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Patch Notes for Retribution 1.1

Patch notes for EVE Online: Retribution 1.1.10

Deployed on Thursday, 4th of April 2013

CHANGES

Miscellaneous

  • Minor fixes to the client got deployed in preparation for the next update to the Serenity server. This will have no effect on non-Chinese (ie Tranquility) clients.

FIXES

Graphics General

  • An issue with portrait rendering has been fixed.

 

 

Patch notes for EVE Online: Retribution 1.1.9

Deployed on Tuesday, 26th of March 2013

CHANGES

NPC

  • Some NPCs (mostly Sansha) use their tracking disruptor again less often. The tank of some NPCs is also slightly weaker now.

World Shaping

  • The dust cloud has finally settled over Caldari Prime, showing the destruction left behind by the titan wreckage.

FIXES

Ships

  • Corrected the description of the Stealth Bombers to accurately list the 99.65% reduction in torpedo launcher powergrid needs.

 

 

Patch notes for EVE Online: Retribution 1.1.8

Deployed on Tuesday, 19th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

Miscellaneous

  • Cleanup of backend password database was done during downtime
    • When you change your password, we no longer check whether or not the new password matches any of your last 5 passwords.
    • Accounts that has not logged in since 2009 will have to reset their password to get access to the account. This is due to security improvements made in 2009 to our password hashing technique, for which the rollover period is now over.

 

 

Patch notes for EVE Online: Retribution 1.1.7

Deployed on Thursday, 14th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.1.6

Deployed on Wednesday, 6th of March 2013

FIXES

Science and Industry

  • Blueprints for items that contain "Extra Materials" in their requirements will now correctly distinguish between both normal and extra materials when displaying manufacturing requirements.

 

 

Patch notes for EVE Online: Retribution 1.1.5

Deployed on Tuesday, 5th of March 2013

FIXES

Exploration & Deadspace

  • When running multi-room exploration sites, the later rooms should not despawn whilst warping between them.

User Interface

  • Fixed an issue where the contents window of the Inventory window would not update when closing a container or wreck via the Index tree.

Miscellaneous

  • Fixed a client freeze that occurred in rare situation where there were lots of effects.

CHANGES

Agents and Missions

  • The CONCORD agent Christer Fuglesang has been promoted from level 2 to level 3.

 

 

Patch notes for EVE Online: Retribution 1.1.4

Deployed on Thursday, 28th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localization

  • The Russian client had all combat battlecruiser descriptions updated to a better standard of quality; missing ship type translations were added where necessary; additionally, heavy assault missiles got a new translation that suits them better.
  • In the Russian client, the corporation recruitment UI was completely revamped.
  • In the German client, the bonus descriptions on battlecruiser have been updated and now describe the bonuses correctly.
  • In the German, Japanese and Russian client, linguistic and formatting improvements have been made throughout the game.

 

 

Patch notes for EVE Online: Retribution 1.1.3

Deployed on Wednesday, 27th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • It is now possible again to move (loot) multiple item stacks to the cargo-hold or a container, if there is only space for some of them. The item stacks with the smallest volume will be moved first.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localized Clients

  • Courier contracts will no longer get lost in very rare cases, when being filed from a Russian client.

Graphics General

  • Fixed an incorrect aliasing effect on ship reflections in bright nebulas

Wars

  • DUST Mercenaries no longer affect the war declaration cost.

 

 

Patch notes for EVE Online: Retribution 1.1.2

Deployed on Thursday, 21st of February 2013

FIXES

Ships

  • Incursus
  • The description of the Incursus has been corrected to accurately list the 7.5% per level armor repair bonus instead of the former 10%

Modules

  • The description of the Small Ancillary Armor Repairer module has been corrected to state that it uses Nanite Repair Paste as fuel, not Cap Booster charges

NPCs

  • Fixed an issue where some NPCs would warp off after the completion trigger NPC had been killed.

New Player Experience

  • An issue that in some cases stopped the initial tutorial from starting has been resolved

User Interface

  • An issue has now been resolved which stopped labels from displaying on ships and objects in space when hovering the mouse over them
  • Fixed an issue where the Inventory window would default to your own cargo when attempting to open up another Inventory location
  • The ordering of the Top Bounty Hunting Corporations is now in correct numerical ranking order
  • Fixed an issue where the solar system map would lock up after jumping
  • Fixed an issue where the camera would jump to the center point of the map while panning with the right mouse button

 

 

Patch notes for EVE Online: Retribution 1.1.1

Deployed on Wednesday, 20th of February 2013.

FIXES

Corporation & Alliance

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

Graphics General

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

Science and Industry

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

User Interface

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

 

 

Patch notes for EVE Online: Retribution 1.1

Deployed on Tuesday, 19th of February 2013.

Features

Info Panels - Dev blog

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

Modules

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

Skills

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

Art

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

Miscellaneous

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

CHANGES

Miscellaneous

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

New Corporation Recruitment Management

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

Ships - Dev blog

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

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

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

Modules

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

Rigs

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

User Interface

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

Weapons & Ammunition

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

Graphics General

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

Agents & Missions

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

Exploration & Deadspace

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

Drones

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

Uncategorized

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

FIXES

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Audio

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

Science and Industry

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

Skills

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

Ships

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

Market & Contracts

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Exploration & Deadspace

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

NPCs

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

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

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

Drones

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

User Interface

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

World Shaping

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

Localized Clients

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

Graphics General

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

Patch Notes for Retribution 1.1

Patch notes for EVE Online: Retribution 1.1.10

Deployed on Thursday, 4th of April 2013

CHANGES

Miscellaneous

  • Minor fixes to the client got deployed in preparation for the next update to the Serenity server. This will have no effect on non-Chinese (ie Tranquility) clients.

FIXES

Graphics General

  • An issue with portrait rendering has been fixed.

 

 

Patch notes for EVE Online: Retribution 1.1.9

Deployed on Tuesday, 26th of March 2013

CHANGES

NPC

  • Some NPCs (mostly Sansha) use their tracking disruptor again less often. The tank of some NPCs is also slightly weaker now.

World Shaping

  • The dust cloud has finally settled over Caldari Prime, showing the destruction left behind by the titan wreckage.

FIXES

Ships

  • Corrected the description of the Stealth Bombers to accurately list the 99.65% reduction in torpedo launcher powergrid needs.

 

 

Patch notes for EVE Online: Retribution 1.1.8

Deployed on Tuesday, 19th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

Miscellaneous

  • Cleanup of backend password database was done during downtime
    • When you change your password, we no longer check whether or not the new password matches any of your last 5 passwords.
    • Accounts that has not logged in since 2009 will have to reset their password to get access to the account. This is due to security improvements made in 2009 to our password hashing technique, for which the rollover period is now over.

 

 

Patch notes for EVE Online: Retribution 1.1.7

Deployed on Thursday, 14th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.1.6

Deployed on Wednesday, 6th of March 2013

FIXES

Science and Industry

  • Blueprints for items that contain "Extra Materials" in their requirements will now correctly distinguish between both normal and extra materials when displaying manufacturing requirements.

 

 

Patch notes for EVE Online: Retribution 1.1.5

Deployed on Tuesday, 5th of March 2013

FIXES

Exploration & Deadspace

  • When running multi-room exploration sites, the later rooms should not despawn whilst warping between them.

User Interface

  • Fixed an issue where the contents window of the Inventory window would not update when closing a container or wreck via the Index tree.

Miscellaneous

  • Fixed a client freeze that occurred in rare situation where there were lots of effects.

CHANGES

Agents and Missions

  • The CONCORD agent Christer Fuglesang has been promoted from level 2 to level 3.

 

 

Patch notes for EVE Online: Retribution 1.1.4

Deployed on Thursday, 28th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localization

  • The Russian client had all combat battlecruiser descriptions updated to a better standard of quality; missing ship type translations were added where necessary; additionally, heavy assault missiles got a new translation that suits them better.
  • In the Russian client, the corporation recruitment UI was completely revamped.
  • In the German client, the bonus descriptions on battlecruiser have been updated and now describe the bonuses correctly.
  • In the German, Japanese and Russian client, linguistic and formatting improvements have been made throughout the game.

 

 

Patch notes for EVE Online: Retribution 1.1.3

Deployed on Wednesday, 27th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • It is now possible again to move (loot) multiple item stacks to the cargo-hold or a container, if there is only space for some of them. The item stacks with the smallest volume will be moved first.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localized Clients

  • Courier contracts will no longer get lost in very rare cases, when being filed from a Russian client.

Graphics General

  • Fixed an incorrect aliasing effect on ship reflections in bright nebulas

Wars

  • DUST Mercenaries no longer affect the war declaration cost.

 

 

Patch notes for EVE Online: Retribution 1.1.2

Deployed on Thursday, 21st of February 2013

FIXES

Ships

  • Incursus
  • The description of the Incursus has been corrected to accurately list the 7.5% per level armor repair bonus instead of the former 10%

Modules

  • The description of the Small Ancillary Armor Repairer module has been corrected to state that it uses Nanite Repair Paste as fuel, not Cap Booster charges

NPCs

  • Fixed an issue where some NPCs would warp off after the completion trigger NPC had been killed.

New Player Experience

  • An issue that in some cases stopped the initial tutorial from starting has been resolved

User Interface

  • An issue has now been resolved which stopped labels from displaying on ships and objects in space when hovering the mouse over them
  • Fixed an issue where the Inventory window would default to your own cargo when attempting to open up another Inventory location
  • The ordering of the Top Bounty Hunting Corporations is now in correct numerical ranking order
  • Fixed an issue where the solar system map would lock up after jumping
  • Fixed an issue where the camera would jump to the center point of the map while panning with the right mouse button

 

 

Patch notes for EVE Online: Retribution 1.1.1

Deployed on Wednesday, 20th of February 2013.

FIXES

Corporation & Alliance

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

Graphics General

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

Science and Industry

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

User Interface

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

 

 

Patch notes for EVE Online: Retribution 1.1

Deployed on Tuesday, 19th of February 2013.

Features

Info Panels - Dev blog

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

Modules

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

Skills

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

Art

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

Miscellaneous

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

CHANGES

Miscellaneous

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

New Corporation Recruitment Management

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

Ships - Dev blog

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

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

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

Modules

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

Rigs

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

User Interface

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

Weapons & Ammunition

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

Graphics General

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

Agents & Missions

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

Exploration & Deadspace

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

Drones

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

Uncategorized

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

FIXES

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Audio

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

Science and Industry

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

Skills

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

Ships

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

Market & Contracts

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Exploration & Deadspace

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

NPCs

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

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

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

Drones

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

User Interface

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

World Shaping

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

Localized Clients

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

Graphics General

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

Patch Notes for Retribution 1.1

Patch notes for EVE Online: Retribution 1.1.10

Deployed on Thursday, 4th of April 2013

CHANGES

Miscellaneous

  • Minor fixes to the client got deployed in preparation for the next update to the Serenity server. This will have no effect on non-Chinese (ie Tranquility) clients.

FIXES

Graphics General

  • An issue with portrait rendering has been fixed.

 

 

Patch notes for EVE Online: Retribution 1.1.9

Deployed on Tuesday, 26th of March 2013

CHANGES

NPC

  • Some NPCs (mostly Sansha) use their tracking disruptor again less often. The tank of some NPCs is also slightly weaker now.

World Shaping

  • The dust cloud has finally settled over Caldari Prime, showing the destruction left behind by the titan wreckage.

FIXES

Ships

  • Corrected the description of the Stealth Bombers to accurately list the 99.65% reduction in torpedo launcher powergrid needs.

 

 

Patch notes for EVE Online: Retribution 1.1.8

Deployed on Tuesday, 19th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

Miscellaneous

  • Cleanup of backend password database was done during downtime
    • When you change your password, we no longer check whether or not the new password matches any of your last 5 passwords.
    • Accounts that has not logged in since 2009 will have to reset their password to get access to the account. This is due to security improvements made in 2009 to our password hashing technique, for which the rollover period is now over.

 

 

Patch notes for EVE Online: Retribution 1.1.7

Deployed on Thursday, 14th of March 2013

CHANGES

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.1.6

Deployed on Wednesday, 6th of March 2013

FIXES

Science and Industry

  • Blueprints for items that contain "Extra Materials" in their requirements will now correctly distinguish between both normal and extra materials when displaying manufacturing requirements.

 

 

Patch notes for EVE Online: Retribution 1.1.5

Deployed on Tuesday, 5th of March 2013

FIXES

Exploration & Deadspace

  • When running multi-room exploration sites, the later rooms should not despawn whilst warping between them.

User Interface

  • Fixed an issue where the contents window of the Inventory window would not update when closing a container or wreck via the Index tree.

Miscellaneous

  • Fixed a client freeze that occurred in rare situation where there were lots of effects.

CHANGES

Agents and Missions

  • The CONCORD agent Christer Fuglesang has been promoted from level 2 to level 3.

 

 

Patch notes for EVE Online: Retribution 1.1.4

Deployed on Thursday, 28th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localization

  • The Russian client had all combat battlecruiser descriptions updated to a better standard of quality; missing ship type translations were added where necessary; additionally, heavy assault missiles got a new translation that suits them better.
  • In the Russian client, the corporation recruitment UI was completely revamped.
  • In the German client, the bonus descriptions on battlecruiser have been updated and now describe the bonuses correctly.
  • In the German, Japanese and Russian client, linguistic and formatting improvements have been made throughout the game.

 

 

Patch notes for EVE Online: Retribution 1.1.3

Deployed on Wednesday, 27th of February 2013

FIXES

User Interface

  • An issue that increased the loading times when entering the Captain's Quarters has been fixed.
  • Wars that are in a cooldown period (the wars which are ending) will still be in the Ongoing Wars list in the wars section of the corporation/alliance info window.
  • Fixed a rare issue where the utility menu in the Info Panels would break on session change, causing the panels to become unresponsive.
  • It is now possible again to move (loot) multiple item stacks to the cargo-hold or a container, if there is only space for some of them. The item stacks with the smallest volume will be moved first.
  • When adding as a waypoint a system in your Autopilot route, we no longer change that icon incorrectly

Localized Clients

  • Courier contracts will no longer get lost in very rare cases, when being filed from a Russian client.

Graphics General

  • Fixed an incorrect aliasing effect on ship reflections in bright nebulas

Wars

  • DUST Mercenaries no longer affect the war declaration cost.

 

 

Patch notes for EVE Online: Retribution 1.1.2

Deployed on Thursday, 21st of February 2013

FIXES

Ships

  • Incursus
  • The description of the Incursus has been corrected to accurately list the 7.5% per level armor repair bonus instead of the former 10%

Modules

  • The description of the Small Ancillary Armor Repairer module has been corrected to state that it uses Nanite Repair Paste as fuel, not Cap Booster charges

NPCs

  • Fixed an issue where some NPCs would warp off after the completion trigger NPC had been killed.

New Player Experience

  • An issue that in some cases stopped the initial tutorial from starting has been resolved

User Interface

  • An issue has now been resolved which stopped labels from displaying on ships and objects in space when hovering the mouse over them
  • Fixed an issue where the Inventory window would default to your own cargo when attempting to open up another Inventory location
  • The ordering of the Top Bounty Hunting Corporations is now in correct numerical ranking order
  • Fixed an issue where the solar system map would lock up after jumping
  • Fixed an issue where the camera would jump to the center point of the map while panning with the right mouse button

 

 

Patch notes for EVE Online: Retribution 1.1.1

Deployed on Wednesday, 20th of February 2013.

