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Patch Notes - Eve-Online FanSite


www.eveonline.com - Patch Notes
Source: http://community.eveonline.com/news/patch-notes/
Last updated on 2017-05-28T16:30:57Z

Source: http://community.eveonline.com/news/patch-notes/patch-notes-for-119.5-release/

Patch notes for 119.5 release


Published Date: 2017-05-23T11:07:25Z
Last updated on 2017-05-23T11:07:25Z
Author: CCP Phantom
ID #:91272585

Patch notes for 119.5 Release 1.7
Published on Tuesday, May 23rd, 2017

Features & Changes

Miscellaneous:

A new type of skill injector is now available

  • Skill Injector has been renamed to Large Skill Injector.
  • Added a new item, the Small Skill Injector, that works the same way as the large version but contains 1/5th the amount of skill points.
  • Small Skill Injectors can be created by splitting one Large Skill Injector into five Small Skill Injectors. Five Small Skill Injectors can then be combined back into a single Large Skill Injector.

Defect Fixes

Corporations & Alliances:

  • Fixed an issue that would cause corporate votes to fail to complete correctly.

Structures & Deployables:

  • Sovereignty Blockade Units can no longer be included in contracts.

 


Patch notes for 119.5 Release 1.5

 

Patch notes for 119.5 Release 1.6
Published on Thursday, May 18th, 2017

Defect Fixes

User Interface:

  • Fixed an issue where the camera could break and leave the client in an unresponsive state.

 


Patch notes for 119.5 Release 1.5
Published on Tuesday, May 16th, 2017

Features and Changes

Graphics

  • Reintroducing the 'UI Click' audio setting in the advanced audio menu.

Defect Fixes

Graphics:

  • Corrected an issue with suns missing their icons.
  • Adjusted the location of 3rd party warp SFX from 'ship effects' to the 'Jump Activation' slider.
  • Fixed tearing geometry near certain structures under dx9.

User Interface:

  • Removed the incorrect Omega subscription expiry timer in the character selection screen until it is fixed. You can see an accurate expiry date on your account management page.

Miscellaneous:

  • Blood Raider Victory SKIN can now be applied to Chemosh, Molok and Dagon.

 


Patch notes for 119.5 Release 1.4
Published on Friday, May 12th, 2017

Defect Fixes

User Interface:

  • Added shortcut for purchasing Multiple Pilot Training Certificates in the PLEX vault.
  • Removed the incorrect Omega subscription expiry timer in the character sheet until it is fixed. You can see an accurate expiry date on your account management page.

 


Patch notes for 119.5 Release 1.3
Published on Fridayy, May 12th, 2017

Defect Fixes

Technical:

  • Reducing client CPU usage

 


Patch notes for 119.5 Release 1.2
Published on Thursday, May 11th, 2017

Defect Fixes

Corporations & Alliances:

  • The option to "Deliver to" a member or corp division from an item in corp deliveries is now available again.

Graphics:

  • Fixed an issue with the Incursion LUT being used in hangars.
  • Corrected a problem with incorrect colored fog being seen in hangars after a player death.

Technical:

  • Enacted additional reimbursement for owners of Station Improvement Platforms and Station Upgrade Platforms to properly cover the NPC purchase cost.

User Interface:

  • Fixed some UI issues in Fast Checkout.
  • Fighter Tooltips once again show the correct DPS numbers.
  • Upwell Structures should now always show the correct icon in the Sensor Overlay and in space.

 


Patch notes for 119.5 Release 1.1
Published on Wednesday, May 10th, 2017

Defect Fixes

Graphics:

  • Corrected an issue with missing blueprint icons

Ships:

  • The Chemosh, Dagon and Molok now have the correct skill requirements.

 User Interface:

  • Fixed an issue where localized text was not being displayed correctly in the PLEX vault inventory

Miscellaneous:

  • YC119 Capsuleer Day Pod SKIN can now be applied to Capsule - Genolution 'Auroral' 197-variant.
  • Upwell Capsule SKIN and Palatine Capsule SKIN now yield correct market search result when searching from the fitting window.

 


Patch notes for Release 119.5
Released on Tuesday, May 9th, 2017

Features & Changes

Audio:

  • The advanced audio settings menu has been simplified to offer a more streamlined experience.

Contracts:

  • Increased the maximum allowed duration of contracts to 4 weeks.

Drones & Fighters:

  • Active fighter abilities can now be deactivated by clicking on their icon below the locked target icon, in the same manner as active modules.
  • The health bar of an individual fighter in a squadron will now be colored based on the health of the fighter:
    • White = 100%
    • Yellow = between 66% and 100%
    • Orange = between 33% and 66%
    • Red = less than 33%

Fitting:

  • Added an icon with a tooltip to the top left of fitting simulation that lists any missing skills for the fit (Which includes copy to clipboard and buy all buttons).
  • Fighters can now be simulated using an expanded dropdown in the fitting window.
  • Hulls can be found in the Hulls & Fits Panel by searching for the group name (Frigate, Carrier etc.).
  • Boosters/Drugs can now be saved in ship fittings.
  • Added the "View Market Details" and "Set Filter for Type" right click options to items in the hardware panel.
  • Added more ways to access fitting simulation:
    • Clicking 'Simulate' button in a Kill Report.
    • Dragging a Kill Report image to fitting screen.
    • Dragging a Kill Report link to fitting screen.
    • Dragging a fit link from chat to fitting screen.
    • Clicking 'simulate ship' button in the right click inventory menus.

Graphics:

  • All 14 sun variants have been redesigned and 15 new variants have been added, giving the suns breathtaking new visuals and surrounding environments. Suns now emit bright light illuminating objects near to them, with decreasing saturation and brightness at greater distances.
  • Alliance and Corporation logos along with the CEO portrait belonging to the owner of a structure are displayed on player owned structures.
  • Ships in hangar now have their own dedicated lighting rig to better distinguish the ship silhouette from the hangar background (DirectX 11 required).
  • Visual Effects Updates:
    • Ship Skin Changing Effect has been modified
    • Effects on the Minmatar Blockade Runner Prowler have been restored
    • Shield Hardening & Shield Boosting Brightness has been adjusted

Miscellaneous:

  • All sun variants have been given new descriptions.
  • The Efu, Oijanen, Muttokon and Postouvin star systems have been given descriptions reflecting the events of the Kyonoke Crisis and Inquest YC119.
  • Updated the name of "ORE Development" SKINs to "Nocx Rush".

Missions & NPCs

  • Blood Raider Shipyards are Sotyios, built and owned by the Blood Raider faction. Only one can exist at a time.
  • They can be found in Blood Raider 0.0 Space (Delve, Querious, Period Basis).
  • They Blood Raider Sotyio does not show up on the tactical overlay, nor can it be probed down. The best way to find them is to try following a Blood Raider hauler (Bestower or Impel), coming to pick up minerals from a mining operation. There will always be a mining operation in the system with the Blood Raiders Shipyard.
  • The Blood Raiders will viciously defend their Shipyards. They use advanced fleet tactics (Tactical Warps, Logistics, Electronic Warfare Support) with powerful ships, including Dreadnoughts.
  • The Blood Raider Sotyio only has a single 24hr reinforce cycle. Once into reinforce, it can be seen as per any other Upwell structure.
  • Destroying the Sotyio will leave a wreck, which has standard Sotyio loot (salvage and minerals), and may also drop rare modules and capital blueprint copies for the Dagon, Chemosh and Molok.
  • It takes some time for the Blood Raiders to build their first Sotyio. You can find it on Thursday (2017/05/11)

PLEX and Aurum

We have made major changes to PLEX, Aurum and the New Eden Store. For detailed coverage of these changes, look at these two dev blogs: PLEX Changes On The Way and PLEX Rework Follow Up

  • PLEX has been broken down into smaller units at a rate of 500 new PLEX per one old PLEX

    Please be aware that this change involves the creation of a new item type for new PLEX.
    This will cause a temporary drop in a character's total net worth if they possess PLEX, as average market value for this new type of PLEX will start at 0 ISK.
    This should automatically correct itself as soon as average market prices are available for the new PLEX type.
  • Aurum will no longer be sold or used
    • Aurum balances over 1000 units have been converted to PLEX
    • Aurum balances below 1000 units will be converted to PLEX later
       
  • Added new inventory location ‘PLEX Vault’ where PLEX can be safely stored
    • Vault is shared across all characters on an account
    • PLEX stored in the Vault can be used in the New Eden Store
    Please be aware that PLEX stored in the PLEX Vault will not contribute to the total net worth of a character.
    PLEX stored in hangars and cargoholds will still contribute to total net worth.
  • Adding Omega time to your account is now done through the PLEX Vault or the New Eden Store
  • PLEX can no longer be activated directly to add Omega time to your account
  • PLEX offers and the New Eden Store Catalog have been reworked
  • Gifting has been added as an option for all New Eden Store purchases
  • PLEX can no longer be used for Character transfer fee payments

Ships:

  • Two new promotional ships have been released by CONCORD Aerospace. These ships will be provided first to capsuleers as a part of the Fanfest 2017 festivities:
    • The Pacifier Covert Ops Frigate will be provided to all capsuleers who attended Fanfest 2017.
    • The Enforcer Force Recon Cruiser will be provided to all capsuleers who booked their Fanfest ticket before January 1st 2017.
  • After a limited period of timed exclusivity these ships will become available to other capsuleers in the future.

Please be aware that while these ships will be deployed to Tranquility with the 119.5 release on May 9th, they will be not be distributed on this date. They will be distributed at a later date via database script.

