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Nox

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PostSubject: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeMon Nov 28, 2011 3:00 pm

Build 306979 to 321215 addresses Patch notes for Crucible


Patch notes for EVE Online: Crucible



To be released Tuesday, November 29, 2011. The following are the relevant file sizes for client updates:



Windows from Incarna 1.1.3 to Crucible is 1.2 GB
Windows full client 5 GB
Mac from Incarna 1.1.3 to Incarna Crucible is 1.6 GB
Mac full client 5.8 GB

Critical

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 informationWe 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:

o Mass increase from 740,700 kg to 950,000 kg.

o Max velocity reduced from 473 m/sec to 460 m/s

o Scan resolution reduced from 990 mm to 750 mm.

o CPU reduced from 145 tf to 133 tf.

o Powergrid reduced from 38 MW to 37 MW.

The Onieros has had several changes which include:

o 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.

o Powergrid has been increased from 850 MW to 1050 MW.

o Reduced signature radius from 80m to 70m.

o 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:



o Structure hit points 460,000

o Shield capacity 392,000

o Armor hit points 880,000

The Hel will now have:

o Structure hit points 420,000

o Shield capacity 891,000

o Armor hit points 480,000

The Nyx will now have:

o Structure hit points 480,000

o Shield capacity 432,000

o Armor hit points 840,000

The Wyvern will now have:

o Structure hit points 440,000

o Shield capacity 900,000

o 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:



o Structure hit points 600,000

o Shield capacity 464,000

o Armor hit points 1,120,000

The Erebus will now have:

o Structure hit points 640,000

o Shield capacity 544,000

o Armor hit points 1,040,000

The Leviathan will now have:

o Structure hit points 560,000

o Shield capacity 1,170,000

o Armor hit points 544,000

The Ragnarok will now have:

o Structure hit points 520,000

o Shield capacity 1,152,000

o 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 10 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.
Starbase turrets, launchers, electronic warfare batteries and hardeners have had their anchor and unanchor timers reduced to 5 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 or offline 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:

o Capital drone bay has been removed from the material requirements of Titans and Dreadnoughts. The material requirement of the remaining components has been increased.

o Capital drone bay material requirements have been increased on all supercarriers and carriers.

o 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.

o 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.



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 changesdepending 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 should 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 decloaking 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 orundock. 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 havebeen 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.
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeMon Nov 28, 2011 3:04 pm

Pour info, le jeu date de 2003, est toujours payant (15 €) et compte dans les 400 000 abonnés. Je dis ça je dis rien...
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeThu Jan 12, 2012 8:52 am

Crucible 1.1, le 24 janvier : un aperçu des modifs ici

Dédicace pour Rif : Boost des Assault Frigates ^^.
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeTue Jan 24, 2012 8:17 am

Patch notes for EVE Online: Crucible 1.1

To be released Tuesday, January 24, 2012. Please note that all notes with a strike though will not be released in Crucible 1.1 but will be deployed at a later date. The following are the relevant file sizes for client updates:

Windows from Crucible 1.0.4 to Crucible 1.1 is 31 MB
Windows full client 5 GB
Mac from Crucible 1.0.4 to Crucible 1.1 is 37 MB
Mac full client 5.9 GB

Critical

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

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’.
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 a new prefix based on the damage type. These new prefixes will simply be EM/Thermal/Kinetic/Explosive.
Shield hardeners, Shield resistance amplifiers, Armor hardeners, Energized plating and Resistance plating which allow for multiple resist types will now carry the prefix ‘Adaptive’.
Modules and weapons for Capital, Battleships, Cruisers and Frigates will now show a size of XL, Large, Medium or Small for almost all items. Some exceptions will apply for named modules or X Large shield boosters for battleships. Unfortunately the list of all modules is much too large to fit into patch notes.

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.

Boosters & Implants

Skill Hardwiring implants have been simplified. Each hardwiring will now show what it effects in the name. For example, Hardwiring - Eifyr and Co. 'Gunslinger' LX-0 will now become Hardwiring - 'Gunslinger' Large Projectile Turret LX-001.

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.
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.


Last edited by Arnox on Tue Jan 24, 2012 8:21 am; edited 1 time in total
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Nox

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Posts : 801
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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeTue Jan 24, 2012 8:20 am

On notera une patch note longue comme le bras encore une fois et l'abscence d'une vidéo qui nous dit que le resize de l'interface est une "feature Awesome" ...

Nox

P.S. : RIFLEH check les modifs des assault frigates. Je te hais.
P.P.S. : Lvl quasi 41 sur l'autre jeu. BOUGEZ VOS CULS !
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Age : 50
Location : Gammel

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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeTue Feb 21, 2012 11:32 am

Patch notes for EVE Online: Crucible 1.2.1

Released Tuesday, February 21, 2012.

Windows from Crucible 1.2 to Crucible 1.2.1 is 11 MB
Windows full client 5.0 GB
Mac from Crucible 1.2 to Crucible is 1.2.1 is 18 MB
Mac full client 5.7GB

FIXES

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.



Client Update #1 for EVE Online: Crucible 1.2.1

Released February 21, 2012

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.
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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeWed Feb 22, 2012 5:50 pm

Patch Notes (Long one) Inferno_LogoArt_550px

Nouvelle extension d'EvE !
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Nox

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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeTue Mar 13, 2012 11:50 am

Patch notes for EVE Online: Crucible 1.5

To be released Tuesday, March 13, 2012.

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

Features

Technical

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

Ships

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

Exploration and Deadspace

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

Changes

Character Creator and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Modules

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

Market & Contracts

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

Graphics

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

User Interface

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

Drones

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

Localization

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

Fixes

Character Creator and new Player Experience

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

Player Owned Structures, Outposts and Stations

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

Skills

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

Ships

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

Sound

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

Modules

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

User Interface

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

Weapons & Ammunition

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

Graphics

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

Corporation & Alliance

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

Exploration & Deadspace

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

EVE Voice, Mail & Chat

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

Mac

Increased stability of the MAC client at higher resolutions.
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Nox

Nox


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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeMon Apr 23, 2012 5:37 pm

Patch notes for EVE Online: Escalation to Inferno

To be released on Tuesday, April 24, 2012.

Features

User Interface

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

Crimewatch

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

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

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

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

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

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

The Corporation Icon is now part of the Neocoms default layout. For users who are not in a player corporation they will be directed by default to the Recruitment tab.
Modules

The Thukker Modified 100MN Microwarpdrive is no longer listed as a 100MN Microwarpdrive variant.
Agents & Missions

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

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

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

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

Agents & Missions

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

Wrecks from NPCs killed by things other than players (such as in certain Factional Warfare missions) will correctly show as abandoned upon creation.
Player Owned Structures, Outposts and Stations

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

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

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

The description of the Naga states the correct bonuses in the German client.
An issue with some item names showing the old versions in both the German and Russian clients has been resolved.
Exporting market data from a localized client is working again.
User Interface

