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[Eve] Dominion Expansion

  • 20-09-2009 11:32am
    #1
    Registered Users, Registered Users 2 Posts: 4,473 ✭✭✭


    This is by far the best change coming up with Dominion.

    And 11% tax on all NPC corporations!
    http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1181859 :pac:

    The Tears, they are delicious!
    Dominion preliminary patch notes

    Patch Notes for Dominion
    Mac clients are unable to access the new build on Singularity. CCP and Transgaming are working together to fix this issue.
    Please note that new features, fixes and changes will be added over the coming weeks.
    Features
    Ships

    * We have added 4 new Navy battleships, based on Tier 1 battleship hulls. They are the Navy Armageddon, Navy Scorpion, Navy Dominix and Navy Typhoon and they have shiny new model skins from Art.

    Agents & Missions

    * Talk-to epic agents will now show as available in the station panel.

    Graphics

    * Some prime planets have had their graphics changed to an enhanced and more detailed version.

    User Interface

    * Players can now get the repair quote on items through the right click menu if the station they are in has a repair service.
    * The location of your clone is now displayed on the character sheet under the clone grade.

    Miscellaneous

    * We have replaced the old in game browser with a modern version based on Chromium. Documentation can be found here with a Dev Blog available here
    * Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks.

    Changes
    Ships

    * The existing Navy frigates and battleships have been rebalanced. Details in this thread.
    * All pirate faction ships have been rebalanced. Details in this thread.

    Modules

    * Modules can no longer be partially repaired, only ships and drones.
    * Fitting a Small Tractor Beam will now require Science to be trained to level 3 instead of level 4.
    * Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3.
    * Fitting an Armor Hardener I will now require Hull Upgrades to be trained to level 3 instead of level 4.

    Skills

    * Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2)
    * Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
    * Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
    * Cloaking has the following prerequisites Electronics lev 4 ( was 5)
    * High Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4)
    * Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
    * Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
    * Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
    * Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
    * Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
    * You can no longer inject skills if they cannot be added to the end of the training queue immediately.

    Weapons & Ammunition

    * The Explosion Velocity attribute has been removed from bombs, since it did not have any effect.

    Exploration & Deadspace

    * You can now bookmark a wormhole dungeon.

    Starbases, Outposts and Stations

    * Bookmarks can no longer be placed in starbase structures.

    User Interface

    * When opening the character sheet you will no longer see the typewriter effect in the character information and the text will be displayed instantly.
    * The ship warp speed is now displayed in the "Compare" tool.
    * The keyboard shortcut label "Open Moon Mining" has been changed to to "Manage Nearest Control Tower", in order to reflect its functionality more closely.

    Fixes
    Ships

    * Warping with an Afterburner or MWD active will no longer result in reduced agility when you come out of warp.
    * The description of the Minmatar Tech I battleships has had its grammar and spelling fixed.
    * Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
    * Trying to assemble a Tech III ship in space now displays a proper error message instead of failing silently.

    Tech 3

    * The description of the Tactical Targeting Network subsystem for the Loki has been corrected to remove the reference to signature radius bonus.
    * Tech 3 ships equipped with an Interdiction Nullifier subsystem will no longer be stopped from warping by warp disrupt probes or warp disruption field generators.

    Modules

    * Ships fitted with two Warp Disruption Field Generators could not activate the module after the second one had been unfitted. This has now been fixed.
    * Remote ECM burst modules now have a chance of affecting the target ship.

    Rigs

    * The reference to capital ship modules has been removed from the description of a number of small and medium sized rigs.

    Weapons & Ammunition

    * Moving ammunition from a weapon to a corp hangar no longer causes all ammunition of the same type to also be removed from your cargo hold.
    * Offlining a module without charges in space no longer loads the module with the charges present in cargo hold.
    * A more detailed message is now displayed when trying to unload a weapon group when your cargo is full.
    * You will no longer be able to partially unload weapon groups.
    * Grouped lasers will now reload used crystals instead of unused ones when being reloaded with a previously used type of crystal.
    * Hail T2 ammo description now mentions the tracking speed penalty and the rage and capacitor penalties. This applies for all charge sizes of this ammo.