  • PACIFIER

    Caldari Frigate bonus per level:
    5% bonus to Rocket Launcher and Light Missile Launcher rate of fire
    10% bonus to Rocket and Light Missile flight time
    Amarr Frigate bonus per level:
    5% bonus to Small Energy Turret damage
    10% bonus to Small Energy Turret optimal range
    Gallente Frigate bonus per level:
    5% bonus to Small Hybrid Turret damage
    7.5% bonus to Small Hybrid Turret tracking speed
    Minmatar Frigate bonus per level:
    5% bonus to Small Projectile Turret rate of fire
    10% bonus to Small Projectile Turret falloff range
    Covert Ops bonus per level:
    10% bonus to Core and Combat Scanner Probe strength
    10% reduction in Survey Probe flight time
    10% bonus to warp speed and acceleration
    Role Bonus:
    100% reduction in Cloaking device CPU requirements
    10+ bonus to Relic and Data Analyzer virus strength
    Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    Cloak reactivation delay reduced to 5 seconds
    +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
    Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%

    Slot layout: 4H, 4M, 4L; 3 turrets, 3 launchers
    Fittings: 50 PWG, 200 CPU
    2 Rig Slots, 400 Calibration
    Defense (shields / armor / hull) : 500 / 500 / 200
    Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Capacitor (amount / recharge / cap per second) : 350 / 175s / 2
    Mobility (max velocity / agility / mass / align time): 300 / 3.6 / 1,400,000 / 6.99s
    Base Warp Speed: 8 au/s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 800 / 7
    Sensor strength: 25 Gravimetric
    Signature radius: 30

  • ENFORCER

    Caldari Cruiser bonus per level:
    5% bonus to Heavy Missile Launcher, Heavy Assault Missile Launcher and Rapid Light Missile Launcher rate of fire
    10% bonus to Heavy Missile and Heavy Assault Missile flight time
    Amarr Cruiser bonus per level:
    5% bonus to Medium Energy Turret damage
    10% bonus to Medium Energy Turret optimal range
    Gallente Cruiser bonus per level:
    5% bonus to Medium Hybrid Turret damage
    7.5% bonus to Medium Hybrid Turret tracking speed
    Minmatar Cruiser bonus per level:
    5% bonus to Medium Projectile Turret rate of fire
    10% bonus to Medium Projectile Turret falloff range
    Recon Ships bonus per level:
    10% bonus to Stasis Webifier range
    5% bonus to Warp Disruptor and Scrambler range
    10% bonus to warp speed and acceleration
    Role Bonus:
    100% reduction in Cloaking device CPU requirements
    Can fit Covert Ops Cloaking Device and Covert Cynosural Field Generator
    Cloak reactivation delay reduced to 5 seconds
    80% reduction in Cynosural Field Generator liquid ozone consumption
    50% reduction in Cynosural Field Generator duration
    +10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
    Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%

    Slot layout: 6H, 5M, 5L; 4 turrets, 4 launchers
    Fittings: 1100 PWG, 500 CPU
    2 Rig Slots, 400 Calibration
    Defense (shields / armor / hull) : 1800 / 1800 / 600
    Base shield resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Base armor resistances (EM/Therm/Kin/Exp): 33 / 33 / 33 / 33
    Capacitor (amount / recharge / cap per second) : 1300 / 420s / 3.1
    Mobility (max velocity / agility / mass / align time): 170 / 0.55 / 12,500,000 / 9.53s
    Base Warp Speed: 3.3 au/s
    Drones (bandwidth / bay): 0 / 0
    Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 320 / 10
    Sensor strength: 35 Gravimetric
    Signature radius: 120

  • Its possible to acquire BPCs of the Blood Raider Capitals, the Dagon, Chemosh and Molok by destroying the Blood Raider Shipyard. This is the only source for these BPCs.
  • Dagon (Force Auxiliary)

"Be wary of those who offer you aid with a smile and words of encouragement. They are false. Those that give life so that they may live are are more reliable and true in their motives. Eternity beckons for the Sabik but travelers on that road must be clothed in the blood of the weak and refreshed by the blood of the powerful and pure. Only give succor to a true fellow traveller, that they may aid you on your journey along that road." - Omir Sarikusa, Meditations on a Crimson Chalice 

Amarr Carrier bonuses (per skill level):

  • 30% bonus to Energy Nosferatu drain amount
  • 30% bonus to Energy Nosferatu optimal range and falloff
  • Minmatar Carrier bonuses (per skill level):
  • 5% bonus to Remote Armor Repairer cycle time
  • 5% bonus to Armor Repairer amount
  • Role Bonus:
  • Can fit a Triage module
  • Can use two Command Burst modules
  • Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • 90% reduction in powergrid requirements for Capital Remote Armor Repairers
  • 90% reduction in CPU requirements for Energy Nosferatu
  • 50% reduction in CPU requirements for Command Burst modules
  • 200% bonus to Command Burst area of effect range
  • 200% bonus to Logistics Drone transfer amount
  • 5x penalty to Entosis Link duration
  • Slot layout: 6H, 4M, 8L, 3R; 0 Turrets, 0 Launchers
  • Fittings: 660,000 PWG, 540 CPU
  • Defense (shields / armor / hull) : 90,000 / 126,000 / 190,000
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge / cap per second) : 82,500 / 5,000s / 16.5
  • Mobility (max velocity / agility / mass / align time): 85 / 0.07 / 1,310,000,000 / 77.63s
  • Drones (bandwidth / bay): 125 / 600
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 110km / 65 / 7
  • Sensor strength: 70 Radar
  • Signature radius: 11,500
  • Cargo Hold: 2,400m3
  • Ship Maintenance Bay: 1,000,000m3
  • Fleet Hangar: 10,000m3
  • Corpse Bay: 1,000m3

Chemosh (Dreadnought)

The Blood Raider Covenant has found itself needing to match the capabilities of the Amarr Navy and capsuleer alliances in the face of repeated clashes with both foes. Omir Sarikusa has commanded his fanatical followers to adapt to increased prevalence of capital ships in naval warfare by developing their own, marked by the usual perversion of Amarr ship designs to the battle doctrines of the Blood Raider fleets. The Chemosh class dreadnought is such a ship, sporting the Blood Raiders' signature Energy Nosferatu technology.

Amarr Dreadnought bonuses (per skill level):

  • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
  • Minmatar Dreadnought bonuses (per skill level):
  • 20% bonus to Stasis Webifier optimal range
  • Role Bonus:
  • Can fit Siege modules
  • Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • 25% bonus to Capital Energy Turret damage
  • 5x penalty to Entosis Link duration
  • Slot layout: 6H, 4M, 8L, 3R; 3 Turrets, 0 Launchers
  • Fittings: 858,000 PWG, 715 CPU
  • Defense (shields / armor / hull) : 118,000 / 169,000 / 169,000
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge / cap per second) : 66,000 / 4,400,000s / 15
  • Mobility (max velocity / agility / mass / align time): 80 / 0.04 / 1,290,000,000 / 71.53s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 97.5km / 85 / 7
  • Sensor strength: 45 Radar
  • Signature radius: 11,800
  • Cargo Hold: 2,400m3
  • Ship Maintenance Bay: 1,000,000m3
  • Fleet Hangar: 10,000m3
  • Corpse Bay: 1,000m3

Molok (Titan)

"Molok, libeled as 'The Deceiver' by the false faith, was truer than any so-called 'True Amarr' follower of the corrupted throne squatters could ever be. He it was that understood the true nature of the universe. There is only one truth: power is all; naked, merciless force wielded by those with the will to grapple with it. We drink the blood of the powerful and the pure because to survive and advance we must feed on their energy and make it our own. This is the lesson of Molok. His failure is of no moment, his glimpse of the Great Truth is all that matters." - Omir Sarikusa, Meditations on a Crimson Chalice

Amarr Titan bonuses (per skill level):

  • 15% bonus to Energy Nosferatu and Energy Neutralizer drain amount
  • 6+ bonus to ship warp core strength
  • Minmatar Titan bonuses (per skill level):
  • 20% bonus to Stasis Webifier optimal range
  • 6+ bonus to ship warp core strength
  • Role Bonus:
  • Can fit Doomsday devices
  • Can fit one Phenomena Generator module
  • Can fit Jump Portal Generator
  • Can fit Clone Vat Bay
  • Can use three Command Burst modules
  • Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • 200% bonus to Command Burst area of effect range
  • 1400% bonus to Capital Energy Turret damage
  • 500% bonus to Armor Plates and Shield Extenders
  • 80% bonus to Sensor Dampener resistance 80% bonus to Weapon Disruption resistance
  • 80% bonus to Stasis effect resistance
  • 80% increase to Remote Electronic Assistance impedance
  • 5x penalty to Entosis Link duration
  • Slot layout: 8H, 6M, 8L, 3R; 4 Turrets, 0 Launchers
  • Fittings: 1,375,000 PWG, 900 CPU
  • Defense (shields / armor / hull) : 390,000 / 950,000 / 580,000
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge / cap per second) : 145,000 / 7,500s / 19.333
  • Mobility (max velocity / agility / mass / align time): 65 / 0.03 / 2,400,000,000 / 99.81s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 250km / 70 / 8
  • Sensor strength: 240 Radar
  • Signature radius: 24,800
  • Cargo Hold: 12,400m3
  • Ship Maintenance Bay: 5,000,000m3
  • Fleet Hangar: 100,000m3
  • Corpse Bay: 2,000m3

More details can be found here.

Structures & Deployables:

  • Engineering Complexes now have their own unique brackets which will make them instantly distinctive from Citadels.
  • Changing the in space right click menu so that with more than 10 items in the structure category, we break it down into groups (e.g. Structure > Citadel > "CCPs Holiday House").
  • As the next step in the gradual transition from older structures to new Upwell technology, the following starbase structure groups may no longer be manufactured:
    • Starbase Compression Arrays
    • Starbase Reprocessing Arrays
    • Starbase Assembly Arrays
    • Starbase Labs
  • Existing copies of these structures still have all of their functionality and bonuses, and may still be anchored and onlined as normal.
  • The bonuses on these structures are currently planned to be phased out in August 2017.
  • Further details can be found in this forum thread.
  • Existing copies of Outpost Construction Platforms, Outpost Construction Platform Blueprints, Station Improvement Platforms and Station Upgrade Platforms have been reimbursed in the following fashion:
    • Station Improvement Platforms and Station Upgrade Platforms have been removed and their owners have been credited with isk equal to their full NPC sale value
    • Minmatar and Gallente Outpost Platform Blueprints have been converted into Astrahus blueprints
    • Amarr and Caldari Outpost Platform Blueprints have been converted into Raitaru blueprints
    • Outpost Platforms have been converted into both 1 Fortizar and 1 Azbel

User Interface:

  • Removing the old scanning system and turning the new scanning system on for all users.
  • Renaming the "Open Market Deliveries" shortcuts to "Open Corporation Deliveries" to better reflect its function.
  • The "Capital Navigation" window has been renamed to "Jump Navigation" to better reflect its function.
  • Trade: "Offer ISK" option now defaults to 100isk instead of your total wallet balance.
  • The text shown in the SOV info panel when no Outpost is deployed has been adjusted to reflect that Outposts can no longer be anchored.
  • Added Upwell Structures to the list of available destinations when using the Autopilot search.

