Patch notes for EVE Online: Odyssey 1.1.9
Released on Wednesday, October 9th 2013
FIXES
Agents & Missions
- Agents Kiljavas Yaskasen and Mekamireki Fedas are now level 4 Security agents with locator services.
Miscellaneous
- New players will be placed either in the Captain's Quarters or in the hangar when starting into the game. This will help researching the impact of the start location for new players.
Patch notes for EVE Online: Odyssey 1.1.8
Released on Wednesday, September 25th 2013
FIXES
Miscellaneous
- An issue which was causing damage to become only 1% of what it should have been has been fixed. This happened at a very low frequency and was mainly seen when shooting at NPCs that had almost no structure left.
Patch notes for EVE Online: Odyssey 1.1.7
Released on Monday, September 23rd 2013
FIXES
Localization
- The Maelstrom, Abaddon and Rokh descriptions now refer to the correct bonus.
Patch notes for EVE Online: Odyssey 1.1.6
Released on Wednesday, September 18th 2013
FIXES
Graphics
- A number of crashes in the graphics engine have been resolved.
Localization
- Introducing a new and improved iteration of RU skill group names!
- Several consistency issues within RU market group hierarchy have been resolved.
Interface
- An issue with the drone window failing to update correctly has been fixed.
- An text alignment issue with the Show Info > Attributes tab has been fixed.
Patch notes for EVE Online: Odyssey 1.1.5
Released on Monday, September 16th 2013
FIXES
Miscellaneous
- A persistent channel has been added under the "Technology" category named "Steam" for all our steam users.
User Interface
- Removed the incorrect fade in of the hacking minigame background prior to the game being fully displayed.
Patch notes for EVE Online: Odyssey 1.1.4
Released on Wednesday, September 11th 2013
FIXES
Miscellaneous
- Fixed several small issues that were causing client crashes after the deployment of Odyssey 1.1.
User Interface
- You can once again unanchor POS modules through the Control Tower Management window.
Patch notes for EVE Online: Odyssey 1.1.3
Released on Tuesday, September 10th 2013
FIXES
Exploration
- Fixed an issue where the Hacking minigame would freeze up.
- Removed requirement to receive results of last move from the Hacking minigame before being allowed to submit next move.
Graphics
- An issue with your ships appearing to ‘drift’ after jumping has been fixed.
User Interface
- If a drone is dragged onto a group and is recalled/launched because of that, it does not change groups.
- An issue with rearranging locked targets has been fixed.
- It is now also possible to drop drones onto the "No Item" entry field.
- Mining drones now have 'Mine Repeatedly' as the primary option on the radial menu.
- An issue with the right click menu on drone groups when jumping or docking has been fixed.
- An issue with the Radial Menu when opening it on an Orca has been fixed.
Patch notes for EVE Online: Odyssey 1.1.2
Released on Monday, September 9th 2013
FIXES
Probe Scanning
- Probes that are being recalled no longer overload your cargo.
- Spheric locations are now correctly shown in the map.
- The “red dot” result is now correctly shown in the map.
Modules
- Auto Targeting Missiles now no longer stop once the ship is jammed.
- The notification message stating all modules getting turned off when target loss is dropped will now only appear when you have either been target jammed or if the target is out of max target range.
Patch notes for EVE Online: Odyssey 1.1.1
Released on Thursday, September 5th 2013
FIXES
Exploration
- Fixed an issue where Restoration Node in Data and Relic Sites hacking causes massive Lag.
- When a scan result reaches 100%, it will now be show up correctly with a warp to icon if you are able to warp to the signature.
Localization
- A number of consistency fixes were applied to the Russian translation.
- Added a missing message for clear ignored results from the Probe Scanner window.
Miscellaneous
- The bug reporting tool will now correctly clean up a temporary cache folder in the EVE Online install directory.
NPCs
- Fixed an issue with asteroid belt NPCs not spawning in certain regions.
User Interface
- Fixed an issue where Role descriptions were not scaling correctly in the edit member window of directors.
- Changed the Radial Menu – Set Destination Appears as Primary Function for a Station if First Icon In Autopilot Route and One Jump Away.
- Changed the Fleet Window – 'Align' Broadcast – Right Click Menu was missing "Warp to" and "Align To"
- You should now be able to loot illegal goods again, and face the potential consequences.
- Piloted Orcas will now have „Open Fleet Hangar“ option available in the Radial menu.
- Quickbar will now load even though it contains deleted item types.
- Role descriptions and and titles in Member Info window are now properly aligned.
- If the Radial Menu is opened on a square in the Route which represents a station an adjecent solarsystem, it will give the options for the stargate leading there, allowing you to jump there.
- Align, shield, and capacitor broadcast will now have the correct options available in the right click menu.
- Lowered the time of the Restoration Node healing animation in the Hacking game.
- Deleted item types saved into the market quickbar so that their deletion does not break the quickbar.
- Fixed an issue with kill reports being displayed incorrectly.
- Fixed the descritpion of the Bustard as it was still referring to the Badger rather than the Tayra.
Patch notes for EVE Online: Odyssey 1.1
Released on Tuesday, September 3rd 2013
FEATURES
Radial Menu
- The Radial Menu has been added in the following locations:
- Members in Fleet watchlist.
- Fleet members in Fleet window.
- Squares in autopilot info panel route (in the case of the current solar system, this will show the Radial Menu for the out gate).
- Link to the system that is next in route.
- Bookmarks in People and Places window.
- Drone groups in the Drones window.
Ships
- Two new ships have been added as exclusive prizes for the first and second place teams in the recently completed Alliance Tournament XI.
- MORACHA:
- Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural Field Generators.
Skill Related Bonuses:
- Gallente Cruiser Skill – 15% bonus to Medium Projectile Turret Falloff.
- Minmatar Crusier Skill – 30% bonus to Medium Projectile Turret damage.
- Recon Ships Skill – 30% bonus to Stasis Webifier range and 20% reduction in CPU need for cloaking devices.
Special Ability:
- 25% bonus to Medium Projectile rate of fire.
Statistics:
- Slot layout: 4H, 6M, 5L; 3 turrets, 1 launcher.
- Fittings: 850 PWG, 400 CPU.
- Calibration: 400.
- Rig Slots: 2.
- Defense (shields / armor / hull) : 2200 / 1900 / 1700.
- Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
- Capacitor (amount / recharge rate / average cap per second): 1415 / 460s / 3.
- Mobility (max velocity / agility / mass / align time): 260 / 0.47 / 8700000 / 5.67s.
- Drones (bandwidth / bay): 25 / 50.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 125km / 430 / 8.
- Sensor strength: 28 Ladar.
- Signature radius: 90.
- Cargo capacity: 320.
- CHREMOAS:
- Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural field generators. Cloak reactivation delay reduced to 5 seconds.
Skill Related Bonuses:
- Gallente Frigate Skill – 15% bonus to Small Projectile Turret tracking speed.