The 'leaf' groups in the market can now be collapsed like all the other groups.
The 'Pose' icons within character creation and re-customization now display a clearer representation of the actual pose.
A few improvements have been made to the quickbar in the market. Items can now be dropped on the quickbar tab, it is possible to multi-select items in the quickbar, items in the quickbar can be copied over to another folder by CTRL dragging them to the folder, and now asset items can be added to the quickbar.
The most common user interface elements used to represent players can now be dragged over to various edit fields to add the character’s name. These fields include the private fields when creating contracts, edit field in the 'auditing' tab, and member edit field in the 'transactions' tab of the corp wallet.
The most common user interface elements used to represent item types can now be dragged over to various edit fields to add the types name. These fields include search fields in corp/personal assets, fields corp/personal transaction tabs, and an edit field in the window when creating an item exchange contract.
In Crucible 1.5, color coded security info was added to the solarsystems in the 'Route' tab of a show info window of a solarsytem. This security info has now also been added to the 'Related Solarsystems' tab for regions, and the 'Adjacent Solarsytems' tab for solarsystems.
'Select Station' window for remote market orders now has 2 columns, station name and number jumps, and it's possible to sort the list by either one of those columns.
Hints that only repeated the original text in the scroll entry have been removed.
'Select/Deselect All' buttons have been added to contract creation.
The currently active ship is no longer listed as available for trade during contract creation.
A 'Client' sub-menu has been added to the menu of transactions.
An issue with the displayed messages when leaving or joining a chat channel with an edited name has been fixed.
Text entered using an IME is no longer concealing previously typed text, while it is being edited in the IME.
The in-game log is no longer breaking, when trying to display multi-line messages.
The overview is now sorted correctly directly after undocking.
A display issue with the Character info window has been fixed.
The Jukebox will no longer create a duplicate icon on the Neocom when it has been collapsed.
An issue with the right click context menu on empty areas within the chat windows has been fixed.
It is no longer possible to paste strings containing letters or other illegal characters into a numeric field to avoid scams (letters or spaces at the end will be stripped off, but a warning sound is played).
Overview entries are now being removed or added correctly when filtering by standing or fleet membership and their status is being changed.
An issue with dragging and dropping fittings onto and inside folders within the Market quickbar has been fixed.
It is now easier to place the cursor on empty lines, for example in the Bio or the Notepad.
An issue with the Station Services menu resizing when small station service buttons are used has been fixed.
It is now possible again to open show info windows by clicking the (i) button in solar system map hints (and other hints are being hidden while expanding one stack of hints).
Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable.
An issue with the alphabetical arrangement of entries in the Legality tab has been fixed.
Only one confirmation popup window is shown, when trying to close the game several times by clicking the close icon (or Alt+Ctrl+Q) repeatedly.
Significantly improved an issue where moving planetary interaction extraction pins would cause a performance loss.
Fixed an issue where a text string was missing in the Wallet drop down for the Datacore Fee transaction type.
In a localized client, local chat no longer becomes locked when jumping through stargates.
'Show English tooltips' no longer blocks drag/drop functionality from list view of hangar.
'Show English tooltips' no longer blocks access to right click menu.
Hovering over incomplete skill requirements in showinfo screens will once more show the required training time.
Instead of doing nothing, world map search now returns an error if you try to search with 2 or less character.
The transparency of stacked and pinned windows is now persisted correctly after relog.
'Any' search type will now return results for corporation tickers.
Brackets of stations are now updating correctly when adding them as waypoint.
Several html encoded characters like < and > are now shown correctly in the overview.
Market region headers are now correctly aligned.
The Jukebox will no longer create a duplicate icon on the Neocom when it has been collapsed.
Fixed an issue where when hiding all windows while the Items and Ships window were merged with the Station Services panel, the Items and Ships window would become unusable.
Fixed an issue where words with an apostrophe in them would break onto two separate lines in mission text.
The correct message for voting to unlock a blueprint now appears in the Open Votes window in Corporation/Politics.
EVE Voice, Mail & Chat

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

The 'Micro Shield Transporter' sound effect will now cycle without an abrupt stop.
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Nox

Nox


Posts : 801
Join date : 2008-12-30

Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeMon May 21, 2012 8:00 pm

Patch Notes


Build 369870 to 376528 addresses Patch notes for Inferno


Patch notes for EVE Online: Inferno

To be released on Tuesday, May 22, 2012.
Features

War Declaration

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

Modules

Brand new modules and ammunition have been added to enhance player choice when fitting a ship. Further details of all new modules can be found in the Dev Blog, 'War, Modules and Super Friends'.
The Reactive Armor Hardener : A low slot module that adjusts resists according to incoming damage. You can only fit one, but it lets you fight lazy!
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 3 – 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 3 – 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.
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 under the Corporate hangar section in the Index tree of the inventory.
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.
Resolved a locator issue with the Ventral frigate.
Fixed the booster locators on the Retriever hull.
Resolved locator issues on the following ship hulls: Nighthawk, Vulture, Ferox, Drake, and Widow.
Re-added the blinking lights to the Mordus Frigate.
Resolved an issue with the Strip Miner undeploy animation, the turrets will no longer bob up and down.
Resolved a legacy issue where effects would linger in the scene if your client was minimized for an extended period.
Increased the Nebula resolution quality on select systems.
Removed additional thrusters from the Einherji Fighter.
Drone Fighters now preview correctly.
The booster glow areas have been added to the Naga.
Resolved a locator issue with the Concord SWAT frigate.

Localization

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

Miscellaneous

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

Ihogi


Posts : 149
Join date : 2009-04-07
Age : 50
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeWed May 30, 2012 11:21 am

today

Planetary Interaction

Command centers can now, once again, be deployed in Factional Warfare systems.
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 10:48 am

Build 453216 to addresses Patch Notes for Retribution


Patch notes for EVE Online: Retribution

To be released on Tuesday, December 4, 2012


Features

Bounty Hunting

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

Bounty Office

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

Crimewatch

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

Kill Rights

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


Last edited by Arnox on Sat Dec 01, 2012 11:04 am; edited 1 time in total
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 10:59 am

New Ships

Four new destroyers are being introduced.

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


Skills

The new Mining Frigate skill may be obtained through the regular academy stations for 36000 ISK
Rank 2
Spaceship Command Level I prerequisite
Primary attribute is perception, with willpower as secondary

Radar Sensor Compensation, Gravimetric Sensor Compensation, Magnetometric Sensor Compensation and Ladar Sensor Compensation skills have been added to the market for 180000 ISK each
These increase their specific sensor strength by 4% per level

All rank 2
Electronics Level IV prerequisite
Primary attribute is intelligence, with memory as secondary

Modules

The new Micro Jump Drive battleship module has been added:
Skill: Micro Jump Drive Operation. Seeded on market.
Spool up time 12 sec. Jumps 100 km. Cooldown 3 minutes. Battleship only. Affected by warp scramblers. Increases base sig radius.
Blueprint copies drop from hacking sites and pirate commander/officer loot.

5 New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
New Salvage Drones have been added:
Skill: Salvage Drone Operation. Seeded on market.
Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
Can be automated to salvage white and blue wrecks.
Can be manually set to salvage any wreck in range by targeting the wreck and choosing to salvage it.
Salvage drone blueprint is seeded on market.

Miscellaneous

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


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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:00 am

Changes

Science and Industry

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

User Interface

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

Loyalty Point Store

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

Factional Warfare

Improved Alliance display to make it clearer when Factional Warfare is joined. This is shown on:
The login screen
Character sheet
Character, corporation and alliance show-infos
Corporation management and recruitment windows.

