May 22nd, 2012War Declaration:
· The war declaration system has been completely overhauled and now adds a new dynamic to how wars are won and lost. Full details are available in the Dev Blogs, 'Changes to War Mechanics' and 'War, Modules and Super Friends'.
· Wars are now declared by the CEO or a Director and not through the voting system.
· The war declaration cost is determined by corporation size and the amount of active wars the aggressor has currently. Previously it counted defender wars. Price starts at 50 million.
Several loopholes for evading wars have been closed:
· If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.
· War shedding is no longer possible. Corporations that are at war will continue to be so, regardless of joining or leaving alliances.
All wars are now public:
· You can view a report of all wars currently active and see how both sides are doing.
· Mercenaries can offer their assistance, at a price, to the defending corporation or alliance.
· Both parties can offer “surrender terms” and attach a price tag if you are a CEO or Director.
All wars will now have a war report:
· As mentioned this will be public and available to everyone.
· Contains all kills and losses in date order.
· Contains a headline showing the total amount of damage inflicted.
· A Graph is available so you can view wars by ship class.
· Defenders in wars can get help from other corporations or alliances.
· Defenders can flag themselves as seeking aid.
· As stated above, any corporation or alliance can send a formal offer to ally with the defender for a particular war.
· The ally counts as being in war against aggressor and is included in the war report on the defender’s side.
Kill mails will now be known as kill reports. More details on these changes are available in the Dev Blog, 'Spaceship Murder Notifications':
· Updated to have a nice look and feel.
· Visually displays the victims fittings with an option to save it.
· Shows the total amount of money lost by the other player.
· They can now be dragged into chat and mails.
Modules:
· Brand new modules and ammunition have been added to enhance player choice when fitting a ship. Further details of all new modules can be found in the Dev Blog, 'War, Modules and Super Friends'.
· The Reactive Armor Hardener : A low slot module that adjusts resists according to incoming damage. You can only fit one, but it lets you fight lazy!
· Extrinsic Damage Amplifier: A low slot, drone damage module which allows your drones do more damage, much in the same way that Gyrostabilizers or Heat Sinks work.
· Ancillary Shield Boosters: A mid slot active tanking shield module which lets you boost a lot of shield but at a massive need. Requires charges to operate and comes in small, medium large and X-Large.
· Target Spectrum Breaker: A mid slot module that has a chance of breaking the lock of ships that are targeting you. Downsides is that you have a reduced scan res and it breaks your lock when going off.
· Light and Medium Web Drones: Light and medium versions of the stasis webifying drones we already have.
· Cap Battery Changes: All capacitor batteries provide an inherent defense against Nosferatu and Energy Neutralizers. A portion drained is reflected back on the aggressor.
· Defender Missiles: Defender missiles have now been split into size categories light and heavy.
· Overclocking Processor Units: A rig that increases your CPU, but at the cost of shield recharge rate.
Graphics:
New missile launchers and launch effects are released with Inferno and add a new level of immersion to EVE Online. Missiles will now swarm to targets from brand new launchers equipped to ships. You can see a video of the new effects by clicking this link. The new launchers are:
· Bomb Launcher
· Citadel Torpedo Launcher
· Citadel Cruise Missile Launcher
· Torpedo Launcher
· Cruise Missile Launcher
· Heavy Missile Launcher
· Heavy Assault Missile Launcher
· Rocket Launcher
· Rapid Light Missile Launcher
· Light Missile Launcher
Brand new effects have been added for all:
· Missiles.
· Missile Muzzle effects.
· Missile Trails.
· Missile Explosions.
· Improved distribution of damage locators.
Brand new Stealth Bomber models have been added for the:
· Manticore
· Nemesis
· Purifier
· Hound
· The transformation of Amarr ships has been completed and will now appear in V3 format for all of the following ships.
· Industrial
· Battleship
· Battle Cruiser
· Cruiser
· Destroyer
· Frigate
· Shuttle
· Please note that the Minmatar V3 is still in progress and will be released in the very near future.
Character Creator and New Player Experience:
· The skin color options in the character creator and re-customization have been changed so the color of your skin is no longer constrained by the bloodline of your avatar. All bloodlines now have a broad range of distinct skin tones ranging from pale to dark.
· As skin tone can only be chosen when creating a new character or resculpting, all existing characters on TQ have been given one free resculpt.
· Bloodline hair-color restrictions have been lifted in the character creator and re-customization.
Changes:
Ships:
· Inferno will be the first-step taken into removing the Tier system out of ship classes; please refer to the Dev Blog, 'Rebalancing EVE, one ship at a time' for more details.
The first batch of changes affect the Tormentor, Punisher, Merlin, Incursus and Rifter frigates:
· Tormentor: role changed from mining to combat ship
· New bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level.
· Slot layout: 3 High, 3 Mid, 4 Low; 2 turrets and no launchers.
· Fittings: 49 PWG, 130 CPU
· Defense (shields / armor / hull) : 350 / 450 / 400
· Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
· Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
· Drones (bandwidth / bay): 10 / 10
· Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
· Sensor strength: 9 Radar
· Signature radius: 35
· Punisher: improved role as close range brawler
· New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
· Slot layout: 4 High, 2 Mid, 4 Low; 3 turrets and no launchers
· Fittings: 55 PWG, 124 CPU
· Defense (shields / armor / hull) : 350 / 500 / 450
· Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
· Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
· Drones (bandwidth / bay): 0 / 0
· Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
· Sensor strength: 9 Radar
· Signature radius: 37
· Merlin: changed role from sniper to close range brawler.Warning: due to the high-slot and launcher hard point removal on the Merlin, we highly recommend players to dock in a safe place or swap ships before release date.
· New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level.
· Slot layout: 3 High, 4 Mid, 3 Low; 3 turrets and no launchers.
· Fittings: 40 PWG, 180 CPU
· Defense (shields / armor / hull) : 500 / 350 / 400
· Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
· Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
· Drones (bandwidth / bay): 0 / 0
· Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
· Sensor strength: 11 Gravimetric
· Signature radius: 39
· Incursus: improved role as close range brawler.
· New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level.
· Slot layout: 3 High, 3 Mid, 4 Low; 3 turrets and no launchers.
· Fittings: 45 PWG, 135 CPU
· Defense (shields / armor / hull) : 400 / 450 / 500
· Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
· Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
· Drones (bandwidth / bay): 5 / 5
· Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
· Sensor strength: 9 Magnetometric
· Signature radius: 42
· Rifter: role and bonuses unchanged
· Unchanged Slot layout: 4 High, 3 Mid, 3 Low; 3 turrets and 2 launchers.
· Unchanged fittings: 37 PWG, 125 CPU.
· Defense (shields / armor / hull) : 450 / 400 / 350
· Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
· Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
· Drones (bandwidth / bay): 0 / 0
· Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
· Sensor strength: 8 Ladar
· Signature radius: 35
Factional Warfare:
· A substantial overhaul has been made to Factional Warfare and full details can be found in the Dev Blog, 'Factional Warfare Overhaul'.
Name Standardization:
· The metric which determined control over Factional Warfare systems, Occupancy, has been replaced with Sovereignty for clarity purposes.
· Factional Warfare Control Bunkers have been replaced by Infrastructure Hubs. This change mainly is cosmetic as no attribute has been altered except for signature radius, which has been increased to 4000.
· The World Map Control Panel filters for Factional Warfare have been reworked. The “Occupancy” tab has been removed, simplified filters are now available under the “Sovereignty > Factional Warfare” tab.
Factional Warfare Page:
The Factional Warfare page has been significantly improved to include the following:
· Information delivery has been clarified by splitting data over three tabs: “War Zone Control”, “Statistics” and “Rules of Engagement”
· War Zone Control display war information for Factions as a whole, lists gained bonuses, displays upgraded systems, shows a Star Map with contested and vulnerable areas. See “War Zone Control” paragraph below for more information.
· The Statistic page display personal, corporation and militia wide data regarding Factional Warfare performance.
· The Rules of Engagement tab explains basic mechanics of Factional Warfare regarding territorial contest, upgrade process, combat and reward mechanics as well as consequences for joining.
Station deny docking:
· All stations located in enemy Factional Warfare systems will now deny docking to the opposing militias. Neutrals are not affected by this change and can still dock anywhere they please.
· All stations located in enemy Factional Warfare systems will now deny service use to enemy pilots that managed to dock before Sovereignty switched hand. Neutrals are not affected.
Upgrading Solar systems:
· It is now possible to upgrade a solar system owned by your own faction by spending Factional Warfare Loyalty Points (LPs) into the respective Infrastructure Hub.
· Donating LPs is done in close proximity of the Infrastructure Hub (closer than 2500 meters) and is taken from the respective Factional Warfare Militia Corporations 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force.
Upgrading a Factional Warfare system gives system-wide bonuses to the faction that owns it and neutrals:
· Level 1 requires 10,000 LPs: all stations in the system receive 1 additional slot, broker fees on contracts and market orders created in the system are reduced by 10%, medical clone costs are reduced by 10%
· Level 2 requires 25,000 LPs: all stations in the system receive 2 additional slots, broker fees on contracts and market orders created in the system are reduced by 20%, medical clone costs are reduced by 20%
· Level 3 requires 45,000 LPs: all stations in the system receive 3 additional slots, broker fees on contracts and market orders created in the system are reduced by 30%, medical clone costs are reduced by 30%
· Level 4 requires 70,000 LPs: all stations in the system receive 4 additional slots, broker fees on contracts and market orders created in the system are reduced by 40%, medical clone costs are reduced by 40%
· Level 5 requires 100,000 LPs: all stations in the system receive 5 additional slots, broker fees on contracts and market orders created in the system are reduced by 50%, medical clone costs are reduced by 50%
· After level 5 is a buffer that does not give any bonuses, but prevents the system losing upgrades directly when fully maxed. See “Capturing Payout” paragraph for more information.
· Additional station slots are only added if they exist before the upgrade. New slots are not created if the station didn’t have it in the first place. Example: a station that had copy and manufacturing slots before an upgrade will receive one additional slots in these two areas, but will not receive any ME or PE slots.
· It is not possible to gain an infinite amount of additional slots by repeatedly upgrading, then downgrading the system: additional lines being used will stay booked by their initial owner until the job expires. That means an opposing faction may have to wait for the previous job owner to relinquish his line before having access to it.
· Medical clone costs do not apply to Jump Clones.
· War Zone Control
Holding and upgrading Factional Warfare systems now have an impact in a faction success as a whole. Number of systems and upgrades hold in the same War Zone (Amarr/Minmatar or Caldari/Gallente War zones respectively) are counted as part of points, then used to unlock War Zone Control tiers:
· War Zone Control Tier 1 – between 0 and 20% of total War Zone points: the faction LP store prices are multiplied by four next to their pre-Inferno numbers.
· War Zone Control Tier 2 – between 20% and 40% of total War Zone points: the faction LP store prices are multiplied by two next to their pre-Inferno numbers, the faction receives 5% bonus to all Factional Warfare LP gains.
· War Zone Control Tier 3 – between 40% and 60% of total War Zone points: the faction LP store prices are the same as pre-Inferno, the faction receives 10% bonus to all Factional Warfare LP gains.
· War Zone Control Tier 4 – between 60% and 80% of total War Zone points: the faction LP store prices are twice as cheap as their pre-Inferno numbers, the faction receives 15% bonus to all Factional Warfare LP gains.
· War Zone Control Tier 5 – between 80% and 100% of total War Zone points: the faction LP store prices are four times as cheap as their pre-Inferno numbers, the faction receives 20% bonus to all Factional Warfare LP gains.
· War Zone Control bonuses are applied to all the respective faction members no matter where they are – neutrals and enemies are not affected.
· War Zone Control only affects ISK and LPs requirements on their respective faction LP store offers.
· War Zone Control only affects the respective Factional Warfare Militia Corporations (24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force). Other corporations are not affected by such a change.
Capturing payout:
Factional Warfare sites now give Loyalty Points when captured:
· Minor sites: 10,000 LPs
· Standard sites: 17,500 LPs
· Major sites: 25,000 LPs
· Major Stronghold or Major Compound sites: 30,000 LPs
· Infrastructure Hubs: 40,000 LPs
· All LP gains are split among all eligible members. Example: Two Amarr enlisted players capturing a Minmatar or Gallente Minor site would only receive 5,000 LPs for the 24th Imperial Crusade each.
· All LP gains are also split toward allied factions. Example: one Amarr and one Caldari enlisted players capturing the same Minmatar or Gallente Minor site would still receive 5,000 LPs each – for their 24th Imperial Crusade and State Protectorate corporations respectively.
· Cloaked or pilots in pods or shuttles will not receive any payout.
· Only attacking enemy sites will yield LPs – defending will not. Example: one Amarr enlisted pilot defending an Amarr site will not receive anything. The same Amarr pilot capturing a Minmatar site will be normally paid.
· Capturing LPs through Factional Warfare sites will cause the enemy Infrastructure Hub in the same solar system to lose half of the gained LP amount. Example: An Amarr enlisted pilot receiving 10,000 LPs for capturing a Minmatar Minor site in Amamake will cause the Infrastructure Hub there to lose 5,000 LPs, possibly causing it to lose an upgrade level.
· Factional Warfare sites now give 20 Victory Points instead of 100 – this was done to increase solar system capture time significantly and reduce likelihood for a Factional Warfare pilot to be stranded in a station that switched loyalty while he was away.
LPs for kills:
· Destroying enemy player ships will give LPs to the player giving the final blow.
· Exact formula is: [Given LP] = ([Market value of target ship] - [Max. Insurance market value] + [Fitted mods, rigs and subsystem market value] + [Transported items market value]) / 10000.
· Please note insurance is always counted at its maximum value no matter what the insurance value on the destroyed ship actually is to discourage farming.
· If the player giving the killing blow belongs to a fleet, LPs will be split to all friendly faction members in the grid. Example: a fleet of 2x Gallente Federation and 2x Minmatar Republic members destroy a target enlisted in the Caldari State worth 4000 LPs. No matter who had the killing blow, each Federation pilot will receive 1000 LP for the Federal Defense Union, while each Minmatar capsuleer will gain 1000 LP for the Tribal Liberation Force.
· Standing requirements
· Required faction standings to join Factional Warfare have been lowered from 0.5 to 0.0. Please note that players having negative standings will still be kicked out of their respective faction as usual.
· The Advanced Military Career Path tutorial has been adjusted in consequence – the final mission now gives the Rapid Firing skill book instead of a Letter of Recommendation.
Research agents and datacore changes:
Datacore offers have been added to Factional Warfare Militia Corporations (250 LP and 250,000 ISK for a package of 5):
· 24th Imperial Crusade: Amarrian Starship Engineering, High Energy Physics, Laser Physics, Mechanical Engineering, Nanite Engineering.
· State Protectorate: Caldari Starship Engineering, Graviton Physics, Mechanical Engineering, Quantum Physics, Rocket Science.
· Federal Defense Union: Electromagnetic Physics, Electronic Engineering, Gallentean Starship Engineering, Mechanical Engineering, Plasma Physics.
· Tribal Liberal Force: Hydromagnetic Physics, Mechanical Engineering, Minmatar Starship Engineering, Molecular Engineering, Nuclear Physics.
· Please remember all above prices are affected by War Zone Control LP Store multipliers.
· Field multipliers for all research categories have been removed (this affects Research Point per day). Besides, all Research Points requirements to claim one Datacore have been increased from 50 to 100.
· Each datacore will now require 10,000 ISK to claim on top of the 100 Research Points
· Research Point amounts will not be adjusted in any shape or form with Inferno release.
Unified Inventory:
· An Index tree has been added into the Inventory window showing all accessible inventories within stations while docked and within ships while in space. Full details are available in the Dev Blog, 'Unified Inventory'.
· Client inventory performance has been enhanced greatly making it possible to work with hundreds of items without serious framerate drop.
· New look and feel for inventory items.
· Cut and paste shortcuts implemented for inventory items.
· Assembled containers will now appear as part of the new index tree.
· A new capacity meter has been added to the inventory window which gives instant feedback on capacity changes before items are moved between locations.
· A new Smart filter system has been added to the Inventory window that allows players to filter items by various means and save the filters for later use.
· All inventory items now have estimated market price displayed for individual items through tooltip as well as showing combined market price on all selected items in the lower bar of the inventory.
· Market deliveries now appear as an independent entry in the index view of the Inventory, regardless of whether an office has been rented in the station.
· POS inventory locations are now automatically appended to the inventory tree index when the structures are within your current grid.
· Starbases, Outposts and Stations"
· Unanchoring an assembly array that has active jobs in its assembly lines now warns the player that the jobs will be aborted and materials lost.
· Science and Industry"
· When using quick running compression jobs from a Rorqual, the completed job would sometimes not show up for 5 minutes in the Science & Industry window. It will now show up within one minute at most.
Market and Contracts:
· Market tax has been increased from 1% to 1.5% as a part of our initiative to keep the EVE economy healthy.
Skills:
· Fixed some minor spelling errors in the description in several Science skills.
Ships:
· References to Siege Missile Launchers have now been updated to refer to Torpedo Launchers in Stealth Bomber descriptions.
Graphics:
· A small white square that glowed when looking at Celestis variants while rotating the camera will no longer show.
· Turret locators on the Nighthawk are now located correctly.
· The Nighthawk now has the Caldari booster glow.
User Interface:
· User created groups on the Neocom can now be renamed and given a two letter abbreviation so that it is easier to distinguish between custom groups.
· Clients viewing autolink items and solar systems will see the name translated into their client language if supported.
· The image in the "Show Info" window can now be dragged and dropped in chat to create a link to the type or item that is being viewed in the info window. Character portraits can also be dragged to Contacts to add the character as a contact, and item images can be dragged into the market quickbar to add the type to the quickbar.
· The "Jump To" right-click menu has been changed so it behaves like the "Bridge To" menu. That is, if there are more than 20 alliance beacons they will be divided into submenus with 20 beacons each.
CONCORD and Kill Reports:
· To avoid confusion, Capsules with a Global Criminal Countdown will no longer appear as a red target on your overview. This is reverting to pre-Escalation behaviour.
Miscellaneous:
· Detail texture map missing from the Nomad has been restored.
· If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position.
· You will now be informed that you have lost connection with EVE instead of abruptly shutting down the client.
Fixes:
Player Owned Structures, Outposts and Stations:
· Items in Silos will no longer freeze during shuffling and moving.
Graphics:
· Mining drones will once again play their full animation and effect cycle.
· The turret shader preset has been fixed for the Cynabal. Turrets fitted to this ship will now appear correctly.
Audio:
· An issue with the gate activation audio sfx occasionally not playing has been fixed.
· The energy vampire effects will now play sound when used.
· An issue with Vivox that could crash the client has been fixed.
· Resolved a problem where the volume of turrets would not change based on the distance of your camera.
· An issue with the ambient audio in the station hangars has been fixed.
· Resolved an issue in the mixer structure that caused low volume on ship effects such as the vampire module.
Graphics:
· Resolved a geometry hole that would appear on the lowest LOD setting for the Lachesis ship.
· The Echelon has been V3'd which fixes 3 broken decals on the ship hull.
Science and Industry:
· Fixed an issue where BPCs invented with decryptors would sometimes have one less production run than they should have.
· Show info windows for blueprint copies stored within containers will now show accurate data.
Mac:
· The Captains Quarters screen will now rotate between screens as intended.
· An issue where numbers where incorrectly formatted when using regional settings where space was the thousand separator has been fixed.
Market & Contracts:
· You are now able to find contracts issued by characters where the subject name is a subset of another entity´s name.
Modules:
· Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck.
· The Dual Modal Giga Pulse Laser I will now correctly have the benefits of 'Turning on Overload' applied to it. The increase in damage is correctly updated in the fitting window.
· The Triage II Module now has the correct effect associated with it when activated.
Boosters and Implants:
· 'Gunslinger' Small Projectile Turret implants now conform to the new naming convention.
Weapons & Ammunition:
· Descriptions have been updated for Conflagration Laser Crystals, Tremor and Quake artillery charges.
· When their intended target dies before they get there, missiles will no longer move in an erratic manner.
Exploration & Deadspace:
· The green centroid lines between probes are now displayed correctly if the player has jumped between systems without closing the map.
· Reconnecting to lost probes when travelling through wormholes will now be more consistent and stable.
NPCs:
· Wrecks of NPCs are now properly identified and are no longer just numeric ID's.
Corporation & Alliance:
· All other pending corp applications are now properly removed when you join a new corporation.
Agents & Missions:
· Tidied up several misleading escalating path messages in missions.
· Sometimes the client would lockup on trying to remove offered missions. This no longer happens.
EVE Voice, Mail & Chat:
· Mails received for reimbursement will be properly formatted.
User Interface:
· The link detection in chat has been improved (unicode support, multiple links in one line).
· Fixed a small UI error which showed that a sole Wing Commander was entitled to a fleet boost when this was not actually the case.
· On the map screen, Militia Ships Destroyed in the Last Hour now update the number correctly. Previously it always displayed 1.
· The non-functional "Set Name" option has been removed from the contextual menu when right clicking the station name of an asset location. Stations cannot be renamed.
· The People & Places contacts divider will now remember its position as set by the player.
· An issue with the 'Use Active Overview Settings' checkbox in the Scanner UI has been fixed.
· Agent portraits can now be seen with clients at 125% UI scaling.
· When placing a Buy Order, the quantity for the item will again have separators and no decimal places.
· The Jukebox window will no longer expand during a session change, such as docking or undocking, if it was previously collapsed.
· When sorting by value for the standings transaction window, values are now sorted numerically instead of alphabetically.
· An issue with the sorting of Log entry times around midnight has been fixed.
· Fixed the text spacing in the "Accept Quote?" window for Manufacturing, so that text is no longer overlapped by UI elements.
· Tooltip requiring the user to train additional levels in "Interplanetary Consolidation" will now display correctly when no more command centers can be placed on a planet.
· Fixed an issue where Dominant Sovereignty Holder names longer than 39 characters would overlap the Kills in the last 24H label in the Sovereignty window. The names will now instead be clipped if the window is too small.
· The notepad will now save changes if it has been closed via the shortcut key.
· Fixed an issue where Station waypoints were being changed to System waypoints when cancelling Waypoint optimization and closing the map.
· It is possible again to use the "arrow up" key to select items in the overview after a session change when the overview is in focus.
· The Corporation icon can now correctly be removed from the Neocom. Fixed an issue where it would be added after removal on client restart.
· Ship names in the fitting management window will no longer be fully capitalized.
· The mysterious and enigmatic 'c' before the icon in the Redeem Items window, has disappeared into the cold, dark night.
· Searching for Aura in People & Places will now only return the user’s starting Aura agent.
· Having bilingual tooltips enabled will no longer insert additional tags into copied kill reports.
Graphics:
· The Abaddon boosters length are now equal.
· The boosters on the Retribution now fit snugly into the engine exhaust.
· Resolved an issue with the infested Dominix drone, all of the animated legs will now display and animate correctly.
· The fourth turret hard point no longer intersects with the top wing on the Vengeance model.
· A texture seam in the Pulsar Nebulae has been fixed.
· The booster trail on the Executioner no longer intersects with the exhaust geometry.
· The turret locators on the drake have been repositioned onto the ship?s hull.
· Resolved an issue where the Dismantler Alvior drone would not have animated shadows.
· All Caldari industrials now have the shadow effects restored.
· The animated cockroach model on infested rocks will no longer corrupt and show up on your ship.
· The tech2 ORE ships have had their red lights restored.
· Resolved locator issues for a large majority of NPC models using the Velator hull.
· The EoM 'Death Knight' NPC now uses the updated V3 Maller with the appropriate EOM skin.
· Fixed a texture seam on all mining barges.
· The Dominix turret locators are mirrored once again.
· Resolved turret locator issues with the NPC Ibis models.
· Fixed the booster locators for the Arbitrator so they are closer to the ships geometry.
· The Mordus frigate is now using the correct skin.
· Fixed the booster locators on the Retriever hull.
· Resolved locator issues on the following ship hulls: Nighthawk, Vulture, Ferox, Drake, and Widow.
· Re-added the blinking lights to the Mordus Frigate.
· Resolved an issue with the Strip Miner undeploy animation, the turrets will no longer bob up and down.
· Resolved a legacy issue where effects would linger in the scene if your client was minimized for an extended period.
· Increased the Nebula resolution quality on select systems.
· Removed additional thrusters from the Einherji Fighter.
· Drone Fighters now preview correctly.
· The booster glow areas have been added to the Naga.
· Resolved a locator issue with the Concord SWAT frigate.
Localization:
· Autolinking now auto-completes on the client side as well as translating to the clients language.
· Nightstalker goggles now properly displayed when client is set to Japanese text.
Miscellaneous:
· Resolved an issue where the Mega Pulse Laser firing sound 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.
May 9th, 2012· It is now possible to toggle the overload status of damaged modules.
April 16th, 2012Fixes:
· 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.
April 2nd, 2012Fixes:
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 API.
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.
March 28th, 2012Features:
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.
March 18th, 2012Features:
Technical:
· We’re replacing the current patching mechanic and replacing it with a Launcher. Players will be asked to download a small patch after downtime on Tuesday which will contain the Launcher. Once this has been completed, the EVE Launcher will start, which will automatically patch your client to the correct version. Full details are available in this blog.
Ships:
· We have revamped the rookie ships which are the first ships new players see in the game. You can read, and see, all the changes to the Ibis, Impairor, Reaper and Velator in this blog.
Exploration and Deadspace:
The following 2/10 deadspace sites have been added:
· Blood Raider Human Farm
· Serpentis Live Cargo Distribution Facilities
· Sansha Acclimatization Facility
Changes:
NPC's:
· Changed how NPCs are spawned in EVE. You will no longer get the same type of NPCs in the same spawn.
Character Creator and New Player Experience:
· In Character Creation and Re-Customization, the four portrait snap shots now retain all the background, pose and lighting settings of the portrait. This will allow you to quickly switch between them without changing settings, either by clicking on them or using the F1 - F4 keys.
· The idle animations of your avatar will now pause when you are making sculpting changes.
· The Tucking and Browsing buttons in Character Creation and Re-Customization have been moved to the side panel.
Player Owned Structures, Outposts and Stations:
· Control towers in wormhole space no longer reveal distance in the Control Tower Management window.
· If a Control Tower was configured with exactly 0.0 for "Attack if security status lower than", then it would ignore this setting altogether. This has now been fixed.
Modules:
· Weapon turrets now have consistent masses.
· The Group containing Afterburners and Microwarpdrives has been renamed from "Afterburner" to "Propulsion Module", so that we no longer have Microwarpdrives in a group called "Afterburner".
· All Kinetic missiles now have the name ‘Scourge’ back.
· All scripts now carry the suffix ‘Script’ after their name. This affects Focused Warp Disruption, Optimal Range Disruption, Tracking Speed Disruption, Scan Resolution, Targeting Range, Optimal Range and Tracking Speed.
· Shield hardeners, Shield resistance amplifiers, Armor hardeners, Energized plating and Resistance plating will all have their damage type inserted into their names.
· 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.
· All skill hardwirings in the game have had their names changed to conform to a particular scheme, where the name of the implant's affected skill is followed by a numerical appellation that indicates first the implant's slot and second the implant's percentage bonus.
Market & Contracts:
· "Missiles" market group is now called "Missile Launcher Operation".
· Market Buy orders will now appear in yellow text if the location of the item is included in your current destination route.
· A “View market details” button has been added to the “Modify Order” window.
· Double clicking on an order will now open up the market details for that item type.
· You can add an item to the Market quickbar by dragging an inventory item or ship module (in ship-ui) onto the quickbar.
· You can SHIFT+drag blueprints onto the Market quickbar (or hold down shift when picking "add to quickbar" from the menu), you add a folder to the quickbar. In that folder are all the materials needed for the activity you pick (and the blueprint itself. (Non-market items appear greyed out)
· Non-market items can now be added to the market quickbar but they are greyed out.
· You can now sort market orders by Region on the Orders tab.
Graphics:
· All ORE ships now have the correct factional engine trails.
· Ships will now inherit the correct engine trail color from their race type.
· Ship hull effects will now follow any animations associated with that ship.
· Fixed an issue where the region label for the starmap will no longer appear when switching shader/texture settings.
User Interface:
· Checking the box in the Escape menu to turn off drone models will now state that a reboot is required for this to take effect.
· Overview: New entries for the overview are now added immediately and do not have to wait for the next regular refresh.
· "Cut" (ctrl+x) can be used now in contract and market order dialogs.
· Users can now drag groups from the E menu (Accessories, Business and Social) onto the Neocom even when items within those groups are already on the Neocom. Items already on the Neocom will not be present in the groups when dragged from the E menu. Users can add or remove to the group folder as with any other folder.
· Added percentage tooltips for Armor/Shield/Structure bars on targeted ships.
· The Neocom will now reset to its default width in addition to its default button configuration when using the "Reset Buttons" option found when right clicking on the Neocom. This option is also available to players in the ESC menu under "Reset Settings".
· Double clicking icons on the Neocom will now only open or close the window rather than open and close the window as the Neocom recognizes double clicks in addition to single clicks.
· Fixed the formatting of the hover over tooltip for Transactions found in the Wallet. Each piece of information is now given its own line. Character first names have one line and surnames have another.
· The correct fleet icon will now be used regardless of how the window is opened.
· You will now be able to drag character Info Links in the chat to your watch list.
· The banners on the NeX store have been updated. The 'Grand Opening' has now ended.
· You can now sort your Personal Assets by 'Number of Items' per station.
· Added route length & security info to the "Route" tab in the solar system info window.
· The right click menu can now be accessed by right clicking on the icon in the Selected Items window in the Overview.
· The Compare window has now been added to the shortcut options in the Escape menu.
· Added a character counter to the Bio, Notepad and other similar text fields.
Drones:
· Fighter drones now get a little closer to their targets before switching off their MWD. This should result in fewer cases of fighters "stopping short".
· All drone blueprints now reside in a group that matches the relevant drone's group. For example, blueprints for Cap Drain Drones now reside in the "Cap Drain Drone Blueprint" group.
Localization:
· The required standings for R&D agents are now displayed correctly in the German client.
· The description for the Thrasher now displays the correct bonuses in the German client..
· Fixed multiple typos and grammar in the German and Russian clients.
· We have made improvements to the performance and memory usage of our new localization engine Cerberus.
· The processing for agent messages has been moved to the client. This resolves the long standing issues with mission text being partially shown in the wrong language.
· Period, comma and numpad-period, can now all be used as decimal marker regardless of OS, Regional settings, client or languageID.
Fixes:
Character Creator and new Player Experience:
· An issue with certain lipstick colors not appearing correctly has been fixed.
· Characters no longer turn on their invisibility cloak inside CQ when you change non-character specific texture quality options.
· A display issue with character portraits on the Mac client has been fixed.
· A PhysX crash that occurred in the Character Creator and the Captain's Quarters has been fixed.
Player Owned Structures, Outposts and Stations:
· Outpost platforms now properly state that they require sovereignty to use.
Skills:
· Hull Tanking - Elite certificate no longer directly requires Hull Upgrades IV, as this is superseded by the requirement for Core Integrity - Elite.
Ships:
· Resolved an issue where sentry guns would not display their firing effect and sound when attacking.
Sound:
· The salvager module sound has been restored.
· Resolved a bug where 250mm Railguns shared the same sound as Blaster cannons.
Modules:
· All Tech 2 blueprints will no longer have market entries. Any blueprint that's ever been used for manufacturing or research cannot be listed on the market, which is assumed to apply to all T2 BPOs, and having a market entry for them is causing showinfo to have a "view market details" button rather than "find in contracts".
· Cloaking devices will consistently describe their effect on a ship's maximum velocity.
· The Dual Modal Giga Pulse Laser I has now only one overheat bonus just as it was intended and is now in line with the other lasers of the group. Can still not be fitted on live sharks.
User Interface:
· The auto completion for text fields will now work if that window is stacked with other windows.
· Selecting a word in a text input box with a double-click or right-click (to link the item) is no longer including trailing spaces which makes linking much easier.
· The timer for "Next Clone Jump Available" will now always display the remaining time after a clone jump, even if no additional clones have been installed.
· The log will show the correct message if a user is attempting to anchor an item that can be anchored that is already being anchored. Anchor that!
· UI Scaling: The position and direction of the ship in the map-browser and tactical overlay has been fixed.
· Some minor typos have been corrected in the downtime message.
· Notification messages will now correctly offset with the camera when the option has been enabled in the ESC menu.
· Dynamic groups for chat channels and browser bookmarks has been fixed. The "X more..." group that appears at the end of a long list of channels or bookmarks is now created recursively when required and will expand in a logical manner depending on screen real estate available.
· Fitting window retains dimensions even after closing and reopening the window.
· The Map Browser now correctly remembers its state, whether open or closed, when changing the client resolution.
· The Fleet Finder window will automatically search using the default search settings when opened.
· The Training Queue window will now resize correctly without graphical glitches.
· A redundant right click option was removed from the Neocom for the overflow folder when a player possesses more than 30 chat channels or bookmarks. This was removed as the functionality is not intended for dynamically created folders. Players can still remove chat channels or bookmarks by viewing the full listing via their respective windows.
· The quick filter no longer saves each key press as a search.
· When attempting to unfit a grouped module you will again receive a confirmation message telling you that the action will clear the group.
· Improved the performance when adding and removing objects to the overview.
· Shield Transporters will now show their range on the tactical overlay.
· It is now possible to use both the dot and the comma as decimal delimiter when typing or pasting decimal values, for example when creating market orders.
· Fixed an issue where the window indicating why standing changes had been awarded was opening blank. The transaction details for standing changes will now open correctly.
· An issue has been fixed with show info for old items which would break for UI scaling set to something greater than 100%.
· Improved the accuracy of the skill training bar seen under the character portrait on the Neocom. It will now accurately reflect the time left in line with the progress bar found within the Training Queue window.
· Fixed an issue where the division in the Training Queue would snap to one side on being clicked.
· The Show Info window will now remember its position when moved. All subsequent Show Info windows will open in the same location, cascading diagonally when set not to merge.
· Switching overview tabs is no longer wasting a lot of time with regenerating brackets and is much faster.
· Paragraphs are no longer jumping around in edit fields, for example, when editing the bio.
· A separate message is now displayed when attempting to move items of the incorrect type into a Silo that has had its type set.
· An issue with the Assets window becoming nonfunctional has been fixed.
· Shortcuts to the Ship Hangar and Captain's Quarters no longer function in space.
· Fixed an issue where dragging the Character Sheet directly from the E menu into a group would disallow the user from removing that icon again without resetting the Neocom.
· Underscores are now visible in single line text boxes when using UI scaling.
· You can now drag icons between groups and nested groups on the Neocom.
· Windows will no longer open minimized if they were previously stacked with another window which has been minimized.
· Highlighted text works properly now with UI scaling.
· An issue with closing rolled-up windows has been resolved.
· Fixed an issue where alliance member corporations could overwrite each other’s wallet settings.
· Market groups now load much faster.
· When you click the overload rack button the tool-tip of the module's overload changes accordingly.
· Text and progress bar are now aligned correctly when analyzing with probes.
· An issue with the Certification Planner missing 'Recommended' ships has been fixed.
· An issue with the Station Services disappearing due to corporation role allocation has been fixed.
· The size of several symbols have been adjusted and will display correctly.
Weapons & Ammunition:
· Mega Pulse Lasers audio and visuals are now in sync.
· T2/faction/mining crystals now correctly display their damage-per-use chance.
Graphics:
· Fixed a rendering issue with the photo service where certain mission assets would not get the correct preview icon.
· The stasis web effect would sometimes linger even after the module has been deactivated. This has been resolved.
· A small gap between the sentry gun base and the turret model for all races has been fixed.
· Tractor beam turrets will no longer get corrupted after a warp.
· Neutron Blaster turret color will adapt to the racial style of the ship they're fitted to.
· The 'flippers' on the side of the Dominix are now symmetrical.
· The boosters on the Dominix, Sin and Dominix Navy Issue have been moved closer to the ships engines.
· Sun occlusion causing white screen flash on some ATi hardware has been fixed.
· Resolved an issue where the ECCM effect would alter its location based on scale.
· Resolved an issue where a shader parameter was not populated causing the Tractor beam muzzle glow to display a yellow box.
· Added a missing turret locator to the Phantasm ship model.
· Resolved an issue that occurred when changing planet view while your ship was docking..
Corporation & Alliance:
· Dividends can now be paid out to Corporation members without error.
Exploration & Deadspace:
· The effects of Magnetar wormhole systems will now be properly applied to all fighter drones.
· The warp in effects on the sun in Uotila system have been fixed and display correctly.
EVE Voice, Mail & Chat:
· The character limit for new EVE mails is now enforced correctly when pasting large text blocks.
Mac:
· Increased stability of the MAC client at higher resolutions.
March 13th, 2012Features:
Technical:
· We’re replacing the current patching mechanic and replacing it with a Launcher. Players will be asked to download a small patch after downtime on Tuesday which will contain the Launcher. Once this has been completed, the EVE Launcher will start, which will automatically patch your client to the correct version.
Ships:
· We have revamped the rookie ships which are the first ships new players see in the game. You can read, and see, all the changes to the Ibis, Impairor, Reaper and Velator in this blog.
Exploration and Deadspace:
The following 2/10 deadspace sites have been added:
· Blood Raider Human Farm
· Serpentis Live Cargo Distribution Facilities
· Sansha Acclimatization Facility
Changes:
Character Creator and New Player Experience:
· In Character Creation and Re-Customization, the four portrait snap shots now retain all the background, pose and lighting settings of the portrait. This will allow you to quickly switch between them without changing settings, either by clicking on them or using the F1 - F4 keys.
· The idle animations of your avatar will now pause when you are making sculpting changes.
· The Tucking and Browsing buttons in Character Creation and Re-Customization have been moved to the side panel.
Player Owned Structures, Outposts and Stations:
· Control towers in wormhole space no longer reveal distance in the Control Tower Management window.
· If a Control Tower was configured with exactly 0.0 for "Attack if security status lower than", then it would ignore this setting altogether. This has now been fixed.
Modules:
· Weapon turrets now have consistent masses.
· The Group containing Afterburners and Microwarpdrives has been renamed from "Afterburner" to "Propulsion Module", so that we no longer have Microwarpdrives in a group called "Afterburner".
Market & Contracts:
· "Missiles" market group is now called "Missile Launcher Operation".
· Market Buy orders will now appear in yellow text if the location of the item is included in your current destination route.
· A “View market details” button has been added to the “Modify Order” window.
· Double clicking on an order will now open up the market details for that item type.
· You can add an item to the Market quickbar by dragging an inventory item or ship module (in ship-ui) onto the quickbar.
· You can SHIFT+drag blueprints onto the Market quickbar (or hold down shift when picking "add to quickbar" from the menu), you add a folder to the quickbar. In that folder are all the materials needed for the activity you pick (and the blueprint itself. (Non-market items appear greyed out)
· Non-market items can now be added to the market quickbar but they are greyed out.
· You can now sort market orders by Region on the Orders tab.
Graphics:
· All ORE ships now have the correct factional engine trails.
· Ships will now inherit the correct engine trail color from their race type.
· Ship hull effects will now follow any animations associated with that ship.
· Fixed an issue where the region label for the starmap will no longer appear when switching shader/texture settings.
User Interface:
· Checking the box in the Escape menu to turn off drone models will now state that a reboot is required for this to take effect.
· Overview: New entries for the overview are now added immediately and do not have to wait for the next regular refresh.
· "Cut" (ctrl+x) can be used now in contract and market order dialogs.
· Users can now drag groups from the E menu (Accessories, Business and Social) onto the Neocom even when items within those groups are already on the Neocom. Items already on the Neocom will not be present in the groups when dragged from the E menu. Users can add or remove to the group folder as with any other folder.
· Added percentage tooltips for Armor/Shield/Structure bars on targeted ships.
· The Neocom will now reset to its default width in addition to its default button configuration when using the "Reset Buttons" option found when right clicking on the Neocom. This option is also available to players in the ESC menu under "Reset Settings".
· Double clicking icons on the Neocom will now only open or close the window rather than open and close the window as the Neocom recognizes double clicks in addition to single clicks.
· Fixed the formatting of the hover over tooltip for Transactions found in the Wallet. Each piece of information is now given its own line. Character first names have one line and surnames have another.
· The correct fleet icon will now be used regardless of how the window is opened.
· You will now be able to drag character Info Links in the chat to your watch list.
· The banners on the NeX store have been updated. The 'Grand Opening' has now ended.
· You can now sort your Personal Assets by 'Number of Items' per station.
· Added route length & security info to the "Route" tab in the solar system info window.
· The right click menu can now be accessed by right clicking on the icon in the Selected Items window in the Overview.
· The Compare window has now been added to the shortcut options in the Escape menu.
· Added a character counter to the Bio, Notepad and other similar text fields.
Drones:
· Fighter drones now get a little closer to their targets before switching off their MWD. This should result in fewer cases of fighters "stopping short".
· All drone blueprints now reside in a group that matches the relevant drone's group. For example, blueprints for Cap Drain Drones now reside in the "Cap Drain Drone Blueprint" group.
Localization:
· The required standings for R&D agents are now displayed correctly in the German client.
· The description for the Thrasher now displays the correct bonuses in the German client..
· Fixed multiple typos and grammar in the German and Russian clients.
· We have made improvements to the performance and memory usage of our new localization engine Cerberus.
· The processing for agent messages has been moved to the client. This resolves the long standing issues with mission text being partially shown in the wrong language.
· Period, comma and numpad-period, can now all be used as decimal marker regardless of OS, Regional settings, client or languageID.
Fixes:
Character Creator and new Player Experience:
· An issue with certain lipstick colors not appearing correctly has been fixed.
· Characters no longer turn on their invisibility cloak inside CQ when you change non-character specific texture quality options.
· A display issue with character portraits on the Mac client has been fixed.
· A PhysX crash that occurred in the Character Creator and the Captain's Quarters has been fixed.
Player Owned Structures, Outposts and Stations:
· Outpost platforms now properly state that they require sovereignty to use.
Skills:
· Hull Tanking - Elite certificate no longer directly requires Hull Upgrades IV, as this is superseded by the requirement for Core Integrity - Elite.
Ships:
· Resolved an issue where sentry guns would not display their firing effect and sound when attacking.
Sound:
· The salvager module sound has been restored.
· Resolved a bug where 250mm Railguns shared the same sound as Blaster cannons.
Modules:
· All Tech 2 blueprints will no longer have market entries. Any blueprint that's ever been used for manufacturing or research cannot be listed on the market, which is assumed to apply to all T2 BPOs, and having a market entry for them is causing showinfo to have a "view market details" button rather than "find in contracts".
· Cloaking devices will consistently describe their effect on a ship's maximum velocity.
· The Dual Modal Giga Pulse Laser I has now only one overheat bonus just as it was intended and is now in line with the other lasers of the group. Can still not be fitted on live sharks.
User Interface:
· The auto completion for text fields will now work if that window is stacked with other windows.
· Selecting a word in a text input box with a double-click or right-click (to link the item) is no longer including trailing spaces which makes linking much easier.
· The timer for "Next Clone Jump Available" will now always display the remaining time after a clone jump, even if no additional clones have been installed.
· The log will show the correct message if a user is attempting to anchor an item that can be anchored that is already being anchored. Anchor that!
· UI Scaling: The position and direction of the ship in the map-browser and tactical overlay has been fixed.
· Some minor typos have been corrected in the downtime message.
· Notification messages will now correctly offset with the camera when the option has been enabled in the ESC menu.
· Dynamic groups for chat channels and browser bookmarks has been fixed. The "X more..." group that appears at the end of a long list of channels or bookmarks is now created recursively when required and will expand in a logical manner depending on screen real estate available.
· Fitting window retains dimensions even after closing and reopening the window.
· The Map Browser now correctly remembers its state, whether open or closed, when changing the client resolution.
· The Fleet Finder window will automatically search using the default search settings when opened.
· The Training Queue window will now resize correctly without graphical glitches.
· A redundant right click option was removed from the Neocom for the overflow folder when a player possesses more than 30 chat channels or bookmarks. This was removed as the functionality is not intended for dynamically created folders. Players can still remove chat channels or bookmarks by viewing the full listing via their respective windows.
· The quick filter no longer saves each key press as a search.
· When attempting to unfit a grouped module you will again receive a confirmation message telling you that the action will clear the group.
· Improved the performance when adding and removing objects to the overview.
· Shield Transporters will now show their range on the tactical overlay.
· It is now possible to use both the dot and the comma as decimal delimiter when typing or pasting decimal values, for example when creating market orders.
· Fixed an issue where the window indicating why standing changes had been awarded was opening blank. The transaction details for standing changes will now open correctly.
· An issue has been fixed with show info for old items which would break for UI scaling set to something greater than 100%.
· Improved the accuracy of the skill training bar seen under the character portrait on the Neocom. It will now accurately reflect the time left in line with the progress bar found within the Training Queue window.
· Fixed an issue where the division in the Training Queue would snap to one side on being clicked.
· The Show Info window will now remember its position when moved. All subsequent Show Info windows will open in the same location, cascading diagonally when set not to merge.
· Switching overview tabs is no longer wasting a lot of time with regenerating brackets and is much faster.
· Paragraphs are no longer jumping around in edit fields, for example, when editing the bio.
· A separate message is now displayed when attempting to move items of the incorrect type into a Silo that has had its type set.
· An issue with the Assets window becoming nonfunctional has been fixed.
· Shortcuts to the Ship Hangar and Captain's Quarters no longer function in space.
· Fixed an issue where dragging the Character Sheet directly from the E menu into a group would disallow the user from removing that icon again without resetting the Neocom.
· Underscores are now visible in single line text boxes when using UI scaling.
· You can now drag icons between groups and nested groups on the Neocom.
· Windows will no longer open minimized if they were previously stacked with another window which has been minimized.
· Highlighted text works properly now with UI scaling.
· An issue with closing rolled-up windows has been resolved.
· Fixed an issue where alliance member corporations could overwrite each other’s wallet settings.
· Market groups now load much faster.
· When you click the overload rack button the tool-tip of the module's overload changes accordingly.
· Text and progress bar are now aligned correctly when analyzing with probes.
· An issue with the Certification Planner missing 'Recommended' ships has been fixed.
· An issue with the Station Services disappearing due to corporation role allocation has been fixed.
· The size of several symbols have been adjusted and will display correctly.
Weapons & Ammunition:
· Mega Pulse Lasers audio and visuals are now in sync.
· T2/faction/mining crystals now correctly display their damage-per-use chance.
Graphics:
· Fixed a rendering issue with the photo service where certain mission assets would not get the correct preview icon.
· The stasis web effect would sometimes linger even after the module has been deactivated. This has been resolved.
· A small gap between the sentry gun base and the turret model for all races has been fixed.
· Tractor beam turrets will no longer get corrupted after a warp.
· Neutron Blaster turret color will adapt to the racial style of the ship they're fitted to.
· The 'flippers' on the side of the Dominix are now symmetrical.
· The boosters on the Dominix, Sin and Dominix Navy Issue have been moved closer to the ships engines.
· Sun occlusion causing white screen flash on some ATi hardware has been fixed.
· Resolved an issue where the ECCM effect would alter its location based on scale.
· Resolved an issue where a shader parameter was not populated causing the Tractor beam muzzle glow to display a yellow box.
· Added a missing turret locator to the Phantasm ship model.
· Resolved an issue that occurred when changing planet view while your ship was docking..
Corporation & Alliance:
· Dividends can now be paid out to Corporation members without error.
Exploration & Deadspace:
· The effects of Magnetar wormhole systems will now be properly applied to all fighter drones.
· The warp in effects on the sun in Uotila system have been fixed and display correctly.
EVE Voice, Mail & Chat:
· The character limit for new EVE mails is now enforced correctly when pasting large text blocks.
Mac:
· Increased stability of the MAC client at higher resolutions.
February 28th, 2012Crashes:
· Fixed a crash where the UI rendering would fail – this might cause UI glitches instead of a crash.
· Two more uncommon crashes have been fixed.
· Even more information has been added to crash logging to help us identify causes.
February 21st, 2012FIXES:
Crash:
· Fixed some crashes caused by the optimizations made in Crucible 1.2.
· Fixed some legacy crashes too because we love you.
User Interface:
· The sorting icon in the Overview is replaced with a padlock when sorting is locked.
· The contracts window will now properly clip text that spills out of its allotted grid space.
· Some alignment issues when switching between UI scaling settings have been remedied.
· Layout of item descriptions have their spacing back. We’re sorry we stole them.
User Interface:
· The icon animations in the overview have been restored to their former constant-blinking goodness.
· The Jukebox’s UI has been de-hosed.
· The input caret was sometimes missing from the chat window. We found it and put it back.
· Keeping your mouse still over the overview will now release the sort-locking. People interested in having the sorting remained locked are adviced to hold down a combat action key (lock or look at, for example) or to keep moving their mouse.
January 24th, 2012Critical:
· Player Owned Stations, Starbases and Outposts
· Starbases now use Fuel Blocks for all their non-reinforcement and non-charter fuel needs. Small towers use 10 blocks per hour, medium towers use 20 blocks per hour and large towers use 40 blocks an hour. Power and CPU use no longer alter your fuel needs.
· Fuel bays on all Control Towers have been reduced in size again and will now be the same volume as they were in Crucible 1.0 (ie 140,000/70,000/35,000). Overloaded towers will continue to function as normal in all respects, except that you will not be able to add fuel to them until they are less than 100% full. It shall be possible to remove fuel as normal to achieve this.
· Faction towers use 10% less fuel for the "tier 1" variety and 20% less fuel for the "tier 2" variety.
Changes:
· Ships
We have made the following changes to Assault Ships:
· All Assault Ships now have a new Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty
· The following changes have been made to the Retribution
· New bonus: 7.5% bonus to Small Energy Turret tracking speed per skill level.
· +1 mid slot
· +15 CPU
· +200 armor hp
· The following changes have been made to the Vengeance
· New bonus: 5% bonus to Missile Launcher Rate of Fire per level.
· +1 high slot
· +10 CPU
· The following changes have been made to the Harpy
· New bonus: 5% bonus to shield resistances.
· +1 low slot
· +200 shield hp
· +10 CPU
· The following changes have been made to Hawk
· New bonus: 5% bonus to Missile Launcher Rate of Fire per level.
· +1 mid slot
· +10 CPU
· The following changes have been made to the Enyo
· New bonus: +5% damage changed to 10% bonus to damage
· +1 mid slot
· +10 CPU
· The following changes have been made to the Ishkur
· New bonus: 10% bonus to drone hitpoints per level
· +1 low slot
· The following changes have been made to the Jaguar
· New bonus: 7.5% bonus to Small Projectile Turret Tracking per level
· +1 low slot
· +200 Shield
· +10 CPU
· The following changes have been made to the Wolf
· New bonus: 7.5% bonus to Small Projectile Turret Tracking per level
· +1 low slot
· +200 armor hp
· +10 CPU
Neocom:
· The Neocom has been updated with new and improved functionality. Navigation has been improved and a new EVE Menu has been added and users can customize the Neocom as they see fit.
· Resizing the Neocom.
· Users can resize the Neocom by dragging the right side edge of the Neocom itself.
· Avatar thumbnail.
· By hovering over the avatar thumbnail, users see their character's name and click the thumbnail to open up the Character Sheet.
· Skill Queue.
· Below the avatar thumbnail there is a progress bar that shows the progression of the current skill being trained. Hovering over it will show the name of the skill in a tooltip window and clicking on it opens the Skill Queue.
· Chat.
· By default, the Chat window is available right below the skill queue progress bar in the Neocom.
· Users can click the Chat icon and get a list of active channels.
· Create Group.
· Users can create custom groups in the Neocom root by right-clicking on the EVE Menu ('E' Icon) at the top of the Neocom.
· Users and put any icon from the menu root, or the EVE Menu into the custom groups.
· At the top of the Neocom there is a new EVE Menu ('E' Icon) where all menu options can be found. The root of the Neocom acts as a shortcut bar and users can move icons around, delete them from the root and add new ones from the EVE menu. No matter what is done to the root, the EVE Menu always has all the options available to users through the Neocom. Users can only remove, add and reorganize icons in the root menu, the EVE Menu index is always the same. Users can drag icons from the EVE Menu to the root of the Neocom which will create a shortcut for it.
· All active windows will be displayed in the Neocom root even if they only exist in the EVE Menu when closed. The root acts as a shortcut and overview for all windows that are open. If more icons are displayed than can be shown at once they will be moved into a 'More' Menu that shows other icons in a sub menu when opened. Icons that point to menus that are currently open will always have a certain 'Open' state to indicate they are already open. If the user clicks an icon for a window that is already open it will put that window into the front if it was behind other windows, but if it is already in front it will minimize that window. Icons that show looping highlighting effect are asking for the users attention because of an update. For example if the user gets a new message through EVE Mail. This can be turned off in the Esc Menu.
World Shaping:
· The storage capacity on all Planetary Interaction storage pins has been increased from 5000m3 to 12000m3 so that it may better compete with the space port.
Modules:
· The application of bonuses that modify shield capacity have been modified in the following way: When the shield capacity is modified for any reason, the shield charge percentage will be maintained after the modification. This is primarily aimed at improving the experience of shield fleets when jumping. If your fleet booster’s bonus is applied whilst your ship is at 100% shields your shields will still be at 100% after the bonus is applied. When boarding a ship in space you will also benefit from this, so if it had full shields before you boarded it, it will have full shields once all skills have been applied. Capacitor charge will also be treated in the same way when capacitor capacity is modified.
· You can now shift click a module to overload it. The overload button will now show feedback from when you clicked it until it’s overloaded (and same for deactivating overload)
· The Black Eagle Drone Link Augmentor now correctly shows the meta level of 7 instead of 0.
· The Omnidirectional Tracking Link II now has higher skill requirements than its Tech I variant.
· We have added meta level 11, 12 and 13 Invulnerability Fields.
· We have made a slight decrease to the CPU requirements of all capital shield transfer modules.
· Triage module II now provides a 20% capacitor reduction to remote capital remote armor repair systems, capital remote hull repair systems, capital shield transporters and capital energy transfer arrays while in triage mode.
· Sister core probe launcher and expanded probe launcher boost to scan probe strength has been increased from 5 to 10%.
· Skirmish Warfare Link – Interdiction Maneuvers II effectiveness has been increased from 3.5 to 3.75%
· Information Warfare Link – Sensor Integrity II effectiveness has been increased from 3.5 to 3.75%
· Information Warfare Link – Electronic Superiority II effectiveness for Remote Sensor Dampeners and Tracking Disruptors has been increased from 1.25 to 1.5%
· Mining Foreman Link – Mining Laser Field Enhancement II effectiveness has been increased from 5 to 5.625%
· Federation Navy Omnidirectional Tracking Link max range and tracking speed multipliers for drones have been increased from 1.25 to 1.3x
· Bomb launcher II capacity increased from 150 to 225m3
· Quad LiF Fueled Booster Rockets" are now known as "Prototype 100MN MicroWarpdrive I
· "LiF Fueled Booster Rockets" are now known as "Experimental 100MN Afterburner I"
· Phased Monopropellant I Hydrazine Boosters" are now known as "Upgraded 1MN Microwarpdrive I
· "Catalyzed Cold-Gas Arcjet Thrusters" are now known as "Limited 1MN MicroWarpdrive I"
· "Y-T8 Overcharged Hydrocarbon Microwarpdrive" are now known as "Experimental 10MN MicroWarpdrive I"
· "Monopropellant Hydrazine Boosters" are now known as "Limited 1MN Afterburner I"
· "Cold-Gas Arcjet Thrusters" are now known as "Experimental 1MN Afterburner I"
· "Y-S8 Hydrocarbon Afterburners" are now known as "Experimental 10MN Afterburner I"
Weapons & Ammunition:
· The falloff and range bonuses of Null ammo has been increased from 1.25 to 1.4.
In order to simplify the naming system in EVE, the following changes have been made to Weapons & Ammunition:
· All EM missiles will now have the name ‘Mjolnir’.
· All Thermal missiles will now have the name ‘Inferno’.
· All Kinetic missiles will now have the name ‘Trauma’.
· All Explosive missiles will now have the name ‘Nova’.
Skills:
· A filter box has been added above your skill list in the character sheet, and in the skill queue, so you can now easily and quickly find that skill you are looking for.
Player Owned Stations, Starbases and Outposts:
· Removed the ‘Attack if Aggression’ option from starbase control towers.
· Added automatic calendar entries for control towers indicating when they run out of fuel.
· Control tower fuel notification has been made optional.
Combat:
· Using assistance modules on a Factional Warfare buddy who is an outlaw or has a Global Criminal Flag will no longer result in a standings hit from your own faction
Agents & Missions:
· Agent entries now have information on if you have been offered a mission or accepted one from said agent.
Factional Warfare:
· We have made some changes to how Alliances can contribute and participate in Factional Warfare
· The executor corporation of an alliance may sign up for Factional Warfare in the usual way.
· When the standings check is done, standings are checked for ALL corporations in the alliance; if any of them do not meet the standings requirement, none of them are allowed to join at that time.
· If ANY corporations standing drops below the required threshold, then ALL corps in the alliance are sent a mail informing them which corporation has dropped below the requirement. If the issue is not fixed within 48 hours, ALL corporations in the alliance are removed from Factional Warfare as if they had violated the standings requirements themselves.
· The executor corporation may choose to quit Factional Warfare in the normal manner, in which case ALL corporations in the alliance are removed from FW as if they had quit themselves.
· Corporations may choose to leave the alliance at any time in the normal way, in which case they will also be removed from Factional Warfare as if they voluntarily quit.
· Corporations may choose to join the alliance in the normal way, but must meet the standings requirement for joining Factional Warfare to do so. They are joined to Factional Warfare as if they had chosen to join normally, but are thereafter subject to the rules listed.
· Corporations who are already signed up to Factional Warfare may join an alliance signed up to the same faction without first quitting.
Graphics:
· Collision for Customs offices has been reduced in size.
API:
· Added API calls:
* /char/Locations.xml.aspx
* /corp/Locations.xml.aspx
Both calls require a comma separated list of ids.
Cache Timer = 60 minutes, CachedUntil is not accurate as with any other bulk call.
These can ONLY be valid locationIDs (that is items which have meaningful location coordinates. (0, 0, 0) returned for items in hangars that could have valid coordinates) and must be owned by the character or corporation associated with the key. Any attempts at illegal input will result in a completely empty return. This is done to avoid any sort of scraping or giving out more information than is appropriate (f.e. validating that a given itemID is indeed a valid location but does not belong to the owner associated with the key). To differentiate this form of invalid input from other invalid input error code 135 will be thrown for this error.
Example call parameters: corp/Locations.xml.aspx?keyID=43&vCode=unnarCorp&ids=1000000013311,1000000013312
Returns a rowset of rows with the elements: itemID, itemName, x, y, z.
Example return rows:
row itemid="1000000013311" itemname="Cloning Service" x="-248865546240" y="-9446154240" z="192292823040">
row itemid="1000000013312" itemname="Repair Service" x="-248865546240" y="-9446154240" z="192292823040
· Created a new access mask called MemberTrackingExtended.
Renamed the access mask called MemberTracking to MemberTrackingLimited.
All current CAK keys which used to expose the now deprecated MemberTracking call (i.e. location, ship, roles and such info) have now been switched to Limited tracking. Anybody wishing to expose more information must update their key settings.
This makes the CAK version of the call compatible with the LEGACY version of the call, which would only supply the Extended version to Director keys (and all CAK keys are essentially director keys).
· Error messages for Kill Logs have been clarified to notify user that:
1) Error code 119: Kill Logs only go a month back.
2) Error code 120: The expected killID, that has been returned, should be supplied rather than whatever was supplied.
3) Error Code 118: Refresh kill log with no killID supplied for most recent kills.
4) Error Code 119 and 120: Reminder that each application should have their private kill log key.
The reason for 4) is that we do not cache the return set for various reason, only the position in the kill log. For legacy keys it is bound to userID (which is rather bad I'll admit) but for Custom Access Keys the return is bound to the keyID.
· CharacterID call will no longer potentially return a list of (name, ID) tuples including a name that was not included in the input parameters. Return will now always match to both input and return from CharacterName call return.
· As CharacterName stopped servicing typeNames recently (and nobody reported it) we've introduced /eve/typeName.xml.aspx which will accept up to 250 typeIDs (argument names ids as other ID->Name calls) and return their typeName.
· When passing in transactionIDs that the underlying transaction walker does not recognize, the code will do its best to approximate desired output and return that rather than just error. An ID will refresh the most recent transactions, too low will just use the oldest transactionID and a nonexistant one that fits between the preceding two ranges will approximate to the closest transactionID in the walker.
Furthermore, asking for the single most recent transactions, and then requesting the two most recent transaction on the same walker will now return the two most recent transactions rather than time out. Previously loading up a single record frontpage would demand that you pass in fromIDs to continue walking back in the transaction history.
User Interface:
· Added search keyword hints and auto-completion to the asset search text box along with an option to list available search terms.
· A compact member list is now available in chat by right clicking on the tab for chat. This means you don’t see the portrait and can see more pilots in the list.
· You can now right click on the online character notification pop-up to get the context menu for that character.
· The online character notification now displays the standings icon.
· When you are notified of a friend logging on you can start conversations through the icon
· The watch list can now contain up to 15 fleet members.
· You can now reorder your watch list by dragging and dropping pilots around in it.
· Fixed an issue where a stored fitting sometimes wouldn’t be fully applied to a ship.
· Removed a redundant right click option for color in the EWAR menu within the Appearance tab of the Overview Settings.
· Fleet broadcasts will now show in the format "Target (Type)", such as "Target CCP Punkturis (Maelstrom)"
Fixes:
· Character Creation and New Player Experience
· Skill books awarded during the tutorial, while you are in space in a pod, are correctly placed in your items hangar. You no longer have to wait until downtime for it to become accessible.
· Fixed hair rendering on portraits.
· Player Owned Structures, Outposts and Stations
· True Sansha Small Pulse Battery now correctly unanchors in 5 seconds.
· Ships
· Clarified the text of the bonus for 'Proteus Engineering - Capacitor Regeneration Matrix'.
· The Charon and the Rhea now fire on all their boosters again.
· The Malice now correctly applies its armor resistance skill bonus.
· Modules
· The Warp Disruption Field Generator II module now works correctly up to its max range as indicated under its attributes.
· Market & Contracts
· Fixed a minor data issue which now makes Corpses searchable via Contract Search.
· When searching in the market window right clicking on the result no longer loads up market data but correctly provides the right click menu functionality.
· Small 'Wolf' Shield Extender and Medium 'Canyon' Shield Extender blueprints now have the "Find in Contracts" option available.
· Graphics
· Reduced the size of the Minmatar Hub station collision.
· The 'cog' logo icon has had its size increased.
· Explosion effects no longer get 'stuck' on the ship graphic.
· Re-added missing diffuse texture to the Minmatar Outpost.
· Corrected the placement of the animated lights found on the Gallente Outpost model.
· Client maximize function will get updated correctly every time a resize event is sent.
· Fixed turret colors for the following ships: Basilisk, Broadsword, Bustard, Buzzard, Cerberus, Claw, Deimos, Eagle, Falcon, Harpy, Hound, Huginn, Hyena, Muninn, Purifier, Rapier, Scimitar, Scorpion Ishukone Watch, Sentinel, Stiletto, Vargur, Vulture.
· A graphics corruption when optimizing the graphics settings was fixed.
· The largest stars have had their brightness reduced.
· Resolved an issue where 'yellow' and 'red' boxes would appear over the tractor beam turret model.
· When taking a screenshot with high quality enabled in settings now saves as a .PNG instead of .BMP.
· Tactical Overlap will no longer receive the distortion effect while in warp.
· Agents & Missions
· Pilots will now be able to complete the Level 2 mission Dead Drift without problems.
· The acceleration gate in the first room of The Anomaly (1 of 3) is now open for a short time after it's unlocked to allow multiple pilots to activate it and enter the next room.
· Exploration & Deadspace
· Blood Raiders no longer appear at Guristas Rally Points
· EVE Voice, Mail & Chat
· Fixed the mail sent when gaining a promotion in Factional Warfare.
· The EVE University channel's label has been renamed to "EVE University (E-UNI)"
User Interface:
· The HUD will now remain invisible when jumping into a new system when the User Interface has been toggled off.
· Capital and Supercapital ships will now receive the correct message when trying to use a stargate.
· Lock on timer will now display correctly when leaving a fleet.
· The blocked contacts tab in the People and Places window now informs you if you've blocked all unknown contacts.
· You can now drag ship fitting links into the Notepad.
· Fixed the issue of Planetary Launches disappearing from the journal. This was occurring when the journal was closed with the Planetary Launches tab selected.
· Fixed contextual menu text for courier contracts.
· Text clipping in the LP Store Filters window has been fixed.
· Long item names in the Contract details window will no longer leak outside of the window.
· Linked fitting window no longer resets its size every time it is opened.
· Text clipping in a confirmation dialog in character customization that occurred when the UI was scaled has been fixed.
· UI Scaling: The New Character Customization will now scale much better.
· The Star Map will now load correctly if a pilot tries to show a Corporation's Home on the map.
· Item names will now be consistent in capitalization in all windows relating to Contracts.
· All added station way points are now correctly highlighted in the overview when using the Autopilot functionality.
· Changed capitalization behavior for Roles in the Edit Member Details window for corporation members.
· An issue with the Mail UI elements overlapping each other has been fixed.
· When viewing a Courier Contract the volume will be accurate to one decimal place in the Contract description.
· An issue with the Cosmic Signatures menu in the Scanner Filter Editor has been fixed.
· Windows of containers being repackaged are now closed automatically preventing you from moving items into black holes.
· Improved readability of the skill queue finishing time text in the Training Queue window. It will now read "Completes on YYYY.DD.MM at HH:MM"
· Moved the buttons in the System Scanner slightly apart.
· Dragging and dropping links into text fields such as the Notepad and Chat now works correctly.
· Removed an accidental line break at the top of the Module tooltip found in the Ship UI HUD.
· Fixed time formatting in journal regarding times on courier contracts.
· Fleet adverts that do not have the "Application Requires Approval" checkbox applied will not show the text in the advert anymore.
Localized Clients:
· Fixed some issues with the client not using appropriate decimal signs and grouping signs in localized number formatting.
· :Updated several Cyrillic characters to be more readable.
Miscellaneous:
· The collision for Acceleration gates has been resized to reduce the possibility of ship entanglement when initiating gate acceleration.
· Reinforced Metal Scraps's volume has been adjusted to match the volume of regular metal scraps.
· EVE Online Installer and Patcher now support Hard Drive partitions up to 250TB.
· The clock of clients is now synchronized regularly with the server to reduce problems (like freezes at jumping) caused by unstable client clocks.
· System J115418 now has correct navigational data for moons.
· Fixed information message for lack of powergrid when onlining structures at a starbase.
· Fixed contractor field in contracts when private contracts are accepted by corp.
· Fixed some formatting and values in exported market information to file.
· Fixed some errors in displaying the name of Medium Hull Repair II Blueprints.
· Fixed the notification sent to shareholders when corporations pay out dividends.
· Fixed the string generated for votes proposing the removal of a corporation member.
Last minute additions - MOAR notes:
· The “Apply” button can no longer overlap other text in the Control Tower Manager window.
· Copied corp contracts will now have the corporation scope radio button checked correctly.
· An issue where assigned contracts would only show up on loading the search a 2nd time has been fixed.
· The Station Services window will no longer jump around while opening and closing the map in stations.
· T2/faction/mining crystals now correctly display their damage-per-use chance.
· All Tech 2 blueprints will no longer have market entries. Any blueprint that's ever been used for manufacturing or research cannot be listed on the market, which is assumed to apply to all T2 BPOs, and having a market entry for them is causing showinfo to have a "view market details" button rather than "find in contracts".
· Checkboxes in Starbase Sentry Gun management are now correctly spaced.
· The Nighthawk description now more accurately describes its abilities.
January 5th, 2012User Interface:
· Fixed an issue where replies to petitions would break and display all the HTML code, making them hard to read.
· Fixed an issue where the cargo window would move around on its own when docking.
Miscellaneous:
· Fixed a few synching issues with Time Dilation which were discovered in the recent mass tests (thanks to everyone who participated!). These issues distorted correct calculations of ship resistances, heat damage, and various ship states.
December 20th, 2011User Interface:
· The right click menu now correctly updates with changes to Corporation Locations made by other players without having to open the People & Places window first
· An issue with the Station Services window occasionally disappearing when docking has been fixed.
· Reintroduced distances for bookmarks while in the Solar System map and added a hint bubble for bookmarks too.
· Training time now displayed in days rather than months.
· A display issue with the timers in the Skill queue has been fixed.
Agents & Missions:
· Expired 'expedition' missions can now be removed from the Journal.
· A text issue with the right click menu while on Courier missions has been fixed.
Markets & Contracts:
· A text issue with contracts that require attention has been fixed.
· A display issue with blueprint originals included within contracts has been fixed.
Character creation and customization:
· An issue which occurred when entering recustomization while the full body preview window was open has been fixed
Miscellaneous:
· Customs offices now emit sound when in their immediate vicinity
December 15th, 2011FIXES:
Character Creation and New Player Experience:
· Fixed an issue where the full body portrait would not work correctly if used after previewing a turret.
· Fixed a problem with hair on characters being rendered incorrectly when seen through glass.
Player Owned Structures, Outposts and Stations:
· When you try to online multiple structures at once, the notification now tells you the type name of what is currently onlining instead of a number.
· Fixed an issue where the Customs Office did not work correctly when access from a cloaked ship.
· Fixed an issue where re-mapping systems could break some Customs Offices.
· Error message for trying to manage structures outside of control range is now correct.
· The message when you fail to online a structure now correctly tells you which structure is causing the problem.
Graphics:
· A small gap in the Caldari Captain's Quarters has been closed.
· The Hyperion ship texture has been increased in size to resolve texel density issues.
· The system menu 'Optimize' Settings' options will now affect Anti-Aliasing.
· The static hangar image now scales correctly when using UI scaling.
· Turrets on the Rokh no longer intersect with the ship's hull.
· The engine trails will no longer display intersection points with the camera
· Several small texture seams have been fixed for the nebulae.
· The Sensor Booster effect has been reduced in size and its opacity decreased.
· The mining laser effect will remain in the correct location when warping into a asteroid field with mining lasers active.
· Remove a small glow area in the Amarr Captain's Quarters that would result in a seam across the walkway module.
· Fixed a small normal map error on the Drake hull.
· The Du Annes system stargate jump effect is now aligned to the system star.
· Resolved an off centre jump effect with one of the Gallente stargates.
· A texture seam on the Rokh has been removed.
· Resolved a depth effects issue with ATI Crossfire setups where a red x-fighting would occur.
Science and Industry:
· Fixed an issue where Customs Office Gantries could not be manufactured in Amarr outposts.
Ships:
· The Oracle now has the correct type of wreck (which is not guaranteed to make it any more bearable to use one).
· It is now possible again to loot Caldari freighter wrecks with other freighters.
Miscellaneous:
· The trusted headers HTTP_EVE_SHIPTYPEID, HTTP_EVE_SHIPTYPENAME will be present for the IGB when docked.
