What's new in EVE Online: Into the Abyss 21.06.1456374

Jul 17, 2019
  • Features & Changes:
  • Technical:
  • Fixed potential issue with Triglavian Invasion progression.
  • User Interface:
  • Added the ability to trash unclaimed items from the Redemtion Queue window.
  • Added a select/deselect all checkbox to the Redemtion Queue window.
  • Fixed Invasion effect level labeling in the Agency.
  • Defect Fixes:
  • Technical:
  • Corrected an issue that could cause the client to become unresponsive during character creation or customization.
  • Features & Changes:
  • User Interface:
  • Improvements to the readability of Aura conversation windows.
  • Defect Fixes:
  • _User Interface:
  • Fixed an issue where the planetary production filter in the Agency was not updating.
  • Features & Changes:
  • Miscellaneous:
  • To commemorate the history of all the great conflicts that took place in this system, a monument has been placed in C-J6MT, near the 78-0R6 gate, so all who pass through can now visit and pay their respects!
  • User Interface:
  • Move Career Agents to the Agents and Missions Tab of the Agency.
  • Updated the Tutorial tab to contain just the tutorials.
  • The next tutorial in the path will now be automatically selected when users visit the Tutorial tab.
  • Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency.
  • Tutorial:
  • Unified the tutorials that takes you to a Career Agents to a single tutorial
  • Updated the tutorial so that the new Career Agents objectives are unlocked by the previous tutorial.
  • Defect Fixes:
  • User Interface:
  • Move Career Agents to the Agents and Missions Tab of the Agency.
  • Updated the Tutorial tab to contain just the tutorials.
  • The next tutorial in the path will now be automatically selected when users visit the Tutorial tab.
  • Starting a Tutorial will now close the Agency if it is a tutorial that does not use the Agency.
  • Defect Fixes:
  • Graphics:
  • Fixed an Issue whereby the Music played during combat in TriGlavian invaded systems would not loop correctly
  • PATCH NOTES FOR JUNE 2019 RELEASE - 2019-06-26.1
  • RELEASED ON TUESDAY, JUNE 25TH 2019
  • Features & Changes:
  • Graphics:
  • Refactored Character shadows to make them more performant. Refactored the character animation system, and added in new idle animations which make the characters seem more lifelike.
  • Miscellaneous:
  • Repair Services will now be available at all high sec stations.
  • Outpost monument descriptions have been updated to include the specific history of outposts in 5P-AIP, KDF-GY, J-LPX7, Y-CWQY, 0OYZ-G, X-R3NM, 6VDT-H, JZV-F4, 0-G8NO, 4-EFLU, and P7-45V.
  • User Interface:
  • An 'Attributes' tab has been added to the show info window for NPCs. This tab will list their damage resistances as well as showing what damage types they deal.
  • Added the ability to navigate Solar Systems and sites in the Agency by using the keyboard arrow keys.
  • Wars: It is now possible to see your ally offer after you sent it and it is also possible to retract it.
  • Defect Fixes:
  • Gameplay:
  • Fixed an issue where the Agency Probe Scanner button would not reopen a docked Probe Scanner window after closing it from the Solar System Map.
  • Fixed an issue where the Set Destination button in the Agency behaved inconsistently.
  • Fixed an issue where the Agent Finder in the Agency did not contain Epic Arc or Storyline agents.
  • Fixed an issue where the Add Bookmark button would remain disabled even after the player no longer had the maximum number of bookmarks.
  • Fixed an issue where the Set Destination button in the 'Factional Warfare Nearest Station' feature would not change to Dock when in the system of the destination station.
  • Improved Probe Scanner button tooltip in the Agency.
  • Fixed another rare timing-related bug, where wormholes collapsed incorrectly, in this case if they were being used while the destination system was still loading.
  • Graphics:
  • Fixed missing glowing lines on the Caldari Battleship Golem's Vitalshift EGO SKIN.
  • Removed Darkness smoke effect on the Minmatar Battleship Hurricane (Regular and Fleet Issue) Minmatar Rust SKIN.
  • Fixed the killmark display on the Minmatar Battleship Vargur when the Chainbreaker Khumaak SKIN is applied.
  • Fixed icon image for the snake shape asteroid in the Guristas Extravaganza.
  • Clicking the "Clean Ship" button in the fitting window will now immediately clean your ship while docked.
  • Eliminated a spurious white flash when changing ships after pod death.
  • Technical:
  • Addressed an issue that could lead to Abyssal Timer remaining after completing Abyssal Deadspace if the player disconnected while in the Encounter
  • Addressed issue preventing Mutated Modules from being linked in chat
  • Text & Descriptions:
  • Various text, punctuation and grammar fixes in several different places.
  • Moon ore descriptions now correctly link to the minerals listed in their descriptions.
  • Moon ores are now correctly listed as a source of obtaining each of their respective minerals.
  • Improved the pop-up message when trying to create a corporation, while in space.
  • Fixed a missing string in the notification mail reporting when a sovereignty structure has been transferred to a different owner.
  • User Interface:
  • Wars: Fixed a longstanding problem, where the icon for being a war target was not updated correctly in the member list of chat channels when joining or leaving a corporation.
  • Fixed a text alignment problem in the fleet window for clients with Russian language.
  • Fixed the objectives displayed in the mission info panel for Your Undivided Attention (3 of 10).

New in EVE Online: Into the Abyss 14.03.1456374 (Mar 15, 2019)

  • Defect Fixes:
  • User Interface:
  • Fixed a problem in various inventory windows, where the "slot" column was not populated correctly,
  • Fixed a problem where searching for a specific Upwell structure did not work correctly, for example for remote buy order creation.
  • PATCH NOTES FOR MARCH 2019 RELEASE - 2019-03-13.1
  • RELEASED ON WEDNESDAY, MARCH 13TH 2019
  • Features & Changes
  • Skills:
  • The prices at which skills are seeded to the Market has been adjusted. This change will also impact their prices when purchased via the character sheet.
  • Defect Fixes:
  • Gameplay:
  • Fixed an issue where in some circumstances traversing a wormhole would transport pilots to a previous location in the system, if the wormhole collapsed.
  • User Interface:
  • Fixed an issue where if a character had insufficient funds to complete a skills purchase no message would appear explaining why the transaction failed.
  • Improved the skill tool tip text for when a character lacks the requirements needed to train.
  • Fixed an issue where the estimate prices of rare skills displayed in the character sheet did not match the estimations seen elsewhere.
  • Fixed an issue where capture timers for faction warfare sites were not displaying correctly.
  • PATCH NOTES FOR MARCH 2019 RELEASE
  • RELEASED ON TUESDAY, MARCH 12TH 2019
  • Features & Changes
  • Audio:
  • When encountering the different pirate factions around New Eden, capsuleers will be able to hear distinctly different communications chatter based on which pirate faction they come in contact with.
  • Missions & NPCs:
  • Level 4 and 5 Agent missions are now only accessible for Omega Accounts
  • PvE:
  • Adjustments have been made to the respawn rates of certain nullsec anomalies. These adjustments are part of a gradual ongoing process that will see further tweaks for this type of content.
  • Skills:
  • Added the ability to purchase all core skills directly from the character sheet for a 30% markup on seeded prices.
  • - User Interface:
  • The tooltip of a repairing module in the ship hud will now have a count-down, showing how long until the module is fully repaired.
  • Defect Fixes:
  • Gameplay:
  • To prevent exploits surrounding wars, it is no longer possible for a defending corporation to join an alliance that has an offensive war against their aggressor.
  • During any war cool-down period either side of the old war can choose to declare a new war instantly if both sides are war eligible. Any new war started during the cool-down of an old war involving the same parties will immediately end the old war early and start the new war with fighting enabled (no 24 hour spool-up). This new war is still subject to the same billing and eligibility requirements of any normal war.
  • Fixed several problems with the expiry of wormholes, especially for null-sec wormholes. This should fix the problem of wormholes collapsing when trying to jump through.
  • Corrected the meta group attribute of several T2 and T3 items so that they will display correctly in the compare tool
  • Fixed a problem with reloading partially loaded modules, where only one stack of charges was being used.
  • Fitting: Fixed a problem with the "Fit Ship" option, where it did not warn properly if not sufficient ammunition could be found. It will now also restock the correct amount of mission ammunition.
  • Fixed an issue causing Webifying Drones to all have the same signature radius
  • Graphics & Audio:
  • Fixed Deimos mirrored faction logo.
  • Fixed an issue whereby certain VFX sounds where being muted as soon as they started playing in systems with many deployed structures.
  • Changed the location of a blinking light on the Cynabal which was placed on the same spot as a turret hardpoint.
  • Fixed the logo displayed on the Nyx with the Police SKIN applied to it.
  • Enabled a warping animation on the Astero.
  • Fixed blurriness of booster trails when flying especially fast ships while having speed boosting implants.
  • Fixed bug that caused explosion sounds to play when warping away from a decayed angel mass grave and minimizing the client.
  • Fixed inverted logo on Tatara structure.
  • Fixed clipping on the Women's Republic Fleet Ordnance Jacket.
  • Fixed clipping of the Men's 'Lockstep' Boots through the Men's 'Commando' Pants.
  • Technical:
  • Fixed an issue in the physics engine with collision handling that could lead to ship position/velocity becoming desynchronised between server and clients.
  • Structures & Deployables:
  • Improved a misleading error message when trying to take control of a FLEX structure, which is already controlled by someone else.
  • Fixed a problem with right-click options for Upwell Structures.
  • Fixed a problem with contract creation, where an "Slow Down" message was displayed, if you had items in very many Upwell Structures.
  • Bounties from NPCs, which are killed by Upwell structures, are now being paid out to the controller of the structure.
  • Fixed a problem where cloaking ships were sometimes not fully removed from observing clients, if they were observing space from viewing outside from an Upwell structure. This could also lead to desync.
  • Fixed a problem where the docking availability icon on an Upwell structure would switch to denied, after trying to dock with a too large ship (as the ship size should not be part of this).
  • Text & Descriptions:
  • Several minor text issues have been corrected.
  • The error message received when the network connection between client and server ("socket closed") has been updated to provide more useful information.
  • The evemail notification sent to corporation members on the deletion of a character that is a member of their corporation has been changed.
  • User Interface:
  • Fixed a problem in the market, which excluded items from being shown when using "Show only available" with a "Region" range filter, if they were only being sold in Upwell structures.
  • Disabled the non-functional option to "Read News" on billboards.
  • Fitting simulation: It is now possible to filter the hardware browser by subsystems for T3 cruisers - in combination with the filter for rigs.
  • Fixed a problem that overview settings were not saved properly while being docked.
  • The tooltip for a module shows now the correct damage state, while it is being repaired.
  • Fixed minor issues with the alignment and text style of the object name in the radial menu.
  • Fixed a problem with the show info window, where it was not possible to open the preview window of a ship, if a character with positive or negative standing was viewed before in the show info window.
  • The color of links is now affected by the color blind mode.
  • Fixed a problem which prevented the guests list in a station or Upwell structure to be updated properly, while a filter was active.
  • Fixed a problem, where the corporation show info window was not updated properly after leaving an alliance.

New in EVE Online: Into the Abyss 08.02.1456374 (Mar 5, 2019)

  • RELEASED ON THURSDAY, FEBRUARY 21ST 2019:
  • Defect Fixes:
  • Graphics:
  • Fixed the missing camouflage pattern on several of the Navy Issue ships.
  • User Interface:
  • Fixed another issue where items with non alphanumeric characters could not be searched with the "type:" and "typeExact:" asset searches.
  • Defect Fixes:
  • Graphics:
  • Fixed an Issue whereby a client running under low Shader Quality would change to high Shader Quality when interacting with certain UI elements
  • User Interface:
  • Fixed a few issues where items with non alphanumeric characters could not be searched with the "type:" and "typeExact:" asset searches.
  • Fixed an issue where pilots were unable to align to a bookmark in the system map using the radial menu. Fixed an issue where cyno beacons would not show up in the system map.
  • Defect Fixes:
  • Gameplay:
  • Fixed a problem where cynosural field beacons were not visible throughout the whole solar system and could not be warped to.
  • Features & Changes:
  • Drones & Fighters:
  • Fighters, which were loaded into launch tubes, are now dropping as loot, if the ship or the Upwell structure is destroyed or unanchored.
  • Miscellaneous:
  • Standard cynosural fields have been moved to their own overview filter group so that players can filter them separately from other beacons. This group was pre-created as an empty placeholder in December under the name "Future Home of Cyno Fields" so that players can modify their custom overview filters ahead of time if they wish. In this release the group has been renamed to "Cynosural Fields" and the cynosural field type has been moved into it.
  • Mutual wars that have have had 90 consecutive days without any pvp kills will now automatically close.
  • Activity Tracker Boosters node renamed to Boosters & Implants. Boosters & Implants node now count Implants manufactured.
  • Adjusted Ice harvesting level thresholds and weighting in the Activity Tracker.
  • Missions & NPCs:
  • User Interface:
  • The icons representing the 4 services (fitting, insurance, repair and re-customization) that are always available in all standard Upwell structures have been combined into one icon in the My Structures tab in the Structure Browser.
  • A "Find in Personal Assets" option has been added to the right click menu for items.
  • The keyword "typeExact" has been added as an option in Personal Assets > Search tab.
  • A text filter field has been added to the "Show Contents" window.
  • An estimated price and item count has been added to the Cargo scan window.
  • It's now possible to drag and drop items and characters to a lot more filter/search fields than before (fields such as in the Guest tab, corporation applications, contact list, fitting window, blueprint browser, etc).
  • A job summary, giving an overview of the number of active Manufacturing, Science and Reaction jobs has been added to the Industry window.
  • The ability to Copy/Paste from the "Jobs" tab in the Industry window has been added.
  • A yellow warning marker (!) has been added in front of those options that player might want to use with a bit of caution.
  • A Health readout has been added to the tooltip for drones in the drone window.
  • The Assist and Guard menus for drones will now only list the pilots on the player's grid, since the drones cannot be assigned to those off-grid.
  • The "Mine Repeatedly" function for drones is now simply called "Mine", and the single cycle mine option has been removed.
  • 2 bigger fonts sizes to choose from for the Context Menu (set in ESC>General Settings) have been added.
  • When failing to set a shortcut because the keys are in use, players are now offered to rebind the shortcut.
  • Inventory item filters and broadcast settings can now be shared in similar way as the Overview profiles, where they are dragged to text fields to create a link to them. When a player clicks those links they are offered to load up the filters/settings.
  • Link colors have been changed to make it easier to see what is a link and what kind of link it is.
  • The “Ship to” page when creating Courier contracts now lists the total volume of the package and how much ISK/m3 the reward is. This is ISK/m3 display is also displayed when opening up details for a contract.
  • Reordered the folders within the Neocom Menu.
  • Reduced the amount of icons shown by default on the Neocom bar.
  • Defect Fixes:
  • Gameplay:
  • Fixed Luminaire VI customs office warp in so that players can again warp to 0 to it.
  • Frostline 'Omnivore' Harvester Upgrade now correctly apply bonuses to strip miners.
  • Reduced overall bonuses on Frostline 'Omnivore' Harvester Upgrade to 8%
  • The Men's and Women's Frostline Exploration Suits can now be sold on the market.
  • Male and Femal Guristas Caps can now be sold on market.
  • Time-limited resources now receive reprocessing yield bonuses from Upwell Structures.
  • Several old and unused skinned ship variants will no longer appear in the industry tabs for their parent ships.
  • Removed the docking options for unanchored structures.
  • Corrected an issue with missing manufacturing bonuses on the Upwell A3FPR and C2LF outpost conversion rigs.
  • Fixed an issue where Activity Tracker would not count certain activities.
  • Graphics & Audio:
  • Fixed issue preventing kill marks from showing on the Thalia.
  • Fixed turret placement on Imicus.
  • An occlusion map artifact was removed on the booster section of the Augoror and Guardian hulls.
  • Fixed small gap on the rear of Ares ship.
  • Fixed visual issue on the Naglfar ship.
  • Fixed mirroring issue with port faction logo on InterBus shuttle.
  • Linked the light emitted by the reactor VFX on the mining barges when applying SKINs.
  • Updated the Naglfar Wreck to include a third turret hardpoint.
  • Fixed collision geometry on the Asteroid Prime Colony.
  • Fixed an Issue whereby some deployable structures would pop into view before playing the anchoring VFX.
  • Fixed geometry clipping when wearing the Women's 'Eternity' Suit Top.
  • Fixed exception thrown when changing SKINs in space while using tactical or first person camera.
  • Resolved defect that made missile impacts on enemies sound like they were far away while focus was on said enemy.
  • Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets.
  • Fixed clipping of the Sterling Dress Shirt when wearing an open jacket on a Caldari male character.
  • Fixed tucking of boots on female characters when wearing the Women's 'Eternity' Suit bottom.
  • Clipping on women's pants with tucked tanktops have been fixed.
  • Localization:
  • Removed double-space from the description text for Chromodynamic Tricarboxyls.
  • Many typos and grammar errors have been fixed all over the place.
  • Corrected a typo in the notification settings listing for structure reinforcement time changes.
  • New Player Experience:
  • Fixed the bracket of the Unstable Wreckage in the Seekers Investigation "Radiation Field" tutorial.
  • Tabs with no options available for selection are no longer shown on the Character Customization screen.
  • Fixed an issue where the bloodline and customization screens could become overlapped during character creation.
  • Fixed an issue where the audio prompt for UI highlights during tutorials would replay whenever the EVE client is resized.
  • Improved the positioning of the Autopilot button UI highlight in The Seekers Investigation.
  • Technical:
  • Fixed several reasons for physics desync issues (others are still being worked on).
  • User Interface:
  • Fixed the width of the 'Description' column in the Redeem Items window, so that the 'Expires' field is not hidden if there are items with lengthy descriptions in the window.
  • Added missing metatags to icons for a few items given out in the 13 days of EVE.
  • The Events button will now correctly minimize the agency if clicked twice.
  • Fixed the info window attribute 'Used With' for the Yoiul Blizzard Firework.
  • Added metatag to 'Eros' Implant line
  • Fixed the metatags on various Cerebral Accelerator icons.
  • Improved challenge text readability when using UI Scaling
  • Added Frostline 'Clavicula' Integrated Analyzer to Data Analyzer variations tab.
  • Sell window: Fixed a problem, where the default suggested price was not chosen correctly, when selling an item remotely (it used your location and not the item location to decide the price).
  • Contracts: Made sure to exclude your current ship when copying a contract.
  • Improved the show info window for missiles to show attributes, which are affected by bonuses, more accurately.
  • The tooltips for the Session change Timer & Jump Cloak Timer have been reformatted to fit with the style of other such timers.
  • Improved the performance of the personal assets window slightly.
  • The state of the station services panel is now retained correctly when using the ship tree.
  • Notifications: Added a missing icon to the "bill paid" notification.
  • Improved the error message, when trying to activate multiple SKINs at the same time and failing for some of them.
  • Fixed an issue where the images of constellations and regions would overlap with their information in their Show Info window.
  • Re-added the "Set Name" option, which was missing from some corporation owned objects in space, if the character had only the "Config Equipment" role.
  • Fixed issue in epic arc mission Languishing Lord where the Mission Info Panel gave players incorrect guidance.
  • Fixed the Mission Info Panel so that it now correctly displays objectives for the mission "Church of the Obsidian".
  • Improving the text for "Destroy" objectives in the Mission Info Panel so that they now use the correct specific name, not a generic name.
  • Fixed an issue where the Customs Office window would close after transferring goods from the planet.
  • Fixed an issue where the two letter abbreviation of created Neocom groups was not visible.
  • Fixed an issue where the Fighter HUD UI would be displayed briefly when undocking with Planetary Production open.
  • UI was not showing successful jams when being jammed by fighters
  • Addressed issue preventing the cancelling of a repair job on stacked modules
  • Fixed issue causing some mutated modules to be colored red when they should be green in show info
  • Fixed issue causing jettisoned cans to sometimes overlap
  • Updated UI in Abyssal Deadspace to reflect that the tactical overlay can be activated
  • Mutadaptive repairs now showing friendly buff icons

New in EVE Online: Into the Abyss 11.12.1435365 (Dec 13, 2018)

  • After a number of reports from pilots that the Impetus Glamourex Booster released today was not functioning as intended, we have released and tested a hotfix that resolves the issue with it.
  • This booster is now working as intended, delivering the correct bonus to standings as noted in its description and attributes.
  • If any pilots continue to see issues with this booster, please feel free to contact the Customer Support Team by filing a support ticket, and our wonderful GMs will be more than happy to assist!

New in EVE Online: Into the Abyss 11.12.1434482 (Dec 12, 2018)

  • Abyssal Deadspace:
  • Abyssal Jump mechanics have been significantly changed to allow for invulnerability while using Triglavian gates.
  • This affects inter-abyssal travel during the PvE sequence, inter-abyssal travel from PvE to PvP, and abyssal-to-origin jump to known space.
  • While previous mechanics were by design, after listening to player feedback we have spent time reworking this travel system to allow for this invulnerability.
  • Blueprints for the Rodvia and Mutadaptive Remote Armor Repairers can now be found in Abyssal Deadspace
  • Graphics:
  • Auroras will now appear on the poles of planets with atmosphere and magnetic fields. Auroras are not regularly scheduled, but occur according to preset conditions over time.
  • The Etana Special Edition Tournament prize ship now has hull geometry and animation distinct from the other Caldari Osprey class hulls.
  • Killmarks for the Jackdaw have been relocated to the side of the vessel.
  • Market:
  • Changed the Stasis Webifier Drones' Market Group from Combat Utility Drones to Electronic Warfare Drones.
  • Modules:
  • Added Mutadaptive Remote Armor Repairers in the following variations:
  • Heavy Mutadaptive Remote Armor Repairer I
  • Heavy Mutadaptive Compact Remote Armor Repairer
  • Heavy Mutadaptive Scoped Remote Armor Repairer
  • Heavy Mutadaptive Remote Armor Repairer II
  • Perun Heavy Mutadaptive Remote Armor Repairer
  • Mutadaptive Remote Armor Repairers have the following rules:
  • Limited to one per ship
  • May only be fit to Rodiva and Zarmazd (for now)
  • Increase remote repair amount by 10% for each additional active cycle on the same target
  • Increase remote repair amount caps at 150% added
  • Miscellaneous:
  • A new celestial group in the overview tab presets types filter has been added called "Future Home of Cyno Fields". In our Februrary 2019 release we plan to move standard Cynosural Fields to this group so that players can filter them separately from other beacons. We are adding the empty group early so that players can choose to add this group to their saved overviews and/or overview packs to prepare for the February change.
  • The 13 Days of EVE begin on release day; Log in and claim your rewards!
  • Science & Industry:
  • Added the following blueprints:
  • Heavy Mutadaptive Remote Armor Repairer I Blueprint
  • Heavy Mutadaptive Scoped Remote Armor Repairer Blueprint
  • Heavy Mutadaptive Compact Remote Armor Repairer Blueprint
  • Heavy Mutadaptive Remote Armor Repairer II Blueprint (can be created via invention using Heavy Mutadaptive Remote Armor Repairer I Blueprint)
  • Rodiva Blueprint
  • Zarmazd Blueprint (can be created via invention using Rodiva Blueprint
  • Ships:
  • Rodiva:
  • Precursor Cruiser bonuses per skill level:
  • 12.5% bonus to Mutadaptive Remote Armor Repairer amount
  • 5% reduction in Mutadaptive Remote Armor Repairer activation cost
  • Role Bonus:
  • 525% bonus to Mutadaptive Remote Armor Repairer optimal range
  • 100% bonus to Remote Capacitor Transfer Range
  • 50% reduced Remote Capacitor Transfer activation cost
  • 50% reduced Smart Bomb activation cost
  • 50% reduced Energy Neutralizer activation cost
  • Slot layout:
  • 3 High Slots
  • 4 Mid Slots
  • 6 Low Slots
  • 3 turret hardpoint
  • 0 launcher hardpoints
  • 3 Rig Slots
  • 400 Calibration
  • Fittings:
  • 750 Powergrid
  • 325 CPU
  • Attributes:
  • Defense (shields / armor / hull) : 500 / 2200 / 1600
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge rate) : 2150 / 405s
  • Mobility (max velocity / agility / mass): 236 / .68 / 10,120,000
  • Warp Speed: 3 au/s
  • Drones (bandwidth / bay): 50 / 100
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 300 / 8
  • Sensor strength: 18 Radar
  • Signature radius: 100m
  • Zarmazd:
  • Precursor Cruiser bonuses per skill level:
  • 20% bonus to Logistic Drone transfer amount
  • 100% bonus to Mutadaptive Remote Armor Repairer optimal range
  • Logistics Cruiser bonuses per skill level:
  • 15% reduction in Mutadaptive Remote Armor Repairer activation cost
  • 20% bonus to Mutadaptive Remote Armor Repairer Amount
  • Role Bonus:
  • 100% bonus to Remote Capacitor Transfer Range
  • 50% reduced Remote Capacitor Transfer activation cost
  • 50% reduced Smart Bomb activation cost
  • 50% reduced Energy Neutralizer activation cost
  • Slot layout:
  • 4 High Slots
  • 4 Mid Slots
  • 6 Low Slots
  • 4 turret hardpoint
  • 0 launcher hardpoints
  • 2 Rig Slots
  • 400 Calibration
  • Fittings:
  • 950 Powergrid
  • 365 CPU
  • Attributes:
  • Defense (shields / armor / hull) : 650 / 3200 / 1850
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 82.5
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80
  • Capacitor (amount / recharge rate) : 2350 / 445s
  • Mobility (max velocity / agility / mass): 238 / .72 / 10,240,000
  • Warp Speed: 3.3 au/s
  • Drones (bandwidth / bay): 75 / 125
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 380 / 10
  • Sensor strength: 22 Radar
  • Signature radius: 70m
  • Structures & Deployables:
  • Corporations may now select whether they wish to automatically accept or decline structure transfers. This setting defaults to "decline" and can be changed by the corporation's CEO and directors with immediate effect.
  • The blueprints for the old starbase Jump Bridges, Cynosural System Jammers, and Cynosural Generator Arrays may no longer be used to start new industry jobs.
  • Starting tutorial and the Seeker Investigation:
  • Updated the Aura conversation windows that appear during the tutorial to include icons and more clearly indicate instructions relating to them.
  • Removed the completion count for the Seeker investigation card in the Agency.
  • Improved flow of the teachings around navigating to Career Agents in the Seeker Investigation.
  • Improved skill rewards designed to give characters levels in core skills.
  • Simplified the introduction to skill training in the Fortress in the Rocks section of the Seeker Investigation.
  • UI Highlight for the wreck has been added to the Approach the Wreck task.
  • The UI hihglighting of the undock button in the Agency during the Seekers Investigation has been removed to help new players focus on the Station Services undock button.
  • War Declarations:
  • Corporations and alliances that control at least one structure in space are now considered war eligible. All corporations and alliances without any structures in space are no longer war eligible.
  • If any corporation within an alliance controls a structure, the entire alliance becomes war eligible
  • Valid structure types for war eligibility are Upwell Structures, Starbase Control Towers, Customs Offices, and Sovereignty Structures
  • The location of the structure in space does not matter for war eligibility
  • Corporations and alliances must now be war eligible in order to declare wars, have wars declared against them, and join wars as allies.
  • If either the attacking or defending side of an active war lose their last structure in space, the war will enter a 24 hour cooldown and then end.
  • If either the attacking or defending side of a war that is still within its 24 hour warmup period (before fighting starts) lose their last structure in space, the war will enter its 24 hour cooldown as soon as fighting begins. This will lead to a war that allows legal combat for 24 hours.
  • Mutual wars will continue even if one or both sides lose their structures
  • Defect Fixes:
  • Abyssal Deadspace:
  • Fixed an issue where Warp-Field Collapse Warning timer would remain after a character is killed while still in Abyssal Deadspace.
  • Fixed issue were if character logged directly into an Abyssal Deadspace encounter the Warp-Field Collapse Warning timer would sometimes not appear.
  • Fixed an issue where the weather effect did not get applied to players in some cases.
  • Gameplay:
  • The "Warp To Location" button is no longer displayed when the player is being asked to activate a module before warping during in Rift in Space in the Seeker Investigation tutorial.
  • Fixed an issue where Burst Jammer modules would sometimes fail to activate when too close to structures whilst also on grid with a control tower's force-field.
  • Fixed an issue that would cause expired Cosmic Signatures to persist in a player's Probe Scanner window if the player was docked when the signature expired and had any custom probe scan filters (active or otherwise).
  • Cthonic Attar (event ore) will now receive the correct base refining yield bonuses from Athanor and Tatara structures.
  • Fixed a rare issue where Incursions and Forward Operating Bases were not paying out rewards.
  • Warping to a bookmark that is located inside the sun, planet or moon will now initiate a warp to the normal warp-in point of the celestial object instead.
  • Fixed an issue where the mouse-over tooltip for Afterburners and MicroWarpDrives did not display accurate values if you had both types fitted.
  • Graphics:
  • Prevented flicker on the armor repair effect on Triglavian Battlecruiser Drekavac.
  • Removed black spot from the Caldari Frigate Harpy.
  • Corrected issue that could result in a character appearing unclothed in the portrait creator.
  • Adjusted the roughness and fresnel values of the Quafe Ultra logo on the Gallente Industrial Miasmos.
  • Randomizing the eyebrow color or makeup opacity will now correctly update the appropriate slider.
  • Fixed offset warp animation on Society of Conscious Thought Shuttle Apotheosis.
  • Disabled character sculpting while clothing assets are mid-update in the character creator.
  • Modified target painter visual effect to adjust according to ship position.
  • Visual damages on ships are now correctly displayed after leaving first person camera mode.
  • PvE:
  • Adjustments have been made to the respawn rates of certain nullsec anomalies. These adjustments are part of a gradual ongoing process that will see further tweaks for this type of content.
  • The icon for the item exchange in the of the Sentinel Vault now appears properly.
  • Fixed an issue with NPC brackets where their color (red, white, blue) did not appear the same in-space and in the overview.
  • Fixed multiple typos and text messages within various sites in space.
  • Structures & Deployables:
  • After boarding a navigation structure it is now possible to jump back into your previous ship, if it has been target locked by someone else.
  • Fixed an issue that caused Capsules to be able to be delivered to a player after assuming control of an Upwell Structure from a capsule.
  • Setting autopilot to an Ansiblex Jump Gate will now correctly navigate the player to the structure and attempt to jump through it.
  • Fixed an issue where a player could be stuck in space in an unnamed capsule if they re-logged while in control of a FLEX Structure.
  • Technical:
  • Fixed a client performance problem that would occur when delivering many industry jobs in one go.
  • User Interface:
  • We have updated the info panel so that some Epic Arc missions that were previously showing no objective will now point the player towards the mission journal.
  • Fixed an issue where the Mission info Panel would move when expanding a mission with a Warp To objective.
  • Removed duplicated context menu highlights for Orbit and Keep at Range during the starting tutorial.
  • The 'Copy contracts' functionality has been slightly improved and should no longer mistake BPOs for BPCs.
  • When copying contracts for corporation, players will now pick a source division which give them better control over where the contracted items are coming from.
  • Previously viewed contracts have been grouped in a submenu better organize the contract menu.
  • A proper error message is now displayed when trying to bridge to a cyno beacon without being in a fleet.
  • Fixed a bug where icons in the buff bar would still be displayed after docking and undocking from an Upwell structure, which should have expired while being docked.
  • A user facing error message is now displayed when trying to place a jump gate in wormhole space.
  • When dropping an item into the compare tool window, it will now also be added when dropped on top of another item.
  • Corrected the displayed reason in the selected item window for not being able to use Upwell Cargo Deposit while having a weapons flag.
  • An appropriate error message is now displayed when trying load a charge that is too large for the target module (like a combat scanner probe into a core probe launcher).
  • Fixed an issue where clicking preview for any Gurista's Victory skin would always show the Gila.
  • The correct tab in the show info window will now open when clicking the 'Corporation is at war with' icon in a corporation advert.
  • Fixed a display issue in corp recruitment adverts that would cause a corporation to be listed as at war with itself.
  • Fixed an issue that would cause the States tab of the Overview Settings window to reset to the top of the list every time a change was made.
  • Fixed an issue where the Reprocessing Window would play the success animation even if the reprocessing attempt failed.
  • Fixed several text issues in the Activity Tracker.
  • Fixed and issue where the probe scanner window would not re-open when undocking.
  • Fixed a grammatical error in the tooltip for the "Piercings" category in the character creator.

New in EVE Online: Into the Abyss 05.11.1412300 (Nov 6, 2018)

  • Features & Changes:
  • The Crimson Harvest has concluded.

New in EVE Online: Into the Abyss 25.10.1409331 (Oct 29, 2018)

  • Event: Cthonic Attar can now be refined.
  • Event: The ore silos will no longer give a 'Dangerous Act' warning when attacked.
  • Event: NPC loot tables have been adjusted to correct levels.

New in EVE Online: Into the Abyss 16.10.1406517 (Oct 22, 2018)

  • Defect Fixes:
  • Gameplay:
  • Fixed an issue preventing characters whose account transfers were canceled from being usable.
  • Fixed an issue where ECM fighters could not be targeted when jamming.
  • Fixed an issue where NPC Logistic ships were able to target other NPCs while being jammed.
  • Graphics:
  • Fixed logo blurriness on the Hyperion with the Serene Mang SKIN applied
  • Fixed the missing stripes on the Rattlesnake with the King's Ransom SKINs applied
  • Fixed an Issue whereby faction logos were not being displayed on several ships or by several SKINs
  • Fixed the glow colour of the reactors on the Exhumers
  • The death animation on pod death is again displaying properly.
  • Technical:
  • Fixed an issue where the tooltip for the time dilation icon did not display if the system name or

New in EVE Online: Into the Abyss 05.10.1399977 (Oct 10, 2018)

  • Patch Notes For October 2018 Release 1.0:
  • Released on Tuesday, October 9th 2018:
  • Features & Changes:
  • Balancing:
  • Target Jamming mechanics have undergone significant changes, for full details see this Dev Blog.
  • Jammed targets may lock the source of the jam at all times:
  • Affected ECM sources:
  • ECM Target Jammers
  • ECM Drones
  • ECM NPCs
  • Warp Disruption Field Generators:
  • Removed penalty to thrust
  • Removed reduction to mass
  • Interceptors:
  • Removed interdiction nullification from the following ships:
  • Claw
  • Crusader
  • Raptor
  • Taranis
  • Crow:
  • Agility reduced to 3.25 (was 3.7)
  • Damavik:
  • Low slots reduced to 3 (was 4)
  • Mid slots increased to 3 (was 2)
  • Events:
  • Events: challenge rewards can now be claimed directly from the info panel
  • Events: challenges will now list their objectives rather than their names in the info panel
  • Events: added a sound effect to challenge reward claiming
  • Graphics:
  • SKIN technology now has the ability to override the manufacturer logos of T2 hulls.
  • Additional dungeon assets have been upgraded to the latest shaders.
  • Modules:
  • Added Zero-Point Mass Entangler
  • High Slot Module
  • Can be fit to Heavy Interdictors
  • Reduces ship mass by 80%
  • Reduces ship velocity by 95%
  • Cannot activate Microwarp Drive modules while active
  • Thrust bonus from Afterburners reduced by 90%
  • Added Zero-Point Mass Entangler Blueprint
  • Miscellaneous:
  • Triglavian Bioadaptive Cache moved from Large Collidable Structure group to Precursor Cache group.:
  • Defect Fixes:
  • Gameplay:
  • Activating a titan doomsday module will now prevent docking and tethering for the same 5 minute duration that currently blocks cloaking and jumping.
  • Titans now no longer deal area of effect damage to nearby ships when they are destroyed.
  • Left over Unsanctioned Labor Camps from the Dawn of Liberation event have been removed from distribution.
  • Graphics:
  • Adjusted the VFX on the Minmatar Battleship Typhoon with the Cryptic Mimesis SKIN active.
  • Corrected the occlusion map on the Gallente Frigate Incursus and variants.
  • Corrected a issue occasionally preventing display of the structure build effect.
  • Adjusted the dirt levels of the Caldari Strategic Cruiser Tengu.
  • Technical:
  • Improvements to server performance by no longer sending unused data to the client at starting a warp.
  • User Interface:
  • Resolved an issue where certain attributes (such as Maximum Velocity Bonus) for Abysal Modules would display with Green Text in the Show Info window despite them having a negative mutated value.

New in EVE Online: Into the Abyss 25.05.1322973 (Jun 4, 2018)

  • Gameplay:
  • Fixed a potential exploit, to make New Eden a safer place.
  • User Interface:
  • Fixed a problems with applying saved fittings to already fitted ships with weapon groups.
  • Undamaged crystals are now again automatically merged into existing stacks when unloading from weapons to the cargo hold.
  • Fixed a problem, which prevented creating contracts on behalf of a corporation for assembled ships in a corporation hangar.
  • The names of the Heavy Energy Neutralizer mutaplasmids have been corrected
  • The name of the Abyssal Heavy Energy Neutralizer has been corrected
  • Corrected Mystic exotic charge descriptions

New in EVE Online: Into the Abyss 17.04.1295046 (Apr 24, 2018)

  • PATCH NOTES FOR MARCH 2018 RELEASE 1.18
  • RELEASED ON TUESDAY, APRIL 17TH 2018
  • DEFECT FIXES
  • User Interface:
  • Chat: It is now possible again to remove characters from the "Allowed", "Blocked", and "Muted" lists through the channel setting window.
  • PATCH NOTES FOR MARCH 2018 RELEASE 1.17
  • RELEASED ON TUESDAY, APRIL 17TH 2018
  • DEFECT FIXES
  • Gameplay:
  • Fixed a bug, which caused modules on some ships (like Ishtar or various T3 cruisers) to go offline when leaving the ship in a station.
  • User Interface:
  • Fixed a problem, where it was not possible to drag the alliance logo from the alliance show info window.
  • Chat System:
  • Improved the performance of opening the right-click menu of characters in the member list of a chat channel.
  • It is now possible again to create fleet with several characters selected in a chat member list.
  • Removed an unnecessary popup window when trying to create a chat channel, which you have already joined.
  • Improved the message, which is displayed, when the MOTD of a channel is channel is cleared.
  • For delayed channels like the alliance channel we are now fetching the member count from the chat server every few minutes (note: This feature might get disabled, if it causes performance problems). This is currently not working for channels, which switch automatically to delayed mode due to having more than 1000 online members.
  • Several changes to make the connection from the client to the chat server more reliable. This addresses problems with inconsistent member lists (especially for local channels), missing or delayed messages, disconnects from the chat server.
  • Fixed a problem with joining channels with Unicode characters in the channel name.
  • Idle character are now removed again from delayed member lists after 15 min.
  • Removed non-functional options from channel operators (like adding or removing operators).
  • Made chat more resilient against invalid Unicode characters (in various places).
  • A generic "Channel configuration has been changed" message is now displayed, when the password for a channel has been changed.
  • Improved the feedback, when the client is unable to connect to the chat server.
  • Chat logs for local channels contain notifications about system changes again.

New in EVE Online: Into the Abyss 16.01.1230016 (Jan 11, 2018)

  • Features & Changes:
  • User Interface:
  • R&D Agents have been added to The Agency
  • Expeditions tab has been removed from the Journal
  • Defect Fixes:
  • Gameplay:
  • It is now possible to change your home station to the current station when docked at Upwell structure without a corporate office.
  • Permanently fixed an issue which prevented loading of ammunition to structure weapons while the structure was damaged (a hotfix was applied already yesterday).
  • Fixed a problem with reloading ammunition directly after relogging in an Upwell structure - a broken error message "hidden" had been displayed in those cases.
  • Graphics:
  • Adjustment made to Warp Disruption Field Generator Visual FX to ensure that the VFX is constantly present when the module is active.
  • Fixed an Issue where the Jump Tunnel animation would freeze after jumping.
  • Fixed an Issue where the space scene would visible instead of the hangar when docked in a Citadel, Refinery or Industrial Array.
  • User Interface:
  • Fixed an issue where players not enrolled in Factional Warfare would not be able to see the main expanded card in The Agency.
  • Fixed an issue where Factional Warfare icons were appearing in the wrong order in the Factional Warfare window.
  • Fixed an issue where Epic Arcs had LP listed as a reward.
  • Fixed an issue where the Journal Neocom entry would flash when performing planetary launches.
  • Fixed an issue where the completion time of Epic Arcs would not always display properly.

