / 7
    • Sensor strength: 24 Gravimetric
    • Signature radius: 47(-11)
  • Keres
    • Gallente Frigate Bonuses: 7.5% bonus to remote sensor dampener effectiveness per level, 10% reduction in remote sensor dampener capacitor need per level
    • Electronic Attack Ships Bonuses: 15% bonus to warp disruptor range per level (+5% per level), 10% reduction in warp disruptor capacitor need per level
    • Slot layout: 2H, 5M, 3L; 2 turrets, 0 launchers
    • Fittings: 33 PWG, 205 CPU
    • Defense (shields / armor / hull) : 325 / 400(+50) / 425(+75)
    • Capacitor (amount / recharge rate / cap/s) : 375 / 187s (-93s) / 2.00 (+.66)
    • Mobility (max velocity / agility / mass / align time): 350(+5) / 4.1 / 1204500(+109500) / 6.22s
    • Drones (bandwidth / bay): 10(+5) / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km(+25.5km) / 550 / 7
    • Sensor strength: 22 Magnetometric(-.5)
    • Signature radius: 43(-12)
  • Hyena
    • Minmatar Frigate Bonuses: 10% bonus to optimal range of target painters per level (was MWD capacitor use), 10% bonus to effectiveness of target painters per level
    • Electronic Attack Ships Bonuses: 40% bonus to stasis webifier range per level (+20% per level), 3% reduction in signature radius per level
    • Slot layout: 3H, 4M, 3L; 2 turrets, 2 launchers
    • Fittings: 36 PWG, 145 CPU
    • Defense (shields / armor / hull) : 375(+50) / 375(+25) / 325(+25)
    • Capacitor (amount / recharge rate / cap/s) : 355 / 175s (-91s) / 2.02 (+.69)
    • Mobility (max velocity / agility / mass / align time): 375(+15) / 3.93 / 1191300(+108300) / 5.9s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+30km) / 600 / 7
    • Sensor strength: 21 Ladar
    • Signature radius: 39(-12)
  • Paladin
    • Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 16500 PWG (+3000), 530 CPU (+30)
    • Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)
    • Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM
    • Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM
    • Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)
    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s
    • Drones (bandwidth / bay): 25(-50) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
    • Sensor strength: 12 Radar
    • Signature radius: 420(-80)
  • Golem
    • Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity, 5% bonus to cruise missile and torpedo explosion velocity per level
    • Marauders Skill Bonus: 7.5% bonus to Shield Boost amount, 10% bonus to effectiveness of target painters per level
    • Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
    • Fittings: 8500 PWG (+2000), 715 CPU
    • Defense (shields / armor / hull) : 8800(+600) / 6700(-600) / 7700(+400)
    • Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM
    • Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .12 / 94335000(-10865000) / 15.69s
    • Drones (bandwidth / bay): 25(-50) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
    • Sensor strength: 14 Gravimetric
    • Signature radius: 450(-125)
  • Kronos
    • Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 14000 PWG (+2000), 580 CPU (+30)
    • Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)
    • Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM
    • Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
    • Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s
    • Drones (bandwidth / bay): 50(-25) / 125
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
    • Sensor strength: 13 Magnetometric
    • Signature radius: 420(-80)
  • Vargur
    • Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level
    • Marauder Skill Bonus: 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level
    • Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
    • Fittings: 12900 PWG(+5000), 625 CPU
    • Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)
    • Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM
    • Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
    • Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s
    • Drones (bandwidth / bay): 50(-25) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
    • Sensor strength: 11 Ladar
    • Signature radius: 360(-65)
  • Crusader
    • Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
    • Fittings: 48(+8) PWG, 120(+20) CPU
    • Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
    • Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
    • Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
    • Sensor strength: 10(+1) Radar
    • Signature radius: 32
    • Cargo Capacity: 90(-45)
  • Malediction
    • Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage), 4% bonus to armor resistances per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers
    • Fittings: 35 PWG, 150(+15) CPU
    • Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)
    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
    • Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)
    • Sensor strength: 12 Radar
    • Signature radius: 33
    • Cargo Capacity: 98(-37)
  • Raptor
    • Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level, 10% bonus to Small Hybrid Turret optimal range per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 4% bonus to shield resistances per level (was tackle range)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
    • Fittings: 36(+10) PWG, 155 CPU
    • Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)
    • Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
    • Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
    • Sensor strength: 14 Gravimetric
    • Signature radius: 34
    • Cargo Capacity: 92(-58)
  • Crow
    • Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level, 10% bonus to Missile Velocity per level (was attached to interceptors skill)
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
    • Fittings: 35 PWG, 160(+10) CPU
    • Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)
    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
    • Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
    • Sensor strength: 12 Gravimetric
    • Signature radius: 35(-1)
    • Cargo Capacity: 98(-52)
  • Taranis
    • Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% Small Hybrid Turret tracking speed per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
    • Fittings: 35 PWG, 150 CPU
    • Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)
    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
    • Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
    • Sensor strength: 10(+1) Magnetometric
    • Signature radius: 36
    • Cargo Capacity: 92(-33)
  • Ares
    • Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level, 7.5% bonus to Small Hybrid Turret tracking per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers
    • Fittings: 33(+3) PWG, 145(-5) CPU
    • Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)
    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
    • Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)
    • Sensor strength: 11(+1) Magnetometric
    • Signature radius: 35
    • Cargo Capacity: 96(-29)
  • Claw
    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills), 7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
    • Fittings: 45(+5) PWG, 125(+25) CPU
    • Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)
    • Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
    • Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
    • Sensor strength: 9(+1) Ladar
    • Signature radius: 30
    • Cargo Capacity: 94(-26)
  • Stiletto
    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level, 7.5% Small Projectile Turret tracking speed per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
    • Fittings: 30 PWG, 150 CPU
    • Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)
    • Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
    • Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)
    • Sensor strength: 10(+1) Ladar
    • Signature radius: 31
    • Cargo Capacity: 92(-28)
  • Heretic
    • Amarr Destroyer Bonuses: 10% bonus to Rocket and Light Missile velocity per level (was 5% bonus to rocket explosion velocity per level), 5% bonus to Rocket and Light Missile damage per level (was 5% bonus to rocket damage per level)
    • Interdictors Bonuses: 4% bonus to armor resistances per level (was 5% bonus to missile velocity per level), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 3M, 3L; 4 turrets, 7(+1) launchers
    • Fittings: 60(+3) PWG, 240(+10) CPU
    • Defense (shields / armor / hull) : 625(+25) / 750(-1) / 750(+50)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+15) / 75(+15)
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75(+18.75) / 60(+30)
    • Capacitor (amount / recharge rate / cap/s) : 750(+187.5) / 375s / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 310(+11) / 3.7(+0.001) / 1305000(-66000) / 6.69
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7(+1)
    • Sensor strength: 12(+2) Radar
    • Signature radius: 75(-8)
  • Flycatcher
    • Caldari Destroyer Bonuses: 5% bonus to Rocket and Light Missile explosion radius per level (was 3% bonus to light missile explosion velocity), 10% bonus to Rocket and Light Missile Velocity per level
    • Interdictors Bonuses: 10% bonus to Rocket and Light Missile kinetic damage per level (was 5%), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 5M, 1L; 2(-1) turrets, 6 launchers
    • Fittings: 60(+4) PWG, 270(+5) CPU
    • Defense (shields / armor / hull) : 850(+99) / 625(+25) / 650(-1)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+30) / 55(+15) / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5(+17.5) / 43.75(+18.75) / 10
    • Capacitor (amount / recharge rate / cap/s) : 650(+150) / 325s(-8.33) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 315 / 3.6(+0.73) / 1350000(-222000) / 6.74s(+0.48)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 475 / 7
    • Sensor strength: 14(+2) Gravimetric
    • Signature radius: 80(-10)
  • Eris
    • Gallente Destroyer Bonuses: 10% bonus to Small Hybrid Turret optimal range per level (was falloff), 10% bonus to Small Hybrid Turret tracking per level
    • Interdictors Bonuses: 5% bonus to Small Hybrid Turret damage per level (was 5% bonus to thermal rocket and light missile damage), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 2M, 4L; 7(+1) turrets, 1(-3) launchers
    • Fittings: 64(+2) PWG, 210(+16) CPU
    • Defense (shields / armor / hull) : 650(-1) / 700 / 800(+49)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 70(+20) / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25(+16.25) / 67.5(+22.5) / 10
    • Capacitor (amount / recharge rate / cap/s) : 700(+231.25) / 350s(+37.5) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 305(-3) / 3.7(+0.325) / 1250000(-213000) / 6.41s(-0.8)
    • Drones (bandwidth / bay): 0(-5) / 0(-5)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 500 / 7
    • Sensor strength: 13(+2) Magnetometric
    • Signature radius: 85(-1)
  • Sabre
    • Minmatar Destroyer Bonuses: 5% bonus to Small Projectile Turret Damage per level, 10% bonus to Small Projectile Turret tracking speed per level
    • Interdictors Bonuses: 10% bonus to Small Projectile Turret falloff per level, 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 4M, 2L; 7 turrets, 1(-1) launchers
    • Fittings: 58 PWG, 230(+2) CPU
    • Defense (shields / armor / hull) : 750(+50) / 650(-1) / 625(+25)
    • Base shield resistances (EM/Therm/Kin/Exp): 50(+40) / 40(+20) / 40 / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 80(+10) / 51.25(+16.25) / 25 / 10
    • Capacitor (amount / recharge rate / cap/s) : 600(+162.5) / 300s(+8.333) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 320 / 3.7(+0.232) / 1285000 / 6.59s(+0.41)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 550 / 7(+1)
    • Sensor strength: 11(+2) Ladar
    • Signature radius: 70(-5)

 

Modules

  • All Tech 2 turrets have had their skill requirements cut. They will now not require smaller turret requirements to be trained. Please refer to this Dev Blog for more details.
  • The Interdiction Sphere Launcher has had its reactivation delay removed, and can now load three Warp Disruption Probes at a time. In exchange its reload time has been increased to one minute. In addition, the Interdiction Sphere Launcher is now limited to one per ship.
  • Rebalancing Rapid Light Missile Launchers
    • Rapid Light Missile launchers will now also feature the burst fire and long reload mechanic introduced with Rapid Heavy Missile Launchers
    • PG requirements for fitting Rapid Light Missile Launchers have been increased
    • For details and discussion see this thread.
    • Rapid Light Missile Launcher I
      • Fitting: 72 PG, 35 CPU
      • Rate of fire: 7.8s
      • Charge capacity: 16
      • Reload time: 40s
    • Rapid Light Missile Launcher II
      • Fitting: 76 PG, 39 CPU
      • Rate of fire: 6.2s
      • Charge capacity: 18
      • Reload time: 40s

 

Science and Industry

The base tech one blueprint required for inventing the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect their new hulls.

  • The Absolution is now invented from a Harbinger blueprint.
  • The Eos is now invented from Myrmidon blueprint.
  • The Nighthawk is now invented from Drake blueprint.
  • The Sleipnir is now invented from Hurricane blueprint.

 

Exploration & Deadspace

  • Level 1 to 3 DED sites and high-sec Anomaly sites have been added to the low-sec distribution tables. (The high-sec tables are unaffected). This is aimed at increasing income opportunities for newer players in low-sec space.

 

Player Owned Structures, Outposts and Stations

  • Ship Maintenance Arrays and XL Ship Maintenance Arrays will now drop wrecks containing some of their ships. Each ship has the same 50/50 survived/destroyed chance as regular loot. Ships can be individually launched from the (XL)SMA wreck in to space, where they can be boarded like any other un-piloted ship. Once the wreck is emptied, it can be salvaged like any other. SMAs will generate killmails showing what ships were dropped and what were destroyed (including items in/on those ships). See [blog] for details.
  • Only one ship at a time can now be launched from a Ship Maintenance Array

 

Graphics and FX

  • The models of the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect the battlecruisers that they share weapon types with.
    • The Absolution now has a Carthum Harbinger hull.
    • The Eos now has a CreoDron Myrmidon hull.
    • The Nighthawk now has a Kaalakiota Drake hull.
    • The Sleipnir now has a Boundless Creations Hurricane hull.

 

Fleets

  • The Fleet Composition window will now display the ship type for all fleet members, not only for those who are in space
  • A new column, which shows the member's position in fleet, has been added to the Fleet Composition window.
  • It's now possible to select many fleet members from the Fleet Composition window
  • Dropping an individual pilot onto a Fleet/Wing/Squad commander position while holding down Shift will add the player to that group, but not as a commander but as a general squad member.
  • The number of Fleet Window refreshes has been reduced

 

Overview and UI

  • Implants can now be plugged in without having to pause the Training queue.
  • A new button for the Compare Tool has been added as an optional button for the Neocom.
  • The maximum number of fittings that a user can save has been increased by 100. As a result characters can now save 200 fittings and corporations 300 fittings.
  • You can now align to scanned down anomolies and signitures.

 

Character Selection Screen

  • New Character Selection screen has be added.
  • Features include: Subscription, Dual and Multi character training counters, Ship preview icons, skills in training, total SP counter, updated Redeeming window and more.

 

Localization

  • Linguistic fixes and improvements have been made throughout the client for German, Russian and Japanese clients.
  • On the German client, terminology has been unified and improved for multiple instances.
    • translation for “rocket” is now Rakete.
    • translation for “role bonus” is now Funktionsbonus.
    • translation for “traits” is now Eigenschaften.
    • translations for “cargo hold” and “ship hold” are now Frachtraum and Laderaum respectively.
  • On the Russian side of things, several ship types were renamed; for a full list of changes and a discussion of them, please see this thread.

 

Rigs

  • The penalty for fitting warp rigs (Hyperspatial Velocity Optimizers and Warp Core Optimizers) has been changed from an armor hp penalty to a CPU amount penalty. This penalty can be reduced through the Astronautics Rigging skill as before.

 

Fixes

 

Audio

  • The sound LOD has been fixed for turrets – weapon sounds were not always audible.
  • Stargate Electricity Sound Glitches Fixed issue with stargate glitches.
  • Fixed an issue where undocking audio was not heard.

 

Forums/Website

  • Repaired various website issues that were affecting the displays in captain's quarters.

 

Gameplay

  • Added 'Missile' to all mentions of Cruise Missiles in ship bonuses for Golem and Widow. 
  • Added Rapid Heavy Missile bonuses to description text for Golem And Widow.
  • Fixed an issue that made it impossible to link all of the Navy Battleship blueprints.
  • Small Freight containers can now be scanned both with directional scanner and with probes.
  • Renamed the 'Stationary Badger II' NPC object to 'Stationary Tayra'.
  • Saboteur NPCs (Criminal and Bandit Saboteur) now display the correct racial background.
  • The 'Wild' Miner I Blueprint can now be found through the contract search.
  • The Alliance Tournament XI prize ships can now be bought and sold on the market. (CCP wishes you the best of luck with the broker fees).
  • The Cerberus bonus description has been clarified to specify what type of ammunition it applies to. The bonus remains unchanged.
  • The Executioner bonus text is no longer missing words.
  • The description text for Agent Asursa Kunivuri's has been changed to refer to the Tayra instead of the Badger.

 

Graphics

  • Adjusted the low LOD models of multiple ships to correct minor graphical corruption.
  • An issue which caused the in-station environments to disappear has been fixed.
  • Corrected the display of warp disruption bubbles on low shader settings.
  • Corrected the logo of the Corporate Police Force.
  • Corruption for planet view of ice planets on low shader settings removed.
  • Full body view grey out Fixed a graphics issue on DX11.
  • Fixed an issue whereby MInmatar Regional Gates had collision boundaries set incorrectly
  • Fixed an issue with light distortion in CQ on Nvidia using DX11.
  • Fixed an issue with screenshots on DX11.
  • Fixed and issue wherein reflection artefacts were being rendered in certain environments.
  • Fixed several  death scene glitches.
  • Fixed graphics issue with Jump effects in DX11.
  • Fixed graphics issue with gap in ship geometry.
  • Prismatic Gneiss had visual issues. Fixed invalid parameters in graphics settings for DX11.
  • Fixed issues whereby certain turrets had a noticeable gap between them and their parent ship.
  • Fixed issues with Capital Ships bouncing off the arms around the undock point of Gallente Administrative Outposts.
  • Issue with rendering of super weapons fixed.
  • Navy Fleet Generals now use Navy Megathron texture instead of the normal Megathron's texture.
  • Resolved Micro Jump Drive effect intersecting with the front geometry of certain ships.
  • Resolved an erroneous border effect surrounding the EVE wormhole in the New Eden system
  • The badger will now display its second turret if you have one fitted.
  • Updated the launcher locators on the Golem and added locators for non-launcher modules.
  • Corrected an issue where moons did not occlude stations.

 

PvE

  • Resolved a text issue in the description of the Outer Ring landmark.
  • Advanced Military Career Agents will now always provide more appropriate frigate types in the missions Angel of Mercy and The Stand.
  • An issue with unreachable containers within the OutGrown Rogue Drone Hive sites has been fixed.
  • Career path agents now refer to the Civilian Relic Analyzer in mission texts.
  • Fixed a grammatical error in the CBD Corporation description.
  • Fixed a grammatical error in the description of Ancient Acceleration Gates.
  • Fixed the positioning of containers in the Ruined Sansha Science Outpost site.
  • Included the mini container mechanic in to the mission descriptions of Balancing the Books (4 of 10), Data Site Scanning and Relic Site Scanning missions.
  • Removed a typo from the description of the Large Micro Jump Drive.
  • Removed clouds from a few missions and exploration sites, which caused frame rate drops.
  • Removed gender specific references from the description of some implants.
  • Renamed tutorial Badger Mark II to Tayra and changed description to match.
  • The Algos ship description has been altered to make it clearer.
  • The description for the Dark Blood Alpha has been updated to mention the correct ship type.
  • The ship description for the the Agent Tevis Jak has been updated.
  • Updated the Commander text used in the Serpentis Watch.
  • Updated the mining tutorial.
  • Updated the mission completion text for The Forgotten Outpost.
  • Updated the mission text for "The Good Word" to remove a small typo.
  • Updated the mission text for the mission Claimjumpers to direct users to the correct market group for survey scanners.

 

Technical

  • Fixed Client loading up with Black Screen.
  • Fixed a formatting issue in the description of the Medium Nosferatu II module.
  • Fixed color issues with screen-shots.
  • Fixed res.ini such that characters are selectable again.
  • Inventory filter will correctly filter the T2 scanning upgrade module blueprints.
  • Salvage Drones are now listed in the default "Drones" overview.
  • The ability to consume a PLEX to activate multiple character training has been disabled for Trial accounts.

 

UI

  • When in an NPC corporation, you will no longer get the non-functional option of saving an in-space bookmark under Corporation Locations.
  • A grammatical error in the description of the Raven has been fixed.
  • A typo in the Mutual War notification has been fixed.
  • Added a fixed version of Relic Site career mission tutorial.
  • Character creation finalization bug fixed.
  • Clicking items in sensor overlay no longer removes info bubble.
  • Fixed a problem with asset search where spaces after keyword values made the condition fail.
  • Fixed a scaling issue with market display in CQ.
  • Fixed an issue where the Index of the Inventory would display incorrectly on session change.
  • Fixed issue when bracket stays in sensor overlay if a new anomaly or signature appears when sensor overlay is disabled.
  • Fixed sensor strength icons not showing properly for all Sensor Backup Arrays.
  • Max target range and max locked targets are now properly updated in the fitting window on module mouse-over.
  • "Recommended for" and "levels" tabs are swapped around in Certificate show info.
  • Order of dynamic tabs on the Show Info window has been made consistent so they open up in a defined order.
  • Players can now assign shortcut keys to open and close the "Mineral Hold" and "Planetary Commodities Hold".
  • Removed a situation where modal Show Info windows could lead to closing down chat windows.
  • The "exact terms" option for searching in people and places is now used more reliably.
  • The Show Info description on the Scythe ship has been updated to reflect module name changes.
  • The calibration cost of a rig has been moved to the fittings tab in the show info window.
  • The descriptions of some scourge auto-targeting missiles have been updated for consistency.
  • The directional scanner window no longer leaves angle tooltips behind after closing it with a keyboard shortcut.
  • The message displayed for ships that cannot lock other targets, such as Jump Freighters, has been updated to state so.
  • The message when failing to fit a rig of the appropriate size has been changed to use size names rather than numbers.
  • The text formatting has been corrected across the Character Sheet and the Training Queue for consistency.
  • When moving in and out of the drone bay stacks of drones, or splitting stacks; the DPS will be correct.
  • You can now access the configuration of a customs office through the settings menu of the customs office import/export window.

 

Patch Notes for Rubicon

Patch notes for EVE Online: Rubicon 1.0.14
Released on Wednesday, January 15, 2014

FIXES

Mobile Structures

  • Fixed an issue where Mobile Cynosural Inhibitor deployables could incorrectly interact with objects on a different grid.

 

Patch notes for EVE Online: Rubicon 1.0.13
Released on Wednesday, January 8th, 2014

CHANGES

Market

  • Added Barium Firework, Copper Firework, Snowball, Sodium Firework, Leopard, and Fedo to the EVE market.

 

 

Patch notes for EVE Online: Rubicon 1.0.12
Released on Monday, December 30, 2013

FIXES

Launcher

  • The EVE Online Installer now contains the launcher again.

 

 

Patch notes for EVE Online: Rubicon 1.0.11
Released on Thursday, December 19, 2013

FIXES

User Interface

  • Ammunition now shows the correct amount in the redeeming section  on the character selection screen 
  • The Surrender and Offer Assistance windows for War Declarations will now function correctly

 

 

Patch notes for EVE Online: Rubicon 1.0.10
Released on Thursday, December 12, 2013

Fixes

Miscellaneous

  • The New Eden Universe was made a better place by fixing various bugs.

User Interface

  • Fixed an UI rendering crash issue with certain video cards.

Twitch.tv integration

  • Fixed a crash issue when streaming with Twitch.

 

 

Patch notes for EVE Online: Rubicon 1.0.9
Released on Wednesday, December 11, 2013

Fixes

Audio

  • In rare cases the audio system stopped working properly when undocking; this is no longer the case.

Character Selection

  • Fixed an issue where the ad box would fail to display correctly on the Character selection screen.

Miscellaneous

  • Players who donated in the PLEX for GOOD campaign received custom Sisters of EVE T-shirts, one male and one female for each PLEX they donated. Many thanks to everyone who supported the PLEX for GOOD charity!

User Interface

  • Fixed an issue where the UI would sometimes become unresponsive after a few hours of play.
  • Added file logging to make it easier for players to record and deliver logs to developers (especially Mac users).
  • Glitches in the UI rendering got removed.

Twitch.tv integration

  • Twitch passwords containing special characters will now work.

 

 

Patch notes for EVE Online: Rubicon 1.0.8
Released on Tuesday, December 10, 2013

Changes

Twitch.tv Integration

  • Players can now stream directly to Twitch.tv from the client
  • The Twitch.tv window can be found in the Neocom under Social
  • Players are required to have a Twitch.tv account to stream
  • Players can set the title of their stream along with resolution and framerate
  • The resolutions available are fixed and will alter the size of your client when you start the stream
  • Changing resolution during the stream will result in a disconnection
  • This performance of this feature will depend on your machine and upload bandwidth – all streams are handled through Twitch directly
  • This feature is not present on the Mac
  • More information about this feature is available in the according dev blog

EVE - DUST Link

  • EVE orbital strikes for DUST are now earned within EVE by capturing a beacon above the district a battle is taking place on.
  • Successful kills from EVE orbital strikes will earn the EVE pilot a kill report.
  • If the EVE pilot is in factional warfare and performs an orbital strile for their militia, they will now earn loyalty points.

 

Patch notes For EVE Online: Rubicon 1.0.7
Released on Wednesday, December 4, 2013

Changes

Performance

Fixes

Camera and Controls

  • Fixed an issue affecting camera zoom level after undock.

 

 

Patch notes For EVE Online: Rubicon 1.0.6
Released on Tuesday, December 3, 2013

FIXES

User Interface

  • The skill training bars in the character selection are now displaying correct information.

 

 

Patch notes For EVE Online: Rubicon 1.0.5
Released on Monday, December 2, 2013

FIXES

Audio

  • The volume of the the Microwarp Drive and Afterburner start and stop sound was reduced and the attenuation is fitting now the specific ship size.
  • Fixed an issue with boosters distorting at certain speeds and view angles.
  • Tweaked the audible range of the boosters, to be more audible from the front of the ship.
  • Wormhole audible distance has been changed, to make wormhole ambiance heard further away.
  • ISIS shiptree audio structure was reformed and remixed.
  • The jumpgate audio stops now after leaving the jumpgate.
  • Several issues with warp and jumpgate sounds still playing if activating the start map or ISIS shiptree while performing the action has been fixed.

Localization

  • Defect fixes have been implemented throughout the Japanese client

Miscellaneous

  • Various improvements were made so that the Universe is now a more crash-free place.
  • Fixed an issue with starting up the client.

Mobile Structures

  • NPC Sentry Towers will no longer attack deployable items (such as the Mobile Tractor Unit).
  • Fixed an issue for some languages where activation and reinforcement timers for mobile structures would break the loading of brackets in space.

Tutorial

  • The exploration tutorials received a bit of polish and missing pictures.

User Interface

  • Fixed an issue that stopped the safe logoff when exiting ISIS or the planet view.
  • The notes tab is available again in the show info window for agents.