· Fixed an issue with undocking after activating a clone from a wormhole system.
· Fixed an issue where trying to join an existing channel could prompt you if you wanted to create it.
· Closing the map or the PI mode in your Captains Quarters no longer resets your avatars position.
· Fixed some text issues with message you receive when attempting to leave a corporation within the stasis period.
· Fixed the performance drop when fitting modules at a ship maintenance bay or ship maintenance array.
· PLEX now has its volume listed in the information window.
Modules:
· Various items and ships got their descriptions fixed.
· Fixed a rare issue where modules would not online when fitted via a Ship Maintenance Bay or when boarding a stored ship.
Localization:
· The Omnidirectional Tracking Link has now the same name in the German client for its T1 and T2 variant.
Weapons & Ammunition:
· The message for trying to online a laser you don't have the skills for and the menu item for loading used crystals have no longer mark-up in them.
Agents & Missions:
· NPCs from the wrong faction showing up in a COSMOS missions no longer do that. They mind their own business now.
· An issue with emails coming from agents who are no longer used has been fixed.
Corporation & Alliances:
· The links in the corporation details are proper links again.
· Fixed an issue where the notification sent for a bill being created doesn't clearly state what it's for.
User Interface:
· Windows XP users should now be able to ALT-TAB out of the client without causing severe UI issues.
· The jamming progress bar disappears correctly after jamming NPCs were killed.
· Fixed "from/of" grammar error in three similar POS texts.
· An issue with UI settings not persisting when logging in the same account with a 2nd client was fixed.
· The ingame bug reporting tool can now also submit screenshots when used on a Mac.
· Locked targets don't hide behind brackets and other elements in space anymore.
· Improved the alignment of the slots in the fitting window under different resolutions.
· Fixed capitalization of text in the PI interface.
· Optimizations have been made to the Star Map when applying colors to the stars for the star information.
· The little arrow pointing at the destination in the auto-pilot route info panel now always does just that.
· Fixed an issue with overlapping text in the corporation recruitment search window.
· Line breaks are now displayed correctly in item descriptions, chat and MOTD.
· Fixed an issue where windows would sometimes snap on left click to the position of the mouse cursor if dragged over with any other mouse button held down.
· Minor change to fit full text in the warning message about client to server fittings when accessing personal fittings.
· Text in the chat-input-box is no longer disappearing when changing the font-size for the chat window.
· Transitioning between the CQ and the Hangar while having the map open now correctly updates the move button.
· Modules that take single item stacks (like sensor boosters using scripts) now display the charge slot is full in the fitting screen.
· Fixed an issue with the "show in world map" functionality of the map browser.
· Fixed an issue with changing the UI scale during character selection.
· A case where the EULA was cut off short in its last paragraph was fixed.
· Ship names will update correctly in the asset window when changed.
· Tip of the day no longer overlaps text when resizing the client.
· Corrected a minor blending issue between the CPU / Power Grid bars and the fitting screen background.
· Fixed minor issues with hover messages on extractor heads in PI.
· When you are aggressed near sentry guns, you are now correctly shown the name of the aggressor in the log notify message.
· Language selection sometimes became confused as to which language was actually being displayed - this has now been corrected.
· Fixed the phantom stack issue. Exporting commodities remotely from a planet to a customs office which contained the same commodity would cause an erroneous stack to be displayed.
· Fixed Japanese characters in the market Price History chart.
· IGB now correctly remembers trusted sites.
· The DPS stats in the fitting window now display the effects of wormholes.
· A text issue with the self destruct messages has been fixed.
· Buy/sell is now the default action when pressing enter in the buy/sell market windows.
· When using a module without sufficient fuel for it, the notification now correctly identifies the ship and module and required fuel.
· Fixed an issue where the prefix "none" was displayed in addition to the name when saving locations for objects in space, such as wormholes and control towers.
· Unstacked chat windows blink again when minimized and someone wrote a new message in that chat.
· New message windows stack again in when they have been stacked before and don't open as single windows every timer.
· ships with asian characters in their name can be stored as fittings and the screen is no longer black on reloading the window.
· The volume attribute for material types now have two decimal places again instead of being rounded to one.
· Overheat status mouseover now correctly shows whole percentages.
· A case that would lead to less optimal autopilot optimizations was fixed.
· Fixed an issue where docking with the star map open would leave the ship's HUD visible.
· Windows will now correctly collapse downwards when snapped to the bottom of the screen.
· Sort by quantity (assets, hangar etc) now functions correctly regardless of the localized 1000's separator.
· Notification now correctly references the structure changing ownership when a corp onlines another corps Sovereignty Blockade Unit.
· While in the Captain's Quarters, you can no longer walk over the walkway into the ship-hangar.
· You can now see your ship's insurance state when flying in space.
· Fixed number formatting for the accumulated loyalty point pool for incursions.
· Fixed an issue where the star map would briefly open when the UI scale was changed.
· The Submit button is now correctly highlighted when adding or editing a location.
· There is no longer a rogue 's' when looking at planetary link tooltips.
· Holding down the mouse buttons when docking no longer stops the a lot of the UI from working once docked.
· Fixed broken string in contextual menu for clone vat bays when offering installation to a fleet member.
· Cases where minimized windows would maximize on changing the client resolution have been fixed.
· The CQ no longer fully reloads when exiting the map or the PI screen, significantly lowering the transition time.
· Fixed a string appearing in the popup shown when you accept a contract.
· Set destination for stations via the market now works correctly with autopilot.
EVE Voice, Mail & Chat:
· Fixed a word wrapping issue in the chat.
· Fixed an issue with EVE Voice malfunctioning when running Eve from a pinned shortcut in windows 7.
Drones:
· Drones no longer appear in distant space when warping away from recalled drones. They also no longer return to being in local space if this occurs.
· A text issue with the 'wrecking' messages in the combat log has been fixed.
CONCORD and Kill Mails:
· Cases where neutrals repairing POS towers of a corporation/alliance at war not getting flagged correctly against the warring parties should be solved. If you have cases of this happening in the future please bug report them with as much detail as possible.
· Fixed kill mails which were missing damage info and only displaying the name of the player who laid the final blow.
·
CHANGES:
Character Creation and New Player Experience:
· Resculpting now always includes your purchased virtual goods.
User Interface:
· Max transferable value is now displayed when transferring commodities (which exceed the targets max capacity) between the Customs Office and a ship/launchpad.
· The message when you cannot store a ship in a ship maintenance array bay due to its cargo contents now correctly refers to the ship instead of the contents.
· Amendments made to various messages in the client to correctly link to our current EVEOnline.com site.
· Planet name and number has been added to the customs office Configure window. Selecting "Configure" for another customs office without closing the current one behaves more intuitively. The open window closes and the new one opens.
· You can now drag and drop items from the market, your assets and the HUD into the compare tool window.
World Shaping:
· Fixed an issue where the ship hologram did not sometimes show up right after Clone Jumping.
EVE Voice, Mail & Chat:
· Fleet interface - You are no longer able to initiate a 1-to-1 conversation from the watchlist window.
Miscellaneous:
· Fixed the missing explosion sound effect for capital ships.
· An issue with stacks of brackets and UI scaling was fixed.
· Hiding the UI with ctrl-F9 will now once again hide ALL the UI elements.
· When attempting to select a character in an unloaded system, the client will now try repeatedly for up to 60 seconds to select the character.
· An issue with players not appearing in the station Guest tab has been fixed.
· Upper and Lower case location folder names are now sorted in the correct order by letter before case.
December 8th, 2011FIXES:
Character Creation and New Player Experience:
· After you have finished with Aura's missions, she will now still refer to you by name.
· Character portrait UI now remembers the previous settings - meaning you can keep the pose/expression and just make the changes you want.
· The 6th part of the first tutorial now triggers easier when walking up to the pod.
Captain’s Quarters:
· Fixed an issue where toggling HDR could cause the map not to work when docked with Load Station Environment off.
· Racial Captain's Quarters now correctly update directly after Clone Jumping.
· If the character fails to load into the Captain's Quarters, they will automatically be moved to the ship hangar after two minutes.
Player Owned Structures, Outposts and Stations:
· An issue with the Time Multiplier figure in Mobile Laboratories has been fixed.
· Fixed an issue where Customs Office Gantries could not be manufactured in Amarr outposts.
· Customs Office Gantries can now be located using the Directional and System Scanners.
· Player-owned Customs Offices were affected by an issue that caused their tax rate to be reset to default (5%) after downtime. This has been resolved.
Graphics Premium:
· The message offering clone space in the Clone Vat Bay I on a Rorqual has been fixed. It said "unanchor", but now displays the correct message.
Science and Industry:
· Filtering options for Blueprints in the science and industry window have been fixed to not hide columns.
Ships:
· An issue with fleet members using Orca corp hangars has been fixed.
Market & Contracts:
· On the welcome page for the LP store: 'receive' is no longer misspelled.
· Fixed an in-space context menu for Courier Contract bookmarks.
· Fixed a small error in number formatting in Courier Contracts.
· Newly created Auction Contracts are not automatically 'won' now.
Agents & Missions:
· An issue with NPC's not respawning in anomalies after downtime has been fixed.
· An issue with the RP/day column for Research agents has been fixed.
Corporation & Alliance:
· An issue with the 'Deliver To Member' corporation function has been fixed.
· War declaration votes now display the names of included parties correctly.
· Fixed the member base location string for the member details window in corporations.
User Interface:
· Trying to online/fit a module you don't have the skills for will now correctly give a message telling you what modules and skills are lacking.
· Tool-tip text when hovering over assigned fighters has been made understandable to humans.
· Error message when trying to place items in orphaned jet-cans is now correctly displayed.
· Time to next skill level correctly updated when adding skills to training queue.
· Fixed some text overlapping in the training queue.
· Calendar events between 11pm and midnight no longer create errors.
· A text issue with 'Viewing the log' on station containers has been fixed.
· The error message when putting certain items into containers now displays correctly.
· A text issue with planetary extractors has been fixed.
· Contact notifications now display the correct standings level.
· Member counts in chat channel selection window are now properly aligned.
· "Regional average" is now correctly spelled.
· While warping, the “Jump” command will no longer be available for all gates. It will now only be available for the gate you are currently in warp to in order to jump on contact.
· When mousing over scan probes launchers, they will no longer display their extremely impressive range on the tactical overlay.
· Jump bridges links will no longer retain their 3d-curviness when flattening the star map.
· When reordering targets by dragging them around, the new target order will now be applied to the order used by the Next/Previous target hotkeys.
· The text buttons to increase and decrease fontsize in chat now align correctly.
· The log window now remembers it’s sorting settings.
· When you scale the UI with the map open, the “You are here” bubble will be updated with correct location.
· When you scale the UI, the text in the agent conversation now fits correctly.
· The tactical overlay will now display again on the Solar System map.
· Select/Deselect All in the Scan Filter Editor window now works correctly for the Cosmic Signature group.
· Icons on the system map are easier to see now when scanning with probes.
· The station services window now has less minimum width if you have small station services buttons.
EVE API:
· Added factional warfare systems to the SDE with warCombatZones and warCombatZoneSystems.
· Wallet journal entries and transactions are now displayed correctly.
EVE Voice, Mail & Chat:
· Join channel (when manually typing name) now correctly places you in a channel if it already exists (eg E-UNI, Invention etc).
Localized Clients:
· The 'Always Use English Voice' option now works as intended. Although a client restart is required.
NPCs:
· Dread Guristas Irregular are now named correctly in the overview.
CONCORD and Kill Mails:
· CONCORD no longer considers you a criminal when someone you attacked over 15 minutes ago is killed by someone else.
Miscellaneous:
· Fixed the context menu for 'deliver to members' in the corp deliveries hangar.
· The formatting on the client update notification has been made a little prettier.
· Fixed a bug that was blocking Japanese text in ship fittings.
· Jetcan mining should now work again when you are in the same fleet, corporation or have excellent standing from the owner of the can.
· Drones guarding an Interdictor dropping a warp disruption bubble should no longer start shooting that Interdictor.
· XL hybrid turrets will now set their effect color properly based on what sort of charge is loaded.
· Some players were experiencing long delays when opening the star map. It should now be significantly faster.
·
CHANGES:
Player Owned Structures, Outposts and Stations:
· Newly installed outpost upgrades now have manufacturing lines as public access by default.
· Warp Scrambling Battery and Warp Disruption Battery now correctly online in 120 seconds rather than 150 seconds.
· Fuel blocks can now be placed into the appropriate racial Control Tower fuel bays alongside regular fuel types, in preparation for the forthcoming switchover.
Miscellaneous:
· On changing currency, you now need to reload the wallet journal.
· A text issue with the market export documents has been fixed.
· A bidding issue with Auction contracts has been fixed.
· When trying to perform an action you don't have the skills for, your are properly notified of the cause.
November 30th, 2011Critical:
· Localization - As part of the migration of the Cerberus localization tool we have had to re-translate the entire UI, Notifications and Messages in-game. Unfortunately, due to time constraints, a small part of the UI, as well as content that has been developed by the feature teams for this release, will be in English for the German and Russian client on the initial launch date. Further details on the Cerberus project can be found in the blog Introducing Cerberus by CCP Shiny and CCP Ronin.
· UI - We will be monitoring the overview settings during extreme scenarios, such as a massive fleet engagement, to ensure that the overview will display properly in all cases. Should you notice any unusual behavior, we would appreciate if you could send a detailed bug report.
· Window settings on Tranquility have been reset as part of the changes to UI and UI scaling. We are sorry for the inconvenience that this will cause to saved windows.
·
Features:
· Worldshaping
· Stunning new visuals have been added to EVE Online. New nebulas throughout space will now provide players with a feeling of real immersion and allow for a better sense of scale and location in the universe. As a result of these new vistas, we have adjusted every stargate on Tranquility to align correctly to their destinations allowing for players to experience a graceful transition while piloting. Players should be aware that due to the alignment of stargates that instawarp locations, or locations created close to an object at a stargate may now cause bumping into that object. You can read full details about these changes in the blog Introducing new nebulae into EVE by CCP t0rfifrans.
· The system map background nebula has been replaced with a darker more sci-fi background.
· Star fields have been greatly enhanced to provide a more immersive feeling of being in space. Actual stars from neighboring solar systems will be displayed and the newly rotated stargates will aim at them, making them visible if they are close enough. Further details can be found in the blog Asking for directions by CCP Mannapi.
· New art assets have been created for the Oracle, Tornado, Naga and Talos. Our thanks go to Alexey M, dreamwa1ker (Pattern Clarc), David L and Michael S who submitted the original designs in the Deviant Art ‘Design a Starship’ competition. May your designs cause death, destruction and sweet, sweet tears for many years to come.
·
Time Dilation:
· In an effort to keep tremendously large fleet engagements fun, the universe will slow down time in order to keep up with the strain of simulating many hundreds of ships.
· Read more about the details and motivations in CCP Veritas’ devblog Introducing Time Dilation and watch him demo it in the Time Dilation Video Demo.
· Due to the dangerous nature of altering the fabric of spacetime in such ways, the feature will be turned on at a slightly later date. This is to provide isolation from other fundamental alterations to the machinations of the universe in order to reduce the chances of total protonic reversal.
·
Captains Quarters:
· New Captains Quarters have been added for the Amarr, Caldari and Gallente. Full details can be found in the blog Introducing racial Captains Quarters by CCP t0rfifrans
Added Captain’s Quarters functionality:
· You can now drag and drop your ship from my ships list anywhere on the CQ environment to activate that ship.
· The floating ship now has the same functionality as in the Ship Hangar view, you can double click to open cargo and right click to open contextual menu.
· Avatar camera and zoom have been refined.
· Station services window again shows the owner of the station.
The 'Load Station Environments' option in the ESC Menu has changed slightly:
· OFF: You can't enter Captains Quarter's and you have a static background image when in the Ship Hangar, hence unable to spin your ship.
· ON: You can spin your ship in the Ship Hangar and can freely switch between Captains Quarter's and the Ship Hangar. Note that if you do not go into the Captains Quarter's, nothing extra is loaded when in the ship hangar.
·
Ships:
· All Caldari State sub-capital ships have had their shaders updated to the V3 shader set.
· All Gallente State sub-capital ships have had their shaders updated to the V3 shader set.
· The Apocalypse and Impairor have had their shaders updated to the V3 shader set.
Four new battlecruisers, designed to inflict massive damage at the expense of survivability, have been released. Each of the four main factions has a new ship that will bring devastation everywhere it goes. The details of these new ships are as follows:
·
Caldari State:
· The Naga was designed in YC 109 by the Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized. The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.
· Battlecruiser skill bonus per level
· 5% bonus to Large Hybrid Turret damage
· 10% bonus to Large Hybrid Turret optimal range
· Role bonus
· 95% reduction in the powergrid need of Large Hybrid Turrets
· 50% reduction in the CPU need of Large Hybrid Turrets
· 50% reduction in the capacitor need of Large Hybrid Turrets
Amarr Empire:
· In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history. During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle. The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship ‘a work of Divine Grace for the Empire, and retribution to our enemies.’
Battlecruiser Skill bonus per level:
· 10% bonus to Large Energy Turret capacitor use.
· 5% bonus to Large Energy Turret damage
· Role bonus
· 95% reduction in the powergrid need of Large Energy Turrets
· 50% reduction in the CPU need of Large Energy Turrets
· 50% reduction in the capacitor need of Large Energy Turrets
·
Gallente Federation:
· The Talos began in YC 110 as a R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action. The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards.
Battlecruiser Skill bonus per level:
· 5% bonus to Large Hybrid Turret damage
· 7.5% bonus to Large Hybrid Turret tracking speed
· Role bonus
· 95% reduction in the powergrid need of Large Hybrid Turrets
· 50% reduction in the CPU need of Large Hybrid Turrets
· 50% reduction in the capacitor need of Large Hybrid Turrets
·
Minmatar Republic:
· In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match. What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely off of flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.
· Battlecruiser Skill bonus per level
· 5% bonus to Large Projectile Turret rate of fire
· 5% bonus to Large Projectile Turret falloff
· Role bonus
· 95% reduction in the powergrid need of Large Projectile Turrets
· 50% reduction in the CPU need of Large Projectile Turrets.
·
Modules:
The following Tech II modules have been added and will only be available through Invention. No Tech II BPO’s will be created for these items:
· Warfare link II
· Mining Foreman link II
· Core probe launcher II
· Drone link augmentor II
· Omnidirectional tracking link II
· Drone tracking computer II
· Siege module II
· Triage module II
· Small remote hull repair system II
· Medium remote hull repair system II
· Large remote hull repair system II
· Bomb launcher II
· Micro auxiliary power core II
· Small tractor beam II
· Capital tractor beam II
· Warp disruption field generator II
·
Customs Offices:
· Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen.
· All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes.
· Ownership of all low security, 0.0 and wormhole Customs Offices is transferred to NPC corporation “Interbus”.
· The Interbus Customs Offices can be used for Planetary Interaction or shot down without standing or security penalty.
· Interbus Customs Offices will not be de-spawned and will remain until destroyed.
· The Interbus Corporation will charge slightly more tax than CONCORD and we will monitor the tax rates for both CONCORD and Interbus to ensure that they are working correctly.
· The Customs Office Gantry is a 7600 m3 compact structure that is manufactured in assembly lines in stations.
· Blueprint copies of the Customs Office Gantry will be available from the CONCORD loyalty point store for 6000 LP and 20,000,000.00 ISK.
· Blueprint copies are also available from the Factional Warfare loyalty point stores for 3000 LP and 10,000,000.00 ISK. As a reminder these will be the stores of the 24th Imperial Crusade, Sate Protectorate, Federal Defense Union and Tribal Liberation Force.
· A Customs Office can only be owned by a player corporation and only players with Station Manager role can edit the settings of an operational Customs Office. A player with the role "Config Equipment" can perform the upgrade from Gantry to Customs Office.
· Custom tax rates can be set for your corporation, your alliance and friendly corporations or alliances.
· Customs Office ownership can be transferred to any player corporations.
· Notifications will be sent to the corporation if the Customs Office is attacked.
· Player owned Customs Offices will generate a killmail when destroyed.
·
User Interface:
· A new font has been designed and replaced everywhere in EVE which makes differentiation of letters, numbers and symbols much easier. In general, ‘Eve Sans Neue’ is a refinement of the original Eve Sans font. The design was revised, technically updated and readability has been improved. Please see the News from the Fontlines blog from CCP Punkturis for more information.
· We have added a UI Scaling setting under the ‘Display Setup’ in the settings menu. This allows players to make the UI larger or smaller depending on your resolution settings. Full details can be found in the blog Size Matters – Scaling the UI from CCP Punkturis.
· A ‘Loot All’ button has been implemented for wrecks and cans. Players can now take all items from an open wreck or can window with a single button push. If there are items which are contraband anywhere in the space, then the player is warned. This warning may be turned off, as normal.
·
Combat:
· Implants will now show up on pod killmails. Full details, especially aimed at killboard developers, can be found in the My brain was equipped with the following implants blog by CCP Masterplan. A forum thread for all third party developers can be found here.
· Killmails will now display the difference between BPOs and BPCs.
·
Exploration and Deadspace:
· New DED complexes, rated at 3/10 and 4/10 in difficulty have been added. This means more new bosses, more modules (never before seen in-game) and more reasons to generate massive explosions in space. Further details about PVE content can be found in the blog Pinch yourself: More bosses, more modules, more loot, less lurking, less scraps, less pop up bother by CCP Affinity.
· As part of the ongoing Live Events, the first phase of a new site has been added to the Eram system. Visitors to Eram can read published capsuleer research at the Arek’Jaalan site found there.
·
Graphics:
· New engine trails have been added for all races of ships.
· Turret effects will now miss the target when the shot misses. Full details can be found in the blog I don’t always miss, but when I do… I do it in style by CCP Cholopepus
· Sun light has been increased.
· A brand new warp tunnel effect has been added which now warps planets around your tunnel path with dazzling effect.
· The ‘Avatar Viewer’ allows you to view an animated, full body render of the character or agent you are inspecting, complete with camera controls and their latest clothing choices. Full details can be found in the blog Dedicated followers of fashion by CCP Solomon.
·
Localization:
· EVE's localization system has been replaced to allow quality improvements for current and future localizations of the game. This new localization tool is known as Cerberus. A full Dev blog explaining this new feature is called Introducing Cerberus by CCP Shiny and CCP Ronin.
·
Changes:
Ships:
· The Raven battleship has had a complete visual overhaul and looks more aggressive than ever. Meaner looking ships mean more serious business.
· Player ship wrecks will now drop an increased amount of salvage components.
· Personal ship fittings have been increased from 50 to 100
· Corporation ship fittings have been increased from 100 to 200
· When you are disconnected from the server, an ‘attempt to return to dronebay’ command is issued to the drones you control, at the same time as the command to warp away is issued. As always, the success of drones returning to your drone bay depends upon their distance from your ship and the speed with which it enters warp.
· All ships can now use the ‘Reconnect to lost drones’ command.
· Your orbit and keep at range distances are remembered for each ship type, so you don't have to constantly re-configure.
· The warp speed of all logistics has been increased from 3.0 au/s to 3.75 au/s.
· Ship insurance is now visible to the ship’s owner in the general show info window. The insurance tab has been removed.
· The remote ECM burst will no longer affect ships which are immune to electronic warfare.
· The following ships now receive a +10 m/s velocity increase: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, and Ishtar.
· The following ships now receive a +5 m/s velocity increase: Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet and Kronos.
· The following ships now receive a 5% bonus to inertia: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, Ishtar, Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet, Kronos, Harpy, Ishkur, Ferox, Rokh, Vulture, Celestis, Exequror Navy Issue, Moa, Atron, Daredevil, Merlin, Adrestia, Eagle, Phobos, Ares, Raptor, Taranis and Eris.
· The rate of fire penalty has been removed from all destroyers.
· For all destroyers the shield and armor have been increased by 10%, capacitor capacity has been increased by 25% and signature radius decreased by 25%.
The Dramiel has had several changes which include:
· Mass increase from 740,700 kg to 950,000 kg.
· Max velocity reduced from 473 m/sec to 460 m/s
· Scan resolution reduced from 990 mm to 750 mm.
· CPU reduced from 145 tf to 133 tf.
· Powergrid reduced from 38 MW to 37 MW.
The Onieros has had several changes which include:
· Removed one mid slot and added a new low slot which results in a new slot layout of four high, four mid and five low slots. Any modules fitted to the last mid slot will be removed and placed in the owners home station.
· Powergrid has been increased from 850 MW to 1050 MW.
· Reduced signature radius from 80m to 70m.
· Max velocity increased from 214 m/s to 230 m/s.
· Significant changes have been made to capital ships of all kinds. The changes are listed below and full details are available in the blog Capital ship balancing by CCP Tallest.
· The bonus to armor and shield transfer amount per carrier level for the Nidhoggur has been increased from 5% to 7.5%.
· The power grid for the Nidhoggur has been increased from 575,000 MW to 605,000 MW.
· The capacitor capacity for the Nidhoggur has been increased from 52,000 KJ to 55,000 KJ.
· The capacitor capacity for the Naglfar has been increased from 45,000 KJ to 47,500 KJ.
· Supercarrier drone bays can only hold fighters and fighter bombers. All supercarrier pilots have been sent an EVE mail with instructions from Customer Support on how to prepare for the changes.
· The effective hit points of all supercarriers have been reduced by 20%, except the Hel and Wyvern who have only taken a 10% shield HP reduction.
The Aeon will now have:
·
· Structure hit points 460,000
· Shield capacity 392,000
· Armor hit points 880,000
The Hel will now have:
· Structure hit points 420,000
· Shield capacity 891,000
· Armor hit points 480,000
The Nyx will now have:
· Structure hit points 480,000
· Shield capacity 432,000
· Armor hit points 840,000
The Wyvern will now have:
· Structure hit points 440,000
· Shield capacity 900,000
· Armor hit points 472,000
· The drone capacity of the Aeon, Revenant and Wyvern has been reduced to 150000 m3. This will allow for a maximum of 30 fighters or fighter bombers.
· The drone capacity of the Hel and Nyx has been reduced to 175000 m3. This will allow for a maximum of 35 fighters or fighter bombers.
· The bonus to armor and shield transfer amount per carrier level for the Hel has been increased from 5% to 7.5%.
· The capacitor amount for the Hel has increased from 60,000 KJ to 65,000 KJ.
· Drone bays have now been removed from all Dreadnoughts.
· Drone bays have now been removed from all Titans.
· The Moros will now receive a 5% capital hybrid turret rate of fire bonus in place of its drone bonus.
· The effective hit points of all Titans have been reduced by 20%.
The Avatar will now have:
·
· Structure hit points 600,000
· Shield capacity 464,000
· Armor hit points 1,120,000
The Erebus will now have:
· Structure hit points 640,000
· Shield capacity 544,000
· Armor hit points 1,040,000
The Leviathan will now have:
· Structure hit points 560,000
· Shield capacity 1,170,000
· Armor hit points 544,000
The Ragnarok will now have:
· Structure hit points 520,000
· Shield capacity 1,152,000
· Armor hit points 560,000
· Titan super weapons can now only fire at other capital ships. It can no longer fire its superweapon at any structures.
·
Weapons & Ammunition:
· Significant changes have been made to hybrid turrets to increase their overall effectiveness. Full details on these changes, along with changes to other Tech II ammunition balancing listed under ‘Weapons and Ammunition’ can be found in the blog Hybrid weapon and tech II ammo balancing by CCP Tallest.
· All hybrid charges have been reduced in volume by 50%
· All hybrid turrets have had their capacity reduced by 50%
· All XL hybrid turrets now receive a -5 CPU reduction.
· All large hybrid turrets now receive a -3 CPU reduction.
· All medium hybrid turrets now receive a -2 CPU reduction.
· All small hybrid turrets now receive a -1 CPU reduction, with the exception of the 75mm Railgun.
· Hybrid turrets now use 12% less powergrid, rounded to the nearest number, with the exception of the Light Electron Blaster I, Light Ion Blaster I, 125 mm Railgun I and 75mm Railgun I which remain unchanged.
· All hybrid turrets have had their reload time reduced to five seconds.
· The capacitor usage for all hybrid turrets has been reduced by 30%.
· Small, medium and large blasters will now receive +20% to tracking.
· Small, medium and large blasters will now receive +5% to damage multiplier.
· Small, medium and large railguns will now receive +10% to damage multiplier.
· Small, medium and large railguns will now receive +5% to tracking.
· All sizes of Javelin ammunition have had their capacitor penalty removed.
· Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x.
· Hail has had its falloff penalty removed completely.
· Falloff for XL autocannons has been increased by 50%.
· Missiles and bombs maximum ranges now show up on the tactical overlay.
·
· Modules:
· Federation Navy Omnidirectional Tracking Link CPU has been reduced from 39 tf to 36 tf.
· Siege module I have received a damage boost to compensate for lost drones. The damage multiplier bonus has been increased from 615% to 700%.
· Siege module I duration time has been reduced to five minutes.
· Siege module I fuel cost has been reduced from 500 to 250 Strontium Clathrates per cycle.
· Navy Micro Auxiliary Power Core has had its CPU requirement increased to 20 tf from 19 tf and the powergrid bonus increased from 12 MW to 13 MW.
· Friendly remote ‘EW’ boosts will no longer work on ships immune to electronic warfare, specifically Tracking Links and Remote Sensor Boosters.
·
Fitting Window:
· The fitting window has been revamped and, thanks to client side dogma, your ship fitting will now display the average damage per second that your turrets, drones and missiles are able to dish out, as well as the total sum of the above. Full details are available in the blog Improvements to the fitting window by CCP Optimal.
·
Skills:
· You can now drag locally in the skill queue while holding shift down, so adding multiple levels of the same skill becomes easier.
· The show info window of skills has been updated to include information such as skill category and what level you currently have trained.
· If you have multiple skills in the skill queue, the one currently training is shown in a lighter shade of blue so it is easier to identify.
· The prerequisites panel shows the total training time required, and mouse overs on the panel break this down by skill.
· Tactical Weapons Reconfiguration skill has been changed. The description now reads, ‘Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.’
·
Combat:
· Insurance is no longer paid out for players who are killed by CONCORD.
· The aggression timer for combat has been changed. When logging off in space with PVP aggression, the ship will be removed from space 15 minutes after log-off, or 15 minutes after the most-recent aggressive act against the ship, whichever is the latest.
·
Agents & Missions:
· Reduced the size of metal scraps to 0.01 m3 in volume.
·
Exploration and Deadspace:
· Anomalies have been re-balanced and their value has been increased slightly. Full details can be found in the dev blog Anomalies Revisited by CCP Greyscale.
· Ships which are cloaked can no longer keep exploration dungeons from despawning, and by extension, respawning. This should help players who run exploration sites and alliances who have upgraded their hubs to have more exploration sites.
· We have added more rig BPC’s to multiple sites.
· Individuals sitting outside of the first gate of a multi-space Incursion complex when it is completed will not be counted as being part of the achievement.
·
Planetary Interaction:
· We have boosted the bandwidth of links to be five times bigger to deal with the hassle of constantly upgrading them.
·
Player owned stations, Starbases and Outposts:
· Starbases will transition into using fuel blocks in a future release. To facilitate this change, we're releasing the blueprints to make the blocks so corporations and alliances can prepare. Full details of all changes can be found in the Starbase happy fun time blog by CCP Greyscale.
· Starbase fuel bays have been expanded by 27%
· Most starbase structures have had their anchor and unanchor timers reduced to 5 seconds and their online timers set to 3 seconds.
· Starbase turrets, launchers, electronic warfare batteries and hardeners have had their anchor and unanchor timers reduced to 5 seconds and their online timers have been normalized to 120 seconds.
· Jump bridges now take 30 seconds to anchor but are otherwise unchanged.
· Cynosural generator arrays have had their anchor and unanchor timers reduced to 10 seconds but are otherwise unchanged.
· Capital ship assembly arrays and capital ship maintenance arrays now take 30 seconds to anchor, 3 seconds to online and 10 minutes to unanchor.
· Cynosural system jammers are unchanged with this release.
· You can now unrent corporation offices remotely, without flying to the station where the office is located.
·
Science & Industry:
Due to the removal of drone bays from Titans and Dreadnaughts, we have changed the blueprint requirements across all capital ships as follows:
· Capital drone bay has been removed from the material requirements of Titans and Dreadnoughts. The material requirement of the remaining components has been increased.
· Capital drone bay material requirements have been increased on all supercarriers and carriers.
· Ratios used are for every 100 components removed from a Titan, 25 is added to the requirement of the same races supercarrier and vice versa for components added.
· For each five components removed on a dreadnought, one is added to the requirement of the same races carrier and vice versa for components added.
· Increased the drop of T2 salvage components from ship wrecks.
·
Markets & Contracts:
Various changes to Market drag functionality including:
· Drag icon from ‘Details’ view to chat,
· Drag icon from ‘Groups’ view to chat,
· Camera click on all icons you can preview in market,
· Drag fitting from fitting management window to quickbar scroll,
· Drag icon from ‘Details’ view to quickbar,
· Drag icon from ‘Groups’ view to quickbar,
· Drag item from quickbar to chat,
· Drag folder from quickbar to other quickbar folder,
· Drag item from quickbar folder to other quickbar folder,
· Drag item from quickbar folder to quickbar scroll.
· Yeah, the markets can be such a drag.
·
User Interface:
· The map options window will now remember its minimized and maximized settings on a per character basis.
· Pop-up windows in missions and other PVE content can now be minimized allowing you to read it at your leisure.
· The asset search window now has a parser which allows you use keywords like ‘type’, ‘group’, ‘category’, ‘min’ and ‘max’ to narrow searches.
· You can now autopilot to a station. It functions in the same way as the regular autopilot, it warps to within 15 and docks automatically.
· Items that can be bought and sold on the market have a button at the bottom of the show info, linking to the market. Items only available in contracts have one linking to the contract system.
· Players can now choose which wallet tooltip is displayed in the Neocom, so players that wish to display a certain corporation wallet division over their personal wallet can do so.
· Locked targets can be reordered within the UI, so that it is easier to keep track of them.
· If you have the ship maintenance bay of a ship open, then it will remain open when you dock or undock.
· If you have the corporation hangar of a ship open, then it will remain open when you dock or undock.
· The ‘Jump’ command on stargates now has similar functionality to the dock button. If you are out of range the ship will fly there and perform the action.
· Depending on the range and target, a player using an action will now attempt to warp to, or approach the item in space, and then do the requested interaction once in range, for the following: Stargate Jump, Acceleration Gate, Wormhole, Open Cargo container, Scoop to Drone Bay, Scoop to Cargo Hold, Scoop ship to Ship Maintenance Array.
· The session change timer has been changed from 30 seconds to 20 seconds and will now be displayed at the top left corner of the screen. There is now a general setting which allows you to see a visual session change timer in your user interface. This is turned off by default and can be turned on in the ESC menu. Full details can be found in the blog Death to the session change timer by CCP Atlas.
· There is now an Add/Edit Contact button for Alliance info windows, so it matches that of characters and corporations.
· The filter input field for containers how has the word ‘Filter’ in the UI to point it out to new players.
· Inventory containers now support drag selection. No more clicking on every item you want to select.
· Secure containers will no longer ask for your ‘old password’ when you have never given one to the container in question.
· A notification has been added to all password fields indicating when Caps Lock is enabled. When they have focus, fields where you enter passwords will now show an upwards arrow icon to indicate that you have Caps Lock set.
· We have added an option to disable Neocom blinking. If you right click on the blank part of your Neocom, you can turn off the blinking notifications, or if you have turned them off, then you can enable them again.
· Cameras will no longer autopan when you mouse hover over locked targets.
· Cosmic signatures may now be filtered according to type. This allows players doing exploration to easily sort Ladar, Gravimetric, Magnetometric, Radar and Unknown cosmic signatures in their system scanner results. Signatures which are still too weak to register their type will not be excluded from this filter regardless of their actual type.
· Bookmarks have been renamed to ‘Locations’.
· Corporations now have a shared locations folder where 250 locations can be stored.
· All members of a corporation can access the shared folder. All members can add locations, but only remove their own, unless they have ‘Communication Officer’ or above
· Location pins will now show if it is a personal or corporation location.
· Anyone in an alliance can see all online, connected jump bridges belonging to their alliance, and the connections between them. These appear as curved green pulsing lines following the jump bridge path.
·
EVE Voice Mail & Chat:
· Alliance executors, CEOs and fleet bosses can now change the MOTD of channels they own. Essentially anyone with the Communications Officer role.
· You can now drag and drop people's names or pictures into the user list of a channel to add that character to the channel.
· The list of default chat channels has been reorganized and new channels and categories have been added.
·
Graphics:
· Effects for cynosaural fields, jump in and jump out animations for capital ships and black ops battleships have been enhanced.
· The doomsday effects of the Aurora Ominae, Oblivion and Gjallarhorn have been reworked and are all now as beautiful as they are destructive.
· Captains Quarters visual appearance now changes depending on the security status of the system they are in. If the Captains Quarters look shiny and beautiful in high sec, they now get more dirty and worn deep in null sec.
· Shadows in space have received an overhaul. Blockiness and nasty jagged edges have been replaced by smooth lines. Further details can be found in the blog Beauty hides in the shadowsby CCP Peirz.
·
Fixes:
Ships:
· The Rorqual was upside down when the industrial core was activated. This has now been fixed.
· When a player used fitting services in space, from a Titan for example, they would not see the turrets animation or effects. This has now been fixed.
· The description of the Malice has been updated to reflect accurate bonuses.
· The description of the Raven Navy Issue has been updated to include exact date references.
· The capacitor level of a ship is now correctly saved to the database when logging off in space.
· The Covetor, Procurer, and Retriever have all had minor description changes.
·
Weapons and Ammunition:
· Fixed an issue where mining crystals could be used without the prerequisite skills trained.
· Fixed an issue with launchers not checking skill requirements when loading charges.
·
Drones:
· Fixed a case where mining drones would go idle shortly after being assigned to a new asteroid if the previous asteroid had popped mid cycle.
· Fixed a case where combat drones would go idle shortly after being assigned to a new target, during the lock target phase.
· When you have a drone selected and you click the ‘Scoop to Drone Bay’ button, you will fly towards the drone until you are in range and then scoop it all as one action.
·
Modules:
· Mining lasers, tractor beams, salvagers and gas harvesters will keep playing their sound effects after the first cycle.
· Launching a warp disrupt probe will give you aggression and prevent you from docking or jumping.
· Covert Jump Portal Generators now consume 100gj of capacitor on activation in line with the activation cost in attributes.
· Cloaked ships will no longer decloak other cloaked ships.
· The survey scanner now factors the ship radius into its scan range so that the cut-off range will agree with what the overview displays.
· Fixed an issue where the sounds associated with cloaking were not being played.
· Fixed an issue where the COSMOS Process-Interruptive Warp Disruptor modules could not be contracted correctly and were not displaying the storyline icon.
· Faction variants of small energy neutralizers have had their skill requirements reduced to be in-line with other modules in their class. They now require the same skills as the T1 version of the module.
· The placement of fitted turrets on Tech 3 ships viewed from Captain's Quarters walkways now matches the fitting screen preview.
· A warning message is now displayed when trying to offline a grouped weapon.
· The Industrial Core I module now consumes the correct amount of heavy water.
· When a jump portal is active on a ship it cannot receive remote assistance. This is now clearly shown on attributes.
· Grouping of overloaded weapons modules has been refined. The overload state of the first module now dictates the whether the rack is overloaded or not when grouped.
· Territorial Claim Units and Sovereignty Blockade Units can now be probed down properly.
· Siege Modules have been fixed so that they now affect explosion velocity of citadel cruise missiles.
·
CONCORD and Killmails:
· CONCORD no longer considers you a criminal when someone you attacked over 15min ago is killed by someone else.
· A rare bug where a criminal flag would keep refreshing and never expire has been fixed.
· You will now be warned before assisting someone at war when in high security space.
· If someone you’re assisting in high security space gets an unexpected aggression flag, your assistance module will deactivate and require manual reactivation to avoid unintentional flagging towards the assister.
·
Boosters and Implants:
· Removed an erroneous instance of the word ‘gunnery’ at the beginning of the description for all ‘Eifyr and Co. 'Rogue' CY-xx’ series implants. These are navigation implants, and have no impact on gunnery at all.
· Synth booster reactions and pure synth boosters are now listed on the market.
· A production line error for the popular booster ‘Quafe Zero’ was causing a minor shield booster penalty. This negative effect no longer occurs.
· Snake implants no longer list a bonus to smuggling as one of their attributes.
·
Science and Industry:
· Small fix to Planetary Interaction that ensures the user cannot open transfer UIs while in edit mode. Previously this could result in the transfer failing even after confirmation and the user would have to close and re-open the window.
· EMP Generators and their capital variants have been renamed to EM Pulse Generators, in order to align them more clearly with the other types of Pulse Generator.
· Mining Laser Upgrade blueprints and Ice Harvester Upgrade blueprints now reside in the ‘Mining Laser Upgrade Blueprint’ group. This has no effect on their market listing.
· The ECM - Spatial Destabilizer II blueprint's Bill of Materials have been modified. 1 unit of Megacyte has been added, and the Nanomechanical Microprocessors have been removed.
· You can no longer attempt to start a manufacturing job on a blueprint that is in an active trade window.
· Tech 2 mining barge wrecks now properly drop T2 generic components rather than T1 generic components.
Markets and Contracts:
· A typographical error was corrected in the welcome page for the Loyalty Point store.
Agents and Missions:
· Removed personal standings gain from storyline Agents. Previously if a storyline mission was completed in a fleet, the fleet members would be wrongly awarded personal standings.
· The mission series, ‘Orain Purcour - Secret (1 of 2) and (2 of 2)’, has been removed entirely.
· The LP store offer for an Amarr Navy Slicer now correctly needs an Executioner provided instead of a Punisher.
· An issue with NPC's not respawning in anomalies after downtime has been fixed.
· The Caldari Navy Firefox Missile loyalty point store offer is now in line with the offers for the other three rocket types.
· Mission,’ After the Seven (4 of 5)’, has had its completion criteria adjusted so that it should no longer be impossible to complete in some cases.
· You can now again copy text from the mission details window and agent conversations.
· The complex 'Serpentis Owned Station' has been fixed to drop the Vigilant Blueprint, instead of the actual ship.
· Fixed a typographical error in the ‘Cash Flow For Capsuleers’ mission which refers to your ship as ‘ships’.
· Clarified the wording on agent standings requirements to reflect that you need standings higher than -1.9 to access an agent.
Exploration and Deadspace:
· Fixed an issue where Factional Warfare systems would run out of combat sites. ‘Outpost’ sites of all sizes will now respawn every 30 minutes in all Factional Warfare systems.
· The site, Outgrowth Rogue Drone Hive, now allows the Noctis to enter.
· A gas cloud was blocked by some objects in an exploration dungeon. The offending objects that blocked access to said cloud has now been removed.
·
Corporation & Alliance:
· Fixed an issue where a non-director couldn't filter the member list by role.
· You can now approve or reject applications to a corporation via the right click menu.
·
Character Creator and New Player Experience:
· Fixed an issue when moving or changing muscle structure on legs in the character creator.
· Players who incorrectly lost standings in the tutorial missions have had their standings corrected. The cause of the incorrect standings has already been corrected.
· Fixed a problem with some female characters failing to load.
· On-board scanner tutorial now consistently states the correct 64AU range.
·
Graphics:
· It was difficult to distinguish between fitted turrets on ships with the new turret icons. Until new icons have been made the old icons are being re-introduced into the user interface.
· The Megathron no longer has a small hole in the model geometry.
· Your mining lasers will no longer go through your ship and the graphic is displayed correctly.
· The Federation Navy Dual 250mm Railgun now has dual barrels instead of a single barrel.
· The firing effect on the Light Ion Blaster has been fixed.
· Under the Graphics Tab in the ESC menu, a checkbox for the ‘HDR Enabled’ option was referring to ‘Bloom’. This reference has now been removed since Bloom is now a part of the ‘Post processing’ drop down menu.
· We have re-added the missing energy stream effect to the acceleration gate.
· The turret locators on the Prowler are now attached to the hull of the ship and not floating in midair.
· Garde I and Garde II drones were missing their firing effects. This has now been fixed.
· The appearance of characters and interiors in the Captain's Quarters have undergone visual polish, offering a greater level of realism through improved lighting, shader quality and texture detail.
· Starmap camera movements are much smoother and the lines are now anti-aliased.
· Fixed an issue with screen flickering while entering a station.
· City lights on temperate planets no longer render on top of the ocean.
·
Player owned stations, Starbases and Outposts:
· Cynosural Generator Array now correctly lists the security restrictions for the structure to be placed.
· When managing a station, the transfer ownership will no longer list the corporation who currently owns the station as a valid candidate.
· If you try to change your subsystems in a station in which you have no access to the fitting service your T3 ship will no longer get stuck in an invalid state. You will be prompted with an error and your current subsystems all stay in place.
· Fixed an issue where a CEO or Director of a freshly captured Outpost could not access some of the facilities due to their security status.
· POS modules now come out of their box properly on anchoring playing the animation again. A new warp in is no longer required to see them.
· Newly installed outpost upgrades now have manufacturing lines as public access by default.
·
User Interface:
· The Contacts list correctly updates with offline status when a client is forced to disconnect such as happens when a second client logs in with the same account.
· The back and forward navigational buttons on a show info window now persist and work correctly when stacked with other windows.
· Changed how pinned and new windows interact with each other to fix an issue that was breaking pinned functionality. New windows will not append to existing pinned windows and windows cannot be stacked with pinned windows.
· The Capital Navigation window will now display distances to three decimal places.
· The client will no longer render in game UI elements at the login screen, after having lost connection with the server.
· The People & Places, Contacts menu has been made more robust to deal with large lists in excess of 50 contacts.
· Fixed a freeze or crash when dealing with a lot of text in a text input.
· Fixed some incorrect behavior when selecting text using shift + home/end then the arrow keys.
· Tool tips for the Title Management pane of the corporation management window now correctly appear.
· ‘Tip of the day’ for how to close the client using shortcuts has been updated.
· The compare tool now correctly sorts by columns other than just item name.
· Fixed a problem where trying to assign a shortcut to a key would sometimes fail.
· The Sell and Buy button when placing market orders has now the default focus again.
· The Show Info of the Covert Ops Cloaking Device II Blueprint is now sporting the T2 overlay correctly.
· Fixed missing ISK per Jump metric when creating a Courier Contract.
· Ctrl+L-Clicking on a drone in the drone window now correctly targets the drone.
· ‘ISK per jump’ message is now correctly sized in the courier contracts creation window.
· Editing a bookmark now allows you to also edit the notes for that bookmark.
· The entry field for the folder creation dialog in People & Places is correctly aligned.
· Keyboard shortcuts for drones have been fixed.
· The option to start trade with a station guest is now available in the context menu before loading the guest list in the station window.
· Holding down the Control key and double clicking will only target objects and not allow you to approach targets until the key is released.
· Fixed an issue where ships with certain names could not be scanned down.
· Coloring the map based on Sovereignty now takes less time than it used to.
· Windows now open, close and focus correctly when using shortcut keys.
· The shield boost rate is now correctly displayed with modified bonuses in the fitting screen.
· Missiles and scan probes now show their correct stats in the show info window in the station, when they are loaded in a launcher.
· Specialized cargo windows like fuel bays are now closed properly when switching ships in stations.
· The open cargo hold of your active ship will now be closed again when switching out of this ship.
· Corrected an issue where the text on the Captains Quarters screen was overflowing for the New Pilot Certification announcement.
· Wallet tab will now blink when a character in a corporation gives shares to somebody.
· A typographical error in the description of the Aurora Ominae weapon has been corrected.
· All labels for shortcuts have been made consistent so that they read ‘Open Service’ as opposed to Use or Toggle.
· Item volumes now display a decimal point in the Details/List views as well as in the Show Info menu.
· Text changed in Planetary Interaction descriptions to remove inconsistencies in the spelling of Microorganism.
· Slightly misleading message regarding a full cargo hold when mining has been rephrased to refer to your cargo hold not having sufficient space to contain more ore.
· The size of your cargo hold is now shown to two decimal places.
· The entry of your research agents in your journal now has the Show Info option for that agent in the context menu.
· The visual session change timer got moved from the right side of the system name to the top left corner of the system info.
· The station services panel now includes station information.
· You now only receive a single message when you try and drag ammo in one of multiple modules of the same type.
· The preview pane now properly follows its window, when stacked and moved.
· The mass and volume attributes of ships are now correctly formatted.
· The message for trying to board a ship with insufficient skills has been corrected.
· The Neocom now correctly auto hides when jumping, docking or undocking.
· When trying to drop more strontium into a strontium bay than would fit you will get the normal split stack dialog.
· On changing currency you now need to reload the wallet journal.
· Things you have pinned to the Neocom or map panel will now stay put as you relog.
· UI windows that are snapped to the Neocom or map panel will now stay put as you dock or undock. Unfortunately the root cause was the ‘Lock windows when pinned’ option so that has been removed.
·
Localization:
· Item descriptions in the market group window in both the Russian and German localized clients now use proper line breaking.
· The 'Always Use English Voice' option now works as intended. Although a client restart is required.
·
EVE API:
· The Jumps API no longer shows jumps into wormhole space.
·
Miscellaneous:
· The suicide attacks perpetrated by Minmatar terrorists in Amarr station hangars have been successfully put to an end. The Ministry of Internal Order is pleased to announce that docked capsuleers will no longer be inconvenienced by transport ships crashing into walls.
· Automatic crash reporting can be disabled from the escape menu.
· Automatic crash reporting will now collect information on your platform (Windows/Mac) as well as your GPU and driver information on your platform. This will assist greatly in following up on driver crashes with GPU vendors as well as making it possible to identify crashes particular to the Mac.
· The description of the item,’ Khumaak’, has been updated to properly reflect EVE fiction.
· All instances of the word 'defence' have now been changed to 'defense', keeping in line with the English style used in EVE Online.
· The EVE patcher now handles patching to hard drives bigger than 1TB in size.
· The ‘Olfei Medallion’ has had its neutronium core removed, and now has a more portable mass.
· Caldari Industry - Engineer Basic certificate now requires Laboratory Operation 3 rather than 5, in line with other races. =
· Fixed an audio bug when using the mirror in your CQ.
· Station names have been improved. “Gallente Station 7” and its friends got a facelift.
November 1st, 2011Ship Hangar:
· Station Services and the Overview panel no longer move and resize when docking and undocking.
· Fixed an issue where some people were unable to spin their ship in the ship hangar.
· Fixed an issue where T3 ship models duplicated themselves and had the wrong camera focus.
· In your Captain’s Quarters, you can no longer see your pod floating when you have no active ship.
· Disabling and enabling ‘Load Station Environments’ now correctly triggers the button to move between the Ship Hangar and your Captain’s Quarters.
Miscellaneous:
· It should now be possible to disable automatic crash reporting using /noBreakpadUpload as a startup argument for Eve. However, we do not advise using this option as CCP crash reporting is a very valuable tool for fixing bugs in a rapid manner. We greatly appreciate your assistance on this front.
· Some characters have gotten them into the broken state where they own themselves. This will cause them various issues regarding fitting and docking/undocking. The state of the characters have been fixed and additional logging has been put in to find out why these characters insist on being so independant.
· The hangar view will no longer "blackscreen" after your character is podkilled.
October 19th, 2011Captain's Quarters and Station Interiors:
· The station hangar is returning with all of its previous functionality. Dragging a ship onto the hangar to activate it, and double clicking the ship to open the ship’s cargo hold is once again possible.You can read more about it in this devblog.
· The memory demand of Captain’s Quarters has been considerably reduced.
· Disabling the “Load Station Environment” option will display your station hangar instead of seeing “The Door.”
· When a player logged into a station and immediately undocked without the station environments loading properly it would cause the client to display a black screen. This has been resolved.
Technical:
· CarbonIO has been enabled on the client. Even though this will have no immediate visible client-side impact, it opens new behind-the-scenes optimization paths which were impossible under stacklessIO. More information on CarbonIO can be found here.
Miscellaneous:
· In some cases it was impossible to undock in heavily damaged ships if only skills kept the ship alive. This will no longer occur.
· EVE will now automatically upload information about a crash to CCP when a crash occurs . No personal information or information about other programs is collected. Read more about this in this dev blog.
Macintosh:
· A number of stability adjustments have been made for the new Cider engine. These include file descriptor race conditions, segment caching in memory and raising the ceiling limit for open file descriptors.
· An EVE Voice connection problem, where users were unable to reconnect to EVE Voice after losing or closing their connection, has been resolved.
UI:
· A fix for broken jpg and png files has been added to the game. This will ensure broken chat portraits will no longer crash the client. There is, however, no excuse nor help for ugly mugs. Note: If you successfully worked around a client crash by making a cache folder read only, you should clear your client cache or lift the write protection to get character portraits shown once again.
· Tweaks have been made to improve user experience with ship spinning
September 15th, 2011The following are the relevant file sizes for client updates:
· Mac from Incarna 1.1 to Incarna 1.1.1 is 112 MB
· Mac full client 5.2 GB
User Interface:
· The corporation member list, when viewed with director roles, will now display blank ship info for docked characters instead of reporting them as flying the station they are currently docked in.
· While using the system scanner scan results with less than 25% strength using three or more probes will now display the appropriate generic bracket for ships, structures, and anomalies.
· Fixed an issue that would cause undocking characters to receive the error message, "Your ship is stuck, as server does not think that it is in a hangar. Please contact customer support to resolve this problem."
· When docking a ship with the cargo hold window open the window will remain open once arriving in the station.
Graphic General:
· Lens Flares will now remain active when 'Interior Effects' is set to Medium.
Modules:
· It is no longer possible to online completely damaged modules in a station, thus preventing undocking in that ship.
· Fixed an issue where reloading or switching ammo would sometimes fail to properly complete.
Macintosh:
· Resolved a Macintosh crash when exiting character re-customization.
Agents and Missions:
· The cargo capacity check for courier style missions did not correctly check skills and fitted modules. Agents have been informed of this error and will now only giving the warning if the ship's cargo hold is really not sufficient.
Miscellaneous:
· Exiting character customization in captains quarters will put your character in the correct position.
Client Update #1 for Incarna 1.1.1:
Boosters and Implants:
· Boosters no longer disappear after logging out before undocking.
Miscellaneous:
· Another issue of modules becoming offlined has been resolved.
· A case of characters being stuck when logging into the Captain's Quarters has been fixed.
Server changes:
Modules:
· Fixed a case of modules being offlined when switching ships in station.
· Modules with charges are now correctly removed while changing subsystems if necessary.
Boosters and Implants:
· Booster penalties are no longer removed when undocking. Occasionally they will disappear from the augmentation tab but the changes are still applied. We will address this issue in a future patch.
Miscellaneous:
· Fixed an issue causing avatars to be invisible in the Captain's Quarters.
September 2nd, 2011New official EVE Forums:
· A new server environment is being deployed to host the new forums.
A new player forum will be added to EVE Gate and will replace the old forum on eveonline.com. It will include the same forum functionality previously enjoyed by the community, along with additional features:
· Simple and advanced search options.
· An option to choose between normal or compact view for the threads.
· Ability to “Like” posts and see number of Likes per post.
· Each thread has an option to "Tag as Favorite"; this will add it to your Favorites page so you can easily find it again and quickly spot any new activity in the thread.
· A quick reply function that allows you to post a reply to a thread without loading a reply page with full formatting options.
· A character dropdown list full of handy options, such as sending EVE Mail or going to their EVE Gate profile via one click, or the number of Likes the user has received in total on the forums.
· RSS feeds for threads and search criteria.
· DEV, GM, CSM, ISD and External Partner characters have a colored badge overlay on their avatar. Additionally DEV and GM badges have been added on EVE Gate profiles.
· Forum Settings will now be located on your EVE Gate profile settings page, retaining the usual functionality of toggling corporation/alliance information.
· The old forums will be cast out into space to be frozen in time and remain fully viewable, but in a read-only mode. Threads and posts from the old forums will not be included in the new forums.
Activity Notifications:
· The Activity Notifications function lets you know when you have interesting activity happening on EVE Gate and EVE Forums. The alerts appear in the notification icons found in your EVE Gate header; as real time popups, and for those moments you are busy looking at another site - you can see the number of new activity in your EVE Gate or Forum browser tab.
· The Mail Icon notifies you when you have new unread mail. Clicking it will take you straight to your EVE mail.
· The Notification Flag shows you how many new activities you have on EVE Gate and the forums. Clicking the flag gives you a dropdown listing your new activities and takes you straight to them. At the bottom of the notification dropdown list you find a link to your Activity Notification page where all notifications are listed by date.
Players will be notified of the following activities in real time:
· When somebody posts on your wall.
· When somebody comments on your wall post.
· When somebody comments on a post other character has made on your wall.
· When somebody posts a reply to a forum thread you subscribe to.
· When somebody likes your post on the forums.
· When you receive an event invitation.
· When you receive new EVE Mail.
· In your EVE Gate profile settings you can customize which notifications you receive.
Personalized backgrounds:
· You can now choose from a selection of backgrounds in your EVE Gate profile settings. This release includes seven backgrounds: Minmatar, Caldari, Gallente, Amarr,Incarna, Incursion and Tyrannis.
· You can have a different background for each of your characters.
· Players can personalize their EVE Gate backgrounds in their EVE Gate Profile Settings.
Captain’s Quarters:
· Some visual improvements have been made to the main screens and menu systems within the Captain's Quarters.
· Fixed a rare case where action objects would not be interactable.
· Fixed several potential crash issues with EVE Voice.
· Fixed an issue with fleet voice chat that could prevent people from using voice chat at all.
API:
Customizable API Keys:
· Customizable API keys and a new, improved method of accessing the API, were implemented. Please refer to this dev blog for more information.
· The new API management website is located at https://support.eveonline.com/api.
· The API system will still accept legacy API keys for a limited amount of time.
· Please make sure you update your third-party applications and create a new API key for them!
Contracts:
· Contract updates are now available to third-party applications. For more information, please read this dev blog.
· Three new pages were added to the API (in both /char and /corp): Contracts.xml.aspx, ContractItems.xml.aspx and ContractBids.xml.aspx.
Miscellaneous:
· Items in the AssetList and ContractItems will now include a rawQuantity attribute if the quantity in the database is negative. Negative quantities are in fact codes: -1 is a singleton item and -2 is a blueprint copy.
· MarketOrders.xml.aspx will now return all active orders plus all orders issued in the last seven days. An optional "orderID" parameter can be provided to fetch any order belonging to your character/corporation.
· CharacterInfo.xml.aspx now includes employment history.
· WalletJournal.xml.aspx should no longer cause an error when rowCount is high.
User Interface:
· The “Show Info” window for drones in your ship's drone bay now displays the correct attributes according to your skills.
Graphic General:
· Resolved a sorting issue which made hair render in front of the ship's hologram in one's Captain's Quarters.
· The Machariel will now be animated in your station hangar view like all other ships.
Technical:
· Switching ships while docked in a station no longer causes a session change.
· When adding or removing turrets to/from the ship, the hangar and the fitting window view wasn't updating until the next ship change or undock. This has been fixed.
· CarbonIO has been activated on the game client. More information regarding CarbonIO and our future plans can be found here CarbonIO will continue to work on the server but will not be activated in the client during this patch but is scheduled for a future deployment.
Localization:
· The German and Russian clients have had several changes made for consistency and linguistic issues throughout the game.
· The confirmation message when abandoning loot now displays the option to not show the message again for the Russian and German clients.
· Some formatting issues in the ESC menu have been resolved for the German client.
Mac:
· Fixed an issue where NVIDIA hardware would render characters with yellow hands; this fix only affects Snow Leopard as the NVIDIA driver was fixed in Lion.
· Optimizations to VBO (vertex buffer object) should provide a performance boost to AMD systems in some cases.
· An issue where the Jukebox cut off the end of some songs has been substantially reduced in scope, some songs still lose a few seconds at the end though.
· Some memory-related fixes were introduced, significantly reducing the number of crashes due to running the client in high-detail mode.
· A workaround was implemented to circumvent a NVIDIA 9400 crash that was affecting users running OS X Lion.
June 29th, 2011FIXES:
User Interface:
· An issue with the scaling of the Nobel Exchange (NeX) store window has been fixed.
· An issue that occurred with the Items window when clone jumping has been fixed.
· Tabbing while in the login screen will no longer change the focus from connect to being unfocused.
· BPOs and BPCs can now be uniquely identified in cargo scanner results when scanning a ship carrying a courier package, yarrr!
· The bracket around the CQ mirror will no longer be incorrectly visible when the camera is in certain positions.
· Overview brackets, and brackets in space, will no longer be missing the right hand side for battleships and capital ships.
· The Client Update loading bar will now start at 0% instead of at 40%.
· Pressing tab to collapse windows now works in station.
· When using a text entry box that supports auto-completion the drop down menu will now correctly hide after selecting an item.
· The Corp Recruitment UI will now display the end date for advertisements.
· The Corp Recruitment UI will now expand and show recruiters.
· Fixed the Corp Recruitment UI to better handle applications for large volumes of applications. The applications have been split into a separate tab, can be sorted, and can now display more than three applications at once.
· The "reconnect to lost probes" button on the scanner is now only active if you have a probe launcher fitted.
· Added a page counter to the search results of the Agent Finder.
· You can now search for agents by both region and solar system in the Agent Finder.
· Agent levels are now easier to select in the Agent Finder.
· "Remove Solar System from Overview" option no longer appears in the right-click menu for Bookmarks.
Graphics:
· Resolved light flickering on ATI CrossFire enabled hardware.
· Fixed shadow rendering in the New Character Creator.
· The character creator will now load after changing character lighting and then clicking the back button.
Technical:
· Resolved a crash issue when loading into the Captains Quarters.
· The Corporation "Edit Member" function has been fixed.
· The client would occasionally crash if jumping when the client was minimized. This has been fixed.
· When running full screen on the secondary monitor, the mouse will no longer jump to the primary monitor when clicking.
· Fixed a crash triggered by undocking from station.
· Fixed a minor memory leak when undocking from station.
· Fixed an issue, that on very rare occasions, could cause the camera to disconnect from the players avatar in the CQ.
· Fixed an issue, that on rare occasions, could cause the mouse cursor to not behave as expected in the CQ.
· Additional server side errors relating to the mouse controls within the CQ were fixed.
Modules:
· Salvager modules will no longer receive bonuses meant for tractor beams.
· While using a Focused Warp Disruption script in a Warp Disruption Field Generator I a bubble-effect was sometimes shown for other pilots. This is no longer occurs.
Boosters and Implants:
· Active boosters no longer prevent clone jumping. Remember to always boost responsibly!
Skills:
· An issue causing skills to not be applied to ships has now been resolved. This will be addressed in a future release. Currently you can apply a workaround which is to relog in a station or Log off in space, wait until your ship gets removed from space and then log back in.
Macintosh:
· The Mac client will now close properly after pressing the close button on the top left of the game window.
· Resolved an issue on the Mac where an interior shader instruction didn't take into account LOD bias.
· Fixed the Mac ILR flare issues for Caldari stations.
Russian:
· Item names in the NeX store have been fixed.
Captain's Quarters:
· Fixed an issue where an avatar would be unable to move when undocking and redocking while sitting.
· Fixed an issue where UI buttons on balcony became active while sitting on the sofa.
· Fixed an issue where Bounty content was displayed at Stations where no Bounty Office existed.
New Player Experience:
· A typo in "Help: Combat Tactics – Working with Transversal Velocity (Pt I)" has been corrected.
· Fixed an issue with the Epic Journal not reporting the correct mission status of a completed arc.
· Fixed an issue with Voice Over not playing in step 2 of 3 in "Fitting your Ship" for the Amarr.
· Fixed an issue with the Russian localization tutorial image to point to “Set Destination” instead of “Set Waypoint”.
· Players performing the second mission of the Newbie Tutorial arc will no longer receive a faction standing hit.
· The Industry Career mission agents have been resupplied and will now provide a Miner I so you can complete the mission.
In-game Browser:
· Fixed an issue with permissions with the in-game browser causing it to crash when opening.
June 22nd, 2011CRITICAL:
Jump Bridges:
· It is now only possible for one jump bridge to be online in a system at any given time. If two jump bridges are online in the same system when the patch is deployed, one of them will be taken offline. If you try to anchor a jump bridge in a system that already has one jump bridge or more anchored, it will not anchor. No jump bridges will be unanchored by the patch. Players will be able to unanchor their jump bridges that are offlined by the patch.
· Jump bridges will have their storage capacity increased from 10,000m3 to 30,000m3. This is to aid with logistics.
Character Creation:
· All players logging into Tranquility will now have to create an avatar. You will not be able to proceed into game without one.
FEATURES:
Ships:
· The Maller, an Amarr cruiser, has had a dramatic makeover and looks fantastic. Go buy one tomorrow and be the envy of all your friends.
Captain's Quarters:
· A new 3D user interface has been built to support interaction with Captain's Quarters features.
· The station hangar has been replaced with Captain's Quarters. Capsuleers can now, for the first time, step out of their pod and stretch their legs in their personal quarters. Please check out this dev blog by CCP Zulu for more information.
· Captain's Quarters include the hangar balcony, where one can enjoy a gorgeous view of one's active ship in the hangar.
· The main screen provides information about things happening in the EVE universe, including sovereignty changes, the Interstellar Correspondents News Feed, incursions and more - stay tuned.
· The Captain's Quarters have tools that will make life for the capsuleer much easier, including the agent finder, corporation recruitment, planetary interaction, character re-customization and ship fitting.
· A new camera system was built from the ground up to support avatar movement and various state transitions.
· An extensive avatar movement scheme using Natural Motion's Morpheme has been developed to control your character. This includes an eight directional movement scheme accessible via keyboard controls, click-to-move and mouse movement.
· Separate keyboard shortcuts for Captain's Quarters and flying-in–space, as well as a number of options for customizing the walking-in-station camera, have been added to the ESC menu.
Character Creation and New Player Experience:
· New characters now start out in the Captain´s Quarters rather than in space.
· All players are required to customize their characters using the character customization tool. If you have not yet customized your character, you will be prompted to do so prior to entering the game.
· Initial missions and tutorials have been re-designed significantly, both to encompass Incarna gameplay and to make the first few hours in the EVE universe more accessible and instructive.
· Aura has returned! Tutorials include new Aura voice overs and images (in all supported languages) to help pilots get familiar with the basic of EVE gameplay and the EVE Online interface.
· The main screen in one's Captain's Quarters provides relevant information for new and experienced players. You will be able to learn about on career agents, epic arcs, skill training and clones, all while sitting on your Internet space sofa.
· Aura is now an agent, and will be in charge of the new player experience and early tutorials. The previous agents who gave players their first crash course missions have been...retired.
· Various optimizations have been made to the categorization and presentation of tutorials, making it easier for you to find specific lessons.
· Partially completed tutorials can be restarted by accessing the tutorials tab of the help menu (F12).
· Many of the piercings now deform and stretch one's face more naturally.
· The male body shape has been re-sculpted to look more natural. But not too natural...
· Character recustomization is no longer accessible from the character selection screen. The pop-up message offering the option to resculpt a character will now only appear when you enter character customization from in-station.
New turrets:
· EVE's turret system has been completely redesigned. Turrets now have more intricate animations, and are animated in both the hangar and fitting window. You can now preview turrets with the "Show Info" window, even on turrets you don't have the skills to fit or operate.
· The following turret types have been updated: energy weapons, hybrid weapons, projectile weapons, mining lasers (standard, strip, ice and deep core) and gas cloud harvesters.
· Turrets can be previewed in 3-D by clicking on its icon.
· Turret graphics represent the the onlined state of the turret.
Virtual store:
· Our new virtual store, the Noble Exchange is now accessible through the Station Services. Goods can be purchased from the Noble Exchange using the new currency called Aurum, and you can sell those goods again on the market for ISK. Please check out this dev blog from CCP Zulu for more information.
· A fashionable collection of classic military clothing has been supplied to the marketplace for both male and female characters.
· All goods purchased from the Noble Exchange will appear as an item in Items Hangar of your current station.
· All purchased clothing items in your current hangar will appear in the Character Creator when you re-customize your character.
· All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
· Players can now convert PLEX into Aurum via the Noble Exchange.
· 1 PLEX can be converted into 3500 Aurum at a fixed rate through the Noble Exchange interface. (Multiple PLEX can be converted at the same time).
· Aurum transactions are logged in the wallet journal.
· We are temporarily prohibiting the transfer of Aurum between characters. This is done for the sake of a slower, more secure implementation of the feature while the initial economic impact is being analyzed.
· All clothing in the Noble Exchange can be previewed on a 3-D mannequin model via Show Info.
PVE:
· Six new generic missions have been added to bolster the mission selection of non-Empire factions.
CHANGES:
Technical and Engineering:
· Dogma, the process that handles attributes on items and how they are modified, was massively re-engineered. This change shouldn’t affect players or change gameplay in any way but is the groundwork for features in following releases.
· Inventory windows will now re-apply the user's preferred sorting method after executing a "Stack All" command
Graphics:
· Strip miners have an updated beam effect. It is still based on the old effect, only a lot cooler.
· The following ships have a new thruster glow inside the "cone": Scorpion, Maller and Punisher.
· The camera angle when undocking has been changed slightly. This makes the undocking process more visually pleasing.
· SSAO is disabled on all video cards except NVIDIA cards.
· ILR is disabled on Windows XP machines that use ATI GPU’s.
· Depth effects on Macs with ATI cards are disabled.
Turret Graphics:
· Tractor beams and salvagers now have their own turret models.
· Turret icons now correctly represent the look of the turret. Factional variance is also represented.
API:
· MarketOrders - orderID is now a 64-bit integer instead of 32-bit, and typeID is now a 32-bit integer instead of 16-bit.
· WalletTransactions - transactionID is now a 64-bit integer instead of 32-bit. This applies to both char/ and corp/ pages, .csv and .xml.
· MarketOrders should now only return a list of active and non-expired orders.
· If you or your corporation produced more than a certain number of transactions between cache refreshes, the WalletTransactions page will only give you the oldest of those. On the other hand, the API will give you the latest number of transactions and you can page back to get the rest of them.
· Error Throttling – the API will start to throttle third-party applications that generate a high number of preventable errors in a short period of time. This means better quality of service for everyone using the API.
Scanning:
· It is no longer possible to set up a ship to be impervious to scanning while uncloaked.
· All probes can now contribute to a scan result, as opposed to the previous limit of four.
Localization:
· Several changes have been made for the sake of consistency and style throughout the game.
Corporations and recruitment:
· The corporation recruitment has been redesigned, making searching for corporations easier and more fun.
· Searches are now universal rather than by region.
· Corporation searches are now universal rather than by region as before.
· The corporation ad duration has been extended.
· Existing ads must be edited to make use of the new options. Existing ads will not show up in searches until they have been edited.
User Interface:
· You are now able to conveniently report suspected bots by accessing the context menu on a character’s information window. A future dev blog will introduce this feature further.
PVE:
· The number of jamming NPCs in over 75 Caldari and Gurista sites has been re-balanced. Please warp into danger to find out more.
