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Author Topic: Patch Notes For EVE Online: Invasion  (Read 73 times)

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Patch Notes For EVE Online: Invasion
« on: May 24, 2019, 03:23:22 pm »
Patch Notes For EVE Online: Invasion

Patch Notes For EVE Online: Invasion 1.0



Released On Tuesday, May 28th 2019



Features & Changes:



General:




  • The 64-bit client will be released on both Windows & MacOS as an opt-in beta (Option found in the EVE Launcher). Check out more details here!



Balance:



DAMAVIK:




  • Optimal Range Bonus has been replaced with a 4% Armor resistance bonus

  • Powergrid has been increased to 55 (from 52)



KIKIMORA:




  • Removed Kikimora drone bay / bandwith

  • Reduced Powergrid to 55 (from 58)



AMMUNITION:




  • All Tech II Ammunition can now be loaded into all Faction, Storyline, and Officer weapon variations

  • Reduced Tracking Speed multiplied for Mystic ammo to .5 (from .75)



ELECTRONIC WARFARE DRONES:




  • Reduced jam duration on Hornet EC-300, Vespa EC-600, and Wasp EC-900 to 5 seconds (was 20 seconds)



Abyssal Deadspace:




  • Faction Disintegrator variations will now drop as blueprints (was previously dropping as a module)



Graphics:




  • Improved the decal LOD system to make it more efficient, and reduce the draw calls in the medium and far zoom levels, thereby increasing performance on the GPU.



Modules:



Introduced Decayed, Gravid, and Unstable Mutaplasmids for the following module groups:
- Damage Controls
- Assault Damage Controls



Added Unstable Mutaplasmids for the following module groups:
- Medium Ancillary Shield Booster
- Large Ancillary Shield Booster
- X-Large Ancillary Shield Booster
- Small Ancillary Armor Repairer
- Medium Ancillary Armor Repairer
- Large Ancillary Armor Repairer



Missions & NPCs:



The Triglavian Collective have begun to exert influence on systems within of the Hi-Security regions of New Eden. Escalating System-wide effects have been observed and Triglavian forces are roaming these systems in varied fleet sizes and compositions. Rumors spreading from capsuleer expeditions into abyssal deadspace indicate that these first waves of Triglavian vessels may be the vanguard of a larger invasion force yet to reveal itself.



Science & Industry:




  • New Datacores – A new Datacore will be added:


    • Triglavian Quantum Engineering datacore has been added, which will be used for Invention of tech II Triglavian ships and Entropic Disintegrators.


  • New Components – We will be adding 5 new tech II component types for use in Tech II Triglavian ship production.




    • Radiation Absorption Thruster

    • Singularity Radiation Converter

    • Zero-Point Field Manipulator

    • Trinary State Processor

    • Lattice Locked Dekaisogen


  • Zarmazd Tech II production has been re-balanced to be consistent with all new Triglavian Tech II ship production.


  • Tech I Exotic Plasma Charge Blueprints now produce 5000 units (increased from 1000 units)

  • Faction Disintegrators now require a Tech II Disintegrator of appropriate size as a build material

  • Faction Disintegrators now require the skill Triglavian Quantum Engineering in their production.



Ships:



NERGAL



Bonuses:



Precursor Frigate (per level):
- 5% bonus to Light Entropic Disintegrator damage
- 4% bonus to all armor resistances



Assault Frigate (per level):
- 20% bonus to Light Entropic Disintegrator maximum damage multiplier bonus
- 7.5% bonus to Light Entropic Disintegrator maximum range



Role:
- 50% reduction in Microwarpdrive signature radius penalty
- 100% bonus to Remote Armor Repairer repair range
- 50% reduction in Energy Neutralizer cap need
- 50% reduction in Remote Armor Repairer cap need
- 50% reduction in Smart Bomb cap need
- Can fit Assault Damage Controls



Slot Layout:
- 2 High Slots
- 3 Mid Slots
- 4 Low Slots
- 1 Turret Hardpoint, 0 Launcher Hardpoints
- 2 Rig Slots
- 400 Calibration