 

 

Patch notes For EVE Online: Rubicon 1.0.4
Released on Thursday, November 28, 2013

FIXES

Certificates & Mastery

  • The Freighter Navigation certificate now has different levels between level IV and V.
  • The Large Missile certificate now includes the base skills required to use cruise missiles and torpedoes.

Character Selection

  • The selected character now retains the highlight when entering the game.
  • The character slots are no longer being reloaded several times, when trying to login a character in a system, which is not loaded yet.
  • The skill progress bar represent now the full training time for the current level, even if the skill was paused in the past.
  • The ship and location display for characters is no longer showing empty with a specific combination of window size and displayed advert.

Customs Offices

  • It is no longer possible to deploy two POCOs around the same planet. If you see any remaining please file a Support Ticket and the extra POCO will be removed and reimbursed.

ISIS

  • Performance Tweaks to the ISIS.
  • The info bubble for the Curse now shows cruiser skill bonuses.
  • The Angel Cartel faction no longer displays the armor icon. 

Localization

  • Various fixes for the German and Japanese clients

Miscellaneous

  • Crash fixes
  • Performance improved when alt-tabbing  from one client to another

Mobile Structures

  • Decay will now correctly update when showing info after interacting with mobile structures.
  • Mobile structure activation and reinforce time indicators in space no longer show text by default but are rather integrated into the label when mouse over.
  • Issue for Mobile Tractor Unit fixed that could lead the structure to stop tractoring objects automatically.

User Interface

  • It is now possible to drag linked characters from chat messages. For example, they can be dragged to fleet positions, watchlists or the receiver fields of EVEmails
  • Squad commanders can now drag characters directly to the squad member position
  • Added Humanitarian T-Shirt YC115 to the client
  • The compare tool has an updated icon
  • With newly onlined POCOs, the Warp To option will now show up for all players
  • The refresh timers for the fleet composition window have been tweaked

 

Patch notes For EVE Online: Rubicon 1.0.3
Released on Monday, November 25, 2013

FIXES

Graphics and FX

  • Fixed an issue displaying distorted ship images in the fitting window.
  • Fixed an issue causing the camera to orient on the dark side of ships after docking.

Tutorials

  • Removed a self-referencing paragraph in the Gas Site tutorial.
  • The "Orbiting Effectively" tutorial has been updated to bring clarity on how to find optimal range on your weapon systems.

Localization

  • Translations missing in ISIS are now localized in German and Japanese client.

 

Patch notes For EVE Online: Rubicon 1.0.2
Released on Friday, November 22nd 2013

FIXES

Mobile deployables

  • Mobile Depots, Mobile Tractor Units and Mobile Siphons cannot be deployed from a wreck, they must instead be deployed from your ship

User Interface

  • Fixed an issue resulting in incorrect display of inventory icons as black squares or corrupt images. (Users must reclear the cache and update graphics drivers for full implementation of this fix.)
  • Fixed an issue where resizing an in-game browser caused the video driver to crash.
  • An issue with the ordering of wings in saved Fleet Setups has been fixed.

 

 

Patch notes For EVE Online: Rubicon 1.0.1
Released on Thursday, November 21st 2013

 

FIXES

Industry

  • The Absolution, Eos, Nighthawk and Sleipnir Blueprints  can now be sucessfully invented from the Harbinger, Myrmidon, Drake and Hurricane blueprints respectively.

 

Modules

  • The volume of the Bastion Module I has been increased to 200m3.

 

Mobile Deployables

  • The siphon unit cannot be anchored in a 0.4 security or above system anymore. Any siphon units which were placed in those systems will simply decay after 30 days.
  • Anyone can now loot the Siphon Unit.
  • The non-functioning jettison option for items inside the siphon unit has been removed.
  • The Mobile Depot shield recharge time is now set to the correct 24 hours.
  • The ‘Wetu’ Mobile Depot now has the correct 250 sensor strength.

 

Customs Offices

  • Customs offices now allow alliance members to import or export if they are specified to do that.
  • Fixed where POCO configuration was giving an error when alliance tax was set to 0 and alliance access was removed.

 

Market

  • Mysterious buy orders for Covert Research Tools are appearing all over lawless space. It appears that the major pirate factions are eager to recover their lost possessions.

 

Ships

  • Added Stratios Emergency Responder to allowed types on covert ops cloaking device II.

 

ISIS

  • The Flycatcher bonuses have been corrected in the ISIS.
  • The Show Info window now displays correctly for ships that are not included in the ISIS.

 

Certificates

  • Removed the "Astronautic Engineering" skill from the "Datacore" certificate.
  • The Astronautic Engineering skill has been removed from the Datacore certificate.
  • The Black Ops Navigation certificate has been renamed to Jump Drives and assigned to all capital class ships, Black Ops and the Rorqual.
  • The Freighter and Jump Freighter certificates have been changed to more accurately reflect requirements for the ships
  • The Core Ship Operation certificate has been split into two certificates. The Core Ship Operation certificate and the Core Weapon Fittings certificate.
  • The new Core Weapon Fittings certificate has been assigned to all ships with turrets or missile launchers.
  • The Warfare Link certificate has been broken down into 4 separate certificates, one for each type of warfare link and assigned to the Command Ships, Battlecruisers and Capital Ships that can fit them.
  • The Missile Certificates have been removed from the Eris.
  • The Medium Gunnery certificate has had some skill requirements changed based on feedback.

 

Exploration

  • Scan probes were warping too slowly when repositioned. This has been fixed.

 

Tutorial

  • Added an image to the Exploration tutorial indicating the location of the scanner window on the HUD.
  • The "Learning about skills" section in the additional reading tutorial has been updated to reflect changes to show info.
  • The mission text for Making Mountains Out Of Molehills has been updated.
  • The Certificate tutorial has been updated.

 

UI

  • The Siphon Unit is now in the default overview settings.
  • Fixed an issue preventing the overview from updating after jumpgate travel.
  • Fixed a UI issue where deployable interactions would break if the space bracket was hidden whilst the activation cycle completes.
  • Fixed an issue causing distortion of the Planet Mode view while in the Captain's Quarters.
  • An issue where Notes in the Character Info sheet not saving has been fixed.
  • An issue with long station names on the Character Select Screen has been fixed.
  • The Show Info window for certain special edition ships, including the Scorpion Ishukone Watch, Chremoas and Moracha, will now display correctly.
  • A typo in the Bastion Blueprint header name has been corrected.
  • The Show Info for command centers will now display correctly.
  • Fixed an issue displaying the incorrect level of detail for ships in the fitting window.
  • Fixed menu order of right click menu on anomalies and signatures ("Align to" now below "Warp") to be consistent with other similar menus.
  • Fixed issue with missing right click menu on anomalies in solar system map view.

 

Fleets

  • Added a 'jump through to' option on players in the fleet window and the watchlist when they have a cyno active.

 

Graphics and FX

  • Fixed an issue generating an undetailed black square while in warp on medium shader settings.
  • Fixed an issue where DirectX redistributable was not run for a partially installed DirectX version.  This prevented client from starting up in DX11.
  • Fixed an issue with Escape menu taking long time to open on ATI card when running DX11.
  • Fixed an issue that was generating red outlines on distortion effects in DX11.

 

Character Creator

  • An issue with randomize on the Shape category within the character creator has been fixed.
  • Fixed an issue where sunglasses were not shaded when using DX11.

 

Localization

  • An issue with malformed station names on the Character Select Screen in Russian has been fixed.
  • Certificate texts missing on the Japanese client have now been fixed.
  • UI strings missing on the German and Japanese clients have now been localized
  • An issue with item names being out of date on the Russian and German client has been resolved.

 

 

Patch notes For EVE Online: Rubicon 1.0
Released on Tuesday, November 19th 2013

 

Patch Size: 1.21GB (Approximately)

Features

Mobile Structures

  • Four new types of personal deployable structures have been developed - Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor and Mobile Siphon Unit. See http://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ for more details.
  • The maximum penalty for attacking a Mobile Structure in any area of space is a Crimewatch suspect flag.
  • All Mobile Structures appear on directional scans and can be found using combat scanner probes.
  • Siphon Unit
    • Blueprints for a new mobile structure called the Small Mobile Siphon Unit can now be purchased from any of the four main Empire faction markets at a price of 100,000,000 ISK.
    • Small Mobile Siphon Units can only be deployed outside starbases (POSes). Once deployed, it cannot be scooped up again.
    • The name of the player that deployed a Small Mobile Siphon Unit is visible in the Show Info for the structure.
    • Small Mobile Siphon Units will decay in 30 days.
    • The Small Mobile Siphon Unit has Effective Hit Points of 80.000. POS guns do not automatically shoot at the Siphon Unit.
    • The Small Mobile Siphon Unit can steal raw material (moongoo) from active Moon Harvester Arrays and simple reactions from active Simple Reactor Arrays. It cannot steal alchemy output.
    • Siphon Units steal 60 units of raw materials or 30 units of processed material. Siphon Units can only steal from the end of a production chain and the Small Mobile Siphon Unit prioritizes raw material over processed material. The unit steals at the same time the starbase produces, so once per hour.
    • 10% of what is stolen is wasted, i.e. destroyed. The rest is stored in the Small Mobile Siphon Unit. It can store 900m³. If it is full, it stops stealing.
    • Anybody can access the storage of the Siphon Unit and remove materials.
  • Mobile Cynosural Inhibitor
    • Blueprints for a new mobile structure called the Mobile Cynosural Inhibitor can now be purchased from various stations, mostly in 0.0 at a price of 150,000,000 ISK.
    • Each Mobile Cynosural Inhibitor can only be deployed once in to space. Once deployed, it cannot be scooped up again.
    • The Mobile Cynosural Inhibitor has a 2 minute activation time after launching.
    • The name of the player that deployed a Mobile Cynosural Inhibitor is visible in the Show Info for the structure.
    • Mobile Cynosural Inhibitor will decay in 1 hour after launching.
    • Mobile Cynosural Inhibitor has Effective Hit Points of 170,000 (10,000 Shield, 10,000 Armor, and 150,000 Structure).
    • The Mobile Cynosural Inhibitor prevents Cynosural Field Generator modules from being activated with in a 100km range after it has been activated. Covert Cynosural Field Generators are not affected.
    • The Mobile Cynosural Inhibitor cannot be deployed within 200km of another Mobile Cynosural Inhibitor.
    • The Mobile Cynosural Inhibitor cannot be deployed within 75km of a station or a stargate.
    • The Mobile Cynosural Inhibitor cannot be deployed within 40km of a control tower.
  • Mobile Tractor Unit
    • Blueprints for a new mobile structure called the Mobile Tractor Unit can now be purchased from any of the four main Empire faction markets at a price of 30,000,000 ISK.
    • An active Mobile Tractor Unit can be retrieved by the owner after having been deployed.
    • The Mobile Tractor Unit has a 10 second activation time after launching.
    • The name of the player that deployed a Mobile Tractor Unit is visible in the Show Info for the structure.
    • Mobile Tractor Unit will decay in 2 days after launching.
    • Mobile Tractor Unit has Effective Hit Points of 50,000 (10,000 Shield, 10,000 Armor, and 30,000 Structure).
    • The Mobile Tractor Unit will tractor beam friendly and neutral wrecks and cargo containers from up to 125km away
    • The Tractor Beam has a 5 sec cycle time.
    • The Mobile Tractor Unit has a 27,000m3 cargo capacity.
    • The Mobile Tractor Unit tractors one wreck at a time.
    • The Mobile Tractor Unit cannot be deployed within 5,000m of another Mobile Tractor Unit.
    • The Mobile Tractor Unit cannot be deployed within 50km of a station or a stargate.
    • The Mobile Tractor Unit cannot be deployed within 40km of a control tower.
  • Mobile Depot
    • Blueprints for a new mobile structure called the Mobile Depot can now be purchased from any of the four main Empire faction markets at a price of 1,000,000 ISK.
    • An active Mobile Depot can be retrieved by the owner after having been deployed.
    • The Mobile Depot has a 1 minute activation time after launching.
    • The name of the player that deployed a Mobile Depot is visible in the Show Info for the structure.
    • Mobile Depot will decay in 30 days after launching.
    • Mobile Depot has Effective Hit Points of 17,500 (5,000 Shield, 5,000 Armor, and 15,000 Structure).
    • Mobile Depot will provide a fitting service to the owner with in 3000m of the Mobile Depot.
    • The Mobile Depot has a 2 day reinforcement cycle and can be scooped by the owner in while in reinforcement.
    • The Mobile Depot will enter a reinforcement cycle when reaching 25% shields.
    • The Mobile Depot will exit reinforcement with 0% shields.
    • The Mobile Depot has a 3,000m3 cargo capacity.
    • The Mobile Depot has a 2500m access range.
    • The Mobile Depot cannot be deployed within 6,000m of another The Mobile Depot.
    • The Mobile Depot cannot be deployed within 50km of a station or a stargate.
    • The Mobile Depot cannot be deployed within 40km of a control tower.

 

Ghost Sites

New Anomalies called ‘Ghost Sites’ added to High Sec, Low Sec, Null Sec and WH space – one for every pirate faction in each area. See this blog for more information

  • Each Ghost Site will feature 4 hacking containers that can be accessed with relic or data analyzers
  • Ghost Site hacking containers will only have 1 chance at success or failure
  • If you fail in hacking a Ghost Site container, it will detonate, causing Explosive damage to anyone nearby
  • Ghost Sites feature invisible timers. If the timer expires while you are still in the Ghost Site, the remaining hacking containers will detonate, causing area-of-effect Explosive damage. Waves of NPCs will spawn shortly after
  • New NPCs added for Ghost Sites – 4 cruisers for each pirate faction
  • Ghost Site loot tables added including BPCs for new Ascendancy Implant sets

 

High-Sec Player Owned Customs Offices

  • All Concord operated Customs Offices in Hi-Sec are now controlled by InterBus. Interbus stations have a tax rate of 17%.
  • InterBus Customs Offices can be attacked by anyone.
  • Players can build a Customs Office orbiting a planet that has no Customs Office. This is true for all security bands, but existing planet restrictions for Custom Offices (like those in Jita) will remain.
  • Player Owned Customs Offices in Hi-Sec will have an NPC tax rate of 10% for export, 5% for import.
  • New Skill: Customs Code Expertise reduces the NPC tax rate by 10% per level.
  • The tax base value for Planetary commodities are being reduced by between 11% and 20%, based on tier.
  • Attacking POCOs in Hi-Sec will bring Concord response, unless the attacking player is in a corporation that is at war with the owner of the POCO.

 

New Certificate and Mastery Systems

  • The Certificate System has been completely overhauled to be more intuitive to use. For more information, please refer to this Dev Blog for more details on the changes.
    • Each Certificate now has 5 progression levels and do not have nested requirements from other Certificates.
    • Certificate icons have been revamped; it is now easier to notice they are different based on the 5 progression levels mentioned above.
    • Certificates have been removed from their specific tab in the Character Sheet window and are now available in the Skill tab. There, Certificates are sorted by the same categories used to filter various skill groups.
    • Right-clicking an Individual Certificate will open more information about it, including its description, the various progression levels and the various ships it is recommended for.
    • The Certificate Planner has been removed.
    • It is no longer necessary to manually claim Certificates when meeting requirements.
    • Certificates can no longer set as public.
    • The Certificate tutorial has been updated to match the changes, under EVE Help (F12), in the tutorial tab and by looking inside the “General” group
    • Skills also have received new icons to match the Certificate changes.
  • Certificates are now coupled with the concept of “Mastery” when assigned to specific ship hulls.
    • A particular ship Mastery level is the collection of all Certificates of the same level assigned to that hull. This can be viewed by looking at any ship show-info, then going into the “Mastery” tab.
    • Each Mastery has 5 levels (each matching one of the 5 Certificate levels)
    • A green checker indicates the Certificate requirements has been met, an orange circle means some of the requirements are trained but not met while a red cross means some skills are missing. Individual skills may be seen by clicking each Certificate group to expand or collapse it.
  • The ship requirement tab has been updated to match changes to the Mastery tab
    • Primary, secondary, tertiary requirements and so have been removed to avoid unnecessary confusion. Instead, all mandatory skills to fly a particular ship are highlighted in green or red depending if skill requirements are met or not.
    • The training timer should now be more accurate, and avoid counting nested skill requirements if the user can already fly the ship (like losing some prerequisites for some reason)
  • Ship show info header has been updated as well
    • The ship show info header now displays the user current skill requirement and Mastery levels for quick reference.
    • Clicking each of those icon will open their respective tabs and details, as mentioned above.

 

Interbus Ship Identification System

A visualization tool has been added to represent progression and clear identification of all the non-unique ships in-game. This ship tree, named the “Interbus Ship Identification System”, may be accessed by clicking the new button available in your NeoCom, by pressing ALT+& or by clicking the “Show in ISIS” button in the ship show-info. For more information, please refer to that Dev Blog

  • Ships are sorted by the various in-game factions they come from. They are the four main Empire (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic), plus the various pirate faction and miscellaneous groups like O.R.E., Sansha’s Nation, Blood Raider Covenant, Angel Cartel, Serpentis and Servant Sisters of EVE.
    • The user may select the desired faction by clicking on one of the upper-left faction icons.
    • Mouse hovering one of the icons will update the pop-up menu with relevant information to that particular faction. The icons in the pop-up window may be themselves hovered with the mouse for further details on their respective meaning.
    • Clicking on each faction will open up the respective tree.
  • ISIS Ship groups
    • Ship groups are sorted by size (smaller hulls are displayed on the left, larger hulls on the right) and by Tech level (Tech II and III hulls are located above the Tech I hulls they are based upon).
    • Each ship group has an individual icon for quick recognition and lists all the relevant hulls in its midst (example: the Frigate group in the Amarr Empire faction lists the Executioner, Inquisitor, Tormentor, Punisher, Crucifier and Magnate)
    • Groups that have been unlocked by meeting skill requirements are light up. To view exact skill requirements on unlocked groups, hover the mouse on the group icon.
    • Hovering the ship group icon will indicate its role and display relevant skills. Hovering over the role icons will display more information about them. When the group has not been unlocked yet, this displayed skills will be high-level requirements needed to achieve it. When unlocked, the group will display Spaceship Command skills that give bonuses to the whole group.
  • ISIS ship types
    • Hovering the mouse over each particular ship type displays the ship role and bonuses. As usual, hovering the role icons will display more information about them. Clicking the white text in the ship bonuses will open relevant item show-info (either skills or modules depending on the context).
    • Left-clicking on each ship will open the show-info for that particular hull. Right-clicking will allow the user to view the ship in the market or contracts as well.
    • Below each ship silhouette is the Mastery level icon, which indicates how well the user can fly the hull. It ranks from I to V, and details may be accessed through a left-click, then going into the “mastery” tab in the ship show-info. Ships that have been fully mastered (Mastery at V) will show as golden in the ISIS.
  • Synergy with the Compare tool
    • The Compare Tool (available by clicking the “E” icon at the top of the NeoCom, then selecting “Compare Tool” in the drop-down list) can be used to quickly weight various ship attributes from the ISIS
    • For this, simply drag and drop ship types from the ISIS into the compare tool window, then select specific attributes to be compared from the left scroll-down tab. Ships may also be dragged and dropped from the show info ship model or Market windows.

 

Ships

  • All ships have had their warp speeds rebalanced. Additionally, a ship's maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details.
  • The two new SoE hulls, the Astero and Stratious, may be obtained through the Sister of EVE (high, low and null-sec) or Sanctuary Corporations (null-sec only). For more information please refer to this Dev blog.
  • For the Sisters of EVE corporation, prices are:
    • Built Astero: 100,000 LPs and 10m ISK
    • Astero 1 run BPC: 30,000 LPs and 15m ISK
    • Built Stratios: 300,000 LPs and 20m ISK
    • Stratios 1 run BPC: 120,000 LPs and 30m ISK
  • For the Sanctuary corporation, prices are:
    • Built Astero: 80,000 LPs and 5m ISK
    • Astero 1 run BPC: 20,000 LPs and 10m ISK
    • Built Stratios: 240,000 LPs and 15m ISK
    • Stratios 1 run BPC: 80,000 LPs and 20m ISK
  • Astero
    • Amarr Frigate Bonus: 4% bonus to Armor Resists
    • Gallente Frigate Bonus: 20% bonus to drone hitpoints
    • Role Bonus: 100% reduction in CPU requiement for cloaks, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
    • Can fit Covert Ops Cloaking devices
    • Slot layout: 2H, 4M, 4L; 2 turrets, 0 launchers
    • Fittings: 32 PWG, 170 CPU
    • Defense (shields / armor / hull) : 540 / 600 / 600
    • Capacitor (amount) : 430
    • Mobility (max velocity / agility / mass / align time): 312 / 2.87 / 975000 / 3.88s
    • Drones (bandwidth / bay): 25 / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37km / 620 / 6
    • Sensor strength: 13
    • Signature radius: 35
    • Cargo Capacity: 210
  • Stratios
    • Amarr Cruiser Bonus: 4% bonus to Armor Resists
    • Gallente Cruiser Bonus: 10% bonus to Drone hitpoints and damage
    • Role Bonus: 50% bonus to Medium Energy Turret optimal range, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
    • Can fit Covert Ops Cloaking devices
    • Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers
    • Fittings: 920 PWG, 400 CPU
    • Defense (shields / armor / hull) : 1950 / 2400 / 2450
    • Capacitor (amount) : 1700
    • Mobility (max velocity / agility / mass / align time): 182 / .47 / 9350000 / 6.09s
    • Drones (bandwidth / bay): 100 / 400
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7
    • Sensor strength: 20
    • Signature radius: 150
    • Cargo Capacity: 550

 

Modules

  • A new Bastion Module has been introduced to complement the new Marauder role. Its blueprint is available for 50m ISK in the Market, under the Blueprints > Ship Equipment > Turrets & Bays > Weapon Upgrades category. Module details are available below.
  • Bastion Module
    • Increases shield and armor repair amount by 100%.
    • Boosts all shields, armor and hull resistances by 30%.
    • Extends all large turret falloff and optimal by 25% (is stacking penalized with other items boosting the same attributes).
    • Increases all large missile max velocity by 25%.
    • Has a cycle time of 60 seconds.
    • When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way.
    • When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-security space.
    • Only one may be fitted per Marauder, cannot be deactivated before cycle ends.
    • Uses 10 CPU and 100 powergrid to fit.
    • Uses no specific fuel or capacitor.
    • Skill requirements: Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5
  • Rapid Heavy Missile Launchers
    • Entirely new missile launcher group with 20 different meta variations
    • Battleship sized launcher that uses heavy missiles as charges
    • New launcher mechanic with very high damage output in a burst followed by 40 second reload time.
    • For details and discussion on Rapid Heavy Launchers look in this thread
  • Rapid Heavy Missile Launcher I
    • Fitting: 960 PG, 50 CPU
    • Rate of fire: 6.5s
    • Charge capacity: 21
    • Reload time: 40s
  • Rapid Heavy Missile Launcher II
    • Fitting: 1210 PG, 59 CPU
    • Rate of fire: 5.2s
    • Charge capacity: 23
    • Reload time: 40s

 

Fleets

  • The ability to store fleet setups has been added. This includes the number of wings and their squads along with their names. Additionally, Message of the Day and Free-Move and Voice settings can be stored in the fleet setup. These fleet setups are stored server side per character.
  • The ability to mass-invite to fleets and mass-move fleet members has been added. This is can be done by dragging pilots from various pilots lists (such as chat, Addressbook, Fleet Window, etc), and dropping them in there Fleet Window where they should be added. Mass-invite/mass-move will never make any of the pilots a commander.
  • It's now possible to add/move pilots to specific wings by dropping them onto the Wing Commander position (while holding down Shift if a single pilot is being dropped).
  • When pilots join a fleet, they will now enter the first available squad that has both Wing Commander and a Squad Commander. If one is is not available, then the first available squad that has a Wing Commander, then first availble squad that has a Squad Commander, and then the last option is the first available commanderless squad.
  • It's now possible to add multiple pilots at once to the fleet Watchlist by dropping them in the Watchlist window.
  • See this devblog for more details.

 

Implants

A new implant set, the Ascendancy set, has been added.

  • 2 sets of 6 implants (high and low grades)
  • Provides a direct boost to warp speed and set bonuses
  • Secondary effect of attribute increases, +2 and +3 in each implant’s specific attribute
  • The implants are constructed using components from the new Ghost Sites.

 

Avatars

  • Collector's Edition Mystery Code Male and Female cyborg arms have been added.

 

Exploration

  • Added a new landmark as reward for Echelon Entertainment's exploration competition, held in summer 2013.

 

Sounds and Music

  • 5 new music tracks have been added to low sec.
  • New jumpgate sound implementation to support new effects (activate, deactivate etc.) - players can now hear when someone enters
  • Atmosphere sounds from suns - based on type
  • Added sound for the disruption bubble
  • Added new "siege mode" sounds

 

Graphics and FX

  • EVE Client supports rendering with DirectX 11 (though there is no graphical difference right now between DirectX 11 and DirectX 9). It is enabled by default if your GPU and OS support it, and DX11/DX9 can be toggled in the EVE Launcher settings.
  • The death sequence has been updated to include a destroyed capsule and new corpse variations.
  • The jumpgate activation distinguishes between incoming and outgoing activations.
  • All ships now have level of detail for their textures which improves the client memory useage.
  • The warp disruption bubble effects have been modernized to include distortion and color variations for each type. (Warp Disrupt Probe = Blue,  Warp Disruption Field Generator I  = Red and Mobile Small Warp Disruptor I = Green).