· Over 100 deadspace and mission sites have been fixed so now they don't complete unless the required item has been successfully removed.
· Scenery randomization triggers in 50 exploration sites have been fixed so they don't go off more than once in cases where multiple players enter the site.
· Four mining missions were previously available to some pirate factions. They are now available to all factions of flexible morals. They are: “Oh, the Augumene!,” “Mercium Belt,” “I Don't Ask,” and “Like Drones to a Cloud.”
· Classic DED complex messages have been updated.
Core Infrastructure:
· The full offline installer will now be presented in the form of three files. Two 2 GB payloads (7 zip archives), and the installer executable file. This is because the total client payload has exceeded 4 GB, which is the limit for self extracting archives for Windows installs.
FIXES:
Stability:
· Client start up mechanics have been improved to heavily reduce black screening issues.
Need for speed:
· Grouped-weapons have been optimized to further increase their performance gain compared to ungrouped weapons.
· Improved the way that the names of channel participants are retrieved. Previously it was causing increased wait times under heavy load which affected cross-node session changes.
· Communication overhead between certain server components has been reduced to improve performance. Please check out this Dev Blog for more information.
· The server-to-client physics update message is now more efficient both in size and in processing power.
· Code optimizations have been made on the character creator to make changing your looks faster and smoother.
· Fixed an issue in that would cause the client to start slowly. Now we know why it is called need for speed.
Ships:
· The Cormorant was missing its blinking lights. This has now been fixed.
· Tech II ship names now show the name, role, and hull on their descriptions.
· The planetary commodities hold of the Primae has been upgraded to allow the transport of planetary raw materials.
· The Devoter was not shown with the correct Viziam color scheme. This has now been fixed.
· There was an error in turret slot allocation on the Armageddon Battleship. With the new turret system, players are now free to place their turrets in whatever high slot they desire. Number of turret slots has not been changed for this ship and remain as 7 turrets in 8 high slots.
· The Abaddon battleship had off center turret locators. This has been fixed in the new turret system.
Modules:
· Fixed exception that was generated when a player unfits a module in the fitting window when the reprocessing window is also open.
· An issue that occurred when modules that were being repaired with nanite paste could get stuck in a repair cycle has been fixed.
Drones:
· Mining drones now return to the drone bay, if that option is selected, after completing their cycle. Previously they would return to the ship but remain outside in an idle state.
· Drones now remain in their groups every time the client is restarted. Previously they would sometimes be in the drone bay but no longer be in the group.
· Drones now take area-of-effect damage from mission entities.
· Drones will now attack upgrade platforms for outposts when instructed to do so.
· Sentry drones such as Garde, Curator and Warden were missing their firing animations. Thanks to the new turret system we can now witness their destructive power.
Weapons & Ammunition:
· The description of the Lockbreaker Bomb has been updated to accurately reflect that it is chance-based, not absolute.
· Missiles have been added to the Guristas LP store including Guristas Catastrophe Citadel Cruise Missile, Guristas Rajas Citadel Cruise Missile, Guristas Sol Citadel Cruise Missile and Guristas Thunar Citadel Cruise Missile.
Boosters and Implants:
· An issue was fixed where skill requirements for top tier implants were too low. The skill requirements for implants now correctly reflect the benefits they offer players.
Skills:
· The description of rigging skills has been changed to eliminate any reference to subsystems.
· Unallocated skill points display the first time that the character sheet is opened.
EVE Voice, Mail & Chat:
· Sounds will not become muted when another player talks via EVE Voice and the related options are disabled.
Market & Contracts:
· The correct station image will now appear when examining the destination of a courier contract.
Science & Industry:
· Fixed an issue that allowed a reaction blueprint to be installed in an onlining reactor array. Now a reaction blueprint can only be installed in an offline reactor array.
· Planetary Interaction extractors cycles will no longer reset to 96h after downtime. Previously this could occur if they had been running during the deployment of Incursion 1.1.0
· Manufacturing jobs can be correctly started from remote corporate hangars.
· Fixed a defect preventing users from manufacturing a blueprint selected through the Science & Industry window.
Starbases, Outposts and Stations:
· Outpost owners are now correctly notified about who is attacking their outpost.
· An issue with Ship Maintenance Arrays which resulted in your ship left floating in space has been fixed.
· Onlined structures at maximum control range will now stay online at server startup.
· Fixed an exception that was generated when the user attempted to shoot their own control tower with a heavy missile battery. In line with the other weapons batteries the user can now target and shoot their own control tower.
· It is again possible to move partial stacks of ammunition out of starbase batteries.
Agents & Missions:
· Agents in stations are now listed in alphabetical order.
· The mission 'Mining Misappropriation' has had its rewards rebalanced.
· Research & Development missions no longer offer the option to share rewards with fleet members on completion.
· Declining or quitting a mission from a research agent will no longer incur a standings hit.
· Highlighted warning text alerting players of a certain threat has been included in the mission description for the mission 'Glue'.
· The Mission 'Gas Injections' has had it's briefing updated to be more accurate.
· The mission 'Cleaning House' has had its end boss changed so that it should now be more realistic to complete.
· The mission, 'Small Misunderstanding (3 of 3)' has had its objectives clarified in the briefing.
· The mission 'Construction Blocks (2 of 4)', has had it's briefing corrected to mention the correct number of goods required.
· The mission 'Undue Attention - Closing the gate (3 of 3)', has had its gate restrictions updated to be in line with the briefing.
· The mission 'The Anomaly (1 of 3)', no longer consumes the gate key unduly.
· Sites requiring both Salvager and Analyzer modules now make it clear that both will be required to access all containers.
· The 'War Situation' courier mission series has been re-named to 'Tidings of Conflict'.
· Sites in the epic arc 'Blood Stained Stars' have had the number of ECM NPCs reduced for the sake of better balance.
· The Mission 'Fear of Angels' in the Angel Epic arc has had its gate restrictions adjusted to be in line with the other missions in the series.
· The Missing Reporters - Caldari Smugglers (1 of 3), has had its completion criteria adjusted so that it will no longer be possible to reach an non-completable state.
The following missions have had their completion criteria adjusted so that they should no longer be un-completable under any circumstances:
· Delving into the Past (1 of 3)
· Augumene Allergen (5 of 5)
· Wacky AI (1 of 2)
· Worlds Collide
· The Celestial Imperative (3 of 5)
· Harvesters Misfortune (2 of 2)
· The Insorum Hijacking
· Beizan Picholen (1 of 6)
· Tomb of the Unknown Soldiers
· Pilgrim - Temple (5 of 5)
· An issue with the right click functionality on Faction icons in the mission interface has been fixed. It will no longer direct players to the contract search.
· Missions that have been offered but not accepted will now show the correct expiration date of the offer.
Exploration, Deadspace and Incursions:
· The Outgrowth Rogue Drone Hive has had its gate restrictions updated to be more consistent.
· Ihe Incursion site, Override Transfer Array, has been adjusted so that all NPCs warp away and despawn once the site has been completed.
· The Incursion site, Override Transfer Array, now correctly instructs pilots to hack into the arrays rather than destroy them.
· When all enemies are destroyed in the second room of the Blood Raider Prison Camp it will no longer generate exceptions.
· The Gurista Pirates cosmic signature, The Maze, has been adjusted to be easier to navigate and less cluttered. No one like clutter, especially space clutter.
· The journal will now update correctly on completion of an Incursion site.
NPC's:
· NPCs will now correctly aggress a decloaking ship.
· Factional Warfare NPCs now care about defending against their allies enemies.
· NPC Haruo Wako has had his loot tables updated.
· The laser effect on Sansha Misshapen NPC was not aligned correctly with the turret. The new turret system takes care of this problem.
Corporation & Alliance:
· War bills are correctly attributed in the wallet journal.
· Fixed the word filtering in the medal creation process so that you can now create non-offensive decorations.
· Adverts will now update instantly in the 'My Corporation' field of the Recruitment tab following creation./li>
Graphics:
· Fixed an issue where Engine boosters were being cut off at extreme zoom-in levels.
· New turret system eliminated the problem where players would sometimes see a mining laser even after they warped away from the asteroid.
· The sleipnir was showing strange firing effects with some autocannons. The new turret system has taken care of this.
· Some corporation logos had lost their gradient background. This is now fixed.
Character Creation and New Player Experience:
· The wording in the Contracts tutorial has been changed to make it explicit that you can only have one outstanding contract unless you train the relevant skills.
· Incorrect reference to ´Loan´contracts has been removed from the tutorial.
· The 'Racial Weapon' tutorials were incorrectly using the plural form to indicate the Description tab. This has been corrected.
· An issue that occurred during character creation whilst using low end SM3 graphics cards has been fixed.
· A grammatical description in the 'Warp Disruptors and Warp Scramblers' tutorial has been fixed.
· An issue with the text in the ancestry description for the Amarr, Ni-Kunni, Navy Veterans has been fixed
· A grammatical error in the 'Reprocessing Plant' welcome page has been fixed.
· An issue with the character sculpting sound effect has been fixed.
· Available Mid Layer clothing items are now selected during a clothing randomize.
· Non Race specific 'neutral' music now plays before a Race has been selected.
· An issue with portraits being shared between two new characters has been fixed.
· A tucking issue that caused ankle deformation on the character model has been fixed.
· The "Jump to" functionality on tutorial windows has been removed.
· The correct image now displays in page 2 of 4 of the "Basic Combat' tutorial.
· The proper text is now displayed in the Caldari NPE epic arc mission 3. This was previously missing an item and drop off location.
· The correct standings will now be applied when completing missions in the NPE Epic Arc.
· Completing the first mission of the Minmatar NPE Epic Arc will result in the correct rookie ship being given as the mission reward.
· The 'Fitting your Ship' tutorial part 13 will now award a Small Shield Booster I rather than a Small Armor Repairer I.
· Players will now successfully complete mission 3 of the Minmatar NPE epic arc when turning in the mission objective to their agent.
· A grammatical error has been corrected 'Your Next Mission', tutorial 12.
· Tutorials will now disappear when entering character recustomization via the station services icon or the captains quarters mirror, and will reappear upon exit.
· When choosing a random hairstyle in the character recustomization screen the change to eyebrows will be reflected in the UI.
· Some extensive optimizations of hair simulation have been done
· Female avatar seating animation fixed.
· An issue was fixed where seams were incorrectly displayed.
User Interface:
· The camera will no longer get stuck to the mouse cursor when separating or combining UI windows.
· You are no longer accused of stealing when stacking or moving items in the same jet-can.
· Ship now displays correct information when "Show Info" is selected.
· The message displayed when sending drones to attack target out of their control range has been changed to reference the correct target. Previously the target was incorrectly described as the drone itself.
· Progress bar description when looking up DED deadspace complexes has been amended to correctly reflect the data selected.
· Fixed an incorrect error message displayed when a player with maximum number of probes out, and no lost probes in system, initiated action to reconnect to lost probes.
· Insurance now shows up in the Station Services tab of Naval Space Stations. Previously it was not listed despite the station offering the service.
· Aura will no longer tell you two things at the same time when you attempt to dock while cloaked.
· Fixed an issue that occurred when fitting a Tengu with an identical module to one already installed. pressing cancel on the confirm dialog fitted the module.
· Default width of the Planetary Customs Office was expanded to prevent the info icon from obscuring the quantity column.
· The Certification Planner now displays skills completed, using unallocated skill points, without the need to refresh the window.
· Skill queue now properly notifies you if you have another character on the same account already training a skill.
· Fixed a UI issue where items could be removed from an offlined POS structure's cargo. Previously this was possible if the window was open prior to the structure going offline.
· The fitting manager only marks a saved fitting as green, if the skills for the ship itself are trained.
· RP/DAY column in the research tab of the journal now updates when relevant, unallocated skill points are applied.
· Selecting the 'unread' closed envelope icon in the EVE Mail list will now open the mail.
· Ship HUD colours have been tweaked again to make them more discernable.
· The warning message when a pilot ejects from their ship has been changed to remove reference to excess cargo to be ejected.
· Submitting edits to your Corporation URL and Tax Rate no longer requires you to close and re-open the Corporation window to see the changes.
· Inventory windows properly refresh after performing 'stack all'.
· You can now Show Info on titans after being podded.
· Fixed an issue with the 'Open IME' chat window option not working for Korean input.
· Fleet history filter selection is now retained in the event that the fleet window is closed and re-opened.
· Targeting acceleration gates in deadspace locations will no longer be displayed as heavily damaged.
· Sorting items by meta level in the compare tool now works correctly.
· The secure container password window will no longer have overlapping text.
· The ship HUD should no longer freeze under any condition.
· Fixed a problem where the chat window sometimes didn‘t display any text
Miscellaneous:
· You can now board ships directly from a ship assembly array. You can no longer move ships between arrays while in a pod.
· An unknown color error no longer occurs on Character selection
· Fixed an issue where wrecks became unsalvageable if the connection was lost during the first salvage cycle.
· Fixed an instance when sound effects for jump gates would continue to loop based on camera distance.
· Fixed an exception that was generated when the user docks with the 'Destroy Probes' confirmation dialog displaying and then selects Yes.
· Specular reflection map was added to give female forehead jewellery a better visual effect
· A warning message is now displayed when trying to loot contraband items.
· Sound emitters were pointing in the wrong direction in some circumstances for players who listen to EVE in surround sound. This was a result of the work that made EVE right-handed and has now been fixed.
· An issue with making EVE's co-ordinate system Right handed caused bookmark 'thumbtacks' to appear in a flipped location in the solarsystem map when players took their bookmarks from 'People and Places', put them into their cargo holds, and then back to 'People and Places'. This has now been fixed. Thumbtacks re-appear in the correct location if the user logs out and then logs back in.
· The full client installer will stop and warn you that you are unable to install over an existing installation.
· We updated the Slaver Hound description without suffering any bite marks.
Client update #1 for Incarna 1.0, released June 21, 2011:
· This client addresses several important issues with Incarna and we strongly urge players to install this update. This will be presented immediately after you install Incarna 1.0
June 13th, 2011FIXES:
Ships:
· Using shortcuts to set one’s ship to maximum speed no longer causes the ship to turn 180°.
Graphics General:
· Spotlights were reversed in two Amarr stations. This has been fixed, and Jamyl Sarum is now ready for her close-up, Mr. DeMille.
· Territorial claim unit had reversed light animation in the preview window. This is fixed.
· A mathematical error in the culling system caused issues in the longitude "seam" of a planet. This would cause planetary installations to disappear from planet overview. This has now been fixed.
· An error in the "Left to Right Handed" conversion of EVE Online was causing billboards to appear on the wrong side of stargates. This has now been fixed.
Miscellaneous:
· Fixed a freeze on entering game when the notepad was docked.
· Some players were experiencing client crashes when jumping and docking/undocking. This has been fixed.
User Interface:
· Missiles no longer have brackets.
· Dragging the system name into the chat window no longer opens the right-click menu.
· The shortcut shift+enter now functions as intended within chat channels.
· The sun should no longer get in the way of your ability to see how dangerously low your capacitor is.
· The wallet orders tab will no longer break.
· The right-click menu will no longer open when using both mouse buttons to zoom.
· The module highlighting for Covert Ops Cloaking Device II (and similar) is now correct.
· The Corp lockdown tab will now display its contents correctly.
· When dragging a solar system name into a chat channel, the icon is no longer pixelated.
· Ship brackets no longer bleed into the system map.
· The "filters are applied to the results" text in the market is now aligned correctly.
· Text now displays correctly in the contract list.
· When creating a courier contract, the ship-to "search" button now correctly aligns.
· The buy and sell buttons now have focus on the buy/sell windows.
· The item quantity pane has had transparency removed, making it easier to read.
· The shares vote screen now works.
· Guests in stations will now be sorted in alphabetical order.
· Holding down shortcut keys no longer causes them to become stuck.
· The target origin now moves to the correct place when dragged.
· The image in the epic arc journal now scales correctly.
· Buttons no longer overlap in the combat log.
· Text should now always appear in chat channels.
· Keyboard shortcuts for scrolling between tabs now function as intended.
· Client Update #1 for Incursion 1.6.1
May 30th, 2011CHANGES:
· This release introduces the new UI rendering framework CarbonUI into EVE. CarbonUI is an evolution of the existing UI framework, with a completely new rendering layer. The framework natively supports a number of effects and animations for UI elements, and rendering interactable UI onto objects in the 3D scene. This gives the EVE UI designers and UI programmers a range of new possibilities for creating exciting user interfaces in EVE going forward.
· We have also unified the rendering coordinate systems in EVE, which makes it possible to render your captain’s quarters and avatar next to your glorious space ship in hangar.
· The patch size for this release will be approximately 550 MB but your overall client size will increase by 10 MB. This is due to the new Carbon UI files replacing older files. Do not be alarmed when your full client size does not increase.
May 20th, 2011CHANGES:
Blueprints:
· Unique icons have been created for Blueprint originals and Blueprint copies so you can visibly differentiate between them.
Need for Speed:
· We have enhanced the profiling suite which gives us better eyes on the server and what it is executing. This functionality allows us to view what actions cause specific issues and provides us with graphical representations. In short, this is good for Team Gridlock who love to fight lag and keep hamsters alive.
Ships:
· The capabilities of the onboard scanner have been substantially increased. The range is now 64 AU and the delay to return results is only 10 seconds.
· Ships with jumpdrives are now unable to use jump bridges with the exception of ships belonging to the Black Ops ship category.
Agents & Missions:
· Agent Quality has been removed meaning that all Agents are now +20 in terms of payout and -20 in terms of access. Go forth, Capsuleers, and explore the world outside of Motsu and Dodixie.
· Agent Divisions have been simplified from 20 down to just 3. The new Security, Distribution and Mining divisions now provide uniform types of missions instead of a mission type that was percentage based.
Skills:
· Accompanying the changes to Agent Divisions, seven ‘Connection’ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
· Bureaucratic Connections and Financial Connections will be replaced with Distribution Connections.
· High Tech Connections, Military Connections and Political Connections will be replaced with Security Connections.
· Labor and Trade Connections will be replaced with Mining Connections.
Science & Industry:
· When attempting to start a Manufacturing job without all the required materials, the quote window now retains focus. A refresh button has been added so that you can add the correct amount of materials and proceed without having to restart the process.
Incursions:
· The Incursion Global Report featured the label 'System Control', this has been renamed to the more accurate description 'Constellation Control'.
· Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.
User Interface:
· The scroll position in the fleet window now retains or returns to its previous position when fleet members join, leave or move.
· When holding down ‘alt’, your probes will scale around the center, making it easier to adjust them. A green line has added to make it more intuitive.
· The Fleet History tab has been re-worked and streamlined so that instead of multiple tabs, there is now a single tab with filter options.
· When opening Fleet from the Neocom, you'll be taken directly to the fleet finder.
· Information on a pilot's standings towards NPC corporations is no longer visible from 'Show Info'. You now see the standings information between you and the other pilot and the factions you each belong to.
FIXES:
Exploration & Deadspace:
· Several Sansha agents had infiltrated cosmic anomaly locations in Serpentis claimed space. The Serpentis have now regained control from these rogue elements.
· One anomaly site could not be detected from a type of Infrastructure Hub upgrade. This lost site can now be located properly.
· The DED Complexes, Blood Raider 9 of 10 and Serpentis 8 of 10, have been examined and now work correctly.
User Interface:
· The fleet icon that indicates that loot-logging is enabled has been removed since loot-logging is always enabled.
· A re-sized contract window would reset to the default size each time a contract was opened. The contract window now retains the adjusted size.
· Some entries in the Attributes tab in Show Info windows were previously formatted in unintuitive ways, such as ‘Can’t be activated in warp: 1’, or were missing their units, such as ‘Fuel required: 30,000’. Many of these have now been tidied up, so for example they now read ‘Can’t be activated in warp: True’ and ‘Fuel required: 30,000 units’
Localization:
· Several changes for consistency and linguistic issues have been made throughout the game for both the German and Russian clients.
· The fleet UI has been revised for consistency and linguistic issues in the German client
· The translation of ‘warp’, in the Russian client, is now complemented with the original term in parentheses wherever it has been deemed important for communication with English-speaking players.
· For consistency and stylistic reasons, the terminology for Drones in the market categories has been revised in the German client. In addition, all drone related text has been revised for consistency and linguistic issues.
Terms changed are:
· Fighters – Jäger
· Fighter Bombers – Jagdbomber
· Medium Scout Drones - Mittlere Aufklärungsdrohnen
· Drone Upgrades – Drohnenupgrades
· Combat Utility Drones – Kampfunterstützungsdrohnen
· Logistic Drones – Versorgungsdrohnen
April 12th, 2011Character Creation:
· Faded tattoos in the character creator will now be properly rendered on the server.
· Characters are now always able to use the in station recustomization so long as they have made a character portrait.
Fittings:
· Players will now be alerted if a fitting contains modules that do not exist, enabling them to save the rest to the server.
User Interface:
· Deleted the duplicate menu option in solar system map view to remove bookmarks.
· Focus is now on the 'ISK' field in give money windows.
· Fixed issue with default overview presets would fail to appear on login.
EVE Voice, Mail & Chat:
· An issue with the text in chats not wrapping properly has been resolved.
Miscellaneous:
· Autopilot settings now function as expected
April 8th, 2011Character Creation:
· An issue that caused the new character creator/recustomizer to crash for some users has been discovered and sent back to fashion school.
· An issue with character creator reverting to a previously saved version during customization has been fixed.
Contracts:
· Searching for blueprint copies would not return any results. This has been fixed.
Player Owned Structures:
· A bug with reinforced POSes ending up in a corrupt state has been resolved.
Ships and Modules:
· Modules were not deactivating correctly after jumping through a stargate. This has been fixed.
· Fixed a bug with mining lasers not cancelling the current cycle at deactivation.
April 7th, 2011EVE Gate:
· Improved security on EVE Gate including an additional layer of protection to the EVE Gate logon system.
· Streamlined the character selection process so that you are presented with the character selection screen less often.
Image server:
· Added support for fetching inventory type icons.
· Added support for ship and drone renders.
· Optimized various parts of the system so that we can send some of the hamsters to help elsewhere instead.
Contracts:
· The new search function for contracts has left beta and the old search has been removed.
· You can see CCP Atlas' dev blog for more information: http://www.eveonline.com/devblog.asp?a=blog&bid=833.
API:
· Raising the maximum rowCount of journal transaction walker to 2560.
· Changing the Market Transaction calls to behave just like the Journal Transactions.
Ships:
· The Flycatchers' bonus to Light Missile damage reduction factor per level has been changed to a missile explosion velocity bonus per level.
· The command center hold of the Primae was increased to 2000 m3 allowing transportation of two command centers at the same time.
Fleets:
· When you create a fleet, you're now automatically made squad commander by default.
· Loot logging is now enabled on all fleets by default. You can still steal stuff while in a fleet, but everyone will know!
Need for Speed:
· Starbases in low-security space that have the 'Attack if other security status is dropping' setting active will now choose their targets in a way that is better for the server CPU.
· Warping within the same (heavily-populated) grid is now handled more efficiently. Additionally, warping on to a very heavily loaded grid from elsewhere is now handled more efficiently.
· The server was previously sending the damage state of in-flight missiles to clients. As clients cannot lock missiles, this no longer happens.
· The way that damage updates are distributed to fleet-mates has been improved.
Missions & Complexes:
· Team Commie Pinkos is gradually releasing new DED Complexes in our efforts to close the content gaps in EVE. Seven new complexes are now available in the game; more information is available in a dev blog by CCP Big Dumb Object: http://www.eveonline.com/devblog.asp?a=blog&bid=861
NPCs:
· All NPCs that use jamming have been streamlined in functionality and you can now fit your ship to counteract them.
Corporation & Alliance:
· Corporations can now have up to 100 ship fittings stored on the server.
Player Owned Structures, Outposts and Stations:
· The type of anomalies spawned by sovereignty upgrades now will be affected by the security status of the system. See CCP Greyscale's blog (http://www.eveonline.com/devblog.asp?a=blog&bid=883) for more information. Please note that these changes will take effect within the first week after deployment and will not all be updated immediately after the patch is deployed.
User Interface:
· The calculated security status of solar systems will now be displayed as negative where appropriate (See: Player Owned Structures, Outposts and Stations).
· 'Show Contracts' option is now available in the menu of non-NPC corporation info.
· Player portraits are visible in the following user interface windows in which players interact: Trade, Give Money, Chat Invite and Selected Object in space.
· The width of the 'runs' boxes in Science & Industry has been increased to account for the production of items in larger batches, such as ammo.
· Player-owned stations now appear like NPC stations in the UI with their location displayed as a prefix before the Station name.
· Individual bookmarks may now be permanently removed via the right-click menu while flying in space.
· The column with the image of the fleet boss will now contain standings as well, instead of having it in a separate column.
· Pilots now have multiple default overviews to choose from: All, Drones, General, Loot, Mining, PvP, WarpTo
· Now you can select all items, click 'repackage' and the process will simply skip those items on which the operation cannot be performed without stopping the repackaging process.
· Character portraits in 'Show Info' may now be viewed in a separate window at a higher resolution.
· When using the Autopilot, Waypoints will display as separate icons so pilots can tell them apart from regular jumps.
· An Incursion chat channel has been added that can be accessed from anywhere in the universe. This channel can be used to share information gathered about Incursions from outside of affected constellations.
· Players can now store 50 fittings on the server, making them accessible from any computer. Additional fittings may be saved locally into an XML file.
Character Creation:
· Code optimization has increased overall performance in the character creator.
· Characters now have the option to add vicious hero scars and burns.
· A collection of piercings, studs and facial modifications have been added.
· Represent your bloodline in ink with new and classic tattoo designs from the EVE universe.
· Added a new pair of sunglasses.
· Added male and female tank tops.
· There is now a free station service to allow you to re-customize your appearance from any station.
Mac:
· Updated the icons for client and patches.
Miscellaneous:
· Capsuleers no longer have to get into their un-piloted ships in order to strip the fittings. A powerful imaginary electromagnet now removes fittings remotely via the right-click menu of the ship.
· Career and Tutorial missions now have a massively increased duration and you will not lose standings for quitting, declining or timing out.
EVE Gate:
· The main EVE banner located on the EVE Gate homepage now displays correctly in the in-game browser.
· Players can now edit a contact's standings while looking at their broadcasts.
· The EVE Voice widget can now be used by players running non-English versions of Windows 7.
· Netbook users can now reach the buttons on the bottom of the popup in the calendar event window.
· The unread message counter for "All mail" displays the correct number and will not count the same message multiple times anymore.
· The mail editor can no longer be re-sized horizontally.
· The right side of the broadcast page of one of your contacts only displays his/her contact, and not yours.
· The character, corp and alliance information on the profiles now displays correctly in IE8.
· Missing localization in German and Russian has now been added when viewing the "latest forum posts" section of a character profile.
· Players can now exercise their communication manager roles during their first visit on EVE Gate.
· The line stating the time of the last post on a user's broadcast page, if that particular user has never posted before, has now been removed.
Image server:
· Invalid URLs now result in a 404 Not Found page instead of a yellow screen of fail.
· Results providing broken images have been reduced significantly.
· Missing NPC corp logos were updated to the image server.
API:
· Renaming Character Sheet element "unpublished" to "published" to conform with the Skill Tree API. All skill rows should contain all elements now.
· Fixed an error with displaying the alliance of characters in new player corporations.
· Fixed an issue with the Wallet Journal walker marking itself as consumed prematurely.
· Walker should now always allow for a full month of data and will just display the "first page" in the history if it receives weird input.
User Interface:
· Info windows for planetary interaction structures no longer open on releasing the mouse button while hovering over them; this was causing involuntary pop-ups when users dragged the planet view around.
· Planetary interaction construction interface can no longer be tricked into believing you have placed a command center by jettisoning it into space.
· It is no longer possible to assign shortcuts to keys already used by the default schema, for example you can no longer assign F1 to "Open Calculator".
· Website trust request in IGB now displays the URL where the request originated from correctly.
· The killmail information window will now retain size and positioning after being closed and re-opened.
· When trading, holding Shift will once again split the stack after dragging into the trade window.
· Inactive probes can now be destroyed via the Scanner window.
· With a destination selected, you can clearly see the security status of the next system on route, even in planetary interaction mode.
· The Sovereignty dashboard was found to be only updating current system information intermittently. The dashboard now updates immediately when pilots move between systems.
· Clone jumping with the corp hangar open would cause the corp hangar window to become unable to close, this no longer happens.
· Players are now notified when they attempt to move more than the allowed number of bookmarks to their cargo.
· A conflict in the Sovereignty dashboard that occurred on viewing Sovereignty via the Star Map has now been resolved.
· An issue with re-sizing the scanner window has been fixed.
· Using the 'Buy this' option in the Market was opening in Advanced mode if you had Advanced toggled for placing buy orders. This made no sense so now 'Buy this' always opens in simple mode.
· Redundant decimal points visible after the percentage stats for the ship hitpoint readout have been removed.
· The delay in switching to a large channel has been decreased.
· When filtering the star map by Sovereignty, the data now loads faster.
· Players with over 300 contacts with good standings can now create standings-based fleet adverts.
· The system name is no longer repeated when retrieving the password for a container.
· The wallet will no longer get stuck if you are given roles while having a corporate wallet open.
· The description for the Minmatar Republic now refers to the star cluster rather than world.
· Neutral contacts are now given a colortag in default overview settings.
· The Certificate planner now updates on application of unallocated skillpoints.
· The Neocom portrait is no longer obscured by the name bar.
· In-game keyboard shortcuts are now inactive in the Character Creator.
· All needed confirmation windows are now being displayed, when unfitting a grouped weapon directly into a corp hangar.
Science and Industry:
· It is now possible, once again, to invent a Large Core Defence Field Extender II.
NPCs:
· The loot from Terrorist Overlord Inzi Kika typically contained small hybrid ammo. Inzi Kika has ceased moonlighting as a hauler of frigate ammunition and now carries large hybrid ammo.
· Drones set to 'aggressive' were getting confused and not engaging Sansha ships. Drones have now realized that Sansha are not friendly and engage accordingly.
Modules:
· Mobile warp disruptors will now show up on probe results as intended; previously they did not have sensor strengths so could not be found. Small/Medium/Large disruptors are now approximately as easy to find as Frigates/Cruisers/Battleships respectively.
· Several modules like tracking disruptors no longer reset their cycle, when the target explodes.
· An unneeded attribute has been removed from the Micro Auxiliary Power Core I and its variants.
Weapons & Ammunition:
· Faction FoF missiles have now appropriate faction tags.
Ships:
· The Widow will now properly bonus the ladar sensor strength on ECM Burst modules.
· It is now again possible to fit a subsystem to a tech3 ship by right-clicking the module and selecting "fit to active ship".
Drones:
· A correct message is now displayed when not all drones are selected to engage a target.
Character Creator:
· Amarr robe has been improved.
· Clothing changes are now much smoother.
· The neck can now be sculpted from any angle.
· The location of the avatar is unchanged when exiting and re-entering the Portrait screen.
· The position of the avatar is unchanged by zooming in and out in the Portrait screen
· You can no longer create a Portrait without eyes being visible within the image
· Each Race-Bloodline-Gender combination now has the appropriate colors available for hair and eyebrow combinations.
· An issue with removing the female bra within character creation has been fixed, unfortunately.
Market & Contracts:
· The creation time for auctions no longer shows current server time.
· An issue that caused half-translated message boxes upon modifying market orders has been fixed.
· The default range for searching contracts is now Current Region.
· When searching for a specific blueprint type, the filter now works correctly.
· When viewing all contracts assigned to you from the start page, the price filters are now cleared correctly.
· Visibility level 5 now works for 'region' range setting rather than just '40 jumps'.
Corporation & Alliance:
· When paying dividends to corporation members, the notification now correctly specifies that the dividend was paid to members rather than shareholders.
· You'll no longer see old bulletins when you switch corporation.
· Viewing corporation member's hangars did not show changes to the inventory until a session change occurred. You are now able to refresh the view of the hangar by using the right-click menu or by re-opening the window.
· Previously, after dragging items onto corporation member's item hangars and refreshing the view the dragged items appeared to have vanished. This has now been resolved.
Wormholes:
· Ghost wormholes that would show up as type 'Unknown' in scan results and have nothing but empty space when warping there have now been eliminated.
World Shaping:
· The Ashab gate in Amarr has been moved to a more convenient location for people undocking from stations in the system.
Mac:
· Fixed an issue where switching between fullscreen and windowed modes (without changing resolution) wasn't having any effect.
Localization (German):
· The consistency of the Welcome pages has been improved. The text has been reviewed for linguistic issues.
· Several changes for style and consistency have been made throughout the game, especially on the NeoCom and station services.
· EVE Gate will now remember the language settings when logging out.
Localization (Russian):
· Numerous changes for style and consistency have been made throughout the game, especially items’ & missions’ descriptions; messages, categories and map UI.
· Russian abbreviation for "billion" has been changed.
· Remaining obsolete translations of the term "cruise missile" have been brought in line with the revised translation.
· EVE Gate will now remember the language settings when logging out.
· Correct Russian translations are now being used for various types of implants.
Player Owned Structures, Outposts and Stations:
· Installing upgrades will now correctly modify your next cycle's bill.
· Installing infrastructure upgrades without a daily upkeep will no longer generate empty notifications.
· Previously, if a player left a ship within a password protected forcefield occasionally the ship was driven out of the force field upon log in. This has been resolved.
· It is now possible to build jump freighter in fully upgraded Amarr Factory Outposts.
EVE Voice, Mail & Chat:
· Text and editing issues with Welcome Mail for Mailing Lists no longer occur.
Miscellaneous:
· After boarding a ship that had been ejected into space from another ship's Maintenance Bay, pilots would sometimes be unable to dock at a station. This has now been fixed and you can now dock in peace.
· The calculated damage on kill mails is now more accurate.
March 17th, 2011Need for Speed:
· The Tranquility cluster startup procedure has been reviewed and hardened. This will significantly decrease the chances of failed start-ups and unnecessary extended downtime happening again.
User Interface:
· A crash issue in the user interface triggered by browsing certain web pages in the IGB (In Game Browser) has been fixed.
· Players can now load partially loaded modules, with the same type of ammo, by dragging charges of the same type onto them.
· "Deliver to member" from a corporations delivery hangar would fail if the corporation did not have an office in the station where the item was located. This has been fixed.
EVE Voice, Mail & Chat:
· The right-click menu when selecting multiple mails has been fixed.
February 16th, 2011Experimental Contracts:
· Full details on experimental contract features can be found in a blog from CCP Atlas entitled Contracts Features.
· Blueprint copies and blueprint originals can now be searched independently by selecting the appropriate option in the Category drop-down.
· Auction, Want to buy and Want to sell can now be searched independently.
· Security filters have been added allowing you to search any combination of high security, low security and null security space.
· An "Auction" tag has been added to auction contracts to differentiate from Item Exchange.
· Clicking an entry in the contracts search results will now highlight that entry.
· Full result ordering and order direction are now combined into one drop-down box and moved to the top of the window in an attempt to clear up confusion between full-result (server-side) ordering and per-page (client-side) ordering. When the full-result drop-down box changes a search is initiated and the per-page sorting is changed to match.
· Added buttons to toggle between 'detailed' view and 'list' view.
· A new column, "Date Created" has been added.
· "Find in contracts" has been removed from places where it doesn't belong. It should now follow "view market details" more closely.
· If you change the per-page sorting it persists between searches until you change the results sorting.
· The location drop-down now remembers your last five location searches between sessions.
· The "Item Type" input field now accepts simple wildcard searches using the '*' token. You can enter quite advanced queries into this field when combining the wildcard search with the metatype and category searches.
· An example might be 'Module:Pith*hard|Deadspace' which will search for any modules starting with pith and containing 'hard' of the metagroup 'deadspace'.
· Fixed an issue where some filter fields did not remember their values when the window was closed and reopened.
· The page will always scroll to top when switching between pages.
· Several grammatical and typographical errors have been corrected in the UI.
Market & Contracts:
· In-progress courier contracts now have an in-space submenu for the drop-off and pick-up stations when you are in the correct system, which is similar to how missions work.
· Creating a courier contract from a plastic wrap will now fill in the destination for you allowing for easier 'forwarding' courier contract creation.
· Contract right click menu in all contracts search views now includes a 'station' submenu with two submenus in the case of courier contracts.
· Contracts now enter 'require attention' mode when there are six hours left instead of 24.
· Item selector in create contract wizard now shows the number of selected items and will display in red if you go above 200.
· Context menus have been added to the item list for 'Want To Buy' contracts.
· Reward per jump is now shown in the contract details window. this will now show you how much isk per jump the contract yields using your current autopilot settings. Reward per jump is likewise shown in the Create Contract windows and uses the creator's autopilot settings.
· The create contract window for courier services now shows you if your route will pass through a security boundary.
· The state of your sell window (normal/advanced) will persist (remember your last used setting) on a character basis.
· Market orders in Player-owned outposts will now display the system name as well as the station name.
Assets & Items:
· Asset searches can now be sorted by number of jumps so that you can easily view your proximity to locally stored assets.
· You can now drag and drop items into closed containers without having to open them first.
Planetary Interaction:
· The description of the Barren Storage Facility now refers to the correct planet type.
Agents:
· Added a verification message when you remove agents, so removing the wrong agent by mistake becomes less likely.
Exploration & Deadspace:
· The Sansha Incursion sites no longer allow Rorquals to enter.
Clones:
· Jumpclones can now be remotely destroyed from the character sheet. The window has been updated also.
· When moving your active clone to another station, the list of possible destinations will contain the region and security status
· Clones with insufficient skill points will now be greyed out as a warning when buying a new clone.
NPC's:
· It is no longer possible to lose a ship to CONCORD by only using logistic modules (like remote armor repairer, shield transporter, energy transfer array, ...) or logistic drones. They cannot be activated in high-sec on targets with Global Criminal Countdown (GCC) or outlaws and they will be deactivated if the target gets GCC while being assisted.
· Officer difficulty has been increased to reflect their value.
· Incursion sites are now taxed in the same manner as regular bounties.
· Adjusted Incursion site contribution to give slightly less influence. We also adjusted the influence regain in low- security and null security, to make sure they can be completed.
Sound:
· An issue has been resolved where Incursion sound effects were not playing for some players when entering an Incursion systems.
· An issue has been resolved where Incursion sound effects were not playing for players who login with their ship docked in station.
User Interface:
· Priority modification in the overview settings now has drag-and-drop functionality.
· The 'Autopilot' tab in the starmap now has drag and drop functionality for sorting waypoints.
· The right click menu item has been added to the route label in space so that it is now possible to clear all waypoints from space without going to the starmap.
· Market and Fleet collapsible menu stacks now have redesigned icons with indenting for better usability.
· There has been a slight modification to the character sheet to sort out some irrelevant information.
· It is once again possible to capture portraits of characters in-game.
· "Show contracts" links on show info pages of other characters have been moved off the main page and into the menu.
· An issue with the Drone UI when switching ships no longer occurs.
Character Portraits:
· You no longer need a shirt to make a portrait but simply require something on your top, either a jacket or shirt. Proper garments for the lower body and feet are required.
EVE Gate:
· Searching for long strings in EVE Gate returned snipped search results. This has now been fixed so that the result text is wrapped.
· EVE Gate display of corporations with long names has been fixed.
· The character name challenge when logging into EVE Gate for the first time has been changed to be case sensitive.
· Previously, when viewing the broadcast wall of one of your contacts who had set standings towards you so you can see his wall, the contacts on the left side were actually your own and not his. This has now been fixed.
· A fix has been deployed for improved performance to EVE Gate.
· Some minor updates to the EVE Gate layout have been added.
Localization:
· A number of translation/localization related issues have been resolved in various parts of the UI and item descriptions in game, as well as EVE Gate.
· Previously unlocalized text in the character creator has been revised and translated.
· 'Incursion' is now consistently being referred to as 'Übergriff' in the German client.
· The translation for the term command center, in Planetary Interaction, has been changed to 'Befehlszentrale' since the previous version was potentially offensive.
· The EULA has been reverted to the English version for legal considerations.
January 27th, 2011Character Creation and New Player Experience:
· Some eyeliners were not displaying the correct color. This has now been fixed.
Incursions:
· Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations.
· An issue where the journal was not updating properly has been fixed.
· Dungeon beacons have been changed and will disappear when a dungeon is completed. This should result in fewer empty dungeons.
Mac:
· A number of crash issues introduced with Incursion 1.1.1 have been resolved.
· An issue where the in-game browser on the Mac client was truncating HTTP header values to a single letter has been fixed.
· Adding a Web site to the trusted sites list will now work correctly in the in-game browser.
Exploration & Deadspace:
· Wormholes will no longer bump you when you are on top of them. Minds out of the gutter, capsuleers!
Market & Contracts:
· The Daytrading skill now works correctly.
Planetary Interaction:
· Products from ECUs were appearing as too small in the ECU graph. This has been resolved.
· An issue that prevented Extractor Control Unit heads from being placed has been fixed.
· Some previously placed Extractor Control Unit routes were disappearing. This happened when newly created routes exceeded the current route's bandwidth. This has been resolved.
Graphics:
· The Retriever ship has been updated so that it no longer appears to be gold in color. CONCORD is greatly relieved, knowing that there will be a reduction in bad dog jokes.
· The Mackinaw ship has been updated so that it no longer appears red in color.
User Interface:
· Non-agent NPCs will now have portraits.
Pilots now have two options in the overview filter:
· No Standing and Neutral Standing.
· When "No Standing" is unchecked, only pilots who are in your contact list will appear in your overview.
· When "Neutral Standing" is unchecked, pilots who are in your contacts as "Neutral" will no longer appear in the overview.
· The contract window will no longer become unresponsive after trying to delete a non-outstanding contract.
EVE Gate:
· It's no longer possible to create labels with reserved names that have a white-space around them.
· Alliance public profiles will now list all corporations within in the alliance.
· EVE Gate now allows the payment of CSPA charges. Your mail will now be delivered.
API:
· The cache timer for Wallet Journal calls has been lowered to 27 minutes.
· Legacy support for beforeRefID has been added.
· A maximum date range has been added. Players will only be able to query historical data up to one month previously.
· An issue where the Scotty, the docking manager, would refuse you access to your character sheet. Scotty has been put in his place and will now give it all he's got.
· Passing a 64-bit integer to /eve/CharacterName.xml.aspx no longer causes Scotty, the docking manager, to panic.
· The MemberSecurity data is now formatted according to the rowset style, making it consistent with other API calls.
· Fixed an issue with the API not returning name information on deleted corporationIDs and characterIDs
Character Creation and New Player Experience:
· A history slider function has been added to the character creator. This allows players to undo and redo changes they have made when designing their character.
· Users can no longer proceed to the Portrait screen without equipping a shirt beforehand.
User Interface:
· The Dock option is now third - under approach and orbit - in the right-click drop down menu.
General:
· A fix to reduce desync issues caused by the EVE Online physics engine has been implemented.
January 19th, 2011FEATURES:
· Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
· The new Character Creator is now live on Tranquility, and your character would very much like to be beautified.
· Various improvements have been made to EVE Gate, including EVE Voice Beta!
· Extended changes and improvements to the Contracts system have been done.
· A number of graphics improvements and updates have been added to the game.
· The API has received numerous improvements.
· The keyboard shortcut system in EVE has been completely revamped. There is a new layout including organized tabs, additional combat commands and new modifiers. CTRL + ALT + SHIFT + Mouse 4/5/6 are all new modifiers.
· Upgrades to the EVE Client make it so CPUs that do not support the SSE2 instruction set will no longer be able to run EVE Online. You can see this blog for more information.
Incursions:
· CONCORD has set up a new LP store to reward players participating in Incursion.
· New implants and capital weapons relating to Incursions are available.
· More details on the Incursion feature and when you can expect Incursion to be enabled can be found in this blog.
Contracts:
· Details about improvements to the contracts system can be found in this dev blog by CCP Atlas.
· You can now "copy" a contract that you have created from the contract details context menu. This will open up the "Create Contract" wizard with parameters from the copied contract prefilled in.
· Insured ships that are put into a Courier contract will no longer have their insurance voided.
· When you log in, you will now be notified if there are any contracts assigned to you. You can now easily jump into the contract in question.
· Item Exchange Contracts are now the default contract type when you create a contract. They also have a new (repurposed) icon.
· A new "Volume" column in the "Select Items" step of the Create Contract Wizard has been added. Additionally, when creating a Courier contract, the volume of selected items is summed when they are selected.
· Damaged items can now be put into all contracts. If an item is damaged, it will be noted in the Contract Details window.
· Contract details will now show the security level of the system(s) in question. It will also show if any system en route to the system is a different security level than the current system.
· Contract details will now show if a station is player owned and therefore potentially unreachable.
· Contract details will now show if a system is unreachable with your current autopilot settings.
· Added a "Find Contracts" context menu option for plastic wrap containers to allow you to bring up the contract which the container belongs to.
· Added a "show info" context menu option for search results containing one item.
· Added a link to preview an item in the contract details window.
· Loan contracts are no longer supported in the contracts system.
· When you contract a ship with loaded charges, the charges will be removed and are placed into the ship's cargo hold instead of the hangar. If there is insufficient space in the cargo hold, the charges will placed in the hangar instead.
· Contracts with ships in them show a "fitted" tag on each item if it is fitted on the ship rather than located in a cargo hold.
· The create contract wizard has been simplified a bit.
· The ignored issuers list limit has been raised from 80 to 1000. It is filtered on the client instead of the server.
· The number of top level items in a contract has been raised from 100 to 200.
· The contracts start page now includes the count of all contracts assigned to your corporation for all members of the corp. The corporation and your private assigned-to list counts are split up into item exchange/auction and courier, each with relevant links.
· Labels on contracts details now show the text "You will pay" and "You will get" instead of "price," "money offered" and "offered items."
· Want to Buy contracts now always show the requested items in a list even if there is only one item.
Graphics Improvements:
· God-rays were added to Incursion-infested systems. These can best be seen by orienting the camera so that the player's ship occludes the sun in infested systems.
· Ship booster lensflares use the new depth buffer. This means that boosters don't cut through solid geometry any more.
· Changes to the way suns are rendered have been made to improve performance.
· Changes to the way the Tactical Overlay is rendered have been made to improve performance.
· Sansha's-infested systems now have a greenish hue.
· Depth effects were added. This was needed to make effects such as god-rays possible.
· Fixed windowed mode in the Windows client. This makes the client appear to be in full-screen mode while staying in windowed mode. This change frees up a bit of screen real estate for users.
· The detail shader on Sansha's capital ships has been improved, resulting in better looking capital ships.
· "Out of memory" errors are now handled more gracefully, and more "out of memory" error messages have been added to the client.
· A number of graphics-related memory leaks have been plugged.
Wormholes:
· Sleeper NPCs will now properly use their energy draining effects on players, which increases the difficulty of Sleeper sites in wormhole space.
EVE Gate:
· We have introduced EVE Voice integration into EVE Gate, which is in a beta state for now.
· All of EVE Gate was localized into German and Russian, which can be switched in the Account Settings.
· The editor for emails, biography and the like has been replaced with one less prone to making erroneous markup, making EVE mail more reliable.
· You can now view profiles without logging in. You can show off your new fancy avatar to your friends without logging into EVE Gate.
· The contact limit has been increased to 1024.
· Contact labels were added to EVE Gate.
· In place of the old contact folders, we have introduced contact labels that work just like mail labels.
· EVE Gate will now remain up for downtime.
The following features will now be up and running during downtime:
· Login and character selection
· Profile settings
· Broadcasts, both on Home and profile pages
· Character, corporation and alliance profile pages. Certain features, however, are disabled when you click them. For example, trying to add a new contact during downtime will give you an error.
· Read-only standings shown on profile pages.
The following are disabled during downtime/VIP:
· Mail
· Calendar
· Contacts
· EVE Voice
· New mail/contacts/calendar counters on both the Home and character selection pages
· Upcoming Events on the Home page
· Add/Edit/Delete Standings on char/corp/alliance profile pages
· "Send a Message" on char/corp/alliance profile pages
· PLEX tab on Character Sheet
· You can now view the status of your subscription from your character sheet
· You can go directly to the market or the PLEX website from the character sheet and purchase PLEX
API:
· Fixed an issue with YAML parser causing some player wallet journal requests to error.
· New Wallet Journal API
· No longer rate limiting but will rather return cached results from the earlier call.
· Same call, /char/WalletJournal and /corp/WalletJournal
· Requires full API key
· Optional inputs rowCount (to control the number of mail headers displayed) and fromID (the non-inclusive messageID to read FROM into past mails).
· Functions much like the new mail API.
· Calendar API
· No longer rate limiting
· Modified /char/UpcomingCalendarEvents
· Returns next 50 upcoming events from characters, your corporation or alliance.
· Requires FULL API Key
· Cached for 57 minutes
· Modified /char/CalendarEventAttendees
· Returns the attendee status of events
· Requires FULL API Key and a comma separated list of eventIDs (also supports ids as that variable name)
· Requires proper roles for corporation/alliance events.
· Notification Header API
· No longer rate limiting but will rather return cached results from the earlier call.
· Adding char/NotificationTexts
· Returns the body text of notifications
· Requires FULL API Key and a comma separated list of notificationIDs as the variable ids.
· Character Creator
· A new character creation interface has been added, and Race, Bloodline and Gender are now selected using a new interface.
· Both old and new players will be able to use the reworked EVE character customization system to create a new Avatar and Portrait.
· We are adding support for an optional third name during the new character creation process. This is being done in order to expand the amount of available names in the EVE database and avoid having to purge older names. When you create a new character, you will put in your first two names in one box with a space between the names, and then use the second box for your third name.
· New Characters can have a selection of education options to choose from; this dictates their starting location.
· Current characters will have a grace period before having to commit to a new character avatar and portrait. During this grace period you can take your time before finalizing your new avatar and portrait to suit your tastes. NOTE: Once you accept your portrait design, you are committed to it!
Once this grace period is over all characters will be forced to create a new and updated character portrait and avatar during the login process. A final date for the end of this grace period will be announced. Stay tuned to the MOTD and news on www.eveonline.com for more information.
Macintosh:
· Antialiasing is now disabled for Leopard users. This should help avoid reported client startup problems.
· You can now switch between windowed and full screen mode via the ESC menu.
· Users can now choose to disable Multithreaded OpenGL via ESC menu settings. This option affects CPU load and graphics performance.
· Running EVE in the background should no longer severely slow down other applications.
Planetary Interaction:
· Players can now upgrade command centers from basic all the way up to elite without replacing their colonies.
· Only basic command centers will be seeded on the market now; larger centers will now be purchased as upgrades via the upgrade window.
· Extractor control units (ECUs) have been introduced on all planets. The ECUs can be built from the build menu, replacing extractors.
· Extraction is now done by extractor heads that are installable via the ECUs.
· ECUs also allow installation of extraction programs. Players can now create extraction programs that run up to 14 days. These automated extraction programs will harvest resources based on the settings in program creation.
· Prior to installing an extraction program, placed extractor heads can be moved by clicking the button at the center of the extraction head. Extraction heads can be moved via drag and drop to resource hot-spots for a greater extraction amount.
· You can set the area that your extractor heads will extract from, which will affect the length of the extraction program and amount of extraction.
· Overlapping extractor heads from different ECU's will cause a reduction in extraction amount from each extractor head.
· Pinned UI windows are now affected by the global window transparency settings.
· The new ECU window will display a colored graph to indicate the deposit of each cycle.
· The output per cycle of ECUs diminishes over time. The output is, however, variable in a way that even though it generally decreases, local "hotspots" can still occur.
· Sounds have now been added to cover changing resource intensity and interference from other extractor heads.
· Routing materials is now more intelligent. Processors are prioritized based on how close their hopper is to being filled. Storage pins are routed in equal amounts.
· FIXES :
EVE Gate
· When editing a calendar event, the character counter for the description field is now correct when you open the window.
· Inbox, corporation, and alliance labels are now auto added to the appropriate mails, and can be removed just like in the EVE client.
· EVE mail recipients now display correctly when composing mail using IE8.
· Scroll bars have been tamed, and there are no more unsightly scroll bars when selecting contacts to invite to events.
· You no longer get a CSPA charge when trying to create an event without a name.
· You now receive more informative messages when restoring EVE mails from the trash.
· Calendar events are now sorted sequentially in month view.
· Clicking cancel in "edit calendar event" popup no longer resets scroll position.
· When cancelling an action on a mail/contact label, the drop-down menu now closes correctly.
· You can no longer create calendar events in the past.
· The corporation "Add contact" link from the broadcast page now works as intended.
· On creating a new event in a future month, the calendar retains the view rather than resetting to the current month.
· When creating a label by pasting text, the "Create New" button now gets enabled.
· Long titles no longer break page alignment; they are truncated instead.
· You can now view corporations with two subsequent dots in their name.
· When deleting a mail label, it no longer keeps the counter from the old label when creating a new one.
· You will no longer get an error if you have a broadcast from a deleted character.
· The tab-order when logging in now goes to the "Keep Me Logged In" checkbox before the login button.
· "Faction" is now translated in both Russian and German.
· When you click abort after clicking remove broadcast, the remove link now stays usable without reloading the page.
· Colored mail labels no longer break the label.
· You can now search for characters with apostrophes, dashes and dots in their name.
Player Owned Structures, Outposts and Stations:
· Jump bridges can now be successfully probed down.
· An incorrect message that displayed when dropping large quantities into assembly arrays has been fixed.
· Office rental at Outposts can no longer be 0 ISK.
Science and Industry:
· Rorqual manufacturing jobs now default to "my cargo" for job input/output.
· The quantity of Pyerite in Compressed Pure Jaspet and Compressed Pristine Jaspet was switched around in the refining message window. This has been fixed.
· You can now build Electronic Attack Ships and Heavy Interdictors in Tier 2/3 Amarr Factory Outposts.
Skills:
· A "Message not found" dialog would appear in certain cases when training skills. A proper error message has now been added to describe the error.
Ships:
· The Widow Black Ops bonus will now correctly affect ECM burst modules.
· The Tengu Gravitational Capacitor subsystem will now correctly affect warp capacitor need.
· CPU and Powergrid now rounds correctly to two decimal places.
· Nidhoggur's "Shield and Armor" description text has been updated to reflect its Capital status.
· Fixed an infrequent issue with shield recharging while undocking from a station.
· The Noctis now has the Primae as a variation and vice versa.
· Sensor strength of T3 ships fitted with Dissolution Sequencer subsystems are now correctly calculated when racial sensor strength implants are present.
Market & Contracts:
· An issue with contract message spam has been resolved.
· You can now correctly search for journal entries by date.
· Price warning pop-ups text for market orders has been improved to include orders being edited.
· Fixed an issue with moving items mid contract creation.
Modules:
· Modules returned through ship repackaging will now correctly fit to another ship.
· Microwarpdrives will now work after undocking after being warp scrambled prior to docking.
· Fixed an issue with Tractor beams occasionally not working.
Boosters and Implants:
· Low-Grade Grail Omega radar sensor strength bonus is now calculated correctly.
· Using Mining Foreman Links in fleets caused the mining lasers cycle timer to go out of sync. This has been fixed.
Weapons & Ammunition:
· The group "Ammo" is now called "Projectile Ammo."
Exploration & Deadspace:
· The exploration site Drifting Cask has been anchored and can now be properly discoverable.
· The "warning sign" in 8R-RTB was improperly placed and has been removed.
NPCs:
· Fixed an issue with Sleepers that were not properly draining cap from player ships.
Corporation & Alliance:
· You can now use HTTPS in corporation/alliance links.
· Corporations that own outposts will no longer show as having an office there if they don't actually use an office slot.
· Fixed an issue where a notification was not sent out to the personnel manager when a pod pilot applied to the corporation.
· Attempting to add a bulletin to an alliance after having left now fails gracefully.
Agents & Missions:
· There are 40 new empire storyline encounter missions. Now with more space-shooty-fun-times!
· "The Maze" now has less cluttered acceleration gates.
· Changed mission expiration counter to be "...mission expires at" rather than "...mission expires in" to please the hamsters.
· Issues with missions being offered by agent Nakkito Ihadechi have been resolved.
· The warning message for declining missions will no longer read, "...within the next less than a minute..." It will now display the actual number of seconds left.
· Fixed a minor issue where starting research with a research agent could sometimes cause the research to begin at a negative value of some decimal points.
· Mission: Making Mountains of Molehills (5 of 10) should no longer send some pilots through Low-sec space.
· An agent's conversation window would sometimes have duplicate entries if you were in a fleet. This has been fixed as they are tired of repeating themselves.
· The "Terrorist at Large (2 of 4)" completion item now drops from the correct NPC.
· Level 5 missions should no longer send you to high-sec .
· Exploration site, "The Line", should no longer randomly change scenery.
· The mission "Giving Shelter" now gives the correct drop-off location in the agent briefing.
· The mission "Beefing Up" now has the correct item destination listed in its description.
· The site "Sansha Hub" will no longer prematurely end if you shoot the wrong thing.
· The missions "Cleaning House" and "Sansha on the Horizon" now have visual differences.
· For the mission "Nidupadian Yorak Eggs (1 of 2)," Keren's head now only drops once.
· Fixed issues with the four Empire's epic arc's quit behavior. When quitting a mission in one of the four empire epic arcs, you will now quit the arc itself, as intended. The "Blood-Stained Stars" arc, however, remains unchanged.
· Exploration site "Blood Raider Base" now has more sane travel distances.
· High-end ores have been removed from several sites and missions.
· Several mission briefings were not displaying properly in the journal, this has now been fixed.
· Friendly NPCs in mission "Clearing a Path" will no longer show as enemies.
Miscellaneous:
· Dark Blood Colonel drops a Bhaalgorn BPC instead of the ship itself.
· You can no longer zoom infinitely into Spacial Phenomenons, which had caused a graphical glitch.
· Shooting with grouped weapons resulted in an inconsistency with damage messages if the simple damage notification setting was enabled. Both "hit" and "hits" were used. This has been fixed.
· The calculator now accepts numbers that have been copied via the clipboard.
EVE Voice, Mail & Chat:
· In some rare cases there were discrepancies in how read mails were counted; this has been fixed.
· Chat channel names created using special characters will now create logs normally.
Drones:
· Fixed an issue where a player could sometimes lose control of Fighter Bombers after they had been launched.
· "Augmented" drones are now properly classified as Faction rather than Tech II.
User Interface:
· A character that has been kicked from a corporation no longer shows up in the corporation chat member list until they relog. They are now immediately removed.
· The overview now updates correctly when a war declaration becomes active or goes inactive.
· The fitting window now updates the amount of CPU left when a module goes offline for any reason.
· The "Selected Item" window now updates when a selected drone is scooped.
· Planets and moons can no longer be targets of "look at" since they didn't really play nice with the camera drone.
· When viewing a route on the map, if the cursor was placed over any solar system, the route line disappeared. This has been fixed.
· Fixed an issue where right-clicking a probe's scan sphere made the resize graphic appear.
· The "Show Composition" window now shows the correct standings for a corporation.
· Extremely long lists of cyno arrays will now open in a separate window.
· Fixed the date search function within the audit log of secure containers. If you have the date selected and you press Enter you now get lines from that date.
· You can now unblock and allow a character in a chat channel without any issues if done at the same time.
· Energy Neutralizer range now shows up on the Tactical Overview.
· Adding multiple skills that resulted in the skill training queue to go over 24 hours resulted in an empty completion bar. You will now get an error message instead.
· When you press ALT + Enter after having clicked on account management on the login screen, it will no longer open the account management page.
· The notification tab will now correctly stop blinking after all notifications have been deleted.
· Fixed a defect which displayed "you are here" twice instead of once when you opened the star map.
· Fixed an issue which reversed the zoom mechanics when in planet mode.
· Skill points are no longer referred to as "Skillpoints".
· The "Sell this item" menu option is no longer shown for blueprints that have been used before.
· The Jukebox now handles playlist files differently. There may be some fallout for users who bypassed the client user interface when adding playlists. If you are having issues with playlists, you will need to remove them and add them using the Jukebox's UI.
· Fleet broadcast history no longer truncates text.
· Attempting to cancel a trade session that has already been completed now displays a notification: "Trade could not be canceled."
· You can no longer export fittings if you have no fittings saved.
· Fixed an issue that let you bookmark contracted ore.
· Deleted Fleet adverts no longer have the option to be deleted again.
· A spelling-mistake was corrected in the "Display and Graphics" tab.
· Newly created Jukebox playlists can no longer be named the same as the EVE default playlist title.
· Changing settings in the Market window with keyboard will now retain focus as expected.
· NPC bounty prize transaction description no longer lists location as "None" when you are in unknown space.
· The "Group of Cattle" description has been fixed.
· The sensor strength icon in the fitting window now updates correctly when ship is changed while the window is open.
· The Loyalty Point Store now has a welcome page.
· Accented characters can be used for label names (in both mail and contacts).
· Wreck windows will now retain position and stack correctly.
· Standings icon in the show info window now displays correctly for the full range available.
· Bookmarks in the In-game Browser now have a vertical scroll bar for multiple entries.
· Ship names with an ampersand will now display correctly in the character selection screen.
· The Planetary Launchpad user interface will now behave correctly when attempting to launch commodities while cloaked.
· The right-click menu is now available for characters in the mailing list management window.
· When opening the help window, the initial focus will now be on the search field.
· Fixed a small issue that could cause line spacing to go awry on the character selection screen.
· Fixed an issue where the Flatten/Un-Flatten buttons did not behave correctly on the map.
· Bookmark folders can now share a name with another item in the context menu without affecting the order of the menu items.
· Category columns now handle secondary sorting alphabetically when sorting items.
· Made small text fixes in regards to localization of in-space objects.
· Meta level sorting now counts no meta level as lower than 1. Also changed so that 0 meta level shows as empty.
· The Assets window now displays "Volume" in the correct column.
· Fixed a small issue that could cause the open contracts slot counter not to update itself.
· Fixed a minor issue regarding the "Export Overview" window.
· Slight polish in the "Browse Fittings" section has been applied.
· Minimizing and Maximizing a chat window will no longer clear its contents.
· You can now drag items from the "browse", "search", and "quickbar" lists ni the market. This allows you to drop them in chat ot make links.
· Added "Show Info" to your current system's contextual menu on the top left of the screen. (CSM)
· When comparing items they now have the correct context menus. (CSM)
· Several menu options have been moved around to more logical locations based on player feedback.
World Shaping:
· J140524 has moons labeled correctly now.
Localized Clients:
· The Russian description of Gunslinger AX-1 has been changed to reflect actual attributes.
· The Russian description of the Nighthawk's rate of fire bonus has been fixed from 10% to 5%.
· The "kopieren" option in a blueprint context menu has been moved to the right place.
· Minor grammar fixes in the ship "show info" screen have been done for the German client.
· Updated the Nidhoggur description in the Russian client.
· Updated the description on the Sleipnir for the Russian client.
· The Cruise Missiles market group is now translated in Russian.
· Fixed the Russian description of the "Dysfunctional Solar Harvester."
API:
· Certificates will no longer refer to erroneous iconIDs in the static data dump.
· Error "This Yaml implementation does not support Dictionaries as Dictionary keys" no longer given for wallet reftype 10 or 37 (player input).
· The FacWarStats.xml.aspx API now returns the correct data.
Graphics General:
· Textures on certain ships (such as the Utu and Adrestia) were turning green when graphic quality was set too low. These were remade and no longer turn green when a player zooms out.
· Dustfield particles have now been decreased in size, giving them less of a shard appearance while traveling in a fast ship.
· You are no longer prompted to reboot when turning shadows off or on.
· A memory leak that involved mining drones has now been plugged.
· CHANGES:
API
· The CharacterSheet.xml.aspx page now also contains Date of Birth and Security Status.
· The Research.xml.aspx API is no longer rate-limited, and will thus always return a result.
Player Owned Structures, Outposts and Stations:
· It is no longer possible to use Electronic Warfare effects against starbase structures.
· Starbase structures should now be approximately as difficult to probe down as a T1 cruiser.
· You can now anchor a POS in a 0.4 system without faction standing.
· Ships which are jumping to a cynosural field located close to a starbase forcefield will now land at a slightly increased distance of up to 15km. This means that pilots will have a slightly increased travel time to get to safety within a starbase.
Mac:
· The windowed/full screen mode setting is now accessible from the escape menu again.
Corporation & Alliance:
· You can now hide rejected alliance applications.
· Corporate wallet management a bit less confusing!
· Trader, junior accountant, accountant and divisional account access were changed regarding their corporate wallet access.
· Divisional Roles give you access to take from the corporate wallet (which includes buying stuff) as well as seeing the balance of the division when it is selected.
Junior accountant:
· Can view bills but cannot pay them.
· Can view wallet divisions' balance.
· Does not imply he has access to those divisions.
· Can view shares.
Accountant:
Everything above plus:
· Can pay the bills.
· Able to view journal and transaction logs.
Trader:
· Can view transaction logs.
· Requires divisional access to do any actual trading.
User Interface:
· Base attributes are no longer remappable.
· You can now easily access PLEX purchases from your character sheet.
· A confirmation message is now displayed when cancelling a market order and it can be suppressed like most warning messages.
EVE Gate:
· An "All Mail" tag for EVE mail will now provide a count of unread messages.
· EVE Gate contacts labels now have a count of members like the in-game client.
· Removing a broadcast with comments now needs confirmation.
· GENERAL:
Miscellaneous
· People and Places bookmarks can no longer be placed into other players' jettisoned cargo containers.
· The Krusual Tribe's name has been capitalized correctly.
· The criminal icon is now removed from local chat after the criminal aggression timer is elapsed.
· Now you can retry loading an ammo type you failed to load because you were cloaked.
· Boarding another ship does not result losing booster effects anymore.
· Hacking mini-profession naming inconsistencies have been fixed.
· It is no longer possible to activate siege-style modules while jumping.
· Career agents' window now plays nice even if the autopilot cannot find a route to the agents.
· When selling something to a NPC on behalf of your corporation, the entry is now colored correctly as you would expect from a corporation entry.
· When attempting to send a contact notification to a character that is set to not be contactable by anybody, you now get an appropriate error message.
· In some rare cases the ship was not removed correctly from space after logging off. This has been fixed.
· You can no longer attempt to cloak if you are not 2000 meters from the edge of a ship, rather than 2000 meters from the center of a ship.
· Character -> Alliance relationships are now correctly displayed in the Standings tab of the Alliance information window.
· When filtering recipients for mail, the paging is now consistent.
· The redundant "Capacity" attribute has been removed from drones.
· The volume slider no longer snaps to zero level on left-click.
· Capacitor drain effects will now correctly be displayed on the overview next to the origin of the effect.
· Spelling has been corrected in Combat Log Fleet messaging.
· Spelling has been corrected for Cynosural Suppression Strategic upgrade.
· Traffic advisory messages will no longer appear on autopilot routes.
Weapon Grouping:
· The way you group your modules has been changed. You now simply drag one module on to another module of the same type and meta level.
· You can now drag groups of modules on to another module or group of same type and meta level and they will merge.
· You can now peel one module out of a weapon group by shift dragging of the group.
· There is now a group all/ungroup all button in the ship UI that groups or ungroups all weapons.
· You can now group modules of the same type and meta level that have ammo in them.
· If the ammo is of the same type we even it out by moving some of it into your cargo hold.
· If the ammo is of different type we move all of it to cargo hold.
· You can now group modules that are damaged.
· Only the damage of the most heavily damaged module will be shown in the UI.
Skills:
· The Drone Link Augmentor skill requirement was switched from Scout Drone Operation 4 to Combat Drone 3 in order to fix an underlying issue with bonuses.
December 28th, 2010· Miscellaneous
· Fixed an issue in which players were not getting a free neural remap on their characters.
· Fixed an issue that would prevent players using the petitioning system correctly.
· Several localization issues have been corrected in the Russian and German clients.
· Fixed an issue that would cause total skill point to display improperly, this prevented players from updating their training queue.
December 16th, 2010Miscellaneous:
· Fixed an issue in which players were not getting a free neural remap on their characters.
· Fixed an issue that would prevent players using the petitioning system correctly.
· Several localization issues have been corrected in the Russian and German clients.
· Fixed an issue that would cause total skill point to display improperly, this prevented players from updating their training queue.
December 1st, 2010FEATURES:
· Ships
· A dedicated salvaging ship, the Noctis, has been added to EVE Online. No longer will you have to use ships less suited for this line of work. The Noctis is a salvager’s wet dream and comes with some specialized bonuses, a large cargo hold and eight high slots for salvagers and tractor beams. Please check out this Dev Blog for more information and some nice images.
The statistics for the Noctis are as follows:
· Slot layout – 8 high, 2 mid, 3 low
· Powergrid – 250 MW
· CPU – 300
· Base speed – 155 m/s
· Cargo capacity – 1,460 m3
· Rig slots/Calibration – 3/400
· Shield/Armor/Hull hit points – 1700 hp/2200 hp/3200 hp
· ORE Industrial skill bonus: 5% bonus to Tractor Beam and Salvager cycle time and 60% bonus to Tractor Beam range and velocity per level
· Blueprint Originals for the Noctis can now be purchased from Outer Ring Excavations stations.
· The new ORE Industrial skill book, required to pilot the Noctis, can now be purchased from school stations everywhere.
CHANGES:
· Ships
· The Hawk assault frigate has had its bonus to kinetic missile damage changed from 5% to 10%. It also has an additional 2MW added to its powergrid.
· Drones
Fighter Bombers used by Super Carriers have been changed:
· They do much less damage to sub-capital class ships now.
· They will also contribute much less lag to future fleet fights but they were previously making the servers cry.
· Weapons & Ammunition
· Rockets have had an explosion velocity boost. It means they will inflict more damage on faster moving targets whilst also gaining a straight damage boost through changes to rocket damage and rocket launcher rate of fire.
· Quake has had its velocity and capacitor recharge penalties removed.
· Hail has had its capacitor recharge penalty removed, its tracing speed penalty reduced and its damage boosted.
· Gleam has had its shield hitpoint and signature radius penalties removed.
· Conflagration has had its tracking speed penalty reduced and its damage boosted.
· Javelin has had its velocity penalty removed.
· Void has had its tracking penalty reduced and its damage increased.
· Need for speed
· In order to facilitate fleet fights, network timeout values have been increased substantially from eight minutes. This will allow users to successfully jump and/or log into extremely loaded solar systems where the client will need to wait a very long time to complete. The players will also receive more informative messages under these extreme circumstances.
· Repeating modules will no longer get into a “stuck” state, where they cannot be switched off.
· Improvements to module activation and reload responsiveness have been made.
· Decisions about who should receive damage notifications were optimized.
· Jumping through a stargate will now create less server load.
· Compile-time constant handling was improved to give better runtime performance: As a result of replacing certain data look-ups with fixed constants, both client and server should be able to run slightly faster.
· Fixed an issue in which a client receiving out of order packets would fail to load grid when jumping into a system.
· A large amount of damage and effects states were being recalculated for every observer during fleet warps and mass jumps. This process is now much more efficient.
· Market & Contracts
· The Ships section of the market has been reorganized and is now primarily sorted by hull class. In addition, all faction and special release ships have been added to the market so you can now trade them there in addition to contracts.