- Minmatar Frigate Skill – 10% bonus to Small Projectile Turret optimal range and falloff.
- Covert Ops Skill – 10% bonus to scan strength of probes and 20% reduction in CPU need for cloaking devices.
Special Ability:
- 200% bonus to Small Projectile Turret damage.
- +10 Virus Strength to Relic and Data Analyzers.
- -100% targeting delay after decloaking.
Statistics:
- Slot layout: 3 H, 5 M, 3 L, 2 turrets, 1 Launcher.
- Fittings: 45 PWG, 275 CPU.
- Calibration: 400.
- Rig Slots: 2.
- Defense (shields / armor / hull) : 500 / 450 / 450.
- Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
- Capacitor (amount / recharge rate / average cap per second): 365 / 250s / 1.46.
- Mobility (max velocity / agility / mass / align time): 440 / 3.12 / 930000 / 4.02s.
- Drones (bandwidth / bay): 15 / 30.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 750 / 7.
- Sensor strength: 21 Ladar.
- Signature radius: 30.
- Cargo capacity: 190.
CHANGES
Audio
- Update to the Russian VO for the introduction video.
- Audio engine upgrade with more intelligent sound bank loading mechanism – this will improve both memory usage as well as performance.
- More music variety for heavily populated Empire space systems.
- 5 new music tracks for low sec.
Exploration & Deadspace
- Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships. For real this time.
-
Changes have been made to the ore composition of some Ore Prospecting Array anomalies to better balance their relative values:
– Large Asteroid Clusters: Converted both Scordite asteroids to Plagioclase (300,000 units).
– Enormous Asteroid Clusters (formerly known as Extra Large Asteroid Cluster): Converted all 12 Omber asteroids to Hedbergite (500,000 units).
– Colossal Asteroid Clusters (formerly known as Giant Asteroid Cluster): Converted all 6 Pyroxeres asteroids to Hemorphite (480,000 units). -
Ore clusters from Ore Prospecting Array are now scaled based on truesec of the system
– For systems with truesec between -0.45 and -0.84: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +5% upgraded variants
– For systems with truesec between -0.85 and -1.0: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +10% upgraded variants
– PSA: For the first few days after the Odyssey 1.1 release there may be some odd behavior with the ore upgrade sites (most common symptom is both the old and new types of belts appearing in the system at the same time). - Selecting another mini container whilst in the process of collecting one now queues it up for automatic collection. When queued up, the mini containers icon will flash.
Implants
- Mindlink warfare link strength bonus reduced from +50% to +25%.
- Genolution CA-2 implant set bonus reduced from 50% to 40%
- T2 warfare mindlinks (including mining mindlinks) have been added to the Concord LP store for 20,000 Concord LP and 20m isk.
- New Navy Mindlinks with the 25% bonus to two different disciplines at once (matching racial command ship bonuses) have been added to the normal racial LP stores at 100,000 LP and 100m isk, as well as requiring you to provide one of each of the T2 mindlinks that it combines.
Localization
- On the Japanese client, the translation of Covert Ops, Covert Ops Cloaking device and Black Ops were changed to be more accurate.
- EVE's Russian translation has been updated with a number of changes to ship type names, character attribute names, and skill group names; for an in-depth description of these changes, please see this post.
- Various changes and improvements have been made throughout the client in all languages.
Modules
- The Energy Vampire (Nosferatu) mechanic has been changed. Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount. A detailed post on this topic can be found here.
- All Medium Railguns get the following changes:
- 15% increased rate of fire (fires more often).
- 15% increased damage multiplier.
- 15% decreased tracking speed.
- All Medium Beams get the following changes:
- 25% increased damage multiplier.
- 10% decreased tracking speed.
- All Medium Artillery get the following changes:
- 10% increased rate of fire.
- 5% decreased tracking speed.
- A detailed post on the medium turret changes can be found here.
- Warfare links (other than mining links) can no longer be activated inside a starbase forcefield .
- Powergrid need of all warfare links modules decreased by 100.
- Significant changes have been made to the strengths of bonuses provided by Warfare Link modules:
-
All defensive (Siege and Armored) links:
T1: 4.8%.
T2: 6%.
Max bonus per link with all modifiers: 25.9%.
Former max bonus: 35%.
-
Information Warfare: Electronic Superiority bonuses to ECM and Target Painters:
T1: 6.4%.
T2: 8%.
Max bonus per link with all modifiers: 34.5%.
Former max bonus: 35%.
-
Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps:
T1: 4%.
T2: 5%.
Max bonus per link with all modifiers: 21.5%.
Former max bonus: 21%.
-
Information Warfare – Recon Operation:
T1: 6.4%.
T2: 8%.
Max bonus per link with all modifiers: 34.5%.
Former max bonus: 35%.
-
Information Warfare – Sensor Integrity:
T1: 9.6%.
T2: 12%.
Max bonus per link with all modifiers: 51.75%.
Former max bonus: 53%.
-
Skirmish Warfare – Evasive Maneuvers:
T1: 6.4%.
T2: 8%.
Max bonus per link with all modifiers: 34.5%.
Former max bonus: 35%.
-
Skirmish Warfare – Interdiction Maneuvers:
T1: 6.4%.
T2: 8%.
Max bonus per link with all modifiers: 34.5%.
Former max bonus: 53%.
-
Skirmish Warfare – Rapid Deployment:
T1: 5.6%.
T2: 7%.
Max bonus per link with all modifiers: 30.2%.
Former max bonus: 35%.
-
Mining Foreman – Laser Optimization and Harvester Capacitor:
T1: 6%.
T2: 7.5%.
Max bonus per link with all modifiers: 42.2%.
Former max bonus: 42.2%.
-
Mining Foreman – Field Enhancement:
T1: 13.6%.
T2: 17%.
Max bonus per link with all modifiers: 95.7%.
Former max bonus: 95%.
- The Information Warfare: Sensor Integrity link will now provide its bonus to both sensor strength and lock range.
-
Most local armor repair and shield boosters have had their effectiveness increased:
– Increase the rep amount for all subcap armor repairers (including Ancillary Armor Repairers) by 15%.
– Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%.
– Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%.
– Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%.
– No change to Small/Medium Deadspace shield boosters, all sizes of Ancillary Shield Boosters, Capital boosters, Capital reps.
Probes & Scanning
- For more information on these changes, see the Dev Blog here: Probe scanning improvements in Odyssey 1.1
- Cosmic Anomalies and Signatures are no longer removed from the results window when they are at 0% signal strength.
- Scan results no longer lose the following information: Scan Group, Group, and Type. This means that if you scan signature “XYZ-123” to discover that it is a Megathron battleship, the UI will show that it’s a Megathron even if your last scan was less than 75% signal strength.
- Custom Probe Formations are now implemented. There is now a third formation button in the Probe Scanner window, which will launch the last selected custom formation. It has an option button embedded in it to manage custom formations, which includes Saving and Deleting formations. You can have a total of 10 custom formations, comprising of any number of probes from 1 to 8 probes in the formation.
