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EVE Patch Notes1

Build 32517 to 33752 addresses REVELATIONS II Patch Notes, Features, Fixes and Improvements

REVELATIONS II is the second of three installments of EVE Online's second major game expansion. EVE's first expansion, EXODUS, revealed the escalating tensions between the Empires of EVE with its first installment, Cold War. In the second installment, Red Moon Rising, a galactic arms race forged the most powerful weapons ever constructed by man.
The first installment of Revelations saw empires make their final push towards the brink of war. Uncharted regions of space were opened for exploration and yielded vast wealth and resources needed to feed a hungry war machine. New innovations in weapons technology were introduced to wage the battle for supremacy in the universe of EVE.
IMPORTANT! When the patch has been deployed, your client(s) patched and you log in for the first time, the cache folder will migrate to the new location specified below. Depending on the size of your cache folder, this may be hardly noticeable, it may take several minutes. Please be patient while this happens and do NOT restart your client if it appears to 'hang'! Thank you.

REVELATIONS II

New Game Features

Need for Speed™

Revelations II advances our commitment to improving the performance of EVE Online. With significant CPU and dogma optimizations launched in this release, Revelations II will also set the initial groundwork to provide full Vista support for future expansions. Also integral to our Need for Speed™ initiative is the continuous refinement of our Core Technology, the foundation infrastructure for EVE.

Structure Warfare Enhancements

Revelations II will significantly expand the opportunities for strategic operations between fixed structures in space by encouraging siege-type game play, enabling attrition warfare, providing tactical objectives for smaller attack forces, and improving the economic vitality of outposts. Specific game play element additions include:
Starbase Warfare

  • New Starbase Tactics- Factionalized Structures such as Serpentis Control Towers and Domination Autocannon Batteries, each with unique looks and bonus attributes; Energy Neutralizing Arrays that can drain capacitor reserves from attacking fleets; Scanner Arrays that perform localized scanning for the presence of ships; Jump Towers that allow players to jump instantaneously between starbases owned by the same corporation; Cynosural Field Generators that can quickly bring capital ships to the battlefield; and Cynosural Field Jammers to prevent them from coming in.
    • Energy Neutralizing Batteries can be anchored outside the forcefield of any starbase. They have a 50km range and drain 1000 capacitor every 10 seconds. Fitting requirements are 25 tf CPU and 350,000 MW Power.
    • System Scanning Arrays can be used in systems with Sovereignty 2 or higher. When controlled, they allow pilots to run a 999AU scan with a strength of 25 and a duration of 90 seconds. This can only be used to scan for ships. Fitting requirements are 25 tf CPU and 25,000 MW Power.
    • Jump Bridges allow instant travel between starbases. They must be paired to another bridge within 5 LY, and burn a variable amount of fuel per jump depending on range and mass. They require Sovereignty 3 or higher to online, must be anchored 15km or more from the force field and use 4,000 tf CPU and 750,000 MW Power.
    • Cynosural Generator Arrays provide a permanent cynosural beacon available to everyone in your alliance, which can be the target of capital ship jumps or jump portal links. They require Sovereignty 2, must be anchored 15km or more from the force field and use 150 tf CPU and 375,000 MW Power.
    • Cynosural System Jammers prevent the formation of new cynosural fields in the system, and force existing fields to collapse at the end of their cycle. This applies to fields generated by both modules and structures. It takes 30 minutes to bring online or offline and requires Sovereignty 3. It must be anchored 15km from the force field and uses 750,000 MW Power.
  • Exposed Starbase Assets- We are opening up the tactical opportunities for smaller attack groups by moving some starbase structures beyond the protective force field. All such eligible structures will receive significant hit point increases, which will include all firepower, electronic warfare, and scanning arrays; cynosural field jammers and generators; and jump bridge towers.
    • Structures have the following hitpoints based on size:
      • Large structures have 100,000 shield, 1,500,000 armor and 5,000,000 structure (and 90% structure resistance given by the control tower),
      • Medium structures have 50,000 shield, 750,000 armor and 2,500,000 structure (and 90% structure resistance given by the control tower),
      • Small structures have 25,000 shield, 375,000 armor and 1,250,000 structure (and 90% structure resistance given by the control tower).
    • All turret structures have had their ranges and tracking revised based on their turret equivalents, so they work best against their intended targets: cruisers for small turrets, battleships for medium turrets and capital ships for large turrets.
    • All structures now have appropriate signature radius assigned to them, making it harder for larger ships to acquire lock on smaller structures; large have 400m, medium have 125m and small have 30m.
    • All offensive based structures now have appropriate scan resolution assigned to them, making it “harder” for large turrets to acquire lock on smaller targets; large have 10mm, medium have 50mm and small have 250mm.
    • Unanchoring time for structures that are placed outside the force field now only takes 1 minute.
    • You can now anchor structures that only require power while the control tower is in reinforced mode.
    • Remote Hull Repairers are now available to reactivate incapacitated structures.
  • Improved Defenses- Structures can now be anchored when the host control tower is in reinforced mode, forcing attack groups to patrol the tower until it is destroyed while giving the owner a chance to recover from assaults. Most importantly, players will now get direct command of starbase weapons, allowing them to control individual assets such as turrets, missile batteries, and stasis webifiers.
    • The following structure groups can now be controlled by players: Electronic Warfare Battery, Energy Neutralizing Battery, Mobile Hybrid Sentry, Mobile Laser Sentry, Mobile Missile Sentry, Mobile Projectile Sentry, Scanner Array, Stasis Webification Battery, Warp Scrambling Battery.
    • To control a structure, you must be within 15km of the control tower and have the Starbase Defense Operator role. You can control one structure per level of Starbase Defense Management.
    • Structures under capsuleer control can be independently targeted and activated on any lockable object within range.
    • Structures which use no CPU can be anchored and brought online while the tower is in reinforced mode.

