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Patch Notes for Retribution

Started by CCP, November 30, 2012, 07:04:48 pm

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CCP

Patch Notes for Retribution
30 November 2012, 4:34 pm

 Patch notes for EVE Online: Retribution 1.0  

To be released on Tuesday, December 4, 2012  

Features

Bounty Hunting

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

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

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

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

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

  • The new Mining Frigate skill may be obtained through the regular academy stations for 36000 ISK
    • Rank 2
    • Spaceship Command Level I prerequisite
    • Primary attribute is perception, with willpower as secondary
  • Radar Sensor Compensation, Gravimetric Sensor Compensation, Magnetometric Sensor Compensation and Ladar Sensor Compensation skills have been added to the market for 180000 ISK each
    • These increase their specific sensor strength by 4% per level
    • All rank 2
    • Electronics Level IV prerequisite
    • Primary attribute is intelligence, with memory as secondary
Modules

  • The new Micro Jump Drive battleship module has been added:
    • Skill: Micro Jump Drive Operation. Seeded on market.
    • Spool up time 12 sec. Jumps 100 km. Cooldown 3 minutes. Battleship only. Affected by warp scramblers. Increases base sig radius.
    • Blueprint copies drop from hacking sites and pirate commander/officer loot.
  • 5 New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
  • New Salvage Drones have been added:
    • Skill: Salvage Drone Operation. Seeded on market.
    • Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
    • Can be automated to salvage white and blue wrecks.
    • Can be manually set to salvage any wreck in range by targeting the wreck and choosing to salvage it.
    • Salvage drone blueprint is seeded on market.
Miscellaneous

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

 Changes

Science and Industry

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

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

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

  • Improved Alliance display to make it clearer when Factional Warfare is joined. This is shown on:
    • The login screen
    • Character sheet
    • Character, corporation and alliance show-infos
    • Corporation management and recruitment windows.
  • Factional Warfare complex naming and access restrictions have been revamped
    • “Minor” complexes have been renamed “novice” and now only accept tech1 frigates only (including navy or pirate - no tech2 variants allowed)
    • “Standard” complexes have been renamed “small” and now accept all frigates (including tech1, tech2 and all pirate / navy variantions) plus all destroyer variants (including tech1 and tech2 variations)
    • “Major” complexes (except for Compound and Stronghold types) has been renamed “medium” and now allow all frigate variations plus all cruiser variations (including tech1, tech2, pirate and navy variations but NOT tech3 cruisers)
    • “Major Compound” and “Major Stronghold” complexes have been renamed “Large Compound” and “Large Stronghold” and still have no ship restriction to enter
  • Factional Warfare complex layout has been altered
    • All capture beacons have been moved to 10km away from the warp-in point
    • Capture range have been set to 30km radius for all complexes, no matter their faction or sizes
  • Factional Warfare Complex NPCs have been overhauled
    • Complex NPCs have been reduced in numbers from 10-16 per room to either 1 or 2. NPCs will spawn one after the other, once a specific timer has elapsed
    • Complex NPC attributes have been changed to better suit a PvP environment while discouraging quick farming (very low damage output, average to high defenses, excellent mobility, no E-war, all use turrets)
World Shaping

