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Patch notes for 119.5 release

Started by CCP, May 05, 2017, 07:08:51 pm

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CCP

Patch notes for 119.5 release
5 May 2017, 4:20 pm

 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.

Source: www.eveonline.com - Patch Notes

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