· It is no longer possible to create Loan contracts. Furthermore, existing in-progress loan contracts will become invalid in January 2011 as a part of a major Contracts refactoring. If you have a loan contract in progress you are encouraged to complete it before the end of this year to avoid any possible inconvenience.
· Graphics
· The EVE client is now resizable in Windowed mode, allowing the players to stretch their client over several monitors. Now EVE Online is much more beautiful in ultra-widescreen resolutions. This feature is not available in the Mac Client.
· There is a new version of Windowed Mode called Fixed Window. It is similar to the regular Windowed Mode but lacks any title bars, frames or borders. Fixed Window is not available in the Mac client
· A new option, “Horizontal offset” has been added to the settings menu. It allows the player to have all menus on one monitor and focus on his ship in another monitor.
· EVE now supports anti-aliasing. The beauty of virtual space has never been more… beautiful. Anti-aliasing is unfortunately disabled on the Mac client at the moment. We are working hard to get the anti-aliasing feature enabled in our Mac client in a future release.
· Fighter Bombers now have a new missile effect, which looks awesome and doesn’t make the servers beg for mercy at the same time.
· Microwarpdrives now have their own brand new icon.
· Mac
· Enabled Alt+F4 capabilities, allowing users to activate modules with this keybinding.
· Miscellaneous
· A “Volume” column has been added to the hangar view by default; “Category”, “Meta Level” and “Tech Level” have been added as optional columns. Individual columns now can be toggled on and off through the right click menu.
· The order of options in right click menus has been changed and grouped to make it more consistent. This means that the more dangerous options like ‘Trash’ appear towards the bottom of the menus with more useful options such as ‘Show Info’ appearing at the top.
· You can now move items and ships to their respective hangars by dropping them on the corresponding icon in Neocom.
· Deadspace, faction, officer, and storyline items now have an overlay icon like the Tech II and III items.
· Probes can now be added to the overview.
· Corporation assets can now be filtered according to region or number of jumps.
· Players with Starbase Defense Operator roles will now receive notifications about control towers under attack.
· You can now rename ships in your hangar without making them active.
· When the camera is offset, the user interface can follow. Under the Camera Offset slider there is a checkbox that will center the UI elements wherever the camera is focused.
FIXES:
· User Interface
· Item sorting now works correctly even in cases where some columns have been removed.
· Tooltips no longer stay visible during drag-and-drop.
· Text will now be correctly highlighted in storyline mission briefings.
· You can now receive client updates through the login window without actually logging in. This means you will be prompted about a client update as soon as you boot your client rather than waiting to input your username and password.
· Dragging an item into the chat window no longer causes the window to lose focus.
· The right-click menu will now be more responsive when working in hangars with very high item counts.
· There will no longer be any icon overlap in the assets window.
· An issue causing the F11 Map browser to snap abnormally has been resolved.
EVE Voice, Mail & Chat:
· White spaces on notes are now counted as characters and are saved properly.
· An issue has been fixed which was causing the EVE mail window to experience an excessive load time when first accessing it in a new session.
EVE Gate:
· Mails will no longer throw an error if a ship or character is linked in it.
Localized Clients:
· The buttons to install or uninstall client updates are now translated and are present in their proper locations in the Russian and German clients.
EVE API:
· Inconsistent formatting of element and rowset names in mail calls has been fixed.
· Having an empty inbox will no longer cause errors in mail calls.
· Mail messages no longer show their read/unread status as it did not update properly from the different methods of reading your mail and caused confusion.
· Quantities of -1 will no longer show up for unstacked items.
· New corporations are no longer seen as a NPC corp by the API.
· The MailMessages API no longer return the Read bit, as it isn’t guaranteed to be correct.
· The toListIDs flag on MailMessages now returns an empty string rather than 0, if it wasn’t sent to a mailing list, as this is more consistent.
· The toListIDs flag has been renamed to toListID, as you can only send a mail to 1 mailing list at a time.
· If you' are training an unpublished skill book, your skill queue will no longer fail.
· Science and Industry and Container Logs now returns the correct quantities.
Mac:
· Fixed a Z-buffer issue that caused flickering on ATi cards. This was fixed for the R600 previously and now covers R800 as well.
Miscellaneous:
· Wrecks will no longer jump around in space, when a tractor beam is activated on them.
· Orbiting and colliding NPCs and player ships are no longer rendered in wrong location by the client compared to the server.
· Ships are now coming out of warp smoother, without “rubber-banding”.
November 4th, 2010Features:
· We have changed the inventory system to use 64-bit numbers. Please read CCP Cerber Cattus’s Dev Blog for more information about this change.
A number of changes and improvements have been made to the API:
· Created a new API page that returns the body of mails.
· Created a new API page that returns the current status of your account.
· Created a new API page that returns character information as found in the Show Info window.
· The Factional Warfare Systems API now returns correct data.
· The Standings page now only reports standings, and not contacts.
· The Character Sheet now returns the ancestry and date of birth of a character.
· Some fields now return 64bit values. Please refer to the second volume of the API blog series for more information.
· Most pages will now return the cached data rather than an error if you query it too soon.
· A lot of cachedUntil fields has been fixed.
· See this Dev Blog trilogy for more information on these changes.
FIXES:
· API - Group and Category IDs in the Static Data Dump are now 32-bit.
· Weapons & Ammunition - Module icons would sometimes overlap the visible item slots after grouping weapons. This has been fixed.
· User Interface - An issue where the corporation logo creator would sometimes be placed off center has been fixed.
In addition, this patch includes the following fixes which were previously released in the Tyrannis 1.1 optional patches:
Skills:
· When moving skills into the skill queue, there was no skill book icon, just a blank rectangle. This has been fixed.
Planetary Interaction:
· All pending structure placements in Planetary Interaction will now correctly display as yellow icons.
· Scrolling through the processor pin schematic window will no longer affect the planet mode zoom.
· Fixed an issue where exporting via launchpad occasionally failed.
Agents & Missions:
· The Loyalty Point store now displays the correct number of required items.
Starbases, Outposts & Stations:
· The control tower management window now shows "Put online" and "Change type" instead of "Put" and "Change".
· In the sovereignty dashboard, only the first word in the location name was displayed, this has been fixed and the full name is now displayed.
User Interface:
· When opening the scanner the alert sound is no longer played.
· Windows will now retain their correct size when you open and close them.
· You can now view member hangars through the corporate hangar as intended.
· Hiding passive modules in the HUD no longer hides all modules.
· In the sovereignty dashboard only the first word in the location name was displayed. This has been fixed and the full name is shown correctly.
· Resolved an issue where corporations who were part of an alliance had blue alliance stars against corporation members. The correct green star will show for corporation members.
· If you moved a window half way off the screen it would bounce back into full view when you opened a new window. This has been fixed.
· Certifications now show the level required for component skills.
· Chat channels will no longer reset to the default positions every time the client is restarted.
· Chat channel logs now show the channel name again as originally intended.
· The password for a chat channel is now shown correctly when editing the details of a channel.
· Fixed an issue where errors would be created while right clicking multiple probes.
· When using CTRL + Up to select previous chat submissions will now place the cursor at the end of the line.
· The move items sound effect now plays correctly.
· The welcome screen for trial accounts is now bigger and better.
· Fixed an issue where stacking chat channels created client errors.
· Message boxes are less transparent so the text is easier to read.
· The alert sound is no longer played when opening the scanner.
· The sound effect is now correctly played when activating modules.
· The People & Places window no longer jumps to the front over other windows when jumping/docking.
· Windows will now retain their size when you open and close them.
· Pinned windows are again persistent after re-logging or closing the windows.
· Snapped windows stay put after closing another snapped window.
· Pinned windows are again persistent after re-logging or closing the windows.
· A stacked window will now open in the appropriate location after closing and reopening.
· The icons on the fitting screen are now sized correctly.
· The snap indicators will now help you again when resizing the window, just like they used to.
· Cargo scanner window size and position will no longer change when you re-scan.
· Fixed an issue where the chat channel window order was rearranged during a session change.
· Tech 3 blueprints now render correctly.
· The labels in the Fitting Preview are now shown correctly.
· The cursor is now located correctly when changing market orders.
· Fixed an issue where the corporation logo creator was off center.
· Partially trained skills now display correctly in the character sheet.
· Copy and paste will now copy the correct portion of text in the chat window.
· Fixed an issue where dragging the certificate planner over a stack of windows created exceptions.
· Wreck windows will no longer open in the center of the screen, but in the same location as the last moved window, or any stack of wrecks.
· The Drones window now renders the action labels correctly.
· Amount/Price columns did not auto-size correctly. They now size themselves correctly so that you can see the full text.
· The Federal Intelligence Office requested their logo back. We had just had our morning coffee, and gave them their logo back.
· It is now possible to resize pinned windows.
· Itemized bookmarks can now be dragged from a location, such as a cargo hold, straight into a bookmark folder.
· The overview is now forced to clean itself after you have jumped. It didn't before, which was messy.
· When you get an expedition you will now get a message box stating so.
· Containers now remember their position when you close them.
· Character portraits no longer render in white while waiting for the portrait to download.
· The Assets window will no longer jump to the front when you jump, dock or otherwise change state.
· Triangles for ascending/descending sort order are now rendered in a standard format.
· Icons on the fitting screen are now sized correctly.
· A rare scenario that would remove all brackets in space has been fixed.
· The agent conversation window will now open in the middle of the screen as it should.
· The client will now correctly remember the position of all stacked windows.
· When creating weapon groups ghost icons were sometimes left floating in space. These have been cleaned up.
· It was possible to get in a state where you were unable to switch chat channels. This has been fixed.
· An issue with double entries appearing on the overview has been fixed.
In Game Browser:
· Fixed the 'trust request' notification pop-up from websites
Miscellaneous:
· When moving items, the cursor is now anchored in the top left corner of the items, as it previously did.
· System channels, such as Local, now persist correctly and cannot be closed.
· The asset window no longer goes blank if it was open while your ship was docking.
October 1st, 2010Features:
· The backend of the EVE User Interface has been refactored to allow for faster development and ease of programming. Because of this some UI settings, such as stacked windows, may not be preserved after the patching process.
· Cluster memory usage for the Planetary Interaction feature has been on the increase since the launch of Tyrannis earlier this year. A number of optimizations have been included to ensure the feature’s memory footprint remains a dainty flutter for years to come and for the betterment of Tranquility’s health. Planetary Interaction gameplay remains unchanged.
· The diplomat corp role has been added which allows the corp member with the role to manage the corporation standings on behalf of the corp. This means the person with the assigned role can add new standings from their corp to some other entity or adjust existing standings.
FIXES:
· Player Owned Structures, Outposts and Stations - The ammo-icon no longer overlaps with the ammo-counter when you assume control of a POS gun.
Mac:
· Resolved a crash issue related to rapidly switching between planets in planetary mode.
· The mailer cache error preventing EVE mail working in the Mac client will no longer happen.
· Fixed an issue with font rendering in the in-game browser.
· Some graphics glitches on ATI cards have been fixed, notably the effects when the shader setting is set to high and the rendering of ship afterburners.
User Interface:
· Users applying skill points directly to a skill would, in rare cases, show that two points were needed for next level when in fact only one point was needed. This helpful calculation has now been made more accurate.
Graphics:
· Resolved zoom issues when viewing a planet in planet mode while the resolution aspect ratio is higher than 1.6.
Localization:
· Russian localization was thoroughly overhauled and checked for consistency. All in-game texts, including but not limited to item descriptions and mission texts, were reviewed.
August 17th, 2010General Fixes:
· The EVE Python code has been updated from version 2.5 to version 2.7.
· Many character related services have been optimized on the server to run faster and more reliably.
Mac Fixes:
· Graphics glitches where the shader setting has been set to high on ATI cards has been fixed.
· Various crash issues have been crushed, making Steve Jobs a happier man.
· The EVE Mail cache issue has been fixed.
· Some memory leaks were found and plugged.
· The Mac Crash Reporter has been removed. It will return later after some improvements have been made.
July 3rd, 2010· The autopilot was mistakenly providing the shortest route to your destination even when you had the prefer safer option selected. We sent it back to flight school and the safer option is again working correctly.
· Some blueprint icons were being displayed incorrectly based on their type. This has been corrected.
· An error was being generated while trying to access items in a corp hanger while in space.
· You are now able to trash items normally that are located in a corporate hangar array at a POS.
· The Planetary Commodities cargo hold on the Primae could not be loaded with Water or Oxygen. It can now.
· An error was being generated while you tried to edit more than one contact at the same time. This now works as intended.
June 30th, 2010CRITICAL:
· Due to the unprecedented nature of the downtime on the 23rd and 24th of June, players have been awarded a number of bonus skill points to assign to a skill or skills of their choice. These skill points will be assigned to the highest skill point character on the account and can be applied by right clicking the desired skill in the character sheet.
FEATURES:
· Ships - Created the Primae survey ship which is intended for Planetary Interaction.
FIXES:
Need for Speed:
· Memory usage has been improved with missiles, maps, and PIN’s.
· Frames per second has been improved when using warp disruption bubbles.
Missions:
· Some Epic Arc agents failed to offer the next mission in an arc when a player had insufficient standings. You now only need appropriate standings to begin an arc, per design.
EVE Gate:
· The malicious content filter has been improved greatly.
· The mail-label manager now works correctly in all browsers.
· A lot of rendering and usability issues have been corrected.
· The tool-tips in the calendar now shows the correct information under all conditions.
Market:
· Oxygen and Water will now be listed under the planetary materials and not under trade goods in the market window.
· Planetary Materials market group will now display the correct icon.
Science & Industry:
· Several blueprints were missing the bill of materials tab. They will show correctly now.
· The material requirements for constructing Medium Control Towers have been corrected.
Worldshaping:
· The surface gravity of several prime fiction planets has been changed.
· Several prime fiction planets now have city lights on the dark side of the planet.
Graphics:
· Explosions, such as torpedoes, will no longer repeat themselves endlessly.
· Players will no longer be followed by an explosion effect after warping out from a fight.
User Interface:
· The "You are here" circle now appears correctly on star map when switching from planet mode to map.
· The information window for generic planets will now show the correct planet image.
· Players will no longer see the fleet list scroll to the top in the flat list, when a member enters or leaves a large fleet.
· The overview and brackets have been optimized and will flicker less when in a big fleet.
· The overview window refresh rate has been optimized.
Mac:
· When a player changes the shader setting to low, it will no longer encounter flickering and transparency issues on models.
· This will be fixed in a future expansion
· The customs office will no longer turn pink when zooming in and out.
· The crash reporter will no longer error out when attempting to report your crash.
· The log off button on the ESC menu will now work as it should without crashing your client and attempting to launch the crash report tool.
Miscellaneous:
· Warping probes will no longer cause any exceptions errors.
· Changes have been made to the process for character transfers. Previously the seller would need to log in after 10 hours to confirm the transfer. This is no longer necessary. The full process can be seen in the EVElopedia and Knowledge base
June 2nd, 2010Ships:
· You will now be able to delegate fighters remotely again instead of just to pilots in the same grid.
Agents & Missions:
· We have removed the link to the Dungeon Editor that showed up in the Tyrannis expansion. It had no function for players.
Graphics:
· Optimizations were made to the Planet view. It will now load faster and run smoother.
Starbases, Outposts & Stations:
· Starbase structures, sovereignty structures and station components are now being sold again by the appropriate NPC Corporations.
User Interface:
· Fixed an issue that was keeping the overview from updating correctly while in a fleet.
· The contacts list was not including NPC corporations or factions when applying the 300 item limit. They are now counted correctly
· The white "character added" arrow that is used when selecting recipients in the calendar and mail system was not always behaving itself. It has been tamed.
· The alliance ranking page has been limited to show the first 100 entries initially. A button has been added to fetch the remainder of the list. It will now load significantly faster
· You can now add and edit multiple agents at once in your address book.
· NPC factions and corporations contacts are now counted against the contact limit.
· By default, the Alliance Ranking Tab will now only show the top 100 Alliances. There is a “show all” button to see the entire list.
EVE Gate:
· In EVE Gate some menus were wrapping off screen when using Firefox. This has been corrected.
· In EVE Gate you will no longer be able to browse more than one year into the future or the past.
· The latest updates view in the calendar is now correctly sorted with the most recently modified events at the top.
EVE Voice, Mail & Chat:
· It will no longer be possible to join audio on NPC corporation chat channels.
Miscellaneous:
· Character portraits on EVE websites should no longer be mixed up or empty, note however that it may take a while to re-render all the previously generated images.
· Overview updates were not happening correctly in certain circumstances, this should be fixed now.
· Delegation of fighters should now work as expected.
· Some minor tweaks were made in the Calendar user interface.
May 27th, 2010Planetary Interaction:
· The planets of EVE and their resources are now yours to use. There are a small number of exclusions, such as major hub systems, shattered planets, and sites of historical significance.
· Planetary Infrastructure can be built using Command Centers, Extractors, Processors, Storage Facilities and Spaceports. These are all connected using Links.
· Planetary commodities and products can be imported to and exported from a planet using the Customs office, connected to all spaceports built on a planet.
· See CCP Soundwave’s dev blog Impossible is our Middle Name for more information on Planetary Interaction.
EVE Gate:
· EVE Gate is the web portal into the EVE universe and is designed to ease communication and organization for the EVE community.
· Send and receive EVE Mail, create, invite and accept events with the new Calendar system, manage your Contacts, browse through character, corp and alliance profiles and receive broadcast updates from your friends and corpmates.
· The standings system has been revamped so now you can use that in conjunction with the privacy settings to determine who will be able to view your full profile, contact list and broadcast messages, currently only pilots set to standing 5.1 and over will be able to see that information
· You can easily set your privacy in the profile settings in EVE Gate so nobody can view more information on your character than is displayed in the “Show Info” window in the game.
· See CCP Priya’s dev blog EVE Gate: For those moments when your boss isn’t looking for more information on EVE Gate.
Dell Light Effects:
AlienFX-compatible Alienware computers and keyboards pair light effects with in-game events:
· Low shield, armor and hull warnings
· Cap recharge at 70% when in jump drive-capable ship
· Full cargo hold when mining
· Autopilot destination/waypoint reached
· Warp scrambled
· Low capacitor
· Calendar
New in-game calendar is now introduced with the following features:
· In EVE Gate and in client
· Personal Events
· Corp/Alliance Events
· CCP Events
· Month View
· Individual days, when expanded, will provide more details.
New Image Service:
· A new service delivers character portraits, corporation and alliance logos to EVE Gate, the EVE client and community Web sites.
Ships:
· Two new Alliance Tournament VIII ships have been added as prizes for the next tournament’s winners: the Adrestia heavy assault ship and the Utu assault ship. These unique ships will not be seeded on the market and will only be made available to the winners of Alliance Tournament VIII.
Skills:
· The skill "Command Center Upgrades" has been seeded on the market. It will allow players to build more complex command centers.
· The skill "Interplanetary Consolidation" has been seeded on the market. It will allow players to manage up to 6 colonies on as many planets.
Three new skills have been added for planet scanning:
· “Remote Sensing” allows a player to scan planets remotely, each skill level increases the distance at which it’s possible to scan.
· “Planetology” increases the accuracy when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
· “Advanced Planetology” further increases the accuracy when scanning planets for resources.
Starbases, Outposts and Stations:
· Orbital Customs Offices have been introduced with Planetary Interaction.
· Rocket Containers have been introduced with Planetary Interaction.
Exploration & Deadspace:
· Several new “mystery” dungeons have been added.
Character Creation and New Player Experience:
· A Planetary Interaction tutorial has been created for the New Player Experience.
Need for Speed:
· Made various improvements to the EVE server software and corified more of its components along the way.
World Shaping:
· The type of 38,213 planets has been changed, resulting in a more realistic universe as well as a balanced distribution of resources for Planetary Interaction.
· The radius of around 140 planets has been changed which, in turn, affects the warp-in point.
· Deep space safe spots have been removed. For more info, see the dev blog by CCP Greyscale.
Ships:
· The Scorpion battleship has undergone a major transformation and now more closely resembles its namesake. For more info, see CCP Salvo’s dev blog on the Scorpion redesign.
· The Corporation Hangar window for a ship which is not the current ship will be closed when docking or undocking
· The Mining Foreman Gang Link bonus for the Rorqual has been increased to 10% per level instead of 5%. This bonus is only applied when the Rorqual is in deployment mode.
· When closing the client while in warp, the ship will now finish warping to its destination and then perform an emergency warp-off from there.
Weapons & Ammunition:
· The “Radio XL” crystal description no longer mentions depletion since it doesn't deplete.
Player Owned Structures, Outposts and Stations:
· Players are now able to set standings to entities as long as they are in the Corporation or Alliance Contact list.
· There is an option in the Station Management window to use either the Corporation's standings or the Alliance's standing for applying station service fees.
· There is an option in the POS Management window to use either the Corporation's standings or the Alliance's standings when determining sentry aggression.
· It is no longer possible to access Mobile Laboratories while the control tower is onlining. Only when it is online.
NPCs:
· Several changes have been made to the loot drops of various NPCs, most notably Rogue Drones. For more info, see The Circle of Life dev blog by CCP Chronotis.
· The loot drops from Rogue Drone NPC battleships have had their composition altered, their volume significantly decreased, and their value slightly decreased.
Agents & Missions:
· Several missions have been changed so that they no longer use commodities for cargo that are also used in Planetary Interaction.
· Basic Courier Missions have been changed so that cargo size and travel distance is consistent between factions and agent levels.
· "Serpentis Drug Outlet 1/10" will now require the gate key to enter the final room.
· Most Station Ruins structures have been resized and many dungeons received some minor adjustments.
· “Keeping Crime in Check” mission has been re-balanced and now requires 3 bronze tags instead of 10.
· The distribution of the missions “Avenge a Fallen Comrade”, “Break Their Will” and “Retribution” was adjusted.
· Drake and Hurricanes now correctly state “per level” in their description bonuses.
· The mission “The Search Party (2 of 2)” is now working as intended.
· "Starting Simple" text has been corrected for the post-Apocrypha UI.
· "Attack the Angel Hideout" objective text has been restored.
Exploration & Deadspace:
· “Mordu's Folly (2 of 2)” acceleration gate no longer allows supercarriers.
· Sites and landmarks previously located near planets have been changed to static sites and moved away from planets. See CCP Bettik’s dev blog Those That Came Before Us for more info.
· Some minor cosmetic edits were made to wormhole exploration sites.
· Several minor spelling and punctuation errors have been fixed. The grammar gods have been appeased.
· Descriptions for Planetary Interaction commodities and facilities have been added.
· Missile and crystal descriptions are now updated for logic, clarity, and consistency.
Science and Industry:
· The waste factor for all Tech III blueprint copies has been changed to 0. This is a non-functional change.
· Low sec and some null sec asteroids have higher amounts of low end minerals such as Tritanium, Pyerite or Mexallon. For more info, see The Circle of Life dev blog by CCP Chronotis.
Market & Contracts:
· The Journal now shows up to 100 contracts.
Corporation & Alliance:
· The message displayed when a corporation leaves an alliance with an active war declaration now has clearer wording.
· The Standings tab has been moved to the top level and visible by all corporation members. Corporation Contacts is found under this tab.
· The “Like and Dislike” tabs are removed as their function is replaced with the Corporation Contacts list.
· The Corporation Contacts list is now limited to 2600 entries.
· Only CEOs and Directors can add, edit, and remove Corporation Contacts.
· The Relationships tab for Alliances has been replaced with Alliance Contacts. This will be visible by all members
· Entities labeled "non-aggression pact" are moved to Excellent (+10) standing.
· Entities labeled "friend" are moved to Good (+5) standing.
· Entities labeled "competitor” are moved to Bad (-5) standing.
· Entities labeled "enemy" are moved to Terrible (-10) standing.
· The Alliance Contacts list is limited to 2600 entries.
· Only the CEO and Directors of the executor corporation can add, edit, and remove Alliance Contacts.
Graphics:
· Suns have been given an overhaul and are now large spheres with solar flares.
· Surfaces are now projected onto planets. This allows for surface scanning in the Planetary Interaction User Interface (PIUI).
· Planetary Interaction Pins have been created which represent the structures built on a planet’s surface.
User Interface:
· The Buddy List is now called “Contacts.” There is a limit of 300 contacts.
· The Blocked tab has been removed. The Blocked list is now found under the Contacts tab.
· The Corp member tab has been moved to the Corporation Window.
· The standing system for personal standings uses 5 levels of relationships (Excellent +10, Good +5, Neutral 0, Bad -5, and Horrible -10) instead of the integer slider.
· Players are able to set standing to other players, player corporations, player alliance, NPC corporations, and NPC factions. This requires that the player is also added to your contact list.
· When adding or editing another player as a contact, it is possible to send them a notification, with or without a personalized note, saying that you added them as a contact and at what standing level.
· When caps lock is activated pressing SHIFT no longer cancels it
· The new default value for Fleet Broadcasts is now “Everyone”.
· It is no longer possible to assign CTRL, SHIFT, ALT, ESC or RETURN as shortcut keys.
· It is now possible to assign numpad keys as shortcuts.
· Loyalty Store purchases are now displayed in the wallet journal as "Payment to LP Store" instead of "Payment to Agent".
· A new cursor has been created which better indicates links, menus, and other interface items
· EVE Voice, Mail & Chat
· The folder for Contacts is added to the Notifications tab. This is where notifications will be sent when a player is added as a contact or standing level is changed.
· The Mail address book has been replaced with the Contacts list.
· Miscellaneous
· "Close tab" menu option has been removed from the right click menu of the final tab in the browser.
· The non-functional "trash it" option is no longer present for items in containers in Corporate Hangars.
· The much-loved and informative "Traffic Advisory" messages have disappeared from EVE, forever.
· Ship insurance will now revalue itself periodically based on a trimmed mean of the ship's manufacturing materials global market weighted average prices. For more info, see The Circle of Life dev blog by CCP Chronotis.
· A new method of drawing lines enables routes and links to be displayed in the PIUI.
· Line animation in the PIUI indicates activity on routes and links.
· Camera hooks for Planetary Interaction have been added. Players will notice this when the camera zooms in on their Planetary Command Pins in the PIUI.
· New dustfields have been added.
· API support for the new Contacts system has been added.
· Volume of ambient sound in stations will decrease after 90 and 180 seconds to make idling in stations less noisy.
Ships:
· The hitpoints of your ship will no longer briefly appear to be 0 when moving fittable items to or from your cargo hold.
· Tech 3 subsystems now give bonuses correctly when boarding from a ship maintenance array.
· The description of the Heretic now states the correct missile velocity bonus.
· Armor and structure hitpoints will no longer go negative.
· Fixed an issue where partial repairs appeared to be overcharging the player.
· Fixed incorrect lighting on back side of Zephyr’s sails, which could cause them to appear black at times.
· Tournament ships no longer use redundant shaders. Fresnel shader on the alpha areas in all LOD levels of the two Tournament VII ships have been replaced with the correct Single.fx shader.
· The Apocalypse Imperial Issue did not have turret locators on its model, which indicate where turrets should be placed. This has now been fixed.
· The Dominix lacked turret and booster locators on its model, thus turrets and thruster animations were not visible. Locators have been added to fix these problems.
· No explosion was visible when blowing up a supercarrier. An explosion effect has been added.
· Freighters now have correct racial propulsion types.
· A Rorqual’s assembly lines can now draw from and produce to its own corporate hangars.
· The Drake and Hurricane now correctly state "per level" in the description of their bonuses.
· Ships utilizing the Ship Maintenance Bay will no longer be able to launch housed vessels while in warp.
Modules:
· Fixed a problem where dragging charges onto the fitting screen only distributed enough charge for one weapon.
· There is no longer an error when dragging modules from the fitting window to the cargo hold.
· Equipping saved fittings no longer fails if changes affect a module that has a script loaded.
· Module activation error messages will no longer contain techno-babble text strings.
· The passive shield recharge rate for Shield Flux Coils is now calculated correctly when previewing them in the fitting screen.
· The reference to “motherships” has been removed from the description of Clone Vat Bay I.
· Capital logistic modules now receive a consistent activation cost reduction skill bonus.
Weapons & Ammunition:
· Falloff range will now display with decimal places in the show info window.
· The right click contextual menu has been removed from launched missiles.
· Flameburst light missile explosion effects no longer display on the user’s own ship.
Drones:
· Ship and skill bonuses are now always applied to drones correctly on scooping them.
· It is no longer possible to give Assist or Guard orders to a fleet member who is not in the same system.
· Ungrouped drones of mixed types will now launch together.
· The description of Fighter Bombers and their respective skillbooks has been adjusted to reflect that they are manned crafts and not drones.
· Having the Drones skill to level 1 is now a prerequisite for using a Civilian Hobgoblin drone.
· A typo in the error message when trying to launch drones in Triage Mode has been fixed.
Skills:
· Saving a neural remap which was started in another system will no longer fail.
· Corrected the requirements for the Standard and Improved Mercoxit Specialist certifications.
Starbases, Outposts and Stations:
· There is no longer an exception being thrown on linking structures.
· 0.4 solar systems no longer require charters for Starbases.
· Fixed an issue that caused the Starbase Silo bonus to not apply.
· Notifications about damaged sovereignty structures are now shown correctly, even if the attacker is unknown.
· Notifications about attacked sovereignty structures are now shown correctly when the attacker is not part of an alliance.
· A notification message is now displayed, when trying to drag an item, which is not an infrastructure upgrade, into the Infrastructure Hub
· Several minor problems with sovereignty structures were fixed.
· Offlining a Sovereignty Blockade Unit from an invulnerable state will now make it vulnerable to attack.
· Territorial Claim Units can now be repackaged.
· The management window of the Infrastructure Hub will now close when warping away.
· A more appropriate message is shown when attempting to change the state of sovereignty structures without the proper roles.
· A newly created shader gives Silos an animation after onlining.
· A station model which created undock problems has been altered. Ships will no longer bounce around while undocking.
· Minmatar stations will now have ambient sounds.
· Caldari Navy station interior lighting has been improved.
· Station eggs: It's no longer possible to set a password longer than 16 characters.
· Starbase shields will now recharge to 100% in the correct time.
· There is now an error message if you try and save a blank station name.
· A Starbase in high-sec which is set to shoot back on aggression will now shoot back if shot at by a member of the owning corp. This is now in line with low-sec and 0.0 space behavior.
Character Creation and New Player Experience:
· Page 2 of "Your Advancement" now gives the correct instructions for opening the ship's cargo hold.
· Fixed a typo in "Letter of Recommendation”.
· The "you need a ship" message when trying to undock with no ship is now significantly more helpful.
· When choosing a blank character slot, players will be “Entering character creation" instead of "Entering character selection".
· Using the "Enter" key no longer moves a player to the next page of the tutorial before meeting the prerequisites.
· The play, pause and volume icons are now correctly aligned under the racial videos.
NPCs:
· NPCs will now drop the correct size of afterburners.
· Duplicate operations have been removed from station names, much to the relief of dismayed students attending the School of Applied Knowledge School.
Agents & Missions:
· The load balancing mechanism for missions in Dominion incorrectly prioritized high-load systems over low-load systems when selecting the location for mission objectives. Agents now prefer to send players to less loaded systems.
· Agents no longer offer another mission after standings have dropped below the minimum.
· The agent message window for Sister Alitura now displays Effective Standing and Division.
· It was possible for storyline agents to present you with a hostile response even though they offered a mission. This has been corrected.
· The mission “The Search Party (2 of 2)” is now working as intended.
· “Are You Receiving? (2 of 3)” now has mission objective text.
Exploration & Deadspace:
· Fixed an issue that caused the recovery of multiple probes when clicking one and recovering another.
· The site “Contested Amarr Mire Keep” has been re-named in the overview to “Contested Amarr Crimson Keep”.
· Changed icon on the message pop-up for “Ruined Sansha Crystal Quarry”.
· Exploration site “Decayed Angel Mining Station” now has the correct pop-up text.
· Exploration site “Large Hemorphite, Jaspet and Kernite Deposit” now has the correct asteroid types.
· Exploration site “Small Hedbergite, Hemorphite and Jaspet Deposit” no longer prints a debug message in local.
· Exploration site “Sansha Forlorn Den” now correctly displays the Sansha logo.
· Cartel Research Outpost in the escalating path site Angel Owned Station now correctly drops a Cynabal BPC instead of a packaged Cynabal.
· Some immersion breaking object names were fixed.
Science & Industry:
· The skill requirements on faction Cruise Missile Launcher blueprints have been changed to not require the Cruise Missile skill.
· Olbra I – Pator Tech School's industrial manufacturing line has been fixed.
· Jobs cannot be created using blueprints belonging to other corporation members unless in the corporation hangar.
· It is no longer possible to start a manufacturing job without having the required quantity of RAM.
· When the Science & Industry window is open and a job completes, the progress bar no longer hangs when clicking "Deliver".
· No cancel option will be given for jobs already delivered.
· Various BPOs had their volume increased from 0.0m3 to 0.01 m3.
Market & Contracts:
· "Ghost" Freeform Contracts have been removed
· Contracts: “Use Base Price” confirmation window is only suppressed if you say “yes”.
Corporation & Alliance:
· It is no longer possible to submit the same bulletin multiple times by spam-clicking the "submit" button.
· The notification sent upon a corporation leaving faction warfare is now correct.
· Alliance / Corporate standing changes no longer require a re-log to view.
· Issue with Corporate wallets unable to receive cash has been fixed.
· Corporate applications of CEO characters are no longer processed.
· The corporation wallet transaction search has been expanded to search for additional groupings, instead of just seeing the most recent transactions.
· Multiple characters in same corporation trying to rent an office in the same station now result in 1 bill and 1 office only.
· When giving away shares, the Corporation Politics tab will be removed and no longer closes the whole corporation window.
· Declaring support for a chosen executor now updates the alliance window correctly.
· Trying to create a corporation in space now gives the correct warning.
· Corporation "our adverts" is no longer accessible without proper roles.
· Double spaces are no longer allowed in corporate names.
· After receiving shares, it is no longer necessary to re-log to see the Politics tab.
· Corporation window does not become blank on switching tabs if the player saves changes after granting roles to a member who is not willing to take roles.
· The "Per Page" settings are now applied in the Role Management window.
· Changing the Per Page setting on the Role Management tab takes effect no matter which page is being viewed.
· When creating a Decoration, the reset button is only visible if information has been entered.
Graphics:
· Players using monitors that supported resolutions wider than 16:9 reported difficulty with using the scanner. Map distortion on displays using wider than 16:9 aspect ratio is now fixed, with increased maximum zoom distance on the system map.
· Fixed an issue where Fullscreen options remained selected while in Windowed mode.
· Camera bobbing when looking at large objects at extreme zoom-in levels has been made less noticeable.
· The sun will no longer be visible through a ship model when the "sun is occluded by ships" option is selected.
· All gas giants now use the same height map, resulting in uniform appearance.
· Interval default issue which caused jagged FPS in windowed mode under Windows XP has been resolved.
· An issue where random colors flickered on screen at client startup has been resolved. Rainbows do not belong in EVE.
· Texture improvements ensure that lava planets no longer lose their red hue when changing shader quality.
· Temperate planets will now have a similar appearance between high and low shader quality settings.
User Interface:
· The Username/Password Field will no longer appear to have focus when the application does not. Accidentally typing your password into IRC by mistake is now a thing of the past.
· Text will no longer overlap in the Insurance Quotes window.
· Fixed a problem where it was not possible to create (except for http://) links in the notepad.
· The "search" button will no longer appear when creating http links.
· Spam clicking the "Quit corporation" button will no longer open multiple instances of the "Quit corporation" window.
· Error checking for creating new keyboard shortcuts now works properly with better error messages.
· Jukebox no longer restores itself from being minimized on docking or undocking.
· Importing Overview settings will now retain their filters correctly.
· It is now possible to right click links which contain non-ascii characters.
· Changing the size of the MOTD font in player-created chat channels will work correctly now and not throw an error.
· It is no longer possible to have two "Create Alliance" windows open at the same time.
· Clicking multiple times on the "Submit" button in the Add/Edit Bulletin window will submit the bulletin only once.
· In certain conditions the text in corporate adverts overlapped with the boundary line, this has now been fixed.
· The text in windows with nested tables (like mission briefings) is no longer duplicated if the graphics settings are changed with that window open.
· A spelling mistake that appeared when trying to anchor or online a TCU without being part of an alliance has been corrected.
· When moving the map by clicking and holding the right mouse button, the context menu no longer appears when releasing the mouse button.
· A minor typographic error in the notification received when trying to overload a module without the required skill level has been corrected.
· A spelling mistake in the type name of the Alliance Maintenance Bill has been corrected.
· Broadcast messages received while the broadcast window was minimized will now be correctly displayed when restoring or maximizing the window.
· The legend for the "Systems I've Visited" option in the star map has been corrected to show the right colors.
· The wallet reference type "Agent Mission Reward Corporation Tax" now works as intended.
· It was possible to select multiple items on the “Import overview settings” dialog window but only the last entry would be used. You can now only select one item.
· All cargo holds are now closed when attempting to clone-jump.
· When repairing a damaged ship, the "Pick New Item" button no longer is hidden.
· The “Terminate Character” dialog is now hidden when entering the game.
· You are now notified if you try to recycle the ship you are currently in.
· Players will now get a confirmation dialog when destroying single probes from the Scanner window.
· The “Character selected failed” info window no longer overlaps the ESC menu.
· Drag and drop fitting of a rig no longer gives 2 confirmation dialogs.
· All right click menus now close when docking.
· Error messages given when trying to reprocess less than the minimum quantity have been corrected.
· Exiting dialog "Overview profile already exists" now gives you chance to enter a new profile name.
· Players can no longer attempt to self-destruct when docking.
· Trying to export an Overview without a filename now gives the correct information message.
· It is now possible to scoop containers with illegal goods even after suppressing the warning message.
· Long Corporation Titles no longer block information, but are now truncated in the Character Information window.
· Retired agents can now be removed from your “People & Places” window.
· The “Abandon Drone” confirmation dialog box is only suppressed if you choose “Yes”.
· Previously billing notifications would not include separators. For example it used to display as “you owe 17490352784”, it will now display this “you owe 17.490.352.784”.
· The option to un-rent an Orca’s corporate hangar is no longer present.
· The message shown when redeeming PLEX now correctly states the destination station
· The Asset window no longer becomes blank when undocking.
· “Show Info” used on multiple characters at the same time will now properly display Medals.
· Trying to open more than 5 tabs in the Overview will give a warning.
· If a bio is empty it now displays "Here you can type in your biography".
· The Insurance window will now always display ship names.
· Duplicate Hangar and Divisions have been removed from the Rorqual Science & Industry window.
· The color tag and background is now applied to agents in space.
· The Show Info window for Tech II blueprints no longer applies waste-factor to extra materials, and now shows the actual requirements.
· The message when you do not have any assets at a station is no longer slightly cut off when rendered in the default window size.
· The expanding/collapsing functionality of the Scanner has been removed.
· When re-selecting Export or Import from the Overview - the previously minimized window is brought back up.
· Wormhole jumps into Empire systems are counted as visits in the map statistics.
· Fixed several issues where the "Do not ask me again" check box was not suppressing the warning message.
· Players are now able to filter Fleet Adverts by corporation and alliance.
· Removed the option to Redeem Items on deleted characters.
· When searching items under transaction tab, clicking load button and pressing enter will display the same message if there are no results.
· When trashing multiple items, the item will display in the standard format in the confirmation window.
· It is now possible to enter search terms and select results as clickable links in the “Generate Link Window”.
· Scrolling in the shortcuts list in the ESC menu now functions correctly.
· Clicking "Your Petitions" in the ESC menu now opens the Your Petitions window correctly.
· When the Fitting Management window is stacked, clicking "Cancel" now correctly closes the window.
· Your wallet balance now correctly updates after cancelling a Buy Order.
· When closing out the message box for exporting or importing a file, it will now cancel the operation.
· Item descriptions and messages have been cleaned up. Double/triple/trailing spaces and wrong/missing/surplus punctuation are hereby banned, by order of the Most Renowned Committee of EVE Text Type People. (Special thanks to CCP Greyscale.)
· Faction logo is no longer distorted on factional warfare Capture Timer.
· “Minimize active window” shortcut has been fixed, it now works on merged windows like it used to before it was broken.
· There were a few windows that had problems with being merged with other windows. They have been instructed to HTFU, and just do it.
· Scrolling quickly through long lists like in the “About EVE” tab will no longer break the list.
· The Loyalty Point Store UI can now be resized on the sides as well as the corners.
· The red and green online/offline icons for buddies were slightly odd, we fixed them.The “Remove selected” button in Mailing List Management now notifies the user if nothing was actually selected.
· Welcome Pages have been made two pixels wider. They were too narrow to fully cover the windows since their borders were made smaller.
· It is no longer possible to select multiple entries in a combo box. The world is truly a better place now.
· It is now possible to navigate and manipulate the Mail Label Management UI without a mouse.
· Keyboard shortcuts will now work regardless of the window currently in focus.
EVE Voice, Mail & Chat:
· When the owner kicks a member from a mailing list, the list is updated and doesn't show the kicked member on the list.
· There is now an alert if you try to send more than 5 mails within 1 minute. Spammers despair.
· Notifications for a Corporation Tax change are only counted once in the unread mail counter.
· The font size of the Message of the Day in a player-created chat channel does not affect the "by " after the messag
· Notifications are now sorted correctly by date.
· Players can now manage multiple mailing lists simultaneously.
· Some EVE Voice-related error messages have been changed to be more informative and easy to understand.
· Changes were made to the way Mail and Notification settings are stored. Users will have to reset them so they are no longer bugged.
CONCORD and Kill Mails:
· Corp mate dueling will no longer reset the GCC. Characters in non-player corps will still receive a GCC.
· If a character is not in an alliance, copying and pasting the kill information now states alliance as “Unknown”.
Mac:
· Version info for eveonline.app has been updated. It previously listed “Apocrypha” and “2009” but now correctly indicates “Tyrannis” and “2010”.
· An issue with probe move boxes disappearing has been fixed.
· Mouse cursors no longer get stuck to window edges when resizing.
· A glitch in the warp tunnel effect seen with high graphics settings has been fixed.
· Download speed of updates will no longer be unnecessarily constrained by the EVE client architecture.
Localized Clients:
· The official Russian Help channel was not being displayed in the list of chat channels when running a Russian or German client. This has been corrected.
· When composing a mail in the Russian client, the 'To' button is now properly sized and doesn't overlap the text-field next to it.
· The ESC menu will only allow the option to select a language that EVE is localized for.
Miscellaneous:
· The browser now correctly opens links from tutorials when minimized.
· Fixed a typo in the "Nanite Operations" skill.
· Fixed a typo in the self-destruct message.
· Fixed a typo when sending broadcasts.
· Fixed a typo when joining a corp through the Show Info window.
· Fixed a typo in the Character Sheet when displaying the bonus to training time.
· Fixed a typo in the Redeem Items window.
· The icons for the Strategic Cruiser skills have been corrected in the static data dump.
· Players joining a fleet after a titan jump bridge is created are now able to use the bridge. This is also valid for other jump beacons.
· The Standings transaction log entry on conquering FW sites was showing a placeholder instead of the actual reason. This has been fixed.
· A typo in the Khanid Kingdom information has been corrected.
· Sovereignty structure images are now available in the data dump.
· Grammar has been corrected in the Amarr Navy description.
· Audio cards no longer need SSE support.
· The in-game browser handles invalid URLs better.
· Jukebox can now handle capitalized file types.
· Jukebox now allows removal of the currently playing song from the playlist.
· Jukebox is more discerning when adding mp3 files to playlists
· Jukebox user interface is now harder to trick with empty playlists and removed tracks.
· Jukebox has been extensively iterated upon based on feedback and bug reports.
· The new in-game browser handles Trusted Sites better.
· Some of the audio crackling issues have been identified and exterminated.
· A ship explosion audio effect is only played once instead of thrice.
· Several minor spelling and punctuation errors have been fixed.
· Fixed a problem with ship losses not always being logged properly and kill mails not always being sent.
· Fixed a problem where it was not possible to open wrecks by double clicking when in a large ship.
· Fixed warp behavior when warping with bubbles on grid.
EXPLOITS:
· Several exploit issues have been fixed making EVE a better world to live in for us all.
January 27th, 2010CHANGES:
· Ships
· The volume for Fighter Bombers has been reduced.
· Fighter bombers can now be manufactured in a Small Ship Assembly Array.
· Modules
· Any Clone Vat Bays or Triage Modules that were fitted to Supercarriers have been removed and moved to each owner’s clone station.
· Player Owned Structures, Outposts and Stations
· The Signature Radius of conquerable stations and outposts has been increased
· Graphics General
· The medium shader quality option was removed in EVE Online: Dominon 1.1. If the setting was set to High when using a graphics card that could not support SM3, it would default to Medium quality even though Medium didn't exist resulting in a black screen. This has been resolved by making the default setting Low on cards that do not support the High SM3.
FIXES:
· Ships - The rate of fire bonus on the Naglfar was erroneously being applied as a penalty. This has been corrected.
· User Interface - The right click context menu on fleet members, when running multiple clients, was failing to open. It will now open normally.
· You are once again able to save multiple ship fittings without them being overwritten at the next login.
· Miscellaneous - Many behind the scenes optimizations and fixes have been implemented.
December 16th, 2009Skills:
· Partially trained skills will now be reported correctly through the EVE API.
Player Owned Structures, Outposts, and Stations:
· Fixed the description of the Sovereignty Blockade Units to reflect the correct onlining time of three, not six, hours.
Agents & Missions:
· Quitting a mission from Karde Romu would sometimes cause the journal to cease functioning. This has been fixed.
· Completing an epic arc now properly gives faction standings reward.
Exploration & Deadspace:
· A defect that would sometimes keep all anomalies and exploration complexes in a system from despawning has been destroyed with extreme prejudice.
· The new exploration and advanced warfare tutorials were handing out a standings penalty if you declined the missions. They no longer do that.
User Interface:
· If you had more than one Show Info window open for different characters, any actions performed through those windows would default to the most recently viewed character. This will no longer occur.
· Issues with the jukebox loading a custom playlist when given anything other than an absolute path have been corrected.
· The icons indicating that a secure container has been anchored have returned.
EVE Voice, Mail & Chat:
· An issue that would prevent many Windows 7 users from connecting to or using voice chat has been fixed.
· Password protected channels will now remember your password if you request it to be saved.
· A bug in the new mail counter on mailing lists was keeping it from showing accurate numbers in certain situations. It will now display correctly all the time.
· Opening the People & Places window or creating a new mail while having a very large number of entries in your address book would previously take a long time to execute. This has been optimized to be much faster.
Miscellaneous:
· The ambient hum and solar wind sounds produced by your pod when at jumpgates or asteroid belts have been returned.
· An issue where the client would refuse to run because of unknown characters or corruption in the prefs.ini file has been corrected.
· It was possible to target a ship twice if the pilot’s name was sent via broadcast in a fleet. This will no longer occur.
December 8th, 2009· FIXES
Critical:
· Sovereignty Blockade Units have been seeded on the markets. Attacking and taking enemy space is now back in fashion.
Sovereignty:
· If an alliance had gained sovereignty level in a system just prior to the Dominion expansion the backdated sovereignty claimed date may not be correct. This has been fixed for all systems affected.
· Active cynosural field numbers in the sovereignty dashboard have been corrected to reflect true numbers in all cases.
· You can now preview sovereignty structures from the show info window.
Combat:
· An issue with the global criminal flag aggression timer not updating when the criminal is spotted by NPCs or sentry guns has been fixed. The timers will now properly update.
Modules:
· Capital Remote Repairers are now once again affected by remote armor repair skill cap bonuses.
Character Creation and New Player Experience:
· The new exploration and advanced warfare tutorials were handing out a standings penalty if you declined the missions. They no longer do that.
· The exploration tutorial scanning sites would sometimes show as 100% when not actually warpable. This will no longer happen.
Agents & Missions:
· Factional Warfare missions now give correct standings penalties if you decline more than one mission every four hours.
· In rare cases it was possible that an agent would give out two missions to the exact same location to two pilots. This will no longer happen.
· Quitting an epic story arc mission will now update the journal window as it should.
· Taxed mission rewards will now show the tax entry in the wallet journal after the actual reward, not before.
Market & Contracts:
· The base price of the Medium Shield Bot I blueprint has been changed.
Fleet Finder:
· Fleet finder advertisements will now also take Alliance standing restrictions into account.
· The location broadcast in the fleet window can now be used by other members of the fleet to set a destination.
· Pilots joining a fleet will now be able to see if loot logging is enabled. It was showing as disabled no matter what.
· The new fleet finder would not allow you to join a fleet if you had auto reject turned on. This will work now.
· Fleet loot logging entries will now correctly sort by date after midnight has come and gone.
· Loot logging events will from now on only be sent to fleet members in the same solar system.
Graphics:
· White boxes on the fitting screen when using a specific ATI graphics cards have been removed.
User Interface:
· Updates to the Color by Standings filter on the starmap to make it more user friendly.
· Setting destination to a destination broadcast in a fleet will set your autopilot to the correct system, not the location of the broadcaster.
EVE Voice, Mail, Browser & Chat:
· If a bookmark file was corrupted prior to the Dominion expansion it could cause the new browser to not load. The corrupt file will now be ignored.
· When replying to a mail the focus will default to the mail body, not the recipient.
· EVE mails sent to your corporation, your alliance or mailing lists will no longer get the inbox label assigned automatically.
· An error is now generated if you try to create an illegal mailing list name.
CONCORD and Kill Mails:
· Killmails will now be correctly sent for sovereignty structures.
Mac:
· A problem causing the Mac client to become corrupt if the game crashes have been corrected.
· Playing order of the jukebox on the Mac client has been corrected.
Miscellaneous:
· It was possible to warp to a fleet member while docked in station. Docking bay walls have been reinforced to remove this option.
· When pressing several function keys at the same time it would only activate one module. It should now register all keystrokes.
· The Jukebox playlist would fail to load if the shortcut used to launch EVE was not configured correctly. This has been fixed.
· The reporting of ISK spammers option has been removed for trial accounts.
· When clicking “Show Solar System in Map Browser” the map will now show you the selected solar system and not the one you are currently in.
· Numerous additions and fixes to our GM tools.
EXPLOIT FIXES:
· Several exploits have been fixed making the world a better place for all.
December 3rd, 2009FIXES:
Combat:
· An issue that would keep players with a combat aggression timer from undocking has now been fixed.
· PvP Aggression timers will nowbe updated, when undocking. There will be a warning message, when tryingto undock with an active aggression timer in high security space.
Corporation & Alliance:
· All corporation taxes were displaying as 50%. They will now be displayed correctly.
User Interface:
· Icons for the different damage types have now been reinstated in the fitting window.
· A rare situation that made it impossible to tell if a blueprint was an original or a copy has been corrected.
· The fleet broadcast announcing that free move has been turned on/off will now work correctly in all situations.
· Scooping your own drones will no longer be counted as looting in the loot logging fleet tool.
EVE Voice, Mail & Chat:
· The default listing for EVE mail will now be displayed in descending order from the most recent mail received.
Localization:
· Russian localized clients can now access starbase Strontium bays and the help screen as normal.
Miscellaneous:
· The Report ISK Spammer tool has been tweaked and is now easier to use.
· Several database reporting tools have been improved.
· Several GM tools have been fixed.
Exploits:
· Several exploits have been fixed making the world a better place.
December 2nd, 2009· FEATURES
More Corification:
· The user system of EVE got corified in order to be more easily used in other CCP products.
· The UI was also corified and is now hardcore.
Sovereignty v2.0:
· A new sovereignty system has been introduced to replace the old mechanic of Starbases for laying claim to territory. Full details can be found in CCP Abathur’s blog Dominion - Storming the Gates
· A new way for players to upgrade claimed systems has been introduced. Full details can be found in CCP Abathur’s blog Dominion Upkeep and Upgrades: The Expanded Edition
· New data and views on sovereignty through the sovereignty dashboard which will provide detailed information on the status of every solar system
· New and improved views and statistics through the universe map which includes a new territorial influence map
Ships:
· We have added four new Navy battleships, based on Tier 1 battleship hulls and obtainable from Factional Warfare LP stores exclusively. They are the Navy Armageddon, Navy Scorpion, Navy Dominix and Fleet Typhoon. Full details on ship layouts and attributes can be found in CCP Ytterbium’s blog Adding flavour to your faction meal.
Modules:
· The Citadel Cruise Launcher I has been introduced which is designed for Capital class ships.
Weapons & Ammunition:
· Four new Citadel Cruise Missiles have been added. These are designed for use against other capital class ships, and have a reduced damage against smaller ships. Blueprints for the module and the ammo will be available on the market. The new missile names are Catastrophe Citadel Cruise Missile, Rajas Citadel Cruise Missile, Sol Citadel Cruise Missile and Thunar Citadel Cruise Missile
Skills:
· The skill "Citadel Cruise Missiles" has been seeded on the market. This is required to use the new Citadel Cruise Launcher I.
Starbases, Outposts and Stations:
· Players have access to new assets related to Sovereignty, including the Infrastructure Hub, Sovereignty Blockade unit and the Territorial Claim Unit.
Character Creation and New Player Experience:
· Two new career paths have been introduced: Exploration, which teaches players about scanning and exploration sites, and Advanced Military, which builds on the first Military career path and introduced more advanced combat tactics. The agents with these missions have been added to the career agent window and are located in the same station as the other career agents.
· Added new tutorials under the new category Advanced Military, including information on remote repair modules, stasis webifiers, warp disruptors, and more.
· Added new tutorials under the new category Exploration, including instruction on how to use the on-board scanner and scan probes along with information on the different types of exploration sites.
NPCs:
· Players being attacked by a Faction Police will not trigger a Faction Navy response as well if they do not have negative faction standings or are not participating in Factional Warfare.
Agents & Missions:
· Two new Epic Mission Arcs have been added, one for the Angel Cartel and one for the Gurista Pirates. These arcs take place in 0.0 regions and are designed for interceptors and other evasive frigates.
· Angel Cartel Epic Mission Arc agents have been added. Aton Hordner in Egbinger, Arajna Ashia in Sendaya, Ellar Stin in Konora, and Abdiel Verat in K-QWHE.
· Guristas Epic Mission Arc agents have been added. Arment Caute in Orvolle, Atma Aulato in Obe, Yada Vinjivas in Taisy, and Kori Latamaki in H-PA29.
· It is now impossible for players to never have access to agents. Level 1 agents, up to Quality 0, will be available to all players regardless of their faction, corporation, or personal standing with the agent. This does not affect Research Agents or access to the character location service offered by some agents, they maintain their high standards.
· An exploration career path has been added to the new player experience. These missions will be available in the same stations as the older career paths (Business, Industry and Military). Here is a list of the agents giving out the new career path. Amarr - Aire Arryns, Ketandia Iosos, Raish Okarema. Caldari - Unachi Arikola, Chigas Ovoken, Rimaremi Tasanen. Gallente - Potillot Mumnier, Olarie Lacenten, Agalle Vacoloure. Minmatar - Kaker Ebalo, Wettor Fugen, Bradondar Alfalur.
· An "Advanced Warfare" career path has been added to the new player experience. These missions will be available in the same stations as the older career paths (Business, Industry, and Military). New Advance Warfare agents have been commissioned to teach new players. Amarr - Hadana Avyer, Navai Mosten, Kiamarian Nagakoun. Caldari - Shiokala Notaja, Ijumachi Vuonolailen, Anmon Otsi. Gallente - Ettes Alureel, Cala Baliaerdt, Gosauvel Aulbres. Minmatar - Gonakis Eraettafrin, Artgert Ardreas, Sut Bjar
· New Gallente Storyline missions, levels 1 through 4 have been introduced, reacting to the recent purchase of contested systems by Caldari megacorps.
· Missions that can be accepted or completed remotely (not at the agent's location) now have an icon in the mission journal to indicate this. Note: currently this is only valid for epic missions.
Market & Contracts:
· Removal of Freeform contracts. These types of contracts have now been completely removed from the system.
Corporation & Alliance:
· Corporation, alliance and militia fleets can be registered into a fleet finder, this will allow people to look up your fleet and join it without an explicit invite from the commander. Full details are available in the blog by CCP Atlas Now, where did I put that fleet?
· There is now an "apply to join" button on a player corporation's show info page. You are no longer required to fly to the office to join a player corporation. There is also an option for a corporation to disable applications made through this button.
· Corporations and Alliances now have a Bulletin Board accessible from the Corporation Neocom window.
· Each corporation and alliance can have a maximum of 10 bulletins of up to 2000 characters each available at once.
· The role "Communications Officer" has permission to add/edit/delete bulletins for the corporation and alliance.
· The bulletins are cached for 15 minutes so if you make changes expect up to that long to pass before other people will see it.
Sound Improvements:
· Voice fonts have been added to chat channels.This will be added in a future release.
· Damage notification plays a warning sound whenever your shield / hull / armor drops below a certain threshold.
· Threshold for damage notification is customizable from the HUD settings.
· The jukebox now uses MP3 format for its music. Additionally, custom playlists may be specified.
· MP3 based Jukebox now supports custom play-lists in .m3u / .pls / .ram / .pink format.
· Jukebox supports folder loading.
Graphics General:
· Planets and Moons in EVE have received a complete graphics overhaul. Brand new stunning graphics and high resolution textures have been added throughout New Eden.
· New racial Doomsday weapon effects have been added.
User Interface:
· The UI is now flatter and squarer.
· Players can now get the repair quote on items through the right click menu, if the station they are in has a repair service.
· The location of your clone is now displayed on the character sheet under the clone grade.
· There are now wallet entries for corporation taxes perceived on mission rewards, mission bonus rewards and NPC bounties with a value of over 100.000 ISK.
· If you use a non-recurring payment method such as PLEX or ETC and have 10 days or less left on your account you will be shown an info message in the character selection screen.
· It is now possible to view the content of containers and ships remotely. Note that you can not view the contents of password locked containers.
· You can now advertise your fleet on various levels in the new fleet finder making it easier for people to join fun stuff.
· A new "Loot Logging" optional mode has been added for fleets. This works for taking from cans and wrecks as well as for salvaging and mining. Everyone in the fleet will be notified of all these events. You can then export the logs as a text file.
· The broadcasts have been revamped so that the sender now always controls which group receives the broadcast instead of it being implicit to the broadcast type.
· The Fleet and Fleet Broadcast windows have been combined in one along with the Fleet Finder. This window can be closed.
· You will now autojoin your fleet again if you connect within 2 minutes of being disconnected. You will not enter your old position within the fleet however.
· A lot of usability fixes have been made to fleets.
· You can now report players as 'ISK Spammer' from the right click menu of a character in chat. This will remove all their messages from that channel and report it to the GM's
· 'Show Info' link is now available on a pilot inviting you to chat.
EVE Voice, Mail & Chat:
· The old EVE mail and mailing list system got replaced by a new and better one. It can be sorted by date and much more! See CCP Caedmon's dev blog New EVEMail in Dominion for more information.
EVE API & Static Data Dump:
· New Sovereignty and EVE Mail API has been added. You can view CCP Elerhino's dev blog Dominion - API for details.
In Game Browser:
· We have replaced the old in game browser (IGB) with a modern version based on Chromium. Full details can be found in CCP /Pleognost’s blog In-Game Browser: Moondoggie’s Latest Adventures
Miscellaneous:
· Intaki V - M5 - Astral Mining Inc. Refinery now has some Ishukone and Mordu's NPC's flying around outside the station.
· You can now pull PLEX items out of the game and into the redeeming system so that these items can be used on the Eve-Online website.
· New warp-in points for planets are at a more scenic location than previously and will give you a better sense of scale than before. Warp-in points for moons have not changed.
· CHANGES
Ships:
· Faction and Navy ships have been revamped. For details see CCP Ytterbium’s blog Adding flavour to your faction meal . Please note that only ships who have received a change to slot layout; be they ships that are in space, in a station (either active or in the hanger), or stored in a Ship Maintenance Array structure will have their modules moved to their cargo hold. Ships that are stored in a Ship Maintenance Bay aboard a carrier will have their modules removed to the carrier's cargo hold.
· The Phoenix has a new bonus: 5% bonus to kinetic missile damage per level of Caldari Dreadnought Skill.
· The Naglfar has a new bonus: 5% bonus to Missile Launcher rate of fire per level of Minmatar Dreadnought Skill. In exchange, the Naglfar has lost its bonus to projectile rate of fire.
· Titans will receive a boost to all primary hit point buffers by 300%, all secondary buffers by 150%, and all structure by 100%. It should be noted that Titan pilots logging into Tranquility post Dominion deployment will see that shields on their Titan will require time to recharge to reach full strength.
Module:
· Small Tractor Beam skills have been lowered to requiring Science at level 3 instead of level 4.
· Micro Auxiliary Power Core I requires that you have Energy management at level 2 to function instead of level 3.
· Amor Hardeners require you to train Hull upgrades to level 3 instead of level 4.
· Tracking computers have had their accuracy falloff bonus doubled, and the stacking penalty has been scaled up to account for this change.
· Modules can no longer be partially repaired, only ships and drones.
Weapons & Ammunition:
· All projectile weapons have been rebalanced so each tier (long range/short range, small/medium/large) have more consistent attributes and the increase between each tier is more defined.
· XL turrets have had their tracking speed reduced to reduce the chance of one-shot kills.
· The Explosion Velocity attribute has been removed from bombs, since it did not have any effect.
· The Doomsday Device is now a single target weapon, only usable on ships and entities.
· All Titans have had their turret damage bonuses increased to 100% per level
Skills:
· Hacking has the following prerequisites: Science level 3(down from level 5), Electronics Upgrades level 3(down from level 5), Electronics level 1 (down from level 2), Engineering level 1 (down from level 2)
· Archaeology has the following prerequisites: Science level 3(down from level 5), Survey level 3 (down from level 5), Electronics level 1
· Salvaging has the following prerequisites: Mechanic level 3, Survey at level 3 and Engineering at level 1
· Cloaking has the following prerequisites Electronics level 4 ( was 5)
· High Speed Maneuvering has Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4)
· Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
· Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
· Bomb Deployment has missile bombardment at level 4 as a prerequisite (instead of level 5)
· Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
· Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
· You can no longer inject skills if they cannot be added to the end of the training queue immediately.
Starbases, Outposts and Stations:
· Bookmarks can no longer be placed in starbase silos.
Character Creation and New Player Experience:
· The Crash Course has been revised, eliminating places where players can get stuck without clear instructions, and also updating and clarifying the information therein.
· All browser links in the tutorials will take the player to relevant EVElopedia pages.
· In the Balancing the Books sequence you no longer get a mission with an acceleration gate without first getting a tutorial on how to use an acceleration gate.
· The amount of Veldspar required for Making Mountains of Molehills (1 of 10) has been reduced and no longer requires two trips to deliver it.
· The Runner Drone in Cashflow for Capsuleers (3 of 10) has had its speed reduced and no longer requires a Stasis Webifier to destroy it.
NPCs:
· NPC Corporation have an 11% tax, militia corporations do not have this tax. Full details are available in the blog by CCP Soundwave I Bring Gifts! (By Gifts I Mean Taxes, Sorry)
· The Roden Shipyard Corporation now shares policing duties with the Gallente Police in Gallente border space.
· Some cruiser NPC's that were dropping frigate wrecks now drop the correct cruiser wrecks.
Agents & Missions:
· Players can now completely quit an epic arc and restart it after 3 months. Please note that some missions will send you to a previous point in the arc if you decline it or quit it, but you will be able to quit the arc completely from that point.
· Talk-to epic agents will now show as available in the station panel.
· Beacons have been added to several COSMOS agents in space, which were located at the warp-in to a planet.
· Trial accounts can no longer request missions from agents of level 3 and above.
Exploration & Deadspace:
· You can now bookmark a wormhole site.
· The loot of several DED complexes has been rebalanced.
Science and Industry:
· The Tech 2 ship component composition has been changed. Full details can be found in the blog by CCP Chronotis The streams must flow.
· Manufacture time for some construction components (armor plates and microprocessors) has been reduced.
· The volume of carbides (advanced materials) has been reduced to 0.01m3 from 0.05m3.
· The quantity of Sylramic Fibers required to produce the armor plate construction material has been reduced to 10 per unit.
Market & Contracts:
· The contract wizard now remembers duration and time to complete/loan from the previous contract created.
· The maximum size of a courier package is now 981,250 m3
· You can now right click on a courier package and select "Deliver Courier Package" instead of having to find the contract.
· Input auto fill drop down boxes in the "create contract" wizard now work correctly.
· Numeric input fields in the "create contract" wizard now auto select all when they get focus
Corporation & Alliance:
· Claimed systems are now shown in the alliance tab as "settled systems".
· It is now possible to set bills to be automatically paid before they are due.
· Manually paid bills are now paid from the currently active wallet-division.
· The headquarters tab has been removed.
· You can now add corp/alliances as buddies.
Graphics General:
· Complete planetary graphics overhaul.
· Star field graphics have been updated.
· Camera Field of View (FOV) has been changed.
User Interface:
· The channel management UI can now be opened from any channel and no longer from the Neocom.
· Ctrl+tab changed to no longer be a list, all UI can be hidden with ctrl+F9
· When opening the character sheet you will no longer see the typewriter effect in the character information - the text will be displayed instantly.
· The ship warp speed is now displayed in the Compare tool.
· The keyboard shortcut label "Open Moon Mining" has been changed to "Manage Nearest Control Tower", in order to reflect its functionality more closely.
· Corporation tax is now displayed in the wallet with a tooltip explaining the reason and tax amount.
· It is no longer possible to select multiple missions in the journal.
· System information is now visible in station. The Route information can now be toggled to be hidden or visible in space or in station.
· Removed redundant info message in some cases of shortcut editing.
· Fatal error message texts are now less panic inducing and have more helpful information.
· Button placement in the probing interface was slightly modified.
· The character selection screen now shows when the skill in training will be finished.
· The security filters in the market are now in reverse order.
· There are again zoom buttons available. They can be shown/hidden from the HUD menu.
· If you drop a character/corporation/item etc. into the chat it will now be linked to show info by default. The options text only, eve mail, and show note have been removed.
· TrackIR is no longer supported.
· The option to show position of fleet members on the solar system map was removed.
· The chat invitation dialog lets you now Show Info on the person inviting you. It also allows to accept/reject the current invitation or add the inviting person to your buddy/blocked list.
· Alliance member tab loading is now more efficient.
· The "All Rents" tab in the wallet has been removed.
EVE Voice, Mail & Chat:
· There is now an option to auto-join corp and alliance voice channels.
EVE API & Static Data Dump:
· Updated Sovereignty.xml.aspx to show the corporation, which claims the system for the alliance and removed info about sovereignty levels.
· New: SovereigntyStatus.xml.aspx, which shows the status of all Territorial Control Units and Sovereignty Blockade Units.
· /corp/StarbaseDetail.xml.aspx now displays information on a specific station. The claimSovereignty flag has been removed.
Miscellaneous:
· A trial account does not start until the person logs into EVE for the first time, not when the trial is created or activated.
· Player owned wrecks can now be marked as "available for all", which allows everybody to take from them without causing aggression.
· If a trial account does not log into the game within 14 days the account will be deleted. Applies to all trial account creation, including Buddy Program, Steam etc.
· Fleet members are no longer shown on the solar system map.
· FIXES
Need for Speed:
· The memory consumption of the client was too high when started with audio disabled. This has now been fixed.
Ships:
· Warping with Afterburner/MWD active no longer results in reduced agility when you come out of warp.
· The description of the Minmatar Tech I battleships has had its grammar and spelling fixed.
· Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of Covert Ops ships has also been updated to reflect this.
· Trying to assemble a Tech III ship in space now displays a proper error message instead of failing silently.
· “Bridge To” menu is no longer missing on player operated Cynosural Field Generators.
· The Anathema now has a missile certificate recommendation rather than a laser one.
· Titans will now launch sentry drones and cans within 1250m to make it easier to retrieve them after use.
· The descriptions of Covert Ops are now easier to read, as superfluous line breaks were removed.
· The model of Tech 3 ships changes now correctly when switching a subsystem.
· The Orca no longer applies wrong math when calculating the volume of items it is containing.
Modules:
· The volume of the "'Peace Large Remote Armor Repair System I" has been changed to 50m3 to match the other variations of this module.
· Ships fitted with two Warp Disruption Field Generators could not activate the module after the second one had been unfitted. This has now been fixed.
· Remote ECM burst modules now has a chance of affecting the target ship.
· The description of the Tactical Targeting Network subsystem for the Loki has been corrected to remove the reference to signature radius bonus.
· Tech III ships equipped with an Interdiction Nullifier subsystem will no longer be stopped from warping by warp disrupt probes or warp disruption field generators.
· Covert Jump Portal Generator can now bridge to Cynosural Generator Array
· The Induced Signal Distortion Amplifier I now also provides a gravimetric strength bonus to ECM modules.
· Removed unused stats from the show info of Damage Control Units.
· Adapted the description of Freedom Fighters, they are banned now from Caldari State (but not outlawed).
· Improved the error message, when trying to use too many modules like Drone Control Units.
· The mass attribute is now shown only once in the loaded crystals show info window.
· Module Timers will no longer get out of sync with the module after many module cycles.
· The description of the Remote ECM Burst I module and skill was improved.
· An error with the texture of mining modules has been fixed.
· The Loki Defensive - Amplification Node had its description changed to actually match the bonus.
· Syndicate Cloaking Device now has an 18 second targeting delay, a 30% scan resolution penalty and requires 75 CPU.
· Black Eagle Drone Link Augmentor now gives a 26km bonus to drone range.
· Sansha Modified 'Gnome' Implant now gives a 3% bonus to shield capacity and a 3% bonus to shield recharge rate.
· Imperial Navy Modified 'Noble' Implant now gives a 3% bonus to armor hit points and a 3% bonus to repair systems repair amount.
· Various Proteus engineering subsystems had their descriptions updated to reflect their bonuses.
Rigs:
· The reference to capital ship modules has been removed from the description of a number of small and medium sized rigs.
Weapons & Ammunition:
· Hail T2 ammo description now mentions the tracking speed penalty and the range and capacitor penalties. This applies for all charge sizes of this ammo.
· Tracking links now have an accuracy falloff modifier.
· Moving ammunition from a weapon to a corporation hangar no longer causes all ammunition of the same type to also be removed from your cargo hold.
· Offlining a module without charges in space no longer loads the module with the charges present in the cargo hold.
· A more detailed message is now displayed when trying to unload a weapon group when your cargo is full.
· You will no longer be able to partially unload weapon groups.
· Grouped lasers will now reload used crystals instead of unused ones when being reloaded with a previously used type of crystal.
· It is no longer possible to create unusable weapon groups.
· Added a confirmation window, when clearing weapon groups.
· Grouped weapons are not unloading any longer, when trying to unload POS weapons.
· Modules blink when loading ammo through fitting window.
Drones:
· Drones would sometimes refuse to attack certain structures; they've been given a stern talking-to and will now obey orders with more diligence.
· Carriers boarded in space or from a Ship Maintenance Array will now allow more than 5 drones or fighters to be launched.
· Fighter drones will respond faster to return commands, instead of idling around the space coffee machine.
