Inferno 1.2
Version 1.2.7
- Released: Tuesday, August 28, 2012
Fixes
User Interface
- Fixed an issue where the tutorial icon could not be permanently removed from the Neocom.
Version 1.2.6
- Released: Wednesday, August 22, 2012
Fixes
User interface
- Fixed an issue where using a keyboard shortcut while mousing over another module would briefly display the wrong tooltip
Version 1.2.5
- Released: Thursday, August 16, 2012
Fixes
Ships
- The ship maintenance bay will not longer accept ships with cargo loaded except for charges and/or ammunition, fuel in a fuel bay or drones in a drone bay.
Exploit fixes
- An exploit has been fixed making the world a better place for all.
Version 1.2.4
- Released: Tuesday, August 14, 2012
Fixes
User Interface
- The new tutorial will no longer open on log in if the show tutorial option is unchecked.
- A Fleet/Wing/Squad commander is now able to warp their fleetmates to distances other than 0 km for a bookmark.
- Module button tooltips are now smaller and have increased transparency.
- An issue where tooltips could get into a stuck state and remain on screen has been fixed.
Character Customization
- A black monocle that was unintentionally released has been removed and characters who had it equipped will have their portraits flagged for re-rendering.
Ships
- Fixed a rare case where a self-destruct would terminate prematurely without actually destructing anything.
Version 1.2.3
- Released: Monday, August 13, 2012
Fixes
User Interface
- Fixed an issue with text rendering, which caused corrupted text in some cases.
- Fixed in-space User Interface pointers that would break when applying User Interface scaling.
Neocom
- An issue where the Neocom portrait could become corrupted after re-customizing has been fixed.
Agents & Missions
- A warning message about insufficient cargo will no longer be displayed when accepting a mining mission in a Mining Barge/Exhumer with sufficient free capacity in its ore hold.
Miscellaneous
- 19 new player Alliance logos were added.
Version 1.2.2
- Released: Friday, August 10, 2012
Fixes
Ships
- Fixed an issue with the ore-bay capacity skill bonus on the Retriever/Mackinaw that was preventing very large stacks being placed in the ore-bay.
User Interface
- Upcoming events in the calendar are no longer overlapping each other.
- Bracket labels have a different font style now to improve readability.
- An issue where the new module tooltips could appear up the top left of the screen has been fixed.
- Module button tooltips now have a delay before displaying and have been moved above the button.
Localized Clients
- On the localized clients, the bonus descriptions for Hulk, Mackinaw, Skiff and Retriever now display the correct numbers.
Version 1.2.1
- Released: Thursday, August 9, 2012
Fixes
New Player Experience
- Tutorial UI pointers should no longer show up and immediately disappear when switching between tutorial steps if they should not be visible in the current context.
- Tutorial UI pointers should no longer stop working when undocking for a tutorial step left open.
User Interface
- The Security status details can now be seen again from the Character Sheet.
- The Drone settings icon will now be present if the drones window is nested with anything else.
- In some cases Corporation Hangers at player owned stations could not be accessed by CEOs and Directors, that has been fixed now.
- An issue with the Groups tab on the Market incorrectly displaying the 'Best price' details has been fixed.
Version 1.2
- Released: Wednesday, August 8, 2012
Features
Character Creator and New Player Experience
- The initial tutorial sequence (tutorials 1-24) has been completely overhauled. See this dev blog for more information: http://community.eveonline.com/devblog.asp?a=blog&nbid=73075.
- Tutorials can be dragged from the F12 help window in to chat windows to create clickable links.
New character selection
- Full screen interaction and mouseover.
- "Choose race" map if fully interactive
- "Choose bloodline" avatars are fully interactive
Aura Enhancements
- Clear instructions on what you need to learn at each stage.
- Streamlined and more to the point.
- Less painful experience for new EVE players - get your friends involved quicker!
Aura Directions
- Aura UI pointers now look better.
- Aura points out items in space and in the UI related to the current instructions.
Split icon for tutorials and help
- Aura tutorial is its own neocom icon.
- Keeps track of your current location in the series.
Market Search Results
- Sorted and categorized for your convenience
Module mouseover enhancement
- Show the range and type without needing to use showinfo.
Mission Overlay
- See the bookmarks for your current mission in an easy to access panel.