    Drones

    * Drones would sometimes refuse to attack certain structures, they've been given a stern talking-to and will now obey orders with more diligence.
    * Carriers boarded in space or from a Ship Maintenance Array will now allow more than 5 drones or fighters to be launched.
    * Fighter drones should respond faster to Return commands instead of idling around the space coffee machine.

    Starbases, Outposts and Stations

    * In some instances an attack notification EVE-mail was not sent when a starbase was under attack. This has now been fixed.
    * Jump Portal Generators and Covert Jump Portal Generators now detail the use of isotopes to fuel the portal jumps by fleet members.
    * An issue where the fuel usage for onlining an Experimental Laboratory Module was incorrectly calculated has been fixed.

    Boosters & Implants

    * The progression of attributes in the low grade Snake implant set has been corrected to be in line with similar implant sets.
    * The synth booster blueprints are no longer marked as contraband items.
    * The bonus for consuming Strong Crash Booster will now be displayed in the client as soon as the booster is consumed.

    Character Creation and New Player Experience

    * Crash Course text updates with a welcome message when you warp to the dungeon.
    * Crash Course page 16 now has a UI pointer with text.
    * In the tutorial "Afterburners" you will now receive the afterburner skill
    * In the Career Advancement Tutorial: Page 1 the broken tag has been fixed.
    * In Crash Course section Agents on Page 16, the states reward is given to players.
    * The Crash Course section on Agents page 13 has been updated.
    * Industry career tutorial: Mining page 1 of 10 has been updated.
    * Mountains out of Molehills 1 of 10: mission requirements and mission details are updated.
    * Business career tutorial page 3 of the Implants section has been updated.
    * Business career tutorial: Hacking page 2 has been updated.
    * Business career tutorials: Salvaging page 3 has been updated.
    * Business career tutorial: Implants page 1 has been updated.
    * Industry career tutorial: Reprocessing and Refining pages 2 and 4 have been updated.
    * Industry career tutorial: Manufacturing pages 1 and 3 have been updated.
    * Industry career tutorial: Mining pages 2, 4 and 8 have been updated.
    * Contract tutorial has been updated.
    * Creating and managing a corporation tutorial has been updated to remove the unnecessary use of bold text.
    * Soldier career tutorials: Using your new ship page 2, 4 and 6 have been updated.
    * Soldier career tutorials: Shield tanking page 1 has been updated.
    * Soldier career tutorials: Acceleration gates page 2 has been updated.
    * Soldier career tutorials: Armor tanking pages 1 and 2 have been updated.
    * Soldier career tutorials: Implants page 1 has been updated.
    * Soldier career tutorials: Damage types pages 2 and 4 have been updated.
    * Soldier career tutorials: Stasis Webiffiers pages 1 and 3 have been updated.
    * Soldier career tutorials: Repari shop pages 2 and 3 have been updated.
    * Soldier career tutorials: Orbiting effectively pages 2, 3 and 4 have been updated.
    * Crash Course: Skill Training Queue: Page 1 has been updated.
    * Crash Course: Agents: Page 14 has been updated
    * Crash Course: Next Steps: Page 3, has been updated.
    * Crash Course: Your Advancement: Pages 2, 3 and 7 have been updated.
    * Crash Course: Basic Combat: Pages 1 and 3 have had unnecessary use of bold text removed.
    * Tutorial 'Reprocessing and Refining' has been updated
    * Tutorials: Certificates: Text on page 2 has been updated to reflect the situation in game.
    * Tutorial: Skill Training Queue has been updated.
    * Tutorial: Fitting Your Ship has been updated.
    * Tutorial: Agents has been updated.
    * Tutorials: Market tutorial has been updated.
    * Tutorials: Damage Types tutorial page 1 includes emphasize on damage types.
    * Tutorial: Drones: Typographical error on the page 4 has been removed.
    * Tutorial: Exploration: Tutorial content enhancement for page 2.
    * Tutorial: Guns and Ammo: Pages 2, 3 and 5 have been updated.
    * Tutorials: Finding a corporation to join: has had a typographical error removed.

