Author Topic: [rubicon] patchnotes  (Read 1182 times)

Fykes

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[rubicon] patchnotes
« on: November 18, 2013, 01:20:25 PM »
http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon

Quote
Patch Notes
Patch Notes for Rubicon
18.11.2013 10:35

Patch notes For EVE Online: Rubicon 1.0
Released on Tuesday, November 19th 2013

 

Patch Size: 1.21GB (Approximately)
Features

Mobile Structures

    Four new types of personal deployable structures have been developed - Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor and Mobile Siphon Unit. See http://community.eveonline.com/news/dev-blogs/better-living-through-mobile-structures/ for more details.
    The maximum penalty for attacking a Mobile Structure in any area of space is a Crimewatch suspect flag.
    All Mobile Structures appear on directional scans and can be found using combat scanner probes.

    Siphon Unit
        Blueprints for a new mobile structure called the Small Mobile Siphon Unit can now be purchased from any of the four main Empire faction markets at a price of 100,000,000 ISK.
        Small Mobile Siphon Units can only be deployed outside starbases (POSes). Once deployed, it cannot be scooped up again.
        The name of the player that deployed a Small Mobile Siphon Unit is visible in the Show Info for the structure.
        Small Mobile Siphon Units will decay in 30 days.
        The Small Mobile Siphon Unit has Effective Hit Points of 80.000. POS guns do not automatically shoot at the Siphon Unit.
        The Small Mobile Siphon Unit can steal raw material (moongoo) from active Moon Harvester Arrays and simple reactions from active Simple Reactor Arrays. It cannot steal alchemy output.
        Siphon Units steal 60 units of raw materials or 30 units of processed material. Siphon Units can only steal from the end of a production chain and the Small Mobile Siphon Unit prioritizes raw material over processed material. The unit steals at the same time the starbase produces, so once per hour.
        10% of what is stolen is wasted, i.e. destroyed. The rest is stored in the Small Mobile Siphon Unit. It can store 900m³. If it is full, it stops stealing.
        Anybody can access the storage of the Siphon Unit and remove materials.

    Mobile Cynosural Inhibitor
        Blueprints for a new mobile structure called the Mobile Cynosural Inhibitor can now be purchased from various stations, mostly in 0.0 at a price of 150,000,000 ISK.
        Each Mobile Cynosural Inhibitor can only be deployed once in to space. Once deployed, it cannot be scooped up again.
        The Mobile Cynosural Inhibitor has a 2 minute activation time after launching.
        The name of the player that deployed a Mobile Cynosural Inhibitor is visible in the Show Info for the structure.
        Mobile Cynosural Inhibitor will decay in 1 hour after launching.
        Mobile Cynosural Inhibitor has Effective Hit Points of 170,000 (10,000 Shield, 10,000 Armor, and 150,000 Structure).
        The Mobile Cynosural Inhibitor prevents Cynosural Field Generator modules from being activated with in a 100km range after it has been activated. Covert Cynosural Field Generators are not affected.
        The Mobile Cynosural Inhibitor cannot be deployed within 200km of another Mobile Cynosural Inhibitor.
        The Mobile Cynosural Inhibitor cannot be deployed within 75km of a station or a stargate.
        The Mobile Cynosural Inhibitor cannot be deployed within 40km of a control tower.

    Mobile Tractor Unit
        Blueprints for a new mobile structure called the Mobile Tractor Unit can now be purchased from any of the four main Empire faction markets at a price of 30,000,000 ISK.
        An active Mobile Tractor Unit can be retrieved by the owner after having been deployed.
        The Mobile Tractor Unit has a 10 second activation time after launching.
        The name of the player that deployed a Mobile Tractor Unit is visible in the Show Info for the structure.
        Mobile Tractor Unit will decay in 2 days after launching.
        Mobile Tractor Unit has Effective Hit Points of 50,000 (10,000 Shield, 10,000 Armor, and 30,000 Structure).
        The Mobile Tractor Unit will tractor beam friendly and neutral wrecks and cargo containers from up to 125km away
        The Tractor Beam has a 5 sec cycle time.
        The Mobile Tractor Unit has a 27,000m3 cargo capacity.
        The Mobile Tractor Unit tractors one wreck at a time.
        The Mobile Tractor Unit cannot be deployed within 5,000m of another Mobile Tractor Unit.
        The Mobile Tractor Unit cannot be deployed within 50km of a station or a stargate.
        The Mobile Tractor Unit cannot be deployed within 40km of a control tower.

    Mobile Depot
        Blueprints for a new mobile structure called the Mobile Depot can now be purchased from any of the four main Empire faction markets at a price of 1,000,000 ISK.
        An active Mobile Depot can be retrieved by the owner after having been deployed.
        The Mobile Depot has a 1 minute activation time after launching.
        The name of the player that deployed a Mobile Depot is visible in the Show Info for the structure.
        Mobile Depot will decay in 30 days after launching.
        Mobile Depot has Effective Hit Points of 17,500 (5,000 Shield, 5,000 Armor, and 15,000 Structure).
        Mobile Depot will provide a fitting service to the owner with in 3000m of the Mobile Depot.
        The Mobile Depot has a 2 day reinforcement cycle and can be scooped by the owner in while in reinforcement.
        The Mobile Depot will enter a reinforcement cycle when reaching 25% shields.
        The Mobile Depot will exit reinforcement with 0% shields.
        The Mobile Depot has a 3,000m3 cargo capacity.
        The Mobile Depot has a 2500m access range.
        The Mobile Depot cannot be deployed within 6,000m of another The Mobile Depot.
        The Mobile Depot cannot be deployed within 50km of a station or a stargate.
        The Mobile Depot cannot be deployed within 40km of a control tower.