Defect Fixes

Drones & Fighters:

  • Ice Harvester Drones will now be able to mine-repeatedly right up until the ore hold is full, rather than going idle when there is still space for exactly one more unit.
  • Dragging a stack of fighters into a fighter bay too small to contain it will now give the option to split the stack.
  • UI: Assigned shortcuts for "Launch/Recall all Fighters" and "Open Fighter Bay" now show in their respective tooltips.
  • Contracts will now correctly list the number of fighters loaded into a ship's launch tubes. (Only applies to new contracts created after this fix)
  • In the "View Contents" window for a ship, fighters loaded in to launch tubes will now display the correct quantity.
  • UI: Fixed an issue with the fighter UI when switching between two fighter-capable ships in space, where sometimes the loaded fighters would not show up correctly in the slots on the ship HUD.
  • Fixed an issue where saving a Fit from a Killmail would save extra units of the ammunition that was loaded into the weapons when the Ship was destroyed.

Fitting:

  • When using the "Save As" option, the fit name will now automatically have focus.
  • The option to simulate will now say "Simulate Structure" for Upwell structures.
  • Cargohold expanders are now taken into account when using multifit.
  • The drone section of the Attributes panel in the Fitting Window now changes to a fighter section in fighter capable ships.
  • Simulation: Fixed an issue where the volume Liquid Ozone would not be included in the cargo capacity calculations.
  • Simulation: Filtered Charges in the hardware panel now correctly show the est. price tooltip.
  • Simulation: Core Probe Launcher can no longer be fitted with combat probes.
  • Fixed an issue where a fit simulated while in space cannot be fitted after docking.
  • Fixed an issue where a linked fit would have the incorrect name.

Graphics:

  • Fixed display Issue with the explosion flares.
  • Linked SKIN audio effect to correct audio settings.
  • Fixed visibility of the Market Graph under certain settings.
  • Rearranged decals on the Executioner.
  • Fixed range of values on the Market Graph.
  • Reoriented Stiletto and Claw shield ellipsoids to accommodate warp configurations.
  • Fixed visibility of drone lasers at long range.
  • Corrected a spelling mistake within the advanced audio settings.
  • Adjusted the Flycatcher shield ellipsoid.
  • Fixed visibility of dungeon asteroid.
  • Tweaked small geometry area at the front of the Wreathe.
  • Fixed materials displayed on the Amarr freighters.
  • Fixed visibility of the kill marks on the Executioner and variants.
  • Fixed missing animation on the Rorqual.
  • Removed an incorrectly placed Billboard around a Caldari station.
  • Fixed geometry artifact on small ailerons on Griffin and variants.
  • Adjusted the geometry on the Apostle to close a gap.
  • Fixed decal display on some Gallente, Amarr and Ore NPC ships.
  • Fixed medium LOD geometry for the Raven and variants.
  • Fixed an Issue with the smoke VFX of some ships.
  • Reattached floating kill marks and decals on the Caracal hull.
  • Fixed sound played when off-lining a module.
  • Added traffic and perimeter lights to the Sisters of EVE Stations in Thera.
  • Fixed sound effect timing Issue at the Captain's Quarters.
  • Adjusted the glow decal on a set of the Amarr style jump gates.
  • Fixed visibility of dungeon asteroid.

Market:

  • Fixed an issue that blocked players with certain broker fees from creating/adjusting market orders.

Scanning:

  • Fixed an issue where if the Directional and Probe Scanners were both docked in the system map the Directional Scanner shortcuts would not work. Now if the Directional Scanner window has focus it will be possible to use its shortcuts.
  • Shortcuts to resize and reposition probes now work even when the Probe Scanner window is not docked.
  • Hovering over the shortcut arrows on bubbles while probe scanning now causes them to become highlighted.
  • Reduced the brightness of the D-scan cone in the system map.
  • Fixed an issue where analyzing with scanning probes while using a shortcut to resize them could cause the arrows to become in a broken state.
  • Fixed an issue where dragging results from the Directional Scanner into chat didn't create a link.
  • Fixed an issue where double clicking on split probe scanning results would always focus on the same result.
  • Fixed some spelling errors in Probe Scanner tooltips

Science & Industry:

  • Improved the performance (and user experience) of delivering many industry jobs at the same time.
  • The "View in Industry" option will now work correctly for BPOs/BPCs stored in containers.
  • Removed Output dropdown from TE and ME jobs (As they didn't do anything)
  • Exiting preview mode for ME or TE no longer removes the preview for the other.
  • Structures: Fixed an issue that would cause the industry job history tab to fail to load if it contained jobs run in a now removed Upwell Structure.

Structures & Deployables:

  • Fixed an issue where a Micro Jump Field Generator attempt that fails due to being warp-scrambled could cause a ship to become unable to tether at a structure.
  • Upwell Structures now correctly show the number of docked players, even if no one has entered the structure since downtime.
  • Station containers inside hangar containers, which were ejected from wormhole Upwell Structures, are now being repackaged at the time of the eject event and all contents are directly moved to the hangar container.
  • It is now possible to unrent offices in Upwell structures through the corporation window, while being in a different system. 
  • Fixed an issue that could occasionally make unrenting an office in an Upwell Structure fail.
  • Access Lists: Fixed an issue where the last admin of an access list could be blocked, causing the access list to be unusable.
  • Market: Added the ability to create remote buy orders from a marketless Upwell structure.
  • Repair: Added a missing "Get Repair Quote" option to the right-click menu for suitable items in structures.
  • Resolved an issue where the tactical overlay would sometimes display incorrectly while in the outside view of an Upwell Structure.

Technical:

  • Fixed an issue where occasionally some of the ore mined by mining drones would not count towards increasing a solar system's Industrial Development Index.

User Interface:

  • Fixed an issue where the ship preview window could become blank.
  • Fixed an issue with the 3D preview of turrets where the camera would move below the turret.
  • Made the error message that appears when trying to inject an already injected skill more accurate.
  • Fixed an issue where the map could appear upside down.
  • Fixed the text alignment on the Attributes Overview window.
  • Fixed an issue where exiting the Planet View while in the View Outside Structure mode would cause the camera to become unresponsive.
  • Removed Satellite from the Map Markers options.
  • Fixed an issue where the Fast Checkout could display "Minimum Required" label multiple times.
  • Various grammar, spelling and punctuation errors have been fixed.
  • A recontracted Courier Package will now automatically insert the correct destination name in the Destination field.
  • Entries in the Overview Settings - Tab Presets - Types section are now sorted alphabetically.
  • To improve the performance of the war history tab of alliance/corporation show info windows when more than 100 finished wars exist, they will be divided into years and loaded separately when expanded.
  • Corrected some miscolored attributes in show info windows.
  • Bonused or penalized ship resistances are now correctly colored in the ship's show info window.
  • Reductions in PG and CPU usages are now shown correctly as Green in the show info windows of affected items.
  • Blueprint Copies in containers now show the correctly colored icon when the contents are viewed.
  • Removed unnecessary "Set Home Station" option from in-space station right click menus.
  • Fixed an issue where bookmarks for Upwell Structures would appear to be located over the systems sun.
  • Dragging a ship from the insurance window to a chat channel now correctly creates a link to the unique ship not its generic type.

Patch notes for 119.5 Release 1.2


Keywords: Patch notes for YC119.5 release
patch-notes-for-119.5-release


1132976 1146849 1.0 YC119.5 2017-05-09
Source: http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.3-release/

Patch notes for 119.3 release


Published Date: 2017-04-28T12:47:47Z
Last updated on 2017-04-28T12:47:47Z
Author: CCP Phantom
ID #:91272585

 

Patch notes for 119.3 Release 1.9
Published on Thursday, April 27th, 2017

Defect Fixes:

User Interface:

  • Tweaked Total Net Worth computation so that it excludes assets that have been already injected in a character (e.g. boosters, skills, implants). Note that this will cause a drop in net worth for many pilots.
  • Fixed an issue with Total Net Worth calculation for extremely high numbers.
  • Changed the update frequency for Total Net Worth calculations to once per 12 hours.
  • Update on April 28: It is again possible to rename corporation divisions and corporation wallet divisions.

 


Patch notes for 119.3 Release 1.6
Published on Thursday, March 30th, 2017

Defect Fixes:

Apparel:

Gameplay:

  • Fixed an issue, which sometimes prevented the repackaging of an unanchored Upwell structure.
  • Fixed an issue with the cycling of mining lasers, which sometimes lead to missing ice blocks and inconsistent numbers when mining other ore.

Audio:

  • Fixed the sound for "probe scan success" so that it only plays when a signature has been scanned to 100%.

Graphics:

  • Fixed visual Issue on the classic map.

User Interface:

  • Fixed an issue where probe size could become stuck after reconnecting to lost probes.
  • The Directional Scan shortcut (v by default) will now open the Directional Scanner window if it is closed.
  • Fixed an issue where scanning results could display as warpable even if they weren't after undocking from a citadel.

 


Patch notes for 119.3 Release 1.4
Published on Tuesday, March 21th, 2017

Features & Changes:

User Interface:

  • Added a Total Net Worth counter to the character sheet. This is accessed by clicking a ? icon in the character sheet header. This counter updates once every 5 minutes.

Defect Fixes:

User Interface:

  • Fixed an issue where custom scanning filters could get in a bad state and prevent the new scanning system from working.
  • Fixed an issue with Probe and Directional Scanner window transparency when undocked from the Solar System map.
  • Fixed an issue where the Scan Strength tooltip in the Probe Scanner window was not showing the correct bonus for tech 3 cruisers.
  • Fixed some overlapping text in the Probe Scanner window.
  • Fixed an issue where manual input to the directional scan range field was not properly working.
  • Fixed an issue where the probe scanner and directional scanner could end up behind the map when switching to fullscreen.
  • Fixed an issue where the D-scan cone could become stuck at a 360 degree angle.

 


Patch notes for 119.3 Release 1.3
Published on Friday, March 17th, 2017

Defect Fixes:

Graphics:

  • Adjusted the brightness levels affecting the nebula backgrounds.

 


Patch notes for 119.3 Release 1.2
Published on Thursday, March 16th, 2017

Defect Fixes:

User Interface:

  • Fixed an issue where the solar system map button in the Probe Launcher or Directional Scanner would disappear if undocking them while in fullscreen.
  • Fixed an issue where the next jump in route would not be highlighted yellow in the solar system map.
  • Fixed an issue where the scanning windows and new map would reopen after jumping, docking in stations or citadels, and on a client restart.
  • Added double confirmation to the deleting of custom filters.
  • Fixed an issue where Virtue implant set bonus and Omega implant were not shown in the bonus tooltip.
  • Fixed an issue where the V+mousewheel shortcut would not change the range value shown in the Directional Scanner.
  • Fixed an issue where the solar system map focus was changed by camera offset.
  • Fixed an issue where appearance of filter lists was being altered by tooltip delay.
  • Fixed an issue where the probe scan filters would be triggered even when the window didn't have focus.
  • Fixed an issue where the mouse scroll would not work in Directional Scan range once it hit 1 AU.
  • The correct undock warnings (Illegal cargo, hostile FW space, ...) are now shown when undocking from a Upwell structure.