 

Changes

Tech III Ships

  • You can now fit subsystems in space. If modules need to be removed because of slot changes they will be placed in the cargo hold of your ship. Note that switching subsystems may temporarily reduce the CPU output and power output to zero which will result in all modules being set offline.

 

Ship Balancing

Rubicon brings our next step in our ship balancing initiative. This release affects 22 ships total, mainly focusing on Tech 2 hulls (Interceptors, Electronic Attack Frigates, Interceptors and Interdictors).

  • Electronic Attack Frigates have had the range bonus from Electronic Attack Frigate skill increased significantly, with their cap recharge increased, lock range increased, base speed increased, signature radius reduced and base hitpoints increased. The above changes, along with individual ship adjustments, will make Electronic Attack Frigates a much more potent electronic warfare option.
  • The Interceptor and Interdictor ship classes have been rebalanced. See detailed stats below, with change from previous values in brackets.
  • Marauders now use a specialty module named “Bastion Module”, please refer to the “modules” section above for more details about it. They use a combination of Micro Jump Drives and Bastion mode to move around the battlefield and enter a reinforcement mode with hardened defenses when necessary.
  • Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.
  • Sentinel
    • Amarr Frigate Bonuses: 20% bonus to energy vampire and energy neutralizer transfer amount per level, 7.5% bonus to effectiveness of tracking disruptors per level
    • Electronic Attack Ships Bonuses: 80% bonus to energy vampire and energy neutralizer range per level (+40% per level), 5% reduction in capacitor recharge time per level
    • Slot layout: 3H, 4M, 3L; 2 turrets, 0 launchers
    • Fittings: 40 PWG, 195 CPU
    • Defense (shields / armor / hull) : 300(+25) / 425(+50) / 375(+25)
    • Capacitor (amount / recharge rate / cap/s) : 415 / 190s (-121s) / 2.18 (+.85)
    • Mobility (max velocity / agility / mass / align time): 340(+10) / 4.25 / 1223200(+111200) / 6.55
    • Drones (bandwidth / bay): 20 / 60
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km(+28km) / 575 / 7
    • Sensor strength: 21 Radar
    • Signature radius: 41(-12)
  • Kitsune
    • Caldari Frigate Bonuses: 20% bonus to ECM target jammer strength per level, 10% reduction in ECM target jammers' capacitor need per level
    • Electronic Attack Ships Bonuses: 15% bonus to ECM target jammer optimal range per level (+2.5% per level), 5% bonus to capacitor capacity per level
    • Slot layout: 3H, 5M, 2L; 1 turrets, 3 launchers
    • Fittings: 26 PWG, 270 CPU
    • Defense (shields / armor / hull) : 450(+50) / 250 / 275(+25)
    • Capacitor (amount / recharge rate / cap/s) : 415 / 195s (-116s) / 2.12 (+.79)
    • Mobility (max velocity / agility / mass / align time): 315 / 3.86 / 1228700(+111700) / 5.98s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+23km) / 520 / 7
    • Sensor strength: 24 Gravimetric
    • Signature radius: 47(-11)
  • Keres
    • Gallente Frigate Bonuses: 7.5% bonus to remote sensor dampener effectiveness per level, 10% reduction in remote sensor dampener capacitor need per level
    • Electronic Attack Ships Bonuses: 15% bonus to warp disruptor range per level (+5% per level), 10% reduction in warp disruptor capacitor need per level
    • Slot layout: 2H, 5M, 3L; 2 turrets, 0 launchers
    • Fittings: 33 PWG, 205 CPU
    • Defense (shields / armor / hull) : 325 / 400(+50) / 425(+75)
    • Capacitor (amount / recharge rate / cap/s) : 375 / 187s (-93s) / 2.00 (+.66)
    • Mobility (max velocity / agility / mass / align time): 350(+5) / 4.1 / 1204500(+109500) / 6.22s
    • Drones (bandwidth / bay): 10(+5) / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km(+25.5km) / 550 / 7
    • Sensor strength: 22 Magnetometric(-.5)
    • Signature radius: 43(-12)
  • Hyena
    • Minmatar Frigate Bonuses: 10% bonus to optimal range of target painters per level (was MWD capacitor use), 10% bonus to effectiveness of target painters per level
    • Electronic Attack Ships Bonuses: 40% bonus to stasis webifier range per level (+20% per level), 3% reduction in signature radius per level
    • Slot layout: 3H, 4M, 3L; 2 turrets, 2 launchers
    • Fittings: 36 PWG, 145 CPU
    • Defense (shields / armor / hull) : 375(+50) / 375(+25) / 325(+25)
    • Capacitor (amount / recharge rate / cap/s) : 355 / 175s (-91s) / 2.02 (+.69)
    • Mobility (max velocity / agility / mass / align time): 375(+15) / 3.93 / 1191300(+108300) / 5.9s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+30km) / 600 / 7
    • Sensor strength: 21 Ladar
    • Signature radius: 39(-12)
  • Paladin
    • Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 16500 PWG (+3000), 530 CPU (+30)
    • Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)
    • Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM
    • Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM
    • Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)
    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s
    • Drones (bandwidth / bay): 25(-50) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
    • Sensor strength: 12 Radar
    • Signature radius: 420(-80)
  • Golem
    • Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity, 5% bonus to cruise missile and torpedo explosion velocity per level
    • Marauders Skill Bonus: 7.5% bonus to Shield Boost amount, 10% bonus to effectiveness of target painters per level
    • Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
    • Fittings: 8500 PWG (+2000), 715 CPU
    • Defense (shields / armor / hull) : 8800(+600) / 6700(-600) / 7700(+400)
    • Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM
    • Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .12 / 94335000(-10865000) / 15.69s
    • Drones (bandwidth / bay): 25(-50) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
    • Sensor strength: 14 Gravimetric
    • Signature radius: 450(-125)
  • Kronos
    • Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level
    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
    • Fittings: 14000 PWG (+2000), 580 CPU (+30)
    • Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)
    • Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM
    • Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
    • Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s
    • Drones (bandwidth / bay): 50(-25) / 125
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
    • Sensor strength: 13 Magnetometric
    • Signature radius: 420(-80)
  • Vargur
    • Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
    • Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level
    • Marauder Skill Bonus: 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level
    • Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
    • Fittings: 12900 PWG(+5000), 625 CPU
    • Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)
    • Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM
    • Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM
    • Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
    • Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s
    • Drones (bandwidth / bay): 50(-25) / 75
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
    • Sensor strength: 11 Ladar
    • Signature radius: 360(-65)
  • Crusader
    • Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
    • Fittings: 48(+8) PWG, 120(+20) CPU
    • Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
    • Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
    • Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
    • Sensor strength: 10(+1) Radar
    • Signature radius: 32
    • Cargo Capacity: 90(-45)
  • Malediction
    • Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage), 4% bonus to armor resistances per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers
    • Fittings: 35 PWG, 150(+15) CPU
    • Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)
    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
    • Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)
    • Sensor strength: 12 Radar
    • Signature radius: 33
    • Cargo Capacity: 98(-37)
  • Raptor
    • Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level, 10% bonus to Small Hybrid Turret optimal range per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 4% bonus to shield resistances per level (was tackle range)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
    • Fittings: 36(+10) PWG, 155 CPU
    • Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)
    • Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
    • Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
    • Sensor strength: 14 Gravimetric
    • Signature radius: 34
    • Cargo Capacity: 92(-58)
  • Crow
    • Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level, 10% bonus to Missile Velocity per level (was attached to interceptors skill)
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
    • Fittings: 35 PWG, 160(+10) CPU
    • Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)
    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
    • Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
    • Sensor strength: 12 Gravimetric
    • Signature radius: 35(-1)
    • Cargo Capacity: 98(-52)
  • Taranis
    • Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% Small Hybrid Turret tracking speed per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
    • Fittings: 35 PWG, 150 CPU
    • Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)
    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
    • Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
    • Sensor strength: 10(+1) Magnetometric
    • Signature radius: 36
    • Cargo Capacity: 92(-33)
  • Ares
    • Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level, 7.5% bonus to Small Hybrid Turret tracking per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers
    • Fittings: 33(+3) PWG, 145(-5) CPU
    • Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)
    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
    • Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)
    • Sensor strength: 11(+1) Magnetometric
    • Signature radius: 35
    • Cargo Capacity: 96(-29)
  • Claw
    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills), 7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
    • Fittings: 45(+5) PWG, 125(+25) CPU
    • Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)
    • Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
    • Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
    • Sensor strength: 9(+1) Ladar
    • Signature radius: 30
    • Cargo Capacity: 94(-26)
  • Stiletto
    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level, 7.5% Small Projectile Turret tracking speed per level
    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
    • Fittings: 30 PWG, 150 CPU
    • Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)
    • Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
    • Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)
    • Sensor strength: 10(+1) Ladar
    • Signature radius: 31
    • Cargo Capacity: 92(-28)
  • Heretic
    • Amarr Destroyer Bonuses: 10% bonus to Rocket and Light Missile velocity per level (was 5% bonus to rocket explosion velocity per level), 5% bonus to Rocket and Light Missile damage per level (was 5% bonus to rocket damage per level)
    • Interdictors Bonuses: 4% bonus to armor resistances per level (was 5% bonus to missile velocity per level), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 3M, 3L; 4 turrets, 7(+1) launchers
    • Fittings: 60(+3) PWG, 240(+10) CPU
    • Defense (shields / armor / hull) : 625(+25) / 750(-1) / 750(+50)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+15) / 75(+15)
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75(+18.75) / 60(+30)
    • Capacitor (amount / recharge rate / cap/s) : 750(+187.5) / 375s / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 310(+11) / 3.7(+0.001) / 1305000(-66000) / 6.69
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7(+1)
    • Sensor strength: 12(+2) Radar
    • Signature radius: 75(-8)
  • Flycatcher
    • Caldari Destroyer Bonuses: 5% bonus to Rocket and Light Missile explosion radius per level (was 3% bonus to light missile explosion velocity), 10% bonus to Rocket and Light Missile Velocity per level
    • Interdictors Bonuses: 10% bonus to Rocket and Light Missile kinetic damage per level (was 5%), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 5M, 1L; 2(-1) turrets, 6 launchers
    • Fittings: 60(+4) PWG, 270(+5) CPU
    • Defense (shields / armor / hull) : 850(+99) / 625(+25) / 650(-1)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+30) / 55(+15) / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5(+17.5) / 43.75(+18.75) / 10
    • Capacitor (amount / recharge rate / cap/s) : 650(+150) / 325s(-8.33) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 315 / 3.6(+0.73) / 1350000(-222000) / 6.74s(+0.48)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 475 / 7
    • Sensor strength: 14(+2) Gravimetric
    • Signature radius: 80(-10)
  • Eris
    • Gallente Destroyer Bonuses: 10% bonus to Small Hybrid Turret optimal range per level (was falloff), 10% bonus to Small Hybrid Turret tracking per level
    • Interdictors Bonuses: 5% bonus to Small Hybrid Turret damage per level (was 5% bonus to thermal rocket and light missile damage), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 2M, 4L; 7(+1) turrets, 1(-3) launchers
    • Fittings: 64(+2) PWG, 210(+16) CPU
    • Defense (shields / armor / hull) : 650(-1) / 700 / 800(+49)
    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 70(+20) / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25(+16.25) / 67.5(+22.5) / 10
    • Capacitor (amount / recharge rate / cap/s) : 700(+231.25) / 350s(+37.5) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 305(-3) / 3.7(+0.325) / 1250000(-213000) / 6.41s(-0.8)
    • Drones (bandwidth / bay): 0(-5) / 0(-5)
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 500 / 7
    • Sensor strength: 13(+2) Magnetometric
    • Signature radius: 85(-1)
  • Sabre
    • Minmatar Destroyer Bonuses: 5% bonus to Small Projectile Turret Damage per level, 10% bonus to Small Projectile Turret tracking speed per level
    • Interdictors Bonuses: 10% bonus to Small Projectile Turret falloff per level, 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
    • Role bonus: Can fit Interdiction Sphere Launchers
    • Slot layout: 8H, 4M, 2L; 7 turrets, 1(-1) launchers
    • Fittings: 58 PWG, 230(+2) CPU
    • Defense (shields / armor / hull) : 750(+50) / 650(-1) / 625(+25)
    • Base shield resistances (EM/Therm/Kin/Exp): 50(+40) / 40(+20) / 40 / 50
    • Base armor resistances (EM/Therm/Kin/Exp): 80(+10) / 51.25(+16.25) / 25 / 10
    • Capacitor (amount / recharge rate / cap/s) : 600(+162.5) / 300s(+8.333) / 2(+0.5)
    • Mobility (max velocity / agility / mass / align time): 320 / 3.7(+0.232) / 1285000 / 6.59s(+0.41)
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 550 / 7(+1)
    • Sensor strength: 11(+2) Ladar
    • Signature radius: 70(-5)

 

Modules

  • All Tech 2 turrets have had their skill requirements cut. They will now not require smaller turret requirements to be trained. Please refer to this Dev Blog for more details.
  • The Interdiction Sphere Launcher has had its reactivation delay removed, and can now load three Warp Disruption Probes at a time. In exchange its reload time has been increased to one minute. In addition, the Interdiction Sphere Launcher is now limited to one per ship.
  • Rebalancing Rapid Light Missile Launchers
    • Rapid Light Missile launchers will now also feature the burst fire and long reload mechanic introduced with Rapid Heavy Missile Launchers
    • PG requirements for fitting Rapid Light Missile Launchers have been increased
    • For details and discussion see this thread.
    • Rapid Light Missile Launcher I
      • Fitting: 72 PG, 35 CPU
      • Rate of fire: 7.8s
      • Charge capacity: 16
      • Reload time: 40s
    • Rapid Light Missile Launcher II
      • Fitting: 76 PG, 39 CPU
      • Rate of fire: 6.2s
      • Charge capacity: 18
      • Reload time: 40s

 

Science and Industry

The base tech one blueprint required for inventing the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect their new hulls.

  • The Absolution is now invented from a Harbinger blueprint.
  • The Eos is now invented from Myrmidon blueprint.
  • The Nighthawk is now invented from Drake blueprint.
  • The Sleipnir is now invented from Hurricane blueprint.

 

Exploration & Deadspace

  • Level 1 to 3 DED sites and high-sec Anomaly sites have been added to the low-sec distribution tables. (The high-sec tables are unaffected). This is aimed at increasing income opportunities for newer players in low-sec space.

 

Player Owned Structures, Outposts and Stations

  • Ship Maintenance Arrays and XL Ship Maintenance Arrays will now drop wrecks containing some of their ships. Each ship has the same 50/50 survived/destroyed chance as regular loot. Ships can be individually launched from the (XL)SMA wreck in to space, where they can be boarded like any other un-piloted ship. Once the wreck is emptied, it can be salvaged like any other. SMAs will generate killmails showing what ships were dropped and what were destroyed (including items in/on those ships). See [blog] for details.
  • Only one ship at a time can now be launched from a Ship Maintenance Array

 

Graphics and FX

  • The models of the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect the battlecruisers that they share weapon types with.
    • The Absolution now has a Carthum Harbinger hull.
    • The Eos now has a CreoDron Myrmidon hull.
    • The Nighthawk now has a Kaalakiota Drake hull.
    • The Sleipnir now has a Boundless Creations Hurricane hull.

 

Fleets

  • The Fleet Composition window will now display the ship type for all fleet members, not only for those who are in space
  • A new column, which shows the member's position in fleet, has been added to the Fleet Composition window.
  • It's now possible to select many fleet members from the Fleet Composition window
  • Dropping an individual pilot onto a Fleet/Wing/Squad commander position while holding down Shift will add the player to that group, but not as a commander but as a general squad member.
  • The number of Fleet Window refreshes has been reduced

 

Overview and UI

  • Implants can now be plugged in without having to pause the Training queue.
  • A new button for the Compare Tool has been added as an optional button for the Neocom.
  • The maximum number of fittings that a user can save has been increased by 100. As a result characters can now save 200 fittings and corporations 300 fittings.
  • You can now align to scanned down anomolies and signitures.

 

Character Selection Screen

  • New Character Selection screen has be added.
  • Features include: Subscription, Dual and Multi character training counters, Ship preview icons, skills in training, total SP counter, updated Redeeming window and more.

 

Localization

  • Linguistic fixes and improvements have been made throughout the client for German, Russian and Japanese clients.
  • On the German client, terminology has been unified and improved for multiple instances.
    • translation for “rocket” is now Rakete.
    • translation for “role bonus” is now Funktionsbonus.
    • translation for “traits” is now Eigenschaften.
    • translations for “cargo hold” and “ship hold” are now Frachtraum and Laderaum respectively.
  • On the Russian side of things, several ship types were renamed; for a full list of changes and a discussion of them, please see this thread.

 

Rigs

  • The penalty for fitting warp rigs (Hyperspatial Velocity Optimizers and Warp Core Optimizers) has been changed from an armor hp penalty to a CPU amount penalty. This penalty can be reduced through the Astronautics Rigging skill as before.

 

Fixes

 

Audio

  • The sound LOD has been fixed for turrets – weapon sounds were not always audible.
  • Stargate Electricity Sound Glitches Fixed issue with stargate glitches.
  • Fixed an issue where undocking audio was not heard.

 

Forums/Website

  • Repaired various website issues that were affecting the displays in captain's quarters.

 

Gameplay

  • Added 'Missile' to all mentions of Cruise Missiles in ship bonuses for Golem and Widow. 
  • Added Rapid Heavy Missile bonuses to description text for Golem And Widow.
  • Fixed an issue that made it impossible to link all of the Navy Battleship blueprints.
  • Small Freight containers can now be scanned both with directional scanner and with probes.
  • Renamed the 'Stationary Badger II' NPC object to 'Stationary Tayra'.
  • Saboteur NPCs (Criminal and Bandit Saboteur) now display the correct racial background.
  • The 'Wild' Miner I Blueprint can now be found through the contract search.
  • The Alliance Tournament XI prize ships can now be bought and sold on the market. (CCP wishes you the best of luck with the broker fees).
  • The Cerberus bonus description has been clarified to specify what type of ammunition it applies to. The bonus remains unchanged.
  • The Executioner bonus text is no longer missing words.
  • The description text for Agent Asursa Kunivuri's has been changed to refer to the Tayra instead of the Badger.

 

Graphics

  • Adjusted the low LOD models of multiple ships to correct minor graphical corruption.
  • An issue which caused the in-station environments to disappear has been fixed.
  • Corrected the display of warp disruption bubbles on low shader settings.
  • Corrected the logo of the Corporate Police Force.
  • Corruption for planet view of ice planets on low shader settings removed.
  • Full body view grey out Fixed a graphics issue on DX11.
  • Fixed an issue whereby MInmatar Regional Gates had collision boundaries set incorrectly
  • Fixed an issue with light distortion in CQ on Nvidia using DX11.
  • Fixed an issue with screenshots on DX11.
  • Fixed and issue wherein reflection artefacts were being rendered in certain environments.
  • Fixed several  death scene glitches.
  • Fixed graphics issue with Jump effects in DX11.
  • Fixed graphics issue with gap in ship geometry.
  • Prismatic Gneiss had visual issues. Fixed invalid parameters in graphics settings for DX11.
  • Fixed issues whereby certain turrets had a noticeable gap between them and their parent ship.
  • Fixed issues with Capital Ships bouncing off the arms around the undock point of Gallente Administrative Outposts.
  • Issue with rendering of super weapons fixed.
  • Navy Fleet Generals now use Navy Megathron texture instead of the normal Megathron's texture.
  • Resolved Micro Jump Drive effect intersecting with the front geometry of certain ships.
  • Resolved an erroneous border effect surrounding the EVE wormhole in the New Eden system
  • The badger will now display its second turret if you have one fitted.
  • Updated the launcher locators on the Golem and added locators for non-launcher modules.
  • Corrected an issue where moons did not occlude stations.

 

PvE

  • Resolved a text issue in the description of the Outer Ring landmark.
  • Advanced Military Career Agents will now always provide more appropriate frigate types in the missions Angel of Mercy and The Stand.
  • An issue with unreachable containers within the OutGrown Rogue Drone Hive sites has been fixed.
  • Career path agents now refer to the Civilian Relic Analyzer in mission texts.
  • Fixed a grammatical error in the CBD Corporation description.
  • Fixed a grammatical error in the description of Ancient Acceleration Gates.
  • Fixed the positioning of containers in the Ruined Sansha Science Outpost site.
  • Included the mini container mechanic in to the mission descriptions of Balancing the Books (4 of 10), Data Site Scanning and Relic Site Scanning missions.
  • Removed a typo from the description of the Large Micro Jump Drive.
  • Removed clouds from a few missions and exploration sites, which caused frame rate drops.
  • Removed gender specific references from the description of some implants.
  • Renamed tutorial Badger Mark II to Tayra and changed description to match.
  • The Algos ship description has been altered to make it clearer.
  • The description for the Dark Blood Alpha has been updated to mention the correct ship type.
  • The ship description for the the Agent Tevis Jak has been updated.
  • Updated the Commander text used in the Serpentis Watch.
  • Updated the mining tutorial.
  • Updated the mission completion text for The Forgotten Outpost.
  • Updated the mission text for "The Good Word" to remove a small typo.
  • Updated the mission text for the mission Claimjumpers to direct users to the correct market group for survey scanners.

 

Technical

  • Fixed Client loading up with Black Screen.
  • Fixed a formatting issue in the description of the Medium Nosferatu II module.
  • Fixed color issues with screen-shots.
  • Fixed res.ini such that characters are selectable again.
  • Inventory filter will correctly filter the T2 scanning upgrade module blueprints.
  • Salvage Drones are now listed in the default "Drones" overview.
  • The ability to consume a PLEX to activate multiple character training has been disabled for Trial accounts.

 

UI

  • When in an NPC corporation, you will no longer get the non-functional option of saving an in-space bookmark under Corporation Locations.
  • A grammatical error in the description of the Raven has been fixed.
  • A typo in the Mutual War notification has been fixed.
  • Added a fixed version of Relic Site career mission tutorial.
  • Character creation finalization bug fixed.
  • Clicking items in sensor overlay no longer removes info bubble.
  • Fixed a problem with asset search where spaces after keyword values made the condition fail.
  • Fixed a scaling issue with market display in CQ.
  • Fixed an issue where the Index of the Inventory would display incorrectly on session change.
  • Fixed issue when bracket stays in sensor overlay if a new anomaly or signature appears when sensor overlay is disabled.
  • Fixed sensor strength icons not showing properly for all Sensor Backup Arrays.
  • Max target range and max locked targets are now properly updated in the fitting window on module mouse-over.
  • "Recommended for" and "levels" tabs are swapped around in Certificate show info.
  • Order of dynamic tabs on the Show Info window has been made consistent so they open up in a defined order.
  • Players can now assign shortcut keys to open and close the "Mineral Hold" and "Planetary Commodities Hold".
  • Removed a situation where modal Show Info windows could lead to closing down chat windows.
  • The "exact terms" option for searching in people and places is now used more reliably.
  • The Show Info description on the Scythe ship has been updated to reflect module name changes.
  • The calibration cost of a rig has been moved to the fittings tab in the show info window.
  • The descriptions of some scourge auto-targeting missiles have been updated for consistency.
  • The directional scanner window no longer leaves angle tooltips behind after closing it with a keyboard shortcut.
  • The message displayed for ships that cannot lock other targets, such as Jump Freighters, has been updated to state so.
  • The message when failing to fit a rig of the appropriate size has been changed to use size names rather than numbers.
  • The text formatting has been corrected across the Character Sheet and the Training Queue for consistency.
  • When moving in and out of the drone bay stacks of drones, or splitting stacks; the DPS will be correct.
  • You can now access the configuration of a customs office through the settings menu of the customs office import/export window.

 

Patch Notes for Odyssey 1.2

Patch notes for EVE Online: Odyssey 1.2.2
Released on Tuesday, November 5th 2013

FIXES

 

 

Patch notes for EVE Online: Odyssey 1.2.1
Released on Tuesday, October 30th 2013

FIXES

  • Backend improvements for Customer Support.

 

 

Patch notes for EVE Online: Odyssey 1.2
Released on Tuesday, October 22nd 2013

FEATURES

  • Mutiple characters in training is now enabled. Please see this dev blog for further information.
  • Male and female "luxury" T-shirts have been introduced.

 

FIXES

  • Numerous client defects have been fixed in this release, making New Eden a better place for everyone.
  • Numerous defects in the localized clients have been fixed in this release.

 

 

Patch Notes for Odyssey 1.2

Patch notes for EVE Online: Odyssey 1.2.2
Released on Tuesday, November 5th 2013

FIXES

 

 

Patch notes for EVE Online: Odyssey 1.2.1
Released on Tuesday, October 30th 2013

FIXES

  • Backend improvements for Customer Support.

 

 

Patch notes for EVE Online: Odyssey 1.2
Released on Tuesday, October 22nd 2013

FEATURES

  • Mutiple characters in training is now enabled. Please see this dev blog for further information.
  • Male and female "luxury" T-shirts have been introduced.

 

FIXES

  • Numerous client defects have been fixed in this release, making New Eden a better place for everyone.
  • Numerous defects in the localized clients have been fixed in this release.

 

 

Patch Notes for Odyssey 1.1

Patch notes for EVE Online: Odyssey 1.1.9
Released on Wednesday, October 9th 2013

FIXES

Agents & Missions

  • Agents Kiljavas Yaskasen and Mekamireki Fedas are now level 4 Security agents with locator services.

Miscellaneous

  • New players will be placed either in the Captain's Quarters or in the hangar when starting into the game. This will help researching the impact of the start location for new players.

