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Eve Inferno 1.2 patch notes

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  1.  Patch notes for EVE Online: Inferno 1.2
  2.  
  3. To be released on Wednesday, August 8, 2012.
  4. FEATURES
  5.  
  6. Character Creator and New Player Experience
  7.  
  8.     The initial tutorial sequence (tutorials 1-24) has been completely overhauled. See this dev blog for more information: http://community.eveonline.com/devblog.asp?a=blog&nbid=73075.
  9.     Tutorials can be dragged from the F12 help window in to chat windows to create clickable links.
  10.  
  11.     New character selection
  12.          Full screen interaction and mouseover.
  13.         "Choose race" map if fully interactive
  14.         "Choose bloodline" avatars are fully interactive
  15.  
  16.     Aura Enhancements:
  17.         Clear instructions on what you need to learn at each stage.
  18.         Streamlined and more to the point.
  19.         Less painful experience for new EVE players - get your friends involved quicker!
  20.  
  21.  
  22.  
  23.     Aura Directions
  24.         Aura UI pointers now look better.
  25.         Aura points out items in space and in the UI related to the current instructions.
  26.  
  27.  
  28.  
  29.     Split icon for tutorials and help
  30.         Aura tutorial is its own neocom icon.
  31.         Keeps track of your current location in the series.
  32.  
  33.  
  34.  
  35.     Market Search Results
  36.         Sorted and categorized for your convenience
  37.  
  38.  
  39.  
  40.     Module mouseover enhancement
  41.         Show the range and type without needing to use showinfo.
  42.  
  43.  
  44.  
  45.     Mission Overlay
  46.         See the bookmarks for your current mission in an easy to access panel.
  47.         Interact with mission sites, set destination, warp to etc.
  48.  
  49.  
  50.  
  51.     Skill Unlocks
  52.         See what modules and ships are unlocked by various skills.
  53.  
  54. V3
  55.  
  56.     All ships belonging to the Angel Cartel have been updated as part of the V3 program.
  57.  
  58. Science and Industry
  59.  
  60.     As the first step in a revamp of the Tech Two production chains, nine more Alchemy reactions have been added to the game. Alchemy allows capsuleers to bypass the use of certain rare minerals in the production of Tech Two components, through less efficient reactions that use more common minerals. Details on the Alchemy system can be found at this Dev Blog, and the new reactions are covered at this Dev Blog.
  61.  
  62.     The reactions have been adjusted since the publishing of the dev blog; the details of the new reactions are:
  63.         100 Titanium + 100 Vanadium -> 1 Unrefined Vanadium Hafnite -> 20 Vanadium Hafnite +  90 Vanadium
  64.         100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
  65.         100 Scandium + 100 Chromium -> 1 Unrefined Solerium -> 20 Solerium + 90 Chromium
  66.         100 Scandium + 100 Cadmium -> 1 Unrefined Caesarium Cadmide -> 20 Caesarium Cadmide + 90 Cadmium
  67.         100 Evaporite Deposits + 100 Atmospheric Gases -> 1 Unrefined Hexite -> 20 Hexite
  68.         100 Atmospheric Gases + 100 Tungsten -> 1 Unrefined Rolled Tungsten Alloy -> 20 Rolled Tungsten Alloy + 90 Tungsten
  69.         100 Evaporite Deposits + 100 Titanium -> 1 Unrefined Titanium Chromide -> 20 Titanium Chromide + 90 Titanium
  70.         100 Hydrocarbons + 100 Scandium -> 1 Unrefined Fernite Alloy-> 20 Fernite Alloy + 90 Scandium
  71.         100 Silicates + 100 Cobalt -> 1 Unrefined Crystallite Alloy -> 20 Crystallite Alloy + 90 Cobalt
  72.  
  73. Rigs
  74.  
  75.     Added the Medium Ice Harvester Accelerator I
  76.         12% reduction to the duration of ice harvester cycles.