New in EVE Online: Into the Abyss 15.09.1203953 (Oct 26, 2017)

  • Graphics:
  • All Graphics SDKs used by the game client have been updated (click to expand details).
  • Mining Ledger:
  • A new mining ledger is available.
  • All personal mining activity is now logged and available in the Personal Ledger. This ledger tracks all mining of ore, gas and ice anywhere in New Eden.
  • All mining activity that takes place in an asteroid field created by a Refinery (mining moon materials) will now be logged in the Corporation Ledger of the owners of the Refinery that created the field at the time the mining took place.
  • Miscellaneous:
  • Players are now able to set an ISK wager when dueling.
  • The following item types have been changed:
  • "Rattlesnake Victory Edition" to "Rattlesnake" + "Guristas Victory SKIN"
  • "Rattlesnake Victory Edition blueprint" to "Guristas Victory SKIN"
  • Added chat channels for Resource Wars.
  • Added four new SKINs for Resource Wars, one per empire:
  • These SKINs are "volatile" - they are destroyed if a ship with the SKIN applied is destroyed.
  • The SKINs are not tradable.
  • Missions & NPCs:
  • Resource Wars have been introduced to Empire space in New Eden. Read the devblog with details about Resource Wars.
  • Guristas and Blood Raiders Forward Operating Bases (FOB) can now be found in New Eden
  • Guristas Shipyards can be found in New Eden
  • Modules:
  • Several modules have been modified to be able to fit to the new Gurista capital ships.
  • Modules that have been adjusted to fit the Komodo and Caimain (click to expand details).
  • Modules that have been modified to be able to fit to the Komodo (click to expand details).
  • Moon Mining:
  • The act of mining moon materials from moons has been changed. Read the overview devblog.
  • Moon mining is now exclusive to a new line of Upwell Structures: Refineries.
  • Moon Mining extractions are configured and started through the Extraction Scheduler which is available when a Moon Drill I Service Module is onlined in a Refinery. Extractions can be configured and started by any person who has access to Take Control of the structure. However, only those pilots with access to control the structure, and the Station Manager role with the corporation that owns the structure, are able to cancel an extraction.
  • The distribution of mineable materials across all moons in low-sec and null-sec space (with a few exemptions for the very large moons which cannot be mined) has been reseeded using the seed nominated by the Community and voted for by EVE Vegas 2017 attendees. Further details about the changes in composition of moons and their distribution can be found in this devblog
  • The full changelog can be found here: https://community.eveonline.com/news/patch-notes/patch-notes-for-eve-online-lifeblood

New in EVE Online: Into the Abyss 14.06.1058708 (Aug 5, 2016)

  • Features & Changes:
  • Audio:
  • A new theme for the release YC 118.7 is available: Detached From Time
  • The Wwise audio engine has been updated to latest version to improve Vorbis decoding performance.
  • A new audio effect for hull repairing has been introduced.
  • Gameplay:
  • Warp Disruption bubbles now have a maximum drag range of 500 km, more information can be found in this forum thread.
  • The material requirements of the Vehement blueprint have been adjusted. More details can be found in this forum thread.
  • Graphics:
  • Visual Damage System Update (VDS)
  • The armor hardening VFX has been updated, and a new hull repair effect has been added
  • VDS will now visually update without the need to have the object targeted
  • VDS now works with the majority of structure objects
  • World objects have received more love by being converted over to our latest PBR shaders.
  • A new rendering technique has been implemented to improve celestial cloud performance for the DX11 client.
  • Localization:
  • All skill names are now fully translated into Russian. The bilingual functionality is available for skill names.
  • Miscellaneous:
  • Contracts are now available in Citadels. All normal functionality of contracts is also available in Citadels, with following modifications:
  • Accepting contracts in Citadels is at your own risk regarding docking access.
  • Contract search: Contracts in Citadels without docking access are hidden by default (through the "exclude unreachable" filter)
  • Citadel explosion (+unanchoring):
  • Active item exchange and auction contracts are being canceled and the contained items moved to asset safety.
  • The destination of courier contracts in progress is being moved to the default asset safety location if the destination blows up (except in wormholes, where the contract is canceled).
  • Increased maximum courier volume on contracts to 1,200,000 m3 (to adjust for larger volume of cargo expanded freighters).
  • Increased maximum number of item stacks in a contract to 500.
  • Increased maximum contract ISK value to 10 trillion ISK.
  • Structures & Deployables:
  • It is now possible to search for Citadels through the People & Places search and the courier contract destination search (only Citadels with docking access will be shown).
  • Citadel names now always include the system name as first part.
  • It is no longer possible to name a Citadel exactly the same as another Citadel.
  • Increased Super Capital Ship Assembly Array capacity to 320,000,000 m3.
  • User Interface:
  • Multifit: The name for fitted ships can now be changed directly in the Multifit window.
  • Defect Fixes:
  • Gameplay:
  • Fixed an issue where you were unable to apply skill points to the skill queue on characters without Multiple Pilot Training active.
  • Corrected the refining amount for many modules and a few drones and ships.
  • Several issues with Burst Jammers and Burst Projectors have been fixed.
  • Graphics & Audio:
  • Recalibrated the visual FX of the Ship Scanner modules.
  • Reconfigured jump gate FX for display in the 3d previewer.
  • Reformatted wreck clouds to reference shared textures correctly.
  • Regenerated missing ORE Exhumer Skiff blueprint icon.
  • Reignited Blood Raider Frigate Cruor booster trails.
  • Relocated spotlights in the Caldari and Minmatar hangars.
  • Remodulated Aura's voice algorithm so she can converse in multiple languages.
  • Repaired a gap in Gallente Frigate Incursus hull geometry.
  • Repositioned XL turret locator points on the Naglfar.
  • Localization:
  • Various description typos and inconsistencies fixed for the Russian client
  • Modules:
  • Capital Remote Energy Transfers now have 1000 m3 packaged size.
  • Corrected an issue that caused the Standup XL Energy Neutralizer module to not respect target signature radius.
  • Miscellaneous:
  • Error messages generated when attempting to lock a pilot at the end of their safe logoff process have been adjusted to remove misleading mentions of GM action.
  • Missions & NPCs:
  • Corrected an issue that prevented capital ships from progressing beyond the first room of the True Power Provisional Headquarters incursion site.
  • Resolving an issue where completion of an Epic Arc would not award the Faction standings as expected.
  • Several issues with NPC electronic warfare effects have been fixed.
  • Science & Industry:
  • Corrected the Blueprint inputs for named XL Torpedo Launchers to use T1 Torpedo launchers instead of Cruise launchers.
  • Ships:
  • Fixed an issue that prevented Thanatos warp disruption range bonuses from applying correctly to Siren support fighters.
  • The signature radius of the Antaeus II fighter has been corrected.
  • Structures & Deployables:
  • The Show Info window for Citadels now shows its location and owner in all appropriate locations.
  • User Interface:
  • Fixed capitalization of "Doomsday" in the traits tab for the show info window of Titans.
  • Removed extra space from the start of the XL Torpedo Launcher II Blueprint name.
  • Improved the description of the Networked Sensor Array.
  • The contract filter panel (below the list of contracts) is now properly marked with an arrow icon.
  • Error messages generated when attempting to lock a pilot at the end of their safe logoff process have been adjusted to remove misleading mentions of GMs when no GM action has taken place.
  • The estimated price of an item is now shown in the tooltip for the item in the market browser list.
  • It is no longer possible to open the multifit window for T3 cruisers (as it would result in broken ships).
  • Third Party Developers:
  • CREST API:
  • The '/characters//ui/openwindow/ownerdetails/' resource has been added. POST requests to this resource will open an info window about the requested character, corporation, or alliance inside the client. This requires the 'remoteClientUI' scope.
  • The '/corporations//structures/' resource now links to the '/structures//' resource.
  • The Access-Control-Expose-Header response header now includes X-Deprecated.

New in EVE Online: Into the Abyss 14.06.1054181 (Jul 8, 2016)

  • Defect Fixes:
  • Missions & NPCs:
  • Removed a trigger in the Serpentis Shipyard and Research Facility that caused some loot to be destroyed if items were looted individually
  • Added loot to the Serpentis Battlecruiser located in the Shadow of the Serpent event sites
  • Features & Changes:
  • Graphics and Video:
  • A video tutorial on the Scope Network is now available through the F12 help menu in game.

New in EVE Online: Into the Abyss 14.06.1053977 (Jul 6, 2016)

  • Defect Fixes:
  • Gameplay:
  • Reverting a change from yesterday's patch, which caused the cancellation of some market orders in Citadels after downtime. Fuel consumption of Citadels is again incorrect (no consumption after downtime until some takes control).

New in EVE Online: Into the Abyss 14.06.1053772 (Jul 5, 2016)

  • Features & Changes:
  • Graphics and Video:
  • A four part video tutorial on Wormhole Mechanics are now available through the F12 help menu.
  • You can also watch the tutorials online: general overview, wormhole connectivity, wormhole system effects, and wormhole polarity and mass limits.
  • User Interface:
  • Introducing a setting called 'Dynamic Camera Movement' in the settings menu that allows you to enable or disable automatic camera movement, this will be a single setting that enables/disables all of the following:
  • Docking animation
  • Undocking animation
  • Ship change animation
  • Animation when logging in to the game in space
  • Dynamic FOV
  • Dynamic center offset
  • If you have the 'Dynamic Camera Movement' option enabled, the animations when logging in to space and undocking will not play if you use the tactical camera.
  • Defect Fixes:
  • Gameplay:
  • Service modules in Citadels are now correctly consuming fuel after server downtimes.
  • PvE:
  • The Research Vault inside the Serpentis Shipyard & Research facility site has been moved away slightly from the Fortizar to ease colliding with it during orbiting maneuvers.
  • The text for the challenge "Keep Up The Pressure" has been altered, highlighting the site is completed by looting the Research Vault.
  • Scope Network Challenges which involve Frigates can now be updated/completed when piloting an Interceptor.
  • User Interface:
  • Fixed an issue which could cause the screen to go black when changing ships at a station.
  • Fixed an issue where the fitting screen 3D ship preview would not load properly while players are in the captains quarters.
  • Fixed an issue where Scope Network Challenges which have expired (mouse-over the yellow clock icon) would sometimes remain in the window until a client restart.
  • Minor UI fixes and formatting changes to the Scope Network window.
  • The Shadow of the Serpent reward containers can now be opened by non-English clients.
  • Ranged buy orders from non-public Citadels are now shown in the market order list, as they can fulfilled from stations in range.
  • It is now possible to re-customize a character in a Citadel with active Outside Structure view, without leading to a stuck client.
  • The Clone Bay window in a Citadel is now showing correctly if the local jump clone contains implants.

New in EVE Online: Into the Abyss 13.11.1050472 (Jun 21, 2016)

  • Features & Changes:
  • User Interface:
  • Clicking on a web link in the client now opens your desktops default browser. This includes a warning dialog that warns you about leaving the EVE Online client.
  • Defect Fixes:
  • Gameplay:
  • New Eden has been made a better place by fixing a potential exploit.
  • Third Party Developers:
  • CREST API:
  • Fixed a caching issue that caused the /corporations//structures/ resource to begin returning errors an hour after it was first accessed each day by each user.
  • Added a /corporations// resource that contains a link to the corporation structures resource, so it can be discovered.
  • Changed the /corporation//structures/ resource to /corporations//structures/ - More info is available in this dev blog.
  • Fixed an issue with killmails that included someone in factional warfare.
  • Fixed an issue with the navigation, show contract, and show market details CREST resources.

New in EVE Online: Into the Abyss 13.11.1048752 (Jun 14, 2016)

  • CREST API:
  • Please note that these changes are backwards incompatible changes!
  • Market orders in the all orders resource are now sorted by order ID
  • /types// is now /inventory/types/
  • /types/ is now /inventory/types/
  • Removed "motd" from the root API
  • Added "id" to the market group "parentGroup" attribute
  • The root API is now just version 5; all previous versions have been deleted
  • "serviceStatus" in the root API is now just a string value and not a dictionary of "server", "eve", and "dust" values
  • "userCounts" is now "userCount" and a single integer value instead of a dictionary of "eve" and "dust"
  • Removed every CREST resource that only dealt with DUST and not used by third-party developers for EVE
  • The character resource (/characters//) v3 no longer exists and a new v4 has been added
  • The "navigation" resource (/characters//navigation/waypoints/) for setting waypoints has moved to /characters//ui/autopilot/waypoints/
  • The waypoints link is now found under character -> ui -> waypoints along with showMarketDetails and showContract
  • Links to characters that used to include the capsuleer link no longer do as that resource has been removed
  • Fixed an issue with some types throwing an internal server error due to graphic IDs
  • The market history resource has changed from /market//types//history/ to /market//history/ and now takes a "type" parameter exactly the same way the market buy or sell order resources do
  • Regions now link to the market history resource

New in EVE Online: Into the Abyss 13.11.1045656 (Jun 2, 2016)

  • Defect Fixes:
  • Gameplay:
  • The bonuses from some Citadel reprocessing rigs will no longer require a character to have assumed control of the citadel since the last downtime in order to work correctly.
  • Corrected an issue that was causing the industry window to break if a tactical ammo blueprint was in an active research job.
  • Graphics:
  • Icons for wormholes now travel faster and as such will no longer be colour-shifted to the red end of the spectrum.
  • User Interface:
  • The Sensor Overlay should now always display locations (such as bookmarks, anomalies) after changing between different view states.
  • Fixed an issue with the market not showing data in space after using it in a Citadel and filtering to only show orders in the Citadel.

New in EVE Online: Into the Abyss 13.11.1043418 (May 25, 2016)

  • Defect Fixes:
  • Miscellaneous:
  • Bug fixes and changes to the backend system have made New Eden a better place for everyone.

New in EVE Online: Into the Abyss 13.11.1042997 (May 24, 2016)

  • Features & Changes:
  • Missions & NPCs:
  • Recurring Opportunities are now live. Further information is available on EVE Updates.
  • Defect Fixes:
  • PvE:
  • Force Auxiliaries will now cause correct spawning of NPCs inside the Core Garrison sites.
  • Third Party Developers:
  • CREST API:
  • Added a new CREST resource for market orders. If you're attempting to get all, or most of, the market orders for EVE we recommend you switch to using this new resource.

New in EVE Online: Into the Abyss 13.11.1041669 (May 19, 2016)

  • Defect Fixes:
  • Gameplay:
  • Reduced assembled size of all Force Auxiliary ships to ensure they can be assembled in a CSAA.
  • Force Auxiliary ships now correctly reduce in volume when packaged.

New in EVE Online: Into the Abyss 13.11.1041289 (May 18, 2016)

  • Defect Fixes:
  • Gameplay:
  • The Triage Module drone damage penalty now fully removes drone damage instead of just reducing it.
  • Fixed an issue where Ewar and Logistics drones would fail to activate on a target when at a large range.
  • It is now possible to set up buy orders in citadels for a longer duration than immediate without training the Procurement skill.
  • It is no longer possible to attack targets in high-sec with fighters while controlling a Citadel, if the targets are not allowed to shoot back (like in the case of limited engagements).
  • Fleet warps are no longer affected by fleet members in Citadels.
  • Modules:
  • Corrected capitalization in description of Target Illumination Burst Projector
  • User Interface:
  • Corporation hangars in Citadels can now also be reached through the E-menu (section Inventory) from the Neocom.
  • Corporations hangars display now appropriate icons for access restrictions in the inventory index.
  • Asset Safety wraps for a corporation are now showing up correctly after being delivered to another Citadel.
  • The right click menu for assembled ships in offices through the corporation assets window has been restored.
  • Third Party Developers:
  • CREST API:
  • The character location resource now works when the character is docked in a Citadel.

New in EVE Online: Into the Abyss 13.11.1039817 (May 12, 2016)

  • Features & Changes:
  • User Interface:
  • You can now name ships after the fitting used in the ship fitting window. Or more precisely: We have added the ability to rename ship to the name of the ship fitting while fitting ships through the ship fitting window.... Say that quickly three times...
  • Removed the track option from right-click menu when docked in a Citadel.
  • Removed the Region option from Structure Browser when you are in a Wormholes, now the only option is Solar System.
  • Added in a number of Citadel related notification icons that were missing.
  • Disabled the "View Outside Structure" and "Enter Ship Hangar" shortcut when in control of a Citadel.
  • The daily downtime message has been changed to reflect the shorter official downtime. Read more about the new 15 minute short daily server downtime!
  • Defect Fixes:
  • Gameplay:
  • Fixed issue with POS EWar modules ignoring resistances.
  • Hitpoints and salvage difficulty of Citadel wrecks have been increased.
  • Fighters can no longer be launched when inside a POS shield.
  • Fighter abilities can no longer be activated when they, or their controller, is inside a POS shield. Recalling and moving fighters is unaffected by this change.
  • A ship with fighter squadrons still loaded in to its launch tubes can no longer be repackaged until the squadrons are unloaded back to the fighter bay.
  • Fixed an issue where if a clone spawned in a Citadel while a player was in control, the controlling player could lose control and the module would stop cycling.
  • Fixed an issue where the Point Defense Battery could kill a Capsule if it undocked at the start of the cycle before tethering was attached.
  • Modules:
  • Allowed some Meta Capital Remote Shield Booster Blueprints to appear on the market.
  • Science & Industry:
  • Fixed an issue where Burst Projectors gave excessive materials when refining.
  • Technical:
  • Remote activation of Skill Injectors is now possible. Check out the Skill Injector info page for additonal information about Skill Injectors.
  • User Interface:
  • Fixing an issue that could cause the sensor overlay to fail at loading sites when entering space.
  • Fixed an issue where the map could appear all white when in a Citadel.
  • Fixed an issue where the Show Info window for stations would not display correctly in the Citadel hangar view.
  • Fixed an issue where the "Configure Clone Facility" window would fail to load in when docked in a Citadel.
  • Fixed an issue where clicking the "Take Control" button too fast in a Citadel would have undesirable results.
  • Fixed an issue where a player in control of a Citadel could access the fleet options of ships like Use Fitting Service and Open Fleet Hangar.
  • Fixed an issue where selling from a corporation hangar would not always give an accurate price.
  • Fixed an issue where the advanced search in Assets would not work for Asset Safety wraps.
  • Fixed an issue where collapsing the first dialog in the Citadel deployment and then expanding it would not show it in the correct size.
  • Fixed an issue where items in Personal Deliveries section of inventory would not be included in Asset Safety.

New in EVE Online: Into the Abyss 13.11.1038860 (May 10, 2016)

  • Features & Changes:
  • Graphics:
  • Added new wrecks for each of the three citadels, in the fragmented style of capital wrecks.
  • Structures & Deployables:
  • You will no longer be tethered with a Global Criminal Countdown in highsec.
  • Micro Jump Drive Field Generators will no longer work while tethered.
  • Defect Fixes:
  • Gameplay:
  • Fixed a defect with fighter AI where the Recall function could break for all fighters in a solar system.
  • Correcting the skill requirements for capital plates.
  • Fixed an issue where the client side stored POS password would reset after undocking from a Citadel.
  • Fixed an issue where containers could not be renamed in a Citadel.
  • Fixed an issue where dragging items from a ship hangar to a character portrait in a Citadel would not initiate personal delivery properly.
  • Fixed an issue where it was not always possible to take items from Asset Safety.
  • Fixed an issue where items in Personal Deliveries section of inventory would not be included in Asset Safety.

New in EVE Online: Into the Abyss 13.11.1037828 (May 6, 2016)

  • Defect Fixes:
  • Gameplay:
  • Tethered ships will no longer be affected by the Gravitational Transportation Field Oscillators teleportation or warp scramble ability.
  • If a fighter gets the final blow on a ship, the kill report will now correctly show the controlling ship for the attacker, instead of listing the fighter as both the weapon and the ship. Also, kill marks will now be awarded to the ship as expected (instead of to the fighters that had no way to track them).
  • Fixed an issue where revoking clone contracts in an outpost could set the players home station to the wrong location.
  • Fixed an issue where revoking a single clone contract for a corporation would revoke all the corporation clone contracts at that outpost.

New in EVE Online: Into the Abyss 13.11.1037157 (May 4, 2016)

  • Defect Fixes:
  • Gameplay:
  • Light, Support and Heavy Fighters now show up on directional scan, and can be probed down (using Combat probes).
  • Corrected an issue with Remote Capacitor Transmitters failing to deactivate when out of range.
  • Sieged Dreadnoughts can no longer jump through stargates.
  • Market:
  • Corrected the location where the Capital Asymmetric Enduring Remote Shield Booster Blueprint is being displayed on the market.
  • Fixed an issue where you could sell from corporation hangars.
  • Missions & NPCs:
  • Targeted Doomsday devices may now be activated on pirate capital NPCs.
  • NPC capital ships now have appropriate wrecks when destroyed.
  • Science & Industry:
  • Correcting build time of Capital Remote Armor Repairer II.
  • Corrected skill requirements of Capital Energy Neutralizer II Blueprint.
  • Fixing invention outcome for Capital Cap Battery I Blueprint.
  • Corrected build requirements of Capital Emergency Hull Energizer II.
  • Corrected build requirements of Armor EM Resistance Script Blueprint.
  • Corrected build requirements for Templar II.
  • Corrected build requirements for Scourge Fury XL Cruise Missile.
  • Fixed inconsistent CONCORD blueprint material requirements.
  • Added Capital Remote Capacitor Transmitter Meta Blueprints.
  • Fixed an issue where the wrong tax was being paid when reprocessing, it was not taking the full amount.
  • Ships:
  • Correcting trait icons of the Lif and Minokawa to correctly indicate their predisposition towards shield tanking.
  • Fixing local rep cycle time on Ninazu and Lif when in triage.
  • Skills:
  • The skill "Drone Navigation" now correctly applies velocity bonuses at all levels.

New in EVE Online: Into the Abyss 13.11.1036506 (May 3, 2016)

  • Features & Changes:
  • Market:
  • Capsule SKIN Market group has been added.
  • Miscellaneous:
  • It is now possible to initiate trade/delivery by dropping items on a character entry (portrait).
  • User Interface:
  • Changed the Citadel online notification to be more accurate.
  • Defect Fixes:
  • Gameplay:
  • An issue with Ice Belts not spawning correctly after downtime has been fixed.
  • When a client disconnects whilst in a ship with deployed fighters, the fighters would attempt to get back in to ship's launch tubes before it disappears. They were previously ignoring any warp disruption whilst doing this. The fighters can now be tackled/bubbled as expected which will force them to remain in space (and become abandoned).
  • Graphics:
  • Improved client stability during initial launch of client.
  • Market:
  • Cleaned up some blueprint market entries that have no practical use.
  • Corrected the name of the Force Auxiliaries market groups.
  • Ample Conductors market group was missing a name and icon graphic.
  • The blueprints for Supercarrier Burst Projectors are now properly seeded on the market.
  • The Standup Missile Guidance Enhancer I Blueprint is now properly seeded on the market.
  • The Resistance Phasing skill can now be found in the "Engineering" market category, to better reflect the fact that it benefits both armor and shield modules.
  • Modules:
  • Corrected the name of the Linked Enduring Remote Sensor Booster.
  • Fixed an issue where the Micro Jump Field Generator would not drop tethering.
  • Corrected name and requirements of CONCORD Capital Shield Booster blueprint.
  • Fixing an issue with Networked Sensor Array and docking or tethering.
  • Ships with active siege modules can no longer jump through stargates.
  • Effectiveness of Standup electronic warfare modules is now correctly reduced by ewar resistances.
  • Lance, Reaper and BFG Doomsday devices are now correctly reducing damage based on target signature radius.
  • The range of the new Doomsday weapons has been re-calibrated to the advertised range.
  • Large modules can no longer be fitted to smaller ships the first time that the fitting is attempted.
  • Remote Ancillary Armor Repairers now consume the correct amount of nanite paste per cycle.
  • Corrected the name of the Standup Weapon Disruptor I blueprint.
  • Fixed an issue where Citadel rigs were not being destroyed properly.
  • PvE:
  • Targeted Doomsday devices may now be activated on pirate capital NPCs.
  • Science & Industry:
  • Medium Structure Combat Rig blueprints now have a correct success chance for invention.
  • The invention time for Multifrequency XL blueprints has been corrected to match the other XL frequency crystal blueprints.
  • Corrected build requirements for Capital Shield Booster II.
  • Fixing build output for Capital Capacitor Booster II Blueprint.
  • Adding meta Capital Capacitor blueprints.
  • Skills:
  • Corrected skill requirements for XL Missile specializations.
  • Fighter Hangar Management skill is no longer missing an attribute in its show info window.
  • Technical:
  • Fixed an issue where undocking from a station can cause the overview to stop refreshing.
  • Fixed an issue where the skill queue was getting frozen.
  • User Interface:
  • Right-click menus for items in space: The "Warp to..." entries should now always appear as the top options, above any Approach/Align entries. (This is only relevant for items further than minimum warp distance of 150km, but closer than the recently-increased maximum approach distance of 10,000km).
  • D-scan: Fixed scan range and angle changes made with mouse scroll not taking effect.
  • You can now unload fighters from tube by dropping them on existing items in the Fighter Bay instead of in an empty area in the Fighter Bay.
  • Fixed an issue where Level 5 Remote Trading skills were showing a number of jumps instead of just region.
  • Fixed an issue where the "Show Results Using: Role Management List" in the Corporation window would not work properly.
  • Fixed an issue where the "Required For" window does not grey out levels that are not pre-requisites for anything.

New in EVE Online: Into the Abyss 13.11.1035137 (Apr 29, 2016)

  • Defect Fixes:
  • User Interface:
  • Fixed an issue causing Ctrl click to not target abandoned fighters.
  • Old Camera: Fixed an issue which could cause HUD buttons to disappear or get stuck cycling.
  • Resolving an issue with structure brackets in the overview.

New in EVE Online: Into the Abyss 13.11.1033774 (Apr 28, 2016)

  • Features & Changes:
  • Modules:
  • The hitpoints of Siege, Triage and Entosis modules have been significantly increased.
  • Defect Fixes:
  • Gameplay:
  • Force Auxiliary ships will now appear on directional-scan and probe-scan results as intended.
  • Fighters will now correctly shut down their targeted abilities when successfully jammed by ECM effects.
  • Fixed an issue where Jump Clones were not working in Thera.
  • Fixed an issue where you could not sell items from a corporation hangar.
  • Fixed an issue where you could not create populated contracts from a corporation hangar.
  • Market:
  • Market groups for support fighter blueprints have been corrected.
  • The Networked Sensor Array Blueprint has been seeded on the market.
  • Fixed an issue where transaction tax and brokers fee were appearing wrong.
  • Upwell clothing items are now listed on the market.
  • Force Auxiliary SKINs market categories now displayed correctly.
  • Miscellaneous:
  • Navy Cap Booster 3200 charges are now available in Factional Warfare loyalty point stores.
  • Science & Industry:
  • Invention on the Titanium Sabot XL Blueprint now requires the correct datacore.
  • Adding invention for Capital Remote Capacitor Transmitter II Blueprint.
  • SKIN's:
  • The Garmur and Orthrus Waschi Uprising SKINS can now be applied.
  • PvE:
  • Roaming Circadian Seekers and Drifters in Unidentified Wormhole systems are now resuming their mysterious activities.
  • User Interface:
  • Added the Entosis duration multiplier to Force Auxiliaries traits tab.
  • Fixed an issue where a fighter ability in cooldown would stop the corresponding ship module from deactivating when using function key shortcuts.
  • Fixed an issue where some of the structures notification labels were missing.
  • Fixed an issue where Access List logs were not properly showing when public access was added or removed and when admins were demoted to managers.
  • Fixed an issue where the ship menu would not work after using a jump clone.
  • Fixed an issue where the Structure Type filter had the wrong text.
  • Fixed an issue where some labels were missing in the Structure Browser.
  • Fixed an issue where linking access lists in chat would not always work.

New in EVE Online: Into the Abyss 13.11.1030955 (Apr 19, 2016)

  • Features & Changes:
  • Miscellaneous:
  • Minor updates on the third party EULAs.

New in EVE Online: Into the Abyss 13.11.1029484 (Apr 15, 2016)

  • Features & Changes:
  • Miscellaneous:
  • The Honor Guards of the Champions for houses Tash-Murkon and Kor-Azor and their teams have arrived in Amarr in anticipation of the final of the Amarr Succession Trials.
  • Project Discovery:
  • Progress in the tutorial is now saved, so that the tutorial can be resumed or skipped when the window is re-opened.
  • Skins:
  • The Oracle, Omen and Abaddon Imperial Armament SKINS are now on the Market.
  • Defect Fixes:
  • Project Discovery:
  • Minor UI bug fixes to the Project Discovery window.

New in EVE Online: Into the Abyss 13.11.1028063 (Apr 13, 2016)

  • Features & Changes:
  • Graphics:
  • The new character background for "The Imperium" has been updated.
  • Defect Fixes:
  • User Interface:
  • Protected against a rare bug where modules are missing in the HUD after a session change.

New in EVE Online: Into the Abyss 13.11.1026324 (Apr 11, 2016)

  • Defect Fixes:
  • Miscellaneous:
  • Improvements to the backend system.

New in EVE Online: Into the Abyss 13.11.1023192 (Mar 31, 2016)

  • Features & Changes:
  • User Interface:
  • Simplified and shortened the kill feedback animation.
  • Defect Fixes:
  • Graphics:
  • Fixed an issue with billboards playing full screen on Mac clients.

New in EVE Online: Into the Abyss 13.11.1021814 (Mar 24, 2016)

  • Defect Fixes:
  • User Interface:
  • Fixed an issue where the ECM icon shown under a target would not dim to indicate failure during its first cycle

New in EVE Online: Into the Abyss 13.11.1021426 (Mar 23, 2016)

  • Features & Changes:
  • The Hunt (Event):
  • Guristas Detention and Transportation sites have had their loot tables updated
  • User Interface:
  • Increased the rate at which destroyed targets disappear from the UI.
  • Defect Fixes:
  • Graphics:
  • Updated the billboard video display.
  • Kill marks on the Chameleon no longer flicker in warp.
  • Moved the forward turret hardpoint on the Scythe and variants to prevent kill mark occlusion.
  • User Interface:
  • An issue with the celestial Beacon for the Guristas Transportation site has been fixed

New in EVE Online: Into the Abyss 13.11.1020001 (Mar 21, 2016)

  • Features & Changes:
  • Event: The Hunt:
  • Intel from the Valkyrie has revealed that numerous pilots have been kidnapped and imprisoned by a select group of Guristas. The same cell that intercepted the Guristas communications have also taken down the tech that hides their facilities harboring the captured pilots. Held for research and then transported to an unknown faction calling themselves "Schism", these pilots are doomed unless you come to their aid.
  • Guristas Detention Sites dot all regions of space and appear to be initial holding tanks for kidnapped pilots.
  • Guristas Transportation Sites are more guarded, found in low sec space, and often store more valuable caches of items.
  • Search for the facilities
  • Destroy any Guristas forces that stand in your way
  • Loot the spoils
  • The Hunt will end on Tuesday, March 29th.
  • Defect Fixes:
  • Gameplay:
  • Fixed an issue causing emergency warps to complete the "Faster than light" opportunity.
  • Project Discovery:
  • The results window will no longer show a previously submitted samples selections in it.
  • You will now see your Analysis Kredits be awarded correctly at rank up. Analysis Kredits have always been awarded, but the UI previously failed to update due to an issue with previous results.
  • If the task image from MMOS fails to load, we will attempt to reload it.
  • While playing Project Discovery, messages will be shown when the connection fails or times out with the MMOS service.
  • Selecting the all channel button will no longer remove the zoom lock.
  • Fixed some text clipping issues with UI scaling set to 125%.

New in EVE Online: Into the Abyss 13.11.1019133 (Mar 17, 2016)

  • Defect Fixes:
  • Gameplay:
  • Fixed an issue where the last charge in a turret would be expended without damage being applied.
  • Graphics:
  • Hangar models of T3 ships update properly when subsystems are changed.
  • Invert zoom direction toggle behaves correctly in hangar view.
  • Technical:
  • Fixed an issue where characters switching ships in space could end up in unexpected locations after a sessions change.
  • Fixed an issue where repackaging multiple tactical destroyers would not work.
  • Fixed an issue where repackaging a ship with charges loaded would not properly unload the charges.
  • User Interface:
  • Fixed an issue where the packaged volume was not showing in the Show Info window.

New in EVE Online: Into the Abyss 13.11.1018692 (Mar 16, 2016)

  • Features & Changes:
  • Project Discovery:
  • Added 14 new Analyst Kredit offers to the SOE LP Store.
  • Facial Augmentations:
  • Women's 'Waveform' Facial Augmentation
  • Women's 'Tripoint' Facial Augmentation
  • Women's 'Sparkgap' Facial Augmentation
  • Women's 'Openyagi' Facial Augmentation
  • Women's 'Guidemask' Facial Augmentation
  • Women's 'Crossgrid' Facial Augmentation
  • Men's 'Wirepoise' Facial Augmentation
  • Men's 'Twinswitch' Facial Augmentation
  • Men's 'Setcouple' Facial Augmentation
  • Men's 'Circuitrun' Facial Augmentation
  • Men's 'Bridgestat' Facial Augmentation
  • Men's 'Boneweld' Facial Augmentation
  • Drifter Boosters:
  • Antipharmakon Iokira
  • Antipharmakon Toxot
  • Defect Fixes:
  • Gameplay:
  • Fixed several problems with fleet bonuses.
  • Localization:
  • The market groups for XL missiles have had their names corrected
  • The in-game bug reporting window has been slightly increased in size to avoid overlapped text in localized clients.
  • Technical:
  • Fixed a memory leak associated with the 'Dynamic FOV' option.
  • User Interface:
  • New Camera: Fixed an issue which could cause the camera to break during high client load (massive fleet fights).
  • The faction indicator icon for the Sentient Signal Amplifier has been corrected.
  • The icon for a ECM module shown under their active target will now dim correctly when the target is not successfully jammed.

New in EVE Online: Into the Abyss 13.11.1016420 (Mar 14, 2016)

  • Defect Fixes:
  • Audio:
  • Removed the audio component of the Improved Kill Feedback target destruction notification alert.
  • Gameplay:
  • Fixed an issue where the capacity bonus was not being applied for Gallente, Amarr, Blood, Dark Blood, Sansha, Serpentis, Shadow, and True Sansha control towers of all sizes.
  • Strontium Clathrates consumption for Triage and Siege modules has been fixed back to normal levels
  • Modules:
  • Stasis Grappler modules now require the skill Evasive Maneuvering rather than the skill Propulsion Jamming
  • Overheating sensor boosters and remote sensor boosters now correctly increases the ECCM effects of the module.
  • Added a appropriate message when the activation of an ECM module fails due to an invalid target
  • User Interface:
  • Fixed an issue where changing ships in station with certain windows open would cause all the windows to close
  • Fixed an issue where the right-click on the active ship in the inventory would not display all the options it was supposed to

New in EVE Online: Into the Abyss 13.11.1014967 (Mar 7, 2016)