FIXES

Corporation & Alliance

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

Graphics General

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

Science and Industry

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

User Interface

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

 

 

Patch notes for EVE Online: Retribution 1.1

Deployed on Tuesday, 19th of February 2013.

Features

Info Panels - Dev blog

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

Modules

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

Skills

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

Art

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

Miscellaneous

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

CHANGES

Miscellaneous

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

New Corporation Recruitment Management

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

Ships - Dev blog

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

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

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

Modules

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

Rigs

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

User Interface

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

Weapons & Ammunition

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

Graphics General

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

Agents & Missions

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

Exploration & Deadspace

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

Drones

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

Uncategorized

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

FIXES

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Audio

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

Science and Industry

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

Skills

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

Ships

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

Market & Contracts

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Exploration & Deadspace

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

NPCs

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

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

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

Drones

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

User Interface

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

World Shaping

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

Localized Clients

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

Graphics General

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

Patch Notes for Retribution

Patch notes for EVE Online: Retribution 1.0.14
Released on Tuesday, January 29, 2013

Changes

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.0.13
Released on Thursday, January 24, 2013

Changes

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.0.12
Released on Monday, January 21, 2013

Fixes

User Interface

  • You can now correctly see the Kill Rights availability in the Overview.
  • The Sovereignty window should now open correctly for everyone.

 

 

Patch notes for EVE Online: Retribution 1.0.11
Released on Wednesday, January 16, 2013

Fixes

Crimewatch

  • Using assistance modules on a Starbase owned by a corporation that is at war is now a Suspect offense, unless you are a member of the owning corp/alliance
  • Members of different corporations within the same alliance will no longer be suspect-penalized for using assistance modules on one-another whilst PVP-flagged during a war

Chat

  • Fixed an issue with chat channel member list filtering. Infantry should no longer infiltrate your channels if you don’t want them to.

 

 

Patch notes for EVE Online: Retribution 1.0.10
Released on Tuesday, January 10, 2013

Changes

Game World

  • Updates to the EVE Universe for DUST 514

 

 

Patch notes for EVE Online: Retribution 1.0.9
Released on Tuesday, January 8, 2013

Fixes

Sound

  • The „Open wreck“ sound will no longer be played when you mark a wreck as viewed.

Crimewatch

  • Offensive AOE modules such as Smartbombs and Warp Disrupt Field Generators will once again give the user a Weapons flag whilst active.

 

Patch notes for EVE Online: Retribution 1.0.8
Released on Friday, January 4, 2013

Fixes

Graphics

  • A missing firework texture has been added - fireworks can now shine properly in all their glory.

User Interface

  • The module activation timer UI has been made considerably more accurate, especially after jumping.

 

 

Patch notes for EVE Online: Retribution 1.0.7
Released on Wednesday, December 19, 2012

Fixes

Audio

  • A missing 3D spatializing settings for small explosion sounds and can jettisoning was added.
  • Fixed the fleet hangar / ship maintainance bay sounds that would play after every jump.

Factional Warfare

  • Issues where Factional Warfare militia NPCs were attacking friendly or abandoned drones have been resolved.  Militia NPCs will now always aggress according to their militia relation or if they have bad standings toward the particular militia factions.

NPC

  • NPCs will now only target drones in their size category.
    • Elite frigates and cruisers NPCs will go for small drones and above.
    • Frigates and Cruisers NPCs will go for medium drones and above.
    • Battleship NPCs will go for large drones.

User Interface

  • The safety level setting is now persisted on the server per character and will be restored when logging on.
  • The engage option for drones in the selected item menu has been fixed and will now visually warn players according to the safety level set.
  • The alignment of the time dilation indicator has been fixed.
  • An issue that caused the Station services UI and the Directional scanner to not load properly if the Directional Scanner window was open during docking has been resolved.
  • Closing the client with 'moving mode for messages' enabled no longer puts the mode into an incorrect state on next client start up.
  • When locked targets are dragged around they no longer shift around unnecessarily.
  • The Sovereignty window will now display correctly, no matter what your overview is set to.

Modules

  • The Micro Jump Drive no longer uses capacitor when being warp scrambled.

Miscellaneous

  • Suns in Incursion systems now project godrays again.

 

 

Patch notes for EVE Online: Retribution 1.0.6
Released on Monday, December 17, 2012

Fixes

Bounties

  • Bounty payouts to you will now show a correct wallet journal entry.

Factional Warfare

  • Fixed an issue where a player in Factional Warfare could capture a complex but not get any Loyalty Points.

Market

  • The Large Micro Jump Drive BPC can now be found within the market or searched via contracts.

Unified Inventory

  • Items are no longer hidden in some cases after moving them to containers and changing the container view.
  • Containers in corp hangars can be renamed again.

User Interface

  • Several changes and improvements were made to the camera tracking of selected items:
    • The new mode works alongside the camera offset tracking
    • The camera resets more gracefully after tracking has been disabled
    • Tracking now stops moving after a tracked target is destroyed
    • Directional scan tracking is engaged and disengaged gracefully as the directional scan window is opened and closed
  • The damage readout tooltip on targets can no longer display an incorrect value.
  • Under certain condition some modules incorrectly showed up red when changing fittings or swapping ships, this has been corrected now.
  • Sometimes the background of a window aligned incorrect if it was stacked or resized under specific conditions, this has been fixed.
  • The character info window now works as expected when opening it after it was stacked with a show info window.
  • In rare cases it was not possible to close the character sheet after it was opened, this has been fixed now.

Localization

  • Labels in the safe logoff UI are now translated.

 

 

Patch notes for EVE Online: Retribution 1.0.5
Released on Wednesday, December 12, 2012

Fixes

Bounties

  • When you receive a bounty payout, the wallet entry in the journal will now show the origin of the bounty.

Crimewatch & Kill rights

  • Attacking Stations and Stargates in Empire space is now an illegal act, and will be penalised accordingly.
  • CONCORD no longer gets kill rights on you when you unlawfully aggress them.

User Interface

  • It is now possible again to unload a crystal directly from the fitting screen to the item hangar.
  • Searching for corporations has been optimized.
  • Selecting the "at war" icon in Corporation Advertisements will now opent the associated Corporation's info on the wars tab.
  • Corporations in Factiona Warfare now have the "at war" icon in Corporation Advertisements.

NPCs

  • The ‘Unknown’ faction will no longer show up on the Standings tab of the character sheet.
  • NPCs will now respect their authored threat ranges so the full room will not aggro a player on entering the dungeon.
  • Corrected the chance percentage that an enemy NPC will use tracking disruption on a player's ship.

 

 

Patch notes for EVE Online: Retribution 1.0.4
Released on Tuesday, December 11, 2012

Fixes

Crimewatch & Kill rights

  • In some cases it was possible that missile/defence batteries could cause extremely long NPC crimewatch timers; this is not longer possible.
  • Concord no longer gets kill rights on you when you unlawfully aggress them.

Science & Industry

  • Science and industry jobs can be delivered correctly again.

User Interface

  • The fitting screen is no longer hiding fitted modules when switching between ships in a station.
  • The menu for wars will now work again in all windows which should support this menu.
  • The 'Tracking' option in the Directional Scanner now points your camera in the direction of your selected item.
  • An issue that caused the tracking camera to break and spin wildly out of control has now been resolved.

Jump Clones

  • Some skills were no longer being applied following a clone jump. This has now been fixed.

Inventory

  • The inventory window will no longer break and become unresponsive when mass moving location bookmarks from People & Places into an Inventory location.
  • Customs offices are now refreshing correctly and properly display the stored items.

Graphics

  • A graphics issue related to tech3 ship cloaking has been resolved. All subsystems of the ship should now cloak at the same time.

  Miscellaneous

  • Added medals for the champions of the New Eden Open.

 

 

Patch notes for EVE Online: Retribution 1.0.3
Released on Monday, December 10, 2012

Fixes

Bounties

  • Any bounties placed on inactive characters will be refunded up to 50% of the bounty placed on that character. This also happens if a character becomes inactive after receiving the bounty and stays inactive for a long time.

Wars

  • Wars that are now made mutual will always be able to be retracted by the aggressor, even if the war is made non-mutual.

User Interface

  • ?Fixed the right click Location menu for Science & Industry jobs.
  • Fixed an issue that sometimes caused typing to stop working and shortcut keys to be applied instead.
  • Custom groups on the Neocom will no longer be removed on log in.
  • Fixed an issue where single corporation divisions would not persist after loading into the game.
  • Inventory window will no longer expand when stacked and collapsed with another window after a jump.
  • Fixed the order in which the back and forward functionality works with the Inventory.

Inventory

  • It is no longer possible to teleport items into containers, which are too far away.
  • The limit of items in corporate hangar arrays has been increased to 1500 item-stacks per division.
  • Production jobs from corporation hangars are now using the correct limit of items per division (1500).
  • Dropping items into divisions of corporate hangar arrays without roles is no longer causing wrong error messages.

Market

  • The Shield Resistance Amplifier sub groups on the market now have correct names. No more pesky spelling mistakes.

Kill Rights

  • We identified some issues that would cause expired kill rights to always appear in the activate kill rights UI. This should no longer show old and expired kill rights.

Localization

  • The search backend will now properly match when doing a “Partial terms” search for solar system names that have hyphens in them (i.e. “1-3H” will correctly match 1-3HWZ).

Graphics

  • A texture bug with the 125mm and 150mm Railguns has been fixed.
  • A hard edge texture bug has been resolved in the mission "The Blockade".
  • A hardline geometry gap has been resolved on the Armageddon and all of its variants.
  • Fixed an issue where Tengu Launcher was facing the wrong direction.
  • Fixed an issue where Tengu Launcher had an unusual rotation.
  • Small geometry gaps have been fixed on the Proteus.

Client

  • Image files in JPEG format that contain a corrupt jpg_header block could crash the client.  Some players with such corrupt files would experience a crash to desktop during startup or the login process.  This particular vulnerability has now been addressed.

Starmap

  • Cynos are now being displayed correctly on the world map.

World Shaping

  • Jump bridges can be linked without problems.

 

 

Patch notes for EVE Online: Retribution 1.0.2
Released on Thursday, December 6, 2012

Fixes

User Interfacing

  • Fixed an issue where geometry would be invisible on mobile graphics hardware.
  • Resolved an issue with the Character Sheet and their tabs (Skills, Certificates...) showing as empty.
  • Kill Reports will now open correctly if they detail loyalty points gained.
  • The 'Track Selected Item' camera mode now always engages on first press of the key binding. It also now handles enabling/disabling of the mode more gracefully.
  • An issue has been fixed that caused locked targets to display the 'Locked' label blinking after the lock process had been completed.
  • Orca boost and Mining Frequency Crystals are now shown in the tooltips for Strip Miners.
  • Fixed some backend errors associated with quickly moving bookmarks.

Ships

  • Blackbird:
    • Caldari Cruiser bonuses: +12.5% ECM optimal, falloff and +15% ECM strength per level
    • Slot layout: 4 H, 6 M, 3 L, 3 turrets, 3 launchers
    • Fittings: 525 PWG, 425 CPU
    • Defense (shields / armor / hull): 1400 / 1200 / 1400
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 190 / 0.48 / 13190000 / 5.9 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 85km / 230 / 8
    • Sensor strength: 20 Gravimetric
    • Signature radius: 150
  • Caracal:
    • Caldari Cruiser bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire and 10% bonus to Light, Heavy Assault and Heavy Missile Velocity per level
  • Griffin
    • Signature radius: 42
    • Caldari Frigate bonuses: +15% to ECM strength and -10% to ECM capacitor use per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 24 PWG, 240 CPU
    • Defense (shields / armor / hull): 400 / 250 / 250
    • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
    • Mobility (max velocity / agility / mass / align time): 325 / 3.5 / 1056000 / 3.46 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 500 / 6
    • Sensor strength: 17 Gravimetric

Crimewatch

  • Fixed issue where safety warnings where activating for targeted modules with no target selected.

Kill rights

  • An issue when attempting to activate certain kill rights has been fixed

Bounties

  • Bounties on inactive users were sometimes being reimbursed too early.

Market

  • The scroll for an input field will now work when the mouse cursor is within the boundaries of the window as opposed to the boundaries of the input field.

Inventory

  • Fixed instances of where the “My filter” section of Inventory window would not stay minimized.
  • Fixed an issue where dropping bookmarks via the Index tree would not work.

Clones

  • In some cases skills were not being applied directly after clone jumping. This has now been fixed.

Player-owned structures

  • Fixed an issue that prevented being able to store Oxygen or Water in silos in space.

Graphics

  • An issue with the pod and cloaking after a star gate jump has been resolved.
  • A gap in one of the Proteus subsystems has been corrected.
  • Part of the Loki engine had fallen off during its V3 upgrade and has been duck taped back on.
  • A normal map error on the Tengu hull has been corrected.
  • The gas cloud harvester effect has been fixed.
  • Some of the locator hard points have been corrected on the Loki hull

 

 

Patch notes for EVE Online: Retribution 1.0.1
Released on Wednesday, December 5, 2012

Fixes

User Interface

  • An issue that has been resolved which caused the 'Track Selected Item' camera mode to stop tracking when entering warp or after using the Jump/Dock/Activate key binding
  • Right-clicking and dragging in space with your mouse now temporarily disables the 'Track Selected Item' camera mode and allows you to freely move the camera on its own axis. On mouse release the camera centers back to your own ship. *Selecting any item after this will resume the 'Track Selected Item' camera mode (*only applicable if this setting was enabled)
  • Planetary interaction icons and links have had their mip levels regenerated and should no longer appear aliased.
  • Poor performance in the Corporation Recruitment search results has been resolved
  • An issue causing planetary interaction link lines to be distorted has been fixed

  Chat Channels

  • An issue has been resolved that caused chat channel links in Corporation recruitment advertisements to only be visible if you were present in the channel

  Graphics

  • The cloaking effect will now play again after jumping through a stargate
  • Cloaking effects on tech3 strategic cruisers should once again work on every subsystem
  • Resolved an issue with the jumping cloak effect if your client was alt+tabbed

Crimewatch

  • An issue with the display of Limited Engagements under time dilation has been resolved
  • Assisting a Factional Warfare participant with a PVP flag who is not in your faction is now a Suspect offense
  • Timers should no longer make a noise when you change locations
  • Safety window outlines should now properly scale with the UI

Drones

  • Salvage Drones can now be manufactured by a POS Drone Assembly Array.

  Bounties

  • The Bounty Office window will now persist between session changes such as jumping/docking.
  • The Bounty amount in the notifications you receive will no longer show decimal places.
  • The Bounty amount in the kill report will no longer show decimal places.
  • We have now forbidden placing bounty on Developer & ISD Corporations and Alliances.

  Inventory

  • It is possible again to transfer items to all Customs Offices.
  • Delivery of items to corporation members has been fixed.
  • Items in corporation hangar arrays are visible again.
  • Fixed an issue where certain types of bookmarks would cause unnecessary calls to the server

Modules

  • Capital remote assistance modules (Energy Transfer Arrays, Remote Armor Repairers, Remote Hull Repairers and Shield Transporters) are now affected by the same bonuses as pre-Retribution.