 


Patch notes for 119.3 Release 1.1
Published on Tuesday, March 14th, 2017

Defect Fixes:

Gameplay:

  • Fixed a bug, which blocked characters from undocking from Upwell structures in high sec, if enrolled in factional warfare.

User Interface:

  • Fixed an issue where the old directional scanner window was not showing all the results it should have been showing.

 


Patch notes for 119.3 Release 1.0
Published on Tuesday, March 14th, 2017

Features & Changes

Audio:

Balancing:

  • Fighters have their signature radius increased. Details here.
  • Shadows have a 25% buff to damage. Details here.
  • The Wyvern and Hel have had their fighter hangars increased by 10,000 m3.
  • Burst Projectors have a significant buff to effect duration. Details here.
  • The Focused Warp Disruption Script no longer scrambles (shutting down MWDs & MJDs). Details here.
  • A new script, the Focused Warp Scrambling Script has been introduced. Details here.
  • The Mining Laser Field Enhancement mining foreman burst has had its base bonus increased by 33%.
  • The base lock range of Covetor mining barges and all Exhumers have been increased
    • Covetor: +5 km
    • Skiff and Mackinaw: +5 km
    • Hulk: +10 km

Drones & FIghters:

  • The Mining Drone II now requires the Mining Drone Specialization to use, and gains the yield and speed benefits from that skill.
  • 'Excavator' ore mining drones have received a balance pass
    • Faster cycle time of 60 seconds
    • Decreased yield per cycle of 110 m3
  • 'Excavator' drones will now provide killmails when destroyed
  • Increased the maximum possible drone interaction range from 250 km to 500 km to allow drones to be used more effectively against XL structures (This has no effect on the range a target must be from the controlling ship).
  • We've made some changes to assignable shortcuts for drone actions:
    • Added a Launch Drones shortcut: By default this will act like right clicking on “Drones in Bay” and selecting Launch Drones, but you can now also select a favorite drone group to be the default target for this shortcut (Saved per hull type).
    • Expanded the “Engage Drones” shortcut to also give the “Mine Repeatedly” command to any mining drones.
  • Fighter tooltips have been drastically expanded with many additional pieces of useful information.
  • Relaxed the throttling on giving orders to Fighter Squadrons. This should result in less occurrences of busy squadrons during high APM usage.
  • Added assignable shortcuts for various fighter actions (These are unassigned by default but can be set up in the Esc menu):
    • Launch all Fighters
    • Open Fighter Bay
    • Select All Fighters
    • Deselect All Fighters
    • Recall All Fighters
    • Launch Selected Fighters
    • Recall Selected Fighters
    • Toggle Selection of Tube 1-5
    • Toggle Selection of Ship

Exploration:

  • The asteroids within Asteroid Cluster anomalies have had their spread increased
  • The drop rates of module blueprints from data sites has been adjusted to better match consumption. The main impact of this change is increased drop rates for Small Ancillary Armor Repairer blueprints.

Graphics:

  • ORE ships have been visually upgraded with new paint jobs and texture tweaks to accentuate their industrial natures.
  • The Caldari Destroyer Cormorant and Interdictor Flycatcher have been completely redesigned.
  • An additional redesign has updated the look of the Caldari Carrier Chimera.
  • The overhaul of the Post Processing System is complete, incorporating tone mapping and contrast adjustment into the New Eden starscape.

Modules:

  • Scanner Probes now have to be over 2 km from the players ship to be recalled.
  • The Rorqual's PANIC module now requires that the ship has an ore or ice asteroid locked before it can be activated.
  • ORE Strip Miners and Ice Harvesters have had their optimal range increased to 18.75 km and 12.5 km respectively.

Miscellaneous:

  • Added a new task to the final operation of the tutorial, to make sure players redeem their tutorial rewards.
  • The physical size of Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, Arkonor and Mercoxit asteroids have been increased.
  • The list of items that are allowed inside the cargoholds of ships within ship maintenance arrays and ship maintenance bays has been expanded to include boosters, liquid ozone and strontium in addition to charges.
  • The maximum possible values for contract sales tax, broker's fee and deposit have been increased by a factor of 10. This change impacts the cap for these values, but does not impact the percentages for contracts that are not valuable enough to hit the cap.

Structures & Deployables:

  • Repair is now available as a standard NPC service in all Upwell structures. This service is provided free of charge to anyone who has access to the Structure. 
  • Undocking from a Upwell Structure with a session change timer will now queue and then action the undock once the timer has expired (As it currently works in a station).
  • It is no longer possible to transfer ownership of player structures over to the CCP corporations.
  • Mobile Warp Disruptors have received a balance pass:
    • All Mobile Warp Disruptors will now generate killmails when destroyed
    • All Mobile Warp Disruptors will decay and explode if left in space for extended periods of time.
      • Two days for all T1 bubbles
      • One week for all T2 bubbles
      • Two weeks for all Syndicate bubbles
    • Hitpoints and shield regeneration of Mobile Warp Disruptors have been adjusted:
      • ~10% less HP for T1 bubbles
      • ~20% more HP for T2 bubbles
      • ~50% more HP for Syndicate bubbles
      • Significantly longer shield regen times for all anchored bubbles, which will reduce passive shield tanking by the bubbles and make destroying them with low DPS much easier
    • Syndicate bubbles now have the same disruption range as tech 2 bubbles and require tech 2 bubbles as part of their LP store offers

User Interface:

  • Changed instances of 'red cross' symbols in the game to comply with the Geneva Conventions

Probe Scanner, Directional Scanner and Solar System Map:

A number of changes have been made to the Probe and Directional Scanner, as well as some changes to the Solar System Map.

Visuals:
  • Reduced visual intensity of items in scene
    • Sun
    • Solar System lines
    • Cosmic Signature spheres
    • Probe Spheres
  • Added icons for each type of exploration site to the Probe Scanner window and solar system map
  • Added scan progress to the Solar System map
  • Added animations when a signature moves between scans
  • Added animations when changing the size of probes
  • Added a new color state for scanning progress between Orange and Green, this will now be as follows:
    • 0% to 24.9% - Red
    • 25% to 74.9% - Orange
    • 75% to 99.9% - Yellow
    • 100% and warpable - Green 
  • Changed color of directional scan shape in solar system map from blue to green
  • Added highlights to brackets when they are within the directional scan shape and "Show Scan Cone" is enabled
  • Added current system nebula to the solar system map
  • Added pulse animation upon scanning a signature to 100%
  • Added the ability to dock the Probe and Directional Scanner windows inside the solar system map
  • Corrected the shape of the Directional Scanner representation
  • Changed it so that selecting a signature no longer removes all others from the solar system map, the selected one should however be brighter.
Probe and camera manipulation:
  • Improved picking of probe manipulation object
  • Probe manipulation object handles should always be facing the player
  • Deactivate probe manipulation object handles at an angle where the handle would be hard to pick
  • Removed ability to pick probe bubbles for resizing
  • Added Probe Size slider to the Probe Scanner window
  • Added ability to toggle between a top and side view in solar system map
Probe Scanner:
  • Changed layout of Probe Scanner window
  • Added information about current Scan Strength, Scan Deviation, and scan Duration
    • These include the base value, modifiers, total bonus and total value
  • Changed probe list to no longer show all 8 probes
  • Improved Probe Scanner filter editor
  • Added messages to inform the player when they are filtering or ignoring all results
  • Added message for if the system has zero signatures and anomalies
  • Changed Analyze button to be a Launch button if the player has a probe launcher fit and loaded with probes
  • Added tooltips for all cosmic signatures that are scanned to less than 25%
  • Added tooltips for each cosmic signature group once it is revealed at 25% or above
  • Changed it so that the Ignored list in the Probe Scanner is only visible when signatures are being ignored
  • Added scan difficulty to cosmic signature tooltip in Probe Scanner window and to the label in the Solar System Map
    • Scan Difficulty is a level from I - V, where I is easy to scan and V is hard to scan
    • Examples:
      • Unstable Wormhole = level I
      • Superior Sleeper Cache = Level V
Directional Scanner:
  • Changed layout of Directional Scanner window
  • Added icons column to Directional Scanner window
  • Moved the following options from the solar system map header to the Directional Scanner window:
    • Align with Camera
    • Show Scan Cone
  • Improved tracking functionality of Directional Scanner
    • 'Track' shortcut should be more reliable
    • 'Directional Scan' shortcut can now also be used to track objects in the solar system map and probe scanner
    • Holding 'Directional Scan' and left mouse click can now be used to move the Directional Scan camera
    • Holding 'Directional Scan' and scrolling mousewheel will change the range of the Directional Scanner
  • Added hologram representation of ships found on directional scan to the solar system map. They will only appear if they are new to a scan from previous angle/range. Hovering an entry in the Directional Scanner window will display the hologram representation.

Defect Fixes

Drones & FIghters:

  • Drones that are being repaired by an Upwell Structure tether will now correctly update their hitpoints.
  • EWAR icons will now be correctly removed from a Fighter squadron's buff bar when their originating NPC is destroyed.
  • Show info windows for fighter squadrons now correctly display their skill and module adjusted values.
  • The fitting window now estimates the best potential DPS from loaded fighter squadrons. (The dps tooltip breaks down the damage coming from different abilities).

Graphics:

  • Corrected an issue with the textures used on Citadels when at low level of detail.
  • Fixed preview lighting on some apparel items.
  • Fixed visibility of the boosters on the Executioner and upper tier hulls.
  • Fixed resolution of the icons on the Info window.
  • Fixed visibility of the station perimeter lights under certain settings.
  • Stopped the undocking lights from constantly flashing in hangar mode.
  • Fixed collision geometry on a Gallente Station.
  • Fixed Tormentor geometry asymmetry and other minor tweaks.
  • Adjusted docking perimeter lights on a Gallente station.
  • Fixed booster VFX on the Keres.
  • Certain hats and berets now appear correctly in the Show Info window.
  • Restored female short ponytail hair style when physics simulation is enabled.
  • Texture fix applied to the Retriever.
  • Corrected the asymmetrical arrangement of turrets on the Minmatar Frigate Slasher.
  • Fixed the harsh LOD transition on the Rorqual.
  • Added missing dynamic animation to Heavy Missile Turrets preview.