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

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

  • Retribution is our second-step iteration on our ship rebalancing initiative. Please refer to this Blog for more details.
  • This release affects 40 ships total, including frigates, destroyers and cruisers, 5 of which are new hulls (4 new destroyers and one new mining frigate)
  • Listed vessels below may have had their manufacturing mineral requirements adjusted through “extra materials” to reflect possible role changes
  • The Impairor Tracking Disruptor bonus has been increased from 10% to 15%
  • The Velator Remote Sensor Dampening bonus has been increased from 10% to 15%
  • The Reaper Target Painting bonus has been increased from 10% to 15%
  • Blockade Runners are now immune to cargo scanners
  • The Muninn text description was updated to bring it's formatting in line with other Tech II variant ships.
  • The description for the Coercer has been updated, changing "Royal Navy" to "Imperial Navy".
  • All ships have had their Meta Level adjusted in line with the balancing changes.
  • All rebalanced ships have had their descriptions updated to quickly tell you what they do.
  • Freighters and jump freighters have been upgraded with a jettison tube and can freely jettison, scoop and move items between containers. They are still not able to load or scoop assembled containers into their cargo hold, except freight containers.
  • Kestrel:
    • Caldari Frigate bonuses: +5% to missile damage and +10% to missile velocity per level
    • Slot layout: 4 H, 4 M, 2 L, 0 turrets, 4 launchers
    • Fittings: 45 PWG, 180 CPU
    • Defense (shields / armor / hull): 500 / 350 / 350
    • Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
    • Mobility (max velocity / agility / mass / align time): 320 / 3.27 / 1163000 / 3.56 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 620 / 5
    • Sensor strength: 11 Gravimetric
    • Signature radius: 38
  • Tristan:
    • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +10% to drone tracking and hitpoints per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 35 PWG, 130 CPU
    • Defense (shields / armor / hull): 350 / 450 / 650
    • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.44 / 1106000 / 3.56 s
    • Drones (bandwidth / bay): 25 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5
    • Sensor strength: 9 Magnetometric
    • Signature radius: 41
  • Breacher:
    • Minmatar Frigate bonuses: +5% missile damage and +7.5% shield boost amount per level
    • Slot layout: 3 H, 4 M, 3 L, 0 turrets, 3 launchers
    • Fittings: 35 PWG, 180 CPU
    • Defense (shields / armor / hull): 500 / 350 / 300
    • Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
    • Mobility (max velocity / agility / mass / align time): 350 s / 3.16 / 1087000 / 3.21 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 650 / 4
    • Sensor strength: 8 Ladar
    • Signature radius: 36
  • Crucifier:
    • Amarr Frigate bonuses: +7.5% tracking disruptor effectiveness and +10% tracking disruptor optimal range
    • Slot layout: 2 H, 4 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 27 PWG, 235 CPU
    • Defense (shields / armor / hull): 250 / 400 / 350
    • Capacitor (amount / recharge rate / cap per second): 330 / 180 s / 1.83
    • Mobility (max velocity / agility / mass / align time): 350 / 3.35 / 1064000 / 3.34 s
    • Drones (bandwidth / bay): 15 / 45
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km / 540 / 6
    • Sensor strength: 14 Radar
    • Signature radius: 38
  • Griffin:
    • Caldari Frigate bonuses: +15% to ECM strength and -10% to ECM capacitor use per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 24 PWG, 240 CPU
    • Defense (shields / armor / hull): 400 / 250 / 250
    • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
    • Mobility (max velocity / agility / mass / align time): 350 / 3.5 / 1056000 / 3.46 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 500 / 6