Fittings:
- 55 Powergrid
- 150 CPU



Attributes:
- Defense (shields / armor / hull) : 225 / 1120 / 700
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65
- Capacitor (amount / recharge rate) : 525 / 212s
- Mobility (max velocity / agility / mass): 313 / 2.9 / 1,043,000
- Warp Speed: 5 au/s
- Drones (bandwidth / bay): 25 / 25
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 640 / 5
- Sensor strength: 14 Radar
- Signature radius: 36m
- Cargo capacity: 250m3



IKITURSA



Bonuses:



Precursor Cruiser (per level):
- 5% bonus to Heavy Entropic Disintegrator tracking speed
- 5% bonus to Heavy Entropic Disintegrator damage



Heavy Assault Cruiser (per level):
- 20% bonus to Heavy Entropic Disintegrator maximum damage multiplier bonus
- 7.5% bonus to Heavy Entropic Disintegrator maximum range



Role:
- 50% reduction in Microwarpdrive signature radius penalty
- 100% bonus to Remote Armor Repairer repair range
- 50% reduction in Energy Neutralizer cap need
- 50% reduction in Remote Armor Repairer cap need
- 50% reduction in Smart Bomb cap need
- Can fit Assault Damage Controls



Slot Layout:
- 4 High Slots
- 4 Mid Slots
- 6 Low Slots
- 1 Turret Hardpoint, 0 Launcher Hardpoints
- 2 Rig Slots
- 400 Calibration



Fittings:
- 1250 Powergrid
- 400 CPU



Attributes:
- Defense (shields / armor / hull) : 850 / 3450 / 2200
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65
- Capacitor (amount / recharge rate) : 1650 / 280s
- Mobility (max velocity / agility / mass): 220 / .64 / 11,900,000
- Warp Speed: 3 au/s
- Drones (bandwidth / bay): 50 / 75
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 300 / 7
- Sensor strength: 22 Radar
- Signature radius: 120m
- Cargo capacity: 550m3



DRAUGUR



Bonuses:



Precursor Destroyer (per level):
- 15% bonus to Light Entropic Disintegrator optimal range
- 20% bonus to Light Entropic Disintegrator damage



Command Destroyer (per level):
- 2% bonus to Skirmish Command and Information Command Burst effect strength and duration
- 5% reduction in Micro Jump Field Generator spool up time



Role:
- Can use one Command Burst module
- Can fit Micro Jump Field Generators
- 50% reduction in reactivation delay for defender Launcher
- 95% reduction in powergrid requirements for Command Bursts
- 50% reduction in Microwarpdrive signature radius penalty
- 100% bonus to Remote Armor Repairer repair range
- 50% reduction in Energy Neutralizer cap need
- 50% reduction in Remote Armor Repairer cap need
- 50% reduction in Smart Bomb cap need



Slot Layout:
- 3 High Slots
- 3 Mid Slots
- 4 Low Slots
- 1 Turret Hardpoint, 0 Launcher Hardpoints
- 2 Rig Slots
- 400 Calibration



Fittings:
- 70 Powergrid
- 220 CPU



Attributes:
- Defense (shields / armor / hull) : 475 / 1250 / 1010
- Base shield resistances (EM/Therm/Kin/Exp): 0 / 50 / 40 / 85
- Base armor resistances (EM/Therm/Kin/Exp): 50 / 75 / 25 / 65
- Capacitor (amount / recharge rate) : 950 / 340s
- Mobility (max velocity / agility / mass): 318 / 2.88 / 1,450,000
- Warp Speed: 4.5 au/s
- Drones (bandwidth / bay): 10 / 20
- Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 525 / 7
- Sensor strength: 14 Radar
- Signature radius: 62m
- Cargo capacity: 360m3



Skills:




  • Introduced two new skills: Triglavian Encryption Methods and Triglavian Quantum Engineering which will be required for invention and manufacturing of Tech II Triglavian Ships.



War Declarations:




  • The next stage of the War Declarations revamp has been released, including the introduction of War Headquarters structures, War cost simplification, improved mutual wars, and war UI improvements.

  • More information about these changes and where they fit into the wider design for war declarations in EVE can be found in this dev blog.