 

Ghost Sites

New Anomalies called ‘Ghost Sites’ added to High Sec, Low Sec, Null Sec and WH space – one for every pirate faction in each area. See this blog for more information

    Each Ghost Site will feature 4 hacking containers that can be accessed with relic or data analyzers
    Ghost Site hacking containers will only have 1 chance at success or failure
    If you fail in hacking a Ghost Site container, it will detonate, causing Explosive damage to anyone nearby
    Ghost Sites feature invisible timers. If the timer expires while you are still in the Ghost Site, the remaining hacking containers will detonate, causing area-of-effect Explosive damage. Waves of NPCs will spawn shortly after
    New NPCs added for Ghost Sites – 4 cruisers for each pirate faction
    Ghost Site loot tables added including BPCs for new Ascendancy Implant sets

 

High-Sec Player Owned Customs Offices

    All Concord operated Customs Offices in Hi-Sec are now controlled by InterBus. Interbus stations have a tax rate of 17%.
    InterBus Customs Offices can be attacked by anyone.
    Players can build a Customs Office orbiting a planet that has no Customs Office. This is true for all security bands, but existing planet restrictions for Custom Offices (like those in Jita) will remain.
    Player Owned Customs Offices in Hi-Sec will have an NPC tax rate of 10% for export, 5% for import.
    New Skill: Customs Code Expertise reduces the NPC tax rate by 10% per level.
    The tax base value for Planetary commodities are being reduced by between 11% and 20%, based on tier.
    Attacking POCOs in Hi-Sec will bring Concord response, unless the attacking player is in a corporation that is at war with the owner of the POCO.

 

New Certificate and Mastery Systems

    The Certificate System has been completely overhauled to be more intuitive to use. For more information, please refer to this Dev Blog for more details on the changes.
        Each Certificate now has 5 progression levels and do not have nested requirements from other Certificates.
        Certificate icons have been revamped; it is now easier to notice they are different based on the 5 progression levels mentioned above.
        Certificates have been removed from their specific tab in the Character Sheet window and are now available in the Skill tab. There, Certificates are sorted by the same categories used to filter various skill groups.
        Right-clicking an Individual Certificate will open more information about it, including its description, the various progression levels and the various ships it is recommended for.
        The Certificate Planner has been removed.
        It is no longer necessary to manually claim Certificates when meeting requirements.
        Certificates can no longer set as public.
        The Certificate tutorial has been updated to match the changes, under EVE Help (F12), in the tutorial tab and by looking inside the “General” group
        Skills also have received new icons to match the Certificate changes.
    Certificates are now coupled with the concept of “Mastery” when assigned to specific ship hulls.
        A particular ship Mastery level is the collection of all Certificates of the same level assigned to that hull. This can be viewed by looking at any ship show-info, then going into the “Mastery” tab.
        Each Mastery has 5 levels (each matching one of the 5 Certificate levels)
        A green checker indicates the Certificate requirements has been met, an orange circle means some of the requirements are trained but not met while a red cross means some skills are missing. Individual skills may be seen by clicking each Certificate group to expand or collapse it.
    The ship requirement tab has been updated to match changes to the Mastery tab
        Primary, secondary, tertiary requirements and so have been removed to avoid unnecessary confusion. Instead, all mandatory skills to fly a particular ship are highlighted in green or red depending if skill requirements are met or not.
        The training timer should now be more accurate, and avoid counting nested skill requirements if the user can already fly the ship (like losing some prerequisites for some reason)
    Ship show info header has been updated as well
        The ship show info header now displays the user current skill requirement and Mastery levels for quick reference.
        Clicking each of those icon will open their respective tabs and details, as mentioned above.

 

Interbus Ship Identification System

A visualization tool has been added to represent progression and clear identification of all the non-unique ships in-game. This ship tree, named the “Interbus Ship Identification System”, may be accessed by clicking the new button available in your NeoCom, by pressing ALT+& or by clicking the “Show in ISIS” button in the ship show-info. For more information, please refer to that Dev Blog

    Ships are sorted by the various in-game factions they come from. They are the four main Empire (Amarr Empire, Caldari State, Gallente Federation, Minmatar Republic), plus the various pirate faction and miscellaneous groups like O.R.E., Sansha’s Nation, Blood Raider Covenant, Angel Cartel, Serpentis and Servant Sisters of EVE.
        The user may select the desired faction by clicking on one of the upper-left faction icons.
        Mouse hovering one of the icons will update the pop-up menu with relevant information to that particular faction. The icons in the pop-up window may be themselves hovered with the mouse for further details on their respective meaning.
        Clicking on each faction will open up the respective tree.

    ISIS Ship groups
        Ship groups are sorted by size (smaller hulls are displayed on the left, larger hulls on the right) and by Tech level (Tech II and III hulls are located above the Tech I hulls they are based upon).
        Each ship group has an individual icon for quick recognition and lists all the relevant hulls in its midst (example: the Frigate group in the Amarr Empire faction lists the Executioner, Inquisitor, Tormentor, Punisher, Crucifier and Magnate)
        Groups that have been unlocked by meeting skill requirements are light up. To view exact skill requirements on unlocked groups, hover the mouse on the group icon.
        Hovering the ship group icon will indicate its role and display relevant skills. Hovering over the role icons will display more information about them. When the group has not been unlocked yet, this displayed skills will be high-level requirements needed to achieve it. When unlocked, the group will display Spaceship Command skills that give bonuses to the whole group.

    ISIS ship types
        Hovering the mouse over each particular ship type displays the ship role and bonuses. As usual, hovering the role icons will display more information about them. Clicking the white text in the ship bonuses will open relevant item show-info (either skills or modules depending on the context).
        Left-clicking on each ship will open the show-info for that particular hull. Right-clicking will allow the user to view the ship in the market or contracts as well.
        Below each ship silhouette is the Mastery level icon, which indicates how well the user can fly the hull. It ranks from I to V, and details may be accessed through a left-click, then going into the “mastery” tab in the ship show-info. Ships that have been fully mastered (Mastery at V) will show as golden in the ISIS.