- Interact with mission sites, set destination, warp to etc.
Skill Unlocks
- See what modules and ships are unlocked by various skills.
V3
- All ships belonging to the Angel Cartel have been updated as part of the V3 program.
Science and Industry
- As the first step in a revamp of the Tech Two production chains, nine more Alchemy reactions have been added to the game. Alchemy allows capsuleers to bypass the use of certain rare minerals in the production of Tech Two components, through less efficient reactions that use more common minerals. Details on the Alchemy system can be found at this Dev Blog, and the new reactions are covered at this Dev Blog.
- The reactions have been adjusted since the publishing of the dev blog; the details of the new reactions are:
- 100 Titanium + 100 Vanadium -> 1 Unrefined Vanadium Hafnite -> 20 Vanadium Hafnite + 90 Vanadium
- 100 Cobalt + 100 Platinum -> 1 Unrefined Platinum Technite -> 20 Platinum Technite + 90 Platinum
- 100 Scandium + 100 Chromium -> 1 Unrefined Solerium -> 20 Solerium + 90 Chromium
- 100 Scandium + 100 Cadmium -> 1 Unrefined Caesarium Cadmide -> 20 Caesarium Cadmide + 90 Cadmium
- 100 Evaporite Deposits + 100 Atmospheric Gases -> 1 Unrefined Hexite -> 20 Hexite
- 100 Atmospheric Gases + 100 Tungsten -> 1 Unrefined Rolled Tungsten Alloy -> 20 Rolled Tungsten Alloy + 90 Tungsten
- 100 Evaporite Deposits + 100 Titanium -> 1 Unrefined Titanium Chromide -> 20 Titanium Chromide + 90 Titanium
- 100 Hydrocarbons + 100 Scandium -> 1 Unrefined Fernite Alloy-> 20 Fernite Alloy + 90 Scandium
- 100 Silicates + 100 Cobalt -> 1 Unrefined Crystallite Alloy -> 20 Crystallite Alloy + 90 Cobalt
Rigs
- Added the Medium Ice Harvester Accelerator I
- 12% reduction to the duration of ice harvester cycles.
- Calibration cost: 250
- Added the Medium Mercoxit Mining Crystal Optimization I
- 16% increase to the yield modifier of those modules using Mercoxit mining crystals.
- Calibration cost: 250
CHANGES
Unified Inventory
- Added a Settings tab into all Inventory windows that allows players to make all secondary Inventory windows open up in a new window as the default behavior, making it unnecessary to hold the Shift key.
- Removed Right-click option for Drone bay on ships without drone bays.
- Fixed an issue where Open Ship Maintenance Bay and Open Corporation Hangars was missing in the Right-click Menu in stations.
Ship Balancing
- The next step in the ongoing removal of ship Tiers (as described in this Dev Blog) affects the Attack Frigates: the Executioner, Condor, Atron and Slasher.
Attack Frigates are designed as high speed damage dealing and tackling vessels.
- Frigate skill bonuses: -10% to small energy turret capacitor need and +5% small energy turret damage per level
- Role bonus: 80% reduction in Propulsion Jamming systems activation cost
- Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
- Fittings: 45 PWG, 140 CPU
- Defense (shields / armor / hull) : 250 / 400 / 350
- Capacitor (amount / recharge rate / cap per second): 360 / 180 s / 2
- Mobility (max velocity / agility / mass / align time): 410 / 2.85 / 1090000 / 2.91s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / scan resolution / max locked targets): 27.5km / 920 / 4
- Sensor strength: 8 Radar
- Signature radius: 31
- Cargo capacity: 115
- Frigate skill bonuses: +10% to light missile and rocket kinetic damage per level
- Role bonus: 80% reduction in Propulsion Jamming systems activation cost
- Slot layout: 4 H, 4 M, 2 L, 0 turrets, 3 launchers
- Fittings: 35 PWG, 185 CPU
- Defense (shields / armor / hull) : 400 / 250 / 250
- Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
- Mobility (max velocity / agility / mass / align time): 400 / 2.9 / 1100000 / 2.99s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / scan resolution / max locked targets): 30km / 880 / 4
- Sensor strength: 9 Gravimetric
- Signature radius: 33
- Cargo capacity: 130
- Frigate skill bonuses: +5% to small hybrid turret damage and +10% to small hybrid turret falloff per level
- Role bonus: 80% reduction in Propulsion Jamming systems activation cost
- Slot layout: 4 H, 3 M, 3 L, 3 turrets, 0 launchers
- Fittings: 37 PWG, 147 CPU
