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Thread: Patch Notes: Inferno 1.2

  1. #1

    Join Date
    April 10, 2011
    Posts
    183

    Patch Notes: Inferno 1.2

    Surprised nobody posted them yet.
    http://community.eveonline.com/updat...tchlogID=73093


    Patch notes for EVE Online: Inferno 1.2

    To be released on Wednesday, August 8, 2012.

    FEATURES

    Character Creator and New Player Experience

    The initial tutorial sequence (tutorials 1-24) has been completely overhauled. See this dev blog for more information: http://community.eveonline.com/devbl...log&nbid=73075.
    Tutorials can be dragged from the F12 help window in to chat windows to create clickable links.
    New character selection
    Full screen interaction and mouseover.
    "Choose race" map if fully interactive
    "Choose bloodline" avatars are fully interactive
    Aura Enhancements:
    Clear instructions on what you need to learn at each stage.
    Streamlined and more to the point.
    Less painful experience for new eve players - get your friends involved quicker!



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



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



    Market Search Results
    Sorted and categorized for your convenience



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



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



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



    V3

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

    Science and Industry

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

    Rigs

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

    CHANGES

    Unified Inventory

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

    Ship Balancing

    The next step in the ongoing removal of ship Tiers (as described in this Dev Blog) affects the Attack Frigates: the Executioner, Condor, Atron and Slasher.
    Attack Frigates are designed as high speed damage dealing and tackling vessels.

    EXECUTIONER:

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

    CONDOR:

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

    ATRON:

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

    SLASHER:

    Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
    Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
    Fittings: 34 PWG, 135 CPU
    Defense (shields / armor / hull) : 350 / 300 / 300
    Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
    Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
    Sensor strength: 7 Ladar
    Signature radius: 30
    Cargo capacity: 120
    Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.
    The bonuses on these Rookie Frigates are static and do not increase with skill levels.

    IMPAIROR:

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

    IBIS:

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

    VELATOR:

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

    REAPER:

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


    Mining Barges and Exhumers are getting the "tiericide" treatment where roles within a ship class are favored over linear progression.
    Warning: due to the reduction of traditional cargo bays in Mining Barges and Exhumers, if you are in space with an overloaded cargohold on release day, you will need to jettison some cargo in order to warp your ship. If you are overloaded with ore or ice, you can move it to the new ore hold instead.

    Procurer

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

    Retriever

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

    Covetor

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

    Skiff

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

    Mackinaw

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

    Hulk

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

    Ships

    Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
    Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.

    Skills

    Ethnic Relations skill changed into Diplomatic Relations and theold effect is replaced by a new one that decreases cost to hire allies in war.

    Modules

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

    Weapons & Ammunition

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

    Market and Contracts

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

    Science and Industry

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

    Fittings and Saved Fittings

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

    Agents & Missions

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

    User Interface

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

    Character Creation & New Player Experience

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

    NPCs

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

    Exploration & Deadspace

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

    EVE Voice, Mail & Chat

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

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



    FIXES

    Character Creation and New Player Experience

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

    Ships

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

    Drones

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

    Skills

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

    Modules

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

    Boosters and Implants

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

    Weapons & Ammunition

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

    Rigs

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

    Science and Industry

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

    Market & Contracts

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

    Starbases, Outposts and Stations

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

    Agents & Missions

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

    Exploration & Deadspace

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

    Corporation & Alliance

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

    EVE Voice, Mail & Chat

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

    Graphics

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

    Audio

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

    User Interface

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

    Graphics

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

    Localized Clients

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

    Miscellaneous

    Fixed a case where incorrect contraband penalties were sometimes being applied in systems below the appropriate security-status threshold.
    Increased the width of Loyalty Points Cost column in the LP Store to avoid truncated text.
    Certain offensive T3 subsystems no longer display unexplained numbers in their attribute info.
    Warping away while an advanced camera parent location is selected no longer locks the users view.
    Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”
    Last edited by Raivi; August 4 2012 at 01:51:03 AM.

  2. #2
    Madner Kami's Avatar
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    100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
    They went through with this... Remind me to stockpile T2 Gallente ships asap, after all, the price for crystalline carbonide is already twice as high as the other racial goos...

  3. #3

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    Atron and Slasher look like a lot of fun for killing terrible interceptor pilots.