  • Features & Changes:
  • Audio:
  • YC118.3 Theme, "These Sovereign Systems"
  • Exploration:
  • Gameplay changes have been made within the Drifter Hive sites inside the Drifter wormholes.
  • Increased NPC activity within the Drifter wormholes.
  • Graphics:
  • The station service locations for Amarr & Minmatar Outposts have been updated to fit better with the station design.
  • The UI bracket is now animated when a enemy target is destroyed.
  • The 'Load Station Environment' toggle has been removed from the graphic settings inside the settings menu.
  • Implants & Boosters:
  • Five new legal consumable boosters are available to obtain from the Drifter Hive wormhole systems, there are no penalties for consuming them.
  • Antipharmakon Aeolis
  • Booster slot 1
  • Capacitor Modifier: 8%
  • Booster Duration: 30 minutes
  • Antipharmakon Iokira
  • Booster slot 2
  • Tracking Speed Bonus: 8%
  • Booster Duration: 30 minutes
  • Antipharmakon Kosybo
  • Booster slot 1
  • Armor Repair Bonus: 8%
  • Booster Duration: 30 minutes
  • Antipharmakon Thureo
  • Booster slot 1
  • Shield Boost Bonus: 8%
  • Booster Duration: 30 minutes
  • Antipharmakon Toxot
  • Booster slot 3
  • Flight Time Bonus: 8%
  • Booster Duration: 30 minutes
  • Modules:
  • Citadel Cruise Missiles and Citadel Torpedoes have been renamed XL Cruise Missiles and XL Torpedoes respectively.
  • New Stasis Grappler modules have been released.
  • Stasis Grapplers are a new form of webifier that may only be fit to Battleships and Capital Ships, and are limited to one per ship.
  • Stasis Grapplers use falloff for most of their effective range, and therefore they are strongest at very close range and have reduced effectiveness at range
  • All the details of these new modules can be found in this forum feedback thread.
  • A new round of Module Tiericide has been released, bring changes and improvements to hundreds of modules.
  • This round of tiericide covers Target Painters, Sensor Dampeners, ECM Jammers, ECM Bursts, Tracking Computers, Remote Tracking Computers, Omnidirectional Tracking Links, Tracking Enhancers, Omnidirectional Tracking Enhancers, Gyrostabilizers, Magnetic Field Stabiliziers, Heat Sinks, Ballistic Control Systems, Drone Damage Amplifiers, Stasis Webifiers, Warp Disruptors and Scramblers, Sensor Boosters, Remote Sensor Boosters, Signal Amplifiers, ECCM, Projected ECCM, Sensor Backup Arrays, Capacitor Batteries and Damage Controls.
  • Highlights of these changes include:
  • A revamped falloff formula for all electronic warfare modules that reduces effect strength at long range instead of using random chance.
  • Significant increases to Target Painter range.
  • Sensor Boosters and ECCM have been fully merged into one set of modules that provides bonuses to Scan Resolution, Targeting Range and Omni Sensor Strength. Similar merging has occurred for Remote Sensor Boosters and Projected ECCM, and for Signal Amplifiers and Sensor Backup Arrays.
  • Cap Batteries now reduce the strength of incoming capacitor warfare effects, rather than having a chance to reflect the hostile effects. They have also been buffed significantly.
  • Damage Controls are now passive modules, and provide reduces hull resistances. This extra hull resistance has been integrated directly into the base ship stats, providing every ship in the game with 33% base hull damage resistances. New faction and officer Damage Controls have been added.
  • Full details of these module tiericide changes can be found in the following forum feedback and discussion threads
  • Target Painters
  • Sensor Dampeners
  • ECM and Burst Jammers
  • Tracking Upgrades
  • Damage Upgrades
  • Stasis Webifiers
  • Warp Disruptors and Scramblers
  • Sensor and ECCM Modules
  • Cap Batteries
  • Damage Controls
  • As part of this module tiericide, many module types are being converted into different types. The list of converted types follows:
  • Partial Weapon Navigation is being converted to Phased Scoped Target Painter
  • Indirect Scanning Dampening Unit I is being converted to Phased Muon Scoped Sensor Dampener
  • 'Broker' Remote Sensor Dampener I is being converted to 'Executive' Sensor Dampener
  • Initiated Ion Field ECM I is being converted to Hypnos Scoped Magnetometric ECM
  • FZ-3 Subversive Spatial Destabilizer ECM is being converted to BZ-5 Scoped Gravimetric ECM
  • 'Penumbra' White Noise ECM is being converted to Umbra Scoped Radar ECM
  • Faint Phase Inversion ECM I is being converted to Enfeebling Scoped Ladar ECM
  • 'Hypnos' Multispectral ECM I is being converted to Compulsive Scoped Multispectral ECM
  • 1Z-3 Subversive ECM Eruption is being converted to Cetus Scoped Burst Jammer
  • 'Prayer' Remote Tracking Computer is being converted to P-S Compact Remote Tracking Computer
  • 'Tycoon' Remote Tracking Computer is being converted to 'Enterprise' Remote Tracking Computer
  • Monopulse Tracking Mechanism I is being converted to F-12 Enduring Tracking Computer
  • 'Orion' Tracking CPU I is being converted to Optical Compact Tracking Computer
  • 'Economist' Tracking Computer I is being converted to 'Marketeer' Tracking Computer
  • Beta-Nought Tracking Mode is being converted to 'Basic' Tracking Enhancer
  • Azimuth Descalloping Tracking Enhancer is being converted to 'Basic' Tracking Enhancer
  • F-AQ Delay-Line Scan Tracking Subroutines is being converted to 'Basic' Tracking Enhancer
  • Beam Parallax Tracking Program is being converted to 'Basic' Tracking Enhancer
  • Sigma-Nought Tracking Mode I is being converted to Fourier Compact Tracking Enhancer
  • Auto-Gain Control Tracking Enhancer I is being converted to Fourier Compact Tracking Enhancer
  • F-aQ Phase Code Tracking Subroutines is being converted to Fourier Compact Tracking Enhancer
  • Lateral Gyrostabilizer is being converted to 'Basic' Gyrostabilizer
  • F-M2 Weapon Inertial Suspensor is being converted to 'Basic' Gyrostabilizer
  • Hydraulic Stabilization Actuator is being converted to 'Basic' Gyrostabilizer
  • Stabilized Weapon Mounts is being converted to 'Basic' Gyrostabilizer
  • Cross-Lateral Gyrostabilizer I is being converted to Counterbalanced Compact Gyrostabilizer
  • F-M3 Munition Inertial Suspensor is being converted to Counterbalanced Compact Gyrostabilizer
  • Pneumatic Stabilization Actuator I is being converted to Counterbalanced Compact Gyrostabilizer
  • Monophonic Stabilization Actuator I is being converted to 'Kindred' Gyrostabilizer
  • Monophonic Stabilization Actuator I Blueprint is being converted to 'Kindred' Gyrostabilizer Blueprint
  • Heat Exhaust System is being converted to 'Basic' Heat Sink
  • C3S Convection Thermal Radiator is being converted to 'Basic' Heat Sink
  • 'Boreas' Coolant System is being converted to 'Basic' Heat Sink
  • Stamped Heat Sink is being converted to 'Basic' Heat Sink
  • Thermal Exhaust System I is being converted to Extruded Compact Heat Sink
  • C4S Coiled Circuit Thermal Radiator is being converted to Extruded Compact Heat Sink
  • 'Skadi' Coolant System I is being converted to Extruded Compact Heat Sink
  • 'Mangonel' Heat Sink I is being converted to 'Trebuchet' Heat Sink
  • 'Mangonel' Heat Sink I Blueprint is being converted to 'Trebuchet' Heat Sink Blueprint
  • Insulated Stabilizer Array is being converted to 'Basic' Magnetic Field Stabilizer
  • Linear Flux Stabilizer is being converted to 'Basic' Magnetic Field Stabilizer
  • Gauss Field Balancer is being converted to 'Basic' Magnetic Field Stabilizer
  • Magnetic Vortex Stabilizer is being converted to 'Basic' Magnetic Field Stabilizer
  • Insulated Stabilizer Array I is being converted to Vortex Compact Magnetic Field Stabilizer
  • Linear Flux Stabilizer I is being converted to Vortex Compact Magnetic Field Stabilizer
  • Gauss Field Balancer I is being converted to Vortex Compact Magnetic Field Stabilizer
  • 'Capitalist' Magnetic Field Stabilizer I is being converted to 'Monopoly' Magnetic Field Stabilizer
  • 'Capitalist' Magnetic Field Stabilizer I Blueprint is being converted to 'Monopoly' Magnetic Field Stabilizer Blueprint
  • Muon Coil Bolt Array I is being converted to Crosslink Compact Ballistic Control System
  • Multiphasic Bolt Array I is being converted to Crosslink Compact Ballistic Control System
  • 'Pandemonium' Ballistic Enhancement is being converted to Crosslink Compact Ballistic Control System
  • Ballistic 'Purge' Targeting System I is being converted to 'Full Duplex' Ballistic Control System
  • Ballistic 'Purge' Targeting System I Blueprint is being converted to 'Full Duplex' Ballistic Control System Blueprint
  • 'Langour' Drive Disruptor I is being converted to X5 Enduring Stasis Webifier
  • Patterned Stasis Web I is being converted to Fleeting Compact Stasis Webifier
  • Fleeting Progressive Warp Scrambler I is being converted to Faint Epsilon Scoped Warp Scrambler
  • Fleeting Warp Disruptor I is being converted to Faint Scoped Warp Disruptor
  • GLFF Containment Field is being converted to 'Basic' Damage Control
  • Interior Force Field Array is being converted to 'Basic' Damage Control
  • F84 Local Damage System is being converted to 'Basic' Damage Control
  • Systematic Damage Control is being converted to 'Basic' Damage Control
  • 'Gonzo' Damage Control I is being converted to 'Radical' Damage Control
  • 'Gonzo' Damage Control I Blueprint is being converted to 'Radical' Damage Control Blueprint
  • Emergency Damage Control I is being converted to IFFA Compact Damage Control
  • F85 Peripheral Damage System I is being converted to IFFA Compact Damage Control
  • Pseudoelectron Containment Field I is being converted to IFFA Compact Damage Control
  • Micro Ld-Acid Capacitor Battery I is being converted to 'Micro' Cap Battery
  • Micro Ohm Capacitor Reserve I is being converted to 'Micro' Cap Battery
  • Micro F-4a Ld-Sulfate Capacitor Charge Unit is being converted to 'Micro' Cap Battery
  • Micro Peroxide Capacitor Power Cell is being converted to 'Micro' Cap Battery
  • Micro Capacitor Battery II is being converted to 'Micro' Cap Battery
  • Small Ohm Capacitor Reserve I is being converted to Small Compact Pb-Acid Cap Battery
  • Small F-4a Ld-Sulfate Capacitor Charge Unit is being converted to Small Compact Pb-Acid Cap Battery
  • Small Peroxide Capacitor Power Cell is being converted to Small Compact Pb-Acid Cap Battery
  • Medium Ohm Capacitor Reserve I is being converted to Medium Compact Pb-Acid Cap Battery
  • Medium F-4a Ld-Sulfate Capacitor Charge Unit is being converted to Medium Compact Pb-Acid Cap Battery
  • Medium Peroxide Capacitor Power Cell is being converted to Medium Compact Pb-Acid Cap Battery
  • Large Ohm Capacitor Reserve I is being converted to Large Compact Pb-Acid Cap Battery
  • Large F-4a Ld-Sulfate Capacitor Charge Unit is being converted to Large Compact Pb-Acid Cap Battery
  • Large Peroxide Capacitor Power Cell is being converted to Large Compact Pb-Acid Cap Battery
  • ECCM - Radar I is being converted to Sensor Booster I
  • ECCM - Ladar I is being converted to Sensor Booster I
  • ECCM - Magnetometric I is being converted to Sensor Booster I
  • ECCM - Gravimetric I is being converted to Sensor Booster I
  • ECCM - Omni I is being converted to Sensor Booster I
  • ECCM - Radar I Blueprint is being converted to Sensor Booster I Blueprint
  • ECCM - Ladar I Blueprint is being converted to Sensor Booster I Blueprint
  • ECCM - Magnetometric I Blueprint is being converted to Sensor Booster I Blueprint
  • ECCM - Gravimetric I Blueprint is being converted to Sensor Booster I Blueprint
  • ECCM - Omni I Blueprint is being converted to Sensor Booster I Blueprint
  • Alumel Radar ECCM Sensor Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Alumel Ladar ECCM Sensor Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Alumel Gravimetric ECCM Sensor Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Alumel Omni ECCM Sensor Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Alumel Magnetometric ECCM Sensor Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Ladar ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Gravimetric ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Omni ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Radar ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Magnetometric ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Extra Radar ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Extra Ladar ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Extra Gravimetric ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Extra Magnetometric ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Gravimetric Positional ECCM Sensor System I is being converted to F-90 Compact Sensor Booster
  • Radar Positional ECCM Sensor System I is being converted to F-90 Compact Sensor Booster
  • Omni Positional ECCM Sensor System I is being converted to F-90 Compact Sensor Booster
  • Ladar Positional ECCM Sensor System I is being converted to F-90 Compact Sensor Booster
  • Magnetometric Positional ECCM Sensor System I is being converted to F-90 Compact Sensor Booster
  • Incremental Radar ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Incremental Ladar ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Incremental Gravimetric ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Incremental Magnetometric ECCM Scanning Array I is being converted to Alumel-Wired Enduring Sensor Booster
  • Prototype ECCM Radar Sensor Cluster is being converted to Alumel-Wired Enduring Sensor Booster
  • Prototype ECCM Ladar Sensor Cluster is being converted to Alumel-Wired Enduring Sensor Booster
  • Prototype ECCM Gravimetric Sensor Cluster is being converted to Alumel-Wired Enduring Sensor Booster
  • Prototype ECCM Omni Sensor Cluster is being converted to Alumel-Wired Enduring Sensor Booster
  • Prototype ECCM Magnetometric Sensor Cluster is being converted to Alumel-Wired Enduring Sensor Booster
  • Conjunctive Radar ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Conjunctive Ladar ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Conjunctive Gravimetric ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • Conjunctive Magnetometric ECCM Scanning Array I is being converted to F-90 Compact Sensor Booster
  • ECCM - Omni II is being converted to Sensor Booster II
  • ECCM - Gravimetric II is being converted to Sensor Booster II
  • ECCM - Ladar II is being converted to Sensor Booster II
  • ECCM - Magnetometric II is being converted to Sensor Booster II
  • ECCM - Radar II is being converted to Sensor Booster II
  • ECCM - Omni II Blueprint is being converted to Sensor Booster II Blueprint
  • ECCM - Gravimetric II Blueprint is being converted to Sensor Booster II Blueprint
  • ECCM - Ladar II Blueprint is being converted to Sensor Booster II Blueprint
  • ECCM - Magnetometric II Blueprint is being converted to Sensor Booster II Blueprint
  • ECCM - Radar II Blueprint is being converted to Sensor Booster II Blueprint
  • 'Forger' ECCM - Magnetometric I is being converted to 'Shady' Sensor Booster
  • 'Forger' ECCM - Magnetometric I Blueprint is being converted to 'Shady' Sensor Booster Blueprint
  • Basic RADAR Backup Array is being converted to 'Basic' Signal Amplifier
  • Basic Ladar Backup Array is being converted to 'Basic' Signal Amplifier
  • Basic Gravimetric Backup Array is being converted to 'Basic' Signal Amplifier
  • Basic Magnetometric Backup Array is being converted to 'Basic' Signal Amplifier
  • Basic Multi Sensor Backup Array is being converted to 'Basic' Signal Amplifier
  • Emergency Magnetometric Scanners is being converted to 'Basic' Signal Amplifier
  • Emergency Multi-Frequency Scanners is being converted to 'Basic' Signal Amplifier
  • Emergency RADAR Scanners is being converted to 'Basic' Signal Amplifier
  • Emergency Ladar Scanners is being converted to 'Basic' Signal Amplifier
  • Emergency Gravimetric Scanners is being converted to 'Basic' Signal Amplifier
  • Sealed RADAR Backup Cluster is being converted to 'Basic' Signal Amplifier
  • Sealed Magnetometric Backup Cluster is being converted to 'Basic' Signal Amplifier
  • Sealed Multi-Frequency Backup Cluster is being converted to 'Basic' Signal Amplifier
  • Sealed Ladar Backup Cluster is being converted to 'Basic' Signal Amplifier
  • Sealed Gravimetric Backup Cluster is being converted to 'Basic' Signal Amplifier
  • Surplus RADAR Reserve Array is being converted to 'Basic' Signal Amplifier
  • F-42 Reiterative RADAR Backup Sensors is being converted to 'Basic' Signal Amplifier
  • Surplus Magnetometric Reserve Array is being converted to 'Basic' Signal Amplifier
  • F-42 Reiterative Magnetometric Backup Sensors is being converted to 'Basic' Signal Amplifier
  • Surplus Multi-Frequency Reserve Array is being converted to 'Basic' Signal Amplifier
  • F-42 Reiterative Multi-Frequency Backup Sensors is being converted to 'Basic' Signal Amplifier
  • Surplus Ladar Reserve Array is being converted to 'Basic' Signal Amplifier
  • F-42 Reiterative Ladar Backup Sensors is being converted to 'Basic' Signal Amplifier
  • Surplus Gravimetric Reserve Array is being converted to 'Basic' Signal Amplifier
  • F-42 Reiterative Gravimetric Backup Sensors is being converted to 'Basic' Signal Amplifier
  • Gravimetric Backup Array I is being converted to Signal Amplifier I
  • Ladar Backup Array I is being converted to Signal Amplifier I
  • Magnetometric Backup Array I is being converted to Signal Amplifier I
  • Multi Sensor Backup Array I is being converted to Signal Amplifier I
  • RADAR Backup Array I is being converted to Signal Amplifier I
  • Gravimetric Backup Array I Blueprint is being converted to Signal Amplifier I Blueprint
  • Ladar Backup Array I Blueprint is being converted to Signal Amplifier I Blueprint
  • Magnetometric Backup Array I Blueprint is being converted to Signal Amplifier I Blueprint
  • Multi Sensor Backup Array I Blueprint is being converted to Signal Amplifier I Blueprint
  • RADAR Backup Array I Blueprint is being converted to Signal Amplifier I Blueprint
  • Protected Gravimetric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Protected Ladar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Protected Magnetometric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Protected Multi-Frequency Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Protected RADAR Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Reserve Gravimetric Scanners is being converted to F-89 Compact Signal Amplifier
  • Reserve Ladar Scanners is being converted to F-89 Compact Signal Amplifier
  • Reserve Magnetometric Scanners is being converted to F-89 Compact Signal Amplifier
  • Reserve Multi-Frequency Scanners is being converted to F-89 Compact Signal Amplifier
  • Reserve RADAR Scanners is being converted to F-89 Compact Signal Amplifier
  • Secure Gravimetric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Secure Ladar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Secure Magnetometric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Secure Radar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • F-43 Repetitive Gravimetric Backup Sensors is being converted to F-89 Compact Signal Amplifier
  • F-43 Repetitive Ladar Backup Sensors is being converted to F-89 Compact Signal Amplifier
  • F-43 Repetitive Magnetometric Backup Sensors is being converted to F-89 Compact Signal Amplifier
  • F-43 Repetitive Multi-Frequency Backup Sensors is being converted to F-89 Compact Signal Amplifier
  • F-43 Repetitive RADAR Backup Sensors is being converted to F-89 Compact Signal Amplifier
  • Shielded Gravimetric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Shielded Ladar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Shielded Magnetometric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Shielded Radar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Surrogate Gravimetric Reserve Array I is being converted to F-89 Compact Signal Amplifier
  • Surrogate Ladar Reserve Array I is being converted to F-89 Compact Signal Amplifier
  • Surrogate Magnetometric Reserve Array I is being converted to F-89 Compact Signal Amplifier
  • Surrogate Multi-Frequency Reserve Array I is being converted to F-89 Compact Signal Amplifier
  • Surrogate RADAR Reserve Array I is being converted to F-89 Compact Signal Amplifier
  • Warded Gravimetric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Warded Ladar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Warded Magnetometric Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Warded Radar Backup Cluster I is being converted to F-89 Compact Signal Amplifier
  • Gravimetric Backup Array II is being converted to Signal Amplifier II
  • Ladar Backup Array II is being converted to Signal Amplifier II
  • Magnetometric Backup Array II is being converted to Signal Amplifier II
  • Multi Sensor Backup Array II is being converted to Signal Amplifier II
  • RADAR Backup Array II is being converted to Signal Amplifier II
  • Gravimetric Backup Array II Blueprint is being converted to Signal Amplifier II Blueprint
  • Ladar Backup Array II Blueprint is being converted to Signal Amplifier II Blueprint
  • Magnetometric Backup Array II Blueprint is being converted to Signal Amplifier II Blueprint
  • Multi Sensor Backup Array II Blueprint is being converted to Signal Amplifier II Blueprint
  • RADAR Backup Array II Blueprint is being converted to Signal Amplifier II Blueprint
  • Gravimetric Firewall is being converted to 'Firewall' Signal Amplifier
  • Ladar Firewall is being converted to 'Firewall' Signal Amplifier
  • Magnetometric Firewall is being converted to 'Firewall' Signal Amplifier
  • Multi Sensor Firewall is being converted to 'Firewall' Signal Amplifier
  • RADAR Firewall is being converted to 'Firewall' Signal Amplifier
  • ECCM Projector I is being converted to Remote Sensor Booster I
  • ECCM Projector I Blueprint is being converted to Remote Sensor Booster I Blueprint
  • Scattering ECCM Projector I is being converted to Linked Enduring Sensor Booster
  • Piercing ECCM Emitter I is being converted to Coadjunct Scoped Remote Sensor Booster
  • Spot Pulsing ECCM I is being converted to F-23 Compact Remote Sensor Booster
  • Phased Muon ECCM Caster I is being converted to F-23 Compact Remote Sensor Booster
  • ECCM Projector II is being converted to Remote Sensor Booster II
  • ECCM Projector II Blueprint is being converted to Remote Sensor Booster II Blueprint
  • Prototype Sensor Booster is being converted to Alumel-Wired Enduring Sensor Booster
  • Supplemental Scanning CPU I is being converted to F-90 Compact Sensor Booster
  • Amplitude Signal Enhancer is being converted to 'Basic' Signal Amplifier
  • 'Acolyth' Signal Booster is being converted to 'Basic' Signal Amplifier
  • Type-E Discriminative Signal Augmentation is being converted to 'Basic' Signal Amplifier
  • F-90 Positional Signal Amplifier is being converted to 'Basic' Signal Amplifier
  • 'Mendicant' Signal Booster I is being converted to F-89 Compact Signal Amplifier
  • Wavelength Signal Enhancer I is being converted to F-89 Compact Signal Amplifier
  • Type-D Attenuation Signal Augmentation is being converted to F-89 Compact Signal Amplifier
  • Connected Remote Sensor Booster is being converted to F-23 Compact Remote Sensor Booster
  • 'Boss' Remote Sensor Booster is being converted to 'Bootleg' Remote Sensor Booster
  • 'Entrepreneur' Remote Sensor Booster is being converted to 'Bootleg' Remote Sensor Booster
  • 'Pacifier' Large Remote Armor Repairer is being converted to 'Peace' Large Remote Armor Repairer
  • 'Pacifier' Large Remote Armor Repairer Blueprint is being converted to 'Peace' Large Remote Armor Repairer Blueprint
  • 'Broker' Remote Sensor Dampener I Blueprint is being converted to 'Executive' Remote Sensor Dampener Blueprint
  • 'Tycoon' Remote Tracking Computer Blueprint is being converted to 'Enterprise' Remote Tracking Computer Blueprint
  • 'Economist' Tracking Computer I Blueprint is being converted to 'Marketeer' Tracking Computer Blueprint
  • Miscellaneous:
  • The character watchlist is now known as the 'Buddy List' to better reflect its usage (and to avoid confusion with the fleet watchlist).
  • Seeing a character's online status now requires mutual consent: You will only by able to see the online status of characters on your Buddy List if they have also added you to their list. This includes restricting the 'PlayerX is now online' notification popups to mutual buddies. If another character has NOT added you back, then they will always appear with a red 'offline' indicator regardless of their actual state.
  • Moved server shutdown notifications to use the newer notification center.
  • Added the ability for CCP to send development news, server alerts, in-game news, and out of game news to the notification center.
  • Missions & NPCs:
  • New items are available in the Sisters of EVE loyalty point store, which can be purchased with ISK, and Analysis Kredits that are gained via advancing your analyst rank in Project Discovery.
  • Drifters and Circadian Seekers have additional loot items available for plundering.
  • Drifter forces have begun to return to their wormholes, ending their assault on the Amarr Empire.
  • Project Discovery:
  • Project Discovery is now available to use, and has been added to your Neocom.
  • You can find out more about Project Discovery at the Project Discovery website.
  • Additional information is also available in the Dev Blog: Project Discovery needs you!
  • Science & Industry:
  • Add 20 units of Strontium to manufacturing requirements all fuel block types.
  • Added 3 new structure components and their respective blueprints to the market:
  • Structure Acceleration Coils and Structure Acceleration Coils Blueprint
  • Structure Advertisement Nexus and Structure Advertisement Nexus Blueprint
  • Structure Electromagnetic Sensor and Structure Electromagnetic Sensor Blueprint
  • Change distribution of Minerals and items from Planetary Interaction (PI) of all structure components.
  • Changed name of fuel block and blueprints from racial to isotype type:
  • Amarr Fuel Block(Blueprint) becomes Helium Fuel Block(Blueprint)
  • Minmatar Fuel Block(Blueprint) becomes Hydrogen Fuel Block(Blueprint)
  • Gallente Fuel Block(Blueprint) becomes Oxygen Fuel Block(Blueprint)
  • Caldari Fuel Block(Blueprint) becomes Nitrogen Fuel Block(Blueprint)
  • All remaining Sovereignty Blockade Unit blueprints are being converted to Territorial Claim Unit Blueprints.
  • Skills:
  • Added 4 new Structure skills to the market under the category Structure Management
  • Structure Defensive Systems
  • Structure Electronic Systems
  • Structure Engineering Systems
  • Structure Missile Systems
  • Structures & Deployables:
  • Starbases can now repackage the same type of items as Stations.
  • User Interface:
  • The new Camera has been improved
  • Various tweaks have been made to zoom, bobbing, and tracking camera movement.
  • The Tactical Overlay has been removed from the First Person Camera
  • The max zoom in orbit mode has been increased
  • Ship Speed Offset setting (in the settings menu) has been renamed to Dynamic Center Offset and now also toggles the tracking camera ship offset
  • Camera Speed setting in the settings has been replaced with Camera Inertia
  • The 'Import Skillqueue' option has been moved from training queue menu to an icon on the actual training queue
  • The default fleet history filter has been changed to be 'Broadcast History' instead of 'All'.
  • An 'Import Shopping List' option has been added to the Multibuy window.
  • Improved the bug reporting window in the client (accessed through F12 menu) with added localization, text changes (added hints) and minor layout changes.
  • Defect Fixes:
  • Gameplay:
  • Warfare links no longer lose their bonus when a skill is being trained or a booster or implant changed.
  • Missiles that are in-flight when Siege or Bastion modules are toggled will now apply damage as expected, rather than always hitting for 0.
  • Contacts are now being removed from other characters contact lists when characters are being deleted preventing any "ghost actions" against them.
  • The orbit plane used by the automatic orbit command will no longer change when ship velocity changes.
  • Graphics:
  • Adjusted lights on the Gallente Supercarrier Nyx.
  • Recalibrated the shield emitters for Angel Battleship Machariel, Caldari Cruisers Caracal and Cerberus, Caldari Dreadnought Phoenix, Caldari Marauder Golem, Minmatar Industrials Mammoth and Mastodon.
  • Altered booster effects for ships in warp to prevent exhaust clipping.
  • Reduced the flickering of lights on the Sisters of EVE Frigate Astero.
  • Updated the kill marks and logos on the Alliance Tournament XIII Sansha Cruiser Fiend and Sansha Frigate Imp prize ships.
  • Relocated the kill marks location on the Gallente Destroyers Algos and Magus to prevent manufacturer logo overlap.
  • Removed black artifacts from the sails of the Minmatar Frigates Slasher, Stiletto and Probe.
  • Reanimated Heavy Assault missile launcher loading and firing sequence.
  • PvE:
  • The mission site for the 'Oh, the Augumene!' mission now contains the exact amount of ore required for its completion.
  • Fixed an issue where different types of incursions could appear in the same solar systems at the same time.
  • User Interface:
  • Docked Camera: Dragging items outside of inventory no longer rotates the camera.
  • New Camera:
  • Fixed 'Look At' and 'Track' incorrectly appearing in various right click menus
  • Fixed some issues that could occur when you move the Camera Center slider far to one end
  • Fixed the chase camera getting stuck at a far zoom state
  • Fixed excessive camera bobbing when in a pod
  • Auto-Tracking: Combat hotkeys no longer cause camera to track
  • Auto-Tracking: Fixed camera jitters after each jump when using autopilot
  • Tactical Mode: Zoom level is now properly remembered when jumping
  • Fixed the 'Display Zoom Buttons' option
  • Changed how the camera behaves when exiting tracking mode with Center Offset on, to prevent jarring camera movements
  • Fixed an issue which could occur when tracking an object that then disappears
  • Fixed locked 'Look At' command when alt-tabbing into a client
  • Fixing an issue that was preventing the probe scanning results filter to filter out the non-matching results that had already been identified and belonged to the same scan group as any of the items in the filter.
  • Fixed an issue that was preventing fits exported from a non-English client form being imported to an English client.
  • Fixed some capitalization issues in the overview menu
  • When training several levels of the same skill, they no longer show all as partially trained in the skill queue, if the first level is partially trained.
  • Third Party Development:
  • CREST API:
  • Added information to OPTIONS calls to indicate if a resource is available to third-party developers.
  • Professionally submitted the 1 millionth change list with the sole comment of "FIRST!"
  • Added ID to inventory groups and categories.

New in EVE Online: Into the Abyss 13.11.1011198 (Feb 23, 2016)

  • FIXES:
  • PvE:
  • Drifter Incursions now have a player cap where the rewards tail off to zero.
  • Cynosural fields cannot be generated in agent mission site locations, as well as any site in space which has natural phenomena disrupting the use of warp drives within the site.
  • Technical:
  • Fixed an issue where you were unable to extract skills with a Skill Extractor if you had implants in your head that you did not meet the requirements for.

New in EVE Online: Into the Abyss 13.10.1008370 Patch for Parallax (Feb 19, 2016)

  • FIXES:
  • Gameplay:
  • Fixed skill training problems with the expiry of Cerebral Accelerator boosters.
  • Graphics:
  • Fixed floating turrets on the Loki
  • User Interface:
  • Personal Assets search will now persist the search text field and results during session changes such as jumping between systems, docking at a station, or changing ships in space for example.
  • D-Scan: the results list now populates instantly
  • New Camera: fixed the invert zoom option when zooming by holding down L+R mouse buttons
  • New Camera: Fixed binding the D-Scan hotkey to a mouse button
  • New Camera: Fixed zoom distance not being saved when switching from and back to orbit camera
  • New Camera: Fixed an issue causing the D-Scan window to scan twice sometimes when scanning objects in the overview
  • New Camera: The orbit camera will now remember its zoom distance when jumping
  • Skill training notifications have been modified to no longer show duplicate notifications and the "no skill in queue" notifications only shows when it makes sense.
  • Level 5 skills show now again the correct star icon also in the skill queue window.

New in EVE Online: Into the Abyss 13.10.1007258 Patch for Parallax (Feb 17, 2016)

  • EATURES & CHANGES:
  • Exploration:
  • The Astrahus Exemplar site has been updated in the Ourapheh, Mara, Asgeir, Anjedin and PF-346 systems
  • Skills:
  • The following five skills are no longer completely restricted from being extracted with a Skill Extractor
  • Advanced Infomorph Psychology
  • Command Center Upgrades
  • Cybernetics
  • Infomorph Psychology
  • Interplanetary Consolidation
  • SKINs:
  • Added T2 Cruiser, Battlecruiser, and Battleship SKINs for the Minmatar Tronhadar Ink line. T1 Cruiser, Battle cruiser and Battleship SKINs for the same line are now available for purchase from the New Eden Store.
  • The full list of available Tronhadar Ink SKINs is as follows
  • Bellicose Tronhadar Ink SKIN (Permanent)
  • Rupture Tronhadar Ink SKIN (Permanent)
  • Scythe Tronhadar Ink SKIN (Permanent)
  • Stabber Tronhadar Ink SKIN (Permanent)
  • Muninn Tronhadar Ink SKIN (Permanent)
  • Vagabond Tronhadar Ink SKIN (Permanent)
  • Broadsword Tronhadar Ink SKIN (Permanent)
  • Scimitar Tronhadar Ink SKIN (Permanent)
  • Huginn Tronhadar Ink SKIN (Permanent)
  • Rapier Tronhadar Ink SKIN (Permanent)
  • Cyclone Tronhadar Ink SKIN (Permanent)
  • Hurricane Tronhadar Ink SKIN (Permanent)
  • Tornado Tronhadar Ink SKIN (Permanent)
  • Claymore Tronhadar Ink SKIN (Permanent)
  • Sleipnir Tronhadar Ink SKIN (Permanent)
  • Maelstrom Tronhadar Ink SKIN (Permanent)
  • Tempest Tronhadar Ink SKIN (Permanent)
  • Typhoon Tronhadar Ink SKIN (Permanent)
  • Panther Tronhadar Ink SKIN (Permanent)
  • Vargur Tronhadar Ink SKIN (Permanent)
  • User Interface:
  • New Camera:
  • Added tracking camera toggle (enable with Shift + C) to the Orbit mode
  • Added a new way to D-Scan: hold V and click (V can be changed to other keys via the settings menu).
  • FIXES:
  • Gameplay:
  • Mining drones have been reprogrammed to no longer return too much ore in specific cases.
  • Graphics:
  • Corrected an error when double clicking the playlist for the new EVE Flight Academy video player.
  • User Interface:
  • Partially trained skills are now again shown properly as partially trained in the skill queue window.
  • Implants are again removed correctly from the character sheet after being podded.
  • New Camera:
  • Fixed an issue which could break the camera when looking at something and warping away.
  • First person mode - own beam effects are now visible.
  • Fixed old map breaking when jumping between systems.
  • The tactical overlay will now remember its state between jumps.
  • Zoom no longer resets when docking and undocking.

New in EVE Online: Into the Abyss 13.10.1006243 Patch for Parallax (Feb 12, 2016)

  • FEATURES & CHANGES:
  • Miscellaneous:
  • EVE Flight Academy tutorial videos can now be accessed in the game client from the F12 menu.
  • Updated the “Interacting with others” tutorial video to reflect updated game features.
  • Skills:
  • In the Skill Extractor window you can now undo marking skills for extraction in any order by clicking the undo button on the skill entry in the list.
  • FIXES:
  • Gameplay:
  • The Character Creator tutorial video has been adjusted to match updated game features.
  • User Interface:
  • Applying unallocated skill points through the character sheet no longer pauses your skill training.
  • New Camera:
  • Fixed an issue where players could get stuck in the space scene when docked, after using first person mode
  • Fixed turrets not being visible on other ships
  • Fixed an issue that could cause a strange "fishbowl" FOV after jumping
  • Anomalies and bookmarks can now be tracked
  • Tracking of ships that are warping away is now maintained until the tracked ship leaves the grid

New in EVE Online: Into the Abyss 13.10.1003795 Patch for Parallax (Feb 8, 2016)

  • FEATURES & CHANGES:
  • Skill Trading:
  • Summary: It will now be possible for players to trade skill points between each other on the in-game market using two new items, the ‘Skill Extractor’ and ‘Skill Injector’. For a detailed overview of the feature please take a look at these two dev blogs: Exploring the Character Bazaar and Skill Trading, and Skill Trading in New Eden.
  • New Items: Skill Extractor and Skill Injector
  • Skill Extractor:
  • Skill Extractors are purchased from the new Eden Store for Aurum.
  • Skill Extractors can be bought and sold in the in-game market. They are listed under ‘Pilot’s Services’.
  • By consuming a Skill Extractor and extracting 500,000 Skill Points from previously trained skills, players can create a Skill Injector.
  • There are a number of restrictions to the use of Skill Extractors:
  • Skill Extractors may be only activated if the client was started using the fully supported game launcher. This is to ensure two-factor authentication support for skill trading.
  • Characters must be docked and have no active ship.
  • Characters must have more than 5,500,000 trained skill points.
  • Skills which are a prerequisite of another trained skill cannot be extracted. (Note here that you can extract if all dependent skills have been extracted first)
  • The following skills can not be extracted:
  • Infomorph Psychology
  • Advanced Infomorph Psychology
  • Cybernetics
  • Command Center Upgrade
  • Interplanetary Consolidation
  • Skill Injector:
  • Skill Injectors can be bought and sold in the in-game market. They are listed under ‘Pilot’s Services’.
  • Skill Injectors can be consumed by a character to add unallocated skill points in to a characters skill point pool.
  • These skill points can be distributed immediately, but will stay in the pool indefinitely if not used.
  • The amount of skill points granted by Skill Injectors varies based on the total skill points trained previously on the character using the injector, according to the following scale:
  • Less than 5,000,000 skill points trained -> 500,000 unallocated SP injected
  • 5,000,000 - 50,000,000 skill points trained -> 400,000 unallocated SP injected
  • 50,000,000 - 80,000,000 skill points trained -> 300,000 unallocated SP injected
  • 80,000,000 or greater skill points trained -> 150,000 unallocated SP injected
  • The amount of skill points you will receive per injector will be highlighted for you in the show info page for the Skill Injector item.
  • In conjunction with the Skill Trading feature, we’ve made a number of changes and improvements to skill book injection and the training queue, specifically
  • Skills can now be injected at any time, regardless of requirements.
  • To begin training a skill, you must now either meet all prerequisites for the skill or have at least 1 skillpoint already trained in that skill.
  • Skills with untrained prerequisites can now be added to the queue if they come after prerequisite training.
  • Unallocated skillpoints can now be applied to your training queue.
  • Audio:
  • A new Theme song has been published for the February release: Waltz of the Capsuleers
  • Combat Music for Engagements: This is an opt-out early iteration of a feature which plays specific music (combat music) when a player is targeted and possibly under threat of being attacked. Depending on the adoption rates and player feedback, this feature may be moved from opt-out status.
  • Balancing:
  • The hitpoints of ship and NPC wrecks have been rebalanced. Instead the formerly uniform 500 hitspoints for a wreck, wrecks of larger ships have considerably more hitpoints.
  • Frigate, Rookie Ship, Shuttle, Small NPC: 700 hp
  • Destroyer: 1000 hp
  • Cruiser, Mining Barge, Medium NPC, Generic NPC: 1500 hp
  • Battlecruiser, Industrial: 2500 hp
  • Battleship, Large NPC, Officer NPC: 3500 hp
  • Carrier, Dread, Rorqual, Orca, Freighter: 15000 hp
  • Supercarrier, NPC Supercarrier: 25000 hp
  • Titan: 30000 hp
  • Further details can be found in this forum thread.
  • Exploration:
  • Research Components for the Upwell Consortium no longer drop from Ghost sites and Serpentis exploration sites.
  • Sisters of EVE Flotillas can now be found in Drifter wormhole systems.
  • Graphics:
  • Doomsday and Smartbomb module effects are now supported by the new visual damage system, you will be able to visualize the damage onto your unsuspecting foe.
  • Caldari and Gallente Strategic Cruisers (Tech-3) have been given the Physically Based Rendering treatment and use our new shader system.
  • All Strategic Cruisers now sport killmark decals.
  • Missile graphics have been optimized to improve client performance.
  • Market:
  • The following skills have been seeded to the market:
  • Force Auxiliary ships
  • Light & Support fighters
  • Skills:
  • Added Force Auxiliary skills for all races
  • Added Light & Support fighter skills
  • FIXES:
  • Audio:
  • The audio effects levels for Drifter turrets have been increased.
  • Gameplay:
  • Fixed several rare cases with training skills.
  • When trying to board a ship with insufficient skills from a ship maintenance array it will now stay stored instead of ejected into space.
  • It is no longer possible to accidentally use an Cerebral Accelerator after surpassing its maximum character age and losing it.
  • Fixed user-defined shortcut for 'Stop Ship' not working when probe scanner window was open.
  • Graphics:
  • Adjusted the orientation of the lights on the Jackdaw.
  • Moderated the display of ships over the Captain's Quarters' balcony to prevent overlapping models and the presence of inactive vessels.
  • Altered the code markings on the Kirin.
  • Added another turret locator set for the Crucifier Navy Issue to fix disappearing turrets.
  • Prevented planet mode from breaking the static hangar view.
  • Modified the textures used on the sail area of the Probe frigate.
  • Reworked the booster area textures for the Drake Navy Issue.
  • Reprimanded that pesky right booster on the Minmatar Tech-3 tactical destroyer, Svipul.
  • Reoriented the booster effects for the Gallente Imicus and Helios frigates.
  • Fixed the engine glow bleeding over geometry on the Hyperion .
  • Corrected the visual effects for the Large YF-12A Smartbomb and Large Rudimentary Concussion Bomb I modules.
  • Changed the doomsdays so they now apply impact damage.
  • Reattached blinking lights on the infested station ruins.
  • Localization:
  • Fixed a typo in the string displayed when insurance is paid for a ship. This typo prevented the variables to be displayed correctly in the Wallet journal for the French client.
  • PvE:
  • Changed the listed ship type for Minmatar Republic Fleet Officer from cruiser to frigate
  • The Crumbling Angel Stone Formation now correctly mentions the Relic Analyzer module in its site text.
  • Fixed an issue that would occasionally cause Serpentis Havens to appear in Sansha space.
  • Science & Industry:
  • The Guidance Disruptor II blueprint now correctly requires a Guidance Disruptor I as a build requirement.
  • The blueprints for the CONCORD Capital Remote Armor and Shield repairers have been corrected to reflect the new names for the modules.
  • Blueprints for the Missile Guidance Enhancer II now display the correct tech level attribute.
  • Clarified the group name for Energy Neutralizer Drones and blueprints.
  • SKINs:
  • Tronhadar Ink SKINs for Tech-2 Frigates and Destroyers now appear in the market properly and will apply to ships correctly.
  • User Interface:
  • Fixed an issue where the Market details icon would not update correctly if using "View Market Details" from a show info window.
  • Improved Corporation Asset Search user experience by parsing item type from the filter when the search is triggered instead of when the text input field loses focus.
  • Implemented several fixes in the Advanced Asset Search: added numerical characters parsing, fixed problems when searching in the German client, stopped showing all items when the search fails to find any items by the entered criteria, added display of all items when opening the window with empty search criteria.
  • Fixed info panels failure occurring while in a transport mission whose drop destination is set to a solar system instead of a station.
  • Inventory windows now display and function correctly if open when a player logs out in space.
  • Mouseover sound no longer plays if an item in Ship Tree is active when the Ship Tree is closed.
  • Clicking a module button exactly at the end of reloading will not longer stop the loading of new charges.
  • The Genolution 'Auroral' AU-79 implant is now showing again correctly in the character sheet after losing the pod.
  • Closing the skill queue window with unsaved changes will now reliably ask if the changes should be saved.
  • The skill training times in the skill queue window are now updating correctly when injecting an implant, without having to reopen the window.
  • An appropriate message is being displayed again at opening of the character sheet after losing a skill level due to a T3 Strategic Cruiser loss.
  • Fixed an issue whereby players with their UI hidden using CTRL+F9 would see in-space brackets after jumping through a Stargate.
  • Fixed positioning of tooltips in the map browser.
  • Fixed how automatic URL links would sometimes be incorrectly generated in chat.
  • The Large Remote Armor Repairer II and Large I-ax Enduring Remote Armor Repairer now display the correct meta levels in the user interface.
  • The 'Micro' Remote Shield Booster now displays the correct storyline icon overlay.
  • When comparing cloaking devices, unnamed attributes are no longer visible.
  • The client is now updated correctly when several skills train at the same time at login.
  • The skill training notification is now shown reliably when training a skill at login and the proper audio message is played again.
  • Fixed the calculation of remaining skill training times in various info windows.
  • Fixed a problem with updating the total skill point amount on the character selection screen.
  • The Beta Camera has now been changed to opt-out from opt-in. The option to switch the Beta Camera off can be accessed through general settings (press ESC in game to access those settings).
  • Several fixes have been made to the Beta Camera:
  • Zoom distance is now consistent when zooming in and out
  • Camera will no longer jump when tracked object leaves grid
  • Tracking a warping entity is no longer permitted by the camera
  • Cancelling the module induced target lock by right clicking in space now functions correctly
  • Text and Descriptions:
  • The description of Sansha and True Sansha control towers has been updated to reflect their visual models.
  • Energy weapons now explicitly list their instant reload time in show-info windows.
  • Clarified the description of the Rapid Launch skill.
  • Corrected a minor typo in the Maulus Navy Issue description.
  • Corrected minor text inconsistency in the Paladin role bonus text.
  • Corrected a typo in the Hedbergite ore description.
  • Clarified the bonus text for the Kirin and Deacon ships.
  • The Roden Shipyards flavor text in some Tech 2 ship descriptions has been updated to more accurately reflect their ship designs.
  • THIRD PARTY DEVELOPERS:
  • XML API:
  • Missing attribute 'key' in the 'factionWars' rowset has been added to the eve/FacWarStats.xml.aspx endpoint.

New in EVE Online: Into the Abyss 13.10.1003015 Patch for Parallax (Feb 2, 2016)

  • FEATURES & CHANGES :
  • User Interface:
  • New Scanning
  • The "Hit spheres" intensity has been adjusted.
  • The intensity on scanning bubbles has been adjusted.

New in EVE Online: Into the Abyss 13.10.1002007 Patch for Parallax (Jan 29, 2016)

  • FIXES :
  • Miscellaneous:
  • Minor improvements to the backend code.

New in EVE Online: Into the Abyss 13.10.1000881 Patch for Parallax (Jan 27, 2016)

  • FEATURES & CHANGES:
  • Exploration:
  • Upwell Consortium are now beginning the construction of the initial Astrahus. The Astrahus Exemplar Site can be found in the systems of Ourapheh, Anjedin, Asgeir, Mara, and PF-346. More information about this event can be found here.
  • User Interface:
  • New camera:
  • The Orbit Mode tracking camera now keeps the tracked item center screen, while pushing the foreground item to the side to make sure it doesn’t obscure the tracked item.
  • Added settings to turn off dynamic field of view and speed offset for orbit camera.
  • Added setting for inverted y-axis.
  • Improved mouse hints for camera mode buttons in ship HUD.
  • Merged Captains Quarters camera settings and In-space camera settings in the System Menu (ESC).
  • Fixed a defect where next gate in autopilot route wasn’t automatically selected in overview
  • The display of skill points on the character selection screen has been optimized so that it reflects the actual skill points in game more accurately.

New in EVE Online: Into the Abyss 13.10.998442 Patch for Parallax (Jan 19, 2016)

  • FIXES:
  • User Interface:
  • The Star field has been removed from Solar System Map and Beta Map.
  • Jump lines and markers now have increased visibility in the Beta Map.
  • Constellation and region marker visibility has been improved in the Beta Map.
  • Bookmark markers have been further optimized in the Solar System map and Beta Map.

New in EVE Online: Into the Abyss 13.10.996833 Patch for Parallax (Jan 14, 2016)

  • FIXES:
  • Gameplay:
  • Resolving an issue where changing ships in stations would cause NPCs to prioritize attacking drones rather than your ship.<
  • Fixed an issue with injecting several skills at the same time, which could lead to item loss.
  • User Interface:
  • NPCs applying ECM jamming on players are now visible in the UI effect bar.
  • Editing texts with empty lines in mails, notepad, MOTDs and similar is again working as expected and no longer messing up the order of the text blocks.

New in EVE Online: Into the Abyss 13.10.995234 Patch for Parallax (Jan 13, 2016)

  • FIXES:
  • User Interface:
  • Fixed an issue where the "Remove Charge" and "Show Info" icons were missing from the fitting window when hovering loaded turrets or launchers.

New in EVE Online: Into the Abyss 13.10.995234 Patch for Parallax (Jan 8, 2016)

  • FIXES :
  • Miscellaneous:
  • Improvements to the backend system.
  • New Eden has been made a better place for everyone due to several fixes.

New in EVE Online: Into the Abyss 13.10.992878 Patch for Parallax (Dec 18, 2015)

  • FEATURES & CHANGES :
  • Exploration:
  • Snowballs and Sodium Fireworks can now be looted from the Operation Frostline combat sites.
  • Graphics:
  • Nebulae backgrounds have been updated to reduce compression artifacts.
  • FIXES :
  • Gameplay:
  • Fixed an issue where too many district beacons were spawning on the overview, you must now be within 500km before it will show.
  • User Interface:
  • Fixed an issue where it was not always possible to accept courier contracts.

New in EVE Online: Into the Abyss 13.10.991576 Patch for Parallax (Dec 16, 2015)

  • FEATURES & CHANGES:
  • Exploration:
  • BPC's for the four new Logistic Frigates have been added to the rewards of the Operation Frostline combat site (Deacon, Kirin, Thalia and Scalpel).
  • Graphics:
  • The shield impact effects on smaller ships will now scale more noticeably than before, meaning that impacts from larger weapons will be easier to see compared to the impacts from smaller weapons fire.
  • The Level of Detail (LOD) system is now applied to the GPU particles that are used in the armor damage impact effects. This change can improve the client performance.
  • The visual damage system is applied to Rogue Drone ships.
  • Shield Booster and Hardener effects will now visually loop on cycle.
  • An extra level of depth has been applied to the armor damage visualisation.
  • FIXES:
  • Gameplay:
  • Fixed a case where ghost ships were left behind after docking or jumping with a ship, which had guarding or assisting drones deployed.
  • Graphics:
  • The booster orientation on the Svipul has been adjusted.
  • Fixed an issue where killmarks could swap between duplicate hulls in the hanger scene.
  • The length of the sound effect played when the Moa hull begins to animate has been corrected.
  • A visual issue that affected the Nugoeihuvi skin for the Caracal has been fixed.
  • Technical:
  • The logging code has been improved. A previous bug caused the TQ startup problem on July 15th.
  • User Interface:
  • Fixed an issue where the preview window for ships would occasionally fail to load the actual preview.

New in EVE Online: Into the Abyss 13.10.990550 Patch for Parallax (Dec 14, 2015)

  • FEATURES & CHANGES :
  • Miscellaneous:
  • Minor update to the back-end system.

New in EVE Online: Into the Abyss 13.10.989866 Patch for Parallax (Dec 10, 2015)

  • FEATURES & CHANGES :
  • Science & Industry:
  • Station components and the blueprints to build them have been renamed to the following
  • Structure Construction Parts Blueprint
  • Structure Construction Parts
  • Structure Docking Bay Blueprint
  • Structure Docking Bay
  • Structure Factory Blueprint
  • Structure Factory
  • Structure Hangar Array Blueprint
  • Structure Hangar Array
  • Structure Laboratory Blueprint
  • Structure Laboratory
  • Structure Market Network Blueprint
  • Structure Market Network
  • Structure Medical Center Blueprint
  • Structure Medical Center
  • Structure Mission Network Blueprint
  • Structure Mission Network
  • Structure Office Center Blueprint
  • Structure Office Center
  • Structure Repair Facility Blueprint
  • Structure Repair Facility
  • Structure Reprocessing Plant Blueprint
  • Structure Reprocessing Plant
  • Structure Storage Bay Blueprint
  • Structure Storage Bay
  • FIXES :
  • Audio:
  • Restored audio effects to Armor Hardeners and Repairers.
  • Adjusted audio effects for subcapital ship engines.
  • Audio effects now correctly follow your camera distance
  • Gameplay:
  • Fixed a case where Energy Neutralizer modules could sometimes get stuck if the target jumps through a gate whilst the module is mid-cycle.
  • Fixed an issue where Outpost Construction Component Blueprints were requiring an item that it is not available on Tranquility.
  • PvE:
  • The mission "A Friend in Need (4 of 10)" can now be completed.
  • Technical:
  • Wormhole transitions animation and sound effects now correctly play
  • User Interface:
  • Guidance Disruptors now show the correct icon and label above their victims ship HUD.

New in EVE Online: Into the Abyss 13.10.986886 Patch for Parallax (Dec 2, 2015)

  • FIXES:
  • Miscellaneous:
  • The backend system received some improvements and bug fixes.

New in EVE Online: Into the Abyss 13.10.984095 Patch for Parallax (Nov 30, 2015)

  • FIXES:
  • Gameplay:
  • The skill training bonus from Cerebral Accelerator is now working again correctly directly after consuming the booster.