    Synergy with the Compare tool
        The Compare Tool (available by clicking the “E” icon at the top of the NeoCom, then selecting “Compare Tool” in the drop-down list) can be used to quickly weight various ship attributes from the ISIS
        For this, simply drag and drop ship types from the ISIS into the compare tool window, then select specific attributes to be compared from the left scroll-down tab. Ships may also be dragged and dropped from the show info ship model or Market windows.

 

Ships

    All ships have had their warp speeds rebalanced. Additionally, a ship's maximum warp speed affects how quickly it reaches that speed. (Ships with a higher warp speed will reach that speed in a shorter time). Previously all ships took the same time to accelerate up to their maximum warp speed. Deceleration rates have been similarly tweaked. See this blog for details.
    The two new SoE hulls, the Astero and Stratious, may be obtained through the Sister of EVE (high, low and null-sec) or Sanctuary Corporations (null-sec only). For more information please refer to this Dev blog.
    For the Sisters of EVE corporation, prices are:
        Built Astero: 100,000 LPs and 10m ISK
        Astero 1 run BPC: 30,000 LPs and 15m ISK
        Built Stratios: 300,000 LPs and 20m ISK
        Stratios 1 run BPC: 120,000 LPs and 30m ISK
    For the Sanctuary corporation, prices are:
        Built Astero: 80,000 LPs and 5m ISK
        Astero 1 run BPC: 20,000 LPs and 10m ISK
        Built Stratios: 240,000 LPs and 15m ISK
        Stratios 1 run BPC: 80,000 LPs and 20m ISK

    Astero
        Amarr Frigate Bonus: 4% bonus to Armor Resists
        Gallente Frigate Bonus: 20% bonus to drone hitpoints
        Role Bonus: 100% reduction in CPU requiement for cloaks, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
        Can fit Covert Ops Cloaking devices
        Slot layout: 2H, 4M, 4L; 2 turrets, 0 launchers
        Fittings: 32 PWG, 170 CPU
        Defense (shields / armor / hull) : 540 / 600 / 600
        Capacitor (amount) : 430
        Mobility (max velocity / agility / mass / align time): 312 / 2.87 / 975000 / 3.88s
        Drones (bandwidth / bay): 25 / 75
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 37km / 620 / 6
        Sensor strength: 13
        Signature radius: 35
        Cargo Capacity: 210

    Stratios
        Amarr Cruiser Bonus: 4% bonus to Armor Resists
        Gallente Cruiser Bonus: 10% bonus to Drone hitpoints and damage
        Role Bonus: 50% bonus to Medium Energy Turret optimal range, 37.5% increase Scan Prob Strength and +10 Virus strength for Relic and Data Analyzers
        Can fit Covert Ops Cloaking devices
        Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers
        Fittings: 920 PWG, 400 CPU
        Defense (shields / armor / hull) : 1950 / 2400 / 2450
        Capacitor (amount) : 1700
        Mobility (max velocity / agility / mass / align time): 182 / .47 / 9350000 / 6.09s
        Drones (bandwidth / bay): 100 / 400
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7
        Sensor strength: 20
        Signature radius: 150
        Cargo Capacity: 550

 

Modules

    A new Bastion Module has been introduced to complement the new Marauder role. Its blueprint is available for 50m ISK in the Market, under the Blueprints > Ship Equipment > Turrets & Bays > Weapon Upgrades category. Module details are available below.
    Bastion Module
        Increases shield and armor repair amount by 100%.
        Boosts all shields, armor and hull resistances by 30%.
        Extends all large turret falloff and optimal by 25% (is stacking penalized with other items boosting the same attributes).
        Increases all large missile max velocity by 25%.
        Has a cycle time of 60 seconds.
        When in bastion mode, Marauder is immune to EW but cannot be remote assisted in any way.
        When in bastion mode, Marauder speed is set to 0 m/s and cannot warp (mass is unchanged). Also receives a weapons timer that prevents station docking or gate jumping. Weapon time doesn't require the user to drop weapon safeties in high-security space.
        Only one may be fitted per Marauder, cannot be deactivated before cycle ends.
        Uses 10 CPU and 100 powergrid to fit.
        Uses no specific fuel or capacitor.
        Skill requirements: Advanced Weapon Upgrades 5 and Energy Grid Upgrades 5

    Rapid Heavy Missile Launchers
        Entirely new missile launcher group with 20 different meta variations
        Battleship sized launcher that uses heavy missiles as charges
        New launcher mechanic with very high damage output in a burst followed by 40 second reload time.
        For details and discussion on Rapid Heavy Launchers look in this thread

    Rapid Heavy Missile Launcher I
        Fitting: 960 PG, 50 CPU
        Rate of fire: 6.5s
        Charge capacity: 21
        Reload time: 40s

    Rapid Heavy Missile Launcher II
        Fitting: 1210 PG, 59 CPU
        Rate of fire: 5.2s
        Charge capacity: 23
        Reload time: 40s

 

Fleets

    The ability to store fleet setups has been added. This includes the number of wings and their squads along with their names. Additionally, Message of the Day and Free-Move and Voice settings can be stored in the fleet setup. These fleet setups are stored server side per character.
    The ability to mass-invite to fleets and mass-move fleet members has been added. This is can be done by dragging pilots from various pilots lists (such as chat, Addressbook, Fleet Window, etc), and dropping them in there Fleet Window where they should be added. Mass-invite/mass-move will never make any of the pilots a commander.
    It's now possible to add/move pilots to specific wings by dropping them onto the Wing Commander position (while holding down Shift if a single pilot is being dropped).
    When pilots join a fleet, they will now enter the first available squad that has both Wing Commander and a Squad Commander. If one is is not available, then the first available squad that has a Wing Commander, then first availble squad that has a Squad Commander, and then the last option is the first available commanderless squad.
    It's now possible to add multiple pilots at once to the fleet Watchlist by dropping them in the Watchlist window.
    See this devblog for more details.