Skills:
· Transferring a character with skill in training will no longer cause the "completion imminent" glitch until server reboot.
· A typo in the description of the "Cloaking" skill has been fixed.
Starbases, Outposts and Stations:
· In some instances, attack notification EVE-mails were not sent when a starbase was under attacked, this has now been fixed.
· Jump Portal Generators and Covert Jump Portal Generators now detail the use of isotopes to fuel the portal jumps by fleet members.
· An issue where the fuel usage for onlining an Experimental Laboratory Module was incorrectly calculated has been fixed.
· It is no longer possible to open a corporate hangar array outside of its access range (3km).
· Titans will no longer bump into cynosural generator arrays, when jumping to it.
· Blueprint research in mobile laboratories will now correctly start again when the laboratory comes online, after it was offline for some time.
· Remote research and remote manufacturing jobs can now be installed even when the system is not loaded.
· The structure hit points are now visible in the show info attributes.
· It is no longer impossible to manufacture combat recons with a specific upgrade for the Amarr Factory Outpost.
Boosters and Implants:
· Nugoehuvi Synth Blue Pill now has a duration of 33 minutes.
· The progression of attributes in the low grade Snake implant set has been corrected to be in line with similar implant sets.
· The Synth booster blueprints are no longer marked as contraband items.
· The bonus for consuming Strong Crash Booster will now be displayed in the client as soon as the booster is consumed.
· The penalties of Standard Mindflood Boosters have been adapted to match the penalties of other variants
· The booster countdown timer is updated correctly after re-logging.
· Sooth Sayer boosters now list the correct shield penalty in their information, and also now apply it properly.
Character Creation and New Player Experience:
· Typographical errors have been fixed in the tooltips for the buttons in Character Creation.
· All of the tutorials have been reviewed for grammatical and spelling errors.
NPCs:
· A grammatical error in the description for The Syndicate has been fixed.
· Jamyl Sarum is now listed as CEO of the Emperor Family corporation.
· Small, Medium and Large Standard laser crystals will now drop from NPCs
Agents & Missions:
· Agent Estre Ignoure will now offer the mission "Opening Moves".
· The Wiyrkomi Operation (5 of 6) drop-off location has been corrected and will now display as intended in the mission objectives.
· Removing a storyline offer from the journal will clear the agent memory so the next offer comes from the same agent.
· Declining an initial epic arc mission now removes the offer from the journal. Talking to the agent again will offer the same mission, declining that again will cause the character to lose standings.
· Warning is now displayed when declining an epic arc mission with a quit line.
· Fixed typo in the right click menu for "Save the Miners" mission.
· The agent conversation window now updates when declining the agent's only mission.
· Tutorial missions can now be given to players with sec rating < 0.0 in 1.0 systems.
· Fixed an exception to do with checking mission objectives when having no active ship.
· It is no longer possible to request another mission from a research agent immediately after declining a mission.
· It is no longer possible to suppress warnings about too much cargo in an agent mission, when selecting "no".
· All existent Epic Arcs, Blood Stained Stars, Penumbra, Right to Rule, Syndication, and Wilfire, will now provide faction standing bonuses associated with the chosen ending upon completion.
· In the Caldari Epic Arc "Penumbra", the mission "Across the Line" will require that you return what you have stolen to Arikio Kuretsu.
· Mordu's Folly (2 of 2) now allows Black Ops ships to use the Acceleration Gate.
· In "Mordu's Folly (2/2)," the sequence of spawns has been changed to make it more in line with its intended difficulty level.
· Hidden Treasure 3 of 4: Corrected Mission Accepted text to refer to correct static site.
· Diplomatic Incident: Mission Briefing altered; no longer tells players to not collect the required prisoners.
· Improved mission reward for Mining Misappropriation.
· In the Minmatar Epic Arc "Wildfire", the mission "Who Art in Heaven" now states the correct destination in both the mission text and objective.
· Declining Factional Warfare missions more often than once every 4 hours will now (once again) incur a standings loss, as with all other type of agent missions.
· Lots of minor text edits in old missions: fixing spelling errors, punctuation issues, grammar & syntax, etc.
Exploration & Deadspace:
· While holding down left and right mouse buttons and shift will no longer cause all the spheres to resize when you move the probes.
· After you have probed down a cosmic signature to 100% strength, it is now possible to warp to it with less than 3 probes without throwing an exception.
· You can view the adjacent systems through show in the info of a normal space solar system while you are in wormhole space.
· After leaving wormholes space you can now see all the world information again.
· Wormhole asteroid sites will now despawn correctly after all the asteroids have been completely mined.
· Expeditions no longer disappear when being escalated to Jita.
· Asteroids in gravimetric plexes in Wormhole space are not disappearing any longer at warp-in.
· Warp to location is no longer available for expeditions, when you are already at that location.
· Recalling probes will no longer overload your cargo.
· Colliding with large collideable structures in deadspace sites, while they are exploding, will no longer cause a desync of the position of your ship.
· An issue when players tried to jump through a wormhole that was about to collapse has been fixed.
· Fountain of Youth Escalation had some typos corrected.
· 36 gravimetric sites have been renamed to be more RP-friendly. For example "Exploration - Large - Arkonor, Bistot" has become "Large Arkonor and Bistot Deposit"
· Various NPC names have been renamed to be more RP-friendly. For example the "Pith_Defender_Battleship" was renamed to "Pith Defender".
· The Contested Caldari Lai Dai Refinery had its structures updated so they no longer overlap with each other at their location.
· Roden Shipyards Manufacting Centre had some typos corrected.
· Many old deadspace sites, both for missions and Cosmos sites, have been modified to improve appearance and reduce lag.
· Fixed an issue in "Recon (3/3)"
· Contested Kazka Headquarters’ acceleration Gate now allows all cruiser sized vessels.
· Some cruiser NPC's that were dropping frigate wrecks now are now dropping cruiser wrecks.
Science and Industry:
· When requesting quotes on a trashed blueprint the system will show a pop up message.
· A canceled job is no longer updated under delivered job.
· When you filter for copies or originals the dialog will show the correct number of blueprints in an installation of that type.
· Details of a job are updated when selection is done through the keyboard.
· When installing a job, the range and location selections will be saved after closing the window.
· The grammar and spelling in the Bill of Materials tab on blueprints has been corrected.
· The required materials of some of the FoF missiles have been changed to match their guided counterparts for consistency.
· The "getting quotes" bar closes correctly as soon as the "Accept Quote?" screen appears and no wrong confirmation message is shown.
Market & Contracts:
· While using contracts blueprints will show whether they are an original or a copy.
· The location of a contract will now show the correct station type and not always an Amarr station.
· Several typographical errors in the contract UI have been fixed.
· Improved the wording of the filter options.
· Faction cap boosters can now be traded on the market.
· There is now an error message shown when you try to bid on a contract that was bought by someone else meanwhile.
· An issue with the volume display of contracts has been fixed.
· The contracts start page now refreshes with the correct amount of contracts left after issuing a new contract.
· The contracts window will stay in focus after an unsuccessful contract creation.
· The amount of contracts a character in a NPC corporation can make is now displayed correctly.
· Fitted items are now shown in-line with their parent container in a contract with multiple items.
Corporation & Alliance:
· When you have the 'save password' option and after entering the wrong password 3 times, you can try again.
· The typo in a war declaration email has been fixed.
· Fixed an issue where assigning multiple titles with roles could result in assigning the wrong roles.
· Roles and grantable roles have now their correct separate tool tips in the corporation management interface.
· Fixed a floating point error in corporation dividend payments.
· The dividend payments are no longer restricted to 2,147,483,64 ISK.
· Corp votes to expel shareholders will now work correctly.
· The wallet now lists the correct details in the journal for the corporation payment of advertising bills.
· The confirmation windows for recruitment advertisements work correctly now and do not accept the "Do not ask me again" check box, when selecting "no".
· It is now possible to start a vote to unlock a blueprint when it has been impounded.
· Impounded items can now be retrieved even if the corporation wallet was empty on the first attempt.
· Auditing window, refresh button will now behave as expected.
· Wallet division naming rules, minimum length, can no longer be bypassed.
· Sorting member list by last online column is now more logical.
· It's no longer possible to sanction a war dec vote when your corporation is in an alliance.
Graphics General:
· In certain cases, an activated Focused Warp Disruption script would display a warp disruption sphere graphical effect, this has now been fixed.
· Ejecting from a ship will no longer leave your capsule inside the ship model.
· Fixed Billboards displaying incorrect advertising.
· Fixed sorting issues on particular Minmatar stations.
· Fixed Animation issues on towers.
· New Eden gate effect updated.
· Megapulse laser effect updated.
· Fixed a minor bug in the character portrait creation section. The portrait will no longer reposition itself when repeating gender selection.
· Fixed a minor bug in the character portrait creation section. The portrait will no longer reposition itself when repeating ancestry selection.
· Platforms now explode in a decent manner making their destruction worth your time.
· Citadel torpedoes have their explosion and sound effect back.
User Interface:
· The Invention interface is now identified correctly on the quote screen, quantity is displayed correctly and the interface is not consumed when a job is started.
· System Map no longer locks up after changing the color of the text of a note in notepad while the solar system map is open.
· Animation tab updates instantly when auto frame selection is checked or unchecked in the map control panel.
· Ancient Relics will now display in the blueprints window when picking an ancient relic
· "Welcome to EvE" message displays the correct trial length when logging in for the first time.
· The flatten map option has been grayed out in the system map version since it was not a functional option in this view.
· The tooltip for the wallet in the Neocom will now display the correct balance after a transaction.
· Resizing a trade window with a large number of items in it will be faster now.
· You can no longer create more than 5 tabs when importing an overview XML file.
· People who really fail at PvP can now navigate through their loss mails beyond the first page.
· A starbase un-anchoring warning message was getting suppressed even if the player clicked "No" in the confirmation dialogue, now it will only get suppressed if "Yes" is clicked in the confirmation dialogue.
· The mission details window will no longer expand every minute if stacked with a collapsed window.
· The error message displayed when trying to install a reverse engineering job without decryptors is now more specific and actually mentions the reason why the job cannot be installed - the lack of decryptors, doh!
· The time multiplier for the Science skill when copying a blueprint will now be displayed correctly in the confirmation window.
· The error message that appears when trying to install a research job with insufficient materials now also mentions research, not just manufacturing.
· The training time of a skill added to the training queue will now be displayed correctly when the training queue is paused.
· You can now switch between the Simple and Advanced mode in the item buy window without having to reselect the station if the selected station is not selling the item.
· The Back button now works as intended in the in game browser when viewing Knowledge Base articles.
· Dragging and dropping non-module items onto empty slots in the fitting window will now fail gracefully with an explanatory message.
· When loading a weapon with ammo in space through the fitting window, the weapon button in the module overlay will now blink.
· In certain circumstances, modules and rigs did not show in the fitting window for ships with a corporate hangar - this has now been fixed.
· Civilian modules will no longer flash white after being repaired in space.
· The ESC menu will now close when the user clicks in the "About Eve" page.
· The "Deliver To" right click menu option has been removed from Corporate Hangar Arrays, as it did not have any functionality.
· We fixed an issue where the Ships hangar was displayed as a blank window when it was merged into the station panel and the character failed to perform a clone jump.
· Starbase structures now have corporation colour tags applied to them, so they will now be displayed correctly in the overview when the corporation is not in an alliance.
· Skill history was not always correctly updated in the character sheet when the character was podded with a clone too small, this has been fixed.
· Agents in space now display the solar system name in the Location field in their Show Info window.
· The mission briefing window now correctly updates with the objective status.
· The Show Info icon appears now in the agent window that pops up in a remote agent conversation.
· The player choices are now correctly updated when the player makes a selection in an agent interaction mission.
· Agent Conversation windows that contain a Talk-To mission close automatically as soon as the player begins a conversation with the target agent.
· Expeditions tab in the journal no longer hangs if a referenced expedition is disabled on the server.
· Journal content will now always be displayed under the correct tab.
· Got rid of a memory leak when closing UI windows.
· "Deliver to" option is now present in the right click menu in the deliveries tab under corporation assets.
· The context menu in the info window updates correctly now.
· When accepting an LP store offer there is now only one confirmation window, even when double-clicking.
· It is no longer possible to save bookmarks without a proper title.
· When trying to split stacks (shift drag) and setting the value to 0, the stack does not split.
· Dropping a bookmark voucher onto any bookmark in the people and places bookmark list adds it to the list properly.
· Trying to create a bookmark voucher in an invalid location (Trade window, Corp hangar) now gives a proper error message.
· The star of a system can now be added to the overview.
· An error message will be shown, when trying to export ship fittings without specifying a filename.
· A typo in the info message "Flying Between Hangars" was fixed.
· Last online column in the members section will now calculate from log off instead of log in.
· Holding down CTRL and minimizing the client will no longer cause overview glitches.
· Market window scroll bar was misbehaving in some very narrow circumstances, this has now been fixed.
· Tech level indicators on module icons in the variations window will no longer be displaced when the window is resized.
· Agent mission briefing windows will no longer get their formatting garbled when minimized.
· Agent conversation window now correctly shows information when pinned upon opening.
· Warning message for "Do you really want to remove all modules from your ship?" in Fitting window now behaves correctly with the "Do not ask me again" option.
· Warning message for "Do you really want to delete this folder and all of its contents?" in People and Places window now behaves correctly with the "Do not ask me again" option.
· Warning message for "Do you want to apply these changes?" in Training queue window now behaves correctly with the "Do not ask me again" option.
· Capital navigation window now properly shows systems within range.
· Opening the reprocessing window via context menu no longer disables the reprocess button.
· Tutorial UI pointers could be made to disappear or lose text when changing client resolution or opening a new client, this will no longer happen.
· Tutorial pointers will no longer be overlapped by other UI elements.
· Skill book icons will no longer hang around on screen when the training queue is being updated.
· Skills in the training queue will no longer remain after being removed, this happened under rather narrow circumstances.
· Right clicking an entry in market search results no longer acts as a left click too.
· Drop down selection boxes now close when tab key is pressed and focus moves to another field.
· Tutorial conditions can no longer be bypassed by using keyboard commands to navigate the tutorial.
· Fitting management window no longer allows opening of subgroup windows.
· Resetting UI settings now affects the "Automatically refresh market data" option correctly.
· Character bio now correctly counts new line as a character towards the limit enforced on the server side.
· The EVEmail you get on insuring a ship had some formatting errors.
· Mail sent to the Corp members from Concord on untimely death of a corp member contained some formatting errors.
· Propose vote window now allows tabbing between fields.
· Switching between list and detail views in a direct trade window with multiple items in it no longer produces UI glitches.
· Text on the left side of the reprocessing window now adjusts properly when the window is resized.
· The fitting manager now prompts the normal 'rig warning' message when fitting a rig from a saved fitting.
· Moving saved fittings between corp and personal before using them will now be a smoother more productive experience.
· Chat channel text is now properly refreshed when channel member list is hidden or displayed.
· Opening a show info window in an existing window stack now correctly shifts focus to the correct tab.
· Bounty office window no longer executes a frivolous search every time you switch to the 'Place bounty' tab.
· The small white triangle that shows sorting order on columns will no longer disappear when tabs are switched.
· Wormhole descriptions had some formatting issues that have now been fixed.
· Using ctrl+a in the overview filter settings will no longer de-select all types.
· Export overview setting window can now be minimized.
· Fixed a rounding error in the capital navigation panel.
· Fixed an issue where the Tech II or III icon would not move with the item correctly.
· Fixed an incorrect skill status display on the character selection page.
· Fixed a minor graphics bug in the fittings screen.
· Broadcast tooltip will now display correct EVE time.
· The Capital Navigation window will now load systems within range much faster.
· Trying to assemble containers from the assets menu is no longer possible.
· The hangar access tooltip now displays roles correctly.
· Clicking the rate button on a closed petition now opens the petition with the rate tab being active.
· Now all tabs of a show info window are loaded correctly if it is stacked with other windows.
· A stacked POS management window now gets closed correctly on warping away from the POS.
· The warning message when breaking a courier package now refers to contracts instead of missions.
· Multiple characters and agents can now be added/removed to/from the address book at once.
· Certificate window now has the correct context menu.
· Minor fixes to the fitting screen context menu.
· An exception is no longer thrown when clone jumping with the medical window open.
· Fixed a minor display issue with the display of bans in chat channels.
· Exception is no longer thrown when right-clicking windows when the cursor is used to re-size it.
· Player is now notified when trying to submit an empty search in the fitting manager.
· Entries in the saved fittings now have the 'view market details' context menu entry.
· The tooltip on the buddy portrait is now easier to read.
· The "Create new petition" window now retains the correct size.
· Fixed minor functionality issues with how the redeem items window maximized and minimized itself.
· Fixed a minor error in the 'insufficient funds to place sell order' message.
· Column sorting, with condensed mode on, no longer causes the combat log to behave incorrectly.
· Fixed a minor problem with opening the EVElopedia in the tutorial.
· It is no longer possible to attempt to target stargates from within stations.
· Insurance mails no longer get misaligned text when the window is re-sized.
· Pressing Tab to hide all windows no longer causes scrolling problems in the chat window.
· Corrected a small error in the 'expel corp member' dialog windows.
· There is no longer an exception thrown when navigating through the epic journal with your arrow keys.
· It is no longer possible to select multiple context menu options in channels and mailing lists at once.
· Fixed a minor issue with the naming of Corporation Divisions.
· Fixed a minor display issue when adding a new buddy.
· Fixed the notepad window so you can now re-size the notepad title area when stacked with another window.
· The fitting management window no longer shows erroneous options in the context menu.
· The rating tab now only becomes visible after a petition is put into the closed state.
· Toggle full list now behaves correctly in the Science and Industry tab.
· Fixed a minor issue with the "Find members in Role" function.
· Broadcasting target no longer makes the overview column for icons unmanageable.
· The security status icon for your current location now always displays properly in the star and solar system maps.
· You are now able to remove multiple items from the compare tool with a single remove command.
· Fixed a minor issue with saving fittings with a blank title.
· The Ctrl+W command will now work correctly on the preview window.
· The search button is no longer hidden when re-sizing the assets window to minimum size.
· Fixed a small issue with partition lines in the assets window.
· Fixed a typo in the repair quote window.
· Improved performance of the reprocess window considerably.
· When forming a fleet, the wallet entry for the CSPA charge will now display the relevant character name.
· The compare button will now behave correctly when minimized.
· The auto completion list in the “create your appearance” screen will now behave correctly.
· Create appearance, the console settings are now retained if we switch between male and female after making a particular setting.
· Fixed issues with minimized windows and text cutoff in the German language version.
· The Reset All function in the compare tool window will now behave correctly.
· Notifications concerning insufficient available powergrid will now display two decimal places.
· Small fixes to the multiple selection functionality of the shortcuts section.
· Fixed a minor issue where the display for skill training time could become obscured if the character sheet window is re-sized to a narrow width.
· Characters with exactly -5.0 security status are now properly displayed as yellow in the UI.
· The tutorial window can now be hidden with Ctrl+Tab, like normal windows.
· When you try to give two divisions the same or no name a proper error message is shown.
· An exception no longer occurs with certain Ctrl+Tab focus switching on multiple windows.
· The reset all overview settings function now no longer throws an exception and is working correctly.
· An exception is no longer thrown when opening or resizing the reprocessing plant window from station services.
· Window color settings do not become lost on trashing character creation settings or creating a new character.
· The arrow for multiple tabs now appears correctly, even with a very large number of tabs in the same window.
· The map context menu for Tanoo now displays correctly.
· The ship context menu for contracts no longer displays the "Board ship" and "Add/Remove from overview" options if viewed while in space.
· The fitting management window now maximizes correctly.
· Text in the LP store is no longer clipped.
· The alliance member list is now updated upon creation of the alliance.
· Fixed a display issue with switching tabs in detached Buddylist windows.
· An exception no longer occurs if the Esc menu is closed in a certain way.
· The ship configuration menu can now only be opened if the ship you are in has actually something to configure.
· Made some small tweaks to the headers of telecom message windows.
· Dropdown menus now close properly when tabbing away from them.
· Only one instance of the log off window can now be open at any time.
· Only one instance of the 'quit' window can now be open at any time.
· Jump drive isotopes no longer inherit the name of the active ship if viewed from the ship information window.
· The Corp Hangar button is no longer displayed for characters in NPC corps.
· The wallet button now blinks on transaction change if you have that setting on in the settings tab. Wallet tabs also blink like they should now, as well as in corporation applications.
· Minimized windows will now reset to their default position correctly.
· An error with the color theme selection in the ESC menu was fixed.
· Some combo boxes in the ESC menu did not change on selecting an entry via Enter. They do now.
· A warning message in the wallet has been placed at a better place. You also can now only select one entity to give money to.
· If you tried to change overview filters while the overview settings were closed an exception would be thrown. This no longer happens.
· Fixed an exception when extending the corp hangar division from the corp assets while the corp window was closed.
· Fixed an exception when switching tabs in the market before the details had been loaded.
· The militia window is no longer closed when jumping through a stargate.
· Single line edits are no longer just partially highlighted.
· The text in the career agent window is no longer truncated after resetting the window settings.
· If you click on a link in the MOTD of channels while editing it the page no longer opens in the MOTD dialog.
· Some windows have been showing the wrong knowledgebase articles. They now show the correct ones.
· The option 'to hangar and refine' for ore is back at all convenient places and removed from the useless ones.
· An issue where the skill queue would show the wrong training time has been fixed.
· Unnecessary options from the medical window's context menu have been removed.
· Online status of buddies/blocked people will now updated correct in chat channels and People and Places.
· The T2 and T3 labels no longer move on resizing the show info or market window.
· The 'Add Bounty' option on characters is now only shown in stations that have the bounty service.
· There is no longer an exception thrown on dropping a module on the capacitor in the fitting screen.
· A display issue with the access levels of corp hangars of ships has been fixed.
· There was an exception thrown when expanding the agent’s entry in People and Place while they were being deleted. It is no longer thrown.
· Hangar permissions for capital ship hangars will now display correctly when docked.
· You can now pay multiple bills by selecting all bills (Ctrl+A), right click on any one of them and then select pay bill from right click menu.
· An exception is no longer thrown when trying to transfer an invalid amount of money to a character.
· The tutorial list can now be opened again properly with a shortcut.
· The message to select at least one entry while searching for wars is no longer displayed across the search results.
· The militia window no longer throws and exception if it is open and you undock.
· Edit fields in forms no longer share the same history.
· The system information is no longer shown on top of a window when you login with that window on top of the system information.
· If you create a corp or alliance with space as the 1st letter it will no longer suggest a blank ticker.
· Starting a search in the assets via enter key with the minimum quantity now brings up a result.
· An issue where the UI thought the volume settings are something other than they actually are has been fixed.
· The items filter is no longer ignoring things with only capital letters for a name. CCP CAPSLOCK approves.
· When the volume is changed in the jukebox the ESC menu now has the same value.
· The wallet stops flashing even when you open it via short cut.
· An exception is no longer thrown when trying to save a fitting into an illegal file name.
· The 'My Fleet members in space' on the star map is now working reliably.
· You can now assign key from the Num pad to shortcuts. Shortcut cannot include Shift.
EVE Voice, Mail & Chat:
· Portraits are rendered correctly, when being dragged out of a chat channel.
· The termination of Vivox sessions is now handled in a better way.
· A case where the echo test would not restart has been fixed.
CONCORD and Kill Mails:
· Aggression timers will now be updated, when undocking. There will be a warning message, when trying to undock with an active aggression timer in high security space.
· There will be no longer a security status penalty for podkilling when only shooting at drones, which belong to the player, but not at the pod itself.
· A case of unintentional container theft has been fixed.
· Standing penalties for smuggling are now labeled correctly in the standing transactions.
Macintosh Client:
· The warp tunnel effect now displaying correctly
· Several EVE Voice related issues have been resolved
· Various keyboard-related issues have been resolved
· Two memory leaks have been found and fixed which should improve stability and performance around alt-tabing
· Blurred market graph resolved
Localized Clients:
· Translation is updated for the Endless Battle (1 of 2) mission in the Russian client.
· The mission completion options appear properly in the Russian client when in a fleet.
· Several incorrect translations in the Russian client have been improved.
· Increased the size of text boxes in the asset search window to avoid overlapped text in the Russian client.
· Fitted charges will now be translated. Previously it was always displayed in English.
· Fixed a string being cut off in the German directional scanner window.
· Several options in the configuration menu of containers got translated.
· An exception has been fixed when broadcasting targets with a Russian client.
EVE API and Static Data Dump:
· The unit IDs of some attributes in the data dump has been corrected to be milliseconds instead of seconds.
· The attribute explosionRadius has been removed from missiles as it was obsolete. This will make data dump enthusiasts happy.
Miscellaneous:
· Some gates were missing their sounds. They have been returned to them.
· "School of Applied Knowledge" station located in Aokannitoh solar system shows the right name
· Wallet shows the correct capitalization
· Map no longer gets stuck on initializing map after selecting zoom to auto and opening the map
· The star map will correctly show whether a militia service is located in a station
· Access denied message has had a grammatical error removed
· Fixed issues in 36 systems where the warp-in point for an asteroid belt was over 100km away from the asteroids.
· Fixed an issue where a character restored after deletion that made the character's show info window break.
· An exception was sometimes thrown when spam clicking the "Reset" button in the decoration creation window, this has now been fixed.
· The info message that appears when trying to place items into a container not belonging to your corporation has been corrected.
· An exception was being thrown when selecting the wrecks in the "Cashflow for Capsuleers (7 of 10)" mission, this has been fixed.
· The prefixes for some Amarr Navy and Gallente Navy modules and entities have been changed to "Imperial Navy" and "Federation Navy" to fix consistency issues.
· An exception is no longer thrown when closing the in game browser window after resizing it.
· An exception was thrown when relinquishing control of a starbase battery while having a target locked, this has been now fixed.
· Grammar fix in the description for Gallentean Planetary Vehicles.
· Typo fix in the description for "Captain Kali Midez".
· Fixed typo in the notify message when try to fit subsystem in space using ship maintenance array fitting service.
· Fixed typo in the tooltip for Linked Biochemical Reactor Array.
· Removed references to myeve.eveonline.com.
· Several GM Tools have been fixed or improved in order for our Customer Support Team to help you much more easily.
· Several Tools against ISK spammers were improved.
· A problem with attaching files with unicode characters to petitions has been fixed.
· The "Amarr Industrial - Engineer" certificate now requires the "Amarr Industrial" skill.
· Changed some requirements for Starter Profession certificates to improve consistency.
· The description of Jaspet now mentions that it contains Zydrine.
· The clone upgrade will now be lost in all cases, when being podkilled.
· A typo in the description of the "Battleship Projectile Turrets - Standard" certificate was removed.
· Exception is no longer thrown on setting access password or build password on Amarr Factory Outpost Platform.
· Solarsystem has been changed to 'solar system' in various messages.
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
September 11th, 2009· Need for Speed - During Apocrypha 1.5 we identified and fixed several potential causes for client-server simulation desync. Additional work in this area for Apocrypha 1.5.1 revealed the root cause of the remaining desync issues. We believe that we have now fully eliminated desync issues as related to the physics simulation. More on this in an upcoming Dev Blog.
· Weapons & Ammunition - It is now possible to shoot objects that are 0 meters away with turrets, and hit them (this is still subject to tracking.)
· Modules - The Medium Targeting System Subcontroller II Blueprint can now be invented.
· Market & Contracts - The market deviation filters have now been fixed ensuring that the average price of an item is now calculated correctly at all times. When each scroll is loaded, the average price of the outstanding orders is calculated and that is used to filter out orders that are outside the range you specify. Previously the same average price was used for the sell orders and buy orders but this has now been changed so now there is one average price for the sell orders (average price of the outstanding sell orders in the region) and another one for the buy orders.
· Agents & Missions - Epic arc agent conversation windows would sometimes be blank when opened and in some cases those same players experienced problems when trying to dock/undock. This has now been fixed.
· NPC's - The description tab of all NPC corporations will display the correct corporation information.
· Miscellaneous - A server side issue has now been fixed that could cause node deaths if system administrators pressed certain buttons.
· Exploits - Several exploit issues have been fixed, making EVE a better world to live in for us all.
August 20th, 2009FEATURES:
· Ships
Black Ops ships now have a dedicated fuel bay that can be used to store fuel for their covert cynosural generators and jump drives. The bay can only hold ice; if you have fuel in both the fuel bay and the cargo hold it will be consumed from the fuel bay first.Carriers, Dreadnoughts, Motherships, Titans, Jump Freighters and the Rorqual now have special fuel bays accessible via the context menu of the ship. The fuel bays accept ice products such as isotopes or strontium. Jumping, or modules which use ice products such as siege modules, can be activated with fuel in this hold. Carriers, dreadnoughts, titans, and motherships class ships base cargo capacity is being lowered because of this change. The affected ships are:
· Motherships: Nyx, Hel, Wyvern, Aeon
· Carriers: Archon, Chimera, Thanatos, Nidhoggur
· Dreadnoughts: Revelation, Phoenix, Moros, Naglfar
· Titans: Leviathan, Erebus, Ragnarok, Avatar
· Capital: Rorqual, Orca
· Black Ops: Redeemer, Widow, Sin, Panther
· Jump Freighters: Ark, Rhea, Anshar, Nomad The Orca and Rorqual now have a dedicated bay for storing ore. This bay can only contain unrefined and compressed ore.
· Rigs
· All rigs and their blueprints now come in three sizes: small, medium and large. There are no changes in the rig bonuses, drawbacks or calibration requirements, only in the quantity of materials required to build them. Full details can be found at My Rifter is equipped with the following rigs…
· Agents & Missions
Four new Epic Mission Arcs have been added, one for each of the four main Empire factions. These arcs will be of Level 4 mission difficulty and will be deeply rooted in the lore of New Eden. Here is a list of the agents giving out the first mission of the arcs:
· Caldari: Aursa Kunivuri
· Gallente: Roineron Aviviere
· Amarr: Karde Romu
· Minmatar: Arsten TakaloPlayers will not get a standing hit when they decline more than one Factional Warfare mission within a four hour interval, when they fail an accepted FW mission or when they let an accepted Factional Warfare mission expire.
· Factional Warfare
· Killing player ships belonging to enemy militia now grants loyalty points for your own Factional Warfare militia. Please note: this only works for killing your militia direct opponent; a pilot in the Federal Defence Union will only receive loyalty points for destroying State Protectorate ships, not 24th Imperial Crusade assets. Please refer to this Dev Blog for more details.In an effort to increase Factional Warfare rewards, all four Militias LP stores now have discounts on navy ship offers while proposing unique faction items to their pilots. Please refer to this Dev Blog for more details.
CHANGES:
· Need for Speed
· When multiple players attacked another set of players in Empire space a notification about the aggression would be sent to everyone in the vicinity for each aggression. This contributed to what has been dubbed ‘Factional Warfare lag’. This has been fixed and should have a significant impact on reducing lag within Factional Warfare fleet fights.If ships were involved in deep collisions, where they intersected each other by a great amount sometimes desync between the server and client state would result. This has been reduced significantly. We will continue to work in this area in future patches.The efficiency when making any call to the Science & Industry system has been increased substantially, resulting in a much smoother performance and increased performance on the cluster.There is now less data in the offices and headquarters tabs in stations. Only the logo and the corporation name are displayed. Previously, the logo, corp name, URL, CEO and description were displayed. This has been done primarily for cluster performance reasons.The Directional Scanner can now only be activated once every 2 seconds. This has been done due to performance concerns and exploits.The market UI has now been streamlined in order to reduce calls to the server when looking up the average price of an item.Several other enhancements have been made to the cluster which will further increase performance.
· Tech III
· The drop rate and quantity of the Neurovisual Input Matrix has been increased in Sleeper wrecks.
· Scanning & Probes
· Updated probe range sphere graphics using a cleaner, more translucent pattern which remains visible at small scale. Moved away from green tint to blue.Added controlled delays to UI updates when state changes occurred in relation to probe scanning and/or probe control interaction. This allows refresh requests to be grouped, preventing multiple state changes in a very short time span which was spamming the client UI, causing multiple refreshes to graphics and severe performance hits.Removed helper axis-aligned grid lines that appeared when grabbing the scanner probe controls. This has notable performance benefits.Added thin blue circles that highlight where probe ranges intersect, giving a clear dynamic visual indication of overlap. Intersection lines fade out partially when probes are not moving.Added logarithmically-scaled range indicators inside a moving scanner probe control range sphere with a simple axis-aligned crosshair. The range indicators are only visible when grabbing the cube sides of the probe control which are aligned the same way. The range of the rings is always half the last ring starting from the probe range.Scanning with multiple probes would give just a single result dot when all probes got a hit rather than multiple dots. This has been fixed.Warpable results can now be bookmarked from the context menu.Warpable results can now be ignored from the context menu.
· Graphics
· New graphics have been added for the capsule, warp tunnel effect, mining and ice mining graphic as well as energy vampire and warp scrambler effects.
· Miscellaneous
· The shield and armor hit points for control bunkers in Factional Warfare have been increased by 50%.
FIXES:
· Ships
· The correct scan resolution will now be displayed on all Black Ops Battleships.Ammunition bonuses will now display correctly when ejecting and re-boarding a ship in space. Previously, bonuses would display incorrectly until the turret or missile bays were unloaded and reloaded. This was a display issue only.
· Modules
· The Civilian Damage Control module will now correctly display a 30% resistance to thermal damage on a ship’s hull.A bug was introduced in Apocrypha 1.3 where the passive bonus of active hardeners was applied when the module was active. This has been fixed, and the passive bonus will no longer apply when armor or shield hardeners are active.
· Tech III
· Malfunctioning Thruster sections will now correctly produce 10 run propulsion subsystem BPC's.The spawn container “Broken Sleeper Database” will no longer provide Minmatar Starship Engineering datacores and will now provide the correct propulsion subsystem datacore. No one wanted rusty datacores anyway.An issue regarding skill loss when a Tech III ship is destroyed has been fixed.
· Rigs
· The description of the Core Defence Capacitor Safeguard II has been fixed and will now correctly state that it affects "... modules which require the Shield Operations skill."
· Starbases, Outposts & Stations
· The “Equipment Assembly Array” model will now display correctly when anchored.
· Boosters & Implants
· Crash Boosters will now have an effect on all types of missiles, both guided and unguided, resulting in a decreased factor of signature radius for all missile types.
· Agents & Missions
· The mission “Royal Jelly” has had the proximity range to the habitation module fixed so that the mission can be completed successfully.The objective for the Epic Mission Arc “Data Retrieval” no longer requires you to destroy the Angel Forward Scout. You can simply collect the objective and return to your agent.The mission “The Navy Armada” will now display the Spaceshuttle wreck correctly.The name of the Level 2 mission “Seek and Destroy” now displays properlyThe Agent dialogue for “Cash Flow for Capsuleers (9 of 10)” has now been corrected and will no longer mention the perpetual motion device or any reference to the Guristas.The final mission on the Amarr branch of “Right to Rule” will now have the dungeon area location spread out to cover multiple systems. This prevents massive lag build up when multiple mission arcs are being done in one locationThe mission objective for the Epic Missions “Wildfire” and “Intaki Chase” will now appear correctly in the agent conversation and mission details window.The mission objective for “The Voting Trail (3 of 3)” will now show as complete when the Vengeful Officer has been destroyed.The mission “Their loss, our profit” will now have cargo containers spawn in the area in which an object was destroyed. Previously, the loot can would spawn beside the player’s ship, causing confusion.Mission descriptions for the Epic Mission Arc will now display correctly in the right-hand pane of the mission window as intended.A typographical error has been corrected in the mission briefing of “Seek and Destroy.”
· Exploration & Deadspace
· The Guristas Troop Revigoration Camp will now display the link to the Guristas information rather than the Gallente Federation.All Angel cartel ships have been removed from the exploration site “Regional Blood Raider Data Mining Site.” All NPC's spawned will be Blood Raider vessels only.The Exploration site “Serpentis Annex’ now requires a Serpentis Gold Tag to activate the gate to the second stage.
· Graphics
· Fixed minor graphic glitches on Level Of Detail of wrecks.The Gallente, Amarr and Serpentis control towers have had a graphical makeover and will now display the correct model, shade and textures. In addition, warping in and out to the tower when modules are being anchored will now display the model correctly.
· Sound & Audio
· The sound issues experienced when the map was open have now been fixed and no further audio glitches will be heard.Sounds from the scanner, docking and in station ambient noise, warping and jumping through stargates have all been fixed and will now be heard correctly.F.O.F. Missiles will no longer persist in creating a sound effect when the target has been destroyed or when the missile bay has deactivated. Previously the launcher was just so happy to be firing that it would keep making noise until there was a session change.
· User Interface
· Sorting items in the hangar will now display items of the same type (i.e. containers) correctly. Previously, the display would change order after sorting by name, then sorting by type, and sorting by name again.
· Localized Clients
· A grammatical error has been corrected in the Science & Industry window for “Accept Quote” in the Russian client.The descriptions of the Snake, Crystal and Slave implant sets have been corrected in the Russian client.A grammatical error has been corrected in the market buy window in the Russian client.The market quickbar will now display all tabs correctly in the Russian clientThe assets list window has now been translated correctly in the Russian client.Multiple skill group names have been translated correctly in the Russian client.Several ship attribute have been translated correctly in the Russian client. The changes include “Drone Capacity,” “Capacitor,” “Max targeting Range” and “Warp Speed.”The skill queue option “Train after current queue” has been translated correctly in the German client.
· Miscellaneous
· Player transfers to the Jovian system RU-97T will no longer cause players to become stuck. This will be welcome news for pilots participating in Alliance Tournament VII.Fixed problems with the Optional Client Update system
June 30th, 2009FEATURES:
· Need for Speed - The inventory service, which keeps track of the ownership and location of everything in the game, has been changed to use the new database service backend to connect and communicate with the Tranquility database. This will yield noticably less network I/O and memory usage than the previous system. The performance of most inventory related operations will improve, but there may be cases where performance will degrade. We fully expect a good performance gain on the whole though. The in-memory inventory storage has had a new index added which will address "The Jita Problem“ where performance has been degrading over time as more items are primed in local storage. Maintaining an extra index induces some overhead, but frees the server from having to search through very large sets in highly populated systems. Degredation of searches over time is now a function of the player population at a given location and not a function of the number of items in a location as before.
CHANGES:
· Tech 3
· Several changes have been made to fix the cost of Tech 3 production: the volume of some gases required will be halved; the drop rate of the Neurovisual Input Matrix salvage item has been increased; and the material requirement for the power conduits has been switched from carbon-86 to Scandium Metallofullerene.
· Reverse Engineering will see several improvements. We are increasing the drop rate of Tech 3 datacores, increasing the runs on the blueprints from reverse engineering jobs and increasing the presence of radar sites in wormhole space.
· Modules
· The Omnidirectional Tracking Link I has had its description changed and will now correctly state that it "Improves optimal range and tracking on all drones."
· Strip miners, ice harvesters, doomsdays, triage module, siege modules and other modules which previously used a CPU bonus on the ship to allow you to fit a special module now use a new “Can be Fitted To” attribute and no longer need the high base CPU to restrict the fitting of the module. The CPU on each of these types of modules has been adjusted to no longer require a 10,000 CPU base as a result of employing this new method.
· Weapons & Ammunition
· The siege module explosion velocity penalty for Citadel Torpedoes has been changed from -92.5% to -60%.
· Drones
· The drop rates for faction drone blueprints have been increased substantially. In addition, we have increased the material quantities needed in many containers for the parts required to make meta drones. The materials required to make faction drones and rogue drone component material volume have both been decreased.
· Skills
· The pre-requisite skills for Capital Shield Operation have been changed. The new requirements for the training of this skill will be Shield Management V, Shield Operation V and Engineering V.
· Markets & Contracts
· Freeform contracts can no longer be created. This is due to griefing problems. You will still be able to view your completed freeform contracts for now but in an upcoming expansion older freeform contracts will be removed as well.
· Starbases, Outposts and Stations
· Multiple changes have been made to the anchoring and onlining of starbase modules and structures. All offensive starbase structure anchoring times have been reduced by 50% and all offensive starbase structure online times have also been reduced by 50%. Defensive starbase structures such as hardeners will have their anchoring, online and un-anchor times reduced by 50%. Finally, all starbase tower un-anchoring times have been reduced by 50%.
· Miscellaneous
· The Basic Drone Control certificate will now require the skill Drones to be trained to Level 4.
· FIXES
· Modules
· All five variations of the Gas Harvester module have had the "Crystals Damage" attribute removed under Show Info. Since these modules do not use crystals, the attribute was redundant.
· Mousing over a module on the fitting screen will now always display the correct CPU and powergrid requirements when the target ship has a specific bonus to fitting. For example, hovering the mouse over a Covert Ops Cloaking Device II while in the fitting screen of a Covert Ops ship will display the proper CPU requirements. If you have Covert Ops trained to level V then it will display the CPU required as “0” rather than “10,000.”
· Tech 3
· The Offensive Covert Reconfiguration System has had its description fixed and will no longer say that you can fit a Covert Cynosural Field Generator.
· The reverse engineering of the Intact Power Core ancient relic was incorrectly generating Electronics subsystem class BPC’s. This has now been rectified and the correct Engineering subsystem blueprints will be created as intended.
· Agents & Missions
· A redundant empty room has been removed from the mission “Cash Flow for Capsuleers (4 of 10).”
· The mission “Cash Flow for Capsuleers (8 of 10)” has had the “objective completed” location fixed. Players will now be required to approach the destination as per the agent’s instruction. Previously, this mission would be marked as complete as soon as players warped into deadspace area.
· “Balancing the Books (3 of 10)” will now have the correct NPC, depending upon the faction you are running the mission for. Amarr variations will have a Blood Raider pirate, Caldari will have a Guristas pirate, Gallente will have a Serpentis pirate and Minmatar will have an Angel pirate.
· The NPC’s in the mission “Vitoc Vector - A Terrible Thing (4 of 4)” have been rebalanced. The overall number of enemies has been reduced but their difficulty has been increased.
· The missions “Delving into The Past (1 & 2 of 3)” now have their completion triggers fixed. The mission journal will now blink correctly when the mission objective has been looted from the container.
· The orbit range of the two rogue drones in the mission “Making Mountains out of Molehills (4 of 10)” has been reduced from 50 km to 5000 meters.
· The storyline mission dialogue for "The Numon Claim - Imperial Intervention (3 of 5)" will now correctly refer to the Amarrian Empress rather than Amarrian Emperor. Jamyl Sarum thought it more prudent to ask the agents to update their information rather than go through an unnecessary sex change.
· The mission “Drone Distribution” has had the name of some structures changed. In addition, players can also use a microwarpdrive in the mission area.
· Structures have been moved around in the deadspace areas for the missions “Angel Extravaganza” level 3, “Silence the Informant” level 3 and “Spies R Us (Serpentis version)” level 4.
· The mission “Spies R Us (Blood Raider version)” level 3 has had a missing trigger added. Additionally, the number of destroyers in this mission has been reduced.
· Grammatical errors have been fixed in the mission description for “Seek and Destroy.”
· A typographical error has been fixed in the pop up warning for the COSMOS mission "Contested Amarr Bastion of Blood."
· A grammatical error has been corrected in the name of the fighter group in the mission “The Big Sting (3 of 3).”
· A grammatical error has been corrected in the mission objective for “Lost Records.”
· Exploration & Deadspace
· The exploration site "Blood Raider Naval Shipyard" will no longer throw an exception error in the final room.
· Science & Industry
· The Reprocessing window will now refine large stacks of items much more quickly. The window has been adjusted to display a message that reprocessing is in progress and the speed has been increased up to 25 times faster.
· Markets & Contracts
· Many blueprints for COSMOS items have been added to the contracts database and can now be contracted normally.
· The Amarr Navy Heavy Capacitor Booster Blueprint is now published and can be searched in contracts.
· Graphics
· Multiple NPC’s have had missing guns added to their ships. Now they look much cooler before you blow them up.
· User Interface
· The starmap has been fixed and stars will no longer vanish when zooming in and out.
· The certificates for "Battleship Advanced Artillery Turrets - Elite" and "Battleship Advanced Beam Turrets - Elite" now display the correct description.
· A ship GUID icon has been added to the Show Info window for all Doomsday Devices.
· A grammatical error has been corrected in the error message displayed when attempting to overload Cruise Missile Launchers.
· We have cleaned up the double spaces and trailing of some names in groups and items. A search for said items will now yield the proper result.
· A grammatically incorrect attribute which was displayed in the Show Info of the Naglfar has been removed.
· A grammatical error has been corrected in the “Military-Damage Types (3 of 5)” tutorial.
· A grammatical error has been corrected in the World Map Control Panel.
· Several typographical errors have been corrected in the “Mining” tutorial.
EVE Voice, Mail & Chat:
· It is now possible to join voice chat on newly created chat channels. The "Join Audio" button will now display correctly on all newly created player chat channels.
· Players can now join other player created channels normally without getting a message stating "You may own at most 10 mailing channels or mailing lists."
Localized Clients:
· Several grammatical errors have been corrected in the Show Info window for all ships in the Russian client
· Several words which were displayed in English have been corrected in the German and Russian clients concerning player-owned structures.
POST PATCH CHANGES:
· These fixes were added as Apocrypha 1.3.1 which was deployed during downtiime on 30, June, 2009.
· Modules
· Fixed an issue that causes focus scripts to not work correctly.
· Starbases, Outposts and Stations
· Fixed an issue that was causing only one starbase gun to be controllable at a time.
June 29th, 2009FEATURES:
· Need for Speed - The inventory service, which keeps track of the ownership and location of everything in the game, has been changed to use the new database service backend to connect and communicate with the Tranquility database. This will yield noticably less network I/O and memory usage than the previous system. The performance of most inventory related operations will improve, but there may be cases where performance will degrade. We fully expect a good performance gain on the whole though. The in-memory inventory storage has had a new index added which will address "The Jita Problem“ where performance has been degrading over time as more items are primed in local storage. Maintaining an extra index induces some overhead, but frees the server from having to search through very large sets in highly populated systems. Degredation of searches over time is now a function of the player population at a given location and not a function of the number of items in a location as before.
CHANGES:
· Tech 3
· Several changes have been made to fix the cost of Tech 3 production: the volume of some gases required will be halved; the drop rate of the Neurovisual Input Matrix salvage item has been increased; and the material requirement for the power conduits has been switched from carbon-86 to Scandium Metallofullerene.
· Reverse Engineering will see several improvements. We are increasing the drop rate of Tech 3 datacores, increasing the runs on the blueprints from reverse engineering jobs and increasing the presence of radar sites in wormhole space.
· Modules
· The Omnidirectional Tracking Link I has had its description changed and will now correctly state that it "Improves optimal range and tracking on all drones."
· Strip miners, ice harvesters, doomsdays, triage module, siege modules and other modules which previously used a CPU bonus on the ship to allow you to fit a special module now use a new “Can be Fitted To” attribute and no longer need the high base CPU to restrict the fitting of the module. The CPU on each of these types of modules has been adjusted to no longer require a 10,000 CPU base as a result of employing this new method.
· Weapons & Ammunition
· The siege module explosion velocity penalty for Citadel Torpedoes has been changed from -92.5% to -60%.
· Drones
· The drop rates for faction drone blueprints have been increased substantially. In addition, we have increased the material quantities needed in many containers for the parts required to make meta drones. The materials required to make faction drones and rogue drone component material volume have both been decreased.
· Skills
· The pre-requisite skills for Capital Shield Operation have been changed. The new requirements for the training of this skill will be Shield Management V, Shield Operation V and Engineering V.
· Markets & Contracts
· Freeform contracts can no longer be created. This is due to griefing problems. You will still be able to view your completed freeform contracts for now but in an upcoming expansion older freeform contracts will be removed as well.
· Starbases, Outposts and Stations
· Multiple changes have been made to the anchoring and onlining of starbase modules and structures. All offensive starbase structure anchoring times have been reduced by 50% and all offensive starbase structure online times have also been reduced by 50%. Defensive starbase structures such as hardeners will have their anchoring, online and un-anchor times reduced by 50%. Finally, all starbase tower un-anchoring times have been reduced by 50%.
· Miscellaneous
· The Basic Drone Control certificate will now require the skill Drones to be trained to Level 4.
FIXES:
· Modules
· All five variations of the Gas Harvester module have had the "Crystals Damage" attribute removed under Show Info. Since these modules do not use crystals, the attribute was redundant.
· Mousing over a module on the fitting screen will now always display the correct CPU and powergrid requirements when the target ship has a specific bonus to fitting. For example, hovering the mouse over a Covert Ops Cloaking Device II while in the fitting screen of a Covert Ops ship will display the proper CPU requirements. If you have Covert Ops trained to level V then it will display the CPU required as “0” rather than “10,000.”
· Tech 3
· The Offensive Covert Reconfiguration System has had its description fixed and will no longer say that you can fit a Covert Cynosural Field Generator.
· The reverse engineering of the Intact Power Core ancient relic was incorrectly generating Electronics subsystem class BPC’s. This has now been rectified and the correct Engineering subsystem blueprints will be created as intended.
· Agents & Missions
· A redundant empty room has been removed from the mission “Cash Flow for Capsuleers (4 of 10).”
· The mission “Cash Flow for Capsuleers (8 of 10)” has had the “objective completed” location fixed. Players will now be required to approach the destination as per the agent’s instruction. Previously, this mission would be marked as complete as soon as players warped into deadspace area.
· “Balancing the Books (3 of 10)” will now have the correct NPC, depending upon the faction you are running the mission for. Amarr variations will have a Blood Raider pirate, Caldari will have a Guristas pirate, Gallente will have a Serpentis pirate and Minmatar will have an Angel pirate.
· The NPC’s in the mission “Vitoc Vector - A Terrible Thing (4 of 4)” have been rebalanced. The overall number of enemies has been reduced but their difficulty has been increased.
· The missions “Delving into The Past (1 & 2 of 3)” now have their completion triggers fixed. The mission journal will now blink correctly when the mission objective has been looted from the container.
· The orbit range of the two rogue drones in the mission “Making Mountains out of Molehills (4 of 10)” has been reduced from 50 km to 5000 meters.
· The storyline mission dialogue for "The Numon Claim - Imperial Intervention (3 of 5)" will now correctly refer to the Amarrian Empress rather than Amarrian Emperor. Jamyl Sarum thought it more prudent to ask the agents to update their information rather than go through an unnecessary sex change.
· The mission “Drone Distribution” has had the name of some structures changed. In addition, players can also use a microwarpdrive in the mission area.
· Structures have been moved around in the deadspace areas for the missions “Angel Extravaganza” level 3, “Silence the Informant” level 3 and “Spies R Us (Serpentis version)” level 4.
· The mission “Spies R Us (Blood Raider version)” level 3 has had a missing trigger added. Additionally, the number of destroyers in this mission has been reduced.
· Grammatical errors have been fixed in the mission description for “Seek and Destroy.”
· A typographical error has been fixed in the pop up warning for the COSMOS mission "Contested Amarr Bastion of Blood."
· A grammatical error has been corrected in the name of the fighter group in the mission “The Big Sting (3 of 3).”
· A grammatical error has been corrected in the mission objective for “Lost Records.”
· Exploration & Deadspace
· The exploration site "Blood Raider Naval Shipyard" will no longer throw an exception error in the final room.
· Science & Industry
· The Reprocessing window will now refine large stacks of items much more quickly. The window has been adjusted to display a message that reprocessing is in progress and the speed has been increased up to 25 times faster.
· Markets & Contracts
· Many blueprints for COSMOS items have been added to the contracts database and can now be contracted normally.
· The Amarr Navy Heavy Capacitor Booster Blueprint is now published and can be searched in contracts.
· Graphics
· Multiple NPC’s have had missing guns added to their ships. Now they look much cooler before you blow them up.
· User Interface
· The starmap has been fixed and stars will no longer vanish when zooming in and out.
· The certificates for "Battleship Advanced Artillery Turrets - Elite" and "Battleship Advanced Beam Turrets - Elite" now display the correct description.
· A ship GUID icon has been added to the Show Info window for all Doomsday Devices.
· A grammatical error has been corrected in the error message displayed when attempting to overload Cruise Missile Launchers.
· We have cleaned up the double spaces and trailing of some names in groups and items. A search for said items will now yield the proper result.
· A grammatically incorrect attribute which was displayed in the Show Info of the Naglfar has been removed.
· A grammatical error has been corrected in the “Military-Damage Types (3 of 5)” tutorial.
· A grammatical error has been corrected in the World Map Control Panel.
· Several typographical errors have been corrected in the “Mining” tutorial.
EVE Voice, Mail & Chat:
· It is now possible to join voice chat on newly created chat channels. The "Join Audio" button will now display correctly on all newly created player chat channels.
· Players can now join other player created channels normally without getting a message stating "You may own at most 10 mailing channels or mailing lists."
Localized Clients:
· Several grammatical errors have been corrected in the Show Info window for all ships in the Russian client
· Several words which were displayed in English have been corrected in the German and Russian clients concerning player-owned structures.
May 26th, 2009Critical:
· Jumping through a gate will no longer cause the client to lock up.
Miscellaneous:
· The reprocessing window will no longer re-position itself when opened.
· Several server side issues have been fixed that were causing proxy servers to crash.
· Database procedures have been optimized for mission spawning.
· An exception error will no longer be generated when switching between full screen and windowed mode.
May 19th, 2009· Modules will no longer be subject to an activation delay when a ship has de-cloaked after jumping through a stargate.
· Storyline missions have been fixed and will now be offered correctly. Any storyline missions that you have already qualified for will now be offered.
· Station environments will no longer move with you when you use the clone jump service.
· Fixed an issue that would cause the ships and items panels to not display correctly when the load station environment option was unchecked.
· Numerous server side issues have been fixed.
May 14th, 2009Critical:
· The default overview setting for war, militia, and global criminal targets has been changed. War and militia targets will now blink when previously they did not. Global criminal targets will no longer blink. A dev blog detailing this change is coming soon.
Ships:
· The Naglfar has been overhauled to bring it in line with other Dreadnaughts. The Naglfar will now receive an additional mid slot along with a further 150 CPU. The powergrid has been reduced to 560,000 (-65,000). A new damage bonus has been added which will give the ship an additional 7.5% damage to projectile turrets per Minmatar Dreadnaught skill level. The bonus to citadel torpedo damage has been removed; however, the velocity of citadel torpedoes has been increased to 2,750 m/s while the flight time has been decreased to 25 seconds.
· The signature radius of all stealth bombers has been reduced by a small amount.
· The agility and the scan resolution of some ship classes has been adjusted to allow them to have a better chance of locking ships of their own size before they got to warp. Full details are available here.
· When a Falcon cloaks and is jamming a ship, the icon showing that ECM is in progress and the jamming effect will be removed immediately. Additionally, CONCORD has declared all “BECAUSE OF FALCON” jokes passé.
Modules:
· The CPU fitting requirements for a bomb launcher has been reduced to 50 CPU. In addition, the description for bomb launchers will state that it can be fitted on a stealth bomber only. Attempting to fit the module on any other ship will fail. This change will now allow the fitting preview window correctly when trying to fit a stealth bomber.
· The description of “Mission Rancorous Researcher (1/5) - Item 'Device'” has been reverted to "This is a thing. It does stuff." All praise the power of the Device!
· Racial engine trails have been returned to Fighters.
· If a ship cloaks, all active modules that modify attributes, such as ECM, will stop immediately and the icons showing the effect will disappear.
Weapons & Ammunition:
· The maximum velocity for bombs has been increased but flight time has been decreased. This change means that bombs will travel much more quickly. Maximum range remains unchanged.
· Cloaking a Falcon while there is a jamming cycle in progress and the jammer has been deactivated will now result in an immediate break of the jam cycle on the targeted ship. To clarify: if you start a 20 second jamming cycle on a ship, then deactivate the jamming module and cloak, the jam cycle on the target will immediately cease.
· The description of ECM Burst modules now says "emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range," while the Remote ECM Burst modules description reads "emits an area-effect electronic burst, centered on the designated target, which has a chance to momentarily disrupt target locks on any ship within range." This change is to clarify exactly what each module does.
Skills:
· References to “ice harvesting” will be replaced with “ice mining” in relevant skills.
Player Owned Structures, Outposts and Stations:
· Corporation directors will no longer be spammed multiple times for the same starbase event. They will receive one mail only.
Character Creation and New Player Experience:
· Page five of the “Certificates” tutorial has been modified for clarity.
· Page two of the “Attributes” tutorials has been modified for clarity.
Agents & Missions:
· The spawn rates in the mission "Technological Secrets (1 of 3)" have been adjusted and waves will now appear much more quickly.
· The mission "No Excuse" will now clearly advise players that there will be no faction penalty for shooting the Gallente ships. The ships have been changed to generic models and will no longer drop tags as a result. In addition, you now must destroy all the NPC's to complete the mission.
· Agents Inesmir Jimud and Arechar Amranin of Sisters of EVE will now display an appropriate greeting when meeting a player for the first time.
Market & Contracts:
· Scan probe launcher blueprints have been moved to the market group under Blueprints > Turrets and Bays > Scan Probe Launchers.
EVE Voice, Mail & Chat:
· The "Delete" option has now been added to the right-click context menu for corporation mails.
Miscellaneous:
· We now keep a log on our Web interface when you close your petition.
· An error message has been added when trying to auto-patch using a non-working proxy in Internet Explorer. This error explains network-related issues.
Critical:
· Socket closed error messages will no longer cause problems on Tranquility following network changes. Following further network testing we have discovered that the issue of socket closed error messages has not been completely eliminated but has been significantly mitigated. Work will continue to eradicate this problem in the future.
· Changes have been made to the autopatcher which will result in a much smoother patching process. Returning players who are attempting to upgrade to Apocrypha from the old classic client will now be asked to do a fresh install to reduce the likelihood of verification errors. The new message will read "there is a new build available. An incremental update for your current build could not be found. Would you like to download a full installer now?”
· Synchronization errors caused by jumping through stargates, changing ships or docking and undocking have now been fixed and are working as intended.
Need for Speed:
· Changes to shader textures and modelling will no longer put excessive stress on older graphics cards. This means they will no longer overheat while players are docked in a station.
· Database optimizations for the generation of storyline missions have been tweaked, resulting in a lesser load on the server.
Ships:
· The description of all stealth bombers has been updated to reflect that it can equip a Covert Ops Cloaking Device.
· The description of the Rook has been fixed to read "10% Bonus to Heavy Assault & Heavy Missile velocity per level."
· The description of the Retriever has been changed to say that it has a "Godly" drone bay rather than a "Goodly" drone bay.
· Launching ships which has negative hit points into space will no longer cause exceptions.
· If a player attempts to install a jump clone into a clone vat-capable capital ship and does not have the required amount of money in his wallet a pop up warning message will appear. The player who pilots the ship with the clone vat will now have the timer closed immediately rather than return an error.
Tech 3:
· The 4th propulsion subsystem for Tech 3 ships, Interdiction Nullifiers, now utilizes the correct agility bonus per skill level.
· The correct missile rate of fire bonus will now be applied to the Tengu subsystem "Covert Reconfiguration." The description has been changed to "5% bonus to missile launcher rate of fire per level" instead of the misleading bonus to hybrid turrets.
· The description of the "Loki Offensive - Turret Concurrence Registry” has been clarified to show that there is no rate of fire bonus. This subsystem has bonuses to damage, optimal range and tracking only.
· The bonus for the "Proteus Defensive - Adaptive Augmenter" will now correctly state that it is “10% bonus to armor hit points per level.”
· All Tech 3 subsystems will now display their meta group as “Tech III.”
Modules:
· The 1200mm Heavy Prototype I Artillery has been removed from the “Show Variations” tab as this gun model was never published. The 1200mm Heavy Prototype I Siege Cannon has exactly the same stats and will remain.
· All Gas Cloud Harvesting modules have had their descriptions updated.
· The ECM Burst effect has been fixed and is now weaker.
· Electronic Warfare drones now have visible engine trails.
· The first sentence in the description of ECM Bursts has been adjusted to "emits random electronic bursts which have a chance of momentarily disrupting target locks on ships within range." The description for Remote ECM Bursts has been changed to "emits an area-effect electronic burst, centered on the designated target, which has a chance to momentarily disrupt target locks on any ship within range."
· Attacking a cynosural field will no longer cause an exception as they now cannot be targeted.
· Activating a Strip Miner II module and then using "look at" on an asteroid no longer returns a mass of errors.
Weapons & Ammunition:
· Grouped laser turrets will now allow a single crystal to be changed out once it has become completely damaged. For example, if you have aa Apocalypse with grouped pulse lasers using Tech II Scorch crystals, with varying degrees of damage you can reload used crystals without breaking the weapon group
· Javelin rockets will now hit at their maximum range as intended.
· The guidance systems for Rage torpedoes have been fixed, allowing them to impact targets at very close range.
· The last shot fired from a volley of guns (projectiles or hybrids) before the clip runs out will now hit targets as intended. Previously the last round had a higher chance of missing due to calculations showing the guns at zero ammunition.
· The flight range of Javelin Rockets has been increased.
· An empty module will no longer attempt to reload after overload has been turned off.
· Rage torpedoes will now hit close range targets.
Drones:
· Idle drones are no longer displayed as attacking in the targets overview window.
· Mining drones will now display the correct laser effect.
· An exception will not be thrown when a rogue drone attacks a player ship.
· Drones can now be scooped up from 2500 meters or less. This fixes an issue with some capital ships and sentry drones that could appear out of range when launched.
Skills:
· The description of the trade skill “Visibility” has been changed to clarify exactly what it does.
· The armored warfare skill no longer causes negative armor issues.
Player Owned Structures, Outposts and Stations:
· Gallente control towers, along with its faction variants, have had a makeover and now display some previously missing animations.This will be addressed in a future patch
· Fixed an exception error that could occur if you put a production structure online via the production window on the POS management screen, close the management screen and reopen it prior to the structure coming online. Checks have also been added to ensure that reactions cannot be removed from reactors while they are linked to other things. A new error message will be displayed to those who try this.
· A second ghost silo will no longer be displayed when anchoring any Biochemical, Catalyst, Expanded, Hazardous Chemical or Hybrid Polymer silo.
· "Guristas torpedo battery" and "Dread Guristas torpedo battery" have been added to the variations tab of "Torpedo Battery".
· The description of the Experimental Laboratory has been fixed to remove any grammatical errors.
· It is now possible to rent offices at Ghesis V - Moon 9 - Xsense Chemical Refinery.
· "Trash it" will only appear as an option for items in stations. The option will be unavailable for items in control tower bays.
· The fuel consumption and fuel time for heavy water and liquid ozone in starbases will now display correctly.
Boosters and Implants:
· "Hardwiring - Zainou 'Gnome' KZA500" has been added to the market group implant slot 10 - Gunnery Implants and "Hardwiring - Zainou 'Gnome' KTA10" to implant slot 6 - Missile Implants. Both implants now have buy and sell options in the market context menu.
Character Creation and New Player Experience:
· The "Targeting" section of the “Crash Course” tutorial is now working properly.
· The "Camera Movement" tutorial now displays the correct number of pages and tasks for completion.
· The correct text is now displayed in the tutorial "RepairShop."
· A typographical error has been corrected in the “Mining Tutorial (6 of 12).”
· A typographical error has been corrected in the “Contracts Tutorial (12 of 17).”
· The text in the "Drones Tutorial (6 of 10)” will now correctly say “Drones in local space."
· A grammatical error has been fixed in the “Creating and managing a corporation” tutorial.
NPCs:
· The correct models will now be displayed for the Amarr Navy Colonel, Caldari Navy Commodore, Gallente Navy Fleet Captain, Dire Guristas Despoiler and Sansha Administrator. The spawning of these vessels will no longer cause exception errors to be generated.
Agents & Missions:
· Standings will now be calculated and displayed correctly when Connections and Diplomacy are applied to any character.
· There is no longer a "Continue" button displayed in the conversation window when you talk to an agent remotely.
· The "Continue" button in the agent conversation window will now be changed to "Request Mission" when you click "Complete Mission" and when you click "Decline."
· The lookout towers in the mission "Athran Exigency" will now be displayed correctly.
· Descriptions have been added to the show info for Runner Drones and Webber Drones in the mission "Cash Flow for Capsuleers (3 of 10).”
· The spawn container located inside the Crumbling Angel Antiquated Outpost has been repositioned in order to allow easier player access.
· Sisters of Eve agent Inesmir Jimud will no longer greet you for the first time insinuating that you currently have an outstanding mission. She will now simply greet you by name.
· The mission "Deliver the Goods (2 of 5)” can now be completed successfully when using mining drones to mine the ore.
· A grammatical error has been corrected in the mission briefing for "Vengeance."
· A grammatical error has been corrected in the mission de-briefing of "Balancing the Books (4 of 10).”
· A typographical error has been corrected in the mission briefing for the Amarr version of "A Dark Lesson."
· A grammatical error has been corrected in the mission briefing of "Cash Flow for Capsuleers (10 of 10)."
· A typographical error has been corrected in the mission briefing of "Murderer Brought to Justice."
· The correct NPCs have been added to the level three mission "No Excuse.” Keep your wits about you and concentrate during this mission!
· The mission "Governor's Aide (4 of 5)" from Agent Nossa Farad can now be completed at the drop-off location Nossa Farad's Inquisitor in Chanoun as well as at Zoohen III - Theology Council Tribunal.
· Players are now able to dock at agent home bases when giving the dock command from an encounter location. It will not matter if the map is open or not.
· After completing the epic mission "Our Man Dagan" and warping to the agent's location, the correct option to approach rather than warp to will now show.
· The mission "Deliver the Goods (2 of 5)” can now be completed by using mining drones to mine the ore.
· A typographical error in the text displayed when using "Ssow info" on agent Gara Kort has been fixed.
Exploration & Deadspace:
· A typographical error has been corrected in the message displayed upon warping to the "Sansha Hideaway" deadspace complex.
· The spawn container located inside the Crumbling Angel Antiquated Outpost has been repositioned in order to allow easier player access.
· Cosmic Anomalies have been added in the Fribrodi constellation of Metropolis.
Science and Industry:
· Blueprints will now disappear from the manufacturing list after installing a job from corporation blueprints tab.
Market & Contracts:
· Contracts will now display the cost of an item in words (hundreds, thousands, millions) even if the figure is not a round number. For example, a contract for an Invulnerability Field II at 200.999.999 ISK will be displayed in word form also as 200.99 Million, much the same as if it were a round number.
· Missing Faction F.O.F cruise missiles, F.O.F heavy missiles, F.O.F light missiles, torpedoes and Sisters scanner probes have been added to the market group, allowing them to be traded normally.
· The 'Vrykolakas' Heavy Nosferatu I Blueprint has now been added to contracts, allowing players to search for the blueprint.
· Previously, if you right click on an item and press "Buy this type" and then proceeded to open the market window to buy the same item, the market window would not allow you to purchase anything unless the first "Buy this item" window had been closed. This has now been fixed and the item will now be purchased normally.
· All faction ammunition and special items such as the Sisters of EVE probes are now tradable on the market.
Corporation & Alliance:
· Players can now rent offices at Ghesis V - Moon 9 - Xsense Chemical Refinery. CONCORD has evicted the homeless who had taken up residence through the airlocks. Gotta love those guys.
Graphics:
· All Hyperion ship models have been recalled by the manufacturer and have been given a new paint job on the underside of the hull in order to display the correct textures.
· Animated pistons, gears and cylinders will now be displayed in the preview window for the relevant mining barges and exhumers.
· Fire and burning effects on several ships have been increased to properly reflect the destructive damage unleashed by the mighty Capsuleers.
· Changes have been made to bloom effects for ships in warp resulting in a smoother warp graphic.
· The graphical effects for the Remote ECM Burst are now displayed as intended.
· Exploding objects such as ships and structures now have the correct particle dispersal effect. Previously they would just mirror the velocity and direction of your ship.
· Shadows will now be displayed correctly on a player starbase according to the position of the sun in the system.
· Minmatar stargate models will now display textures correctly when bloom levels are adjusted.
· Warp tunnel effects now aligns with the direction the ship is moving.
· The Radio Telescope will now animate correctly.
· Structure damage in DX9 models of jump freighters and normal freighters has been improved. The feeling of going down in flames has been increased.
· Changing the bloom setting will no longer affect the warp tunnel effect.
· The EVE gate in New Eden no longer causes distorted warp effects or problems with the solar or star maps.
· The cloaking effect is now translucent to other graphical effects such as gate activation or weapons firing.
· The graphical effect of the Heavy Interdictor bubble now accurately represents its true size. This includes any skill bonus increases.
· There is no longer a pixelated effect in Minmatar stations.
· The structure flame effect will now display correctly.
· The remote ECM burst effect beam now displays correctly.
· The sun is now visible behind a cloaked ship.
· The shield booster effect for Violator drones now covers the entire ship.
· The Modulated Deep Core Miner II beam has undergone a paint job and has been returned to its blue color.
· The level of detail in all dungeons has been enhanced, resulting in objects remaining in place for longer and in greater detail.
· The new particle effects system ensures that objects do not explode in relation to the movement of the player ship.
User Interface:
· A corrupt setting in the overview has now been fixed and the overview will now open and display properly when a pilot is in space.
· The correct damage received will now be displayed correctly on all kill reports. Erroneous reports of battleships dying after only receiving 700 hit points of damage will no longer appear.
· The distance displayed over the ship console while a ship is warping to an object has now been fixed and will display correctly. In addition, several exception errors in the logserver have been fixed and will no longer be generated when a ship initiates warp or after it comes out of warp and begins to approach an object.
· Using the right click option in space now works as intended.
· Inviting multiple characters to a fleet will now list all characters that are offline rather than listing one single person. For example, if you were to send an invite out to your entire buddy list and three of those people were offline it will now list all unavailable members. Previously it would only display the first person alphabetically on the list.
· An exception error will no longer be generated when using Show Info on a star while in space. The Show Info page will now load properly.
· A UI glitch that appeared when a player was podded and lost a rank of a subsystem skill has been fixed. The attributes and skills tab will now display as intended.
· The Tutorial Drone will now be checked on the overview settings by default as it is required for the “Crash Course” tutorial.
· You can now both open and close the scanner window with its shortcut (default of Ctrl+F11). If the scanner window is minimized and the shortcut is used, it will maximize the window.
· The "Unlucky" message which is displayed when clicking on the ticker button upon corporation creation will now only display once instead of multiple times when pressed.
· The "Access Denied" messages will no longer display two periods at the end of the sentence.
· The "Clear History" option has been removed when using right-click on the password section at the log in screen. This option had no effect anyway and was therefore redundant.
· The message "no transactions found" will now be displayed when clicking on the transactions tab of the wallet when no entries have been logged.
· The shortcut tooltip will now display the correct shortcut when set instead of displaying "None."
· The overview will now correctly update distances if your ship is moving toward an object while the star map (F10) is open.
· Ctrl+drag now works properly for both resizing selected windows as well as the connected windows below it.
· The "Reset Tutorial State" list will now display the tutorials in alphabetical order.
· A scroll bar will no longer appear when a container size is minimized unless it is needed.