    • Sensor strength: 17 Gravimetric
    • Signature radius: 45
  • Maulus:
    • Gallente Frigate bonuses: +7.5% remote sensor dampener effectiveness and -10% remote sensor dampener capacitor use per level
    • Slot layout: 2 H, 4 M, 3 L, turrets, launchers
    • Fittings: 28 PWG, 230 CPU
    • Defense (shields / armor / hull): 2 / 4 / 3
    • Capacitor (amount / recharge rate / cap per second): 275 / 150 s / 1.83
    • Mobility (max velocity / agility / mass / align time): 375 / 3.25 / 1063000 / 3.23 s
    • Drones (bandwidth / bay): 20 / 30
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 520 / 6
    • Sensor strength: 16 Magnetometric
    • Signature radius: 40
  • Vigil:
    • Minmatar Frigate bonuses: +10% to target painter optimal range and +7.5% to target painter effectiveness per level
    • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
    • Fittings: 26 PWG, 225 CPU
    • Defense (shields / armor / hull): 2 / 5 / 2
    • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.80
    • Mobility (max velocity / agility / mass / align time): 410 / 3.22 / 1080000 / 3.25 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 560 / 6
    • Sensor strength: 12 Ladar
    • Signature radius: 34
  • Magnate:
    • Amarr Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 3 M, 4 L, 2 turrets, 2 launchers
    • Fittings: 26 PWG, 230 CPU
    • Defense (shields / armor / hull): 3 / 3 / 4
    • Capacitor (amount / recharge rate / cap per second): 325 / 180 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 350 / 3.8 / 1072000 / 3.81 s
    • Drones (bandwidth / bay): 15 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
    • Sensor strength: 10 Radar
    • Signature radius: 39
  • Heron:
    • Caldari Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 5 M, 2 L, 2 turrets, 2 launchers
    • Fittings: 24 PWG, 260 CPU
    • Defense (shields / armor / hull): 400 / 200 / 200
    • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
    • Mobility (max velocity / agility / mass / align time): 340 / 3.57 / 1150000 / 3.84 s
    • Drones (bandwidth / bay): 15 / 35
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
    • Sensor strength: 12 Gravimetric
    • Signature radius: 40
  • Imicus:
    • Gallente Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 4 M, 3 L, 1 turrets, 0 launchers
    • Fittings: 21 PWG, 250 CPU
    • Defense (shields / armor / hull): 3 / 4 / 3
    • Capacitor (amount / recharge rate / cap per second): 270 / 150 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 330 / 4.15 / 997000 / 3.87 s
    • Drones (bandwidth / bay): 20 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
    • Sensor strength: 11 Gravimetric
    • Signature radius: 41
  • Probe:
    • Minmatar Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
    • Slot layout: 3 H, 4 M, 3 L, 2 turrets, 2 launchers
    • Fittings: 25 PWG, 240 CPU
    • Defense (shields / armor / hull): 300 / 300 / 225
    • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.8
    • Mobility (max velocity / agility / mass / align time): 360 / 3.58 / 1123000 / 3.76 s
    • Drones (bandwidth / bay): 15 / 35
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
    • Sensor strength: 9 Ladar
    • Signature radius: 38
  • Inquisitor:
    • Role bonus: +500% role bonus to Remote Armor Repair System Range
    • Amarr Frigate bonuses: +10% Remote Armor repair Amount and -10% Remote Armor Repair Capacitor Use per level
    • Slot layout: 3 H, 2 M, 4 L, 2 turrets, 0 launchers
    • Fittings: 51 PWG, 135 CPU
    • Defense (shields / armor / hull): 225 / 500 / 330
    • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 900 / 7
    • Sensor strength: 10 Radar
    • Signature radius: 34
  • Bantam:
    • Role bonus: +500% role bonus to Shield Transfer Range
    • Caldari Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
    • Slot layout: 3 H, 4 M, 2 L, 2 turrets, 0 launchers
    • Fittings: 39 PWG, 215 CPU
    • Defense (shields / armor / hull): 500 / 225 / 310