  77.         Calibration cost: 250
  78.     Added the Medium Mercoxit Mining Crystal Optimization I
  79.         16% increase to the yield modifier of those modules using Mercoxit mining crystals.
  80.         Calibration cost: 250
  81.  
  82. CHANGES
  83.  
  84. Unified Inventory
  85.  
  86.     Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
  87.     Removed Right-click option for Drone bay on ships without drone bays.
  88.     Fixed an issue where Open Ship Maintenance Bay and Open Corporation Hangars was missing in the Right-click Menu in stations.
  89.  
  90. Ship Balancing
  91.  
  92.     The next step in the ongoing removal of ship Tiers (as described in this Dev Blog) affects the Attack Frigates: the Executioner, Condor, Atron and Slasher.
  93.  
  94. Attack Frigates are designed as high speed damage dealing and tackling vessels.
  95.  
  96. EXECUTIONER:
  97.  
  98.     Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
  99.     Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  100.     Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
  101.     Fittings: 45 PWG, 140 CPU
  102.     Defense (shields / armor / hull) : 250 / 400 / 350
  103.     Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2
  104.     Mobility (max velocity / agility / mass / align time): 410 / 2.85 / 1090000 / 2.91s
  105.     Drones (bandwidth / bay): 0 / 0
  106.     Targeting (max targeting range / scan resolution / max locked targets): 27.5km / 920 / 4
  107.     Sensor strength: 8 Radar
  108.     Signature radius: 31
  109.     Cargo capacity: 115
  110.  
  111. CONDOR:
  112.  
  113.     Frigate skill bonuses: +10% to light missile and rocket kinetic damage per level
  114.     Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  115.     Slot layout: 4 H, 4 M, 2 L, 0 turrets, 3 launchers
  116.     Fittings: 35 PWG, 185 CPU
  117.     Defense (shields / armor / hull) : 400 / 250 / 250
  118.     Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
  119.     Mobility (max velocity / agility / mass / align time): 400 / 2.9 / 1100000 / 2.99s
  120.     Drones (bandwidth / bay): 0 / 0
  121.     Targeting (max targeting range / scan resolution / max locked targets): 30km / 880 / 4
  122.     Sensor strength: 9 Gravimetric
  123.     Signature radius: 33
  124.     Cargo capacity: 130
  125.  
  126. ATRON:
  127.  
  128.     Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret falloff per level
  129.     Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  130.     Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
  131.     Fittings: 37 PWG, 147 CPU
  132.     Defense (shields / armor / hull) : 300 / 350 / 400
  133.     Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
  134.     Mobility (max velocity / agility / mass / align time): 420 / 2.8 / 1050000 / 2.75s
  135.     Drones (bandwidth / bay): 0 / 0
  136.     Targeting (max targeting range / scan resolution / max locked targets): 25km / 900 / 4
  137.     Sensor strength: 8 Magnetometric
  138.     Signature radius: 35
  139.     Cargo capacity: 145
  140.  
  141. SLASHER:
  142.  
  143.     Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
  144.     Role bonus: 80% reduction in Propulsion Jamming systems activation cost
  145.     Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
  146.     Fittings: 34 PWG, 135 CPU
  147.     Defense (shields / armor / hull) : 350 / 300 / 300
  148.     Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
  149.     Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
  150.     Drones (bandwidth / bay): 0 / 0
  151.     Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
  152.     Sensor strength: 7 Ladar
  153.     Signature radius: 30
  154.     Cargo capacity: 120
  155.  
  156.  
  157.  
  158. Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.
  159.  
  160. The bonuses on these Rookie Frigates are static and do not increase with skill levels.
  161.  
  162. IMPAIROR:
  163.  
  164.     Static Role bonuses:
  165.         20% bonus to Small Energy Turret capacitor use
  166.         10% bonus to Small Energy Turret damage
  167.         10% bonus to Tracking Disruptor effectiveness
  168.         10% bonus to armor resistances
  169.     Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
  170.     Fittings: 24 PWG, 95 CPU
  171.     Defense (shields / armor / hull) : 125 / 200 / 200
  172.     Capacitor (amount / recharge rate / cap per second): 140 / 70s / 2
  173.     Mobility (max velocity / agility / mass / align time): 300 / 3.24 / 1148000 / 3.48s
  174.     Drones (bandwidth / bay): 5 / 5
  175.     Targeting (max targeting range / scan resolution / max locked targets): 25.5km / 485 / 3
  176.     Sensor strength: 6 Radar
  177.     Signature radius: 50
  178.     Cargo capacity: 115
  179.  
