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Eve Rubicon changelog reveals you’ll be able to build your own facilities and infiltrate pirate bases

EVE Online

CCP aren’t ones to rest on their laurels. They’re already making strides towards their ambitious vision of allowing players to colonise New Eden. Eventually they want players to be able to build their own warp gates and facilities anywhere in space, with a huge number of supporting features to bolster those abilities.

The new expansion, Rubicon, represents a pretty significant stride in that direction: it adds personal mobile structures that can be deployed by any player with the wherewithal do it.

There’s so much more in this expansion besides, though.

The flagship feature of Rubicon are the mobile structures CCP have introduced. As CCP Fozzie writes, “One of the key ways we are working to realize our vision of engaging space colonization and shifting control into the hands of the players is through structures that can be built in space.” Rubicon introduces four structures. And, “unlike Starbases, these Mobile Structures belong to individual pilots, not to corporations. This means that players need not belong to a player corporation to deploy them, and that their services generally apply either to the single character that deployed the structure or to everyone equally.”

The first of these mobile structures is the Mobile Depot. It offers the player a way to store items and refit their ship deep in space. It can be easily picked up and redeployed elsewhere, letting you reuse the depot or move it out of harm’s way when you need to. It’s cheap too, costing less than 1 million ISK.

The Tractor Unit is a really cool addition to the game. It draws in all wrecks and cargo containers within a 125km radius, storing them in its cargo hold. Simply setting one of these up in a PvP region while you go all pirate-y in nulsec means it will sort out the business of collecting loot after your fight.

Then there’s the Mobile Cynosural Inhibitor. “When deployed, this structure prevents all normal cynosural fields (but not covert cynosural fields) from activating within 100km. This allows groups of players to shield themselves from hotdrops, control how their opponents can deploy capital ships, and generally influence the low and nullsec battlefield in ways that have never been possible before.”

Last is my favourite, the Mobile Siphon Unit. Install this fella near an enemy starbase and it will steal small amounts of the moon minerals or reaction results heading to that starbase’s silos. It’s undetectable by the starbase’s sensors and gun turrets so it can only be found by a manual search by the starbase’s owner.

Also added in Rubicon are Ghost Sites. These are rare PvE events that will offer great rewards but at great risk. Randomly appearing in any section of space all over New Eden, these pirate research stations each have four facilities to be hacked and robbed. They’re a little like the exploration sites added in June’s Odyssey expansion. However, Ghost Sites have a countdown which initiates the moment a player enters. When that countdown reaches zero the entire area explodes, ripping any ships within to shreds.

Among the loot available in Ghost Sites are the blueprints for a player-manufactured implant, one which will increase your ship’s warp speed. That’s a pretty good reason to risk life and limb infiltrating the facilities.

Those are just two of the new features in the new expansion. To see quite how far reaching the changes are have a gander at the patch notes below.

Rubicon is due for release on 19 November.

Features:

Mobile Structures

  • Four new types of personal deployable structures have been developed – Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor and Mobile Siphon Unit. See http://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ for more details.

  • The maximum penalty for attacking a Mobile Structure in any area of space is a Crimewatch suspect flag.

  • All Mobile Structures appear on directional scans and can be found using combat scanner probes.

  • Siphon Unit

    • Blueprints for a new mobile structure called the Small Mobile Siphon Unit can now be purchased from any of the four main Empire faction markets at a price of 100,000,000 ISK.

    • Small Mobile Siphon Units can only be deployed outside starbases (POSes). Once deployed, it cannot be scooped up again.

    • The name of the player that deployed a Small Mobile Siphon Unit is visible in the Show Info for the structure.

    • Small Mobile Siphon Units will decay in 30 days.

    • The Small Mobile Siphon Unit has Effective Hit Points of 80.000. POS guns do not automatically shoot at the Siphon Unit.

    • The Small Mobile Siphon Unit can steal raw material (moongoo) from active Moon Harvester Arrays and simple reactions from active Simple Reactor Arrays. It cannot steal alchemy output.

    • Siphon Units steal 60 units of raw materials or 30 units of processed material. Siphon Units can only steal from the end of a production chain and the Small Mobile Siphon Unit prioritizes raw material over processed material. The unit steals at the same time the starbase produces, so once per hour.

    • 10% of what is stolen is wasted, i.e. destroyed. The rest is stored in the Small Mobile Siphon Unit. It can store 900m³. If it is full, it stops stealing.

    • Anybody can access the storage of the Siphon Unit and remove materials.

  • Mobile Cynosural Inhibitor

    • Blueprints for a new mobile structure called the Mobile Cynosural Inhibitor can now be purchased from various stations, mostly in 0.0 at a price of 150,000,000 ISK.

    • Each Mobile Cynosural Inhibitor can only be deployed once in to space. Once deployed, it cannot be scooped up again.

    • The Mobile Cynosural Inhibitor has a 2 minute activation time after launching.

    • The name of the player that deployed a Mobile Cynosural Inhibitor is visible in the Show Info for the structure.

    • Mobile Cynosural Inhibitor will decay in 1 hour after launching.

    • Mobile Cynosural Inhibitor has Effective Hit Points of 170,000 (10,000 Shield, 10,000 Armor, and 150,000 Structure).

    • The Mobile Cynosural Inhibitor prevents Cynosural Field Generator modules from being activated with in a 100km range after it has been activated. Covert Cynosural Field Generators are not affected.

    • The Mobile Cynosural Inhibitor cannot be deployed within 200km of another Mobile Cynosural Inhibitor.

    • The Mobile Cynosural Inhibitor cannot be deployed within 75km of a station or a stargate.

    • The Mobile Cynosural Inhibitor cannot be deployed within 40km of a control tower.