    NPC's

    * Small, Medium and Large Standard laser crystals will now drop from the appropriate NPCs.

    Exploration & Deadspace

    * After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception.

    Science & Industry

    * A grammatical error has bee


Comments

  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    R0ot wrote: »
    And 11% tax on all NPC corporations!

    Ahahahahahahaha. Oh God this is horrendous and wonderful.


  • Registered Users, Registered Users 2 Posts: 6,892 ✭✭✭bizmark


    Ill give you my left ball if this changes a damn thing 11% charge to not be war deced will seem perfectly fine after the hard core mission runners get over the shock and stop beating their wifes long enough to think about it.

    Maybe they should add a 11% reduction on LP reward for npc players as well that would hurt quite a lot in addition to the tax tbh.


  • Registered Users, Registered Users 2 Posts: 11,397 ✭✭✭✭azezil


    Er... whats the point in adding tax to npc corps? What do they hope to achieve? :confused:


  • Closed Accounts Posts: 32 JoeDante


    get more people to play in player corps, I assume.

    edit: although it doesn't take much to create your own corp, could see alot of 1 man corps. Wasn't there talk of making it more expensive to start a player corp? just idle banter in Local mind you.


  • Registered Users, Registered Users 2 Posts: 2,378 ✭✭✭Krieg


    Im not sure this will make much of a diff

    I have an alt in its own corp (I just wanted to see the corp mgmt interface) who I use for high sec mining when I want a bit of change from pew pew.

    I can see many many 1 man corps being set up and I just dont see how someone will wardec a 1 man corp, even for griefing its too much trouble.
    Or is there something I have overlooked?


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  • Registered Users, Registered Users 2 Posts: 305 ✭✭mamolian


    Lol Never understand idiots with alts in the noobcorps tbh.. JOIN A ****ING PLAYER CORP YOU DICKHEADS


  • Registered Users, Registered Users 2 Posts: 522 ✭✭✭Gneez


    YEAH YOU ****** NIG**** **OONFA*** FA****


  • Closed Accounts Posts: 4,037 ✭✭✭Nothingbetter2d


    dominion wont make a blind bit of difference....... noob corpies will stay noob corp members

    dominion will not make carebears leave highsec either unless we make high sec so unattractive

    best way to get them out to 0.0 is get rid of all ore belts from 1.0 - 0.8 sec and replace then with dead space belts that u get from "new L1 mining license agents" -- then give noobs a warp to bookmark that takes them to an accel gate that lets only frigates, destroyers, cruisers, and haulers through.... barges are blocked from using the accel gates. these belts have no rats

    "new L2 mining license agents" in 0.7 - 0.5 sec systems, these agents give noobs/carebears a warp to bookmark that takes them to an accel gate that lets any ship through. these belts have low sec sized rats (frigates to cruiser size)

    also lower the bounties from l4 missions in high sec and do away with drone alloy drops in highsec


  • Registered Users, Registered Users 2 Posts: 6,892 ✭✭✭bizmark


    Ya man im sure all those empire liveing guys will just happly go along with that and join the blobs in 0.0 shooting pos's and not ...you know leave the game


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    bizmark wrote: »
    Ya man im sure all those empire liveing guys will just happly go along with that and join the blobs in 0.0 shooting pos's and not ...you know leave the game

    You're so anti 0.0! Every time it comes up you talk about the blobs. Yes, there are blobs, but these days the servers are so reinforced that one of the biggest battles ever fought was reported as having almost no lag. That's pretty ****ing impressive, and can be a whole lot of fun. Aside from that, there's tons of small gang warfare in 0.0 too, it aint all about the blobs.