Factional Warfare complex naming and access restrictions have been revamped
“Minor” complexes have been renamed “novice” and now only accept tech1 frigates only (including navy or pirate - no tech2 variants allowed)
“Standard” complexes have been renamed “small” and now accept all frigates (including tech1, tech2 and all pirate / navy variantions) plus all destroyer variants (including tech1 and tech2 variations)
“Major” complexes (except for Compound and Stronghold types) has been renamed “medium” and now allow all frigate variations plus all cruiser variations (including tech1, tech2, pirate and navy variations but NOT tech3 cruisers)
“Major Compound” and “Major Stronghold” complexes have been renamed “Large Compound” and “Large Stronghold” and still have no ship restriction to enter

Factional Warfare complex layout has been altered
All capture beacons have been moved to 10km away from the warp-in point
Capture range have been set to 30km radius for all complexes, no matter their faction or sizes

Factional Warfare Complex NPCs have been overhauled
Complex NPCs have been reduced in numbers from 10-16 per room to either 1 or 2. NPCs will spawn one after the other, once a specific timer has elapsed
Complex NPC attributes have been changed to better suit a PvP environment while discouraging quick farming (very low damage output, average to high defenses, excellent mobility, no E-war, all use turrets)

World Shaping

A jump connection between Kurniainen (Bleak Lands) and Isbrabata (Metropolis) has been added
A jump connection between Siseide (Heimatar) to Eszur (Metropolis) has been added
A jump connection between Gulmorogod (Heimatar) to Egmar (Metropolis) has been added

1/10 and 2/10 static DED complexes have been moved to the exploration system
The 2/10 DED sites which could already be found through exploration have had their scanning difficulty increased slightly to be in line with other sites

War Changes

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


Last edited by Arnox on Sat Dec 01, 2012 11:13 am; edited 1 time in total
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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:00 am

Ships

Retribution is our second-step iteration on our ship rebalancing initiative. Please refer to this Blog for more details.
This release affects 40 ships total, including frigates, destroyers and cruisers, 5 of which are new hulls (4 new destroyers and one new mining frigate).
Listed vessels below may have had their manufacturing mineral requirements adjusted through “extra materials” to reflect possible role changes.
The Impairor Tracking Disruptor bonus has been increased from 10% to 15%.
The Velator Remote Sensor Dampening bonus has been increased from 10% to 15%.
The Reaper Target Painting bonus has been increased from 10% to 15%.
The powergrid output of the Hurricane has been reduced to 1125.
Blockade Runners are now immune to cargo scanners.
The Muninn text description was updated to bring it's formatting in line with other Tech II variant ships.
The description for the Coercer has been updated, changing "Royal Navy" to "Imperial Navy".
All ships have had their Meta Level adjusted in line with the balancing changes.
All rebalanced ships have had their descriptions updated to quickly tell you what they do.
Freighters and jump freighters have been upgraded with a jettison tube and can freely jettison, scoop and move items between containers. They are still not able to load or scoop assembled containers into their cargo hold, except freight containers.
Kestrel:
Caldari Frigate bonuses: +5% to missile damage and +10% to missile velocity per level
Slot layout: 4 H, 4 M, 2 L, 0 turrets, 4 launchers
Fittings: 45 PWG, 180 CPU
Defense (shields / armor / hull): 500 / 350 / 350
Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
Mobility (max velocity / agility / mass / align time): 320 / 3.27 / 1163000 / 3.56 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 620 / 5
Sensor strength: 11 Gravimetric
Signature radius: 38

Tristan:
Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +10% to drone tracking and hitpoints per level
Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
Fittings: 35 PWG, 130 CPU
Defense (shields / armor / hull): 350 / 450 / 650
Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
Mobility (max velocity / agility / mass / align time): 310 / 3.44 / 1106000 / 3.56 s
Drones (bandwidth / bay): 25 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5
Sensor strength: 9 Magnetometric
Signature radius: 41

Breacher:
Minmatar Frigate bonuses: +5% missile damage and +7.5% shield boost amount per level
Slot layout: 3 H, 4 M, 3 L, 0 turrets, 3 launchers
Fittings: 35 PWG, 180 CPU
Defense (shields / armor / hull): 500 / 350 / 300
Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
Mobility (max velocity / agility / mass / align time): 350 s / 3.16 / 1087000 / 3.21 s
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 650 / 4
Sensor strength: 8 Ladar
Signature radius: 36

Crucifier:
Amarr Frigate bonuses: +7.5% tracking disruptor effectiveness and +10% tracking disruptor optimal range
Slot layout: 2 H, 4 M, 3 L, 2 turrets, 0 launchers
Fittings: 27 PWG, 235 CPU
Defense (shields / armor / hull): 250 / 400 / 350
Capacitor (amount / recharge rate / cap per second): 330 / 180 s / 1.83
Mobility (max velocity / agility / mass / align time): 350 / 3.35 / 1064000 / 3.34 s
Drones (bandwidth / bay): 15 / 45
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km / 540 / 6
Sensor strength: 14 Radar
Signature radius: 38

Griffin:
Caldari Frigate bonuses: +15% to ECM strength and -10% to ECM capacitor use per level
Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
Fittings: 24 PWG, 240 CPU
Defense (shields / armor / hull): 400 / 250 / 250
Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
Mobility (max velocity / agility / mass / align time): 350 / 3.5 / 1056000 / 3.46 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 500 / 6
Sensor strength: 17 Gravimetric
Signature radius: 45

Maulus:
Gallente Frigate bonuses: +7.5% remote sensor dampener effectiveness and -10% remote sensor dampener capacitor use per level
Slot layout: 2 H, 4 M, 3 L, turrets, launchers
Fittings: 28 PWG, 230 CPU
Defense (shields / armor / hull): 2 / 4 / 3
Capacitor (amount / recharge rate / cap per second): 275 / 150 s / 1.83
Mobility (max velocity / agility / mass / align time): 375 / 3.25 / 1063000 / 3.23 s
Drones (bandwidth / bay): 20 / 30
Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 520 / 6
Sensor strength: 16 Magnetometric
Signature radius: 40

Vigil:
Minmatar Frigate bonuses: +10% to target painter optimal range and +7.5% to target painter effectiveness per level
Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
Fittings: 26 PWG, 225 CPU
Defense (shields / armor / hull): 2 / 5 / 2
Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.80
Mobility (max velocity / agility / mass / align time): 410 / 3.22 / 1080000 / 3.25 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 560 / 6
Sensor strength: 12 Ladar
Signature radius: 34

Magnate:
Amarr Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
Slot layout: 3 H, 3 M, 4 L, 2 turrets, 2 launchers
Fittings: 26 PWG, 230 CPU
Defense (shields / armor / hull): 3 / 3 / 4
Capacitor (amount / recharge rate / cap per second): 325 / 180 s / 1.8
Mobility (max velocity / agility / mass / align time): 350 / 3.8 / 1072000 / 3.81 s
Drones (bandwidth / bay): 15 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
Sensor strength: 10 Radar
Signature radius: 39

Heron:
Caldari Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
Slot layout: 3 H, 5 M, 2 L, 2 turrets, 2 launchers
Fittings: 24 PWG, 260 CPU
Defense (shields / armor / hull): 400 / 200 / 200
Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
Mobility (max velocity / agility / mass / align time): 340 / 3.57 / 1150000 / 3.84 s
Drones (bandwidth / bay): 15 / 35
Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
Sensor strength: 12 Gravimetric
Signature radius: 40