New in EVE Online: Into the Abyss 13.10.980043 Patch for Parallax (Nov 13, 2015)

  • FIXES:
  • Gameplay:
  • The code for training of skills has been improved to reduce problems with broken skill queues.
  • New Eden has been made a better place by fixing a potential exploit.
  • The missing bonus from Imperial Navy Warfare Mindlinks to Electronic Superiority warfare links has been added again.
  • Technical:
  • Fixed a problem, which has probably caused broken ships after jumping in rare cases.
  • User Interface:
  • A proper message is displayed again when trying to inject the same skill twice.

New in EVE Online: Into the Abyss 13.10.978874 Patch for Parallax (Nov 11, 2015)

  • FEATURES & CHANGES:
  • Missions & NPCs:
  • As Holy Amarr mourn the loss of their Empress and the search begins for a replacement heir, The Drifter armada have returned and the time has come to step up and defend the Throne Worlds from this hostile attack.
  • FIXES:
  • Gameplay:
  • The shield amount of Control Towers and Customs Offices is now starting at the correct value after a reinforcement.
  • Fleet bonuses, which affect the cycle time of modules (like mining lasers or shield boosters), are now applied more consistently after changing positions in the fleet. (Comment: Other problems with fleet bonuses are still being investigated.)
  • PvE:
  • Sites (Cosmic Anomaly/Signatures) will again continue to process all triggers when it has been marked as completed.

New in EVE Online: Into the Abyss 13.10.977931 Patch for Parallax (Nov 5, 2015)

  • Fixes:
  • User Interface:
  • Deleting custom filters now works as intended and does not delete the last filter in the list
  • Ignoring signatures will now correctly cause all other unignored signatures to appear in the solar system map
  • Cosmic signatures will all continue to display in the Solar System map if all were displaying and one is right clicked
  • Signature list will no longer snap to the top of the list after each scan/refresh
  • HUD is now visible on top of the Solar System map when in fullscreen mode
  • Bindable Zoom hotkeys now function correctly in the Solar System map
  • Probe Scanner filter hotkeys will now only apply if the window is active or if the mouse is held over it. As a result, Save Location will now work correctly when numbers 1-5 are used in the name of a location
  • Directional Scanner visualisation is now toggleable via the Solar System Map
  • Probe Scanner window now obeys transparency and pinning settings

New in EVE Online: Into the Abyss 13.10.977127 Patch for Parallax (Nov 4, 2015)

  • FEATURES & CHANGES :
  • Market:
  • The Pilot's Services and Pilot's License Extensions (PLEX) market groups have had their icons updated to the new PLEX icon.
  • Ships:
  • The Viator is now once again receiving the benefits of its Gallente Industrial skill bonuses.
  • FIXES:
  • Technical:
  • Fixed an issue where activating a Multiple Pilot Training Certificate would require you to log off and on again before you could start training skills with the new training queue.
  • Freshly trained skills are now properly effecting your ships and modules, even if they completed while the character was offline.
  • User Interface:
  • Fixed an issue where the unreleased Endurance Expedition Frigate was visible in the ISIS window.
  • Reduced client lag when opening the skill queue window.
  • Fixed a bug which caused the skill queue window to fail to open.
  • Probe Scanner window background now obeys transparency and pinning settings.
  • Fixed an issue where the new map would not load properly if you have bookmarks created in the system you are trying to open the map in.

New in EVE Online: Into the Abyss 13.10.976307 Patch for Parallax (Nov 3, 2015)

  • FEATURES & CHANGES :
  • Audio:
  • Added an option in the audio menu to allow players to opt out of the dynamic music system and play only the original 2003 EVE soundtrack.
  • Published a new theme song for Parallax.
  • Gameplay:
  • Jump Fatigue is now capped at a maximum of 5 days, while reactivation is capped at 12 hours. Anyone who has either of these timers at a higher level than this will find their timers have been reduced to these new limit
  • Graphics:
  • The graphics settings menu now offers a 'Camera Bobbing' option, this will toggle whether or not the camera will perform a gentle animation when left idle.
  • Miscellaneous:
  • The server is now counting PVP kills for each ship item, in preparation for the forthcoming 'Kill marks' feature. The marks won't show up on ships yet, but once they do all these kills will give you a head-start. The clock is ticking, and as of now, we are keeping score! See this dev-blog for more details.
  • The wing commander of a fleet receives now fleet bonuses from the fleet booster.
  • Fleet bonuses from the skills Leadership, Skirmish Warfare, and Information Warfare are now stacking penalized together with bonuses from other sources like modules. Attention: This change only impacts the targeting speed bonus from the Leadership skill, the agility bonus from the Skirmish Warfare skill, and targeting range bonus from the Information Warfare skill. The bonuses provided by the warfare link modules have not changed.
  • Ships:
  • Any item that is scoopable can now also be scooped to a ships fleet hangar using the right click menu.
  • A character with a criminal flag in a high-sec system is no longer able to board/switch ships whilst in space.
  • SKINs:
  • Added new Raata Sunset SKINs for most T1 and T2 Amarr ships. Tech 1 SKINs will available immediately, while Tech 2 SKINs will be available the following week. The full list of SKINs are:
  • Crucifier Raata Sunset SKIN (Permanent)
  • Executioner Raata Sunset SKIN (Permanent)
  • Inquisitor Raata Sunset SKIN (Permanent)
  • Magnate Raata Sunset SKIN (Permanent)
  • Punisher Raata Sunset SKIN (Permanent)
  • Tormentor Raata Sunset SKIN (Permanent)
  • Retribution Raata Sunset SKIN (Permanent)
  • Vengeance Raata Sunset SKIN (Permanent)
  • Anathema Raata Sunset SKIN (Permanent)
  • Purifier Raata Sunset SKIN (Permanent)
  • Sentinel Raata Sunset SKIN (Permanent)
  • Crusader Raata Sunset SKIN (Permanent)
  • Malediction Raata Sunset SKIN (Permanent)
  • Coercer Raata Sunset SKIN (Permanent)
  • Dragoon Raata Sunset SKIN (Permanent)
  • Heretic Raata Sunset SKIN (Permanent)
  • Arbitrator Raata Sunset SKIN (Permanent)
  • Augoror Raata Sunset SKIN (Permanent)
  • Maller Raata Sunset SKIN (Permanent)
  • Omen Raata Sunset SKIN (Permanent)
  • Sacrilege Raata Sunset SKIN (Permanent)
  • Zealot Raata Sunset SKIN (Permanent)
  • Devoter Raata Sunset SKIN (Permanent)
  • Guardian Raata Sunset SKIN (Permanent)
  • Curse Raata Sunset SKIN (Permanent)
  • Pilgrim Raata Sunset SKIN (Permanent)
  • Harbinger Raata Sunset SKIN (Permanent)
  • Oracle Raata Sunset SKIN (Permanent)
  • Prophecy Raata Sunset SKIN (Permanent)
  • Absolution Raata Sunset SKIN (Permanent)
  • Damnation Raata Sunset SKIN (Permanent)
  • Abaddon Raata Sunset SKIN (Permanent)
  • Apocalypse Raata Sunset SKIN (Permanent)
  • Armageddon Raata Sunset SKIN (Permanent)
  • Redeemer Raata Sunset SKIN (Permanent)
  • Paladin Raata Sunset SKIN (Permanent)
  • Revelation Raata Sunset SKIN (Permanent)
  • Archon Raata Sunset SKIN (Permanent)
  • Aeon Raata Sunset SKIN (Permanent)
  • Avatar Raata Sunset SKIN (Permanent)
  • Bestower Raata Sunset SKIN (Permanent)
  • Sigil Raata Sunset SKIN (Permanent)
  • Prorator Raata Sunset SKIN (Permanent)
  • Impel Raata Sunset SKIN (Permanent)
  • Providence Raata Sunset SKIN (Permanent)
  • Ark Raata Sunset SKIN (Permanent)
  • Structures & Deployables:
  • Outposts, Infrastructure Hubs, Territorial Claim Units, Station Services (if not disabled), and Command Nodes now have a new behavior related to the Entosis mechanic: Defensive Regeneration. These items will now slowly automatically capture themselves in the defender's favor if there are no active Entosis links targeted on them. The rate of regeneration is unaffected by the Activity Defense Modifier or any other variable, and is fixed for each different type of structure. The regeneration time for each type of structure is shown in the type's window.
  • Strategic Infrastructure Upgrades that are installed in an Infrastructure Hub may now be manually offlined by a character with Director roles in the owning corp. When an upgrade module is offlined, any dependent starbase structures will immediately be offlined, and cannot be re-onlined until the necessary IHub upgrade itself is put back online again. Any upgrade that is offline will not contribute towards the IHub's weekly bill. When a character installs a new upgrade or onlines an existing upgrade, he must pay an upfront fee equal to the weekly bill for that upgrade. Installing/Onlining upgrades requires the Station Manager role.
  • Additionally, the weekly bill based on the current upgrade status is now visible in the IHub Manager window. This display will update in real time as upgrades are installed/onlined/offlined. See this dev blog for more details.
  • TCUs and IHubs can now be self destructed by directors in the owner corporation. The self destruct countdown will take 20 minutes to complete. Directors and CEOs in the owner corporation are able to cancel the countdown.
  • Technical:
  • Brain in a Box and Dogma Rewrite: Performance optimization (mostly for fleet jumps and for Jita) and code refactoring of core systems of the EVE codebase. This includes a full code rewrite of skill training, fleet bonuses and the heat system - but without any functional changes. This change enables possibilities for further performance improvements and game design changes. More details about this will be available soon in a Dev Blog.
  • User Interface:
  • The Route Info Panel will now more accurately represent the distance to waypoints when in a wormhole system. Adding a single waypoint will display as "Unknown Jumps", whereas multiple waypoints will display as "X+ jumps", giving the distance between the waypoints as X.
  • Changed the icon for the Pilot's License Extension item.
  • Added a refresh button to the Sovereignty tab of the Corporation window, to allow the data to be refreshed without closing the window.
  • Added 'Jump' option to right click menu when clicking a saved location that is a stargate, in the People & Places window.
  • Clicking any notification regarding corp applications will now open the recruitment tab of the corporation window.
  • Crystal Damage now shows as % in tooltips.
  • A success message is now displayed after sending a bug report, which contains the ID of the sent bug report.
  • New Probe and Directional Scanning Interfaces (Added as Beta feature default ON):
  • Probe Scanner window
  • Hotkey for Analyze, mappable via the Shortcuts tab in the System menu (ESC), also possible to use RETURN key while the window has focus
  • Moved Destroy Probes button away from Recall Probes button
  • Moved Recall Probes button away from Analyze button
  • Added hotkeys to Filter options. 1-5 keys now allow you to show/hide types on the fly while window has focus
  • Probe section of window has been made collapsible and resizable
  • Resizing scan range can be modified by ALT-MOUSEWHEEL
  • Spread probes formation be modified by CTRL-MOUSEWHEEL
  • Uses new standalone solarsystem view, accessible through the window or command with F9 as default mapping
  • New shortcut command to In/Decrease scan range. No default mapping.
  • Fixed issue where probes moved far out of scope when moving plane was close to being parallel to the view angle of the camera
  • Overall UI cleanup
  • Directional Scanner
  • Hotkey to Scan, mappable via the Shortcuts tab in the System menu (ESC)
  • Uses new standalone solarsystem view to visualize the scan.
  • Directional Scan option in radial menu in system view to automatically align the scan angle
  • Option to align the solarsystem view to the space camera
  • Overall UI cleanup
  • FIXES :
  • Gameplay:
  • Fixed an issue where Supercapital Ship Assembly Arrays wouldn't go offline when their system's Infrastructure hub was destroyed.
  • Drones may now agress freight containers if directed to do so, following all the normal legal restrictions and capsuleer safety settings.
  • Corps and Alliances:
  • When an application to join a corporation is rejected, the rejection text is now visible to both parties in the Recruitment section of the Corporation window.
  • Fixed an issue where an Outpost that is in Freeport mode would sometimes prevent a corporation from renting an office, due to running incorrect standings checks. Whilst an Outpost is in Freeport mode, all corporations will now be able to rent an office (subject to capacity) regardless of standings.
  • Graphics:
  • Corrected a rendering issue in the ship fitting window
  • Fixed shading inheritance on Large POS batteries.
  • Improved the display of the turrets on the Mobile Tractor Unit.
  • Adjusted the placement of a sprite on Claw hull
  • PvE:
  • Multiple grammatical errors in mission texts have been fixed.
  • User Interface:
  • Kill report timestamps are now recorded with precision up to the second instead of to the minute.
  • You now get a clearer message on what happens when you're changing default sovereignty vulnerability time, when there's already a pending change.
  • The applications tabs in the corporation window now have a hint saying you have no ads when that applies.
  • Corporate divisions with long names will now be handled gracefully by the member details window.
  • Automatic Pay Settings for corporate bills will now display alphabetically for all pilots.
  • The amount of shares shown in the Show Info window of a corporation now includes the initial shares.
  • You no longer see the menu option to configure POCOs when you don't have the roles to do so.
  • Fixed an issue where show info windows for medals would be blank.
  • Fixed an issue the would cause "Lock Blueprints" vote to appear as empty.
  • Warp Scrambler descriptions have been updated to include their effect on Micro Jump Drives.
  • Description of Medium Auxiliary Nano Pump II has been fixed.
  • Fixed typo in description of Covert Ops skill.
  • When an application to join a corporation is rejected, the rejection text is now visible to both parties in the Recruitment section of the Corporation UI
  • Fixed typo in description of "Minmatar Graduation Certificate (signed)".
  • Fixed typo in fighter certificate description.
  • Fixed formatting issue in description of multiple pirate implants.
  • Fixed typo in 'Infrastructure hub reinforced' notification.
  • Changed name from "Thermic" to "Thermal" in all names and descriptions for consistency with damage name.
  • The descriptions of all adaptive nano platings have been updated to more accurately indicate their function.
  • Fixed missing icon in 'Clone Contract Revoked' notification.
  • Fixed an issue resulting in aura opportunities window being blank.
  • Fixed tooltips in old and new map when using the 'Recent Sovereignty Changes' filter.
  • Fixed an issue where having a route selected when in wormhole space would cause the World Map Control Panel to not appear in the old map.
  • Improved messaging when aborting ship self-destruct so that it is less ambiguous.
  • Fixed a grammatical error in the message received when attempting to overload modules without the Thermodynamics skill.
  • Fixed sovereignty info panels sometimes not updating correctly when structures change states.
  • Fixed several minor grammatical errors in the tooltips for certificates.
  • Corrected capitalization of 'To' column header in the Contracts window.
  • The eye icon next to saved location folders will now always persist between logins.
  • Fixed an issue that would break the contract window when creating a courier contract containing saved location vouchers.
  • Fixed an issue where the sovereignty info panel was not updating correctly when structures command nodes begin to decloak.
  • The tournament ship banning window now only lists ships that are allowed by tournament rules
  • THIRD PARTY DEVELOPERS:
  • XML API:
  • Killmail coordinates are exposed via the 'x', 'y', and 'z' attributes within the 'victim' element. Their values default to 0.0 for killmails that occurred prior to Parallax.
  • Cartesian space coordinates of the victim's vessel in killmails are now recorded and exposed via the XML API and CREST.
  • CREST API:
  • Killmail coordinates are exposed via the keys 'x', 'y', and 'z' via 'position' in the 'victim' dictionary. The 'position' key is not present for killmails that occurred prior to Parallax.
  • The fitting resource is now exposed and available for GET, POST, and DELETE requests. You will need to request the charactersFittingsRead and/or charactersFittingsWrite scopes to use it.

New in EVE Online: Into the Abyss 13.09.974399 Patch for Vanguard (Oct 28, 2015)

  • FEATURES & CHANGES:
  • Miscellaneous:
  • 21,600 unallocated skill points have been reinbursed to players who used either of the Blood Raider Cerebral Accelerators when they were working not accordingly to the specification.
  • FIXES:
  • User Interface:
  • Both Blood Raider Cerebral Accelerators now have descriptions. Discover more about the Blood Raider Accelerators in the dev blog The Crimson Harvest and check out the Crimson Harvest special offers.

New in EVE Online: Into the Abyss 13.09.972403 Patch for Vanguard (Oct 21, 2015)

  • FEATURES & CHANGES:
  • World shaping:
  • Preparation for The Crimson Harvest.
  • FIXES:
  • User Interface:
  • Multibuy & sell: Fixed clicking the delta icon not properly showing the market window if it is minimized.
  • Multisell: Fixed an issue which could cause duplicate entries to be input into the window.
  • Multibuy: Fixed an issue where the window would close even though not all items in the window could be purchased.
  • Gameplay:
  • Fixed Oct 21: An issue where the Blood Raider Gauntlet Cerebral Accelerators could be reprocessed into Pure Improved Crash Boosters and Megacyte has been fixed.
  • Fixed Oct 21: An issue with the skill queue being incorrectly updated when using both Blood Raider Gauntlet Cerebral Accelerators has been fixed.
  • Important: In order to apply the booster you have to pause and apply your skill queue.

New in EVE Online: Into the Abyss 13.09.970715 Patch for Vanguard (Oct 15, 2015)

  • FIXES:
  • Technical:
  • Incorrectly authored SKIN items can no longer be activated.
  • Fixed an issue where activating one of the following SKIN items with that same SKIN already active would not extend the expiration time correctly. These SKINs have been fixed and players should now have correct expiration times for these SKINs:
  • Coercer Blood Raiders SKIN
  • Cormorant Guristas SKIN
  • Catalyst Serpentis SKIN
  • Thrasher Thukker SKIN
  • Prophecy Blood Raiders SKIN
  • Ferox Guristas SKIN
  • Cyclone Thukker SKIN
  • Brutix Serpentis SKIN

New in EVE Online: Into the Abyss 13.09.969345 Patch for Vanguard (Oct 8, 2015)

  • FEATURES & CHANGES:
  • Market:
  • Multibuy - You now have to click on a field to be able to change its content by scrolling the mouse. You only had to mouse over before this, and that was causing some unwanted transactions.
  • User Interface:
  • The bracket for your own ship has been changed to better differentiate it from other bracket icons.
  • FIXES:
  • Gameplay:
  • Multibuy: Fixed an issue causing the market window to not show up when stacked with other windows, if you click the delta icon in multibuy.
  • Multibuy: Fixed an issue where items in list were not calculated correctly if the total number of orders is changed while the window is loading.
  • SKINs:
  • Fixed an issue where the 8 SKINs, which drop as loot (4 Destroyer SKINs and 4 Battlecruiser SKINs), were pointing to the wrong SKIN.
  • Sounds:
  • The wormhole polarization timer no longer sounds like a mobile depot being deployed
  • User Interface:
  • Fixed an issue that could cause the market quickbar to become unresponsive to right-clicks.
  • Fixed missing faint line from module to target when you hover over active modules.
  • Fixed an issue which could cause escrow, tax, or broker´s fees to not immediately show up in the wallet journal after transactions.
  • Fixed the green/red delta in advanced buy order window sometimes showing the wrong color.
  • Fixed an issue where the speedometer would get stuck.

New in EVE Online: Into the Abyss 13.09.968069 Patch for Vanguard (Oct 5, 2015)

  • FEATURES & CHANGES:
  • SKINs:
  • Added the remaining Blue Tiger SKINs to the game. They will be available for purchase starting Tuesday, October 6th. The SKINs are:
  • Bantam Blue Tiger SKIN (Permanent)
  • Condor Blue Tiger SKIN (Permanent)
  • Griffin Blue Tiger SKIN (Permanent)
  • Heron Blue Tiger SKIN (Permanent)
  • Kestrel Blue Tiger SKIN (Permanent)
  • Merlin Blue Tiger SKIN (Permanent)
  • Harpy Blue Tiger SKIN (Permanent)
  • Hawk Blue Tiger SKIN (Permanent)
  • Buzzard Blue Tiger SKIN (Permanent)
  • Manticore Blue Tiger SKIN (Permanent)
  • Kitsune Blue Tiger SKIN (Permanent)
  • Crow Blue Tiger SKIN (Permanent)
  • Raptor Blue Tiger SKIN (Permanent)
  • Corax Blue Tiger SKIN (Permanent)
  • Cormorant Blue Tiger SKIN (Permanent)
  • Flycatcher Blue Tiger SKIN (Permanent)
  • Blackbird Blue Tiger SKIN (Permanent)
  • Caracal Blue Tiger SKIN (Permanent)
  • Moa Blue Tiger SKIN (Permanent)
  • Osprey Blue Tiger SKIN (Permanent)
  • Cerberus Blue Tiger SKIN (Permanent)
  • Eagle Blue Tiger SKIN (Permanent)
  • Onyx Blue Tiger SKIN (Permanent)
  • Basilisk Blue Tiger SKIN (Permanent)
  • Falcon Blue Tiger SKIN (Permanent)
  • Rook Blue Tiger SKIN (Permanent)
  • Drake Blue Tiger SKIN (Permanent)
  • Ferox Blue Tiger SKIN (Permanent)
  • Naga Blue Tiger SKIN (Permanent)
  • Nighthawk Blue Tiger SKIN (Permanent)
  • Vulture Blue Tiger SKIN (Permanent)
  • Raven Blue Tiger SKIN (Permanent)
  • Rokh Blue Tiger SKIN (Permanent)
  • Scorpion Blue Tiger SKIN (Permanent)
  • Widow Blue Tiger SKIN (Permanent)
  • Golem Blue Tiger SKIN (Permanent)
  • Phoenix Blue Tiger SKIN (Permanent)
  • Chimera Blue Tiger SKIN (Permanent)
  • Wyvern Blue Tiger SKIN (Permanent)
  • Leviathan Blue Tiger SKIN (Permanent)
  • Crane Blue Tiger SKIN (Permanent)
  • Bustard Blue Tiger SKIN (Permanent)
  • Rhea Blue Tiger SKIN (Permanent)

New in EVE Online: Into the Abyss 13.09.967556 Patch for Vanguard (Oct 2, 2015)

  • FIXES:
  • PvE
  • The Circadian Seekers can now be found again in systems where a Jove Observatory is present. Note that this was a bug, there was no lore reason.
  • User Interface:
  • Fixed an issue where a number of audio notifications were not being played.

New in EVE Online: Into the Abyss 13.08.962608 Patch for Galatea (Sep 15, 2015)

  • FIXES:
  • Miscellaneous
  • Minor improvements have been made to the back-end system.
  • FEATURES & CHANGES:
  • Apparel
  • The 'Hephaestus' Industrial Apparel is now available for sale from the New Eden Store. Check out the dev blog for more information and a preview of this set!
  • SKINs:
  • Designer SKINs for Industrial ships are now available:
  • Badger Raata Sunset SKIN (Permanent)
  • Tayra Raata Sunset SKIN (Permanent)
  • Charon Raata Sunset SKIN (Permanent)
  • Badger Blue Tiger SKIN (Permanent)
  • Tayra Blue Tiger SKIN (Permanent)
  • Charon Blue Tiger SKIN (Permanent)
  • Hoarder Valklear Glory SKIN (Permanent)
  • Mammoth Valklear Glory SKIN (Permanent)
  • Wreathe Valklear Glory SKIN (Permanent)
  • Prowler Valklear Glory SKIN (Permanent)
  • Mastodon Valklear Glory SKIN (Permanent)
  • Fenrir Valklear Glory SKIN (Permanent)
  • Nomad Valklear Glory SKIN (Permanent)
  • Hoarder Blue Tiger SKIN (Permanent)
  • Mammoth Blue Tiger SKIN (Permanent)
  • Wreathe Blue Tiger SKIN (Permanent)
  • Prowler Blue Tiger SKIN (Permanent)
  • Mastodon Blue Tiger SKIN (Permanent)
  • Fenrir Blue Tiger SKIN (Permanent)
  • Nomad Blue Tiger SKIN (Permanent)

New in EVE Online: Into the Abyss 13.08.961336 Patch for Galatea (Sep 10, 2015)

  • FIXES:
  • Technical:
  • The EVE client fails to start in some instances. A fix to tackle this issue has been deployed.

New in EVE Online: Into the Abyss 13.08.961057 Patch for Galatea (Sep 9, 2015)

  • FIXES:
  • Technical:
  • Fix for clients failing to start in some instances.
  • User Interface:
  • Fixed an issue where the following items were not showing an icon:
  • Covert Cynosural field generator
  • Warp disrupt probes
  • Survey probes

New in EVE Online: Into the Abyss 13.07.959295 Patch for Aegis Sovereignty (Sep 1, 2015)

  • FEATURES & CHANGES:
  • SKINs:
  • Added Valklear Glory designer SKINs to the game for most Minmatar ships. The full list of new SKINS is below:
  • Breacher Valklear Glory SKIN (Permanent)
  • Burst Valklear Glory SKIN (Permanent)
  • Probe Valklear Glory SKIN (Permanent)
  • Rifter Valklear Glory SKIN (Permanent)
  • Slasher Valklear Glory SKIN (Permanent)
  • Vigil Valklear Glory SKIN (Permanent)
  • Jaguar Valklear Glory SKIN (Permanent)
  • Wolf Valklear Glory SKIN (Permanent)
  • Cheetah Valklear Glory SKIN (Permanent)
  • Hound Valklear Glory SKIN (Permanent)
  • Hyena Valklear Glory SKIN (Permanent)
  • Claw Valklear Glory SKIN (Permanent)
  • Stiletto Valklear Glory SKIN (Permanent)
  • Talwar Valklear Glory SKIN (Permanent)
  • Thrasher Valklear Glory SKIN (Permanent)
  • Sabre Valklear Glory SKIN (Permanent)
  • Bellicose Valklear Glory SKIN (Permanent)
  • Rupture Valklear Glory SKIN (Permanent)
  • Scythe Valklear Glory SKIN (Permanent)
  • Stabber Valklear Glory SKIN (Permanent)
  • Muninn Valklear Glory SKIN (Permanent)
  • Vagabond Valklear Glory SKIN (Permanent)
  • Broadsword Valklear Glory SKIN (Permanent)
  • Scimitar Valklear Glory SKIN (Permanent)
  • Huginn Valklear Glory SKIN (Permanent)
  • Rapier Valklear Glory SKIN (Permanent)
  • Cyclone Valklear Glory SKIN (Permanent)
  • Hurricane Valklear Glory SKIN (Permanent)
  • Tornado Valklear Glory SKIN (Permanent)
  • Claymore Valklear Glory SKIN (Permanent)
  • Sleipnir Valklear Glory SKIN (Permanent)
  • Maelstrom Valklear Glory SKIN (Permanent)
  • Tempest Valklear Glory SKIN (Permanent)
  • Typhoon Valklear Glory SKIN (Permanent)
  • Panther Valklear Glory SKIN (Permanent)
  • Vargur Valklear Glory SKIN (Permanent)
  • Naglfar Valklear Glory SKIN (Permanent)
  • Nidhoggur Valklear Glory SKIN (Permanent)
  • Hel Valklear Glory SKIN (Permanent)
  • Ragnarok Valklear Glory SKIN (Permanent)
  • FIXES:
  • Technical:
  • Fix for black screen when starting client with corrupted static data files.

New in EVE Online: Into the Abyss 13.07.958315 Patch for Aegis Sovereignty (Aug 27, 2015)

  • FIXES:
  • Gameplay:
  • Fixed an issue causing "red box" bracket indicators to not disappear correctly after aggression ends.
  • The traits tab has been added to the Fiend and Imp (AT XIII prize ships) and a few incorrect stats on those ships have been fixed.
  • Graphics:
  • Screen whiteouts on ship explosions have been fixed.
  • PvE:
  • An NPC spawning issue in the combat site Marked for Death has been fixed.
  • A despawning issue with the Mul-Zatah Monastery combat site has been fixed.
  • Technical:
  • The rescache tool has been updated fixing an issue with downloading files to the shared resource cache.
  • User Interface:
  • Fixed an issue where mission ore icons were not showing which was causing the overview to lag.

New in EVE Online: Into the Abyss 13.07.958007 Patch for Aegis Sovereignty (Aug 26, 2015)

  • FIXES:
  • Graphics:
  • The icon for the SIN in the ISIS displays the correct geometry now.
  • User Interface:
  • Fixed an issue where the icon for large collidable objects was not showing and causing the overview to be a little slow.
  • Updated the background Dominix model in the Gallente and Minmatar hangar scenes.

New in EVE Online: Into the Abyss 13.07.957210 Patch for Aegis Sovereignty (Aug 25, 2015)

  • FEATURES & CHANGES:
  • Audio:
  • Galatea Theme Song
  • The client audio code has been adjusted for the updated combat and support module effects.
  • Graphics:
  • The Dominix has been redesigned with a complete visual overhaul, new warp animation, and better implementation of the latest materials and shaders.
  • The "Look At" camera has been modified to linger on an exploding target before returning to the active ship.
  • Effects for combat and support modules (including Doomsday Weapons, Warp Scramblers, Scanners, Salvagers, and Tractor Beams) have been visually updated.
  • The Entosis effect will now cease when a pilot moves out of range of a Sovereignty structure.
  • Modules:
  • Ships fitted with an Entosis Link can no longer accelerate beyond 4000 m/s.
  • The mass addition from Entosis Links has been removed.
  • Missions & NPCs:
  • The Drifter armada has arrived and the time has come to step up and join the Navy Fleet in their battle to defend the Throne Worlds from this hostile attack.
  • Ships:
  • The AT XIII prize ships "Fiend" and "Imp" have been added. More information about those ships can be found here.
  • SKINs:
  • A first set of designer SKINs have been published: the "Raata Sunset" for Caldari ships.
  • Bantam Raata Sunset SKIN (Permanent)
  • Condor Raata Sunset SKIN (Permanent)
  • Griffin Raata Sunset SKIN (Permanent)
  • Heron Raata Sunset SKIN (Permanent)
  • Kestrel Raata Sunset SKIN (Permanent)
  • Merlin Raata Sunset SKIN (Permanent)
  • Corax Raata Sunset SKIN (Permanent)
  • Cormorant Raata Sunset SKIN (Permanent)
  • Blackbird Raata Sunset SKIN (Permanent)
  • Caracal Raata Sunset SKIN (Permanent)
  • Moa Raata Sunset SKIN (Permanent)
  • Osprey Raata Sunset SKIN (Permanent)
  • Drake Raata Sunset SKIN (Permanent)
  • Ferox Raata Sunset SKIN (Permanent)
  • Naga Raata Sunset SKIN (Permanent)
  • Raven Raata Sunset SKIN (Permanent)
  • Rokh Raata Sunset SKIN (Permanent)
  • Scorpion Raata Sunset SKIN (Permanent)
  • Widow Raata Sunset SKIN (Permanent)
  • Phoenix Raata Sunset SKIN (Permanent)
  • Chimera Raata Sunset SKIN (Permanent)
  • Wyvern Raata Sunset SKIN (Permanent)
  • Leviathan Raata Sunset SKIN (Permanent)
  • Badger Raata Sunset SKIN (Permanent)
  • Tayra Raata Sunset SKIN (Permanent)
  • Charon Raata Sunset SKIN (Permanent)
  • More information is available in the dev blog about the designer SKINs.
  • Structures & Deployables:
  • The base capture time of Structure Command Nodes and Station Services have been reduced to 4 minutes
  • Defenders now start with 60% control at the beginning of a structure capture event
  • The cap on total command nodes per structure capture event has been reduced to 10
  • Spawn rate of new random command nodes in structure capture events has been reduced by 50%. Nodes respawning after old ones are completed remain unchanged.
  • User Interface:
  • When you open the skill queue window with a character that is unable to train skills due to having too many characters already training skills on that account, an overlay is displayed informing you that you are unable to train and pointing out that you can use Multiple Pilot Training Certificates to activate more skill queues.
  • The icon for scatter containers has been updated.
  • Skill check icon has been changed to blue.
  • Added a region column to the Sovereignty info in the alliance window
  • Added a region column to the claimed systems tab in the alliance window
  • Added basic sovereignty information in the show info on a constellation
  • Moved the setting to change the vulnerability time to the Sovereignty tab from the Home tab for alliances
  • The camera rotation amount needed to complete the Opportunity task 'Moving the camera' has been decreased
  • Introduced an icon for the POS Force Field.
  • FIXES :
  • Gameplay:
  • The amount of defensive softwares found in the hacking tutorial has been lowered from two to one.
  • Sovereignty structures will now move at least 350km from their closest planet when launched.
  • Command Nodes could sometimes be left behind by an old sovereignty structure if it was destroyed due to an unpaid bill during the capture event. This has been fixed and is no longer possible.
  • Command Nodes could sometimes be left behind by an old sovereignty structure if the owner alliance was disbanded during the capture event. This has been fixed and is no longer possible.
  • Graphics:
  • A gap in the Osprey hull has been removed. No more leaks! .
  • A UV seam that appeared around a female avatar's stomach area has been fixed.
  • The rotation speed of the Hawk's under-wing pods has been corrected.
  • A gap in Abaddon hull model has been fixed.
  • The turret location on the Occator hull has been corrected.
  • Territorial Claim Units will now show the alliance logo of the owner whilst claimed.
  • PvE:
  • A scanning issue in the Deltole system has been fixed.
  • An NPC spawning issue in the combat site Angel Base has been fixed.
  • An NPC spawning issue in the combat site Angel Extravaganza has been fixed.
  • Graphical issues with the Guristas Refuge combat site have been fixed.
  • Multiple text issues in missions have been fixed.
  • User Interface:
  • An issue with green/white colored arrows in fleet management window has been fixed.
  • Cancelling capital change from No capital now works as expected
  • A few Mining Barge NPCs didn't display their proper icon. This has been corrected.
  • Fixed an issue where the Show Info option in the Combat Log section of Character Sheet would not work.
  • Fixed an issue in localized clients where modules with loaded scripts would show a black bar with the number 1.
  • Fixed the name/description of new wallet journal entries for I-Hub maintenance bills. (Previously they were incorrectly labelled to as 'Sovereignty bill')

New in EVE Online: Into the Abyss 13.07.955767 Patch for Aegis Sovereignty (Aug 18, 2015)

  • Fixes:
  • Miscellaneous:
  • Several small updates have been made to the back-end system.

New in EVE Online: Into the Abyss 13.07.955230 Patch for Aegis Sovereignty (Aug 14, 2015)

  • Fixes:
  • User Interface:
  • Bracket text is no longer visible by default for all ships on the grid.

New in EVE Online: Into the Abyss 13.07.952410 Patch for Aegis Sovereignty (Aug 13, 2015)

  • Fixes:
  • Technical:
  • Fixed an issue with writing combat log files when user lacks permissions for logs folder. This fixes a severe performance issue.

New in EVE Online: Into the Abyss 13.07.925891 Patch for Aegis Sovereignty (Aug 11, 2015)

  • Third Party Developers:
  • XML API:
  • Chat channel information is now available as a new endpoint in the XML API.

New in EVE Online: Into the Abyss 8.48.918607 Patch for Aegis Sovereignty (Aug 5, 2015)

  • Fixes:
  • Miscellaneous:
  • New Eden has been made a better place for everyone due to several bug fixes.

New in EVE Online: Into the Abyss 8.48.917625 Patch for Aegis Sovereignty (Jul 28, 2015)

  • Fixes:
  • Gameplay:
  • Stations that revert to SCC ownership during a Freeport event will no longer charge docking fees whilst in this state.
  • Technical:
  • 50,000 skill points are now available for use on characters which were erroneously missed by last weeks skill point gift.

New in EVE Online: Into the Abyss 8.48.916531 Patch for Aegis Sovereignty (Jul 23, 2015)

  • Features & Changes:
  • Modules:
  • When ships from multiple alliances are capturing an Entosis target (and so causing a capture stalemate) the capture progress circle will now show a paused animation and display 'Progress Blocked'. This allows users to differentiate between cases where no progress is being made because no character has a suitable link and where no progress is being made because two alliances are linking at the same time.
  • Fixes:
  • Localization:
  • The notification received when Infrastructure Hub command nodes begin spawning was missing a word - This has now been corrected
  • PvE:
  • A Serpentis Hub dungeon was spawning in Sansha owned space, the Serpentis have now returned to Fountain and have been replaced with Sansha pirates.

New in EVE Online: Into the Abyss 8.48.915517 Patch for Aegis Sovereignty (Jul 17, 2015)

  • Features & Changes:
  • User Interface:
  • When a system is a Capital system for an alliance, the mouse hint on the bonus icon in the info panels will show you the name of the alliance owning that system.
  • Sovereignty and Alliances:
  • The grace period for quickly switching alliance capital systems without delay has been removed. Changes to your capital will now require 7 days to take effect. (Claiming your first system will continue to let you set the capital immediately)
  • Fixes:
  • Gameplay:
  • The owners of a Territorial Claim Unit will receive notifications again when a new control tower is anchored in their system.
  • Personal deployables, such as Mobile Tractor Units, can once again be deployed near acceleration gates.
  • User Interface:
  • The appropriate icon for Capital systems will be displayed in the "Show Info" on a system in the sovereignty tab.
  • When an alliance first captures a system, that system's capital information will now be updated in the info panels without session change.
  • Fixed a bug where the title management was displaying incorrectly.
  • New Map: Players on non-English clients can now utilize tooltips in the map again.
  • New Map: Probing in wormholes is now possible again.
  • New Map: Probes sometimes showed up as black dots, this has been fixed.
  • The "Station Service Disabled" notification icon has been fixed.
  • Fixed an issue which could cause excessive Capital System Change notifications to be sent to players.

New in EVE Online: Into the Abyss 8.48.915283 Patch for Aegis Sovereignty (Jul 16, 2015)

  • FIXES :
  • Gameplay:
  • An edge case with structures of the new sovereignty capture mechanic has been resolved. Structures that have been 100% controlled by defenders and that are transitioning into invulnerability status while they are getting attacked will now remain vulnerable and correctly enter Overtime condition if the attacker had made some partial capture progress.
  • Structures of the new sovereignty capture mechanic now have some minimum invulnerable time after they have been successfully defended.

New in EVE Online: Into the Abyss 8.48.915074 Patch for Aegis Sovereignty (Jul 15, 2015)

  • FIXES:
  • Gameplay:
  • Old TCU bills from prior to Aegis Sovereignty have been automatically cancelled. Infrastructure Hubs will have generated their own new bills instead. (Make sure you pay your new I-Hub bills, otherwise the structure will be lost when the bill becomes overdue!)
  • Personal deployables (such as MTUs) can once again be deployed near acceleration gates.
  • User Interface:
  • Various typos in the new Sovereignty notifications have been fixed.
  • The message given when installing Infrastructure Hub upgrades with an upkeep cost has been corrected.

New in EVE Online: Into the Abyss 8.48.914591 Patch for Aegis Sovereignty (Jul 14, 2015)

  • Features & Changes:
  • Sovereignty and Alliances:
  • A new Nullsec Sovereignty system has been released!
  • Please see the following series of dev blogs for further details:
  • Politics by Other Means
  • Summer 2015 Nullsec and Sov Status Report
  • New Details on July Sovereignty Release Schedule
  • Sovereignty Transition and Deployment
  • Nullsec PVE and upgrades
  • Territorial Claim Units, Infrastructure Hubs, and Outposts are no longer subject to regular weapons damage. Instead an Entosis Link module is required to capture and control them.
  • Ownership of Territorial Claim Units, Infrastructure Hubs, and Outposts has now been decoupled from one-another. Each different structure in a solar system can be deployed, owned, attacked and destroyed by different alliances at the same time.
  • Territorial Claim Units no longer require an upkeep bill. Instead, the running costs have been moved over to bills on Infrastructure Hubs.
  • Each alliance can set a Default Vulnerability Time for their sovereignty structures. This is a daily interval where structures will become vulnerable to Entosis Links. The length of this interval is based on the Activity Defense Multiplier. The ADM in turn is based on the Strategic, Military and Industrial levels of the solar system. Changes to the Default Vulnerability Time will take 48 hours to come in to effect.
  • Each alliance can set a single Capital System on one solar system where they control a Territorial Claim Unit. Structures controlled by an alliance in their Capital System receive a bonus to their ADM, making them easier to defend. Changes to the Capital System will take 7 days to come in to effect.
  • Destroying/capturing another alliance's sovereignty structures requires attackers to use Entosis Links on the structure during its daily vulnerability window. If this action succeeds, the structure will become invulnerable. At some some point between 24 and 72 hours later, Command Nodes will begin spawning around the constellation. Attackers and defenders must capture these nodes using Entosis Links in a tug-of-war battle in order to destroy/secure the structure.
  • Sovereignty Blockade Units are now obsolete. Any SBUs in space will automatically self-destruct, whilst SBUs in hangars can be sold back to NPC buy orders.
  • Exploration:
  • The effects of Pirate Detection Array, Entrapment Array, Survey Networks and Quantum Flux Generator infrastructure upgrades have been adjusted. See this dev blog for more details.
  • Nullsec and Lowsec versions of the Assault, Headquarters and Mothership Incursion sites now allow 50% more players before rewards begin to decrease.
  • SKIN:
  • Added ship SKINs for Tech 2 Cruisers and Tech 2 Industrials. They are the following:
  • AMARR:
  • Sacrilege EoM SKIN (Permanent)
  • Zealot EoM SKIN (Permanent)
  • Devoter EoM SKIN (Permanent)
  • Guardian EoM SKIN (Permanent)
  • Curse EoM SKIN (Permanent)
  • Pilgrim EoM SKIN (Permanent)
  • Augoror Navy Issue EoM SKIN (Permanent)
  • Omen Navy Issue EoM SKIN (Permanent)
  • Prorator EoM SKIN (Permanent)
  • Impel EoM SKIN (Permanent)
  • CALDARI:
  • Cerberus Wiyrkomi SKIN (Permanent)
  • Eagle Wiyrkomi SKIN (Permanent)
  • Onyx Wiyrkomi SKIN (Permanent)
  • Basilisk Wiyrkomi SKIN (Permanent)
  • Falcon Wiyrkomi SKIN (Permanent)
  • Rook Wiyrkomi SKIN (Permanent)
  • Caracal Navy Issue Wiyrkomi SKIN (Permanent)
  • Osprey Navy Issue Wiyrkomi SKIN (Permanent)
  • Crane Wiyrkomi SKIN (Permanent)
  • Bustard Wiyrkomi SKIN (Permanent)
  • GALLENTE:
  • Deimos Intaki Syndicate SKIN (Permanent)
  • Ishtar Intaki Syndicate SKIN (Permanent)
  • Phobos Intaki Syndicate SKIN (Permanent)
  • Oneiros Intaki Syndicate SKIN (Permanent)
  • Arazu Intaki Syndicate SKIN (Permanent)
  • Lachesis Intaki Syndicate SKIN (Permanent)
  • Exequror Navy Issue Intaki Syndicate SKIN (Permanent)
  • Vexor Navy Issue Intaki Syndicate SKIN (Permanent)
  • Viator Intaki Syndicate SKIN (Permanent)
  • Occator Intaki Syndicate SKIN (Permanent)
  • MINMATAR:
  • Muninn Justice SKIN (Permanent)
  • Vagabond Justice SKIN (Permanent)
  • Broadsword Justice SKIN (Permanent)
  • Scimitar Justice SKIN (Permanent)
  • Huginn Justice SKIN (Permanent)
  • Rapier Justice SKIN (Permanent)
  • Scythe Fleet Issue Justice SKIN (Permanent)
  • Stabber Fleet Issue Justice SKIN (Permanent)
  • Prowler Justice SKIN (Permanent)
  • Mastodon Justice SKIN (Permanent)
  • User Interface:
  • New map: The circular cursor has been removed
  • New map: The map can now follow markers, including your current location.
  • Cynosural beacons have a new overview and bracket icon to distinguish them from beacons of other types.
  • Fixes:
  • PvE:
  • Certain hacking containers that were supposed to spawn items in your ships cargo were not functioning correctly.
  • User Interface:
  • Fixed an issue that caused bilingual clients to not display content correctly.
  • New map: The 'All Factions and Alliances' filter now correctly displays all player corps.
  • New map: The map remembers its position for each character rather than just one position per user.
  • New map: Overlapping markers no longer behave in a strange way.
  • New Map: The inertia movement has been improved.
  • Third Party Development:
  • XML API:
  • You can now access the details of all your bookmarks with the XML API.
  • Contact labels are now available via the Contacts endpoints for personal, corporation, and alliance contacts.
  • CREST API:
  • New endpoints are available in support of the new sovereignty system: API changes for Aegis sovereignty

New in EVE Online: Into the Abyss 8.48.913581 Patch for Carnyx (Jul 9, 2015)

  • Graphics:
  • Turrets and launchers on T3 Strategic Cruisers are now rendered with the correct hull materials.
  • Gameplay:
  • The Hecate can now be insured.
  • User Interface:
  • The "Flight Time Bonus" attribute appears now correctly in the module attributes.
  • Market groups for new Missile Guidance modules have been fixed.
  • The market group icons for Weapon Upgrades, Ballistic Control Systems, Missile Guidance Computers and Missile Guidance Enhancers have been updated.