- Defense (shields / armor / hull) : 300 / 350 / 400
- Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
- Mobility (max velocity / agility / mass / align time): 420 / 2.8 / 1050000 / 2.75s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / scan resolution / max locked targets): 25km / 900 / 4
- Sensor strength: 8 Magnetometric
- Signature radius: 35
- Cargo capacity: 145
- Frigate skill bonuses: +5% to small projectile turret damage and +7.5% to small projectile turret tracking per level
- Role bonus: 80% reduction in Propulsion Jamming systems activation cost
- Slot layout: 4 H, 4 M, 2 L, 3 turrets, 0 launchers
- Fittings: 34 PWG, 135 CPU
- Defense (shields / armor / hull) : 350 / 300 / 300
- Capacitor (amount / recharge rate / cap per second): 240 / 120 s / 2
- Mobility (max velocity / agility / mass / align time): 430 / 2.83 / 1075000 / 2.85s
- Drones (bandwidth / bay): 0 / 0
- Targeting (max targeting range / scan resolution / max locked targets): 22.5km / 940 / 4
- Sensor strength: 7 Ladar
- Signature radius: 30
- Cargo capacity: 120
Rookie frigates have been redesigned to give new players an improved experience in their first days and a taste of the combat tactics that their chosen race excels in.
The bonuses on these Rookie Frigates are static and do not increase with skill levels.
- Static Role bonuses:
- 20% bonus to Small Energy Turret capacitor use
- 10% bonus to Small Energy Turret damage
- 10% bonus to Tracking Disruptor effectiveness
- 10% bonus to armor resistances
- Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
- Fittings: 24 PWG, 95 CPU
- Defense (shields / armor / hull) : 125 / 200 / 200
- Capacitor (amount / recharge rate / cap per second): 140 / 70s / 2
- Mobility (max velocity / agility / mass / align time): 300 / 3.24 / 1148000 / 3.48s
- Drones (bandwidth / bay): 5 / 5
- Targeting (max targeting range / scan resolution / max locked targets): 25.5km / 485 / 3
- Sensor strength: 6 Radar
- Signature radius: 50
- Cargo capacity: 115
Ibis:
- Static Role bonuses:
- 20% bonus to Small Hybrid Turret optimal range
- 10% bonus to missile kinetic damage
- 30% bonus to ECM Target Jammer strength
- 10% bonus to shield resistances
- Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
- Fittings: 22 PWG, 110 CPU
- Defense (shields / armor / hull) : 200 / 125 / 175
- Capacitor (amount / recharge rate / cap per second): 130 / 65s / 2
- Mobility (max velocity / agility / mass / align time): 295 / 3.12 / 1163000 / 3.40s
- Drones (bandwidth / bay): 5 / 5
- Targeting (max targeting range / scan resolution / max locked targets): 27km / 475 / 3
- Sensor strength: 6 Gravimetric
- Signature radius: 52
- Cargo capacity: 125
- Static Role bonuses:
- 10% bonus to hybrid turret damage
- 20% bonus to drone hitpoints, damage and mining yield
- 10% bonus to Remote Sensor Dampener effectiveness
- 15% bonus to Armor Repairer effectiveness
- Slot layout: 2 H, 2 M, 2 L, 2 turrets, 1 launchers
- Fittings: 23 PWG, 100 CPU
- Defense (shields / armor / hull) : 150 / 175 / 225
- Capacitor (amount / recharge rate / cap per second): 135 / 67.5s / 2
- Mobility (max velocity / agility / mass / align time): 305 / 2.91 / 1148000 / 3.13s
- Drones (bandwidth / bay): 10 / 10
- Targeting (max targeting range / scan resolution / max locked targets): 23.5km / 480 / 3
- Sensor strength: 6 Magnetometric
- Signature radius: 54
- Cargo capacity: 135
- Static Role bonuses:
- 10% bonus to velocity
- 10% bonus to Small Projectile Turret damage
- 10% bonus to Target Painter effectiveness
- 15% bonus to Shield Boost Amount
- Slot layout: 2 H, 2 M, 2 L, 2 turrets, 2 launchers
- Fittings: 21 PWG, 105 CPU
- Defense (shields / armor / hull) : 175 / 150 / 150
- Capacitor (amount / recharge rate / cap per second): 125 / 62.5s / 2
- Mobility (max velocity / agility / mass / align time): 310 / 3.03 / 1157000 / 3.28s
- Drones (bandwidth / bay): 5 / 5
- Targeting (max targeting range / scan resolution / max locked targets): 22km / 490 / 3
- Sensor strength: 6 Ladar
- Signature radius: 48
- Cargo capacity: 120
Mining Barges and Exhumers are getting the "tiericide" treatment where roles within a ship class are favored over linear progression.
