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
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.
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.
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.
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
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.
Reduced visual intensity of items in scene
Solar System lines
Cosmic Signature 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
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
Unstable Wormhole = level I
Superior Sleeper Cache = Level V
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.
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).
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.
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.
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).
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.
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.
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
Client performance has been improved by restructuring the gathering and updating of objects for rendering.
Improved the multibuy window by adding an 'export from multibuy' option and an 'add order to quickbar' option.
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).
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.
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.
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.
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.
Multibuy: Structures with market hubs can now be selected as places to set up orders in the multibuy location drop down box.
Fitting Simulation now correctly simulates Command burst and PANIC module effects.
Missile Guidance Computers can now be overheated while in warp.
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.
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.
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.
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.
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.
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.
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
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.
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.
Added in a sound effect for when switching between the Captain's Quarters and the Ship Hangar.
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.
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).
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
Fixed an issue where the camera could get outside of the ship hangar.
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
The market entries for Outpost Construction Platform blueprints, Outpost Improvement Platforms and Outpost Upgrade Platforms were also removed.
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.
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.
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
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.
Mordu's Cruiser Class Special Forces is now assigned the correct overview icon by your ships computer.
Extraneous clouds in multiple sites have been removed to improve performance.
Fixed an issue where remote multibuy orders would fail when in a structure without a market.
The outdated fixed passive bonus text has been removed from the description of the Caldari Navy Mindlink.
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.
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.
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
Published Date: 2016-12-08T11:57:53Z
Last updated on 2016-12-08T11:57:53Z Author:
Patch notes for EVE Online: Ascension 1.11
Released on Thursday, December 8, 2016
The levels of audio effects in the NPE has been tweaked.
Patch notes for EVE Online: Ascension 1.10
Released on Tuesday, December 6, 2016
Features & Changes
Mac: Remove Cider support from the client.
Fixed text in mini skill injector description.
Patch notes for EVE Online: Ascension 1.9
Released on Thursday, December 1, 2016
Mini Skill Injectors now work for characters with up to 1.500.000 skill points, as some players were getting stuck due to the old limit of 750.000.
We are aware that the info window still incorrectly says the limit is 750.000 skillpoints.
Fixed an issue where EVE Voice was not working.
Patch notes for EVE Online: Ascension 1.8
Released on Tuesday, November 29, 2016
Mini Skill Injectors now work for characters with up to 1.500.000 skill points, as some players were getting stuck due to the old limit of 750.000.
Fixed a problem with onlining engineering service modules, which happened mostly when installing several service modules at the same time with drag&drop.
Fixed a crash that occurred when changing interior graphics settings.
Redeeming items from the character selection screen will no longer fail with a confusing message if you are in a ship added to the game at a later date than the Hecate. We don't want to talk about it.
Fixed skill point total for Alpha characters so it now includes disabled skills.
Fixed the date in the tooltip for the Skill Queue start button when playing in German.
Fixed an issue where the Omega symbol would appear on corporation logos in the Show Info window of deployables when launched for corp.
Fixed an issue where editing a biography would not save properly when changing directly to a top level Character Sheet tab.
Fixed an issue where the preview for apparel in the New Eden Store was not appearing properly.
Inception tutorial: fixed UI highlights persisting after their corresponding UI element was removed.
Patch notes for EVE Online: Ascension 1.7
Released on Thursday, November 24, 2016
Reconfigured citadels which failed to online engineering service modules correctly. This also fixes a problem with loading the facility tab, when such a citadel should have been listed. Affected service modules might need to be installed again.
New Eden has been made a better place by fixing potential exploits.
Fixed visibility of the market graph after tweaking display options.
Fixed a crash that occurred when exiting the Captains Quarters.
Fixed a bug which resulted in reduced server performance due to generation of too many logs.
Fixed an issue where station services would not load properly when a client was launched with a stacked character sheet.
Fixed some missing notification setting strings.
Industry window: Entries in the "Blueprints and Jobs" tab, which are located in structures, are now showing the proper facility sub-menu and allow setting the destination to the structure.
Fixed an issue where items with fulfilled requirements, but missing pre-requirements, would display the "Add to Queue" button in their tooltip.
Tweaked the appearance of ship group bonus skills in the ship tree when you've trained the required skills for that group.
Added proper validation messages when attempting to extract over-trained skills with a skill extractor.
Patch notes for EVE Online: Ascension 1.6
Released on Tuesday, November 22, 2016
An issue with drones not using their combat orbit velocity has been resolved.