  • War Headquarters:


    • In order to declare an aggressive war, the attacking side must now designate a specific Upwell Structure that they own somewhere in highsec space as the "War Headquarters" for that war. If the War Headquarters structure is destroyed, removed from space, or removed from the control of the attacking organization for any reason the war will enter its 24 hour cooldown and then end. If a war ends due to the removal of the War HQ, the former attacking organization will be unable to declare new wars against the former defending organization for two weeks.

    • The identity of the War HQ structure is included in war notifications for the defender, as well as being visible to all interested parties through the war report window.

    • Wars that are active during the Invasion expansion downtime will continue without needing a headquarters structure during a transition period that is scheduled to end at downtime on July 25th. If a war is active without a War HQ at the end of the transition period it will enter its 24 hour cooldown at that point and end the next day.


  • War Cost Simplification:


    • The cost of aggressive war bills has been set at a flat fee of 100 million isk per week.


  • Mutual Wars:


    • Mutual wars have been revamped to improve quality of life for participating organizations

    • Aggressive wars can no longer be converted into mutual wars. Instead, mutual wars may be started through an invite/acceptance process.

    • Mutual wars may now be started without any isk cost or structure requirements

    • Either side of a mutual war may now decide to end the war at will, triggering the standard 24 hour cooldown before shooting stops


  • Corporations that are allies of the defending side in an ongoing war can no longer join an alliance until the war ends or their ally contract finishes, unless the alliance they are attempting to join is also the only defender they are allied with.



User Interface:




  • Added the Board My Corvette button; Corvettes will no longer be made available automatically on docking in a pod, instead the player can choose to be placed inside a corvette using this button. If the character does not currently have a corvette then they will be provided one and then boarded into it. If a corvette is already in the ship hangar the character will board it and the standard modules fitted will be repaired.

  • The styling for the Undock, View Outside and Take Control buttons have been updated.

  • Updated Redeem Queue Notifications so that they now appear in the Neocom and not in the notification widget.

  • Hangars are now visible below the station services by default.

  • Remodeled the Agency!


    • New cleaner and more functional UI, using the Progressive Disclosure approach to funnel the user to their desired content.

    • Bookmarking pages is now possible, allowing you to skip the funnel and get straight to your most used pages.

    • Agent Finder is back!

    • Filters are now more visible and easy to use.

    • Filters will now remember their last settings for each page.

    • Reset all filters button is available.

    • Search for specific planet types in the Planetary Production Agency page to establish your colony on, and if they are within range of your Remote Sensing skill, see their available resources without opening the PP window of each planet.

    • The amount of Anomalies and Signatures in a K-Space system is now visible from anywhere.

    • Combat Anomalies, Ore Anomalies, and Ice Belts show the exact type of site from within 1 jump away. At 2 jumps or further, only the existence of the site is shown.

    • Storyline Missions and Escalations will guide the player to their respective pages by displaying the NEW! label.

    • Contested level of Factional Warfare system and available FW complexes are now visible from anywhere in EVE.

    • Incursion locations and incursions types (Scout/Vanguard/Assault/HQ) now shown in the Agency.

    • Amount of accumulated CONCORD LP from completing Incursion sites is now shown in the Agency.

    • Sites shown in the Agency now have the same contextual menu when right clicked as they do when right clicked in space, so you can now fleet warp to a site for example.

    • Tooltips explaining the various features of EVE are present throughout the Agency to teach players about the mechanics of each.

    • Triglavian Invasions are available through the Agency.


  • In-client CSAT (Customer Satisfaction Survey) in system menu

  • The new Help Pointer feature has been added and is available in the Utilities folder of the Neocom.


    • This feature allows players to share links to different UI elements that will highlight that UI element with a label and arrow when clicked. It is expected to be especially valuable for veteran player mentoring their new friends.

    • More information about the Help Pointer feature can be found in this dev blog.


  • War UI Improvements:


    • New “War Info” tab in the Wars tab of the corporation window, which explains the war declaration system and shows you the war status of your corporation at a glance

    • The "Kill Reports" tab for a corporation has been moved from the "Wars" tab to the "Home" tab of the corporation window.

    • New “War History” tab in the corporation window under the Wars tab, which displays previous wars and currently enforced peace periods due to surrenders and War HQ removal.