New in EVE Online: Into the Abyss 8.48.907429 Patch for Carnyx (Jun 25, 2015)

  • Miscellaneous:
  • The CONCORD Inner Circle Note of Merit decoration has been awarded to a handful of capsuleers for their efforts in tracking down the whereabouts of the late Dr. Tukoss.

New in EVE Online: Into the Abyss 8.48.904005 Patch for Carnyx (Jun 18, 2015)

  • The following modules can normally be traded on the market:
  • Syndicate 200mm Steel Plates
  • Imperial Navy 200mm Steel Plates
  • Federation Navy 200mm Steel Plates

New in EVE Online: Into the Abyss 8.48.899716 Patch for Carnyx (Jun 12, 2015)

  • FIXES :
  • Gameplay:
  • Resolving n issue with data / relic analyzers not working correctly. The hacking window should now open as expected.
  • PvE:
  • The Angel Cartel version of the Anomic Base mission no longer allows players to warp directly into the complex.

New in EVE Online: Into the Abyss 8.48.898254 Patch for Carnyx (Jun 9, 2015)

  • FIXES:
  • Graphics:
  • The model of an active tactical destroyer does no longer reset back to the defense mode, when assembling another tactical destroyer in a station hangar.
  • Technical:
  • Fixed the tracking camera moving erratically when the new map is docked, and made various other small improvements to the general functionality of the tracking camera.
  • User Interface:
  • NPC Fighters should now have the proper overview bracket attached to them.
  • Holding button for the "Look At" shortcut shows the correct icon on players ship.
  • Goru's Shuttle, Guristas Shuttle and Rattlesnake Victory Edition brackets should now be properly updated.
  • Noctis, Industrial Ships and the Orca should now have proper icons in the Interbus Ship Identification System (ISIS).
  • Supercarrier bracket icons should now be properly displaying their respective ships.
  • Industrial ship brackets have been fixed to properly match their own ship types instead of mining barges.

New in EVE Online: Into the Abyss 8.48.896464 Patch for Carnyx 1.3 (Jun 5, 2015)

  • FIXES:
  • Technical:
  • Time Dilation will now correctly scale in the newly discovered wormhole systems.
  • Kill-mails should again be delivered in a timely manner.
  • The "Assertion failed in Thunkers.cpp" error causing the client to freeze in certain situations has been fixed.

New in EVE Online: Into the Abyss 8.48.894427 Patch for Carnyx (Jun 4, 2015)

  • FEATURES & CHANGES:
  • Modules:
  • Removed all Takmahl items from the materials reprocessing list for 'Citadella' 100mm Steel Plates.
  • FIXES:
  • User Interface:
  • The Jackdaw skill requirements will now display properly in the Ship Identification System (ISIS).
  • Fixed an issue with navigating the Ship SKINs categories in the New Eden Store.

New in EVE Online: Into the Abyss 8.48.893722 Patch for Carnyx (Jun 2, 2015)

  • Sovereignty:
  • The next stage of Sov 5.0 introduces changes to station services. For more details see the previous dev blogs SUMMER 2015 NULLSEC AND SOV STATUS REPORT and POLITICS BY OTHER MEANS: SOVEREIGNTY PHASE TWO
  • Station Services
  • Station services for outposts and conquerable stations are now enabled/disabled using the Entosis Link module. They have become immune to regular damage.
  • The structures have been moved away from the center of station to more appropriate locations on the station model. Each type of station/outpost has a different layout of service locations.
  • Services will take 5 minutes of uncontested Entosis Link activation (after completing a warm-up cycle) to enable/disable. To provide a defensive bonus, the time take to disable a service is increased according to the solar system's occupancy multiplier (more details in the dev blogs linked above)
  • Activity Defense Multiplier
  • System Sovereignty Index values now combine to form a single Activity Defense Multiplier. In this release the multiplier modifies the time required to disable station services, and in future releases it will modify the time required to capture and reinforce sovereignty structures.
  • Activating an Entosis Link module will now trigger a Weapon Timer. This causes the normal penalties on the ship (cannot jump/dock or switch ships in space)
  • A director in an alliance’s executor corporation is now able to set a default alliance vulnerability time. Currently this has no effect, but will allows alliances to pre-set their timer in preparation for the next stage of sovereignty changes coming in AEGIS.
  • Entosis Link module
  • Activating an Entosis Link module will now trigger a Weapon Timer. This causes the normal penalties on the ship (cannot jump/dock or switch ships in space)
  • Default Alliance Vulnerability Time ◦ A director in an alliance’s executor corporation is now able to set a default alliance vulnerability time. Currently this has no effect, but will allows alliances to pre-set their timer in preparation for the next stage of sovereignty changes coming in AEGIS.
  • Exploration:
  • New systems are available that can be accessed via the Unidentified wormholes. (Unidentified wormholes can be found in systems that contain the Jove Observatory)
  • Graphics:
  • The second iteration of PBR has been applied to all ships, capital wrecks, turrets and drones.
  • The Naga has had a texture update.
  • Secondary lighting from ships and stations has been added.
  • Gameplay:
  • Ships in high-sec space piloted by a character with a Criminal Flag will now be unable to use in-space re-fitting facilities.
  • Localization:
  • All ship SKIN durations are now fully translated in Russian and German.
  • Market:
  • New items have been added to the Trade Goods > Unknown Components Market category.
  • Modules:
  • Afterburners and Microwarpdrives have been rebalanced to reduce complexity and provide more meaningful options within each module set. More info can be found here.
  • Shield Extenders and Armor Plates have been rebalanced to reduce complexity and provide more meaningful options within each module set. More info can be found here.
  • Adjustments have been made to Garde, Curator and Bouncer Sentry Drones. See this forum thread for more details: ◦ Gardes: -25% Optimal, +66.7% Falloff, -3% Damage, -6.67% Tracking
  • Curators: -3.1% Damage, -13% Tracking
  • Bouncers: -3.3% Damage, -12.5% Tracking
  • Missions & NPCs:
  • A new Anomic Base burner mission has been added to the level 4 security mission pool. A new mission where players face off against fighters of the Angel Cartel.
  • Drifter presence has reportedly been increased throughout Amarr space.
  • New Eden Store:
  • Marauder pilots will find several new appearance options in the New Eden Store ◦ Amarr Paladin - Blood Raider SKIN
  • Caldari Golem - Kaalakiota SKIN
  • Gallente Kronos - Police SKIN
  • Minmatar Vargur - Thukker Tribe SKIN
  • Always on the forefront of innovation, Sanctuary have introduced a collection of SKINs for the Astero, Stratios and Nestor. Head to the New Eden Store every Tuesday over June as these are introduced one at a time.
  • Ships:
  • The next Tech 3 Tactical Destroyer has been introduced: the Caldari Jackdaw. All details can be found in this forum thread:
  • Jackdaw
  • Caldari Tactical Destroyer Bonuses Per Level:
  • 5% bonus to Rocket and Light Missile Launcher rate of fire
  • 15% reduction in Missile Launcher reload time
  • 5% reduction in heat damage generated by modules
  • Role Bonus:
  • 50% bonus to Rocket and Light Missile damage
  • 95% reduction in Scan Probe Launcher CPU requirements
  • Additional bonuses are available when one of three Tactical Destroyer Modes are active. Modes may be changed no more than once every 10 seconds.
  • Defense Mode:
  • 33.3% bonus to all shield resistances while Defense Mode is active
  • 33.3% reduction in ship signature radius while Defense Mode is active
  • Propulsion Mode:
  • 33.3% bonus to max velocity while Propulsion Mode is active
  • 66.6% bonus to ship inertia modifier while Propulsion Mode is active
  • Sharpshooter Mode:
  • 66.6% bonus to Rocket and Light Missile velocity while Sharpshooter Mode is active
  • 100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active
  • Slot layout: 6 H, 6 M, 2 L, 5 launchers:
  • 3 Rig Slots, 400 Calibration
  • Fittings: 57 PWG, 270 CPU
  • Defense (shields / armor / hull) : 900 / 600 / 600
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 55 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 72.5 / 43.75 / 10
  • Capacitor (amount / recharge rate / average cap per second): 700 / 300s / 2.333
  • Mobility (max velocity / agility / mass / warp speed / align time): 170 / 6.6 / 1,000,000 / 4.5 / 9.15s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 275 / 7
  • Sensor strength: 15 Gravimetric
  • Signature radius: 70
  • Cargo capacity: 450
  • Skills:
  • Infomorph Psychology can no longer be trained on trial accounts.
  • User Interface:
  • Added a ‘Fit’ button to the shared fitting window, allowing players to fit directly without having to save the fitting first.
  • Improved the popup window which appears when pilots attempt to fit a saved or shared fitting they do not have all the modules for. The window now alphabetically lists the missing modules with clickable links.
  • Character names are now displayed underneath portraits in the final confirmation window in new character creation.
  • Added a popup error window to inform players when they are trying to import an invalid fitting from clipboard.
  • Modules can now be drag-dropped from saved fittings into the compare tool.
  • New icons have been added to the overview, ISIS and in space for the following groups: ◦ Ships
  • Drones
  • Structures
  • Celestials
  • Containers
  • Wrecks
  • Beacons
  • Scanner probes
  • Bombs
  • Agents in space
  • Frozen corpses
  • NPC sentry guns
  • POS structures + batteries
  • Deployables
  • Sovereignty structures
  • Outposts, Upgrade Platforms and Station Services
  • Factional Warfare Control Bunkers
  • Large Collidable Structures
  • Minor changes to Planetary Interaction window functionality
  • Planetary Interaction windows have been modified to be more in line with UI modernization strategy
  • The Size of Planetary Interaction windows can now be changed. Width has a set min/max size but height min/max depends on the panel expanded.
  • The information windows for SKIN items and SKIN variations now have buttons to purchase available SKINs either from the New Eden Store or the regional market
  • The SKIN groups in the left-hand panel in the fitting window and the preview window now remember the collapsed state
  • The SKINs tab in the character sheet has new filtering options to filter by owned and available SKINs
  • When you activate a SKIN item you are now asked to confirm the activation (this dialog is suppressible)
  • FIXES :
  • Gameplay:
  • Fixed the Scythe Fleet Issue and Rapier bonuses so that they do not apply to incorrect missile types.
  • Changed volume of Magnetic Field Stabilizer to 5 m3 to match other Magnetic Field Stabilizer variants.
  • Changed various 1600mm Reinforced Steel Plates' volume to 20m3, to comply with other variants.
  • Changed Zealot Blueprint required input materials to 38 Antimatter Reactor Units.
  • Fixed saved fleets not remembering squad order.
  • Added 'Remove from Overview' option to scanner probe right click menu.
  • Localization:
  • Several translation and terminology issues have been resolved for DE, FR, RU and JA.
  • RU:
  • Categories of shield-related modules now properly and consistently rely to «силовые поля» instead of «щиты» for both market and skills descriptions as well as related ship bonuses.
  • A number of misleading translations have been changed to be clearer.
  • Resistance types have been moved to the beginning of any relevant phases
  • Miscellaneous:
  • Changed the descriptions of The Widow, Sin, Panther, and Redeemer. Sentence now reads "With the use of a jump drive and portal generator..."
  • Fixed issue where the holoscreen in captain's quarters displayed yourself as a newly licensed pilot. It now displays only recently created pilots.
  • Fixed grammatical text errors in the descriptions of Minmatar Starbase Control Towers.
  • Fixed grammatical text errors in the descriptions of various 800mm cannons.
  • Fixed text & grammar errors in the description of the Modulated Strip Miner II.
  • Fixed grammatical errors in descriptions for 'Crop', 'Plow', and T2 gas cloud harvesters.
  • Corrected a spelling error in the description of Initiated Ion Field ECM I.
  • Fixed a text error in info text for Malfunctioning Electromechanical Component.
  • Removed redundant space before comma in the description of Tengu Electronics – Obfuscation Manifold.
  • Fixed the description of 50MN Digital Booster Microwarpdrive (formerly known as 10MN Digital Booster Microwarpdrive) so it matches other similar modules.
  • Removed an extra space from Men's 'Crusher' Cybernetic Arm (green camo right).
  • Fixed a grammatical error in description of Synthetic Synapses.
  • Fixed a grammatical error in description of Imperial Navy Warfare Mindlink.
  • Removed incorrect spaces from the descriptions of all Eifyr and Co. ‘Rogue’ High Speed Maneuvering implants.
  • Fixed grammar in the description text for various ‘Eifyr and Co.’ and 'Inherent’ gunnery implants.
  • Fixed grammar error in the descriptions for all Zainou ‘Snapshot’ Torpedoes implants.
  • Fixed capitalization errors in the description texts for various implants.
  • Changed the description of effects on CA implants to comply with standards.
  • Fixed an issue causing the in-game browser history to not show dates.
  • Fixed an issue causing the 'Highlight My Messages' button in chat settings to be unresponsive.
  • Fixed errors in the mission text of 'Black Ops Crisis'.
  • Fixed the formatting of damage resistance in T3 subsystem attributes tabs.
  • Fixed the strange decimals in thermal resistance attributes for Crow and Raptor.
  • Resolved the capitalization errors in various info windows' Attributes & Fitting tabs.
  • Removed an extra line break from sensor dampener tooltip.
  • The description of Fullerene Intercalated Graphite has been fixed.
  • Small Military Beacons now correctly list that Tech 3 destroyers are allowed through the site gate.
  • The offensive "sensor strength" attribute for drones and modules has been renamed to "ECM Jammer Strength" to avoid confusion with the defensive "Sensor Strength" attribute.
  • The Victorieux Luxury Yacht traits tab now correctly displays its 100% warp speed bonus.
  • The descriptions of minerals Megacyte, Zydrine, Isogen, Mexallon, Pyerite and Tritanium have been adjusted to reflect their most current availability in ores.
  • The error message displayed when attempting to invite a character with roles in their current corporation into a new corporation has been clarified.
  • Text errors in the description of the CA-4 implant have been corrected.
  • The description of the Light Missiles skill has been adjusted to become more consistent with similar skill descriptions.
  • The error message displayed when attempting to set Thera as an autopilot destination/waypoint has been clarified.
  • The error message displayed when attempting to accept or reject a corporation application that has already been accepted, rejected or withdrawn has been clarified.
  • Activating a SKIN item multiple times through the Assets window is no longer hazardous.
  • Fixed capitalization in attributes tab for shield extenders.
  • PvE:
  • Burner NPC´s have had their faction standing penalty removed when killing them.
  • Burner NPC now give out a security standing gain when killed.
  • The Audesder War Effort, The Ammatar Traitor (3 of 8) has a clearer mission briefing.
  • Graphics:
  • Siege, Bastion and Industrial Core animations are correctly represented to 3rd parties arriving on grid.
  • Adjusted visual appearance of Smart Bomb EMP effects on low shader settings.
  • Modified Blue stars to prevent shining through occlusive objects.
  • Corrected missing textures on the Repair Outpost assets.
  • Minmatar stargates no longer feature erroneously colored sails.
  • Corrected textures on Golem hull antenna.
  • Corrected position of Confessor arm when in sharpshooter mode.
  • Corrected fin on Eagle hull
  • Corrected erroneous animation in the warp mode of the Enyo and Ishkur.
  • Missions & NPCs:
  • An incorrect faction turret has been replaced in the 'Serpentis Fleet Shipyard' combat site.
  • Some objects in 'Pulverize the Pioneers' have been moved to prevent clipping inside each other.
  • Frequency of Burner Missions offered by level 4 Security agents has been lowered.
  • Objects within the Rogue Eradication (3 of 3) combat site have been repositioned.
  • Technical:
  • Performance improvements for opening the fitting window
  • User Interface:
  • Fixed an issue causing some modules in the market to show as if they do not fit on current ship when they actually do.
  • Fixed an issue causing the mouse pointer to become partially stuck when resizing windows and jumping between systems simultaneously.
  • Removed "Reset Tutorial State" from system menu to reflect the removal of the tutorial.
  • Fixed "Raw Materials" capitalization in market menu.
  • Added missing icon to cap booster attribute tabs.
  • Fixed an issue causing distance values to sometimes disappear from overview.
  • Fixed a misleading error message that appears when you try to add a skill that you do not have to queue.
  • Fixed standings icons not showing up in local chat directly after login.
  • Fixed an issue which caused standings icons to sometimes not show up in the Guests tab in stations.
  • Fixed an issue causing corporation bulletins with large font sizes to not be editable or deletable.
  • The duplicate listing of Clone Activation has been removed from notification settings.
  • Fixed issue when notifications sometimes displayed 'None ago' when they were very recent.
  • Resolved some notification widget positioning issues, preventing the widget from being draggable off screen.
  • Fixed an issue causing some windows to not correctly reopen after docking and undocking and vice versa.
  • Fixed missing Variations tab in info window for all Polarized weapons.
  • Fixed 'Aligning' text sometimes not persisting.
  • New map: fixed issue causing saved location markers to appear despite being turned off.
  • New Map: fixed an issue causing the map to become blurry and cluttered when having the map grouped by constellations while jumping between constellations.
  • New Map: fixed 'Security Offices' color filter.
  • New map: fixed an issue causing some players in wormholes to have completely empty maps.
  • Armor hardener descriptions now have a proper line break before the penalty paragraph.
  • Planetary Interaction windows will now appear blurred behind windows like the overview.
  • Labels in contacts and EVE Mail window are now listed in correct alphabetical order
  • You can now rename your contacts and EVE Mail labels to the same word with different capitalization
  • The click area for using corporation account in the Sell Items window is no longer ridiculously big
  • Fixed an issue which caused the final waypoint in a route set while in a wormhole system to be identical to the first.
  • Several cases of inconsistent punctuation and capitalization in the corporation management UI have been corrected.
  • The ship preview window minimum size has been slightly increased
  • Changing the previewed SKIN in the preview window no longer resets the camera zoom
  • The SKIN groups in the ship preview window are no longer duplicated
  • THIRD PARTY DEVELOPERS:
  • XML API:
  • Lowered the cache time for the CharacterAffiliations endpoint (deployed a few weeks ago). See: https://developers.eveonline.com/blog/article/characteraffiliations-and-the-image-server
  • CREST API:
  • Added a new V2 of the character statistics resource.
  • IMAGE EXPORT COLLECTION (IEC):
  • Added images related to hacking.

New in EVE Online: Into the Abyss 8.48.885899 Patch for Mosaic (May 29, 2015)

  • Patch notes for Mosaic 1.10
  • Released on Tuesday, May 26, 2015
  • FIXES :
  • DUST 514:
  • Back end changes and updates for DUST 514.
  • FIXES :
  • DUST 514:
  • Back end changes for DUST 514.

New in EVE Online: Into the Abyss 8.48.881508 Patch for Mosaic (May 12, 2015)

  • Gameplay:
  • Opportunities: fixed an issue with opportunities timestamps which was causing them to pop up on each login for some older players.
  • Proximity Turrets in the Serpentis Burner Mission have had their aggression mechanics updated.
  • The volumes of several compressed ores have been corrected to match their new mineral compositions

New in EVE Online: Into the Abyss 8.48.879797 Patch for Mosaic (May 5, 2015)

  • FIXES :
  • Localization:
  • Translation for the “Resource Loading” indicator was corrected in the Russian client.
  • FEATURES & CHANGES :
  • Miscellaneous:
  • The Opportunities button has been added to the Neocom by default.
  • The Opportunities setting button was moved from the bottom right corner of the Opportunities map window to top right.
  • FIXES :
  • Gameplay:
  • Fixed an issue causing the Selected Item window to not register frequent multiple clicks when changing button states.
  • User Interface:
  • New Map: Added missing text label to Territorial Claim Units.
  • New map: Fixed an issue which could cause the probing controls to become detached from the probes themselves.
  • New map: Fixed an issue with probing causing only 1 red dot to appear instead of 2 when a signature is partially scanned.
  • New map: Fixed an issue which could prevent the map from loading for some players.
  • Decimals and digit grouping symbols are displayed in a better way.
  • The tooltips in the fitting screen no longer display too many decimals.
  • The public Show Info page of a character displays the corporation Role-titles again.
  • Opportunities: The opportunities menu doesn't close while it is being used.

New in EVE Online: Into the Abyss 8.48.879429 Patch for Mosaic (May 4, 2015)

  • FIXES :
  • Technical:
  • You can no longer apply SKINs to ships that the SKIN is not intended for. SKINs that were applied in this way have been reset.
  • User Interface:
  • The fitting window opening delay introduced in Mosaic 1.0 has been fixed.

New in EVE Online: Into the Abyss 8.48.879216 Patch for Mosaic (Apr 30, 2015)

  • User Interface:
  • An issue when clicking fast with the mouse has been fixed.
  • FIXES :
  • Science & Industry:
  • Compressed Nullsec and Lowsec ores have had their volumes adjusted in accordance with their new mineral compositions.
  • T2 items, when reprocessed, have had their mineral compositions udated to reflect the increased amounts of Zydrine and Megacyte used in manufacturing.

New in EVE Online: Into the Abyss 8.48.879104 Patch for Mosaic (Apr 30, 2015)

  • FIXES :
  • Technical:
  • The CREST killmail resource is now less demanding to the backend system.
  • Remote activation of skin licenses from stations has been fixed
  • User Interface:
  • The Vexor InterBus SKIN will now be displayed everywhere appropriate instead of just on the market and store.
  • The Scorpion will no longer display the time limited versions of the Ishukone SKIN.
  • Fixed an issue that caused check boxes in the access tab of the role management window to be incorrectly arranged.

New in EVE Online: Into the Abyss 8.48.878744 Patch for Mosaic (Apr 29, 2015)

  • Miscellaneous:
  • Added the option to completely hide opportunities. This can be configured by clicking on the shield icon in info panel, or the cog icon in opportunities map and aura popups. Opportunities can be re-enabled via the neocom menu.
  • Technical:
  • Fixed an issue which could prevent notification settings from saving properly.
  • User Interface:
  • New map: the new map is now turned on for all players by default. The old map has not been removed and hotkeys have not been changed.
  • Clicking on 'Show in map' and 'Map' button in probe scanner window will now open new map rather than old.
  • FIXES :
  • Audio:
  • Fix for inaudible audio of LCOs
  • Gameplay:
  • The Omen Tash-Murkon Edition ships and blueprints will be converted to SKINs.
  • Turning in outlaw tags for security status works correctly again.
  • PvE:
  • Several tweaks have been made to the new Burner Missions including additional loot drops and increased bounties.
  • Science & Industry:
  • The Megacyte and Zydrine volumes obtained by refining tech 2 items and certain structures has been corrected.
  • Technical:
  • Fixed an issue with ship SKINs sometimes reverting when they shouldn't.
  • User Interface:
  • The SKINs panel of the fitting window will now default to being open.
  • Searching and paging in the new corp roles management now works as intended.
  • New Map: changed duplicate 'Fitting' color filter to 'Manufacturing Facilities'.

New in EVE Online: Into the Abyss 8.48.877986 Patch for Mosaic (Apr 28, 2015)

  • FEATURES & CHANGES :
  • Graphics:
  • Cider Upgrade for Mac Clients
  • New anchor and unanchor effects for deployable structures
  • V3 Asset Updates for all Player Owned Starbase (POS) structures
  • New POS Force Field Effect
  • Damage Control Icon redesign
  • Localization:
  • FR: "Vagabonds" has been changed back to "Drifters"
  • FR: Talwar and Onyx bonuses have been updated in ISIS
  • FR, DE & RU: defect fixes and terminology issues resolved
  • Modules:
  • The penalty for fitting warp rigs has been changed from CPU capacity to signature radius
  • The Entosis Link can now be manufactured
  • Miscellaneous:
  • Corporation adverts can now specify minimum skill points.
  • The basic tutorial (up to Career agents) has been completely removed and replaced with the Opportunities system. For more information please read this Dev Blog.
  • This includes tutorial pop up windows that occurred during the career agents missions
  • Opportunities content will be enabled for all players including veteran players
  • The Opportunity system includes a number of tasks that can be undertaken in any order at any time
  • Opportunities can be viewed and navigated via the Opportunities map, accessible via a button on the Neocom
  • The Opportunities panel is available by default as part of the Info Panels to the left of the screen
  • Missions & NPCs:
  • Two new Level 4 Burner Missions have been added. These missions allow certain medium sized ships entry and are completely optional, with no penalty for declining
  • Science & Industry:
  • The Zydrine and Megacyte consumption of almost all blueprints have been doubled.
  • The compositions of several ore variations have been adjusted. Their new values are:
  • Arkonor:
  • Tritanium: 22000
  • Mexallon: 2500
  • Megacyte: 320
  • Bistot:
  • Pyerite: 12000
  • Zydrine: 450
  • Megacyte: 100
  • Crokite:
  • Tritanium: 21000
  • Nocxium: 760
  • Zydrine: 135
  • Dark Ochre:
  • Tritanium: 10000
  • Isogen: 1600
  • Nocxium: 120
  • Gneiss:
  • Pyerite: 2200
  • Mexallon: 2400
  • Isogen: 300
  • Spodumain:
  • Tritanium: 56000
  • Pyerite: 12050
  • Mexallon: 2100
  • Isogen: 450
  • Mercoxit:
  • Morphite: 300
  • Hedbergite:
  • Pyerite: 1000
  • Isogen: 200
  • Nocxium: 100
  • Zydrine: 19
  • Hemorphite:
  • Tritanium: 2200
  • Isogen: 100
  • Nocxium: 120
  • Zydrine: 15
  • Jaspet:
  • Mexallon: 350
  • Nocxium: 75
  • Zydrine: 8
  • The ore compositions of the Mining Anomalies generated by the Ore Prospecting Array upgrade have been adjusted to better reflect average mineral usage in industry.
  • Ships:
  • The Confessor and Svipul Tactical Destroyers have been rebalanced and their build components have been adjusted.
  • Confessor:
  • New Role Bonus: +50% Small Energy Turret Damage
  • Highslots: 6 (-1)
  • Turrets: 4 (-2)
  • Powergrid: 62 (-18)
  • CPU: 180 (-10)
  • Max Velocity: 235 (-45)
  • Mass: 2,000,000kg (-400,000)
  • Inertia: 2.7 (+0.55)
  • Shield Recharge Time: 800s (+175s)
  • Capacitor Recharge Time: 320s (+20s)
  • Svipul:
  • New Role Bonus: +50% Small Projectile Turret Damage
  • Highslots: 6 (-1)
  • Turrets: 4 (-2)
  • Powergrid: 59 (-19)
  • CPU: 205 (-10)
  • Max Velocity: 230 (-60)
  • Mass: 1,500,000 (-400,000)
  • Inertia: 3.5 (+0.85)
  • Shield Recharge Time: 800s (+175s)
  • Capacitor Recharge Time: 240s (+15s)
  • Material Requirements have been changed: +1 to each of Electromechanical Interface Nexus, Fullerene Intercalated Sheets, Optimized Nano-engines, Reconfigured Subspace Calibrator, Self-Assembling Nanolattice, Warfare Computation Core
  • Battlecruiser and Command Ship warp speed and acceleration have been increased by approximately 8%
  • Structures & Deployables:
  • The volume of Infrastructure Hubs and Infrastructure Upgrades have been reduced:
  • Infrastructure Hubs: 60,000 m3
  • Military/Industrial upgrades: From 5,000 m3 to 60,000 m3 (depending on the level)
  • Strategic Upgrades: 200,000 m3
  • Infrastructure Upgrades may now be manufactured from blueprints.
  • Structures may now be deployed to space from ship Fleet Hangars
  • The rate at which mining accumulates Sovereignty Industrial Index points has been greatly increased
  • The rate at which killing NPCs accumulates Sovereignty Military Index points has been greatly increased
  • User Interface:
  • Added Opportunities button to Neocom menu.
  • Fittings dropped into market quickbar will now include numbers for quantity of each module.
  • New Map: added factional warfare and sovereignty color filters.
  • New Map: double-clicking map header will now toggle full screen mode.
  • New Map: added functionality for location names to be drag dropped from dropdown lists inside the map.
  • New Map: added 'Recent' filters to top of filter menu.
  • New Map: Probing - added double click on probe result to focus map.
  • Skill queues can now be imported from clipboard.
  • Added tooltip to custom probe formation button in probing window.
  • Fitting window will remain open during docking and undocking
  • Top level icons for Control Tower, Storage Group, and Starbases have been updated in the inventory window
  • The notification coming up when unanchoring Personal Hangar Arrays should now properly mention this action will also delete items belonging to other corporation members housed inside the structure.
  • Sensor Overlay graphics updated.
  • Sensor Overlay only does a 360° sweep when first entering a solar system and no longer repeats.
  • When the Sensor Overlay is turned off nothing will appear in the space scene and the compass becomes more transparent.
  • Role management UI has been restructured. More information can be found in this forum thread
  • SKINs (Super Kerr-Induced Nano-coating) System:
  • The Ship Paint Pilot Program is being superseded by the new SKIN system, which adds licenses for a ship that can be applied to the character.
  • A new tab has been added to the Character Sheet that lists all available SKINs and which are active for the character.
  • Ship preview window has a left-side panel with all available SKINs for the given ship and allows the player to preview the SKIN.
  • Applied SKINs are saved per ship, so each ship of the same type that a player boards will activate his active SKIN license.
  • A new option has been added under the Display & Graphics > Effects section that allows you to disable SKIN effects from other ships in Space.
  • A new Skin tab has been added to the ship's Show Info window showing all available Skins for that ship.
  • Fitting Window has a new left-hand panel with a list of all SKINs that are available for the active ship. Player can apply and preview Skins in his active ship.
  • Current Ship Paint Pilot Program ships will be converted to a SKIN license and a base ship of the same type.
  • The fitting window and preview window have an easy access to the NES store to purchase SKINs.
  • More information about the feature and the conversion can be found in this dev blog.
  • FIXES :
  • Gameplay:
  • Standard containers in space are now also cleaned up during some downtimes, same as other space junk.
  • Fixed corporation ad searching not showing ads from the largest corps in the game.
  • Fixed an issue where right clicking + show info on any recruiter in recruitment ads with multiple recruiters always showed the info for the last recruiter
  • Fixed an issue where non-double clicks could be incorrectly interpreted as move commands.
  • Fixed an issue causing inconsistencies in combat logs.
  • Changed meta level of 'Plough' Heavy Capacitor Booster from 7 to 6.
  • Changed Mjolnir Rage blueprint rocket fuel requirement from 8 to 6 as per other rockets.
  • Cynosural fields may no longer be lit within the potential forcefield range of an Anchored, Online or Reinforced starbase, whether the forcefield is active or not.
  • Graphics:
  • Realigned default camera FOV after pod death
  • Adjusted cloaking effect to work correctly with the new map.
  • Corrected Loyalty Point Store blueprint icons.
  • Resolved an issue whereby resizing 3D Preview windows would break the render and crash Mac clients.
  • Removed scleral discoloration for Low Quality Characters on Mac clients.
  • Fixed CR line breaks incorrectly being interpreted by Mac clients.
  • Prevented Mac client graphical corruption by clamping AntiAliasing to Disabled
  • Localization:
  • Fixed station panel button labels appearing incorrectly on localized clients.
  • Missions & NPCs:
  • A typo in the mission 'Right to Rule' has been fixed.
  • A naming error with the Mineral Container item has been fixed
  • A typo in the Shadow Serpentis Fleet Staging Point combat site has been fixed.
  • A grammatical error in the description of Obsidian Ochre has been fixed.
  • A grammatical error in the mission 'Athran Exigency (1 of 5)' has been fixed.
  • Long waits in between waves in the combat mission 'Technological Secrets 1 of 3 ' have been lowered.
  • A visual issue during the 'A Better World' mining mission has been fixed.
  • A despawning issue with the 'Minmatar Contracted Bio-Farm' combat site has been fixed.
  • Some objects that caused collision issues within the combat site 'Serpentis Watch' have been repositioned.
  • A despawning issue with the 'Serpentis Drug Outlet' combat site has been fixed.
  • A completion issue with the Minmatar epic arc mission 'Heresiology' has been fixed.
  • Missing icons on the warp in messages for 'Rich' and 'Potent' mining sites have been reintroduced.
  • Prospect frigates can now enter the Rogue Drone Asteroid Infestation and Chemical Yard sites.
  • Lime Cytoserocin damage clouds are now correctly named.
  • PvE:
  • Fixed text errors in the following missions: A Greener World, Honor, A Better World.
  • Fixed local chat channel member list sometimes not properly updating colortags that have expired.
  • Drifter and Circadian Seeker loot table re-balance
  • Further iteration on NPC AI behaviours
  • Science & Industry:
  • Prospect blueprint copies are correctly show now a Tech 2 meta level.
  • Corporations and Alliances:
  • Adding a clearer error message when attempting to withdraw a character's application to a corporation that has been closed.
  • Fixed an issue where a new corporation member could be added to the member list three times.
  • User Interface:
  • New map: the "Pirate and Police..." filter now properly shows numerical data upon hover over.
  • New map: fixed the avoidance systems filter not updating without closing and reopening map.
  • New map: fixed an issue which could cause the map (in windowed mode) to stick to the cursor.
  • New Map: the map will now properly remember its position and angle after being closed and reopened.
  • New Map: changed it so that the Neocom is not displaced when map is docked to the same side as the Neocom.
  • New Map: Fixed incorrect appearance of some jump bridge lines
  • New map: the map now remembers if you are in a wormhole when reopened.
  • Fixed the autocomplete dropdown menu breaking in the 'Save Location' window.
  • Fixed corporation advertisement windows breaking when resized.
  • Fixed an issue which could cause the station panel to disappear.
  • Changed planet density units in show info window from g/cm3 to kg/m3.
  • Added missing traits description for Revenant: "this ship class is only capable of carrying fighters and fighter bombers in its drone bay".
  • Added 'Open' to radial menu for freight containers in space.
  • Loading bar fills correctly with UI scaling
  • Team notifications have been removed from the Notifications Settings
  • Module icons will no longer periodically appear over the 3D preview in the Industry window
  • Item Filter window no longer has the Filter name field populated with the text, window, by default
  • Bottom segment of Factional Warfare window is now properly aligned with the rest of the window
  • Tech II transverse bulkhead blueprints are now properly filtered by tech II inventory filters
  • Used with tab no longer shows incompatible charges
  • Elite Drone AI is now available on the Market under Materials > Faction Materials > Rogue Drones category
  • Time Dilation no longer causes info panels to be delayed when opening
  • Attempting to minimize the chat window while loading into the game will no longer break the minimize button
  • Jump Fatigue and aggression timers no longer have artifacts in the icons
  • Ascendancy implants and polarized weapons are now properly sorted by tech levels when using custom made filters.
  • Fix for Elite Drone AI not sorted into the proper group in the Industry UI
  • Mastery skill counter no longer disappears after expanding and collapsing the window
  • The HUD is no longer hidden or moved when controlling POS weapons. The ship modules are still replaced.
  • Bookmark sensor overlay visibility icon in People & Places now correctly reflects the selected status
  • Fixed tooltip formatting for CPU and powergrid in fitting window.
  • Fixed tax information being displayed in the wrong position for customs offices

New in EVE Online: Into the Abyss 8.48.875004 Patch for Mosaic (Apr 25, 2015)

  • FEATURES & CHANGES :
  • Graphics:
  • Cider Upgrade for Mac Clients
  • New anchor and unanchor effects for deployable structures
  • V3 Asset Updates for all Player Owned Starbase (POS) structures
  • New POS Force Field Effect
  • Damage Control Icon redesign
  • Localization:
  • FR: "Vagabonds" has been changed back to "Drifters"
  • FR: Talwar and Onyx bonuses have been updated in ISIS
  • FR, DE & RU: defect fixes and terminology issues resolved
  • Modules:
  • The penalty for fitting warp rigs has been changed from CPU capacity to signature radius
  • The Entosis Link can now be manufactured
  • Miscellaneous:
  • Corporation adverts can now specify minimum skill points.
  • The basic tutorial (up to Career agents) has been completely removed and replaced with the Opportunities system. For more information please read this Dev Blog.
  • This includes tutorial pop up windows that occurred during the career agents missions
  • Opportunities content will be enabled for all players including veteran players
  • The Opportunity system includes a number of tasks that can be undertaken in any order at any time
  • Opportunities can be viewed and navigated via the Opportunities map, accessible via a button on the Neocom
  • The Opportunities panel is available by default as part of the Info Panels to the left of the screen
  • Missions & NPCs:
  • Two new Level 4 Burner Missions have been added. These missions allow certain medium sized ships entry and are completely optional, with no penalty for declining
  • Science & Industry:
  • The Zydrine and Megacyte consumption of almost all blueprints have been doubled.
  • The compositions of several ore variations have been adjusted. Their new values are:
  • Arkonor:
  • Tritanium: 22000
  • Mexallon: 2500
  • Megacyte: 320
  • Bistot:
  • Pyerite: 12000
  • Zydrine: 450
  • Megacyte: 100
  • Crokite:
  • Tritanium: 21000
  • Nocxium: 760
  • Zydrine: 135
  • Dark Ochre:
  • Tritanium: 10000
  • Isogen: 1600
  • Nocxium: 120
  • Gneiss:
  • Pyerite: 2200
  • Mexallon: 2400
  • Isogen: 300
  • Spodumain:
  • Tritanium: 56000
  • Pyerite: 12050
  • Mexallon: 2100
  • Isogen: 450
  • Mercoxit:
  • Morphite: 300
  • Hedbergite:
  • Pyerite: 1000
  • Isogen: 200
  • Nocxium: 100
  • Zydrine: 19
  • Hemorphite:
  • Tritanium: 2200
  • Isogen: 100
  • Nocxium: 120
  • Zydrine: 15
  • Jaspet:
  • Mexallon: 350
  • Nocxium: 75
  • Zydrine: 8
  • The ore compositions of the Mining Anomalies generated by the Ore Prospecting Array upgrade have been adjusted to better reflect average mineral usage in industry.
  • Ships:
  • The Confessor and Svipul Tactical Destroyers have been rebalanced and their build components have been adjusted.
  • Confessor:
  • New Role Bonus: +50% Small Energy Turret Damage
  • Highslots: 6 (-1)
  • Turrets: 4 (-2)
  • Powergrid: 62 (-18)
  • CPU: 180 (-10)
  • Max Velocity: 235 (-45)
  • Mass: 2,000,000kg (-400,000)
  • Inertia: 2.7 (+0.55)
  • Shield Recharge Time: 800s (+175s)
  • Capacitor Recharge Time: 320s (+20s)
  • Svipul:
  • New Role Bonus: +50% Small Projectile Turret Damage
  • Highslots: 6 (-1)
  • Turrets: 4 (-2)
  • Powergrid: 59 (-19)
  • CPU: 205 (-10)
  • Max Velocity: 230 (-60)
  • Mass: 1,500,000 (-400,000)
  • Inertia: 3.5 (+0.85)
  • Shield Recharge Time: 800s (+175s)
  • Capacitor Recharge Time: 240s (+15s)
  • Material Requirements have been changed: +1 to each of Electromechanical Interface Nexus, Fullerene Intercalated Sheets, Optimized Nano-engines, Reconfigured Subspace Calibrator, Self-Assembling Nanolattice, Warfare Computation Core
  • Battlecruiser and Command Ship warp speed and acceleration have been increased by approximately 8%
  • Structures & Deployables:
  • The volume of Infrastructure Hubs and Infrastructure Upgrades have been reduced:
  • Infrastructure Hubs: 60,000 m3
  • Military/Industrial upgrades: From 5,000 m3 to 60,000 m3 (depending on the level)
  • Strategic Upgrades: 200,000 m3
  • Infrastructure Upgrades may now be manufactured from blueprints.
  • Structures may now be deployed to space from ship Fleet Hangars
  • The rate at which mining accumulates Sovereignty Industrial Index points has been greatly increased
  • The rate at which killing NPCs accumulates Sovereignty Military Index points has been greatly increased
  • User Interface:
  • Added Opportunities button to Neocom menu.
  • Fittings dropped into market quickbar will now include numbers for quantity of each module.
  • New Map: added factional warfare and sovereignty color filters.
  • New Map: double-clicking map header will now toggle full screen mode.
  • New Map: added functionality for location names to be drag dropped from dropdown lists inside the map.
  • New Map: added 'Recent' filters to top of filter menu.
  • New Map: Probing - added double click on probe result to focus map.
  • Skill queues can now be imported from clipboard.
  • Added tooltip to custom probe formation button in probing window.
  • Fitting window will remain open during docking and undocking
  • Top level icons for Control Tower, Storage Group, and Starbases have been updated in the inventory window
  • The notification coming up when unanchoring Personal Hangar Arrays should now properly mention this action will also delete items belonging to other corporation members housed inside the structure.
  • Sensor Overlay graphics updated.
  • Sensor Overlay only does a 360° sweep when first entering a solar system and no longer repeats.
  • When the Sensor Overlay is turned off nothing will appear in the space scene and the compass becomes more transparent.
  • Role management UI has been restructured. More information can be found in this forum thread
  • FIXES :
  • Gameplay:
  • Standard containers in space are now also cleaned up during some downtimes, same as other space junk.
  • Fixed corporation ad searching not showing ads from the largest corps in the game.
  • Fixed an issue where right clicking + show info on any recruiter in recruitment ads with multiple recruiters always showed the info for the last recruiter
  • Fixed an issue where non-double clicks could be incorrectly interpreted as move commands.
  • Fixed an issue causing inconsistencies in combat logs.
  • Changed meta level of 'Plough' Heavy Capacitor Booster from 7 to 6.
  • Changed Mjolnir Rage blueprint rocket fuel requirement from 8 to 6 as per other rockets.
  • Cynosural fields may no longer be lit within the potential forcefield range of an Anchored, Online or Reinforced starbase, whether the forcefield is active or not.
  • Graphics:
  • Realigned default camera FOV after pod death
  • Adjusted cloaking effect to work correctly with the new map.
  • Corrected Loyalty Point Store blueprint icons.
  • Resolved an issue whereby resizing 3D Preview windows would break the render and crash Mac clients.
  • Removed scleral discoloration for Low Quality Characters on Mac clients.
  • Fixed CR line breaks incorrectly being interpreted by Mac clients.
  • Prevented Mac client graphical corruption by clamping AntiAliasing to Disabled
  • Localization:
  • Fixed station panel button labels appearing incorrectly on localized clients.
  • Missions & NPCs:
  • A typo in the mission 'Right to Rule' has been fixed.
  • A naming error with the Mineral Container item has been fixed
  • A typo in the Shadow Serpentis Fleet Staging Point combat site has been fixed.
  • A grammatical error in the description of Obsidian Ochre has been fixed.
  • A grammatical error in the mission 'Athran Exigency (1 of 5)' has been fixed.
  • Long waits in between waves in the combat mission 'Technological Secrets 1 of 3 ' have been lowered.
  • A visual issue during the 'A Better World' mining mission has been fixed.
  • A despawning issue with the 'Minmatar Contracted Bio-Farm' combat site has been fixed.
  • Some objects that caused collision issues within the combat site 'Serpentis Watch' have been repositioned.
  • A despawning issue with the 'Serpentis Drug Outlet' combat site has been fixed.
  • A completion issue with the Minmatar epic arc mission 'Heresiology' has been fixed.
  • Missing icons on the warp in messages for 'Rich' and 'Potent' mining sites have been reintroduced.
  • Prospect frigates can now enter the Rogue Drone Asteroid Infestation and Chemical Yard sites.
  • Lime Cytoserocin damage clouds are now correctly named.
  • PvE:
  • Fixed text errors in the following missions: A Greener World, Honor, A Better World.
  • Fixed local chat channel member list sometimes not properly updating colortags that have expired.
  • Drifter and Circadian Seeker loot table re-balance
  • Further iteration on NPC AI behaviours
  • Science & Industry:
  • Prospect blueprint copies are correctly show now a Tech 2 meta level.
  • Corporations and Alliances:
  • Adding a clearer error message when attempting to withdraw a character's application to a corporation that has been closed.
  • Fixed an issue where a new corporation member could be added to the member list three times.
  • User Interface:
  • New map: the "Pirate and Police..." filter now properly shows numerical data upon hover over.
  • New map: fixed the avoidance systems filter not updating without closing and reopening map.
  • New map: fixed an issue which could cause the map (in windowed mode) to stick to the cursor.
  • New Map: the map will now properly remember its position and angle after being closed and reopened.
  • New Map: changed it so that the Neocom is not displaced when map is docked to the same side as the Neocom.
  • New Map: Fixed incorrect appearance of some jump bridge lines
  • New map: the map now remembers if you are in a wormhole when reopened.
  • Fixed the autocomplete dropdown menu breaking in the 'Save Location' window.
  • Fixed corporation advertisement windows breaking when resized.
  • Fixed an issue which could cause the station panel to disappear.
  • Changed planet density units in show info window from g/cm3 to kg/m3.
  • Added missing traits description for Revenant: "this ship class is only capable of carrying fighters and fighter bombers in its drone bay".
  • Added 'Open' to radial menu for freight containers in space.
  • Loading bar fills correctly with UI scaling
  • Team notifications have been removed from the Notifications Settings
  • Module icons will no longer periodically appear over the 3D preview in the Industry window
  • Item Filter window no longer has the Filter name field populated with the text, window, by default
  • Bottom segment of Factional Warfare window is now properly aligned with the rest of the window
  • Tech II transverse bulkhead blueprints are now properly filtered by tech II inventory filters
  • Used with tab no longer shows incompatible charges
  • Elite Drone AI is now available on the Market under Materials > Faction Materials > Rogue Drones category
  • Time Dilation no longer causes info panels to be delayed when opening
  • Attempting to minimize the chat window while loading into the game will no longer break the minimize button
  • Jump Fatigue and aggression timers no longer have artifacts in the icons
  • Ascendancy implants and polarized weapons are now properly sorted by tech levels when using custom made filters.
  • Fix for Elite Drone AI not sorted into the proper group in the Industry UI
  • Mastery skill counter no longer disappears after expanding and collapsing the window
  • The HUD is no longer hidden or moved when controlling POS weapons. The ship modules are still replaced.
  • Bookmark sensor overlay visibility icon in People & Places now correctly reflects the selected status
  • Fixed tooltip formatting for CPU and powergrid in fitting window.
  • Fixed tax information being displayed in the wrong position for customs offices

New in EVE Online: Into the Abyss 8.48.873121 Patch for Scylla 1.5 (Apr 14, 2015)

  • FIXES:
  • Localization:
  • Fixed an issue which could cause the bilingual functionality popup window to become unresponsive.
  • User Interface:
  • Fixed an issue causing the fitting window to cause very low client FPS.