 

Implants

A new implant set, the Ascendancy set, has been added.

    2 sets of 6 implants (high and low grades)
    Provides a direct boost to warp speed and set bonuses
    Secondary effect of attribute increases, +2 and +3 in each implant’s specific attribute
    The implants are constructed using components from the new Ghost Sites.

 

Avatars

    Collector's Edition Mystery Code Male and Female cyborg arms have been added.

 

Exploration

    Added a new landmark as reward for Echelon Entertainment's exploration competition, held in summer 2013.

 

Sounds and Music

    5 new music tracks have been added to low sec.
    New jumpgate sound implementation to support new effects (activate, deactivate etc.) - players can now hear when someone enters
    Atmosphere sounds from suns - based on type
    Added sound for the disruption bubble
    Added new "siege mode" sounds

 

Graphics and FX

    EVE Client supports rendering with DirectX 11 (though there is no graphical difference right now between DirectX 11 and DirectX 9). It is enabled by default if your GPU and OS support it, and DX11/DX9 can be toggled in the EVE Launcher settings.
    The death sequence has been updated to include a destroyed capsule and new corpse variations.
    The jumpgate activation distinguishes between incoming and outgoing activations.
    All ships now have level of detail for their textures which improves the client memory useage.
    The warp disruption bubble effects have been modernized to include distortion and color variations for each type. (Warp Disrupt Probe = Blue,  Warp Disruption Field Generator I  = Red and Mobile Small Warp Disruptor I = Green).

 
Changes

Tech III Ships

    You can now fit subsystems in space. If modules need to be removed because of slot changes they will be placed in the cargo hold of your ship. Note that switching subsystems may temporarily reduce the CPU output and power output to zero which will result in all modules being set offline.

 

Ship Balancing

Rubicon brings our next step in our ship balancing initiative. This release affects 22 ships total, mainly focusing on Tech 2 hulls (Interceptors, Electronic Attack Frigates, Interceptors and Interdictors).

    Electronic Attack Frigates have had the range bonus from Electronic Attack Frigate skill increased significantly, with their cap recharge increased, lock range increased, base speed increased, signature radius reduced and base hitpoints increased. The above changes, along with individual ship adjustments, will make Electronic Attack Frigates a much more potent electronic warfare option.
    The Interceptor and Interdictor ship classes have been rebalanced. See detailed stats below, with change from previous values in brackets.
    Marauders now use a specialty module named “Bastion Module”, please refer to the “modules” section above for more details about it. They use a combination of Micro Jump Drives and Bastion mode to move around the battlefield and enter a reinforcement mode with hardened defenses when necessary.
    Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.

    Sentinel
        Amarr Frigate Bonuses: 20% bonus to energy vampire and energy neutralizer transfer amount per level, 7.5% bonus to effectiveness of tracking disruptors per level
        Electronic Attack Ships Bonuses: 80% bonus to energy vampire and energy neutralizer range per level (+40% per level), 5% reduction in capacitor recharge time per level
        Slot layout: 3H, 4M, 3L; 2 turrets, 0 launchers
        Fittings: 40 PWG, 195 CPU
        Defense (shields / armor / hull) : 300(+25) / 425(+50) / 375(+25)
        Capacitor (amount / recharge rate / cap/s) : 415 / 190s (-121s) / 2.18 (+.85)
        Mobility (max velocity / agility / mass / align time): 340(+10) / 4.25 / 1223200(+111200) / 6.55
        Drones (bandwidth / bay): 20 / 60
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km(+28km) / 575 / 7
        Sensor strength: 21 Radar
        Signature radius: 41(-12)

    Kitsune
        Caldari Frigate Bonuses: 20% bonus to ECM target jammer strength per level, 10% reduction in ECM target jammers' capacitor need per level
        Electronic Attack Ships Bonuses: 15% bonus to ECM target jammer optimal range per level (+2.5% per level), 5% bonus to capacitor capacity per level
        Slot layout: 3H, 5M, 2L; 1 turrets, 3 launchers
        Fittings: 26 PWG, 270 CPU
        Defense (shields / armor / hull) : 450(+50) / 250 / 275(+25)
        Capacitor (amount / recharge rate / cap/s) : 415 / 195s (-116s) / 2.12 (+.79)
        Mobility (max velocity / agility / mass / align time): 315 / 3.86 / 1228700(+111700) / 5.98s
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+23km) / 520 / 7
        Sensor strength: 24 Gravimetric
        Signature radius: 47(-11)

    Keres
        Gallente Frigate Bonuses: 7.5% bonus to remote sensor dampener effectiveness per level, 10% reduction in remote sensor dampener capacitor need per level
        Electronic Attack Ships Bonuses: 15% bonus to warp disruptor range per level (+5% per level), 10% reduction in warp disruptor capacitor need per level
        Slot layout: 2H, 5M, 3L; 2 turrets, 0 launchers
        Fittings: 33 PWG, 205 CPU
        Defense (shields / armor / hull) : 325 / 400(+50) / 425(+75)
        Capacitor (amount / recharge rate / cap/s) : 375 / 187s (-93s) / 2.00 (+.66)
        Mobility (max velocity / agility / mass / align time): 350(+5) / 4.1 / 1204500(+109500) / 6.22s
        Drones (bandwidth / bay): 10(+5) / 10
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km(+25.5km) / 550 / 7
        Sensor strength: 22 Magnetometric(-.5)
        Signature radius: 43(-12)

