Tag: Undo |
Add patch notes for 2025-03-12.1 and 2025-03-13.1. Transform and Clean-up. |
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🤝 - Indicates a change inspired by the player's feedback or suggestions. | 🤝 - Indicates a change inspired by the player's feedback or suggestions. | ||
== Patch Notes for 2025-03-13.1 == | |||
=== Features & Changes === | |||
==== Drifter Crisis === | |||
The challenges for the Race for the Hives event did not complement the group-focused nature of the content. Some roles were underserved, and some challenges acted as roadblocks. As such, we have decided on an overhaul. | |||
* {{PatchNoteStatus|tbd|New Race for the Hives challenges have been added: | |||
** These replace the existing challenges. | |||
** Each of the 5 Crisis sites and the Deepflow Rift site have been given a 'Complete Site' challenge: | |||
*** Only characters eligible for a site's payout will be counted as completing the challenge. | |||
*** The points value of each challenge varies, but the overall points per challenge have increased significantly. | |||
** All 6 challenges will be active simultaneously, allowing players to pick the content that suits them. | |||
** Note: existing faction and event track progress will not be affected by these changes.}} | |||
* {{PatchNoteStatus|tbd|Contribution earned when salvaging Battle Wreckage within Field Rescue sites has been greatly increased.}} | |||
** Note: the top contributing fleet will earn the site's payout.}} | |||
==== User Interface ==== | |||
* {{PatchNoteStatus|tbd|🤝 It's now possible to use Broadcast Repair Target from the right click menu in the watchlist.}} | |||
== Patch Notes for 2025-03-12.1 == | |||
=== Features & Changes === | |||
==== Ansiblex Gates & Force Projection ==== | |||
* {{PatchNoteStatus|tbd|Ansiblex Jump Gates | |||
** It's no longer possible to use an Ansiblex while warp disrupted or inside a bubble.}} | |||
*** {{PatchNoteStatus|todo|Ansiblex Jump Gates have been renamed to Ansiblex Jump Bridges for more clarity on not being able to use them while warp disrupted anymore.}} | |||
** {{PatchNoteStatus|tbd|Reduced the Radius attribute on the Ansiblex Jump Bridge from 13,000m to 7,000m.}} | |||
*** This will mean that it now takes up much less volume/area in space and will be easier to camp with warp disruptors and bubbles.}} | |||
** {{PatchNoteStatus|tbd|Ansiblex Bridges no longer auto-repair, no longer have a damage cap and now use the same reinforcement flow as Metenox Moon Drills.}} | |||
*** Ansiblex HP values and resistances have been rebalanced following this change, to provide an increase to their total EHP while giving them higher resistances and lower flat HP to make them easier to remote repair for logistics pilots. | |||
**** Shield HP and Armor reduced from 750,000 HP to 500,000 HP. | |||
***** (Note: These are increased by 4x when it is high power). | |||
**** Shield and Armor Resistances increased from 20% to 75%. | |||
**** Structure Hitpoints increased from 3,000,000 HP to 12,000,000 HP.}} | |||
** {{PatchNoteStatus|tbd|Ansiblex Bridges can no longer be placed closer than 100,000km to stargates. | |||
*** Existing Ansiblex Bridges will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.}} | |||
We're making a number of changes to Ansiblex Bridges to limit their force projection power. We're doing that primarily through giving players more agency by making them more difficult or dangerous to use in contested space, removing the damage cap and requiring them to be manually repaired just like Metenox Moon drills, and requiring new Ansiblex bridges to be placed off grid from stargates to make scouting from the gate harder, rather than introducing new systems or mechanics which limits their use such as jump fatigue. | |||