The 'Battle Preparations' operation will no longer skip the first task to "Redeem Items", until you have done so.
Package crates are now set to the volume of the total volume of all items inside, to prevent you from trying to open the create while in space inside your corvette.
Resolved some minor grammatical errors changes to texts.
Fixed the formatting of the operations info panel when it is viewed on the mouse over tooltip while it is hidden.
Arithmos Tyrannos now once again furiously attacks any careless capsuleer that incurs his wrath.
Fixed an issue where the character portrait would not render when the character sheet was stacked.
Fixed an issue where the 'Character sheet' header would reload when fitting modules in the 'Fitting' window and both windows are open.
Patch notes for EVE Online: Ascension 1.5
Released on Monday, November 21, 2016
Features & Changes
Several improvements have been made to the backend system.
Patch notes for EVE Online: Ascension 1.4
Released on Friday, November 18, 2016
Features & Changes
The capacity for personal saved ship fitting has been increased to 250.
The material costs of Standup Engineering Rigs have been reduced to be in line with the dev blog.
Fitting Simulation: The correct fitting name will be used now when dragging a ship fitting from the simulation mode button.
Fitting: Tactical destroyers will no longer show fake mode modules in the module list for the estimated price.
Patch notes for EVE Online: Ascension 1.3
Released on Thursday, November 17, 2016
Features & Changes
Tweaked the size of the buttons in the character creator.
Fitting simulation will now default to the currently active ship at opening and will no longer return to the previously simulated ship (as this caused confusion). A suppressible confirmation window is shown when leaving fitting simulation with open changes, to ensure no progress is lost.
Rorquals will no longer be able to sneak into Thera.
Adjusted the camera movement when viewing ship explosions.
Fixed an issue with UI highlights sometimes incorrectly flickering.
Operations: alternate zooming methods will now complete the zoom camera task.
Fixed an issue causing some players to get stuck at the spatial rift, unable to warp.
Fixed an issue where skills were not being trained properly after accounts changed their clone grade.
Fixed an issue that would enable the greenscreen feature in the character sheet header.
Fixed an issue in tactical camera where clicking on objects in space would not select them.
Added the current level and skill point information to tooltips for skills in the character sheet.
Fittings, including service modules, can be exported now.
Patch notes for EVE Online: Ascension 1.1 & 1.2
Released on Wednesday, November 16, 2016
Audiobanks have been modified to prevent some atmospheric sound/music from continuing beyond certain NPE sites.
Attempting to warp or jump while there is a disallowed module inside the cargo of ships inside your Ship Maintenance Bay will now move those modules to the cargo space of the top level ship, allowing normal movement. This corrects the known issue affecting capital ships with command processors fit to ships within their Ship Maintenance Bay.
The blueprint originals for the tech one Command Processor rigs are now seeded across a variety of NPC stations.
Beacons for sovereignty command nodes are now disappearing correctly at capturing of the command node.
Re-calibrated the calibration of the "Standup M-Set Ammunition Manufacturing Material Efficiency" rigs.
The Drifter Battleships and Autothysian Lancers will now correctly change speeds depending on their current action.
Fitting window: Active modules and command bursts are now changing the displayed align time in the fitting window in space.
Fitting: "Save As" uses now properly the current ship name after leaving simulation mode.
The name of simulated ships is now refreshed more consistently
Changes to the scan resolution attribute are now properly displayed as good or bad
Improved the cleanup of drones
Patch notes for EVE Online: Ascension
Released on Tuesday, November 15, 2016
Hooked up some new sounds when docking in stations; one for each race.
Clone States and Free EVE Online
EVE characters will be assigned one of two distinct clone states: Alpha or Omega
Accounts with an active subscription and their corresponding characters will be assigned the Omega Clone State and will work the same as subscribed characters have previously.
Unsubscribed accounts and their corresponding characters will now fall into Alpha State, which allows free access to EVE Online using a specific list of skills and skill levels.
Omega Clone State
Assigned to all characters on subscribed accounts
Faster training rate and longer skill queue than Alpha State
Allowed to train and use all skills, ships and modules
Alpha Clone State
Assigned to all characters on unsubscribed accounts
May train and use skills from a specific list which focus on Frigates, Destroyers, and Cruisers along with basic Industry ships
List of allowed skills varies depending on character faction
If you are returning after lapse, the faction chosen at character creation will be used to determine which skill list you have as an Alpha
Accounts lapsing from Omega to Alpha will have their training queue paused and will have previously trained skills outside the Alpha set disabled until subscription is renewed
Alpha characters may not be logged in simultaneously from the same location as other active EVE Online clients. For details please see our End User License Agreement
Account services such as PLEX, Multiple Character Training, and Skill Trading are available to characters of both Clone States, which the exception that characters in the Alpha State may not extract skills from the Alpha skill set.