    Hyena
        Minmatar Frigate Bonuses: 10% bonus to optimal range of target painters per level (was MWD capacitor use), 10% bonus to effectiveness of target painters per level
        Electronic Attack Ships Bonuses: 40% bonus to stasis webifier range per level (+20% per level), 3% reduction in signature radius per level
        Slot layout: 3H, 4M, 3L; 2 turrets, 2 launchers
        Fittings: 36 PWG, 145 CPU
        Defense (shields / armor / hull) : 375(+50) / 375(+25) / 325(+25)
        Capacitor (amount / recharge rate / cap/s) : 355 / 175s (-91s) / 2.02 (+.69)
        Mobility (max velocity / agility / mass / align time): 375(+15) / 3.93 / 1191300(+108300) / 5.9s
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+30km) / 600 / 7
        Sensor strength: 21 Ladar
        Signature radius: 39(-12)

    Paladin
        Role Bonus: 100% bonus to large energy weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
        Amarr Battleship Skill Bonus: 5% bonus to capacitor capacity, 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level)
        Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 5% bonus to large energy turret damage per level
        Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
        Fittings: 16500 PWG (+3000), 530 CPU (+30)
        Defense (shields / armor / hull) : 6900(+100) / 8800(+600) / 8500(+1200)
        Shield resists: 0% EM / 62.5% EX / 47.5% KIN / 20% THERM
        Armor resists: 50% EM / 40% EX / 34.375% KIN / 35% THERM
        Capacitor (amount / recharge rate / cap/s) : 7500(+1875) / 1000s (+76.1s) / 8 cap/s (+2)
        Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .119(-0.009) / 92,245,000(-12,955,000) / 15.22s
        Drones (bandwidth / bay): 25(-50) / 75
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 91km(+10km) / 120(+39) / 10
        Sensor strength: 12 Radar
        Signature radius: 420(-80)

    Golem
        Role Bonus: 100% bonus to cruise missile and torpedo damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
        Caldari Battleship Skill Bonus: 10% bonus to cruise missile and torpedo velocity, 5% bonus to cruise missile and torpedo explosion velocity per level
        Marauders Skill Bonus: 7.5% bonus to Shield Boost amount, 10% bonus to effectiveness of target painters per level
        Slot layout: 8H(+1), 7M, 4L; 0 turrets, 4 launchers
        Fittings: 8500 PWG (+2000), 715 CPU
        Defense (shields / armor / hull) : 8800(+600) / 6700(-600) / 7700(+400)
        Shield resists: 0% EM / 50% EX / 47.5% KIN / 40% THERM
        Armor resists: 50% EM / 10% EX / 34.375% KIN / 58.75% THERM
        Capacitor (amount / recharge rate / cap/s) : 6325(+700) / 1150s (+226.1s) / 5.5 cap/s (-0.5)
        Mobility (max velocity / agility / mass / align time): 100 m/s(-5) / .12 / 94335000(-10865000) / 15.69s
        Drones (bandwidth / bay): 25(-50) / 75
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+5km) / 105(+32) / 10
        Sensor strength: 14 Gravimetric
        Signature radius: 450(-125)

    Kronos
        Role Bonus: 100% bonus to large hybrid weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
        Gallente Battleship Skill Bonus: 5% bonus to large hybrid weapon damage, 10% bonus to large Hybrid Turret Falloff per level (instead of 10% bonus to the velocity factor of stasis webifiers per level)
        Marauder Skill Bonus: 7.5% bonus to Armor Repair amount per level, 7.5% bonus to large hybrid weapon tracking per level
        Slot layout: 8H(+1), 4M, 7L; 4 turrets, 0 launchers
        Fittings: 14000 PWG (+2000), 580 CPU (+30)
        Defense (shields / armor / hull) : 7300(+500) / 7900(+600) / 9500(+1300)
        Shield resists: 0% EM / 50% EX / 55% KIN / 30% THERM
        Armor resists: 50% EM / 10% EX / 51.25% KIN / 43.125% THERM
        Capacitor (amount / recharge rate / cap/s) : 6900(+1275) / 1150s (+226.1s) / 6 cap/s
        Mobility (max velocity / agility / mass / align time): 105 m/s(-15) / .114(-0.0038) / 93480000(-8320000) / 14.77s
        Drones (bandwidth / bay): 50(-25) / 125
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+3km) / 120(+39) / 10
        Sensor strength: 13 Magnetometric
        Signature radius: 420(-80)

    Vargur
        Role Bonus: 100% bonus to large projectile weapon damage, 100% bonus to range and velocity of tractor beams, 70% reduction in Micro Jump Drive reactivation delay
        Minmatar Battleship Skill Bonus: 5% bonus to large projectile turret rate of fire, 10% bonus to large projectile turret falloff per level
        Marauder Skill Bonus: 7.5% bonus to Shield Boost amount, 7.5% bonus to large projectile turret tracking per level
        Slot layout: 8H(+1), 6M, 5L; 4 turrets, 0 launchers
        Fittings: 12900 PWG(+5000), 625 CPU
        Defense (shields / armor / hull) : 8300(+700) / 7300(+500) / 6900 (-400)
        Shield resists: 25% EM / 50% EX / 40% KIN / 30% THERM
        Armor resists: 70% EM / 10% EX / 25% KIN / 43.125% THERM
        Capacitor (amount / recharge rate / cap/s) : 6200(+575) / 1100s(+176.1s) / 5.6 cap/s (-0.4)
        Mobility (max velocity / agility / mass / align time): 110 m/s(-20) / .112(-0.004) / 96520000(-9580000) / 14.99s
        Drones (bandwidth / bay): 50(-25) / 75
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 81km(+6km) / 145(+60) / 10
        Sensor strength: 11 Ladar
        Signature radius: 360(-65)

    Crusader
        Amarr Frigate Bonuses: 10% reduction in Small Energy Turret capacitor use per level, 5% bonus to Small Energy Turret damage per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% bonus to Small Energy Turret Tracking Speed per level
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 4H, 2M, 4L; 4 turrets, 0 launchers
        Fittings: 48(+8) PWG, 120(+20) CPU
        Defense (shields / armor / hull) : 225(-21) / 575(-22) / 525(-72)
        Capacitor (amount / recharge rate / cap/s) : 415(+40) / 311.25s (+30) / 1.33
        Mobility (max velocity / agility / mass / align time): 455 / 3.1 / 1050000 / 4.51
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5) / 975 / 5(+1)
        Sensor strength: 10(+1) Radar
        Signature radius: 32
        Cargo Capacity: 90(-45)