 

Patch notes for EVE Online: Odyssey 1.1.8
Released on Wednesday, September 25th 2013

FIXES

Miscellaneous

  • An issue which was causing damage to become only 1% of what it should have been has been fixed. This happened at a very low frequency and was mainly seen when shooting at NPCs that had almost no structure left.

 

Patch notes for EVE Online: Odyssey 1.1.7
Released on Monday, September 23rd 2013

FIXES

Localization

  • The Maelstrom, Abaddon and Rokh descriptions now refer to the correct bonus.

 

Patch notes for EVE Online: Odyssey 1.1.6
Released on Wednesday, September 18th 2013

FIXES

Graphics

  • A number of crashes in the graphics engine have been resolved.

Localization

  • Introducing a new and improved iteration of RU skill group names!
  • Several consistency issues within RU market group hierarchy have been resolved.

Interface

  • An issue with the drone window failing to update correctly has been fixed.
  • An text alignment issue with the Show Info > Attributes tab has been fixed.

 

Patch notes for EVE Online: Odyssey 1.1.5
Released on Monday, September 16th 2013

FIXES

Miscellaneous

  • A persistent channel has been added under the "Technology" category named "Steam" for all our steam users.

User Interface

  • Removed the incorrect fade in of the hacking minigame background prior to the game being fully displayed.

 

Patch notes for EVE Online: Odyssey 1.1.4
Released on Wednesday, September 11th 2013

FIXES

Miscellaneous

  • Fixed several small issues that were causing client crashes after the deployment of Odyssey 1.1.

User Interface

  • You can once again unanchor POS modules through the Control Tower Management window.

 

Patch notes for EVE Online: Odyssey 1.1.3
Released on Tuesday, September 10th 2013

FIXES

Exploration

  • Fixed an issue where the Hacking minigame would freeze up.
  • Removed requirement to receive results of last move from the Hacking minigame before being allowed to submit next move.

Graphics

  • An issue with your ships appearing to ‘drift’ after jumping has been fixed.

User Interface

  • If a drone is dragged onto a group and is recalled/launched because of that, it does not change groups.
  • An issue with rearranging locked targets has been fixed.
  • It is now also possible to drop drones onto the "No Item" entry field.
  • Mining drones now have 'Mine Repeatedly' as the primary option on the radial menu.
  • An issue with the right click menu on drone groups when jumping or docking has been fixed.
  • An issue with the Radial Menu when opening it on an Orca has been fixed.

 

Patch notes for EVE Online: Odyssey 1.1.2
Released on Monday, September 9th 2013

FIXES

Probe Scanning

  • Probes that are being recalled no longer overload your cargo.
  • Spheric locations are now correctly shown in the map.
  • The “red dot” result is now correctly shown in the map.

Modules

  • Auto Targeting Missiles now no longer stop once the ship is jammed.
  • The notification message stating all modules getting turned off when target loss is dropped will now only appear when you have either been target jammed or if the target is out of max target range.

 

Patch notes for EVE Online: Odyssey 1.1.1
Released on Thursday, September 5th 2013

FIXES

Exploration

  • Fixed an issue where Restoration Node in Data and Relic Sites hacking causes massive Lag.
  • When a scan result reaches 100%, it will now be show up correctly with a warp to icon if you are able to warp to the signature.

Localization

  • A number of consistency fixes were applied to the Russian translation.
  • Added a missing message for clear ignored results from the Probe Scanner window.

Miscellaneous

  • The bug reporting tool will now correctly clean up a temporary cache folder in the EVE Online install directory.

NPCs

  • Fixed an issue with asteroid belt NPCs not spawning in certain regions.

User Interface

  • Fixed an issue where Role descriptions were not scaling correctly in the edit member window of directors.
  • Changed the Radial Menu - Set Destination Appears as Primary Function for a Station if First Icon In Autopilot Route and One Jump Away.
  • Changed the Fleet Window - 'Align' Broadcast - Right Click Menu was missing "Warp to" and "Align To"
  • You should now be able to loot illegal goods again, and face the potential consequences.
  • Piloted Orcas will now have „Open Fleet Hangar“ option available in the Radial menu.
  • Quickbar will now load even though it contains deleted item types.
  • Role descriptions and and titles in Member Info window are now properly aligned.
  • If the Radial Menu is opened on a square in the Route which represents a station an adjecent solarsystem, it will give the options for the stargate leading there, allowing you to jump there.
  • Align, shield, and capacitor broadcast will now have the correct options available in the right click menu.
  • Lowered the time of the Restoration Node healing animation in the Hacking game.
  • Deleted item types saved into the market quickbar so that their deletion does not break the quickbar.
  • Fixed an issue with kill reports being displayed incorrectly.
  • Fixed the descritpion of the Bustard as it was still referring to the Badger rather than the Tayra.

 

Patch notes for EVE Online: Odyssey 1.1
Released on Tuesday, September 3rd 2013

FEATURES

Radial Menu

  • The Radial Menu has been added in the following locations:
  • Members in Fleet watchlist.
  • Fleet members in Fleet window.
  • Squares in autopilot info panel route (in the case of the current solar system, this will show the Radial Menu for the out gate).
  • Link to the system that is next in route.
  • Bookmarks in People and Places window.
  • Drone groups in the Drones window.

Ships

  • Two new ships have been added as exclusive prizes for the first and second place teams in the recently completed Alliance Tournament XI.
  • MORACHA:
  • Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural Field Generators.

Skill Related Bonuses:

  • Gallente Cruiser Skill - 15% bonus to Medium Projectile Turret Falloff.
  • Minmatar Crusier Skill - 30% bonus to Medium Projectile Turret damage.
  • Recon Ships Skill - 30% bonus to Stasis Webifier range and 20% reduction in CPU need for cloaking devices.

Special Ability:

  • 25% bonus to Medium Projectile rate of fire.

Statistics:

  • Slot layout: 4H, 6M, 5L; 3 turrets, 1 launcher.
  • Fittings: 850 PWG, 400 CPU.
  • Calibration: 400.
  • Rig Slots: 2.
  • Defense (shields / armor / hull) : 2200 / 1900 / 1700.
  • Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 1415 / 460s / 3.
  • Mobility (max velocity / agility / mass / align time): 260 / 0.47 / 8700000 / 5.67s.
  • Drones (bandwidth / bay): 25 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 125km / 430 / 8.
  • Sensor strength: 28 Ladar.
  • Signature radius: 90.
  • Cargo capacity: 320.
  • CHREMOAS:
  • Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural field generators. Cloak reactivation delay reduced to 5 seconds.

Skill Related Bonuses:

  • Gallente Frigate Skill - 15% bonus to Small Projectile Turret tracking speed.
  • Minmatar Frigate Skill - 10% bonus to Small Projectile Turret optimal range and falloff.
  • Covert Ops Skill - 10% bonus to scan strength of probes and 20% reduction in CPU need for cloaking devices.

Special Ability:

  • 200% bonus to Small Projectile Turret damage.
  • +10 Virus Strength to Relic and Data Analyzers.
  • -100% targeting delay after decloaking.

Statistics:

  • Slot layout: 3 H, 5 M, 3 L, 2 turrets, 1 Launcher.
  • Fittings: 45 PWG, 275 CPU.
  • Calibration: 400.
  • Rig Slots: 2.
  • Defense (shields / armor / hull) : 500 / 450 / 450.
  • Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 365 / 250s / 1.46.
  • Mobility (max velocity / agility / mass / align time): 440 / 3.12 / 930000 / 4.02s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 750 / 7.
  • Sensor strength: 21 Ladar.
  • Signature radius: 30.
  • Cargo capacity: 190.

CHANGES

Audio

  • Update to the Russian VO for the introduction video.
  • Audio engine upgrade with more intelligent sound bank loading mechanism – this will improve both memory usage as well as performance.
  • More music variety for heavily populated Empire space systems.
  • 5 new music tracks for low sec.

Exploration & Deadspace

  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships. For real this time.
  • Changes have been made to the ore composition of some Ore Prospecting Array anomalies to better balance their relative values:
    - Large Asteroid Clusters: Converted both Scordite asteroids to Plagioclase (300,000 units).
    - Enormous Asteroid Clusters (formerly known as Extra Large Asteroid Cluster): Converted all 12 Omber asteroids to Hedbergite (500,000 units).
    - Colossal Asteroid Clusters (formerly known as Giant Asteroid Cluster): Converted all 6 Pyroxeres asteroids to Hemorphite (480,000 units).
  • Ore clusters from Ore Prospecting Array are now scaled based on truesec of the system
    - For systems with truesec between -0.45 and -0.84: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +5% upgraded variants
    - For systems with truesec between -0.85 and -1.0: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +10% upgraded variants
    - PSA: For the first few days after the Odyssey 1.1 release there may be some odd behavior with the ore upgrade sites (most common symptom is both the old and new types of belts appearing in the system at the same time).
  • Selecting another mini container whilst in the process of collecting one now queues it up for automatic collection. When queued up, the mini containers icon will flash.

Implants

  • Mindlink warfare link strength bonus reduced from +50% to +25%.
  • Genolution CA-2 implant set bonus reduced from 50% to 40%
  • T2 warfare mindlinks (including mining mindlinks) have been added to the Concord LP store for 20,000 Concord LP and 20m isk.
  • New Navy Mindlinks with the 25% bonus to two different disciplines at once (matching racial command ship bonuses) have been added to the normal racial LP stores at 100,000 LP and 100m isk, as well as requiring you to provide one of each of the T2 mindlinks that it combines.

Localization

  • On the Japanese client, the translation of Covert Ops, Covert Ops Cloaking device and Black Ops were changed to be more accurate.
  • EVE's Russian translation has been updated with a number of changes to ship type names, character attribute names, and skill group names; for an in-depth description of these changes, please see this post.
  • Various changes and improvements have been made throughout the client in all languages.

Modules

  • The Energy Vampire (Nosferatu) mechanic has been changed.  Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount. A detailed post on this topic can be found here.
  • All Medium Railguns get the following changes:
  • 15% increased rate of fire (fires more often).
  • 15% increased damage multiplier.
  • 15% decreased tracking speed.
  • All Medium Beams get the following changes:
  • 25% increased damage multiplier.
  • 10% decreased tracking speed.
  • All Medium Artillery get the following changes:
  • 10% increased rate of fire.
  • 5% decreased tracking speed.
  • A detailed post on the medium turret changes can be found here.
  • Warfare links (other than mining links) can no longer be activated inside a starbase forcefield .
  • Powergrid need of all warfare links modules decreased by 100.
  • Significant changes have been made to the strengths of bonuses provided by Warfare Link modules:
  • All defensive (Siege and Armored) links:
    T1: 4.8%.
    T2: 6%.
    Max bonus per link with all modifiers: 25.9%.
    Former max bonus: 35%.
  • Information Warfare: Electronic Superiority bonuses to ECM and Target Painters:
    T1: 6.4%.
    T2: 8%.
    Max bonus per link with all modifiers: 34.5%.
    Former max bonus: 35%.
  • Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps:
    T1: 4%.
    T2: 5%.
    Max bonus per link with all modifiers: 21.5%.
    Former max bonus: 21%.
  • Information Warfare - Recon Operation:
    T1: 6.4%.
    T2: 8%.
    Max bonus per link with all modifiers: 34.5%.
    Former max bonus: 35%.
  • Information Warfare - Sensor Integrity:
    T1: 9.6%.
    T2: 12%.
    Max bonus per link with all modifiers: 51.75%.
    Former max bonus: 53%.
  • Skirmish Warfare - Evasive Maneuvers:
    T1: 6.4%.
    T2: 8%.
    Max bonus per link with all modifiers: 34.5%.
    Former max bonus: 35%.
  • Skirmish Warfare - Interdiction Maneuvers:
    T1: 6.4%.
    T2: 8%.
    Max bonus per link with all modifiers: 34.5%.
    Former max bonus: 53%.
  • Skirmish Warfare - Rapid Deployment:
    T1: 5.6%.
    T2: 7%.
    Max bonus per link with all modifiers: 30.2%.
    Former max bonus: 35%.
  • Mining Foreman - Laser Optimization and Harvester Capacitor:
    T1: 6%.
    T2: 7.5%.
    Max bonus per link with all modifiers: 42.2%.
    Former max bonus: 42.2%.
  • Mining Foreman - Field Enhancement:
    T1: 13.6%.
    T2: 17%.
    Max bonus per link with all modifiers: 95.7%.
    Former max bonus: 95%.
  • The Information Warfare: Sensor Integrity link will now provide its bonus to both sensor strength and lock range.
  • Most local armor repair and shield boosters have had their effectiveness increased:
    - Increase the rep amount for all subcap armor repairers (including Ancillary Armor Repairers) by 15%.
    - Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%.
    - Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%.
    - Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%.
    - No change to Small/Medium Deadspace shield boosters, all sizes of Ancillary Shield Boosters, Capital boosters, Capital reps.

Probes & Scanning

  • For more information on these changes, see the Dev Blog here: Probe scanning improvements in Odyssey 1.1
  • Cosmic Anomalies and Signatures are no longer removed from the results window when they are at 0% signal strength.
  • Scan results no longer lose the following information: Scan Group, Group, and Type. This means that if you scan signature “XYZ-123” to discover that it is a Megathron battleship, the UI will show that it’s a Megathron even if your last scan was less than 75% signal strength.
  • Custom Probe Formations are now implemented. There is now a third formation button in the Probe Scanner window, which will launch the last selected custom formation. It has an option button embedded in it to manage custom formations, which includes Saving and Deleting formations. You can have a total of 10 custom formations, comprising of any number of probes from 1 to 8 probes in the formation.

Radial Menu

  • A small arrow icon has been added to the options where a range/distance can be set so it’s clearer that they are different and there is something more beyond the circle itself.
  • An indicator that shows what the Radial Menu is open on has been added. For brackets this is a white circle and for entries in list it’s an extra highlight on that entry).
  • If the clicking time is very short and the mouse does not move in that time(=radial menu is not used), the click will register as a click (for example to select a target when Radial Menu delay is 0... which is though not recommended).
  • Set Destination is now primary action for Asteroids, Stations, Solar Systems, Moons, Planets, Stargates when they are not in current system (accessible through bookmarks in People & Places).
  • "Jump through to X" option has been added as primary option for Black Ops ships that are piloted.
  • The "Open Cargo" option has been added to the Radial Menu for your own ship.
  • The "Open Fleet Hangar" option has been aded as a primary action for piloted Orcas.
  • The following primary options have been added to many of the structure groups:
  • Assembly array - Access Storage.
  • Corporate Hangar Array - Access Storage.
  • Mobile Laboratory - Access Storage.
  • Mobile Laser Sentry - Access Crystal Storage.
  • Mobile Hybrid Sentry - Access Ammunition.
  • Mobile Missile Sentry - Access Ammunition.
  • Mobile Projectile Sentry - Access Ammunition.
  • Mobile Reactor - Access Storage.
  • Personal Hangar - Access Storage.
  • Refining Array - Access Refinery.
  • Ship Maintenance Array - Access Vessels.
  • Silo - Access Storage.
  • Infrastructure Hub -  Open Infrastructure Hub Manager.

Ship Balancing

  • The Dominix will have its bonus to drone tracking and optimal range reduced from 10% per level to 7.5% per level.

Ship Balancing - Command Ships

  • Command Ships have been rebalanced to create a more compelling experience alongside the changes to Warfare Links.
  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • ABSOLUTION:
  • Role Bonus: Can fit up to three Warfare Link modules.

Amarr Battlecruiser Bonuses:

  • 4% bonus to all Armor Resistances.
  • 10% bonus Medium Energy Turret capacitor use.

Command Ships Bonuses:

  • 5% bonus to Medium Energy Turret rate of fire.
  • 10%(+5) bonus Medium Energy Turret damage.
  • 3% bonus to strength of Armored Warfare and Information Warfare links.

Statistics:

  • Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1).
  • Fittings: 1500 PWG (-75), 400 CPU.
  • Defense (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25).
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10).
  • Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1).
  • Sensor strength: 21 Radar (+5).
  • Signature radius: 265.
  • Cargo capacity: 375 (+25).
  • DAMNATION:
  • Role Bonus: Can fit up to three Warfare Link modules.

Amarr Battlecruiser Bonuses:

  • 4% bonus to all Armor Resistances.
  • 10% bonus to Heavy Assault Missile and Heavy Missile velocity.

Command Ships Bonuses:

  • 10% bonus to all Armor hitpoints.
  • 10% bonus to Heavy Assault Missile and Heavy Missile damage.
  • 3% bonus to strength of Armored Warfare and Information Warfare links.

Statistics:

  • Cargo capacity: 645.
  • Signature radius: 265.
  • Sensor strength: 22 Radar (+6).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1).
  • Drones (bandwidth / bay): 50 (+25) / 100 (+75).
  • Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08).
  • Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80.
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5.
  • Defense (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76).
  • Fittings: 1300(-290) PWG, 500(+25) CPU.
  • Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers.
  • NIGHTHAWK:
  • Role Bonus: Can fit up to three Warfare Link modules.

Caldari Battlecruiser Bonuses:

  • 4% bonus to all Shield Resistances.
  • 7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage.

Command Ships Bonuses:

  • 7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire.
  • 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity).
  • 3% bonus to strength of Siege Warfare and Information Warfare links.

Statistics:

  • Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1).
  • Fittings: 1000 PWG (+290), 560 CPU (+5).
  • Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5.
  • Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1).
  • Sensor strength: 24 Gravimetric (+5).
  • Signature radius: 285.
  • Cargo capacity: 700.
  • VULTURE:
  • Role Bonus: Can fit up to three Warfare Link modules.

Caldari Battlecruiser Bonuses:

  • 4% bonus to all Shield Resistances 1.
  • 10% bonus to Medium Hybrid Turret optimal range.

Command Ships Bonuses:

  • 10% bonus to Medium Hybrid Turret optimal range.
  • 10% bonus to Medium Hybrid Turret damage.
  • 3% bonus to strength of Siege Warfare and Information Warfare links.

Statistics:

  • Cargo capacity: 400 (+55).
  • Signature radius: 285.
  • Sensor strength: 23 Gravimetric (+4).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1).
  • Drones (bandwidth / bay): 25 / 25.
  • Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8).
  • Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10.
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50.
  • Fittings: 1275 PWG, 545 CPU Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56).
  • Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3).
  • ASTARTE:
  • Role Bonus: Can fit up to three Warfare Link modules.

Gallente Battlecruiser Bonuses:

  • 7.5%(+2.5) bonus to Medium Hybrid Turret damage.
  • 7.5% bonus to Armor Repairer effectiveness.

Command Ships Bonuses:

  • 7.5% bonus to Medium Hybrid Turret rate of fire (was 5% damage).
  • 10% bonus to Medium Hybrid Turret falloff.
  • 3% bonus to strength of Armored Warfare and Skirmish Warfare links.

Statistics:

  • Slot layout: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2).
  • Fittings: 1350 PWG (-100), 440 CPU.
  • Defense (shields / armor / hull) : 3400(-444) / 4900(+576) / 5000(+195).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10.
  • Capacitor (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34).
  • Drones (bandwidth / bay): 50 / 75(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1).
  • Sensor strength: 23 Magnetometric (+5).
  • Signature radius: 300.
  • Cargo capacity: 400.
  • EOS:
  • Role Bonus: Can fit up to three Warfare Link modules.

Gallente Battlecruiser Bonuses:

  • 7.5% bonus to Armor Repairer effectiveness.
  • 10% bonus to drone damage and hitpoints (was 5% MHT damage).

Command Ships Bonuses:

  • 7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus).
  • 7.5% bonus to Medium Hybrid Turret tracking (was link bonus).
  • 3% bonus to strength of Armored Warfare and Skirmish Warfare links.

Statistics:

  • Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1).
  • Fittings: 1200 PWG (-225), 425 CPU (-25).
  • Defense (shields / armor / hull) : 3300(-544) / 5100(+776) / 5500(+695).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2812 / 625s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24).
  • Drones (bandwidth / bay): 125 (+50) / 250 (+100) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1).
  • Sensor strength: 22 Magnetometric (+4).
  • Signature radius: 300.
  • Cargo capacity: 400.
  • SLEIPNIR:
  • Role Bonus: Can fit up to three Warfare Link modules.

Minmatar Battlecruiser Bonuses:

  • 10% bonus to Medium Projectile Turret damage (was 5% RoF).
  • 7.5% bonus to shield boosting amount.

Command Ships Bonuses:

  • 10%(+5) bonus to Medium Projectile Turret damage.
  • 10% bonus to Medium Projectile Turret falloff.
  • 3% bonus to strength of Siege Warfare and Skirmish Warfare links.

Statistics:

  • Slot layout: 7 H (-1), 5 M, 5 L, 5 turrets (-2), 2 Launchers (-1).
  • Fittings: 1300 PWG (-160), 475 CPU.
  • Defense (shields / armor / hull) : 4500(+176) / 3600(-244) / 3500(+137).
  • Base shield resistances (EM/Therm/Kin/Exp): 75(+12.5) / 60(+10) / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 90(+5) / 67.5(+8.13) / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000(+300000) / 12.49s (+0.3).
  • Drones (bandwidth / bay): 25(-15) / 25(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+25) / 220 / 7(+1).
  • Sensor strength: 20 Ladar (+4).
  • Signature radius: 240.
  • Cargo capacity: 475.
  • CLAYMORE:
  • Role Bonus: Can fit up to three Warfare Link modules.

Minmatar Battlecruiser Bonuses:

  • 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF).
  • 7.5% bonus to shield boosting amount.

Command Ships Bonuses:

  • 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus).
  • 5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking).
  • 3% bonus to strength of Siege Warfare and Skirmish Warfare links.

Statistics:

  • Slot layout: 7 H (-1), 6 M, 4 L, 2 turrets (-3), 5 Launchers (+2).
  • Fittings: 1100 PWG (-290), 525 CPU (+10) Defense (shields / armor / hull) : 4700(+376) / 3800(-44) / 3400(+37).
  • Base shield resistances (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 90 / 67.5 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 170 / 0.7(-0.004) / 12500000 / 12.13s (-0.07).
  • Drones (bandwidth / bay): 50(+10) / 75(+35) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+20) / 220 / 7(+1)
  • Sensor strength: 22 Ladar (+6).
  • Signature radius: 240.
  • Cargo capacity: 575 (+100).
  • The Strategic Cruiser Warfare Processor subsystems will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
  • Loki: Siege, Armored, Skirmish.
  • Proteus: Armored, Skirmish, Information.
  • Tengu: Siege, Skirmish, Information.
  • Legion: Armored, Skirmish, Information.

Ship Balancing - Heavy Assault Cruisers

  • Heavy Assault Cruisers have been rebalanced to create a more compelling experience.
  • Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.
  • All Heavy Assault Cruisers get a new role bonus: 50% reduction in microwarp drive signature radius penalty.
  • All Heavy Assault Cruisers will gain 7-8 sensor strength.
  • All Heavy Assault Cruisers will gain between 15k and 25k lock range.
  • All Heavy Assault Cruisers will have their cap regeneration set near 5.5 cap/sec rather than the former 3.5 – 4.5 cap/sec.
  • The above changes, along with individual ship adjustments, will reinforce Heavy Assault Cruisers’ role as a tough fleet cruiser.
  • SACRILEGE:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Amarr Cruiser Bonuses:

  • 5% to Heavy Assault and Heavy Missile damage (added heavy missiles).
  • 4% to all Armor Resistances.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Heavy Missile and Heavy Assault Missile velocity (was capacitor recharge time).
  • 5% bonus to Missile Launcher rate of fire.

Statistics:

  • Slot layout: 6H, 4M, 5L; 1 turrets(-3), 5 launchers.
  • Fittings: 1100 PWG(+70), 420 CPU(+20).
  • Defense (shields / armor / hull) : 1100(-293) / 2250(+162) / 1690(+2).
  • Capacitor (amount / recharge rate / cap/s) : 1700(+75) / 255s (-80s) / 6.66s (+1.8).
  • Mobility (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4).
  • Drones (bandwidth / bay): 50(+35) / 50(+35).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 312 / 7.
  • Sensor strength: 22 Radar(+7).
  • Signature radius: 135(-5).
  • ZEALOT:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Amarr Cruiser Bonuses:

  • 10% bonus to Medium Energy Turret capacitor use.
  • 5% bonus to Medium Energy Turret rate of fire.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Medium Energy Turret optimal range.
  • 5% bonus to Medium Energy Turret damage.

Statistics:

  • Signature radius: 125.
  • Sensor strength: 21 Radar(+8).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+20km) / 306 / 6.
  • Drones (bandwidth / bay): 0 / 0.
  • Mobility (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s.
  • Capacitor (amount / recharge rate / cap/s) : 1500 / 285s (-50s) / 5.26/s (+.78).
  • Defense (shields / armor / hull) : 980(-4) / 2250 / 1670(-18).
  • Fittings: 1180 PWG, 320 CPU.
  • Slot layout: 5H, 3M, 7L; 5 turrets, 0 launchers.
  • CERBERUS:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

 Caldari Cruiser Bonuses:

  • 5% bonus to Kinetic Missile damage.
  • 10% bonus to Missile velocity.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Missile flight time.
  • 5% bonus to Missile Launcher rate of fire.