    • Capacitor (amount / recharge rate / cap per second): 380 / 190 s / 2
    • Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 850 / 7
    • Sensor strength: 12 Gravimetric
    • Signature radius: 35
  • Navitas:
    • Role bonus: +500% role bonus to Remote Armor Repair System Range
    • Gallente Frigate bonuses: +10% Remote Armor Repair Amount and -10% Remote Armor Repair capacitor use per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 49 PWG, 145 CPU
    • Defense (shields / armor / hull): 250 / 400 / 335
    • Capacitor (amount / recharge rate / cap per second): 390 / 195 s / 2
    • Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 875 / 7
    • Sensor strength: 11 Magnetometric
    • Signature radius: 36
  • Burst:
    • Role bonus: +500% role bonus to Shield Transfer Range
    • Minmatar Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
    • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
    • Fittings: 40 PWG, 205 CPU
    • Defense (shields / armor / hull): 400 / 250 / 290
    • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
    • Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 925 / 7
    • Sensor strength: 9 Ladar
    • Signature radius: 33
  • Coercer:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
    • Fittings: 85 PWG, 168 CPU
    • Defense (shields / armor / hull): 700 / 900 / 800
    • Capacitor (amount / recharge rate / cap per second): 700 / 370 s / 1.89
    • Mobility (max velocity / agility / mass / align time): 255 / 2.77 / 1650000 / 4.3 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 525 / 6
    • Sensor strength: 10 Radar
    • Signature radius: 62
  • Cormorant:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launcher
    • Fittings: 68 PWG, 200 CPU
    • Defense (shields / armor / hull): 900 / 700 / 700
    • Capacitor (amount / recharge rate / cap per second): 600 / 320 s / 1.875
    • Mobility (max velocity / agility / mass / align time): 250 / 2.78 / 1700000 / 4.4 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 475 / 7
    • Sensor strength: 12 Gravimetric
    • Signature radius: 65
  • Catalyst:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
    • Fittings: 70 PWG, 178 CPU
    • Defense (shields / armor / hull): 750 / 800 / 900
    • Capacitor (amount / recharge rate / cap per second): 650 / 350 s / 1.85
    • Mobility (max velocity / agility / mass / align time): 265 / 2.76 / 1550000 / 4 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km / 500 / 7
    • Sensor strength: 11 Magnetometric
    • Signature radius: 68
  • Thrasher:
    • Unchanged ship bonuses
    • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launchers
    • Fittings: 70 PWG, 170 CPU
    • Defense (shields / armor / hull): 800 / 750 / 750
    • Capacitor (amount / recharge rate / cap per second): 550 / 290 s / 1.89
    • Mobility (max velocity / agility / mass / align time): 270 / 2.8 / 1600000 / 4.2 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27km / 550 / 6
    • Sensor strength: 9 Ladar
    • Signature radius: 56
  • Augoror:
    • Role bonuses: +1000% remote armor repair system and energy transfer array range. +200% energy transfer amount
    • Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
    • Slot layout: 5 H, 3 M, 5 L, 3 turrets, 0 launchers
    • Fittings: 650 PWG, 275 CPU
    • Defense (shields / armor / hull): 1000 / 1650 / 1550
    • Capacitor (amount / recharge rate / cap per second): 1500 / 300 s / 5
    • Mobility (max velocity / agility / mass / align time): 210 / 0.68 / 10730000 / 6.8 s
    • Drones (bandwidth / bay): 20 / 20
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 62.5km / 385 / 8
    • Sensor strength: 14 Radar
    • Signature radius: 90
  • Osprey:
    • Role bonuses: +1000% to shield transfer and energy transfer array range. +200% energy transfer amount
    • Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
    • Slot layout: 5 H, 5 M, 3 L, 1 turrets, 2 launchers
    • Fittings: 425 PWG, 410 CPU
    • Defense (shields / armor / hull): 1650 / 1000 / 1450