  180. IBIS:
  181.  
  182.     Static Role bonuses:
  183.         20% bonus to Small Hybrid Turret optimal range
  184.         10% bonus to missile kinetic damage
  185.         30% bonus to ECM Target Jammer strength
  186.         10% bonus to shield resistances
  187.     Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
  188.     Fittings: 22 PWG, 110 CPU
  189.     Defense (shields / armor / hull) : 200 / 125 / 175
  190.     Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
  191.     Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
  192.     Drones (bandwidth / bay): 5 / 5
  193.     Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
  194.     Sensor strength: 6 Gravimetric
  195.     Signature radius: 52
  196.     Cargo capacity: 125
  197.  
  198. VELATOR:
  199.  
  200.     Static Role bonuses:
  201.         10% bonus to hybrid turret damage
  202.         20% bonus to drone hitpoints, damage and mining yield
  203.         10% bonus to Remote Sensor Dampener effectiveness
  204.         15% bonus to Armor Repairer effectiveness
  205.     Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
  206.     Fittings: 23 PWG, 100 CPU
  207.     Defense (shields / armor / hull) : 150 / 175 / 225
  208.     Capacitor (amount / recharge rate / cap per second): 135 / 67.5s / 2
  209.     Mobility (max velocity / agility / mass / align time): 305 / 2.91 / 1148000 / 3.13s
  210.     Drones (bandwidth / bay): 10 / 10
  211.     Targeting (max targeting range / scan resolution / max locked targets): 23.5km / 480 / 3
  212.     Sensor strength: 6 Magnetometric
  213.     Signature radius: 54
  214.     Cargo capacity: 135
  215.  
  216. REAPER:
  217.  
  218.     Static Role bonuses:
  219.         10% bonus to velocity
  220.         10% bonus to Small Projectile Turret damage
  221.         10% bonus to Target Painter effectiveness
  222.         15% bonus to Shield Boost Amount
  223.     Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
  224.     Fittings: 21 PWG, 105 CPU
  225.     Defense (shields / armor / hull) : 175 / 150 / 150
  226.     Capacitor (amount / recharge rate / cap per second): 125 / 62.5s / 2
  227.     Mobility (max velocity / agility / mass / align time): 310 / 3.03 / 1157000 / 3.28s
  228.     Drones (bandwidth / bay): 5 / 5
  229.     Targeting (max targeting range / scan resolution / max locked targets): 22km / 490 / 3
  230.     Sensor strength: 6 Ladar
  231.     Signature radius: 48
  232.     Cargo capacity: 120
  233.  
  234.  
  235.  
  236. Mining Barges and Exhumers are getting the "tiericide" treatment where roles within a ship class are favored over linear progression.
  237.  
  238. Warning: due to the reduction of traditional cargo bays in Mining Barges and Exhumers, if you are in space with an overloaded cargohold on release day, you will need to jettison some cargo in order to warp your ship. If you are overloaded with ore or ice, you can move it to the new ore hold instead.
  239.  
  240. Procurer
  241.  
  242.     Role is now mining barge with superior defenses
  243.  
  244.     Mining Barge skill bonus per level: 5% bonus to shield hit points
  245.     Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
  246.     Slot layout: 1 High, 4 Mid, 2 Low
  247.     Fittings: 45 PWG, 250 CPU
  248.     Defense (shields / armor / hull) : 6000 / 5000 / 5500
  249.     Drones (bandwidth / bay): 25 / 25
  250.     Signature radius: 200
  251.     Ore hold capacity: 12000
  252.     Cargo capacity: 350
  253.  