Radial Menu
- A small arrow icon has been added to the options where a range/distance can be set so it’s clearer that they are different and there is something more beyond the circle itself.
- An indicator that shows what the Radial Menu is open on has been added. For brackets this is a white circle and for entries in list it’s an extra highlight on that entry).
- If the clicking time is very short and the mouse does not move in that time(=radial menu is not used), the click will register as a click (for example to select a target when Radial Menu delay is 0… which is though not recommended).
- Set Destination is now primary action for Asteroids, Stations, Solar Systems, Moons, Planets, Stargates when they are not in current system (accessible through bookmarks in People & Places).
- "Jump through to X" option has been added as primary option for Black Ops ships that are piloted.
- The "Open Cargo" option has been added to the Radial Menu for your own ship.
- The "Open Fleet Hangar" option has been aded as a primary action for piloted Orcas.
- The following primary options have been added to many of the structure groups:
- Assembly array – Access Storage.
- Corporate Hangar Array – Access Storage.
- Mobile Laboratory – Access Storage.
- Mobile Laser Sentry – Access Crystal Storage.
- Mobile Hybrid Sentry – Access Ammunition.
- Mobile Missile Sentry – Access Ammunition.
- Mobile Projectile Sentry – Access Ammunition.
- Mobile Reactor – Access Storage.
- Personal Hangar – Access Storage.
- Refining Array – Access Refinery.
- Ship Maintenance Array – Access Vessels.
- Silo – Access Storage.
- Infrastructure Hub – Open Infrastructure Hub Manager.
Ship Balancing
- The Dominix will have its bonus to drone tracking and optimal range reduced from 10% per level to 7.5% per level.
Ship Balancing – Command Ships
- Command Ships have been rebalanced to create a more compelling experience alongside the changes to Warfare Links.
- Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
- ABSOLUTION:
- Role Bonus: Can fit up to three Warfare Link modules.
Amarr Battlecruiser Bonuses:
- 4% bonus to all Armor Resistances.
- 10% bonus Medium Energy Turret capacitor use.
Command Ships Bonuses:
- 5% bonus to Medium Energy Turret rate of fire.
- 10%(+5) bonus Medium Energy Turret damage.
- 3% bonus to strength of Armored Warfare and Information Warfare links.
Statistics:
- Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1).
- Fittings: 1500 PWG (-75), 400 CPU.
- Defense (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276).
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25).
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10).
- Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
- Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09).
- Drones (bandwidth / bay): 25 / 25.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1).
- Sensor strength: 21 Radar (+5).
- Signature radius: 265.
- Cargo capacity: 375 (+25).
- DAMNATION:
- Role Bonus: Can fit up to three Warfare Link modules.
Amarr Battlecruiser Bonuses:
- 4% bonus to all Armor Resistances.
- 10% bonus to Heavy Assault Missile and Heavy Missile velocity.
Command Ships Bonuses:
- 10% bonus to all Armor hitpoints.
- 10% bonus to Heavy Assault Missile and Heavy Missile damage.
- 3% bonus to strength of Armored Warfare and Information Warfare links.
Statistics:
- Cargo capacity: 645.
- Signature radius: 265.
- Sensor strength: 22 Radar (+6).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1).
- Drones (bandwidth / bay): 50 (+25) / 100 (+75).
- Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08).
- Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80.
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5.
- Defense (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76).
- Fittings: 1300(-290) PWG, 500(+25) CPU.
- Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers.
- NIGHTHAWK:
- Role Bonus: Can fit up to three Warfare Link modules.
Caldari Battlecruiser Bonuses:
- 4% bonus to all Shield Resistances.
- 7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage.
Command Ships Bonuses:
- 7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire.
- 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity).
- 3% bonus to strength of Siege Warfare and Information Warfare links.
Statistics:
- Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1).
- Fittings: 1000 PWG (+290), 560 CPU (+5).
- Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144).
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10.
- Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5.
- Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15).
- Drones (bandwidth / bay): 25 / 25.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1).
- Sensor strength: 24 Gravimetric (+5).
- Signature radius: 285.
- Cargo capacity: 700.
- VULTURE:
- Role Bonus: Can fit up to three Warfare Link modules.
Caldari Battlecruiser Bonuses:
- 4% bonus to all Shield Resistances 1.
- 10% bonus to Medium Hybrid Turret optimal range.
Command Ships Bonuses:
- 10% bonus to Medium Hybrid Turret optimal range.
- 10% bonus to Medium Hybrid Turret damage.
- 3% bonus to strength of Siege Warfare and Information Warfare links.
Statistics:
- Cargo capacity: 400 (+55).
- Signature radius: 285.
- Sensor strength: 23 Gravimetric (+4).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1).
- Drones (bandwidth / bay): 25 / 25.
- Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8).
- Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5.
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10.
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50.
- Fittings: 1275 PWG, 545 CPU Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56).
- Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3).
- ASTARTE:
- Role Bonus: Can fit up to three Warfare Link modules.
Gallente Battlecruiser Bonuses:
- 7.5%(+2.5) bonus to Medium Hybrid Turret damage.
- 7.5% bonus to Armor Repairer effectiveness.
Command Ships Bonuses:
- 7.5% bonus to Medium Hybrid Turret rate of fire (was 5% damage).
- 10% bonus to Medium Hybrid Turret falloff.
- 3% bonus to strength of Armored Warfare and Skirmish Warfare links.
Statistics:
- Slot layout: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2).
- Fittings: 1350 PWG (-100), 440 CPU.
- Defense (shields / armor / hull) : 3400(-444) / 4900(+576) / 5000(+195).
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10.
- Capacitor (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5.
- Mobility (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34).
- Drones (bandwidth / bay): 50 / 75(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1).
- Sensor strength: 23 Magnetometric (+5).
- Signature radius: 300.
- Cargo capacity: 400.
- EOS:
- Role Bonus: Can fit up to three Warfare Link modules.
Gallente Battlecruiser Bonuses:
- 7.5% bonus to Armor Repairer effectiveness.
- 10% bonus to drone damage and hitpoints (was 5% MHT damage).
Command Ships Bonuses:
- 7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus).
- 7.5% bonus to Medium Hybrid Turret tracking (was link bonus).
- 3% bonus to strength of Armored Warfare and Skirmish Warfare links.
Statistics:
- Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1).
- Fittings: 1200 PWG (-225), 425 CPU (-25).
- Defense (shields / armor / hull) : 3300(-544) / 5100(+776) / 5500(+695).
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10.
- Capacitor (amount / recharge rate / average cap per second): 2812 / 625s / 4.5.
- Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24).
- Drones (bandwidth / bay): 125 (+50) / 250 (+100) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1).
- Sensor strength: 22 Magnetometric (+4).
- Signature radius: 300.
- Cargo capacity: 400.
- SLEIPNIR:
- Role Bonus: Can fit up to three Warfare Link modules.