Warning: due to the reduction of traditional cargo bays in Mining Barges and Exhumers, if you are in space with an overloaded cargohold on release day, you will need to jettison some cargo in order to warp your ship. If you are overloaded with ore or ice, you can move it to the new ore hold instead.
- Role is now mining barge with superior defenses
- Mining Barge skill bonus per level: 5% bonus to shield hit points
- Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
- Slot layout: 1 High, 4 Mid, 2 Low
- Fittings: 45 PWG, 250 CPU
- Defense (shields / armor / hull) : 6000 / 5000 / 5500
- Drones (bandwidth / bay): 25 / 25
- Signature radius: 200
- Ore hold capacity: 12000
- Cargo capacity: 350
- Role is now mining barge with superior ore hold capacity
- Mining Barge skill bonus per level: 5% bonus to ore hold capacity
- Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
- Slot layout: 2 High, 1 Mid, 3 Low
- Fittings: 35 PWG, 235 CPU
- Defense (shields / armor / hull) : 2300 / 1700 / 2000
- Drones (bandwidth / bay): 25 / 25
- Signature radius: 250
- Ore hold capacity: 22000
- Cargo capacity: 450
- Role is now a mining barge with superior mining output
- Mining Barge skill bonus per level: 4% bonus to Strip Miner yield, 3% reduction in Ice Harvester duration
- Slot layout: 3 High, 1 Mid, 2 Low
- Fittings: 35 PWG, 255 CPU
- Defense (shields / armor / hull) : 1700 / 1300 / 1500
- Drones (bandwidth / bay): 50 / 50
- Signature radius: 150
- Ore hold capacity: 7000
- Cargo capacity: 350
- Role is now exhumer with superior defenses
- Mining Barge skill bonus per level: 5% bonus to shield hit points, 5% bonus to all shield resistances
- Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
- Special bonus allows its 1 mining turret to have the mining output of 3 mining turrets
- Slot layout: 1 High, 5 Mid, 2 Low
- Fittings: 50 PWG, 270 CPU
- Defense (shields / armor / hull) : 6500 / 5500 / 6000
- Drones (bandwidth / bay): 50 / 50
- Signature radius: 200
- Ore hold capacity: 15000
- Cargo capacity: 350
- Role is now exhumer with superior ore hold capacity
- Mining Barge skill bonus per level: 5% bonus to ore hold capacity, 5% bonus to all shield resistances
- Exhumer skill bonus per level: 1% bonus to Strip Miner yield, 1% reduction in Ice Harvester duration
- Special bonus allows its 2 mining turrets to have the output of 3 mining turrets
- Slot layout: 2 High, 4 Mid, 3 Low
- Fittings: 35 PWG, 270 CPU
- Defense (shields / armor / hull) : 3000 / 2300 / 2700
- Drones (bandwidth / bay): 50 / 50
- Signature radius: 250
- Ore hold capacity: 28000Cargo capacity: 450
- Role is now exhumer with superior mining output
- Mining Barge skill bonus per level: 3% bonus to Strip Miner yield, 5% bonus to all shield resistances
- Exhumer skill bonus per level: 3% bonus to Strip Miner yield, 4% reduction in Ice Harvester duration
- Slot layout: 3 High, 4 Mid, 2 Low
- Fittings: 35 PWG, 300 CPU
- Defense (shields / armor / hull) : 2200 / 1800 / 2000
- Drones (bandwidth / bay): 50 / 50
- Signature radius: 150
- Ore hold capacity: 8500
- Cargo capacity: 350
Ships
- Ships that self-destruct will now drop loot in their wreck. This follows the regular chance based loot drop mechanics for items fitted to the ship and carried in the cargo hold.