  254. Retriever
  255.  
  256.      Role is now mining barge with superior ore hold capacity
  257.  
  258.     Mining Barge skill bonus per level: 5% bonus to ore hold capacity
  259.     Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
  260.     Slot layout: 2 High, 1 Mid, 3 Low
  261.     Fittings: 35 PWG, 235 CPU
  262.     Defense (shields / armor / hull) : 2300 / 1700 / 2000
  263.     Drones (bandwidth / bay): 25 / 25
  264.     Signature radius: 250
  265.     Ore hold capacity: 22000
  266.     Cargo capacity: 450
  267.  
  268. Covetor
  269.  
  270.     Role is now a mining barge with superior mining output
  271.  
  272.     Mining Barge skill bonus per level: 4% bonus to Strip Miner yield, 3% reduction in Ice Harvester duration
  273.     Slot layout: 3 High, 1 Mid, 2 Low
  274.     Fittings: 35 PWG, 255 CPU
  275.     Defense (shields / armor / hull) : 1700 / 1300 / 1500
  276.     Drones (bandwidth / bay): 50 / 50
  277.     Signature radius: 150
  278.     Ore hold capacity: 7000
  279.     Cargo capacity: 350
  280.  
  281. Skiff
  282.  
  283.     Role is now exhumer with superior defenses
  284.  
  285.     Mining Barge skill bonus per level: 5% bonus to shield hit points, 5% bonus to all shield resistances
  286.     Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
  287.     Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
  288.     Slot layout: 1 High, 5 Mid, 2 Low
  289.     Fittings: 50 PWG, 270 CPU
  290.     Defense (shields / armor / hull) : 6500 / 5500 / 6000
  291.     Drones (bandwidth / bay): 50 / 50
  292.     Signature radius: 200
  293.     Ore hold capacity: 15000
  294.     Cargo capacity: 350
  295.  
  296. Mackinaw
  297.  
  298.     Role is now exhumer with superior ore hold capacity
  299.  
  300.     Mining Barge skill bonus per level: 5% bonus to ore hold capacity, 5% bonus to all shield resistances
  301.     Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
  302.     Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
  303.     Slot layout: 2 High, 4 Mid, 3 Low
  304.     Fittings: 35 PWG, 270 CPU
  305.     Defense (shields / armor / hull) : 3000 / 2300 / 2700
  306.     Drones (bandwidth / bay): 50 / 50
  307.     Signature radius: 250
  308.     Ore hold capacity: 28000Cargo capacity: 450
  309.  
  310. Hulk
  311.  
  312.     Role is now exhumer with superior mining output
  313.  
  314.     Mining Barge skill bonus per level: 3% bonus to Strip Miner yield, 5% bonus to all shield resistances
  315.     Exhumer skill bonus per level: 3% bonus to Strip Miner yield, 4% reduction in Ice Harvester duration
  316.     Slot layout: 3 High, 4 Mid, 2 Low
  317.     Fittings: 35 PWG, 300 CPU
  318.     Defense (shields / armor / hull) : 2200 / 1800 / 2000
  319.     Drones (bandwidth / bay): 50 / 50
  320.     Signature radius: 150
  321.     Ore hold capacity: 8500
  322.     Cargo capacity: 350
  323.  
  324. Ships
  325.  
  326.     Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
  327.     Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
  328.     The Tormentor has received an additional turret hardpoint, giving it a total of three.
  329.  
  330. Skills
  331.  
  332.     Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed.
  333.  
  334. Modules
  335.  
  336.     The 'Rampart' Kinetic Plating I has been renamed to Experimental Explosive Plating I, and now gives an explosive bonus; previously the 'Rampart' plating had identical stats to the Experimental Kinetic Plating I, and there was no corresponding Explosive plating with the same bonus.
  337.     T2 armor plates now have better HP that the Meta 4 plates. Previously there was no advantage in using the T2 plates.
  338.     Improved Centii A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  339.     Improved Coreli A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  340.     Improved Centum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount and reduced capacitor usage.