Imicus:
Gallente Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
Slot layout: 3 H, 4 M, 3 L, 1 turrets, 0 launchers
Fittings: 21 PWG, 250 CPU
Defense (shields / armor / hull): 3 / 4 / 3
Capacitor (amount / recharge rate / cap per second): 270 / 150 s / 1.8
Mobility (max velocity / agility / mass / align time): 330 / 4.15 / 997000 / 3.87 s
Drones (bandwidth / bay): 20 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
Sensor strength: 11 Gravimetric
Signature radius: 41

Probe:
Minmatar Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
Slot layout: 3 H, 4 M, 3 L, 2 turrets, 2 launchers
Fittings: 25 PWG, 240 CPU
Defense (shields / armor / hull): 300 / 300 / 225
Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.8
Mobility (max velocity / agility / mass / align time): 360 / 3.58 / 1123000 / 3.76 s
Drones (bandwidth / bay): 15 / 35
Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
Sensor strength: 9 Ladar
Signature radius: 38

Inquisitor:
Role bonus: +500% role bonus to Remote Armor Repair System Range
Amarr Frigate bonuses: +10% Remote Armor repair Amount and -10% Remote Armor Repair Capacitor Use per level
Slot layout: 3 H, 2 M, 4 L, 2 turrets, 0 launchers
Fittings: 51 PWG, 135 CPU
Defense (shields / armor / hull): 225 / 500 / 330
Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 900 / 7
Sensor strength: 10 Radar
Signature radius: 34

Bantam:
Role bonus: +500% role bonus to Shield Transfer Range
Caldari Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
Slot layout: 3 H, 4 M, 2 L, 2 turrets, 0 launchers
Fittings: 39 PWG, 215 CPU
Defense (shields / armor / hull): 500 / 225 / 310
Capacitor (amount / recharge rate / cap per second): 380 / 190 s / 2
Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 850 / 7
Sensor strength: 12 Gravimetric
Signature radius: 35

Navitas:
Role bonus: +500% role bonus to Remote Armor Repair System Range
Gallente Frigate bonuses: +10% Remote Armor Repair Amount and -10% Remote Armor Repair capacitor use per level
Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
Fittings: 49 PWG, 145 CPU
Defense (shields / armor / hull): 250 / 400 / 335
Capacitor (amount / recharge rate / cap per second): 390 / 195 s / 2
Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 875 / 7
Sensor strength: 11 Magnetometric
Signature radius: 36

Burst:
Role bonus: +500% role bonus to Shield Transfer Range
Minmatar Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
Fittings: 40 PWG, 205 CPU
Defense (shields / armor / hull): 400 / 250 / 290
Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72 s
Drones (bandwidth / bay): 5 / 5
Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 925 / 7
Sensor strength: 9 Ladar
Signature radius: 33

Coercer:
Unchanged ship bonuses
Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
Fittings: 85 PWG, 168 CPU
Defense (shields / armor / hull): 700 / 900 / 800
Capacitor (amount / recharge rate / cap per second): 700 / 370 s / 1.89
Mobility (max velocity / agility / mass / align time): 255 / 2.77 / 1650000 / 4.3 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 525 / 6
Sensor strength: 10 Radar
Signature radius: 62

Cormorant:
Unchanged ship bonuses
Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launcher
Fittings: 68 PWG, 200 CPU
Defense (shields / armor / hull): 900 / 700 / 700
Capacitor (amount / recharge rate / cap per second): 600 / 320 s / 1.875
Mobility (max velocity / agility / mass / align time): 250 / 2.78 / 1700000 / 4.4 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 475 / 7
Sensor strength: 12 Gravimetric
Signature radius: 65

Catalyst:
Unchanged ship bonuses
Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
Fittings: 70 PWG, 178 CPU
Defense (shields / armor / hull): 750 / 800 / 900
Capacitor (amount / recharge rate / cap per second): 650 / 350 s / 1.85
Mobility (max velocity / agility / mass / align time): 265 / 2.76 / 1550000 / 4 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km / 500 / 7
Sensor strength: 11 Magnetometric
Signature radius: 68

Thrasher:
Unchanged ship bonuses
Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launchers
Fittings: 70 PWG, 170 CPU
Defense (shields / armor / hull): 800 / 750 / 750
Capacitor (amount / recharge rate / cap per second): 550 / 290 s / 1.89
Mobility (max velocity / agility / mass / align time): 270 / 2.8 / 1600000 / 4.2 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 27km / 550 / 6
Sensor strength: 9 Ladar
Signature radius: 56

Augoror:
Role bonuses: +1000% remote armor repair system and energy transfer array range. +200% energy transfer amount
Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
Slot layout: 5 H, 3 M, 5 L, 3 turrets, 0 launchers
Fittings: 650 PWG, 275 CPU
Defense (shields / armor / hull): 1000 / 1650 / 1550
Capacitor (amount / recharge rate / cap per second): 1500 / 300 s / 5
Mobility (max velocity / agility / mass / align time): 210 / 0.68 / 10730000 / 6.8 s
Drones (bandwidth / bay): 20 / 20
Targeting (max targeting range / Scan Resolution / Max Locked targets): 62.5km / 385 / 8
Sensor strength: 14 Radar
Signature radius: 90

Osprey:
Role bonuses: +1000% to shield transfer and energy transfer array range. +200% energy transfer amount
Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
Slot layout: 5 H, 5 M, 3 L, 1 turrets, 2 launchers
Fittings: 425 PWG, 410 CPU
Defense (shields / armor / hull): 1650 / 1000 / 1450
Capacitor (amount / recharge rate / cap per second): 1375 / 275 s / 5
Mobility (max velocity / agility / mass / align time): 200 / 0.59 / 11230000 / 6.2 s
Drones (bandwidth / bay): 20 / 20
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 350 / 8
Sensor strength: 16 Gravimetric
Signature radius: 95

Exequror:
Role bonuses: +1000% remote armor repair system range and +100% drone repair amount
Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
Slot layout: 3 H, 4 M, 6 L, 3 turrets, 0 launchers
Fittings: 610 PWG, 275 CPU
Defense (shields / armor / hull): 1000 / 1400 / 1600
Capacitor (amount / recharge rate / cap per second): 1375 / 264 s / 5.2
Mobility (max velocity / agility / mass / align time): 240 / 0.61 / 11020000 / 6.3 s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 365 / 8
Sensor strength: 15 Magnetometric
Signature radius: 80

Scythe:
Role bonuses: +1000% to shield transfer and +100% drone repair amount
Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
Slot layout: 3 H, 5 M, 5 L, 2 turrets, 1 launchers
Fittings: 310 PWG, 315 CPU
Defense (shields / armor / hull): 1400 / 1100 / 1300
Capacitor (amount / recharge rate / cap per second): 1250 / 240 s / 5.2
Mobility (max velocity / agility / mass / align time): 250 / 0.6 / 11110000 / 6.2 s
Drones (bandwidth / bay): 45 / 45
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 400 / 8
Sensor strength: 13 Ladar
Signature radius: 75

Arbitrator:
Amarr Cruiser bonuses: +7.5% tracking disruptor strength and +10% drone damage, hitpoints, mining amount per level
Slot layout: 4 H, 4 M, 5 L, 2 turrets, 2 launchers
Fittings: 575 PWG, 325 CPU
Defense (shields / armor / hull): 1100 / 1500 / 1600
Capacitor (amount / recharge rate / cap per second): 1375 / 490 s / 2.8
Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
Drones (bandwidth / bay): 50 / 150
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 285 / 7
Sensor strength: 15 Radar
Signature radius: 130