For more information on Clone States, including the Alpha skill list, FAQs, and community discussion, see these Dev Blogs:
Blueprints for all these modules will also be converted accordingly, along with any ongoing Science/Industry jobs
The Command Processor I mid-slot module will be converted to a Medium Command Processor I rig. Any instances of this module currently fitted to a ship will be unfitted before conversion and moved to the ship's cargo hold.
All T1/T2 Mining Foreman Link modules to T1/T2 Mining Command Burst modules. More information is available in the blog Mining Foreman Revolution
All T1/T2 Skirmish Warfare Link modules to T1/T2 Skirmish Command Burst modules
All T1/T2 Siege Warfare Link modules to T1/T2 Shield Command Burst modules. (Note that "Siege" is being renamed to "Shield" to better reflect how it operates)
All T1/T2 Information Warfare Link modules to T1/T2 Information Command Burst modules
All T1/T2 Armored Warfare Link modules to T1/T2 Armor Command Burst modules
Existing market orders and contracts containing these items will be cancelled and refunded
Note that the Command Bursts modules require Command Burst Charges in order to operate. These charges were introduced in the previous release in order to allow supplies to be built in advance.
The Rorqual sees changes and additions to its specialty modules: more information is available in the blog Mining Foreman Revolution
The Industrial Core module has been significantly improved, and a new tech II version has been added.
The Pulse Activated Nexus Invulnerability Core module is a new Rorqual-exclusive defensive superweapon. It allows the Rorqual to make itself and its allies invulnerable for a short time. This new module requires a new rank 8 skill called Invulnerability Core Operation.
Phenomena Generators have been introduced. Titans will be able to fit these new modules (one per race) that apply timed bonuses and penalties to ships over an extremely large area. Unlike Command Bursts, Effect Generators impact ALL ships within their defined area (friend or foe).
Entosis Link I module now requires Infomorph Pyschology II (was Infomorph Psychology I).
All small artillery weapons have had their powergrid requirements reduced by 2.
Missions & NPCs
NPC Mining Operations will now appear across the New Eden cluster.
Haulers come to carry away the mined ore, and if killed can drop rare strong boxes.
If attacked, or you have terrible standings to that corporation, they will call for reinforcements.
The reinforcements are formidable, and will act like players.
You are most likely to find these mining ops near stations owned by the following corporations:
Amarr: Ducia Foundry
Amarr: Joint Harvesting
Amarr: HZO Refinery
Caldari: Deep Core Mining Inc.
Caldari: Poksu Mineral Group
Gallente: Astral Mining Inc.
Gallente: Material Acquisition
Gallente: Allotek Industries
Minmatar: Minmatar Mining Corporation
Minmatar: Vherokior Tribe
Minmatar: Thukker Mix
Sansha: True Creations
Blood Raiders: Blood Raiders
Guristas: Guristas Production
Angel Cartel: Salvation Angels
Aura has been fully re-imagined and all her vocal samples have been updated.
A brand new guiding tutorial experience has been created for Ascension.
Four new ‘Mentor’ non-player characters will guide new users through a tutorial journey crafted for their chosen race.
The updated Aura will also play a large part in this experience, guiding you through your first moments of EVE Online.
Please note, that for the Ascension release only brand new accounts with new characters will be able to participate in the updated tutorial.
The brand new Star Captain SKIN is now available for the Confessor hull.
In celebration of the launch of the Ascension expansion, the New Eden Store is hosting a massive sale of all store ship SKINs.
Science & Industry
The build, research and copy times of capital and structure blueprints have been increased. Find the details and discussion in this forum thread.
Improvement and changes to Industrial Command Ships:
The Porpoise is a new ship Industrial Command Ship that fills the hole at the bottom of the mining foreman ship progression line (further information).
The Orca is receiving a massive overhaul, with huge buffs to almost every attribute. It will be a mining powerhouse, a heavy duty ore hauler, a significant combat deterrent, and the strongest foreman burst platform available in highsec space (further information).
The Rorqual is getting a revamp from the ground-up - It will be capable of providing strong Mining Foreman Bursts, repairing allies and fighting off enemies, and vacuuming up ore faster than any other ship in New Eden (further information). The Rorqual will no longer be able to dock at Astrahus citadels, in order to bring its docking restrictions in to line with other capital ships.