  341.     Improved Corelum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
  342.     Improved Pithi A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  343.     Improved Gistii A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  344.     Improved Pithum C A, B, C-Type Medium Shield Transporters. Increased shield transported amount and reduced capacitor usage.
  345.     Improved Gistum A, B, C-Type Medium Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
  346.     "Synthetic Hull Conversion Inertia Stabilizers I" signature radius penalty has been reduced to be more in line with other "Synthetic Hull Conversion" modules. (CCP Tallest says hello).
  347.     All "Micro" shield extenders have had their skill requirement changed from Engineering I to Shield Upgrades I and are now affected by the Shield Upgrades skill bonus.
  348.     Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked.
  349.  
  350. Weapons & Ammunition
  351.  
  352.     The following missing Missiles have been added to the Guristas Loyalty Points store; "Guristas Inferno Heavy Assault Missile", "Guristas Mjolnir Heavy Assault Missile", "Guristas Nova Heavy Assault Missile", "Guristas Scourge Heavy Assault Missile".
  353.     Updated FOF missile names to match their category name of Auto-Targeting missiles.
  354.     Renamed Assault Missiles to Heavy Assault Missiles to match the launcher they are used in.
  355.     See http://community.eveonline.com/devblog.asp?a=blog&nbid=73021 for more details on the above two changes.
  356.     Hybrid Charges will now be consistently referred to as "Charges" rather than "Ammo" throughout the game.
  357.  
  358. Market and Contracts
  359.  
  360.     Added Pirate faction implants to the market.
  361.     Reorganized hardwiring implants on the market so that players are better able to find implants they want.
  362.  
  363. Science and Industry
  364.  
  365.     Factional Weapon upgrade blueprints have had their Manufacturing requirements brought in line with their Tech 1 variants. The affected blueprints are the:
  366.     Ammatar Navy Heat Sink Blueprint
  367.     Caldari Navy Ballistic Control System Blueprint
  368.     Federation Navy Magnetic Field Stabilizer Blueprint
  369.     Federation Navy Tracking Computer Blueprint
  370.     Federation Navy Tracking Link Blueprint
  371.     Imperial Navy Heat Sink Blueprint
  372.     Khanid Navy Ballistic Control System Blueprint
  373.     Republic Fleet Ballistic Control System Blueprint.
  374.  
  375. Fittings and Saved Fittings
  376.  
  377.     Rigs in saved fitting will get fitted (if you choose to have them fit).
  378.     Charges in cargo will get saved with saved fittings.
  379.     Ice Products like Liquid Ozone in cargo will get saved in saved fittings and added when you fit.
  380.     When fitting a ship from a saved fitting, it will no longer abort if you are unable to fit one module/rig. Instead, it will fit everything but what you cannot use.
  381.  
  382. Agents & Missions
  383.  
  384.     Mission objectives for the mission "Beizan Picholen (1 of 6)" have been made more clear.
  385.     Removed Mara NPCs from Override Transfer Array Incursion sites.
  386.     Moved the Logistics Control Array closer to the entrance in Override Transfer Array Incursion sites.
  387.     Reduced the number of NPCs from Override Transfer Array Incursion sites to reduce the total hitpoints present.
  388.  
  389. User Interface
  390.  
  391.     In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago.
  392.     Changed the opacity and border in the fitting screen of slots that cannot be used.
  393.     The LP font in the incursion global report window has been reduced in size so that six digits will now display correctly.
  394.     The Drone Settings window has now been changed to a much sleeker utility menu. This will give you much faster access to change drone settings on the fly.
  395.     Module tooltips now display more useful information such as ranges, estimated DPS, crystal damage etc.
  396.     A new Mission HUD will allow instant access to mission-related information and actions.
  397.     Overview is now sorted by distance by default, rather than by icon.
  398.     Customs Offices will no longer appear on the "General" overview default.
  399.     The agents list in a station now includes ‘Talk to’ buttons, so a player does not have to right-click or double-click unnecessarily.