    • Capacitor (amount / recharge rate / cap per second): 1375 / 275 s / 5
    • Mobility (max velocity / agility / mass / align time): 200 / 0.59 / 11230000 / 6.2 s
    • Drones (bandwidth / bay): 20 / 20
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 350 / 8
    • Sensor strength: 16 Gravimetric
    • Signature radius: 95
  • Exequror:
    • Role bonuses: +1000% remote armor repair system range and +100% drone repair amount
    • Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
    • Slot layout: 3 H, 4 M, 6 L, 3 turrets, 0 launchers
    • Fittings: 610 PWG, 275 CPU
    • Defense (shields / armor / hull): 1000 / 1400 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1375 / 264 s / 5.2
    • Mobility (max velocity / agility / mass / align time): 240 / 0.61 / 11020000 / 6.3 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 365 / 8
    • Sensor strength: 15 Magnetometric
    • Signature radius: 80
  • Scythe:
    • Role bonuses: +1000% to shield transfer and +100% drone repair amount
    • Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
    • Slot layout: 3 H, 5 M, 5 L, 2 turrets, 1 launchers
    • Fittings: 310 PWG, 315 CPU
    • Defense (shields / armor / hull): 1400 / 1100 / 1300
    • Capacitor (amount / recharge rate / cap per second): 1250 / 240 s / 5.2
    • Mobility (max velocity / agility / mass / align time): 250 / 0.6 / 11110000 / 6.2 s
    • Drones (bandwidth / bay): 45 / 45
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 400 / 8
    • Sensor strength: 13 Ladar
    • Signature radius: 75
  • Arbitrator:
    • Amarr Cruiser bonuses: +7.5% tracking disruptor strength and +10% drone damage, hitpoints, mining amount per level
    • Slot layout: 4 H, 4 M, 5 L, 2 turrets, 2 launchers
    • Fittings: 575 PWG, 325 CPU
    • Defense (shields / armor / hull): 1100 / 1500 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1375 / 490 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
    • Drones (bandwidth / bay): 50 / 150
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 285 / 7
    • Sensor strength: 15 Radar
    • Signature radius: 130
  • Blackbird:
    • Caldari Cruiser bonuses: +12.5% ECM optimal, falloff and +15% ECM strength per level
    • Slot layout: 4 H, 6 M, 3 L, 3 turrets, 3 launchers
    • Fittings: 525 PWG, 425 CPU
    • Defense (shields / armor / hull): 1400 / 1200 / 1400
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
    • Sensor strength: 18 Magnetometric
    • Signature radius: 135
  • Celestis:
    • Gallente Cruiser bonuses: +7.5% remote sensor dampener strength and +10% remote sensor dampener optimal, falloff per level
    • Slot layout: 3 H, 5 M, 5 L, 3 turrets, 3 launchers
    • Fittings: 575 PWG, 375 CPU
    • Defense (shields / armor / hull): 1200 / 1300 / 1700  
    • Capacitor (amount / recharge rate / cap per second): 1300 / 463 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 210 / 0.505 / 12070000 / 5.9 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
    • Sensor strength: 18 Magnetometric
    • Signature radius: 135
  • Bellicose:
    • Minmatar Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and +7.5 target painting strength per level
    • Slot layout: 4 H, 5 M, 4 L, 0 turrets, 4 launchers
    • Fittings: 575 PWG, 360 CPU
    • Defense (shields / armor / hull): 1400 / 1200 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 240 / 0.51 / 11550000 / 5.5 s
    • Drones (bandwidth / bay): 40 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300 / 7
    • Sensor strength: 14 Ladar
    • Signature radius: 120
  • Omen:
    • Amarr Cruiser bonuses: -5% medium energy turret rate of fire and -10% medium energy turret capacitor use per level
    • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
    • Fittings: 925 PWG, 315 CPU
    • Defense (shields / armor / hull): 1200 / 1700 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1475 / 526 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 235 / 0.51 / 11650000 / 5.6 s
    • Drones (bandwidth / bay): 40 / 40