Statistics:

  • Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1).
  • Fittings: 800 PWG(+165), 520 CPU(+80).
  • Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6).
  • Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93).
  • Mobility (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s.
  • Drones (bandwidth / bay): 15(+15) / 15(+15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6.
  • Sensor strength: 24 Gravimetric(+8).
  • Signature radius: 135.
  • EAGLE:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Caldari Cruiser Bonuses:

  • 10% bonus to Medium Hybrid Turret optimal range.
  • 4% bonus to shield resistances.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Medium Hybrid Turret optimal range.
  • 5% bonus to Medium Hybrid Turret damage.

Statistics:

  • Slot layout: 5H(-1), 6M(+1), 4L; 5 turrets, 2 launchers.
  • Fittings: 990 PWG(+115), 440 CPU(+2).
  • Defense (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3).
  • Capacitor (amount / recharge rate / cap/s) : 1350(-25) / 255s (-80s) / 5.29/s (+1.2).
  • Mobility (max velocity / agility / mass / align time): 180(+16) / .576 / 11720000 / 9.36s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+20km) / 252 / 8.
  • Sensor strength: 25 Gravimetric(+7).
  • Signature radius: 140(-10).
  • DEIMOS:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Gallente Cruiser Bonuses:

  • 5% bonus to Medium Hybrid Turret damage.
  • 7.5% bonus to Armor Repair amount.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Medium Hybrid Turret falloff.
  • 5% Medium Hybrid Turret damage.

Statistics:

  • Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 0 launchers.
  • Fittings: 1050 PWG(+60), 360 CPU(+10).
  • Defense (shields / armor / hull) : 1200(+40) / 2100(+60) / 2550(+19).
  • Capacitor (amount / recharge rate / cap/s) : 1400(+25) / 225s (-110s) / 6.2/s (+2.1).
  • Mobility (max velocity / agility / mass / align time): 230(+22) / .475(-.055) / 11460000 / 7.54s(-.875).
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 85km(+20km) / 270 / 6.
  • Sensor strength: 22 Magnetometric(+7).
  • Signature radius: 150(-10).
  • ISHTAR:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Gallente Cruiser Bonuses:

  • 7.5% bonus to Heavy Drone max velocity and tracking(was 5% bonus to Medium Hybrid Turret damage).
  • 10% bonus to Drone hitpoints and damage.

Heavy Assault Cruiser Bonuses:

  • 5 km bonus to Drone operation range per level.
  • 7.5% bonus to Sentry Drone optimal range and tracking speed(was bonus to drone bay capacity).

Statistics:

  • Slot layout: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers.
  • Fittings: 780 PWG(+80), 340 CPU(+55).
  • Defense (shields / armor / hull) : 1400 (-6) / 1600 (-18) / 2300 (+191).
  • Capacitor (amount / recharge rate / cap/s) : 1400 (+275) / 265s (-70s) / 5.28/s (+1.9).
  • Mobility (max velocity / agility / mass / align time): 195(+4) / .52 / 11100000 / 8.43s.
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+20km) / 294 / 7.
  • Sensor strength: 23 Magnetometric (+7).
  • Signature radius: 145.
  • VAGABOND:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Minmatar Cruiser Bonuses:

  • 5% bonus to Medium Projectile Turret rate of fire.
  • 7.5% bonus to shield boost amount (was 5% bonus to max velocity).

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Medium Projectile Turret falloff.
  • 5% bonus to Medium Projectile Turret damage.

Statistics:

  • Slot layout: 6H, 4M, 5L; 5 turrets, 1 launchers(-1).
  • Fittings: 900 PWG(+45), 400 CPU(+5).
  • Defense (shields / armor / hull) : 1750(+97) / 1400(+63) / 980(-4).
  • Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 245s (-90s) / 4.9/s (+1.7).
  • Mobility (max velocity / agility / mass / align time): 295(+56) / .504 / 11590000 / 8.1s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 330 / 6(+1).
  • Sensor strength: 21 Ladar(+7).
  • Signature radius: 115.
  • MUNINN:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.

Minmatar Cruiser Bonuses:

  • 5% bonus to Medium Projectile Turret rate of fire.
  • 5% bonus to Medium Projectile Turret damage.

Heavy Assault Cruiser Bonuses:

  • 10% bonus to Medium Projectile Turret optimal range.
  • 7.5% bonus to Medium Projectile Turret tracking speed.

Statistics:

  • Slot layout: 6H(-1), 3M, 6L(+1); 5 turrets, 1 launchers(-2).
  • Fittings: 1160 PWG, 355 CPU.
  • Defense (shields / armor / hull) : 1580(-2) / 2000(-4) / 1400(-6).
  • Capacitor (amount / recharge rate / cap/s) : 1300(+50) / 255s (-80s) / 5.1/s (+1.4).
  • Mobility (max velocity / agility / mass / align time): 210(+14) / .571 / 11750000 / 9.3s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+25km) / 294 / 6(+1).
  • Sensor strength: 21 Ladar(+8).
  • Signature radius: 125(-5).

Ship Balancing - Industrials

  •  Like combat classes, industrials have been divided into roles rather than tiers.
  • Each race will have one cargo-focused industrial (Tayra, Bestower, Mammoth and Iteron Mark V).
  • To emphasize the removal of tiers, we have renamed several industrials.  The new names are:
  • Badger Mark II becomes Tayra.
  • Iteron becomes Nereus.
  • Iteron Mark II becomes Kryos.
  • Iteron Mark III becomes Epithal.
  • Iteron Mark IV becomes Miasmos.
  • Each race will have one industrial focused on travel time and resilience (Badger, Sigil, Wreathe and Nereus).
  • We are also introducing industrials with specialized bays:
  • The Hoarder will have a bay that carries anything in the ‘charge’ group, including ammo, bombs, nanite repair paste, cap booster charges, etc.
  • The Kyros will have a dedicated bay for minerals.
  • The Epithal will have a dedicated bay for planetary commodities.
  • The Miasmos will have a dedicated bay for asteroid ore, ice ore and gas.
  • The renaming of the Iteron Mark IV affects the special edition versions, which will all replace any occurrence of “Iteron Mark IV” with “Miasmos”.
  • For a more complete explanation of the industrial changes, read this DEV blog: Rebalancing and Renaming Idustrials.
  • SIGIL:

Amarr Industrial Skill Bonus per level:

  • +5% Cargo Capacity
  • +5% Agility (was max velocity).

Statistics:

  • Slot layout: 2H, 4M(+1), 6L(+1); 1 turrets , 0 launchers.
  • Fittings: 250 PWG(+180), 300 CPU(-450).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2100(-900) / 17150m3
  • Defense (shields / armor / hull) : 780(+624) / 1900(+884) / 2400(+1540).
  • Mobility (max velocity / agility / mass / align time): 125(-30) / .86(-.14) / 11000000 / 13.1(-2.1).
  • Signature radius: 175(-35).
  • Warp speed: 6au/s (+1.5).
  • BADGER:

Caldari Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).

Statistics:

  • Slot layout: 2H(+1), 6M(+2), 4L(+2); 1 turrets , 1 launchers(+1).
  • Fittings: 185 PWG(+135), 380 CPU(-370).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 3900(-225) / 19593m3.
  • Defense (shields / armor / hull) : 1440(+1166) / 750(+7) / 2060(+1200).
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .94(+.15) / 10650000(-2100000) / 13.8(-.1).
  • Signature radius: 190(-30).
  • Warp speed: 6au/s (+1.5).
  • WREATHE:

Minmatar Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).

Statistics:

  • Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
  • Fittings: 200 PWG(+155), 320 CPU(-280).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2900(-400) / 18576m3.
  • Defense (shields / armor / hull) : 1140(+1061) / 1000(+257) / 2250(+1469).
  • Mobility (max velocity / agility / mass / align time): 140(+15) / .81(-.19) / 10000000 / 11.2(-2.6).
  • Signature radius: 155(-5).
  • Warp speed: 6au/s (+1.5).
  • NEREUS:

Gallente Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).

Statistics:

  • Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
  • Fittings: 215 PWG(+170), 350 CPU(-250).
  • DRONES (bay / bandwidth): 30m3 / 15mbit.
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2700(-300) / 17294m3.
  • Defense (shields / armor / hull) : 960(+881) / 1050(+269) / 2600(+1819).
  • Mobility (max velocity / agility / mass / align time): 130(+5) / .78(-.22) / 11250000(+1000000) / 12.2(-2).
  • Signature radius: 185(-5).
  • Warp speed: 6au/s (+1.5).
  • BESTOWER:

Amarr Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H, 3M(-1), 6L(+2); 1 turrets , 0 launchers.
  • Fittings: 90 PWG(+20), 230 CPU(-520).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3.
  • Defense (shields / armor / hull) : 450(+255) / 850(-323) / 940(-233).
  • Mobility (max velocity / agility / mass / align time): 110(-15) / .95(-.05) / 13500000 / 17.7(-.9).
  • Signature radius: 215(+5).
  • Warp speed: 4.5au/s.
  • TAYRA:

Caldari Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1).
  • Fittings: 80 PWG, 320 CPU(-680).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7300(+2050) / 36674m3.
  • Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206).
  • Mobility (max velocity / agility / mass / align time): 115 / .93 / 13000000(-500000) / 16.8(-.6).
  • Signature radius: 230(-20).
  • Warp speed: 4.5au/s.
  • MAMMOTH:

Minmatar Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H, 4M(-1), 5L(+1); 1 turrets , 0 launchers.
  • Fittings: 80 PWG, 250 CPU(-500).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5500(-125) / 35230m3.
  • Defense (shields / armor / hull) : 640(+249) / 600(-494) / 935(-238).
  • Mobility (max velocity / agility / mass / align time): 120(+10) / .91(-.09) / 11500000(-1000000) / 14.5(-2.8).
  • Signature radius: 180(-20).
  • Warp speed: 4.5au/s.
  • ITERON MARK V:

Gallente Industrial Skill Bonus per level:

  • +5% Cargo Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H, 4M(-1), 5L; 1 turrets , 0 launchers.
  • Fittings: 85 PWG, 270 CPU(-580).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5800(-200) / 37152m3.
  • Defense (shields / armor / hull) : 540(+71) / 650(-718) / 970(-515).
  • Mobility (max velocity / agility / mass / align time): 105(-5) / .87(-.13) / 12500000(+750000) / 16.3.
  • Signature radius: 220(-10).
  • Warp speed: 4.5au/s.
  • KRYOS:

Gallente Industrial Skill Bonus per level:

  • +10% Mineral Bay Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H(+1), 4M, 4L(+2); 1 turrets , 0 launchers.
  • Fittings: 110 PWG(+55), 250 CPU(-500).
  • Cargo (capacity / Mineral Bay Capacity): 550(-3200) / 43000.
  • Defense (shields / armor / hull) : 600(+444) / 700(-160) / 970(+71).
  • Mobility (max velocity / agility / mass / align time): 120 / .92(-.08) / 12625000(+1625000) / 16.1(+.9).
  • Signature radius: 210.
  • Warp speed: 4.5au/s.
  • EPITHAL:

Gallente Industrial Skill Bonus per level:

  • +10% PI Commodities Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H, 4M(+1), 4L(+1); 1 turrets , 0 launchers.
  • Fittings: 130 PWG(+55), 270 CPU(-480).
  • Cargo (capacity / Planetary Commodities Hold): 550(-4325) / 45000.
  • Defense (shields / armor / hull) : 580(+306) / 740(-354) / 1000(-377).
  • Mobility (max velocity / agility / mass / align time): 120(+5) / .9(-.1) / 12800000(+2300000) / 16(+1.4).
  • Signature radius: 195(-5).
  • Warp speed: 4.5au/s.
  • MIASMOS:

Gallente Industrial Skill Bonus per level:

  • +10% Ore Hold Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 2H(+1), 4M, 4L(+1); 1 turrets , 0 launchers.
  • Fittings: 120 PWG(+50), 260 CPU(-490).
  • Cargo (capacity / Ore Hold Capacity): 550(-4700) / 42000.
  • Defense (shields / armor / hull) : 590(+355) / 710(-306) / 950(-223).
  • Mobility (max velocity / agility / mass / align time): 120 / .94(-.06) / 12975000(+1725000) / 16.9(+1.3).
  • Signature radius: 205(-15).
  • Warp speed: 4.5au/s.
  • HOARDER:

Minmatar Industrial Skill Bonus per level:

  • +10% Ammo Bay Capacity.
  • +5% Max Velocity.

Statistics:

  • Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers.
  • Fittings: 180 PWG(+120), 300 CPU(-350).
  • Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 41000.
  • Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084).
  • Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4).
  • Signature radius: 185(+5).
  • Warp speed: 4.5au/s.
  • Unpacked Volume: Increased to 400000.

Skills

Changes:

  • The four Warfare Specialist skill bonus have been changed from the current 100% bonus per level (after the first level) to 20% bonus per level.

New Skills:

  • Advanced Infomorph Psychology: Increases maximum number of jump clones by 1 per level. 
  • Infomorph Synchronizing: Reduces minimum time between clone jumps by 1 hour per level.

Renamed Skills:

  • Electronics: has been renamed to “CPU management” not to conflict with group names and be more explicit at what the skill actually does.
  • Engineering: has been renamed “Power Grid management” not to conflict with group names and be more explicit at what the skill actually does.
  • Targeting: for the same reasons as above, this skill has been renamed "Target Management".
  • Multitasking: has been renamed "Advanced Target Management" for the same reasons as above.
  • Nanite Control: has been renamed "Neurotoxin Control" to make it clearer it's a booster related skill and not something tied with overheading (nanite repair paste comes to mind).
  • Armor Honeycombing: has been renamed "Armor Layering".
  • Energy Management, Energy Emission Systems and Energy Systems Operation: have been renamed "Capacitor Management", "Capacitor Emission Systems" and "Capacitor Systems Operation".

Skill Group Changes:

  • Armor - A new skill group that has all armor skills - the “mechanics” skill group has been removed.
  • Armor Layering.
  • Armor Resistance Phasing.
  • Capital Remote Armor Repair Systems.
  • Capital Remote Hull Repair Systems.
  • Capital Repair Systems.
  • EM Armor Compensation.
  • Explosive Armor Compensation.
  • Hull Upgrades.
  • Kinetic Armor Compensation.
  • Mechanics.
  • Remote Armor Repair Systems.
  • Remote Hull Repair Systems.
  • Repair Systems.
  • Thermic Armor Compensation.
  • Electronic Systems - The old “electronics” group. Now only contains offense EW related skills.
  • Cloaking.
  • Electronic Warfare.
  • Frequency Modulation.
  • Long Distance Jamming.
  • Projected Electronic Counter Measures.
  • Propulsion Jamming.
  • Sensor Linking.
  • Signal Dispersion.
  • Signal Suppression.
  • Signature Focusing.
  • Tactical Logistics Reconfiguration.
  • Target Breaker Amplification.
  • Target Painting.
  • Turret Destabilization.
  • Weapon Disruption.
  • Engineering - This group now has all skills related with energy management and fittings in general.
  • Advanced Weapon Upgrades.
  • CPU Management.
  • Capital Capacitor Emission Systems.
  • Electronics Upgrades.
  • Capacitor Emission Systems.
  • Energy Grid Upgrades.
  • Capacitor Management.
  • Energy Pulse Weapons.
  • Capacitor Systems Operation.
  • Nanite Interfacing.
  • Nanite Operation.
  • Power Grid Management.
  • Thermodynamics.
  • Weapon Upgrades.
  • Missiles - The old “missile launcher operation” group with no other change whatsoever.
  • Neural Enhancement - This contains all booster, clone and implants related skills.
  • Biology.
  • Cloning Facility Operation.
  • Cybernetics.
  • Informorph Psychology.
  • Neurotoxin Control.
  • Neurotoxin Recovery.
  • Production - This group now has all industry and manufacturing skills, including those that previously were in the “Mechanics” skill group.
  • Advanced Mass Production.
  • Battleship Construction.
  • Capital Ship Construction.
  • Cruiser Construction.
  • Drug Manufacturing.
  • Frigate Construction.
  • Industrial Construction.
  • Industry.
  • Mass Production.
  • Outpost Construction.
  • Production Efficiency.
  • Supply Chain Management.
  • Resource Processing - This group has all mining, harvesting skills and reprocessing skills.
  • Arkonor Processing.
  • Astrogeology.
  • Bistot Processing.
  • Crokite Processing.
  • Dark Ochre Processing.
  • Deep Core Mining.
  • Gas Cloud Harvesting.
  • Gneiss Processing.
  • Hedbergite Processing.
  • Hemorphite Processing.
  • Ice Harvesting.
  • Ice Processing.
  • Industrial Reconfiguration.
  • Jaspet Processing.
  • Kernite Processing.
  • Mercoxit Processing.
  • Mining.
  • Mining Upgrades.
  • Omber Processing.
  • Plagioclase Processing.
  • Pyroxeres Processing.
  • Refinery Efficiency.
  • Refining.
  • Salvaging.
  • Scordite Processing.
  • Scrapmetal Processing.
  • Spodumain Processing.
  • Veldspar Processing.
  • Rigging - This group has all the skills related to rigs that previously were in the “Mechanics” skill group.
  • Armor Rigging.
  • Astronautics Rigging.
  • Drone Rigging.
  • Electronic Superiority Rigging.
  • Energy Weapon Rigging.
  • Hybrid Weapon Rigging.
  • Jury Rigging.
  • Launcher Rigging
  • Projectile Weapon Rigging.
  • Shield Rigging.
  • Scanning - This new group contains all skills tied with that theme (including probe scanning, hacking mini-game and survey skills).
  • Archaeology.
  • Astrometric Acquisition.
  • Astrometric Pinpointing.
  • Astrometric Rangefinding.
  • Astrometrics.
  • Hacking.
  • Survey skills.
  • Science - This group now only contains "true" science / research / datacore skills.
  • Advanced Laboratory Operation.
  • Amarr Encryption Methods.
  • Amarrian Starship Engineering.
  • Astronautic Engineering.
  • Caldari Encryption Methods.
  • Caldai Starship Engineering.
  • Defensive Subsystem Technology.
  • Electromagnetic Physics.
  • Elecronic Engineering.
  • Electronic Subsystem Technology.
  • Engineering Subsystem Technology.
  • Gallente Encryption Methods.
  • Gallentean Starship Engineering.
  • Graviton Physics.
  • High Energy Physics.
  • Hydromagnetic Physics.
  • Laboratory Operation.
  • Laser Physics.
  • Mechanical Engineering.
  • Metallurgy.
  • Minmatar Encryption Methods.
  • Minmatar Starship Engineering.
  • Molecular Engineering.
  • Nanite Engineering.
  • Nuclear Physics.
  • Offensive Subsystem Technology.
  • Plasma Physics.
  • Propulsion Subsystem Technology.
  • Quantum Physics.
  • Research.
  • Research Project Management.
  • Reverse Engineering.
  • Rocket Science.
  • Science.
  • Scientific Networking.
  • Sleeper Technology.
  • Takmahl Technology.
  • Talocan Technology.
  • Yan Jung Technology.
  • Shields - This group has all the skills related to shields that previously were in the Engineering group have been moved there.
  • Capital Shield Emission Systems.
  • Capital Shield Operation.
  • EM Shield Compensation.
  • Explosive Shield Compensation.
  • Kinetic Shield Compensation.
  • Shield Compensation.
  • Shield Emission Systems.
  • Shield Management.
  • Shield Operation.
  • Shield Upgrades.
  • Tactical Shield Manipulation.
  • Thermic Shield Compensation.
  • Spaceship Command - This remains as the old Spaceship Command group, no change here for now.
  • Targeting - This has all the targeting related skills. All the “Sensor Compensation” skills have been moved from the old “Electronics” group into it as well.
  • Advanced Target Management.
  • Grametric Sensor Compensation.
  • Ladar Sensor Compensation.
  • Long Range Targeting.
  • Magnetometric Sensor Compensation.
  • Target Management.
  • Radar Sensor Compensation
  • Signature Analysis skills.
  • All the other skills groups (Corporation Management, Drones, Gunnery, Leadership, Navigation, Planetary Management, Social, Subsystems, Trade) stay the same, except for skills that were moved out of them into one of the new groups mentioned above.

User Interface

  • Sensor Overlay: Overlapping icons will now popup in a scroll-able container when hovering with the mouse, providing access regardless of clustering.
  • Skills can be dragged from Prerequisite tab in Show Info windows and dropped in Training Queue or any edit field to create a link there.
  • Skills from Training Queue and Character Sheet can be dropped in any edit field to create a link there.
  • Drones can be launched by dragging them from the “Drones in Bay” section in the Drones window and dropping them either in space or onto the “Drones in Local Space” folder. Similarly, whole drone groups can be launched that way.
  • Drones can be recalled by dragging them from the “Drones in Local Space” section in the Drones window and dropping them onto the “Drones in Bay” folder.
  • Drones can be moved into groups by dragging them and dropping onto the group.
  • Order of drones and groups in the Drone window has been slightly changed. Now all individual drones will be listed in alphabetical order, followed by drone groups in alphabetical order.
  • A “Watch List” submenu has been added to the Assist and Guard menus on drones, allowing for easy access to watch list members.
  • Bookmark folders will now be listed in alphabetical order in drop down menu when creating or editing bookmarks.
  • A checkbox that allows for Locator Agent filtering has been added to the Agent Finder.
  • Attributes and their values in the Show Info window are now listed in one line, with the attribute name left aligned, and the value right aligned.
  • Pre-jump camera movement has been smoothed out.
  • Post-jump camera movement has been slowed down, and the camera will only move post-jump if Tracking Camera is active.
  • Camera shake when jumping has been reduced.
  • Changes have been made to the field of view when jumping so it does not look like the gate itself is going with you in the jump, but rather that you are going through the gate.
  • Optimizations have been made to the jumping process that will result in smoother transition.
  • The tutorial on-screen indicators directing players to elements in space have been fixed so that the bungee lines are visible once more.

FIXES

Audio

  • Fixed no audio during introduction movie.
  • Better memory usage loading and unloading sound banks between session changes.

Gameplay

  • You will now again obtain two results when scanning with three probes on signatures around 10-20% signal strength.
  • Wrecks will no longer be salvageable whilst they contain more loot than could fit in to a single cargo container (27,500m3).
  • When trying to join a corporation you left while it was an ally in a war you no longer get rejected if the ally contract has expired.
  • The description for the Miasmos (originally Iteron Mark IV) special edition ships have been changed and formatted to reflect balance changes to Industrial Ships.
  • The Corporation tutorial was missing the part that the player is required to accept or reject an offer to join a corporation. This has now been fixed.
  • The Aura tutorial should now reference the correct location of the undock button.
  • The 350mm Railgun II now requires the correct level of the Large Hybrid Turret skill.
  • Squad Commanders can now move themselves to any Squad when the fleet settings are set to free-to-move.
  • Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
  • Sentry guns around stations/gates would sometimes fail to clear aggression against a targeted ship if it warped away whilst at the extreme limits of the sentry gun's target range, causing them to unexpectedly attack the ship if it returns. Sentries will now properly forget about any aggressed target that leaves their range.
  • Parity decryptors now correctly display a '+' in their ME modifier description.
  • New description text added for Advanced Infomorph Psychology
  • Modules that are fitted with charges no longer consume capacitor if the module fails on activation due to lack of charges.
  • Mining will now properly stop if you lose target of the asteroid. 
  • Notification on target loss has been improved.
  • "Broadcast: Target" fleet commands are no longer restricted to items within the caller's targeting range
  • Fixing an issue where the default "auto target back" setting wasn't working correctly.
  • Fixed a grammatical error in the Drone Interfacing skill description.
  • Fixed a display issue with description not appearing properly when browsing through saved fittings.
  • ECM will again apply to drones.
  • Characters will be able to access a jump bridge as expected if they enter the solar system after the jump bridge has been opened.
  • Changed Ishtar and Drone Navigation descriptions to describe drone "max velocity" consistently.
  • Both the hacking and archaeology related rigs have had their descriptions updated.
  • All ships have the correct Heat Attenuation attributes to reflect balance changes made over the last year to high, medium and low slots.
  • All launchers now give a proper error notification when trying to activate with no charges fitted.
  • All Sensor Backup Array modules have been balanced to better suit their Tech and Meta levels.
  • Activating Siege Module when not enough fuel in cargo will no longer break target locks.

Graphics

  • Minor fix to improve loading times of a few specific graphical effects.
  • Resolved an issue that would allow the green screen to be used as a portrait background.
  • Reduced Log spam from module activations.
  • Fixed the Carthum Conglomerate logo for all factional ships.
  • Fixed an issue causing log spam when certain pirates are firing.
  • Fixed a display issue with the missile launcher on the Scorpion and its variants.
  • An issue where other players' weapon effects would originate from your ship has been fixed.
  • Added a missing booster for the Charon.

Miscellaneous

  • Extra space in Vanadium description has been removed.
  • The 'Longbow' Medium Pulse Laser I Blueprint is now correctly named 'Longbow' Small Focused Pulse Laser I Blueprint.

PvE

  • The sleeper exploration site "Frontier Barracks" is no longer disappearing too early.
  • The descriptions for the Memetic Algorithm Bank and Emission Scope Sharpener exploration rigs have been updated.
  • Talocan ships scatter containers now contain the correct loot.
  • Resolved placements of unsalvageable spawn containers in certain salvage sites.
  • Improved the reliability of the mission "Air Show! - Crash & Burn (3 of 5)".