  400.     Market searches will now use a folder view to group results if they are spread across multiple categories.
  401.     Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels.
  402.  
  403. Character Creation & New Player Experience
  404.  
  405.     You can now move the camera further away from your character during portrait creation to see more of your clothing and pose.
  406.     There is now an option in the Escape Menu under the Miscellaneous section called: ‘Enable Green screen Portrait Background’ which allows you apply a green screen background while in character creation or re-customization. When in the Portrait screen, the green background can be found at the far left of the Backgrounds menu. Also, when the green screen background option is enabled, it appears in the 3D avatar preview window as well.
  407.     At the race-selection screen regions of the map will highlight during mouse-over and can be clicked to select a race.
  408.  
  409. NPCs
  410.  
  411.     NPCs in the Group "Deadspace Rogue Drone Swarm" have bounties.
  412.  
  413. Exploration & Deadspace
  414.  
  415.     Noctis can now enter Sansha/Blood Raider/Angle/Serpentis Base complex. Previously they could only enter the Guristas Base.
  416.     Some DED 3/10 sites allowed battleships to enter, now they cannot
  417.  
  418. EVE Voice, Mail & Chat
  419.  
  420.     The 'Constellation' chat channel is no longer opened by default for all new clients/characters.
  421.  
  422. Miscellaneous
  423.  
  424.     Fixed a delay experienced when attempting to deploy probes or bombs directly after coming out of warp.
  425.  
  426. FIXES
  427.  
  428. Character Creation and New Player Experience
  429.  
  430.     The text in the "Guns and Ammo" tutorial no longer assumes that your gun does not require ammunition.
  431.     An issue with missing body parts on avatars within the captain's quarters has been fixed.  
  432.     An issue regarding avatars hair disappearing within the captain's quarters has been fixed.  
  433.     A graphical corruption issue on player characters due to the way shaders are loaded has been fixed.
  434.     A lighting issue that occurred on characters when viewed in full body mode has been fixed.
  435.  
  436. Ships
  437.  
  438.     Minor typo errors in the Huginn description have been cleaned up.
  439.     Corrected the description for the Raven, Raven Navy Issue and Raven State Issue which incorrectly mentioned a bonus to Siege launchers instead of Torpedo launchers.
  440.     Fixed an issue where T3 ships with the interdiction Nullifier subsystem fitted were landing outside POS shields rather than inside after a login e-warp.
  441.  
  442. Drones
  443.  
  444.     Fixed an issue where delegated fighter drones were scattering to the edge of the system when the owner got disconnected from them. They will now end up in a reasonable position somewhere between the two ships.
  445.  
  446. Skills
  447.  
  448.     When viewing the info of a skill, the attribute "Level" now has a capital L.
  449.  
  450. Modules
  451.  
  452.     Created the missing module Ammatar Navy Armor Thermic Hardener and added into the Ammatar LP stores.
  453.     The Civilian Thermic Dissipation Field module is now named correctly.
  454.     Experimental Explosive Plating I is now correctly listed as a variant of Explosive Plating I rather than Kinetic Plating I.
  455.  
  456. Boosters and Implants
  457.  
  458.     Implant names and descriptions have been updated to be more consistent and informative.
  459.     The Implant Akemon's Modified 'Noble' ZET5000 has been correctly renamed to Inherent Implants 'Noble' Hull Upgrades HG-1008.
  460.     All variations of the Crash Booster now properly affect Citadel Cruise Missiles and Citadel Torpedoes.
  461.  
  462. Weapons & Ammunition
  463.  
  464.     Resolved an issue where Raw Materials were duplicated on the manufacturing quote window for the following items: Concussion Bomb, Scorch Bomb, Shrapnel Bomb, Lockbreaker Bomb, and Void Bomb.
  465.     Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.
  466.  
  467. Rigs
  468.  
  469.     The Small Processor Overclocking Unit II will now be sorted with the other rigs alphabetically in the market.
  470.  
  471. Science and Industry
  472.  