- Ships that self-destruct whilst under aggression will now generate a regular kill-report. In order for this to happen, the ship must have been recently aggressed, and there must be at least one of the aggressors in space in the system at the time of death. The final blow will be awarded to the eligible attacker who inflicted the most damage.
- The Tormentor has received an additional turret hardpoint, giving it a total of three.
- Adjusted the material costs of the Atron, Condor, Executioner, Slasher, Incursus, Merlin, Punisher, Rifter, Tormentor to account for removal of ship tiers within the frigate class. Increased material costs show as “extra materials” in manufacturing bills and are not returned when the ship hulls are reprocessed.
- Adjusted the material costs of the Procurer, Retriever, Covetor, Skiff, Mackinaw and Hulk as part of ship tier removal within the mining barge and exhumer ship classes. Increased material costs show as “extra materials” in manufacturing bills and are not returned when the ship hulls are reprocessed.
- Increased base price of the Atron Blueprint, Condor Blueprint, Executioner Blueprint, Incursus Blueprint, Slasher Blueprint, Tormentor Blueprint, Procurer Blueprint, Retriever Blueprint, Skiff Blueprint and Mackinaw Blueprint to adjust for ship material cost changes.
Skills
- Ethnic Relations skill changed into Diplomatic Relations. The old effect of segregating corporations by races is gone, so all corporations can have all races, always. The skill now reduces the cost to hire allies in war. The skill will not be reimbursed as it is not being removed, but changed.
Modules
- The 'Rampart' Kinetic Coating I has been renamed to Experimental Explosive Coating I, and now gives an explosive bonus; previously the 'Rampart' plating had identical stats to the Experimental Kinetic Coating I, and there was no corresponding Explosive plating with the same bonus.
- T2 armor plates now have better HP that the Meta 4 plates. Previously there was no advantage in using the T2 plates.
- Improved Centii A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
- Improved Coreli A, B, C-Type Small Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
- Improved Centum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount and reduced capacitor usage.
- Improved Corelum A, B, C-Type Medium Remote Armor Repair System attributes. Increased repair amount, reduced capacitor usage and extended range.
- Improved Pithi A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
- Improved Gistii A, B, C-Type Small Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
- Improved Pithum C A, B, C-Type Medium Shield Transporters. Increased shield transported amount and reduced capacitor usage.
- Improved Gistum A, B, C-Type Medium Shield Transporters. Increased shield transported amount, reduced capacitor usage and extended range.
- "Synthetic Hull Conversion Inertia Stabilizers I" signature radius penalty has been reduced to be more in line with other "Synthetic Hull Conversion" modules. (CCP Tallest says hello).
- All "Micro" shield extenders have had their skill requirement changed from Engineering I to Shield Upgrades I and are now affected by the Shield Upgrades skill bonus.
- Changed Ionic Field Projector and Targeting System Subcontroller rigs to ensure that they correctly receive stacking penalties when used alongside modules that affect the same attribute. Remote Sensor Boosters are already stacking penalized with local Sensor Boosters; we triple checked.
Weapons & Ammunition
- The following missing Missiles have been added to the Guristas Loyalty Points store; "Guristas Inferno Heavy Assault Missile", "Guristas Mjolnir Heavy Assault Missile", "Guristas Nova Heavy Assault Missile", "Guristas Scourge Heavy Assault Missile".
- Updated FOF missile names to match their category name of Auto-Targeting missiles.
- Renamed Assault Missiles to Heavy Assault Missiles to match the launcher they are used in.
- See http://community.eveonline.com/devblog.asp?a=blog&nbid=73021 for more details on the above two changes.
- Hybrid Charges will now be consistently referred to as "Charges" rather than "Ammo" throughout the game.
Market and Contracts
- Added Pirate faction implants to the market.
- Reorganized hardwiring implants on the market so that players are better able to find implants they want.