Crashes

  • Fixed an issue which could potentially cause a crash at the login screen

 

 

Patch notes for EVE Online: Retribution 1.0
Released on Tuesday, December 4, 2012  

Features

Bounty Hunting

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

Bounty Office

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

  Crimewatch

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

  Kill Rights

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

  New Ships

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

  Skills

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

  Modules

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

  Miscellaneous

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

 

 Changes

Science and Industry

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

  User Interface

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

  Loyalty Point Store

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

  Factional Warfare

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

World Shaping

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

  War Changes

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

  Ships

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

  Skills

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

  Modules

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

  Weapons and Ammo

  • Powergrid on all Heavy Assault Missile Launchers has been reduced by 10%
  • Light missile changes:
    • Explosion velocity reduced from 50 to 40
    • Damage has been increased by 10% (rounded to the closest digit)
    • Light missile launcher fitting requirements have been reduced by 2 powergrid and 4 CPU
  • Heavy missile changes:
    • Base flight time reduced by 35% (to 6.5 seconds) for tech1 variants
    • Base velocity increased by 14.6% (to 4300m/s)
    • Damage has been decreased by 10% (rounded to closest digit)
    • Explosion radius increased by 12%
  • Tech 2 missile changes:
    • Ship velocity and signature radius have been removed from all tech2 missiles
    • Precision missiles: increased bonus to explosion velocity, damage has been increased to match tech1 missiles
    • Fury missiles: damage bonus increased, flight time reduced, penalties to explosion radius and velocity have been unified among all sizes of missiles
    • Rage missiles: damage bonus increased, changed flight time to match tech1 missiles, and penalties to missile velocity, explosion velocity and explosion radius have been unified among all sizes of missiles
  • Powergrid usage of Focused Medium Pulse lasers reduced by 5%
  • Powergrid usage of Heavy Pulse lasers reduced by 10%
  • Powergrid usage of all cruiser sized beam lasers by reduced 10%
  • Powergrid usage of all cruiser sized artillery reduced by 10%
  • All, yes all because CONSISTENCY DEMANDS IT, ammo descriptions (not counting missiles), have had their descriptions updated to list their bonuses.
  • The following small lasers have been renamed, because medium does not equal small:
    • Medium Pulse Laser I -> Small Focused Pulse Laser I
    • Medium Beam Laser I -> Small Focused Beam Laser I

Inventory

  • General
    • Added a breadcrumb showing the selected tab within a certain inventory window
    • Added the ability to navigate up a tree from the breadcrumb directly
    • Added Back and Forward buttons to the Inventory window
    • Added the ability to keybind Back and Forward shortcuts to the mouse through the Shortcuts menu
    • Added feedback blink on the Back and Forward buttons when using shortcuts
    • Implemented Back and Forward shortcuts for other windows in EVE that use them, the Show Info windows
    • The icons for collapsing and expanding the Index Tree and Filters has been changed so that it is not confused with the Back and Forward buttons
    • All Inventory windows have their unique name in the header which never changes when moving between different tabs in the Index Tree
    • The Filters tab is now collapsed by default but will persist as open when players leave it open
    • Index Tree will only open up collapsed by default when a tab is opened that does not have any children
    • Once players have set a certain state of the Index Tree of each Inventory window for the first time, that state will be remembered
  • Persistence
    • Inventory windows will persist their shape and size once the user has set them
    • Inventories of active ship will persist between sessions of undocking and docking
    • Inventories of Item hangar and Ship hangar will persist globally the way they are left in stations when undocking
    • Inventories of corporate hangars will persist individually per station with an office
    • All tabs within inventory windows will persist their state once the user has set them to a collapsed or expanded state
    • Inventory windows will persist their stack state between sessions
    • Inventory windows will persist their view modes once the user has set them to a specific state
      • Compact view vs. Normal view
      • Thumbnail, List view with thumbnails or list view
  • Settings
    • Added a settings option for the Inventory that will always show the full Index Tree in all inventory windows
    • Added a settings option to keep the filter value in the filter input box between inventory tabs
    • Moved the Settings icon below the header so that it is not shown multiple times when stacking inventory windows together
    • Inventory window settings for Player Owned Structures have been sorted into more category classes based on the type of structure they belong to.
  • Index Tree
    • Added the ability to scroll the Index Tree with the mouse scroll wheel while dragging items
    • Added the ability to scroll the Index Tree up or down while dragging items
    • Added the ability to scroll the inventory content area while dragging items inside of it
    • Hovering over a tab in the Index Tree while dragging items will no longer change the focus to that inventory location
    • Hovering over a tab in the Index Tree while dragging items will expand it and show it‘s children, if it has them
    • Implemented a mechanic of isolating inventories when they are opened directly from the Index Tree or by accessing them directly and not opening the main Inventory window
    • Added a better feedback when dragging tabs out of the Index Tree to open as separate window to give better indication that it is possible
    • Added a selection highlight on tabs that have active children, so that it is visible when the parent tab is collapsed
  • Inventory in Neocom
    • Added a new group in the EVE Menu called Inventory that has icons with direct access to certain Inventories and can be moved by players to the root of the Neocom for easy access.
    • Ship hangar and Item hangar are now available in the Neocom when accessible
    • Corporate hangar is now available in the Neocom when accessible
    • A new icon was created for direct access to Active Ship
    • Moved the Assets icon from the EVE Menu root to the Inventory group
    • Users can move ships to Item hangar and items to Ship hangar and the items will get sorted automatically to the correct loaction. This applies to the icons in the Neocom, in the Index Tree as well as dragging directly to the content area of these inventories
    • Open inventory locations will stack under their unique icon in the Neocom root, if the user has moved those icons there
  • Feedback indicators
    • When moving items between inventories, the client will always assume the player wants to move the item and not give any error message regarding stacking if the item being moved is dragged on top of another item that it can not be stacked with
    • If the players wants to stack to stackable items together he will get a highlight effect feedback which indicates the items can be stacked together. The successful stacking will also give a different audio feedback than regular item movement like it previously did
    • Locked items will have a lock icon in the upper-right corner in thumbnail view as well as slight greyed out state of the icon image, making a distinction between items that are being moved using shortcuts
    • When I want to move items using shortcuts (Ctrl-X & Ctrl-V) the items I am moving will have a greyed out state that differs from locked items
    • Divisions and containers that are restricted to players have a restrictions icon behind their name to indicate that there is a restriction on them
    • The restrictions icons show a tooltip that explains the type of restriction, the icons are also color coded: No Access is displayed by a red icon and Limited Access  is displayed by a yellow icon.
    • Users can still drop items into divisions and containers with no access.
    • Containers will be unlocked by default instead of locked
  • Performance
    • The server/client notification mechanism of inventory operations was extended to allow any container to utilize ‚batch processing‘ when moving items around.
    • The ‚batch‘ processing of items being moved or changing hands, which previously was only used in station hangars, corp offices and ship cargo bay, was extended to cover all container types and locations which can hold multiple items at the same time. This means that the client will receive only one notification per operation from the server instead of one notification per item changed for the types affected.
    • Optimized how bookmark objects are fetched from the server increasing their response time by order of magnitute
    • Optimized how the inventory loads up large Index Trees by not priming them until they are accessed
    • Optimized how large number of plastic wraps are loaded from the server
  • Wrecks
    • Added the ability to stack wrecks in the Index Tree when the Index Tree is expanded
    • Added the ability to open wrecks in a new window by default when the Index Tree is collapsed
    • Added audio feedback when opening wrecks and when looting from wrecks
    • Added feedback blink on cargo hold to indicate items being moved there when looting
    • Added wreck icons and names from Overview to the Index Tree for better overview of wrecks
    • Added distance indicators for wrecks and greyed out state for wrecks out of range
    • All items have now a chance of dropping as loot, regardless where in the ship they were located. Excluded are only ships in the ship maintenance bay.
  • Scroll bars
    • Unified all scroll bars in the client to one type regarding functionality and visual style
    • Scroll bars light up when used which applies to both dragging them and using the mouse scroll wheel
    • Scroll bars become active once the user hovers the area of their function which applies to both windows and tabs within windows
  • Compact View
    • Created a new window settings icon for Compact View which switches the window it is part of between Compact View and Normal View modes
    • Implemented a new type of Compact view for Inventory windows with a compact Capacity meter
  • Corp Hangars
    • Corp hangars in ships have been converted to fleet hangars of the same size. All items in the corp hangars were moved to the fleet hangar.
    • It is now possible to give access to the fleet hangar and the ship maintenance bay separately to either corp member or fleet members (or both) through the inventory interface.
    • The settings for opening the fleet hangar or the ship maintenance bay are now saved per ship on the server. Don't forget to check the settings, if you boarded a carrier from a different pilot!
    • The fitting service of a ship maintenance bay is now always available to fleet and corp members, without restriction on concurrent users.
    • Containers in the fleet hangar can now be opened and interacted with by the pilot of the ship in space. Fleet or corp members with access to the fleet hangar can drop items into containers, but they are unable to open or remove the container.
    • It is no longer possible to jettison unassembled ships from the cargo hold.
  • Containers
    • The setting on audit log containers for auto-locking items is now stored per container on the server. This was stored on the client before and the default has be changed to "unlocked".
    • It is now possible to put items into freight containers, while being in space.
    • It is now possible to rename containers in your cargo hold or fleet hangar.
    • The limit of 1000 items per container is now enforced more strictly and includes all kind of hangars, containers, cargo holds and structures. The limit for corp hangar divisions in stations was increased to 1500 items.

  NPCs

  • Mission and belt NPCs have been given an AI upgrade. Please see this devblog for details.
  • Rogue Drone space now has Hauler NPCs.
  • 4 Rogue Drone Commanders added to Rogue Drone Space.
  • Salvage on Rogue Drones has been slightly buffed.
  • 5 New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
  • Guristas Fleet Stronghold & Guristas Fleet Outpost now do Kinetic damage with its citadel Torpedo. Blood Raider Central Bastion now does EM damage with its citadel torpedo.
  • NPC tracking disruptors should now show up on the effects bar
  • Target-painting NPCs should now have the proper visual effect
  • Downtime can no longer be exploited to increase chances of finding a rare NPC spawn.

  Graphics

  • The following ships have had their textures and geometry remodeled to look more awesome:
    • Tempest
    • Vargur
    • Megathron
    • Kronos
    • Stabber
    • Vagabond
  • The following ship classes have been transformed into beautiful V3 versions!
    • CONCORD ships
    • Tournament ships
    • ORE ships
    • SOCT ships
    • Sansha ships
    • Fighters
    • Fighter bombers
    • Sleepers
    • All T3 ships
  • 84 new explosions have been added for every player or NPC ship from frigates to Titans
  • The light levels have been increased in the 3d preview, fitting screen and the hangar views.

  Market & Contracts

  • Many of these market changes can be read about in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73992
  • The following categories on the market have been broken down into sub-categories for each damage type:
    • Ship Equipment/Hull & Armor/Resistance Platting
    • Ship Equipment/Hull & Armor/Energized Plating
    • Ship Equipment/Hull & Armor/Armor Hardeners
    • Ship Equipment/Shield/Shield Hardeners
    • Ship Equipment/Shield/Resistance Amplifiers
    • Ship Equipment/Hull & Armor/Armor Plates has been broken down into one sub-category per plate size.
    • Ship Equipment/Fleet Assistance Modules has been broken down into sub-categories for easier browsing.
  • Removed the ORE sub-category from the Exhumers and Mining Barge categories as there are no other options.
  • Added the new Rouge Drone officer modules to the market.
  • Added the following market categories:
    • Ship Equipment/Hull & Armor/Layered Plating
    • Ship Equipment/Hull & Armor/Energized Armor Layering
    • Blueprints/Drones/Combat Utility Drones
  • Renamed the Remote Sensor Dampers market group to Remote Sensor Dampeners
  • Added the following items to the market:
    • Guristas Shuttle and Goru’s Shuttle under Ships/Shuttles/Faction Shuttles.
      • As an added bonus the Guristas Shuttle now has a Guristas skin for more added awesome.
    • Quafe Zero has been added to the market under Implants & Boosters/Boosters.
    • All faction control towers and starbase modules have been added to the market.
      • We also expanded the faction sub-category filtering to the Starbase section of the market.
  • Reorganized the Subsystems section of the market and added fancy new icons for each racial subsystem category.
  • As a general rule the Blueprints section of the market should now match the rest of the market. So if you know where to find something on the market, if you just start in Blueprints first it should be under the same section.
  • Outpost construction platforms are now on the market.
  • Faction towers can now be found in the market.
  • Faction drones have been added to the market.
    • Also added the fancy faction filter to the drones section of the market.
  • Subsystems are now arranged by race first then type.
  • The market now has a new "Special Edition Ships" category, for limited special edition ships, to prevent clutter.
  • Market group Remote Sensor Dampers has been renamed to Remote Sensor Dampeners

  User Interface

  • Combat shortcuts do not work with the effects bar where they will act on the closest aggressor. When targeting using the combat short cut it will target the closest available aggressor that is not already targeted or being targeted.
  • Control-up in chat should now function in a more consistent manner
  • "Pilot is an outlaw" in the overview settings has been renamed "Pilot has a security status below -5"
  • "Pilot has a security status below 0" has had its tag and background disabled by default
  • The highlight frame for UI elements such as a text entry field has been toned down slightly from the bright white it used to be.
  • We've given a bit of facelift to expandable menus (for example used in the fitting window and new bounty office) and the drop down boxes, so they look nicer now than they did before
  • The text in the Overview Settings for "Pilot is in your Militia" has been clarified now that this icon is applied to allied militia also.
  • Reintroduced the functionality of items and ships automatically sorting into their corresponding folders when moving a mixed group of them into the Items Hangar or Ships Hangar.
  • Clicking the "Loot All" button will always close the wreck or cargo container, even if it is empty.
  • Inventory window minimum width is now determined by the width of the Index tree. The maximum tree width is now the maximum Inventory window width.
  • We have fixed an issue where the Kill Report would not properly differentiate between BPO's and BPC's. We now show:
    • The correct copy/original icon for blueprints
    • The text (copy) or (original) behind the blueprint name to show which it is (like in the contracts)
  • Wrecks are looted in order from down up in the Inventory window.

  EVE Voice, Mail & Chat

  • The channel configuration window is no longer blocking other UI elements and it is also possible to drag objects into the MOTD field to create links.

  Corporations

  • Corporations now have Kill Reports accessible to all corporation members (no roles required.)

  Player Owned Structures, Outposts and Stations

  • It is now possible to drop items into containers, which are located in a corporate hangar array (or similar structure). It is still not possible to open containers in corporate hangar arrays.
  • The forcefield password on your ship is now stored per character on the server.
  • The fitting service of a ship maintenance array is no longer restricted by concurrent users.

  Miscellaneous

  • Oxygen and Water have been moved into the basic commodities group to make sorting consistent with other similar materials.
  • Fixed a grammatical issue in the pop up window when attempting to add a contact without setting standing.

Music & Audio

  • All turret sounds have been revamped with new and updated sounds effects.
  • The jukebox has been removed and replaced with a location-aware music system.
  • A soft ambient soundscape can now be heard when opening the ingame map
  • New sound indicators can be heard when you finish a skill or a mission
  • A low capacitor will result in an audible warning. The treshold for the warning is configurable.
  • Your own ship now emits ambient sounds when it is completely still, based on class and race of ship.
  • New stargate sounds have been added to give travel more variety.
  • The planet sounds, based on planet type, previously only audible in Planetary Interaction mode can now be heard when you are close to a particular planet.
  • Ship death explosion sounds have been revamped to accompany the new graphical effects.

Fixes

Character Creation and New Player Experience

  • All mentions of Loan Contracts in the Contracts tutorial have been removed as Loan Contracts are no longer present in EVE.
  • A graphical issue with the Women's Excursion pants has been fixed.
  • Some specific characters that still had female Achura bra issues have been fixed.