    Malediction
        Amarr Frigate Bonuses: 5% bonus to Rocket and Light Missile rate of fire per level (was rocket damage), 4% bonus to armor resistances per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 3H(-1), 3M, 4L(+1); 3 turrets, 3 launchers
        Fittings: 35 PWG, 150(+15) CPU
        Defense (shields / armor / hull) : 325(-97) / 550(+93) / 425(-32)
        Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s (+8.4) / 1.33
        Mobility (max velocity / agility / mass / align time): 435 / 3.15(+0.05) / 999000 / 4.36(+0.07)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 31.5km(+9) / 900 / 5(+1)
        Sensor strength: 12 Radar
        Signature radius: 33
        Cargo Capacity: 98(-37)

    Raptor
        Caldari Frigate Bonuses: 5% bonus to Small Hybrid Turret Damage per level, 10% bonus to Small Hybrid Turret optimal range per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 4% bonus to shield resistances per level (was tackle range)
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 4H, 3M, 3L; 3 turrets, 1(-1) launchers
        Fittings: 36(+10) PWG, 155 CPU
        Defense (shields / armor / hull) : 525(+32) / 350(+34) / 425(+3)
        Capacitor (amount / recharge rate / cap/s) : 355(73.75) / 266.25s (+55.3) / 1.33
        Mobility (max velocity / agility / mass / align time): 420(+5) / 3.2(+0.25) / 999000(-76000) / 4.43s(-0.19)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 27.5km(+2.5) / 940 / 5(+1)
        Sensor strength: 14 Gravimetric
        Signature radius: 34
        Cargo Capacity: 92(-58)

    Crow
        Caldari Frigate Bonuses: 10% bonus to Kinetic Missile damage per level, 10% bonus to Missile Velocity per level (was attached to interceptors skill)
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level (new)
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 3H(-1), 4M(+1), 3L; 0(-2) turrets, 3 launchers
        Fittings: 35 PWG, 160(+10) CPU
        Defense (shields / armor / hull) : 550(+22) / 325(+79) / 375(+23)
        Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s (+1.875) / 1.33
        Mobility (max velocity / agility / mass / align time): 430(+5) / 3.1 / 1065000(+66000) / 4.58s(+0.29)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km(+2.5) / 860 / 5(+1)
        Sensor strength: 12 Gravimetric
        Signature radius: 35(-1)
        Cargo Capacity: 98(-52)

    Taranis
        Gallente Frigate Bonuses: 10% Small Hybrid Turret damage per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 7.5% Small Hybrid Turret tracking speed per level
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 4H, 3M, 3L; 3 turrets, 0 launchers
        Fittings: 35 PWG, 150 CPU
        Defense (shields / armor / hull) : 275(-41) / 425(-32) / 675(-28)
        Capacitor (amount / recharge rate / cap/s) : 355(+11.25) / 266.25s(+8.4) / 1.33
        Mobility (max velocity / agility / mass / align time): 420 / 3(+0.05) / 1070000(-5000) / 4.45s(-0.17)
        Drones (bandwidth / bay): 10 / 10
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+2.5) / 880 / 5(+1)
        Sensor strength: 10(+1) Magnetometric
        Signature radius: 36
        Cargo Capacity: 92(-33)

    Ares
        Gallente Frigate Bonuses: 10% bonus to Small Hybrid Turret optimal range per level, 7.5% bonus to Small Hybrid Turret tracking per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 3H, 3M, 4L; 3(+1) turrets, 1 launchers
        Fittings: 33(+3) PWG, 145(-5) CPU
        Defense (shields / armor / hull) : 300(+19) / 400(-22) / 625(-43)
        Capacitor (amount / recharge rate / cap/s) : 315(+2.5) / 236.25s(+1.875) / 1.33
        Mobility (max velocity / agility / mass / align time): 425(-25) / 3.1(+0.155) / 990000(-110000) / 4.25s(-0.24)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 30.5km(+5.5) / 955 / 5(+1)
        Sensor strength: 11(+1) Magnetometric
        Signature radius: 35
        Cargo Capacity: 96(-29)

    Claw
        Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level (split between frigate and interceptor skills), 7.5% Small Projectile Turret tracking speed per level (moved from interceptor skill)
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% Small Projectile Turret Damage per level (split between frigate and interceptor skills)
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 4H, 2M, 4L; 3 turrets, 1(-1) launchers
        Fittings: 45(+5) PWG, 125(+25) CPU
        Defense (shields / armor / hull) : 325(-27) / 500(+113) / 475(-18)
        Capacitor (amount / recharge rate / cap/s) : 285(+4.75) / 213.75s (+2.8) / 1.33
        Mobility (max velocity / agility / mass / align time): 475 / 3(-0.09) / 1100000(-26000) / 4.57s(-0.25)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km(+5) / 1000 / 5(+1)
        Sensor strength: 9(+1) Ladar
        Signature radius: 30
        Cargo Capacity: 94(-26)

    Stiletto
        Minmatar Frigate Bonuses: 5% bonus to Small Projectile Turret Damage per level, 7.5% Small Projectile Turret tracking speed per level
        Interceptors Bonuses: 15% reduction in MicroWarpdrive signature radius penalty per level, 5% bonus to Warp Scrambler and Warp Disruptor range per level
        Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
        Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
        Fittings: 30 PWG, 150 CPU
        Defense (shields / armor / hull) : 400(+13) / 400(-22) / 500(-28)
        Capacitor (amount / recharge rate / cap/s) : 250 / 187.5s / 1.33
        Mobility (max velocity / agility / mass / align time): 435 / 3.1 / 1020000(-80000) / 4.38s(-0.35)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 29.5km(+4.5) / 970(+45) / 5(+1)
        Sensor strength: 10(+1) Ladar
        Signature radius: 31
        Cargo Capacity: 92(-28)