Minmatar Battlecruiser Bonuses:
- 10% bonus to Medium Projectile Turret damage (was 5% RoF).
- 7.5% bonus to shield boosting amount.
Command Ships Bonuses:
- 10%(+5) bonus to Medium Projectile Turret damage.
- 10% bonus to Medium Projectile Turret falloff.
- 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
Statistics:
- Slot layout: 7 H (-1), 5 M, 5 L, 5 turrets (-2), 2 Launchers (-1).
- Fittings: 1300 PWG (-160), 475 CPU.
- Defense (shields / armor / hull) : 4500(+176) / 3600(-244) / 3500(+137).
- Base shield resistances (EM/Therm/Kin/Exp): 75(+12.5) / 60(+10) / 40 / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 90(+5) / 67.5(+8.13) / 25 / 10.
- Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
- Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000(+300000) / 12.49s (+0.3).
- Drones (bandwidth / bay): 25(-15) / 25(-15).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+25) / 220 / 7(+1).
- Sensor strength: 20 Ladar (+4).
- Signature radius: 240.
- Cargo capacity: 475.
- CLAYMORE:
- Role Bonus: Can fit up to three Warfare Link modules.
Minmatar Battlecruiser Bonuses:
- 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF).
- 7.5% bonus to shield boosting amount.
Command Ships Bonuses:
- 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus).
- 5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking).
- 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
Statistics:
- Slot layout: 7 H (-1), 6 M, 4 L, 2 turrets (-3), 5 Launchers (+2).
- Fittings: 1100 PWG (-290), 525 CPU (+10) Defense (shields / armor / hull) : 4700(+376) / 3800(-44) / 3400(+37).
- Base shield resistances (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50.
- Base armor resistances (EM/Therm/Kin/Exp): 90 / 67.5 / 25 / 10.
- Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
- Mobility (max velocity / agility / mass / align time): 170 / 0.7(-0.004) / 12500000 / 12.13s (-0.07).
- Drones (bandwidth / bay): 50(+10) / 75(+35) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+20) / 220 / 7(+1)
- Sensor strength: 22 Ladar (+6).
- Signature radius: 240.
- Cargo capacity: 575 (+100).
- The Strategic Cruiser Warfare Processor subsystems will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
- Loki: Siege, Armored, Skirmish.
- Proteus: Armored, Skirmish, Information.
- Tengu: Siege, Skirmish, Information.
- Legion: Armored, Skirmish, Information.
Ship Balancing – Heavy Assault Cruisers
- Heavy Assault Cruisers have been rebalanced to create a more compelling experience.
- Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.
- All Heavy Assault Cruisers get a new role bonus: 50% reduction in microwarp drive signature radius penalty.
- All Heavy Assault Cruisers will gain 7-8 sensor strength.
- All Heavy Assault Cruisers will gain between 15k and 25k lock range.
- All Heavy Assault Cruisers will have their cap regeneration set near 5.5 cap/sec rather than the former 3.5 – 4.5 cap/sec.
- The above changes, along with individual ship adjustments, will reinforce Heavy Assault Cruisers’ role as a tough fleet cruiser.
- SACRILEGE:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Amarr Cruiser Bonuses:
- 5% to Heavy Assault and Heavy Missile damage (added heavy missiles).
- 4% to all Armor Resistances.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Heavy Missile and Heavy Assault Missile velocity (was capacitor recharge time).
- 5% bonus to Missile Launcher rate of fire.
Statistics:
- Slot layout: 6H, 4M, 5L; 1 turrets(-3), 5 launchers.
- Fittings: 1100 PWG(+70), 420 CPU(+20).
- Defense (shields / armor / hull) : 1100(-293) / 2250(+162) / 1690(+2).
- Capacitor (amount / recharge rate / cap/s) : 1700(+75) / 255s (-80s) / 6.66s (+1.8).
- Mobility (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4).
- Drones (bandwidth / bay): 50(+35) / 50(+35).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 312 / 7.
- Sensor strength: 22 Radar(+7).
- Signature radius: 135(-5).
- ZEALOT:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Amarr Cruiser Bonuses:
- 10% bonus to Medium Energy Turret capacitor use.
- 5% bonus to Medium Energy Turret rate of fire.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Medium Energy Turret optimal range.
- 5% bonus to Medium Energy Turret damage.
Statistics:
- Signature radius: 125.
- Sensor strength: 21 Radar(+8).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+20km) / 306 / 6.
- Drones (bandwidth / bay): 0 / 0.
- Mobility (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s.
- Capacitor (amount / recharge rate / cap/s) : 1500 / 285s (-50s) / 5.26/s (+.78).
- Defense (shields / armor / hull) : 980(-4) / 2250 / 1670(-18).
- Fittings: 1180 PWG, 320 CPU.
- Slot layout: 5H, 3M, 7L; 5 turrets, 0 launchers.
- CERBERUS:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Caldari Cruiser Bonuses:
- 5% bonus to Kinetic Missile damage.
- 10% bonus to Missile velocity.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Missile flight time.
- 5% bonus to Missile Launcher rate of fire.
Statistics:
- Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1).
- Fittings: 800 PWG(+165), 520 CPU(+80).
- Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6).
- Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93).
- Mobility (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s.
- Drones (bandwidth / bay): 15(+15) / 15(+15).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6.
- Sensor strength: 24 Gravimetric(+8).
- Signature radius: 135.
- EAGLE:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Caldari Cruiser Bonuses:
- 10% bonus to Medium Hybrid Turret optimal range.
- 4% bonus to shield resistances.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Medium Hybrid Turret optimal range.
- 5% bonus to Medium Hybrid Turret damage.
Statistics:
- Slot layout: 5H(-1), 6M(+1), 4L; 5 turrets, 2 launchers.
- Fittings: 990 PWG(+115), 440 CPU(+2).
- Defense (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3).
- Capacitor (amount / recharge rate / cap/s) : 1350(-25) / 255s (-80s) / 5.29/s (+1.2).
- Mobility (max velocity / agility / mass / align time): 180(+16) / .576 / 11720000 / 9.36s.
- Drones (bandwidth / bay): 0 / 0.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+20km) / 252 / 8.
- Sensor strength: 25 Gravimetric(+7).
- Signature radius: 140(-10).
- DEIMOS:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Gallente Cruiser Bonuses:
- 5% bonus to Medium Hybrid Turret damage.
- 7.5% bonus to Armor Repair amount.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Medium Hybrid Turret falloff.
- 5% Medium Hybrid Turret damage.
Statistics:
- Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 0 launchers.
- Fittings: 1050 PWG(+60), 360 CPU(+10).
- Defense (shields / armor / hull) : 1200(+40) / 2100(+60) / 2550(+19).
- Capacitor (amount / recharge rate / cap/s) : 1400(+25) / 225s (-110s) / 6.2/s (+2.1).
- Mobility (max velocity / agility / mass / align time): 230(+22) / .475(-.055) / 11460000 / 7.54s(-.875).