  473.     Removed erroneous reference to Augmented Stem Cells in the production tab of Autotrophs.
  474.     A few errant T2 blueprints are now correctly listed as T2.
  475.  
  476. Market & Contracts
  477.  
  478.     The number of items available on the Market will now be displayed as an integer (123) rather than a decimal (123.00).
  479.     Unaccepted private courier contracts now appear properly in the journal and outstanding contracts list.
  480.     The Tracking Link I Blueprint has been moved from the Sensor Subsystem to the Weapon Upgrades category in the Blueprint section of the Market to be more consistent with its manufactured module location.
  481.  
  482. Starbases, Outposts and Stations
  483.  
  484.     Fixed an issue with manually controlled starbase turrets where the targeting countdown would sometimes continue to display after the target has been locked.
  485.     X-Large ship assembly array now gives correct error message when too many people are trying to use it.
  486.     Fixed an error that caused broken formatting in the "Not enough space" warning dialog for Customs Offices.
  487.  
  488. Agents & Missions
  489.  
  490.     Fixed the incursion 'Nation Rebirth Facility' completion pop-up which was triggering before completion.
  491.     The "Balancing the Books" career mission series no longer rewards the same skill twice.
  492.     Acceleration gate in Research Outpost room, in the Worlds Collide mission is now locked until the NPCs have been cleared.
  493.     Fixed some spelling mistakes in the message displayed on completing "After The Seven (5 of 5) mission".
  494.     Career type Agents no longer only appear as Distribution division. They now appear correctly as Career type and in their respective divisions.
  495.  
  496. Exploration & Deadspace
  497.  
  498.     The second and third wave of the Class 6 Cosmic Anomaly "Core Citadel" has been fixed. Previously the frigates had not been spawning.
  499.     Fixed an issue where the wrong amount of dungeons were spawning in the drone regions in relation to pirate detection arrays.
  500.     Removed Republic Gleedas and their target painters from the Minmatar Minor Compound to ensure that all Factional Warfare complexes remain free of NPC electronic warfare.
  501.     Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons
  502.  
  503. Corporation & Alliance
  504.  
  505.     Fixed cases where Corporation members tree view list with thousands of entries will be extremely slow. If number of members goes above 50, we now group them alphabetically. Opening up member hangars, enumerating list of members and checking content of members hangars will now be instant.
  506.     Resolved a minor typo for the message "(Ally X) has offered its assistance".
  507.  
  508. EVE Voice, Mail & Chat
  509.  
  510.     CONCORD Bounty payment EVE Mails now refer to the appropriate gender of the pilot killed.
  511.  
  512. Graphics
  513.  
  514.     Missiles launched at a Drone Particle Accelerator now fly in the correct direction.
  515.     Rendering of Gas Planets on Mac clients is now working correctly.
  516.  
  517. Audio
  518.  
  519.     An issue with the sound effects not playing when mousing over and activating modules has been fixed.
  520.     A rogue Amarr arms dealer has been slayed ending an issue which caused laser weapons to sound without firing when viewing fittings.
  521.     Fixed an issue where music was not been triggered at certain acceleration gates.
  522.  
  523. User Interface
  524.  
  525.     Drones belonging to Militia members will now have the correct symbol applied on the overview and brackets.
  526.     Fixed a consistency issue between the Fitting screen and the Inventory of when the Set Quantity window would be displayed. The Set Quantity pop up will now always display both in the Inventory and Fitting screen when dropping more drones or items than can be placed in its respective bay.
  527.     Fixed a spacing issue in the "Activate Modular Ship?" message for Tech 3 ships.
  528.     Using the lock target keyboard shortcut on the watch list will now continue to work even when the keybind is changed to something other than Ctrl.
  529.     Tweaked the warzone control bars so that the animation will now occasionally run along the entire bar, from the middle outwards.
  530.     Long character names will no longer flow out from the recruiter boxes in the Corporation adverts.
  531.     Fixed an issue where the capacity bar for custom offices was being overlapped by the drop down menu and the words "Planetary Customs Office".