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 6
    • Sensor strength: 15 Radar
    • Signature radius: 115
  • Caracal:
    • Caldari Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and maximum velocity per level
    • Slot layout: 5 H, 5 M, 4 L, 0 turrets, 5 launchers
    • Fittings: 630 PWG, 430 CPU
    • Defense (shields / armor / hull): 5 / 5 / 4
    • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 230 / 0.46 / 11910000 / 5.1 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270 / 6
    • Sensor strength: 16 Gravimetric
    • Signature radius: 125
  • Thorax:
    • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +7.5% medium hybrid turret tracking per level
    • Slot layout: 5 H, 4 M, 5 L, 5 turrets, 0 launchers
    • Fittings: 820 PWG, 330 CPU
    • Defense (shields / armor / hull): 1200 / 1600 / 1600
    • Capacitor (amount / recharge rate / cap per second): 1450 / 517 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 240 / 0.49 / 11280000 / 5.2 s
    • Drones (bandwidth / bay): 50 / 50
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
    • Sensor strength: 15 Magnetometric
    • Signature radius: 120
  • Stabber:
    • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +7.5% medium projectile turret falloff per level
    • Slot layout: 6 H, 4 M, 4 L, 4 turrets, 2 launchers
    • Fittings: 715 PWG, 340 CPU
    • Defense (shields / armor / hull): 1600 / 1300 / 1300
    • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
    • Mobility (max velocity / agility / mass / align time): 290 / 0.5 / 1140000 / 5.3 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 320 / 5
    • Sensor strength: 13 Ladar
    • Signature radius: 100
  • Maller:
    • Amarr Cruiser bonuses: +5% medium energy turret damage and +5% to all armor resistances per level
    • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
    • Fittings: 1150 PWG, 300 CPU
    • Defense (shields / armor / hull): 1000 / 2300 / 1700
    • Capacitor (amount / recharge rate / cap per second): 1625 / 465 s / 3.49
    • Mobility (max velocity / agility / mass / align time): 195 / 0.52 / 12050000 / 5.9 s
    • Drones (bandwidth / bay): 15 / 15
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280 / 6
    • Sensor strength: 16 Radar
    • Signature radius: 130
  • Moa:
    • Caldari Cruiser bonuses: +5% medium hybrid turret damage and +5% to all shield resistances per level
    • Slot layout: 5 H, 5 M, 4 L, 5 turrets, 0 launchers
    • Fittings: 850 PWG, 380 CPU
    • Defense (shields / armor / hull): 5 / 5 / 4
    • Capacitor (amount / recharge rate / cap per second): 1500 / 475 s / 3.15
    • Mobility (max velocity / agility / mass / align time): 190 / 0.52 / 12220000 / 5.9 s
    • Drones (bandwidth / bay): 15 / 15
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260 / 7
    • Sensor strength: 17 Gravimetric
    • Signature radius: 135
  • Vexor:
    • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +10% drone damage, hitpoints, mining amount per level
    • Slot layout: 4 H, 4 M, 5 L, 4 turrets, 0 launchers
    • Fittings: 800 PWG, 300 CPU
    • Defense (shields / armor / hull): 1100 / 2000 / 2000
    • Capacitor (amount / recharge rate / cap per second): 1450 / 483 s / 3
    • Mobility (max velocity / agility / mass / align time): 205 / 0.53 / 11310000 / 5.6 s
    • Drones (bandwidth / bay): 75 / 125
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
    • Sensor strength: 16 Magnetometric
    • Signature radius: 145
  • Rupture:
    • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and damage per level
    • Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
    • Fittings: 860 PWG, 350 CPU
    • Defense (shields / armor / hull): 1500 / 1800 / 1500
    • Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
    • Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
    • Drones (bandwidth / bay): 30 / 30
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
    • Sensor strength: 15 Ladar
    • Signature radius: 125
Skills