Blackbird:
Caldari Cruiser bonuses: +12.5% ECM optimal, falloff and +15% ECM strength per level
Slot layout: 4 H, 6 M, 3 L, 3 turrets, 3 launchers
Fittings: 525 PWG, 425 CPU
Defense (shields / armor / hull): 1400 / 1200 / 1400
Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
Sensor strength: 18 Magnetometric
Signature radius: 135

Celestis:
Gallente Cruiser bonuses: +7.5% remote sensor dampener strength and +10% remote sensor dampener optimal, falloff per level
Slot layout: 3 H, 5 M, 5 L, 3 turrets, 3 launchers
Fittings: 575 PWG, 375 CPU
Defense (shields / armor / hull): 1200 / 1300 / 1700
Capacitor (amount / recharge rate / cap per second): 1300 / 463 s / 2.8
Mobility (max velocity / agility / mass / align time): 210 / 0.505 / 12070000 / 5.9 s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
Sensor strength: 18 Magnetometric
Signature radius: 135

Bellicose:
Minmatar Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and +7.5 target painting strength per level
Slot layout: 4 H, 5 M, 4 L, 0 turrets, 4 launchers
Fittings: 575 PWG, 360 CPU
Defense (shields / armor / hull): 1400 / 1200 / 1500
Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
Mobility (max velocity / agility / mass / align time): 240 / 0.51 / 11550000 / 5.5 s
Drones (bandwidth / bay): 40 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300 / 7
Sensor strength: 14 Ladar
Signature radius: 120

Omen:
Amarr Cruiser bonuses: -5% medium energy turret rate of fire and -10% medium energy turret capacitor use per level
Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
Fittings: 925 PWG, 315 CPU
Defense (shields / armor / hull): 1200 / 1700 / 1500
Capacitor (amount / recharge rate / cap per second): 1475 / 526 s / 2.8
Mobility (max velocity / agility / mass / align time): 235 / 0.51 / 11650000 / 5.6 s
Drones (bandwidth / bay): 40 / 40
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 6
Sensor strength: 15 Radar
Signature radius: 115

Caracal:
Caldari Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and maximum velocity per level
Slot layout: 5 H, 5 M, 4 L, 0 turrets, 5 launchers
Fittings: 630 PWG, 430 CPU
Defense (shields / armor / hull): 5 / 5 / 4
Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
Mobility (max velocity / agility / mass / align time): 230 / 0.46 / 11910000 / 5.1 s
Drones (bandwidth / bay): 10 / 10
Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270 / 6
Sensor strength: 16 Gravimetric
Signature radius: 125

Thorax:
Gallente Cruiser bonuses: +5% medium hybrid turret damage and +7.5% medium hybrid turret tracking per level
Slot layout: 5 H, 4 M, 5 L, 5 turrets, 0 launchers
Fittings: 820 PWG, 330 CPU
Defense (shields / armor / hull): 1200 / 1600 / 1600
Capacitor (amount / recharge rate / cap per second): 1450 / 517 s / 2.8
Mobility (max velocity / agility / mass / align time): 240 / 0.49 / 11280000 / 5.2 s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
Sensor strength: 15 Magnetometric
Signature radius: 120

Stabber:
Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +7.5% medium projectile turret falloff per level
Slot layout: 6 H, 4 M, 4 L, 4 turrets, 2 launchers
Fittings: 715 PWG, 340 CPU
Defense (shields / armor / hull): 1600 / 1300 / 1300
Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
Mobility (max velocity / agility / mass / align time): 290 / 0.5 / 1140000 / 5.3 s
Drones (bandwidth / bay): 0 / 0
Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 320 / 5
Sensor strength: 13 Ladar
Signature radius: 100

Maller:
Amarr Cruiser bonuses: +5% medium energy turret damage and +5% to all armor resistances per level
Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
Fittings: 1150 PWG, 300 CPU
Defense (shields / armor / hull): 1000 / 2300 / 1700
Capacitor (amount / recharge rate / cap per second): 1625 / 465 s / 3.49
Mobility (max velocity / agility / mass / align time): 195 / 0.52 / 12050000 / 5.9 s
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280 / 6
Sensor strength: 16 Radar
Signature radius: 130

Moa:
Caldari Cruiser bonuses: +5% medium hybrid turret damage and +5% to all shield resistances per level
Slot layout: 5 H, 5 M, 4 L, 5 turrets, 0 launchers
Fittings: 850 PWG, 380 CPU
Defense (shields / armor / hull): 5 / 5 / 4
Capacitor (amount / recharge rate / cap per second): 1500 / 475 s / 3.15
Mobility (max velocity / agility / mass / align time): 190 / 0.52 / 12220000 / 5.9 s
Drones (bandwidth / bay): 15 / 15
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260 / 7
Sensor strength: 17 Gravimetric
Signature radius: 135

Vexor:
Gallente Cruiser bonuses: +5% medium hybrid turret damage and +10% drone damage, hitpoints, mining amount per level
Slot layout: 4 H, 4 M, 5 L, 4 turrets, 0 launchers
Fittings: 800 PWG, 300 CPU
Defense (shields / armor / hull): 1100 / 2000 / 2000
Capacitor (amount / recharge rate / cap per second): 1450 / 483 s / 3
Mobility (max velocity / agility / mass / align time): 205 / 0.53 / 11310000 / 5.6 s
Drones (bandwidth / bay): 75 / 125
Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
Sensor strength: 16 Magnetometric
Signature radius: 145

Rupture:
Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and damage per level
Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
Fittings: 860 PWG, 350 CPU
Defense (shields / armor / hull): 1500 / 1800 / 1500
Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
Drones (bandwidth / bay): 30 / 30
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
Sensor strength: 15 Ladar
Signature radius: 125
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Nox

Nox


Posts : 801
Join date : 2008-12-30

Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:01 am

Skills

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

Modules

All medium Remote Armor Repair System and Medium Shield Transporter modules have been changed to be more useful as a whole and to fit with the Auguror, Osprey, Exequror and Scythe role changes
Optimal Range and Falloff of all ECM modules have been reduced by 10% (ECM ship bonuses have been increased to compensate)
Optimal Range of all Remote Sensor Dampener modules has been increased by 20%, and ships with Sensor Dampener bonuses have had their bonus increased to 7.5% per level
All Tracking Disruptor strength has been reduced by 5% of their previous values (bonuses on ships having Tracking Disruption strength have been increased to 7.5% to compensate)
Ships with Target Painting Strength bonus have been increased from 5% to 7.5% per level for tech1 hulls, and from 7.5% to 10% for tech2
Optimal Range and Falloff of all ECM modules have been reduced by 10%
The ECM range bonuses on the Blackbird, Kitsune and Tengu Obfuscation Manifold have been increased to 12.5% per level, and on the Scorpion to 25% per level
Optimal Range of all Remote Sensor Dampener modules has been increased by 20%
The Remote Sensor Dampener effectiveness bonuses on the Maulus, Keres, Celestis, Lachesis, and Arazu have been increased to 7.5% per level

All Tracking Disruptor strength has been reduced by 5% of their previous values
The Tracking Disruptor effectiveness bonuses on the Crucifier, Sentinel, Arbitrator, Pilgrim, and Curse have been increased to 7.5% per level

The Target Painting effectiveness bonuses on the Vigil and Bellicose have been increased to 7.5% per level, and the Golem, Hynea, Huginn and Rapier to 10% per level
Ancillary Shield Booster
Reduced capacity – 7 regular booster or 9 navy boosters.
Increased cap need when running without boosters.
X-Large booster now has duration of 5 seconds instead of 4.
Reactive Armor Hardener
Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).