  Player Owned Structures, Outposts and Stations

  • Unpiloted ships are no longer kicked out of a password-restricted forcefield when their owner logs in.

  Skills

  • Changed the industry prerequisite on the Amarr Prospector Basic certificate from 4 to 3 to bring it in line with the other races.
  • Changed level requirements for skills in the racial Industry Engineer certificates to be uniform across all four races.
  • The Covert Ops skill will now correctly apply its damage bonuses to the bombs that you launch.
  • The Astronautics Engineering skill description has been changed to indicate to new players that the skill is no longer in use.
  • Fixed a formatting text error in the "Long Distance Jamming" skill description.

  Ships

  • Fixed a problem with the Freki that would allow you to fit three rigs instead of two. (Note you were unable to operate the ship after doing this)
  • The Malice Energy Vampire bonuses are now properly working. (Clarification: The Energy Neutralizer bonus worked already correctly)
  • The certificate for the following ships have been changed to better reflect their new balanced roles; Bantam, Breacher, Burst, Crucifier, Heron, Imicus, Inquisitor, Magnate, Maulus, Navitas, Probe, Tristan and Vigil.
  • Changed "mining foreman warfare links" to "mining foreman links" in Orca description.
  • The Ares Tracking bonus has been properly fixed from 7% to 7.5% per level
  • A grammatical error in the description of the Retriever has been fixed.
  • Bombers, Black Ops, Covert Ops, Blockade Runners and T3 Cloak subsystems descriptions have been modified to mention they reduce Cloaking Device re-activation time
  • Gas can now be moved into the Ore Hold of a mining ship.

  User Interface

  • Fitting screen: The display of available and used turret and launcher hardpoints has been improved to avoid confusion.
  • The "x" icon is various search fields is no longer overlapping long entries.
  • With the Control Tower Manger window, sorting structures by the state will now sort correctly.
  • Moving multiple items between containers (or pressing the "Loot" button) moves item stacks with a small volume first to increase the number of moved stacks before running out of cargo space.
  • When buying an item or placing a buy order in the Market Groups tab it will no longer refresh and flip back to the top of the page.
  • The names of scooped corpses are now displayed in all inventory locations
  • The message displayed when attempting to make active a ship or fit a module you do not have skills for will now list the level of the skills required to operate that ship or module.
  • The UI allocated for displaying Certificate descriptions has been increased
  • Resolved a slight disparity in Onlining Modules through the fitting window by right clicking the module.
  • Fixed an issue where the image of the ship from the Fitting window would stay on screen as it was being minimized.
  • Improved the picking of links for long station names in agent conversations.
  • Expanded folders in the tree view now remember their state (collapsed or expanded) when the tree is refreshed. In addition the Index tree will remain on the location of the tree of the selected folder, after a refresh. Note: a refresh occurs when a folder location is added or removed.
  • Fixed an issue where courier contract wraps would not display correctly in the Index tree of the Inventory.
  • Ancillary Shield Boosters will now show their shield boost rates in the Fitting Window.
  • Changed the certificate for the Tormentor from "Resource Harvester" to "Frigate Energy Turrets", in line with the ships rebalancing.
  • The Inventory Index will no longer change width based on the size of the Inventory window.
  • All corporate divisions in a station will now persist their size, stack and position settings. Stacked divisions will order numerically from lowest to highest. Division settings are saved on a per office basis.
  • Fixed an issue with the mouse sticking to UI operation (like resizing windows) after alt-tabbing out and back.
  • An issue affecting the sorting of some columns in the Compare tool has been resolved
  • Fixed an issue where a user could open a duplicate of their ship cargo Inventory when attempting to access POS out of range.
  • Fitting Cap Booster charges should now work correctly when dragging to either the 3D ship portrait or the module.
  • When adding someone to the Contact Watchlist, if they are online you will immediately see the Green online icon in Chat channels or a Station guest list.
  • Fitting Management - Fittings are now ordered by name alphabetically
  • The "Travel To" fleet broadcast option for station locations has been fixed.
  • The right mouse button can no longer be used in auto complete drop downs to avoid interacting accidentally with other UI elements.
  • "Scoop to Cargo Hold" is no longer available when creating a contract and right clicking a container.
  • Fixed an issue where the green highlight in the Inventory, indicating current active ship, would not update when changing ships.
  • Linking decorations (medals or certificates) in chat or notepad no longer opens a blank window
  • Switching from the Combat Log to the Skills page in Character Sheet should now work correctly.
  • Fixed an issue where the blink on a chat channel would be removed on joining or leaving another different channel.
  • Fixed an issue where the scroll would stop working for the Votes tab within the Corporation window.
  • There are no longer two entries of 'Regional Average' in the advanced sell window
  • The fleet Drone Window (Guard/Assist) is now sorted correctly in alphabetical order.
  • The number of jumps displayed in the map when setting the end destination to a station is now correct.
  • Fixed an issue where the scroll of the Corp Blueprints tab of the Science & Industry window, when near a POS would stop working.
  • An issue has been resolved that caused module tooltips from displaying on deactivating modules
  • An issue that stopped Market items that contain quotation marks in their names from Exporting to File correctly has been resolved
  • The progress bar for skill training (under the character portrait on the Neocom) now accurately reflects how long left for the skill to complete.
  • Performance for the market window improved when using the "Filter by skills" setting.
  • Setting the destination of the Autopilot via the Science & Industry window will now set the destination to the station the job is in.
  • Fixed a spacing issue when putting a Territorial Claim Unit online.
  • Items within a container that were destroyed during a kill will now be listed and displayed in the Kill Report for that player.
  • Resolved an issue in the Fitting Window where you could group a single module with itself.
  • When using the Fitting Management window, the ship portraits will now correctly have their Tech Icons in the top left corner.
  • Can now correctly use "Jump through stargate" option on the last jump when the destination is a station.
  • Fixed an issue where the Inventory could be opened before logging into the game proper.
  • Fixed an issue where in rare instances not all corporation hangars would load up for a player when docking at their HQ.
  • Corporation names should appear in correct case and no longer all upper case.
  • You can no longer access the Market in a station in a Factional Warfare system that does not belong to your faction or your factions ally.
  • Opening the Ship Maintenance Bay or Fleet hangar via the right click menu will no longer append these as closeable windows in the Index tree of the Inventory, but instead expand the correct bay of the ship.
  • Fixed an issue where the drop down fields when editing filters was incorrect.
  • Corrected an issue where the intensity of the green highlight on active ship would increase when scrolling through the Inventory.
  • Fixed an issue where Fleet Hangars out of range would not gray out correctly in the Inventory tree view.
  • Player Owned Structures that are out of range will now correctly gray out in the Index tree of the Inventory.
  • Fixed an issue where attempting to access locked containers would open up the Inventory of your active ship instead.
  • Fixed an Inventory issue where the current active ships cargo would open instead of a wreck when overshooting it.
  • The alignment for the DUST 514 district contribution in Factional Warfare systems now correctly aligns with the System Capture Status bar.
  • The alignment of the DUST514 contribution icon has been fixed. The description text has also been rewritten and formatted for clarity.
  • The bracket icon for beacons no longer disappears when zoomed in
  • Show Info on a skill drag & dropped into chat now functions as expected
  • The Access Storage option is now available for Player Owned Structures that are anchored but not online.
  • Double clicking on your active ship in the scene while warping will now open or close the ships cargo.
  • Fixed an issue where a variable amount of time would expand the child folders in the Inventory Index tree when hovering an item over it.
  • The wallet will now correctly hide cents in the Journal if the setting is applied.
  • When resizing an Inventory window selected items will no longer become deselected.
  • Fixed how elements on icons (Faction, Tech level) could become offset when changing active ship.
  • Resizing the Index tree in the Inventory is now consistent with other windows in the game.
  • The "Non-Empty Container!" pop up, for example when creating a courier contract with contents in containers, has been made suppressible.
  • Dragging a mix of Ships and Items into the Items or Ships hangar will now logically move the correct items into the correct folders. Only the folder you dragged items into will blink. This also works for the Neocom.
  • Fixed an issue where the opacity of items would change after they had been selected.
  • Removed duplicate entries in the Ctrl-Tab menu caused by stacked windows
  • Improved the Inventory Performance when assembling ships in rapid succession.
  • The Drone Bay is now available from the contextual menu when clicking on your own ship in space.
  • An Access Denied message will now correctly display when attempting to open a container you do not have access rights for.
  • The capacity bar for containers in Corporate Divisions will now display the volume used correctly.
  • Opening multiple containers via the right click menu will now work correctly and open them in a secondary window. If no more than one window is selected and shift is not clicked or the "Always open in separate window" option is not enabled, then the window being used is the one the container will open up in.
  • Fixed an issue where right click menus would not function correctly on some Mac OS versons
  • Icon positions will now refresh correctly when switching between different view modes and resizing the Inventory window.
  • Attempting to view corporate members ship bays via Member hangars now results in the correct message and will not instead jump to the users own ship cargo.
  • The UI allocated for displaying Certificate descriptions has been increased
  • An issue affecting the sorting of some columns in the Compare tool has been resolved
  • Show Info on a skill which has been dragged & dropped into chat now functions as expected
  • The UI allocated for displaying Certificate descriptions has been increased
  • There are no longer two entries of 'Regional Average' in the Advanced Sell window
  • An issue has been resolved that caused module tooltips from displaying on deactivating modules
  • The bracket icon for beacons no longer disappears when zoomed in
  • An issue affecting the sorting of some columns in the Compare tool has been resolved
  • An issue that stopped Market items that contain quotation marks in their names from exporting to file correctly has been resolved
  • Show Info on a skill which has been dragged & dropped into chat now functions as expected
  • Linking decorations (medals or certificates) in chat or notepad no longer opens a blank window

  Modules

  • The Shadow Serpentis Reactor Control Unit has had it's stats adjusted to better reflect it's Meta Level.
  • Stacking penalty notification from all 'Armor Layering Membrane' modules has now been removed. These modules have never been stacking penalized.
  • Used Laser or Mining crystals will now always be loaded instead of unused crystals.
  • Protected against a very rare case where ice harvesting would not return the correct amount of ice back to your ship.
  • The Reactive Armor Hardener now states in the description that it uses a zero-sum system that spreads 60% resistance across the four resistances.
  • Some named and faction smartbombs had incorrect meta levels. This has now been fixed.

  Boosters and Implants

  • Fixed incorrect name for shield booster side-effect being shown as a bonus instead of a penalty in the Synth, Standard, Improved and Strong Mindflood Boosters
  • The descriptions on all "Inherent Implants 'Noble' Repair Systems" and "Inherent Implants 'Noble' Repair Proficiency" have been clarified to explain that they do not affect the effectiveness of remote repair.
  • The "Inherent Implants 'Noble' Hull Upgrades HG-1008" has had it's text corrected to state the actual bonus it provides.
  • The "Poteque 'Prospector' Astrometric Acquisition AQ-702" now has the bonus applied correctly.

  Weapons & Ammunition

  • Trajectory issues for the Citadel Cruise and Torpedoes have been fixed and missiles now fly slightly closer to the intended range.
  • The meta level has been corrected for, "Caldari Navy Inferno Light Missile" from 3 to 2 and "Dread Guristas Inferno Light Missile" from 2 to 3, to bring them inline with other missiles of the same type.

  Market & Contracts

  • The courier message when creating a contract with illegal items has been modified for clarity.
  • Items will no longer stay locked after opening several sell windows.
  • The location quicklist for searching contracts is now correctly displaying the last five locations.

  NPCs

  • Tracking Disruption on NPCs now properly affect turret falloff on targeted player vessels
  • Fixed a rare issue when an NPC wreck that only contained a BPC would show up as empty in the overview/space.
  • Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”

  Corporation & Alliance

  • It is now possible to deliver items from the delivery hangar to corp members.
  • Wars: Fixed an issue where offering assistance to two separate entities who are at war with the same aggressor would fail one of them if the other was accepted.
  • It is no longer possible to kick a corp member who owns all corp shares without a vote
  • Improved the algorithm used to calculate war declaration fees

  Agents & Missions

  • Fixed an issue where completing the Level 5 mission Reclamation was sometimes not possible due to not being able to inflict damage on the colonies.

  Miscellaneous

  • Items being moved between containers inside corp hangars now cause their respective inventory windows to update.
  • Fixed an incorrect attribute on the "Hybrid Slaver Hound", that was causing incorrect information to be displayed in the Show Info for this item.
  • Increased the volumes from none to 0.01 m3 for "Nanite Interfacing" and "Nanite Operation" in line with other skills of this type.
  • Issue fixed where the corporation hangar in the inventory would break if there was a secure container in a division and character did not have take rights to the division.
  • Salvaging a wreck with packed ships inside is now using the correct volumes for deciding if the wreck can be salvaged at all.
  • Refactored the code for secure containers.
  • Fixed a grammatical error in the description text for the "Ammatar Consulate" Corporation.
  • Fixed the text in the "'Mafia' Energized Kinetic Membrane I Blueprint" for the item it produces, to be correct.
  • When trying to offer a surrender on an already retracted war, you will receive the correct error message.
  • The description for exhumers is now correctly referencing the skill "Exhumers"
  • The Ragnarok construction requirements have been adjusted to better reflect the actual ship. Capital Launcher Hardpoints are no longer required, however the Capital Turret Hardpoints have been increased to reflect this.
  • Ships will now automatically deactivate any outgoing locks when the pilot disconnects from the server

  EVE Voice, Mail & Chat

  • URL autolinking in chat has been slightly improved.

  Drones

  • Fixed an issue where a player could sometimes jump while their EW drones had a target engaged.
  • Drones (and especially fighters) are now avoiding friendly force-fields on their way to a target to avoid canceling the attack.
  • You can now stack packaged drones within a full drone bay while docked.
  • The Berserker TP-900 drone is now correctly listed in the market under the Electronic Warfare drone category.

  Rigs

  • Drone speed augmentor rigs will now affect mining and salvaging drones
  • Tracking Rigs were not properly stacking penalized with modules of the same type. This has now been fixed.

  World Shaping

  • A large number of locations in space which had been affected by unexplained anomalies causing their position to be other than expected have now been updated and their locations resolved.

  Localized Clients

  • Incorrect German translation in column "copy" in tabs "blueprints" and "corp blueprints" is now correctly worded as "Kopie".
  • The label "Index" for the Index tree in the Inventory has been localized.
  • For a war declaration, we are now stating if the date is tomorrow. Example: Started 2012.10.11 - Can fight at 13:20 (tomorrow)
  • Various linguistic changes and improvements have been made throughout the Russian, Japanese and German client.