  • Mobile Tractor Unit

    • Blueprints for a new mobile structure called the Mobile Tractor Unit can now be purchased from any of the four main Empire faction markets at a price of 30,000,000 ISK.

    • An active Mobile Tractor Unit can be retrieved by the owner after having been deployed.

    • The Mobile Tractor Unit has a 10 second activation time after launching.

    • The name of the player that deployed a Mobile Tractor Unit is visible in the Show Info for the structure.

    • Mobile Tractor Unit will decay in 2 days after launching.

    • Mobile Tractor Unit has Effective Hit Points of 50,000 (10,000 Shield, 10,000 Armor, and 30,000 Structure).

    • The Mobile Tractor Unit will tractor beam friendly and neutral wrecks and cargo containers from up to 125km away

    • The Tractor Beam has a 5 sec cycle time.

    • The Mobile Tractor Unit has a 27,000m3 cargo capacity.

    • The Mobile Tractor Unit tractors one wreck at a time.

    • The Mobile Tractor Unit cannot be deployed within 5,000m of another Mobile Tractor Unit.

    • The Mobile Tractor Unit cannot be deployed within 50km of a station or a stargate.

    • The Mobile Tractor Unit cannot be deployed within 40km of a control tower.

  • Mobile Depot

    • Blueprints for a new mobile structure called the Mobile Depot can now be purchased from any of the four main Empire faction markets at a price of 1,000,000 ISK.

    • An active Mobile Depot can be retrieved by the owner after having been deployed.

    • The Mobile Depot has a 1 minute activation time after launching.

    • The name of the player that deployed a Mobile Depot is visible in the Show Info for the structure.

    • Mobile Depot will decay in 30 days after launching.

    • Mobile Depot has Effective Hit Points of 17,500 (5,000 Shield, 5,000 Armor, and 15,000 Structure).

    • Mobile Depot will provide a fitting service to the owner with in 3000m of the Mobile Depot.

    • The Mobile Depot has a 2 day reinforcement cycle and can be scooped by the owner in while in reinforcement.

    • The Mobile Depot will enter a reinforcement cycle when reaching 25% shields.

    • The Mobile Depot will exit reinforcement with 0% shields.

    • The Mobile Depot has a 3,000m3 cargo capacity.

    • The Mobile Depot has a 2500m access range.

    • The Mobile Depot cannot be deployed within 6,000m of another The Mobile Depot.

    • The Mobile Depot cannot be deployed within 50km of a station or a stargate.

    • The Mobile Depot cannot be deployed within 40km of a control tower.

Ghost Sites

New Anomalies called ‘Ghost Sites’ added to High Sec, Low Sec, Null Sec and WH space – one for every pirate faction in each area. See this blog for more information

  • Each Ghost Site will feature 4 hacking containers that can be accessed with relic or data analyzers

  • Ghost Site hacking containers will only have 1 chance at success or failure

  • If you fail in hacking a Ghost Site container, it will detonate, causing Explosive damage to anyone nearby

  • Ghost Sites feature invisible timers. If the timer expires while you are still in the Ghost Site, the remaining hacking containers will detonate, causing area-of-effect Explosive damage. Waves of NPCs will spawn shortly after

  • New NPCs added for Ghost Sites – 4 cruisers for each pirate faction

  • Ghost Site loot tables added including BPCs for new Ascendancy Implant sets

High-Sec Player Owned Customs Offices

  • All Concord operated Customs Offices in Hi-Sec are now controlled by InterBus. Interbus stations have a tax rate of 17%.

  • InterBus Customs Offices can be attacked by anyone.

  • Players can build a Customs Office orbiting a planet that has no Customs Office. This is true for all security bands, but existing planet restrictions for Custom Offices (like those in Jita) will remain.

  • Player Owned Customs Offices in Hi-Sec will have an NPC tax rate of 10% for export, 5% for import.

  • New Skill: Customs Code Expertise reduces the NPC tax rate by 10% per level.

  • The tax base value for Planetary commodities are being reduced by between 11% and 20%, based on tier.

  • Attacking POCOs in Hi-Sec will bring Concord response, unless the attacking player is in a corporation that is at war with the owner of the POCO.

New Certificate and Mastery Systems

  • The Certificate System has been completely overhauled to be more intuitive to use. For more information, please refer to this Dev Blog for more details on the changes.

    • Each Certificate now has 5 progression levels and do not have nested requirements from other Certificates.

    • Certificate icons have been revamped; it is now easier to notice they are different based on the 5 progression levels mentioned above.

    • Certificates have been removed from their specific tab in the Character Sheet window and are now available in the Skill tab. There, Certificates are sorted by the same categories used to filter various skill groups.

    • Right-clicking an Individual Certificate will open more information about it, including its description, the various progression levels and the various ships it is recommended for.

    • The Certificate Planner has been removed.

    • It is no longer necessary to manually claim Certificates when meeting requirements.

    • Certificates can no longer set as public.

    • The Certificate tutorial has been updated to match the changes, under EVE Help (F12), in the tutorial tab and by looking inside the “General” group

    • Skills also have received new icons to match the Certificate changes.

  • Certificates are now coupled with the concept of “Mastery” when assigned to specific ship hulls.

    • A particular ship Mastery level is the collection of all Certificates of the same level assigned to that hull. This can be viewed by looking at any ship show-info, then going into the “Mastery” tab.

    • Each Mastery has 5 levels (each matching one of the 5 Certificate levels)

    • A green checker indicates the Certificate requirements has been met, an orange circle means some of the requirements are trained but not met while a red cross means some skills are missing. Individual skills may be seen by clicking each Certificate group to expand or collapse it.