Technical

  • Sensor overlay mouse over sounds are no longer audible while viewing map or while windows are on top of the site icons.
  • Removed hitpoint value on Simple Biochemical reactions that served no practical purpose.
  • Personal Hangar Arrays will now ask if you want to unanchor the structure. If you choose to do so, all items will be destroyed.
  • GPU particles toggle was not being propagated properly.
  • For consistency purposes and easier search on the Market, remote modules have been renamed. This includes:
  • Remote Armor Repair Systems modules renamed to Remote Armor Repairers.
  • Remote Hull Repair Systems modules renamed to Remote Hull Repairers.
  • Shield Transfer modules renamed to Remote Shield Boosters.
  • Energy Transfer Array modules renamed to Remote Capacitor Transmitters.
  • Tracking Links renamed to Remote Tracking Computers.
  • Fixed a rendering error in Paparazzi.
  • Fixed a Destiny issue that could cause clients to de-sync from the server simulation (or even crash in rare circumstances).
  • Fixed character portrait rendering issue on Serenity that prevented any portraits from being rendered.
  • A user launching an item from a stack for their corporation will no longer receive an error message.
  • A bug has been fixed where shortcuts mapped to dead keys on international keyboard layouts could pollute the keyboard input buffer in chat.

User Interface

  • You now get feedback when you are opening the bug report when it takes a long time to open.
  • When creating a medal, any formatting used in the description text will be discarded to prevent breaking UI layout in the Corporation window.
  • Using "Warp To Fleet Member" on the radial menu now functions as expected.
  • There is no longer a Clear Result option for Cosmic Anomalies.
  • The tooltip text for a Vulnerable system in Factional Warfare has been changed to be more syntactically correct.
  • The scroll bar within the Inventory now behaves more logically when resizing the window, remaining in its location.
  • The scroll bar in the orders tab of the wallet will now display correctly when the window is reduced to it's minimum height.
  • The order of items in the Variations tab of the Show Info window is now correctly done by meta level.
  • The new decryptors introduced in Odyssey will now show either + or - explicitly.
  • The descriptions for Shield Hardeners and Resistance Amplifiers now have a line break before their penalty.
  • The columns in the Security Status log in the Character Sheet UI have been adjusted to better distinguish between relative and absolute changes to a character's security status.
  • The Looting part of the Aura tutorial had a space missing which now has been added.
  • Text indicating multiple waypoints in the map no longer overlap with one another.
  • Sensor overlay icons are now always disabled during the initial sweep. No no labels are shown and the center is hollow until the sweep completes. When the sweep completes the icons now become interactable and the labels are shown if sensor overlay is active otherwise the icons are removed.
  • Sensor overlay hints now scale in size according to range or signal label lengths when alternative languages are used.
  • Radial Menu - clicking the assigned mouse button briefly without movement will result in the action being registered as a single click. This makes it possible to select targets when the delay is set to 0 seconds.
  • Overlapping strings in the sensor overlay hint fixed for the Chinese client.
  • It is now possible to use the Radial Menu to warp to fleet members who are more than 150km from your position.
  • It is now possible to drag a member of a 10 person squad into the squad commander position.
  • In some cases, the text alignment setting for combat notifications was not being saved - this issue has now been resolved.
  • Fixed issue where sensor overlay signature area effect would not display when rapidly toggling the overlay state.
  • Fixed an issue whereby some values in the reprocessing window were not correctly sorted.
  • Fixed an issue whereby pasting text into the label field of New Location would automatically highlight the entire text field.
  • Distances signatures in probe scanning window now show correct values,
  • Calendar events that were created by other players, had you invited to it and then got deleted no longer appear in the character selection screen.
  • An issue with the 'Systems I've Visited' option on the Star map has been fixed.
  • Added the bookmark option on the radial menu for Customs Offices, Giant Secure Containers and Enormous Freight Containers.
  • Added missing line break to shield boost amplifiers descriptions.
  • Added missing line break to drone upgrade descriptions.
  • A typo in the tooltip for fitted Energy Vampire modules has been corrected.
  • A text error in the Display & Graphics tab within the Escape Menu has been fixed.
  • A message will be shown in the probe scanner if no probes are currently deployed.
  • A client in windowed mode and not in focus will now correctly display tooltips (for example for Station Services).

 

Patch Notes for Odyssey

Patch notes For EVE Online: Odyssey 1.0.20
Released on Wednesday, August 21st 2013

CHANGES

Miscellaneous

  • Optimization for the bug report system

 

 

Patch notes For EVE Online: Odyssey 1.0.19
Released on Tuesday, August 13th 2013

CHANGES

Miscellaneous

  • Updating the bug reporting tool in preparation for the launch of the new bug reporting system. Note that bug reporting is still disabled within the client. Further information about our bug reporting improvements can be found in this dev blog.

 

 

Patch notes For EVE Online: Odyssey 1.0.18
Released on Thursday, August 1st 2013

FIXES

Fixed an issue causing clients running ECM effects to not receive updates to the sensor strength of their target, leading to incorrect reporting of ECM success.

User Interface

  • A new version for the replay data CREST endpoint for tournament matches is available. Please read this forum post by CCP QC for further details.

Localization

  • Updated translations for some DUST items on the market.

 

 

Patch notes For EVE Online: Odyssey 1.0.16
Released on Wednesday, July 18th 2013

CHANGES

Market

  • Updating market for DUST items

 

 

Patch notes For EVE Online: Odyssey 1.0.15
Released on Wednesday, July 17th 2013

CHANGES

Market

  • Kill report value for items that do not have sufficient public market history will now revert to authored values.
  • Authored default kill report values for tournament reward ships.

User Interface

  • Updated tournament tooling in preparation for Alliance Tournament XI, coming to an Internet near you this very Saturday, July 20.

 

 

Patch notes For EVE Online: Odyssey 1.0.14
Released on Tuesday, July 16th 2013

FIXES

Launcher

  • Enabling a settings panel on Mac to allow users to toggle the auto close of the EVE Launcher after starting an EVE Client
  • Enabling right click menus in the embedded browser to allow users to copy and paste into the input fields

CHANGES

Ticket system

  • Numerous back-end changes to the ticket system for Customer Support

 

 

Patch notes For EVE Online: Odyssey 1.0.13
Released on Tuesday, July 9th 2013

FIXES

Character Creator

  • The icons for the new tattoos introduced have been fixed.

 

 

Patch notes For EVE Online: Odyssey 1.0.12
Released on Tuesday, July 2nd 2013

CHANGES

Character Creator

  • New tattoos have been prepared for the character creator. Those tattoos are not yet available and will be unlocked at a later stage.
  • Clear glasses added to the character creator because capsuleers of steel need their disguises.

 

 

Patch notes For EVE Online: Odyssey 1.0.11
Released on Tuesday, June 25th 2013

FIXES

Exploration and Deadspace

  • The time required to receive results when scanning moon compositions with Survey Probes has been cut in half
  • Resolved an issue where the show anomalies checkbox would desynchronize itself from the probe results list. 

 

 

Patch notes For EVE Online: Odyssey 1.0.10
Released on Monday, June 24th 2013

FIXES

Character Creator

  • A crash in the Character Creator has been fixed.

Exploration and Deadspace

  • An issue with Exploration sites not despawning has been fixed. Now, when any container is successfully hacked a despawn timer initiates.
  • An issue with the site beacons despawning in Factional Warfare has been fixed.

Graphics General

  • Jumpgates have been resized to be compatible in scale for all variants between the different racial styles.

Localization

  • On the localized clients, the descriptions of Anathema, Buzzard, Helios and Cheetah now correctly refer to the virus strength bonus.
  • On the localized clients, the descriptions of Legion Electronics - Emergent Locus Analyzer, Loki Electronics - Emergent Locus Analyzer, Proteus Electronics - Emergent Locus Analyzer and Tengu Electronics - Emergent Locus Analyzer now correctly refer to the virus strength bonus.
  • Various fixes and improvements have been implemented on the localized clients.

 

 

Patch notes For EVE Online: Odyssey 1.0.9
Released on Thursday, June 20th 2013

FIXES

User Interface

  •  You can now again right click the anomalies in the star system map view.
  • German and Japanese localized clients should no longer have any issues loading the wallet journal.
  • An issue where action message above the HUD would not always display the command issued with shortcut has been resolved
  • The armor and shield health bars will no longer flash forever when your ship’s structure is damaged
  • An issue where the Station Services window could be missing has been resolved
  • Radial Menu animations should no longer be affected by TiDi

Exploration and Deadspace

  • 4/10 and 3/10 DED Complexes no longer allow Orcas to enter.

CHANGES

User Interface – Radial Menu

  • “Access Custom Office” has been added as a primary action for Custom Offices
  • “Open Cargo” has been added as a primary action for containers found in some missions and secure containers
  • “Jump to <solarsystem>” has been added as a primary action for Jump Bridges
  • "Jump to <solarsystem>” has been added as a primary action for Titans that have a bridge up
  • The mouse cursor behavior for radial menu has been changed and it will no longer snap to where you click when the menu closes but will rather keep its position

 

 

Patch notes For EVE Online: Odyssey 1.0.8
Released on Wednesday, June 19th 2013

FIXES

Market

  • Fixed a rare issue that would cause the market to stop, resulting in a “Market Not Ready” message

Localization

  • Russian translations have been introduced for faction names (see the list here; transition is still ongoing) and clone grade names; if you don't like them (why wouldn't you?), please remember to use bilingual functionality tools (i. e., tooltips in English).
  • Numerous fixes have been made to the Russian UI; FiS UI, mini-map interface, medical service interface, and redeeming system interface all have been improved.

Exploration

  • Ice belts will now properly spawn in three systems in Aridia and will contain null-sec grade ice

 

 

Patch notes For EVE Online: Odyssey 1.0.7
Released on Tuesday, June 18th 2013

FIXES

User Interface

  • Hopefully resolved an issue with probes re-ordering themselves in the scanner window. If this issue persists please file another bug report.
  • Resolved an issue where the client would display a black screen when undocking, or when logging in while in space.
  • Ships in the overview are now reliably showing their correct owner after undocking or jumping through a cyno or jump bridge. This should also fix a related problem with missing standings in these cases.
  • The sensor overlay is now no longer stopping to show anomalies and signatures in certain systems.
  • Fixed the descriptions of all the Tech II exploration ships and the Tech III Emergent Locus Analyzer subsystems

NPE (New Player Experience)

  • The mission Balancing the Books 7/10 is now able to be completed without issue. Those of you who are unable to complete, please file a Support Ticket to help resolve the issue.
  • On the mission: Balancing the Books 4 of 10, the main container can now be re-hacked to eject another mini container. Thus allowing infinite chances of collecting the required mission item.

Exploration

  • The site Digital Compound is now correctly shown as a Combat Site (it was shown as a Data Site)
  • An issue with mini profession dungeons not remembering their state after downtime has been fixed
  • We have removed the clouds from the Central Guristas Transmitter site
  • We have removed the clouds from the Central Angel Survey site.

Character Creation

  • An issue with the character model not appearing within the Customization screen has been fixed.

 

 

Patch notes For EVE Online: Odyssey 1.0.6
Released on Thursday, June 13th 2013

FIXES

Exploration

  • Hacking and relic sites now despawn properly and lag noticed by a couple of users when a hacking game ended should no longer be felt
  • An issue with exploration objects being left in space after the site has despawned has been fixed.
  • The Show Anomalies checkbox will now persist its state correctly on closing/opening the Probe Scanner window.

User Interface

  • The scanner window will show the correct distance to single probe and pre-loaded results.
  • It is again possible to open the window for editing corp member details of Dust characters.
  • When jumping through a gate with tracking camera on, the camera will now always focus on the next gate in route.
  • A bug where a ship didn’t appear to go through the gate when it jumped with MWD has been fixed
  • When logging in in Captain’s Quarters, the button to enter ship hangar will now always have correct text (“Enter Ship Hangar” rather than “Enter Captain’s Quarters”)
  • Transactions for types that no longer exist will no longer stop the wallet transaction log from functioning

Ships

  • The Revenant has had its Secondary and Tertiary Carrier skill requirements lowered to Level 1 for consistency

Graphics General

  • Fixed a minor hole in the geometry of the Augoror cruiser
  • Resolved a number of graphical glitches caused by switching your display adapter
  • Removed the blinking lights from the Phoenix wreck

CHANGES

Exploration

  • You can now ignore individual cosmic anomalies in the Probe Scanner window.

 

 

Patch notes For EVE Online: Odyssey 1.0.5
Released on Tuesday, June 11th 2013

FIXES

Exploration & Hacking

  • Fixed an issue with relic and data sites appearing empty or despawning prematurely.
  • Site signatures no longer disappear after the sites have been partially completed.
  • Now all cans that contain loot have to be hacked or exploded for the site to despawn.
  • Fleet logs now show loot gathered from scattered mini containers.
  • Fixed an issue with hacking where the use of Utilities caused problems with exploring nodes.

Probe Scanning

  • Probes will now recall correctly on expiring while in space.
  • Resolved an issue where cosmic signatures would not work at 100% when using no filters / Show All.

User Interface

  • The Header in the Support Ticket window is not cut off anymore.
  • Resolved an issue where the client would display a black screen when undocking.
  • Mission NPCs that are not ‘Wanted’ will no longer give players useless +0.000% security status modifications
  • Fix for slow right-click menus (especially in the drone UI)
  • The sensor overlay no longer shows up when the UI is hidden
  • Fixed an issue where the "Trade" option was sometimes missing when right clicking a character in a station

Skills

  • Removed the generic "Destroyers" skill from few players that still had it and reimbursed the skill points spent on training it.

Graphics

  • High detail planets now render correctly in pod death scenes.

 

 

Patch notes For EVE Online: Odyssey 1.0.4
Released on Monday, June 10th 2013

FIXES

Hacking

  • Scattering of containers now happens properly anywhere, in any direction, in the hemisphere occupied by the player that hacked the container.

Graphics

  • A missing glow effect on the new Apocalypse has been fixed
  • The new Apocalypse design can now be seen in the Amarr station hangar traffic
  • Resolved a bug in the accuracy of stargate model collision
  • Resolved a bug in the model rotation of the Rorqual when in 'industrial core' mode

 

 

Patch notes For EVE Online: Odyssey 1.0.3
Released on Friday, June 7th 2013

FIXES

Agents & Tutorials

  • Players who accepted the Advanced Military Career agent chain prior to Odyssey shipping will have their mission arc reset. This is to prevent them being granted the generic destroyer skill as a mission reward. See here for more information.
  • Removed a number of mini-profession NPCs that are no longer used.
  • Instructed all career agents to give out the correct Racial Destroyer skillbook rather than the generic one.

Exploration

  • Moved a number of loot containers in Angel Ruins sites to their proper locations.
  • Moved a number of loot containers in Decayed Sansha Mass Grave sites to their proper locations.

Graphics

  • Thumbnail icons for ships and modules should now appear properly.
  • Fixed a black screen issue when undocking or jumping through a stargate.
  • Fixed an issue that was causing items to appear too shiny in the 3D preview window.
  • The Rorqual should now rotate properly when deployed.
  • Fixed an issue with decals on the Megathron.

Skills

  • Caldari Battlecruiser and Destroyer skills are now properly applied in game.

UI

  • Fixed an issue that would cause the camera view to reset.
  • Overviews should now load properly after a session change.
  • Fixed several small user interface issues.

 

 

Patch notes For EVE Online: Odyssey 1.0.2
Released on Thursday, June 6th 2013

FIXES

User Interface

  • Fleet tagging is no longer causing blocking info windows when using it without proper fleet roles.
  • It is again possible to use the “sell this item” and “create contract” options in corp hangars in stations.
  • The camera zoom distance you docked with is now once again retained at undocking  
  • An issue has been fixed that stopped the right-click menu from opening on your ship in the Station Hangar
  • An issue in which the navigation text “Aligning” got stuck on the HUD after changing systems has now been resolved
  • The racial battleship skill in the group view and show info for Battleships has been fixed to now link to the correct racial battleship skill.
  • Cosmic anomalies are now correctly removed when they despawn
  • Base standing was showing higher values than the effective standing in cases where players had reached 9.99 in standing or greater.
  • Players that previously had 10.00 in standing but got dropped to 9.99 will now in most cases see a 10.00 again.

Graphics

  • Your ship will now be visible after jumping through a stargate in planetary view.
  • There is now a graphical effect on archaeology containers while using the analyzer module on it.
  • Fixed an issue where the 3D preview of all factional turrets and launchers look the same

Blueprints

  • Fixed bug that made it impossible to invent tech II Survey Probe Launchers
  • Fixed bug that made it impossible to invent some Tech II Capital Rigs
  • Some Capital Rig Blueprints had too short research times. This has been fixed.

Rigs

  • Capital Auxiliary Nano Pump II and Capital Nanobot Accelerator II have had their calibration cost increased from 100 to 150

Gameplay

  • Probes no longer uncloak ships

Tutorials

  • Negotiation and Contracting skillbooks were missing from Hacking tutorial. This has been fixed

 

 

Patch notes For EVE Online: Odyssey 1.0.1
Released on Wednesday, June 5th 2013

FIXES

User Interface

  • In some rare cases the Overview contents and brackets were not populating after Jumping. To ensure this does not happen we have removed the fading in/out effect from the Overview and brackets
  • An issue in which the text 'Warp Drive Active' on some occasions did not display has now been resolved
  • An issue which blocked the ability to launch drones via the Selected Item window has been resolved

Exploration & Deadspace

  • Removed ice from certain 0.0 cosmos sites and fixed the “Digital Convolution” site by doing this.
  • An issue with the Business Career mission, Balancing the Books 4/10 has been fixed.
  • An issue with some Hacking and Archaeology containers getting stuck in a ‘being used’ state has been fixed.

Skills

  • Players who did not correctly receive the new Caldari Battlecruiser or Caldari Destroyer skill will have those skills applied. This will also fix an issue where players had the correct skills, but at Level 0.
  • Players should no longer see the generic Battlecruiser and Destroyer skill in their character sheet or skill queue, when the “show all skills” option is enabled in the character sheet.

Probe Scanning

  • Cosmic anomalies are no longer cleared from the scanner window when you switch ships

Tutorial

  • Negotiation and Contracting are now correctly rewarded for completing the hacking tutorial

CHANGES

User Interface

  • Removed the unused ‘Sell This Item’ and ‘Create Contract’ menu options when right-clicking on an item in a Corporate Hangar Array or Personal Hangar Array

Market & Contracts            

  • Battleship blueprint originals have been reseeded at a price, corresponding to recent EVE Odyssey balance changes.

 

 

Patch Notes For EVE Online: Odyssey 1.0
Released on Tuesday, June 4th, 2013

Features

Audio

  • New 10th Anniversary EVE track for the character selection screen.
  • 5 new RealX music tracks added for low security space.
  • Audio for new jumping, undocking and podding transitions.
  • New atmospheric sounds added to wormhole space.
  • Added new radial menu audio.
  • Exploration and hacking sound effects have been replaced with new audio.
  • New microwarpdrive and afterburner sound effects have been added - they each now have their own distinctive sound.
  • New scanner audio has been added for the new system scanner.
  • Hangar atmosphere has been improved with three new audio soundscapes, small, medium and large, that relate to the number of players docked.

Content Visual Redesign

  • A complete redesign for the Apocalypse and it‘s factional variants. 

Crimewatch

  • A new way to increase a character's Security Status is now available -  Tags-for-security-status: See this dev blog for details.
  • Added new NPC pirates to asteroid belts in low-security space. These NPCs are pirates involved with the clone mercenaries of DUST 514. They are especially wanted by CONCORD, and will drop tags when they are destroyed.
  • The new tags dropped by these NPCs can be taken to CONCORD and DED stations in low security space. They can then be turned-in (along with an ISK fee) using the new 'Security Office' station service. In return, you will be awarded an increase in security status.
  • The locations of these offices can be shown on the star map by selecting the Services -> Security Offices filter.
  • Alternatively, you can sell the tags to CONCORD for an ISK reward, or to other players on the open market.
  • In your character sheet, we have split CONCORD standings from the Security Status attribute. Your Security Status will remain the unchanged, but all characters' CONCORD standings are being reset to zero. All associated gameplay features will use the Security Status attribute (Criminal punishments in high/low sec, police spawns for outlaws in high-sec, etc).

Decryptors

New decryptors have been added.

  • Occult Parity, Esoteric Parity, Incognito Parity and Cryptic Parity.
  • Probability Multiplier: +50%.
  • Max. Run Modifier: +3.
  • Mineral Efficiency Modifier: +1.
  • Production Efficiency Modifier: -1.
  • Optimized Occult Attainment, Optimized Esoteric Attainment, Optimized Incognito Attainment and Optimized Cryptic Attainment.
  • Probability Multiplier: +90%.
  • Max. Run Modifier: +2.
  • Mineral Efficiency Modifier: +1
  • Production Efficiency Modifier: -1
  • Optimized Occult Augmentation, Optimized Esoteric Augmentation, Optimized Incognito Augmentation and Optimized Cryptic Augmentation.
  • Probability Multiplier: -10%.
  • Max. Run Modifier: +7.
  • Mineral Efficiency Modifier: +2
  • Production Efficiency Modifier: 0

Dual Character Training

  • Players now have the possibility to train two characters at once on the same account by spending one PLEX.
  • Dual Character Training may be activated through the Account Management page or by right-clicking a PLEX in-game.
  • Enabling this feature will allow two characters to be trained on the same account for 30 days.
  • It doesn’t matter which individual characters are trained as long as the simultaneous limit of two characters is not bypassed.
  • When Dual Character Training expires, the character training with the least skill points available will be stopped.
  • It is not currently possible to stack up Dual Character Training for more than 30 days on the same account (to renew Dual Character Training, you will have to wait the last 7 days before it expires).
  • Dual Character Training time is not to be confused with account main game time.
  • If your standard account subscription runs out while having Dual Character Training time left, that amount will be paused and stored until the account is reactivated

Exploration

  • Two new structures for use in hacking dungeons added.
  • Two new ships for use in archeology dungeons added.
  • Five mini-containers used with archeology and hacking containers added .
  • New mini-tractor beam effect used with hacking and archeology containers added.
  • “Hacking” sites have been renamed Data Sites. The cans within have been replaced with a more fitting data structure.
  • “Archaeology” sites have been renamed Relic Sites. The cans within have been replaced with a more fitting derelict ship structure.
  • All sites have had some interior decorating to accommodate the new containers.
  • Removed all clouds from the Hacking and Archaeology sites to resolve the FPS issues.
  • Removed all NPC’s from Hacking and Archaeology sites, with the exception of Wormhole and Nullsec sites.
  • All profession cans now have a lock that needs to be broken through gameplay.
  • Loot from the profession container is distributed using the scattering mechanic.
  • Introduction of new items on the loot table, such as capital rigs and faction tower BPCs.

Image Export Collection Rewrite

  • New visuals for Blueprint icons.

Immersive Travel Transitions

  • New graphical effects for jumping through Jump-gates, Titan bridges, POS bridges, Wormholes and Cyno.
  • New graphical effects warning you that you are about to undock from Hangars.
  • Jump-gates are now using the latest V3 materials and effects, re-textured and with new jump effects. The jump-in effect itself is now more subtle then before the transitions where added.

Modules

  • Capital rigs have been added.
  • A capital sized version of each rig has been added.
  • Capital ships will now require capital rigs instead of large rigs.
  • Large rigs already fitted to capital ships will remain and continue to provide their bonus.
  • Capital rigs cost 5 times as much materials to create as large rigs.
  • Tech I BPOs are sold by NPC corporations like current rig BPOs.
  • Tech II BPCs can be invented or found in Relic sites.
  • New Scanning Upgrade modules have been added.
  • Scan Acquisition Array I reduces the scan time of scan probes by 10% (only 1 can be fitted to each ship).
  • Scan Acquisition Array II reduces the scan time of scan probes by 20% (only 1 can be fitted to each ship).
  • Scan Pinpointing Array I reduces the scan deviation when scanning with scan probes by 10%.
  • Scan Pinpointing Array II reduces the scan deviation when scanning with scan probes by 20%.
  • Scan Rangefinding Array I increases the scan strength of scan probes by 5%.
  • Scan Rangefinding Array II increases the scan strength of scan probes by 10%.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
  • The Survey Probe Launcher has been added.
  • This module launches Survey Probes. Other probe launchers will no longer be able to launch survey probes.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.

New ships

  • As part of Odyssey we are introducing four new Navy Battlecruisers to bolster each of the four Empire Fleets.
  • The new Navy Battlecruisers will be available on LP stores for:
  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC).
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC.
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • HARBINGER NAVY ISSUE
  • Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level.
  • Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers.
  • Fittings: 1495 PWG, 410 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750.
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6.
  • Sensor strength: 21 Radar.
  • Signature radius: 270.
  • DRAKE NAVY ISSUE:
  • Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.
  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.
  • Fittings: 900 PWG, 550 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.
  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.
  • Sensor strength: 23 Gravimetric.
  • Signature radius: 295.
  • BRUTIX NAVY ISSUE
  • Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level.
  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers.
  • Fittings: 1235 PWG, 455 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125.
  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7.
  • Sensor strength: 22 Magnetometric.
  • Signature radius: 305.
  • HURRICANE FLEET ISSUE
  • Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level.
  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers.
  • Fittings: 1350 PWG, 420 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250.
  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s.
  • Drones (bandwidth / bay): 30 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6.
  • Sensor strength: 20 Ladar.
  • Signature radius: 250.
  • Adding a new capsule: "Genolution 'Auroral' 197-variant" for the Collector's Edition Box reward.

Performance & Optimizations

  • GPU & CPU particle system improvements.