Our goal with these changes is to make sure nullsec line members and sov holders are still able to use Ansiblex bridges to access the core space that their alliance controls, so that they can still efficiently do daily activities such as mining, ratting, PI, Mercenary Dens, refueling and logistics work without impeding them with a system like fatigue. While opening up more gameplay options to counter force projection, such as delaying responses and fleets with defensive Interdictor and bubble usage, making them more dangerous through increasing the ability for players to setup traps like bombing runs and pipebombs, and to give more options to raiders and roaming gangs by making them easier to camp, and increasing the burden of maintaining distant Ansiblex gates outside of the alliances core space. | |||
==== Ship Warp Speed Changes ==== | |||
* {{PatchNoteStatus|tbd|The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.}} | |||
Overtime, we've adjusted and rebalanced different ship class warp speeds, most recently in 2019 and they are now fairly inconsistent with some ships like Heavy Assault Cruisers having the same warp speed as Stealth Bomber Frigates and Tech 1 Destroyers, while industrial ships such as haulers and mining barges which are also the same size (M) are slower than some battleships. | |||
This can make it difficult for new players to understand the relationship of warp speeds between different size classes of ships and Tech II ships currently have faster warp speeds than Tech I ships, even when it doesn't always make sense for their specialized role, like the above-mentioned heavy assault cruisers warping faster than regular cruisers. Tech II ships from the size above are also competing with the tech I and navy size below for warp speeds, which makes it is harder to justify bringing smaller classes of ships. This also contributes to unhealthy 'force projection' since stronger, more powerful ships, are also able to cross the universe faster. | |||
|We have made the following changes to address these issues. | |||
* {{PatchNoteStatus|tbd|Grouped up all ships based on their size, such as Small, Medium, Large and Capital. Removing the 10% or +0.5AU/s bonus from Tech II ships. | |||
* Ships that are slightly bigger than this size category, such as Destroyers for small, Battlecruisers and Haulers for Medium etc. are placed in a plus sized group. | |||
** This leaves us with just 7 base warp speed tiers rather than the current 13! | |||
* Tech II ships which need the increased warp speed for performing their specialization, such as Interceptors and Interdictors, have been given role bonuses to warp speed to keep their current warp speeds about the same while making these ships easier to identify for new players. | |||
* The Net result from these changes are that Titans, Freighters, Mining Barges, Exhumers, Haulers will now warp 10-15% faster, The Porpoise and the Orca get improvements of 25-30% and most Tech II ships which are not specialized will warp slightly slower.}} | |||
Below is a table with the new warp speeds for every class and size of ships: | |||
Table removed see: [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes - Version 22.02] | |||
* {{PatchNoteStatus|tbd|Additionally, Capsules will now warp at 4.0 AU/s to match cruisers, which is what they did before the 2019 warp speed increase for Cruisers. | |||
** We are not buffing the warp speed of corvettes at this time, which still warp at 3.0 AU/s, to make sure we do not obsolete shuttles and tech I frigates as travel options.}} | |||
==== Filaments ==== | |||
* {{PatchNoteStatus|tbd|A spool-up timer has been added to '''all''' travel filaments (Triglavian Space, Needlejack, and Ice Storm).}} | |||
* {{PatchNoteStatus|tbd|A Filament Trace will appear next to the travel filament's owner on activation: | |||