New in EVE Online: Into the Abyss 8.48.873121 (Apr 1, 2015)

  • Miscellaneous:
  • The "Load Charges" task in the Opportunity system has been temporarily disabled.

New in EVE Online: Into the Abyss 8.48.872788 (Mar 31, 2015)

  • FEATURES & CHANGES:
  • User Interface:
  • The Download on Demand resource loading indicator's autohide function has been turned off for now due to performance concerns. This means that the icon will persist in the bottom left corner of clients even if there is no loading ongoing.
  • FIXES:
  • Gameplay:
  • Opportunities: The 'Moving the Camera' opportunity has been fixed so that it no longer automatically completes upon first login.
  • Localization:
  • An issue that caused the bilingual functionality popup to minimize to the Neoncom instead of getting closed has been fixed.
  • The 'Do not show this again' check box in the bilingual functionality popup has been fixed.
  • Modules:
  • The Cargo Scanner will now again receive results and deactivates correctly after using it on NPCs.
  • Technical:
  • Download on Demand related FPS issues have been fixed.
  • An issue that could cause frame rate drops during combat if the fitting window was open has been fixed.
  • User Interface:
  • Inverted zoom is working in the old map system view now.
  • Fixed issue causing Neocom menu to close inappropriately.
  • Fixed issue causing two yellow stargates to sometimes show up in overview.
  • Fixed an issue that could cause the Contracts window to fail to open.
  • New map: Probing - Fixed results with low scan strength showing up black rather than red.
  • New map: Probing - Fixed false positives sometimes not showing up.
  • New map: Probing - Fixed signatures disappearing when resizing probe formation.
  • New map: Fixed an issue causing some players' map to not load at all.
  • New map: Improved probe formation resizing refresh rate.
  • New map: Fixed beacons not showing up.
  • New map: Probing - Fixed FPS issue when having many scan results.

New in EVE Online: Into the Abyss 8.48.871784 (Mar 26, 2015)

  • Technical:
  • Download-on-demand has been optimized, in particular the chance of stalls when looking at ships has been reduced.
  • The chance of getting corrupt files into the resource cache has been reduced.
  • FIXES:
  • Missions & NPCs:
  • NPCs will again leave behind wrecks, even if there is no loot to be found within them.
  • Drifter Battleship wrecks can be damaged.

New in EVE Online: Into the Abyss 8.48.869010 (Mar 19, 2015)

  • FEATURES & CHANGES:
  • Gameplay:
  • Firing a bomb from a Bomb Launcher module will now trigger a 60 second Weapons timer.
  • The default CSPA charge for newly created characters has been reduced from 2950 ISK to 0 ISK. For any existing characters that have their CSPA charge still at the default of 2950 ISK, the charge will also be changed to 0 ISK. Characters that have chosen to set their charge to any other value will be unaffected. All characters can still configure this setting as normal (via the Settings option in the Mail window).
  • Fighters can no longer be assigned to other pilots. The ‘Delegate Control’ option has been removed and replaced by ‘Assist’ and ‘Defend’, same as other drones.
  • The Opportunities New Player Experience has been updated. New opportunities have been added and existing opportunities have been updated. A new A/B testing framework will be rolled out as part of these changes. More information is available here.
  • The following opportunities have been added:
  • Take a Look Around (camera)
  • Navigating New Eden (routes, map, and autopilot)
  • Market Forces (buying and selling on the market)
  • We are not alone (chat)
  • Fit for Purpose (Slots, rigs, and charges)
  • Death of a Ship (losing a ship and how to acquire a new one)
  • The following opportunities have been renamed:
  • ‘Learning Skills’ is now ‘You Can Get Better!’
  • ‘Use Station Services’ is now ‘Base Your Operations’
  • The following balance changes have been made to Strategic Cruiser defensive subsystems:
  • Legion Defensive - Adaptive Augmenter:
  • Signature Radius: 140 (-14)
  • Legion Defensive - Augmented Plating:
  • +7.5% Armor HP per level (previously +10%)
  • Signature Radius: 154 (+7)
  • Legion Defensive - Nanobot Injector:
  • Armor HP: 3750 (+150)
  • Legion Defensive - Warfare Processor:
  • Signature Radius: 147 (+7)
  • Loki Defensive - Adaptive Augmenter:
  • Signature Radius: 125 (-5)
  • Loki Defensive - Adaptive Shielding:
  • Signature Radius: 130 (-13)
  • Loki Defensive - Warfare Processor:
  • Signature Radius: 143 (+13)
  • Proteus Defensive - Adaptive Augmenter:
  • Signature Radius: 160 (-16)
  • Proteus Defensive - Augmented Plating:
  • +7.5% Armor HP per level (previously +10%)
  • Signature Radius: 176 (+8)
  • Proteus Defensive - Nanobot Injector:
  • Armor HP: 3650 (+150)
  • Proteus Defensive - Warfare Processor:
  • Signature Radius: 168 (+8)
  • Tengu Defensive - Adaptive Shielding:
  • Signature Radius: 150 (-15)
  • Tengu Defensive - Supplemental Screening:
  • +5% Shield HP and +3% Shield Recharge Speed per level (previously +10% Shield HP)
  • Shield Capacity: 3550 (-200)
  • Signature Radius: 165 (+7)
  • Tengu Defensive - Warfare Processor:
  • Signature Radius: 157 (+7)
  • Optimal range of Bouncer sentry drones have been reduced by 14.3%. The same range has then been added to their falloff.
  • Civilian Gatling Pulse Lasers and Civilian Gatling Autocannons have received slight buffs.
  • The Ishtar has been slightly rebalanced. "10% bonus to Drone hit points and damage" becomes "10% bonus to Light, Medium, and Heavy Drone hit points and damage, 5% bonus to Sentry Drone hit points and damage".
  • Rate of fire reduced by 7.5% for all Medium Rail Guns.
  • Corp delivieries can now be sorted by quantity
  • Graphics:
  • Updated many dungeon and worldobject assets to V3 shaders.
  • Created a more stable bounding sphere algorithm that better supports animated ships.
  • Adjusted the visual super nova effect of the 'Caroline Star'.
  • Localization:
  • Added a popup window that appears when non-English clients are started, informing players of the bilingual functionality for important names in game. This window can be suppressed.
  • All dungeon objects are now fully localized into German.
  • Modules:
  • CONCORD has provided their initial analysis of the Lux Kontos.
  • Missions & NPCs:
  • The tragically deceased research agent Avagher Xarasier's position at Duvolle Labs has been replaced by the young and promising Rias Luisauir. Luisauir will be taking on all of Xarasier's previous responsibilities and any capsuleers who had previous dealings with Xarasier will find that their business can continue uninterrupted with Luisauir.
  • Ships:
  • The new Victorieux Luxury Yacht has been released by the Intaki Syndicate, and will be awarded to all subscribed accounts on the server whose representatives win the World's Collide PVP tournament at Fanfest.
  • Technical:
  • Download-on-Demand:
  • Small initial install.
  • Resources are downloaded as the client needs them.
  • Players can still opt to download the full set of resources.
  • User Interface:
  • Added the ability to reverse the zoom direction of the scroll wheel and left+right mouse buttons. The setting can be found under Display & Graphics in the Esc menu.
  • New Map: added support for probe scanning.
  • New Map: added support for saved locations.
  • New Map: added persisting camera position.
  • New Map: added persisting search strings.
  • New Map: added auto-collapse on search input.
  • The look of the progress bar has been changed
  • PI windows can now have their Storage columns resized
  • Right-click menu now highlights previous selections when entering sub menus
  • FIXES:
  • Exploration:
  • A despawning issue with the Drone Horde combat site has been fixed.
  • Extraneous objects within the Blood Raider Mainframe exploration site have been removed.
  • A despawning issue with the Guristas Gas Processing combat site has been fixed.
  • An issue with the Blood Hideaway combat site not despawning has been fixed.
  • A despawning issue with the Haunted Yard combat site has been fixed.
  • The single jump mass limit on wormholes connecting Thera and Low Security space has been increased to 1,000,000,000kg
  • The site Silent Battleground had it's distribution adjusted.
  • Gameplay:
  • Opportunities: fixed the "Done Already!" message appearing at inappropriate times.
  • Graphics & Audio:
  • Restored textures to dungeon object ship wreckage.
  • Corrected an issue making shadows from a pilot's cloaked ship visible to that pilot.
  • Modified inactive client muting settings to include station interior effects.
  • Added hangar and CQ view sound effects for T3 destroyer stance switch animations.
  • Naglfar wrecks in various sites have had their textured fixed.
  • Closing the ESC menu in fullscreen mode will no longer display a strange unexpected graphical effect
  • Localization:
  • Various bug fixed and resolved terminology issues for all languages.
  • Miscellaneous:
  • Various English grammatical errors in warning messages have been fixed.
  • A text issue with the female 'Avenue' shirts has been fixed.
  • A typo in the description of the Territorial Claim Unit has been fixed.
  • A grammatical error in the description of the Stolen Passkey item has been fixed.
  • A text error in description of the "Guillome Renard’s Sleeper Loot Stash" item has been fixed.
  • A text error in the description of the Tempest Fleet Issue battleship has been fixed.
  • A text error with the X-Instinct series of boosters has been fixed.
  • Typo in Industry career path description has been fixed.
  • Line breaks and text has been fixed in accepting Courier Contracts.
  • Missions & NPCs:
  • Non-law enforcement NPCs will no longer be able to maintain target lock on capsuleers inside force fields.
  • A typo with the Centus Black Op Assassins has been fixed.
  • An issue with missing objectives has been fixed in the combat mission: Mordu's Folly 1 of 2.
  • A text issue in the description of the combat mission Undue Attention (3 of 3) has been fixed.
  • A text error in the description of the Anomic Team combat mission has been fixed.
  • A text issue in the mission Pirate Aggression mission objectives has been fixed.
  • An accessibility issue in the mission: The Big Sting has been fixed.
  • A text error in the Advanced Operations Technology certificate has been fixed.
  • A missing object from the Advanced Military tutorial mission 'Don't Look Back' site has been reintroduced.
  • Inconsistent mission locations for the Minmatar Epic Arc have been fixed in the mission briefings.
  • PvE:
  • The rewards for completing the final Trouble in Paradise combat site have been increased.
  • An information pop up message has been added to the Average Frontier Deposit mining site.
  • All enemy ships now have to be destroyed to activate the acceleration gates in the Guristas Hallucinogen Supply Waypoint combat site.
  • The Serpentis Narcotics Storage Facility container no longer drops the Gas Cloud Harvester I module.
  • Text issues with the Serpentis Port and Blood Port combat sites have been fixed.
  • User Interface:
  • Fixed an issue with the fitting window stance buttons becoming out-of-date when switching directly between two T3 Destroyers in space whilst keeping the fitting window open.
  • Fixed an issue where UI scaling could cause the fitting window to break.
  • Fixed an issue where tool tips would display while dragging windows.
  • Opportunities: the opportunities map window can no longer be stacked with other windows, as that was causing various issues.
  • New Map: fixed landmarks not being right clickable.
  • New Map: fixed panning.
  • New Map: fixed location names not being drag+droppable from dropdown lists.
  • New Map: fixed selected region not being properly detailed directly after opening map when using the 'Group By Region' filter.
  • The traits window for the Rattlesnake Victory Edition will now correctly display the ship characteristics icons.
  • Fixed the 'Search' button overlapping text fields in the 'Search for recipients' window.
  • Fixed an error which could cause duplicate Neocoms to appear.
  • Using saved fittings for tactical destroyers is no longer causing errors about missing items. It is also no longer possible to save fittings for tactical destroyers with no items fitted.
  • Tactical destroyers no longer lose their hp stats from fleet watch lists at changing mode.
  • Chat tabs no longer remove blinking on mouse over
  • Industry window performance has been improved when changing job types with lots of blueprints
  • Moving Neocom buttons around too fast will no longer screw up the button order
  • Wallet blink for corp wallet has been turned off for those that no longer have access to it
  • Mail window list and text sections are now correctly aligned

New in EVE Online: Into the Abyss 8.48.866287 (Mar 4, 2015)

  • The audio crackling in large fleet fights has been fixed.

New in EVE Online: Into the Abyss 8.48.863797 (Feb 19, 2015)

  • FIXES:
  • Audio:
  • Fix for NPC sound not turning off when NPC is no longer present.

New in EVE Online: Into the Abyss 8.48.863544 (Feb 18, 2015)

  • FIXES:
  • Gameplay:
  • The signature radius of the Unidentified Structure has been increased.
  • Technical:
  • Fixed an issue where undocking was not possible after suppressing the "You are engaged in combat!" message and selecting No.
  • User Interface:
  • Fixed the name of some objects in starter system dungeons.
  • The contract columns are displaying correctly now.
  • Fixed an issue causing windows not to close after looting all

New in EVE Online: Into the Abyss 8.48.861477 (Feb 10, 2015)

  • Patch notes for Proteus 1.7
  • FIXES:
  • Technical:
  • A memory leak associated with missile usage in asteroid belts has been closed.

New in EVE Online: Into the Abyss 8.48.857815 (Jan 28, 2015)

  • FIXES:
  • User Interface:
  • Fixed an issue with the overview settings appearance tab.

New in EVE Online: Into the Abyss 8.48.857074 (Jan 22, 2015)

  • Science & Industry:
  • The UI elements for Teams have been removed from the Industry window. Further information regarding the removal of Industry Teams can be found here.
  • FIXES:
  • Gameplay:
  • Freighters can again scoop Mobile Tractor Units and Mobile Depots from space.
  • Ships with assembled Mobile Tractor Units or Mobile Depots in their cargohold can again be stored at a POS Ship maintenance array.

New in EVE Online: Into the Abyss 8.48.856652 (Jan 20, 2015)

  • FEATURES & CHANGES:
  • User Interface:
  • New Map: Made various tweaks to data presentation.
  • New Map: system, region and constellation names are now draggable into chat fields.
  • The popup tooltips have been redesigned so that they better conform to the new UI design.
  • FIXES:
  • User Interface:
  • New Map: Fixed planet orbit lines that were missing in some systems.
  • Fixed info windows not scrolling while showing tooltips in attributes tab.
  • The buttons for mode switching appear now correctly when boarding a Confessor in space, for example from a Ship Maintenance Array.
  • Fixed overview settings - appearance - "colortag" and "background" tabs having the same symbols

New in EVE Online: Into the Abyss 8.48.853270 (Dec 18, 2014)

  • FEATURES & CHANGES:
  • User Interface:
  • "Hide Windows" icon in the Ctrl+Tab window manager is using the new style.
  • NUMPAD and Cursors are now listed correctly when assigning them to shortcuts.
  • It is now possible to bind a combination of buttons for manual flight control.
  • FIXES:
  • Graphics:
  • Fixed an issue affecting the display of apparel variations in the character creator and recustomization service.
  • User Interface:
  • Fixed an issue where all tabs would stop blinking when only one had been interacted with.
  • Fixed mail icon blinking on log-in despite there being no unread mail.
  • Fixed an issue affecting the display of apparel variations in the character creator and recustomization service.
  • Fixed an issue causing the overheat buttons to collapse after undock or PI view when not in a Confessor.

New in EVE Online: Into the Abyss 8.48.852809 (Dec 16, 2014)

  • FIXES:
  • Gameplay:
  • Fixed Medical Clone tutorial not detecting when the Clone Bay window is open
  • Manufacturing of Self-Assembling Nanolattices is now taxed appropriately.
  • Technical:
  • Fixed an issue where moving stacked windows would show an obvious drop in performance
  • User Interface:
  • Fixed an issue where the active targeting cross hair was not following the mouse
  • Fixed an issue where in-space icons were not visible on broadcast
  • Fixed an issue where the fleet window would select a number of members when scrolling the fleet window
  • All factions will now use the correct theme when boarding a ship with the 'Match theme to active ship' option selected
  • The button in the Clone Bay window to destroy the installed jump clone will no longer be disabled if you were otherwise unable to install a jump clone at that station

New in EVE Online: Into the Abyss 8.48.852671 (Dec 15, 2014)

  • FIXES:
  • Graphics:
  • Fixed clipping issues on Eternity dress tops
  • User Interface:
  • New Map: fixed home station icon not updating
  • New Map: fixed an issue causing the grouping menu to get stuck
  • Fixed an issue where binding of keys was not possible
  • Fleet window no longer selects all members in the fleet when scrolling the fleet window
  • Fixed an issue where opening and closing stacked windows would cause them to break

New in EVE Online: Into the Abyss 8.48.852129 (Dec 11, 2014)

  • Gameplay:
  • The Bowhead blueprint can no longer be used for invention.
  • The Bowhead reprocessing materials have been corrected.
  • The Civilian Relic Analyzer now works on the Ancient Tomb Dig Site container
  • Autopiloting within Thera to a station is now possible.
  • Viewing the contents of containers is possible once more.
  • Manufacturing a Confessor is now taxed appropriately.
  • Fixed an issue where it was not possible to trade only ISK in the trade window.
  • Fixed an issue where private contracts that only required items would fail.
  • Graphics:
  • Our tailors have fixed tucking problems on some male pants.
  • The Eagle has now correct Mask Maps.
  • User Interface:
  • An issue with marking mails as read has been fixed.
  • Issues with mailing lists have been fixed.
  • The new Starmap (beta) has been improved: ◦ "Systems I've Visited" filter is now working as intended
  • The top toolbar persists even though map is closed
  • The map properly appears on top of other windows when clicked
  • Alliance lines are disabled for now while a related issue is getting fixed first
  • Resizing the client during character select screen will no longer produce a black screen.
  • "Match theme to active ship" in the color scheme selection now works correctly for all ship factions
  • Corp Assets and Personal Assets have separate icons.
  • Text for Neocom groups is more readable.
  • Factional Warfare window now has an updated dog tag icon.
  • An issue where the Clone Bay station service window would show up blank has been fixed.
  • The Tactical Destroyer market group now has the correct icon.
  • Structure kill reports show now the victim corp name.

New in EVE Online: Into the Abyss 8.48.851318 (Dec 9, 2014)

  • FEATURES & CHANGES :
  • Audio:          
  • New Rhea theme song at start up
  • Sound environment for a cloaked structure
  • Sound environments for Thera: System Entry, Station exterior, Hangar, Shattered Planets
  • Sounds for Confessor animations (the new Amarr destroyer)
  • Sounds for new sleeper scout drone and Bowhead
  • Sounds for new 3D map
  • Support for multiple sound emitters for a single sound
  • Balancing:
  • The fee for changing your home station has been raised to 100.000 ISK (from 5.600 ISK)
  • Corps and Alliances:
  • A character with the Personnel Management role in a player corp can now invite players directly to the corporation, without the recruit having to put in an application himself. Invites may be sent by using the "Send Corporation Invitation" option when right-clicking on a character name/portrait.
  • Standard application flow (this process is unchanged):
  • 1) Recruit applies to corporation
  • 2) Personnel Manager accepts the application and sends an offer to the recruit
  • 3) Recruit accepts the offer and becomes a member of the corporation
  • New invitation flow (effectively skips step 1 above):
  • 1) Personnel Manager sends an invitation to the recruit
  • 2) Recruit accepts the invitation and becomes a member of the corporation
  • A recruit can only have a single in-progress application/invitation with a particular corp at any time.
  • Both parties are notified via the notification system when an application is created/updated. These notifications may be configured or suppressed like any other.
  • The rate at which a character can send out invites is throttled to prevent excessive spam.
  • Changes to the mechanics about when a character may join/leave a corporation:
  • A character can create a new application to join a corporation from anywhere. (Previously could applications could only be submitted whilst docked in a station)
  • A character cannot choose to leave a corporation unless he is either docked or in a capsule. (Previously he quit from a corp at any time)
  • A character cannot accept a completed corporation invitation unless he is docked or in a capsule. (Previously he could accept a completed invite at any time)
  • Note that changing corporations will continue to trigger a 10 second session-change timer
  • Exploration:
  • Scanners are now detecting Unidentified Sites throughout New Eden; we have nothing on record about the contents within
  • The Standard Sleeper Cache is now waiting to be explored in New Eden.
  • A distance indicator has been added in to the hacking mechanic which displays how many nodes you are away from something beneficial
  • Gameplay:
  • One hundred and one new wormhole systems can now be accessed by players. These systems were recently shattered by a mysterious event. Among these new systems is the unique hub system of Thera. All the details about Thera and the Shattered Wormhole Systems can be found in this Dev Blog.
  • Users now have the option to opt into keyboard controls for their ship. This feature is currently in beta and disabled by default.
  • In order to opt in; assign keyboard shortcuts to the actions "direction down", "direction left", "direction right", "direction up" in the ESC menu, via the "Navigation" tab under "Shortcuts"
  • The skill point loss incurred on clone death has been removed (exception being T3 cruiser death penalty) along with the requirement to keep your clone up to date with a relevant clone grade
  • The default clone that you are issued after death is free and sufficient to protect your skills on death
  • You no longer have the option of purchasing higher clone grades
  • Consequently the clone upgrade discount for upgraded Factional Warfare systems has been removed
  • Assembled ships in a Ship Maintenance Bay will now appear in the wreck if the container ship is destroyed (following the normal loot dropped/destroyed probability). These surviving ships can then be manually ejected in to space to be piloted away.
  • Graphics:
  • Redesigned hulls for the Onyx, Eagle, Incursus, Enyo, Ishkur, Blackbird, Rook and Falcon.
  • New Guristas, Sansha and Blood Raiders pirate apparel sets.
  • New Christmas jacket variant.
  • First pass of Physical Based Rendering for all ships (except T3 cruisers) and turrets/launchers.
  • Localization:
  • New content is localized into German, French and Russian.
  • Market:
  • Setting up a single sell order will now show a larger entry.
  • Dragging items over the sell window will now show enhanced visual feedback.
  • Modules:
  • The base optimal range of all Pulse Lasers has been increased by 5%.
  • The falloff range of all Pulse Lasers has been increased.
  • Small Focused Pulses, Heavy Pulses, Mega Pulses: +25%
  • Dual Light Pulses, Focused Medium Pulses, Dual Heavy Pulses: +33.3%
  • Gatling Pulses, Giga Pulses: +100%
  • The optimal range bonus provided by Scorch ammo has been reduced from 50% to 40%.
  • Small Beam Lasers have been rebalanced:
  • +50% Damage Multiplier
  • -20% Rate of Fire
  • +25% Capacitor Need
  • -10% Tracking
  • +10% Optimal Range
  • Decreased Falloff: -33.3% for Dual Light Beams, -37.5% for Small Focused Beams
  • ~17% decrease in CPU use for Dual Light Beams, ~5% decrease in CPU use for Small Focused Beams
  • Missions & NPCs:
  • New sleeper scout drone, the Circadian Seeker, can be found roaming known space
  • The Circadian Seeker NPC has multiple action states, based upon an improved AI.
  • Fixed an issue where the dungeon for the NPE mission "The Academy" could expire before the pilot has received the relevant mission item.
  • New Eden Store:
  • Added 4 new Dreadnought Ship Skins - Revelation Sarum Edition, Naglfar Justice Edition, Phoenix Wiyrkomi Edition, Moros Interbus Edition
  • Added 5 new Female 'Eternity' Suit bundles - White, Yellow, Olive, Black/Gold, Black/Red
  • Added 6 new 'Outlaw' Faction bundles (3 Male, 3 Female) - Blood Raiders, Guristas, Sansha Nation
  • Ships:
  • Added new ORE ship freighter ship: Bowhead
  • Ore Freighter Skill Bonus per level:
  • 5% bonus to ship maintenance array capacity per level
  • 5% bonus to inertia modifier per level
  • Role Bonus:
  • 90% reduction in jump fatigue generation
  • Slot Layout: 3M, 3L, 3R
  • Fitting: 1350 PWG, 215 CPU
  • Defense (shields / armor / hull): 21000 / 11000 / 39500
  • Capacitor (amount / recharge): 3900 / 235s
  • Mobility (max velocity / agility / mass): 65 / .0675 / 640.000.000
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 51.5km / 45  / 3
  • Sensor strength: 12
  • Signature radius: 3200
  • Cargo Bay: 4000m3
  • Ship Maintenance Bay: 1.300.000m3
  • Added the first of the new Tech 3 Tactical Destroyers, the Confessor. All the details can be found in this forum thread.  
  • Amarr Tactical Destroyer Bonuses Per Level:
  • 10% bonus to Small Energy Turret damage
  • 10% reduction in Small Energy Turret capacitor usage
  • 5% reduction in heat damage generated by modules
  • Role Bonus:
  • 95% reduction in Scan Probe Launcher CPU requirements
  • Additional bonuses are available when one of three Tactical Destroyer Modes are active. Modes may be changed no more than once every 10 seconds.
  • Defense Mode:
  • 33.3% bonus to all armor resistances whole Defense Mode is active
  •  33.3% reduction in ship signature radius while Defense Mode is active    
  • Propulsion Mode:
  • 66.6% bonus to maximum velocity while Propulsion Mode is active
  • 33.3% bonus to ship inertia modifier while Propulsion Mode is active
  • Sharpshooter Mode:
  •  66.6% bonus to Small Energy Turret optimal range while Sharpshooter Mode is active
  • 100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active
  • Slot layout: 7 H, 3 M, 5 L, 6 turrets , 0 launchers
  • 3 Rig Slots, 400 Calibration
  •  Fittings: 80 PWG, 190 CPU
  • Defense (shields / armor / hull) : 600 / 800 / 750
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 55 / 75
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 43.75 / 60
  • Capacitor (amount / recharge rate / average cap per second): 800 / 300s / 2.667
  • Mobility (max velocity / agility / mass / warp speed / align time): 280 / 2.15 / 2,400,000 / 4.5 / 7.15s
  • Drones (bandwidth / bay): 0 / 0
  •  Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 350 / 7
  • Sensor strength: 13 Radar
  • Signature radius: 60
  • Cargo capacity: 400
  • Skills:
  • Added new skill to pilot the Bowhead: ORE Freighter
  • Added a new skill to pilot the Confessor: Amarr Tactical Destroyer
  • Structures & Deployables:
  • Users can no longer divide a stack inside a fuel bay
  • User Interface:
  • The station medical service window has been significantly re-vamped following the skill point death penalty removal and is now called Clone Bay
  • A button has been added to kill mail list entries in the character sheet and corporation window to copy the kill mail CREST URL
  • The first in a series of updates as part of the EVE UI modernization project have been made live, these include:
  • A new Transparency slider has been added under for Windows in the General Settings tab of the ESC Menu
  • The color sliders have been removed and replaced by a series of preset color themes under Color Theme in the General Settings tab
  • In addition a new setting "Match theme to active ship" has been include, this option is disabled by default
  • All icons in the game have been updated with an emphasis on iconic readability, the colors have been removed to help focus on shape identification. This includes Station Service icons, Selected Items window icons, The Neocom and Window Icons. This does not include any item icons.
  • Window transparency now reacts to which layer of the scene the user is focusing on with the mouse
  • The blink and highlight effect on tabs has been improved
  • A new 3D map has been added as an opt-in beta feature. This feature can be activated via the ESC menu, under General Settings
  • Kill Reports and Contracts have been added to the New Notifications system
  • Health bars are now visible for drones in drone bay
  • Added a new background to character selection screen
  • Added clickable focus icon (find group in browse tab) to market
  • Kill reports that include items contained inside other items (modules fitted to a ship that is inside a maintenance bay, items inside a cargo container inside a ship's cargo hold etc) will now be indented under their parent container when displayed in the kill report UI
  • JOB RUNS and RUNS PER COPY fields have had their widths increased in the industry window
  • FIXES :
  • Gameplay:
  • All the unnecessary asteroids in the mission Cash Flow for Capsuleers 6 of 10 have been removed
  • The Ancient Tomb Dig Site container can now only be accessed with the Relic Analyzer
  • The ‘Gate to Residential Areas’ acceleration gate in the Nation Consolidation Network Incursion site now allows Command ships to use it
  • Multiple minor content defects have been fixed
  • Heavy Assault Missile Launchers now accept Heavy Defender missiles rather than Light Defender missiles
  • When a ship is destroyed with ships inside its Ship Maintenance Bay or cargo containers in its fleet hangar, items contained within those ships/containers will be properly included in kill reports. Additionally the kill report UI will indent items within their parents containers, to make the item hierarchy easier to understand.
  • Graphics:
  • Turret position adjusted on Viator hull
  • Front glass panels adjusted on Cyclone
  • Adjusted Nidhoggur fins so they are now present at all angles
  • Localization:
  • German:
  • "Rogue drone" is now consistently translated as "Raubdrohne"
  • Various minor defects and terminology issues were resolved throughout the game
  • French:
  • "Cote d'estime" has been removed everywhere and replaced by "réputation"
  • Overview is now consistently translated as "Écran radar"
  • Russian:
  • The translation for "exhumers" has been changed to "тяжёлые буровые корабли"
  • All items in ISIS are now translated in Russian
  • PvE:
  • Some 4/10 exploration sites have had their gate access corrected to prevent entry by Strategic Cruisers.
  • User Interface:
  • When forcefully failing an overdue issued courier contract the confirmation message displayed now has the correct overdue date
  • Sorting by number of bids for item auctions in the contract search results now works correctly
  • Fixed an issue causing slightly damaged ships and structures to show at 100% hit points
  • Radial menu now works properly on Factional Warfare outposts
  • Changed 'veldspare' to 'veldspar' in several career mission texts
  • Added faction tag to basic capacitor flux coil
  • Fixed typo in Cyclone description
  • Fixed typo in Aeon bonus text
  • Capital Navigation certificate has been updated to be in line with Phoebe travel changes
  • Fixed a typo in the "Stem the Flow" mission
  • Fixed exploration career path missions having incorrect references to "relic data analyzer" modules instead of "relic analyzer"
  • Fixed the description being incorrect for "Gas Site Scanning (5 of 5)"
  • Fixed the description being incorrect for "Angel of Mercy (2 of 10)"
  • Warning message for Industry jobs with runs starting too far in the future have been updated for clarity
  • Fixed an issue where the blueprint browser in the Industry window would not update correctly
  • Fixed the use of 'know' instead of 'now' in the briefing for "Stem the Flow"
  • Fixed a text misalignment in the the exchange-tags slider in the Security Office UI
  • THIRD PARTY DEVELOPERS:
  • XML API:
  • Deprecated the cloneTypeID, cloneName, and cloneSkillPoints from char/CharacterSheet. For now they will still return a static value for all characters, but the elements will be deleted early in the new year. Update your applications to support their removal ASAP.
  • CREST API:
  • Exposed the Regions, Region, Constellation, SolarSystem, and Planet resources for universe data. These resources are available in public CREST.
  • Exposed the ItemCategories, ItemCategory, ItemGroups, ItemGroup, ItemTypes, and ItemType resources for inventory data. These resources are available in public CREST.
  • Exposed MarketOrdersSell and MarketOrdersBuy resources for market data. These resources are only available in authed CREST.

New in EVE Online: Into the Abyss 8.48.848647 (Nov 27, 2014)

  • FIXES:
  • Technical:
  • Fixed an issue causing characters who recently removed implants to get stuck on character selection screen.
  • User Interface:
  • The Mission Guidance Tracker should now keep track of inventory objectives more accurately, such as fetch, transport, return objectives.
  • The Mission Guidance Tracker will also keep a more accurate watch on objectives during session changes such as jumping and docking.

New in EVE Online: Into the Abyss 8.48.845303 (Nov 18, 2014)

  • FIXES:
  • Modules:
  • The Polarized Light Neutron Blaster operates now with the correct optimal range of 1440 m.
  • User Interface:
  • Empty text fields in bookmarks won't break any longer the sensor overlay brackets.
  • Signatures sites will update in the compass when fully scanned using scanner probes.
  • UI scaling no longer prevents the Sensor Overlay popup filter to appear.
  • Overlapping windows won't completely block the Sensor Overlay any more from appearing. Obscuring it too much will still prevent it from appearing in some cases.
  • The Communications tab in the mail window got instructed to stop blinking without reason.
  • The "Show Condensed Logs" text in the character sheet combat log has been fixed.
  • The Directional Scanner and Probe Scanner will no longer swap places on docking and undocking if they were stacked.

New in EVE Online: Into the Abyss 8.48.841317 (Nov 5, 2014)

  • FEATURES & CHANGES:
  • Graphics:
  • Corrected a gap line near the ankle of characters wearing certain boot and trouser combinations.
  • Market:
  • R.Db Hybrid Technology should now be properly removed from the Market
  • Science & Industry:
  • COSMOS items should no longer give back Decryptors when reprocessed.
  • User Interface:
  • The info window when you sell items will now show number of units you’re selling instead of the number of orders
  • Characters with the Trader role and not the Accountant should now be able to use the Sell Items window
  • Issues with selling items from the corp hangar have been solved
  • Issues with order count when selling items on behalf of corp have been solved
  • Market details now open in the background from the Sell Items window
  • Edit fields for quantity and price have been made bigger in the Sell Items window
  • The focus now defaults to the price edit in the Sell Items window
  • FIXES:
  • Gameplay:
  • Updated missing NPC buy orders for Neural Network Analyzer and Sleeper Data Library, at the new prices of 200k and 500k ISK respectively
  • Scanner related keyboard shortcut defaults changed: Probe Scanner window is now Alt+P, and Directional Scan is now Alt+D
  • Localization:
  • New notification widget tooltip is now properly localized
  • User Interface:
  • An issue with Drones and Planets in the Selected Item window has been fixed.
  • An issue with the Look At function has been fixed.
  • Fixed an issue which caused overview tab profiles to appear as "not saved" when they were in fact still saved
  • Fixed an issue where some bookmarks with no notes attached would not show up in the Sensor Overlay.

New in EVE Online: Into the Abyss 8.48.836981 (Oct 21, 2014)

  • User Interface:
  • The new notifications now show contact labels and standings.
  • FIXES:
  • Gameplay:
  • An exploit regarding drone damage values has been fixed.
  • User Interface:
  • The notification overlap in new notifications has been fixed.
  • The new notification widget tooltip behavior and content has been fixed.

New in EVE Online: Into the Abyss 8.48.835147 (Oct 14, 2014)

  • User Interface:
  • Duplicate notifications are no longer generated when quickly opening and closing the new notification history view.
  • An issue was fixed that prevented the Destroy button in the Clone Bay window from functioning correctly.

New in EVE Online: Into the Abyss 8.47.826156 (Sep 17, 2014)

  • FIXES:
  • Miscellaneous:
  • New Eden has been made a better place by fixing a potential exploit.

New in EVE Online: Into the Abyss Crius 1.10 Build 818001 (Aug 16, 2014)

  • FEATURES & CHANGES:
  • Miscellaneous:
  • Made some changes to the tournament banning UI making it clearer when presenting the results of the ban phase.

New in EVE Online: Into the Abyss Crius 1.9 Build 817495 (Aug 13, 2014)

  • FIXES:
  • Industry:
  • Industry will no longer accept un-packaged ships as part of the material requirements for a job
  • Fixed the blueprint material requirements for building some tech 2 exploration frigates and transports
  • Fixed the blueprint material requirements for mobile warp disruptors and 125mm auto cannons

New in EVE Online: Into the Abyss Crius 1.8 Build 815752 (Aug 7, 2014)

  • FEATURES & CHANGES:
  • Industry:
  • Added the ability to pay the job costs from either the personal or corporation wallet when installing jobs
  • Blueprint browser can now filter blueprints by groups using a dropdown or in the search box ie "ship" or "battlecruiser"
  • FIXES:
  • Gameplay:
  • Cases where the hacking game window doesn't closing upon a successful hack has been fixed
  • Industry:
  • Fixes cost, time and material calculations not updating after jump cloning with implants
  • Active and past jobs now correctly display as blueprint copies in the job browser
  • Raised the throttle limit on swapping between blueprints in the industry window
  • Fixed the calculation of material requirements when the material is an assembled ship
  • Active jobs now show the correct output ME / TE / runs based on selected decryptors Improved the performance of the blueprint browser when installing multiple jobs in quick succession
  • Impounded blueprints will no longer display in the blueprint browser
  • Fixed an issue with locked blueprints in secure containers displaying location twice in the location selector
  • Fixed a missing label on the jobs browser for the reverted state
  • Reimbursing incorrect costs for ME and TE Research jobs installed between 22.07.2014 11:00 and 23.07.2014 11:00
  • Minor style change to the activity icons on the industry window
  • Removing the blueprint from the industry window no longer leaves the 3D preview showing
  • User Interface:
  • Fixed an issue where a number of items were missing their estimated price
  • Switching subsystems for Tech 3 ships in the 3D preview will no longer re-animate the camera
  • THIRD PARTY DEVELOPERS:
  • EVE API:
  • Fixed an error caused by FoxFour failing to understand copy and paste causing longitude and latitude for the PlanetaryPins endpoint to be identical
  • Added CORS header to the API for those of you looking to do more JavaScript client shenanigans
  • STATIC DATA EXPORT:
  • Added missing market groups to the Static Data Export

New in EVE Online: Into the Abyss Crius 1.6 Build 814716 (Aug 1, 2014)

  • FEATURES & CHANGES:
  • Industry:
  • Added a 3D preview of ships and turrets to the industry window when manufacturing.
  • FIXES:
  • Gameplay:
  • An issue with the Ejected Sleeper Databank loot container has been fixed.
  • An issue where some player's Drone Avionics skill was lowered has been fixed.
  • Industry:
  • Fixed Tech II blueprints that still contained Tech I components for maufacturing.
  • Fixed Tech III blueprint requirements.
  • Numerous other adjustments to blueprint build requirements and times.
  • Fixed an issue where some outpost upgrades were applying their time / material efficiency bonuses twice.
  • Paused jobs can now be cancelled without onlining the facility.
  • User Interface:
  • The station guest list and counter now updates when characters dock and undock.

