Home | Sitemape | Add to Favorate
Your are here: Home >

EVE Patch Notes5

Ships

  • Siege Mode now forces Dreadnoughts to have only 2 max locked targets at any given time.
  • Imbalance between shield and armor logistic ships has been resolved. Logistics have been boosted and now support maintenace bots and BS class logistic modules.
  • Battlecruiser & Command Ship shield recharge rate changed to 1400 seconds.
  • Minmatar capital ship remote armor/shield bonus changed from duration to amount.
  • Advances in technology now allow for up to 10 pilots to access the fitting capabilities of a ship maintenance array simultaneously.
  • The Heretic's calibration points has been corrected from 200 to 400 and is now inline with the other interdictors.
  • Nyx's fighter damage bonus reduced to 5%.
  • Agility is now displayed as "inertia modifier" in ship attributes tab.
  • It now says in carrier and mothership description that the energy/shield and armor transfer range bonus only applies to capital sized modules.
  • Increased warp speed of stealth bombers to 6AU/s so they are in line with frigate warp speed.
  • Changed range and rate of fire on turret Mobile Batteries to be in line with module equivalents.
  • Freighter wrecks can now be looted by freighters where the loot was more than the biggest industrial hold.
  • Ships with items other than assembled container in their cargohold can now be stored inside a carrier or a Mothership.
  • A rare occurrence where crashing while boarding a ship causes a player not to be able to log in has been resolved.
  • You can no longer be able to store ships in ship maintenance bays when there are assembled containers inside them.
  • Freighters can now scoop unanchored starbase structures. Note that the requirement of being within 50km to an online control tower is still present.
  • Players can now store ships with items in the cargohold in ship maintenance bays/arrays.
  • Titans can no longer fire doomsday devices remotely.
  • Titans can not jump for the next 10 minutes after firing a doomsday device.
  • The description of the Tempest has been corrected.
  • The description of the carriers now correctly identifies that the transfer module bonus only applies to the capital variants.
  • The Pilgrim now displays all 3 turrets (assuming you have 3 turrets fitted).
  • Chimera model has been fixed. Centerpoint was moved to the center, and the model size increased to match the other carriers.
  • The Bhaalgorn now displays its 8th turret correctly.
  • You can now cancel the insurance on your ship if you paid it. You cannot cancel if the ship is insured by the corporation.

Modules and Rigs

  • Decreased CPU use on Armor Hardeners.
  • Increased CPU use and decreased power need on Energized Adaptive Nano Membranes.
  • Boosted tracking of all Pulse Lasers by 25%.
  • Reduced power need for Medium Beam Lasers.
  • Interdiction Sphere Launchers no longer autorepeat and the duration + reactivation delay is now less than 2 minutes before skills are taken into account.
  • Armored Warfare Links now affect targeted armor repair systems as well as personal armor repair systems.
  • Improved efficiency of remote armor repairers to be slightly better than shield transporter equivalent. Skill level requirements, range, duration and meta levels now match the shield transporters.
  • Small, medium and large Remote Armor Repair Systems are now affected by Armored Warfare Links.
  • Added CPU requirements to "Shield Power Relays", and balanced the meta levels.
  • Reduced CPU need of "Shield Recharger" mid slot modules.
  • "Cormack's Modified Reactor Control Unit" fixed so it boost the same amount as the other top officer reactor control units.
  • Penalties on Expanded Cargoholds have been changed to passive effects, meaning that they apply even when the module is offline, in order to prevent exploits.
  • Added fitting requirements to Reinforced Bulkheads and changed the velocity penalty to a percentage modifier.
  • Small Capacitor Booster II duration changed from 15 seconds to 12 seconds.
  • Small Energy Neutralizer II range changed to 6000m.
  • Medium Energy neutralizer cap need and energy destabilization amount increased to 180. Range increased to 12600m.
  • Heavy Energy Neutralizer II range decreased to 25200 meters.
  • Typo in Gleam ammo description has been fixed.
  • The following meta modules 'Spiegel' Thermic Deflection I and 'Contour' Thermic Dispersion I have been changed from thermal plating to EM plating and renamed.
  • Increased tracking of Energy Pulse Batteries by 25%.
  • Small and Medium Mobile Warp Disruptors had their skill requirements reduced slightly.
  • Repair cycle time of Armor Maintenace Bots has been reduced to 5 seconds and transfer amount has been adjusted accordingly.
  • Reduced the CPU need of the 'Plow' Gas Cloud Harvester.
  • The description of the 'Plow' Gas Cloud Harvester has been corrected.
  • Gas Cloud Harvester can be bought from pirate stations.
  • Warp bubbles and interdiction spheres now prevent all ships from jumping, including Titans and Motherships.
  • Warp bubbles and interdiction spheres launched in close proximity now work correctly.
  • Cargo scans will correctly scan cargo containers inside cargoholds.
  • Directional scanning will now display secure cargo containers.
  • The Focused Medium Pulse I and the Focused Medium Beam I have had their graphics switched, as they were the wrong way round.
  • Shield transfer graphics should now display correctly, rather than pass through the ship models.
  • Micro shield transporters now have correct meta levels assigned.
  • Small meta and t2 nosferatu's also get a range bonus now, like the medium and heavy ones.
  • Small Nosferatu II drain amount decreased to 9.6 and range decreased to 5500 meters.
  • Modules that require charges no longer get stuck in the reloading mode if the autoreload option is ON.