Target Spectrum Breaker
Reduced duration to 8 seconds
Reduced scan resolution penalty to 25%
Launching a Warp Disrupt Probes is no longer an offensive action, and as such will not incur a weapons timer
Changes to cargo containers and probes can be viewed in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73439
Added 5 new freight cargo containers in the following sizes: 1k, 5k, 10k, 50k, 250k
Removed all NPC seeding of cargo containers.
Created blueprints for all cargo containers and seeded the blueprints on the market.
The following containers cannot be launched into space, and when jettisoned will go into a jet can:
Station Containers, Station Vault Containers, Station Warehouse Container
Survey probes are no longer seeded by the NPC and blueprints for them are.

The text description to Triage Modules has been updated to clarify that they are subject to a stacking penalty.
Now when using a ship with an expanded cargohold, interacting with that cargohold should no longer produce any messages about insufficient space when the UI is showing otherwise.
The 200mm Railgun II has had its required skills changed to confirm with the rest of the T2 Hybrids. (Now requires Medium Hybrid Turret at Level IV instead of I)
Doomsday devices no longer display a badly-formatted internal attribute
Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems)
Decreased capacitor use of capital remote assistance modules to compensate for loss of skill bonus.
It is now possible to scan all transported items in a ship with a cargo scanner, including items in the fleet hangar, the ship maintenance bay, the drone bay, and various specialized holds.
Ship scanners have been upgraded to no longer show higher quantities of fitted items. They still have a chance of missing items in their scan.
Christmas Gifts:
Really? You expected us to just tell you what you are getting for Christmas in the patch notes? … Carbon. That is what you get.

Weapons and Ammo

Powergrid on all Heavy Assault Missile Launchers has been reduced by 10%
Light missile changes:
Explosion velocity reduced from 50 to 40
Damage has been increased by 10% (rounded to the closest digit)
Light missile launcher fitting requirements have been reduced by 2 powergrid and 4 CPU

Heavy missile changes:
Base flight time reduced by 35% (to 6.5 seconds) for tech1 variants
Base velocity increased by 14.6% (to 4300m/s)
Damage has been decreased by 10% (rounded to closest digit)
Explosion radius increased by 12%

Tech 2 missile changes:
Ship velocity and signature radius have been removed from all tech2 missiles
Precision missiles: increased bonus to explosion velocity, damage has been increased to match tech1 missiles
Fury missiles: damage bonus increased, flight time reduced, penalties to explosion radius and velocity have been unified among all sizes of missiles
Rage missiles: damage bonus increased, changed flight time to match tech1 missiles, and penalties to missile velocity, explosion velocity and explosion radius have been unified among all sizes of missiles
Powergrid usage of Focused Medium Pulse lasers reduced by 5%
Powergrid usage of Heavy Pulse lasers reduced by 10%
Powergrid usage of all cruiser sized beam lasers by reduced 10%
Powergrid usage of all cruiser sized artillery reduced by 10%

All, yes all because CONSISTENCY DEMANDS IT, ammo descriptions (not counting missiles), have had their descriptions updated to list their bonuses.
The following small lasers have been renamed, because medium does not equal small:
Medium Pulse Laser I -> Small Focused Pulse Laser I
Medium Beam Laser I -> Small Focused Beam Laser I

Inventory

General
Added a breadcrumb showing the selected tab within a certain inventory window
Added the ability to navigate up a tree from the breadcrumb directly
Added Back and Forward buttons to the Inventory window
Added the ability to keybind Back and Forward shortcuts to the mouse through the Shortcuts menu
Added feedback blink on the Back and Forward buttons when using shortcuts
Implemented Back and Forward shortcuts for other windows in EVE that use them, the Show Info windows
The icons for collapsing and expanding the Index Tree and Filters has been changed so that it is not confused with the Back and Forward buttons
All Inventory windows have their unique name in the header which never changes when moving between different tabs in the Index Tree
The Filters tab is now collapsed by default but will persist as open when players leave it open
Index Tree will only open up collapsed by default when a tab is opened that does not have any children
Once players have set a certain state of the Index Tree of each Inventory window for the first time, that state will be remembered

Persistence
Inventory windows will persist their shape and size once the user has set them
Inventories of active ship will persist between sessions of undocking and docking
Inventories of Item hangar and Ship hangar will persist globally the way they are left in stations when undocking
Inventories of corporate hangars will persist individually per station with an office
All tabs within inventory windows will persist their state once the user has set them to a collapsed or expanded state
Inventory windows will persist their stack state between sessions
Inventory windows will persist their view modes once the user has set them to a specific state
Compact view vs. Normal view
Thumbnail, List view with thumbnails or list view

Settings
Added a settings option for the Inventory that will always show the full Index Tree in all inventory windows
Added a settings option to keep the filter value in the filter input box between inventory tabs
Moved the Settings icon below the header so that it is not shown multiple times when stacking inventory windows together
Inventory window settings for Player Owned Structures have been sorted into more category classes based on the type of structure they belong to.

Index Tree
Added the ability to scroll the Index Tree with the mouse scroll wheel while dragging items
Added the ability to scroll the Index Tree up or down while dragging items
Added the ability to scroll the inventory content area while dragging items inside of it
Hovering over a tab in the Index Tree while dragging items will no longer change the focus to that inventory location
Hovering over a tab in the Index Tree while dragging items will expand it and show it‘s children, if it has them
Implemented a mechanic of isolating inventories when they are opened directly from the Index Tree or by accessing them directly and not opening the main Inventory window
Added a better feedback when dragging tabs out of the Index Tree to open as separate window to give better indication that it is possible
Added a selection highlight on tabs that have active children, so that it is visible when the parent tab is collapsed

Inventory in Neocom
Added a new group in the EVE Menu called Inventory that has icons with direct access to certain Inventories and can be moved by players to the root of the Neocom for easy access.
Ship hangar and Item hangar are now available in the Neocom when accessible
Corporate hangar is now available in the Neocom when accessible
A new icon was created for direct access to Active Ship
Moved the Assets icon from the EVE Menu root to the Inventory group
Users can move ships to Item hangar and items to Ship hangar and the items will get sorted automatically to the correct loaction. This applies to the icons in the Neocom, in the Index Tree as well as dragging directly to the content area of these inventories
Open inventory locations will stack under their unique icon in the Neocom root, if the user has moved those icons there

Feedback indicators
When moving items between inventories, the client will always assume the player wants to move the item and not give any error message regarding stacking if the item being moved is dragged on top of another item that it can not be stacked with
If the players wants to stack to stackable items together he will get a highlight effect feedback which indicates the items can be stacked together. The successful stacking will also give a different audio feedback than regular item movement like it previously did
Locked items will have a lock icon in the upper-right corner in thumbnail view as well as slight greyed out state of the icon image, making a distinction between items that are being moved using shortcuts
When I want to move items using shortcuts (Ctrl-X & Ctrl-V) the items I am moving will have a greyed out state that differs from locked items
Divisions and containers that are restricted to players have a restrictions icon behind their name to indicate that there is a restriction on them
The restrictions icons will give a description of what type of restrictions they are in tooltip but also have a red color on the No Access icon and yellow color on Limited Access. Users can still drop items into divisions and containers will no access.
Containers will be unlocked by default instead of locked