· An icon has been added to the market group "Probes" under "Ammunition & Charges."
· Mobile Warp Disruptors now display an icon in the show info window.
· The attribute display name for “Offensive - Covert Reconfiguration” subsystems for all four races have been changed to “Cloak Reactivation Delay” when clicking on Show Info.
· Importing overview settings now works correctly. Importing a setting will no longer append rather than replace existing tabs.
· A grammatical error has been corrected in the character termination email.
· An inconsistency has been fixed when changing the name of a ship or pod in space. They will now update immediately.
· The URL length has been set at one line when creating a corporation and will not overlap other text.
· The tooltip for info icon in Contracts is now displayed correctly.
· All the solar systems for NPC corporations are now correctly marked with green dots on the star map.
· The list of BPOs refreshes immediately when changing divisions in the Science and Industry tab.
· EVE Voice’s text for its troubleshooter no longer spills over into other areas.
· The selected item's window, portrait and show info icon are no longer missing for the LCO Spatial Rift.
· The production limit attribute has been clarified in blueprint information windows.
· The "show info" command in Auto-link system now works properly for items, ships and modules.
· "Must select 1 choice" is no longer displayed on the scan result window when using a cargo scanner.
· The 100% damage on an active ship will be correctly shown in the damage notification column of the Repairshop window.
· The EVE Mail inbox tab will not now blink continuously after receiving new mail from a blocked character after unblocking the character and viewing the new mail.
· "Reload" and "Reload All" options are displayed correctly in the right context menu of module button after performing group mode.
· The prompt message displayed when a podless player tries to jump clone has been changed to "if you have been podded, please open the ship hangar and board a ship in order to receive a fresh capsule. You will then be able to leave that ship and clone jump."
· A typographical error has been corrected in the prompt message when accessing corporation hangars that do not belong to your own corporation.
· A typographical error has been corrected in the prompt message when attempting to remotely bookmark a location on the map browser.
· No exception will be generated in the log server when clicking the “Buy” button when no type is selected. A notify message will now appear stating, "you cannot place a buy order when there is no type selected."
· The ability to select all via Ctrl+A in the left pane of the reprocessing plant has been disabled. This resurrects the deselect function.
· The border size of pinned window now remains same when joining/leaving stacked channels repeatedly.
· Ctrl+drag will now work when resizing a selected window in addition connected windows below it.
· The "Load," "Overwrite" and "Delete" buttons will not be displayed if no Preset is selected in the LP store filters.
· In the overview settings, pressing Ctrl+A works for filters/types only. Switching to the states tab and pressing Ctrl+A will no longer remove anything from the overview window.
· The color of lines in the star map will update correctly according to selection.
· In Overview Settings > Ships, moving the selected line up or down by using “Move Up” or “Move Down” buttons now works correctly.
· In the POS management window, tooltips for kinetic and thermal resistances now display correctly.
· Ctrl+A will no longer override the inability to select group entries.
· In the settings window of the market, the checkbox text "From" and "To” and the input box now are all aligned perfectly.
· Overview items will now update correctly when the map is open.
· The "Use" option box will appear even if there are more POS modules than can fit on the screen.
· Chat channels will continue to function normally if the hard drive storing the EVE log files is close to being full.
· Drones are now sorted alphabetically.
· Click and drag will now work on vertically grouped windows.
· The "return and orbit" command for drones will now remain active in the selected item window at all times.
· There is now a "show contract" and an "open certification planner" right-click option when linking to contracts or certificates in notepad or chat.
· Being hit by rogue drone weaponry will now cause graphical effects to show the gun or missile attack.
· Starbase role names have been standardized.
· Explosion effects cannot be felt if the solar system map is open and the player ship is being attacked by NPCs.
· Station glass now occludes objects such as planets or ships as intended.
· The Tech 2 BPO icon now displays correctly in the info window and market details page.
· Splitting a stack in the pick items stage of the contract creation wizard now updates immediately and will work as intended.
· Using CTRL-A to select all now works correctly on subdivisions such as the assets list. It will select all within a scroll but not groups.
· Dragging and dropping a charge on the fitting window to a capacitor injector-fitted ship will not throw an exception. Dragging ammunition onto the screen will also work as intended.
Sound:
· 250mm Howitzers will now play the correct sound when fired. Previously they were playing the sound for autocannons.
· Audio levels are now playing the correct sounds on turrets, explosions and stargates until the ship is completely zoomed out.
· The "Play" button on the jukebox will no longer skip to the next track when pressed. It will now fade out and play the current track from the beginning.
· Explosion sound effects will now play when shooting close targets with missiles.
· Sound issues caused by boosters and jump gates when docking into a hangar has been fixed. We also closed a memory leak in the process.
· Booster audio now activates on dock command, autowarp, etc.
EVE Voice, Mail & Chat:
· An exception error will no longer be generated in the log server when accessing the "Audio & Chat" option in the ESC menu.
· Column lines have been removed from the EVE Mail folder. Mails from players with extremely long names were crossing over other columns.
· "ECHO Speaking in channel" will no longer be highlighted in the Fleet window after leaving the Echo Test Channel.
· The body of mails will resize correctly when the inbox window is resized.
Mac:
· URL links on the Mac client will now display correctly rather than having "00" displayed at the end.
· All map pictures will now display correctly in the Cider client.
Localized Clients:
· A change has been made to how the member status is displayed in player corporations and alliances within the Russian client.
· The text in the contracts window of the Russian client will no longer overlap.
· The "auto target back" setting in the ESC menu has been correctly translated in the Russian client.
· Petition category and queued translations are no longer erased after a Transam downtime.
· The mail sent out when a corporation member has been deleted has been corrected in the German client.
· The text for the petition section "reimbursement, ships and combat" has been corrected in the Chinese client.
Miscellaneous:
· Several GM tools have been fixed allowing the Customer Support department to assist you better.
· Changing the shader quality or textures through the ESC menu will no longer result in the client crashing unexpectedly.
· Certain textures in some spawn containers were causing exception errors on older video cards and computers resulting in crashes and lock ups. These textures have now been removed.
· The location of the Otitoh IV - Moon 1 - Lai Dai Corporation Factory has been changed in order to allow players the option to dock correctly at the station. Previously a warp attempt to this station would land a player in the "Devils Dig site" but that will no longer happen.
· Entering wormholes or certain deadspace areas will no longer generate an error in the log server.
· Sound effects and the jukebox have been fixed. Fixes to the sound engine mean sounds like mousing over items in the hangar and station environments will now play correctly.
· An icon is now displayed on the show info page for "Mining Pollution Cloud."
· An error will no longer be generated in the log server when activating a salvager module on a wreck.
· All references to LADAR and RADAR will now be displayed as Ladar and Radar. This covers both modules and sites.
· Using "Show Info" on any Valkyrie drone model will no longer result in an error being generated in the log server.
· The certificate for "Harvesting Comptroller" now requires warfare link specialist to gain the improved certificate. This replaces the previous requirement of battlespace technician.
· Scrapmetal Processing has been removed as a requirement for any "Refining Foreman" certificate.
· Multiple items that were displaying Unicode characters in their name or description have been fixed.
· An exception error is no longer generated in the in game petition window (F12) when selecting a petition category without first selecting a group.
· Grammatical errors have been corrected in the description of Battleship Turret certificates for hybrids, projectiles and lasers.
· We have optimized the database calling system. It will now reduce the amount of times it calls for information that stays constant.
· Declining a mission will no longer cause a flood of agent warnings in the log system.
· Deadspace signatures will now load as expected in wormholes. This will ensure that no more exceptions are thrown when players enter the wormholes.
· A podless character cannot be transferred to space by any means.
· Right-clicking at the edge of any window will no longer generate an exception in the log server.
· No exception will be generated in the log server when right-clicking while trying to resize a window.
· No exception will be generated in the log server on pressing ENTER key repeatedly when the focus is on the get contract button.
· No exception will be generated on confirming the alert message after an invalid "item type" search for linking items in Notepad.
· No exception will be generated in the log server following the mass-trashing of impounded corporation assets.
· No exception will be generated when changing the position of the tabs as windows are opened in tabbed view.
· No exception will be generated on spamming the "Reset" button for "Reset Suppress Message Settings" in the ESC menu.
· The client will no longer lock up if a ship model cannot be loaded.
· If “Load Station Environment” (ESC-menu -> Display & Graphics) is not checked and a player clone jumps into space to a clone vat bay, the picture of the station environment will stick to the screen instead of space being shown. Overview and brackets will be rendered normally. Docking and undocking at a station or relogging the client brings back the normal space rendering. To avoid this issue, you can turn on the “Load Station Environment” option prior to clone jumping (it can then be turned back off after the jump if you like).
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
April 28th, 2009Need for Speed:
· Major market hubs will benefit from a significant increase in performance with changes to the client that result in fewer database calls and a more streamlined performance.
Tech 3:
· The fourth offensive subsystem will allow the fitting of covert ops cloaking devices and the ability to use covert ops jump bridges.
· The fourth defensive subsystem will provide a bonus to warfare links.
· The fourth propulsion subsystem will provide immunity against non-targeted warp disruption fields, interdictor spheres or anchored bubbles.
· The fourth engineering subsystem will give you a bonus to heat damage reduction allowing you to overheat your modules for longer.
· The fourth electronic subsystem will provide bonus to equip an expanded probe launcher and gain a 10% scan strength bonus to probes per level
· The "Legion Offensive - Convergent Beam Focuser” subsystem has been renamed to “Legion Offensive - Assault Optimization” and now gains a bonus to Heavy assault missile damage and missile launcher rate of fire following a new Khanid focus.
Wormhole Space:
· Twelve new anomaly sites have been added for wormhole exploration
Ships:
· The Falcon has gained one addition turret slot.
· A 10m3 drone bay / 10 mbit drone bandwidth has been added to the Falcon.
· The ECM strength bonus has been increased to 30% per recon ships skill level for the Falcon.
· The ECM Optimal range bonus has been switched to a 5% Hybrid Damage bonus on the Falcon.
· A 25m3 drone bay / 25 mbit drone bandwidth has been added to the Rook.
· 100 base hit points have been added to the shield of the Rook.
· The ECM Optimal Range bonus has been swapped for a 5% Rate of Fire bonus to Heavy and Heavy Assault launchers per Caldari cruiser skill level for the Rook.
· The ECM strength bonus has been increased to 30% per level on the Rook.
· The ECM optimal bonus has been switched to 20% ECM optimal and falloff range bonus per level for the Scorpion.
· The ECM strength bonus has been changed to 30% per level for the Widow
· Stealth Bombers have had their role refocused to be anti-battleship role. They now equip siege missile launchers and use torpedoes instead of cruise missiles which allow them to inflict large volley damage against big targets and gain the ability to equip a covert ops cloak so can warp around whilst cloaked. In addition bombs have been made cheaper and the bomb launcher can now be equipped in any of the bombers high slots along with other changes to aid them.
· Stealth Bombers now gain a bonus to fitting siege missile launchers instead of cruise missile launchers.
· Stealth Bombers can fit and use a covert ops cloak allowing them to warp whilst cloaked.
· Stealth Bombers now have a 15% bonus to damage for racial torpedoes per covert ops skill.
· *
· Stealth Bombers now have a flight time and velocity bonus to torpedoes. The power grid and cpu fitting attributes have been adjusted for all Stealth Bombers.
· The base velocity of Stealth Bombers has been increased.
· Bomb launchers can now be fitted to any high slot on the bomber.
· Covert cynosural fields can now be activated in cynojammed systems allowing black ops ships to jump or bridge other covert ops ships into the cynojammed system.
· Black Ops ships have received an increase to their base scan resolution attribute allowing them to lock faster.
· Black Ops ships have gained +100m3 to their cargo bay.
· The Black Ops base jump fuel cost has been decreased from 400 to 300 units per light year.
Modules:
· ECM Modules have had their base optimal and falloff ranges adjusted, the optimal range has been decreased whilst the falloff range has increased.
· Signal Distortion Amplifiers have been changed to provide a bonus to both ECM strength and optimal range and their bonuses adjusted accordingly.
· The Focused Warp Disruption script will no longer generate a visual bubble around a Heavy Interdictor as this was causing confusion. The script will still scramble within the correct area of effect.
Weapons & Ammunition:
· The batch size of bombs has been increased to from 3 to 20 meaning new manufacturing jobs will be cheaper per unit bomb cost.
· Bomb velocity has been increased from 1250 to 2000 m/s.
Skills:
· The price of the skill "Interdictors" has been reduced to 20 million ISK.
Market & Contracts:
· Three new sub categories have been added to the market for Hull Upgrades. The new categories will be Expanded Cargoholds, Nanofiber Internal Structures and Reinforced Bulkheads. The new sub categories will mean that items in the Hull Upgrades section will no longer be jumbled together and will allow for easier browsing and purchases.
User Interface:
· All linked tutorials will now say "wiki" as opposed to EVElopedia.
· Every scan result will now get a unique ID allowing you to manage and sort scan results with greater ease. You can now filter this unique ID and ignore all other results when scanning for certain signatures.
· It is now possible to bookmark a 100% signature hit remotely via right click in the context menu. In addition, the scanner will remember signatures which were scanned at 100% so that they are not lost on subsequent scans.
· The range for scooping items from a wreck or container has been increased from 1500m to 2500m. Drones will return to drone bay upon recall when they are within 2500 meters.
World Shaping:
· Certain rare conditions could cause wormholes to spread unevenly, resulting in more wormholes than intended in some systems and less than intended in others. This has now been fixed and wormholes will be distributed much more evenly.
Need for Speed:
· The jukebox and audio services have had unnecessary register notify messages removed. This fix means that unnecessary functions will no longer be called upon.
· The number of gas and ore sites in wormhole space has been reduced to remove unnecessary results in the scanner. The new system will have more concentrated gas and bigger asteroids in the remaining sites to compensate.
Ships:
· The description of the Skiff has been corrected and will now state that "20% reduced chance of Mercoxit gas cloud forming per level ". A typographical error has also been corrected in the description.
· The skill loss applied when a Tech 3 ship is destroyed is now working correctly and will randomly remove one skill level of one of your active subsystem skills.
· The Tech 3 defensive sub-system bonus will now be applied correctly and will not be stacking penalized.
· Multiple ship descriptions have been tweaked in order to say what their skill-specific bonuses are in an easily understandable way
· The description of the Vagabond has had several grammatical errors corrected.
· All Black Ops battleships will now have their cloaking delay bonus set to five seconds.
· The corporate hangars for Capital ships such as the Rorqual, Orca or Carriers will now display the correct volume and will not allow or display overloaded hangars.
Modules:
· Missing icons have been added to the "Show Info" option of Covert Jump Portal Generators and Covert Cyno Generators.
· ECCM modules will now display an effect when activated.
· Cloaking devices will now work correctly within gas clouds. Warping into a gas environment with a covert ops ship will not cause a forced de-cloaking. It should be noted that missions in which clouds cause damage, such as Recon 3 of 3, will still damage covert ops or cloaked ships as intended.
· The description of all Nosferatu modules will now state "Note: a Nosferatu module will not drain your target's capacitor below your own capacitor percentage level."
· The description of the triage module has been changed to state that the bonus only applies to capital repair modules.
· The sound effects for energy neutralizers will now be played correctly instead of being stuck in a constant repeat.
Rigs:
· The Drone Durability Enhancer Rig now displays the correct attributes and enhancements.
· Bonuses will be correctly displayed for all missile rigs.
Weapons & Ammunition:
· Text stating "The delicate crystalline structures used in the manufacture of this advanced crystal degrade with use, eventually causing it to shatter." has been added to the description of all published T2 and faction crystals.
· Sorting probes by ID number will now correctly list them from 1-10 or 10-1 depending on setting.
· Any probes that are active but do not expire during a scan process will become stuck in a moving state and cannot be interacted with until they expire. Newly launched probes can now be used to scan correctly without displaying a warning notice that active probes are still in use.
· FOF missiles can now attack further than 80km. The maximum range will depend on the pilot’s ship, skills and rigs.
Drones:
· Curator I and II drones have been fixed and will now attack starbase towers as intended.
· Drone AI has been improved. When a single drone is attacked and is part of a group set to aggressive and focus fire, the rest of the drones in that group will aggress instead of sitting idle.
· Drones will now attack only the target assigned to them. In other words, drones will not just wander of and attack whatever they want. They will follow your wishes to the letter.
Skills:
· The description of the "Trade" skill has been amended to reflect that it affects both buy and sell orders.
· A change has been made to the client and server skill point gain calculations for rookie pilots below the 1.6 million skill point threshold. Skill point increase per minute is now based on the total skill points you will have after completing the skill, instead of your total skill points. This effectively means that skill point gain will be calculated properly when crossing a bonus boundary. This means that adding a skill, which has 756,000 skill points when you are on the threshold (i.e. 1,590.000), will not benefit from the double skill training bonus and will be trained at normal speed.
· Untrained skills can now be added to the skill queue by using the "Train after current queue" from the skill book context menu. It should be noted that all pre-requisites must be trained for any skill book being added by this method.
· The skill queue will now properly award skill points when accounts are disabled with active skills in the queue. For example, if you had a total of 15 days of skills queued (1 x 18 hour and 1 x 14 days and 6 hours) and your account became inactive after day 8, the skill queue will not automatically train skills to completion and will stop as intended after the three day grace period.
· Training two different characters on the same account via the skill queue has been fixed. When a queue expires on character A, you can now log character B in and set up a queue without receiving the warning "another character on this account is training a skill". It should be noted that this does not mean that dual account training is possible.
· If you are podded in a clone which has slightly more than 1.6 million skill points, or that will bring you below 1.6 million skill points, you will now automatically revert to the double skill training bonus. In addition, if you are podded and lose implants the client will now adjust skill training time in line with your new attributes making skill training slightly longer. If you lost a rank of a learning skill due to being podded, the client will also take that into consideration and the new attribute level will instantly be applied making training of skills slightly longer.
· The "Open group Window" has been removed from the right click context menu in the skill queue as this resulted in being unable to add skills to the skill queue.
· Any skill that takes a player over the 1.6 million threshold will display training time correctly in the character sheet or skill list without the double training bonus. If a skill in an applied queue takes you over the bonus boundary, training times will be recalculated for any skills later in the queue.
· "Save changes" is now changed to "Apply changes" informing the player that the changes in the Skill training queue will be applied if he clicks on "Yes".
· Skills with at least 1 skill point will now display when choosing the option "Highlight partially trained skills."
· The pre-requisite of Anchoring I has been removed from the station containers, warehouses and vaults. These items cannot be removed from a station making the skill requirement unnecessary.
· The skills Connections and Diplomacy now work as follows. If your standing to a corporation, which is friendly with CONCORD, is below zero then you need to use Diplomacy to raise standings. In the case that your standings are positive to a corporation, which is friendly with CONCORD, you can use Connections to improve those standings. Criminal Connections will only raise standings with corporations who are not friendly to CONCORD. Training Diplomacy, Connections or Criminal Connections when your standing is exactly zero with a corporation will have no effect.
Player Owned Structures, Outposts and Stations:
· Control towers will now display correctly when anchored and no exception error will be generated in the logserver.
· The Amarr outpost has been fixed and the upgrade 1 and upgrade 2 improvements will now give the correct number of manufacturing lines and appropriate reduction in time for tech I ship production.This will be added in a future hotfix.
· The anchoring restriction for player owned structures has been changed from "restricted security level" to "restricted to security level less than" in order to better describe the attribute effect.
Character Creation and New Player Experience:
· The tutorial will no longer require players to have the fitting screen open on page three for the tutorial "Open the drone bay". Players will simply need to right click on the ship and choose the option from the context menu.
· The text in the tutorial for "Armor Tanking" has been changed to read "Make sure you have your Small Armor Repairer I fitted before continuing. You will need to have trained the skill Repair Systems before you can fit it though. This skill was given to you in the Crash Course."
· Multiple UI pointers have been added in all aspects of the tutorials .
· A grammatical error has been fixed in the "Crash Course - Agents".
· A grammatical error has been fixed in the "Crash Course - Fitting your ship".
· Some errant text has been removed from the "Crash Course - Skill Training Queue".
· An error is no longer displayed in the logserver when opening the character sheet during the Crash Course "Your Advancement".
· A typographical error has been corrected in the Crash Course "Fitting Your Ship" tutorial.
· The tutorial text for "Superior Ship" has been changed to read "If you are on the career mission track you just received a new ship."
· Text has been added to the transaction window for tutorial agents. The new text will say "This standing increase was granted as part of the Capsuleer graduation process." in order to show why standings are set to excellent.
· Removing a mission from your journal when the agent dialogue window is open will now result in the window being closed and the mission removed.
· The tutorial for Exploration has been changed to include more up to date and useful information regarding scanning mechanics.
· Goodies given out during the crash course tutorial will now work correctly in all cases. This means that in the case of a reset a player will not need to wait for the next downtime before items are given out.
· The tutorials have been fixed to prevent issuing multiple items. For example, My first days->Crash Course->Skill Training Queue section->page 11 of 13 gives the "Afterburner" skill book as does the Military-> Afterburner-> page 2 of 2 tutorial. In future only one item will be awarded irrespective of what other tutorials or missions offer the same reward.
NPCs:
· The Amarr Navy Armageddon has had a change to its loot table drop and will now drop energy weapons rather than projectiles.
· The warp in effect for NPC pirates in asteroid belts has been fixed. Spawns will now warp in properly and not run off at obscene speeds.
· The Militia Guardian will now display the correct cruiser sized icon in the overview and has had its signature adjusted to reflect this change.
· Multiple NPC's have had their turret effects fixed.
· The prefix name for all deadspace Blood Raider Battlecruisers has been changed from Corpior to Corpatis
· The NPC Eule Vitrauze now flies the correct ship type.
· Angel Webifier and Angel Viper models will now produce an Angel small wreck upon destruction rather than a mission generic small wreck.
· A typographical error has been corrected for the Centii Loyal Scavenger.
· Rogue Drones will now display the correct cross hair in the overview. Several medium sized drones were showing as a small red cross in the overview rather than a medium red cross.
Agents & Missions:
· A grammatical error has been corrected in the epic mission arc for the mission "The Caldari Commander".
· Closing a conversation window with an agent will no longer generate an error in the logserver which results in being unable to open the mission window or start a new conversation.
· Gallente ships in the mission "Balancing the Books (1 of 10) have been replaced with Gurista Pirates.
· Grammatical changes have been corrected in the Epic Mission Arc for "The Missing Piece". The Minmatar Commander is now correctly referred to as "she" and The Caldari Commander is correctly labelled as a contractor of "Ishukone".
· A warning will now be displayed when accepting the mission "An Economy under Threat" when in a ship with insufficient cargo space. The warning will be displayed as "You will need at least 150m3 of cargo space to make the delivery."
· All Epic Arc Agents will now be labled as “Epic Arc Agent” under show info. In addition, Epic Agents unavailable to the user falls under the “Not available to you” section of an agents info. Epic Arc Agents are correctly marked as available if you currently have a mission (or offer) from them, or if they have a mission that they would offer you if you talk to them and marked as "agents of interest" if you have a mission for one and he is not in the same station as you.
· Epic Arc Agents will no longer generate mission offer expired mails. Epic Arc Missions never expire.
· Excessive black monoliths have been removed from a COSMOS site in Otitoh. Only one necessary monolith will now be displayed in the deadspace area.
· "The Device", an item awarded for the mission "Rancorous Researcher (1 of 5)", will now display a proper description.The Device still does stuff after all.
· The message displayed when attempting to quit a mission while in space will now be shown correctly.
· You can now warp to an agent's location from the agent conversation window when the status of a mission is set to offered.
· The description of the item "Smugglers warning about Sister Alitura" will now correctly state that Amon IX is in Essence and not Genesis.
· The correct mission text will now be displayed for all Epic Arc missions even if your standing is poor. Previously it would display a blank page.
· No "Ending unknown td" error will be generated in the log server when initiating a conversation with an agent.
· The rock formation in the mission "Understanding Augumene" will no longer cause players to get stuck.
· Resetting the Epic Mission Arc when it is partially completed will now clear out your journal without requiring a reboot of the client.
· Mission redesign and texture remodelling has resulted in a significant increase in FPS when running two clients with HDR enabled. Players will notice a considerable frame rate improvement on all missions.
· The correct drop off location has been added to the COSMOS mission "Nugoeihuvi Freelance - Construction Blocks (2 of 4) ".
· The mission description for the Blood Raider version of "A Force to Be Reckoned With" has been corrected and will now list the correct name of the infamous captain that you will face.
· The mission "A Beacon Beckons" will no longer despawn until all players have left the deadspace area.
· The mission "Data Transportation" now displays the correct agent location.
· Large Collideable Structures in the Rogue Drone Harassment mission no longer have "Wanted" labels.
Exploration & Deadspace:
· A typographical error has been corrected in the exploration site "Haunted Yard".
· A typographical error in the "Pith Deadspace Complex" in Ohkunen has been corrected.
Science & Industry:
· Hammerhead and Vespa blueprints of all varieties will now display the correct model.
· The Sisters Combat Scanner Probe I and blueprint I, Core Scanner Probe I and blueprint I and Deep Space Scanner Probe I and blueprint I have had the "I" removed to represent the proper faction variant.
· Exception errors will no longer be generated when cancelling reverse engineering jobs.
· Remote manufacturing jobs will now use the correct hangar rights when attempting to manufacture from a blueprint remotely.
Markets & Contracts:
· A typographical error has been corrected in the message displayed when attempting to accept a public contract created in some other region. The message will state "This contract is for The Citadel (example) region, you can only access outstanding public contracts in the region you are currently in."
· The following blueprints are now searchable via contracts: 'Warhammer' Large EMP Smartbomb I Blueprint, Large Degenerative Concussion Bomb I Blueprint, Medium Degenerative Concussion Bomb I Blueprint, Small Degenerative Concussion Bomb I Blueprint, 'Lance' Medium EMP Smartbomb I Blueprint and 'Pike' Small EMP Smartbomb I Blueprint.
Corporation & Alliance:
· Players will no longer be able to leave a NPC Corporation (e.g. Hedion University) unless they are joining a player corporation or faction militia.
· Alliance logos will now be displayed correctly and will be assigned to the correct Alliance.
· Joining and leaving corporations, becoming a CEO and adding a corporation to a faction militia has been tweaked and will now work properly at all times.
· An executor corporation of an alliance will be unable to leave the alliance as long as other corporations remain as active members. For example, if Corporation A and Corporation B form an alliance and Corporation A tries to leave they will receive a message stating that the executor cannot quit while there are other members. Should Corporation B leave the alliance then Corporation A can quit the alliance and that alliance is disbanded.
· The correct message will be displayed when attempting to quit a corporation depending on the corporation. Players cannot quit a NPC Corp but can quit a faction militia.
· A grammatical error has been corrected in the message displayed when resigning as a CEO.
· Renting an office while there are impounded items in the station now delivers all the items to division 1 and they are now visible.
Graphics:
· Additional struts have been removed from the Typhoon.
· The pod will now be displayed properly in space at all times. Invisible pods are a thing of the past.
· Ships will now decloak correctly after jumping through a stargate. Previously there were cases of ships appearing to remain in a cloaked state.
· A phantom Tempest silhouette will no longer appear when piloting a Legion and activating any of the modules. Minmatar scientists are convinced this was happening BECAUSE OF FALCON.
· Wormholes will always appear correctly when scanned down. Previously there were some instances where the wormhole graphic would not appear.
· Undocking a ship when the fitting window and cargo hold are open will no longer cause a black screen to appear indefinitely and will now work properly.
· Scordite and Veldspar icons under show info will now match the new texture colours of the asteroids.
· An error generated when preview windows were tabbed with other windows has been resolved. This was causing the preview window to not display correctly when moved.
· The Electronics - Tactical Targeting Network for the Loki will now display the correct graphics.
· The Offensive - Dissonic Encoding Platform on the Proteus has been remodelled and will now display the correct graphics.
· Shield hardening and shield boosting effects will now display correctly on the Hawk.
· Odd graphical squares that were previously generated when anchoring ship assembly arrays has been fixed and the correct animation is now displayed.
· The warp tunnel effect is now smoother and less pixilated.
· The stroboscopic effect of lasers has been reduced for a smoother and less jittery effect. Don't worry, they still look awesome.
User Interface:
· Multiple fixes and changes have been implemented in the capacitor display and information on the fitting screen. These fixes and changes will ensure that cap stability messages, cap capacity and recharge time messages are all displayed correctly in all tooltips.
· All issues relating to the client crashing when the fitting screen is open have been resolved. This includes right clicking on an active ship, opening a cargo container, opening the drone bay, switching between ships, undocking and docking with the fitting screen open, exporting or importing a ship set up, opening the ship hangar, opening the item hangar, docking to station and immediately opening the fitting screen, fitting various modules and charges and right clicking on any ship in your hangar.
· A preview screen has been added to allow you to preview ships, drones or structures on the market.
· The right click option has been removed from the preview icon in the market as the option was unnecessary and had no use.
· Aggression colours in the overview will now display correctly. Players who have stopped any form of aggression will revert to flashing yellow (target locked) instead of flashing red (target attacking).
· Seconds are now represented with an "s" in all parts of the fitting window. Previously this was represented as a mix of "s", "S", "Sec" and "Second"
· The "Show Career Agents" button on the F12 menu is now displayed correctly.
· Opening and closing skill groups in the skill queue will no longer have an effect on opening and closing groups in the character sheet. For example, if you had "Learning" open in the skill queue and closed that down to open "Spaceship Command" in the character sheet, the skill queue would automatically change again to "Spaceship Command" when open again. This will no longer happen and both groups will operate independently.
· The "Show solar system in map browser" when using the right context menu will now display correctly at all times. Previously the option would fail if the map had been closed using the F11 key.
· Adding new items to a container with a word filter will now filter them out if applicable.
· A grammatical error in the text for the installer and patcher has been corrected.
· Velocity will be previewed now on the fitting screen when adding modules which give a negative velocity modifier i.e. cargo expanders.
· An error will no longer be generated in the logserver when using right click on the "Auto Frame Selection" check box.
· An error is no longer generated in the logserver when selecting the 'Give option' from right context menu under Wallet->Corp Wallet->Shares tab-> shares.
· Docking and undocking a ship with the drone bay open will no longer generate an error.
· An error will no longer be generated in the logserver when selecting the "Setting" tab in the market window.
· A "Nothing Found" message will now be displayed when searching for an invalid fitting on the fitting screen menu.
· Using the right click option on the preview window for a selected ship will now display the correct menu options of "close" and minimize".
· The inventory data filter for hangars is now working as intended.
· An error will no longer be generated in the logserver when selecting the transaction tab in the wallet.
· An error will no longer be generated in the logserver when opening the scanner window.
· The preview option for all Tech 3 ships now works properly in the market window.
· The inventory filter in the corporation hangar will now properly display filtered items and total amount of items.
· The notify message displayed when attempting to access the inventory filter in a hangar without the appropriate roles is displayed correctly.
· A typographical error has been corrected in the description of the Malfunctioning Hull Section.
· The agent mission objective window will remain open after clicking "Accept" allowing players to minimize or close the window as they see fit.
· Tooltips will no longer move with the cursor once highlighted. For example, if you highlighted your mouse over an acceleration gate, a tooltip would appear saying "Gate to the Warzone". This tooltip will no longer follow your cursor across the screen when you move your mouse.
· A grammatical error has been corrected in the "Map" tutorial, page 3 of 7.
· Redundant inverted commas have been removed from the tutorial for "Military > Orbiting Effectively".
· Analyzing with probes of any kind (Combat, Core or Deep Space) will no longer generate an exception error.
· The jump range sphere will always display now whether the map is opened in 3d or flattened mode.
· Switching profiles within the fitting screen will now work correctly when the profiles include drones for specific fittings. The correct drones will now always be fitted.
· Damage messages will no longer list all hits as "barely scratches". The damage messages will now display the correct text when adequate damage is applied.
· An exception error is no longer generated when using the right click option on a skill book and choosing "train now".
· It will no longer be possible to view saved ship fittings belonging to different corporations when on the same node. The client will now only display saved corporation fittings to characters that are in that corporation only.
· The inventory filter now uses m3 instead of M3.
· Switching to the directional scanner window while a probe scan is in progress will no longer result in no legitimate results from being displayed.
· An error is no longer generated in the logserver when clicking the arrow under the "Universe" section in the map browser.
· Significant changes have been made to the reprocessing facilities in stations. Large stacks of items will now refine much more quickly and the reprocessing facilities will provide quotes for refineable items almost instantly.
· The option to bookmark a location from the context menu of all landmarks has been removed. There should never have been a need to bookmark these locations.
· The fitting window has now been fixed so that no overlapping will occur when expanding the right side panel of the fitting window before the window loads up.
· A typographical error has been corrected in the description of the NOH Recruitment Centre.
· The description for Caldari Business Executive Commander- Basic certificate has been changed to show it as a basic, rather than elite, certification.
· Local chat will now correctly remember the member list settings after jumping and this will be displayed correctly for all high security, low security and null sec systems. This has no effect on wormhole space.
· Friendly starbase towers and structures can now be displayed in the overview without having friendly ships displayed at the same time.
· The star map will now be much easier on the eye when checking things such as number of ships destroyed in the last 24 hours or pirate and police ships destroyed in last 24 hours. The sprites have been enhanced and there will now be much less glare.
· The directional scanner has once again has the option to right click on a scan result and add/remove to overview and show info.
· Station containers will no longer lock items if it has been configured so that all items should be in an unlocked state.
· The directional scanner will now display scan results correctly when sorted by name, type or distance.
· Switching from windowed mode to full screen when the character sheet was open would previously cause the skill names to disappear. This has now been fixed and changing from window to full screen and vice versa will have no affect on the character sheet display.
· An error will no longer be generated in the logserver when jumping between a known space system to a wormhole space system and vice versa.
· Pressing ctrl + A while the assembly menu is active for Tech 3 ships will no longer select all subsystems. This was a redundant and unnecessary feature.
· The scanner will no longer get stuck when trying to scan with an offline scan probe launcher.
· The help window now always opens in the default position which is the centre of the screen. In addition, clicking on the "reset default window position” places the help window back in the centre of the screen.
· The correct passive shield recharge rate will now be displayed within the fitting window when hovering your mouse over shield recharger module.
· When hovering the mouse over an expanded cargohold module on the fitting screen the correct cargohold volume will now be highlighted.
· A stacktrace error will no longer be generated when expanding any option in the assets window.
· Using the right click option along with ctrl or shift on multiple probes now works properly. Previously this would only allow you to take action on one probe instead of multiple probes.
· The welcome page will no longer open unexpectedly when using the option "Reset to default windows position". Previously the welcome page would start appearing when it should not.
· The UI pointer correctly points to the 'Stop the ship' arrow when on page 7 of 7 of ship movement tutorial.
· The "Show Hint" option will now appear correctly for the scanner probe in the solar system map.
· Small and large colour tags (indicating friend, fleet member, outlaw etc) are now consistently applied to space and the overview.
· Players can now resize windows on all four sides for the overview and certificate window. You previously could only resize in some situations by hovering over the corners of each window.
· A grammatical error has been corrected in the notify message displayed when attempting to reload probes into a launcher when no probes are available in the cargo hold.
· The correct overview background colours will display correctly at all times. Previously the overview would display corporation members with blue instead of green or friendly blues as yellow or reds. This will no longer happen.
· A line break has been added in the description of the Widow.
· A grammatical error has been corrected in the message displayed when resigning as a CEO.
· Several typographical errors have been corrected in the mail sent by concord when a clone is destroyed.
· A typographical error has been corrected in the message displayed while on lining or un-anchoring incapacitated structures.
· Players will no longer be able to select Cosmic Anomalies in the overview settings, so they will not show up in the overview and players will be unable to show-info them via the overview.
· An exception error will no longer be generated when attempting to load ammunition via drag and drop when selecting two separate ammo groups via ctrl + left click.
· When dragging ammo from grouped weapons into a station container the ammo will no longer automatically become locked. Instead it will behave depending on the settings of the container.
· The text displayed in the "Show Compositions" window has been changed to read "NPC standings towards a player corporation are calculated from the average of all members' individual standings. Only members that are in the player corporation for more than seven days straight count toward the standing average."
· The EWAR module will now be displayed properly in the overview when being scrambled by Warp Disruption Field Generator I with a Focused Warp Disruption script.
· A message stating "You are adding a locked item to this audit container. You do not have the equipment config role in your corporation and you will therefore not be able to unlock it or retrieve it." will no longer be displayed when adding items to a container in your personal hanger or your ship cargo bay.
· The assets window now updates when either adding or removing items from station inventory.
· Renting an office while there are impounded items in the station now delivers all the items to division 1 and they are now visible.
EVE Voice, Mail & Chat:
· An exception error is no longer generated when selecting the 'send group mail' option in the right context menu while corp tab is selected in the EVE mail window.
· When a character is loaded all chat channels for corporation and alliance will load properly. Previously it would show a small grey box with no lettering and could only be resolved by rejoining the channel or rebooting. This will no longer be necessary.
· A busy notification message will be displayed when attempting to start a private conversation with a player who is already involved in a private conversation with another player.This change relates to EVE Voice only.
· Chat channels will no longer allow the option to paste nothing i.e. If you just log on and try to paste nothing (since you have copied noting) you will now be unable to do so. This was causing chat channels to become bugged and players were then unable to type any new text.
· The correct message will now be displayed when attempting to create a mailing list with a name that already exists.
Localized Clients:
· The buy order window has been fixed in the Russian client and all text will be displayed properly.
· The support page in the knowledge base has had several grammatical errors corrected in the Russian client.
· The in-game menus for petitions will now display a category for both German and Russian petitions with the appropriate categories.
· Message strings in the Russian client have all been translated correctly. Players should no longer see the word "you" used twice in a row in some messages.
· The font size on the Russian client has been changed to bring it in line with the English and German variants.
· The global criminal notification messages displayed when trying to dock or jump have been translated correctly for the German and Russian clients.
EVE API and Static Data Dump:
· The EVE API data for character kill logs and corporation kill logs have been changed to provide the last 25 queries for a character search and the last 100 queries for a corporations search. The previous counts were much too high and this will provide easier queries.
Miscellaneous:
· The correct audio sound will now be played when dragging and dropping an item.
· We have tweaked the sound parameters on warp effect so that they cut-in and cut-out correctly.
· Sound levels for turret fire, explosions, jumpgates and effects have had their levels adjusted and will be heard in all their glory. "What’s that? I can't hear you over these exquisite explosions."
· The "beep" which is generated when using a scanning device has now been fixed. The sound will no longer continue to play if you dock or jump out of the system before the scan has completed.
· The rtp file for the full client install and patches (post build 85826) will no longer be automatically deleted unless the checkbox is ticked. This change means you can patch multiple clients installed on the same machine.
· Firing upon any station in high or low security space will always result in aggression from sentry guns.
· The client will no longer unexpectedly crash when changing subsystems on Tech 3 ships and rotating the camera.
· Polygupsum ore, which was incorrectly showing up in wormhole space, has been changed to Veldspar. Polygypsum Ore has no real value outside of missions.
· Abnormalities between scan strength curve vs. scan range have now been fixed. Dropping a scanner probe to a lower scan range will no longer degrade your signal result. For example, if you are 3.9 au from a ship and drop a 8 AU probe and scan, then drop a 4 AU probe and repeat the scan, the result of the 4 AU scan will always be greater or equal to that of the 8AU scan.
· Dragging and dropping an item or targeting a ship, structure or asteroid will no longer cause an error in the logserver when sound is disabled on the client.
· The system menu will now display the voice level for AURA as "UI Speech Level" in order to prevent confusion between EVE Voice and Aura's speech.
· The global criminal timer will now work correctly in all cases. There is no outrunning the law.
· Jumping through gates will now display the proper warning if you are moving any contraband or illegal items through space.
· Scan filters when probing for ships are now working as intended.
· The stations in system FD-MLJ have been moved and are now 2,929,507 km away from each other and are in proximity of moon 2 and moon 4 respectively.
· A typographical error has been corrected in the description of the Khanid bloodline description.
· The following note has been added to all secure containers for clarity: "Note: the container must be anchored to enable password functionality. Anchoring containers is only possible in solar systems with a security status of 0.7 or lower."
· Industry I has been added as a requirement to all appropriate Tech I blueprints in order to manufacture these items.
· Players can now drag and drop bookmarks into the deliveries hangar.
· A factional warfare system moving from vulnerable back to contested will now break all drone or fighter attacks on a bunker.
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
March 27th, 2009Critical:
· Fixed a crash that was being caused when new icons were generated in systems with a secondary sun (i.e. some wormhole systems).
Ships:
· Updated the capital ship collision mechanic to lessen bumping issues currently being experienced by some players.
· Fixed a typo in the description of the Loki.
· Tech 3 subsystem bonuses will no longer have a stacking penalty. This will be fixed in a future patch
· Tech 3 ships with very low hit points will no longer show show negative hit points when viewed in the repair station panel.
Modules:
· Updated the shaders being used for warp disruption bubbles.
· Slowed down the rate of fire on Sisters Probe launchers to 1.5s. It was potentially causing server-side issues due to its speed.
· Combat and Deep Space probes now have new icons to aid in differentiating between them. Additionally, their descriptions have been updated to better indicate what they are for.
· Fixed a typo in the name of the "Emergent Neurovisual Interface Blueprint." It was previously listed as "Emergent Neuroptical Interface Blueprint."
· Tech 3 subsystem volumes have been updated to 40m3.
· Warp disrupt probes now display the correct launcher group in the Show Info window.
· Deep Space Scanner Probe I and its variations have had their strength reduced.
· Modified the inertial stabilizer attributes to show the correct multiplier value. It was showing a multiplier of -20% instead of 0.8.
Rigs:
· Fixed an exception being thrown when looking at rigs while in a ship with no rig slots.
Weapons & Ammunition:
· Going through a jump bridge or using a cynosural field will no longer cause ammunition that is being reloaded from being lost.
· Scan probes of all types will now correctly list their variations.
Drones:
· Drones with sufficient range will now be able to engage control towers.
· The firing effect for Bouncer I and Bouncer II is now correctly located on the model.
· Having the drone models option unchecked in Escape > Display & Graphics > Effects > Drone Models will no longer cause exceptions to be thrown when drones are ordered to attack.
· Fixed the zoom option when looking at sentry drone models. They can now be seen in all their glory, assuming you aren't making use of the feature in the previous entry...
Skills:
· When training learning skills via the skill queue, the trained skill bonus was not taken into account on the "remaining time" display. This has now been fixed.
· You can now drag skills from the certificate planner directly to the skill queue.
· You can now add skills to the training queue that will complete after the 24-hour limit. This change means that skills can be queued up to 23 hours and 59 minutes, with the final skill added bringing the queue to the maximum limit.
· You can now always add a skill to the queue via right-clicking it. Previously, it was not possible to do this while the queue was open.
· The skill currently in training will now be highlighted.
· A missing error message has been added to the skill queue system.
· The training queue will now correctly display a color for partially trained skills.
· Tech 3 subsystem skills will now display a proper description.
· Corrected an error message when trying to add too many skills to the training queue.
· A notification message has been added when skills are added to the training queue.
· Changed the name of the Astrometric Triangulation skill to Astrometric Rangefinding to better fit the skill's new role.
Player Owned Structures, Outposts and Stations:
· Updated the shaders being used for force fields.
· Fixed an error in the anchoring animation of ship assembly arrays.
Character Creation and New Player Experience:
· Changed the sentry type in one of the new player missions as the one used was doing too much damage.
· Removed a spider drone from one of the new player missions. Its presence was making the mission too difficult for new players.
· Fixed a typo on page six of the tutorial "Crash Course."
· Page six of the salvaging tutorial has now been re-written and will provide more clear and concise information.
· Fixed an error in the tutorial system where the back button was functioning incorrectly.
· Changed the tutorial window to allow for the correct display when goodies are being given out.
· The old scanning tutorial was still available. It has been removed as it is outdated.
· Corrected a button reference in the fitting screen tutorial.
· The tutorial window will now display corectly even when using a low resolution display.
· The background music will now correctly fade out when the racial introduction videos are playing.
· Fixed a typo on page one of the "Armor Tanking" tutorial
· Completing the tutorial "Crash Course" while in wormhole space will no longer cause an exception and a blank career funnel window to be opened. Instead you will be informed that you cannot access the career funnel while in wormhole space.
NPC's:
· Certain rogue drones were being listed as having a bounty of 0.0. This has been removed.
· Some sleeper structures were listed as having a bounty of 0.0. This has been removed.
· The description of one "Lieutenant Onuoto TS-08B" stated he was flying a Succubus-class cruiser. This has been corrected to frigate class.
· Some tutorial NPC's were not generating wrecks when destroyed. This has been corrected and wrecks will now drop as intended.
Agents & Missions:
· Fixed an exception being thrown when removing an offered mission from the journal. This, however, has no effect on the actual rejection of the mission.
· Fixed some grammar in the mission "Humble Beginnings" so that it is somewhat less suggestive. In addition, the mission objectives have been added to the mission briefing.
· Fixed the triggers in a couple of missions that were too slow. Some missions were unable to be completed under certain circumstances.
· Declining a mission will no longer automatically result in an offer of a new mission.
· Removed a confusing beacon in the mission "Rancorous Researcher (3 of 5)."
· In "Vitoc Vector - A terrible thing (4 of 4)," the mission critical can was not reachable due to the positioning of structures around it. These have been moved and the mission can now be completed.
· Fixed an issue causing the dock command to fail when issued from mission bookmarks when the map was open.
· Some missions were being incorrectly placed in an accepted state, rather than offered state. This has been fixed.
· The mission "Hungry For Entertainment" can now be completed.
· The expiry time is now correctly updated when accepting a mission.
· When declining a mission from a research agent the warning message will now correctly warn you of the possible consequences.
· Reorganized the mission details page so that it does not look like the loyalty points are a bonus reward.
Epic Mission Arc:
· An Amarrian commander was misnamed in a mission briefing. This has been corrected.
· Some rogue drones had incorrect names. These have been corrected.
· Fixed a typo in one of the mission briefings.
· Fixed a couple of typos in a post-mission agent conversation.
· When talking to a new epic arc agent the mission description was not displaying correctly. This has been fixed.
· In the last mission of the epic mission arc for the Caldari, the completed mission text was not being sent to the journal properly. This has been fixed. Additionally, the agent now correctly thanks you for helping the Caldari State.
· Modified the mission "Goading the Leader" as it was not possible to complete the stated objectives.
· Fixed a typo in the description for the Minmatar mission "Dal Segno Al Fine."
· The journal text for the epic arc mission "The Caldari Commander" no longer references Minmatar instead of Caldari
· The mission "Recovery" has had a trigger fixed that could cause the mission to remain in an incomplete state.
· Fixed an incorrect gender reference in the mission "It's Not Over Yet."
· Fixed an issue in "Dal Segno al Fine" that would give a warp to location option instead of an approach location option.
· The mission "Tracking the Queen (1 of 3)" has had its difficulty and timers reduced.
· Modified the mission description of "A Beacon Beckons" to better explain the mission objective.
Exploration, Deadspace:
· Modified the Angel Battlestation model in various sites to better fit into the environment.
· Modified the layout to the "Regional Angel Data Terminal" site to allow access to two containers that were unreachable.
· Warping to an encounter site at range will now work the first time you warp there. Previously your ship would land at 0km from the beacon no matter what range was set for the ‘warp to’ command.
Wormholes:
· Fixed an issue with several wormholes that caused them to have an incorrect number of jumps.
· Fixed a race condition that was causing errors when a wormhole collapsed.
· Fixed the sorting order of celestial objects in wormhole systems to sort and display in the correct order.
· Removed asteroid belt beacons from those wormhole systems that had them. These belts were empty.
· Some rare spawns have had their loot quality improved.
· Updated the difficulty on salvaging sleeper wrecks. Salvaging Sleeper wrecks was too easy.
· Fixed a wormhole signature that was too low (only affected a single wormhole).
· Corrected the scan group of the "Barren Perimeter Reservoir." It was showing as Gravimetric and is now properly displayed as a Ladar site.
· The "Perimeter Checkpoint" site has had some of its clouds removed to reduce its brightness.
· Fixed an issue with the AI where it was not correctly warp scrambling and webbing multiple targets. They should be much more efficient and ensure you stay put and die much more easily. Gotta love them NPC's!
Science and Industry:
· Corrected the skill requirements for manufacturing from the Tengu defensive subsystem blueprints.
· Text was not displaying correctly within some drop down boxes. This has now been fixed.
· Fixed the error message given if you try and invent from a BPO.
· Renamed the "Hybrid Tuner Data Interface Blueprint" to "R.A.M.- Hybrid Technology Blueprint."
· Salvager/Codebreaker/Analyzer/Gas Harvester II blueprints now have a Tech 2 icon.
· Removed the invention tab from several Tech 1 items which did not have Tech 2 counterparts.
Market & Contracts:
· Added the Gallente Mining Laser to the searchable types in contracts.
· Removed the unreleased "Moon Harvester II" from the market listing.
· The market groups for Rigs and Subsystems will now display different icons.
· Added some missing faction ammo types to the market.
· Fixed an exception being thrown when clicking "show route" in a contract.
Graphics:
· The textures of several Minmatar Tech 2 ships were incorrect with the Apocrypha release. These have been updated to the correct textures.
· Some ships were missing their correct colors when low quality shaders was enabled. This has been resolved.
· The missing "armory" model has been returned to the game.
· Fixed some display issues with Angel walls.
· Updated the cargo container explosion to use the new graphics system.
· Fixed a missing beacon model in the tutorial area.
· Glare Crust ice asteroids had the incorrect model. This has been corrected.
· Tech 2 hybrid guns will now use the correct model and texture.
· Modified the messages in the optimize settings dialogue to be clearer for low/minimum spec machines.
· Replaced some missing displays on the billboards.
· Hull fire effects on damaged ships have been updated.
· Fixed an issue where activating a cloaking device while the map is open would cause the model to still be visible on your client (although you are cloaked to other players)
· Fixed several wreck and deadspace objects that had incorrect shaders which caused them to appear incorrectly.
· Show info on stars will now correctly display their icon.
· Fixed numerous models which had incorrect radii, centers or both (100+ models).
· Some of the Tengu subsystems were missing engine trails. These have been scanned down, looted and returned.
· Some explosions were being cut short due to graphical cleanup. These will now be displayed in all their glory.
· Corrected the alignment of the beams from lasers.
· The ice harvester was incorrectly using the strip miner effects. It will now display the correct effect.
· Improved the smart bomb effect to have less impact on FPS.
· Corrected the pod cloak/uncloak transition so that there is no longer two copies of the pod.
· Fixed some transparency issues on the "Chief Republic Baldur."
· Resolved an issue that was causing a white square to appear over the fitting screen window.
· Several missing icons in "show info" windows have been restored.
· Some drones had a texture map that was too large. This has been corrected and drone models will now display correctly.
· Realigned some of the engine trails for the Legion.
User Interface:
· When opening the map, the point of interest will now correctly default to your current system.
· Fixed the animation speed of the map when selecting solar systems; it was too slow.
· Fixed an issue causing the scanner to break if it was stacked while you were resizing probes.
· The overview export would cause the client to crash if an illegal character was used in the filename. This has now been fixed.
· You are now able to export overview settings when they contain the "defaultmining" preset.
· The ability to drop modules on the center of the fitting screen and have them automatically fitted to the correct slot has been returned.
· Fixed the ability to cycle backwards through windows using ctrl+shift+tab.
· Fixed some capitalization issues on the fitting screen.
· The show info icon in agent conversation windows now has a tooltip.
· Returned a differentiation in the color tags for both good and high standings in the overview.
· Bookmark folders can once more be ordered alphabetically.
· Fixed the Assets window to correctly display your assets when it is set to solar system.
· Fixed the Assets window to correctly show the correct number of jumps when searching.
· Notification messages will be displayed when the hide windows option has been selected.
· If you change the UI colors while the fitting screen is open it will now correctly keep the new color
· Fixed an issue with the map where the right-click functionality for the camera movement was incorrect.
· Right click menus and tooltips are no longer displayed if the system (ESC) menu is opened.
· Fixed an exception being thrown when maximizing the show info window of a ship you are not flying.
· Fixed an issue that would cause a "100%" scan result to leave you off grid from the actual site.
· Removed wormhole systems/regions from the filter options for recruitment advertisements.
· The route highlighting on the map will now correctly follow the route chosen. Previously it would occasionally get lost.
· Fixed an exception being thrown when closing the ESC menu on the login screen.
· On the fitting screen, the maximum locked targets cell is correctly highlighted when a module affecting it is being touched.
· Removed some outdated tips of the day from the character selection window.
· Cynosural field brackets will now be displayed correctly when opening the map.
· An exception that was thrown when clicking on an empty slot in the fitting screen has been fixed.
· Fixed an issue that would cause the show info window to not display for items in loot containers.
· Shield flux coils will correctly preview the loss of shield hit points in the fitting window.
· Fixed an issue in the map where repositioning the control panel would also move the camera.
· The autopilot route line will now display even if the map is set to show no lines.
· Fixed an issue that would cause the on-board scanner to jam if it finishes a scan while you are in warp.
· Fixed an issue that would cause the scanner to be unusable if a probe expires during the scan.
Localized Clients:
· Modified the layout of the contract page to display Russian text correctly.
· Fixed an exception being thrown when opening EVEmail in the Russian client.
· Fixed an error preventing the About EVE window from loading in the Russian client.
· An exception will no longer be thrown when scrolling through the EULA in non-English language clients.
· Tutorial texts on some windows will no longer overlap.
· Corrected the translation of the "confirmed kills" column in Russian.
· Corrected some truncated text on the settings panel when the client is set to display Russian.
· Corrected a translation for the map UI in German.
· Added a number of missing Russian translations.
· Updated a number of Russian translations to fix errors in translation and overlapping text.
EVE API and Static Data Dump:
· Fixed an issue which caused the API to display an incorrect value for your character's attributes.
· Fixed an incorrect cachedUntil time in the API. This was causing issues with some applications.
Miscellaneous:
· The ESRB notice is now displayed no matter what language you have your client set to.
· Removed the debug code accidently left in place that was creating a "memdump.txt" file.
· Updated the descriptions of the cartographer certificates to reflect the changes to the scanning system.
· Fixed an issue with dragging items from a ship to a station container. This caused the item to be locked regardless of the container's settings.
· The volume of the background sounds in the hanger has been reduced.
· The sound volume for acceleration gates has been turned down a little.
· The downloader for patches will now automatically retry if there is a temporary network error.
· If a downloaded patch fails verification it will be removed from the cache directory.
· Aura's voice will have slightly less emphasis on the right speaker.
· The installer and patcher will now check for available diskspace before starting the extraction.
· Importing a malformed XML file for ship fittings now gives an error message rather than failing silently.
· Jettisoned cargo containers and wrecks will now show up on the directional scanner.
· The patcher/installer now has an option to prevent the automatic cleanup of downloaded files. By default, this option will delete the downloaded file once it has been installed.
· The downloader would sometimes crash if using "browse" to select the install location. This has been fixed.
· If you are patching from Quantum Rise or an older client which was also the classic client, the installer will clearly state that you are receiving an installer, rather than appearing to be a patcher.
· When changing an owner and a name of a fitting it will no longer change name/description first and then the owner, but the other way round.
· Fixed a race condition when opening the fitting screen, which would cause an exception.
· Fixed a typo in the patcher/installer when validation failed.
· Fixed an issue with ships and grouped guns that could, in rare cases, prevent login.
· The text label for "suppress turret sounds" has been renamed to be more accurate (the volume is reduced, not removed).
· Icon rendering has been fixed.
· Modified the installer/patch downloader to interface better with UAC. Previously on non-admin accounts the download process would fail to start due to access rights.
· Fixed an issue that would cause characters to be stuck if a cynosural field closed while a character was in mid-jump. Jumps will now be completed successfully.
· Turning off the Mining Foreman Link - Laser Optimization no longer causes loss of harvested ice.
· Modified the audio mixing for several items, such as warping, jumpgates and scanner probes.
· Fixed a typo in the description of "Strange Construction Blocks"
· Camera shake during warp is now active again (unless you choose to disable it of course).
· Corrected the title displayed in the patcher/installer.
· Corrected the grammar in the EVEmail sent when a corporation is expelled from factional warfare due to low standing.
March 17th, 2009CRITICAL:
· Our Classic client has been retired to make way for Premium Lite, bringing higher quality graphics to users with lower end PCs. With Apocrypha we discontinue support for ShaderModel 1, making ShaderModel 2 the minimum requirement (GeForce FX (5 series) or ATi R300 series cards or compatible) and discontinue the "Classic client" version of EVE, replacing it with "Premium Lite." CCP Zulupark provides full details in his blog The results are in; EVE and ShaderModel support.
· A brand new Ramsan 500 has been added to our database server which allows us to have much faster storage. This means that we will see a number of improvements in the future that will shorten daily downtimes, result in faster expansion deployments, and reduce database lag. How MOZO is that!? CCP Mindstar provides much more in depth techno talk in his blog Apocrypharrrrrdware!
· Existing scan probe launchers, probes and blueprints will automatically convert to the new variety. For people with existing launchers/probes/BPs: all existing launchers become Expanded launchers of the right type, all exploration probes (including multispecs) become Core probes, all ship probes become Combat probes, all observators become Deep Space probes. Sisters versions remain sisters versions. BPs are changed in the same way.
WORLD SHAPING:
· Appearing randomly throughout New Eden, gateways to the unknown will open up access to thousands of new solar systems, new Tech 3 technology, new resources and deadly new enemies, The Sleepers, who have awakened to defend their space with deadly force. With new scanning mechanics you will eventually find these new areas of space which are rich in resources but are heavily guarded. CCP Whisper explains more in his blog Building a new bridge to the stars.
· Wormholes will bring a whole new level of adventure and exploration for every pilot who dares to probe out an entrance to the unknown. CCP Abathur, in his blog, The darkness at the end of the tunnel tells us about the laws of Wormhole space, the use of starbases, mass effects and tactical environments.
Ships:
· Custom build your next ship! New technology found in Wormhole Space allows players to research, manufacture and fly the next generation of cruisers. Thousands of combinations are possible due to the modular subsystem design Tech 3 brings to ship creation. Flying a Tech 3 Strategic Cruiser is also easier skill-wise than that of Tech 2 ships. Each ship you create can be used to provide more firepower, better defences and many more variations. CCP Nozh tells us more in his blog Strategic Cruisers: a new breed.
Modules:
· Tech II versions of the Codebreaker, Analyzer and Salvager mini-profession modules have been introduced.
· Tech II Gas Cloud Harvesters have been introduced.
Skills:
· Players can now schedule automatic training of multiple skills. The new interface offers filters, a graphical display of the total queue and the ability to pause or resume the queue at any point in its progress. The skill training system allows you to queue skills that will start training over a 24-hour period. You can enter in up to 50 skills in a queue, as long as they all start training within 24 hours. CCP Eris Discordia tells us why More Queue Queue is the way of the future.
· Character attribute distribution can now be rearranged in order to diversify or specialize skill training. This means that you can now reallocate attribute points once per year. CCP Flatboy tells us how neural remapping works in his blog A Virgin Mind.
Player Owned Structures, Outposts and Stations:
· Manufacturing outposts can now manufacture the strategic cruiser hull and subsystems.
· Research outposts can now reverse engineer ancient relics.
· The Experimental Laboratory is now available on the market where reverse engineering is possible.
· The Subsystem Assembly Array is now available on the market and can manufacture strategic cruiser hulls and subsystems.
· The Polymer Reactor Array is now available on the market and is capable of reacting hybrid polymers used in Tech III component manufacture.
· The Hybrid Polymer Silo is now available on the market and is capable of storing hybrid polymers.
Character Creation and New Player Experience:
· Rebuilt from the ground up, the new player tutorial reveals the many career paths a player can embark on while arming them with the knowledge and gear necessary to start carving their niche in New Eden. The character creation windows are now simpler and easier to follow, attributes can now be re-arranged once per year and new player missions have been revamped to educate players on industry, business and military occupations. CCP Fear provides more details in his blog Your Revamped Rookie - Part 1.
NPC's:
· The Sleepers lay in waiting beyond the wormholes, guarding resources and technologies considered to be of significant power and value back in known space. They will not give up their treasures easily as they are masters of teamwork and manoeuvring. Expect an enemy that works as a team, identifies your weaknesses and protects its own. Full details of the new NPC’s can be found in the blog by CCP Ytterbium When evolution leaps forward.
· New AI will be applied to the Sleeper NPC’s which allows them to prioritize and change targets at will. This makes PvE combat feel more like PvP. These NPC’s will now repair each other, change targets based on offensive capabilities, logistics or ECM threat. CCP Incognito provides much more detail in his blog How the AI pew pews the player.
· Pirate factions have switched to tougher ships in low security space to prey upon unsuspecting Capsuleers. Low security space will now see battleships appear in the asteroid fields.
Agents & Missions:
· Spanning multiple regions of space, new epic mission arcs will take players on a journey through all four empires beginning with character creation. As the story progresses and the rewards grow more enticing, pilots will be faced with the decision of which side to fight for in the final battle. CCP Molock tells us more in his blog Should you choose to accept it.
Exploration & Deadspace:
· Scanning in New Eden has been completely revamped in order for Capsuleers to probe out Wormholes and explore the vast riches in Wormhole Space. Modules, skills and implants have all been changed to allow for the new scanning methodology. CCP Greyscale explains all of these changes in his illustrated blog New Blog: Sick in the back of an Astra: A travel blog.
· We have doubled the number of exploration sites in known space. Every aspect of exploration has received a boost including Booster manufacturing, hacking, archaeology and combat exploration sites. CCP Dropbear tells us more in his blog Getting High on Your Own Supply
Science & Industry:
· Pillage wrecks of ancient Sleeper ships and salvage relics of ancient technology! New Experimental Laboratories allow you to reverse engineer Sleeper relics to build the blueprints for manufacturing Tech 3 components. CCP Chronotis explains how this is all possible in his blog How do I build a Strategic Cruiser?
· Reverse engineering has been added as an activity type.
· Tech II versions of the codebreaker, analyzer and salvager can now be invented.
· Tech II version of the Gas Cloud Harvester can now be invented.
· The Gas Cloud Harvester I Blueprint is now available to buy at various NPC stations around the galaxy.
· Hybrid Polymer reactions used in Tech III production are now available on the market.
· Hybrid Component Blueprints used in Tech III production are now available on the market.
Sound Improvments:
· An assault on all the senses! Improvements have been made to offer a crisper, richer sound experience, such as unique sounds for NPCs. We’ve set the stage for some amazing future improvements. CCP Real X gives us the low down in his blog EVE Music - Getting inside Real X
Graphics:
· Asteroid fields have been revamped and glorious new asteroids will appear in New Eden. From the huge Veldspar boulders down to the fine crystals of Crokite, the new stunning visuals are a joy to behold. CCP VanishingPoint tells us more in his blog Miners Rejoice.
· As part of our ongoing effort to bring cutting edge graphics to EVE’s players, almost every effect in game has been redone, from pulse lasers to gate warping and from shield hardeners to energy drain. In addition, almost everything within wormhole space is new, including the wormholes themselves and gorgeous new nebulas, which are a taste of things to come.
User Interface:
· There is no shortage of customization in EVE, from overview settings to ship fittings. Now players can export their favourite settings, catalogue them for easy reference and share them amongst corp mates. CCP Fendahl gives us a look at the new fitting screen in his blog New Fitting Screen in Apocrypha.
Mac:
· Graphics take a leap forward for Mac Users! The beauty of Trinity engine graphics shines through in the Apocrypha release of the Mac client.
Localized Clients:
· EVE Online now boasts complete language support in game, a new knowledge base, and expanded customer support team for our new localized Russian client. CCP Caedmon talks about the Russian and Japanese clients in his blog Machine Translation's Bad, M'kay?
Miscellaneous:
· The notepad has had some key functionality added. Pressing "Home" goes to the beginning of the current line while "ctrl+Home" goes to the beginning of the first line. Pressing "End" goes to the end of the current line while "ctrl+End" goes to the end of the last line. "Page up" now scrolls up and "Page down" scrolls down.
Need for Speed:
· The Decorations tab will now be dynamically loaded in order to reduce the amount of database calls required each time it is requested.
· Changes have been made to the price history field in the market to increase performance significantly when searching through old price histories of items which have had no market activity for 100 days or more.
Ships:
· The "Leave Ship" option in the context menu has been removed when a player is in a capsule.
· The "Open Fitting" option in the context menu of a ship in space has been changed to "Use fitting Service". You can open the fitting service (fitting your own ship) if the other ship's owner is you, your corp, your gang mate or corp mate
· The base agility of Caldari freighters has been adjusted to better balance the counterparts of the other 3 races. The agility of the Caldari Freighter and Jump freighter has been slightly increased.
· Rookie ships now have 0 rig slots and 0 calibration points.
Modules:
· Probe launchers will now come in two varieties; The Core Launcher and Expanded Launcher. The Core Launcher will have a fitting requirement of 15 cpu and can only launch probes which are capable of exploration. The Expanded launcher will have a fitting requirement of 220 cpu and can launch probes capable of scanning for ships, drones and exploration sites. Sisters of EVE variations of the Core and Expanded launchers will receive a scan strength bonus along with a slightly faster cycle time for launching probes and reduced cpu fitting requirements.
· Probes have been changed and three new probe types have been created to replace the previous probe types (Snoop, Fathom etc.). These probes are the Core Probe which can fit in either the Core or Expanded probe launcher which will find exploration sites, the Combat Probe which can fit in the Expanded Probe Launcher only and finds all types of signatures and the Deep Space Probe which can fit in the Expanded Launcher only and replace the Observator Probe of old. Sisters of EVE variations with higher strength will also be available.
· Cloaking devices now deactivate when a cloaked ship is within 2500m of any station or stargate.
· 'Contour' Reflective Plating I and 'Spiegel' Reflective Plating I will no longer show up as storyline variants of Reflective Plating. These modules will now display the correct meta level.
· The description of all forms of cloaking devices has been changed to read "Fitting two or more cloaking devices to a ship negates their use as unsynchronized light deflection causes interference." Players should be fitting only one cloaking device per ship.
Drones:
· Drones can now be controlled up to 250 km away from the owners’ ship with the proper skills, implants and rigs.
· The electronic warfare displays will now show the effects of electronic warfare drones which have successfully webbed, damped, target disrupted or jammed a player ship.
Skills:
· The Signal Acquisition skill is now called Astrometric Triangulation and gives a strength bonus.
· The Astrometric Triangulation skill is now called Astrometric Acquisition and gives a scan time bonus.
· The Astrometrics skill gives you +1 probes active per level, starting with 4 at level 1.
· The skills Marketing, Procurement, Day Trading and Visibility will now state "Limited to Current Region" rather than "Limited to 50 jumps" when trained to Level V.
· The skill requirements for the Tracking Disruptor II have been upgraded to Weapon Disruption 4, in line with other T2 modules.
· The skill “CFO Training” has been removed from the character sheet.
Rigs:
· All rigs, implants and ship bonuses giving a duration bonus to scanning on Tranquility currently will now give a strength bonus, and vice versa. The exception to this is the Virtue implant set which keep giving strength bonuses.
Player Owned Structures, Outposts and Stations:
· The component assembly array has been changed to not have a material waste multiplier (is now 1.0)
· The component assembly array now manufactures the Hybrid Tech Components and Data Interfaces.
· The rapid / equipment assembly array has been changed to manufacture only items under the category modules or deployables.
· The System Scanner Array has been recalled by its manufacturers for faulty wiring and you can redeem your original purchase cost by selling them back to various NPC corporations.
· It is no longer possible to construct station warehouses at the equipment assembly array at a starbase. The volume of the completed item is much too large to be stored at this location.
· The cynosural field generated by a starbase structure cynosural generator will now allow all ships to jump bridge through with a Titan even if some of those players are in different corporations and alliances than the Titan pilot. Previously the starbase cynosural generator would only allow members of the Titan pilots’ alliance to Jump Bridge through. Cynosural generators created by a ship remain unchanged as they allowed all ships to jump bridge with the Titan.
· All racial Freighter cargo holds can now carry a Capital Ship Assembly array with freighter skill level 4. The Capital Ship Assembly array has been resized to 850k m3, down from 900.
Boosters and Implants:
· High grade and low grade snake implant sets now display the correct bonuses.
· Poteque Pharmaceuticals has issued a recall on their Draftsman range of hardwiring implants which were released with severe faults in the neural processors. Players can now sell their Draftsman implants back to NPCs at various stations. The GI-1 can be sold for 25 million ISK and the GI-2 can be sold back for 200 million ISK.
Character Creation and New Player Experience:
· The AURA tutorial for Corporations has been revised and will now be six pages in length instead of seven. The page which has been removed is regarding Corporation recruitment advertising in Help channels.
· The audio and tutorial concerning EVE mail has been removed. A new tutorial will be added at a later date.
Agents & Missions:
· We have modified the format of the mission dialogue window. Accepting and declining missions is now accomplished via clicking the appropriate buttons in the new UI.
· Time remaining in missions and for bonus rewards is now displayed as a duration rather than as an end time. (That is, “you have 3 hours and 27 minutes” rather than “you must complete the mission by 6:23pm GMT.”)
· The mission "Alluring Emanations" will now only be issued by Level 1 agents.
· The warning mission when entering the mission "What´s in a Name - Poke (3/5)" will now display the text "Attention, you are approaching a Gallente Federation vessel on official exercises. Turn back now.”
· Thukker Mix or Trust Partners will no longer give kill missions against the Minmatar Republic.
· The time taken for the second wave of NPC's to arrive in the mission "Intercept the Pirate Smugglers" has been reduced by 40%.
· The mission description of "Balancing the Books (3 of 10)" now states that the player must visit the mission site to complete the mission even if they already have the mission objective in their hangar.
Science & Industry:
· When a player tries to remotely manufacture a blueprint without the skill required for it, a message will now state "You are 0 jumps away from this installation and you lack the required Supply Chain Management skill for manufacturing or Scientific Networking for research to remotely manage your Science & Industry jobs.
· Bomb blueprints will now show correctly in the bomb blueprint group instead of the missile blueprint group under contracts.
· The deep core mining laser I blueprint can now be used to invent a modulated deep core mining laser II BPC.
Market & Contracts:
· Probe launchers will now appear in the market window under Ship Equipment > Turrets and Bays.
· The "Description (Optional)" field in page 3 of 4 when creating a loan contract has been changed to read "Description" and must be populated.
· It is no longer possible to spam requests for "Get contracts" in the My Contracts tab. The button will now be disabled for five seconds after it is initially pressed.
· The SCC has responded to demand and further sub-categorized the Hardwiring implant market groups to allow Capsuleers to more easily browse the available range of hardwiring implants by type of effect they have
Corporation & Alliance:
· Alliances will now receive a mail reminding them that maintenance bills are due in the next 24 hours.
User Interface:
· The Boolean selector (and/or) has been removed when initially opening the "Find member in a role" option in the corporation page. The selector will display when at least one query line is already there.
· Previously you would tab from the username to the drop down arrow and then to the password. Now it tabs directly from username to password.