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

  • All medium Remote Armor Repair System and Medium Shield Transporter modules have been changed to be more useful as a whole and to fit with the Auguror, Osprey, Exequror and Scythe role changes
  • Optimal Range and Falloff of all ECM modules have been reduced by 10% (ECM ship bonuses have been increased to compensate)
  • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%, and ships with Sensor Dampener bonuses have had their bonus increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values (bonuses on ships having Tracking Disruption strength have been increased to 7.5% to compensate)
  • Ships with Target Painting Strength bonus have been increased from 5% to 7.5% per level for tech1 hulls, and from 7.5% to 10% for tech2
  • Optimal Range and Falloff of all ECM modules have been reduced by 10%
    • The ECM range bonuses on the Blackbird, Kitsune and Tengu Obfuscation Manifold have been increased to 12.5% per level, and on the Scorpion to 25% per level
    • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%
      • The Remote Sensor Dampener effectiveness bonuses on the Maulus, Keres, Celestis, Lachesis, and Arazu have been increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values
    • The Tracking Disruptor effectiveness bonuses on the Crucifier, Sentinel, Arbitrator, Pilgrim, and Curse have been increased to 7.5% per level
  • The Target Painting effectiveness bonuses on the Vigil and Bellicose have been increased to 7.5% per level, and the Golem, Hynea, Huginn and Rapier to 10% per level
  • Ancillary Shield Booster
    • Reduced capacity – 7 regular booster or 9 navy boosters.
    • Increased cap need when running without boosters.
    • X-Large booster now has duration of 5 seconds instead of 4.
  • Reactive Armor Hardener
    • Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
    • Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).
  • Target Spectrum Breaker
    • Reduced duration to 8 seconds
    • Reduced scan resolution penalty to 25%
  • Launching a Warp Disrupt Probes is no longer an offensive action, and as such will not incur a weapons timer
  • Changes to cargo containers and probes can be viewed in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73439
    • Added 5 new freight cargo containers in the following sizes: 1k, 5k, 10k, 50k, 250k
    • Removed all NPC seeding of cargo containers.
    • Created blueprints for all cargo containers and seeded the blueprints on the market.
    • The following containers cannot be launched into space, and when jettisoned will go into a jet can:
      • Station Containers, Station Vault Containers, Station Warehouse Container
    • Survey probes are no longer seeded by the NPC and blueprints for them are.
  • The text description to Triage Modules has been updated to clarify that they are subject to a stacking penalty.
  • Now when using a ship with an expanded cargohold, interacting with that cargohold should no longer produce any messages about insufficient space when the UI is showing otherwise.
  • The 200mm Railgun II has had its required skills changed to confirm with the rest of the T2 Hybrids. (Now requires Medium Hybrid Turret at Level IV instead of I)
  • Doomsday devices no longer display a badly-formatted internal attribute
  • Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems)
  • Decreased capacitor use of capital remote assistance modules to compensate for loss of skill bonus.
  • It is now possible to scan all transported items in a ship with a cargo scanner, including items in the fleet hangar, the ship maintenance bay, the drone bay, and various specialized holds.
  • Ship scanners have been upgraded to no longer show higher quantities of fitted items. They still have a chance of missing items in their scan.
  • Christmas Gifts:
    • Really? You expected us to just tell you what you are getting for Christmas in the patch notes? … Carbon. That is what you get.
Weapons and Ammo

  • Powergrid on all Heavy Assault Missile Launchers has been reduced by 10%
  • Light missile changes:
    • Explosion velocity reduced from 50 to 40
    • Damage has been increased by 10% (rounded to the closest digit)
    • Light missile launcher fitting requirements have been reduced by 2 powergrid and 4 CPU
  • Heavy missile changes:
    • Base flight time reduced by 35% (to 6.5 seconds) for tech1 variants
    • Base velocity increased by 14.6% (to 4300m/s)
    • Damage has been decreased by 10% (rounded to closest digit)
    • Explosion radius increased by 12%
  • Tech 2 missile changes:
    • Ship velocity and signature radius have been removed from all tech2 missiles
    • Precision missiles: increased bonus to explosion velocity, damage has been increased to match tech1 missiles
    • Fury missiles: damage bonus increased, flight time reduced, penalties to explosion radius and velocity have been unified among all sizes of missiles
    • Rage missiles: damage bonus increased, changed flight time to match tech1 missiles, and penalties to missile velocity, explosion velocity and explosion radius have been unified among all sizes of missiles
  • Powergrid usage of Focused Medium Pulse lasers reduced by 5%
  • Powergrid usage of Heavy Pulse lasers reduced by 10%
  • Powergrid usage of all cruiser sized beam lasers by reduced 10%
  • Powergrid usage of all cruiser sized artillery reduced by 10%
  • All, yes all because CONSISTENCY DEMANDS IT, ammo descriptions (not counting missiles), have had their descriptions updated to list their bonuses.
  • The following small lasers have been renamed, because medium does not equal small:
    • Medium Pulse Laser I -> Small Focused Pulse Laser I
    • Medium Beam Laser I -> Small Focused Beam Laser I
Inventory