  Graphics General

  • A bug with the NPC turret shaders has been resolved.
  • Fixed a timing issue with gate-cloaks that could occasionally cause jumping ships to be semi-visible to others whilst still under gate-cloak
  • Some geometry gaps in female hair styles have been closed
  • Removed small white spots that sometimes appeared on CQ clothing items
  • Specular gradient on hair is now correctly aligned
  • The effect which is played when an Amarr outpost is reinforced will now be drawn on top of the station instead of perpendicular to the station.
  • Fixed an issue where a variant of the Tengu had missile launchers which touched the hull.
  • Tech 3 ships now have engine booster sound thanks to the V3 process.
  • The Amarr Armageddon Battleship and variants boosters are now relocated closer to geometry
  • We added thrusters and trails to Hawk and Harpy engines
  • Warping near a planet no longer displays the 'fly through' visual effect
  • Harbinger turrets now better fit ship geometry
  • The Firetail engine thruster locations moved closer to the ship
  • Reflection has been added to Caldari Shuttle cockpit
  • The Frigates (Atron, Executioner, Condor and Slasher) and all their tech2 variants now have their fourth high-slot turret locator visible on the ships hull.
  • Some Minmatar ships have had their decals replaced so that they match the ship manufacturer.
  • Some visible turret base geometry on Hurricane relocated
  • Fixed some leaking glow on the boosters of the cyclone
  • Zephyr sails are now lit from the correct sun direction
  • The Freki has now been V3d and is now sized with the Rifter
  • A small geometry gap in the Tornado was repaired
  • The timing of the cloaking effect should not be more synchronous between the person cloaking and a person watching them cloak.
  • The Bustard engine booster was moved in line with the geometry
  • All Huginn engine boosters are now visible/active
  • Missiles fired from the 'DED Army General' will no longer originate from the center of the players' ships.
  • The Sentinel now shows the correct logo
  • The Hookbill, Hawk and Kitsune have been resized accordingly. Rocket Launchers now fit these ships correctly.
  • Visuals on cyno jump in & out can now be toggled on/off in the effects options
  • Resolved a UV texture error on the Loki Offensive - Covert Reconfiguration subsystem module.
  • Missing lights have been added to the Slasher and its Tech variants.
  • An issue with adaptive invulnerability effects on Mac hardware has been repaired
  • Turret locators on the Bantam have been fixed to remove gaps between the turrets and the ship hull.
  • Resolved random graphic anomalies with the outline on ship blueprints icons.
  • Fixed a gap between Cheetahs hull and its turret locators.
  • Hookbill decals are now placed correctly
  • The sails on the Hound are now transparent.
  • Resolved a bug that would cause planet texture(s) to load in a system even if the planet was not in view.
  • Dungeon clouds should no longer intersect with solid geometry and should render faster.
  • Numerous objects have been optimized for rendering performance:
    • Explosions
    • LOD
    • On-ship effects
    • Spotlights
    • And more

 Inventory

  • When right clicking and selecting to open a bay beside the cargohold on a newly assembled ship the Inventory will no longer go to the Items Hangar instead.

Patch Notes for Inferno 1.1

Patch notes for EVE Online: Inferno 1.1.9

To be deployed on Wednesday, July 11, 2012

Fixes

Corporations & Alliances

  • Bills for wars are now cancelled if the war ends in a surrender.

Mac

  • Fixed an issue that caused the client to slow down rendering if it had been minimized to the dock and brought back into focus.

 

Patch notes for EVE Online: Inferno 1.1.8

To be deployed on Monday, July 9, 2012

Fixes

Modules

  • Bombs now have resistances back again, so they will no longer take full damage.

Corporations & Alliances

  • Allies who signed up to defend a target against an alliance will now join the copied wars when a member corporation leaves the aggressor alliance.

 

Patch notes for EVE Online: Inferno 1.1.7

Deployed on Thursday, July 5, 2012

Fixes

War

  • Wars are now ended when either corporation disbands.
  • Cost (paid to concord) of hiring ally was sometimes calculated incorrectly. That has now been fixed

User Interface

  • The context menu in the alliance ranking list sometimes displayed two options for declaring war one that worked and another that didn’t. We removed one of them.

Weapons & Ammunition

  • Missiles and bombs now take damage again.

 

Patch notes for EVE Online: Inferno 1.1.6

Deployed on Wednesday, July 4, 2012

Fixes

Graphics

  • Fixed an issue where the client could override user AA settings resulting in lower performance on some hardware configurations.

User Interface

  • Items in containers in corporate hangars should now stack and lock/unlock normally.
  • Inventory locations in space that do not use the standard cargo transfer range will highlight to show accessibility based on the actual enforced operational interaction range.

Miscellaneous

  • Removed excessive saving of user settings during session change, and improved the speed of settings serialization when it actually occurs. 

 

Patch notes for EVE Online: Inferno 1.1.5

Deployed on Friday, June 29, 2012

Fixes

Graphics

  • Improvements have been made to the FPS drop that some players are experiencing, particularly when running multiple clients. We do not consider the problem solved however and are still continuing to investigate.

 

Patch notes for EVE Online: Inferno 1.1.3

Released on Thursday, June 28, 2012.

Fixes

Corporations & Alliances

  • Resolved a rare issue where you were unable kick a corporation member from the corporation, even if they were online and docked.

User Interface

  • A right click option to redeem AURUM from PLEX remotely via the asset menu has been removed.
  • When opening the Customs Office configuration menu, it will now load correctly the first time.
  • It is once again possible to save screenshots with the in-game bug reporting tool.

Miscellaneous

  • Removed excessive saving of user settings during session change and improved the speed of settings serialization.

 

 

Patch notes for EVE Online: Inferno 1.1.2

Deployed on Wednesday, June 27, 2012.

Fixes

Graphics

  • The Minmatar V3 shader  was updated so that the missile launchers now match the variant colour schemes.

User Interface

  • A defect where ship hangar icons were not using caching has been fixed.

 

 

Patch notes for EVE Online: Inferno 1.1.1

Deployed on Tuesday, June 26, 2012.

Fixes

Graphics

  • Fixed an issue with the Phantasm shader looking jaggy under some lighting conditions

User Interface

  • The Cargo Bay and Drone Bay indicators in the fitting window now show the amount currently occupied/total capacity.
  • Directors now see the ally icon with the '!' exclamation mark next to a war to indicate they have offered assistance to that war.
  • The new Utility Menu in the war lists will no longer show Declare Mutual, Open for Allies, and the Send Surrender Offer options when a war has ended.

NeX Store and Aurum

  • Duplicate offers on the Noble Exchange (NeX store) have been removed.

Miscellaneous

  • The memory usage of the main screen in Captains Quarters has been improved.

 

 

Patch notes for EVE Online: Inferno 1.1

Deployed on Monday, June 25, 2012.

Features

Unified Inventory

  • The tree view in the Inventory has been updated with unique icons to help identify different Inventory locations; this includes but is not limited to: all specialized ship bays, POS structures, Corporate hangar divisions and Member hangars, Active Ship and Station Delivery. The active ship now has a green background both in the tree view and window view. 
  • Increased the minimum scroll speed when navigating extremely long lists in the Unified Inventory tree view.
  • The "My filters" section of the Index tree in the Inventory will now remember if it has been collapsed. The collapsed state in station and in space are remembered separately.
  • Clarified the difference between the Primary main window and Secondary windows. All Secondary windows will now collect under a new location on the Neocom. The Inventory button will only be used for the Primary window.
    • The Primary Window is the Inventory window opened up from the Neocom button Inventory (ALT + C). This windows displayed contents will change based on the Inventory location a user has selected to view.
    • Secondary windows are those opened via SHIFT + Click (including via right contextual menu) that open up with their index tree view collapsed by default. These windows will remember their size, position, icon view state and stack based on their type and/or if they are unique.

War Declaration

  • Ally contracts now have a fixed length of two weeks.
  • Allies now cannot be part of mutual wars – defender cannot hire allies into mutual wars and existing ally contracts are cancelled with a 24 hour grace period.
  • War declaration costs have been capped at 500 million ISK regardless of the amount of members in the corporation or alliance.
  • New UI control has been added for war options in war lists.
  • Added cost for hiring multiple allies for a war – hiring more than one ally now incurse a cost that goes to CONCORD. The cost rises exponentially the more allies are hired into the same war.
  • More information is available in the blog 'Inferno 1.1 Changes to the War Dec System'.

Ships

  • The following ships have been added to the game as prizes for the winners of the Alliance Tournament X. More information can be found in the dev blog 'Alliance Tournament X - Full Schedule, Prizes and Streaming Changes'.

    Etana

    Slot layout: 6/6/3

    The Etana came into existence as one of numerous secret projects under Tibus Heth's rule. As part of those revolutionary and paranoid times in the Caldari State, political emphasis on technological research was split between a need for inexpensive improvements in warfare and a need for advances in espionage and the arts of secrecy. One of the outcomes of that research was an improvement on the Osprey, whose versatility and low manufacturing cost made it a natural candidate for improvements. The resulting vessel maintained the shield defenses known among similar ships of its type, while adding an array of remarkable black ops capabilities. In fact, it is reputed that initial prototypes were employed to spy on interstellar activities near the recaptured Caldari Prime, as part of Tibus Heth's continually growing espionage initiative.

    Caldari Cruiser Skill Bonus:

    • 160% bonus to Shield Transport and Energy Transfer Array range and 20% bonus to Shield Maintenance Bot transfer amount per level

    Logistics Skill Bonus:

    • 17% reduction in Shield Transport and Energy Transfer Array capacitor use per level

    Role bonus:

    • 40% reduction in the amount of heat damage absorbed by modules, 50% in CPU need for Shield Transporters, and in power need for Energy Transfer Arrays
    • 99% reduction in CPU need for cloaking devices
    • The Etana can be bridged by a Black Ops ship

     

    Cambion

    Slot layout: 4/5/3

    The Cambion is the result of Caldari State Executor Tibus Heth's insistence that modern weapons of war be able to continually outperform previous standardized versions. While that effort is rumored to have been hit-and-miss (resulting in great scientific advances at the cost of a stunning array of misfortunes), it is absolutely undeniable that the Cambion has been one of its great successes, a feat that likely could not have been achieved in a different political milieu. The Cambion an out-and-out brawler. Taking note from the Merlin – a versatile combat frigate in its own right – this ship is intended to rush in, overheat everything it runs, hit hard with everything it has and get out moments before death can find it.

    Caldari Frigate Skill Bonus:

    • 5% bonus to shield resistances per skill level.

    Assault Ship Skill Bonus:

    • 5% bonus to light missile and rocket rate of fire per skill level.

    Role Bonus:

    • 115% bonus to light missile and rocket kinetic damage and 50% reduction in heat damage taken by modules.

Modules

Graphics

  • The following Minmatar Republic ships have had their shaders updated to the V3 shader set:
    • Industrial
    • Battleship
    • Battlecruiser
    • Cruiser
    • Destroyer
    • Frigate
    • Shuttle
  • The Caldari Drake model has been redesigned.
  • Changed the way camera focus works when you board or lose your ship.
  • Flares were added to missiles, making them visible when the camera is zoomed out.
  • All V3 ship materials are now a bit brighter.
  • Character portraits are now captured in 1024x1024 resolution (was 512x512 before).

NeX Store and Aurum

  • Multiple new clothing items have been added to the NeX store. These items are from our historical collection and will be priced at new price points of 100, 300 and 500 Aurum. Current clothing lines remain unchanged in price. Additional information can be found in the dev blog 'Clothing and Aurum additions for Inferno 1.1'.

 

Changes

Factional Warfare

  • Removed all E-War NPCs from Factional Warfare capture sites. This includes NPCs using tracking disruptors, ECM, sensor dampeners, target painters, stasis webifiers, warp scramblers and energy draining / neutralizing.
  • Added highly expensive clothing offers for Factional Warfare LP stores (base price is 100m ISK and 100k LP each)
    • 24th Imperial Crusade: Men's 'Sterling' Dress Shirt (gold leather) and Women's 'Sterling' Dress Blouse (gold)
    • State Protectorate: Men's 'Sterling' Dress Shirt (gray) and Women's 'Sterling' Dress Blouse (graphite)
    • Federal Defense Union: Men's 'Sterling' Dress Shirt (white/blue) and Women's 'Sterling' Dress Blouse (black/white)
    • Tribal Liberation Force: Men's 'Sterling' Dress Shirt (red/black leather) and Women's 'Sterling' Dress Blouse (red satin)

Incursions

  • The following changes to Incursions introduced in Escalation to Inferno have been reverted:
    • Lowering the reward for vanguard sites by 10%.
    • Increasing the system influence change rate.
  • Additional information can be found in the dev blog 'Incursion Changes'.

Skills

  • The skill "Target Spectrum Breaker" has been renamed to "Target Breaking Amplification" and its description changed as follows:

Improves the continuous reflection of active target spectrum breakers, resulting in much improved defenses against all those who wish to target any vessel in the vicinity.

Reduces duration time and capacitor need of Target Spectrum Breakers by 5% per level.

Modules

  • The Reactive Armor Hardener will now reset its resistances when using a stargate.

Graphics

  • The transition between systems when jumping through a stargate has been improved; the camera will point at the same nebula area between jumps.
  • The wormhole graphic in the Promised Land system has been altered.
  • Extra geometry elements on the Wolf have been removed as they were causing intersections with turrets and launchers installed on the ship.
  • ECM modules now have a graphic effect in space.  It’s the same effect as Tracking Disruption and Sensor Dampening.

Agents & Missions

  • Fixed the description for the Leviathan wreck present in the second deadspace pocket of the Guristas Epic Arc mission "Foxfire".

User Interface

  • Changed the way timestamps are displayed in the wars lists. You will now be able to easily read when the war starts or finishes, as well as when your ally is expected to join the fight.
  • The Area of Effect attribute now states that the value is a measurement of radius for extra clarity.    

Rigs

  • You will now receive a better warning message when fitting a rig to a ship.

Localization

  • In an effort to improve the efficiency of German fleet communication by about 3.12% at the expense of entertainment value, we have changed the translation of "Doomsday Device" from "Maschine des Tages des Jüngsten Gerichtes" to "Doomsday-Waffe"

Miscellaneous

  • Audit Log Secure Containers anchored in space are now valid targets for drones, just like regular Secure Containers.
  • There is now a 'jumping to beacon' message when jumping to a cyno/jumpbridge, similar to the 'jumping through stargate' notifications.
  • Planets are now displayed in a correct order in the solar system information window.

 

Fixes

Character Creation and New Player Experience

  • Outdated text has been updated in the Placing Recruitment Adverts tutorial.
  • The Exploration tutorial has received a series of grammatical improvements.
  • Multiple text errors in the Certificates tutorial have been resolved.

Science and Industry

  • Items that had a reprocessing yield of 0 for some minerals now have this information removed from the corresponding user interface window.

Graphics

  • The Carthum Conglomerate, Viziam and Khanid Innovation manufacturer logos have been applied to the appropriate Amarr ships.
  • Graphic corruption on the warp disruption bubble has been resolved.
  • Minmatar booster locators on the Bellicose and its variants have been moved closer to the engine exhaust.
  • Fixed an issue with intersecting turrets on the Prophecy model during warp.
  • Sealed a small geometry hole in the Minmatar Maelstrom model.
  • Resolved a bug that would stop the warp tunnel from displaying when a player logged into space and their ship started to emergency warp.  
  • Minmatar Tempest has been bandaged together with duct tape and glue resolving unwelded vertices.
  • All Thukker developed ships except capitals now have consistent colour schemes.
  • The Tormentors turret locators have been aligned to be more aesthetically pleasing.
  • A texture assignment issue has been resolved with the "Blood Ship Debris" object.
  • Minmatar booster locators for the Cyclone and its variants have been moved closer to the engine exhaust.
  • Minmatar booster locators on the Tempest and its variants have been moved closer to the engine exhaust.
  • The booster locators on the Rupture and its factional variants have been moved closer to the engine exhaust.
  • Booster locators on the Typhoon and Panther have been relocated closer to the engine exhaust.
  • Booster locators on the Minmatar Peacekeeper frigate have been improved.
  • The Caldari LaiDai material preset has been update to be more consistent.
  • Launcher models have been modified to fix issues with intersecting graphics.