Probe Scanning

  • Probe Formations have been added to the Probe Scanning
  • Spread Formation (probes aligned to cover a large area).
  • Pinpoint Formation (probes aligned to focus on one point).
  • The formations only work if you have 8 probes in space.
  • When you launching probes with your probe launcher, the probes will automatically assemble their last pattern.
  • The pattern only persists as long as your EVE client stays open.
  • The Probe Scanning window now shows how many scan results have been filtered out and ignored.
  • When a scan result reaches 100%, a warp-to button appears in the scan results list that warps you to 0 when pressed.

Starbases

  • The new Personal Hangar Array structure has been added. Designed for secure storage of smaller high value items in starbases, the PHA can hold 50k m3 of items for each character that uses it. There is no limit to the number of characters that can store items in the PHA. When accessing the PHA a character will only see their own items, not the items belonging to anyone else. When the structure is unanchored all items within the PHA are lost.

State Machine for Graphics

  • Added new client-side animation state machine for graphics.

V3+ Technology

  • Plane Sets now use instanced rendering, improving rendering performance.

Changes

Agents & Missions

  • The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
  • The career agent missions and tutorials have been updated with the changes coming in Odyssey.

Clones

  • All clone costs have been decreased by 30%.

Decryptors

Decryptors now have a new naming scheme. A full list of changes follows:

  • Amarr Decryptors
  • Class Doctrine = Occult Accelerant.
  • War Strategon = Occult Attainment.
  • Circular Logic = Occult Augmentation.
  • Formation Layout = Occult Process.
  • Sacred Manifesto = Occult Symmetry.
  • Caldari Decryptors
  • Prototype Diagram = Esoteric Accelerant.
  • Installation Guide = Esoteric Attainment.
  • Interface Alignment Chart = Esoteric Augmentation.
  • Tuning Instructions = Esoteric Process.
  • User Manual = Esoteric Symmetry.
  • Gallente Decryptors
  • Test Reports = Incognito Accelerant.
  • Stolen Formulas = Incognito Attainment.
  • Symbiotic Figures = Incognito Augmentation.
  • Collision Measurements = Incognito Process.
  • Engagement Plan = Incognito Symmetry.
  • Minmatar Decryptors
  • Advanced Theories = Cryptic Accelerant.
  • Assembly Instructions = Cryptic Attainment.
  • Circuitry Schematics = Cryptic Augmentation.
  • Calibration Data = Cryptic Process.
  • Operation Handbook = Cryptic Symmetry.

Drones

  • Logistic drones now show 'Repairing' instead of 'Incapacitated' in the drone management window when they are engaging a target.

DUST

  • Districts will now be in an online-unlocked state when captured, instead of online-locked.

Exploration & Deadspace

  • Strategic Cruisers have been removed from the list of ships allowed to enter 3/10 and 4/10 complexes.
  • Randomly spawned large asteroids have been removed from wormhole mining sites.
  • 4/10 DED Complexes no longer allow Strategic Cruisers to enter.
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.
  • Some NPCs in Hubs have been converted into the more advanced Elite Frigates and Cruisers to increase their difficulty slightly.
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships.

Ice Harvesting

We are making extensive changes to Ice harvesting in Odyssey, to transform the Ice harvesting profession into a higher value form of mining with higher competition.

  • All static ice belts have been removed, and replaced with ice anomalies that will always spawn in the same systems that previously had the belts. These anomalies will respawn in the same system four hours after they are completed.

The composition of these anomalies will be as follows:

  • Highsec
  • 2500 units of standard racial ice.
  • Lowsec
  • 3000 units of standard racial ice.
  • 400 units of Glare Crust.
  • Nullsec with weak truesec (0.0 to -0.5)
  • 3000 units of improved racial ice.
  • 400 units of Glare Crust.
  • 500 units of Dak Glitter.
  • 200 units of Gelidus.
  • Nullsec with strong truesec (-0.5 to -1.0)
  • 3500 units of improved racial ice.
  • 1000 units of Dark Glitter.
  • 400 units of Glare Crust.
  • 200 units of Gelidus.
  • 250 units of Krystallos

We're also adjusting the composition of Krystallos to bring its value in line with its rarity and help ensure enough ozone supply. The new composition of a block of Krystallos is now:

  • Heavy Water: 125 (+25).
  • Liquid Ozone: 500 (+250).
  • Stront: 125 (+25).

Every system that previously contained a static ice belt will contain the new ice anomalies, with the exception of some high security systems in Amarr, Khanid and Ammatar territory. The complete list of high security systems that will contain Clear Icicle anomalies is: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh.

  • In conjunction with these other Ice changes, we are also doubling the cycle speed of all Ice Harvester modules to increase yield over time.
  • Hidden Asteroid Belt signatures have been changed to anomalies, and can be found in the scanner overlay.

Implants

  • Hardwiring implants now have bonuses to virus coherence.

LP Stores

  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), LP costs for Navy Battleship offers is being unified.
  • Former tier1 Navy Battleships offers (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) have had their LP cost increased to 250,000 LPs in the Factional Warfare LP Stores.

Market & Contracts

  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.

Miscellaneous

  • Some older bracket pointers in tutorials have been fixed.
  • Added combat shortcuts for tagging objects while in fleet. Supports tagging from predefined sequences of tags.

Modules

  • You can now group civilian weapon modules.
  • The cycle time of all Ice Harvester modules has been halved, doubling the speed of ice mining.
  • It is now possible (again) to activate a Warp Disruption Field Generator directly after decloaking.
  • Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
  • Remote Sensor Boosters have had their Scan Resolution bonus reduced, and in some cases their Targeting Range bonus increased. See this thread for more information.
  • Navy Cap Boosters are now available in sizes of 25, 50 and 75, which are available through FW LP Stores.
  • Navy Cap Booster 100 and 150 are now more expensive when purchased in the LP Store.
  • XL blasters now have 15% reduced tracking, and have had 10km removed from optimal range and added to falloff.
  • XL autocannons now have 10% reduced tracking.
  • XL pulse lasers now have 6.66% increased optimal range.
  • Siege Modules now no longer apply an explosion velocity penalty to citadel missiles.
  • Cruise missiles have been overhauled to be a viable weapon system in actual combat.
  • Rate of Fire on all Cruise Missile Launchers has been increased by 5% (as clarification, that means they shoot more often, not less).
  • All Cruise Missile Launcher powergrid needs have been increased by 200.
  • Base velocity for all Cruise Missiles has been increased from 3750m/s to 4700m/s.
  • Base flight time for all Cruise Missiles has been reduced from 20 to 14 seconds.
  • All Cruise Missile damage has been approximately increased by 25%.
  • To compensate, all Cruise Missiles explosion radius has been increased by 10% (meaning they will hit smaller targets for less damage).
  • Large Energy Turrets have been tweaked to be easier to use as a whole:
  • Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.
  • Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.
  • Powergrid needs on Large Beam Lasers has been decreased by 10%.
  • Core Probe Launchers and Expanded Probe Launchers are no longer able to launch Survey Probes.
  • Survey Probes will now be launched from the new Survey Probe Launcher.
  • Codebreakers have been renamed to Data Analyzers.
  • Analyzers are now called Relic Analyzers.

Moon Minerals and Tech 2 Production

To better distribute the demand for moon minerals, we have created two new Intermediate Materials, four new Composites, and rebalanced certain T2 Construction Component blueprint requirements.

  • New Intermediate Materials: Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite.

Both of these reactions will have alchemy versions as well:

  • 100 Vanadium + 100 Hafnium = 1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium.
  • 100 Chromium + 100 Mercury = 1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury.

New Composites:

  • Photonic Metamaterials (Used in Gallente manufacturing): 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Photonic Metamaterials.
  • Plasmonic Metamaterials (Used in Minmatar manufacturing): 100 Neo Mercurite + 100 Fernite Alloy = 300 Plasmonic Metamaterials.
  • Terahertz Metamaterials (Used in Amarr manufacturing): 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Terahertz Metamaterials.
  • Nonlinear Metamaterials (Used in Caldari manufacturing): 100 Ferrofluid + 100 Titanium Chromide = 300 Nonlinear Metamaterials.

The requirements for the changed blueprints are:

  • All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Metamaterials.
  • All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Metamaterials.
  • All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates.
  • All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Metamaterials.
  • All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Metamaterials.
  • All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates.
  • Rarity 64 minerals have been seeded into 227 existing moons in lowsec and 0.0, to bring the number of minable moons for each R64 into closer alignment.

NPCs

  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.

Ore Mining

We are adjusting the composition of several types of Ore that is found in low and null-security space. These changes help increase the reward for pilots mining in dangerous space. The volume of minerals obtained from these ores for each refine batch are:

  • Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte.
  • Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte.
  • Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine.
  • Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine.
  • Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine.
  • Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte.

Player Owned Structures, Outposts and Stations

To encourage more industrial activity in player-owned nullsec space, we are increasing the number of facilities in player-built outposts significantly. This involves changes to the base outposts as well as the outpost upgrades. Only the changed stats are found below.

For the upgrades, listed stats are in the format of: Basic level benefit (change), Standard level benefit (change), Advanced level benefit (change). The extra S&I slots will be added to existing Outposts according to any upgrades that have been installed. Any extra slots will initially have cost of zero. Station managers will need to set their prices for the new slots as desired.

Caldari Research Outpost:

  • Manufacturing: 5 (+3).
  • Copying: 20 (+10).
  • ME Research: 20 (+10).
  • PE Research: 20 (+10).
  • Invention: 20 (+10).
  • Reverse Engineering: 30 (+15).
  • Offices: 18 (+10).
  • Caldari Factory Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Caldari Lab Upgrade: 10(+5), 20(+15), 30(+21) Copying, ME, PE slots.
  • Caldari Research Upgrade: 10(+5), 20(+13), 30(+21) Invention slots.
  • Caldari Office Upgrade: 10(+7), 15(+10), 20(+13) Offices.

Amarr Factory Outpost:

  • Manufacturing: 50 (+30).
  • Copying: 2 (+1).
  • ME Research: 2 (+1).
  • PE Research: 2 (+1)
  • Offices: 16 (+12).
  • Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines.
  • Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines.
  • Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots.
  • Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.

Minmatar Service Outpost:

  • Manufacturing: 5 (+3).
  • Offices: 10 (+4).
  • Minmatar Plant Upgrade: 10(+7), 15(+10), 20(+13) Manufacturing lines.
  • Minmatar Lab Upgrade: 3(+1), 5(+2), 7(+3) Copying, ME, PE slots.
  • Minmatar Office Upgrade: 5(+2), 7(+2), 10(+3) Offices.

Gallente Administrative Outpost

  • Manufacturing: 10 (+6).
  • Copying: 4 (+3).
  • ME Research: 4 (+2).
  • PE Research: 4 (+2).
  • Invention: 2 (+1).
  • Offices: 36 (+12).
  • Gallente Plant Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Gallente Lab Upgrade: 5(+3), 7(+4), 10(+6) Copying, ME, PE slots.
  • Gallente Office Upgrade: 12(+7), 24(+17), 36(+27) Offices.
  • The range for interacting with structures linked to a Control Tower has been increased. If your ship is within the shield radius of the tower, all structures are available for inventory operations as though you. were adjacent to the structures themselves. This includes structures that must be mounted outside of the shields such as turrets/batteries/lasers. (Normal role-based restrictions will continue to apply at all times).
  • The arrows used to select the location of anchoring structures now scale with your zoom level so they are more usable when zoomed out.
  • Capital Ship Maintenance Arrays have been renamed X-Large Ship Maintenance Arrays and can now be anchored in any system of 0.4 or lower security status, regardless of sovereignty.
  • It is now possible to repackage undamaged modules and drones in Corporate Hangar Arrays.
  • Fresh client installs will now default to the Ship Hangar rather than the Captain's Quarters.

Probes & Scanning

  • The default method for moving and resizing probes is now all probes at once, rather than one at a time.
  • Probe Launchers now launch all their probes at once (up to a limit of 8 probes).
  • Holding Shift will allow you to manipulate individual probes.
  • Celestial Brackets will no longer prevent you from moving probes around in solar systen view.
  • Recalling probes now returns them to your cargohold instantly.
  • Instant recall also happens automatically when your ship jumps or docks and when your probes in-space timer runs out.
  • Scan Results in the Probe Scanning window are now displayed as a progress bar.
  • Deep Space Probes have been removed.
  • All existing Deep Space Probes and their blueprints are now Combat Probes.

PvE

  • Cosmic Anomalies and Cosmic Signatures have been renamed:
  • Unknown has been split into 2 groups; Combat Site and Wormhole.
  • Gravimetric signatures are now called Ore Site.
  • Magnetometric signatures are now called Relic Site.
  • Radar signatures are now called Data Site.
  • Ladar signatures are now called Gas Site.
  •  
  • Salvaging sites have been removed.
  • Distribution of Data Sites and Relic Sites have been increased so that the total number of profession sites you can find remains the same.
  • Salvage drops in Relic Sites have been increased to compensate and preserve the supply of Salvage Materials.
  • Containers in Relic Sites can now drop Tech II capital rig BPCs
  • Containers in Relic Sites can now drop Spatial Attunement Units, which are needed to build tech II Scanning Upgrades (see above under Features -> Modules)
  • Containers in Data Sites can now drop new types of decryptors (see above under Features -> Decryptors)
  • Containers in both Data and Relic sites can now drop BPCs for pirate faction POS towers and POS modules

 

Science and Industry

  • Krystallos has had its Strontium Clathrates and Heavy Water quantities increased by 25%, and its Liquid Ozone quantity doubled.
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), build cost for Tech1 and Navy Battleships is being unified.
  • Attack and Disruption Battleships base mineral price has been increased to be around 100-125m ISK (includes the Apocalypse, Scorpion, Raven, Megathron, Typhoon, Tempest).
  • Combat Battleships base mineral price stays roughly state the same at 150-180m ISK (includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion, Maelstorm).
  • Build cost of Navy Battleships has been changed on a similar fashion.
  • The roles required to cancel a corporation job have changed. The only people who will now be able to cancel a corporation job will be:
  • The person who started the job.
  • A director within the corporation.

Ships

  • Federation Navy Comet now has the same assembled volume as other Navy Frigates.
  • The Magnate, Heron, Imicus and Probe now give a bonus to virus strength for both Data Analyzers and Relic Analyzers. This replaces their previous bonus to access chance.
  • The insurance cost and payout for the Sarum Magnate have been adjusted to be inline with the Magnate. This change will come into effect a few days after Odyssey goes live.
  • Tech I exploration frigates now have a +5 bonus to your Data and Relic Analyzer Strength
  • Tech II covert ops frigates now have a +10 bonus to your Data and Relic Analyzer Strength
  • Tech III Emergent Locus Analyzer electronic subsystems now have a +10 bonus to your Data and Relic Analyzer Strength
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength

Ship Balancing

  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • All Navy Ships have had their Rig Calibration increased from 350 to 400 (this includes the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexory Navy Issue, Bellicose Fleet Issue, Stabber Fleet Issue, Armageddon Navy Issue, Apocalypse Navy Issue, Scorpion Navy Issue, Raven Navy Issue, Dominix Navy Issue, Megathron Navy Issue, Typhoon Fleet Issue and Tempest Fleet Issue)
  • All ship passive resistance bonuses have been decreased from 5% to 4% per level to make active tanking more viable in combat. This change affects 44 ships in total (Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern, Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon)
  • Some tech1 frigates and cruisers balanced during Retribution and beforehand have been iterated upon based on player feedback and performance metrics.
  • This release overhauls 36 ships, and focuses on Navy Frigates, Navy Cruisers, Attack Battlecruisers, Battleships, Navy Battleships.
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength.
  • Odyssey brings the third-step process on the ship rebalancing initiative.
  • EXECUTIONER
  • +50 Armor.
  • TORMENTOR
  • +1 PWG.
  • +50 Armor.
  • +25 Capacitor.
  • +12.5 Cap Recharge Time.
  • Cap/s unchanged.
  • +15 Velocity.
  • +0.05 Agility.
  • -100000 Mass.
  • -0.24s Align time.
  • PUNISHER
  • -25 Capacitor.
  • -32.5s Cap Recharge Time.
  • +0.222 Cap/s.
  • KESTREL
  • +50 Hull.
  • TRISTAN
  • +15 Veloity.
  • -150000 Mass.
  • -0.48s Align time.
  • RIFTER
  • +1 PWG.
  • +50 Armor.
  • BREACHER
  • +50 Hull.
  • AUGUROR
  • -2.5km Lock Range.
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • EXEQUROR
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • OSPREY
  • -2.5km Lock Range.
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • SCYTHE
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • OMEN
  • -600,000 Mass.
  • STABBER
  • Change falloff bonus from the 7.5% per level to the standard 10% per level.
  • +25m3 Dronebay and 25mbit bandwidth.
  • IMPERIAL NAVY SLICER
  • Amarr Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level.
  • Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers.
  • Fittings: 50 (+3) PWG, 125 (+10) CPU.
  • Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14).
  • Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238).
  • Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1).
  • Sensor strength: 11 Radar (+1).
  • Signature radius: 38.
  • CALDARI NAVY HOOKBILL
  • Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level.
  • Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers.
  • Fittings: 37 PWG, 165 CPU.
  • Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131).
  • Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013).
  • Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1).
  • Sensor strength: 13 Gravimetric (+1).
  • Signature radius: 40.
  • FEDERATION NAVY COMET
  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level.
  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers.
  • Fittings: 40 PWG, 160 (+8) CPU.
  • Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176).
  • Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427).
  • Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1).
  • Sensor strength: 11 Magnetometric.
  • Signature radius: 42.
  • REPUBLIC FLEET FIRETAIL
  • Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level.
  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers.
  • Fittings: 40 (+1) PWG, 150 (+10) CPU.
  • Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21).
  • Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667).
  • Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1).
  • Sensor strength: 10 Ladar (+1).
  • Signature radius: 35.
  • OMEN NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Energy Turret damage + 10% bonus to Medium Energy Turret optimal range.
  • Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets.
  • Fittings: 965 PWG, 335 CPU.
  • Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428).
  • Shield Recharge Time: 1250s(-500s).
  • Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3).
  • Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25).
  • Drones (bandwidth / bay): 50(+25) / 50(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1).
  • Sensor strength: 17(+1) Radar.
  • Signature radius: 100(-12).
  • Cargo capacity: 400(+150).
  • OSPREY NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage + 10% bonus to Light, Heavy Assault and Heavy Missile Velocity.
  • Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers.
  • Fittings: 630(+90) PWG, 450(+85) CPU.
  • Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903).
  • Shield Recharge Time: 1250s(+100).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54).
  • Drones (bandwidth / bay): 10 / 10.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2).
  • Sensor strength: 19(+3) Gravimetric.
  • Signature radius: 115(+3).
  • Cargo capacity: 460(-25).
  • EXEQUROR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to Medium Hybrid Turret damage + 5% bonus to Medium Hybrid Turret rate of fire.
  • Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets.
  • Fittings: 830(+70) PWG, 340(+60) CPU.
  • Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863).
  • Shield Recharge Time: 1250s(-200).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74).
  • Drones (bandwidth / bay): 25(+5) / 25(+5).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1).
  • Sensor strength: 18(+3) Magnetometric.
  • Signature radius: 110(+2).
  • Cargo capacity: 465 (+200).
  • SCYTHE FLEET ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Projectile Turret rate of fire + 10% bonus to Missile damage.
  • Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers.
  • Fittings: 745 PWG, 400(+125) CPU.
  • Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730).
  • Shield Recharge Time: 1250s(-100).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7.
  • Sensor strength: 16(+3) Ladar.
  • Signature radius: 90.
  • Cargo capacity: 440.
  • AUGOROR NAVY ISSUE
  • Cruiser skill bonuses: 25% bonus to Medium Energy Turret damage + 10% bonus to Armor hitpoints.
  • Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2).
  • Fittings: 1150(+265) PWG, 320(+10) CPU.
  • Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221).
  • Shield Recharge Time: 1250s (-1000).
  • Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1).
  • Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s).
  • Drones (bandwidth / bay): 15 / 15.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1).
  • Sensor strength: 19(+6) Radar.
  • Signature radius: 120(-12).
  • Cargo capacity: 480(+230).
  • CARACAL NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire + 5% bonus to Heavy Assault and Heavy Missile explosion radius.
  • Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers.
  • Fittings: 715 PWG(+35), 465(+50) CPU.
  • Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35).
  • Shield Recharge Time: 1250s (-600).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2).
  • Drones (bandwidth / bay): 0(-15) / 0(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7.
  • Sensor strength: 21(+3) Gravimetric.
  • Signature radius: 125(-5).
  • Cargo capacity: 450(+200).
  • VEXOR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to drone velocity and tracking + 10% bonus to drone hitpoints, damage and mining yield.
  • Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets.
  • Fittings: 800 PWG(+100), 310(+10) CPU.
  • Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187).
  • Shield Recharge Time: 1250s(-550).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3.
  • Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36).
  • Drones (bandwidth / bay): 125(+25) / 200(+100).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1).
  • Sensor strength: 20(+3) Magnetometric.
  • Signature radius: 135.
  • Cargo capacity: 460(+195).
  • STABBER FLEET ISSUE
  • Cargo capacity: 450(+75).
  • Signature radius: 100(+6).
  • Sensor strength: 18(+2) Ladar.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6.
  • Drones (bandwidth / bay): 40 / 40.
  • Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08).
  • Shield Recharge Time: 1250s.
  • Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94).
  • Fittings: 950 PWG, 310(-2) CPU.
  • Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers.
  • Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed + 10% bonus to Medium Projectile Turret tracking speed.
  • ORACLE
  • Amarr Battlecruiser Skill Bonuses: -10% to large laser cap use and +5% to large laser damage.
  • Slot layout: 8H, 3M, 6L; 8 turrets , 0 launchers.
  • Fittings: 1375 PWG, 345 CPU.
  • Defense (shields / armor / hull) : 1575 / 2160 / 1980.
  • Capacitor (amount / recharge rate) : 3500 / 875s.
  • Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 220 (-20) / 6.
  • Sensor strength: 18 Radar.
  • Signature radius: 210 (+30).
  • NAGA
  • Caldari Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +10% to large hybrid turret optimal range.
  • Slot layout: 8H, 6M, 3L; 8 turrets , 0 launchers.
  • Fittings: 875 PWG, 425 CPU.
  • Defense (shields / armor / hull) : 2160 / 1575 / 1755.
  • Capacitor (amount / recharge rate) : 2900 / 725s.
  • Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 200 (-20) / 8.
  • Sensor strength: 21 Gravimetric.
  • Signature radius: 215 (+25).
  • TALOS
  • Gallente Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +7.5% to large hybrid turret tracking speed.
  • Slot layout: 8H, 4M, 5L; 8 turrets , 0 launchers.
  • Fittings: 1100 PWG, 360 CPU.
  • Defense (shields / armor / hull) : 1750 / 1890 / 2160.
  • Capacitor (amount / recharge rate) : 3100 / 775s.
  • Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 (-20) / 7.
  • Sensor strength: 20 Magnetometric.
  • Signature radius: 220 (+20).
  • TORNADO
  • Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.
  • Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.
  • Fittings: 1000 PWG, 342 CPU.
  • Defense (shields / armor / hull) : 1890 / 1800 / 1800.
  • Capacitor (amount / recharge rate) : 2700 / 675s.
  • Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.
  • Sensor strength: 17 Ladar.
  • Signature radius: 195 (+25).
  • ARMAGEDDON
  • Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points and +10% Energy Neutralizer and Energy Vampire range per level.
  • Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5).
  • Fittings: 13500 PWG(-3000), 550 CPU(+65).
  • Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789).
  • Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7.
  • Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29).
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7.
  • Sensor strength: 21 Radar Sensor Strength (+4).
  • Signature radius: 450 (+80).
  • APOCALYPSE
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG(+500), 540 CPU(+35).
  • Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359).
  • Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49).
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7.
  • Sensor strength: 20 Radar Sensor Strength.
  • Signature radius: 380(-20).
  • ABADDON
  • Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage and +4% Armor resistances per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers.
  • Fittings: 21000 PWG, 560 CPU.
  • Defense (shields / armor / hull) : 7000 / 8500 / 8000.
  • Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1.
  • Mobility (max velocity / agility / mass / align time): 89 / .14 / 103200000 / 20.03s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7.
  • Sensor strength: 22 Radar Sensor Strength.
  • Signature radius: 470.
  • SCORPION
  • Caldari Battleship Skill Bonuses: 15% bonus to ECM Target Jammer strength, 25% bonus to ECM Target Jammer optimal and falloff range and 25% bonus to ECM Burst range per level.
  • Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers.
  • Fittings: 9000 PWG, 750 CPU.
  • Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06.
  • Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 480.
  • RAVEN
  • Caldari Battleship Skill Bonuses: +5% bonus to Cruise and Torpedo Launcher rate of fire and +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 7H(-1), 7M(+1), 5L; 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+1500), 750(+50) CPU.
  • Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74.
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7.
  • Sensor strength: 22 Gravimetric.
  • Signature radius: 420(-50).
  • ROKH
  • Caldari Battleship Skill Bonuses: +10% to large Hybrid Turret optimal range and +4% Shield resistances per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 4 launchers.
  • Fittings: 15000 PWG, 780 CPU.
  • Defense (shields / armor / hull) : 8500 / 7000 / 7500.
  • Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 500.
  • DOMINIX
  • Gallente Battleship Skill Bonuses: +10% Drone Damage, +10% Drone hitpoints, +10% Drone optimal range and Drone tracking speed and per level.
  • Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers.
  • Fittings: 10000 PWG(+1000), 600 CPU.
  • Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859).
  • Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1100s / 5.51.
  • Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s.
  • Drones (bandwidth / bay): 125 / 375.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 22 Magnetometric Sensor Strength.
  • Signature radius: 465(+45).
  • MEGATHRON
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2).
  • Fittings: 15500 PWG, 600 CPU(+50).
  • Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500.
  • Capacitor (amount / recharge rate / cap per second): 6000(+375) / 1150s / 5.02 (+.15).
  • Mobility (max velocity / agility / mass / align time): 122(+7) / .114(-.0076) / 98400000 / 15.96s (-.63s).
  • Drones (bandwidth / bay): 75(-50) / 75(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 21 Magnetometric Sensor Strength.
  • Signature radius: 380(-20).
  • HYPERION
  • Gallente Battleship Skill Bonuses: +10% Large Hybrid Turret damage and +7.5% Armor Repair amount per level.
  • Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers.
  • Fittings: 16000 PWG(+250), 600 CPU.
  • Defense (shields / armor / hull): 7500 / 8000 / 8500.
  • Capacitor (amount / recharge rate / cap per second: 7200 / 1500s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s.
  • Drones (bandwidth / bay): 125(+25) / 175(+75).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7.
  • Sensor strength: 23 Magnetometric Sensor Strength.
  • Signature radius: 485.
  • TYPHOON
  • Minmatar Battleship Skill Bonuses: +5% to Cruise and Torpedo launcher rate of fire and +5% Cruise Missile and Torpedo explosion velocity per level.
  • Slot layout: 7H(-1), 5M(+1), 7L; 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 12500 PWG, 640 CPU(+40).
  • Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3).
  • Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 100600000(-3000000) / 15.8s(-1.16s).
  • Drones (bandwidth / bay): 100(-125) / 125(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 19 Ladar Sensor Strength(+1).
  • Signature radius: 330(+10).
  • TEMPEST
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers.
  • Fittings: 16000 PWG(+500), 550 CPU.
  • Defense (shields / armor / hull) : 6800(-154) / 7000(+789) / 6800(+259).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68.
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .116(-.004) / 99500000(-3800000) / 16.00s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7.
  • Sensor strength: 20 Ladar Sensor Strength(+1).
  • Signature radius: 360(+20).
  • MAELSTROM
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +7.5% bonus to Shield Boost Amount per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG, 640 CPU.
  • Defense (shields / armor / hull) : 8000 / 7500 / 7000.
  • Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s.
  • Drones (bandwidth / bay): 100 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7.
  • Sensor strength: 21 Ladar Sensor Strength.
  • Signature radius: 460.
  • ARMAGEDDON NAVY ISSUE
  • Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire and -10% Large Energy Turret cap use per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers.
  • Fittings: 17500 PWG(+175), 560 CPU(+3).
  • Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684).
  • Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s).
  • Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s.
  • Drones (bandwidth / bay): 125 / 200(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7.
  • Sensor strength: 26 Radar Sensor Strength (+4.75).
  • Signature radius: 400 (+30).
  • APOCALYPSE NAVY ISSUE
  • Signature radius: 370(-30).
  • Sensor strength: 25 Radar Sensor Strength.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7.
  • Drones (bandwidth / bay): 75 / 100.
  • Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s).
  • Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s).
  • Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39).
  • Fittings: 22000 PWG(+475), 580 CPU.
  • Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2).
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • SCORPION NAVY ISSUE
  • Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire, 4% bonus to shield resistances per level.
  • Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+650), 780 CPU(-7).
  • Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s).
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 30 Gravimetric.
  • Signature radius: 465(+35).
  • RAVEN NAVY ISSUE
  • Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius, +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1).
  • Fittings: 12000 PWG(+1075), 780 CPU(+45).
  • Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461).
  • Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7.
  • Sensor strength: 28 Gravimetric(+.5).
  • Signature radius: 410(-50).
  • DOMINIX NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and +5% Large Hybrid Turret damage per level.
  • Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers.
  • Fittings: 11000 PWG(+1100), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039).
  • Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s).
  • Drones (bandwidth / bay): 125 / 400.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 27 Magnetometric Sensor Strength.
  • Signature radius: 455(+35).
  • MEGATHRON NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1).
  • Fittings: 16275 PWG, 630 CPU(+25).
  • Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750).
  • Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s).
  • Drones (bandwidth / bay): 125 / 175.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 25 Magnetometric Sensor Strength (-1.25).
  • Signature radius: 385(-15).
  • TYPHOON FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +7.5% to Cruise and Torpedo launcher damage and +7.5% to Large Projectile Turret rate of fire per level.
  • Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 13000 PWG(-125), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316).
  • Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s).
  • Drones (bandwidth / bay): 125 / 200.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 23 Ladar Sensor Strength(+.5).
  • Signature radius: 320.
  • TEMPEST FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers.
  • Fittings: 17500 PWG(+450), 580 CPU(+3).
  • Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7.
  • Sensor strength: 24 Ladar Sensor Strength(+.25).
  • Signature radius: 350(+10).