New in EVE Online: Into the Abyss Crius 1.5 Build 814240 (Jul 29, 2014)

  • FEATURES & CHANGES:
  • Industry:
  • Advanced Industry skills changed to a 3% reduction in job time per skill level for all industry activities.
  • Added an installer filter to the jobs tab on the industry window.
  • FIXES:
  • Industry:
  • Rounding issues when calculating material quantities have been fixed.
  • Fixed the calculation of product volume when delivering industry jobs, and volume restrictions now only apply to containers.
  • Removed the reprocessing option for Harvestable Clouds.
  • Some reverse engineering jobs were giving the same output subsystem, this is no longer the case.
  • The industry window now remembers which tab was selected.
  • The manufacturing tooltip in the facilities tab shows now the correct values for facilities with a bonus (such as an upgraded Outpost).

New in EVE Online: Into the Abyss Crius 1.4 Build 814124 (Jul 28, 2014)

  • FIXES:
  • Exploration:
  • Wormhole C391 has had its mass per jump corrected
  • K-space to C6 wormholes have calmed down a little and are now appearing at a more relaxed rate
  • Gameplay:
  • The following Team Specialties now affect the correct products: Starbase Weapons, Starbase Defense, Starbase Processing, Starbase Production, Starbase Storage
  • Localization:
  • The skill description for “advanced industry” is now correct in German
  • All ore, mineral and ice descriptions are now formatted correctly in German
  • Market:
  • The bubble plank stabilizers have been fixed and the various EVE Markets should now properly work without breaking
  • User Interface:
  • Teams that were selected during the Invention process will no longer be locked in with no way to remove them
  • The reprocessing window will now update correctly if items are added after a previous reprocess

New in EVE Online: Into the Abyss Crius 1.3 Build 813998 (Jul 25, 2014)

  • FIXES:
  • Science & Industry:
  • Fixed a number of industry jobs that were failing to deliver.
  • THIRD PARTY DEVELOPERS:
  • EVE API:
  • industry/facilities/
  • The solar system, region, owner and type of facilities will now only contain the id
  • industry/teams/{teamID}/
  • Added
  • name
  • activity
  • You can now also access teams that are for auction this way
  • industry/teams/ industry/teams/auction/
  • The cache time has been reduced to 10 minutes

New in EVE Online: Into the Abyss Crius 1.2 Build 813533 (Jul 24, 2014)

  • FEATURES & CHANGES:
  • Exploration:
  • Component Assembly Facilities built by renegade Thukker Tribe members can now be seen anchored near the Guristas Research and Trade Hubs in low security space. It's rumored that these structures make use of advanced construction technology that was previously unknown outside the Thukker engineering community
  • Science & Industry:
  • The Orca has had the Team specialization reclassified as Large Class (it was originally Medium Class)
  • FIXES:
  • Gameplay:
  • The Ancient Tomb Dig Site container in the mission 'Recovery' can now be hacked with a Civilian Relic Analyzer
  • The Radio Telescope container in the mission 'Encounter at Station 464' can now be hacked with a Civilian Relic Analyzer
  • Science & Industry:
  • Industry tab in ore Show Info will no longer display blank
  • Facility drop down filter is now sorted by distance
  • The base price of the item when viewing an activity in a facility that does not support it will no longer be displayed, instead a dash will be shown
  • System cost bars are scaled properly
  • Blueprints and materials in secure containers with no password set can now be used in industry jobs
  • Fixed issues with the blueprint and output products going into the wrong containers when delivering jobs
  • The blueprint and job list in the industry UI will now update correctly as jobs are installed / delivered
  • Pre-Crius Reverse Engineering jobs can now be delivered
  • Applying the Police Pursuit cosmetic skin to the Federation Navy Comet is now exempt from all installation costs like the other ship skins
  • Skills:
  • In the Kronos release the required skill for Drone Link Augmenters was changed from Combat Drone Operation to Drone Avionics. This was done without ensuring that players who fulfilled the skill requirements of those modules would still do so after the change. In this patch we are bumping up the level of Drone Avionics for all players to the same level that they had Combat Drone Operation when we deployed Kronos. Players who have trained Drone Avionics in the meantime will be given unallocated skillpoints instead up to the amount that their skill would have been adjusted
  • Structures & Deployables:
  • Corporate Hangar Arrays cargohold has been increased from 1,400,000 m3 to 3,000,000 m3
  • Ammunition Assembly Array cargohold has been increased from 150,000 m3 to 1,000,000 m3
  • Component Assembly Array cargohold has been increased from 1,000,000 m3 to 1,500,000 m3
  • Drone Assembly Array cargohold has been increased from 150,000 m3 to 1,000,000 m3
  • Equipment Assembly Array cargohold has been increased from 500,000 m3 to 1,000,000 m3
  • Rapid Equipment Assembly Array cargohold has been increased from 500,000 m3 to 1,000,000 m3
  • User Interface:
  • The Facility Location filter in the Teams section of the Industry window will now correctly filter by facility if it has been changed

New in EVE Online: Into the Abyss Crius 1.1 Build 813270 (Jul 23, 2014)

  • FIXES:
  • Audio:
  • Audible clicks in booster sounds have been fixed.
  • Gameplay:
  • An exploit where abandoned drones maintained bonuses from previous owners has been fixed
  • Industry:
  • Copy and research jobs that have no material requirements no longer need access to the first division hangar.
  • Jobs in progress are now removed from the jobs tab when the POS structure, where the job was installed at, got destroyed.
  • Setting facility tax in a POS now takes immediate effect.
  • The calculation of research job costs has been fixed.
  • The Rapid Equipment Assembly Array works now with 5% material efficiency penalty which was previously missing.
  • The invention times on mining crystals and the Perpetual Motion Unit have been fixed.
  • User Interface:
  • When viewing teams while located in wormhole space, we now show them as unreachable instead of using the maximum integer value.
  • Some items that were not able to be reprocessed (such as deployables) can now be reprocessed without issue.
  • Blueprint show info now correctly reflects the current ME and TE levels.

New in EVE Online: Into the Abyss Kronos 1.4 Build 805617 (Jun 25, 2014)

  • FIXES:
  • Gameplay:
  • Fixed a bug in the recruitment window that caused the corporation window to break in rare cases
  • Graphics:
  • Fixed camera-centering on Amarr System Stargates
  • Audio:
  • Mordu ships should now have functioning ship sounds
  • Click/pop removed from many booster sounds

New in EVE Online: Into the Abyss Kronos 1.3 Build 801047 (Jun 18, 2014)

  • FEATURES & CHANGES:
  • User Interface:
  • Contract Creation: The search field when creating private contracts now supports a more advanced search, including searching by exact terms
  • FIXES:
  • Graphics:
  • The "Look At" functionality has been improved, you will now see an effect played when a ship warps off-grid and your camera interest is restored to your ship
  • Fixed the decal area on the Moa and variants that would flicker when the ship went into warp

New in EVE Online: Into the Abyss Kronos 1.2 Build 797363 (Jun 13, 2014)

  • FIXES:
  • Audio:
  • The feature to mute an inactive client works now as expected when the client window is minimized or when the windows button was utilized.
  • Gameplay:
  • Rings on data containers stop spinning after a successful hack now.
  • COSMOS containers are refilled correctly with loot again.
  • In some edge cases exploration sites weren’t redistributing correctly, this has been fixed.
  • Fixed an issue with the salvager module on hacking containers.
  • Overloaded cargo restrictions for Freighters, Jump Freighters and Supercarriers have been restored to their normal status.
  • Mordu’s Legion NPC’s now have the correct wreck size.
  • Increased the time tutorial containers take to refill from ten seconds to one minute.
  • Graphics:
  • Modified lens flare occlusions at the screen edge.
  • Localization:
  • Some untranslated strings within the audio menu and other instances for DE, JA and RU are translated now.
  • Modules:
  • Omnidirectional Tracking Enhancer modules no longer appear to be scriptable in the fitting window.
  • User Interface:
  • Changing quantity in the New Eden Store caused exceptions and an incorrect amount was displayed, this has been fixed now.
  • Added an option to the audio tab in the System menu to limit the sound engine voice count for better performance.
  • Hints on redeemable items in the redeeming queue now reference New Eden Store.
  • Fixed an issue where tooltips persist after the mouse goes outside the client borders.
  • Reload timers won't disappear any more when modules were moved in the HUD.
  • Fixed an issue preventing the fitting window side pane from appearing at times.
  • Entities no longer on grid will gray out correctly in in-space brackets.
  • The chat window doesn't lose focus when docking or receiving chat invites.
  • Fixed an issue where the Starmap did not properly show current location ("You are here").
  • Improved loading for involved parties on kill reports.

New in EVE Online: Into the Abyss Kronos 1.1 Build 793961 (Jun 5, 2014)

  • FIXES:
  • Gameplay:
  • Fixed an issue where hacked containers would block access after they had been hacked and not accessed for a while.
  • Added the Data Sequence to the market, this can now be bought and sold.
  • Reduced the timer in the Contested Covert Research Facility and fixed the issue where the site may not despawn after hacking success.
  • Fixed Warp Accelerator to only affect warps speed when online.
  • The skill requirements of 'Augmented' drones now once again correctly match the requirements of T2 drones.
  • Small, Large and Capital Transverse Bulkhead rigs can now be properly invented.
  • Expedition Frigates can now correctly enter Small and Medium Factional Warfare complexes.
  • The Expedition Frigate group in the market browser now correctly shows an icon.
  • Graphics:
  • Adjusted the icon for the Medium Micro Jump Drive.
  • User Interface:
  • Fixed an issue where an empty redeem panel would show up after the user closes an offer in the New Eden Store.
  • The redeem panel won't pop up in the inventory after an offer is bought through the New Eden Store.
  • The redeem token label now correctly reads that the item was bought through the New Eden Store
  • The Prospect is now included with other entries in the 'can be fitted to' list for covert cloaking devices when showing info.
  • The filter bar in the New Eden Store is cleared now when going back to the landing page via the store logo.

New in EVE Online: Into the Abyss Kronos 1.4.6 Build 792006 (Jun 3, 2014)

  • FEATURES & CHANGES:
  • Audio:
  • Audio Customization:
  • Grouped sliders for almost every sound in the game
  • The option to select which sounds are audible in inactive client
  • New ambient sounds for Mordu's Legion ships
  • Mordu's Legion atmospheric sounds added to the ISIS shiptree.
  • EVE Store interaction sounds
  • Warp effect sounds
  • new booster sounds and better mix for all ship types
  • Ship Balancing:
  • Pirate Faction ships have been completely overhauled
  • Balance pass is focused on added viability for some faction ships and unifying each faction around a unique theme
  • For more details and discussion visit the following threads in the features and ideas section of our official forums: pirate frigates, pirate cruisers, and pirate battleships
  • Pirate Faction Frigates:
  • SUCCUBUS:
  • Amarr Frigate Bonus:
  • 7.5% bonus to Small Energy Turret tracking speed
  • Caldari Frigate Bonus:
  • 20% bonus to Afterburner velocity bonus (was 5% energy turret damage)
  • Role Bonus:
  • 150% bonus to Small Energy Turret damage (was 100% small energy turret damage)
  • Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers
  • Fittings: 44 PWG(-14), 170 CPU(-5)
  • Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23)
  • Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+0.09)
  • Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-0.35) / 965000 / 4.68s(-0.4)
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5
  • Sensor strength: 13
  • Signature radius: 33(-2)
  • CRUOR:
  • Amarr Frigate Bonus:
  • 15% bonus to Energy Vampire and Energy Neutralizer effectiveness
  • Minmatar Frigate Bonus:
  • 20% bonus to Stasis Webifier range (was 10% bonus to Stasis Webifier effectiveness)
  • Role Bonus:
  • 100% bonus to Small Energy Turret damage
  • Note: Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • Slot layout: 4H, 3M, 4L(+1); 2 turrets, 0 launchers
  • Fittings: 57 PWG, 150 CPU(+13)
  • Defense (shields / armor / hull) : 480(-103) / 740(+83) / 580(-2)
  • Capacitor (amount / recharge / cap per second) : 470 / 205000 (-29375) / 2.24 (+0.23)
  • Mobility (max velocity / agility / mass / align time): 330(+22) / 3.6 / 1003000 / 5.01s
  • Drones (bandwidth / bay): 5(+5) / 5(+5)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km(+8km) / 760 / 6
  • Sensor strength: 12
  • Signature radius: 35
  • WORM:
  • Gallente Frigate Bonus:
  • 10% bonus to kinetic and thermal missile damage (was 5m3 Drone Bay Capacity per level)
  • Caldari Frigate Bonus:
  • 4% bonus to all shield resistances
  • Role Bonus:
  • 300% bonus to light combat drone damage and hitpoints (was 50% bonus to Rocket and Light Missile velocity)
  • Slot layout: 3H, 4M, 3L; 0 turrets, 3 launchers
  • Fittings: 40 PWG(+5), 180 CPU(+20)
  • Defense (shields / armor / hull) : 830(+33) / 500(-82) / 620(-3)
  • Capacitor (amount / recharge / cap per second) : 380(+30) / 212000 (-22375) / 1.79 (+0.29)
  • Mobility (max velocity / agility / mass / align time): 320(+33) / 3.8(+0.31) / 965000 / 5.17s(+0.42)
  • Drones (bandwidth / bay): 10(-15) / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 650 / 5
  • Sensor strength: 15
  • Signature radius: 40
  • DAREDEVIL:
  • Gallente Frigate Bonus:
  • 10% bonus to Small Hybrid Turret falloff
  • Minmatar Frigate Bonus:
  • 10% bonus to Stasis Webifier effectiveness
  • Role Bonus:
  • 200% bonus to Small Hybrid Turret damage
  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers
  • Fittings: 35 PWG, 145 CPU
  • Defense (shields / armor / hull) : 530(-7) / 560(-22) / 630(-27)
  • Capacitor (amount / recharge / cap per second) : 390(-5) / 230000 (-4375) / 1.69 (+0.01)
  • Mobility (max velocity / agility / mass / align time): 385(+1) / 3.2(-0.02) / 823000 / 3.65s(-0.02)
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km(+5km) / 650 / 5
  • Sensor strength: 12(-1)
  • Signature radius: 35
  • DRAMIEL:
  • Gallente Frigate Bonus:
  • 7.5% bonus to Small Projectile Turret tracking speed
  • Minmatar Frigate Bonus:
  • 10% bonus to Small Projectile Turret falloff
  • Role Bonus:
  • 100% bonus to Small Projectile Turret damage
  • Note: This ship has increased warp speed and acceleration
  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers
  • Fittings: 37 PWG, 133 CPU
  • Defense (shields / armor / hull) : 590(+7) / 590(+8) / 520(+3)
  • Capacitor (amount / recharge / cap per second) : 370(+5) / 208000(-26375) / 1.77(+0.22)
  • Mobility (max velocity / agility / mass / align time): 460 / 3.1(-0.02) / 950000 / 4.08s(-0.02)
  • Drones (bandwidth / bay): 15 / 20
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 28km(+3km) / 750 / 5
  • Sensor strength: 11
  • Signature radius: 30(-2)
  • Pirate Faction Cruisers:
  • PHANTASM:
  • Amarr Cruiser Bonus:
  • 7.5% bonus to Medium Energy Turret tracking speed
  • Caldari Cruiser Bonus:
  • 20% bonus to Afterburner velocity bonus (was 5% to medium energy turret damage)
  • Role Bonus:
  • 150% bonus to Medium Energy Turret damage (was 100% energy turret damage)
  • Slot layout: 4H(-1), 6M, 5L(+2); 3 turrets, 0 launchers
  • Fittings: 890 PWG(-35), 380 CPU(-45)
  • Defense (shields / armor / hull) : 2700(+266) / 2175 / 2065
  • Capacitor (amount / recharge / cap per second) : 1800(+105) / 495000 (+3750) / 3.5
  • Mobility (max velocity / agility / mass / align time): 228(+64) / 0.62(-0.06) / 9600000 / 8.25s
  • Drones (bandwidth / bay): 15 / 15
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 59km / 275 / 7
  • Sensor strength: 20
  • Signature radius: 120(-10)
  • Cargo Hold: 410
  • ASHIMMU:
  • Amarr Cruiser Bonus:
  • 15% bonus to Energy Vampire and Energy Neutralizer effectiveness
  • Minmatar Cruiser Bonus:
  • 20% bonus to Stasis Webifier range (was 10% bonus to Stasis Webifier effectiveness)
  • Role Bonus:
  • 100% bonus to Medium Energy Turret Damage
  • Note: Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • Slot layout: 5H(-1), 4M, 6L(+1); 3 turrets, 0 launchers
  • Fittings: 1300 PWG(-120), 350 CPU
  • Defense (shields / armor / hull) : 2290(-38) / 2950(+325) / 2325
  • Capacitor (amount / recharge / cap per second) : 1850(+20) / 530000(-7500) / 3.49
  • Mobility (max velocity / agility / mass / align time): 208(+33) / 0.58 / 11010000 / 8.85s
  • Drones (bandwidth / bay): 40(+30) / 40(+30)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km(+10km) / 340 / 7(+1)
  • Sensor strength: 19
  • Signature radius: 130
  • Cargo Hold: 430
  • GILA:
  • Gallente Cruiser Bonus:
  • 10% bonus to kinetic and thermal missile damage (was 10% drone damage and hitpoints)
  • Caldari Cruiser Bonus:
  • 4% bonus to all shield resistances
  • Role Bonus:
  • 500% bonus to medium drone damage and hitpoints (was 50% bonus to Light Missile and Rocket max velocity)
  • Slot layout: 5H, 6M, 4L; 0 turrets, 4 launchers(+1)
  • Fittings: 670 PWG(+40), 400 CPU(+50)
  • Defense (shields / armor / hull) : 3200(+12) / 2200(-125) / 2490
  • Capacitor (amount / recharge / cap per second) : 1400(+25) / 530000 (-1250) / 2.85
  • Mobility (max velocity / agility / mass / align time): 195(+31) / 0.66 / 9600000 / 8.78s
  • Drones (bandwidth / bay): 20(-105) / 100(-300)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 58km (+3km) / 285 / 7
  • Sensor strength: 22
  • Signature radius: 145(-5)
  • Cargo Hold: 440
  • VIGILANT:
  • Gallente Cruiser Bonus:
  • 10% bonus to Medium Hybrid Turret falloff
  • Minmatar Cruiser Bonus:
  • 10% bonus to Stasis Webifier effectiveness
  • Role Bonus:
  • 75% bonus to Medium Hybrid Turret damage
  • Slot layout: 5H, 4M, 6L; 5 turrets, 0 launchers
  • Fittings: 1050 PWG(-150), 360 CPU
  • Defense (shields / armor / hull) : 2175 / 2500(+175) / 2625
  • Capacitor (amount / recharge / cap per second) : 1545 / 490000 (-1250) / 3.15
  • Mobility (max velocity / agility / mass / align time): 242(+36) / 0.48 / 9830000 / 6.54s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 49km(+14km) / 300 / 7
  • Sensor strength: 20
  • Signature radius: 130
  • Cargo Hold: 450
  • CYNABAL:
  • Gallente Cruiser Bonus:
  • 10% bonus to Medium Projectile Turret falloff
  • Minmatar Cruiser Bonus:
  • 10% bonus to Medium Projectile Turret damage
  • Role Bonus:
  • 25% bonus to Medium Projectile Turret rate of fire
  • Note: This ship has increased warp speed and acceleration
  • Slot layout: 5H, 5M, 5L; 4 turrets, 0 launchers
  • Fittings: 980 PWG(-120), 335 CPU(-15)
  • Defense (shields / armor / hull) : 2330 / 2300(-25) / 2065
  • Capacitor (amount / recharge / cap per second) : 1415 / 490000(-1250) / 2.88
  • Mobility (max velocity / agility / mass / align time): 263(+6) / 0.45(-.0045) / 9047000(+200000) / 5.64s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47km(+2km) / 390(-33) / 7
  • Sensor strength: 18(+2)
  • Signature radius: 115(+5)
  • Cargo Hold: 400
  • Pirate Faction Battleships
  • NIGHTMARE:
  • Amarr Battleship Bonus:
  • 7.5% bonus to Large Energy Turret tracking speed
  • Caldari Battleship Bonus:
  • 30% bonus to Afterburner velocity bonus (was 5% to large energy turret damage)
  • Role Bonus:
  • 150% bonus to Large Energy Turret damage (was 100% energy turret damage)
  • Note: This is the same total damage bonus as the ship had prior to the change. (1.25 (25% bonus) * 2.00 (100% bonus) = 2.50 (150% bonus))
  • Slot layout: 6H, 7M, 6L(+1); 4 turrets, 0 launchers
  • Fittings: 14500 PWG, 710 CPU
  • Defense (shields / armor / hull) : 10550(+815) / 8650(-45) / 8200(-60)
  • Capacitor (amount / recharge / cap per second) : 6950 / 1154000ms(-875) / 6.0
  • Mobility (max velocity / agility / mass / align time): 114(+20) / 0.122(-0.014) / 99300000 / 17.76s(-1.9)
  • Drones (bandwidth / bay): 75 / 75
  • Targeting (max targeting range / Scan Resolution / Max Locked targets):80km / 110(+10) / 7
  • Sensor strength: 28
  • Signature radius: 370(-30)
  • BHAALGORN:
  • Amarr Battleship Bonus:
  • 15% bonus to Energy Vampire and Energy Neutralizer effectiveness
  • Minmatar Battleship Bonus:
  • 20% bonus to Stasis Webifier range
  • Role Bonus:
  • 100% bonus to Large Energy Turret Damage
  • Note: Energy Vampires fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
  • Slot layout: 7H, 5M, 7L; 4 turrets, 0 launchers
  • Fittings: 18400 PWG, 588 CPU
  • Defense (shields / armor / hull) : 9300(-17) / 10850(+350) / 9300 (+2)
  • Capacitor (amount / recharge / cap per second) : 7500 / 1154000ms(-875) / 6.49
  • Mobility (max velocity / agility / mass / align time): 101 / 0.125(-0.011) / 97100000 / 16.83s(-1.5)
  • Drones (bandwidth / bay): 100(+25) / 150(+75)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72km(+10km) / 100 / 8
  • Sensor strength: 28
  • Signature radius: 400
  • RATTLESNAKE:
  • Gallente Battleship Bonus:
  • 10% bonus to kinetic and thermal missile damage (was 10% drone damage and hitpoints)
  • Caldari Battleship Bonus:
  • 4% bonus to all shield resistances
  • Role Bonus:
  • 275% bonus to heavy and sentry drone damage and hitpoints (was 50% bonus to Cruise missile and Torpedo max velocity)
  • Slot layout: 6H, 7M, 6L; 0 turrets, 5 launchers(+1)
  • Fittings: 10000 PWG, 710 CPU
  • Defense (shields / armor / hull) : 12750 / 8940(-358) / 9960
  • Capacitor (amount / recharge / cap per second) : 5350(+38) / 1154000ms / 4.59
  • Mobility (max velocity / agility / mass / align time): 94 / 0.128 / 99300000 / 18.45s
  • Drones (bandwidth / bay): 50(-75) / 175(-225)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 100 / 7
  • Sensor strength: 30
  • Signature radius: 450(-10)
  • VINDICATOR:
  • Gallente Battleship Bonus:
  • 7.5% bonus to Large Hybrid Turret tracking speed
  • Minmatar Battleship Bonus:
  • 10% bonus to Stasis Webifier effectiveness
  • Role Bonus:
  • 37.5% bonus to Large Hybrid Turret damage
  • Slot layout: 8H, 5M, 7L; 8 turrets, 0 launchers(-2)
  • Fittings: 17500 PWG, 630 CPU
  • Defense (shields / armor / hull) : 8750(+55) / 9300 / 10500
  • Capacitor (amount / recharge / cap per second) : 6330 / 1154000ms(-875) / 5.48
  • Mobility (max velocity / agility / mass / align time): 132(+6) / 0.083(-0.005) / 105200000 / 12.10s(-0.7)
  • Drones (bandwidth / bay): 125 / 125
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km(+22.5) / 100 / 7
  • Sensor strength: 28
  • Signature radius: 400
  • MACHARIEL:
  • Gallente Battleship Bonus:
  • 10% bonus to Large Projectile Turret falloff
  • Minmatar Battleship Bonus:
  • 5% bonus to Large Projectile Turret damage
  • Role Bonus:
  • 25% bonus to Large Projectile Turret rate of fire
  • Note: This ship has increased warp speed and warp acceleration
  • Slot layout: 8H, 5M, 7L; 7 turrets, 0 launchers
  • Fittings: 17950 PWG, 600 CPU
  • Defense (shields / armor / hull) : 9320 / 9250 / 8260
  • Capacitor (amount / recharge / cap per second) : 5800 / 1154000ms(-875) / 5.02
  • Mobility (max velocity / agility / mass / align time): 161 / 0.096(+.012) / 94680000 / 12.60(+1.5)
  • Drones (bandwidth / bay): 100 / 125
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+13km) / 125(-25) / 7
  • Sensor strength: 26
  • Signature radius: 350(+10)
  • Freighters and Jump Freighters have been rebalanced.
  • This balance pass is focused on providing choice and flexibility to freighter pilots.
  • The addition of low power module slots is the biggest part of these changes, and allows pilots to fit a variety of modules for different purposes.
  • Freighters
  • PROVIDENCE:
  • Amarr Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Maximum Velocity
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 1 CPU
  • Defense (shields / armor / hull) : 10000(+5000) / 46000(+22000) / 100000(-12500)
  • Mobility (max velocity / agility / mass / align time / warp speed): 70 / 0.0625 / 900,000,000 / 77.98s / 1.37
  • Cargo Capacity: 435000(-300000)m3
  • CHARON:
  • Caldari Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Maximum Velocity
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 1 CPU
  • Defense (shields / armor / hull) : 50000(+44000) / 15000(-5000) / 77500(-28750)
  • Mobility (max velocity / agility / mass / align time / warp speed): 60 / 0.0625 / 960,000,000 / 83.18s / 1.37
  • Cargo Capacity: 465000(-320000)m3
  • OBELISK:
  • Gallente Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Maximum Velocity
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 1 CPU
  • Defense (shields / armor / hull) : 14000(+10687) / 40000(+17500) / 110000(-10000)
  • Mobility (max velocity / agility / mass / align time / warp speed): 65 / 0.0625 / 940,000,000 / 81.44s / 1.37
  • Cargo Capacity: 440000(-310000)m3
  • FENRIR:
  • Minmatar Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Maximum Velocity
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 1 CPU
  • Defense (shields / armor / hull) : 48000(+42375) / 22000(+750) / 65000(-35000)
  • Mobility (max velocity / agility / mass / align time / warp speed): 80 / 0.0625 / 820,000,000 / 71.05s / 1.37
  • Cargo Capacity: 435000(-285000)m3
  • Jump Freighters
  • ARK:
  • Amarr Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Agility
  • Jump Freighters Bonus per level:
  • +10% to armor and hull hitpoints
  • -10% jump fuel requirements
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 5(+4) CPU
  • Defense (shields / armor / hull) : 12000(+6000) / 55200(+26400) / 120000(-15000)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 47.5(+7.5) / 62.5(+12.5)
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 34.375(+9.375) / 40(+20)
  • Mobility (max velocity / agility / mass / align time / warp speed): 84 / 0.055(+0.005) / 900,000,000 / 68.62(+6.24)s / 1.5
  • Signature Radius: 2800(-12)
  • Cargo Capacity: 135000(-140625)m3
  • RHEA:
  • Caldari Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Agility
  • Jump Freighters Bonus per level:
  • +10% to shield and hull hitpoints
  • -10% jump fuel requirements
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 5(+4) CPU
  • Defense (shields / armor / hull) : 60000(+52800) / 18000(-6000) / 93000(-34500)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 40(+20) / 47.5(+7.5) / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 58.75(+13.75) / 34.375(+9.375) / 10
  • Mobility (max velocity / agility / mass / align time / warp speed): 72 / 0.055(+0.005) / 960,000,000 / 73.20(+6.66)s / 1.5
  • Signature Radius: 2930(-2)
  • Cargo Capacity: 144000(-150375)m3
  • ANSHAR:
  • Gallente Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Agility
  • Jump Freighters Bonus per level:
  • +10% to armor and hull hitpoints
  • -10% jump fuel requirements
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 5(+4) CPU
  • Defense (shields / armor / hull) : 16800(+10424.4) / 48000(+21000) / 132000(-12000)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 30(+10) / 55(+15) / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 43.125(+8.125) / 51.25(+16.25) / 10
  • Mobility (max velocity / agility / mass / align time / warp speed): 78 / 0.055(+0.005) / 940,000,000 / 71.67(+6.51)s / 1.5
  • Signature Radius: 2880(-4)
  • Cargo Capacity: 137500(-143750) m3
  • NOMAD:
  • Minmatar Freighter Bonus per level:
  • +5% Cargo Capacity
  • +5% Agility
  • Jump Freighters Bonus per level:
  • +10% to shield and hull hitpoints
  • -10% jump fuel requirements
  • Role Bonus:
  • 100% reduction in CPU requirements for Reinforced Bulkheads
  • Slot layout: 0H, 0M, 3(+3)L;
  • Fittings: 3(+2) PWG, 5(+4) CPU
  • Defense (shields / armor / hull) : 57600(+50850) / 26400(+900) / 78000(-42000)
  • Base shield resistances (EM/Therm/Kin/Exp): 25(+25) / 30(+10) / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 70(+10) / 43.125(+8.125) / 25 / 10
  • Mobility (max velocity / agility / mass / align time / warp speed): 96 / 0.055(+0.005) / 820,000,000 / 62.52(+5.68)s / 1.5
  • Signature Radius: 2700(-8)
  • Cargo Capacity: 132000(-138000)m3
  • Deep Space Transports have been rebalanced
  • This balance pass is focused on providing Deep Space Transports with the ability to carry large loads in a fleet hangar while also sporting excellent defensive options.
  • All Deep Space Transports are capable of using the new Medium Micro Jump Drive modules.
  • IMPEL:
  • Amarr Industrial Bonus per level:
  • +7.5% Armor Repairer Effectiveness
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Fleet Hangar capacity
  • +4% Armor Resistances
  • Role Bonuses:
  • +2 Warp Core Strength
  • +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
  • Slot layout: 2(+1)H, 2(+1)M, 7L; 2(+2) launchers
  • Fittings: 330(+80) PWG, 240(+65) CPU
  • Defense (shields / armor / hull) : 2000(-109) / 4300(+81) / 4500
  • Capacitor (amount / recharge / cap per second) : 3500(+2250) / 875(+563)s / 4
  • Mobility (max velocity / agility / mass / align time): 90(+10) / 1 / 19,500,000(+500,000) / 27.03s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 205 / 3(+1)
  • Sensor strength: 16
  • Signature radius: 160
  • Assembled Volume: 400000(+100000)
  • Cargo Hold: 3100(-900)m3
  • Fleet Hangar: 50000m3
  • BUSTARD:
  • Caldari Industrial Bonus per level:
  • +7.5% Shield Booster Effectiveness
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Fleet Hangar capacity
  • +4% Shield Resistances
  • Role Bonuses:
  • +2 Warp Core Strength
  • +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
  • Slot layout: 2(+1)H, 6(+3)M, 3(-2)L; 2(+2) launchers
  • Fittings: 200 PWG, 290(+40) CPU
  • Defense (shields / armor / hull) : 4300(+784) / 2300(-91) / 4000(+62)
  • Capacitor (amount / recharge / cap per second) : 2900(+1806.25) / 725(+456)s / 4
  • Mobility (max velocity / agility / mass / align time): 80() / 1(+0.07) / 20,000,000 / 27.73s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 195 / 3(+1)
  • Sensor strength: 20
  • Signature radius: 165
  • Assembled Volume: 390000(+100000)
  • Cargo Hold: 5000(-500)m3
  • Fleet Hangar: 50000m3
  • OCCATOR:
  • Gallente Industrial Bonus per level:
  • +7.5% Armor Repairer Effectiveness
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Fleet Hangar capacity
  • +4% Armor Resistances
  • Role Bonuses:
  • +2 Warp Core Strength
  • +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
  • Slot layout: 2(+1)H, 3(+1)M, 6L; 2(+2) turrets
  • Fittings: 290(+45) PWG, 260(+60) CPU
  • Defense (shields / armor / hull) : 2400(-131) / 4000(+203) / 5000(-203)
  • Capacitor (amount / recharge / cap per second) : 3100(+1943.75) / 775(+281)s / 4
  • Mobility (max velocity / agility / mass / align time): 110(+20) / 1 / 19,000,000(-500,000) / 26.34s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 200 / 3(+1)
  • Sensor strength: 18
  • Signature radius: 165
  • Assembled Volume: 390000(+100000)
  • Cargo Hold: 3900(-1100)m3
  • Fleet Hangar: 50000m3
  • MASTODON:
  • Minmatar Industrial Bonus per level:
  • +7.5% Shield Booster Effectiveness
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Fleet Hangar capacity
  • +4% Shield Resistances
  • Role Bonuses:
  • +2 Warp Core Strength
  • +100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules
  • Slot layout: 2(+1)H, 5(+2)M, 4(-1)L; 2(+2) turrets
  • Fittings: 230(+15) PWG, 270(+80) CPU
  • Defense (shields / armor / hull) : 4000(+906) / 2800(-13) / 3100()
  • Capacitor (amount / recharge / cap per second) : 2700(+1700) / 675(+425)s / 4
  • Mobility (max velocity / agility / mass / align time): 120(+20) / 1 / 19,200,000(700,000) / 26.62s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 210 / 3(+1)
  • Sensor strength: 14
  • Signature radius: 150
  • Assembled Volume: 385000(+100000)
  • Cargo Hold: 4500(-750)m3
  • Fleet Hangar: 50000m3
  • Blockade Runners have been rebalanced.
  • PRORATOR:
  • Amarr Industrial Bonus per level:
  • +5% Cargo Capacity
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Warp Speed (was the useless tanking bonus)
  • -20% CPU requirements for Cloaking Devices
  • Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.
  • Slot layout: 2(+1)H, 2M, 4L; 1 turret
  • Fittings: 150 PWG, 200(+5) CPU
  • Defense (shields / armor / hull) : 800(-255) / 2000(-109) / 2100(-150)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+15) / 87.5(+12.5)
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+18.75) / 80(+20)
  • Capacitor (amount / recharge / cap per second) : 1375(+437.5) / 393(+112)s / 3.5
  • Mobility (max velocity / agility / mass / align time): 170(+10) / 0.52(-0.03) / 10,750,000 / 7.75s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 240 / 2
  • Sensor strength: 14
  • Signature radius: 110(-5)
  • Cargo Hold: 2900(+400)m3
  • CRANE:
  • Caldari Industrial Bonus per level:
  • +5% Cargo Capacity
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Warp Speed (was the useless tanking bonus)
  • -20% CPU requirements for Cloaking Devices
  • Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.
  • Slot layout: 2(+1)H, 4M, 2L; 1 launcher
  • Fittings: 125 PWG, 285 CPU
  • Defense (shields / armor / hull) : 2100(+342) / 1000(-196) / 1900(-69)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+20) / 70(+15) / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+13.75) / 62.5(+18.75) / 10
  • Capacitor (amount / recharge / cap per second) : 1300(+456.25) / 371(+118)s / 3.5
  • Mobility (max velocity / agility / mass / align time): 160(-5) / 0.51(+0.03) / 11,000,000(-500,000) / 7.78s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 225 / 2
  • Sensor strength: 17
  • Signature radius: 115
  • Cargo Hold: 4300(+800)m3
  • VIATOR:
  • Gallente Industrial Bonus per level:
  • +5% Cargo Capacity
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Warp Speed (was the useless tanking bonus)
  • -20% CPU requirements for Cloaking Devices
  • Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.
  • Slot layout: 2(+1)H, 3M, 3L; 1 turret
  • Fittings: 135 PWG, 250 CPU
  • Defense (shields / armor / hull) : 1000(-266) / 1700(+1) / 2700(+98)
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+20) / 85(+15) / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+16.25) / 83.75(+16.25) / 10
  • Capacitor (amount / recharge / cap per second) : 1300(+425) / 371(+109)s / 3.5
  • Mobility (max velocity / agility / mass / align time): 165(-5) / 0.54(-0.01) / 10,000,000(-1,150,000) / 7.49s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 230 / 2
  • Sensor strength: 15
  • Signature radius: 120(+5)
  • Cargo Hold: 3600(+600)m3
  • PROWLER:
  • Minmatar Industrial Bonus per level:
  • +5% Cargo Capacity
  • +5% Velocity
  • Transport Ships Bonus per level:
  • +5% Warp Speed (was the useless tanking bonus)
  • -20% CPU requirements for Cloaking Devices
  • Note: Can fit covert ops cloaking devices and covert cynos. Cloak reactivation delay reduced to 5 seconds. Immune to cargo scanning.
  • Slot layout: 2H, 3M, 3(+1)L; 1 turret, 1 launcher
  • Fittings: 130 PWG, 230(+5) CPU
  • Defense (shields / armor / hull) : 1500(-47) / 1500(+94) / 1700(+22)
  • Base shield resistances (EM/Therm/Kin/Exp): 75(+25) / 60(+20) / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 90(+10) / 67.5(+16.25) / 25 / 10
  • Capacitor (amount / recharge / cap per second) : 1200(+418.75) / 343(+109)s / 3.5
  • Mobility (max velocity / agility / mass / align time): 220(+35) / 0.485(-0.11) / 11,200,000(+1,200,000) / 7.53(-0.04)s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 245 / 2
  • Sensor strength: 12
  • Signature radius: 105(-5)
  • Cargo Hold: 3500(+250)m3
  • Mining Barges and Exhumers have been rebalanced.
  • This balance pass reinforces and focuses the strengths of each barge line.
  • Mining Barges
  • PROCURER:
  • Mining Barge Bonus per level:
  • +5% Shield HP
  • -2% Strip Miner and Ice Harvester duration
  • Role Bonuses:
  • +150% Bonus to Strip Miner yield
  • -60% Ice Harvester duration and capacitor use
  • +50% Drone Damage and Hitpoints
  • Slot layout: 1H, 4M, 2L;
  • Fittings: 45 PWG, 255(+5) CPU
  • Defense (shields / armor / hull) : 6000 / 5000 / 5500
  • Capacitor (amount / recharge / cap per second) : 800 / 187.5s / 4.27
  • Mobility (max velocity / agility / mass / align time): 160(+70) / 1 / 10,000,000 / 13.86s
  • Drones (bandwidth / bay): 25 / 50(+25)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km(+7.5km) / 440(-220) / 5(+1)
  • Sensor strength: 10
  • Signature radius: 150(-50)
  • Ore Bay: 12000m3
  • RETRIEVER:
  • Mining Barge Bonus per level:
  • +5% Ore Hold capacity
  • -2% Strip Miner and Ice Harvester duration
  • Role Bonuses:
  • +25% Bonus to Strip Miner yield
  • -20% Ice Harvester duration and capacitor use
  • Slot layout: 2H, 1M, 3L;
  • Fittings: 35 PWG, 235 CPU
  • Defense (shields / armor / hull) : 2300 / 1700 / 2000
  • Capacitor (amount / recharge / cap per second) : 250 / 187.5s / 1.33
  • Mobility (max velocity / agility / mass / align time): 80 / 0.659 / 20,000,000 / 18.26s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km(+7.5km) / 550(-110) / 5
  • Sensor strength: 9
  • Signature radius: 250
  • Ore Bay: 22000m3
  • COVETOR:
  • Mining Barge Bonus per level:
  • +5% Strip Miner and Ice Harvester optimal range
  • -4% Strip Miner and Ice Harvester duration
  • Slot layout: 3H, 1M, 2L;
  • Fittings: 35 PWG, 255 CPU
  • Defense (shields / armor / hull) : 1700 / 1300 / 1500
  • Capacitor (amount / recharge / cap per second) : 312.5 / 187.5s / 1.67
  • Mobility (max velocity / agility / mass / align time): 100(+30) / 0.46(+0.234) / 30,000,000(-10,000,000) / 19.13s(-5.58s)
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km(+12.5km) / 660 / 6
  • Sensor strength: 8
  • Signature radius: 200(+50)
  • Ore Bay: 7000m3
  • Exhumers
  • SKIFF:
  • Mining Barge Bonus per level:
  • +5% Shield HP
  • -2% Strip Miner and Ice Harvester duration
  • Exhumer Bonus per level:
  • +4% Shield resistances
  • -2% Strip Miner and Ice Harvester duration
  • Role Bonuses:
  • +150% Bonus to Strip Miner yield
  • -60% Ice Harvester duration and capacitor use
  • +50% Drone Damage and Hitpoints
  • Slot layout: 1H, 5M, 3L(+1);
  • Fittings: 50 PWG, 300(+30) CPU
  • Defense (shields / armor / hull) : 6500 / 5500 / 6000
  • Capacitor (amount / recharge / cap per second) : 900 / 187.5s / 4.8
  • Mobility (max velocity / agility / mass / align time): 200 / 1 / 10,000,000 / 13.86s
  • Drones (bandwidth / bay): 50 / 100(+50)
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km(+7.5km) / 440(-220) / 6(+2)
  • Sensor strength: 14(+4)
  • Signature radius: 150(-50)
  • Ore Bay: 15000m3
  • MACKINAW:
  • Mining Barge Bonus per level:
  • +5% Ore Hold capacity
  • -2% Strip Miner and Ice Harvester duration
  • Exhumer Bonus per level:
  • +4% Shield resistances
  • -2% Strip Miner and Ice Harvester duration
  • Role Bonuses:
  • +25% Bonus to Strip Miner yield
  • -20% Ice Harvester duration and capacitor use
  • Slot layout: 2H, 4M, 3L;
  • Fittings: 35 PWG, 270 CPU
  • Defense (shields / armor / hull) : 3000 / 2300 / 2700
  • Capacitor (amount / recharge / cap per second) : 500 / 187.5s / 2.66
  • Mobility (max velocity / agility / mass / align time): 90(+10) / 0.659 / 20,000,000 / 18.26s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km(+7.5km) / 550(-110) / 6(+2)
  • Sensor strength: 13(+4)
  • Signature radius: 250
  • Ore Bay: 28000m3
  • HULK:
  • Mining Barge Bonus per level:
  • +5% Strip Miner and Ice Harvester optimal range
  • -4% Strip Miner and Ice Harvester duration
  • Exhumer Bonus per level:
  • +4% Shield resistances
  • -3% Strip Miner and Ice Harvester duration
  • Slot layout: 3H, 4M, 2L;
  • Fittings: 40(+5) PWG, 310(+10) CPU
  • Defense (shields / armor / hull) : 2200 / 1800 / 2000
  • Capacitor (amount / recharge / cap per second) : 625 / 187.5s / 3.33
  • Mobility (max velocity / agility / mass / align time): 140(+70) / 0.46(+0.234) / 30,000,000(-10,000,000) / 19.13s(-5.58s)
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km(+12.5km) / 660 / 7
  • Sensor strength: 12(+4)
  • Signature radius: 200(+50)
  • Ore Bay: 8500m3
  • The Phoenix and Citadel Missiles have been rebalanced.
  • The Phoenix's kinetic missile damage bonus has been replaced with a 4% per level shield resistance bonus.
  • All Citadel Cruise launchers have received a 20% rate of fire improvement
  • All Citadel Torpedo launchers have received a 25% rate of fire improvement
  • The kinetic missile damage bonus on the Leviathan titan has been reduced to 100%
  • The velocity of all Citadel Cruise missiles has been increased by 34%
  • The velocity of all Citadel Torpedoes has been increased by 100%
  • The explosion velocity of Citadel Cruises has been increased by 38%, and their explosion radius has been increased by 14%.
  • The explosion velocity of Citadel Torpedoes has been increased by 75%, and their explosion radius has been increased by 50%.
  • The signature radius of all external starbase structures has been increased to 3000m.
  • The signature radius of small control towers has been increased to 4000m.
  • The signature radius of medium control towers has been increased to 5000m.
  • The signature radius of all dreadnaughts has been increased:
  • Revelation:
  • Signature Radius: 4100 (+1125)
  • Naglfar:
  • Signature Radius: 4000 (+1140)
  • Moros:
  • Signature Radius: 4300 (+1255)
  • Phoenix:
  • Signature Radius: 4200 (+1100)
  • Exploration:
  • Contested Guristas Covert Research Facility has been added to High and Low security space.
  • Besieged Covert Research Facility has been added to Low security space. (These will be unlocked once players have completed the Contested Guristas Covert Research Facility challenge)
  • The loot scattering mechanic has been completely removed from all sites that contained that functionality.
  • Exploration loot tables have been adjusted to compensate for the loot scattering removal.
  • Thanks to the pirates' completely irresponsible Isogen-5-fuelled research into ultrahigh-velocity transport, more wormholes have begun appearing in low security space.
  • Anomalies full of Hedbergite, Hemorphite, Jaspet, and in rare cases Arkonor and Bistot have begun to appear throughout low security space.
  • Hacking containers in Data Sites now have the appropriate collision detection.
  • Graphics:
  • The upgrade to the latest version of Cider, allows for improved customer experience on the Mac. This version of Cider only supports version Mac OS X 10.7 and above.
  • Blinking point lights sprites are back.
  • Ships featuring fields and drone bays now have their Force-field effects back.
  • Anti-Aliasing options now correctly affect antialiasing as they should.
  • We are seeing slight performance gains in heavy scenes.
  • Starfields no longer flicker uncontrollably if you are being shot.
  • Warp disruption bubble effects no longer flicker uncontrollably.
  • Improved compatibility with USB based headsets and mics.
  • Support for Retina displays
  • Fixes for some full-screen effects
  • Corrupt clouds in high shaders are fixed
  • Black graphical corruption in warp engine trails are fixed
  • Transparent character models from using a combo of "low" post-processing and AA are fixed
  • Station exteriors now are visually representative of the NPC faction or corporation that owns the station.
  • Sun flare system has now been refactored and all effects have been redone in the new system.
  • Warps into or out-off your grid are now represented with a new warp effect.
  • Implants:
  • The loot scattering decay bonus from the Poteque 'Prospector' Environmental Analysis EY-1005 implant was replaced with a +5 Virus Coherence bonus for both data and relic analyzers.
  • Pirate Implants have been rebalanced and a new level of pirate implants has been introduced:
  • The Crystal, Halo, Slave, Talisman, Snake, Ascendancy, Grail, Jackal, Spur, and Talon implants have been renamed to "High-grade" and their attribute bonuses have been increased to +4.
  • The Low-grade Crystal, Halo, Slave, Talisman, Snake, Centurion, Nomad, Edge, Harvest, Virtue and Ascendancy implants have been renamed to "Mid-grade" and their attribute bonuses have been increased to +3.
  • New Low-grade versions of the Crystal, Halo, Slave, Talisman, Snake, Centurion, Nomad, Edge, Harvest, and Virtue implant sets can now be found in the new Besieged Covert Research Facility sites.
  • The new Low-grade implant sets provide attribute bonuses of +2 and set effects that are approximately 60-65% the strength of the Mid-grade sets.
  • The set bonus provided by High-Grade Ascendancy Omega implants has been increased to 70%
  • The set bonus provided by Mid-Grade Ascendancy Omega implants has been increased to 35%
  • Market:
  • Non-Empire Faction Frigate category in market now called Pirate Faction like other ship classes
  • Modules:
  • Medium Micro Jump Drive modules have been introduced.
  • These modules may only be fit to Combat Battlecruisers, Command Ships and Deep Space Transports
  • The Medium Micro Jump Drive uses the same Micro Jump Drive Operation skill as the Large Micro Jump Drive and has the same range (100km), spool up (12s base reduced by the skill) and cooldown (3 minutes) as the Large version.
  • The Medium Micro Jump Drive has the following fitting and activation requirements:
  • Powergrid: 165
  • Capacitor: 197
  • CPU: 51
  • Hyperspatial Accelerator modules have been introduced.
  • These low slot modules increase warp speed by a flat modifier, and are not affected by stacking penalties.
  • The blueprints for these modules can be found in the new Besieged Covert Research Facility sites.
  • There will be three versions, with blueprints of increasing rarity.
  • The Limited Hyperspatial Accelerator increases warp speed by 0.2au/s
  • The Experimental Hyperspatial Accelerator increases warp speed by 0.25au/s
  • The Prototype Hyperspatial Accelerator increases warp speed by 0.3au/s
  • Hyperspatial Velocity Optimizer rigs are now subject to stacking penalties
  • Transverse Bulkhead Rigs have been introduced.
  • These rigs increase hull hitpoints.
  • T1 versions increase hull HP by 20% and use 50 calibration.
  • T2 versions increase hull HP by 25% and use 75 calibration.
  • The velocity penalty on all reinforced bulkhead modules has been changed to a cargo capacity penalty.
  • The rate of fire of all Nosferatu modules has been improved by 16.66%
  • The Mining Laser Field Enhancement gang link now provides a bonus to Survey Scanner range in addition to its previous function.
  • New low slot Omnidirectional Tracking Enhancers have been introduced.
  • Faction versions of the Drone Damage Amplifier, Drone Navigation Computer, and Omnidirectional Tracking Link modules have been added.
  • The duration and capacitor need of all Capital Tractor Beams has been reduced by 75%.
  • Drones:
  • Significant balance changes have been made to Combat Drones of all types.
  • For more details view our dev blog covering all the drone changes.
  • Different factional drones have been balanced to fall on a continuous spectrum of damage and speed.
  • Combat drones now have longer optimal ranges, attack ranges and orbit ranges, with Amarr and Caldari drones operating at longer range than Minmatar and Gallente.
  • Faction, Integrated and Augmented drones have all received significant upgrades.
  • Medium Drone MWD speed has been increased by 20%
  • Heavy Drone MWD speed has been increased by 43%
  • The Drone Interfacing skill is being changed to a 10% per level bonus, with the rest of the damage and mining ability build into the base stats of the drones themselves.
  • Sentry drones of all factions have been balanced to place them on a continuous spectrum from higher damage and tracking to higher range.
  • All universal drone skills and modules now affect Fighters and Fighter bombers
  • The maximum number of drones available to Supercarriers has been reduced to 10; the volume of Fighter Bombers has been doubled. Supercarriers have gained a new 100% damage bonus to Fighters and Fighter Bombers.
  • This means that some Supercarriers will find their overloaded drone bays moved to their cargo after the patch. If this causes the ship's cargo to become overloaded it will prevent warping or jumping until the excess drones have been jettisoned or moved to other bays. We advise all Supercarrier pilots to remove half the drones in their drone bays before June 3rd to avoid being locked in place by an overloaded cargo bay.
  • Fighter and Fighter Bomber stats have been adjusted to ensure balance with the previous changes.
  • Assigning drones to assist or guard is now limited to 50 drones per ship.
  • Miscellaneous:
  • The limit on corporation bookmarks has now been set to 500 (from the previous limit of 250).
  • The volume of an assembled Station Container has been increased to 2 million m3.
  • The volume of all mining crystals has been reduced by 60%.
  • The NEX store has been removed.
  • Aurum has been moved from character wallets to a new store wallet which can be found in the new store.
  • The AUR balance in character wallets will no longer be displayed.
  • A new store has been added, The New Eden Store
  • Accessible from the Character Selection Screen and the Neocom
  • The store has categorization, filters and search
  • New items have been added to the store
  • The pricing structure of items for AUR has been changed
  • The Redeemable Items location can now be accessed from the Neocom
  • Missions & NPCs:
  • The Clone Soldier Trainer, Recruiter, Transporter and Negotiator NPCs found in low security asteroid belts have received significant upgrades to their engagement range.
  • Factional Warfare:
  • New Large Outposts have begun appearing in Factional Warfare contested space. These complexes are unrestricted.
  • The NPCs defending Factional Warfare complexes have received a major defensive upgrade and will now call in reinforcements.
  • It is no longer possible to cloak while within capture range in a Factional Warfare complex.
  • Science & Industry:
  • Renamed several projectile weapon blueprints to match the name of the modules they produce
  • Ships:
  • Added new pirate faction: Mordu's Legion
  • Three new ships: The Garmur Frigate, Orthrus Cruiser and Barghest Battleship
  • Mordu's Legion ships require Gallente and Caldari spaceship command skills
  • Mordu's Legion ship Blueprints can be acquired from Mordu's Legion Loyalty point stores at the following rates:
  • Garmur Blueprint: 20,000 LP plus 10,000,000 ISK
  • Garmur: 80,000 LP plus 5,000,000 ISK
  • Orthrus Blueprint: 80,000 LP plus 20,000,000 ISK
  • Orthrus: 240,000 LP plus 15,000,000 ISK
  • Barghest Blueprint: 400,000 LP plus 100,000,000 ISK
  • Barghest: 800,000 LP plus 80,000,000 ISK
  • Mordu's Legion ship Blueprints can also be found on new Mordu's Legion NPC patrols anywhere in low security space
  • For more details and discussion visit the thread in the Features and Ideas section of our official forums on Mordu's Legion
  • Mordu's Legion ship stats:
  • GARMUR:
  • Caldari Frigate Bonus per level:
  • 25% bonus to missile damage
  • Gallente Frigate Bonus per level:
  • 10% bonus to warp scrambler and warp disruptor range
  • Role Bonus:
  • 200% bonus to missile velocity
  • 50% penalty to missile flight time
  • Slot layout: 3H, 4M, 3L; 0 turrets, 3 launchers
  • Fittings: 38 PWG, 178 CPU
  • Defense (shields / armor / hull) : 680 / 590 / 560
  • Capacitor (amount / cap/sec) : 400 / 2.05
  • Mobility (max velocity / agility / mass / align time): 415 / 3.2 / 987000 / 4.38s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 28km / 650 / 5
  • Sensor strength: 13
  • Signature radius: 32
  • ORTHRUS:
  • Caldari Cruiser Bonus per level:
  • 20% bonus to missile damage
  • Gallente Cruiser Bonus per level:
  • 10% bonus to warp scrambler and warp disruptor range
  • Role Bonus:
  • 200% bonus to missile velocity
  • 50% penalty to missile flight time
  • Slot layout: 6H, 5M, 4L; 0 turrets, 5 launchers
  • Fittings: 900 PWG, 460 CPU
  • Defense (shields / armor / hull) : 2950 / 2280 / 2100
  • Capacitor (amount / cap/sec) : 1550 / 3.16
  • Mobility (max velocity / agility / mass / align time): 245 / .48 / 9362000 / 6.23s
  • Drones (bandwidth / bay): 25 / 25
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 300 / 7
  • Sensor strength: 21
  • Signature radius: 120
  • BARGHEST:
  • Caldari Battleship Bonus per level:
  • 5% bonus to missile damage
  • Gallente Battleship Bonus per level:
  • 10% bonus to warp scrambler and warp disruptor range
  • Role Bonus:
  • 200% bonus to missile velocity
  • 50% penalty to missile flight time
  • Slot layout: 8H, 6M, 6L; 0 turrets, 7 launchers
  • Fittings: 11600 PWG, 730 CPU
  • Defense (shields / armor / hull) : 11200 / 8750 / 8100
  • Capacitor (amount / cap/sec) : 6100 / 5.28
  • Mobility (max velocity / agility / mass / align time): 148 / .098 / 98467000 / 13.38s
  • Drones (bandwidth / bay): 50 / 75
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km / 110 / 7
  • Sensor strength: 29
  • Signature radius: 370
  • The new Prospect Expedition Frigate has been introduced:
  • PROSPECT:
  • Mining Frigate Bonus per level:
  • +5% Mining Laser yield
  • -5% Gas Harvester duration
  • Expedition Frigate Bonus per level:
  • +5% Mining Laser yield
  • -5% signature radius
  • Role Bonuses:
  • +100% Bonus to Mining Laser and Gas Harvester Yield
  • -100% Cloaking Device CPU use
  • Can fit Covert Ops Cloaking Devices and Covert Cynos. Cloak reactivation delay reduced to 5 seconds.
  • Slot layout: 3H, 3M, 4L; 2 Turrets
  • Fittings: 45 PWG, 290 CPU
  • Defense (shields / armor / hull): 800 / 600 / 600
  • Capacitor (amount / recharge / cap per second): 300 / 125s / 2.4
  • Mobility (max velocity / agility / mass / align time): 380 / 3 / 1,400,000 / 5.82s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 20km / 750 / 6
  • Sensor strength: 10
  • Signature radius: 40
  • Cargo Bay: 150m3
  • Ore Bay: 10,000m3
  • Upgraded graphics for the Condor, Crow and Raptor.
  • Upgraded graphics for the Moa, Eagle, Onyx, and Gila.
  • Upgraded graphics for the Typhoon, Panther, and Fleet Issue.
  • The Talos now includes animation states for going into and out of warp.
  • Eight new cosmetic variations of Destroyers and Battlecruisers have been introduced. The blueprints for these skins can be found in the new Besieged Covert Research Facility.
  • Prophecy Blood Raiders Edition
  • Coercer Blood Raiders Edition
  • Brutix Serpentis Edition
  • Catalyst Serpentis Edition
  • Ferox Guristas Edition
  • Cormorant Guristas Edition
  • Cyclone Thukker Tribe Edition
  • Thrasher Thukker Tribe Edition
  • Increased the packaged volume of Freighters, Jump Freighters, Carriers, Dreadnoughts, Capital Industrial ships and Supercarriers to 1.3M m³
  • Skills:
  • The Armor Resistance Phasing skill, which modifies the behavior of Reactive Armor Hardeners, now reduces cap need by 10% instead of 5%.
  • We are reworking the organization and requirements associated with some drone skills
  • Combat Drone Operation removed
  • Scout Drone Operation renamed to Drone Avionics
  • Electronic Warfare Drone Operation renamed to Advanced Drone Avionics
  • New skill added: Light Drone Operation (rank 1)
  • 5% bonus to damage of light combat drones per level
  • Light Combat Drones now require Light Drone Operation rather than Scout Drone Operation
  • New skill added: Medium Drone Operation (rank 2)
  • 5% bonus to damage of medium combat drones per level
  • Medium Combat Drones now require Medium Drone Operation rather than Scout Drone Operation
  • To make this transition possible, we are giving all players who had either Scout Drone Operation OR Combat Operation before this patch both Light and Medium Combat Drone Operation skills. We will set the level of Light and Medium Combat Drone Operation skills to the level of your Scout Drone Operation skill before the patch OR to the level of your Combat Drone Operation skill before the patch based on which was highest.
  • Structures & Deployables:
  • A ship on the edge of a starbase forcefield that is also within 5km of a structure will not be allowed to access that structure unless it has appropriate corp roles and either a) has entered the correct forcefield password or b) the forcefield is configured to allow corp/alliance access.
  • User Interface:
  • Reload Timer has been added to modules in the HUD to indicate the progress of the charge reload while in space.
  • Progress of a module repair with Nanite Repair Paste will now show on the module by "eating up" the damage displayed on the module
  • Double clicking on empty space in windows will no longer collapse windows. Windows can still be collapsed by double clicking their header area
  • Warp Scramble and Warp Disrupt have been separated in the Effects Bar
  • The ability to color-code fleet broadcasts has been added
  • The ability to clear broadcasted icons in the Watch List has been added. It can be done through a right-click menu option in the Watch List's header.
  • When creating Fleet Adverts, the form is now preloaded with a pilot's last published Fleet Advert
  • Stations in Personal Assets are highlighted yellow if the solarsystem they are in is in the current autopilot route.
  • A station in Personal Assets can be dragged and dropped in chat to create a link to it
  • Target indicators have been added in the Survey Scanner to indicate which asteroids are currently targeted
  • A filter that filters the current page has been added for Kill Reports in Charactersheet as well as Corporation window. The filter works for ship type name, victim's name, corp and alliance.
  • Several attributes (damage types, sensor strengths and resistance attributes) have been grouped in Info windows
  • The Jump Clone locations in the Character Sheet have been given a proper right-click menu, allowing you to set the autopilot destination from there.
  • The "Plug In" right-click option on implants has been promoted to be below the "Show Info" option.
  • It's now possible to drag some chat channels from the Channels window to any text field to create a link from which people can join the channel. Channels such as corporation, alliance and solarsystem channels cannot be linked.
  • Characters and other entities can now be dragged from the Channel Settings window to be linked in chat and other input fields.
  • Hyperlinks will now show the web address (URL) in a tooltip, making it harder for mean pilots to trick innocent and unsuspecting pilots into clicking questionable links masked as something else.
  • Incoming conversation requests are now logged in the "Notifications and Logs" window.
  • Targets can now be locked in place so they cannot be dragged around. This is done through a right-click option on the Target Origin.
  • The character name in your Character Sheet is now an info link, so you can easily show info on yourself.
  • The character names in the Trade Window are now also info links, so you can easily see info on the person you're trading with.
  • The online/offline notification on a watchlist contact now has a mouse over tooltip to show which labels you've assigned to the contact.
  • FIXES:
  • Gameplay:
  • Gurista Hideouts can now be accessed with Industrial ship types.
  • The Malkalen V-1 station outer construction work has now been completed.
  • The Advanced Military and Exploration career path missions have now been numbered by order.
  • Various mission, message and module typos have been corrected.
  • The physical size of the X-Large Ship Maintenance Array and Capital Ship Assembly Array has been reduced slightly to ensure that they fit within starbase forcefields. The capacity of these structures is not affected by this change.
  • The meta variations of Mobile Tractor Units and Mobile Siphon Units now correctly appear in the "variations" tab in the show-info window.
  • Audio:
  • Sound clipping on active EM Ward Field has been removed.
  • Problems with wormhole sounds not looping has been fixed.
  • Fixed issues with audio voice instance limitations.
  • Fixed sizes of ship engine booster sounds and MWD and AB volume.
  • Graphics:
  • Graphical adjustments to Scanner Swipe effect.
  • Graphical adjustments to Jump Tunnel effect, less rotation and distortion intensity in tunnel.
  • Removed the golden nebula from Amarr station interior.
  • Corrected the display of fitted turrets on Magnate class Amarr frigates.
  • A bug that caused spotlight glows to flicker at certain distances is fixed.
  • Fixed a gap in the geometry of the Caracal and its variants.
  • Adjusted the Gallente Industrial Station to prevent alignment and warp conflicts after undock for Capital class ships.
  • Missing blinking lights and bay force fields have been fixed.
  • Fixed the color of the Redeemer's front-most windows.
  • Adjusted texture seams on the Amarr Station Hub.
  • Replaced the missing strut on the Zephyr frigate.
  • Localization:
  • “Stasis tower” is now consistently translated as “Stasisturm” in German.
  • “Control range” is now consistently translated as “Kontrollreichweite” in German.
  • “Mining yield” is now consistently translated as “Erzausbeute” in German.
  • “Foreman link” is now consistently translated as “Industriemeisternetzwerk” in German.
  • “Minmatar Republic” is now consistently translated as “Republik Minmatar” in German.
  • Fixed various minor terminology inconsistencies.
  • User Interface:
  • Flickering in the Fleet Watchlist has been fixed
  • If a corporation has no war history, it will say so in the "War History" in the corporations Show Info window, so you no longer have to wonder if it's just taking the war history a long time to load.
  • Paths starting with "http://" or "https://" can now be linked in the "Generate Link" window.
  • Loading of Kill Reports has been improved
  • Loading of Employment history tab in Info window of a character has been improved
  • Loading of War tab in Info window of a corp has been improved
  • Fixes were made to module repair with paste to make sure the time spent on repair was always reflected in the repaired amount.