Critical:
· Using the jump clone service will no longer cause client lock ups or problems with modules after jumping.
World Shaping:
· Jumping into systems that have not yet loaded following a downtime will no longer cause so many issues.
Need for Speed:
· Accepting a Factional Warfare mission or jumping into a Factional Warfare system will no longer generate errors in the logserver. This change will lead to faster loading which is always great.
Ships:
· Attempting to re-board your own capsule when docked in a station will no longer start a 30 second cool down period before being able to board another ship. Now you can click on another ship in your hangar and board immediately.
· When refining ore from a corporation hangar in a Rorqual, when you select 'to hangar and refine' in a station with a corp office the minerals end up in the same division as where the ore was stored in the ship. When you do so in a station without office the minerals move to the personal hangar.
· The bonuses for the Cynabal now correctly match the description
· The description of both the Wolf and Jaguar have been clarified to read "5% small projectile damage bonus"
· The Worm has been added to the variation tab of the Merlin frigate
· The description of the Guardian now clearly states that it belongs to the "Augoror" class of ships.
· Unnecessary line breaks have been removed from the Rifter's description.
· Launching more than two ships from a ship maintenance bay will now work as intended and no exception error will be generated.
· A typographical error has been fixed in the description of the Wreathe.
Modules:
· Republic Fleet warp scrambler now deactivates micro warp drives as intended.
· Synthetic Hull Conversion Reinforced Bulkheads I, Synthetic Hull Conversion Overdrive Injector I and Synthetic Hull Conversion Nanofiber Structure I now have a variations tab in their show-info window, and are listed as a variant in the show info windows of the other meta versions of the module. In addition, these modules are listed as possible options in the "select item type" window when searching for an item type in contracts, or auto-linking to an item type in a chat window.
· We have deleted the zydrine material entry which had a zero quantity when recycling a small electrochemical capacitor booster I.
· There is now the 'bridge to member' option in the context menu for a broadcasted beacon while using a covert jump portal generator.
· You are now able to compare module types from the "Deployable" category.
· The COSMOS versions of sensor strength backup arrays are now listed as variants of those items.
· The COSMOS versions of sensor strength backup arrays are now listed as variants of those items.
· A typographical error has been fixed in the description of the Improved Cloaking Device II.
· A typographical error in the description of Shield Boost Amplifiers has been fixed.
· A typographical error has been fixed in the description of all damage control modules.
· Grammatical errors have been corrected in the description of the module Analyzer I.
Rigs:
· A static data issue regarding rate of fire bonuses has been fixed on various hybrid, missile and projectile rigs.
· The Anti Explosive Pump II rig will now show the correct meta group in the variations tab and comparison tool.
Weapons & Ammunition:
· The "Rage" missile description has been modified for clarity.
· A warning message is now displayed upon removing weapons from a weapon group when a player is using the fitting services at a capital ship. Previously the group would be destroyed with no message meaning players would need to regroup all weapons.
Drones:
· Praetor, Acolyte and Infiltrator EV-type drones now function correctly and neutralise the correct amount of energy from their targets.
· Dragonfly and Templar fighters will now engage a target and function correctly.
Player Owned Structures, Outposts and Stations:
· Starbases have received an overhaul. We have cleaned up the production entities to handle checking of supplies and outputs more gracefully. Starbases will, in general, be more efficient in terms of their evaluation - unlinked structures are no longer evaluated at all and less code is executed when calculating the evaluation order. They will also properly stall out like a production pipeline and no longer "lose" inputs or outputs by halting mid-cycle when setups are disrupted.
· Clicking multiple times on "Assume Control" of a battery at a starbase will now display a message stating whether you have control or if you are assuming control of the structure.
· The starbase structure control management window will now update changes within a couple of seconds when pilots are assuming control of any modules at a starbase.
· The correct bonus is now displayed and applied to silo capacities which are deployed at Gallente medium and large towers.
· A notify message will now display when trying to assume control of an unanchored module at a starbase.
· A message will no longer appear asking "Do you want to remove all links between structures" on a starbase if the control tower has no links set up.
· An exception error is no longer generated when accessing the management window for a reinforced control tower.
Boosters and Implants:
· The description of all Crystal implants now state that the implants do not affect capital modules.
· A typographical error has been fixed in the description of Standard X-Instinct Boosters
Character Creation and New Player Experience:
· The Channel & Mailing List tutorial window will now display properly and no buttons will overlap.
· An exception error is no longer generated when changing the selection on the tutorial group.
· The button in the "Informative: Corporation (2 of 7)" tutorial page will now ask you to click "Next" instead of "Ok" to continue.
· The Damage Control I will now appear correctly in the players hangar when accessing Tutorials tab>Beginner Tutorials> "Crash Course" in the 9th bar of the tutorial.
· A typographical error in the "Crash Course: In Station - Hangar movement (1 of 2)" has been corrected.
· Two typographical errors have been corrected in the Crash Course 'Manufacturing' on pages 1 & 3.
· A typographical error in the targeting tutorial has been fixed.
· A typographical error has been corrected in the tutorial for manufacturing.
· Grammatical errors have been corrected in the text of the tutorials, "Informative: market", "Informative: map and "Informative: fitting station services"
· A grammatical error has been corrected on page 2 of 10 in the certificates tutorial.
NPCs:
· The Centus Lord will now drop battleship sized loot instead of frigate size loot.
· The legendary Ammatar Commander Genom Tara has spotted a typo error in his description. We have fixed it and shot those responsible for writing it!
Agents & Missions:
· Exception errors will no longer be generated when accepting /rejecting a first or second mission, accepting and then failing a mission or completing a mission.
· Several NPC ship classes and structures have had their loot tables fixed to drop the correct items.
· The mission "Mining Misappropriation" will no longer spawn ships of your own faction.
· All agents throughout New Eden have been instructed to not give out the same mission again when it has been completed successfully or declined. If I didn’t want to save that Damsel 30 seconds ago, I sure don't want to save her now.
· Agent Boismevier Mals is still missing despite a massive manhunt by DED. Avrues token has now been edited and will remove any mention of Boismevier. The search for this missing agent will continue in every known pleasure hub until we get our man!
· The bonus reward time has been amended in the mission "Cash flow for Capsuleers (2 of 10)".
· The bonus reward time has been amended in the mission "Making Mountains out of Molehills (1 of 10).
· The NPC dialogue pop-up in the mission “For the honor of Rouvenor" has been changed to read Gallente instead of Amarr.
· The description for the COSMOS mission "Governor's Aide 4 of 5" has been rewritten and the drop-off point has been corrected.
· The correct bonus completion time has been applied to the mission "Cash flow for Capsuleers (1 of 10)".
· Completing the mission arc "Cashflow for Capsuleers" will now give the intended faction standing increase.
· The missing mission objective in the mission briefing for "Cash flow for Capsuleers (9 of 10)"has now been added.
· The bonus time for the mission "Cash flow for Capsuleers (10 of 10)" will now be displayed correctly.
· Tech 1 frigates are now permitted through the acceleration gate of the Level 2 Gallente mission "Delving into the Past (3 of 3)".
· The mission briefing in both the agent offer and journal entry for "Portal to War (4 of 5)" will now display the correct mission location.
· A 10 second delay has been added to the smart bomb activation time in the mission "Cash flow for Capsuleers (8 of 10).
· The pathfinder gate is now named correctly in the mission "New Frontiers -Mad Scientist (2 of 7)"
· A celestial beacon will no longer be broadcast to everyone in the system when accepting the mission "Foreign Investment".
· The can which spawns the Apocryphon in the mission "Pilgrim - Heretics (2 of 5)" is now much more easily accessible.
· The mission "Bad Bunnies" will no longer result in a standings penalty toward the Gurista Pirates.
· The mission "Denial of Reconnaissance" can now be completed properly without the target NPC running away.
· The missing objective, the informant, has been added to the mission "Freeing The Informant”.
· The mission "A million little pieces" has had battleships added to the list of ships which cannot use the acceleration gate for entry.
· The mission briefing and objectives for the mission "Are you receiving (3 of 3)" are now correct.
· The correct standing gain is now applied to faction and corporation standing when completing the storyline mission "Materials for War Preparation".
· Loyalty Point stores will now dynamically retrieve Loyalty points and ISK when running filters in order to properly check the default affordability of any item. This process will mean that the LP store will properly display the correct offers relevant to any player
· The time bonus reward is applied correctly to the storyline mission "The Celestial Imperative (5 of 5)".
· A typographical error in the mission "Unauthorized Military Presence" has been corrected.
· A typographical error has been corrected in the description of "The Gallente Archaeologist - The Results (4 of 9)".
· Typographical errors have been corrected in the mission briefing of "The Uprising - The Disappearance (1 of 4)"
· A typographical error has been corrected in the mission briefing for "Carrying AIMEDs"
· A typographical error has been corrected in the level 3 mission briefing for "Pirate Invasion".
· A typographical error has been corrected in the mission offer for "Lost That Bet (3 of 5)"
· A typographical error has been corrected in the mission objective of "Smuggler Interception".
· A typographical error has been corrected in the mission briefing for the mission "The Uprising - Last Stand (4 of 4)".
· A grammatical error has been corrected in the mission description for “Kidnappers Strike - The Secret Meeting (7 of 10)".
· A grammatical error has been corrected in the mission briefing for "Encounter at Station 464"
· Grammatical errors have been fixed in the mission objective for "Making Mountains out of Molehills (2 of 10)"
· A grammatical error has been corrected in the "Objective Completed." message in the mission journal.
· A grammatical error has been corrected in the text displayed when warping to the Reactor Factory in the COSMOS system of Nakugard.
· A grammatical error has been corrected in the completion message from the agent in the mission "Mysterious Sightings (2 of 4)"
Exploration & Deadspace:
· The Sansha Minor Refinery now has the correct name in the Sansha Hideout site.
· Dini Mator has unearthed unknown riches and the loot he drops will reflect this.
· A grammatical error has been corrected in the DED database information pop up for the "Minmatar Contracted Bio-Farm" complex.
· Typographical errors have been fixed in the structure names of "Sansha Base" and "Provisional Sansha Outpost".
· A typographical error has been corrected in the description of the com relay container in the exploration site "Crew Crash Production Facility".
· Several typographical errors in prompts for the escalation path in "Blood Raider Powergrid" have been fixed.
· Several grammatical errors have been corrected in the sites "Saintly Nebula", Rapture Nebula", Emerald Nebula" and "Pristine Guristas Ship Graveyard "
Science & Industry:
· Caldari Navy station refining yields in Tintoh and Ichoriya have been corrected.
Markets & Contracts:
· The Limited Expanded 'Archiver' Cargo I and the Limited Expanded 'Archiver' Cargo I Blueprint will now show when searching contracts or auto-linking to an item type in a chat window.
· You no longer get the "Create Contract" option if you have items selected from more than one station or location.
· HTML code can no longer be used in freeform contracts.
· The "Dangerous Contract" warning is no longer generated to the person who is creating the contract.
· A memory leak in the price history charts has been fixed.
· A typographical error has been corrected in the message displayed under Market> Groups when the item is not available in the station, solar system or region.
· A grammatical error has been corrected in the message displayed when a player tries to buy any item that is not available in the market.
Corporation & Alliance:
· The "No items found" message will now be displayed in the Corporation> Corporation Assets> Lockdown tab.
· Corporation faction standings now update correctly client side after downtime.
· A grammatical error has been corrected in the message received when proposing a vote to expel yourself from your own corporation.
Graphics:
· The targeting process is no longer interrupted, stalled or changed by activating an offensive module and trying to target a ship which is already in the process of being targeted. Previously players would have seen the target lock seemingly aborted with a warning message displayed.
· Station environments will now load properly when docking in any system. Station owners were forced to take action due to the number of personnel drifting off into space.
· Moving a weapon group on top of another weapon when in grouping mode will now move the entire group to the chosen location.
· Salvager icons are now displayed correctly, superfluous pixels have been removed.
· Small railguns have had their models upgraded. Any sinking effect has been reduced.
· The 3D graphics rendering will now work as intended. The move and view will work correctly and ships will not be drawn magnetically to the center of the screen.
· Missing textures for multiple Minmatar ships including the Nagalfar, Tempest, Typhoon, Stabber and Firetail have all been added.
· Several Gallente stations have had missing textures and graphics replaced.
· The Amarr Factory Outpost is now displayed correctly.
· The sails on many Minmatar ships have been remodelled and will display correctly at all times. Many players assumed they were just falling off due to a lack of glue, but this is not the case.
· The blinking lights on ships and stations have been made larger.
· Graphical anomalies including grey screens will no longer display in the client.
· The Nighthawk and Vulture both display their correct textures.
User Interface:
· The HUD will now show the correct levels of capacitor and shields. Players will no longer see incorrect data displayed showing the capacitor or shields at empty when this is not the case.
· It will no longer be possible to edit a bookmark and leave the label field blank. A warning message will now pop up stating that this field needs to be populated with information.
· An information message will pop-up only once on starting a conversation with an agent.
· A warning message will now be displayed when attempting to open the fitting screen or reprocessing plant while not in a ship or capsule. The message will read "You must be inside a ship or capsule in order to perform that action. Please board a ship and try again."
· Copy and pasting the data available in "last clone jump" will now display correctly. Previously, it displayed a number instead of the correct time.
· Using the "Remove" option on a turret or missile launcher in the fitting window while in space will now remove any charges from that module. If the turret or missile bay is not loaded with a charge a notify message will be displayed stating that the module cannot be unfitted while in space.
· The tactical overlay will now display correctly when jumping through a stargate with the overlay open. The tactical overlay can be switched on and off normally.
· The Amarr regional gates have had their settings adjusted and are now working properly.
· An exception error will no longer be generated if the incorrect date is added in the journal window under NeoCom> Wallet> Tab 'My wallet'> Tab ‘Journal’.
· Windows are working properly after being stacked, reset and unstacked. For example, merging the local chat window with the scanner window and then separating them will have no adverse affect on either window and both will function correctly.
· The text for channels and mailing list windows will now fit within their parameters if the window is set to its smallest size.
· Right clicking on jump drive-capable ships will now give an option for "gang cyno." The jump to tab will no longer give "no destination" as an option.
· Selected items in space maintain their size when minimized or maximized. The window will now display correctly.
· An exception error is no longer generated when opening the character sheet from the Neocom.
· An exception error is no longer generated when broadcasting messages from broadcast window.
· When you sort a scroll window using the column headers, the columns will now display correctly. For example, sorting the number of items by quantity will no longer display the list alphabetically instead.
· Setting the background color now gets correctly applied and saved when selected through the "Preset" option in ESC menu> General Settings.
· The turret damages of “excellent hit” and “scratching hit” will be correctly recorded and displayed in the combat log.
· The user interface has been streamlined when clicking on an item in the market in order to load details faster.
· Ships and Items windows will now close properly when using a keyboard shortcut.
· "Launcher Hardpoints" have now been added to the compare list under variations tab > compare.
· Players can now delete their own player created channels even if they are not currently present in the chat channel at the time.
· It will now be possible to add extensive notes both when creating and editing a bookmark.
· Selecting medals in the Decorations tab using the arrow keys will no longer generate an exception error.
· The title screen displayed when patching the EVE client will no longer display "The patch could not be applied because of an error" when pressing the enter button to confirm.
· An extra character in the "Propose Vote" page when running for CEO has been removed.
· It is no longer possible to use the "Remove from overview" or "Add to overview" option by right clicking on a ship when using the repair shop facilities.
· The search function for alliance name, alliance short name and corporation ticker will now display a notify message: "Please type in at least 1 character" when trying to search with no characters in the search field.
· The "Tip of the Day" has been updated and will no longer display out of date information.
· Ships will no longer display an incorrect top speed after jumping through a stargate. Previously a ship would display the maximum speed granted through the use of a microwarpdrive if that module had been active before the jump was made.
· Stargates were displaying an incorrect volume of 1.0m3. The correct volume is now listed as 10000000.0 m3.
· A warning message will now be shown when attempting to award a medal when no medals have been created. Previously a blank window was displayed.
· The scroll bar in the log table will always be at the top upon opening.
· The default warp distance when warping to another player in a fleet now works properly.
· Secure audit log containers will now display properly on a directional scan if they are in space and in range.
· Energy neutralizing batteries will now display properly on a directional scan if they are in space and in range.
· Selecting all agents in a station or under the agents tab in the address book will now work as intended when clicking Ctrl & A
· Using the left/right keyboard arrows to navigate the contract front page, agent conversations, free form contracts or group page in the market will no longer generate an error.
· Saved overview tabs will now display in the correct alphabetical order.
· Fleet windows will now update properly when players are added or removed from any position.
· Clicking "Ok" on the load template window when creating a freeform contract will now default to the last template used if an incorrect choice is made and will also no longer generate an exception error.
· Changing wallet division through change division or set as active wallet does not open Welcome page again.
· Changing ship after previously assuming control of a starbase module will no longer display an incorrect fitting or maximum velocity. The correct slot layout, configuration and maximum speed will be displayed correctly.
· Show info is now available in all appropriate instances. Previously there was no show info option on things like show info on self in space, show info on fleet panel, certain show info in S&I>Corp Blueprints, certain show info in Character Sheet and certain show info in Corporation tabs.
· Broadcasted target indicators (F1, F2 etc) on the overview will no longer vanish when the overview is updated. Previously the indicators would vanish when a new item appeared on the overview i.e. a wreck or a capsule from an exploding ship.
· Certificates in a tree view will now display correctly and highlight appropriately while scrolling through a list of certificates.
· Using shift + left mouse button to select a group of items or ships from your hangar or cargo hold will now highlight the correct amount of items. Previously some additional items were added erroneously.
· Black Ops Battleships now have a "Bridge to Member" option when a jump beacon is broadcast in the fleet.
· The ship status indicator of Black Ops battleships will now list gang members with open cynosural fields and then Alliance beacons for "jump to" points. A list of all known gang beacons will also be displayed.
· Opening the mission journal and reading the details of a rookie mission will no longer generate an exception error
· An exception is no longer generated in the logserver when checking the cross/uncross option available under the solar system map tab in world map control panel window.
· An exception error is no longer generated in the logserver when clicking anywhere on the world map control panel.
· Fitting stacked modules from corp hangar no longer prompts a locking warning when the fitting is already in progress.
· Clicking on a link to a secure container which does not belong to you will no longer display the option "Set New Password"
· A display issue has been fixed in Certificates tutorial.
· UI stays hidden after jumping when "Hide Windows"(Ctrl + Tab) is enabled.
· Entering the game with the global criminal tag will not cause an exception in the log server.
· Dragging and dropping charges from modules to the cargo hold icon now works as intended.
· Only the charge is removed when removed from a module in the fitting window in space. The module icon does not appear when the charge is dragged.
· A notify message will now appear when attempting to remove modules in space saying that this action is not permitted.
· CEO edits of corp titles will now work as intended, overlapping text has been removed.
· A grammatical error has been corrected in the info message which pops up on modifying a sell or buy order within 5 min of creation.
· A grammatical error has been corrected in "Login Data Incorrect “on the login screen.
· Several grammatical errors have been corrected on the Militia Welcome Page.
· A typographical error in the Otitoh COSMOS mission item "ancient treasure map" has been fixed.
· A typographical error in the description of the "Cord of Elements” landmark has been fixed.
· Grammatical errors have been fixed in the description of the certificates "Cartographer - Basic" and "Gallente military special forces -Elite" descriptions.
· A grammatical error has been corrected in the message displayed when a player has insufficient ISK for repairs at the repair facility or when trying to insure a ship with insufficient funds.
· A missing full stop has been added to the end of the sentence in the pop up message when trying to create a freeform contract publicly.
· A typographical error has been fixed in the undo recycle request window for character termination.
· A typographical error has been corrected in the message displayed while attempting to manufacture without sufficient funds in both personal and corporate wallets.
· A typographical error has been corrected in the attributes tab in the show info window of Tech 1 and Tech 2 mining crystals.
· A typographical error has been fixed in the message displayed when dragging your own character into the "Blocked" tab in people and places. Blocking yourself is serious business.
· A typographical error has been corrected in the description of the Disfunctional Solar Harvester.
· A grammatical error has been corrected in the notify message displayed when trying to search from people & places window without entering any character in the 'search string' field.
EVE Voice, Mail & Chat:
· Sending chat messages during periods of heavy load will no longer result in extra carriage returns. All text and chat will be displayed normally.
· The automatic email sent out when an Alliance adopts a war declaration has been modified with the number of hours until it becomes active.
· A technical error has been fixed which prevents chat channels with large populations from freezing up.
· Corporation emails no longer get deleted when reopening or switching tabs. All Corporation mails will behave normally.
· Players will no longer observe an error being generated when joining EVE Voice as a squad member in a fleet.
· Players will no longer observe an exception error when multiple people leave fleet in EVE Voice.
· We have extended the built-in channel names list to include Alliance channels.
· The "Reply" and "Delete Message" buttons on any EVE mail will no longer lose transparency when the pinned EVE mail window is closed and reopened.
· The in game chat channel for EVE Radio is now labelled correctly in the channel listing.
· Attempting to delete a joined system channel i.e. local or Corp chat will no longer generate an exception error.
· Chat channels will no longer become blank when clicking the scrollbar while the channel is opening up. Previously, the client would populate a blank window which could eventually crash the client.
· Characters blocked from the buddy list remain blocked after a relog of the client.
· Right clicking and removing users from the allowed or blocked lists of in game chat channels now works as intended.
· Vertical text in chat edit boxes has been fixed. All text will be horizontal.
· Delaying entering a password for a chat channel will no longer causes errors in the log or problems loading chat channels.
· Selecting all characters in an EVE Mail search and then trying to add all into the recipient part of the mail will no longer cause an exception in the log server.
· Grammatical errors have been corrected in the mail text received for corporate bills.
· A grammatical error has been fixed in the information message which pops up when attempting to send a blank EVE Mail.
· A grammatical error has been corrected in the pop-up window displayed when editing the name of the channel to an already existing channel name.
· A grammatical error has been corrected in the SCC mail received for insurance payout.
· Several grammatical errors have been corrected in the EVE mail received from the tutorial agent upon entering the game for the first time.
· A typographical error in the info message when agreeing to join an in-game channel has been fixed.
· A typographical error has been fixed in the pop-up message when editing the name of the channel to an already existing name.
· A typographical error has been fixed on the pop-up window if an incorrect password is entered three times when attempting to join a chat channel.
CONCORD & Killmails:
· Killmails that were displaying inaccurate information when an NPC laid the final blow have been fixed. If an NPC dealt the final blow. The client will go through the players that dealt damage, in decreasing order by damage dealt. The highest damaging player remaining in space in the solar system will be awarded the killing blow. In the event that no players match this criterion then the final blow will be given to the NPC.
· You no longer get a global flag for shooting your own can while in NPC corp.
Mac:
· Tabbing in and out of the client on the Mac will no longer cause excessive memory increase leading to a crash.
Localized Clients:
· The text for the certificate "Mining Foreman" has been translated in the German client.
· Factional warfare ranks and descriptions will now display correctly in the German client.
· The warning displayed when trying to anchor a structure at a starbase when another structure is in the process of anchoring has been translated correctly in the German client.
· The default name for an outpost has been translated correctly in German.
· The correct text will be displayed when announcing the available number of public contracts you can create in the contracts window.
· The notify message displayed when attempting to send more than one EVE mail per minute on a trial account has been translated correctly in German.
· Text will no longer be clipped in the "Character sheet advanced information" tutorial in Korean or Portuguese.
· The overlapping text on Character Creation in the Russian client has been fixed.
· The correct text will be displayed in localized clients when accessing open and closed blueprint votes and viewing sanctionable actions in effect and not in effect.
· The correct text will be displayed in localized clients when accessing open and closed blueprint votes and viewing sanctionable actions in effect and not in effect.
· A typographical error in the German translation of activation timers has been corrected.
· The shortcut option to open the journal in the German client has been renamed to “Logbuch öffnen.”
· The Liquid Cooled Electronics 1 Blueprint in the German client will now display correctly.
· The industrial command ship skill description in the German client is now in English, like all other skills.
· The global criminal notification messages displayed when trying to dock or jump have been translated correctly in the German client.
· The German translation of tracking computers, tracking links and tracking enhancers has been corrected.
· Various localization issues have been fixed surrounding the usage of plurals and the location of objects in non-English languages.
· "Je Skillstufe" has been added into the German description for most battlecruisers (Cyclone, Drake, Harbinger and Hurricane.)
EVE API and Static Data Dump:
· The Imperial Special Ops Field Enhancer - Standard has been added to the charactersheet.xml
· NPC Corporation descriptions will be added to the crpNPCCorporations table of the static data dump.
· Accessing CertificateTree.xml.aspx will now return the cachedUntil value to its proper place, the root value.
· All corporation public information is now accessible in the CorporationSheet API now. An error that occurred if the corp was not in an alliance has been resolved.
Miscellaneous:
· Several GM Tools have been fixed in order for our Customer Support Team to help you much more easily.
· Responding or updating a petition on the web interface after sending a mail to support@eveonline.com will now update successfully. You will no longer receive a failed message on the webpage
· Several grammatical errors have been corrected in the knowledge base article, "Video card information for EVE".
· The correct requirements are now displayed for the certificate Common Ore Refiner – Standard
· Cancelling a trade window will no longer generate an error when the other player has the "Offer Money" box open.
· Hyperlinks will now display correctly when hovering the mouse over a link in the notepad. This applies to both notes that have just been written and those that are saved and re-opened.
· Notes will now save correctly in the notepad when using the Ctrl+W option to close and save.
· The correct description has been added to the asteroids Arkanor, Bistot, Dark Ochre, Kernite, Scordite and Veldspar.
· The character sheet will now update in real time when a medal is awarded.
· The Knowledge base link in the in-game browser will now display the page correctly.
· An exception error in the log server is no longer generated when docking with the corporate hangar open.
· Right clicking on the "view log" window title no longer throws an exception in the log server
· An exception error is no longer generated when clicking on the "Need Backup" broadcast when members of your fleet are in another solar system.
· Clicking on https://support.eve-online.com/Pages/Petitions/CreatePetition.aspx will now lead to the correct news page.
· A typographical error has been fixed when creating a petition in game.
· The "View Awardees" tab in the decorations window has been adjusted in size and is no longer cut off.
· Attempting to destroy a jump clone when the pilot is not in a ship or capsule will now display a message stating "You must be inside a ship or capsule in order to perform that action."
· Reprocessing a fitted ship will now unload all modules and charges directly into the players hangar.
· Changes have been made to the collision mechanics in the physics simulation. Massive objects will be less affected when bumped by smaller objects.
· Control bunkers will now load correctly in Faction Warfare and agents will now hand out missions correctly without an error occurring.
· When manually installing the client no additional folder is created in the root directory you are installing to.
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
POST PATCH CHANGES:
· Fixed a rare issue in skill training that could cause characters to become stuck.
· Resolved an issue that was generating high levels of lag.
· Resolved an issue in the attribute remap process that would make it appear as though the change had been reverted.
· We have updated the client bulkdata to resolve an issue that was causing players to get stuck at downloading while attempting to log on to Tranquility.
· Upgraded Amarr outposts received too many manufacturing lines during the Apocrypha upgrade. the additional slots have now been removed.
· Fixed the logged skill completion time as it was recording your login time, not the actual completion time.
· Updated the distribution logic for wormholes as some systems were not receiving them.
March 10th, 2009CRITICAL:
· Our Classic client has been retired to make way for Premium Lite, bringing higher quality graphics to users with lower end PCs. With Apocrypha we discontinue support for ShaderModel 1, making ShaderModel 2 the minimum requirement (GeForce FX (5 series) or ATi R300 series cards or compatible) and discontinue the "Classic client" version of EVE, replacing it with "Premium Lite." CCP Zulupark provides full details in his blog The results are in; EVE and ShaderModel support.
· A brand new Ramsan 500 has been added to our database server which allows us to have much faster storage. This means that we will see a number of improvements in the future that will shorten daily downtimes, result in faster expansion deployments, and reduce database lag. How MOZO is that!? CCP Mindstar provides much more in depth techno talk in his blog Apocrypharrrrrdware!
· Existing scan probe launchers, probes and blueprints will automatically convert to the new variety. For people with existing launchers/probes/BPs: all existing launchers become Expanded launchers of the right type, all exploration probes (including multispecs) become Core probes, all ship probes become Combat probes, all observators become Deep Space probes. Sisters versions remain sisters versions. BPs are changed in the same way.
WORLD SHAPING:
· Appearing randomly throughout New Eden, gateways to the unknown will open up access to thousands of new solar systems, new Tech 3 technology, new resources and deadly new enemies, The Sleepers, who have awakened to defend their space with deadly force. With new scanning mechanics you will eventually find these new areas of space which are rich in resources but are heavily guarded. CCP Whisper explains more in his blog Building a new bridge to the stars.
· Wormholes will bring a whole new level of adventure and exploration for every pilot who dares to probe out an entrance to the unknown. CCP Abathur, in his blog, The darkness at the end of the tunnel tells us about the laws of Wormhole space, the use of starbases, mass effects and tactical environments.
Ships:
· Custom build your next ship! New technology found in Wormhole Space allows players to research, manufacture and fly the next generation of cruisers. Thousands of combinations are possible due to the modular subsystem design Tech 3 brings to ship creation. Flying a Tech 3 Strategic Cruiser is also easier skill-wise than that of Tech 2 ships. Each ship you create can be used to provide more firepower, better defences and many more variations. CCP Nozh tells us more in his blog Strategic Cruisers: a new breed.
Modules:
· Tech II versions of the Codebreaker, Analyzer and Salvager mini-profession modules have been introduced.
· Tech II Gas Cloud Harvesters have been introduced.
Skills:
· Players can now schedule automatic training of multiple skills. The new interface offers filters, a graphical display of the total queue and the ability to pause or resume the queue at any point in its progress. The skill training system allows you to queue skills that will start training over a 24-hour period. You can enter in up to 50 skills in a queue, as long as they all start training within 24 hours. CCP Eris Discordia tells us why More Queue Queue is the way of the future.
· Character attribute distribution can now be rearranged in order to diversify or specialize skill training. This means that you can now reallocate attribute points once per year. CCP Flatboy tells us how neural remapping works in his blog A Virgin Mind.
Player Owned Structures, Outposts and Stations:
· Manufacturing outposts can now manufacture the strategic cruiser hull and subsystems.
· Research outposts can now reverse engineer ancient relics.
· The Experimental Laboratory is now available on the market where reverse engineering is possible.
· The Subsystem Assembly Array is now available on the market and can manufacture strategic cruiser hulls and subsystems.
· The Polymer Reactor Array is now available on the market and is capable of reacting hybrid polymers used in Tech III component manufacture.
· The Hybrid Polymer Silo is now available on the market and is capable of storing hybrid polymers.
Character Creation and New Player Experience:
· Rebuilt from the ground up, the new player tutorial reveals the many career paths a player can embark on while arming them with the knowledge and gear necessary to start carving their niche in New Eden. The character creation windows are now simpler and easier to follow, attributes can now be re-arranged once per year and new player missions have been revamped to educate players on industry, business and military occupations. CCP Fear provides more details in his blog Your Revamped Rookie - Part 1.
NPC's:
· The Sleepers lay in waiting beyond the wormholes, guarding resources and technologies considered to be of significant power and value back in known space. They will not give up their treasures easily as they are masters of teamwork and manoeuvring. Expect an enemy that works as a team, identifies your weaknesses and protects its own. Full details of the new NPC’s can be found in the blog by CCP Ytterbium When evolution leaps forward.
· New AI will be applied to the Sleeper NPC’s which allows them to prioritize and change targets at will. This makes PvE combat feel more like PvP. These NPC’s will now repair each other, change targets based on offensive capabilities, logistics or ECM threat. CCP Incognito provides much more detail in his blog How the AI pew pews the player.
· Pirate factions have switched to tougher ships in low security space to prey upon unsuspecting Capsuleers. Low security space will now see battleships appear in the asteroid fields.
Agents & Missions:
· Spanning multiple regions of space, new epic mission arcs will take players on a journey through all four empires beginning with character creation. As the story progresses and the rewards grow more enticing, pilots will be faced with the decision of which side to fight for in the final battle. CCP Molock tells us more in his blog Should you choose to accept it.
Exploration & Deadspace:
· Scanning in New Eden has been completely revamped in order for Capsuleers to probe out Wormholes and explore the vast riches in Wormhole Space. Modules, skills and implants have all been changed to allow for the new scanning methodology. CCP Greyscale explains all of these changes in his illustrated blog New Blog: Sick in the back of an Astra: A travel blog.
· We have doubled the number of exploration sites in known space. Every aspect of exploration has received a boost including Booster manufacturing, hacking, archaeology and combat exploration sites. CCP Dropbear tells us more in his blog Getting High on Your Own Supply
Science & Industry:
· Pillage wrecks of ancient Sleeper ships and salvage relics of ancient technology! New Experimental Laboratories allow you to reverse engineer Sleeper relics to build the blueprints for manufacturing Tech 3 components. CCP Chronotis explains how this is all possible in his blog How do I build a Strategic Cruiser?
· Reverse engineering has been added as an activity type.
· Tech II versions of the codebreaker, analyzer and salvager can now be invented.
· Tech II version of the Gas Cloud Harvester can now be invented.
· The Gas Cloud Harvester I Blueprint is now available to buy at various NPC stations around the galaxy.
· Hybrid Polymer reactions used in Tech III production are now available on the market.
· Hybrid Component Blueprints used in Tech III production are now available on the market.
Sound Improvments:
· An assault on all the senses! Improvements have been made to offer a crisper, richer sound experience, such as unique sounds for NPCs. We’ve set the stage for some amazing future improvements. CCP Real X gives us the low down in his blog EVE Music - Getting inside Real X
Graphics:
· Asteroid fields have been revamped and glorious new asteroids will appear in New Eden. From the huge Veldspar boulders down to the fine crystals of Crokite, the new stunning visuals are a joy to behold. CCP VanishingPoint tells us more in his blog Miners Rejoice.
· As part of our ongoing effort to bring cutting edge graphics to EVE’s players, almost every effect in game has been redone, from pulse lasers to gate warping and from shield hardeners to energy drain. In addition, almost everything within wormhole space is new, including the wormholes themselves and gorgeous new nebulas, which are a taste of things to come.
User Interface:
· There is no shortage of customization in EVE, from overview settings to ship fittings. Now players can export their favourite settings, catalogue them for easy reference and share them amongst corp mates. CCP Fendahl gives us a look at the new fitting screen in his blog New Fitting Screen in Apocrypha.
Mac:
· Graphics take a leap forward for Mac Users! The beauty of Trinity engine graphics shines through in the Apocrypha release of the Mac client.
Localized Clients:
· EVE Online now boasts complete language support in game, a new knowledge base, and expanded customer support team for our new localized Russian client. CCP Caedmon talks about the Russian and Japanese clients in his blog Machine Translation's Bad, M'kay?
Miscellaneous:
· The notepad has had some key functionality added. Pressing "Home" goes to the beginning of the current line while "ctrl+Home" goes to the beginning of the first line. Pressing "End" goes to the end of the current line while "ctrl+End" goes to the end of the last line. "Page up" now scrolls up and "Page down" scrolls down.
Need for Speed:
· The Decorations tab will now be dynamically loaded in order to reduce the amount of database calls required each time it is requested.
· Changes have been made to the price history field in the market to increase performance significantly when searching through old price histories of items which have had no market activity for 100 days or more.
Ships:
· The "Leave Ship" option in the context menu has been removed when a player is in a capsule.
· The "Open Fitting" option in the context menu of a ship in space has been changed to "Use fitting Service". You can open the fitting service (fitting your own ship) if the other ship's owner is you, your corp, your gang mate or corp mate
· The base agility of Caldari freighters has been adjusted to better balance the counterparts of the other 3 races. The agility of the Caldari Freighter and Jump freighter has been slightly increased.
· Rookie ships now have 0 rig slots and 0 calibration points.
Modules:
· Probe launchers will now come in two varieties; The Core Launcher and Expanded Launcher. The Core Launcher will have a fitting requirement of 15 cpu and can only launch probes which are capable of exploration. The Expanded launcher will have a fitting requirement of 220 cpu and can launch probes capable of scanning for ships, drones and exploration sites. Sisters of EVE variations of the Core and Expanded launchers will receive a scan strength bonus along with a slightly faster cycle time for launching probes and reduced cpu fitting requirements.
· Probes have been changed and three new probe types have been created to replace the previous probe types (Snoop, Fathom etc.). These probes are the Core Probe which can fit in either the Core or Expanded probe launcher which will find exploration sites, the Combat Probe which can fit in the Expanded Probe Launcher only and finds all types of signatures and the Deep Space Probe which can fit in the Expanded Launcher only and replace the Observator Probe of old. Sisters of EVE variations with higher strength will also be available.
· Cloaking devices now deactivate when a cloaked ship is within 2500m of any station or stargate.
· 'Contour' Reflective Plating I and 'Spiegel' Reflective Plating I will no longer show up as storyline variants of Reflective Plating. These modules will now display the correct meta level.
· The description of all forms of cloaking devices has been changed to read "Fitting two or more cloaking devices to a ship negates their use as unsynchronized light deflection causes interference." Players should be fitting only one cloaking device per ship.
Drones:
· Drones can now be controlled up to 250 km away from the owners’ ship with the proper skills, implants and rigs.
· The electronic warfare displays will now show the effects of electronic warfare drones which have successfully webbed, damped, target disrupted or jammed a player ship.
Skills:
· The Signal Acquisition skill is now called Astrometric Triangulation and gives a strength bonus.
· The Astrometric Triangulation skill is now called Astrometric Acquisition and gives a scan time bonus.
· The Astrometrics skill gives you +1 probes active per level, starting with 4 at level 1.
· The skills Marketing, Procurement, Day Trading and Visibility will now state "Limited to Current Region" rather than "Limited to 50 jumps" when trained to Level V.
· The skill requirements for the Tracking Disruptor II have been upgraded to Weapon Disruption 4, in line with other T2 modules.
· The skill “CFO Training” has been removed from the character sheet.
Rigs:
· All rigs, implants and ship bonuses giving a duration bonus to scanning on Tranquility currently will now give a strength bonus, and vice versa. The exception to this is the Virtue implant set which keep giving strength bonuses.
Player Owned Structures, Outposts and Stations:
· The component assembly array has been changed to not have a material waste multiplier (is now 1.0)
· The component assembly array now manufactures the Hybrid Tech Components and Data Interfaces.
· The rapid / equipment assembly array has been changed to manufacture only items under the category modules or deployables.
· The System Scanner Array has been recalled by its manufacturers for faulty wiring and you can redeem your original purchase cost by selling them back to various NPC corporations.
· It is no longer possible to construct station warehouses at the equipment assembly array at a starbase. The volume of the completed item is much too large to be stored at this location.
· The cynosural field generated by a starbase structure cynosural generator will now allow all ships to jump bridge through with a Titan even if some of those players are in different corporations and alliances than the Titan pilot. Previously the starbase cynosural generator would only allow members of the Titan pilots’ alliance to Jump Bridge through. Cynosural generators created by a ship remain unchanged as they allowed all ships to jump bridge with the Titan.
· All racial Freighter cargo holds can now carry a Capital Ship Assembly array with freighter skill level 4. The Capital Ship Assembly array has been resized to 850k m3, down from 900.
Boosters and Implants:
· High grade and low grade snake implant sets now display the correct bonuses.
· Poteque Pharmaceuticals has issued a recall on their Draftsman range of hardwiring implants which were released with severe faults in the neural processors. Players can now sell their Draftsman implants back to NPCs at various stations. The GI-1 can be sold for 25 million ISK and the GI-2 can be sold back for 200 million ISK.
Character Creation and New Player Experience:
· The AURA tutorial for Corporations has been revised and will now be six pages in length instead of seven. The page which has been removed is regarding Corporation recruitment advertising in Help channels.
· The audio and tutorial concerning EVE mail has been removed. A new tutorial will be added at a later date.
Agents & Missions:
· We have modified the format of the mission dialogue window. Accepting and declining missions is now accomplished via clicking the appropriate buttons in the new UI.
· Time remaining in missions and for bonus rewards is now displayed as a duration rather than as an end time. (That is, “you have 3 hours and 27 minutes” rather than “you must complete the mission by 6:23pm GMT.”)
· The mission "Alluring Emanations" will now only be issued by Level 1 agents.
· The warning mission when entering the mission "What´s in a Name - Poke (3/5)" will now display the text "Attention, you are approaching a Gallente Federation vessel on official exercises. Turn back now.”
· Thukker Mix or Trust Partners will no longer give kill missions against the Minmatar Republic.
· The time taken for the second wave of NPC's to arrive in the mission "Intercept the Pirate Smugglers" has been reduced by 40%.
· The mission description of "Balancing the Books (3 of 10)" now states that the player must visit the mission site to complete the mission even if they already have the mission objective in their hangar.
Science & Industry:
· When a player tries to remotely manufacture a blueprint without the skill required for it, a message will now state "You are 0 jumps away from this installation and you lack the required Supply Chain Management skill for manufacturing or Scientific Networking for research to remotely manage your Science & Industry jobs.
· Bomb blueprints will now show correctly in the bomb blueprint group instead of the missile blueprint group under contracts.
· The deep core mining laser I blueprint can now be used to invent a modulated deep core mining laser II BPC.
Market & Contracts:
· Probe launchers will now appear in the market window under Ship Equipment > Turrets and Bays.
· The "Description (Optional)" field in page 3 of 4 when creating a loan contract has been changed to read "Description" and must be populated.
· It is no longer possible to spam requests for "Get contracts" in the My Contracts tab. The button will now be disabled for five seconds after it is initially pressed.
· The SCC has responded to demand and further sub-categorized the Hardwiring implant market groups to allow Capsuleers to more easily browse the available range of hardwiring implants by type of effect they have
Corporation & Alliance:
· Alliances will now receive a mail reminding them that maintenance bills are due in the next 24 hours.
User Interface:
· The Boolean selector (and/or) has been removed when initially opening the "Find member in a role" option in the corporation page. The selector will display when at least one query line is already there.
· Previously you would tab from the username to the drop down arrow and then to the password. Now it tabs directly from username to password.
Critical:
· Using the jump clone service will no longer cause client lock ups or problems with modules after jumping.
World Shaping:
· Jumping into systems that have not yet loaded following a downtime will no longer cause so many issues.
Need for Speed:
· Accepting a Factional Warfare mission or jumping into a Factional Warfare system will no longer generate errors in the logserver. This change will lead to faster loading which is always great.
Ships:
· Attempting to re-board your own capsule when docked in a station will no longer start a 30 second cool down period before being able to board another ship. Now you can click on another ship in your hangar and board immediately.
· When refining ore from a corporation hangar in a Rorqual, when you select 'to hangar and refine' in a station with a corp office the minerals end up in the same division as where the ore was stored in the ship. When you do so in a station without office the minerals move to the personal hangar.
· The bonuses for the Cynabal now correctly match the description
· The description of both the Wolf and Jaguar have been clarified to read "5% small projectile damage bonus"
· The Worm has been added to the variation tab of the Merlin frigate
· The description of the Guardian now clearly states that it belongs to the "Augoror" class of ships.
· Unnecessary line breaks have been removed from the Rifter's description.
· Launching more than two ships from a ship maintenance bay will now work as intended and no exception error will be generated.
· A typographical error has been fixed in the description of the Wreathe.
Modules:
· Republic Fleet warp scrambler now deactivates micro warp drives as intended.
· Synthetic Hull Conversion Reinforced Bulkheads I, Synthetic Hull Conversion Overdrive Injector I and Synthetic Hull Conversion Nanofiber Structure I now have a variations tab in their show-info window, and are listed as a variant in the show info windows of the other meta versions of the module. In addition, these modules are listed as possible options in the "select item type" window when searching for an item type in contracts, or auto-linking to an item type in a chat window.
· We have deleted the zydrine material entry which had a zero quantity when recycling a small electrochemical capacitor booster I.
· There is now the 'bridge to member' option in the context menu for a broadcasted beacon while using a covert jump portal generator.
· You are now able to compare module types from the "Deployable" category.
· The COSMOS versions of sensor strength backup arrays are now listed as variants of those items.
· The COSMOS versions of sensor strength backup arrays are now listed as variants of those items.
· A typographical error has been fixed in the description of the Improved Cloaking Device II.
· A typographical error in the description of Shield Boost Amplifiers has been fixed.
· A typographical error has been fixed in the description of all damage control modules.
· Grammatical errors have been corrected in the description of the module Analyzer I.
Rigs:
· A static data issue regarding rate of fire bonuses has been fixed on various hybrid, missile and projectile rigs.
· The Anti Explosive Pump II rig will now show the correct meta group in the variations tab and comparison tool.
Weapons & Ammunition:
· The "Rage" missile description has been modified for clarity.
· A warning message is now displayed upon removing weapons from a weapon group when a player is using the fitting services at a capital ship. Previously the group would be destroyed with no message meaning players would need to regroup all weapons.
Drones:
· Praetor, Acolyte and Infiltrator EV-type drones now function correctly and neutralise the correct amount of energy from their targets.
· Dragonfly and Templar fighters will now engage a target and function correctly.
Player Owned Structures, Outposts and Stations:
· Starbases have received an overhaul. We have cleaned up the production entities to handle checking of supplies and outputs more gracefully. Starbases will, in general, be more efficient in terms of their evaluation - unlinked structures are no longer evaluated at all and less code is executed when calculating the evaluation order. They will also properly stall out like a production pipeline and no longer "lose" inputs or outputs by halting mid-cycle when setups are disrupted.
· Clicking multiple times on "Assume Control" of a battery at a starbase will now display a message stating whether you have control or if you are assuming control of the structure.
· The starbase structure control management window will now update changes within a couple of seconds when pilots are assuming control of any modules at a starbase.
· The correct bonus is now displayed and applied to silo capacities which are deployed at Gallente medium and large towers.
· A notify message will now display when trying to assume control of an unanchored module at a starbase.
· A message will no longer appear asking "Do you want to remove all links between structures" on a starbase if the control tower has no links set up.
· An exception error is no longer generated when accessing the management window for a reinforced control tower.
Boosters and Implants:
· The description of all Crystal implants now state that the implants do not affect capital modules.
· A typographical error has been fixed in the description of Standard X-Instinct Boosters
Character Creation and New Player Experience:
· The Channel & Mailing List tutorial window will now display properly and no buttons will overlap.
· An exception error is no longer generated when changing the selection on the tutorial group.
· The button in the "Informative: Corporation (2 of 7)" tutorial page will now ask you to click "Next" instead of "Ok" to continue.
· The Damage Control I will now appear correctly in the players hangar when accessing Tutorials tab>Beginner Tutorials> "Crash Course" in the 9th bar of the tutorial.
· A typographical error in the "Crash Course: In Station - Hangar movement (1 of 2)" has been corrected.
· Two typographical errors have been corrected in the Crash Course 'Manufacturing' on pages 1 & 3.
· A typographical error in the targeting tutorial has been fixed.
· A typographical error has been corrected in the tutorial for manufacturing.
· Grammatical errors have been corrected in the text of the tutorials, "Informative: market", "Informative: map and "Informative: fitting station services"
· A grammatical error has been corrected on page 2 of 10 in the certificates tutorial.
NPCs:
· The Centus Lord will now drop battleship sized loot instead of frigate size loot.
· The legendary Ammatar Commander Genom Tara has spotted a typo error in his description. We have fixed it and shot those responsible for writing it!
Agents & Missions:
· Exception errors will no longer be generated when accepting /rejecting a first or second mission, accepting and then failing a mission or completing a mission.
· Several NPC ship classes and structures have had their loot tables fixed to drop the correct items.
· The mission "Mining Misappropriation" will no longer spawn ships of your own faction.
· All agents throughout New Eden have been instructed to not give out the same mission again when it has been completed successfully or declined. If I didn’t want to save that Damsel 30 seconds ago, I sure don't want to save her now.
· Agent Boismevier Mals is still missing despite a massive manhunt by DED. Avrues token has now been edited and will remove any mention of Boismevier. The search for this missing agent will continue in every known pleasure hub until we get our man!
· The bonus reward time has been amended in the mission "Cash flow for Capsuleers (2 of 10)".
· The bonus reward time has been amended in the mission "Making Mountains out of Molehills (1 of 10).
· The NPC dialogue pop-up in the mission “For the honor of Rouvenor" has been changed to read Gallente instead of Amarr.
· The description for the COSMOS mission "Governor's Aide 4 of 5" has been rewritten and the drop-off point has been corrected.
· The correct bonus completion time has been applied to the mission "Cash flow for Capsuleers (1 of 10)".
· Completing the mission arc "Cashflow for Capsuleers" will now give the intended faction standing increase.
· The missing mission objective in the mission briefing for "Cash flow for Capsuleers (9 of 10)"has now been added.
· The bonus time for the mission "Cash flow for Capsuleers (10 of 10)" will now be displayed correctly.
· Tech 1 frigates are now permitted through the acceleration gate of the Level 2 Gallente mission "Delving into the Past (3 of 3)".
· The mission briefing in both the agent offer and journal entry for "Portal to War (4 of 5)" will now display the correct mission location.
· A 10 second delay has been added to the smart bomb activation time in the mission "Cash flow for Capsuleers (8 of 10).
· The pathfinder gate is now named correctly in the mission "New Frontiers -Mad Scientist (2 of 7)"
· A celestial beacon will no longer be broadcast to everyone in the system when accepting the mission "Foreign Investment".
· The can which spawns the Apocryphon in the mission "Pilgrim - Heretics (2 of 5)" is now much more easily accessible.
· The mission "Bad Bunnies" will no longer result in a standings penalty toward the Gurista Pirates.
· The mission "Denial of Reconnaissance" can now be completed properly without the target NPC running away.
· The missing objective, the informant, has been added to the mission "Freeing The Informant”.
· The mission "A million little pieces" has had battleships added to the list of ships which cannot use the acceleration gate for entry.
· The mission briefing and objectives for the mission "Are you receiving (3 of 3)" are now correct.
· The correct standing gain is now applied to faction and corporation standing when completing the storyline mission "Materials for War Preparation".
· Loyalty Point stores will now dynamically retrieve Loyalty points and ISK when running filters in order to properly check the default affordability of any item. This process will mean that the LP store will properly display the correct offers relevant to any player
· The time bonus reward is applied correctly to the storyline mission "The Celestial Imperative (5 of 5)".
· A typographical error in the mission "Unauthorized Military Presence" has been corrected.
· A typographical error has been corrected in the description of "The Gallente Archaeologist - The Results (4 of 9)".
· Typographical errors have been corrected in the mission briefing of "The Uprising - The Disappearance (1 of 4)"
· A typographical error has been corrected in the mission briefing for "Carrying AIMEDs"
· A typographical error has been corrected in the level 3 mission briefing for "Pirate Invasion".
· A typographical error has been corrected in the mission offer for "Lost That Bet (3 of 5)"
· A typographical error has been corrected in the mission objective of "Smuggler Interception".
· A typographical error has been corrected in the mission briefing for the mission "The Uprising - Last Stand (4 of 4)".
· A grammatical error has been corrected in the mission description for “Kidnappers Strike - The Secret Meeting (7 of 10)".
· A grammatical error has been corrected in the mission briefing for "Encounter at Station 464"
· Grammatical errors have been fixed in the mission objective for "Making Mountains out of Molehills (2 of 10)"
· A grammatical error has been corrected in the "Objective Completed." message in the mission journal.
· A grammatical error has been corrected in the text displayed when warping to the Reactor Factory in the COSMOS system of Nakugard.
· A grammatical error has been corrected in the completion message from the agent in the mission "Mysterious Sightings (2 of 4)"
Exploration & Deadspace:
· The Sansha Minor Refinery now has the correct name in the Sansha Hideout site.
· Dini Mator has unearthed unknown riches and the loot he drops will reflect this.
· A grammatical error has been corrected in the DED database information pop up for the "Minmatar Contracted Bio-Farm" complex.
· Typographical errors have been fixed in the structure names of "Sansha Base" and "Provisional Sansha Outpost".
· A typographical error has been corrected in the description of the com relay container in the exploration site "Crew Crash Production Facility".
· Several typographical errors in prompts for the escalation path in "Blood Raider Powergrid" have been fixed.
· Several grammatical errors have been corrected in the sites "Saintly Nebula", Rapture Nebula", Emerald Nebula" and "Pristine Guristas Ship Graveyard "
Science & Industry:
· Caldari Navy station refining yields in Tintoh and Ichoriya have been corrected.
Markets & Contracts:
· The Limited Expanded 'Archiver' Cargo I and the Limited Expanded 'Archiver' Cargo I Blueprint will now show when searching contracts or auto-linking to an item type in a chat window.
· You no longer get the "Create Contract" option if you have items selected from more than one station or location.
· HTML code can no longer be used in freeform contracts.
· The "Dangerous Contract" warning is no longer generated to the person who is creating the contract.
· A memory leak in the price history charts has been fixed.
· A typographical error has been corrected in the message displayed under Market> Groups when the item is not available in the station, solar system or region.
· A grammatical error has been corrected in the message displayed when a player tries to buy any item that is not available in the market.
Corporation & Alliance:
· The "No items found" message will now be displayed in the Corporation> Corporation Assets> Lockdown tab.
· Corporation faction standings now update correctly client side after downtime.
· A grammatical error has been corrected in the message received when proposing a vote to expel yourself from your own corporation.
Graphics:
· The targeting process is no longer interrupted, stalled or changed by activating an offensive module and trying to target a ship which is already in the process of being targeted. Previously players would have seen the target lock seemingly aborted with a warning message displayed.
· Station environments will now load properly when docking in any system. Station owners were forced to take action due to the number of personnel drifting off into space.
· Moving a weapon group on top of another weapon when in grouping mode will now move the entire group to the chosen location.
· Salvager icons are now displayed correctly, superfluous pixels have been removed.
· Small railguns have had their models upgraded. Any sinking effect has been reduced.
· The 3D graphics rendering will now work as intended. The move and view will work correctly and ships will not be drawn magnetically to the center of the screen.
· Missing textures for multiple Minmatar ships including the Nagalfar, Tempest, Typhoon, Stabber and Firetail have all been added.
· Several Gallente stations have had missing textures and graphics replaced.
· The Amarr Factory Outpost is now displayed correctly.
· The sails on many Minmatar ships have been remodelled and will display correctly at all times. Many players assumed they were just falling off due to a lack of glue, but this is not the case.
· The blinking lights on ships and stations have been made larger.
· Graphical anomalies including grey screens will no longer display in the client.
· The Nighthawk and Vulture both display their correct textures.
User Interface:
· The HUD will now show the correct levels of capacitor and shields. Players will no longer see incorrect data displayed showing the capacitor or shields at empty when this is not the case.
· It will no longer be possible to edit a bookmark and leave the label field blank. A warning message will now pop up stating that this field needs to be populated with information.
· An information message will pop-up only once on starting a conversation with an agent.
· A warning message will now be displayed when attempting to open the fitting screen or reprocessing plant while not in a ship or capsule. The message will read "You must be inside a ship or capsule in order to perform that action. Please board a ship and try again."
· Copy and pasting the data available in "last clone jump" will now display correctly. Previously, it displayed a number instead of the correct time.
· Using the "Remove" option on a turret or missile launcher in the fitting window while in space will now remove any charges from that module. If the turret or missile bay is not loaded with a charge a notify message will be displayed stating that the module cannot be unfitted while in space.
· The tactical overlay will now display correctly when jumping through a stargate with the overlay open. The tactical overlay can be switched on and off normally.
· The Amarr regional gates have had their settings adjusted and are now working properly.
· An exception error will no longer be generated if the incorrect date is added in the journal window under NeoCom> Wallet> Tab 'My wallet'> Tab ‘Journal’.
· Windows are working properly after being stacked, reset and unstacked. For example, merging the local chat window with the scanner window and then separating them will have no adverse affect on either window and both will function correctly.
· The text for channels and mailing list windows will now fit within their parameters if the window is set to its smallest size.
· Right clicking on jump drive-capable ships will now give an option for "gang cyno." The jump to tab will no longer give "no destination" as an option.
· Selected items in space maintain their size when minimized or maximized. The window will now display correctly.
· An exception error is no longer generated when opening the character sheet from the Neocom.
· An exception error is no longer generated when broadcasting messages from broadcast window.
· When you sort a scroll window using the column headers, the columns will now display correctly. For example, sorting the number of items by quantity will no longer display the list alphabetically instead.
· Setting the background color now gets correctly applied and saved when selected through the "Preset" option in ESC menu> General Settings.
· The turret damages of “excellent hit” and “scratching hit” will be correctly recorded and displayed in the combat log.
· The user interface has been streamlined when clicking on an item in the market in order to load details faster.
· Ships and Items windows will now close properly when using a keyboard shortcut.
· "Launcher Hardpoints" have now been added to the compare list under variations tab > compare.
· Players can now delete their own player created channels even if they are not currently present in the chat channel at the time.
· It will now be possible to add extensive notes both when creating and editing a bookmark.
· Selecting medals in the Decorations tab using the arrow keys will no longer generate an exception error.
· The title screen displayed when patching the EVE client will no longer display "The patch could not be applied because of an error" when pressing the enter button to confirm.
· An extra character in the "Propose Vote" page when running for CEO has been removed.
· It is no longer possible to use the "Remove from overview" or "Add to overview" option by right clicking on a ship when using the repair shop facilities.
· The search function for alliance name, alliance short name and corporation ticker will now display a notify message: "Please type in at least 1 character" when trying to search with no characters in the search field.
· The "Tip of the Day" has been updated and will no longer display out of date information.
· Ships will no longer display an incorrect top speed after jumping through a stargate. Previously a ship would display the maximum speed granted through the use of a microwarpdrive if that module had been active before the jump was made.
· Stargates were displaying an incorrect volume of 1.0m3. The correct volume is now listed as 10000000.0 m3.
· A warning message will now be shown when attempting to award a medal when no medals have been created. Previously a blank window was displayed.
· The scroll bar in the log table will always be at the top upon opening.
· The default warp distance when warping to another player in a fleet now works properly.
· Secure audit log containers will now display properly on a directional scan if they are in space and in range.
· Energy neutralizing batteries will now display properly on a directional scan if they are in space and in range.
· Selecting all agents in a station or under the agents tab in the address book will now work as intended when clicking Ctrl & A
· Using the left/right keyboard arrows to navigate the contract front page, agent conversations, free form contracts or group page in the market will no longer generate an error.
· Saved overview tabs will now display in the correct alphabetical order.
· Fleet windows will now update properly when players are added or removed from any position.
· Clicking "Ok" on the load template window when creating a freeform contract will now default to the last template used if an incorrect choice is made and will also no longer generate an exception error.
· Changing wallet division through change division or set as active wallet does not open Welcome page again.
· Changing ship after previously assuming control of a starbase module will no longer display an incorrect fitting or maximum velocity. The correct slot layout, configuration and maximum speed will be displayed correctly.
· Show info is now available in all appropriate instances. Previously there was no show info option on things like show info on self in space, show info on fleet panel, certain show info in S&I>Corp Blueprints, certain show info in Character Sheet and certain show info in Corporation tabs.
· Broadcasted target indicators (F1, F2 etc) on the overview will no longer vanish when the overview is updated. Previously the indicators would vanish when a new item appeared on the overview i.e. a wreck or a capsule from an exploding ship.
· Certificates in a tree view will now display correctly and highlight appropriately while scrolling through a list of certificates.
· Using shift + left mouse button to select a group of items or ships from your hangar or cargo hold will now highlight the correct amount of items. Previously some additional items were added erroneously.
· Black Ops Battleships now have a "Bridge to Member" option when a jump beacon is broadcast in the fleet.
· The ship status indicator of Black Ops battleships will now list gang members with open cynosural fields and then Alliance beacons for "jump to" points. A list of all known gang beacons will also be displayed.
· Opening the mission journal and reading the details of a rookie mission will no longer generate an exception error
· An exception is no longer generated in the logserver when checking the cross/uncross option available under the solar system map tab in world map control panel window.
· An exception error is no longer generated in the logserver when clicking anywhere on the world map control panel.
· Fitting stacked modules from corp hangar no longer prompts a locking warning when the fitting is already in progress.
· Clicking on a link to a secure container which does not belong to you will no longer display the option "Set New Password"
· A display issue has been fixed in Certificates tutorial.
· UI stays hidden after jumping when "Hide Windows"(Ctrl + Tab) is enabled.
· Entering the game with the global criminal tag will not cause an exception in the log server.
· Dragging and dropping charges from modules to the cargo hold icon now works as intended.
· Only the charge is removed when removed from a module in the fitting window in space. The module icon does not appear when the charge is dragged.
· A notify message will now appear when attempting to remove modules in space saying that this action is not permitted.
· CEO edits of corp titles will now work as intended, overlapping text has been removed.
· A grammatical error has been corrected in the info message which pops up on modifying a sell or buy order within 5 min of creation.
· A grammatical error has been corrected in "Login Data Incorrect “on the login screen.
· Several grammatical errors have been corrected on the Militia Welcome Page.
· A typographical error in the Otitoh COSMOS mission item "ancient treasure map" has been fixed.
· A typographical error in the description of the "Cord of Elements” landmark has been fixed.
· Grammatical errors have been fixed in the description of the certificates "Cartographer - Basic" and "Gallente military special forces -Elite" descriptions.
· A grammatical error has been corrected in the message displayed when a player has insufficient ISK for repairs at the repair facility or when trying to insure a ship with insufficient funds.
· A missing full stop has been added to the end of the sentence in the pop up message when trying to create a freeform contract publicly.
· A typographical error has been fixed in the undo recycle request window for character termination.
· A typographical error has been corrected in the message displayed while attempting to manufacture without sufficient funds in both personal and corporate wallets.
· A typographical error has been corrected in the attributes tab in the show info window of Tech 1 and Tech 2 mining crystals.
· A typographical error has been fixed in the message displayed when dragging your own character into the "Blocked" tab in people and places. Blocking yourself is serious business.
· A typographical error has been corrected in the description of the Disfunctional Solar Harvester.
· A grammatical error has been corrected in the notify message displayed when trying to search from people & places window without entering any character in the 'search string' field.
EVE Voice, Mail & Chat:
· Sending chat messages during periods of heavy load will no longer result in extra carriage returns. All text and chat will be displayed normally.
· The automatic email sent out when an Alliance adopts a war declaration has been modified with the number of hours until it becomes active.
· A technical error has been fixed which prevents chat channels with large populations from freezing up.
· Corporation emails no longer get deleted when reopening or switching tabs. All Corporation mails will behave normally.
· Players will no longer observe an error being generated when joining EVE Voice as a squad member in a fleet.
· Players will no longer observe an exception error when multiple people leave fleet in EVE Voice.
· We have extended the built-in channel names list to include Alliance channels.
· The "Reply" and "Delete Message" buttons on any EVE mail will no longer lose transparency when the pinned EVE mail window is closed and reopened.
· The in game chat channel for EVE Radio is now labelled correctly in the channel listing.
· Attempting to delete a joined system channel i.e. local or Corp chat will no longer generate an exception error.
· Chat channels will no longer become blank when clicking the scrollbar while the channel is opening up. Previously, the client would populate a blank window which could eventually crash the client.
· Characters blocked from the buddy list remain blocked after a relog of the client.
· Right clicking and removing users from the allowed or blocked lists of in game chat channels now works as intended.
· Vertical text in chat edit boxes has been fixed. All text will be horizontal.
· Delaying entering a password for a chat channel will no longer causes errors in the log or problems loading chat channels.
· Selecting all characters in an EVE Mail search and then trying to add all into the recipient part of the mail will no longer cause an exception in the log server.
· Grammatical errors have been corrected in the mail text received for corporate bills.
· A grammatical error has been fixed in the information message which pops up when attempting to send a blank EVE Mail.
· A grammatical error has been corrected in the pop-up window displayed when editing the name of the channel to an already existing channel name.
· A grammatical error has been corrected in the SCC mail received for insurance payout.
· Several grammatical errors have been corrected in the EVE mail received from the tutorial agent upon entering the game for the first time.
· A typographical error in the info message when agreeing to join an in-game channel has been fixed.
· A typographical error has been fixed in the pop-up message when editing the name of the channel to an already existing name.
· A typographical error has been fixed on the pop-up window if an incorrect password is entered three times when attempting to join a chat channel.
CONCORD & Killmails:
· Killmails that were displaying inaccurate information when an NPC laid the final blow have been fixed. If an NPC dealt the final blow. The client will go through the players that dealt damage, in decreasing order by damage dealt. The highest damaging player remaining in space in the solar system will be awarded the killing blow. In the event that no players match this criterion then the final blow will be given to the NPC.
· You no longer get a global flag for shooting your own can while in NPC corp.
Mac:
· Tabbing in and out of the client on the Mac will no longer cause excessive memory increase leading to a crash.
Localized Clients:
· The text for the certificate "Mining Foreman" has been translated in the German client.
· Factional warfare ranks and descriptions will now display correctly in the German client.
· The warning displayed when trying to anchor a structure at a starbase when another structure is in the process of anchoring has been translated correctly in the German client.
· The default name for an outpost has been translated correctly in German.
· The correct text will be displayed when announcing the available number of public contracts you can create in the contracts window.
· The notify message displayed when attempting to send more than one EVE mail per minute on a trial account has been translated correctly in German.
· Text will no longer be clipped in the "Character sheet advanced information" tutorial in Korean or Portuguese.
· The overlapping text on Character Creation in the Russian client has been fixed.
· The correct text will be displayed in localized clients when accessing open and closed blueprint votes and viewing sanctionable actions in effect and not in effect.
· The correct text will be displayed in localized clients when accessing open and closed blueprint votes and viewing sanctionable actions in effect and not in effect.
· A typographical error in the German translation of activation timers has been corrected.
· The shortcut option to open the journal in the German client has been renamed to “Logbuch öffnen.”
· The Liquid Cooled Electronics 1 Blueprint in the German client will now display correctly.
· The industrial command ship skill description in the German client is now in English, like all other skills.
· The global criminal notification messages displayed when trying to dock or jump have been translated correctly in the German client.
· The German translation of tracking computers, tracking links and tracking enhancers has been corrected.
· Various localization issues have been fixed surrounding the usage of plurals and the location of objects in non-English languages.
· "Je Skillstufe" has been added into the German description for most battlecruisers (Cyclone, Drake, Harbinger and Hurricane.)
EVE API and Static Data Dump:
· The Imperial Special Ops Field Enhancer - Standard has been added to the charactersheet.xml
· NPC Corporation descriptions will be added to the crpNPCCorporations table of the static data dump.
· Accessing CertificateTree.xml.aspx will now return the cachedUntil value to its proper place, the root value.
· All corporation public information is now accessible in the CorporationSheet API now. An error that occurred if the corp was not in an alliance has been resolved.
Miscellaneous:
· Several GM Tools have been fixed in order for our Customer Support Team to help you much more easily.
· Responding or updating a petition on the web interface after sending a mail to support@eveonline.com will now update successfully. You will no longer receive a failed message on the webpage
· Several grammatical errors have been corrected in the knowledge base article, "Video card information for EVE".
· The correct requirements are now displayed for the certificate Common Ore Refiner – Standard
· Cancelling a trade window will no longer generate an error when the other player has the "Offer Money" box open.
· Hyperlinks will now display correctly when hovering the mouse over a link in the notepad. This applies to both notes that have just been written and those that are saved and re-opened.
· Notes will now save correctly in the notepad when using the Ctrl+W option to close and save.
· The correct description has been added to the asteroids Arkanor, Bistot, Dark Ochre, Kernite, Scordite and Veldspar.
· The character sheet will now update in real time when a medal is awarded.
· The Knowledge base link in the in-game browser will now display the page correctly.
· An exception error in the log server is no longer generated when docking with the corporate hangar open.
· Right clicking on the "view log" window title no longer throws an exception in the log server
· An exception error is no longer generated when clicking on the "Need Backup" broadcast when members of your fleet are in another solar system.
· Clicking on https://support.eve-online.com/Pages/Petitions/CreatePetition.aspx will now lead to the correct news page.
· A typographical error has been fixed when creating a petition in game.
· The "View Awardees" tab in the decorations window has been adjusted in size and is no longer cut off.
· Attempting to destroy a jump clone when the pilot is not in a ship or capsule will now display a message stating "You must be inside a ship or capsule in order to perform that action."
· Reprocessing a fitted ship will now unload all modules and charges directly into the players hangar.
· Changes have been made to the collision mechanics in the physics simulation. Massive objects will be less affected when bumped by smaller objects.
· Control bunkers will now load correctly in Faction Warfare and agents will now hand out missions correctly without an error occurring.
· When manually installing the client no additional folder is created in the root directory you are installing to.
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
January 27th, 2009Redeeming system:
· The redeeming system allows players to take advantage of special offers made available by CCP and affiliated companies.
· In this release, the redeeming system will allow for game time credit to be purchased via the Secure EVE Online website in the form of 30 Day Pilot License Extensions (PLEX).
Fixes:
· Fixed an error in the model preload system. This was causing some slight performance degradation on premium clients being run in classic mode.
· Removed an outdated DirectX check from the client.
· Updated the clients patching mechanism to handle very large files and patches correctly.
December 16th, 2008Need for Speed:
· A new graph is now accessible in the performance monitor that displays information about memory usage in the client.
Fixes:
· Need for Speed - Memory leaks have been plugged in the graphics rendering engine’s resource management. The memory leaks would occur when switching to and from fullscreen, when locking the computer or when the screen saver activated, and also gradually over time.
· Need for Speed - A memory leak in the market price history chart has been plugged. This memory leak could also potentially occur when viewing CONCORD billboards or when opening the settings menu.
EVE API:
· Improving performance when fetching certificate information by character.
Miscellaneous:
· A database performance issue causing excessive load on corporation member lookups has been fixed.
December 11th, 2008CRITICAL:
· We are changing the way the patcher behaves. Previously, if the patcher encountered locked files while patching it would suggest that you reboot to complete the patching (but allow you to cancel the reboot, in case you wanted to do something else before rebooting). Now it insists on a reboot before you continue. People will still have the option to close other programs before pressing the OK button to start the reboot. There were problems with locked files, reboot requests and Vista. That has now been fixed and should work normally on both XP and Vista.
· The client will now check files and folders before starting the patching process. Previously, if it found extra files it would automatically move them to a temporary folder before continuing. Now it will suggest rebooting to complete patching (because these might be patch files for a pending reboot) or suggest that you should manually remove the extra files.
CHANGES:
Need for Speed:
· In our continuing efforts to improve fleet fights, we have made various improvements that have resulted in a much better overall performance. CCP Atlas details these changes in The EVE Client - A Love Story.
· We have made various performance improvements to UI rendering in the graphics engine.
· Turrets and turret effects now work in the same way for both the Classic and Premium clients. A turret is no longer loaded into a scene unless it is either fired at you or you are “looking at” the owner’s ship. Now, iff you disable turret effects you will only see the turret models of your own ship or any ship that you are explicitly look at. This reduces the loading time of scenes with a large number of turret ships substantially and increases the framerate per second on such scenes dramatically in Premium but has no effect on the Classic client. If you disable turrets, any turret model that is already in the scene will continue to be there. However, warping away and back again will clean out turret models.