** Nearby fleet members without capsuleer log-off timers will become linked to the trace as it appears. | |||
** Characters will unlink from a trace if they cloak, change ship, or go beyond 30km of the trace. | |||
*** A link cannot be reestablished once broken. | |||
** If the filament's owner unlinks from the trace, it immediately closes. | |||
** Traces can be scanned with combat probes or d-scan.}} | |||
* {{PatchNoteStatus|tbd|After the spool-up completes, the filament's owner can jump all characters which remain linked to it: | |||
** Warp disrupted players will not be jumped. | |||
*** Filament owners will be given a confirmation prompt if characters will be left behind. | |||
** Traces will close after 15 minutes have passed since it first appeared.}} | |||
* {{PatchNoteStatus|tbd|Travel filaments can no longer be used on a deadspace grid.}} | |||
Filaments have long been a powerful tool for both fast travel and escaping dangerous situations. The addition of a spool-up timer and scannable traces aims to add risk and enable counterplay. | |||
Below is a table with the new filament spool-up timers: | |||
Table removed see: [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes - Version 22.02] | |||
==== Balancing ==== | |||
* {{PatchNoteStatus|tbd|Eos | |||
** 10% bonus to drone damage and hitpoints per level of Gallente battlecruiser has now been split into 2 separate bonuses. | |||
*** 10% bonus to heavy drone, medium drone, and light drone hitpoints and damage. | |||
*** 5% bonus to sentry drone damage and hitpoints. | |||
** 7.5% bonus to drone tracking per level of command ships has now been split into 2 separate bonuses. | |||
*** 7.5% bonus to heavy drone, medium drone and light drone tracking. | |||
*** 5% bonus to sentry drone tracking.}} | |||
We're making some adjustments to the Eos to specifically target the amount of damage and tracking that it has with sentry drones, while avoiding nerfing regular drone fits. This makes it more similar to the Ishtar which also has lower bonuses for sentry drones. | |||
* {{PatchNoteStatus|tbd|Orca | |||
** Agility multiplier improved from 2.6x to 2.0x}} | |||
The Orca had a higher align time than the Rorqual, so we are correcting this by giving it a significant buff to agility which should have it now be more comparable to the Rorqual and a reinforced bulkhead fitted Bowhead. We need to be careful not to obsolete Freighters, Deep Space Transports as hauling platforms but we feel like we can make this change now since both of those classes are also receiving warp speed boosts at the same time. | |||
Taking into the account the 25% warp speed buff that it is getting, it should feel significantly more mobile when travelling between systems and mining locations. | |||
* {{PatchNoteStatus|tbd|Heavy Interdiction Cruisers | |||
** All HICs can now fit the regular Cynosural Field Generator.}} | |||
* {{PatchNoteStatus|tbd|Interdictors | |||
** Reduced the web strength of the Stasis Webification Probes launched by Interdictors from 40% to 20%, to reduce how effective they are against brawlers and sig tanking fleet compositions.}} | |||
* {{PatchNoteStatus|tbd|Burst Jammers (ECM Burst) | |||
** Can now only be fitted to Battleship Hulls, Hauler Hulls and Command Ships.}} | |||
* {{PatchNoteStatus|tbd|A009 C13 Wormholes reduced lifetime from 16h to 4.5h.}} | |||
==== Factional Warfare & Pirate Insurgencies ==== | |||
* {{PatchNoteStatus|tbd|The Pirate FOB will now drop 1.5 billion ISK in average in loot.}} | |||
* {{PatchNoteStatus|tbd|Regular pirate insurgency roaming NPCs now have a small chance to drop scorched navigation log items which can be turned in at FW LP stores in conjunction with some ISK and LP for a crate containing blueprints for new navy scanning upgrade modules.}} | |||
* {{PatchNoteStatus|tbd|Rebalanced the number of pilots that get paid when completing multiplayer reward complexes. The new Schema is as follows: | |||