- Drones (bandwidth / bay): 50 / 50.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 85km(+20km) / 270 / 6.
- Sensor strength: 22 Magnetometric(+7).
- Signature radius: 150(-10).
- ISHTAR:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Gallente Cruiser Bonuses:
- 7.5% bonus to Heavy Drone max velocity and tracking(was 5% bonus to Medium Hybrid Turret damage).
- 10% bonus to Drone hitpoints and damage.
Heavy Assault Cruiser Bonuses:
- 5 km bonus to Drone operation range per level.
- 7.5% bonus to Sentry Drone optimal range and tracking speed(was bonus to drone bay capacity).
Statistics:
- Slot layout: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers.
- Fittings: 780 PWG(+80), 340 CPU(+55).
- Defense (shields / armor / hull) : 1400 (-6) / 1600 (-18) / 2300 (+191).
- Capacitor (amount / recharge rate / cap/s) : 1400 (+275) / 265s (-70s) / 5.28/s (+1.9).
- Mobility (max velocity / agility / mass / align time): 195(+4) / .52 / 11100000 / 8.43s.
- Drones (bandwidth / bay): 125 / 375(+250).
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+20km) / 294 / 7.
- Sensor strength: 23 Magnetometric (+7).
- Signature radius: 145.
- VAGABOND:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Minmatar Cruiser Bonuses:
- 5% bonus to Medium Projectile Turret rate of fire.
- 7.5% bonus to shield boost amount (was 5% bonus to max velocity).
Heavy Assault Cruiser Bonuses:
- 10% bonus to Medium Projectile Turret falloff.
- 5% bonus to Medium Projectile Turret damage.
Statistics:
- Slot layout: 6H, 4M, 5L; 5 turrets, 1 launchers(-1).
- Fittings: 900 PWG(+45), 400 CPU(+5).
- Defense (shields / armor / hull) : 1750(+97) / 1400(+63) / 980(-4).
- Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 245s (-90s) / 4.9/s (+1.7).
- Mobility (max velocity / agility / mass / align time): 295(+56) / .504 / 11590000 / 8.1s.
- Drones (bandwidth / bay): 25 / 25.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 330 / 6(+1).
- Sensor strength: 21 Ladar(+7).
- Signature radius: 115.
- MUNINN:
- Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
Minmatar Cruiser Bonuses:
- 5% bonus to Medium Projectile Turret rate of fire.
- 5% bonus to Medium Projectile Turret damage.
Heavy Assault Cruiser Bonuses:
- 10% bonus to Medium Projectile Turret optimal range.
- 7.5% bonus to Medium Projectile Turret tracking speed.
Statistics:
- Slot layout: 6H(-1), 3M, 6L(+1); 5 turrets, 1 launchers(-2).
- Fittings: 1160 PWG, 355 CPU.
- Defense (shields / armor / hull) : 1580(-2) / 2000(-4) / 1400(-6).
- Capacitor (amount / recharge rate / cap/s) : 1300(+50) / 255s (-80s) / 5.1/s (+1.4).
- Mobility (max velocity / agility / mass / align time): 210(+14) / .571 / 11750000 / 9.3s.
- Drones (bandwidth / bay): 25 / 25.
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+25km) / 294 / 6(+1).
- Sensor strength: 21 Ladar(+8).
- Signature radius: 125(-5).
Ship Balancing – Industrials
- Like combat classes, industrials have been divided into roles rather than tiers.
- Each race will have one cargo-focused industrial (Tayra, Bestower, Mammoth and Iteron Mark V).
- To emphasize the removal of tiers, we have renamed several industrials. The new names are:
- Badger Mark II becomes Tayra.
- Iteron becomes Nereus.
- Iteron Mark II becomes Kryos.
- Iteron Mark III becomes Epithal.
- Iteron Mark IV becomes Miasmos.
- Each race will have one industrial focused on travel time and resilience (Badger, Sigil, Wreathe and Nereus).
- We are also introducing industrials with specialized bays:
- The Hoarder will have a bay that carries anything in the ‘charge’ group, including ammo, bombs, nanite repair paste, cap booster charges, etc.
- The Kyros will have a dedicated bay for minerals.
- The Epithal will have a dedicated bay for planetary commodities.
- The Miasmos will have a dedicated bay for asteroid ore, ice ore and gas.
- The renaming of the Iteron Mark IV affects the special edition versions, which will all replace any occurrence of “Iteron Mark IV” with “Miasmos”.
- For a more complete explanation of the industrial changes, read this DEV blog: Rebalancing and Renaming Idustrials.
- SIGIL:
Amarr Industrial Skill Bonus per level:
- +5% Cargo Capacity
- +5% Agility (was max velocity).
Statistics:
- Slot layout: 2H, 4M(+1), 6L(+1); 1 turrets , 0 launchers.
- Fittings: 250 PWG(+180), 300 CPU(-450).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2100(-900) / 17150m3
- Defense (shields / armor / hull) : 780(+624) / 1900(+884) / 2400(+1540).
- Mobility (max velocity / agility / mass / align time): 125(-30) / .86(-.14) / 11000000 / 13.1(-2.1).
- Signature radius: 175(-35).
- Warp speed: 6au/s (+1.5).
- BADGER:
Caldari Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Agility (was max velocity).
Statistics:
- Slot layout: 2H(+1), 6M(+2), 4L(+2); 1 turrets , 1 launchers(+1).
- Fittings: 185 PWG(+135), 380 CPU(-370).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 3900(-225) / 19593m3.
- Defense (shields / armor / hull) : 1440(+1166) / 750(+7) / 2060(+1200).
- Mobility (max velocity / agility / mass / align time): 127(+7) / .94(+.15) / 10650000(-2100000) / 13.8(-.1).
- Signature radius: 190(-30).
- Warp speed: 6au/s (+1.5).
- WREATHE:
Minmatar Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Agility (was max velocity).
Statistics:
- Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
- Fittings: 200 PWG(+155), 320 CPU(-280).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2900(-400) / 18576m3.
- Defense (shields / armor / hull) : 1140(+1061) / 1000(+257) / 2250(+1469).
- Mobility (max velocity / agility / mass / align time): 140(+15) / .81(-.19) / 10000000 / 11.2(-2.6).
- Signature radius: 155(-5).
- Warp speed: 6au/s (+1.5).
- NEREUS:
Gallente Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Agility (was max velocity).
Statistics:
- Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
- Fittings: 215 PWG(+170), 350 CPU(-250).
- DRONES (bay / bandwidth): 30m3 / 15mbit.
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2700(-300) / 17294m3.
- Defense (shields / armor / hull) : 960(+881) / 1050(+269) / 2600(+1819).
- Mobility (max velocity / agility / mass / align time): 130(+5) / .78(-.22) / 11250000(+1000000) / 12.2(-2).
- Signature radius: 185(-5).
- Warp speed: 6au/s (+1.5).