· Sentry gun turrets will also behave in the same manner as ship turrets. They will not appear unless you are looking at them or unless they are firing on you.
· Drone models can now be disabled. Disabling the models has an incredible impact in loading up heavy scenes on both the Classic and Premium clients. The impact on the framerate per second once the scene is loaded will only be measurable if your camera is zoomed in far enough for the drones to resolve into models. When drone models are set to disabled then the turrets are automatically also set to disabled.
· You can now disable camera shaking which both disables camera shake when missiles hit and when you're in warp.
· You can now disable ship explosions. Ship explosions had the ability to add heavy load in major fleet engagements and can now be completely turned off.
· Tactical notifications can now be disabled. Warp scrambling messages and self destruct are two examples of these notifications. Please note that these notifications will still display if it is your ship which is being affected.
· We have added a new option called “Hide all brackets” which is the inverse of the existing “Show all brackets” and will function in the same way. The two options are mutually exclusive so activating one will disable the other. This is a new and easier way to disable brackets.
· Graphics General
· We discovered that certain memory re-allocation behavior gave bad performance on Windows XP. We switched from regular memory heaps to low fragmentation heaps, which gave a tremendous boost to model loading on Windows XP. This change had no effect on Windows Vista, but the behavior on Vista both before and after is much better than on XP.
· Bracket loading in heavy scenes has been substantially improved.
· FIXES
Graphics General:
· A memory leak has been identified and fixed resulting in a much smoother performance overall.
· Under certain conditions the graphics engine would find objects that did not exist in the scene anymore. This has now been fixed and will no longer result in performance degradation.
· Found and fixed an issue where the graphics engine DLL could not be loaded on certain older hardware
Miscellaneous:
· An error will no longer be generated when jumping between two clones which both have implants.
Exploit Fixes:
· Several exploits have been fixed making New Eden a better place for everyone.
November 28th, 2008CRITICAL:
· Duration timers on modules can now be enabled and disabled. This will allow players who experience discomfort with duration timers the option of disabling the effect completely.
· To address performance issues, we have made changes to the EVE Mail system in Quantum Rise 1.0.2. You will now be able to download only your first 1000 undeleted EVE Mails. In order to access additional Mails, you will need to delete mails currently in your inbox in order to make space. Additionally, EVE Mails sent by NPCs that are older than three months will be deleted. CONCORD EVE Mails are excluded from this deletion, however, they still fall under the 1000 EVE Mail limit. This change will be delayed by 24 hours and will come into effect on Friday 28 November 2008.
CHANGES:
Need for Speed:
· The collision ball set up on various Large Collideable Objects, especially in mission sites, has been simplified to increase overall server performance.
· Performance warnings that were displayed within the server logs have been investigated and fixed. The result is that number of database calls has been reduced which results in lower latency overall. In simple terms this means less lag overall!
Ships:
· All blockade runners (Crane, Prorator, Prowler and Viator) now have a 5 second reactivation time when using a covert ops cloaking device.
· The shield recharge time on the Orca has been changed to 2100 seconds
· The bonus for cloaking which is applied to blockade runners now correctly states "-98.5% to -99.25% bonus to cpu need of covert ops cloaks"
Player Owned Structures, Stations and Outposts:
· Increased the capacity of the Large, X-large and Capital ship assembly arrays by 500m3. This will allow items other than the largest possible ships to be stored or assembled within them. This change permits for ships to be assembled whenever blueprints are held in the array.
Graphics General:
· The cache settings for the Classic mode and Premium mode are now stored separately.
Miscellaneous:
· Moving multiple items between containers is now working properly. You will no longer receive a message telling you the item is locked.
FIXES:
Ships:
· The correct armor repair bonus has been applied to the Occator. The ship will now give a 5% bonus to armor hit points repaired per level.
Weapons & Ammunition:
· You can no longer move charges between grouped or ungrouped weapons within the fitting screen
· Attempting to group modules other than turrets or launchers will now display the message “You can only group turrets and launchers.”
· Loading ammunition into weapon groups will work properly in all cases. Attempting to load an odd amount of turret ammunition or missiles into a weapon group will split the ammunition over all grouped weapons and any odd number will not be used and will be returned to the hangar or cargo hold. For example, attempting to load 51 cruise missiles into a group of two Cruise Missile Launcher II’s will display as 25 charges and the additional missile will remain in your cargo or hangar.
· A pop up notification window will now appear for both weapon groups and single weapons when trying to load more ammunition than the turret, launcher or weapon group can hold.
· You can no longer drag and drop ammunition into grouped weapons on the fitting screen when a different type of ammunition is already fitted. Fitted charges will need to be removed before you drag and drop any new ammunition into the weapon group.
· Turret damage is now displayed correctly in the player logs. Wrecking and excellent hits will be shown in all of their pew pew glory.
· Players will no longer see phantom ammunition appear in their personal hangar after removing a loaded fitted turret to the Corporation hangar. All loaded ammunition will now be correctly stored in the Corporation hangar when the turret is unfitted there.
· The blueprint for Gurista Citadel Torpedoes has been removed. In addition, Gurista Torpedoes will no longer display the "I" after their name i.e. Gurista Doom Torpedo I will now display as Gurista Doom Torpedo.
Skills:
· It is now possible to start skill training a level 0 skill from the Certificate Planner. This means that skills that have not been trained to Level 1, and were added to be trained at a later date, can now be started normally via the Certificate Planner.
Player Owned Structures, Stations & Outposts:
· The order of modules within the production tab of player owned structures will no longer change when reloading or sorting fuel within the tabs. This fix will directly affect the listing of silos, reactors and moon harvesting arrays.
· Shooting at a station service with turret weapons will no longer generate an exception error once the station service is at 0%. This situation occurred when shooting a station service which was at 0% directly after downtime.
· An error message is no longer generated when attempting to move items into the Corporation hangar. When items were totalling in excess of 1000 items, this error message was being displayed.
Market & Contracts:
· The “Item Name (exact)” filter is now working properly in the contracts window. If no contracts are found then the “No Contracts Found” message is properly displayed.
Graphics General:
· Orbital maps in the solar system show info window now display correctly.
· Medals can now be created with characters that are not English i.e. Chinese, Cyrillic or Greek. Current medals which use these characters can be changed by submitting a petition to our Customer Support Team
· It will now be possible to create a medal using UNICODE characters in the medal name.
· Character portraits will now be captured correctly when using the "capture portrait" option. The image will be displayed in the My Documents>EVE>capture>portrait as one large picture rather than four passport sized pictures.
· Players will no longer see a ship giving off smartbomb effects after the smartbomb has been turned off. This was happening when a ship was destroyed by a smartbomb and the pod was still active
Graphics Premium:
· The missing fourth turret on the Harpy has been replaced.
User Interface:
· The character sheet will now list skills and attributes in the correct alphabetical order from A-Z in their respective windows.
· The price history tab in the market window now shows the correct price history. For example, two decimal places have been added so prices will list as 1.00M, 1.25M, and 1.50 M instead of 1M, 1M, and 1M.
· Fitting stacked modules from the Corporation hangar will no longer display an "Admin Lock Trace" warning.
· The Gremlin Javelin Rocket Blueprint has been fixed and now displays the Tech II icon.
· The information window displayed when using "show info" has been adjusted to the proper height. The minimum height had been increased to display medals, however, we have decreased the size once more but height will adjust automatically to display medals as necessary.
· Scroll bars will no longer appear when opening the character sheet.
· Jumping through a stargate with the mini map open (F11) will no longer cause the map to break. Your position will now display normally via the indicator on the map.
· Opening and closing the fitting window within a five second time frame will no longer generate an exception error.
· On selecting a locked object (in space or in overview), the 'selected item' icon remains the same. Players had been experiencing multiple icons when using selected item which were being seen in duplicate or triplicate.
· Character sheet will now show updated attributes and augmentations after a clone jump.
· The market buy and sell order window was slow if you were in a system that your autopilot was set to avoid. The performance has now been improved.
· Corporation listings under the station services icon will now display as intended. Corporation “Apply to Join” buttons will no longer overlap.
· The box art icon in Windows Vista's Games Explorer no longer says “Trinity”.
EVE API and Static Data Dump:
· The missing column attribute for the certificates in the EVE API has been added.
· The certificate tables added to the Quantum Rise data dump will now display as intended. Unnecessary wide columns have been shortened.
Miscellaneous:
· Fixed a server side warning that occurred when moving items.
· Reprocessing a mixture of mission loot and salvage will no longer cause an exception error to be thrown.
· The In-game Browser has been fixed and all appropriate buttons and tags are working as intended. Forms and form fields within tables now work properly.
· The "Open monitor" feature which was opened by shift+ctrl+alt+M has now been reinstated in a new form.
· A right click menu has been added when accessing cargo containers in an inactive ship’s cargo hold.
· Certificates and certificate relationships have been added to the bulk data files.
· The Basic and Standard Common Ore Refiner certificates no longer display a blank window when opened and the number of prerequisite skills for them has been reduced from 7 to 6.
· Space junk clean up is now running during downtime but will not delete anything it is not supposed to.
Exploit Fixes:
· Several exploits have been fixed making New Eden a better place for everyone.
November 24th, 2008· Fixed an error that would occasionally cause a ship to disappear after jumping through a gate. This error would also cause client delays in loading up the space scene and models after the jump.
· Fixed performance issues that would occur when loading a scene when running 2 or more clients at the same time, such as when docking.
· Fixed a performance issue that would cause client slowdown after 30-45 minutes of playing.
· Fixed a memory leak issue when ships appear on screen.
· Fixed an issue that could occasionally result in a crash when switching effects on and off while in battle.
· Fixed a memory leak that would occur when loading a large number of models.
· Fixed an issue that could cause a crash when entering warp.
November 12th, 2008Critical:
· Vastly outperforming previous network technology, StacklessIO brings reduced latency and faster response to EVE Online. With StacklessIO, the groundwork has been laid for pushing the limits of today's server technology to new heights. For the past two years we have been developing this new technology to increase the performance of our network communication infrastructure in EVE. This new network layer reduces network latency and improves performance in high-volume situations, e.g., in fleet-fights and market hubs such as Jita. More information can be found in CCP Explorer’s blog on StacklessIO
· We've migrated all of our key servers to 64-bit software, allowing the scale of player battles to surpass the previous limit of a few hundred on each side and improving performance in extremely high traffic regions of space. Full details of EVE 64 can be seen in EVE64 Dev Blog by CCP Explorer.
· Major world shaping events have occured in the Constellation of Santenpaa. Caldari Corporations, especially the Caldari Navy, have relocated several Agents to other areas of the state to improve efficency. This will mainly affect the systems of Isenarios and Aramachi.
· In addition the Caldari State have relocated jump gates from this area.
· The 30-day renewable license pioneered by CONCORD is an alternative to its pod pilot contract license. Pilots on this new renewal scheme can purchase license extensions for ISK and thereby forgo the need for a contract altogether. Full details can be found in Oveurs Blog I can resist anything but temptation
World Shaping:
The following stargate routes have been removed:
· Komo Motsu
· Saila Oichiya
· Saila Motsu
· Saila Laah
The following stargate routes have been added:
· Komo Oichiya
· Oichiya Laah
The following stations belonging to the Caldari Navy have been deployed:
· Ichoriya V Caldari Navy Logistic Support.
· Tintoh VIII Caldari Navy Testing Facilities.
Ships:
· Outer Ring excavations (ORE) and Deep Core Mining (DCM) have completed a joint venture by creating The Orca. This new empire-capable vessel is designed as a "sub capital" logistical ship with a mining command focus, ideal for the day to day needs of corporations or individuals. Filling a void between regular and capital ships, the Orca is a more affordable option for pilots who can’t yet fly capitals. These boats are able to use stargates but do not have jump drives. CCP Chronotis provides full details in the Orca Dev Blog.
Role Bonus:
· 250% bonus to range of tractor beams (70km)
· 100% bonus to tractor beam velocity (1km sec)
· 500% bonus to survey scanner range (~125km)
Industrial Command Ships Bonus:
· 3% bonus to effectiveness of mining foreman gang links per level and 5% bonus to cargo capacity per level
· Slots: 3/4/2
· urret hard points: 0
· Launcher slots: 0
· Fitting: 430cpu, 960pg
· Drones: 75m3/50 Mbit/sec bandwidth
Need For Speed:
· Weapon Grouping is a new system that allows you to group your ship’s guns/launchers together into one entity. Group creation will be done through a single right-click menu and activation will be toggled by a shortcut or button. The benefits are that you can fire all guns and missiles in one salvo and change ammo types across all turrets and launchers much more easily. This new feature also reduces the number of database calls required for firing weapons separately, allowing the server to operate more fluidly. Module recharge timers allow players to gauge how long before the next activation. The movable HUD gives players even more control over their UI layout. Full details on Weapon Linking can be found at Weapon Grouping by CCP Ytterbium.
· Speed rebalance has been introduced, affecting a great many different ships and modules. Maximum top speed has been reduced across the board along with changes to how micro warp drives operate. Stasis webifiers, rigs, overdrives, implants, web drones and gang bonuses have all been changed. Full details of what has been changed will be listed in the appropriate section and a full listing of the Speed Rebalanced Dev Blog by CCP Nozh is available.
· Thousands of NPC's have been affected by changes to rate of fire. Various NPC's with a high rate of fire were modified, their RoF reduced and the damage increased, keeping the DPS the same. Less number of shots means less load on the server.
· Various database improvements have been added to allow for optimization of the game engine. These improvements will allow the client to provide a smoother gaming experience for players. This includes changes to Corporation standings which are calculated during downtime.
· It also affects how characters are loaded into and unloaded from solar systems.The biggest benefit will be when a large fleet is jumping simultaneously and how the server manages and tracks engagements.
· We have made improvements to the contract system on a DB level and we also refactored and optimised how a large number of items are moved between a station hangar and ship cargo hold.
Player Owned Structures, Stations & Outposts:
· A new Large Ship Assembly Array has been added which can be anchored in high security space. This new assembly array can manufacture battleships, freighters and industrial command ships. It has 3 slots with a 0.75 time multiplier and a 1.0 material multiplier.
Agents & Missions:
· 54 new missions have been added for Level 1 through to Level 5. These missions are primarily for Empire based factions.
Character Creation and New Player Experience:
· Earn official recognition for accomplishing certain levels of skill training in all areas from trading to combat. Certificates are a powerful tool to reinforce your bragging rights and bargaining power. The certificate system will be an invaluable asset to new players who wish to plan a new skill. Full details can be seen in the Certificates blog from CCP Greyscale.
Science & Industry:
· Moon minerals have gone through some changes in regards to production. Moon mining will remain unchanged and will process as normal; however, players can now create some of the rarer moon minerals like dysprosium and promethium through reactions. We have created six new reactions which allow you to create key intermediate materials without relying on the rarest moon minerals. This isn't, of course, an efficient process and each rare mineral has been assigned a more common counterpart, which can be used in the place of the rare mineral in these new reactions at a ratio of 20:1. This roughly approximates the difference in moon count between the rare mineral and the common mineral in each case. The four pairings are cadmium/dysprosium, vanadium/thulium, chromium/promethium and platinum/neodymium. The final output of each of the reactions will be ten units per cycle, and the common mineral always replaces the mineral at a 20:1 ratio. More details can be found in the Alchemy Dev Blog from CCP Greyscale.
Markets & Contracts:
· The market has had a bit of a makeover. Extra filters have been added and the price history screen has been adjusted.
Corporation & Alliance:
· Player corporations will be able to create and award medals to their members.
· Any member with the personnel manager, director or CEO role can create a medal in the corp interface > members > decorations section. When creating a medal you define the look of the medal, give it a title and description. Creating a medal costs 5 million ISK paid from the corp wallet.
· A personnel manager, director or CEO can then award a medal they have created to their corp members either by context selecting the corp member in the chat channel or using the memberlists and multi selecting many members. The cost of awarding a medal is 5million ISK per award to each member. The same medal can be awarded multiple times to the same member.
· When you are awarded a medal, you will receive an evemail notification detailing why you were awarded the medal. You can then check the decorations tab in your character sheet to see a list of medals you have been awarded. From here you can opt to display a medal publically or trash it or set it back to private. Your other corporation members can see an overview of the corporations medals within the corp interface> members > decorations tab which displays various information for each medal including its recipients.
· Medals can be set public after you have been awarded them through your character sheet in the decorations > settings tab. Medals may take up to an hour to show to other players around the universe.
Graphics General:
· Stargates have received a makeover and will now display gorgeous new graphics. Each faction has had their stargates optimised and the effects are stunning.
· Gates which are currently Smuggler stargates will remain so.
· Gates between systems in the same constellation will use Small gates.
· Gates between systems in different constellations in the same region will use Medium gates.
· Gates between systems in different regions will use Large gates.
· Gates between two major hisec empires have border gates of the appropriate faction on each side.
· Gates between a major hisec empire (as defined above) and 0.0 space have border gates on both sides; on both sides the gate type is determined by the asteroid pirates present as usual.
· Gates in systems with Blood Raider or Sansha asteroid pirates will use Amarr gates.
· Gates in systems with Guristas asteroid pirates will use Caldari Gates.
· Gates in systems with Serpentis or Rogue Drone asteroid pirates will use Gallente gates.
· Gates in systems with Angel asteroid pirates will use Minmatar gates.
Graphics Premium:
· There is now a Premium version of the CONCORD station in Yulai. Until now this station has only been available as a Classic model (in both the Classic and Premium clients).
User Interface:
· There is a new color scheme preset option called "Nero". This is the default color scheme in Quantum Rise.
· A new option has been added to the UI under ESC> General settings tab> Window snap distance called "Don't Snap" which will allow players to disable windows snapping altogether.
· Double clicking on a character icon in chat will now display "Show info" rather than starting a conversation. This is the default setting.
· Module recharge timers allow players to gauge how long before the next activation.
· The movable HUD gives players even more control over their UI layout.
EVE API and Static data Dump:
· The EVE API will provide extensions for both Medals and Certificates.
· Database extensions for Certificates will be added to the Static Data Dump.
Miscellaneous:
· 10 new tracks have been added to the jukebox to enhance your listening pleasure.
Ships:
· Changes have been made to all Frigates, Interceptors, Stealth Bombers, Destroyers, Cruisers, Battlecruisers and Battleships regarding base speed and micro warp drive speed. Rookie, Industrial, Capital and shuttle class ships remain unaffected.
· All interceptors now have a new role bonus. Interceptor Skill Bonus: 15% reduction in micro warp drive signature radius penalty per level.
· The Kronos and Paladin have had their webifiers bonus increased from 2% to 10% per skill level.
· The Crane, Prorator, Prowler and Viator can now equip a covert ops cloak and can therefore warp whilst cloaked now. In addition these four ships can gain a 5% bonus per transports skill level to the CPU need of fitting a covert ops cloak.
· The Crane, Prorator, Prowler and Viator can now use a black ops jump portal.
· The Crane, Prorator, Prowler and Viator have had their +2warp strength bonus removed.
· The bonus to the shield booster amount for the Crane has been reduced to 5%.
· The armor repair duration bonus has been removed from the Prorator.
· The shield booster cap need bonus has been removed from the Prowler.
· The armor repairer cap need bonus has been removed from the Viator.
· The Bustard, Impel, Mastodon and Occator all gain a +2 warp strength bonus. In addition, the Bustard and Mastodon have gained a +5% bonus to shield hitpoints per Transport Ships skill level and the Impel and Occator have gained a +5% bonus to armor hitpoints per Transport Ships level.
· The Bustard has had its shield boost bonus reduced to 5% per level.
· The Impel has had its armor repairer duration bonus removed.
· The Mastodon has had its shield booster capacitor need bonus removed.
· The Occator has had its armor repairer capacitor need and duration bonus removed and an armor repairer amount bonus added.
· The corporate hangar bay of the Rorqual has been increased to 30,000 m3.
· The Procurer has had its agility slightly increased.
· The Skiff has had its agility slightly increased.
· The Mackinaw has had its CPU increased by 10 and the cargo capacity increased by 1000m3.
· The Nighthawk has had the explosion radius bonus changed to +5% heavy missile explosion velocity per level.
· The Flycatcher has had the explosion radius bonus changed to 3% reduction of Light Missile damage reduction factor per level.
· The Heretic now has an explosion velocity bonus changed to +5% per level.
· The Golem now has an explosion velocity bonus changed to +5% per level.
· A situation existed where your active ship could, incorrectly, be stored in a Carrier ship maintenance bay while docked at a station. This has been fixed and it is no longer possible to store your active ship in a Carrier while docked at a station.
· Carrier pilots now have full access to the carrier corp hangars even if corporation roles for corp hangars are different.
· Jaguar bonuses have been clarified, and resistance bonuses have been removed.
· All Harpies and Hawks have been recalled for urgent paint jobs. They will now show their respective mega-corporations' colors.
· Both jump freighters and regular freighters may now loot from jump freighter wrecks.
· Carriers and Motherships will no longer keep additional targets locked when triage mode expires. The ship will revert to the maximum number of locked targets as allowed by the player’s skills.
Modules:
· Nanofiber Internal Structures of all types no longer give a mass reduction and will instead have a velocity modifier and inertia multiplier.
· All overdrives have been reduced in effectiveness by 37.5%. Faction variants (Republic Fleet and Domination) will have a maximum 12.5% velocity modifier but cargo capacity drawback will only be 5%.
· The micro warp drive is now vulnerable to warp scramblers (the 7.5km version). If you get scrambled your MWD will immediately end its cycle. You won't be able to activate it until you're out of warp scramble range, and the reactivation timer has expired. In addition, all MWD's now give you a 500% speed boost, regardless of meta level.
· The capacitor penalty associated with micro warp drives will now be based on meta level. A standard Tech I MWD will have a capacitor penalty of 25% when equipped while the meta 14 MWD will have a 0% penalty to capacitor status. Signature radius bonus will also be applied in this manner. A standard Tech I MWD will have a signature radius penalty of 500% while the meta 14 variation will be 411%.
· Changes have been made to all variations of afterburners. A standard Tech I afterburner will now have a speed boost of 112.5% while a meta 14 variant will have a 162% speed boost. Adjustments have been made to the cap requirement for meta 11 and above. There are clear advantages and drawbacks to the two types of modules within the same meta level. Some afterburners will have a smaller cap and power grid need while others will have more speed bonus and less CPU need.
· The following afterburners have all increased in meta level by a factor of +1: Gallente Navy 1/10/100MN Afterburner, Shadow Serpentis 1/10/100MN Afterburner, Monopropellant I Hydrazine Boosters, Cold-Gas I Arcjet Thrusters. The LiF Fueled I Booster Rockets will be reduced in meta level by a factor of -1.
· Stasis webifiers now have a maximum effective speed reduction of -60%. This changed from the maximum effective speed reduction of -90%. In order to compensate, all standard webifiers and faction variants will have either better range and CPU fitting requirements, better range and speed factor, or better speed factor and CPU fitting requirements. Officer variants will now have up to 20km range (reduced from 40km) and a speed reduction factor between 55-60%. Capacitor use, power grid and CPU fitting requirements have been tweaked depending on meta level.
· Warp scramblers have been changed and, along with the current ability of +2 warp scrambling strength, will now incapacitate an active micro warp drive. The Dark Blood and True Sansha warp scrambler have been promoted to meta level eight and the four variants within meta levels seven through nine will allow for either better range and CPU fitting, better range and strength, better strength and CPU fitting or much better CPU fitting.
· Officer warp scramblers will now have a maximum range of up to 15 km. Capacitor use, power grid and CPU fitting requirements have been tweaked depending on meta level.
· The radius of the large mobile warp disruptors have been reduced by about 26%. This will range from the smallest (Mobile Small Warp Disruptor I) of 5000m radius up to the largest (Syndicate Mobile Large Warp Disruptor) of 33,500m. In addition, the total hit points of the Syndicate Mobile Large Warp Disruptor have been increased by 50%.
· Skirmish Warfare skill will be changed to give a 2% per level gang bonus to agility.
· Skirmish Warfare Mindlink will also be changed to give a 15% gang bonus to agility, in addition to the 50% bonus to the command bonus of Skirmish Warfare Link modules. The agility gang bonus overrides effect of the Skirmish Warfare skill gang bonus, just like for the other "passive" mindlink bonuses.
· Skirmish Warfare Link will be changed to give a 2% command bonus, resulting in a maximum 25.875% boost.
· Energy Nosferatu and Neutralizers have had their blueprint job times reduced to be in line with other modules.
· The Protest´ Large Armor Repairer I blueprint and module will now appear under the search options in the Contracts menu.
· The Remote Sensor Booster II has had its skill requirements changed to Sensor Linking 4 to bring it in line with other T2 modules.
· "AURA" warp core stabilizers have been enhanced and their CPU requirements reduced to 22.
· T1 and T2 Mercoxit Mining Crystal BPO’s have had their required number of Nocxium for building modified. In addition, Tech II Mercoxit mining crystals can now be reprocessed.
· A signature radius of 25m has been added to Mining Drone I, Mining Drone II, Civilian Mining Drone and Harvester Mining Drone. This will now prevent 100% scan success on mining drones with any type of probe.
· Descriptions for warfare link modules have been changed. It now says: "Note: The Gang bonus only works if you are the assigned fleet booster."
· "Passive Defence Armored Warfare Link" does not cause aggression and it is possible to dock and jump after having it activated.
Several warp scramblers have been renamed to better specify their functionality:
· Faint Epsilon Warp Prohibitor I -> Faint Epsilon Warp Scrambler
· Initiated Harmonic Warp Jammer I -> Initiated Harmonic Warp Scrambler
· J5b Phased Prototype Warp Inhibitor I -> J5b Phased Prototype Warp Scrambler I
Several warp disruptors have been renamed to better specify their functionality:
· J5 Prototype Warp Inhibitor I -> J5 Prototype Warp Disruptor I
· Fleeting Warp Scrambler I -> Fleeting Warp Disruptor
· Faint Warp Prohibitor I -> Faint Warp Disruptor
· Initiated Warp Jammer I -> Initiated Warp Disruptor
Rigs:
· Polycarbon Engine Housing I and II no longer give a mass reduction and will instead have a velocity modifier and inertia multiplier.
· Locus Coordinator rigs are now subject to stacking penalties.
Weapons & Ammunition:
· All missile types have been balanced to ensure that oversized missiles do not have too much of an effect on smaller ships. As before, ships are still protected from larger missiles by their signature radius. When going sufficiently fast, the damage taken from missiles is reduced by the signature radius to speed ratio, rather than just speed. Going faster or reducing the signature radius will reduce missile damage further. For a ship with the same signature radius as the missile's explosion radius, the missile's explosion velocity indicates the speed at which the missile damage starts to get reduced. The new formula allows for speed tanking using afterburners. In fact, afterburners will in general be more effective than micro warp drive for speed tanking missiles.
· Light, heavy and cruise precision missiles will now do more damage to smaller targets and will have a penalty of -50% range.
· Rocket, assault missile and torpedo javelin missiles will now do -10% less damage but range has been increased by 50%.
· Rage rocket, assault missiles and torpedoes and Fury light, heavy and cruise missiles will do less damage to their own ship class but will do more damage to a larger ship class. They will also have a -10% range reduction.
· The cost of producing all types of bombs has been reduced by 33%. This change will affect the Concussion, Electron. Lockbreaker, Scorch, Shrapnel and Void bombs.
· Doomsday devices and smartbombs will no longer penetrate the shield of a starbase, even if you have permission to access the POS shields.
Drones:
· In order to bring the Berserker SW-900 drones in line with the changed webifiers, their speed factor is changed from -30% to -20%. Since the web effect is affected by a stacking penalty, 5x -30% web drones gives an overall reduction of 45.9%.
· All medium drones have been changed as they were too effective against small targets. The optimal signature radius has been increased to 125m and increased tracking by a factor of 1.2x giving a change of -42.4% against smaller targets.
· Particle Accelerator Units were being requested as building components for Infiltrator, Vespa, Hammerhead and Valkyrie Tech II drones. These have been changed to the correct construction component required by race. Therefore Infiltrator drones will use Laser Focusing Crystals, Vespa drones will use Superconductor Rails and Valkyrie drones will use Thermonuclear Trigger Units for Tech II production. Hammerhead drones will still require Particle Accelerator Units for construction.
· Tech II Praetor drones now require two Laser Focusing Crystals for production to bring them in line with other Tech II heavy drone variants.
Skills:
· The description of the "Electronic Warfare" skill has been modified to clarify that it does not affect capital class modules.
· The Chief Financial Officer skill book has been removed from the market.
Player Owned Structures, Stations and Outposts:
· You will now automatically relinquish control of starbase guns or system scanners whenever you disconnect from the client.
· Ship assembly arrays of all sizes at starbases have had their descriptions changed to reflect new ship classes that they are able to produce. The Advanced Large Ship Assembly Array can now produce Black Ops, Marauders and Jump Freighters. The Advanced Medium Ship Assembly Array can produce Heavy Interdictors and the Advanced Small Ship Assembly Array can produce Electronic Attack Frigates.
· The large ship assembly array has been renamed to X-Large Ship Assembly Array.
· The Efficient Equipment Assembly Array has been renamed to the Equipment Assembly Array and the number of manufacturing slots has been increased to six. The time multiplier has also been changed to 0.75.
· Advanced capital construction components have been added to the component assembly array. Component assembly arrays will now be able to manufacture these items.
· The jump bridge fuel bay has been changed to allow only the correct fuel, liquid ozone, to be loaded.
· Right clicking your mouse on the system scanning array in the scanner window will no longer give you the option to "Destroy Probe". The only action that can be performed will be "Relinquish Control".
· POS gunners will now be able to target and destroy hostile drones in high security space.
· The capital ship assembly array, cynosural system jammer and system scanning array were incorrectly displaying a mass of 100 kg. After a diet consisting of steak, pizza and Oveur's beer supply, they now display the correct mass of 10000000 kg.
· Bookmarks will now display correctly in the corporate hangar array. This will allow them to be removed and allow the unanchoring of this module.
Boosters & Implants:
The following implants have been unplugged and will be deposited in the players hangar which holds their medical clone. Please note that the implants can be plugged back in:
· Hardwiring - Eifyr and Co. 'Rogue' AY-0
· Hardwiring - Eifyr and Co. 'Rogue' AY-1
· Hardwiring - Eifyr and Co. 'Rogue' AY-2
· Hardwiring - Eifyr and Co. 'Rogue' CY-0
· Hardwiring - Eifyr and Co. 'Rogue' CY-1
· Hardwiring - Eifyr and Co. 'Rogue' CY-2
· Hardwiring - Eifyr and Co. 'Rogue' MY-0
· Hardwiring - Eifyr and Co. 'Rogue' MY-1
· Hardwiring - Eifyr and Co. 'Rogue' MY-2
· Shaqil's Speed Enhancer
· Low-grade Snake Alpha
· Low-grade Snake Beta
· Low-grade Snake Delta
· Low-grade Snake Epsilon
· Low-grade Snake Gamma
· Low-grade Snake Omega
· Snake Alpha
· Snake Beta
· Snake Delta
· Snake Epsilon
· Snake Gamma
· Snake Omega
· Snake implants have been changed. High grade will be changed in effectiveness from 53.63% to 24.73% speed bonus. Low grade will be changed from 33.83% to 16.02% speed bonus.
The following implants have been moved to slot 6:
· Shaqil's speed enhancer
· Hardwiring - Eifyr and Co. 'Rogue' CY-0
· Hardwiring - Eifyr and Co. 'Rogue' CY-1
· Hardwiring - Eifyr and Co. 'Rogue' CY-2
· Hardwiring - Eifyr and Co. 'Rogue' MY-0
· Hardwiring - Eifyr and Co. 'Rogue' MY-1
· Hardwiring - Eifyr and Co. 'Rogue' MY-2
The following implants have been moved to slot 7:
· Hardwiring - Eifyr and Co. 'Rogue' AY-0
· Hardwiring - Eifyr and Co. 'Rogue' AY-1
· Hardwiring - Eifyr and Co. 'Rogue' AY-2
The following Hardwiring implants will be removed from players heads and placed in their hangars until the implants are fixed:
· Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-1
· Hardwiring - Poteque Pharmaceuticals 'Draftsman' GI-2
· All variations of X-Instinct booster will no longer provide a velocity bonus and will instead give a bonus for reduced signature radius. The new description will read: "This energizing booster grants its user a vastly improved economy of effort when parsing the data streams needed to sustain space flight. The main benefit of this lies not in improved performance but less waste of transmission and extraneous micro maneuvers, making the pilot's ship sleeker in performance and harder to detect. The booster's only major drawback is the crazed notion that the pilot's inventory would be look so much better if merely rearranged ONE MORE TIME.”
Character Creation & New Player Experience:
· The text on page 3 of the tutorial named "Character sheet advanced information" has been modified to say “plug in” rather than “Insert” for implants.
· New Minmatar players will now receive the same standing bonuses as their Caldari counterparts when completing courier missions designed for new players.
· The tutorial buttons have been made uniform for when the player wishes to continue. "Press next" and "Press back" are the two options.
Agents &Missions:
· Important multi-part storyline missions have had their expiry timers increased to one month to allow for completion.
· The Gallente COSMOS mission, Revenge is Sweet, will now provide a clear description to guide players to the next appropriate COSMOS agent in sequence.
· The message displayed in the mission "The Blockade" about the stasis tower being controlled by the pirates is shown only once and is not shown again when warping in and out of the mission location.
· The level 3 mission “What Comes Around Goes Around” has had the frigate NPC’s changed to Cruisers.
· The repair outpost in the level 3 mission “Break their Will” has had its hitpoints increased significantly.
· The acceleration gate in the level 4 missions “The Mordus Headhunters”, “Silence the Informant” and “Smuggler Interception” has been moved. Travel distance to the second areas is now reduced.
· The NPC’s in the Level 4 mission “Smuggler interception” have been reduced but are now stronger.
· The level 3 mission “New Frontiers (5 of 7)” will now have reduced neutralizing, DPS and Electronic Warfare.
· The agent Yuata Ishodaki, who was located at Notoras II - Lai Dai Protection Service Assembly Plant, has been moved and is now located in the station Sarenemi V - Home Guard Assembly Plant. Lai Dai didn’t want that Agent anyway.
· Agent mission bonus rewards above 100,000 ISK will now be subject to corporation taxes. For example, if your player corporation has a 10% tax rate then 10% of your mission bonus reward will now be added to the corporation wallet.
· The silo in the storyline mission "Shipyard Theft" will now drop a loot container.
· Battleships can now squeeze through the acceleration gates in the missions "My Sweet Privateer" and “Transport Duty”.
· There have been modifications to the names of structures in the "Lights Out" series of missions.
· The mission description for Undue Attention (1 of 3) has been made clearer.
· The trigger message in the level four storyline mission "Extract the Renegade" has been modified.
· The mission "Cleaning House" has had its description modified to clarify objectives.
Exploration & Deadspace:
· The spawn points in the exploration site, Pirate Hideout, have been adjusted so that NPC's no longer spawn so far away from a player’s ship.
· The Old Battlefield in Tama has mysteriously disappeared. The mission was disabled some time ago and the deadspace area has now been removed.
Science & Industry:
· The client will no longer close when trying to install a public job in space. A warning message will appear stating that the required materials must be in the station.
· Manufacturing lines have been added to the Federal Navy Academy station in Synchelle.
· You can now install a remote job from inside of a Rorqual. Input/output is either personal hangar or corp hangar division. No exception is thrown.
Market & Contracts:
· The "N-1 Neon Type Rocket Bay" module and blueprint have been added to the market.
· Skills now get filtered off the market if the check box is ticked and skills are learned.
Corporation & Alliance:
· Blueprints can now be unlocked if a vote times out with zero votes. This fix is the result of blueprints getting locked down when the vote is proposed but time elapses with no votes. The same mechanic is now used to unlock blueprints.
· The "Access Denied" pop up message that would display when an Accountant or Junior Accountant would access the corporation wallet without take rights has been removed.
· Corporations that applied to expired alliances will now display the correct membership history; the expired alliance will not appear on it.
· Non-Immediate sanctionable actions (i.e. creating shares or war declarations) will no longer return to "Not In Effect" status after being applied.
User Interface:
· Unchecking the "Pilot has neutral standing" option will now only remove neutral pilots. CONCORD, Customs Police, stargates, billboards, sentry guns and secure containers will now show up on the overview.
· The overview and brackets system has been overhauled. There is no longer a system specified default tab; you can now change the name of any tab from the tab itself or from overview settings. When all named tabs are deleted, the system generates the "default" tab again..
· Overview and Brackets Settings have now been changed to Overview and Brackets Profiles respectively.
· All Overview tabs can now be deleted, even the formerly hidden default one.
· The minimum size of the corporation window has been increased. Corporation: Members >Find Member in Role will now display the listing properly as a result.
· Opening the star map from the "show route" option by right clicking the available contract now minimizes the station information bar.
· Players will no longer be able to see the ranks of retired members of a militia.
· Double-clicking on the open votes tab has been disabled. The group now only expands and doesn't open a new window.
· Windows will now retain their correct size and properties when they are unstacked.
· The zoom feature on the mapbrowser (F11) has been removed as it did not function as intended.
· The “view market details” option has been returned when creating a link to an item's "show info" in a chat channel in the right click menu options.
· There is now a "Fetching Data” progress bar when opening the "Color stars by" tab in the World Map. This bar will prevent UI errors in the map if a player clicks on another tab.
· The fitting windows in station services will now only close when you actually undock. If you abort the undocking, the window will remain open. When you dock, the fitting window will remain open.
· You can now set a destination on the map screen to an avoided system and get there without turning off the avoidance feature.
EVE Voice, Mail & Chat:
· The chat options have been combined with audio options under a tab called “Audio and Chat” when accessing the “ESC” menu.
· A new chat channel has been created in Albanian. This channel is available by accessing "Open channels" -> "languages"
Mac and Linux:
· Updating clients from Cider on the Mac will no longer erase personal overview settings, market quick lists, folders, bookmarks or notes.
· The auto-patcher in Cider for the Mac client will now start the patch install correctly when clicking the "OK" button to start the patch process.
Localized Clients:
· The wording of the market price history window has been changed slightly in the German client.
· The "Show route to" message has been localized for the German client.
Miscellaneous:
· Players will now receive a warning when taking more than one item from another player's wreck.
· Containers can now be opened in active and inactive ships, corp hangars and item windows when docked in your current station. You can do so either by right-clicking or double-clicking on the container.
· The process of searching for ranks in Faction Warfare has been optimised.
· The client launch button has been removed as an option following a patch to enable those with unsupported switches to maintain their cache and settings.
· We have modified our statistic gathering, especially concerning players suffering disconnections/crashes from the server.
Ships:
· The error message "The ship you are piloting is too damaged to be handled in space. You do not have the skill to manage it in its current state." will no longer be displayed when attempting to undock when your ship has zero armor and you have changed a module. From today, armor will only prevent undocking if damage exceeds armor hitpoints, whereas structure will prevent undocking if damage exceeds OR equals structure hitpoints.
· A typographical error in the attribute of all Titan class ships has been fixed.
· A typographical error has been fixed in the description of the Amarr Magnate frigate.
· The Skiffs description has been corrected to state the existing +2 warp strength bonus correctly.
· Ships fitted with Expanded Cargohold’s will now show the correct cargo capacity.
· The Dramiel and Daredevil now have their correct sensor type - LADAR and Magnetometric respectively.
Modules:
· The Automated Targeting System module will now correctly target the correct number of ships and will ignore targeting structures.
· The description of the Warp Disruption Field Generator has been changed. The following text has been added to the description: "The generator has several effects upon the parent ship whilst active. It increases its signature radius and agility whilst penalizing the velocity bonus of any afterburner or microwarpdrive modules. It also prevents any friendly remote effects from being rendered to the parent ship."
· The correct error message will be displayed when attempting to repair damaged modules with insufficient nanite repair paste in your cargo.
· Modules will now take damage from overheating until they reach 100%. This will then cause them to switch off.
· Overloading and activating a module does not get the module stuck. The module may now be deactivated. The overheating can be switched off too.
· The fitting window will now correctly display the max targeting range penalty on warp core stabilizers when the mouse hovers over the module in the fitting screen.
Drones:
· Combat drones will now attack faction navy ships when a player is aggressed by a navy ship. Previously drones would remain idle when a player was under fire.
· The Drones window now stays in place during docking, jumping or relogging.
Weapons & Ammunition:
· Fixed the armor uniformity on bombs to allow them to take maximum damage before being destroyed.
· Damage caused to R.A.M. Ammunition Tech has been made consistent with all javelin torpedo and rocket types. Javelin torpedoes will have 12.5% damage per run while rockets will have a 5% damage per run.
· A grammatical error has been corrected in the description of Scorch S, Scorch M and Scorch L crystals.
· A typographical error in the Wrath Fury Cruise Missile description has been fixed.
Skills:
· "Reduces heat damage by 5% per level" has been added to the description of 'Thermodynamics'.
· The description of the skill "Nanite Interfacing" has been changed to better describe what it does.
Player Owned Structures, Stations & Outposts:
· Starbases will now calculate the correct fuel consumption in Sovereignty controlled systems and deliver mails regarding fuel at the right time.
· Shield hardening arrays will now display and give the correct resistance bonuses to a starbase control tower at all times when online and active.
· Starbase structures are now updated very soon after being placed online. A message has been added advising players that newly deployed structures, such as mobile laboratories and assembly arrays, can take up to 5 minutes before they appear in the Science and Industry installation tab.
· Starbase attack EVE mails will now display the attacker Corporation and Alliance at all times.
· The docking radius of the Minmatar Research station has been adjusted to prevent ships being forced out of docking range immediately when undocking.
· Starbase control towers will properly update the output links list when links are added, removed or modified with regards to the reactor array. Reactions will no longer take place if the reactor arrays are not connected to a silo or if the silo is full meaning that no materials are unnecessarily consumed in future.
· The refining array and intensive refining array will now allow you to use the "Run Refining Process" up to 3000 meters from the control tower.
· The Amarr station in SH1-6P has been fixed and can now produce capital industrial ships as intended.
· The attribute "posstructurecontroldistancemax" has been renamed to "Maximum Control Distance" on starbase control towers.
· The DED have employed a couple of editors and mails regarding starbases will now be grammatically correct.
· Reactions can be dragged in and out of reactors (production tab and storage access) without causing an exception to be thrown.
Boosters & Implants:
· The attribute description for Mindflood boosters has been changed to correctly identify the benefits and penalties associated with using this type of booster.
· A typographical error has been fixed in the description of "Hardwiring - Inherent Implants 'Lancer' G2-Gamma".
· A grammatical error in the description of the Zainou ´Deadeye´ZGL100 has been corrected.
Character Creation & New Player Experience:
· The arrows next to the tutorials on the welcome pages now open the respective tutorials.
· Skill points displayed pre- and post-character creation will now display correctly.
· Destroying the hotel in “Cash flow for Capsuleers (8 of 10)” will no longer make the mission impossible to complete.
· The correct faction has been set for the Caldari mission "Cash Flow for Capsuleers (1 of 10)"
· A grammatical error has been fixed in the mission description of “Cash Flow for Capsuleers (2 of 10)”
Agents & Missions:
· All gang members will now receive the same agent and corporation standing increases from missions.
· An exception is no longer thrown when right clicking after selecting all agents in the all agent folder under the agents tab.
· Completing the mission "Athran Exigency (1 of 5) will no longer cause an incorrect standing loss to the Khanid Kingdom.
· The mission "In the Midst of Deadspace" will no longer send players to different systems in parts 1, 3, 4 and 5. The deadspace encounters will remain in the same system.
· Spawn containers that appear when an object or structure is destroyed in a mission will no longer be empty. All spawned containers will contain items.
· A New Venture (3 of 5) – Healthy Competition" now drops the correct mission items.
· The “Mannar Mining Colony” mission can now be completed as intended.
· The mission “Augumene Allergen (5 of 5)” can now be completed.
· A grammatical error in the description of the LCO Radio Telescope has been fixed in the level 3 mission "The Score”.
· Several grammatical errors have been corrected in the mission “Minmatar Plot (3 of 3)”
· Multiple typographical errors have been fixed in the completion text of the mission "The Slaves must be returned".
· A typographical error has been fixed in the mission "A New Venture - Final Negotiations (5 of 5)".
· The mission "Foreign Investment" will now give the correct standings boost to the Caldari State.
· Faction standing changes have been corrected in the Gallente mission "Exploited Sensitivities".
· The mission "Suntendi Recall (2 of 5)” now features the correct agent conversation options.
· Agent Thanan Derif is able to give out the mission “Informed Attack (4 of 5)” once again.
· Omber has been removed from the level one mission "Fair Play (2 of 5)".
· Players can now equip and use a Micro Warp Drive in the mission "Air Show - Requesting a Flyby (5 of 5)".
· The correct amount of Scordite necessary to complete the mission "Data Mining" has been clarified.
· The PD Security Enforcer NPCs in the COSMOS complex "Pend Insurance Storage Bin" are now piloting the correct ships.
· The battleship General 'Buck' Turgidson will no longer disappear from the mission "War Situation 2 of 2"
· A gate in the "Mysterious Sightings (3 of 4)" mission has been relabeled.
· In the mission "Rogue Drone Harassment" the Kayzum Mother Drone will now leave the correct sized wreck.
· The image in the mission details window will no longer disappear when scrolling down to read the full mission details.
Exploration & Deadspace:
· The "Blood Raider Powergrid" escalation path has had its text description modified to the correct description.
· Journal entries now update automatically when the journal is opened during expeditions.
Science & Industry:
· Installing corporation jobs such as manufacturing or material research through the installations tab has been fixed. The drop down for input/output option s now works correctly.
· Interfaces will no longer show the incorrect damage taken when used for invention.
· No exceptions will be thrown when choosing the clear history option when right clicking on installations or blueprints.
· The info window will now become active and visible when it is opened from the Science & Industry window.
· The Science & Industry window will now remain collapsed during docking or undocking.
· Installing a "public" job in space will now work properly.
· The accept quote window in Science & Industry is now working properly and is displayed correctly too.
· Items will be delivered to the corporation hangar as intended when a Science & Industry job is installed by a Rorqual pilot.
Market & Contracts:
· Contracts created to a Corporation will now display correctly when searching under "Issued To/By", "", "Outstanding" and "All"
· The market distance when placing buy and sell orders will now display correctly when using the "Avoid Systems" option. Remote buying in unreachable systems is possible but setting up remote orders is not possible in unreachable systems.
· Rogue drone components were missing a description in their market group. This has now been added.
· The market group name of 'Tracking Disrupter' has been correctly changed to "Tracking Disruptor"
· Browsing through the market will no longer cause a memory leak.
· The refresh button on the market UI will no longer cause other sub-windows and list boxes within the market window to resize. This was only affecting players who had automatic market refresh turned off.
· Minimum and maximum prices on courier contracts are now working as normal.
Corporation & Alliance:
· The "Save" and "Cancel" buttons are now properly positioned in the task management list when using "Find member in a Role" in the corporation window.
· The Alliance revival table now works correctly and will restore the original Alliance name and ticker when necessary. This is a GM tool only.
· Corporation advertisements now correctly displays the column title "Logo" as well as any logo that is attached.
· You can now attempt to rent an office again if your first effort failed due to insufficient funds.
· The "Join Corporation" tab will now display the correct corporation taxation level when a player is submitting an application.
· Killing members of your own player corporation when enrolled in Factional Warfare will no longer count as kill statistics for your chosen militia.
Graphics General:
· Tabbing out of the log in while logging in a second client will no longer throw any exceptions or cause a client to crash and the process will complete as normal.
Graphics Premium:
· The communications tower in the mission "Demolition" has had a missing light added.
· When using “Look at” on an exploding ship or structure, the camera will no longer reset back to your ship until the explosion is complete.
User Interface:
· The EVE client will no longer crash or throw exceptions when adding a waypoint after avoiding some solar systems.
· The aggression timer will now display correctly after docking and undocking and players will now see the correct aggression countdown at all times.
· EWAR icons will now disappear from the overview when a player has deactivated an EWAR module.
· The targeting lock sound will now only be heard at the correct time, once you have targeted something.
· Align Left/Right option is now available in right context menu of solar system map browser.
· The station information window will remain minimized when exiting the map.
· Local channel will now update the correct number of players in a system whether the channel is minimized or not.
· Station services window does not disappear when ships and items (open and stacked with a third window) are merged into the station panel.
· Colortags which identify players in your corporation or alliance, players who are marked as having good standing, bad standing or war targets will now display their colortag correctly in chat channels, character page, overview, EVE mail and address book.
· A typographical error has been corrected in the corporation wallet.
· A grammatical error has been fixed in the self-destruct message.
· The target box will no longer disappear on locked asteroids when the "Show Targeting Crosshairs" option is unchecked in the general settings.
· Changing between tabs no longer has any effect on crosshairs. Crosshairs stay in space even if a new tab doesn't have the type visible.
· Undocking with an open map will no longer replace map mouse controls with in-space mouse controls.
· Stations will now show up when using the scanner.
· The "Simple View" option in the Contracts page will no longer truncate the names of items listed on contract when the contract column is resized.
· Market details will no longer fail to update when scrolling the market quickbar past the bottom of the list using the keyboard. Additionally, if selected items were changed too fast the details would completely stop updating and the market window had to be re-opened to get it working again. This no longer happens and the market window will work properly.
· Group windows under people and places for buddies, agents or places will now update immediately when a change takes place.
· Increased the space between the left edge of the market window and the left y-axis of the chart to prevent text from leaking out of the window.
· Resizing the world map control panel will no longer cause tabs to overlap.
· The "Help" window will no longer resize when attached to other windows. This window size is set at a defined size and will no longer change.
· The "Deliveries" window will remain open after relogging the client. Previously this window became inaccessible after reconnecting to the client if the window was left open.
· The Science and Industry window will no longer become corrupted when trying to install a job directly after a clone jump when a player has not boarded a ship.
· A visual bug concerning the loading of charges in the fitting screen has been fixed. The maximum capacity will now display correctly and will no longer appear as if the gun or launcher has more charges equipped than it can handle.
· An exception error will no longer be displayed when right clicking all assets or all corporation assets in the assets window when everything is selected.
· Using CTRL + A upon opening a wreck will now select everything inside the wreck as intended.
· The names of the buttons on the map that position waypoints have been made uniform.
· All transactions are showing correctly again in the wallet journal page.
· Selecting the EWAR tab in overview settings no longer causes exceptions the first time it is used after log-in.
· Scrolling through corporation recruitment adverts has been made quicker and easier.
· The wallet transactions and journal are now always in sync. Selling multiple items in quick succession will now display properly.
· If a window is partially off-screen, it will stay there if a new window is opened.
· Opening multiple standings windows when browsing Corporation> Politics> Standings > Liked By will not cause a mixture of the standings to be displayed.
· The exception has been removed after double clicking the "Materials" or "Skills" tab when viewing a blueprint. Windows now open with accurate content.
· The "Avoid systems where pod killing has recently occurred" option on the map now works correctly.
· Bookmarks are now working correctly. No duplicates will be made by accident and copies lead to the right location.
· A typographical error has been fixed in the Corporation Wallet> Bill Types.
· The buttons for the Star Map (accessed via F10) are now displayed irrespective of the stack status of the selected items window.
· The F11 map will always appear at the absolute edge of the client - both the left and right sides.
· When the mission details window is a tab within another window, all content now displays correctly. Also, if you have the mission details window minimized when you complete the mission site, when the mission details window pops up its content will be correctly displayed.
· Selecting all in Contracts> My Contracts tab> Contract type has been modified and there will be no problems expanding the view now.
· The 'Pick new Item' button in Repair Facilities window in station services now aligns correctly.
· The help button will no longer disappear from the world control map window if it is merged with another window, i.e. People and places, and that window is closed. The help will now remain in this case.
· The "Compare" option when using show info on a ship or module will now remain in place and work correctly.
· The calculator has had its window resized and will now display correctly.
· Combat logs and the logs window can no longer be stacked. This stacking was causing logs to display incorrectly. Adding a combat log to the logs window will now work as intended.
· Attempting to repackage trashed items from the assets list will no longer cause a logserver exception.
· It is now possible to tab between username and password after entering an incorrect password or username at the log in screen
EVE Voice, Mail & Chat:
· Resizing chat windows will no longer cause exceptions.
· A grammatical error has been corrected in the "channel access control channel".
· Text color will not revert to white if you click cancel on the generate link window. Biographies and notes can have color again.
· Chat channels that no longer exist will not cause logfile errors.
· Channels with zero members should no longer cause errors.
CONCORD and Kill Mails:
· Kill logs will now show the correct number of secure containers that are dropped from a ship. Dropped and destroyed items will be listed correctly.
Mac and Linux:
· Cedega will now check that there is sufficient disk space for the .dat file before proceeding with a download. A message will pop up to confirm if there is insufficient space.
· After terminating a previous install attempt, Cedega will no longer continue an install if an incomplete .dat file exists.
· Station textures have been fixed for Mac X 10.5.5 Update users.
Localized Clients:
· "Show in world map" has been translated in the German client.
· The banned reason displayed when a player tries to log onto the game has been translated in the German Client.
· The correct notification message will be displayed when clicking 'show route' on a contract in the German client.
· Perception has been translated correctly in the German client.
· The "Pick New Item" button in the repair shop window on the German client will remain visible at all times when the window is open.
· Text clipping has been fixed in various clients and should no longer affect usability.
· Portuguese and Italian text has been fixed in the tutorial.
· Problems with writing in Korean in chat channels or EVE mail have been fixed.
· The Korean tutorial on drones has had its title modified.
· Spanish chat channels now display correctly. "Chat" has been replaced with "Charla"
· The journal window has been resized in the Russian UI to prevent obscured text.
EVE API and Static Data Dump:
· An incorrect columns listing in map/Jumps.xml.aspx within the EVE API has been fixed and will now display properly.
· Intermittent errors that were generated when accessing container logs in the EVE API have been resolved.
· The EVE API will now show Alliance standings in the standings.xml.aspx.
· Certain IP addresses will no longer cause general errors on EVE API pages.
· Data changes are now displayed correctly after caching time runs out in the EVE API.
· Standings are now showing in the correct format in the EVE API for both characters and corporations.
· Stacktrace errors caused by NPCs moving around a system have been eliminated.
· dgmEffects.falloffAttributeID has been modified and will not return rows with a value of 0 in the Static Data Dump.
· Icons have been added for ships that did not have them in the dataexport, previously blurred icons should be clearer.
· The "Caldari Starbase Control Tower_LCO" has had its description corrected.
· The static data dump now comes with a T-SQL creation script for foreign keys. It is located at the bottom of ebs_DATADUMP.sql .
· Celestials in Black Rise have been added to the static data dump and placed in the correct tables.
Miscellaneous:
· Several GM Tools have been updated to allow the Game Masters to help players much more efficiently.
· Bookmarks will now update properly when edited or deleted.
· When a docking attempt is cancelled players will be able to eject or store ships without getting an error message stating "You cannot do that while docking".
· The correct notify message will appear for a pilot being unable to offer a clone due to the Clone Vat Bay being offline.
· The item "Head in a bottle" has been changed. The item is now known as "Head in a Jar" and will now display the item description. "This is a human head, sealed in a jar of preservative fluid."
· Double clicking on a ship to display their cargo-hold in the assets page no longer causes an error.
· Vista SP1 users should no longer have problems logging in. When players patched to Empyrean Age 1.1, the client would throw an exception on 58490 code when the splash screen loaded crashing the client. This will no longer happen.
· Proxy logspamming of "Handshake Failed" errors has been stopped; it will only show on the client now.
· A typographical error in the description of "Ancestral Armor" has been fixed.
· Agent names have now been reserved on Tranquility and players will not be able to make characters with names that are reserved.
· Clone jumping is now working properly. Jumping from a clone in one station to a clone in a different station works as intended.
· Quitting via the "Quit" button or directly closing the client window will no longer throw exceptions in the log server.
· Clone jumping now triggers the correct "Aura : Cloning" tutorial when the “show tutorials” option is checked.
· Requesting the corp standings of a character in an NPC corporation has been made quicker and easier.
· A grammatical error has been corrected on the Garoun Investment Bank station description.
· The patcher will now ensure that all running processes of the EVE exefile are stopped before commencing with a patch. This will prevent the patching process from returning an error and failing to apply properly.
· "Cryo Batteries" have now been correctly renamed to "Sleeper Cryo Batteries".
EXPLOIT FIXES:
· Several exploit issues have been fixed, making EVE a better world to live in for us all.
October 3rd, 2008· The autopilot avoidance system has been updated. Jita has been removed from being a preset default value in the avoidance system. A side effect of this is that any entries that you have added to the avoidance system will also be removed. We have done this as there was an unexpected side effect where any solar system that has been set to be avoided would show as being 2 billion jumps away. We are working on a full fix for this at present. This means that any solar system added to the avoidance system will display in your market as being 2 billion jumps away.
· The autopilot was ignoring certain links between systems. The map cache has been corrected so the autopilot will correctly plot a course to your destination.
· Outposts and Conquerable Stations were not displaying in the right click menu. We have identified the cause of this and fixed the issue.
October 1st, 2008· A new autopilot feature has been added: Avoid System. This will allow you to set systems, constellations or even entire regions to be ignored by your autopilot. By default, all autopilots will avoid Jita unless you configure it otherwise.
· Dynamic System Cap: We have implemented a system that allows us to set a maximum number of players that are allowed into a given solar system. At this time only Jita has this cap set. The cap can be changed during runtime and we will be adjusting it in the coming days as we make software improvements and add more hardware to Jita.
· An Auto-Move feature has been added to the login process. If you are trying to log into a system that currently has more people in it than the dynamic cap (see above), you will be given the option of moving yourself to a neighbouring system.
· 3 new jumps have been added around Jita: Muvolailen - Maurasi, Maurasi - Perimeter, Veisto - Sarekuwa
· Added a show all check box to the reprocessing dialog. This will allow the toggling of showing all items in your hanger in the reprocessing window or just those you selected.
· The services button has been hidden on the Neocom. It will show up once a service is configured via right clicking on the Neocom.
· Corrected some exceptions being caused by the sanctionable actions list. Neither the error or the fix cause a visible problem. Additionally, the code has been optimized for better performance.
· The Stabber Fleet Issue model was not cloaking correctly or was simply not displaying. The model has been fixed and now displays correctly.
· The decorations tab was not being displayed on the show info of a militia member. This has been corrected.
· Having multiple windows set to be in the top right hand corner of the screen could prevent a character from logging in. This has been corrected.
· The star map popup button (for switching between system, solarsystem and starmap) will now relocate surrounding windows correctly.
· In certain solar systems, the list of asteroid belts was not being sorted correctly. This problem has now be resolved.
· Fixed an error where closing the scanner window or changing tabs during a scan would cause no results to be displayed.
· Reinstating missing right click options in the chat system, such as the "Copy URL" option
· Modifying the default location of the ships and items tabs and the chat channels. In the default position they would overlap somewhat.
· In a channel you are a member of and is part of a stack has its password changed, it would prevent chat channels loading correctly. This has now been fixed.
· Added a missing translation when a CEO is trying to enlist himself in Factional Warfare in the German client.
· Corrected some Italian translations in the tutorial.
· "Containerlog.xml.aspx" is now returning the correct data. This fix relates to the container log previously returning a general error.
September 3rd, 2008· Build times for shuttles have been reduced by 33%
· Caracal description now clarifies that the missile velocity bonus only applies to Light, Heavy Assault and Heavy Missiles.
· A change has been made to fitting ships in space that allows the agility attribute to be applied immediately when adding modules or rigs that affect a ships agility.
· The Synthetic Hull Conversion Inertia Stabilizers I has been added to the variation tab of Inertia Stabilizers.
· The Energy Grid Upgrades skill requirement has been lowered to 3 in order to use the module Capacitor Flux Coil I.
· Faction variants have been added to "Heavy Assault Missile Launcher" variations tab. Now it shows six Faction variants and their correct meta levels.
· Various missile launchers have had their capacities increased to be consistent with their meta level.
· Tech II miners and strip miners now display attributes with correct units.
· The Yan Jung bpc "'Radical' Damage Control I" now requires Yan Jung skills and components.
· The cost of Arch Angel Fusion L ammo has been reduced and brought into line with the other faction variants within the Angel Cartel Loyalty Point stores.
· The Phased Plasma M BPO now no longer requires Zydrine in order to manufacture, however, more Pyerite, Mexallon and Isogen are required to balance the cost.
· The “Claim Sovereignty” tab option has been removed from all Player Owned Structures in High Security and Low Security space.
· Player Owned Structures name now has a 32 character limit.
· Adjusted the message that the attacker receives when a targeted starbase goes into reinforced.
· No Green Box appears when anchoring a Control Tower. It automatically moves now to the center of grid to get anchored.
· Reactions can now be dragged and dropped to reactor arrays from cargohold and vice versa.
· The General Storage structure has had its description modified.
· The proper error message is displayed and ship is not launched out of a Ship Maintenance Array in space if appropriate skills are not trained to fly that ship.
· A number of buttons in the New Player Experience have been changed from "OK" to "Next".
· The difficulty of Factional Warfare missions (Levels 1-4) have been reduced.
· Players who attack and kill a member of any Non Player Corporation e.g. Brutor Tribe, State Protectorate in 0.0 space will no longer receive a standing hit to that Corporation
· Control Bunkers in conquerable systems in factional warfare have been significantly increased in strength.
· You can now armor repair or shield repair a Customs Officer without issue and without generating a warning message.
· The Science & Industry Accept Quote window has been improved and will now detail the amount of a material missing from a job for it to be installed along with cosmetic layout improvements.
· The Invention time for the Passive Targeter I Blueprint has been reduced to bring it in line with similar blueprints.
· Construction Component Blueprints have had their productivity modifiers changed to bring them in line with other blueprints.
· Blank windows will no longer appear in the market search if the prefs.ini is amended from "decimal=." to "decimal=,
· The market window can now be set to not automatically refresh after buying or selling items as a new option in the Market > settings tab.
· The following COSMOS items have been added to the Contracts search bar: “Kindred” Stabilization Actuator I Blueprint, Synthetic Hull Conversion Inertia Stabilizers I, Synthetic Hull Conversion Inertia Stabilizers I Blueprint, Small “Integrative” Hull Repair Unit Blueprint, Medium “Integrative” Hull Repair Unit Blueprint, “Delineative'” Warp Scrambler Blueprint, “Inception” Target Painter I Blueprint, Gravimetric Firewall, 425mm Medium “Jolt” Autocannon I Blueprint, Gurista Shuttle.
· The Market item price history table has been changed so that it will display only the time period selected rather than a list for the full year.
· "Closed Votes" tab has been optimized. Only the last 20 closed votes will be shown by default. To view all closed votes, you must select show all button.
· In addition the "Not in Effect" tab has been optimized. Only non-expired actions not in effect will be shown by default. To view all actions not in effect, you must select the show all button.
· If applying for multiple corporations, the applications can be processed by other corporations even after character is accepted into one of his/her “applied to” Corporations.
· Hull fire effects on the Prophecy have been made a little less dramatic.
· Changes have been made to the Tabbed Overview and Bracket settings that allow for easy loading of pre-saved settings.
· Initiating warp will now cancel self destruct of a ship or pod. There has also been an update message added every 10 seconds once self destruct becomes imminent.
· Changes have been made to the Compare tool on the Variations tab to allow for up and down arrows as well as highlighting the sorting columns.
· Moons will now display correctly using ALT + X when using the default or a saved overview that contains moons in its setting
· The market window will now have auto-refresh enabled by default. Turning auto-refresh off will prevent players from seeing modified or additional orders created by other players on the market unless they actively refresh the window. In addition the "reload" button should only appear when you are selling or buying an item and you have the "details" tab open on the item you are selling or buying.
· You can now filter the Buddy List to show which of your contacts are online and offline.
· The station services panel is now able to be moved when docked in a station. Previously the panel was fixed, but now you can move it around, resize it, pin it and minimize it.
· Players can now access Factional Warfare statistics from the Battlefield intelligence information for your faction in space rather than having to dock to see this information.
· "Expand" and "Collapse" icons for market filters have been replaced with funnel icons.
· Changed the inconsistent right click menu for modules that cycle i.e. Guns/Missile Launchers, Armor Repairer or Shield Booster. The menu will now give options “Set auto-repeat on”, “Set auto-repeat off”, “Set auto-reload on” or “Set auto-reload off”.
· It is no longer possible to access the Loyalty Point store while in space.
· A new Militia office icon is displayed on the NeoCom if the user is signed up for Factional Warfare, allowing access to Factional Warfare statistics in space. If a player is docked in a Factional Warfare station belonging to one of the four Militias, then the Militia office icon is displayed in the station services panel as before, for sign up or access to statistics.
· If you have custom tab(s) in your overview then there is no "default" tab anymore. The "default" tab is only loaded if you have no tab settings. You can have up to 5 custom tabs.
· The channel list no longer refreshes on player join/leave events. This change now makes scrolling to a channel much easier.
· The notification message from CONCORD when attempting to jump to a High Security system when a player has a Global Criminal Flag is now only displayed when crossing security boundaries, i.e., from a Low Security or 0.0 system. It is not displayed when jumping from one High Security system to another.
· The warning message when a player is jumping into a Low Security or 0.0 system is now only displayed when jumping from a High Security systems. Making further jumps within low security or 0.0 space will not generate the same warning every jump.
· An issue regarding the login music has been resolved. The theme music will keep on playing while logging in and also on the character selection screen.
· 8 Militia stations now have working Science and Industry tabs. The stations can be found at: Iesa IV - 24th Imperial Crusade Testing Facilities 13, Asakai II - State Protectorate Testing Facilities 13, Ostingele IV - Federal Defence Union Testing Facilities, Ebolfer V - Tribal Liberation Force Testing Facilities, Halmah IV - 24th Imperial Crusade Assembly Plant, Enaluri V - State Protectorate Assembly Plant, Eugales V - Federal Defence Union Assembly Plantm, Eszur III - Tribal Liberation Force Assembly Plant.
· Changes have been made on the EVE website regarding exactly what information is available through the EVE API key.
· Jump cloning to a clone in the same station in which you are currently docked will now be possible due an improvement in the Jump Clone mechanism. The new change means that implants will no longer be destroyed.
· DirectX will now be handled by the installer and patcher in order to allow DirectX to be installed when a player does not have administrator privileges on a computer. Please note that the installer and patcher require administrator privileges and these are used to install DirectX.
· All clone types will now display in the EVE API with correct skillpoints associated with each clone grade.
· Multiple changes have been made which allows the EVE API to display the character who owns a Corporation, character who is a director, various role combinations for each role list in Corporation roles at HQ and Corporation roles at base and a list of various Title combinations.
· 3 new pages EVE API pages have been added to the Corporation folder. Member Security displays a list of all members within a given corporation, their roles (titles NOT included) and their titles. Titles displays a list of all titles that exist for a given Corporation. Member Security Log displays a list of role changes. Each change includes IDs and Names of the characters involved, location type of the roles, old roles and new roles. You must be a CEO or director to access this information.
· Added a small API section to the My Character page which includes a link to the API key.
· A new API page has been added which displays a container log for a Corporation. This new page will list and display the date, time, item, type, character, location and action taken. The list will also show the last one week of entries.
· A new API page has been added to show Character, Corporation and Alliance standings.
· Added a Corporation Shareholders page within the API. This will allow shareholder information to be exported by a CEO or director. The list will display two lists, one for character shareholders and the other for corporation shareholders.
· A warning is now displayed when creating a clone at a station that lacks a medical facility A window will display stations with medical facilities and stations without them. If you insist on choosing a station without medical facilities then a warning is displayed.
· It is now possible to view Rank Decorations for Factional Warfare via the Show Info feature.
· The maximum warp speed of any ship displayed will now round up or down to one decimal place.
· The Factional Warfare stats page has had the "Victory Points last week" and "Victory Points Total" added to the exported API xml file.
· EVE API: CharacterID.xml.aspx will now accept characters with periods or dots in their name.
· The client will now detect old and out of date patches and successfully remove them as necessary.
· We have upgraded the software that is behind the images in the solar system browser, in the mission details and the graphs in the market window.
· Using non-English characters in a Windows user name will no longer cause the Map browser to appear as white and blank.
· Removing EVE via the uninstall option will now removed the EVE program files correctly. Please note that this will only affect new installs post Empyrean AGE 1.1 patch.
· The EVE Icon will now be removed from the Media Center upon uninstalling the EVE client.
· A warning will be displayed to state that all files will be removed from the EVE folder when uninstalling the EVE client.
· Upgrading from Classic to Premium will now close any running instances of the client in order to upgrade to the new client.
· EVE API: CharacterID.xml.aspx will not accept characters with periods or dots in their name.
· Many database improvements and optimizations have been added to benefit players in many ways, ranging from a better and more efficient development environment on our side to a leaner and faster database on Tranquilty.
· The database will now generate population statistics from systems with more than 5 players at any given time. This information will be used to analyze load balancing in heavily populated areas.
· Improvements have been made during the start up of Tranquility. These changes minimize the risk of start up problems, reduces the chances of a restart in case of failure and allows us to preload more solar systems.
· More analysis data will be collected in order to allow us to investigate reports of disconnects to improve player experience.
· Various corrections have been made to column data types in many locations.
· The SQL data dump has had some legacy columns no longer used removed.
· Listed base prices have been corrected. Some types were being displayed incorrectly.
· Superfluous stored procedures have been removed as they were unnecessary.
July 2nd, 2008· Fixed race condition when two users call each other at the same instant.
· Fixed multichannel failures with text disconnect and media disconnect.
· Resolved a number of memory leaks.
· Fixed crash upon REGISTRATION.
· Better performance of EVE Voice with crowded channels.
· Previous optional updates are rolled into this package
June 12th, 2008· Joining a Fleet with a player who is currently involved in a war will no longer make you a valid target in that war. CONCORD will now respond if a player who is not involved in a war is aggressed within a gang in High Security space.
· All Navy NPCs have had their capabilities significantly increased and their damage output should now be significantly higher than before.
· The Omen Navy Issue cruiser has been created and replaces the old Augoror Navy Issue as the Tier II Amarr faction cruiser. The Augoror Navy Issue is reintroduced as the Tier I Amarr faction cruiser and will be available on Amarr NPC corporation LP store
May 8th, 2008· Added ability to turn on tracing similar to existing Linux functionality, so that Mac ISD Bug Hunter volunteers and normal users willing to help out track down problems, can provide extra useful information when using the bug report system.
· Several stability issues were fixed, resulting in better client stability and experience for everyone.
· Fixed the graphics for the Cargo Capacity indicator.
· Fixed an issue where the in-game clock would start accelerating out of control resulting in forced client restart and destruction the client settings.
May 8th, 2008· Added ability to turn on tracing similar to existing Linux functionality, so that Mac ISD Bug Hunter volunteers and normal users willing to help out track down problems, can provide extra useful information when using the bug report system.
· Several stability issues were fixed, resulting in better client stability and experience for everyone.
· Fixed the graphics for the Cargo Capacity indicator.
· Fixed an issue where the in-game clock would start accelerating out of control resulting in forced client restart and destruction the client settings.