  • General
    • Added a breadcrumb showing the selected tab within a certain inventory window
    • Added the ability to navigate up a tree from the breadcrumb directly
    • Added Back and Forward buttons to the Inventory window
    • Added the ability to keybind Back and Forward shortcuts to the mouse through the Shortcuts menu
    • Added feedback blink on the Back and Forward buttons when using shortcuts
    • Implemented Back and Forward shortcuts for other windows in EVE that use them, the Show Info windows
    • The icons for collapsing and expanding the Index Tree and Filters has been changed so that it is not confused with the Back and Forward buttons
    • All Inventory windows have their unique name in the header which never changes when moving between different tabs in the Index Tree
    • The Filters tab is now collapsed by default but will persist as open when players leave it open
    • Index Tree will only open up collapsed by default when a tab is opened that does not have any children
    • Once players have set a certain state of the Index Tree of each Inventory window for the first time, that state will be remembered
  • Persistence
    • Inventory windows will persist their shape and size once the user has set them
    • Inventories of active ship will persist between sessions of undocking and docking
    • Inventories of Item hangar and Ship hangar will persist globally the way they are left in stations when undocking
    • Inventories of corporate hangars will persist individually per station with an office
    • All tabs within inventory windows will persist their state once the user has set them to a collapsed or expanded state
    • Inventory windows will persist their stack state between sessions
    • Inventory windows will persist their view modes once the user has set them to a specific state
      • Compact view vs. Normal view
      • Thumbnail, List view with thumbnails or list view
  • Settings
    • Added a settings option for the Inventory that will always show the full Index Tree in all inventory windows
    • Added a settings option to keep the filter value in the filter input box between inventory tabs
    • Moved the Settings icon below the header so that it is not shown multiple times when stacking inventory windows together
    • Inventory window settings for Player Owned Structures have been sorted into more category classes based on the type of structure they belong to.
  • Index Tree
    • Added the ability to scroll the Index Tree with the mouse scroll wheel while dragging items
    • Added the ability to scroll the Index Tree up or down while dragging items
    • Added the ability to scroll the inventory content area while dragging items inside of it
    • Hovering over a tab in the Index Tree while dragging items will no longer change the focus to that inventory location
    • Hovering over a tab in the Index Tree while dragging items will expand it and show it‘s children, if it has them
    • Implemented a mechanic of isolating inventories when they are opened directly from the Index Tree or by accessing them directly and not opening the main Inventory window
    • Added a better feedback when dragging tabs out of the Index Tree to open as separate window to give better indication that it is possible
    • Added a selection highlight on tabs that have active children, so that it is visible when the parent tab is collapsed
  • Inventory in Neocom
    • Added a new group in the EVE Menu called Inventory that has icons with direct access to certain Inventories and can be moved by players to the root of the Neocom for easy access.
    • Ship hangar and Item hangar are now available in the Neocom when accessible
    • Corporate hangar is now available in the Neocom when accessible
    • A new icon was created for direct access to Active Ship
    • Moved the Assets icon from the EVE Menu root to the Inventory group
    • Users can move ships to Item hangar and items to Ship hangar and the items will get sorted automatically to the correct loaction. This applies to the icons in the Neocom, in the Index Tree as well as dragging directly to the content area of these inventories
    • Open inventory locations will stack under their unique icon in the Neocom root, if the user has moved those icons there
  • Feedback indicators
    • When moving items between inventories, the client will always assume the player wants to move the item and not give any error message regarding stacking if the item being moved is dragged on top of another item that it can not be stacked with
    • If the players wants to stack to stackable items together he will get a highlight effect feedback which indicates the items can be stacked together. The successful stacking will also give a different audio feedback than regular item movement like it previously did
    • Locked items will have a lock icon in the upper-right corner in thumbnail view as well as slight greyed out state of the icon image, making a distinction between items that are being moved using shortcuts
    • When I want to move items using shortcuts (Ctrl-X & Ctrl-V) the items I am moving will have a gre

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