- BESTOWER:
Amarr Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H, 3M(-1), 6L(+2); 1 turrets , 0 launchers.
- Fittings: 90 PWG(+20), 230 CPU(-520).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3.
- Defense (shields / armor / hull) : 450(+255) / 850(-323) / 940(-233).
- Mobility (max velocity / agility / mass / align time): 110(-15) / .95(-.05) / 13500000 / 17.7(-.9).
- Signature radius: 215(+5).
- Warp speed: 4.5au/s.
- TAYRA:
Caldari Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1).
- Fittings: 80 PWG, 320 CPU(-680).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7300(+2050) / 36674m3.
- Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206).
- Mobility (max velocity / agility / mass / align time): 115 / .93 / 13000000(-500000) / 16.8(-.6).
- Signature radius: 230(-20).
- Warp speed: 4.5au/s.
- MAMMOTH:
Minmatar Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H, 4M(-1), 5L(+1); 1 turrets , 0 launchers.
- Fittings: 80 PWG, 250 CPU(-500).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5500(-125) / 35230m3.
- Defense (shields / armor / hull) : 640(+249) / 600(-494) / 935(-238).
- Mobility (max velocity / agility / mass / align time): 120(+10) / .91(-.09) / 11500000(-1000000) / 14.5(-2.8).
- Signature radius: 180(-20).
- Warp speed: 4.5au/s.
- ITERON MARK V:
Gallente Industrial Skill Bonus per level:
- +5% Cargo Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H, 4M(-1), 5L; 1 turrets , 0 launchers.
- Fittings: 85 PWG, 270 CPU(-580).
- Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5800(-200) / 37152m3.
- Defense (shields / armor / hull) : 540(+71) / 650(-718) / 970(-515).
- Mobility (max velocity / agility / mass / align time): 105(-5) / .87(-.13) / 12500000(+750000) / 16.3.
- Signature radius: 220(-10).
- Warp speed: 4.5au/s.
- KRYOS:
Gallente Industrial Skill Bonus per level:
- +10% Mineral Bay Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H(+1), 4M, 4L(+2); 1 turrets , 0 launchers.
- Fittings: 110 PWG(+55), 250 CPU(-500).
- Cargo (capacity / Mineral Bay Capacity): 550(-3200) / 43000.
- Defense (shields / armor / hull) : 600(+444) / 700(-160) / 970(+71).
- Mobility (max velocity / agility / mass / align time): 120 / .92(-.08) / 12625000(+1625000) / 16.1(+.9).
- Signature radius: 210.
- Warp speed: 4.5au/s.
- EPITHAL:
Gallente Industrial Skill Bonus per level:
- +10% PI Commodities Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H, 4M(+1), 4L(+1); 1 turrets , 0 launchers.
- Fittings: 130 PWG(+55), 270 CPU(-480).
- Cargo (capacity / Planetary Commodities Hold): 550(-4325) / 45000.
- Defense (shields / armor / hull) : 580(+306) / 740(-354) / 1000(-377).
- Mobility (max velocity / agility / mass / align time): 120(+5) / .9(-.1) / 12800000(+2300000) / 16(+1.4).
- Signature radius: 195(-5).
- Warp speed: 4.5au/s.
- MIASMOS:
Gallente Industrial Skill Bonus per level:
- +10% Ore Hold Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 2H(+1), 4M, 4L(+1); 1 turrets , 0 launchers.
- Fittings: 120 PWG(+50), 260 CPU(-490).
- Cargo (capacity / Ore Hold Capacity): 550(-4700) / 42000.
- Defense (shields / armor / hull) : 590(+355) / 710(-306) / 950(-223).
- Mobility (max velocity / agility / mass / align time): 120 / .94(-.06) / 12975000(+1725000) / 16.9(+1.3).
- Signature radius: 205(-15).
- Warp speed: 4.5au/s.
- HOARDER:
Minmatar Industrial Skill Bonus per level:
- +10% Ammo Bay Capacity.
- +5% Max Velocity.
Statistics:
- Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers.
- Fittings: 180 PWG(+120), 300 CPU(-350).
- Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 41000.
- Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084).
- Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4).
- Signature radius: 185(+5).
- Warp speed: 4.5au/s.
- Unpacked Volume: Increased to 400000.
Skills
Changes:
- The four Warfare Specialist skill bonus have been changed from the current 100% bonus per level (after the first level) to 20% bonus per level.
New Skills:
- Advanced Infomorph Psychology: Increases maximum number of jump clones by 1 per level.
- Infomorph Synchronizing: Reduces minimum time between clone jumps by 1 hour per level.
Renamed Skills:
- Electronics: has been renamed to “CPU management” not to conflict with group names and be more explicit at what the skill actually does.
- Engineering: has been renamed “Power Grid management” not to conflict with group names and be more explicit at what the skill actually does.
- Targeting: for the same reasons as above, this skill has been renamed "Target Management".
- Multitasking: has been renamed "Advanced Target Management" for the same reasons as above.
- Nanite Control: has been renamed "Neurotoxin Control" to make it clearer it's a booster related skill and not something tied with overheading (nanite repair paste comes to mind).
- Armor Honeycombing: has been renamed "Armor Layering".
- Energy Management, Energy Emission Systems and Energy Systems Operation: have been renamed "Capacitor Management", "Capacitor Emission Systems" and "Capacitor Systems Operation".
Skill Group Changes:
- Armor – A new skill group that has all armor skills – the “mechanics” skill group has been removed.
- Armor Layering.
- Armor Resistance Phasing.
- Capital Remote Armor Repair Systems.
- Capital Remote Hull Repair Systems.
- Capital Repair Systems.
- EM Armor Compensation.
- Explosive Armor Compensation.
- Hull Upgrades.
- Kinetic Armor Compensation.
- Mechanics.
- Remote Armor Repair Systems.
- Remote Hull Repair Systems.
- Repair Systems.
- Thermic Armor Compensation.
- Electronic Systems – The old “electronics” group. Now only contains offense EW related skills.
- Cloaking.
- Electronic Warfare.
- Frequency Modulation.
- Long Distance Jamming.
- Projected Electronic Counter Measures.
- Propulsion Jamming.
- Sensor Linking.
- Signal Dispersion.
- Signal Suppression.
- Signature Focusing.
- Tactical Logistics Reconfiguration.
- Target Breaker Amplification.
- Target Painting.
- Turret Destabilization.
- Weapon Disruption.
- Engineering – This group now has all skills related with energy management and fittings in general.
- Advanced Weapon Upgrades.
- CPU Management.
- Capital Capacitor Emission Systems.
- Electronics Upgrades.
- Capacitor Emission Systems.
- Energy Grid Upgrades.
- Capacitor Management.
- Energy Pulse Weapons.
- Capacitor Systems Operation.
- Nanite Interfacing.
- Nanite Operation.
- Power Grid Management.
- Thermodynamics.
- Weapon Upgrades.
- Missiles – The old “missile launcher operation” group with no other change whatsoever.