Science and Industry
- Factional Weapon upgrade blueprints have had their Manufacturing requirements brought in line with their Tech 1 variants. The affected blueprints are the:
- Ammatar Navy Heat Sink Blueprint
- Caldari Navy Ballistic Control System Blueprint
- Federation Navy Magnetic Field Stabilizer Blueprint
- Federation Navy Tracking Computer Blueprint
- Federation Navy Tracking Link Blueprint
- Imperial Navy Heat Sink Blueprint
- Khanid Navy Ballistic Control System Blueprint
- Republic Fleet Ballistic Control System Blueprint.
Fittings and Saved Fittings
- Rigs in saved fitting will get fitted (if you choose to have them fit).
- Charges in cargo will get saved with saved fittings.
- Ice Products like Liquid Ozone in cargo will get saved in saved fittings and added when you fit.
- When fitting a ship from a saved fitting, it will no longer abort if you are unable to fit one module/rig. Instead, it will fit everything but what you cannot use.
Agents & Missions
- Mission objectives for the mission "Beizan Picholen (1 of 6)" have been made more clear.
- Removed Mara NPCs from Override Transfer Array Incursion sites.
- Moved the Logistics Control Array closer to the entrance in Override Transfer Array Incursion sites.
- Reduced the number of NPCs from Override Transfer Array Incursion sites to reduce the total hitpoints present.
User Interface
- In the Standing Transactions window, "Show Details" is no longer available as the functionality was removed long ago.
- Changed the opacity and border in the fitting screen of slots that cannot be used.
- The LP font in the incursion global report window has been reduced in size so that six digits will now display correctly.
- The Drone Settings window has now been changed to a much sleeker utility menu. This will give you much faster access to change drone settings on the fly.
- Module tooltips now display more useful information such as ranges, estimated DPS, crystal damage etc.
- A new Mission HUD will allow instant access to mission-related information and actions.
- Overview is now sorted by distance by default, rather than by icon.
- Customs Offices will no longer appear on the "General" overview default.
- The agents list in a station now includes ‘Talk to’ buttons, so a player does not have to right-click or double-click unnecessarily.
- Market searches will now use a folder view to group results if they are spread across multiple categories.
- Sorting of chat memberlist will now freeze on mouse-over, in the same way as the overview, to allow easier interaction in highly populated chat channels.
Character Creation & New Player Experience
- You can now move the camera further away from your character during portrait creation to see more of your clothing and pose.
- There is now an option in the Escape Menu under the Miscellaneous section called: ‘Enable Green screen Portrait Background’ which allows you apply a green screen background while in character creation or re-customization. When in the Portrait screen, the green background can be found at the far left of the Backgrounds menu. Also, when the green screen background option is enabled, it appears in the 3D avatar preview window as well.
- At the race-selection screen regions of the map will highlight during mouse-over and can be clicked to select a race.
NPCs
- NPCs in the Group "Deadspace Rogue Drone Swarm" have bounties.
Exploration & Deadspace
- Noctis can now enter Sansha/Blood Raider/Angel/Serpentis Base complex. Previously they could only enter the Guristas Base.
- Some DED 3/10 sites allowed battleships to enter, now they cannot
EVE Voice, Mail & Chat
- The 'Constellation' chat channel is no longer opened by default for all new clients/characters.
Miscellaneous
- Fixed a delay experienced when attempting to deploy probes or bombs directly after coming out of warp.
FIXES
Character Creation and New Player Experience
- The text in the "Guns and Ammo" tutorial no longer assumes that your gun does not require ammunition.
- An issue with missing body parts on avatars within the captain's quarters has been fixed.
- An issue regarding avatars hair disappearing within the captain's quarters has been fixed.
- A graphical corruption issue on player characters due to the way shaders are loaded has been fixed.
- A lighting issue that occurred on characters when viewed in full body mode has been fixed.
Ships
- Minor typo errors in the Huginn description have been cleaned up.
- Corrected the description for the Raven, Raven Navy Issue and Raven State Issue which incorrectly mentioned a bonus to Siege launchers instead of Torpedo launchers.
- Fixed an issue where T3 ships with the interdiction Nullifier subsystem fitted were landing outside POS shields rather than inside after a login e-warp.
Drones
- Fixed an issue where delegated fighter drones were scattering to the edge of the system when the owner got disconnected from them. They will now end up in a reasonable position somewhere between the two ships.