  • The ship requirement tab has been updated to match changes to the Mastery tab

    • Primary, secondary, tertiary requirements and so have been removed to avoid unnecessary confusion. Instead, all mandatory skills to fly a particular ship are highlighted in green or red depending if skill requirements are met or not.

    • The training timer should now be more accurate, and avoid counting nested skill requirements if the user can already fly the ship (like losing some prerequisites for some reason)

  • Ship show info header has been updated as well

    • The ship show info header now displays the user current skill requirement and Mastery levels for quick reference.

    • Clicking each of those icon will open their respective tabs and details, as mentioned above.

Interbus Ship Identification System

A visualization tool has been added to represent progression and clear identification of all the non-unique ships in-game. This ship tree, named the “Interbus Ship Identification System”, may be accessed by clicking the new button available in your NeoCom, by pressing ALT+& or by clicking the “Show in ISIS” button in the ship show-info. For more information, please refer to that Dev Blog

  • Ships are sorted by the various in-game factions they come from. They are the four main Empire (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic), plus the various pirate faction and miscellaneous groups like O.R.E., Sansha’s Nation, Blood Raider Covenant, Angel Cartel, Serpentis and Servant Sisters of EVE.

    • The user may select the desired faction by clicking on one of the upper-left faction icons.

    • Mouse hovering one of the icons will update the pop-up menu with relevant information to that particular faction. The icons in the pop-up window may be themselves hovered with the mouse for further details on their respective meaning.

    • Clicking on each faction will open up the respective tree.

  • ISIS Ship groups

    • Ship groups are sorted by size (smaller hulls are displayed on the left, larger hulls on the right) and by Tech level (Tech II and III hulls are located above the Tech I hulls they are based upon).

    • Each ship group has an individual icon for quick recognition and lists all the relevant hulls in its midst (example: the Frigate group in the Amarr Empire faction lists the Executioner, Inquisitor, Tormentor, Punisher, Crucifier and Magnate)

    • Groups that have been unlocked by meeting skill requirements are light up. To view exact skill requirements on unlocked groups, hover the mouse on the group icon.

    • Hovering the ship group icon will indicate its role and display relevant skills. Hovering over the role icons will display more information about them. When the group has not been unlocked yet, this displayed skills will be high-level requirements needed to achieve it. When unlocked, the group will display Spaceship Command skills that give bonuses to the whole group.

  • ISIS ship types

    • Hovering the mouse over each particular ship type displays the ship role and bonuses. As usual, hovering the role icons will display more information about them. Clicking the white text in the ship bonuses will open relevant item show-info (either skills or modules depending on the context).

    • Left-clicking on each ship will open the show-info for that particular hull. Right-clicking will allow the user to view the ship in the market or contracts as well.

    • Below each ship silhouette is the Mastery level icon, which indicates how well the user can fly the hull. It ranks from I to V, and details may be accessed through a left-click, then going into the “mastery” tab in the ship show-info. Ships that have been fully mastered (Mastery at V) will show as golden in the ISIS.

  • Synergy with the Compare tool

    • The Compare Tool (available by clicking the “E” icon at the top of the NeoCom, then selecting “Compare Tool” in the drop-down list) can be used to quickly weight various ship attributes from the ISIS

    • For this, simply drag and drop ship types from the ISIS into the compare tool window, then select specific attributes to be compared from the left scroll-down tab. Ships may also be dragged and dropped from the show info ship model or Market windows.

Ships

  • All ships have had their warp speeds rebalanced. Additionally, a ship’s maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details.

  • The two new SoE hulls, the Astero and Stratious, may be obtained through the Sister of EVE (high, low and null-sec) or Sanctuary Corporations (null-sec only). For more information please refer to this Dev blog.

  • For the Sisters of EVE corporation, prices are:

    • Built Astero: 100,000 LPs and 10m ISK

    • Astero 1 run BPC: 30,000 LPs and 15m ISK

    • Built Stratios: 300,000 LPs and 20m ISK

    • Stratios 1 run BPC: 120,000 LPs and 30m ISK

  • For the Sanctuary corporation, prices are:

    • Built Astero: 80,000 LPs and 5m ISK

    • Astero 1 run BPC: 20,000 LPs and 10m ISK

    • Built Stratios: 240,000 LPs and 15m ISK

    • Stratios 1 run BPC: 80,000 LPs and 20m ISK

  • Astero

    • Amarr Frigate Bonus: 4% bonus to Armor Resists

    • Gallente Frigate Bonus: 20% bonus to drone hitpoints

    • Role Bonus: 100% reduction in CPU requiement for cloaks, 37.5% increase Scan Prob Strength (maybe this should be a rounder number? right now it follows the t1 bonus) and +10 Virus strength for Relic and Data Analyzers

    • Can fit Covert Ops Cloaking devices

    • Slot layout: 2H, 4M, 4L; 2 turrets, 0 launchers

    • Fittings: 32 PWG, 170 CPU

    • Defense (shields / armor / hull) : 540 / 600 / 600

    • Capacitor (amount) : 430

    • Mobility (max velocity / agility / mass / align time): 312 / 2.87 / 975000 / 3.88s

    • Drones (bandwidth / bay): 25 / 75

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37km / 620 / 6

    • Sensor strength: 13

    • Signature radius: 35

    • Cargo Capacity: 210

  • Stratios

    • Amarr Cruiser Bonus: 4% bonus to Armor Resists

    • Gallente Cruiser Bonus: 10% bonus to Drone hitpoints and damage

    • Role Bonus: 50% bonus to Medium Energy Turret optimal range, 37.5% increase Scan Prob Strength (maybe this should be a rounder number? right now it follows the t1 bonus) and +10 Virus strength for Relic and Data Analyzers

    • Can fit Covert Ops Cloaking devices

    • Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers

    • Fittings: 920 PWG, 400 CPU

    • Defense (shields / armor / hull) : 1950 / 2400 / 2450

    • Capacitor (amount) : 1700

    • Mobility (max velocity / agility / mass / align time): 182 / .47 / 9350000 / 6.09s

    • Drones (bandwidth / bay): 100 / 400

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7

    • Sensor strength: 20

    • Signature radius: 150

    • Cargo Capacity: 550

Modules

  • A new Bastion Module has been introduced to complement the new Marauder role. Its blueprint is available for 50m ISK in the Market, under the Blueprints > Ship Equipment > Turrets & Bays > Weapon Upgrades category. Module details are available below.