Performance
The server/client notification mechanism of inventory operations was extended to allow any container to utilize ‚batch processing‘ when moving items around.
The ‚batch‘ processing of items being moved or changing hands, which previously was only used in station hangars, corp offices and ship cargo bay, was extended to cover all container types and locations which can hold multiple items at the same time. This means that the client will receive only one notification per operation from the server instead of one notification per item changed for the types affected.
Optimized how bookmark objects are fetched from the server increasing their response time by order of magnitute
Optimized how the inventory loads up large Index Trees by not priming them until they are accessed
Optimized how large number of plastic wraps are loaded from the server

Wrecks
Added the ability to stack wrecks in the Index Tree when the Index Tree is expanded
Added the ability to open wrecks in a new window by default when the Index Tree is collapsed
Added audio feedback when opening wrecks and when looting from wrecks
Added feedback blink on cargo hold to indicate items being moved there when looting
Added wreck icons and names from Overview to the Index Tree for better overview of wrecks
Added distance indicators for wrecks and greyed out state for wrecks out of range
All items have now a chance of dropping as loot, regardless where in the ship they were located. Excluded are only ships in the ship maintenance bay.

Scroll bars
Unified all scroll bars in the client to one type regarding functionality and visual style
Scroll bars light up when used which applies to both dragging them and using the mouse scroll wheel
Scroll bars become active once the user hovers the area of their function which applies to both windows and tabs within windows

Compact View
Created a new window settings icon for Compact View which switches the window it is part of between Compact View and Normal View modes
Implemented a new type of Compact view for Inventory windows with a compact Capacity meter
Corp Hangars
Corp hangars in ships have been converted to fleet hangars of the same size. All items in the corp hangars were moved to the fleet hangar.
It is now possible to give access to the fleet hangar and the ship maintenance bay separately to either corp member or fleet members (or both) through the inventory interface.
The settings for opening the fleet hangar or the ship maintenance bay are now saved per ship on the server. Don't forget to check the settings, if you boarded a carrier from a different pilot!
The fitting service of a ship maintenance bay is now always available to fleet and corp members, without restriction on concurrent users.
Containers in the fleet hangar can now be opened and interacted with by the pilot of the ship in space. Fleet or corp members with access to the fleet hangar can drop items into containers, but they are unable to open or remove the container.
It is no longer possible to jettison unassembled ships from the cargo hold.
Containers
The setting on audit log containers for auto-locking items is now stored per container on the server. This was stored on the client before and the default has be changed to "unlocked".
It is now possible to put items into freight containers, while being in space.
It is now possible to rename containers in your cargo hold or fleet hangar.

NPCs

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


Last edited by Arnox on Sat Dec 01, 2012 11:08 am; edited 2 times in total
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:02 am

Graphics

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

Market & Contracts

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

User Interface

Combat shortcuts do not work with the effects bar where they will act on the closest aggressor. When targeting using the combat short cut it will target the closest available aggressor that is not already targeted or being targeted.
Control-up in chat should now function in a more consistent manner
"Pilot is an outlaw" in the overview settings has been renamed "Pilot has a security status below -5"
"Pilot has a security status below 0" has had its tag and background disabled by default

The highlight frame for UI elements such as a text entry field has been toned down slightly from the bright white it used to be.
We've given a bit of facelift to expandable menus (for example used in the fitting window and new bounty office) and the drop down boxes, so they look nicer now than they did before
The text in the Overview Settings for "Pilot is in your Militia" has been clarified now that this icon is applied to allied militia also.
Reintroduced the functionality of items and ships automatically sorting into their corresponding folders when moving a mixed group of them into the Items Hangar or Ships Hangar.
Clicking the "Loot All" button will always close the wreck or cargo container, even if it is empty.
Inventory window minimum width is now determined by the width of the Index tree. The maximum tree width is now the maximum Inventory window width.
We have fixed an issue where the Kill Report would not properly differentiate between BPO's and BPC's. We now show:
The correct copy/original icon for blueprints
The text (copy) or (original) behind the blueprint name to show which it is (like in the contracts)
Wrecks are looted in order from down up in the Inventory window.

EVE Voice, Mail & Chat

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

Corporations

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

Player Owned Structures, Outposts and Stations

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

Miscellaneous

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

Fixes

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Skills

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

Ships

Fixed a problem with the Freki that would allow you to fit three rigs instead of two. (Note you were unable to operate the ship after doing this)
The Malice Energy Vampire bonuses are now properly working. (Clarification: The Energy Neutralizer bonus worked already correctly)
The certificate for the following ships have been changed to better reflect their new balanced roles; Bantam, Breacher, Burst, Crucifier, Heron, Imicus, Inquisitor, Magnate, Maulus, Navitas, Probe, Tristan and Vigil.
Changed "mining foreman warfare links" to "mining foreman links" in Orca description.
The Ares Tracking bonus has been properly fixed from 7% to 7.5% per level
A grammatical error in the description of the Retriever has been fixed.
Bombers, Black Ops, Covert Ops, Blockade Runners and T3 Cloak subsystems descriptions have been modified to mention they reduce Cloaking Device re-activation time
Gas can now be moved into the Ore Hold of a mining ship.
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:02 am

User Interface

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

The UI allocated for displaying Certificate descriptions has been increased
There are no longer two entries of 'Regional Average' in the Advanced Sell window
An issue has been resolved that caused module tooltips from displaying on deactivating modules
The bracket icon for beacons no longer disappears when zoomed in
An issue affecting the sorting of some columns in the Compare tool has been resolved
An issue that stopped Market items that contain quotation marks in their names from exporting to file correctly has been resolved
Show Info on a skill which has been dragged & dropped into chat now functions as expected
Linking decorations (medals or certificates) in chat or notepad no longer opens a blank window

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Market & Contracts

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

NPCs

Fix Tracking Disruption on NPCs so that it is now correctly applied to your ship.
Fixed a rare issue when an NPC wreck that only contained a BPC would show up as empty in the overview/space.
Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

URL autolinking in chat has been slightly improved.

Drones

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

Rigs

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

World Shaping

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

Localized Clients

Incorrect German translation in column "copy" in tabs "blueprints" and "corp blueprints" is now correctly worded as "Kopie".
The label "Index" for the Index tree in the Inventory has been localized.
For a war declaration, we are now stating if the date is tomorrow. Example: Started 2012.10.11 - Can fight at 13:20 (tomorrow)
Various linguistic changes and improvements have been made throughout the Russian, Japanese and German client.
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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeSat Dec 01, 2012 11:04 am

Graphics General

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

Inventory

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


Très Longue liste de changements. je mettrai en couleur les changements qui me semblent plus importants. sinon ça commence
ici.
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PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeMon Feb 18, 2013 4:08 pm

Build 476047 to 485433 addresses Patch Notes for Retribution 1.1


Patch notes for EVE Online: Retribution 1.1

To be deployed on Tuesday, 19th of February 2013.
Features

Info Panels - Dev blog

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

Modules

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

Skills

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

Art

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

Miscellaneous

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

CHANGES

Miscellaneous

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

New Corporation Recruitment Management

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

Ships - Dev blog

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

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

Prophecy:
Battlecruiser skill bonuses: 5% bonus to all Armor Resistances and 10% bonus to drone damage and hitpoints
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 5 H, 4 M, 7 L, 4 turrets, 4 Launchers
Fittings: 1100 PWG, 415 CPU
Defense (shields / armor / hull): 3000 / 5500 / 4000
Capacitor (amount / recharge rate / average cap per second): 2850/ 750s / 3.8
Mobility (max velocity / agility / mass / align time): 150 / 0.704 / 12900000 / 8.5s
Drones (bandwidth / bay): 75 / 225
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 210 / 6
Sensor strength: 17 Radar
Signature radius: 270
Cargo capacity: 400