Skills
- When viewing the info of a skill, the attribute "Level" now has a capital L.
Modules
- Created the missing module Ammatar Navy Armor Thermal Hardener and added into the Ammatar LP stores.
- The Civilian Anti-Thermal Shield Hardener module is now named correctly.
- Experimental Explosive Coating I is now correctly listed as a variant of Explosive Coating I rather than Kinetic Coating I.
Boosters and Implants
- Implant names and descriptions have been updated to be more consistent and informative.
- The Implant Akemon's Modified 'Noble' ZET5000 has been correctly renamed to Inherent Implants 'Noble' Hull Upgrades HG-1008.
- All variations of the Crash Booster now properly affect Citadel Cruise Missiles and Citadel Torpedoes.
Weapons & Ammunition
- Resolved an issue where Raw Materials were duplicated on the manufacturing quote window for the following items: Concussion Bomb, Scorch Bomb, Shrapnel Bomb, Lockbreaker Bomb, and Void Bomb.
- Frigate-sized kinetic missiles no longer do zero damage in Wolf-Rayet C5 wormholes.
Rigs
- The Small Processor Overclocking Unit II will now be sorted with the other rigs alphabetically in the market.
Science and Industry
- Removed erroneous reference to Augmented Stem Cells in the production tab of Autotrophs.
- A few errant T2 blueprints are now correctly listed as T2.
Market & Contracts
- The number of items available on the Market will now be displayed as an integer (123) rather than a decimal (123.00).
- Unaccepted private courier contracts now appear properly in the journal and outstanding contracts list.
- The Tracking Link I Blueprint has been moved from the Sensor Subsystem to the Weapon Upgrades category in the Blueprint section of the Market to be more consistent with its manufactured module location.
Starbases, Outposts and Stations
- Fixed an issue with manually controlled starbase turrets where the targeting countdown would sometimes continue to display after the target has been locked.
- X-Large ship assembly array now gives correct error message when too many people are trying to use it.
- Fixed an error that caused broken formatting in the "Not enough space" warning dialog for Customs Offices.
Agents & Missions
- Fixed the incursion 'Nation Rebirth Facility' completion pop-up which was triggering before completion.
- The "Balancing the Books" career mission series no longer rewards the same skill twice.
- Acceleration gate in Research Outpost room, in the Worlds Collide mission is now locked until the NPCs have been cleared.
- Fixed some spelling mistakes in the message displayed on completing "After The Seven (5 of 5) mission".
- Career type Agents no longer only appear as Distribution division. They now appear correctly as Career type and in their respective divisions.
Exploration & Deadspace
- The second and third wave of the Class 6 Cosmic Anomaly "Core Citadel" has been fixed. Previously the frigates had not been spawning.
- Fixed an issue where the wrong amount of dungeons were spawning in the drone regions in relation to pirate detection arrays.
- Removed Republic Gleedas and their target painters from the Minmatar Minor Compound to ensure that all Factional Warfare complexes remain free of NPC electronic warfare.
- Cloaked Ships will no longer be uncloaked by invisible Cosmic Signature and Cosmic Anomaly beacons
Corporation & Alliance
- Fixed cases where Corporation members tree view list with thousands of entries will be extremely slow. If number of members goes above 50, we now group them alphabetically. Opening up member hangars, enumerating list of members and checking content of members hangars will now be instant.
- Resolved a minor typo for the message "(Ally X) has offered its assistance".
EVE Voice, Mail & Chat
- CONCORD Bounty payment EVE Mails now refer to the appropriate gender of the pilot killed.
Graphics
- Missiles launched at a Drone Particle Accelerator now fly in the correct direction.
- Rendering of Gas Planets on Mac clients is now working correctly.
Audio
- An issue with the sound effects not playing when mousing over and activating modules has been fixed.
- A rogue Amarr arms dealer has been slayed ending an issue which caused laser weapons to sound without firing when viewing fittings.
- Fixed an issue where music was not been triggered at certain acceleration gates.
User Interface
- Drones belonging to Militia members will now have the correct symbol applied on the overview and brackets.
- Fixed a consistency issue between the Fitting screen and the Inventory of when the Set Quantity window would be displayed. The Set Quantity pop up will now always display both in the Inventory and Fitting screen when dropping more drones or items than can be placed in its respective bay.