** Scouts and Smalls are now NVY-2/ PIR-2 | |||
** Mediums are now NVY-3/ PIR-3 | |||
** Larges are now NVY-4/ PIR-4 | |||
** And Opens remain at paying up to 5 players before splitting the rewards.}} | |||
* {{PatchNoteStatus|tbd|Players will now need to be inside a FW Battlefield site, and within 200km of the entrance beacon to the site for at least 3 minutes to get paid LP.}} | |||
* {{PatchNoteStatus|tbd|Moved structures which were very close to the Amarr FW warp in for the Minmatar Battlefield so they will no longer bump off from it if trying to approach the central capture point.}} | |||
==== Fleet Improvements ==== | |||
* {{PatchNoteStatus|tbd|🤝 Added an option for the boss to disband the fleet.}} | |||
* {{PatchNoteStatus|tbd|🤝 It's now possible to flag yourself as exempt from conduit jumps and the regroup command.}} | |||
* {{PatchNoteStatus|tbd|🤝 It's now possible to set a max fleet size, and save max fleet size and default squad settings to saved fleet setups}} | |||
* {{PatchNoteStatus|tbd|🤝 Added a new broadcast command - Repair Target, which can be used in situations when you want your fleet members to remote repair a deployable structure or a player/npc not in your fleet etc.}} | |||
==== Graphics ==== | |||
* {{PatchNoteStatus|tbd|🤝 The 4 racial Isotopes from ice products used in fuel and capital ships, such as Oxygen Isotopes, now all have distinct colored icons so you can easily tell what empire they are associated with at a glance.}} | |||
* {{PatchNoteStatus|tbd|Added new unique icons for the remaining combat boosters which did not have them.}} | |||
* {{PatchNoteStatus|tbd|New unique icons have been added for Sensor Boosters, Remote Sensor Boosters, Signal Amplifiers, Auto-Targeting systems, Passive Targeting Systems and the Networked Sensor Array.}} | |||
* {{PatchNoteStatus|tbd|Added new unique icons for the sovereignty hub combat and mining upgrades.}} | |||
==== Mining ==== | |||
* {{PatchNoteStatus|tbd|New Tier 3 sovereignty mining upgrades have been added! The tier 3 mining locations are designed with Rorquals and large mining fleets in mind, with smaller numbers of asteroids but all of them are very high in volume. Each site contains just under 4x the total ore overall compared to the tier 2 mining sites.}} | |||
* {{PatchNoteStatus|tbd|Tier 3 sites have a 10 hour respawn timer. | |||
** Power Cost: 1800 | |||
** Workforce Cost: 18100 | |||
** Blueprints are available for purchase for 1 billion ISK.}} | |||
* {{PatchNoteStatus|tbd|2= Large Veldspar Deposit | |||
** Total site ore volume = 17,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Mordunium Deposit | |||
** Total site ore volume = 25,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Kylixium Deposit | |||
** Total site ore volume = 13,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Griemeer Deposit | |||
** Total site ore volume = 13,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Nocxite Deposit | |||
** Total site ore volume = 13,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Hezorime Deposit | |||
** Total site ore volume = 23,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|2= Large Ueganite Deposit: | |||
** Total site ore volume = 16,000,000 m3}} | |||
* {{PatchNoteStatus|tbd|The Power cost of Tier 1 and Tier 2 upgrades have been reduced by approximately 10% each. | |||
** Tier 2 Power Cost reduced from 1350 to 1220 | |||
** Tier 1 Power Cost reduced from 500 to 450}} | |||
* {{PatchNoteStatus|tbd|The Tier 2 nullsec sovereignty hub mining upgrade sites, such as the Grimeer Deposit, have been refactored so that approximately 40% of the asteroids in each site have been removed and their ore contents added to existing asteroids in the site, we have prioritized removing the lower quantity asteroids and tried to make sure there is at least one very large asteroid in each site, we've also compacted the asteroid belts to move more asteroids closer together.}} | |||