  4. #4
    Shade Millith's Avatar
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    Quote Originally Posted by Raivi View Post
    Module mouseover enhancement
    Show the range and type without needing to use showinfo.
    This NEEDS to be an option to turn off. Having that black box fucking up everywhere when I'm trying to click on things I ALREADY know the stats on is just going to get in the way.

  5. #5
    I am the 99.99998% Tyrus Tenebros's Avatar
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    Surprised that some of those module changes (T2 plates ohshi---) went through relatively unnoticed.
    I tried to be cool and all I got was a lousy warning about my sig being too big.

  6. #6
    Donor Mike deVoid's Avatar
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    Quote Originally Posted by Tyrus Tenebros View Post
    Surprised that some of those module changes (T2 plates ohshi---) went through relatively unnoticed.
    They announced the intention to do so ages ago. Or maybe it was just in a sarmiko chaos build data dump
    Countries do not exist where I am from. The discovery of the Higgs boson led to limitless power, the elimination of poverty and Kit-Kats for everyone. It is a communist chocolate hellhole and I'm here to stop it ever happening.
    Make isk with PI
    The Great Tracking Nerf v0.1
    My fav ECM alternative

  7. #7
    Donor Mike deVoid's Avatar
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    Skill unlock / required for tab = fucking A tbh.
    Countries do not exist where I am from. The discovery of the Higgs boson led to limitless power, the elimination of poverty and Kit-Kats for everyone. It is a communist chocolate hellhole and I'm here to stop it ever happening.
    Make isk with PI
    The Great Tracking Nerf v0.1
    My fav ECM alternative

  8. #8
    Grideris's Avatar
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    Quote Originally Posted by Mike deVoid View Post
    Skill unlock / required for tab = fucking A tbh.
    +1.

  9. #9

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    Quote Originally Posted by Raivi View Post
    Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.
    Somewhat worried what the code looks like for this to happen, as it's just kinetic missiles.
    Quote Originally Posted by Raivi View Post
    Fixed a delay experienced when attempting to deploy probes or bombs directly after coming out of warp.
    Maybe this'll be the last of randomly breaking bombs for this year?
    Quote Originally Posted by Raivi View Post
    The second and third wave of the Class 6 Cosmic Anomaly "Core Citadel" has been fixed. Previously the frigates had not been spawning.

    Quote Originally Posted by Raivi View Post
    Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons
    w-space, dumbed-down space. j/k this was fucking annoying to manually deal with. Felt like a blind person trying to read Braille tracking that thing down with mouse scans.

    Also, yay HAMs are back, boo loss of officer hardwiring names, and let the Vanguard isk-prints resume full speed!

    Edit:
    Quote Originally Posted by Raivi View Post
    You will now have the option to Warp Squad to other distances for bookmarks.
    That's new??
    Last edited by Daneel Trevize; August 4 2012 at 09:25:15 AM.

  10. #10

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    Boosting faction small remote-reps.

    Please become valuable, please become valuable, please become valuable

    *looks at his 150 gistii small remote shield reps*
    Dirk Culliford

  11. #11
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    Quote Originally Posted by CCP
    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.
    MY DEEP SAFESPOT BACKBONE

  12. #12

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    Quote Originally Posted by Madner Kami View Post
    100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
    They went through with this... Remind me to stockpile T2 Gallente ships asap, after all, the price for crystalline carbonide is already twice as high as the other racial goos...
    Edit: Nevermind... I mixed up the ratio math. I'm bad.
    Last edited by Jarnis; August 4 2012 at 10:49:58 AM.

  13. #13
    I like my women how I like my whiskey, 12 years old and mixed up with coke.
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    Quote Originally Posted by Shade Millith View Post
    This NEEDS to be an option to turn off. Having that black box fucking up everywhere when I'm trying to click on things I ALREADY know the stats on is just going to get in the way.
    More like it needs a compact mode where the icons are shrunk/gone and the spacing is reduced. Should be able to fit that info in about the same space as the current tooltip that way.

    Quote Originally Posted by Mike deVoid View Post
    Skill unlock / required for tab = fucking A tbh.
    Now we just need an Affecting Skills tab.