Drones

  • Fighters and Drones will now use their MWD to return to the ship correctly.
  • Fighters will correctly follow the carrier into and through warp.
  • When delegating fighters, the drone UI will now automatically resize.
  • When jumping out of a system where you had fighters assigned to you, the drone UI will now auto update to reflect that you no longer have your wingmen.
  • Work has been done to reduce the lag effects experienced when issuing commands to drones using the UI. Also, launching/retrieving drones should not suffer from as much lag now.
  • Fighters engaging Starbase structures will now follow their controller into warp rather than staying and continuing to fight. Note, they will stay and fight until ordered otherwise.

Gangs

  • All commanders can now initiate broadcasts. Their icons are labeled with S/W/F respectively followed with a number of the commander. The broadcast is only visible to each wing or squad. Fleet Commander can still broadcast to all members of the fleet.
  • Gang boosters can now be assigned in each fleet, wing and squadron respectively. There can be only one of each type in each fleet, wing and squadron.
  • An exception caused when converting a 2 man gang into a fleet has been fixed.
  • Fixed an unprocessed string in the gang broadcast settings.

Corporation

  • Important Update! In order to use the new corporation wallet features, corporation Directors must add "Can Take" access to Wallet Division 1 to members they wish to have access to corporation wallets, even if they already hold the 'Accountant' role.
  • A bug with roles allowing contents of containers to be taken when the roles to do so have been removed has been fixed.
  • A bug in starting an unlock vote from the corporation management window has been fixed.
  • A graphic bug in the Corporation interface - 'Find member in role' where buttons and drop down options appeared outside the window was fixed.
  • You can no longer disband a corporation if it has outstanding contracts.
  • An issue has been fixed where wars cost more then they where supposed when declaring war on a corporation that had ongoing wars it self..
  • Plastic wraps located inside a corporation hangar no longer breaks the corporation window if it is viewed in the assets tab.

Starbases and Player Owned Structures

  • Logging out inside a starbase forcefield will now not activate an emergency warp, provided that you have rights to stay inside the forcefield.
  • Outposts can now be handed over to another corp. by the owner of the outpost through the outpost management window.
  • Ship maintenance array now can support up to 10 users at time.
  • Using mobile labs belonging to other alliance member corporations to copy blueprints has been disabled.
  • Combat structures will now use a random timer before initiating action. They used to all fire as soon as possible, but this was a bug in the timing system.
  • Security status is no longer affected for killing starbase structures belonging to a war target.
  • Attacking the starbase of a war target in high security space would occasionally result in a global criminal flag. This no longer occurs.
  • Fitting a probe launcher at a ship maintenance array works correctly once more.
  • Structures are now sorted correctly by power or cpu in the Structures tab inside Control Tower management window.
  • The range within which freighters can perform cargo operations has been changed from 30km to 50km to allow them to interact with structures outside of control tower forcefields.
  • Fixed an issue with lab slots in mobile laboratories that had added restrictions to them would not be displayed in the installations tab.
  • DED mails are no longer sent out when towers are brought online, wrongly informing the owner that the tower is being attacked.
  • Access to Refining Arrays can now be granted based on roles in the Access tab of control towers manage window.
  • An issue with entries becoming misaligned when scrolling through the Access tab of control towers manage window has been fixed.
  • A warning is now issued if it is attempted to anchor outpost platforms at a location they can not be anchored.
  • Docking permission can now be configured to allow docking based on standing instead of either allow only corporation members or everyone.
  • You can now scoop mobile warp disruptors to cargo if they were launched for corporation.
  • The time remaining is displayed if you try to re-anchor an already anchoring Outpost Construction Platform.
  • Launchers fitted at a ship maintenance array will now function properly.
  • When a control tower destroys a ship with no other parties involved, a killmail is now sent to the CEO and directors of the corporation owning the control tower.