Harbinger:
Battlecruiser skill bonuses: 10% bonus to Medium Energy Turret Damage and 10% bonus Medium Energy Turret capacitor use
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 7 H, 4 M, 6 L, 6 turrets
Fittings: 1425 PWG, 375 CPU
Defense (shields / armor / hull): 3000 / 5000 / 4500
Capacitor (amount / recharge rate / average cap per second): 3125 / 822s / 3.8
Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 8.9s
Drones (bandwidth / bay): 50 / 75
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6
Sensor strength: 17 Radar
Signature radius: 270
Cargo capacity: 375

Ferox:
Battlecruiser skill bonuses: 5% bonus to all Shield Resistances and 10% bonus to Medium Hybrid Turret optimal range
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 8 H, 5 M, 4 L, 7 turrets
Fittings: 1250 PWG, 510 CPU
Defense (shields / armor / hull): 5000 / 3500 / 4000
Capacitor (amount / recharge rate / average cap per second): 2750 / 723s / 3.8
Mobility (max velocity / agility / mass / align time): 140 / 0.66 / 13250000 / 8.2s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 195 / 8
Sensor strength: 19 Gravimetric
Signature radius: 295
Cargo capacity: 475

Drake:
Battlecruiser skill bonuses: 5% bonus to all Shield Resistances and 10% bonus to heavy and heavy assault missile kinetic damage
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 7 H, 6 M, 4 L , 6 Launchers
Fittings: 800 PWG, 500 CPU
Defense (shields / armor / hull): 5250 / 3250 / 3750
Capacitor (amount / recharge rate / average cap per second): 2500 / 658s / 3.8
Mobility (max velocity / agility / mass / align time): 140 / 0.64 / 14810000 / 8.9s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8
Sensor strength: 19 Gravimetric
Signature radius: 295
Cargo capacity: 450

Brutix:
Battlecruiser skill bonuses: 10% bonus to Medium Hybrid Turret damage and 7.5% bonus to Armor Repairer effectiveness
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 7 H, 4 M, 6 L, 6 turrets
Fittings: 1125 PWG, 435 CPU
Defense (shields / armor / hull): 3500 / 4500 / 4750
Capacitor (amount / recharge rate / average cap per second): 3000 / 789s / 3.8
Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 12500000 / 8.2s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
Sensor strength: 18 Magnetometric
Signature radius: 305
Cargo capacity: 475

Myrmidon:
Battlecruiser skill bonuses: 7.5% bonus to Armor Repairer effectiveness and 10% bonus to drone damage and hitpoints
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 5 H, 5 M, 6 L, 5 turrets
Fittings: 1050 PWG, 400 CPU
Defense (shields / armor / hull): 3500 / 4500 / 4750
Capacitor (amount / recharge rate / average cap per second): 2850 / 750s / 3.8
Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13100000 / 8.6s
Drones (bandwidth / bay): 100 / 200
Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7
Sensor strength: 18 Magnetometric
Signature radius: 305
Cargo capacity: 400

Cyclone:
Battlecruiser skill bonuses: 5% bonus to Heavy Missile/Heavy Assault Missile rate of fire and 7.5% bonus to shield boosting amount
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 7 H, 5 M, 5 L, 2 turrets, 5 Launchers
Fittings: 1100 PWG, 525 CPU
Defense (shields / armor / hull): 5000 / 3750 / 3750
Capacitor (amount / recharge rate / average cap per second): 2850 / 750s / 3.8
Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 8.2s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 220 / 6
Sensor strength: 17 Ladar
Signature radius: 250
Cargo capacity: 450

Hurricane:
Battlecruiser skill bonuses: 5% bonus to Medium Projectile Turret damage and 5% bonus to Medium Projectile Turret rate of fire
Fixed Bonus: Can fit Warfare Link modules
Slot layout: 7 H, 4 M, 6 L, 6 turrets, 3 Launchers
Fittings: 1125 PWG, 400 CPU
Defense (shields / armor / hull): 4250 / 4500 / 3500
Capacitor (amount / recharge rate / average cap per second): 2250 / 592s / 3.8
Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000 / 8.4s
Drones (bandwidth / bay): 30 / 30
Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6
Sensor strength: 16 Ladar
Signature radius: 250
Cargo capacity: 425

Black ops:
Black Ops ships and Covert Jump Portals have been adjusted to make this gameplay area more effective and enjoyable.
The base jump range of all Black Ops ships increased to 3.5 light years (equal to that of Titans).
The mass multipler used for Covert Jump Portal fuel costs reduced from 0.00000018 to 0.000000135 (Reduces the fuel cost of covert bridges by 25%).
The fuel bay on all Black Ops increased to 1250m3 (25% increase).

The Armor Repairer effectiveness bonus on the Incursus has been reduced to 7.5% per level.
The role bonus description for the Venture has been updated to make it less confusing.
Scythe Fleet Issue description has been updated to reference the Rapid Light missile bonus.
Strategic cruisers (with Covert Reconfiguration subsystem) and blockade runners can now fit the Covert Cynosural Field Generator I.

Modules

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

Rigs

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

User Interface

The "Update Location Settings" window has had the nonfunctional Cancel button removed and it's layout changed. Settings are applied instantly.
Two decimal places have been added to the Sensor Strength attributes in the Fitting Window to account for bonuses.
The "Ore and Materials" filter has been edited to now by default also include Gas Cloud materials. This change will only be presented for new characters or those who have not edited their Ore and Materials filter.
The Terminate button has been removed as at low resolutions it was unusable. The option to Terminate a character can be accessed by right clicking on the character portrait.
The buttons to Confirm Termination and Abort Termination has been moved onto the character portrait.
A faint frame has been added to the Show Info window for player corporations.
The Notification and Log text when jumping between systems has been clarified to more simply read "Jumping from X to Y". Changed from "Jumping Destination: Y in X Solar System".
The right click options in the Star Map for the Autopilot and Waypoints in World Map Control Panel have been removed as these options are now accessible via the dedicated Autopilot options found in the Info Panels.
Links dragged into Corporation Advertisements will now function correctly in published advertisements.

Weapons & Ammunition

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

Graphics General

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

Agents & Missions

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

Exploration & Deadspace

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

Drones

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

Uncategorized

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

FIXES

Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

Invulnerable Territorial Claim Units are now marked as "Invulnerable" and no longer as "Online".
Inconsistent behavior of manufacturing and research jobs when one of the Science & Industry services is disabled has now been resolved.
Launching of starbase structures and containers is now throttled to make it less likely to lag out the server.

Audio

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

Science and Industry

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

Skills

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

Ships

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

Market & Contracts

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Exploration & Deadspace

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

NPCs

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

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

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

Drones

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

User Interface

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

World Shaping

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

Localized Clients

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

Graphics General

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

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Patch Notes (Long one) Empty
PostSubject: Re: Patch Notes (Long one)   Patch Notes (Long one) I_icon_minitimeTue Jun 04, 2013 11:04 am

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