PvE:

  • NPC Haulers from Mining Operations now have the correct wrecks.
  • Arithmos Tyannos (Drifter Response Battleship) now applies their neutralizers correctly.
  • NPCs will now correctly assess the threat of Fighters.
  • An issue where the required items sometimes didn't appear during the mission: Interstellar Railroad (1 of 4) has been fixed.

Modules:

  • Titan Weapon Disruption Resistances now correctly work against NPC Weapon Disruptors.
  • The Bastion module now gives full immunity to Weapon Disruptors (both player and NPC).

Miscellaneous:

  • The description of Fighter Support Units now has 'Hangar' spelled correctly.
  • Arch Angel Depleted Uranium L ammunition now has the correct mass (1 kg).
  • Exploit fixes have made New Eden a better place.
  • Fixed a bug in the client-side calculation of broker fees for market orders, which prevented the creating of market orders in systems with a factional warfare bonus.

Missions & NPCs:

  • Mission rewards can no longer provide BPCs with ME values above 10%.

Structures & Deployables:

  • Bookmarks can now be moved from the People & Places window directly into the Item Hangar of an Upwell Structure.
  • Corrected an issue that would cause Mobile Siphon Units to fail to deploy in small numbers of lowsec systems with the highest truesec.
  • Docking at a structure whilst a Safe-Logoff is in progress will now correctly cancel the logoff timer.
  • Engineering Complexes now have their correct max targeting range of 350 km.
  • Fixed an issue with warping to a Keepstar wreck that would put the ship at a range of 5000 km, instead of the desired range.
  • It is no longer possible to create courier contracts to Upwell structures that are still anchoring.
  • It is no longer possible to open the directional scan window with a keyboard shortcut while being docked in an Upwell structure.
  • Personal items stored in Upwell structures can now be remotely trashed.
  • Removed "Set Destination" and "Add Waypoint" options from the contextual menu for simulated Structures.
  • Removed dock option from the context menus of Upwell structure that aren't online.
  • Structure modules will no longer get stuck when a new character takes control whilst the module is cycling.
  • Taking control of an Upwell Structure in High-Sec and then releasing control again and undocking will no longer force your personal safety settings to fully enabled. The safety settings will still be fully enabled while having control of the structure.
  • To prevent impersonation/obfuscation exploits, Upwell structure names can no longer include unicode characters.?s?ui?? ??iu ???? ?,u?? no? ??? si si?⊥
  • When attempting to take control of a structure it would sometimes incorrectly report that a character was already controlling it, even though it was unpiloted.
  • When docked in an Upwell structure with an active ship that had a completely full cargo hold, it was not possible to unload charges from modules fitted to that ship. Unloading such charges will now work as in stations, by putting the charges directly into the structure hangar bay instead of the ship's cargo hold.
  • Fixed an issue that could cause bookmarks to be lost if you attempt to drag them to invalid structure locations.

Text:

  • Fixed various grammar and formatting issues in the tutorial.
  • Removed references to EVElopedia from in-game texts.
  • A text issue with the Caldari version of the 'Weapon of Choice 7 of 10' mission has been fixed.
  • An extraneous line break in the description of the 'Survivor' item has been removed.
  • The descriptions of the Civilian Data and Relic Analyzers have been updated to inform players that they only work on tutorial containers.
  • The formatting of the descriptions of multiple wreck objects has been improved.
  • The tutorial 'Skip' message has been updated to inform players that there is no way to replay the tutorial if they skip it.
  • Adding reference to the Standup Supercap facilities to the description of the "Supercapital Construction Facilities" infrastructure upgrade.
  • Various minor grammar, spelling and formatting fixes.

User Interface:

  • An issue with a missing UI Highlight in the tutorial has been fixed.
  • Added a UI highlight to the 'Approach data shard' tutorial task.
  • Pressing the Esc key while viewing the new map in fullscreen now closes the new map.
  • Copying the "Fitting and Content" section of a Kill Report now correctly copies all the contained information, instead of just the headers.
  • Dragging and dropping the icon of an Upwell Structure from a ShowInfo window onto the fitting window will now correctly simulate that structures hull.
  • Fixed a broken context menu when right-clicking certain bookmarks whilst docked in an Upwell structure.
  • Fixed an issue preventing the consumption of SKIN licenses if the license was located in an Upwell structure in a different solar system.
  • Fixed an issue that could cause the blueprints tab of the industry window to fail to load if the "Owned by corp" filter was selected.
  • Fixed an issue that would cause 100% resistance attribute to be missing from show info windows.
  • Fixed an issue that would cause system names to be unlinkable if the system contain an Upwell Structure.
  • Fixed an issue that would cause the number of total buy orders, sell order, range of orders, and more to be missing from the bottom of the orders tab of the wallet.
  • In space brackets will no longer stop the selection of a vector when using the 2 point targeting.
  • Reformatted the description of Invulnerability Core Operation skill.
  • The "Deliver To" structure service no longer allows items to be transferred to DUST characters, resulting in loss of those items.
  • The corporation window can now be opened from its respective screen in the Captain's Quarters.
  • The fleet loot history will no longer include entries for modules fitted to ships while docked in Upwell Structures.
  • The ShowInfo windows of unboarded ships in Upwell Structures now display a correctly populated Fittings tab.
  • The window for creating a contract offers now to use the estimated price of the included items (as also used in other places like the inventory window) instead of the "base price", which is often missing or outdated.
  • The Jump button for an available jump clone now updates correctly upon docking.

Probe Scanner, Directional Scanner and Solar System Map:

  • Fixed an issue where the Probe Scanner Analyze and Directional Scanner Scan button would not change color for the theme selected
  • Fixed an issue where a signature could show 100% and warpable but the player would not be able to warp to it
  • Fixed an issue where the Increase and Decrease Probe Scan Range shortcuts would not work
  • Fixed an issue where having a signature selected then right-clicking another signature using "Ignore Result" would ignore the selected result and not the result the player wanted to actually ignore
  • Fixed an issue where hovering items in the overview would not highlight them in the Solar System map
  • Fixed an issue where the next stargate in the route was not being highlighted in the solar system map
  • Fixed an issue where it was possible to move probes while they were analyzing.
  • Changed the shortcuts for the directional scanner's filters in order to fix conflicts with the camera.
  • Fixed an issue where unfitting a probe launcher while probe scanning could cause the game to become unresponsive.
  • Fixed an issue where the appearance of new signatures could reset the progress of probe scanning.
  • Fixed an issue where opening the ship tree or planet view could reset probe scan results.
  • Fixed an issue where the probe scanner and directional scanner could be opened while loading into the CQ.
  • Added a limit of 24 custom filters to the probes scanning to stop the filters from getting into a broken state.

Keywords: Patch notes for YC119.3 release
patch-notes-for-yc119.3-release


1121744 1132976 1.0 YC119.3 2017-03-14
Source: http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.2-release/

Patch notes for YC119.2 release


Published Date: 2017-03-07T14:47:09Z
Last updated on 2017-03-07T14:47:09Z
Author: CCP Phantom
ID #:91272585

  

Patch notes for YC119.2 Release 1.7
Published on Tuesday, March 7th, 2017

Defect Fixes

Gameplay:

  • Market orders are now rejected if the agreed brokers fee is no longer valid due to a recent tax rate change.
  • Fixed a problem where unanchored Upwell structures were shown as deployed after downtime.

 


Patch notes for YC119.2 Release 1.5
Published on Tuesday, February 28th, 2017

Features & Changes

Events:

  • The Guardian's Gala event has came to its conclusion. The event sites are no longer accessible.

 


Patch notes for YC119.2 Release 1.4
Published on Tuesday, February 21st, 2017

Features & Changes

Miscellaneous:

  • The in-game search will no longer list results for DUST 514 characters.

User Interface:

  • Tutorial videos on the clone states Alpha and Omega are now available in the in-game video library. Access the library with F12 in game!

Defect Fixes

Gameplay:

  • Fixed an issue with Guardian's Gala 'Spirit' SKIN licence for the Hecate. This issue prevented you to active the license on the Hecate.
  • Updated the loot table for the Guardian's Gala. You can now find the 'Spirit' event SKINs for the Talos, Anshar and Iteron Mark V.
  • The exploit with the trade window in Upwell structures has been fixed.

Graphics:

  • We have corrected an issue with the Wolf-Rayet stars in wormhole systems (Check out Asayanami Dei's video on wormhole effects).
  • The VFX visibility of missile and rocket trails was fixed.

User Interface:

  • Fixed an issue that prevented you from moving blueprints from your item hangar to your ship by dragging them from the blueprint tab of the Industry window.
  • Corrected the default width of the LP store window. Buy button are now visible again!

 


Patch notes for YC119.2 Release 1.3
Published on Monday, February 20th, 2017

Defect Fixes

Graphics:

  • Fixed a visibility Issue with the Planetary Interaction icons.

 


Patch notes for YC119.2 Release 1.2
Published on Thursday, February 16th, 2017

Defect Fixes

Gameplay:

  • Fixed a minor issue in the tutorial death operations that could cause players to need to dock twice to complete a task.
  • Fixed a minor issue with mentor audio & text in the Minmatar tutorial.
  • Added missing Guardian's Gala SKINs to the market.
  • Added missing Hecate SKIN to the Guardian's Gala loot drops.
  • Fixed an issue that could cause target locks to not break under certain conditions.

Graphics:

  • Fixed a decal display Issue with the Guardian's Gala Skin and the resulting crash.

Miscellaneous:

  • Fixed an issue that prevented some contracts from being accepted/delivered etc.

Structures & Deployables:

  • Fixed an issue that prevented players from activating Pilot’s Body Resculpt Certificate if they were stored in the item hangars of Upwell structures.

User Interface:

  • Corrected a few instances of modified attributes showing incorrectly as positive/negative in show info windows.
  • Fixed an issue that caused the "Group all weapons" button in the fitting window to show when no groupable modules are fitted.

 


Patch notes for YC119.2 Release 1.1
Published on Wednesday, February 15th, 2017

Defect Fixes

Graphics:

  • Resolved tractor and salvage visual effects persisting after module deactivation.

Science & Industry:

  • Fixed an issue that caused the cost of industry jobs to be too low.

 


Patch notes for YC119.2 Release 1.0
Published on Tuesday, February 14th, 2017

Features & Changes

Audio:

Graphics:

  • Client performance has been improved by restructuring the gathering and updating of objects for rendering.

Market:

  • Improved the multibuy window by adding an 'export from multibuy' option and an 'add order to quickbar' option.