  • Bastion Module

    • Increases shield and armor repair amount by 100%.

    • Boosts all shields, armor and hull resistances by 30%.

    • Extends all large turret falloff and optimal by 25% (is stacking penalized with other items boosting the same attributes).

    • Increases all large missile max velocity by 25%.

    • Has a cycle time of 60 seconds.

    • When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way.

    • When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn’t require the user to drop weapon safeties in high-security space.

    • Only one may be fitted per Marauder, cannot be deactivated before cycle ends.

    • Uses 10 CPU and 100 powergrid to fit.

    • Uses no specific fuel or capacitor.

    • Skill requirements: Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5

  • Rapid Heavy Missile Launchers

    • Entirely new missile launcher group with 20 different meta variations

    • Battleship sized launcher that uses heavy missiles as charges

    • New launcher mechanic with very high damage output in a burst followed by 40 second reload time.

    • For details and discussion on Rapid Heavy Launchers look in this thread

  • Rapid Heavy Missile Launcher I

    • Fitting: 960 PG, 50 CPU

    • Rate of fire: 6.5s

    • Charge capacity: 21

    • Reload time: 40s

  • Rapid Heavy Missile Launcher II

    • Fitting: 1210 PG, 59 CPU

    • Rate of fire: 5.2s

    • Charge capacity: 23

    • Reload time: 40s

Fleets

  • The ability to store fleet setups has been added. This includes the number of wings and their squads along with their names. Additionally, Message of the Day and Free-Move and Voice settings can be stored in the fleet setup. These fleet setups are stored server side per character.

  • The ability to mass-invite to fleets and mass-move fleet members has been added. This is can be done by dragging pilots from various pilots lists (such as chat, Addressbook, Fleet Window, etc), and dropping them in there Fleet Window where they should be added. Mass-invite/mass-move will never make any of the pilots a commander.

  • It’s now possible to add/move pilots to specific wings by dropping them onto the Wing Commander position (while holding down Shift if a single pilot is being dropped).

  • When pilots join a fleet, they will now enter the first available squad that has both Wing Commander and a Squad Commander. If one is is not available, then the first available squad that has a Wing Commander, then first availble squad that has a Squad Commander, and then the last option is the first available commanderless fleet.

  • It’s now possible to add multiple pilots at once to the fleet Watchlist by dropping them in the Watchlist window.

  • See this devblog for more details.

Implants

A new implant set, the Ascendancy set, has been added.

  • 2 sets of 6 implants (high and low grades)

  • Provides a direct boost to warp speed and set bonuses

  • Secondary effect of attribute increases, +2 and +3 in each implant’s specific attribute

  • The implants are constructed using components from the new Ghost Sites.

Avatars

  • Collector’s Edition Mystery Code Male and Female cyborg arms have been added.

Exploration

  • Added a new landmark as reward for Echelon Entertainment’s exploration competition, held in summer 2013.

Sounds and Music

  • 5 new music tracks have been added to low sec.

  • New jumpgate sound implementation to support new effects (activate, deactivate etc.) – players can now hear when someone enters

  • Atmosphere sounds from suns – based on type

  • Added sound for the disruption bubble

  • Added new “siege mode” sounds

Graphics and FX

  • EVE Client supports rendering with DirectX 11 (though there is no graphical difference right now between DirectX 11 and DirectX 9). It is enabled by default if your GPU and OS support it, and DX11/DX9 can be toggled in the EVE Launcher settings.

Changes

Tech III Ships

  • You can now fit subsystems in space. If modules need to be removed because of slot changes they will be placed in the cargo hold of your ship. Note that switching subsystems may temporarily reduce the CPU output and power output to zero which will result in all modules being set offline.

Ship Balancing

Rubicon brings our next step in our ship balancing initiative. This release affects 22 ships total, mainly focusing on Tech 2 hulls (Interceptors, Electronic Attack Frigates, Interceptors and Interdictors).

  • Electronic Attack Frigates have had the range bonus from Electronic Attack Frigate skill increased significantly, with their cap recharge increased, lock range increased, base speed increased, signature radius reduced and base hitpoints increased. The above changes, along with individual ship adjustments, will make Electronic Attack Frigates a much more potent electronic warfare option.

  • The Interceptor and Interdictor ship classes have been rebalanced. See detailed stats below, with change from previous values in brackets.

  • Marauders now use a specialty module named “Bastion Module”, please refer to the “modules” section above for more details about it. They use a combination of Micro Jump Drives and Bastion mode to move around the battlefield and enter a reinforcement mode with hardened defenses when necessary.

  • Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.