    As for the new tax, something occured to me: Does the isk vanish, or are they in some way integrating the NPC corps into the economy? As in, they have an actual bank account that is fed from taxes and some NPC finances etc. Could be fun to see NPC corps go bankrupt, or have agent payoffs fluctuate according to how well the corporation is doing.


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  • Closed Accounts Posts: 1,139 ✭✭✭kyp_durron


    Zillah wrote: »
    You're so anti 0.0! Every time it comes up you talk about the blobs. Yes, there are blobs, but these days the servers are so reinforced that one of the biggest battles ever fought was reported as having almost no lag. That's pretty ****ing impressive, and can be a whole lot of fun. Aside from that, there's tons of small gang warfare in 0.0 too, it aint all about the blobs.

    As for the new tax, something occured to me: Does the isk vanish, or are they in some way integrating the NPC corps into the economy? As in, they have an actual bank account that is fed from taxes and some NPC finances etc. Could be fun to see NPC corps go bankrupt, or have agent payoffs fluctuate according to how well the corporation is doing.

    Most of those empire guys in NPC corps just run missions and get their industry on. So I don't think the majority of them will be running out to 0.0 because of the 11% NPC corp tax. it's only an extra 1% over the standard corp tax of 10%. Some player corps I've seen have a 15% tax these days anyway. The State war Raven cru might make their own farmer corps with a 0% tax rate, but I don't see this being a major change at all. Like every other patch, people knee-jerk on the forums and get all angry, only to find it's not all that bad in the end.

    I don't think CCP will make the NPC corp tax mean anything, besides an isk sink. Although I would love to see Native Freshfoods go bankrupt and need to turn to NAMA.


  • Registered Users, Registered Users 2 Posts: 966 ✭✭✭GO_Bear


    CCP are just trying to take more money out of the game so it mean more people buying GTC's etc , i mean they lowered the req for thermo dynamics and what is the only way to get repair paste ? Its an isk sink on the market


    Edit: not to mention getting Mission runners to go into dangerous areas for PvP blah blah blah , like hell will it do that


  • Registered Users, Registered Users 2 Posts: 522 ✭✭✭Gneez


    GO_Bear wrote: »
    CCP are just trying to take more money out of the game so it mean more people buying GTC's etc , i mean they lowered the req for thermo dynamics and what is the only way to get repair paste ? Its an isk sink on the market


    Edit: not to mention getting Mission runners to go into dangerous areas for PvP blah blah blah , like hell will it do that

    yea man its all a huge conspiracy


  • Registered Users, Registered Users 2 Posts: 966 ✭✭✭GO_Bear


    Gneez wrote: »
    yea man its all a huge conspiracy
    I will call the ghost busters


  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    GO_Bear wrote: »
    I will call the ghost busters

    Are ghosts behind a lot of conspiracies?


  • Registered Users, Registered Users 2 Posts: 966 ✭✭✭GO_Bear


    Zillah wrote: »
    Are ghosts behind a lot of conspiracies?
    Would you propose anyone else ?


  • Moderators, Computer Games Moderators Posts: 23,282 Mod ✭✭✭✭Kiith


    Could someone post the patch notes (assuming there are any) here? I can't access the eve-online link in work, and want something to read.


  • Registered Users, Registered Users 2 Posts: 4,473 ✭✭✭R0ot


    Updated first post.


  • Registered Users, Registered Users 2 Posts: 261 ✭✭helios12


    Kiith wrote: »
    Could someone post the patch notes (assuming there are any) here? I can't access the eve-online link in work, and want something to read.

    Patch Notes for Dominion

    Mac clients are unable to access the new build on Singularity. CCP and Transgaming are working together to fix this issue.

    Please note that new features, fixes and changes will be added over the coming weeks.