Miscellaneous:

  • Item Crate opening experience has changed to spawning items in the hangar when a node is clicked

Science & Industry:

  • Industry job cost tooltip improvements: The expenses for industrial activities are now easier to spot. No changes to the underlying calculations have been made.
  • Industry Window improvements:  All Blueprints available to a character will now be displayed in the Industry Window when browsing Blueprints. Unavailable blueprints can also be shown, but are filtered out by default from the settings cog in the blueprints tab.
  • Added a 'buy missing material' option to industry window.
  • Changed the output for the 'Copy Material Information' in the Industry window to make it compatible with the multibuy import, as well as, third party applications. The information will now be copied in this order: "ItemName", "RequiredAmount", "AmountAvailable", "Est. Unit price", "typeID" (used to be "typeID", "ItemName", "AvailableAmount", "RequiredAmount", "Est. Unit price")

Structures & Deployables:

  • Personal Insurance is now available as a standard NPC service in all Upwell structures.
  • A fighter squadron launched from a structure will now undock from one of the structure's frigate undock points (They will still automatically begin to orbit the structure once launched).

User Interface:

  • Added an option to reload the ship and fighter HUD to the "Reset Settings" tab of the ESC window. 
  • The "Show Info" windows will now highlight any attributes that have been modified (Green for good, red for bad). The tooltip for any modified attribute will display its base value.
  • Fitting: When hovering over a fitted module, the portions of the CPU and PG that are used by it will be highlighted.
  • Fitting Simulation: Opening a show info for a simulated module, drone, rig or charge will now give you the attributes on the simulated item, instead of the base version.
  • A small tweak has been made to Structure brackets to make the L and XL icons more easily distinctive.

Defect Fixes

Gameplay:

  • Tracking & Guidance disruptors now work on NPCs & Fighters.
  • NPC Tracking & Guidance disruptors now respect Weapon Disruption Resistance.
  • Resolved an issue that would cause error messages when moving items into a container inside your cargohold while exiting warp.
  • When a cargo container is jettisoned from a titan, it will now always appear within a scoopable range. (Previously it could appear up to 7km away from the parent ship).

Drones & Fighters:

  • Fighter abilities will now be deactivated if the controller ship enters a forcefield, or if the controlling ship and the fighter are not on the same grid.
  • Fighters will now inherit their parent ship's forcefield password when launched to space. (Note that changing the ship's password AFTER the fighter has been launched will have no effect - it is only copied once during the launch process).
  • Fixed an issue where fighter squadrons would incorrectly use hotkeys other than High Slot 1-3.
  • Fixed an issue where the selection UI for fighters would sometimes show squadrons as selected when they weren't.
  • Fighters: The refueling UI now takes Time Dilation into account.
  • Attempting to assist drones to a pilot that is docked inside a structure will now produce a proper user error message letting you know why it isn't working.

Graphics:

  • Corrected an issue that would cause the rings on planets to become brighter when viewed in planet mode.
  • Corrected an issue with volumetric clouds appearing in non-asteroid environments.
  • Adjusted the decal on the blood Raider Victory skin for the Blood Raider Battleship Bhaalgorn so it is now legible.
  • Re-attached the booster FX to the Caldari Cruiser Caracal Navy issue hull.
  • Adjusted the location of the billboards around several Minmatar stations to provide better viewing angles.
  • Corrected spelling on the Ore Barge Mackinaw registry logo.
  • Reinitialized power to the outer sections of the Minmatar Force Auxiliary Lif.
  • Adjusted the glow map used on the Hive Mother asset.
  • Adjusted turret arrangement on Caracal Navy Issue.
  • Modified the front fender of the Gallente Frigate Maulus and variants.
  • Citadel hangar interior sound should now be completely silent when Station Interior slider is set to 0.
  • Re-positioned the turret hard points on the Minmatar Battlecruiser Cyclone.
  • Adjusted the location of the turret hard points on the Minmatar Titan Ragnarok for easier identification of kill marks.
  • Corrected Minmatar Frigate Slasher mining laser turret targeting accuracy.
  • Adjusted the texture alignment on the Concord Frigate Echelon hull.
  • Stoked the correct fires on the Ore Capital Industrial Ship Rorqual to stop incorrect flame effect placement when the Industrial core is active.**
  • Kickstarted the conveyor belt system on the Ore Capital Industrial Ship Rorqual. Barrels of raw materials are flowing once again.**
  • Adjusted the location of some incorrectly intersecting geometry on the Astrahus Citadel.
  • Fixed an issue that meant that planetary interaction could not be conducted while in the Captains Quarters.
  • Corrected the color of the glow map used on the Minmatar Marauder Vargur.
  • Corrected an issue caused by going from windowed to full screen modes, meant that your window resolution would be altered.
  • Clicking Invention jobs in the Jobs tab should now produce a sound effect.
  • Adjusted the length of the audio used for the animation on the Caldari Dreadnought Phoenix hull.
  • Corrected an issue with audio playing from NPC ships.

** - These fixes have introduced an unfortunate but known level of detail error in the ORE Capital Industrial Ship Rorqual texture files. A fix is underway and will be announced when ready for deployment.

Market:

  • Multibuy: Structures with market hubs can now be selected as places to set up orders in the multibuy location drop down box.

Modules:

  • Fitting Simulation now correctly simulates Command burst and PANIC module effects.
  • Missile Guidance Computers can now be overheated while in warp.

PvE:

  • An issue where Logut's Keycard wasn't spawning in the 'Snatching the Shaman' site has been fixed, but a Data Analyzer is now required to gain access to it.
  • Disabled direct warping in to the "Prison Break (1 of 2)" site.
  • Removed clouds to improve performance in 'The Rewards of Devotion' escalation.
  • Removed an extraneous cloud from the Brutor Tribe Community Area site to fix a flickering graphical issue.

NPE:

  • A typo in the Anomaly Training site found in career systems has been fixed.
  • New characters no longer start with the racial frigates skill injected. It is now given to players early in the tutorial.
  • Inception
    • Various UI highlights have been improved.
    • The two operations and involved rewards following the wreckage site (open wallet and first station experience) have been reworked.
    • The end of the experience has been reworked for a smoother hand-off to career agents.
    • Various tasks will now auto-complete under certain conditions, for a smoother overall experience.
    • Greatly improved the ship death and pod death operations.
    • Tweaked some damage numbers to make the experience slightly easier.
    • Reworked the Empire’s Might site and related operations.
    • Tweaked the Pirate Den site.
    • Fixed an issue that could occur when skipping the tutorial right after creating a new character.
    • Fixed a color issue with the Operations info panel which could occur when switching from alpha to omega.
    • Added a scrollbar to mentor conversation windows when the window is too long to fit on lower resolution clients.
    • Fixed various text and grammar issues.

Science & Industry:

  • Industry window: Facilities that are unavailable are again being listed in the locations drop down list in the blueprint tab, when a specific facility has been selected.
  • It is no longer possible to select a container as output location of an industry job, which is too small for the job output.

Structures & Deployables:

  • Added some additional information to the tooltip for access lists to explain how assigning multiple access lists to a profile will always expand the access given (i.e. Override blocked characters that are allowed elsewhere).
  • Multiple Character Training Certificates may now be activated in Upwell Structures.
  • Remotely starting an industry job in an Upwell structure when the blueprint is in a container is now possible.
  • Upwell structures can no longer be transferred to a new owner whilst in the process of unanchoring.

Technical:

  • An underlying and far reaching EVE code issue has been identified and fixed. This should resolve various issues across New Eden, including the drone window becoming unresponsive, overview entries not updating/removing, ship HUD issues (including a ship's speed not updating correctly) and more.
  • Multiple exploit fixes to make New Eden a better place.

Text:

  • The CONCORD Inner Circle has amended the historical record and assigned the correct corporate logo to the Jove Empire's Academy of Aggressive Behavior NPC corp.
  • The CONCORD Astronomical Union Subcommittee on Stellar Statistics has adjusted its records for the central star of the Couster system.
  • Fixed the message which appears when you undock without skills to online a module, so that it clearly states that module penalties might still apply.
  • Some weapon system blueprints which had incorrect names have been corrected.
  • The Monks of Mul-Zatah have insisted on the correct spelling of the name of their order in all materials.
  • Typos in station Clone Bay window corrected.
  • Fixed an error in the Bowhead's traits tab.
  • Notification sent when there are unused skill points changed to reflect this better.
  • Bounty Claimed notification setting label adjusted.
  • Some corporate notification settings labels were changed to better reflect their function.
  • Character customization 'Randomize' tooltip improved.
  • The reprocessing materials have been removed from the Civilian Relic Analyzer module.
  • Quotation marks from the Ligature and Zeugma Data Analyzer module names have been removed.
  • A typo in the Show Info text of the Boundless Creation NPC corporation has been fixed.
  • Some incorrect spelling in the Wallet Journal messages has been fixed.
  • Added missing colons to all mission information texts.
  • A typo in the mission 'Wyrmslayer' has been fixed.
  • A typo in the mission 'Plantation Workers 1 of 4' has been fixed.
  • Some agent lines have had their grammar corrected.

User Interface:

  • Various UI sound fixes.
  • Various grammar, spelling and formatting fixes and improvements have been made across New Eden.
  • Removed the defunct Fighter Settings section from the menu of the drone window.
  • Updated the names of command burst related certificates.
  • Fixed various minor formatting and technical issues with the Fitting window.
  • The Facilities tab of the Industry window now retains its previous settings after being closed and reopened.
  • Simulation now actively represent the module activation restrictions of Cloaking devices. Cloaking devices will not be active when simulation is started and activating a cloak in simulation will deactivate and other modules.
  • Increased the contrast of the refueling progress bar in the fighter-bay UI to make it more visible against the background.
    Copying kill information from a condensed kill log now works as expected.
  • Missions: Ship groups are now listed alphabetically in the ship restrictions window.
  • Fixed an issue that would cause the copy contract option to consider your active ship as a viable item to be contracted.
  • The description of all personal deployables now make mention of their anchoring restrictions related to Upwell Structures.
  • Fixed an issue that would cause the places tab of the People & Places window to not update correctly after moving to a new system.
  • Fixed an issue where cancelling the addition of multiple contacts at once would leave the client in a state that forced a client restart.
  • Esc menu: "Character Creation Settings" renamed to "Character Display Settings".
  • A display issue with the Data Analyzer compare statistics has been fixed.
  • Fitting simulation: The attributes of a tactical destroyer are now updated correctly in the simulation when changing the tactical destroyer mode.
  • Skill training times outside of the training queue are no longer affected by boosters, as the temporary bonuses from boosters was causing confusion.