  • Sentinel

    • Amarr Frigate Bonuses: 20% bonus to energy vampire and energy neutralizer transfer amount per level, 7.5% bonus to effectiveness of tracking disruptors per level

    • Electronic Attack Ships Bonuses: 80% bonus to energy vampire and energy neutralizer range per level (+40% per level), 5% reduction in capacitor recharge time per level

    • Slot layout: 3H, 4M, 3L; 2 turrets, 0 launchers

    • Fittings: 40 PWG, 195 CPU

    • Defense (shields / armor / hull) : 300(+25) / 425(+50) / 375(+25)

    • Capacitor (amount / recharge rate / cap/s) : 415 / 190s (-121s) / 2.18 (+.85)

    • Mobility (max velocity / agility / mass / align time): 340(+10) / 4.25 / 1223200(+111200) / 6.55

    • Drones (bandwidth / bay): 20 / 60

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km(+28km) / 575 / 7

    • Sensor strength: 21 Radar

    • Signature radius: 41(-12)

  • Kitsune

    • Caldari Frigate Bonuses: 20% bonus to ECM target jammer strength per level, 10% reduction in ECM target jammers’ capacitor need per level

    • Electronic Attack Ships Bonuses: 15% bonus to ECM target jammer optimal range per level (+2.5% per level), 5% bonus to capacitor capacity per level

    • Slot layout: 3H, 5M, 2L; 1 turrets, 3 launchers

    • Fittings: 26 PWG, 270 CPU

    • Defense (shields / armor / hull) : 450(+50) / 250 / 275(+25)

    • Capacitor (amount / recharge rate / cap/s) : 415 / 195s (-116s) / 2.12 (+.79)

    • Mobility (max velocity / agility / mass / align time): 315 / 3.86 / 1228700(+111700) / 5.98s

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+23km) / 520 / 7

    • Sensor strength: 24 Gravimetric

    • Signature radius: 47(-11)

  • Keres

    • Gallente Frigate Bonuses: 7.5% bonus to remote sensor dampener effectiveness per level, 10% reduction in remote sensor dampener capacitor need per level

    • Electronic Attack Ships Bonuses: 15% bonus to warp disruptor range per level (+5% per level), 10% reduction in warp disruptor capacitor need per level

    • Slot layout: 2H, 5M, 3L; 2 turrets, 0 launchers

    • Fittings: 33 PWG, 205 CPU

    • Defense (shields / armor / hull) : 325 / 400(+50) / 425(+75)

    • Capacitor (amount / recharge rate / cap/s) : 375 / 187s (-93s) / 2.00 (+.66)

    • Mobility (max velocity / agility / mass / align time): 350(+5) / 4.1 / 1204500(+109500) / 6.22s

    • Drones (bandwidth / bay): 10(+5) / 10

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km(+25.5km) / 550 / 7

    • Sensor strength: 22 Magnetometric(-.5)

    • Signature radius: 43(-12)

  • Hyena

    • Minmatar Frigate Bonuses: 10% bonus to optimal range of target painters per level (was MWD capacitor use), 10% bonus to effectiveness of target painters per level

    • Electronic Attack Ships Bonuses: 40% bonus to stasis webifier range per level (+20% per level), 3% reduction in signature radius per level

    • Slot layout: 3H, 4M, 3L; 2 turrets, 2 launchers

    • Fittings: 36 PWG, 145 CPU

    • Defense (shields / armor / hull) : 375(+50) / 375(+25) / 325(+25)

    • Capacitor (amount / recharge rate / cap/s) : 355 / 175s (-91s) / 2.02 (+.69)

    • Mobility (max velocity / agility / mass / align time): 375(+15) / 3.93 / 1191300(+108300) / 5.9s

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+30km) / 600 / 7

    • Sensor strength: 21 Ladar

    • Signature radius: 39(-12)

  • Paladin

    • Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

    • Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)

    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level

    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers

    • Fittings: 16500 PWG (+3000), 530 CPU (+30)

    • Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)

    • Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM

    • Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM

    • Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)

    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s

    • Drones (bandwidth / bay): 25(-50) / 75

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10

    • Sensor strength: 12 Radar

    • Signature radius: 420(-80)

  • Golem

    • Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

    • Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity, 5% bonus to cruise missile and torpedo explosion velocity per level

    • Marauders Skill Bonus: 7.5% bonus to Shield Boost amount, 10% bonus to effectiveness of target painters per level

    • Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers

    • Fittings: 8500 PWG (+2000), 715 CPU

    • Defense (shields / armor / hull) : 8800(+600) / 6700(-600) / 7700(+400)

    • Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM

    • Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM

    • Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)

    • Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .12 / 94335000(-10865000) / 15.69s

    • Drones (bandwidth / bay): 25(-50) / 75

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10

    • Sensor strength: 14 Gravimetric

    • Signature radius: 450(-125)

  • Kronos

    • Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

    • Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)

    • Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level

    • Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers

    • Fittings: 14000 PWG (+2000), 580 CPU (+30)

    • Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)

    • Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM

    • Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM

    • Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s

    • Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s

    • Drones (bandwidth / bay): 50(-25) / 125

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10

    • Sensor strength: 13 Magnetometric

    • Signature radius: 420(-80)

  • Vargur

    • Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay

    • Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level

    • Marauder Skill Bonus: 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level

    • Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers

    • Fittings: 12900 PWG(+5000), 625 CPU

    • Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)

    • Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM

    • Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM

    • Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)

    • Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s

    • Drones (bandwidth / bay): 50(-25) / 75

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10

    • Sensor strength: 11 Ladar

    • Signature radius: 360(-65)

  • Crusader

    • Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers

    • Fittings: 48(+8) PWG, 120(+20) CPU

    • Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)

    • Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33

    • Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)

    • Sensor strength: 10(+1) Radar

    • Signature radius: 32

    • Cargo Capacity: 90(-45)

  • Malediction

    • Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage), 4% bonus to armor resistances per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers

    • Fittings: 35 PWG, 150(+15) CPU

    • Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)

    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33

    • Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)

    • Sensor strength: 12 Radar

    • Signature radius: 33

    • Cargo Capacity: 98(-37)

  • Raptor

    • Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level, 10% bonus to Small Hybrid Turret optimal range per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 4% bonus to shield resistances per level (was tackle range)