- Fixed a spacing issue in the "Activate Modular Ship?" message for Tech 3 ships.
- Using the lock target keyboard shortcut on the watch list will now continue to work even when the keybind is changed to something other than Ctrl.
- Tweaked the warzone control bars so that the animation will now occasionally run along the entire bar, from the middle outwards.
- Long character names will no longer flow out from the recruiter boxes in the Corporation adverts.
- Fixed an issue where the capacity bar for custom offices was being overlapped by the drop down menu and the words "Planetary Customs Office".
- Fixed the contrast and color of text in the assets window for personal and corporation assets to make them more readable.
- The Training Queue window will now remember its position, size and divider as set by the player.
- You will now have the option to Warp Squad to other distances for bookmarks.
- Fixed an issue where the "Select Item Type" window when linking an item would break if other similar windows were stacked.
- Fixed an issue where the window focus frame was overlapped by icons and their quantity while scrolling.
- Fixed an issue where individual corporate hangar division windows would not remember their positions in station after a session change.
- Fixed an issue where the capacity bar would not update when changing modules that affect capacity either by fitting them, putting them online or offline.
- Fixed an issue where aligned windows would all minimize if shift + click was used on the icon on the Neocom bar.
- There is now a minimum height for the SELLING and BUYING sections within the Orders tab of My Wallet, to prevent breaking the window.
- Attempting to open another fleet members Corporation hangars or Ship maintenance bay, that has not been enabled for fleet member usage, will no longer add a non-functional closable location in the Inventory index tree.
- Fixed an issue where the office management buttons on the Station Services panel would flicker when resizing the window.
- Fixed an issue where double clicking deliveries within the Market Deliveries / Returns would cause the Inventory focus to jump to your ship’s cargo hold.
- Removed the Open Container option from deliveries within the Market Deliveries / Returns folder, as the option was non-functional.
- Fixed a problem where it was possible to nest Item hangar and Ship hangar into a custom folder in the Neocom and delete the custom folder, removing the inventory icons and making them inaccessible again.
- A typo in the description for the 'Women's Excursion Pants (Black/Red/Gold)' has been fixed.
- The fleet composition window now remembers its previous position, size and pinned status when closed and reopened.
- Fixed a problem that occurred when wrecks were being set to viewed while looting that caused repeated unnecessary disk access resulting in reduction in frame rate.
- Fixed an issue where the green background of the active ship in the Inventory could be duplicated onto other ships.
- Fixed incorrect mention to Control Bunker instead of Infrastructure Hub in vulnerability notification.
- Removed "Control Bunker" from invulnerability notification and unified "infrastructure hub" to capitalized "Infrastructure Hub" to all notification messages, including 0.0 sovereignty notifications.
- Link recognition in chat no longer causes the client to freeze - but some special characters (like parentheses) following a link are again included in the link.
Graphics
- Resolved graphical corruption for Windows XP users when opening the fitting window.
- The timing of a doomsday has been improved so there is no delay between the effect completing and the ship's explosion.
- Fixed an issue with no trails for missed target blaster fire.
- Missile trail effect no longer extend further than targeted small ships.
Localized Clients
- English text is no longer doubled in some cases when using the Input Method Editor.
- In the german client, the translation of "capacitor" has been changed to "Energiespeicher" for consistency reasons.
- In the German client, the description of the skill "Turret Destabilization" now refers to the correct bonus.
- On the German client, the description of the Visibility skill now refers to the game mechanics correctly.
- To distinguish assets from the new inventory, we have renamed assets to "Besitz" on the German client.
- On the German client, the translation of "power grid" has been unified to "Stromnetz".
- In the German client, the translation of the term "Ticker" has been unified to "Kürzel" for consistency reasons.
- Various improvements to the translations and fixes have been made throughout the client for all languages.
Miscellaneous
- Fixed a case where incorrect contraband penalties were sometimes being applied in systems below the appropriate security-status threshold.
- Increased the width of Loyalty Points Cost column in the LP Store to avoid truncated text.
- Certain offensive T3 subsystems no longer display unexplained numbers in their attribute info.
- Warping away while an advanced camera parent location is selected no longer locks the users view.
- Fixed name of an NPC logo from “Imperial Constructions” to “Amarr Constructions”