Outpost Warfare

  • Targetable Outpost Services Individual services offered by outposts are now vulnerable to precision strikes. Attacking players will see a list of “opportunity targets” in their overview as they approach these stations, each of which will have different hit point values depending on their importance. Services—including any jobs running at the time of attack—will become unavailable for outpost residents as they are destroyed, but can be restored once selective criteria are met.
    • Outpost services will show up as icons adjacent to the station icon in space. They will be targettable and can take damage.
    • When a service has no shields or armor left and starts taking structure damage, it becomes disabled.
    • To re-enable a service, it must have all armor and structure repaired, and be restored to 50% or higher shields.

Outpost Upgrades

  • Tiered Improvement Opportunities Hierarchal “construction paths” for increasing the economic vitality of outposts will be implemented. These station improvements must be purchased as construction platforms, anchored at the outpost site, and supplied with the requisite materials. Once built, these upgrades are permanent, even if the outpost is lost. Possible improvements include the addition of office, factory, or research slots; increasing the efficiency of reprocessing and manufacturing facilities; or adding these services to the outpost. The upgrade level of the outpost determines the total number of improvements that can be made, the greatest of which are functions of race and sovereignty conditions.
    • The following Upgrade Platform Blueprints have been seeded on the market: Foundation Upgrade Platform Blueprint, Pedestal Upgrade Platform Blueprint, Monument Upgrade Platform Blueprint.
    • With Sovereignty 2, a Foundation Upgrade Platform can be anchored and built next to an Outpost. After downtime, this will enable the installation of a single Tier 1 Improvement.
    • With Sovereignty 3, a Pedestal Upgrade Platform can be anchored and built next to an Outpost which already has a Foundation Upgrade. After downtime, this will enable the installation of an additional Tier 1 Improvement and a single Tier 2 Improvement.
    • With Sovereignty 4, a Monument Upgrade Platform can be anchored and built next to an Outpost which already has a Pedestal Upgrade. After downtime this will enable the installation of a further additional Tier 1 Improvement, an additional Tier 2 Improvement and a single Tier 3 Improvement.
    • Blueprints for Basic (Tier 1), Standard (Tier 2) and Advanced (Tier 3) Outpost Improvement Platforms have been seeded on the market. Amarr, Minmatar and Gallente have the following improvements: Factory, Laboratory, Office, Plant and Refinery. Caldari has the following improvements: Factory, Laboratory, Office, Refinery and Research Facility.
    • A Basic Outpost Platform can be anchored and built at any Outpost of the correct race which has at least one Tier 1 Improvement slot free. This will permanently upgrade the capabilities of the Outpost in the manner described in the Platform’s information.
    • A Standard Outpost Platform can be anchored and built at any Outpost of the correct race which has at least one Tier 2 Improvement slot free, and which has the Basic Improvement of the same type already installed. This will permanently upgrade the capabilities of the Outpost in the manner described in the Platform’s information.
An Advanced Outpost Platform can be anchored and built at any Outpost of the correct race which has at least one Tier 3 Improvement slot free, and which has the Standard Improvement of the same type already installed. This will permanently upgrade the capabilities of the Outpost in the manner described in the Platform’s information.