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers

    • Fittings: 36(+10) PWG, 155 CPU

    • Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)

    • Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33

    • Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)

    • Sensor strength: 14 Gravimetric

    • Signature radius: 34

    • Cargo Capacity: 92(-58)

  • Crow

    • Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level, 10% bonus to Missile Velocity per level (was attached to interceptors skill)

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers

    • Fittings: 35 PWG, 160(+10) CPU

    • Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)

    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33

    • Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)

    • Sensor strength: 12 Gravimetric

    • Signature radius: 35(-1)

    • Cargo Capacity: 98(-52)

  • Taranis

    • Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% Small Hybrid Turret tracking speed per level

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers

    • Fittings: 35 PWG, 150 CPU

    • Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)

    • Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33

    • Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)

    • Drones (bandwidth / bay): 10 / 10

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)

    • Sensor strength: 10(+1) Magnetometric

    • Signature radius: 36

    • Cargo Capacity: 92(-33)

  • Ares

    • Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level, 7.5% bonus to Small Hybrid Turret tracking per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers

    • Fittings: 33(+3) PWG, 145(-5) CPU

    • Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)

    • Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33

    • Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)

    • Sensor strength: 11(+1) Magnetometric

    • Signature radius: 35

    • Cargo Capacity: 96(-29)

  • Claw

    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills), 7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers

    • Fittings: 45(+5) PWG, 125(+25) CPU

    • Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)

    • Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33

    • Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)

    • Sensor strength: 9(+1) Ladar

    • Signature radius: 30

    • Cargo Capacity: 94(-26)

  • Stiletto

    • Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level, 7.5% Small Projectile Turret tracking speed per level

    • Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level

    • Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction

    • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers

    • Fittings: 30 PWG, 150 CPU

    • Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)

    • Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33

    • Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)

    • Sensor strength: 10(+1) Ladar

    • Signature radius: 31

    • Cargo Capacity: 92(-28)

  • Heretic

    • Amarr Destroyer Bonuses: 10% bonus to Rocket and Light Missile velocity per level (was 5% bonus to rocket explosion velocity per level), 5% bonus to Rocket and Light Missile damage per level (was 5% bonus to rocket damage per level)

    • Interdictors Bonuses: 4% bonus to armor resistances per level (was 5% bonus to missile velocity per level), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)

    • Role bonus: Can fit Interdiction Sphere Launchers

    • Slot layout: 8H, 3M, 3L; 4 turrets, 7(+1) launchers

    • Fittings: 60(+3) PWG, 240(+10) CPU

    • Defense (shields / armor / hull) : 625(+25) / 750(-1) / 750(+50)

    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+15) / 75(+15)

    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75(+18.75) / 60(+30)

    • Capacitor (amount / recharge rate / cap/s) : 750(+187.5) / 375s / 2(+0.5)

    • Mobility (max velocity / agility / mass / align time): 310(+11) / 3.7(+0.001) / 1305000(-66000) / 6.69

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7(+1)

    • Sensor strength: 12(+2) Radar

    • Signature radius: 75(-8)

  • Flycatcher

    • Caldari Destroyer Bonuses: 5% bonus to Rocket and Light Missile explosion radius per level (was 3% bonus to light missile explosion velocity), 10% bonus to Rocket and Light Missile Velocity per level

    • Interdictors Bonuses: 10% bonus to Rocket and Light Missile kinetic damage per level (was 5%), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)

    • Role bonus: Can fit Interdiction Sphere Launchers

    • Slot layout: 8H, 5M, 1L; 2(-1) turrets, 6 launchers

    • Fittings: 60(+4) PWG, 270(+5) CPU

    • Defense (shields / armor / hull) : 850(+99) / 625(+25) / 650(-1)

    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+30) / 55(+15) / 50

    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5(+17.5) / 43.75(+18.75) / 10

    • Capacitor (amount / recharge rate / cap/s) : 650(+150) / 325s(-8.33) / 2(+0.5)

    • Mobility (max velocity / agility / mass / align time): 315 / 3.6(+0.73) / 1350000(-222000) / 6.74s(+0.48)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 475 / 7

    • Sensor strength: 14(+2) Gravimetric

    • Signature radius: 80(-10)

  • Eris

    • Gallente Destroyer Bonuses: 10% bonus to Small Hybrid Turret optimal range per level (was falloff), 10% bonus to Small Hybrid Turret tracking per level

    • Interdictors Bonuses: 5% bonus to Small Hybrid Turret damage per level (was 5% bonus to thermal rocket and light missile damage), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)

    • Role bonus: Can fit Interdiction Sphere Launchers

    • Slot layout: 8H, 2M, 4L; 7(+1) turrets, 1(-3) launchers

    • Fittings: 64(+2) PWG, 210(+16) CPU

    • Defense (shields / armor / hull) : 650(-1) / 700 / 800(+49)

    • Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 70(+20) / 50

    • Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25(+16.25) / 67.5(+22.5) / 10

    • Capacitor (amount / recharge rate / cap/s) : 700(+231.25) / 350s(+37.5) / 2(+0.5)

    • Mobility (max velocity / agility / mass / align time): 305(-3) / 3.7(+0.325) / 1250000(-213000) / 6.41s(-0.8)

    • Drones (bandwidth / bay): 0(-5) / 0(-5)

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 500 / 7

    • Sensor strength: 13(+2) Magnetometric

    • Signature radius: 85(-1)

  • Sabre

    • Minmatar Destroyer Bonuses: 5% bonus to Small Projectile Turret Damage per level, 10% bonus to Small Projectile Turret tracking speed per level

    • Interdictors Bonuses: 10% bonus to Small Projectile Turret falloff per level, 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)