    Features

    Ships

    • We have added 4 new Navy battleships, based on Tier 1 battleship hulls. They are the Navy Armageddon, Navy Scorpion, Navy Dominix and Navy Typhoon and they have shiny new model skins from Art.
    Agents & Missions

    • Talk-to epic agents will now show as available in the station panel.
    Graphics

    • Some prime planets have had their graphics changed to an enhanced and more detailed version.
    User Interface

    • Players can now get the repair quote on items through the right click menu if the station they are in has a repair service.
    • The location of your clone is now displayed on the character sheet under the clone grade.
    Miscellaneous

    • We have replaced the old in game browser with a modern version based on Chromium. Documentation can be found here with a Dev Blog available here
    • Player owned wrecks can now be marked as "Available for all" which prevents CONCORD or criminal repercussions for taking from or destroying free for all wrecks.
    Changes

    Ships

    • The existing Navy frigates and battleships have been rebalanced. Details in this thread.
    • All pirate faction ships have been rebalanced. Details in this thread.
    Modules

    • Modules can no longer be partially repaired, only ships and drones.
    • Fitting a Small Tractor Beam will now require Science to be trained to level 3 instead of level 4.
    • Fitting a Micro Auxilary Power Core I will now require Energy Management 2 instead of level 3.
    • Fitting an Armor Hardener I will now require Hull Upgrades to be trained to level 3 instead of level 4.
    Skills

    • Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2)
    • Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
    • Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
    • Cloaking has the following prerequisites Electronics lev 4 ( was 5)
    • High Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4)
    • Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
    • Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
    • Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
    • Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
    • Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
    • You can no longer inject skills if they cannot be added to the end of the training queue immediately.
    Weapons & Ammunition

    • The Explosion Velocity attribute has been removed from bombs, since it did not have any effect.
    Exploration & Deadspace

    • You can now bookmark a wormhole dungeon.
    Starbases, Outposts and Stations

    • Bookmarks can no longer be placed in starbase structures.
    User Interface

    • When opening the character sheet you will no longer see the typewriter effect in the character information and the text will be displayed instantly.
    • The ship warp speed is now displayed in the "Compare" tool.
    • The keyboard shortcut label "Open Moon Mining" has been changed to to "Manage Nearest Control Tower", in order to reflect its functionality more closely.
    Fixes

    Ships

    • Warping with an Afterburner or MWD active will no longer result in reduced agility when you come out of warp.
    • The description of the Minmatar Tech I battleships has had its grammar and spelling fixed.
    • Covert Ops ships have had their attributes fixed so that they now correctly reduce the flight time of survey probes by 10% per covert ops skill level. The description of covert ops ships has also been updated to reflect this.
    • Trying to assemble a Tech III ship in space now displays a proper error message instead of failing silently.
    Tech 3

    • The description of the Tactical Targeting Network subsystem for the Loki has been corrected to remove the reference to signature radius bonus.
    • Tech 3 ships equipped with an Interdiction Nullifier subsystem will no longer be stopped from warping by warp disrupt probes or warp disruption field generators.
    Modules

    • Ships fitted with two Warp Disruption Field Generators could not activate the module after the second one had been unfitted. This has now been fixed.
    • Remote ECM burst modules now have a chance of affecting the target ship.
    Rigs

    • The reference to capital ship modules has been removed from the description of a number of small and medium sized rigs.
    Weapons & Ammunition

    • Moving ammunition from a weapon to a corp hangar no longer causes all ammunition of the same type to also be removed from your cargo hold.
    • Offlining a module without charges in space no longer loads the module with the charges present in cargo hold.
    • A more detailed message is now displayed when trying to unload a weapon group when your cargo is full.
    • You will no longer be able to partially unload weapon groups.
    • Grouped lasers will now reload used crystals instead of unused ones when being reloaded with a previously used type of crystal.
    • Hail T2 ammo description now mentions the tracking speed penalty and the rage and capacitor penalties. This applies for all charge sizes of this ammo.
    Drones