* {{PatchNoteStatus|tbd|Additionally, after this refactor, the amount of ore in the Tier 2 sites has then also been increased by approximately 10-15%. | |||
** This means that now, the average asteroid size in all of the sites has been significantly increased.}} | |||
* {{PatchNoteStatus|tbd|The Tier 1 mining upgrade sites have also had their ore contents increased by approximately 10%.}} | |||
* {{PatchNoteStatus|tbd|Increased the chance of getting the mining escalation from Tier 2 mining sites by 1.5x}} | |||
* {{PatchNoteStatus|tbd|The new Tier 3 sites have approximately 2.5x chance over the improved Tier 2 mining sites to get the mining escalation.}} | |||
* {{PatchNoteStatus|tbd|We have a created a new 'Enormous Mercoxit Deposit' site which has 4x the amount of Mercoxit in it than the Large Mercoxit Deposit, and much larger asteroids. | |||
** Total site ore volume = 960,000 m3}} | |||
* {{PatchNoteStatus|tbd|Tier 3 mining upgrades will give a guaranteed Enormous Mercoxit Deposit into the system with a 12 hour respawn time.}} | |||
* {{PatchNoteStatus|tbd|Tier 2 mining upgrades now will also give a guaranteed Large Mercoxit Deposit into the system rather than it being a chance-based spawn, which has an 8 hour respawn time.}} | |||
* {{PatchNoteStatus|tbd|Tier 3 mining upgrades now also give a chance to spawn the 'Large Mercoxit Deposit' in addition to the guaranteed Enormous Mercoxit Deposit site.}} | |||
* {{PatchNoteStatus|tbd|Tier 2 mining upgrades now also give a chance to spawn the 'Average Mercoxit Deposit' in addition to the guaranteed Large Mercoxit Deposit site.}} | |||
* {{PatchNoteStatus|tbd|Added a new faction ORE Deep Core Strip Miner module which has 0% waste as an option for mining Mercoxit with mining barges and exhumers. It can be obtained from ORE corporation LP stores. | |||
** Cost/Materials to Purchase: | |||
** 37,500,000 ISK | |||
** 56,250 LP | |||
** 1x Modulated Deep Core Strip Miner II}} | |||
* {{PatchNoteStatus|tbd|Increased the amount of Pyerite that Mordunium gives when reprocessed. | |||
** Mordunium: 80 → 84 | |||
** Plum Mordunium: 84 → 88 | |||
** Prize Mordunium: 88 → 92 | |||
** Plunder Mordinium: 92 → 96}} | |||
* {{PatchNoteStatus|tbd|To help allieviate pressure on R4s and increase the value of Athanors - The magmatic gas fuel cost per hour for a Metenox Moon Drill has been increased from 110 units to 150 units.}} | |||
* {{PatchNoteStatus|tbd|Most Mining sites spawned by upgrades will now persist their respawn time across downtimes (i.e. they won't always respawn at downtime even if they were mined out at 10:59).}} | |||
==== Missions & NPCs ==== | |||
* {{PatchNoteStatus|tbd|The bounties for NPCs which were increased in the update following Revenant before the NPC warp ins were fixed have now been returned to slightly higher than their original numbers, with the exception for the buffs we made to the NPCs that are exclusive to the Forsaken Sanctum and Teeming Horde sites, which are retaining their approximate total site 36% bounty increase.}} | |||
* {{PatchNoteStatus|tbd|the Objectives Infopanel has been added to abyssal deadspace encounters, so you can now track what room you are in and how many NPCs are remaining.}} | |||
==== Planetary Interaction ==== | |||
* {{PatchNoteStatus|tbd|🤝 It's now possible to restart extractors for a planet from the Planetary Industry window. | |||
** To do this, the extractors need to have finished their cycle already, it cannot be done to refresh an ongoing extraction which hasn't completed yet.}} | |||
* {{PatchNoteStatus|tbd|PI Templates are no longer an opt-in feature preview and have been added as a feature for everyone.}} | |||
* {{PatchNoteStatus|tbd|Several improvements have been made to the filters for PI Templates.}} | |||
* {{PatchNoteStatus|tbd|Improved the search function for PI Templates.}} | |||
* {{PatchNoteStatus|tbd|It's now possible to rename PI Templates.}} | |||
