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Eve Online: Retribution is out today; its patch notes last seen extending beyond the horizon

eve-online-retribution-patch-notes

This post is a near-infinite snake; coiled now, but ready to extend to full length and paralyse the word processor of your choosing in an instant. Yes – beyond the break lies a comedy royal decree scroll so lengthy as to make hyperbole a mathematical impossibility.

These are the patch notes for Retribution, the 17th Eve Online expansion, released today. Retribution brings new justice system Crimewatch, the “recreation” of bounty hunting, better specialisation for frigates, and so, so much more. Just go and have a look, will you? I’ll stay here and drill a hole in my head to siphon off some of the excess information.

Features
Bounty Hunting

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

Bounty Office

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

Crimewatch

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

Kill Rights

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

New Ships

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

Skills

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

  • Radar Sensor Compensation, Gravimetric Sensor Compensation, Magnetometric Sensor Compensation and Ladar Sensor Compensation skills have been added to the market for 180000 ISK each
    • These increase their specific sensor strength by 4% per level
    • All rank 2
    • Electronics Level IV prerequisite
    • Primary attribute is intelligence, with memory as secondary

Modules

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

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

Miscellaneous

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

Changes
Science and Industry

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

User Interface

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

Loyalty Point Store

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

Factional Warfare

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

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

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

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

World Shaping

  • A jump connection between Kurniainen (Bleak Lands) and Isbrabata (Metropolis) has been added
  • A jump connection between Siseide (Heimatar) to Eszur (Metropolis) has been added
  • A jump connection between Gulmorogod (Heimatar) to Egmar (Metropolis) has been added
  • 1/10 and 2/10 static DED complexes have been moved to the exploration system
  • The 2/10 DED sites which could already be found through exploration have had their scanning difficulty increased slightly to be in line with other sites

War Changes

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

Ships

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

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

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

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

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

  • Maulus:
    • Gallente Frigate bonuses: +7.5% remote sensor dampener effectiveness and -10% remote sensor dampener capacitor use per level
    • Slot layout: 2 H, 4 M, 3 L, turrets, launchers
    • Fittings: 28 PWG, 230 CPU
    • Defense (shields / armor / hull): 300 / 350 / 400
    • Capacitor (amount / recharge rate / cap per second): 275 / 150 s / 1.83
    • Mobility (max velocity / agility / mass / align time): 375 / 3.25 / 1063000 / 3.23 s
    • Drones (bandwidth / bay): 20 / 30
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 520 / 6
    • Sensor strength: 16 Magnetometric
    • Signature radius: 40

  • Vigil:
    • Minmatar Frigate bonuses: +10% to target painter optimal range and +7.5% to target painter effectiveness per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 26 PWG, 225 CPU
    • Defense (shields / armor / hull): 350 / 300 / 300
    • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.80
    • Mobility (max velocity / agility / mass / align time): 410 / 3.22 / 1080000 / 3.25 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 560 / 6
    • Sensor strength: 12 Ladar
    • Signature radius: 34

  • Magnate:
    • Amarr Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 3 M, 4 L, 2 turrets, 2 launchers
    • Fittings: 26 PWG, 230 CPU
    • Defense (shields / armor / hull): 250 / 350 / 250
    • Capacitor (amount / recharge rate / cap per second): 325 / 180 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 350 / 3.8 / 1072000 / 3.81 s
    • Drones (bandwidth / bay): 15 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
    • Sensor strength: 10 Radar
    • Signature radius: 39

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

  • Imicus:
    • Gallente Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 4 M, 3 L, 1 turrets, 0 launchers
    • Fittings: 21 PWG, 250 CPU
    • Defense (shields / armor / hull): 275 / 325 / 275
    • Capacitor (amount / recharge rate / cap per second): 270 / 150 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 330 / 4.15 / 997000 / 3.87 s
    • Drones (bandwidth / bay): 20 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
    • Sensor strength: 11 Gravimetric
    • Signature radius: 41

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  • Caracal:
    • Caldari Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and maximum velocity per level
    • Slot layout: 5 H, 5 M, 4 L, 0 turrets, 5 launchers
    • Fittings: 630 PWG, 430 CPU
    • Defense (shields / armor / hull): 1700 / 1200 / 1400
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 230 / 0.46 / 11910000 / 5.1 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270 / 6
    • Sensor strength: 16 Gravimetric
    • Signature radius: 125

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

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

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

  • Moa:
    • Caldari Cruiser bonuses: +5% medium hybrid turret damage and +5% to all shield resistances per level
    • Slot layout: 5 H, 5 M, 4 L, 5 turrets, 0 launchers
    • Fittings: 850 PWG, 380 CPU
    • Defense (shields / armor / hull): 2300 / 1000 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1500 / 475 s / 3.15
    • Mobility (max velocity / agility / mass / align time): 190 / 0.52 / 12220000 / 5.9 s
    • Drones (bandwidth / bay): 15 / 15
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260 / 7
    • Sensor strength: 17 Gravimetric
    • Signature radius: 135