  532.     Fixed the contrast and color of text in the assets window for personal and corporation assets to make them more readable.
  533.     The Training Queue window will now remember its position, size and divider as set by the player.  
  534.     You will now have the option to Warp Squad to other distances for bookmarks.
  535.     Fixed an issue where the "Select Item Type" window when linking an item would break if other similar windows were stacked.
  536.     Fixed an issue where the window focus frame was overlapped by icons and their quantity while scrolling.
  537.     Fixed an issue where individual corporate hangar division windows would not remember their positions in station after a session change.
  538.     Fixed an issue where the capacity bar would not update when changing modules that affect capacity either by fitting them, putting them online or offline.
  539.     Fixed an issue where aligned windows would all minimize if shift click was used on the icon on the Neocom bar.
  540.     There is now a minimum height for the SELLING and BUYING sections within the Orders tab of My Wallet, to prevent breaking the window.
  541.     Attempting to open another fleet members Corporation hangars or Ship maintenance bay, that has not been enabled for fleet member usage, will no longer add a non-functional closable location in the Inventory index tree.
  542.     Fixed an issue where the office management buttons on the Station Services panel would flicker when resizing the window.
  543.     Fixed an issue where double clicking deliveries within the Market Deliveries / Returns would cause the Inventory focus to jump to your ship’s cargo hold.
  544.     Removed the Open Container option from deliveries within the Market Deliveries / Returns folder, as the option was non-functional.
  545.     Fixed a problem where it was possible to nest Item hangar and Ship hangar into a custom folder in the Neocom and delete the custom folder, removing the inventory icons and making them inaccessible again.
  546.     A typo in the description for the 'Women's Excursion Pants (Black/Red/Gold)' has been fixed.
  547.     The fleet composition window now remembers its previous position, size and pinned status when closed and reopened.
  548.     Fixed a problem that occurred when wrecks were being set to viewed while looting that caused repeated unnecessary disk access resulting in reduction in frame rate.  
  549.     Fixed an issue where the green background of the active ship in the Inventory could be duplicated onto other ships.
  550.     Fixed incorrect mention to Control Bunker instead of Infrastructure Hub in vulnerability notification.
  551.     Removed "Control Bunker" from invulnerability notification and unified "infrastructure hub" to capitalized "Infrastructure Hub" to all notification messages, including 0.0 sovereignty notifications.
  552.     Link recognition in chat no longer causes the client to freeze - but some special characters (like parentheses) following a link are again included in the link.
  553.  
  554. Graphics
  555.  
  556.     Resolved graphical corruption for Windows XP users when opening the fitting window.
  557.     The timing of a doomsday has been improved so there is no delay between the effect completing and the ship's explosion.
  558.     Fixed an issue with no trails for missed target blaster fire.
  559.     Missile trail effect no longer extend further than targeted small ships.
  560.  
  561. Localized Clients
  562.  
  563.     English text is no longer doubled in some cases when using the Input Method Editor.
  564.     In the german client, the translation of "capacitor" has been changed to "Energiespeicher" for consistency reasons.
  565.     In the German client, the description of the skill "Turret Destabilization" now refers to the correct bonus.
  566.     On the German client, the description of the Visibility skill now refers to the game mechanics correctly.
  567.     To distinguish assets from the new inventory, we have renamed assets to "Besitz" on the German client.
  568.     On the German client, the translation of "power grid" has been unified to "Stromnetz".
  569.     In the German client, the translation of the term "Ticker" has been unified to "Kürzel" for consistency reasons.
  570.     Various improvements to the translations and fixes have been made throughout the client for all languages.
  571.  
  572. Miscellaneous
  573.  
  574.     Fixed a case where incorrect contraband penalties were sometimes being applied in systems below the appropriate security-status threshold.
  575.     Increased the width of Loyalty Points Cost column in the LP Store to avoid truncated text.
  576.     Certain offensive T3 subsystems no longer display unexplained numbers in their attribute info.
  577.     Warping away while an advanced camera parent location is selected no longer locks the users view.
  578.     Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”
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