Factional Warfare

  • Fixed a case where Factional Warfare dungeons would sometimes fail to complete properly when captured, and so would not respawn until after downtime.
  • Fixed an issue where users would not get a Loyalty Points payout when capturing a Factional Warfare complex despite being within range of the beacon.

 

Unified Inventory

  • Fixed an issue where the inventory would not load and stall under a number of different circumstances.
  • Fixed an issue where items would get locked when dropped into a container, even if the container was set to Unlocked.
  • Fixed an issue where secondary windows would not close when moving out of range. Player Owned Structures, other player ship locations such as Ship Maintenance Bays, objects in space such as Containers and Wrecks will now close if open in a secondary window when moving off grid.
  • Changing the name of your ship will refresh Inventory windows with the new name.
  • Improved the performance when locking or unlocking a large number of items.
  • View mode and sort by are now persisted per window type. The primary window persists one set of values while every secondary window will persist its own set of values on a per window basis.
  • The option to Split Stack from the contextual menu when right clicking a stack in a Player Owned Structure has been removed. This option never functioned and should not have been displayed. Shift dragging stacks will still allow the user to separate stacks. The right click option should only be available in stations.
  • Fixed an issue where locked items would not display as locked when changing the view mode between icons, list and details in the Inventory window.
  • For ships with no bays, the label in the Inventory tree view has been updated to read "No additional bays" instead of "None".
  • Fixed an issue where “rubber band” and Ctrl+click selection would not update the item count and Est. price in the inventory window.
  • Fixed an issue where you could not copy table data from within the Inventory when viewing items in the list or details view.
  • Fixed an issue where the "Nothing Found" text would continue to display after moving items into an empty Inventory location, when using the List or Details view mode.
  • Fixed an issue where a number of error messages would prevent moving a package from the corporations Market Deliveries folder in the Inventory.
  • Fixed an issue where the Capacity Bar for an Inventory location would get stuck, when moving more of the same item into that same location.
  • We now store separate settings for the Primary Inventory window in space / station for both the entire tree panel width and the filter panel height.
  • Fixed an issue where users could see the contents of a division they had no access rights to after dropping items into them.
  • The Unified Inventory now visually differentiates between containers that are within access range and those which are out of range.
  • Station Hangars now open correctly, previously when double clicked the ship hangar was incorrectly opening.
  • Fixed a problem where the Inventory would not display the Corporate hangar and/or its divisions despite having an office rented in the station a user was in.

User Interface

  • Custom Alliance logos are now visible in the UI if you have UI Scaling set to more than 100%.
  • Changing UI Scaling settings will no longer remove the text labels for "Camera Center" and "Camera Speed".
  • Icons for fleet broadcasts are now displayed in more sensible locations in space, in most cases above or left to the bracket of the object. Expanded stacks of brackets are being pushed down a bit, if they would extend beyond the upper border of the screen.
  • Very, very long names will now clip in the fleet Watch List so that the Shield/Armor/Structure bars are visible at all times.
  • Long petition titles will no longer overlap the petition text field.
  • An issue with the speed indicator in the HUD not updating correctly in some cases has been fixed.
  • The calculator now allows you to save numbers on clients with localized decimal separators.
  • When editing a contact, labels assigned to them will no longer disappear.
  • You can once again drag search results (Corporations/Alliances/etc.) from the search window directly into the To field of an EVE Mail.
  • Fixed capitalization error in the text when attempting to donate too many Loyalty Points to a Factional Warfare Infrastructure Hub.
  • When an Ally Offer is declined, a notification is now sent to both the defender and the corporation/alliance offering help.
  • You should now be able to rename your notes in notepad once again. So, what are you waiting for? Rename all the notes!
  • Fixed an issue where the Factional Warfare capture bar would display white if it was over the threshold required to make a system vulnerable.
  • Increased the highlight on the plus icon in the My filters header.
  • Corrected minor capitalization discrepancy in Factional Warfare tooltips for different system statuses.
  • For players not enlisted in Factional Warfare, the Factional Warfare page will now display statistics based on the station the user is in or the Factional Warfare system they are in. Otherwise the characters bloodline will be used. The information displayed for characters already enlisted is unchanged; it will always show your own conflict.
  • Sorting by Capture status in the Factional Warfare main window will now order systems in correct ascending or descending order.
  • The message when a user cannot see the contents of a specific division has been clarified to read "You don't have the required role to view these contents" and will also now be displayed in red.
  • Text alignment for the tab names has been improved.
  • Corporation and alliance names will no longer stay highlighted in the "All wars" list after using the mouse scroll wheel.
  • Removed the "Move HQ Here" button from the Station Services window if your corporation HQ is already in the station.
  • Fixed an issue where the flag icon in the Factional Warfare window was not displaying when the user was enlisted in Factional Warfare.
  • Minor improvements were made to the Contact Management window, especially for adding pilots to the watchlist.
  • Removed the deprecated “Open Cargohold” option from the radial menu of your own ship.
  • When attempting to send more than one surrender offer, you will receiving a message telling you that there is an active negotiation currently pending.
  • When searching for a Corporation/Alliance that has no active wars, the window will state so.
  • Trying to open a Factional Warfare "War Report" will open the correct window.
  • Mutual Wars will no longer show under the Assistance Requests filter in the All Wars list.
  • Long Corporation/Alliance names will no longer leak over into the Allies window.
  • Changing the shader quality no longer causes problems to the transparency of some UI elements (background of the Neocom, FW progress bar, ...)
  • An issue causing irregular overview updates has been resolved.

Audio

  • Fixed missing engine sounds on the Noctis.

Ships

  • Camera distance on undock is now universal in the game client.

Miscellaneous

  • Increased the drop rate of the Initiated Ion Field ECM I to bring it in line with other ECM devices of the same meta level.  
  • The client will now install DirectX when the system no longer contains the DirectX components needed to run Eve. This makes it easier to copy the client from one machine to another.
  • Fixed a grammatical error in the capture text when securing a location in Factional Warfare.
  • Using Approach or Jump after the target was Kept at Range or orbited now works correctly.
  • An issue where cloaked ships would attempt to jump/dock/enter wormhole before they had being decloaked is now fixed.    

Modules

  • Standardized the values for Brynn's, Cormack's, Setele's and Tuvan's Modified Power Diagnostic System to bring them in line with their meta level and other officer power diagnostic modules.
  • Corrected the spacing issue in the description for the Magpulse Thruster.

Localization

  • The "Dmg/Job" column has been made wide enough for localized Japanese clients to correctly display the string.
  • On the German client, the description of "Brynn's Modified Armor Thermic Hardener" is now displayed in the correct language again.
  • On the German client, the description of the Wolf now shoes the correct bonuses
  • The term "Capacitor" is now consistently translated with "Energiespeicher" on the German client. 

Weapons & Ammunition

  • Missile animations are no longer halted by switching processes.
  • Fixed initial missing laser visual effects when undocking your ship.

Corporations & Alliances

  • There was an issue that could cause some ally negotiations to fail, or to have incorrect allies attached to wars. This has now been fixed.

Rigs

  • Stacking penalty for Inverted Signal Field Projector Rigs now works correctly.

World Shaping

  • Warp-in locations for moons in wormholes J140133 and J112041 have now been fixed.

CONCORD and Kill Mails

  • Jump Clone destruction Notifications originating from destroyed Capital ships now have working links.

Patch notes for Inferno

Patch notes for EVE Online: Inferno 1.0.10

To be released on Friday, June  8, 2012

Fixes

  • Fixes have been made for items not displaying in player's inventory
  • Fixed an issue where broken plastic wraps would cause the inventory not to load
  • Issues with input delays in the Mac client have been addressed
  • Fixed an issue where corp members with query roles only would end up with a hanging inventory window if a container was present within a division.

Patch notes for EVE Online: Inferno 1.0.9

To be released on Thursday, June 7, 2012.

Fixes

Unified Inventory

  • Fixed an issue where the text typed into the quick filter search would not always correctly apply to the items in view.
  • Fixed an issue where the Est. price and item number count would not update when dragging across multiple windows.
  • Fixed an issue where a user could not move a group of items to a destination location by dropping on the items already there, if the destination already had an existing item of the type being moved.
  • Performance when moving, stacking or sorting a large number of items has been significantly improved.
  • Fixed an issue where the contents of a container within a plastic wrap could no longer be seen.
  • Fixed a problem where a message labelled Action Failed when storing ships in space could cause the client to freeze or become unresponsive.
  • Fixed an issue where broken plastic wraps would cause the Inventory not to load.

 

Patch notes for EVE Online: Inferno 1.0.8

To be released on Tuesday, June 5, 2012.

Fixes

User Interface

  • Fixed an error that caused a delay while opening the "Jump To" and "Bridge To" right-click menu options.

 

Patch notes for EVE Online: Inferno 1.0.7

To be released on Monday, June 4, 2012.

Fixes

User Interface

  • Undocking with collapsed overview no longer breaks the overview.

Chat

  • Chat: Link detection has been improved for links containing special characters.
  • It is no longer possible to gag yourself by sending a very long /me emote over to the server (unless you‘re hacking the client. Don‘t hack the client kids!)

Localization

  • Localized clients with certain language settings should no longer prepend the system name onto the Stations name in the Station Management window. This, unnoticed, prevented any changes to be made as the server decided a name change was occurring when it wasn‘t and a name conflict error would be raised on any attempts to change other settings.
  • The in-client petition creation system is now better localized when petitioning agent missions or reimbursement cases.
  • UI pointers which display during tutorials on window tabs (such as the agent tab in the station window) will now display in localized clients.
  • The description of the Harpy is now showing the correct boni on the German client.

 

Patch notes for EVE Online: Inferno 1.0.6 Client Update #1

To be released on Friday, June 1, 2012.

Fixes

Unified Inventory

  • Audit Log Secure Containers are now accessible within the Corporate Hangars.

 

Patch notes for EVE Online: Inferno 1.0.6

To be released on Friday, June 1, 2012.

Fixes

Unified Inventory

  • Shortcuts to open Inventory locations will now open those locations in a new separate window.
  • The text color in the tree index view of the Unified Inventory is now the same as in other places in the EVE UI, making it more readable when the Inventory is pinned or something other than the default color.
  • Items, Ships, Corporation Divisions and Delivery Inventory windows will now remain open in a station if the user leaves them open when undocking and redocking.
  • Shift click will now focus on or toggle open/closed other windows.
  • POS structures are now grouped into one of four categories in the Unified Inventory tree view: “Defenses”, “Industry”, Storage” and “Infrastructure”.
  • Fixed an issue where users could not see items in their items or ships hangar.

User Interface

  • Fixed an issue where fittings with items that no longer exist in game would not load correctly.
  • Fixed an issue where certain players could not open the Science & Industry window in some stations.
  • Fixed an issue where the corporation hangar in the inventory would work incorrectly if there was a secure container in a division and character did not have take rights to the division.
  • You can now stack packaged drones within a full drone bay while docked.

Ships and Modules

  • The shield boost bonus of Golem and Vargur marauders was not applying correctly; this has been fixed.

 

Patch notes for EVE Online: Inferno 1.0.5

To be released on Thursday, May 31, 2012.

Fixes

Factional Warfare

  • Dropped modules are no longer taken into account when calculating Loyalty Points for Factional Warfare kills.

Character Creator

  • Fixed an issue with the History slider which caused characters to appear with incorrect clothing or skin colors applied.

Localization

  • Resolved an issue with the Russian client which prevented character selection under certain conditions.

 

Patch notes for EVE Online: Inferno 1.0.4

To be released on Wednesday, May 30, 2012.

Fixes

Unified Inventory

  • Fixed an issue where inventory window would lock up if a player would assemble ships too rapidly.
  • Ship and POS corp hangars now remember which division was open when accessing them through right-click menus.

User Interface

  • It is now possible to drag a system name from an agent conversation to a chat window.

Modules

  • Ancillary Shield Boosters are now affected by the same bonuses and penalties as other shield boosters.

War Declaration

  • Fixed a bug that caused allies not to be added to wars.

Planetary Interaction

  • Command centers can now, once again, be deployed in Factional Warfare systems.

Graphics

  • Fixed an issue that would cause the runway lights on the Abaddon to render on top of the ship's hull.

 

Patch notes for EVE Online: Inferno 1.0.3

To be released on Tuesday, May 29, 2012.

Fixes

Unified Inventory

  • Fixed an issue where actions would fail if more than two cargoholds are opened.
  • Added a venue to recover impounded items if the corporation office has been removed.
  • Improved performance when handling large amounts of items.
  • Improved performance when working with starbases.
  • Added alphabetical sorting of containers.
  • Fixed an issue where open windows would still display as “active ship” if they remained open while changing ships.
  • Added your active ship to the “ship hangar” inventory.
  • Added the same functionality to containers in space as wrecks in space. They should now function the same.

User Interface

  • Fixed an issue where clicking too fast on the dock/jump button would break the action.
  • Fixed an issue where the autopilot fails to dock, but sits in close proximity to the station.
  • Improved performance when opening war reports with a high volume of data.
  • Improved performance when opening kill reports with a high volume of data.
  • Moved Crow and Malediction into their proper category in the reports.
  • Changed the display priority of the icons: "Has ally" will always trump the other options.
  • Added a timer to show you when a war is officially over.
  • Corporation taxation rate displays in its proper decimalized form in the corporation info window.

Search

  • Searching for names constructed entirely of hyphens will work without error.

Chat

  • Frogholing™ autolinks in chat works again as it used to. Any edits done to autolinked text after it has been autolinked will be retained and no translation or auto-completion will happen on receiving clients.
  • Auto-completed station links will no longer complete to the stations actual name. Instead they will complete, and translate, to: "Station: OrbitName" e.g. Station: Amarr VIII (Oris).
  • The auto-complete feature is now proper tag so any previously saved texts are not affected as they do not have the tag. This tag is only respected by the chat.

Miscellaneous

  • Corporation medal creation was broken in some localized clients. This is now fixed.

 

Patch notes for EVE Online: Inferno 1.0.2

To be released on Thursday, May 24, 2012.

Fixes

User Interface

  • Locked BPOs will now display correctly, i.e. be dimmed out compared to unlocked BPOs.
  • All Player Owner Structures can be renamed via the right click and Set Name function.
  • Dragging items to Inventory headers when they are stacked with other windows will now move items into those locations correctly.

War Reports

  • Double clicking to show info on a module in Kill Reports will now show you the correct information.
  • Allies will now have correct status in the allied list, instead of having "Can fight at {time}" for an extra day.
  • You can now drag War Reports to share. Players can make a list in Notepad of wars you like to follow and you can share them in chat with your friends (or enemies).
  • Decimal places have been removed from ISK value in War Reports to make the UI less cluttered.
  • Copying kill reports generated after Inferno now gives you information compatible with kill reports pre Inferno.

Localization

  • The German translations for the Inferno release are now included in the client.

Miscellaneous

  • Allies are now notified when they join a war.
  • Updated manufacture stats for Drone Damage Amplifier II and [Small/Medium/Large] Processor Overclocking Unit II.
  • Fixed floating point inaccuracies which were calculating distances to bookmarks when generating menu options. This was causing problems when trying to warp to bookmarks more than 150 km away.


Patch notes for EVE Online: Inferno 1.0.1

To be released on Wednesday, May 23, 2012.

Fixes

Character Creator

  • A texture issue that occurred on female avatar’s ankles has been fixed.
  • A texture issue that occurred on female avatar’s necks has been fixed.