    • Role bonus: Can fit Interdiction Sphere Launchers

    • Slot layout: 8H, 4M, 2L; 7 turrets, 1(-1) launchers

    • Fittings: 58 PWG, 230(+2) CPU

    • Defense (shields / armor / hull) : 750(+50) / 650(-1) / 625(+25)

    • Base shield resistances (EM/Therm/Kin/Exp): 50(+40) / 40(+20) / 40 / 50

    • Base armor resistances (EM/Therm/Kin/Exp): 80(+10) / 51.25(+16.25) / 25 / 10

    • Capacitor (amount / recharge rate / cap/s) : 600(+162.5) / 300s(+8.333) / 2(+0.5)

    • Mobility (max velocity / agility / mass / align time): 320 / 3.7(+0.232) / 1285000 / 6.59s(+0.41)

    • Drones (bandwidth / bay): 0 / 0

    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 550 / 7(+1)

    • Sensor strength: 11(+2) Ladar

    • Signature radius: 70(-5)

Modules

  • All Tech 2 turrets have had their skill requirements cut. They will now not require smaller turret requirements to be trained. Please refer to this Dev Blog for more details.

  • Rebalancing Rapid Light Missile Launchers

    • Rapid Light Missile launchers will now also feature the burst fire and long reload mechanic introduced with Rapid Heavy Missile Launchers

    • PG requirements for fitting Rapid Light Missile Launchers have been increased

    • For details and discussion see this thread.

    • Rapid Light Missile Launcher I

      • Fitting: 72 PG, 35 CPU

      • Rate of fire: 7.8s

      • Charge capacity: 16

      • Reload time: 40s

    • Rapid Light Missile Launcher II

      • Fitting: 76 PG, 39 CPU

      • Rate of fire: 6.2s

      • Charge capacity: 18

      • Reload time: 40s

Exploration & Deadspace

  • Level 1 to 3 DED sites and high-sec Anomaly sites have been added to the low-sec distribution tables. (The high-sec tables are unaffected). This is aimed at increasing income opportunities for newer players in low-sec space.

Player Owned Structures, Outposts and Stations

  • Ship Maintenance Arrays and XL Ship Maintenance Arrays will now drop wrecks containing some of their ships. Each ship has the same 50/50 survived/destroyed chance as regular loot. Ships can be individually launched from the (XL)SMA wreck in to space, where they can be boarded like any other un-piloted ship. Once the wreck is emptied, it can be salvaged like any other. SMAs will generate killmails showing what ships were dropped and what were destroyed (including items in/on those ships). See [blog] for details.

  • Only one ship at a time can now be launched from a Ship Maintenance Array

Fleets

  • The Fleet Composition window will now display the ship type for all fleet members, not only for those who are in space

  • A new column, which shows the member’s position in fleet, has been added to the Fleet Composition window.

  • It’s now possible to select many fleet members from the Fleet Composition window

  • Dropping an individual pilot onto a Fleet/Wing/Squad commander position while holding down Shift will add the player to that group, but not as a commander but as a general squad member.

  • The number of Fleet Window refreshes has been reduced

Overview and UI

  • Implants can now be plugged in without having to pause the Training queue.

  • A new button for the Compare Tool has been added as an optional button for the Neocom.

  • The maximum number of fittings that a user can save has been increased by 100. As a result characters can now save 200 fittings and corporations 300 fittings.

Character Selection Screen

  • New Character Selection screen has be added.

  • Features include: Subscription, Dual and Multi character training counters, Ship preview icons, skills in training, total SP counter, updated Redeeming window and more.

Localization

  • Linguistic fixes and improvements have been made throughout the client for German, Russian and Japanese clients.

  • On the German client, terminology has been unified and improved for multiple instances.

    • translation for “rocket” is now Rakete.

    • translation for “role bonus” is now Funktionsbonus.

    • translation for “traits” is now Eigenschaften.

    • translations for “cargo hold” and “ship hold” are now Frachtraum and Laderaum respectively.

  • On the Russian side of things, several ship types were renamed; for a full list of changes and a discussion of them, please see this thread.

Fixes

Audio

  • The sound LOD has been fixed for turrets – weapon sounds were not always audible.

  • Stargate Electricity Sound Glitches Fixed issue with stargate glitches.

  • Fixed an issue where undocking audio was not heard.

Forums/Website

  • Repaired various website issues that were affecting the displays in captain’s quarters.

Gameplay

  • Added ‘Missile’ to all mentions of Cruise Missiles in ship bonuses for Golem and Widow.

  • Added Rapid Heavy Missile bonuses to description text for Golem And Widow.

  • Added Stratios and Astero to allowed types for Smokescreen cloaking device.

  • Added text to Stratios and Astero descriptions saying they are able to fit covert ops cloaks.

  • Adding industry skill requirement to Astero and Stratios blueprints, along with bill of materials.

  • Fixed an issue that made it impossible to link all of the Navy Battleship blueprints.

  • Small Freight containers can now be scanned both with directional scanner and with probes.

  • Renamed the ‘Stationary Badger II’ NPC object to ‘Stationary Tayra’.

  • Saboteur NPCs (Criminal and Bandit Saboteur) now display the correct racial background.

  • The ‘Wild’ Miner I Blueprint can now be found through the contract search.

  • The Alliance Tournament XI prize ships can now be bought and sold on the market. (CCP wishes you the best of luck with the broker fees).

  • The Cerberus bonus description has been clarified to specify what type of ammunition it applies to. The bonus remains unchanged.

  • The Executioner bonus text is no longer missing words.

  • The description text for Agent Asursa Kunivuri’s has been changed to refer to the Tayra instead of the Badger.

Graphics

  • Adjusted the low LOD models of multiple ships to correct minor graphical corruption.