- Neural Enhancement – This contains all booster, clone and implants related skills.
- Biology.
- Cloning Facility Operation.
- Cybernetics.
- Informorph Psychology.
- Neurotoxin Control.
- Neurotoxin Recovery.
- Production – This group now has all industry and manufacturing skills, including those that previously were in the “Mechanics” skill group.
- Advanced Mass Production.
- Battleship Construction.
- Capital Ship Construction.
- Cruiser Construction.
- Drug Manufacturing.
- Frigate Construction.
- Industrial Construction.
- Industry.
- Mass Production.
- Outpost Construction.
- Production Efficiency.
- Supply Chain Management.
- Resource Processing – This group has all mining, harvesting skills and reprocessing skills.
- Arkonor Processing.
- Astrogeology.
- Bistot Processing.
- Crokite Processing.
- Dark Ochre Processing.
- Deep Core Mining.
- Gas Cloud Harvesting.
- Gneiss Processing.
- Hedbergite Processing.
- Hemorphite Processing.
- Ice Harvesting.
- Ice Processing.
- Industrial Reconfiguration.
- Jaspet Processing.
- Kernite Processing.
- Mercoxit Processing.
- Mining.
- Mining Upgrades.
- Omber Processing.
- Plagioclase Processing.
- Pyroxeres Processing.
- Refinery Efficiency.
- Refining.
- Salvaging.
- Scordite Processing.
- Scrapmetal Processing.
- Spodumain Processing.
- Veldspar Processing.
- Rigging – This group has all the skills related to rigs that previously were in the “Mechanics” skill group.
- Armor Rigging.
- Astronautics Rigging.
- Drone Rigging.
- Electronic Superiority Rigging.
- Energy Weapon Rigging.
- Hybrid Weapon Rigging.
- Jury Rigging.
- Launcher Rigging
- Projectile Weapon Rigging.
- Shield Rigging.
- Scanning – This new group contains all skills tied with that theme (including probe scanning, hacking mini-game and survey skills).
- Archaeology.
- Astrometric Acquisition.
- Astrometric Pinpointing.
- Astrometric Rangefinding.
- Astrometrics.
- Hacking.
- Survey skills.
- Science – This group now only contains "true" science / research / datacore skills.
- Advanced Laboratory Operation.
- Amarr Encryption Methods.
- Amarrian Starship Engineering.
- Astronautic Engineering.
- Caldari Encryption Methods.
- Caldai Starship Engineering.
- Defensive Subsystem Technology.
- Electromagnetic Physics.
- Elecronic Engineering.
- Electronic Subsystem Technology.
- Engineering Subsystem Technology.
- Gallente Encryption Methods.
- Gallentean Starship Engineering.
- Graviton Physics.
- High Energy Physics.
- Hydromagnetic Physics.
- Laboratory Operation.
- Laser Physics.
- Mechanical Engineering.
- Metallurgy.
- Minmatar Encryption Methods.
- Minmatar Starship Engineering.
- Molecular Engineering.
- Nanite Engineering.
- Nuclear Physics.
- Offensive Subsystem Technology.
- Plasma Physics.
- Propulsion Subsystem Technology.
- Quantum Physics.
- Research.
- Research Project Management.
- Reverse Engineering.
- Rocket Science.
- Science.
- Scientific Networking.
- Sleeper Technology.
- Takmahl Technology.
- Talocan Technology.
- Yan Jung Technology.
- Shields – This group has all the skills related to shields that previously were in the Engineering group have been moved there.
- Capital Shield Emission Systems.
- Capital Shield Operation.
- EM Shield Compensation.
- Explosive Shield Compensation.
- Kinetic Shield Compensation.
- Shield Compensation.
- Shield Emission Systems.
- Shield Management.
- Shield Operation.
- Shield Upgrades.
- Tactical Shield Manipulation.
- Thermic Shield Compensation.
- Spaceship Command – This remains as the old Spaceship Command group, no change here for now.
- Targeting – This has all the targeting related skills. All the “Sensor Compensation” skills have been moved from the old “Electronics” group into it as well.
- Advanced Target Management.
- Grametric Sensor Compensation.
- Ladar Sensor Compensation.
- Long Range Targeting.
- Magnetometric Sensor Compensation.
- Target Management.
- Radar Sensor Compensation
- Signature Analysis skills.
- All the other skills groups (Corporation Management, Drones, Gunnery, Leadership, Navigation, Planetary Management, Social, Subsystems, Trade) stay the same, except for skills that were moved out of them into one of the new groups mentioned above.
User Interface
- Sensor Overlay: Overlapping icons will now popup in a scroll-able container when hovering with the mouse, providing access regardless of clustering.
- Skills can be dragged from Prerequisite tab in Show Info windows and dropped in Training Queue or any edit field to create a link there.
- Skills from Training Queue and Character Sheet can be dropped in any edit field to create a link there.
- Drones can be launched by dragging them from the “Drones in Bay” section in the Drones window and dropping them either in space or onto the “Drones in Local Space” folder. Similarly, whole drone groups can be launched that way.
- Drones can be recalled by dragging them from the “Drones in Local Space” section in the Drones window and dropping them onto the “Drones in Bay” folder.
- Drones can be moved into groups by dragging them and dropping onto the group.
- Order of drones and groups in the Drone window has been slightly changed. Now all individual drones will be listed in alphabetical order, followed by drone groups in alphabetical order.
- A “Watch List” submenu has been added to the Assist and Guard menus on drones, allowing for easy access to watch list members.
- Bookmark folders will now be listed in alphabetical order in drop down menu when creating or editing bookmarks.
- A checkbox that allows for Locator Agent filtering has been added to the Agent Finder.
- Attributes and their values in the Show Info window are now listed in one line, with the attribute name left aligned, and the value right aligned.
- Pre-jump camera movement has been smoothed out.
- Post-jump camera movement has been slowed down, and the camera will only move post-jump if Tracking Camera is active.
- Camera shake when jumping has been reduced.
- Changes have been made to the field of view when jumping so it does not look like the gate itself is going with you in the jump, but rather that you are going through the gate.
- Optimizations have been made to the jumping process that will result in smoother transition.
- The tutorial on-screen indicators directing players to elements in space have been fixed so that the bungee lines are visible once more.
FIXES
Audio
- Fixed no audio during introduction movie.
- Better memory usage loading and unloading sound banks between session changes.
Gameplay
- You will now again obtain two results when scanning with three probes on signatures around 10-20% signal strength.
- Wrecks will no longer be salvageable whilst they contain more loot than could fit in to a single cargo container (27,500m3).
- When trying to join a corporation you left while it was an ally in a war you no longer get rejected if the ally contract has expired.
- The description for the Miasmos (originally Iteron Mark IV) special edition ships have been changed and formatted to reflect balance changes to Industrial Ships.
- The Corporation tutorial was missing the part that the player is required to accept or reject an offer to join a corporation. This has now been fixed.