Keywords: Patch notes for YC119.2 release
patch-notes-for-yc119.2-release


1117503 1121744 1.0 YC119.2 2017-02-14
Source: http://community.eveonline.com/news/patch-notes/patch-notes-for-yc119.1-release/

Patch notes for YC119.1 release


Published Date: 2017-02-09T11:06:17Z
Last updated on 2017-02-09T11:06:17Z
Author: CCP Phantom
ID #:91272585

  

Patch notes for YC119.1 Release 1.8
Published on Thursday, February 9th, 2017

Defect Fixes

Gameplay:

  • An issue with the Amarr tutorial site not appearing has been fixed.

 


Patch notes for YC119.1 Release 1.7
Published on Tuesday, February 7th, 2017

Defect Fixes

Science & Industry:

  • Fixed an issue that caused the industry window to restrict viewing of industrial activities that aren't supported at the players current location.
  • Fixed an issue that could occasionally cause the blueprint and facility tabs of the Industry window to fail to load.

Structures & Deployables:

  • Fixed an issue that could cause industrial assembly lines to fail to reinstall to a structure after the corresponding service module is re-onlined.

 


Patch notes for YC119.1 Release 1.5 and 1.6
Published on Tuesday, January 31th, 2017

 

Defect Fixes

Technical:

  • Fixed an issue that would cause markets to not be available under rare circumstances.

 


Patch notes for YC119.1 Release 1.4
Published on Tuesday, January 24th, 2017

Defect Fixes

Audio:

  • Corrected an issue that meant that ship explosions could be heard at extreme distances from point of origin.

 


Patch notes for YC119.1 Release 1.3
Published on Wednesday, January 18th, 2017

Defect Fixes

User Interface:

  • Fixed a problem with loading the blueprint list in the the industry window.

 


Patch notes for YC119.1 Release 1.2
Published on Tuesday, January 17th, 2017

Defect Fixes

Graphics:

  • Fixed an issue with all stance switching ships that affected their animations when switching skins.

 


Patch notes for YC119.1 Release 1.1
Published on Friday, January 13th, 2017

Defect Fixes

User Interface:

  • Fixed a performance problem for loading corporate hangar divisions in structures.

 


Patch notes for YC119.1 Release 1.0
Published on Tuesday, January 12th, 2017

Features & Changes

Audio:

Structures & Deployables:

  • Citadels and Engineering Complexes can no longer be anchored within 1000 km of a deployed Encounter Surveillance System. You may submit a support ticket for any existing ESS that violates this restriction to be removed.
  • Personal Deployables now enforce the same anchoring range restrictions from Citadels and Engineering Complexes as they do from Stations and Stargates.

User Interface:

  • Fitting
    • Added the “View Market Details” option to the right click menu of fitted modules.
    •  Added the 'buy all' option to the right click of the fitting entries in the fitting browser.
  • Simulation: Added cycle time and yield to the tooltip for fitted mining and ice harvesting drones.

Defect Fixes

Audio:

  • Added in a sound effect for when switching between the Captain's Quarters and the Ship Hangar.

Fitting:

  • Copying a structure fit to clipboard will now include the fitted service module.
  • Fixed the alignment of the background for the mode buttons for tactical destroyers.
  • Added the ability to import to corporate fittings when you have sufficient corp roles.
  • Fixed an issue that caused the number of active drones to be incorrectly calculated when they are split into stacks.
  • Simulation
    • It is now possible to simulate all 10 drones for a Guardian-Vexor.
    • The velocity of a simulated ship is now updated correctly, when the mass changes (for example due to adding Armor Plates) while having an active Microwarpdrive or Afterburner.
    • Removing a simulated module works now properly by dragging it onto the module list.
    • Training a skill will no longer cause simulated modules to suddenly go offline due to CPU or power restrictions.
    • Added support for fits for outdated or deleted ships, so that they can be removed.
    • Drones will no longer appear activatable if the maximum bandwidth has already been used.
    • Fixed an issue that caused drones added to the cargohold to also be added to the drone bay.
    • Fixed an issue that caused rigs in a ships cargohold to be simulated as if fitted.
    • Lose unsaved changes prompt no long appears after saving a fit.
    • Module reactivation delays are now taken into account when calculating capacitor stability
    • Offlining a smartbomb now correctly adjusts DPS
    • Rig calibration percentage now shows are red when above capacity
    • Right click unfit option now shows when in space.
    • Ship hologram now reverts to its default position when reopening simulation mode
    • When simulating a saved fitting, the simulator will no longer attempt to load charges from the cargohold of the fit (Saved fittings don't retain info on loaded charges, so the simulator was making its best guess on which charges to load. This ended up being more confusing than intended so we've reverted this functionality).

Gameplay:

  • Standup Void Guided Bombs are now effected by Energy Warfare Resistance.
  • Super Weapons & Burst Projectors now respect Energy Warfare Resistance.
  • Module repair progress is now saved properly when jumping through a gate while a module is still repairing.
  • Removed the following 3 options from contextual menu shown for Mini Skill Injectors: "Create Contract", "Find Contract" and "Add to Market Quickbar"
  • Extraneous clouds have been removed from sites to increase performance
  • Aura vocal samples have been removed from the ‘Targeting’ and ‘Opening Cargo’ warnings when initiated outside their required range
  • Inception
    • Made various tweaks to UI highlights
    • Made variouis tweaks to the skill training and chracter sheet related operations
    • Changed task name and UI highlight in the 'Introduction to Industry' operation

Graphics:

  • Corrected an issue with shattered wormhole space effect.
  • Fixed geometry gap on the Caldari Frigates Buzzard and Heron.
  • Fixed explosions displayed by relic and data containers.
  • Corrected a visual error with one of the female ponytails.
  • Updated Minmatar Bomber Hound's sails pattern.
  • Fixed kill marks layout displayed on the Minmatar Titan Ragnarok.
  • Fixed display of incursion effects in station.
  • Adjusted the explosion sizes on deployable assets.
  • Fixed effect displayed on billboards.
  • Corrected an issue with certain billboards being inverted.
  • Adjusted the center point of the Caldari hangar.
  • Fixed the transparency on the cockpit glass on the Minmatar Frigate Freki hull.
  • Corrected the incorrect texture used on the Amarr Cruiser Zealot engine.
  • Adjusted a panel on the Caldari Cruiser Moa to fix a breach.
  • Fixed hidden geometry for unanchored structures.
  • Adjusted the booster location on the Amarr Frigates Malediction, Executioner, Crusader.
  • Fixed rippling effect caused by AA.
  • Modified Notification, Loot open and Mining completed sounds to be controllable using the UI Interaction slider in the Advanced Audio settings.
  • Fixed flickering artifact on asteroid field particles.
  • Fixed AA affecting lights on certain ships.

Miscellaneous:

  • Singularity: The /moveme command is now allowed when docked in a structure with a weapons timer (To match the behavior for stations)
  • Astro-Oil has been diligently applied to the rotational axes of temperate planets, allowing them to once again rotate freely.

Science & Industry:

  • The industry window updates now correctly with the new blueprint, when dropping a blueprint directly on the icon of the currently displayed blueprint.
  • Improvements have been made to the way industry bonuses from structure rigs are cached, shortening loading times of the industry window.

Structures & Deployables:

  • Fuel notifications for Citadels and Engineering Complexes are now sent more reliably when the remaining fuel drops below 24 hours.
  • Junior Accountants can no longer move items in Corporation Deliveries in structures (Matching the functionality of stations)
  • Jump clones in structures now have the correct right click menu options.

Text and Descriptions:

  • Corrected the descriptions of various skills and items.
  • Various minor spelling, layout and grammar fixes
  • The bilingual functionality popup window is now also showing the word "English" as translated.
  • Updated the description of the GTFO module to include a mention of its warp disruption effect on capitals.
  • Updated the descriptions of Mobile Warp Disruptors to mention their ability to drag warping ships into their field.
  • Updated the descriptions of doomsday modules to better reflect their post firing restrictions (Docking, Jumping, Cloaking etc).
  • Updating the description of the Warp Disruption Field Generators to note the capital ships excluded from its gate restricting effects.
  • Fixed English tooltips on wrecks in Russian.
  • Fixed an issue  where the option "Train now to level 1" on skill books was incorrectly labelled.

Camera:

  • Fixed an issue where the tactical camera would reset to orbital mode when undocking from a citadel in outside view.
  • Fixed the stargate jump camera so that the jump tunnel matches up with the stargate regardless of ship positioning or movement.
  • Fixed an issue where the camera would move while selecting inventory locations when autotracking had been enabled and the character was in a citadel using the view outside structure option.
  • Fixed an issue where the radial menu would not appear when using first person camera (Alt 3).
  • Fixed an issue where the camera could get outside of the ship hangar.

User Interface:

  • Overview settings: Changing the order of columns by dragging the entry for a column is now working as expected.
  • Contracts: Arrow keys now work correctly in the Owner field of the My Contracts tab
  • Added a "remove level in training" option to the right click menu of skills in the skill panel of the character sheet.
  • Fixed an issue where the ship HUD UI would not update properly when relinquishing control of a POS battery. \o/
  • Improved the performance of (re-)loading the bookmarks window (Places list in People and Places) with many bookmarks significantly, especially for jumping with open bookmarks window and when adding new bookmarks.
  • Fixed the layout of warning text that appears in the redeem queue when attempting to redeem items in space.
  • Fixed an issue where undocking from the Captain's Quarters would cause the view to become stuck on CQ loading while in space.
  • Added highlighting to the fleet broadcast button to provide visual feedback when mousing over it.
  • In Project Discovery players can no longer start the tutorial in the middle of submission.
  • Fixed the display of long bookmark names in the contextual menu so they now appear correct.
  • Removed an extra box that appeared around safety settings when UI scaling was set to above 100%.
  • Fixed an issue where apparel text could overlap in the preview window by displaying it in an area below the preview image.
  • Fixed the button alignment in the LP store filter presets.
  • Fixed an issue where mousing over Omega-only unlocks in the skill queue would close the popup.
  • Fixed an issue where ship tree popups could persist after the ship tree was closed.
  • Fixed an issue where it was possible to create duplicate options in the Neocom.
  • Fixed various issues with the item and ship preview windows.
  • Fixed an issue where incorrect text would appear in the compare tool for primary and secondary attributes.
  • Fixed an issue where masteries would display training times for Omega-only skills to Alphas even if they had already trained them.
  • Fixed and added some Neocom tooltips.
  • Fixed an issue where corporation logos could overlap with corp names in the Offices tab of stations.