  • An issue which caused the in-station environments to disappear has been fixed.

  • Corrected the display of warp disruption bubbles on low shader settings.

  • Corrected the logo of the Corporate Police Force.

  • Corruption for planet view of ice planets on low shader settings removed.

  • Full body view grey out Fixed a graphics issue on DX11.

  • Fixed an issue whereby MInmatar Regional Gates had collision boundaries set incorrectly

  • Fixed an issue with light distortion in CQ on Nvidia using DX11.

  • Fixed an issue with screenshots on DX11.

  • Fixed and issue wherein reflection artefacts were being rendered in certain environments.

  • Fixed several death scene glitches.

  • Fixed graphics issue with Jump effects in DX11.

  • Fixed graphics issue with gap in ship geometry.

  • Prismatic Gneiss has visual issues. Fixed invalid parameters in graphics settings for DX11.

  • Fixed issues whereby certain turrets had a noticeable gap between them and their parent ship.

  • Fixed issues with Capital Ships bouncing off the arms around the undock point of Gallente Administrative Outposts.

  • Issue with rendering of super weapons fixed.

  • Navy Fleet Generals now use Navy Megathron texture instead of the normal Megathron’s texture.

  • Resolved Micro Jump Drive effect intersecting with the front geometry of certain ships.

  • Resolved an erroneous border effect surrounding the EVE wormhole in the New Eden system

  • The badger will now display its second turret if you have one fitted.

  • Updated the launcher locators on the Golem and added locators for non-launcher modules.

PvE

  • Resolved a text issue in the description of the Outer Ring landmark.

  • Advanced Military Career Agents will now always provide more appropriate frigate types in the missions Angel of Mercy and The Stand.

  • An issue with unreachable containers within the OutGrown Rogue Drone Hive sites has been fixed.

  • Career path agents now refer to the Civilian Relic Analyzer in mission texts.

  • Fixed a grammatical error in the CBD Corporation description.

  • Fixed a grammatical error in the description of Ancient Acceleration Gates.

  • Fixed the positioning of containers in the Ruined Sansha Science Outpost site.

  • Included the mini container mechanic in to the mission descriptions of Balancing the Books (4 of 10), Data Site Scanning and Relic Site Scanning missions.

  • Removed a typo from the description of the Large Micro Jump Drive.

  • Removed clouds from a few missions and exploration sites, which caused frame rate drops.

  • Removed gender specific references from the description of some implants.

  • Renamed tutorial Badger Mark II to Tayra and changed description to match.

  • The Algos ship description has been altered to make it clearer.

  • The description for the Dark Blood Alpha has been updated to mention the correct ship type.

  • The ship description for the the Agent Tevis Jak has been updated.

  • Updated the Commander text used in the Serpentis Watch.

  • Updated the mining tutorial.

  • Updated the mission completion text for The Forgotten Outpost.

  • Updated the mission text for “The Good Word” to remove a small typo.

  • Updated the mission text for the mission Claimjumpers to direct users to the correct market group for survey scanners.

  • Corrected an issue where moons did not occlude stations.

Technical

  • Fixed Client loading up with Black Screen.

  • Fixed a formatting issue in the description of the Medium Nosferatu II module.

  • Fixed color issues with screen-shots.

  • Fixed res.ini such that characters are selectable again.

  • Implemented improved warp disruption field effects for warp disrupt probes, field generators, and mobile warp disruptors.

  • Inventory filter will correctly filter the T2 scanning upgrade module blueprints.

  • Salvage Drones are now listed in the default “Drones” overview.

  • The ability to consume a PLEX to activate multiple character training has been disabled for Trial accounts.

UI

  • When in an NPC corporation, you will no longer get the disfunctional option of saving an in-space bookmark under Corporation Locations.

  • A grammatical error in the description of the Raven has been fixed.

  • A typo in the Mutual War notification has been fixed.

  • Added a fixed version of Relic Site career mission tutorial

  • Character creation finalization bug fixed.

  • Clicking items in sensor overlay no longer removes info bubble.

  • You can now align to scanned down anomolies and signitures

  • Fixed a problem with asset search where spaces after keyword values made the condition fail.

  • Fixed a scaling issue with market display in CQ.

  • Fixed an issue where the Index of the Inventory would display incorrectly on session change.

  • Fixed issue when bracket stays in sensor overlay if a new anomaly or signature appears when sensor overlay is disabled.

  • Fixed sensor strength icons not showing properly for all Sensor Backup Arrays.

  • Max target range and max locked targets are now properly updated in the fitting window on module mouse-over.

  • “Recommended for” and “levels” tabs are swapped around in Certificate show info Order of dynamic tabs on the Show Info window has been made consistent so they open up in a defined order.

  • Players can now assign shortcut keys to open and close the “Mineral Hold” and “Planetary Commodities Hold”.

  • Removed a situation where modal Show Info windows could lead to closing down chat windows.

  • The “exact terms” option for searching in people and places is now used more reliably.

  • The Show Info description on the Scythe ship has been updated to reflect module name changes.

  • The calibration cost of a rig has been moved to the fittings tab in the show info window.

  • The descriptions of some scourge auto-targeting missiles have been updated for consistency.

  • The directional scanner window no longer leaves angle tooltips behind after closing it with a keyboard shortcut.

  • The message displayed for ships that cannot lock other targets, such as Jump Freighters, has been updated to state so.

  • The message when failing to fit a rig of the appropriate size has been changed to use size names rather than numbers.

  • The text formatting has been corrected across the Character Sheet and the Training Queue for consistency.

  • When moving in and out of the drone bay stacks of drones, or splitting stacks; the DPS will be correct.

  • You can now access the configuration of a customs office through the settings menu of the customs office import/export window.