The unpackaged volume of Hulks and Covetors will be dropping by 25% to make them easier to haul and store.
The Bowhead ORE Freighter is also receiving some improvements:
Slightly improved hitpoints and agility
37.5% reduced mass to match ORE’s commitment to improved wormhole utility
23% more capacity for the Bowhead’s Ship Maintenance Bay
Tactical Destroyers have been rebalanced. All the details and discussion can be found in this forum thread.
The new Sunesis destroyer has been introduced. Find the details and discussion in this forum thread.
The jump ranges of most capital ships have been increased. Find the details and discussion in this forum thread.
Three new mining drone skills are being added:
Mining Drone Specialization: 2% bonus to the mining yield and max velocity of drones requiring Mining Drone Specialization per level.
Ice Harvester Drone Operation: 5% reduction in ice harvester drone cycle time per level.
Ice Harvester Drone Specialization: 2% reduction in cycle time and bonus to max velocity of drones requiring Ice Harvester Drone Specialization per level.
Added new skill Invulnerability Core Operation - requirement for Rorqual's new PANIC module.
Added new skill Spatial Phenomena Generation - requirement for Titan's new Phenomena Generator modules.
The requirements for training the Command Ships skill have been adjusted, significantly reducing the time required before the skill can be obtained. Find the details and discussion in this forum thread.
When undocking any ship from a Citadel or Engineering Complex that would not be able to re-dock at that structure, a warning confirmation will now be displayed explaining that this will be a one-way undock.
The number of service module slots on Citadels have been reduced. The details and discussion can be found in this forum thread.
The skill queue will now pause and restart without intervention after a Clone Jump.
A new character sheet has been introduced for EVE Online: Ascension.
Alpha Clones will be locked to the Dark Matter window theme
Omega restricted items will have a gold border in the Inventory, Contracts, Market, Assets and Industry window.
Omega items have the Omega item added to the Show Info window.
Minor text changes to Fast Checkout window when Fast Checkout needs to be activated.
The buff-bar has been enhanced to support the new Command Burst mechanics. The buff-bar is designed to show timers that are associated with your ship.
The incoming buffs that your ship receives from Command Bursts will now show up in this area. There will be one icon for each of the 5 Command Burst categories. A timer animation will show the duration of the buff, and tooltips will give more details of individual buff durations/values.
A number of other buff/debuff effects have been also integrated in to this system, including the Titan Phenomena Generators, Supercarrier Burst Projectors and the Rorqual PANIC module.
The warp-scrambling debuff side-effect of super-weapons will also appear here, showing the countdown until it has cleared.
Timers that are associated with your character (such as Criminal flags, Weapons timer etc) will continue to appear in the upper-left of the screen - these will follow your character regardless of ship switching (including whilst docked in station).
Searching in personal assets and in corporation assets is now also returning items in structures like Citadels and Engineering Complexes.
Several changes have been made to the fitting window. Most notably is the addition of the Fitting Simulation.
Other improvements to the fitting window include:
When mouse-over modules while in normal fitting mode, the fitting window will no longer show preview in yellow text. This functionality has been moved to simulation mode, which provides an accurate preview.
Textures in the fitting window have been updated.
"Alpha strike" has been added to the damage section.
Damage sections now show combined dps with a tooltip that details how the dps is divided between weapons systems. In addition to raw dps, it also displays dps with module reload times taken into account.
A 'Fuel' section has been added for structures. It shows how much fuel the online services consume per day.
A 'Drone' section has been added to the fitting window. The drone panel lists bandwidth and drone control range of the deployed drones or the top drones in your drone bay.
"Align time" has been added to the navigation section. This is the time it takes for a ship to go into warp from a standstill.
Armor repair rate in the defense section now takes into account whether Ancillary repairers are charged or not.
Capacitor simulation estimation now takes into account capacitor boosters and their reload times.
Saving fitting from fitting window will now include the load charges.
A "Group All" button has been added. It can be found in the gap between rig slots and high slots
Effective hitpoints now assumes omni-damage, rather than the damage the ship is weakest to.
Text readout of the calibration output and load has been removed. This info can be found by mouse-over the calibration gauge next to the rig slots
The ship name has been moved to the left side of the ship.
Price estimation of the fit has been added to the fitting window. It has a tooltip that lists the prices of the ship and the fitted items. The prices used for the estimation are the global averages for each of the types.