    Heretic
        Amarr Destroyer Bonuses: 10% bonus to Rocket and Light Missile velocity per level (was 5% bonus to rocket explosion velocity per level), 5% bonus to Rocket and Light Missile damage per level (was 5% bonus to rocket damage per level)
        Interdictors Bonuses: 4% bonus to armor resistances per level (was 5% bonus to missile velocity per level), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
        Role bonus: Can fit Interdiction Sphere Launchers
        Slot layout: 8H, 3M, 3L; 4 turrets, 7(+1) launchers
        Fittings: 60(+3) PWG, 240(+10) CPU
        Defense (shields / armor / hull) : 625(+25) / 750(-1) / 750(+50)
        Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55(+15) / 75(+15)
        Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75(+18.75) / 60(+30)
        Capacitor (amount / recharge rate / cap/s) : 750(+187.5) / 375s / 2(+0.5)
        Mobility (max velocity / agility / mass / align time): 310(+11) / 3.7(+0.001) / 1305000(-66000) / 6.69
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7(+1)
        Sensor strength: 12(+2) Radar
        Signature radius: 75(-8)

    Flycatcher
        Caldari Destroyer Bonuses: 5% bonus to Rocket and Light Missile explosion radius per level (was 3% bonus to light missile explosion velocity), 10% bonus to Rocket and Light Missile Velocity per level
        Interdictors Bonuses: 10% bonus to Rocket and Light Missile kinetic damage per level (was 5%), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
        Role bonus: Can fit Interdiction Sphere Launchers
        Slot layout: 8H, 5M, 1L; 2(-1) turrets, 6 launchers
        Fittings: 60(+4) PWG, 270(+5) CPU
        Defense (shields / armor / hull) : 850(+99) / 625(+25) / 650(-1)
        Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+30) / 55(+15) / 50
        Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5(+17.5) / 43.75(+18.75) / 10
        Capacitor (amount / recharge rate / cap/s) : 650(+150) / 325s(-8.33) / 2(+0.5)
        Mobility (max velocity / agility / mass / align time): 315 / 3.6(+0.73) / 1350000(-222000) / 6.74s(+0.48)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 475 / 7
        Sensor strength: 14(+2) Gravimetric
        Signature radius: 80(-10)

    Eris
        Gallente Destroyer Bonuses: 10% bonus to Small Hybrid Turret optimal range per level (was falloff), 10% bonus to Small Hybrid Turret tracking per level
        Interdictors Bonuses: 5% bonus to Small Hybrid Turret damage per level (was 5% bonus to thermal rocket and light missile damage), 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
        Role bonus: Can fit Interdiction Sphere Launchers
        Slot layout: 8H, 2M, 4L; 7(+1) turrets, 1(-3) launchers
        Fittings: 64(+2) PWG, 210(+16) CPU
        Defense (shields / armor / hull) : 650(-1) / 700 / 800(+49)
        Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 70(+20) / 50
        Base armor resistances (EM/Therm/Kin/Exp): 50 / 51.25(+16.25) / 67.5(+22.5) / 10
        Capacitor (amount / recharge rate / cap/s) : 700(+231.25) / 350s(+37.5) / 2(+0.5)
        Mobility (max velocity / agility / mass / align time): 305(-3) / 3.7(+0.325) / 1250000(-213000) / 6.41s(-0.8)
        Drones (bandwidth / bay): 0(-5) / 0(-5)
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 500 / 7
        Sensor strength: 13(+2) Magnetometric
        Signature radius: 85(-1)

    Sabre
        Minmatar Destroyer Bonuses: 5% bonus to Small Projectile Turret Damage per level, 10% bonus to Small Projectile Turret tracking speed per level
        Interdictors Bonuses: 10% bonus to Small Projectile Turret falloff per level, 10% reduction in Microwarpdrive signature radius penalty per level (was bubble launcher delay reduction)
        Role bonus: Can fit Interdiction Sphere Launchers
        Slot layout: 8H, 4M, 2L; 7 turrets, 1(-1) launchers
        Fittings: 58 PWG, 230(+2) CPU
        Defense (shields / armor / hull) : 750(+50) / 650(-1) / 625(+25)
        Base shield resistances (EM/Therm/Kin/Exp): 50(+40) / 40(+20) / 40 / 50
        Base armor resistances (EM/Therm/Kin/Exp): 80(+10) / 51.25(+16.25) / 25 / 10
        Capacitor (amount / recharge rate / cap/s) : 600(+162.5) / 300s(+8.333) / 2(+0.5)
        Mobility (max velocity / agility / mass / align time): 320 / 3.7(+0.232) / 1285000 / 6.59s(+0.41)
        Drones (bandwidth / bay): 0 / 0
        Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 550 / 7(+1)
        Sensor strength: 11(+2) Ladar
        Signature radius: 70(-5)

 

Modules

    All Tech 2 turrets have had their skill requirements cut. They will now not require smaller turret requirements to be trained. Please refer to this Dev Blog for more details.
    The Interdiction Sphere Launcher has had its reactivation delay removed, and can now load three Warp Disruption Probes at a time. In exchange its reload time has been increased to one minute.
    Rebalancing Rapid Light Missile Launchers
        Rapid Light Missile launchers will now also feature the burst fire and long reload mechanic introduced with Rapid Heavy Missile Launchers
        PG requirements for fitting Rapid Light Missile Launchers have been increased
        For details and discussion see this thread.
        Rapid Light Missile Launcher I
            Fitting: 72 PG, 35 CPU
            Rate of fire: 7.8s
            Charge capacity: 16
            Reload time: 40s
        Rapid Light Missile Launcher II
            Fitting: 76 PG, 39 CPU
            Rate of fire: 6.2s
            Charge capacity: 18
            Reload time: 40s

 

Science and Industry

The base tech one blueprint required for inventing the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect their new hulls.