    • New “Mutual War Invites” tab in the corporation window under the Wars tab, visible to corporation directors and CEO which show all the current incoming or outgoing mutual war invites. Here directors and CEOs can also find a toggle to block incoming mutual war invites if they wish

    • Improved the war history section in the show info window for corporations and alliances

    • Updated and improved the war report, including information about the identity of the War HQ

    • Added a “Wars” tab to the show info window of Upwell structures if they are a War HQ

    • Added an icon + tooltip to structure entries in the structure browser if they are a War HQ

    • Added an icon to the character selection screen that clearly displays when your characters are involved in an active war

    • Added an icon to the top section of the character sheet that clearly displays when your characters are involved in an active war

    • Added an icon to the crimewatch timers section at the top left of the screen that clearly displays when your characters are involved in an active war

    • Added suppressible warning popup when undocking in High Sec while involved in an active war.

    • Updated and added numerous war related notifications and warnings.




Defect Fixes:



Gameplay:




  • Addressed Small Disintegrators not having bonus applied from Wolf-Rayet C2 Wormholes

  • Addressed Kikimora not having bonus applied from Wolf-Rayet C2 Wormholes

  • Fixed issue preventing HIC Scram from preventing Micro Jump Field warps

  • Updated Triglavian T2 ships to have appropriate Warp Speeds

  • Fixed an issue where Sisters of EVE Advanced Combat suits were not appearing in the market.

  • Fixed a rare case where weapons of the same weapon group got loaded with different amounts of charges.



Graphics:




  • Fixed cloaking display on Servant Sisters of EVE Cruiser Stratios

  • Fixed Turret placement on the Angel Cartel Battleship Machariel

  • Fixed Turret placement on the Triglavian Command Destroyer Draugur

  • Adjusted Spotlight on the Caldari Tactical Destroyer Jackdaw

  • Fixed Singularity Storm and Hadean Horror skins not behaving correctly at long view distances

  • Corrected ship identifier decals on ORE Industrial Ship Noctis and Ore Industrial Command Ship Porpoise

  • Fixed a shader issue with the Triglavian Assault Frigate Hydra and Society of Conscious Thought Cruiser Tiamat

  • Fixed an edge-case error thrown when rapidly switching ships and SKINs between capital on and non-capital hangars

  • Fixed an error that occurred when changing ships and SKINS at the same time

  • Spotlight placement adjusted in the Amarr Hangar

  • Fixed an issue that caused Fortizar explosions to appear too small

  • Fixed Geometry on some Crystal Asteroids

  • Animations on thunderstorm and lava planets have been toned down

  • When docking, visual cloak effect now runs to completion

  • Certain shadows in the character creator now update more accurately when changing apparel

  • Corrected an issue in which releasing the mouse button would not end sculpting mode while sculpting a character

  • Applying Gray eyeliner now achieves its intended tone

  • Fixed character customization failure when character creation had been started and not completed in the same session

  • Lipstick now applies consistently over facial augmentations that change the color of a lip

  • Updated Heat Sink Mutaplasmids to use correct icons



Localization:




  • Removed Tactical Logistics Reconfiguration from Carriers Mastery requirements



Technical:




  • Fixed a physics desync issue related to approaching/orbiting ships as they activate cloak.

  • Fixed a client vulnerability, which could lead to client freezes.



Text & Descriptions:




  • Corrected the pronouns in the error message received when attempting to rejoin a corporation at war.

  • Various text, punctuation and grammar fixes in many different places.

  • Fixed a variety of small text issues in item descriptions and missions.



User Interface:




  • Updated the notification for CEOs when they apply to other corporations to make sure the instructions are up to date.

  • Fixed inconsistencies with dragging character links into the member list of chat channels. This will now always try to invite the character to the chat channel (if possible), no matter where the link was coming from and if the link was dropped into empty space or on top of another character.

  • Hyphens are valid characters for the purpose of searching solar system names.



War declarations:




  • Fixed problems with the display of expired war ally contracts.

  • Fixed a loop-hole with re-declaring a war, where former war allies were suddenly dropped out of the war.

  • It is no longer possible to send an ally request for a war, which is not opened up for allies.

  • Several other small fixes to war declarations.


Source: Patch Notes For EVE Online: Invasion

 


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