Keywords: Patch notes for YC119.1 release
patch-notes-for-yc119.1-release


1108313 1118385 1.0 YC119.1 2017-01-12
Source: http://community.eveonline.com/news/patch-notes/patch-notes-for-yc118.10-release/

Patch notes for YC118.10 release


Published Date: 2017-01-03T10:07:50Z
Last updated on 2017-01-03T10:07:50Z
Author: CCP Phantom
ID #:91272585

Patch notes for YC118.10 Release 1.4
Published on Tuesday, January 3rd, 2017

Features & Changes

Miscellaneous:

  • Several minor updates to the backend system.

 


Patch notes for YC118.10 Release 1.3
Published on Tuesday, December 20th, 2016

Defect Fixes:

Gameplay:

  • The Drifter controlled Force Auxiliary ship in the tutorial has had its salvage amounts updated (all races).

 


Patch notes for YC118.10 Release 1.2
Published on Thursday, December 15th, 2016

Features & Changes

Balancing:

  • Lowered free skill point amount given by mini skill injectors to 25.000.

Defect Fixes

Audio:

  • Fixed issue that caused repeated audio playback from Aura distance warnings on open cargo and lock target when concurrently triggered.

Gameplay:

  • Added clarification to the error dialog displayed on mini skill injector activation when above the allowed skill point limit.
  • Renamed the Glacial Drift SKINs to better fit the Ship Fitting window UI.

User Interface:

 


Patch notes for YC118.10 Release 1.1
Published on Wednesday, December 14th, 2016

Defect Fixes

Audio:

  • Fixed an issue with some UI elements missing hover and click events.

Science & Industry:

  • Standup Large Ship Manufacturing rigs no longer bonus the manufacture of carriers.
  • Standup Structure Manufacturing rigs now bonus the construction of Infrastructure Hub Upgrades.

User Interface:

  • Fixed an issue where the camera in the Captain's Quarters would get stuck when closing the New Eden Store.
  • Fixed an issue where fake ores would not appear correctly in the overview.

 


Patch notes for YC118.10 Release 1.0
Published on Tuesday, December 13th, 2016

Feature overview on EVE Updates
General feedback thread
Issues and workaround thread

Features & Changes

Audio:

  • Standardized UI sound throughout the client for mouse enter and click events.
  • Hooked up sounds for the following events:
    • Fit/unfit module
    • Incoming/Outgoing isk
    • Redeem item
    • Plug in/remove implant
    • Injecting skill

Balancing:

  • Reduced the mining yield of 'Excavator' Mining Drones by 32%.
  • Increased the drop rates of the Elite Drone AI and Drone Coronary Unit rogue drone components.
  • Changed the behavior of Defender Missiles, you can find out more here.

Contracts:

  • Mini Skill Injectors can no longer be traded via contracts, and all contracts including these items have been expired.

Graphics:

  • Stations across New Eden are experiencing high levels of local activity. Please obey the holographic traffic indicators. EVE welcomes careful drivers!

Missions & NPCs:

  • Pirate Mining Operation response forces have had their bounties increased by CONCORD.
  • Mining Operation response forces will respond with different fleets by taking into account the Solar System security status.
  • Mining Operation logistic response ships will repair any players in need who are with Excellent (5.0 and beyond) standings with the corporation if they are at the same location.
  • NPC Mining Operations have stopped within starter systems.

Structures & Deployables:

User Interface:

  • Moved the Increase and Decrease font size options in the Chat channel windows to a combo box in the "Channel Settings" menu.
  • Fitting window: The left hand panel of the fitting window can now be resized to make it easier to read long item names in the module list.
  • Added timeline scrubbing to Tutorial Videos in the F12 Help menu.
  • Skill entries in the Skill Extractor Window are now more consistent with the rest of the UI.

Defect Fixes

Gameplay:

  • Corrected an issue that prevented the Standup Capital Shipyard service module from being fitted to the Upwell Palatine Keepstar Citadel.
  • After several unfortunate accidents, the docking and undocking procedures have been tightened to ease the life for 'Scotty' the docking manager and his clones. Session change timers are enforced more diligently at docking and undocking from stations and structures.
  • Fighter Support Units now provide a bonus to Fighter shield recharge instead of a penalty.
  • Fighter Support Units now display the Rate of Fire (ROF) bonus to fighter weapons as a positive value rather than a negative value. The effect on fighters remains the same.
  • If using only a Burst Jammer against a victim, you will now be included in the Killmail.
  • Bomb launchers now have a minimum speed which the ship must be at before a bomb can be launched.
  • Expanded and Core Probe Launchers no longer have a "Charges per cycle" visible in their attributes tab.
  • The Sentient Fighter Support Unit Blueprint now has a correct chance to drop from Sentient Rogue Drone capital ships
  • A weapon fitting issue in the Caldari mission 'Weapon of Choice (7 of 10)' has been fixed. 
  • Inception NPE:
    • Removed UI highlight for spatial rift
    • Tweaked ISK rewards, NPC bounties are increased and Operation rewards are lower
    • Added a hint to teach players they can target multiple enemies at once
    • Fixed isk reward text obscuring the '?' icon in info panel
    • A completion issue with the tutorial operation 'An Empires Might' has been resolved

Graphics:

  • Updated the Market Price History graph y-axis values.
  • Prevented the Incursion effect being visible while in station.
  • Visibly corrected ships changing skins while in bastion mode.
  • Oriented all Tech 3 strategic cruiser boosters when docking.
  • Trimmed cache when lowering graphics settings and GPU particles.
  • Eased display of fog on the Raitaru medium engineering complex.
  • Fixed timing on the engineering complex build effect.
  • Onlined the salvager targeting systems of the Gallente Destroyer Hecate.
  • Rectified grammar of the Aura AI voiceover.
  • Killed exceptions regarding Fighter visibility.
  • Improved the ellipsoid around Encounter Surveillance Systems.
  • Tweaked turret placement on the Caldari Battleship Raven.
  • Tinted the color of the glow map used on the Minmatar Marauder Vargur.
  • Edited the tractor beam module effects.
  • Nudged the locations of the front blinkies on the Gallente Blockaderunner Viator.
  • Slid back salvager mounts for the Gallente Cruiser Vexor and Ishtar hulls.
  • !Fixed an issue that would cause the fire effects to be shown when simulating an Exhumer class vessel.

PvE:

  • Mordu's Cruiser Class Special Forces is now assigned the correct overview icon by your ships computer.

Technical:

  • Extraneous clouds in multiple sites have been removed to improve performance.

Market:

  • Fixed an issue where remote multibuy orders would fail when in a structure without a market.

Modules:

  • The outdated fixed passive bonus text has been removed from the description of the Caldari Navy Mindlink.

Miscellaneous:

  • Fixed various grammar and spelling errors in the descriptions of items.
  • Unified the formatting of various item descriptions.
  • Fixed an issue where the "Drone and Fighter" structure rigs were not searchable.
  • Corrected the metalevel attribute of the 'Augmented' Mining Drone.
  • Fixed an issue where Alpha players could not save their inactive skill queue if it contained Omega restricted skills.

Science & Industry:

  • The skill "Laser Physics" is no longer needed to manufacture Scourge Rage Heavy Assault Missiles.
  • The item "Capital Remote Capacitor Transmitter II" is no longer a special snowflake Tech II item, and now requires Morphite to manufacture.
  • Added correct manufacturing costs to various capital sized modules.
  • Standup L-Set Structure Manufacturing Efficiency rigs now correctly affect the production of Sovereignty structures.

Ships:

  • Removed the obsolete passive bonus text from the traits tabs of Titan-class ships.
  • Updated the Widow traits tab to clearly state that its ECM strength bonus affects Burst Jammers as well.
  • Fixed the cloak reactivation delay role bonus on the Rabisu.

User Interface:

  • Corrected a typo in the fitting screen related to Standup Point Defense Batteries.
  • Fixed an issue where some of the older skills that are no longer available, would not show for players that still have them injected.
  • Fixed an issue where repeatedly clicking the Skills tab in the Character Sheet would cause the client to temporarily slow down.
  • Fixed an issue where minimizing the Industry window would often cause the 3D preview in the Manufacturing tab to stick around for a couple of seconds.
  • Fixed an issue where the Routes section of a Planetary Interaction Link would not show the details when selecting a commodity.
  • Fixed an issue where in 1st person the HUD graphic would remain when using CTRL-F9 to remove all the UI.
  • Fixed an issue where moving the beta map using right-click while in station could cause the station camera to get messed up.
  • Fixed an issue where showing information on a module after moving it in the HUD would return an empty show info window.
  • Fixed an issue where using CTRL-A to select all items in a station in the Assets window would not actually select all the items.
  • Fixed an issue with ship bonus tooltips on the requirements tab of the show info window.
  • Fixed an issue where the skill queue couldn't be saved for a second character unless multitraining was enabled.
  • Fixed an issue where the Show Info window would not always open properly when trying to Show Info on a skill in the History tab.
  • Fixed an issue where empty containers in space would disappear from inventory when emptied.
  • Renamed the Leadership market categories to "Fleet Support" to match the character sheet.
  • Improved the handling of long item names in item lists in the market window and the fitting window - the item name is being faded out more consistently and does no longer overlap with the "show info" icon. The tooltip for the whole name was also made more consistent.
  • Market: Replaced the old function to double click a buy order to create a new buy order, which was removed a few releases ago, with a right-click option.
  • Added missing tooltips for Fighters, Structures and Structure Modifications market groups.
  • Dragging a Capsuleer onto themselves in a chat window no longer opens a trade window with them (Dragging items onto them still does)
  • Sharing an access list no longer produces a blank window if you are not a manager or admin.
  • Fixed an issue where the citadel camera would get stuck if it loaded automatically when characters docked.
  • Fixed an issue where tooltips for item requirements that have already been met could be confusing for Alpha characters.
  • The "jammed" icon in the buff bar is now properly showing a tooltip, when being affected by ECM by multiple ships.
  • Greyed out  the"Apply Skill Points" button when the skill queue is empty to make it clearer that points must be applied to specific skills.
  • Fixed an issue where the Skill Extractor Window could not be resized.
  • Fixed issue allowing players in some cases to retain the ability to see containers content in corp hangars after corp access role changes.
  • Fixed inventory tree folder collapsing rules for structure corp hangars so they are consistent with station corp hangars.

Keywords: Patch notes for YC118.10 release
patch-notes-for-yc118.10-release


1094536 1108313 1.0 YC118.10 2016-12-13


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