    The Absolution is now invented from a Harbinger blueprint.
    The Eos is now invented from Myrmidon blueprint.
    The Nighthawk is now invented from Drake blueprint.
    The Sleipnir is now invented from Hurricane blueprint.

 

Exploration & Deadspace

    Level 1 to 3 DED sites and high-sec Anomaly sites have been added to the low-sec distribution tables. (The high-sec tables are unaffected). This is aimed at increasing income opportunities for newer players in low-sec space.

 

Player Owned Structures, Outposts and Stations

    Ship Maintenance Arrays and XL Ship Maintenance Arrays will now drop wrecks containing some of their ships. Each ship has the same 50/50 survived/destroyed chance as regular loot. Ships can be individually launched from the (XL)SMA wreck in to space, where they can be boarded like any other un-piloted ship. Once the wreck is emptied, it can be salvaged like any other. SMAs will generate killmails showing what ships were dropped and what were destroyed (including items in/on those ships). See [blog] for details.
    Only one ship at a time can now be launched from a Ship Maintenance Array

 

Graphics and FX

    The models of the Absolution, Nighthawk, Sleipnir and Eos Command Ships have been updated to reflect the battlecruisers that they share weapon types with.
        The Absolution now has a Carthum Harbinger hull.
        The Eos now has a CreoDron Myrmidon hull.
        The Nighthawk now has a Kaalakiota Drake hull.
        The Sleipnir now has a Boundless Creations Hurricane hull.

 

Fleets

    The Fleet Composition window will now display the ship type for all fleet members, not only for those who are in space
    A new column, which shows the member's position in fleet, has been added to the Fleet Composition window.
    It's now possible to select many fleet members from the Fleet Composition window
    Dropping an individual pilot onto a Fleet/Wing/Squad commander position while holding down Shift will add the player to that group, but not as a commander but as a general squad member.
    The number of Fleet Window refreshes has been reduced

 

Overview and UI

    Implants can now be plugged in without having to pause the Training queue.
    A new button for the Compare Tool has been added as an optional button for the Neocom.
    The maximum number of fittings that a user can save has been increased by 100. As a result characters can now save 200 fittings and corporations 300 fittings.
    You can now align to scanned down anomolies and signitures.

 

Character Selection Screen

    New Character Selection screen has be added.
    Features include: Subscription, Dual and Multi character training counters, Ship preview icons, skills in training, total SP counter, updated Redeeming window and more.

 

Localization

    Linguistic fixes and improvements have been made throughout the client for German, Russian and Japanese clients.
    On the German client, terminology has been unified and improved for multiple instances.
        translation for “rocket” is now Rakete.
        translation for “role bonus” is now Funktionsbonus.
        translation for “traits” is now Eigenschaften.
        translations for “cargo hold” and “ship hold” are now Frachtraum and Laderaum respectively.
    On the Russian side of things, several ship types were renamed; for a full list of changes and a discussion of them, please see this thread.

 
Fixes

 

Audio

    The sound LOD has been fixed for turrets – weapon sounds were not always audible.
    Stargate Electricity Sound Glitches Fixed issue with stargate glitches.
    Fixed an issue where undocking audio was not heard.

 

Forums/Website

    Repaired various website issues that were affecting the displays in captain's quarters.

 

Gameplay

    Added 'Missile' to all mentions of Cruise Missiles in ship bonuses for Golem and Widow.
    Added Rapid Heavy Missile bonuses to description text for Golem And Widow.
    Fixed an issue that made it impossible to link all of the Navy Battleship blueprints.
    Small Freight containers can now be scanned both with directional scanner and with probes.
    Renamed the 'Stationary Badger II' NPC object to 'Stationary Tayra'.
    Saboteur NPCs (Criminal and Bandit Saboteur) now display the correct racial background.
    The 'Wild' Miner I Blueprint can now be found through the contract search.
    The Alliance Tournament XI prize ships can now be bought and sold on the market. (CCP wishes you the best of luck with the broker fees).
    The Cerberus bonus description has been clarified to specify what type of ammunition it applies to. The bonus remains unchanged.
    The Executioner bonus text is no longer missing words.
    The description text for Agent Asursa Kunivuri's has been changed to refer to the Tayra instead of the Badger.

 

Graphics

    Adjusted the low LOD models of multiple ships to correct minor graphical corruption.
    An issue which caused the in-station environments to disappear has been fixed.
    Corrected the display of warp disruption bubbles on low shader settings.
    Corrected the logo of the Corporate Police Force.
    Corruption for planet view of ice planets on low shader settings removed.
    Full body view grey out Fixed a graphics issue on DX11.
    Fixed an issue whereby MInmatar Regional Gates had collision boundaries set incorrectly
    Fixed an issue with light distortion in CQ on Nvidia using DX11.
    Fixed an issue with screenshots on DX11.
    Fixed and issue wherein reflect

Letri Bimmet

  • [EFRON] Letri Bimmet
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Re: [rubicon] patchnotes
« Reply #1 on: November 18, 2013, 01:58:01 PM »
Ack. I got that eve itch again.
another EFRON ex director, Yes they are plentyfull around these parts

Electrostatus

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Re: [rubicon] patchnotes
« Reply #2 on: November 18, 2013, 05:19:45 PM »
The mobile tractor unit sounds interesting.  Possibly dump one off in a mission room while heading to the next room, come back with a ball of wrecks for easy clean up?
It's a witty saying!

dh

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Re: [rubicon] patchnotes
« Reply #3 on: November 18, 2013, 06:29:39 PM »
i belive it tractors salvages and loots. and puts it all in it's cargo bay
howo