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

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

Skills

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

Modules

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

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

  • The Target Painting effectiveness bonuses on the Vigil and Bellicose have been increased to 7.5% per level, and the Golem, Hynea, Huginn and Rapier to 10% per level
  • Ancillary Shield Booster
    • Reduced capacity – 7 regular booster or 9 navy boosters.
    • Increased cap need when running without boosters.
    • X-Large booster now has duration of 5 seconds instead of 4.
  • Reactive Armor Hardener
    • Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
    • Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).
  • Target Spectrum Breaker
    • Reduced duration to 8 seconds
    • Reduced scan resolution penalty to 25%
  • Launching a Warp Disrupt Probes is no longer an offensive action, and as such will not incur a weapons timer
  • Changes to cargo containers and probes can be viewed in this dev blog:http://community.eveonline.com/devblog.asp?a=blog&nbid=73439
    • Added 5 new freight cargo containers in the following sizes: 1k, 5k, 10k, 50k, 250k
    • Removed all NPC seeding of cargo containers.
    • Created blueprints for all cargo containers and seeded the blueprints on the market.
    • The following containers cannot be launched into space, and when jettisoned will go into a jet can:
      • Station Containers, Station Vault Containers, Station Warehouse Container
    • Survey probes are no longer seeded by the NPC and blueprints for them are.
  • The text description to Triage Modules has been updated to clarify that they are subject to a stacking penalty.
  • Now when using a ship with an expanded cargohold, interacting with that cargohold should no longer produce any messages about insufficient space when the UI is showing otherwise.
  • The 200mm Railgun II has had its required skills changed to confirm with the rest of the T2 Hybrids. (Now requires Medium Hybrid Turret at Level IV instead of I)
  • Doomsday devices no longer display a badly-formatted internal attribute
  • Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems)
  • Decreased capacitor use of capital remote assistance modules to compensate for loss of skill bonus.
  • It is now possible to scan all transported items in a ship with a cargo scanner, including items in the fleet hangar, the ship maintenance bay, the drone bay, and various specialized holds.
  • Ship scanners have been upgraded to no longer show higher quantities of fitted items. They still have a chance of missing items in their scan.
  • Christmas Gifts:
    • Really? You expected us to just tell you what you are getting for Christmas in the patch notes? … Carbon. That is what you get.

Weapons and Ammo

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

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

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

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

Inventory

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

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

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

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

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

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

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

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

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

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

NPCs

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

Graphics

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

Market & Contracts

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

User Interface

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

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

EVE Voice, Mail & Chat

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

Corporations

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

Player Owned Structures, Outposts and Stations

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

Miscellaneous

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

Music & Audio

  • All turret sounds have been revamped with new and updated sounds effects.
  • The jukebox has been removed and replaced with a location-aware music system.
  • A soft ambient soundscape can now be heard when opening the ingame map
  • New sound indicators can be heard when you finish a skill or a mission
  • A low capacitor will result in an audible warning. The treshold for the warning is configurable.
  • Your own ship now emits ambient sounds when it is completely still, based on class and race of ship.
  • New stargate sounds have been added to give travel more variety.
  • The planet sounds, based on planet type, previously only audible in Planetary Interaction mode can now be heard when you are close to a particular planet.
  • Ship death explosion sounds have been revamped to accompany the new graphical effects.

Fixes
Character Creation and New Player Experience

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

Player Owned Structures, Outposts and Stations

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

Skills

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

Ships

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

User Interface

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

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

Modules

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

Boosters and Implants

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

Weapons & Ammunition

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

Market & Contracts

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

NPCs

  • Tracking Disruption on NPCs now properly affect turret falloff on targeted player vessels
  • Fixed a rare issue when an NPC wreck that only contained a BPC would show up as empty in the overview/space.
  • Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”

Corporation & Alliance

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

Agents & Missions

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

Miscellaneous

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

EVE Voice, Mail & Chat

  • URL autolinking in chat has been slightly improved.

Drones

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

Rigs

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

World Shaping

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

Localized Clients

  • Incorrect German translation in column “copy” in tabs “blueprints” and “corp blueprints” is now correctly worded as “Kopie”.
  • The label “Index” for the Index tree in the Inventory has been localized.
  • For a war declaration, we are now stating if the date is tomorrow. Example: Started 2012.10.11 – Can fight at 13:20 (tomorrow)
  • Various linguistic changes and improvements have been made throughout the Russian, Japanese and German client.

Graphics General

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

Inventory

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