The 'Save' fit button has been moved to a new panel in the left side of the window. The panel can be accessed by clicking the 'Browser' tab.
The 'Strip' button has been removed. This option is available in the ship's right click menu.
The 'Browse' button has been removed, and instead a new fitting browser has been added. It's still possible to access the fitting management window, either from the E button in the Neocom (or for now, by double clicking on the 'Hulls & Fits' tab)
The fitting management windows have been updated:
The windows will now use icons to indicate whether the fit is personal or corp owned. For corp fittings, by default, the ‘Save’ button will save the fits as corp fits, but for personal or unsaved fits it will save it as a personal fit.
For those with the corp role Fitting Manager, the 'Save' button will have a tooltip allowing you to save it either for the corp or the character.
The name of the fitting can by modified by clicking the fitting name.
The 'Rename ship to fitting name' has been moved to a setting wheel.
Fits can now be imported and exported from the fitting window through the ‘Import & Export’ option in the left panel of the window.
Fixed a case where it was possible to end up with a T3 cruiser with missing subsystems after applying a fitting from a link.
It is now possible to trash asset safety wraps.
Corrected the materials received when reprocessing the Standup L-Set Ice Grading Processor rigs.
Added a new NPC type to the NPE called ‘Circadian Seeker’ and renamed the old ‘Circadian Seeker’ to ‘Autothysian Lancer’.
Fixed an issue which could cause a momentary client lockup for players logging into the game while in space.
Items of deleted character, which are inherited by the corporation, are now being sent to the corporation deliveries hangar (instead of to the first hangar division).
The Crucifier Navy Issue Cold Iron SKIN (Permanent) is now available on the market.
Positioned launcher locators on the Typhoon to prevent overlap.
Adjusted visibility of turrets in hangar for low LOD quality.
Tweaked logo placement on the Gallente Marauder Kronos.
Corrected the looping animation on the Angel Frigate Echo.
Hacked in icons for cyno beacons.
Nailed down a section rail on the ORE Barge Retriever and variant to comply with health and safety.
Offset the logo decal on the Minmatar Command Ship Sleipnir.
Touched up the paintwork on the Ore Freighter Orca.
Erased the interior projection of registry decals for the Gallente Frigate Incursus and variants.
Stitched up the Blood Raider's jacket to close a gap with midlayer options.
A few terms have been changed for the French client:
Training queue: changed from "file d'attente de compétences" to "file d'apprentissage de compétences"
Materiel efficiency: "Efficacité matérielle" is now "Efficience matérielle"
Info shard: "Fragment d'information" is now "Partition de données"
Location marker: "Marqueur d'emplacement" is now "balise astrospatiale"
The citadel docking restrictions for the Rorqual now correctly match those of other capital ships. This means that Rorquals will no longer be able to dock at Astrahus citadels.
Science & Industry
You can no longer invent a Capital Capacitor Booster II blueprint from a Capital Compact Pb-Acid Cap Battery blueprint.
Resolved an issue which caused some brief client stutter when logging into a character that is in space.
Fixed a timing problem, which could in rare cases lead to being tethered to a citadel while being many AU away from the citadel.
Fixed a rare problem where all weapons in a solar system failed to cycle.
Fixed an issue where asset categories in the character creator were sometimes missing, which could make it impossible to finish character creation.
Text and Descriptions:
The description of the "Standup Weapon Disruptor I" has been updated with the correct name of the module.
Various minor spelling, layout and grammar fixes (curse you double spaces in item descriptions, we'll get you all one day!)
Fixed an issue with using the clipboard for ship skills in multibuy.
Fixed an issue where the screen in the captain’s quarters would fail to load a scene and therefore stop cycling through all available scenes.
Show info windows for charges no longer fail to show their "Used With" tab the first time they are loaded.
Removed all references to EVElopedia from in-game texts.
Removed duplicated attributes from the misc. section of the show info windows of structures.
The "Market deliveries" hangar for corporations has been renamed to "Corporation deliveries" in the inventory window for clarity.
The trade window has been stabilized to no longer break when trying to add an un-tradeable item to it.
Fixed an issue where it was possible for the camera to break when using the "Look at" command at long ranges.
Fixed through new fitting window:
The service module slots in the fitting window will now highlight correctly when hovering over a service module in the inventory.
The fitting window now remains open when taking control of a structure.
Fixed an issue that would cause the fitting window to comically oscillate when expanding or retracting the side information panels.
Keywords: Patch notes for EVE Online: Ascension
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