EVE Voice, Mail & Chat

  • Fixed a problem where players didn't correctly leave chat channels, leading to server-side performance problems.

Factional Warfare

  • Corrected the wording in the Notification text when capturing Factional Warfare complexes.
  • When securing a capture point in Factional Warfare the text will no longer remain on screen and will behave normally.

Graphics

  • The Eris has had its legacy missile launcher geometry removed so that all 8 of the new missile launchers are now visible

Localization

  • When unable to leave a corporation due to having corp roles, the message stating that you are unable to leave will be properly translated.
  • The Japanese translations for the Inferno release are now included in the client.

Modules & Skills

  • Description text for the Ancillary Shield Boosters got updated.
  • The Target Breaker skill book got seeded and is now available.
  • Modules will no longer take minor damage unexpectedly when your ship is being damaged.

Science & Industry

  • Blueprints for Valkyrie SW-600 and Warrior SW-300 web drones got seeded.
  • Light Defender Missile blueprint got seeded.
  • Drone Damage Amplifier I and [Small/Medium/Large] Processor Overclocking Unit I can now be invented to get Tech II versions.

Unified Inventory

  • Fixed an issue where the new Unified Inventory would reopen every time a character jumped, docked, undocked or otherwise performed a session change.
  • Inventory window locations that are still accessible between docking and undocking will now remain open. For example a ships Drone Bay, if opened in a separate window.
  • Fixed an issue where players could not edit their Smart Filters.
  • Fixed an issue where Corporation hangars would not load correctly.
  • Attempting to move mixed groups of items into hangar locations that can only accept a specific item type, will now transfer the items allowed.

User Interface

  • Fixed an issue where icons would remain on the Neocom even though the window had been closed.
  • Kill Reports now say Unknown when we don’t know ISK value, instead of 0.00 ISK.
  • Various UI scaling changes were made to better display Asian fonts.
  • Double linebreaks should work again in multi-line input fields.
  • Fixed an issue where "Approach" and "Jump" functions were not functioning when orbiting or keeping an object at range.
  • Resolved an issue when using the strip fitting option in the fitting window.

 

Patch notes for EVE Online Launcher 1.320

To be released on Wednesday, May 23, 2012.

  • Fixed issues with patching on slow internet connections.

 

Patch notes for EVE Online: Inferno

To be released on Tuesday, May 22, 2012.

Features

War Declaration

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

Modules

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

Graphics

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

Character Creator and New Player Experience

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

Changes

Ships

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

Factional Warfare

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

Unified Inventory

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

Starbases, Outposts and Stations

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

Science and Industry

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

Market and Contracts

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

Skills

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

Ships

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

Graphics

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

User Interface

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

CONCORD and Kill Reports

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

Miscellaneous

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

Fixes

Player Owned Structures, Outposts and Stations

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

Graphics

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

Audio

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

Graphics

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

Science and Industry

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

Mac

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

Market & Contracts

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Exploration & Deadspace

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

NPCs

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

Corporation & Alliance

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

Agents & Missions

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

EVE Voice, Mail & Chat

  • Mails received for reimbursement will be properly formatted.

User Interface

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

Graphics

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

Localization

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

Miscellaneous

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


Patch notes for EVE Online: Inferno - Client Update 1

To be released on Tuesday, May 22, 2012.

This update addresses issues introduced with Inferno 1.0

User Interface

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

Patch Notes for Inferno 1.2

Patch notes for EVE Online: Inferno 1.2.7

Released on Tuesday, August 28, 2012

Fixes

User Interface

  • Fixed an issue where the tutorial icon could not be permanently removed from the Neocom.

 

Patch notes for EVE Online: Inferno 1.2.6

Released on Wednesday, August 22, 2012

Fixes

User interface

  • Fixed an issue where using a keyboard shortcut while mousing over another module would briefly display the wrong tooltip

 

Patch notes for EVE Online: Inferno 1.2.5

Released on Thursday, August 16, 2012.

Fixes

Ships

  • The ship maintenance bay will not longer accept ships with cargo loaded except for charges and/or ammunition, fuel in a fuel bay or drones in a drone bay.

Exploit fixes

  • An exploit has been fixed making the world a better place for all.

 

 

Patch notes for EVE Online: Inferno 1.2.4

Released on Tuesday, August 14, 2012.

Fixes

User Interface

  • The new tutorial will no longer open on log in if the show tutorial option is unchecked.
  • A Fleet/Wing/Squad commander is now able to warp their fleetmates to distances other than 0 km for a bookmark.
  • Module button tooltips are now smaller and have increased transparency.
  • An issue where tooltips could get into a stuck state and remain on screen has been fixed.

Character Customization

  • A black monocle that was unintentionally released has been removed and characters who had it equipped will have their portraits flagged for re-rendering.

Ships

  • Fixed a rare case where a self-destruct would terminate prematurely without actually destructing anything.

 

 

Patch notes for EVE Online: Inferno 1.2.3

Released on Monday, August 13, 2012.

Fixes

User Interface

  • Fixed an issue with text rendering, which caused corrupted text in some cases.
  • Fixed in-space User Interface pointers that would break when applying User Interface scaling.

Neocom

  • An issue where the Neocom portrait could become corrupted after re-customizing has been fixed.

Agents & Missions

  • A warning message about insufficient cargo will no longer be displayed when accepting a mining mission in a Mining Barge/Exhumer with sufficient free capacity in its ore hold.

Miscellaneous

  • 19 new player Alliance logos were added.

 

 

Patch notes for EVE Online: Inferno 1.2.2

Released on Friday, August 10, 2012.

Fixes

Ships

  • Fixed an issue with the ore-bay capacity skill bonus on the Retriever/Mackinaw that was preventing very large stacks being placed in the ore-bay.

User Interface

  • Upcoming events in the calendar are no longer overlapping each other.
  • Bracket labels have a different font style now to improve readability.
  • An issue where the new module tooltips could appear up the top left of the screen has been fixed.
  • Module button tooltips now have a delay before displaying and have been moved above the button.

Localized Clients

  • On the localized clients, the bonus descriptions for Hulk, Mackinaw, Skiff and Retriever now display the correct numbers.

 

 

Patch notes for EVE Online: Inferno 1.2.1

Released on Thursday, August 9, 2012.

Fixes

New Player Experience

  • Tutorial UI pointers should no longer show up and immediately disappear when switching between tutorial steps if they should not be visible in the current context.
  • Tutorial UI pointers should no longer stop working when undocking for a tutorial step left open.

User Interface

  • The Security status details can now be seen again from the Character Sheet.
  • The Drone settings icon will now be present if the drones window is nested with anything else.
  • In some cases Corporation Hangers at player owned stations could not be accessed by CEOs and Directors, that has been fixed now.
  • An issue with the Groups tab on the Market incorrectly displaying the 'Best price' details has been fixed.

 

 

Patch notes for EVE Online: Inferno 1.2

Released on Wednesday, August 8, 2012.

FEATURES

Character Creator and New Player Experience

  • New character selection
    •  Full screen interaction and mouseover.
    • "Choose race" map if fully interactive
    • "Choose bloodline" avatars are fully interactive
  • Aura Enhancements:
    • Clear instructions on what you need to learn at each stage.
    • Streamlined and more to the point.
    • Less painful experience for new EVE players - get your friends involved quicker!

 

  • Aura Directions
    • Aura UI pointers now look better.
    • Aura points out items in space and in the UI related to the current instructions.

 

  • Split icon for tutorials and help
    • Aura tutorial is its own neocom icon.
    • Keeps track of your current location in the series.

 

  • Market Search Results
    • Sorted and categorized for your convenience

 

  • Module mouseover enhancement
    • Show the range and type without needing to use showinfo.

 

  • Mission Overlay
    • See the bookmarks for your current mission in an easy to access panel.
    • Interact with mission sites, set destination, warp to etc.

 

  • Skill Unlocks
    • See what modules and ships are unlocked by various skills.

V3

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

Science and Industry

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

Rigs

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

CHANGES

Unified Inventory

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

Ship Balancing

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

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

EXECUTIONER:

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

CONDOR:

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

ATRON:

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

SLASHER:

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

 

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

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

IMPAIROR:

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

IBIS:

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

VELATOR:

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

REAPER:

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

 

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

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

Procurer

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

Retriever

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

Covetor

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

Skiff

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

Mackinaw

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

Hulk

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

Ships

  • Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
  • Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
  • The Tormentor has received an additional turret hardpoint, giving it a total of three.
  • Adjusted the material costs of the Atron, Condor, Executioner, Slasher, Incursus, Merlin, Punisher, Rifter, Tormentor to account for removal of ship tiers within the frigate class. Increased material costs show as “extra materials” in manufacturing bills and are not returned when the ship hulls are reprocessed.
  • Adjusted the material costs of the Procurer, Retriever, Covetor, Skiff, Mackinaw and Hulk as part of ship tier removal within the mining barge and exhumer ship classes. Increased material costs show as “extra materials” in manufacturing bills and are not returned when the ship hulls are reprocessed.
  • Increased base price of the Atron Blueprint, Condor Blueprint, Executioner Blueprint, Incursus Blueprint, Slasher Blueprint, Tormentor Blueprint, Procurer Blueprint, Retriever Blueprint, Skiff Blueprint and Mackinaw Blueprint to adjust for ship material cost changes.

Skills

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

Modules

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

Weapons & Ammunition

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

Market and Contracts

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

Science and Industry

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

Fittings and Saved Fittings

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

Agents & Missions

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

User Interface

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

Character Creation & New Player Experience

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

NPCs

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

Exploration & Deadspace

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

EVE Voice, Mail & Chat

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

Miscellaneous

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

FIXES

Character Creation and New Player Experience

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

Ships

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

Drones

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

Skills

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Rigs

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

Science and Industry

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

Market & Contracts

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

Starbases, Outposts and Stations

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

Agents & Missions

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

Exploration & Deadspace

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

Corporation & Alliance

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

EVE Voice, Mail & Chat

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

Graphics

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

Audio

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

User Interface

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

Graphics

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

Localized Clients

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

Miscellaneous

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

Patch notes for Inferno 1.3

Patch notes for EVE Online: Inferno 1.3.4

To be released on Monday, November 5, 2012

Fixes

  • The In-game pop-up message for the daily downtime was incorrect but has been fixed. It used to say that an hour was reserved for the daily downtime, but after the fix it correctly states that only a half-hour is reserved for the daily downtime (note that we rarely need to use that full half-hour)
  • Various backend fixes.

Patch notes for EVE Online: Inferno 1.3.3

To be released on Wednesday, October 24, 2012

Fixes

Factional Warfare

  • A cap on Victory Points in Factional Warfare systems has been implemented. At this time the cap is 100 VPs past whatever threshold is needed to make a system vulnerable.
  • Fixed a bug that has been occasionally causing system capture status in Factional Warfare to not update after downtime.
  • Fixed a bug that was causing the client to hang when loading Characters.

Patch notes for EVE Online: Inferno 1.3.2

To be released on Tuesday, October 23, 2012

CHANGES

Factional Warfare

  • Added Loyalty Point rewards for defending sites in your own faction territory. Amount of Loyalty Points gained is proportional to the vulnerable status of the system – the more vulnerable, the closer the rewards are with attacking sites.
  • Attacking players capturing complexes in vulnerable Factional Warfare solar systems don’t receive Loyalty Points anymore.
  • Added a donation tax to the Factional Warfare Infrastructure-Hub that is proportional to its respective faction war zone control. The more upgraded space a particular faction owns, the more Factional Warfare Loyalty Points will be wasted maintaining the donation tax instead of being normally spent.
  • NPCs in Factional Warfare sites now contest the capture timer just like players would. This only happens for players attacking a site, defending players can still capture it without interference.
  • Bleed-out from enemy players capturing sites on the same solar system than FW Infrastructure-Hub has been decreased from 50 to 10%.
  • Loyalty Point store price reduction from War Zone Control Tier system has been moved to a raw gain bonus for all Factional Warfare related activities (PvP kills, site capturing and mission running).

The old system was:

Tier1: LP store offers 4 times more expensive, LP gains unchanged
Tier2: LP store offers 2 times more expensive, LP gains increased by 5%
Tier3: LP store offers unchanged next to pre-Inferno levels, LP gains increased by 10%
Tier4: LP store offers 2 times less expensive, LP gains increased by 15%
Tier5: LP store offers 4 times less expensive, LP gains increased by 20%

The new system is:

Tier1: LP gains reduced by 50%
Tier2: LP gains unchanged next to pre-Inferno levels
Tier3: LP gains increased by 75%
Tier4: LP gains increased by 150%
Tier5: LP gains increased by 225%

  • Increased Loyalty Point costs for upgrading FW Infrastructure-Hubs.

Old upgrade costs were:

Level1: 10,000 LPs
Level2: 25,000 LPs
Level3: 45,000 LPs
Level4: 70,000 LPs
Level5: 100,000 LPs
Buffer: 150,000 LPs

New upgrade costs are:

Level1: 40,000 LPs
Level2: 60,000 LPs
Level3: 90,000 LPs
Level4: 140,000 LPs
Level5: 200,000 LPs
Buffer: 300,000 LPs

Further information about above outlined changes can be found in this devblog.

FIXES

Graphics

  • Resolved an issue that would remove the lines in the 3D starmap when switching between the solar system and star map.

Localization

  • Incorrect translations for “bounty” and “volume” have been corrected in the German client.
  • Various linguistic changes have been made throughout the Russian and German client.

 

 

Patch notes for EVE Online: Inferno 1.3.1

Released on Thursday, October 18, 2012

FIXES

Graphics General

  • Resolved an issue with Planetary Interaction mode displaying a black screen when you are in your Captains Quaters with HDR enabled.

Localization

  • The inventory window in Japanese and German clients will now correctly show the size of item stacks when in details or list view.

Market

  • DUST 514 items previously seeded for test purposes are removed from the market groups so they no longer appear in the EVE client.

 

 

Patch notes for EVE Online: Inferno 1.3

Released on Tuesday, October 16, 2012

CHANGES

EVE Chat

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

Market

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

Planetary Districts

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

Factional Warfare

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

Example

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

 

FIXES

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Miscellaneous

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

Graphics General

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

GENERAL

Uncategorized

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

Patch Notes for Escalation to Inferno

 

Patch notes for EVE Online Launcher 1.318

To be released on Friday, May 11, 2012.

  • The launcher now first tries to download patches that exists and apply them instead of creating them and if that fails, then download the existing patch.
  • The launcher will now check all files in the client and runs an update if any file is malformed, previously it was looking at the client build number in common.ini to determine if an update was required, meaning if common.ini was OK but other files not, then a client update was not started. This does not cover launchers that are set to not show up unless an update is required, they still using the old method of looking at the client build number in common.ini
  • Fixed an issue where patches where not being resumed correctly if the launcher was closed in mid-download of the create patch step. Resulting in a broken patch.
  • The play button was being enabled long before updates where finished, if pushed it would cancel the update and start the out of date client.

 

Patch notes for EVE Online: Escalation to Inferno 1.0.3

To be released on Wednesday, May 2, 2012.

User Interface

  • It is now possible to toggle the overload status of damaged modules.

Patch notes for EVE Online: Escalation to Inferno 1.0.2

To be released on Thursday, April 26, 2012.

User Interface

  • The font-size in the overview is now scaled properly when using UI-scaling.
  • The 'Travel to' option in the fleet broadcast window will now work as intended.