* {{PatchNoteStatus|tbd|Using a PI Template with a higher command center level than your character has, will now just upgrade it to your max skill level and try to add as much as it can from the template before running out of resources.}} | |||
* {{PatchNoteStatus|tbd|🤝 We now store the height of the window for each tab, so we are not constantly shrinking the windows when you switch tabs and back to them. This applies only to those tabs that do not have max height.}} | |||
* {{PatchNoteStatus|tbd|🤝 The sort order of templates is now alphabetical.}} | |||
* {{PatchNoteStatus|tbd|🤝 It's now possible to select multiple pins by holding shift and then swap multiple schematics at once.}} | |||
* {{PatchNoteStatus|tbd|The routes tab shows the short names for the pins.}} | |||
* {{PatchNoteStatus|tbd|The text for the transiting routes in the 'Routes' tab is now using a secondary color.}} | |||
* {{PatchNoteStatus|tbd|Added origin/destination to the 'Routes' tab.}} | |||
==== Science & Industry ==== | |||
* {{PatchNoteStatus|done|Sales Tax has been increased from 4% to 7.5%.}} | |||
* {{PatchNoteStatus|tbd|Mercenary Dens base Infomorph generation has been lowered from 80-115 (avg 100) to 65-100 (avg 82.5).}} | |||
* {{PatchNoteStatus|tbd|MTOs now only give 350 bonus infomorphs instead of 500 when completing a MTO for a max development mercenary den. | |||
** Existing MTOs which have already been generated will still give 500 bonus Infomorphs.}} | |||
* {{PatchNoteStatus|tbd|The Development levels of Mercenary Dens have been decreased to the following: | |||
** Development 1, 5%. | |||
** Development 2, 10%. | |||
** Development 4, 15%. | |||
** Development 5, 20%. | |||
* We are reducing the cost of all capital ships and tech 1 battleships and reducing the costs of T1 Dreadnoughts even further. | |||
* The Manufacturing cost of All Tech 1 Dreads has been decreased as follows:}} | |||
** {{PatchNoteStatus|tbd|Revelation: | |||
*** Capital Propulsion Engines required have been reduced from 5 to 4. | |||
*** Capital Armor Plates required have been reduced from 5 to 4. | |||
*** Capital Ship Maintenance Bays required have been reduced from 5 to 4. | |||
*** Capital Turret Hardpoints required have been reduced from 20 to 15. | |||
*** Capital Siege Array required have been reduced from 20 to 15.}} | |||
** {{PatchNoteStatus|tbd|Phoenix: | |||
*** Capital Propulsion Engines required have been reduced from 5 to 4. | |||
*** Capital Shield Emitters required have been reduced from 5 to 4. | |||
*** Capital Ship Maintenance Bays required have been reduced from 5 to 4. | |||
*** Capital Turret Hardpoints required have been reduced from 20 to 15. | |||
*** Capital Siege Array required have been reduced from 20 to 15.}} | |||
** {{PatchNoteStatus|tbd|Moros: | |||
*** Capital Sensor Clustes required have been reduced from 4 to 3. | |||
*** Capital Armor Plates required have been reduced from 4 to 3. | |||
*** Capital Propulsion Engines required have been reduced from 5 to 4. | |||
*** Capital Ship Maintenance Bays required have been reduced from 5 to 4. | |||
*** Capital Turret Hardpoints required have been reduced from 20 to 15. | |||
*** Capital Siege Array required have been reduced from 20 to 15.}} | |||
** {{PatchNoteStatus|tbd|Naglfar: | |||
*** Capital Shield Emitters required have been reduced from 4 to 3. | |||
*** Capital Computer Systems required have been reduced from 4 to 3. | |||
*** Capital Propulsion Engines required have been reduced from 5 to 4. | |||
*** Capital Ship Maintenance Bays required have been reduced from 5 to 4. | |||
*** Capital Turret Hardpoints required have been reduced from 20 to 15. | |||
*** Capital Siege Array required have been reduced from 20 to 15.}} | |||
* {{PatchNoteStatus|tbd|The Input Materials of all Tech 1 Battleships have been decreased by approximately 25%. | |||