    • Drones would sometimes refuse to attack certain structures, they've been given a stern talking-to and will now obey orders with more diligence.
    • Carriers boarded in space or from a Ship Maintenance Array will now allow more than 5 drones or fighters to be launched.
    • Fighter drones should respond faster to Return commands instead of idling around the space coffee machine.
    Starbases, Outposts and Stations

    • In some instances an attack notification EVE-mail was not sent when a starbase was under attack. This has now been fixed.
    • Jump Portal Generators and Covert Jump Portal Generators now detail the use of isotopes to fuel the portal jumps by fleet members.
    • An issue where the fuel usage for onlining an Experimental Laboratory Module was incorrectly calculated has been fixed.
    Boosters & Implants

    • The progression of attributes in the low grade Snake implant set has been corrected to be in line with similar implant sets.
    • The synth booster blueprints are no longer marked as contraband items.
    • The bonus for consuming Strong Crash Booster will now be displayed in the client as soon as the booster is consumed.
    Character Creation and New Player Experience

    • Crash Course text updates with a welcome message when you warp to the dungeon.
    • Crash Course page 16 now has a UI pointer with text.
    • In the tutorial "Afterburners" you will now receive the afterburner skill
    • In the Career Advancement Tutorial: Page 1 the broken tag has been fixed.
    • In Crash Course section Agents on Page 16, the states reward is given to players.
    • The Crash Course section on Agents page 13 has been updated.
    • Industry career tutorial: Mining page 1 of 10 has been updated.
    • Mountains out of Molehills 1 of 10: mission requirements and mission details are updated.
    • Business career tutorial page 3 of the Implants section has been updated.
    • Business career tutorial: Hacking page 2 has been updated.
    • Business career tutorials: Salvaging page 3 has been updated.
    • Business career tutorial: Implants page 1 has been updated.
    • Industry career tutorial: Reprocessing and Refining pages 2 and 4 have been updated.
    • Industry career tutorial: Manufacturing pages 1 and 3 have been updated.
    • Industry career tutorial: Mining pages 2, 4 and 8 have been updated.
    • Contract tutorial has been updated.
    • Creating and managing a corporation tutorial has been updated to remove the unnecessary use of bold text.
    • Soldier career tutorials: Using your new ship page 2, 4 and 6 have been updated.
    • Soldier career tutorials: Shield tanking page 1 has been updated.
    • Soldier career tutorials: Acceleration gates page 2 has been updated.
    • Soldier career tutorials: Armor tanking pages 1 and 2 have been updated.
    • Soldier career tutorials: Implants page 1 has been updated.
    • Soldier career tutorials: Damage types pages 2 and 4 have been updated.
    • Soldier career tutorials: Stasis Webiffiers pages 1 and 3 have been updated.
    • Soldier career tutorials: Repari shop pages 2 and 3 have been updated.
    • Soldier career tutorials: Orbiting effectively pages 2, 3 and 4 have been updated.
    • Crash Course: Skill Training Queue: Page 1 has been updated.
    • Crash Course: Agents: Page 14 has been updated
    • Crash Course: Next Steps: Page 3, has been updated.
    • Crash Course: Your Advancement: Pages 2, 3 and 7 have been updated.
    • Crash Course: Basic Combat: Pages 1 and 3 have had unnecessary use of bold text removed.
    • Tutorial 'Reprocessing and Refining' has been updated
    • Tutorials: Certificates: Text on page 2 has been updated to reflect the situation in game.
    • Tutorial: Skill Training Queue has been updated.
    • Tutorial: Fitting Your Ship has been updated.
    • Tutorial: Agents has been updated.
    • Tutorials: Market tutorial has been updated.
    • Tutorials: Damage Types tutorial page 1 includes emphasize on damage types.
    • Tutorial: Drones: Typographical error on the page 4 has been removed.
    • Tutorial: Exploration: Tutorial content enhancement for page 2.
    • Tutorial: Guns and Ammo: Pages 2, 3 and 5 have been updated.
    • Tutorials: Finding a corporation to join: has had a typographical error removed.
    NPC's