Patch notes for EVE Online Launcher 1.312

To be released on Thursday, April 26, 2012.

  • If the Launcher encounters an error while creating a patch, it will attempt to download a premade patch file instead. This should fix a broad spectrum of errors that occur during the "Creating patch" step in the Launcher.
  • When applying patches, if a patch failed on a single file, the Launcher would error immediately. It now it finishes patching what it can and then errors, leaving a less broken client.
  • If patching fails, the .patch file is deleted so that the bad data that caused the issue isn't used again when the user tries to update again after the failed update.
  • Launcher logs are now written to files with the naming convention launcher.[year].[month].[date].log instead of just launcher.log.
  • Additional, more meaningful logging.
  • A multitude of UI, localization and other minor bugs where fixed.

 

Patch notes for EVE Online: Escalation to Inferno 1.0.1

To be released on Wednesday, April 25, 2012.

Fixes

Items

  • Characters can once again access unanchored Secure Containers in space.  Note: Until the secure container has been anchored and has a password, it is NOT secure - ANYONE can access it!
  • Removing station container restrictions on items from the Lifestock, Frozen and Radioactive groups.  You can now sort your Frozen Foods and Janitors into containers as you see fit.

Market and Contracts

  • The range filter in the market window has been fixed so now it will retain the previous selection.

User Interface

  • Long item names are now shown correctly in the cargo window.
  • The ship HUD is now being displayed correctly after a session change with open planet view.
  • Orca pilots in NPC corps can again open their ships corp hangars when in space.
  • You no longer have to inject commas between search terms in the text based asset search. The keyword option hints will also match based on the beginning of the keyword rather than anywhere.

Localization
 

  • The Japanese translations of race and faction names are properly shown in the Japanese client.
  • The attributes panel of the character sheet is using the translation of the word “points” in localized clients.
  • Number formatting settings are now taken from the user’s regional settings instead of from the system’s regional setting.
  • Various linguistic improvements have been made throughout the client.

 

Patch notes for EVE Online: Escalation to Inferno

To be released on Tuesday, April 24, 2012.

Features

User Interface

  • All electronic warfare effects that you are on the receiving end of are displayed in icon format above your ship UI. These icons display who is ewaring you, what ship they are in and what type of ewar it is. Right clicking these icons also provides you with a useful context menu.
  • There is a new hairstyle available for female characters.
  • Entries in most table like scrolls, such as wallet transaction history, can now be copied with CTRL+C. If entries are selected, only those will be copied, but if nothing is selected and the focus is on the scroll, all the entries are copied. Pasting into other programs such as spreadsheets will line the entries up into rows and columns properly.
  • 'Clear Content' and 'Reload MOTD' menu options have been added to the chat channels.
  • There is now a right click option on the group/category trace in market details which allows you to find that group in the browse tab.
  • It is now possible to add personal notes to quickbar items. This is done through the right click menu ("Add additional text").
  • It is now possible to mark your own orders in market details. To enable this, a setting checkbox needs to be checked in the market settings tab. The orders marked as yours have 'modify order' option added to their menu.
  • A new text-fade effect is used in overview entries when fleet broadcast or electronic warfare indicators are visible and overlap the text. Also used in overview column headers when the sort triangle overlaps the text.

Changes

Crimewatch

  • The first phase of refactoring the Crimewatch system has been completed. This phase is mostly invisible from a gameplay perspective, but paves the way for future work on the criminal flagging and aggression mechanics. See this video for more details.
  • Setting a character to +10 standing will no longer give them automatic permission to legally take from your containers in space.
  • Jettisoned containers and ship wrecks are now tagged with the owner, corp and fleet at the time of creation, rather than testing for loot-rights every time they are accessed. This will mean that if the container’s owner logs off, leaves fleet, jumps or docks, then the other pilots will not lose loot-rights access to his containers. This also means that the white/yellow/blue colouring of container icons more accurately reflects their true status.
  • Characters in capsules will now show up as criminals on the overview just like when piloting any other ship.

Ships

  • Titans can now lock a maximum of three targets.
  • XL turrets have had their signature resolution set to 2000m.
  • Capital Turrets that are fitted to titans now have a new damage-scaling attribute; targets with a signature radius smaller than this size will take reduced damage from these turrets. This does not apply to dreadnaughts.
  • Siege modules have had their tracking penalty removed.

Incursions

  • Vanguard and Assault Sites have been revamped with the following changes:
    • NPCs have been grouped into waves and groups have been randomized; this will prevent blitzing and increase the random element within the sites.
    • Spawn triggers moved from individual NPCs to the group as a whole.
    • Lowered the rewards from Vanguard sites by 10%.
    • For more information see this blog.

NPCs

  • All common Rogue Drones will no longer drop alloys and will instead have bounties in line with other NPCs.
  • Meta 0 modules in NPC loot tables have been replaced with Metal Scraps.
  • The brackets of spawn containers (for hacking containers in mini profession sites) are now being grayed out after being viewed to make it easier to know which containers are not hacked yet.
  • NPC's will always aggress you when you warp into their aggression range.

Market & Contracts

  • A lot of modules have been added to the market that previously could only be found in Contracts. Mostly these are officer, deadspace, faction and storyline modules. Note that this only means that players can now buy and sell them between themselves.
  • Modules are sorted on the market by decreasing metalevel. So when you scroll down you should see increasingly more awesome modules.

Worldshaping

  • The security status of systems in Etherium Reach, Malpais, Oasa, Outer Passage, Perrigen Falls, The Kalvela Expanse and the Spire has been adjusted upwards to bring them more into line with the rest of nullsec.

User Interface

  • The Corporation Icon is now part of the Neocoms default layout. For users who are not in a player corporation they will be directed by default to the Recruitment tab.
  • The 'leaf' groups in the market can now be collapsed like all the other groups.
  • The 'Pose' icons within character creation and re-customization now display a clearer representation of the actual pose.
  • A few improvements have been made to the quickbar in the market. Items can now be dropped on the quickbar tab, it is possible to multi-select items in the quickbar, items in the quickbar can be copied over to another folder by CTRL dragging them to the folder, and now asset items can be added to the quickbar.
  • The most common user interface elements used to represent players can now be dragged over to various edit fields to add the character’s name. These fields include the private fields when creating contracts, edit field in the 'auditing' tab, and member edit field in the 'transactions' tab of the corp wallet.
  • The most common user interface elements used to represent item types can now be dragged over to various edit fields to add the types name. These fields include search fields in corp/personal assets, fields corp/personal transaction tabs, and an edit field in the window when creating an item exchange contract.
  • In Crucible 1.5, color coded security info was added to the solarsystems in the 'Route' tab of a show info window of a solarsytem. This security info has now also been added to the 'Related Solarsystems' tab for regions, and the 'Adjacent Solarsytems' tab for solarsystems.
  • 'Select Station' window for remote market orders now has 2 columns, station name and number jumps, and it's possible to sort the list by either one of those columns.
  • Hints that only repeated the original text in the scroll entry have been removed.
  • 'Select/Deselect All' buttons have been added to contract creation.
  • The currently active ship is no longer listed as available for trade during contract creation.
  • A 'Client' sub-menu has been added to the menu of transactions.

Modules

  • The Thukker Modified 100MN Microwarpdrive is no longer listed as a 100MN Microwarpdrive variant.

Agents & Missions

  • Agents' showinfo windows will now properly explain the minimum standings requirements needed to use them.

Graphics

  • Smoothing of shadow transition across geometry LODs.
  • Many small clothing intersections fixed.
  • Occasional graphical issues on NEX store previews fixed.

Technical

  • New file format for objects now result in faster loading and more efficient caching.
  • General optimization of the module display in the HUD. Dragging modules around and such will be much snappier.

Miscellaneous

  • A few types which were erroneously removed from Tranquility in Crucible 1.5 have been restored, most notably the old mines and their blueprints. People who were previously in possession of these types will have them re-added to their assets over the following few days.

Fixes

Agents & Missions

  • Driving a Wedge Part 1 messages are now human-comprehensible.
  • Agents in space now correctly identify their location when you try to talk to them remotely.

NPCs

  • Wrecks from NPCs killed by things other than players (such as in certain Factional Warfare missions) will correctly show as abandoned upon creation.

Player Owned Structures, Outposts and Stations

  • Fixed an issue where starbase fuel notifications weren't properly removed from the calendar when an online tower goes to anchored or is destroyed.
  • Standing and security loss for property damage is now correctly messaged in the character sheet -> security status transaction details.

CONCORD and Kill Mails

  • Player security statuses in the UI should now always be rounded to one decimal place, to match how the enforcement code rounds them. This should mean that the UI will always consistently report whether or not you're at or below -5.0.
  • Security status gains from NPC kills should once again be awarded to every player involved.
  • An issue has been fixed that stopped pilots from being able to add items to abandoned Jetcans using these containers as if they were their own.
  • When Illegally looting a container during a legal fight, the offending pilot now receives a warning that the action will also flag them to their opponent's corporation.

Graphics

  • Resolved and edge case where the sun lens flare would sometimes disappear after the warp tunnel was initialized.
  • Fixed an issue where warping through a planet would stop the warp tunnel from displaying in certain instances.
  • Resolved a defect where the station hangar scene would be rendered black if you disabled the station environment and alt+tabbed.

User Interface

  • An issue with the displayed messages when leaving or joining a chat channel with an edited name has been fixed.
  • Text entered using an IME is no longer concealing previously typed text, while it is being edited in the IME.
  • The in-game log is no longer breaking, when trying to display multi-line messages.
  • The overview is now sorted correctly directly after undocking.
  • A display issue with the Character info window has been fixed.
  • The Jukebox will no longer create a duplicate icon on the Neocom when it has been collapsed.
  • An issue with the right click context menu on empty areas within the chat windows has been fixed.
  • It is no longer possible to paste strings containing letters or other illegal characters into a numeric field to avoid scams (letters or spaces at the end will be stripped off, but a warning sound is played).
  • Overview entries are now being removed or added correctly when filtering by standing or fleet membership and their status is being changed.
  • An issue with dragging and dropping fittings onto and inside folders within the Market quickbar has been fixed.
  • It is now easier to place the cursor on empty lines, for example in the Bio or the Notepad.
  • An issue with the Station Services menu resizing when small station service buttons are used has been fixed.
  • It is now possible again to open show info windows by clicking the (i) button in solar system map hints (and other hints are being hidden while expanding one stack of hints).
  • Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable.
  • An issue with the alphabetical arrangement of entries in the Legality tab has been fixed.
  • Only one confirmation popup window is shown, when trying to close the game several times by clicking the close icon (or Alt+Ctrl+Q) repeatedly.
  • Significantly improved an issue where moving planetary interaction extraction pins would cause a performance loss.
  • Fixed an issue where a text string was missing in the Wallet drop down for the Datacore Fee transaction type.
  • In a localized client, local chat no longer becomes locked when jumping through stargates.
  • 'Show English tooltips' no longer blocks drag/drop functionality from list view of hangar.
  • 'Show English tooltips' no longer blocks access to right click menu.
  • Hovering over incomplete skill requirements in showinfo screens will once more show the required training time.
  • Instead of doing nothing, world map search now returns an error if you try to search with 2 or less character.
  • The transparency of stacked and pinned windows is now persisted correctly after relog.
  • 'Any' search type will now return results for corporation tickers.
  • Brackets of stations are now updating correctly when adding them as waypoint.
  • Several html encoded characters like < and > are now shown correctly in the overview.
  • Market region headers are now correctly aligned.
  • Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable.
  • Fixed an issue where words with an apostrophe in them would break onto two separate lines in mission text
  • The correct message for voting to unlock a blueprint now appears in the Open Votes window in Corporation/Politics.

Localization

  • The description of the Naga states the correct bonuses in the German client.
  • An issue with some item names showing the old versions in both the German and Russian clients has been resolved.
  • Exporting market data from a localized client is working again.
  • Various linguistic improvements and formatting changes have been made throughout the client.

EVE Voice, Mail & Chat

  • Join channel menu entries for fleet are now correct.
  • Previously clicked links are no longer being added when dragging fits or the solar system icon into chat.
  • The color of text in a MOTD is no longer reverting to its default color after a link.

Miscellaneous

  • The 'Micro Shield Transporter' sound effect will now cycle without an abrupt stop.
  • The Support, News, Account Management and Patch Notes buttons have been removed from the log in screen as they are now located in the launcher.

Patch notes for Crucible 1.6

Patch notes for EVE Online: Crucible 1.6.5

To be released on Thursday, April 12, 2012.

Fixes

  • An issue with selectable links in chat channels on non-English clients has been fixed.
  • The overview will now respect font size settings when localization tooltips are turned on.
  • A text size issue on the character creator bloodline screen has been fixed in the Japanese client.

Patch notes for EVE Online: Crucible 1.6.4

To be released on Wednesday, April 4, 2012.

Fixes

User Interface

  • Character skills are now easier to find as they are alphabetical in the client language.
  • Additional [] symbols removed from corp and alliance categories in Eve-Mail window.
  • Overview font now has a greater variation between large and small font (when not using tooltips!).
  • Agents now correcly update your journal with mission expiry date (and time if same day).
  • Some stations and names (50 characters long) are no longer skipped by searches.
  • The search field will now prioritize exact matches so that corporations using a very common term in their name will be searchable in Contracts and People & Places.

 

Patch notes for EVE Online: Crucible 1.6.3

Released on Tuesday, April 3, 2012.

Fixes

Localization

  • Several translations were fixed.
  • UI improvements for the Japanese Client to correctly display buttons with Japanese text.

User Interface

  • You can now add a station as a waypoint or set it as a destination via the In Game Browser.

World Shaping

  • Pax Amarria is back in print, now using an optimized production process.

Miscellaneous

  • Pilots with a Global Criminal Countdown in high security space will be prevented from warping (if they are in any ship other than a capsule). This is to prevent a tactic declared to be an exploit recently.
  • Improved the clock synchronization of the client.
  • Fixed several client crashes.
  • New Eden has become a better place by fixing an exploit.

 

Patch notes for EVE Online: Crucible 1.6.2

Released on Friday, March 30, 2012.

Fixes

User Interface

  • Formatting issues in EVE Mails have been resolved in the English client.
  • An issue with the error message when attempting to put too much fuel into a POS has been resolved.
  • In the agent conversation window, an incorrect marker for bilingual functionality has been removed.
  • An issue with NPCs and Large Collidable Objects showing the wrong names on the overview has been resolved.

 

Patch notes for EVE Online: Crucible 1.6.1

Released on Thursday, March 29, 2012.

Fixes

User Interface

  • It is now possible to send mails to mailing lists that contain more than one word in their name.
  • The “Declare War” vote picker is now formatted correctly.
  • It is now possible to change the market filter with tooltips being activated.

Localization

  • An issue with moons and asteroid belts not displaying correctly on the overview has been resolved for the Russian and German client.
  • The search in the World Map Control Panel is working correctly now in the localized clients.
  • In the Japanese client the universe dropdown list in the system browser is now displaying correctly.

Miscellaneous

  • An issue with search queries queuing up when the search server goes down has been resolved.

 

 

Patch notes for EVE Online: Crucible 1.6

To be released Wednesday, March 28, 2012.

Features

Localization

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

Changes

User Interface

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

Weapons, Ammunition and Implants

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

Localization

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

Corporation & Alliance

  • Corporations can now name divisions using unicode characters.

World Shaping

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

Fixes

Agents & Missions

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

User Interface

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

Localization

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

Miscellaneous

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