Skills

  • The “Hacking” skill now grants 10+ virus coherence per level.
  • The “Archaeology” skill now grants 10+ virus coherence per level.
  • The "Astrometrics" skill has been changed:
  • "Astrometrics" no longer alters the ability to launch probes.
  • "Astrometrics" now gives +5% scan strength per level, -5% max scan deviation per level and -5% scan probe scan time per leve.
  • "Astrometrics" is now a starting skill, and all new characters will receive this at level 1.

Ship Skill Changes

  • The generic Destroyers and Battlecruisers skills have been removed, and replaced by 4 racial variations each to be more consistent with the other Tech1 Spaceship Command skills. Reimbursement details below.
  • Battlecruisers skill: a pilot having at least a Racial Cruiser skill at 3 on top of Battlecruisers skill trained will receive the new Racial Battlecruiser skill at the same level than the old Battlecruisers skill.
  • Ex: a player having Amarr Cruiser at 3, plus Battlecruisers at 4 will receive the new Amarr Battlecruiser skill at 4.
  • Destroyers skill: a pilot having at least a Racial Frigate skill at 3 on top of Destroyers skill trained will receive the new Racial Destroyer skill at the same level than the old Destroyers skill.
  • Ex: a player having Gallente Frigate at 3, plus Destroyers at 5 will receive the new Gallente Destroyer skill at 5.
  • Progress between skill levels will be properly saved and duplicated among all the eligible skills. For instance, a player having 128,259 skill points in the Destroyers skill, plus Caldari and Minmatar Frigate at level 3 at the time of the reimbursement will properly receive the Caldari Destroyer and Minmatar Destroyer skills at 128,259 skill points.
  • Players having the Destroyers or Battlecruisers skill trained, but with no Racial Frigate or Racial Cruiser skill at least level 3 will have their skill points for both of the skills moved into a the skill point allocation pool.
  • Any player training Destroyers or Battlecruisers skills at the time of Odyssey deployment will have his or her training queue paused. We highly recommend not to train those skills when that happens or you may lose training time.
  • Skill training has been modified – it is now not required to know all the prerequisites of a particular skill to train it once it has been injected in your character head.
  • This has been done to allow players to keep training Spaceship Command skills they qualified for before the skill changes without having to train the new requirements.
  • No changes have been made to the skill injection system - all skill requirements need to be met before skills can be injected into your character's brain.

Ship Skill Requirement Changes

  • Rookie ships:
  • The Racial Frigate skill has been removed as a prerequisite of all Rookie Ships.
  • Navy Frigates:
  • All Navy Frigates now require their respective Racial Frigate skill at 2 instead of level 3.
  • Destroyers:
  • All destroyers now require Racial Destroyer skill at 1 instead of the old generic Destroyers skill.
  • The new Racial Destroyer skillbooks have the same training attributes, rank and cost as the previous generic Destroyers skill.
  • Racial Frigate level 3 requirement moved as a prerequisite to train the new Racial Destroyer skills.
  • Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.
  • Cruisers:
  • All Cruiser skills now require respective Racial Destroyer skill at 3 instead of Racial Frigate at 4 to be trained.
  • Spaceship Command skill requirement has been decreased from 3 to 2.
  • Navy Cruisers:
  • All Navy Cruisers now require respective Racial Cruiser at 2 instead of level 3-4.
  • Battlecruisers:
  • All Battlecruisers now require the Racial Battlecruiser skill at 1 instead of the old generic Battlecruisers skill.
  • The new Racial Battlecruiser skillbooks have the same training attributes, rank and cost as the previous generic Battlecruisers skill.
  • The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.
  • Racial Cruiser level3 requirements moved as a prerequisite for the Racial Battlecruiser skills.
  • Spaceship Command requirement reduced from 4 to 3.
  • Battleships:
  • All Racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4.
  • All Racial Battleship skill requirements have also been reduced level1 as they are no longer balanced by tiers.
  • Navy Battleships:
  • Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.
  • Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly those Navy Battleships.
  • Carriers and Supercarriers:
  • Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1.
  • Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4.
  • All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3.
  • Adding the Jump Fuel Conservation skill at 4 as prerequisite.
  • Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5).
  • Dreadnoughts:
  • All Racial Battleship requirements on Dreadnoughts reduced from 5 to 3.
  • Capital Ships requirement on all Dreadnoughts increased from 1 to 3.
  • Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5).
  • Titans:
  • All Racial Battleship requirements on Titans reduced from 5 to 3.
  • Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)·         
  • Electronic Attack Ships:
  • Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5.
  • Interdictors:
  • Racial Frigate 5 requirement swapped for Racial Destroyer 5.
  • Generic old Destroyer skill removed from the Interdictor skill.
  • Interceptor requirement removed from the Interdictor skill.
  • Graviton Physics 1 added as skill requirement in the Interdictor skill.
  • Propulsion Jamming 5 added as skill requirement in the Interdictor skill.
  • Heavy Assault Ships:
  • Assault Ships requirement removed from the Heavy Assault Ship skill.
  • Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill.
  • Energy Management 4 added as skill requirement of the Assault Ship skill.
  • Recon Ships:
  • Covert Ops requirement removed from the Recon Ships skill.
  • Cloaking 4 added as skill requirement of the Recon Ships skill.
  • Electronic Upgrades 5 added as skill requirement of the Recon Ships skill.
  • Heavy Interdictors:
  • Weapon Upgrades removed from the Heavy Interdictor skill.
  • Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill.
  • Command Ships:
  • Racial Cruiser 5 requirement swapped for Racial Battlecruiser 5.
  • Generic and old Battlecruiser skill removed from the Command Ship skill.
  • Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).
  • Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore).
  • Information Warfare 5 skill added as requirement for the Command Ship skill.
  • Armored Warfare 5 skill added as requirement for the Command Ship skill.
  • Siege Warfare 5 skill added as requirement for the Command Ship skill.
  • Skirmish Warfare 5 skill added as requirement for the Command Ship skill.
  • Industrials:
  • All ship skill requirements reduced from 1-5 to 1.
  • Racial Frigate skill requirement removed from the Industrial skill.
  • Freighters:
  • Now requires Advanced Spaceship Command 5 instead of 1.
  • Racial Industrial skill requirement reduced from 5 to 3.
  • Mining Barges
  • Mining Frigate 3 skill added as a requirement of the Mining Barge skill.
  • Industrial Command Ship
  • Mining barge skill requirement removed.
  • Adding ORE Industrial 3 as requirement.
  • Capital Industrial Ship
  • Mining barge skill requirement removed from the Capital Industrial Ship skill.
  • Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill.
  • Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill.

User Interface

  • A new "Category" column has been added to the Buyer Will Get contract window, to help clarify the items that are being exchanged.
  • Contracts can now include Plastic Wraps. The volume of the Plastic Wraps is now displayed correctly as part of the total volume of the contract.
  • Attributes listed in the Attributes section of the Character Sheet, and in the Neural Remap window, will now display in the same order that the equivalent implants are listed.
  • The Radial Menu in EVE has been removed and replaced with an all-new menu designed for fast-paced interaction. The menu is available when flying in space and can be opened via left click + hold on objects in space. Mapping and delay customization for the Radial Menu is available in the Esc menu.
  • On Pod Death you will no longer instantly snap back to station. Your camera drones will show your corpse in space before your consciousness is transferred to your new clone.
  • The loading bar has been eliminated from the Undocking transition. The Undock button has been moved from the NeoCom to the Station Services panel to allow room to provide undocking progress.
  • Jump Transitions have been added which allow a seamless transition free from the tyranny of black screen and loading bars.
  • Persistent navigation statuses have been added for: Aligning, Approaching, Orbiting and Keeping at Range. In addition, there is now a confirmation for the Stop my Ship command.
  • Health bars on the HUD for your ship flash when the user-defined Damage Alert thresholds have been passed. The Damage Alert thresholds can be configured in the HUD menu.
  • When a targeted ship is destroyed the target will flash several times before it is removed from your target list. If the target gets away, it will simply disappear as before.
  • When boarding a ship or undocking, the HUD capacitor level animates.
  • The Watch List has been cleaned up so no longer are there almost 20 options in the contextual menu. These options are now under the ‘Pilot’ submenu.
  • The image of a station in that station’s Show Info window can now be dragged into chat to provide a link to the specific station instead of the station type.
  • The chat entry box can now be reduced to the height of a single line.
  • It is now possible to open more than 1 saved fitting at a time by holding SHIFT when selecting it from the list.
  • The Fleet option “Kick Member” has been renamed to “Kick Member from fleet”.
  • Notes in the Notepad are now ordered alphabetically.
  • The Show Info images of Planets, Solar Systems, Constellations and Regions can now be dragged into chat to provide links.
  • "Open All Squads" and "Close All Squads" have been renamed to "Expand All Squads" and "Collapse All Squads".
  • The "Expand All Squads" and "Collapse All Squads" will function regardless of whether the Wings are Expanded/Collapsed.
  • New options "Expand All Wings" and "Collapse All Wings" have been added.
  • Fleet Composition can now be copied by expanding all squads and selecting CTRL + C.
  • In the Bookmark Location window the name is now preselected so it can be instantly overwritten.
  • In windows with a scroll bar your Page Up and Page Down buttons now function as you would expect them to by scrolling up and down.
  • Zoom In/Out functions are no longer bound by default.
  • When using the Autopilot the next Stargate in your route is now preselected on system entry. Tracking camera users will find the camera now always points in the correct direction when using the Autopilot.

Fixes

Audio

  • Fixed a number of small audio issues.
  • Work carried out on nullsec music and atmospheric sounds to make things less repetitive.

Boosters and Implants

  • Corrected skill requirement for the Zainou 'Gnome' Weapon Upgrades WU-1005 from cybernetics 5 to cybernetics 4.
  • The Zainou 'Snapshot' AM-70x hardwiring range now correctly refers to "heavy assault missiles" rather than "assault missiles" in both their names and their descriptions.
  • LP-1005, LE-1005 and LH-1005 hardwirings now require Cybernetics 4 rather than Cybernetics 5, in line with other 5% hardwirings.

Character Creation and New Player Experience

  • The tutorial text regarding clones in "Additional Reading" has been edited for clarity.
  • A missing icon for a Minmatar clothing asset has been fixed.

Drones

  • Preventing rare situations where Salvaging Drones would be returning back to a players ship after each salvaging attempt.
  • Infiltrator II and 'Augmented' Infiltrator now have an increased orbit velocity. Infiltrator II, Imperial Navy Infiltrator and 'Augmented' Infiltrator have all had their tracking speed increased to ensure the correct tracking speed-to-orbit velocity ratio.

Graphics General

  • Resolved a long standing issue with certain NPCs using incorrect faction skins.
  • The order in which layers are drawn has been fixed on a drone structure.
  • Moved the 5th highslot turret location onto a turret location drawn on the model.
  • The rifter's thruster locators have been moved closer to the hull.
  • The hulk's thruster location has been moved closer to the hull.
  • Added missing small thrusters to the cheetah, procurer and skiff.
  • Mordu's NPCs now have the correct blue color instead of pretending to be Guristas.
  • Fixed a misaligned texture on the rokh.
  • Capital ships at low and medium LOD will now keep their textures instead of appearing black.
  • The Amarr Navy Omen and Slicer now have tech 1 turrets that match their paint jobs.
  • Fixed: Small pop of geometry during the Phoenix siege animation.
  • Fixed: Corrected small texture stretch in Caldari Hanger.
  • Removed thrusters from sentry drones because they don't move.
  • The Khanid ship shader was too bright and has now been corrected.
  • Certain turret configs for Rorqual now sit on geometry.

Localization

  • Fixed issues relating to localization of important name tooltips:
  • The tooltip syntax will no longer be saved in the fitting name when opening a fitting from the chat window.
  • Fixed a UI issue where repeatedly right-clicking entries in the mission journal would cause the right-click menu to keep growing in size when running with tooltips enabled.
  • Fixed drag-and-drop functionality when dragging your current solar system name into the chat window, when running with tooltips enabled.
  • Numerous Russian translations of mission descriptions have been corrected by adjusting the placement of variables representing system, station, corporation, and agent names.
  • On the Japanese client, NPC agents’ names have now middle dots (?ยท?) between their first names and last names for the better visibility.
  • Various linguistic changes and improvements have been made throughout the Russian, German and Japanese clients.

Market & Contracts

  • All market start up times have been decreased significantly.
  • Orders will now expire regularly during up time, instead of waiting for downtime. Items will also be returned to the users Item Hangar as part of the expiry process.
  • Items with colon or slash in the name can now be properly Exported to File from the Market.

Miscellaneous

  • The Influence level for Incursions is now persisted more consistently at server downtimes.
  • The "Warp Disruption Field Generator II blueprint" has had the correct meta group assigned to it, so it can now be filtered using Smart Filters.
  • All "Warfare Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Mining Foreman Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Shield Boosters" modules have had their description corrected to note that they can be used on capital ships.
  • The Signal Distortion Amplifier blueprints are now part of a new group called ECM Stabilizer Blueprint. This does not change the market group for these items.
  • The text for the Jump Portal Generator I and Covert Jump Portal Generator I is now formatted correctly.
  • The description for Tritanium now refers to the Universe instead of the World.

Modules

  • The Modules Overheat icon no longer continuously flashes when it is activated and deactivated within the same cycle.
  • Survey Scanners will now properly show their range in both tooltips and the Tactical Overlay.
  • The Triage Modules are no longer incorrectly described as Siege Modules in the description.
  • Capital-sized modules should now correctly state in their descriptions that they cannot be fitted to sub-capital ships.
  • Fixed description for all Nuclear ammunition to accurately reflect its bonus to tracking.
  • T3 Offensive subsystems no longer display a confusing unlabelled number.

NPCs

  • NPCs can now better distinguish between damage players apply to NPCs and damage that players apply to each other when picking targets.
  • Fixed an issue where negative corp or faction standings were not being applied after killing certain NPCs.
  • The standings tab of the character sheet no longer includes standings to "unknown factions".
  • Some high security NPCs were providing too much security status on destruction and were easily farmed to repeatedly increase sec status. These NPCs have had their security status bonus adjusted to bring them in line with the effort required to find and destroy them.

Player Owned Structures, Outposts and Stations

  • The starbase defense control locked target icon will no longer revert to a question mark when structures unlock a target.
  • The names of conquerable stations and outposts will now correctly update in the star map system tooltips.
  • All starbase EW structures should now have their effect icons show up correctly in the overview and effects bar.

Science and Industry

  • Some faction modules required Tech 2 skills and resources manufacturing. These have been removed.
  • The Phoenix no longer requires Capital Turret Hardpoints in its construction.
  • The Naglfar no longer requires Capital Launcher Hardpoints in its construction.

Ships  

  • Fixed a typo in the description text for the Myrmidon.  
  • Fixed an issue where the incorrect insurance type was being granted for ships with very low cost and payout values.
  • The skill bonus to Energy Vampires is now working correctly on the Vangel.
  • A small error in the Warp speed of Freighters has been corrected.
  • The Echo no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • The Immolator no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • All Faction & Storyline Battleships, Battlecruisers and Cruisers have had their Calibration increased from 350 to 400.

Skills  

  • The skill "Deep Core Mining" is now correctly reducing the chance of causing mining pollution clouds.

User Interface

  • Kill Reports now again contain the Moon for destroyed structures.
  • Approx 50% of all standings will drop by 0,01 in the character tab window, this has no game-changing effect and is simply a UI fix that properly shows players their effective standing.
  • Resizing the windowed client will no longer clear the fitting screen if it was open.
  • Implants, Skill, Planetary Resources and Planetary Commodities now show their volume attribute in the Info Window.
  • The Drone Management interface will now open correctly if you are attempting to drag a stack of drones to the drone bay that you have to split.
  • Bookmarks are now consistently sorted in both the in-space right click menu and People & Places.
  • Icons will now display correctly for the "Command Center Hold Capacity" and "Planetary Commodities Hold Capacity" in the Attributes tab for ships.
  • Added a message when failing to meet the conditions required to capture a complex in Factional Warfare. Previously this was failing with a blank No Label message.
  • Redundant options View Contents, Open Cargo and Add to Quickbar have been removed from the right-click menu for capsules.
  • If a Kill Right price has been changed before the clients cache clears automatically, we now display a nice user message with the correct price telling you to try again.
  • When viewing a Corporations Show Info window, clicking on the link for a Faction.
  • Removed the "Flying Between Hangars!" modal error message when moving a ships hangar into another one via the Inventory Index tree. Now nothing will happen.
  • Windows that have been collapsed now remember their state correctly after restarting the client.
  • Items dragged out from the Market Quickbar will no longer get stuck on screen.
  • Current active wars that enter the 24 hour cooldown phase are now still shown in the active wars category in a Corporation/Alliance Show Info window.
  • Restoring an unread mail from the Trash will now correctly update the Unread counters for the appropriate mail folders.
  • In many cases the 'Reset Camera' function was parking the camera right up the back of your ship. The camera distance when reset has now been adjusted so that the default is more complimentary.
  • Fixed a clipping issue in the Inventory for the last row of text in the Chinese client. This should not affect any other localized clients.
  • An issue with the back button on the mouse when navigating the Browser has been fixed.
  • General Tutorials titles are now correctly capitalized for consistency.

Weapons & Ammunition

  • Updated the description for Hail ammunition.
  • Light kinetic missiles should now get their proper bonus in Wolf-Rayet systems.
  • Auto-Targeting missiles will no longer target objects in the "Large Collidable Structure" group.

Patch Notes for Retribution 1.2

Patch notes for EVE Online: Retribution 1.2.5

To be deployed on Thursday, May 23rd 2013

CHANGES

DUST 514

  • POS fuel and manufacturing bonuses in EVE for districts captured through planetary conquest have been enabled.

 

 

Patch notes for EVE Online: Retribution 1.2.4

Deployed on Tuesday, May 21st 2013

 

FIXES

Web

  • EVE Client fixes related to the new Single Sign On mechanism

 

 

Patch notes for EVE Online: Retribution 1.2.2

Deployed on Tuesday, May 14th 2013

 

FEATURES

DUST 514

  • Updated market to match new items added to DUST 514.

 

 

Patch notes for EVE Online: Retribution 1.2.1

Deployed on Tuesday, May 7th 2013

FIXES

DUST 514

  • Numerous server-side fixes

Localization

  • The description of the Naglfar is now correctly translated for all languages.

 

 

Patch notes for EVE Online: Retribution 1.2

Deployed on Monday, May 6th 2013

 

FEATURES

DUST 514

  • The DUST 514 Uprising build is deployed to Tranquility! Head on over to this forum post for more information!

 

CHANGES

User Interface

  • The repeating Buy button in the LP Store expanded Amount menu has been changed to Accept and made consistent in appearance with the Buy button.
  • Holding down the Shift key while Caps lock is enabled will now correctly produce lower case characters instead of being ignored.
  • The Missile type in the Smart filters Item filter window has been removed. This group was non functional.

Ships

  • The single turret slot has been removed from the Phoenix.
  • Naglfar
  • Addition of a fixed role bonus of 50% damage to Capital Projectile Turrets
  • Removed launcher slots, high slot number reduced from 5 to 3
  • CPU reduced to 670, powergrid decreased to 416000 to compensate for the removed high slots

Graphics

  • The following content has received the V3 treatment, making it much prettier:
  • Capital ships and Capital wrecks.
  • Drones.
  • Rogue Drones.
  • Ship Hangars.

 

FIXES

Miscellaneous

  • Users can no longer loot items in space after entering warp.

User Interface

  • Fixed an issue where upgraded Factional Warfare systems would sometimes not display their upgraded status.
  • Fixed an issue where the cargo capacity of Fleet hangars was not updating correctly after moving items out of it.
  • Custom color settings now persist for the session change loading bar through a client restart.
  • The active click area for the HUD buttons in space has been cleaned up so that it corresponds exactly with the size of the buttons.
  • The highlight in the Divide Stack window is now correctly removed when a new value is entered.
  • Fixed an issue where clicking or moving the chat channel window in certain situations would result in a blank nonfunctional chat window.
  • A ships cargo contents will now update correctly after sharing it with someone else who moved the items into a Player Owned Structure.
  • An icon issue with the Fanfest Quafe YC115 T-Shirts has been fixed.

Graphics Classic

  • Destruction explosions are now visible on more probe varieties.
  • Fixed an issue where bomb detonation VFX was sometimes displayed before effect radius.
  • Wormhole collapse animations have returned.

Graphics General

  • Resolved a rare occurence of client freeze during gameplay
  • Visual effects on the ORE Rorqual are now working as intended.
  • The Aeon no longer has any geometry issues at lowest graphical settings.
  • Drones show correct VFX on attack.
  • Fixed an issue where you could sometimes see your missiles spawn from a nearby ship. 

Market & Contracts

  • Market start up times after a server restart have been improved significantly.