    • Small, Medium and Large Standard laser crystals will now drop from the appropriate NPCs.
    Exploration & Deadspace

    • After you have probed down a cosmic signature to 100% Strength, it is now possible to warp to it with less than 3 probes without throwing an exception.
    Science & Industry

    • A grammatical error has been corrected in the Bill of Materials tab on blueprints.
    • When requesting quotes on a trashed blueprint the system will show a pop up message.
    • A cancelled job is no longer updated under "Delivered Job"
    • When you filter for copies or originals the dialog will show the correct number of blueprints in an installation of that type.
    • Details of a job are updated when selection is done through the keyboard.
    Market & Contracts

    • While using contracts, blueprints will show whether they are an original or a copy.
    Corporation & Alliance

    • When you have the 'save password' option and, after entering the wrong password 3 times, you can try again.
    Graphics

    • In certain cases, an activated Focused Warp Disruption script would display a warp disruption sphere graphical effect, this has now been fixed.
    • Ejecting from a ship will no longer leave your capsule inside the ship model.
    • If you warp to the following belt Miroona IV - Asteroid Belt 1 you will no longer end up inside a planet.
    User Interface

    • Holding down left and right mouse buttons and shift will no longer cause all the spheres to resize when you move probes in the scanning window.
    • You can view the adjacent systems through show in the info of a normal space solar system while you are in wormhole space.
    • Resizing a trade window with a large number of items in it will be faster now.
    • You can no longer create more than 5 tabs when importing an overview XML file.
    • People who really fail at PvP can now navigate through their loss mails beyond the first page.
    • A starbase unanchoring warning message was getting suppressed even if the player clicked "No" in the confirmation dialogue and will now only be suppressed if "Yes" is clicked in the confirmation dialogue.
    • The mission details window will no longer expand every minute if stacked with a collapsed window.
    • The error message displayed when trying to install a reverse engineering job without decryptors is now clearer and actually mentions the reason why the job cannot be installed - the lack of decryptors, doh!
    • The time multiplier for the Science skill when copying a blueprint will now be displayed correctly in the confirmation window.
    • The error message that appears when trying to install a research job with insufficient materials now also mentions research, not just manufacturing.
    • The training time of a skill added to the training queue will now be displayed correctly when the training queue is paused.
    • You can now switch between the Simple and Advanced mode in the item buy window without having to reselect the station if the selected station is not selling the item.
    • The Back button now works as intended in the in game browser when viewing Knowledge Base articles.
    • Dragging and dropping non-module items onto empty slots in the fitting window will now fail gracefully with an explanatory message.
    • When loading a weapon with ammo in space through the fitting window, the weapon button in the module overlay will now blink.
    • In certain circumstances, modules and rigs did not show in the fitting window for ships with a corporate hangar.This has been now fixed.
    • Civilian modules will no longer flash white after being repaired in space.
    • The ESC menu will now close when the user clicks in the "About Eve" page.
    • The "Deliver To" right click menu option has been removed from Corporate Hangar Arrays as it did not have any functionality.
    • The Ivention interface is now identified correctly on the quote screen. Quantity is displayed correctly and the interface is not consumed when a job is started.
    • After leaving wormholes space you can now see all the world information again.
    • System Map no longer locks up after changing the color of the text of a note in notepad while the solar system map is open.
    • Animation tab updates instantly when auto frame selection is checked or unchecked.
    • Ancient Relics will now display in the blueprints window when picking an ancient relic.
    • The "Welcome to EvE" message displays the correct trial length when logging in for the first time.
    • The flatten map option has been greyed out in the system map version since it was not a functional option in this view.
    Miscellaneous