    Quote Originally Posted by Daneel Trevize View Post
    Quote Originally Posted by Raivi View Post
    You will now have the option to Warp Squad to other distances for bookmarks.
    That's new??
    Sort of, you wouldn't necessarily get the range option depending on the type of the destination. The only way around it until now was changing your default warp to the range you want, warping squad, then forgetting to change it back and dying in a fire later x.X

  14. #14
    Aloe's Avatar
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    Quote Originally Posted by patch notes
    IBIS:

    Static Role bonuses:
    20% bonus to Small Hybrid Turret optimal range
    10% bonus to missile kinetic damage
    --> 30% bonus to ECM Target Jammer strength <--
    10% bonus to shield resistances
    Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
    Fittings: 22 PWG, 110 CPU
    Defense (shields / armor / hull) : 200 / 125 / 175
    Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
    Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
    Drones (bandwidth / bay): 5 / 5
    Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
    Sensor strength: 6 Gravimetric
    Signature radius: 52
    Cargo capacity: 125
    JUST FUCK RIGHT OFF WITH THISLKAHGDK;AJHSDGPAODIGFUAPSDGUAP9DGV

  15. #15
    Donor Sponk's Avatar
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    Quote Originally Posted by Aloe View Post
    JUST FUCK RIGHT OFF WITH THISLKAHGDK;AJHSDGPAODIGFUAPSDGUAP9DGV
    Why are you raging? That's the same bonus a Griffin gives with Caldari Frigate II.
    Contract stuff to Seraphina Amaranth.

    "You give me the awful impression - I hate to have to say - of someone who hasn't read any of the arguments against your position. Ever."

  16. #16
    I like my women how I like my whiskey, 12 years old and mixed up with coke.
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    Randomly noticed this as I was closing old tabs:

    Quote Originally Posted by Inferno 1.2 Patch Notes
    • Ethnic Relations skill changed into Diplomatic Relations and the old effect is replaced by a new one that decreases cost to hire allies in war.
    Bets on hotfix to allow off-race people into corporations? =P

  17. #17
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    Quote Originally Posted by Aloe View Post
    Quote Originally Posted by patch notes
    IBIS:

    Static Role bonuses:
    20% bonus to Small Hybrid Turret optimal range
    10% bonus to missile kinetic damage
    --> 30% bonus to ECM Target Jammer strength <--
    10% bonus to shield resistances
    Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
    Fittings: 22 PWG, 110 CPU
    Defense (shields / armor / hull) : 200 / 125 / 175
    Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
    Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
    Drones (bandwidth / bay): 5 / 5
    Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
    Sensor strength: 6 Gravimetric
    Signature radius: 52
    Cargo capacity: 125
    JUST FUCK RIGHT OFF WITH THISLKAHGDK;AJHSDGPAODIGFUAPSDGUAP9DGV
    Do you have aspergers?

  18. #18
    Glyken Touchon's Avatar
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    Quote Originally Posted by Daneel Trevize View Post
    Quote Originally Posted by Raivi View Post
    Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.
    Somewhat worried what the code looks like for this to happen, as it's just kinetic missiles.
    That made me raise an eyebrow too. I mean, aren't the modifiers percentage based rather than flat values?

  19. #19
    Joe Appleby's Avatar
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    Quote Originally Posted by Shade Millith View Post
    Quote Originally Posted by Raivi View Post
    Module mouseover enhancement
    Show the range and type without needing to use showinfo.
    This NEEDS to be an option to turn off. Having that black box fucking up everywhere when I'm trying to click on things I ALREADY know the stats on is just going to get in the way.
    It's a mouse over, I assume it won't pop up instantly but with a slight delay as there already is.
    Quote Originally Posted by Aloe View Post
    Quote Originally Posted by patch notes
    IBIS:

    Static Role bonuses:
    20% bonus to Small Hybrid Turret optimal range
    10% bonus to missile kinetic damage
    --> 30% bonus to ECM Target Jammer strength <--
    10% bonus to shield resistances
    Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
    Fittings: 22 PWG, 110 CPU
    Defense (shields / armor / hull) : 200 / 125 / 175
    Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
    Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
    Drones (bandwidth / bay): 5 / 5
    Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
    Sensor strength: 6 Gravimetric
    Signature radius: 52
    Cargo capacity: 125
    JUST FUCK RIGHT OFF WITH THISLKAHGDK;AJHSDGPAODIGFUAPSDGUAP9DGV
    Dude, static role bonus, without the 30%, you couldn't even jam a light drone. Chill. Unlike target painters and shit, ECM is chance based and on an ibis that chance is not too high to begin with.
    nevar forget

  20. #20
    Aloe's Avatar
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    Okay, with only two mids it's really not that big a deal I suppose. That said, fuck all ECM ships forever. Fuck them right in the neck. Game does not need more ECM.

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