- The Aura tutorial should now reference the correct location of the undock button.
- The 350mm Railgun II now requires the correct level of the Large Hybrid Turret skill.
- Squad Commanders can now move themselves to any Squad when the fleet settings are set to free-to-move.
- Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
- Sentry guns around stations/gates would sometimes fail to clear aggression against a targeted ship if it warped away whilst at the extreme limits of the sentry gun's target range, causing them to unexpectedly attack the ship if it returns. Sentries will now properly forget about any aggressed target that leaves their range.
- Parity decryptors now correctly display a '+' in their ME modifier description.
- New description text added for Advanced Infomorph Psychology
- Modules that are fitted with charges no longer consume capacitor if the module fails on activation due to lack of charges.
- Mining will now properly stop if you lose target of the asteroid.
- Notification on target loss has been improved.
- "Broadcast: Target" fleet commands are no longer restricted to items within the caller's targeting range
- Fixing an issue where the default "auto target back" setting wasn't working correctly.
- Fixed a grammatical error in the Drone Interfacing skill description.
- Fixed a display issue with description not appearing properly when browsing through saved fittings.
- ECM will again apply to drones.
- Characters will be able to access a jump bridge as expected if they enter the solar system after the jump bridge has been opened.
- Changed Ishtar and Drone Navigation descriptions to describe drone "max velocity" consistently.
- Both the hacking and archaeology related rigs have had their descriptions updated.
- All ships have the correct Heat Attenuation attributes to reflect balance changes made over the last year to high, medium and low slots.
- All launchers now give a proper error notification when trying to activate with no charges fitted.
- All Sensor Backup Array modules have been balanced to better suit their Tech and Meta levels.
- Activating Siege Module when not enough fuel in cargo will no longer break target locks.
Graphics
- Minor fix to improve loading times of a few specific graphical effects.
- Resolved an issue that would allow the green screen to be used as a portrait background.
- Reduced Log spam from module activations.
- Fixed the Carthum Conglomerate logo for all factional ships.
- Fixed an issue causing log spam when certain pirates are firing.
- Fixed a display issue with the missile launcher on the Scorpion and its variants.
- An issue where other players' weapon effects would originate from your ship has been fixed.
- Added a missing booster for the Charon.
Miscellaneous
- Extra space in Vanadium description has been removed.
- The 'Longbow' Medium Pulse Laser I Blueprint is now correctly named 'Longbow' Small Focused Pulse Laser I Blueprint.
PvE
- The sleeper exploration site "Frontier Barracks" is no longer disappearing too early.
- The descriptions for the Memetic Algorithm Bank and Emission Scope Sharpener exploration rigs have been updated.
- Talocan ships scatter containers now contain the correct loot.
- Resolved placements of unsalvageable spawn containers in certain salvage sites.
- Improved the reliability of the mission "Air Show! – Crash & Burn (3 of 5)".
Technical
- Sensor overlay mouse over sounds are no longer audible while viewing map or while windows are on top of the site icons.
- Removed hitpoint value on Simple Biochemical reactions that served no practical purpose.
- Personal Hangar Arrays will now ask if you want to unanchor the structure. If you choose to do so, all items will be destroyed.
- GPU particles toggle was not being propagated properly.
- For consistency purposes and easier search on the Market, remote modules have been renamed. This includes:
- Remote Armor Repair Systems modules renamed to Remote Armor Repairers.
- Remote Hull Repair Systems modules renamed to Remote Hull Repairers.
- Shield Transfer modules renamed to Remote Shield Boosters.
- Energy Transfer Array modules renamed to Remote Capacitor Transmitters.
- Tracking Links renamed to Remote Tracking Computers.
- Fixed a rendering error in Paparazzi.
- Fixed a Destiny issue that could cause clients to de-sync from the server simulation (or even crash in rare circumstances).
- Fixed character portrait rendering issue on Serenity that prevented any portraits from being rendered.
- A user launching an item from a stack for their corporation will no longer receive an error message.
- A bug has been fixed where shortcuts mapped to dead keys on international keyboard layouts could pollute the keyboard input buffer in chat.
User Interface
- You now get feedback when you are opening the bug report when it takes a long time to open.
- When creating a medal, any formatting used in the description text will be discarded to prevent breaking UI layout in the Corporation window.
- Using "Warp To Fleet Member" on the radial menu now functions as expected.
- There is no longer a Clear Result option for Cosmic Anomalies.
- The tooltip text for a Vulnerable system in Factional Warfare has been changed to be more syntactically correct.
- The scroll bar within the Inventory now behaves more logically when resizing the window, remaining in its location.
- The scroll bar in the orders tab of the wallet will now display correctly when the window is reduced to it's minimum height.
- The order of items in the Variations tab of the Show Info window is now correctly done by meta level.
- The new decryptors introduced in Odyssey will now show either + or – explicitly.
- The descriptions for Shield Hardeners and Resistance Amplifiers now have a line break before their penalty.
- The columns in the Security Status log in the Character Sheet UI have been adjusted to better distinguish between relative and absolute changes to a character's security status.
- The Looting part of the Aura tutorial had a space missing which now has been added.
- Text indicating multiple waypoints in the map no longer overlap with one another.
- Sensor overlay icons are now always disabled during the initial sweep. No no labels are shown and the center is hollow until the sweep completes. When the sweep completes the icons now become interactable and the labels are shown if sensor overlay is active otherwise the icons are removed.
- Sensor overlay hints now scale in size according to range or signal label lengths when alternative languages are used.
- Radial Menu – clicking the assigned mouse button briefly without movement will result in the action being registered as a single click. This makes it possible to select targets when the delay is set to 0 seconds.
- Overlapping strings in the sensor overlay hint fixed for the Chinese client.
- It is now possible to use the Radial Menu to warp to fleet members who are more than 150km from your position.
- It is now possible to drag a member of a 10 person squad into the squad commander position.
- In some cases, the text alignment setting for combat notifications was not being saved – this issue has now been resolved.
- Fixed issue where sensor overlay signature area effect would not display when rapidly toggling the overlay state.
- Fixed an issue whereby some values in the reprocessing window were not correctly sorted.
- Fixed an issue whereby pasting text into the label field of New Location would automatically highlight the entire text field.
- Distances signatures in probe scanning window now show correct values,
- Calendar events that were created by other players, had you invited to it and then got deleted no longer appear in the character selection screen.
- An issue with the 'Systems I've Visited' option on the Star map has been fixed.
- Added the bookmark option on the radial menu for Customs Offices, Giant Secure Containers and Enormous Freight Containers.
- Added missing line break to shield boost amplifiers descriptions.
- Added missing line break to drone upgrade descriptions.
- A typo in the tooltip for fitted Energy Vampire modules has been corrected.
- A text error in the Display & Graphics tab within the Escape Menu has been fixed.
- A message will be shown in the probe scanner if no probes are currently deployed.
- A client in windowed mode and not in focus will now correctly display tooltips (for example for Station Services).