    • An exception was sometimes thrown when spam clicking the "Reset" button in the decoration creation window. This has now been fixed.
    • The info message that appears when trying to place items into a container not belonging to your corporation has been corrected.
    • The unit IDs of some attributes in the data dump have been corrected to be milliseconds instead of seconds.
    • An exception was being thrown when selecting the wrecks in the "Cashflow for Capsuleers (7 of 10)" mission. This has been fixed.
    • The prefixes for some Amarr Navy and Gallente Navy modules and entities have been changed to "Imperial Navy" and "Federation Navy" to fix consistency issues.
    • An exception is no longer thrown when closing the in game browser window after resizing it.
    • An exception was thrown when relinquishing control of a starbase battery while having a target locked, this has been now fixed.
    • "School of Applied Knowledge" station located in Aokannitoh solar system shows the right name.
    • Wallet now shows the correct capitalization.
    • Map no longer gets stuck on initializing map after selecting auto to zoom and opening the map.
    • The asteroid belts in Usteli are no longer located far away when you warp to them.
    • Starmap will correctly show whether a militia service is located in a station.
    • Jamyl Sarum is now listed as CEO of the Emperor Family corp.
    • "Access denied" message has had a grammatical error removed.


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    ( Just noticed Root's post, delete this if you want man)


  • Registered Users, Registered Users 2 Posts: 522 ✭✭✭Gneez


    no mention of artillery getting its double ROF double damage change or autocannons getting more optimal and emp L getting more damage


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  • Registered Users, Registered Users 2 Posts: 17,371 ✭✭✭✭Zillah


    helios12 wrote: »
    Skills

    • Hacking will now have the following prerequisites: Science level 3 (from level 5), Electronics Upgrades level 2( from level 5), Electronics level 1 (from level 2) and Engineering level 1 ( from level 2)
    • Archaeology will now have the following prerequisites Science lev 3( from level 5), Survey level 3 (from level 5) and Electronics level 1
    • Salvaging will now have the following prerequisites Mechanic level 3, Survey at level 3 and Engineering level 1
    • Cloaking has the following prerequisites Electronics lev 4 ( was 5)
    • High Speed Maneuvering will now have Navigation at level 3 and Afterburner at level 3 as its prerequisites (instead of all at level 4)
    • Tactical Shield Manipulation has Engineering at level 3 as its prerequisites(instead of level 4)
    • Trajectory Analysis has Gunnery at level 4 as a prerequisite (instead of 5)
    • Bomb Deployment has Missile Bombardment at level 4 as a prerequisite (instead of level 5)
    • Mining Upgrades now has Mining at level 3 as a prerequisite (instead of 4)
    • Thermodynamics has Engineering at level 5, Energy Management at level 3(instead of 5) and Science at level 4
    • You can no longer inject skills if they cannot be added to the end of the training queue immediately.

    That's kind of irritating considering I've already trained most of these. Way to further dilute the exploration market you tosspots.
    Starbases, Outposts and Stations

    • Bookmarks can no longer be placed in starbase structures.

    Am I misunderstanding this or does it mean my jump bridge bookmarks won't work anymore?


  • Registered Users, Registered Users 2 Posts: 11,397 ✭✭✭✭azezil


    Zillah wrote: »
    That's kind of irritating considering I've already trained most of these. Way to further dilute the exploration market you tosspots.

    Ditto ¬_¬


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    Zillah wrote: »
    That's kind of irritating considering I've already trained most of these. Way to further dilute the exploration market you tosspots.



    Am I misunderstanding this or does it mean my jump bridge bookmarks won't work anymore?

    it means you cant drop BM copies in maintenance arrays, bookmarks to structures will still work
    People who really fail at PvP can now navigate through their loss mails beyond the first page.

    Funniest patch note ever


  • Registered Users, Registered Users 2 Posts: 94 ✭✭WuuZii


    I think its more along the lines of people dropping bookmarks into jump bridges, then you cant jump through if its out of fuel even if you have the LO in your hold because the bookmark is stopping you from fueling it. Works like that with all starbase structures, if you dropped one into a lab or assembly array you cant take it out uness you have roles and you cant put anything else in there


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