** Tritanium required has been reduced from 8,000,000 to 5,200,000. | |||
** Pyerite required has been reduced from 4,000,000 to 2,600,000. | |||
** Mexallon required has been reduced from 600,000 to 390,000. | |||
** Isogen required has been reduced from 200,000 to 130,000. | |||
** Nocxium required has been reduced from 24,000 to 15,600. | |||
** Zydrine required has been reduced from 6,000 to 3,900. | |||
** Megacyte required has been reduced from 3,000 to 1,950. | |||
** Auto-Integrity Presevation Seals required has been reduced from 200 to 150. | |||
** Life Support Backup Unit required has been reduced from 100 to 75.}} | |||
* {{PatchNoteStatus|tbd|The Input Materials of the Scorpion has been decreased by approximately 25%. | |||
** Tritanium required has been reduced from 6,000,000 to 3,900,000. | |||
** Pyerite required has been reduced from 3,000,000 to 1,950,000. | |||
** Mexallon required has been reduced from 450,000 to 292,500. | |||
** Isogen required has been reduced from 150,000 to 97,500. | |||
** Nocxium required has been reduced from 18,000 to 11,700. | |||
** Zydrine required has been reduced from 4,500 to 2,925. | |||
** Megacyte required has been reduced from 2,250 to 1,463. | |||
** Auto-Integrity Presevation Seals required has been reduced from 150 to 112. | |||
** Life Support Backup Unit required has been reduced from 75 to 56.}} | |||
* {{PatchNoteStatus|tbd|The Input Materials of Capital Components have been decreased by approximately 25%.}} | |||
Below is a table with the Capital Components changes:==== Component ==== | |||
Table removed see: [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes - Version 22.02] | |||
* {{PatchNoteStatus|tbd|Combat Battlecruisers and Attack Battlecruisers have had their reprocessed materials updated to the same inputs as the blueprint, so they will now have more accurate (higher) insurance payouts.}} | |||
* {{PatchNoteStatus|tbd|The Estimated Item Value for multiple items in the game in the manufacturing cost breakdown should now more accurately reflect the value of the finished product.}} | |||
==== Little Things ==== | |||
* {{PatchNoteStatus|ignore|🤝 Show number of skill points in queue. | |||
** Showcases how many skill injectors may be needed.}} | |||
* {{PatchNoteStatus|ignore|🤝 Added state icons to drones in drone window. | |||
** |Increased the readability of drone states in the drone window.}} | |||
* {{PatchNoteStatus|ignore|🤝 Market orders in the Market window are default ordered by: | |||
** Sell orders are lowest to highest. | |||
** Buy order are highest to lowest.}} | |||
* {{PatchNoteStatus|ignore|🤝 Make double-clicking in Orders History bring up market details.}} | |||
* {{PatchNoteStatus|ignore|🤝 You can now pin stations to the top of your personal assets window. It is also possible to hide assets.}} | |||
* {{PatchNoteStatus|ignore|🤝 You can now jump through Ansiblex's via the radial menu.}} | |||
* {{PatchNoteStatus|ignore|🤝 Added the ability to open multiple fixed item crates. | |||
** These are crates that always contain the same items and don't have random loot.}} | |||
* {{PatchNoteStatus|ignore|🤝 Buy Orders will now always buy items from the market at the lowest possible value sale orders first at those prices, instead of always buying everything at the buy order price even when there are already existing valid sell orders at a lower price. | |||
** For example, there might be 3 sell orders for a unit of Tritanium in a station, 1 for 6 isk, 1 for 8 isk, and 1 for 10 isk. | |||
** You setup a buy order in that station for several units at 10 ISK. | |||
** Previously, you would have bought all 3 units of tritanium from the 3 sell orders for the buy order price of 10 ISK after setting up the order. | |||
** You will now, pay 6 ISK for the 1st, 8 ISK for the 2nd, and then 10 ISK only for the last unit and any units after that, that players sell to you.}} | |||