New in EVE Online: Into the Abyss Rubicon 1.4.6 Build 786923 (May 22, 2014)

  • CHANGES:
  • Tooltips:
  • Added a couple of new options in the settings menu for controlling the tooltip display delay and the bracket list display delay
  • FIXES:
  • Tooltips:
  • Fixed an issue where tooltips would break after zooming in and out on the starmap
  • Tooltips for bookmarks in the People and Places window are now properly triggered
  • Fixed the position of the tooltip for the insurance type in the ship information window
  • Fixed an issue that prevented the module tooltip for Energized Armor Layering Membrane from being displayed
  • Attribute tooltips in the fitting window are now correctly refreshed after changing ships
  • UI:
  • The icon in the overview does not prevent you from ctrl-clicking to target or opening the context menu on the overview entry anymore
  • Bracket labels no longer briefly show up in an incorrect position before snapping into place when displayed
  • ISIS:
  • Regenerated Interbus Ship Identification System Icons for missing entries

New in EVE Online: Into the Abyss Rubicon 1.4.4 Build 782223 (May 13, 2014)

  • CHANGES:
  • New and improved tooltips have been added to the following places:
  • Character Sheet sidebar buttons (also new format applies to skills listing).
  • NeoCom sidebar buttons.
  • Fitting Window elements.
  • Key Show Information window attributes for Ships and Drones.
  • Station Services buttons and tabs.
  • Star Map.
  • Selected Item window buttons.
  • Overview entries.
  • Brackets in space.
  • HUD buttons, hitpoint bars, heat indicators, speed readout.
  • HUD module buttons.
  • All tooltips have gotten a facelift, and are more readable and responsive now than before.
  • Starmap interaction and presentation of tooltips has been dramatically improved.
  • Grouped brackets will no longer spread out when moused over, and are instead listed in a scrollable tooltip.
  • The Stations tab has been added to the Show Info window for solarsystems. It lists the services in each station.
  • The Orbital Bodies tab has also been cleaned up, making it more readable.
  • Implemented smart mouse prediction, which should greatly improve moving between nested menus. As a result of this change, careful lateral mouse movement should no longer be required to move between submenus.

New in EVE Online: Into the Abyss Rubicon 1.4.1 Build 776868 (May 1, 2014)

  • FIXES:
  • Technical:
  • Fix for a crash bug on docking/undocking.
  • Adjusted lights on the Mobile Cynosural Inhibitor and all variants of the Encounter Surveillance System.

New in EVE Online: Into the Abyss Rubicon 1.3.9 Build 772176 (Apr 28, 2014)

  • CHANGES:
  • Modules:
  • Omnidirectional tracking link cycle time has been increased to 30 seconds. Capacitor use per cycle remains unchanged.
  • Blueprints:
  • The blueprints for the Stabber Krusual Edition, Omen Kador Edition, Caracal Nugoeihuvi Edition and Thorax Aliastra Edition can now be traded using the contract system.
  • FIXES:
  • Gameplay:
  • The Advanced Military tutorial now refers to remote shield boosters by their correct category name.
  • Descriptions of the Mobile Micro Jump Unit, Mobile Scan Inhibitor and Mobile Cynosural Inhibitor have been updated to more clearly show that they cannot be retrieved once deployed.
  • Minmatar Basic Outpost Plant Platform now displays the correct bonus for added assembly lines.
  • The Black Rise region description now better reflects current events.
  • The mission "Onslaught" now clearly indicates that you should not bring any of its poor, dirty asteroid colony crewmembers to an agent's front door, thanks.
  • The mission "Tracking the Queen (Part 1)" now has a much more robust check of whether you've saved the journalist in question.
  • Worlds Collide lvl first room got a re-balance of npc's in it.
  • PvE:
  • All gas sites have had their message pop up re-instated upon warp in.
  • Mission "Written by the Victors" now gently suggests to players that they should bring back an archeological treasure found within.
  • The mission "Prison Break (1 of 2)" is now fully completable.
  • Technical:
  • Corrected the description of the Gallente Advanced Outpost Factory Platform.
  • Some of the New Eden Open T-shirts were too shiny. That has now been fixed.
  • Audio:
  • Fixed a situation where sometimes weapon sounds would stop playing when switching between target points on an object.
  • Added a note on turning the audio engine back on that a restart is required to get the full state of the audio in the game.
  • Fixed that the stacking sound should not fail the first time you drag-and-stack in a client session.
  • Fixed the missing sound from the Cynosural Field generators.
  • Fixed a bug which caused some sounds not to play after dock/undock.
  • UI:
  • The mission sequence "Quelling the Insurgency" now has more text that reflects the game's current setting. And less dairy.
  • Character augmentations now correctly list the Optimal Turrent Range booster drawback as a penalty. Don't Do Drugs, Kids.
  • Overview Settings for Structures no longer have a blank label at the top.
  • The market category name for non-empire faction frigates now reflects the fact that not all of them come from pirates.
  • Contracts with multiple items will now display an icon for each of the items, rather than just text.
  • The Character Selection screen has been updated with a new look.
  • The ship characteristics icons from the ISIS have been added to the traits tab in the information window for ships.

New in EVE Online: Into the Abyss Rubicon 1.3.9 Build 761459 (Apr 9, 2014)

  • CHANGES:
  • Ship paint:
  • The Stabber Krusual Edition, Omen Kador Edition, Caracal Nugoeihuvi Edition and Thorax Aliastra Edition can now be traded on the market. One of these new cosmetic cruiser skins will be released in the NeX store each week between now and Fanfest.
  • FIXES:
  • Apparels:
  • A typo on the Fanfest T-shirts was fixed
  • The Fanfest T-shirts have been fixed and made less shiny
  • Localization:
  • The German trait description of the Nighthawk now links to the correct Warfare Specialization.
  • Missing translations were added for a few windows and Neocom buttons.
  • User Interface:
  • The header of the 'Science and Industry' window was fixed.

New in EVE Online: Into the Abyss Rubicon 1.3.7 Build 753967 (Apr 1, 2014)

  • FIXES:
  • Miscellaneous:
  • Various fixes have been deployed to make New Eden a better place for everyone.

New in EVE Online: Into the Abyss Rubicon 1.3.6 Build 751672 (Mar 27, 2014)

  • FIXES:
  • Graphics:
  • Updated a texture on the Stabber Minmatar Cruiser.
  • Corrected turret animations on Sister of EVE ships (the Astero, the Stratios, and the Nestor).
  • Closed a memory leak caused by some jumpgate travel and dock/undock sequences.

New in EVE Online: Into the Abyss Rubicon 1.3.5 Build 750673 (Mar 26, 2014)

  • Changes:
  • Apparels:
  • Two Fanfest T-shirts have been added,
  • Graphics:
  • The shaders and textures were updated all Carthum ships.
  • Ship paint:
  • The Iteron Inner Zone Shipping Edition, Tayra Wiyrkomi Edition, Mammoth Nefantar Edition, Bestower Tash-Murkon Edition, Mackinaw ORE Development Edition, Orca ORE Development Edition, and Rorqual ORE Development Edition can all now be traded on the market. More information about these ships will be revealed in the coming days.
  • User Interface:
  • Default sorting order in the NeX has been changed.
  • FIXES:
  • Graphics:
  • Fixed black squares appearing on Ice planets.
  • Fixed colouration inconsistencies on certain Tengu configurations.
  • Miscellaneous:
  • Fixed a memory leak when jumping through gates and docking/undocking.
  • Fixed a memory leak occurring on session changes between Captain’s Quarters and Hangar.
  • User Interface:
  • An issue where the Notepad window would not load properly if it was open on a note with a link to a deleted item type has been fixed.
  • The “Required For” tab in the Show Info window for the Jump Drive Calibration skill is now correctly listing the racial carrier skills at level 3.

New in EVE Online: Into the Abyss Rubicon 1.3.4 Build 747955 (Mar 25, 2014)

  • FIXES:
  • Miscellaneous:
  • Various backend fixes have been carried out to make New Eden a better place for everyone.

New in EVE Online: Into the Abyss Rubicon 1.3.2 Build 745275 (Mar 25, 2014)

  • FIXES:
  • Graphics:
  • Restored the shine on Amarr strategic cruiser subsystems

New in EVE Online: Into the Abyss Rubicon 1.3 Build 745275 (Mar 19, 2014)

  • FIXES:
  • Boosters:
  • Cerebral Accelerator boosters will now follow the active character when clone-jumping, instead of being destroyed
  • Ships:
  • Skinned ships now have correct radius attributes and therefore will bump normally
  • The Crucifier tracking disruptor range disruption bonus is once again correctly set to 7.5% per level
  • Deployables:
  • Mobile Tractor Unit and Mobile Siphon Unit meta types will now correctly appear in the “variations” tab in show-info
  • Modules:
  • Tracking disruptor scripts now once again correctly affect falloff disruption values
  • Interface:
  • An issue that could result in display errors in the inventory and mail when the server was under a lot of load has been fixed.
  • Graphics and FX:
  • Updated shader presets for turrets.

New in EVE Online: Into the Abyss Rubicon 1.3 Build 742822 (Mar 17, 2014)

  • FIXES:
  • Performance:
  • Resolved a brief client freeze in various space scenes featuring Asteroid resources.

New in EVE Online: Into the Abyss Rubicon 1.3 Build 740727 (Mar 14, 2014)

  • Graphics:
  • Resolved z-fighting on the Maelstrom’s rear sail.
  • Fixed the glass glare on the Curse and Pilgram.
  • Localization:
  • Values on certain attributes in the Information window for ships in German and Japanese clients are now displayed correctly.
  • User Interface:
  • It is now possible for everyone to view their list of stored fittings in the Fitting Management window.
  • Marking notifications as "read" works properly again.
  • The information window for remote ships will now display the correct number of remaining turret/launcher hardpoints.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 734685 (Mar 6, 2014)

  • FIXES:
  • Apparel:
  • Fixed an issue with the EVE Source Book Limited Edition clothing items.
  • World Shaping:
  • Asteroid belts are now exactly as they were before the FSD universe deployment.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 732915 (Mar 5, 2014)

  • Miscellaneous:
  • Added the five redeemable items for the EVE Source Limited Edition book.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 730789 (Mar 3, 2014)

  • FIXES:
  • Back end fixes for various minor issues.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 727198 (Feb 26, 2014)

  • FIXES:
  • UI:
  • Fixed various issues where shortest path was being used instead of the autopilot route. Updates to escalation journal, contracts, mission description and asset window are affected.
  • Fixed issues where stations and waypoints where misrepresented in the Route info panel.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 723445 (Feb 20, 2014)

  • FIXES:
  • UI:
  • Fixed the Expanded solar system information tooltip.
  • When a character has multiple station waypoints within a single system, the autopilot route UI only showed a single station icon. The UI will now show an icon for each station.
  • When a character is in a wormhole, bookmarks to spots within the same system were incorrectly listed as unreachable. They will now show the expected distance of 0 jumps.
  • Fixed the UI for selecting an alternative system to log in to when a character's location is at the population cap.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 722372 (Feb 19, 2014)

  • FEATURES:
  • Database backend:
  • Behind the scenes work to make future universe development easier.
  • UI:
  • The Starmap is starting up now twice as fast.
  • FIXES:
  • Mac:
  • Black screen crashes on the Mac during the character selection are fixed.

New in EVE Online: Into the Abyss Rubicon 1.1 Build 713786 (Feb 5, 2014)

  • Graphics:
  • Fixed docking radii on Minmatar Research and Minmatar Trade Post Stations
  • Fixed texture issues with Blood Raider dungeon stations
  • Fixed undock bumping on certain Stations
  • UI:
  • The Insure option will now be available in the right-click menu for ships in corp hangars

New in EVE Online: Into the Abyss Rubicon 1.1 Build 710254 (Jan 30, 2014)

  • FIXES:
  • Modules:
  • Fixed an issue that prevented overloading some module while warping.
  • UI:
  • The Insurance Terms window will now show the correct time left on current insurance (if a ship has one).

New in EVE Online: Into the Abyss Rubicon 1.1 Build 708191 (Jan 28, 2014)

  • FEATURES:
  • Deployable Structures:
  • Adding 2 new deployable structures:
  • Mobile Scan Inhibitor – Provides a way to hide ships from probe and directional scanning.
  • Mobile Micro Jump Unit – Launches a ship 100km in its current direction, similar to the Large Micro Jump Drive module.
  • See Dev Blog for more details on these two units: http://community.eveonline.com/news/dev-blogs/rubicon-1.1-mobile-structures/
  • New Siphon Unit – Small Mobile ‘Rote’ Siphon Unit:
  • Favors processed materials over raw materials.
  • Steals 110 units of processed materials.
  • Steals 20 units of raw materials.
  • Waste factor is 10%
  • Capacity is 10%
  • Blueprint available on market, build cost is slightly higher than for existing base version.
  • New Siphon Unit – Small Mobile ‘Hybrid’ Siphon Unit:
  • Steals polymers from Polymer Reactor Arrays.
  • Steal amount is 50% of batch size.
  • Waste factor is 10%
  • Capacity is 1200.
  • Blueprint available on market, build cost is same as for the existing base version.
  • New deployable – Encounter Surveillance System:
  • Affects NPC bounty payouts in system it is deployed in.
  • Four variations, one for each race. The racial variations are all statistically the same.
  • The ESS is sold directly from empire navy stations (so the Gallente Encounter Surveillance System is sold in Federation Navy stations, for instance).
  • The ESS is sold for 25 million ISK.
  • Can only be deployed in null sec, max one per system. Cannot be deployed close to stargates, stations or starbases. Can be scooped by player that deployed it.
  • Becomes active after 120 seconds.
  • The ESS has a global beacon, so it is visible to all in system. When a ship comes into proximity of the ESS, a message is broadcast in local notifying this.
  • While active, NPC bounty payments pay out full value, with 80% being paid directly and 20% being stored in a system-wide pool. In addition, each bounty ISK gives 0.1% Loyalty Points, these are LPs for the empire navy based the ESS type.
  • The payout can rise over time, the chance is based on activity. The ISK payment rises by 1% at a time and the LP payout by 0.02%. It can rise five times, so maximum payout value is 105% of ISK value and 0.2% LPs per ISK. Destroying, scooping or accessing the ESS resets the payout value.
  • The ESS has an EHP of 250k.
  • There is a warp disruption bubble with a radius of 15 km around the ESS.
  • To get the ISK in the system-wide pool, you need to interact with the ESS. The range to interact with it is 2500 meters. While interacting with the ESS, a warp scramble effect is put on you.
  • When you start to interact you get two choices, Share and Take all. Share has a timer of 30 seconds, Take all has a timer of 210 seconds. If you move out of range (or are destroyed) while interacting, the timer is reset.
  • Once the timer is up, a notification is sent out informing all that contributed to the pool on who accessed it and what option was chosen.
  • The Share option leads to the ISK in the pool being shared amongst those that contributed to the pool, each player receiving ISK equal to what he added to the pool.
  • The Take all option leads to tags dropping in a can. The tags can be turned in at navy stations of the same race as the ESS for ISK.
  • Ships:
  • The final ship in the Sisters of EVE line, the Nestor Battleship, is coming to New Eden
  • Like it’s smaller counterparts it is themed around exploration and flexibility, and especially wormholes
  • Rather than being able to cloak, the Nestor is bonused for remote repair amount and range, making it the most potent sub-cap logistic ship in EVE.
  • You can find a more detailed post and player feedback in this THREAD
  • NESTOR
  • Amarr Battleship Bonuses:
  • % Armor resistances per level
  • Gallente Battleship Bonuses:
  • % drone damage and hitpoints per level
  • Role bonuses:
  • % bonus to remote armor repairer amount
  • % bonus to remote armor repairer range
  • % bonus to large energy turret optimal range
  • % increased strength for scan probes
  • virus strength for relic and data analyzers
  • Slot layout: 7H, 6M, 6L; 5 turrets, 0 launchers
  • Fittings: 11250 PWG, 680 CPU
  • Defense (shields / armor / hull): 8900 / 9950 / 9900
  • Capacitor (amount / recharge rate / cap/s) : 6200 / 1044 / 5.9
  • Mobility (max velocity / agility / mass / align time): 92 / .18 / 56000000 / 13.97
  • Drones (bandwidth / bay): 125 / 500
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7
  • Sensor strength: 24 Magnetometric
  • Signature radius: 465
  • Cargo Capacity: 700
  • It will be acquired in the same way that the Stratios and Astero are, via Sisters of EVE LP stores. Here are the LP offer specifics:
  • Nestor: (From the Sanctuary)
  • ,000,000 LP
  • ,000,000 ISK
  • Discount Nestor: (From the Sanctuary)
  • ,000 LP
  • ,000,000 ISK
  • Nestor Blueprint:
  • ,000 LP
  • ,000,000 ISK
  • Discount Nestor Blueprint: (From the Sanctuary)
  • ,000 LP
  • ,000,000 ISK
  • Graphics:
  • Added new wrecks for Capital Ships.
  • The Crucifier has been redesigned.
  • Station exteriors in New Eden have been renovated.
  • Optimizations and dynamic adjustments for graphics rendering quality.
  • Icon generation no longer dependent on the hardware capabilites of the user. This should translate into a performance increase as icons are not being generated on the fly by the users hardware.
  • The ‘effect’ setting will now toggle particle clouds on/off (A session change is required for this to take affect)
  • CHANGES:
  • Deployable Structures:
  • Mobile Cynosural Inhibitor can not be activated in high security space.
  • Modules:
  • Expanded the ability to overheat to many active modules that did not have it before: Tracking Computers, Sensor Boosters, Remote Tracking Computers, Remote Sensor Boosters, Remote ECCM, Tracking Disruptors, Sensor Dampeners, Target Painters, ECM Bursts, Smartbombs, Target Spectrum Breakers, Interdiction Sphere Launchers, and Omnidirectional Tracking Links
  • Reduced the base effectiveness of Tracking Disruptors and Sensor Dampeners by 10% to compensate for the ability to overheat.
  • Reduced the tracking speed of all capital turrets by 5% to compensate for the increased potential strength of Tracking Computers
  • Changed Omnidirectional Tracking Links to an active module that has the same strength as Tracking Computers, can be scripted and overheated.
  • Adjusted the shield recharge rates of all drones to correctly reflect their size.
  • Ships:
  • Reduced the agility of all Interceptors slightly
  • Crusader
  • Mobility (agility / align time): 3.2 (+0.1) / 4.66 (+0.15)
  • Malediction
  • Mobility (agility / align time): 3.7 (+0.55) / 5.12 (+0.76)
  • Raptor
  • Mobility (agility / align time): 3.35 (+0.15) / 4.64 (+0.21)
  • Crow
  • Mobility (agility / align time): 3.7 (+0.6) / 5.46 (+0.88)
  • Taranis
  • Mobility (agility / align time): 3.25 (+0.25) / 4.82 (+0.37)
  • Ares
  • Mobility (agility / align time): 3.35 (+0.25) / 4.6 (+0.21)
  • Claw
  • Mobility (agility / align time): 3.15 (+0.15) / 4.8 (+0.23)
  • Stiletto
  • Mobility (agility / align time): 3.5 (+0.4) / 4.95 (+0.57)
  • Industry:
  • The following reactions have had their outputs increased to allow them to be siphoned in sensible amounts:
  • C3-FTM Acid - increased 50x from 2 to 100.
  • Carbon-86 Epoxy Resin - increased 20x from 20 to 160.
  • Graphene Nanoribbons - increased 4x from 30 to 120.
  • Lanthanum Metallofullerene - increased 2x from 60 to 120.
  • Methanofullerene - increased 2x from 80 to 160.
  • Scandium Metallofullerene - increased 4x from 40 to 160.
  • These materials' use in blueprints have all been increased by the same multiplier.
  • The volumes have all been reduced by the same multiplier.
  • Skills:
  • Reduced the prerequisites of the Thermodynamics skill from Power Grid Upgrades 5 to 4.
  • PVE:
  • NPC bounty payments in null sec reduced by pay out 95% of full value.
  • UI & Camera:
  • Tracking Camera
  • All options related to the tracking camera are accessible via a radial menu button on your HUD (the old "reset camera" button).
  • The HUD button lights up to indicate when the tracking camera is enabled and the icon indicates which mode the camera is in (tracking custom position, tracking center or normal camera).
  • The tracking speed of the tracking camera is independent of the client framerate.
  • The tracking camera defaults to off for new characters and fresh client installs.
  • The tracking camera speed was significantly increased.
  • The tracking camera plays nice with Look at.
  • UI Improvements
  • You can open a "Member edit" window for a character even though one is already open (the new window replaces the old one).
  • When creating a contract, the "Private" checkbox gets checked automatically when a name is typed/added in the "Private" field.
  • You can cancel your own market orders from the "Details" tab in the market.
  • You can bind a shortcut key to open the Fitting Management window.
  • Modules in the Fitting Management window have faction/tech icons and can be dragged and dropped to create links.
  • Hitting the return key in the Fitting Management search input field executes the search.
  • The insurance window for a ship is accessible from its right-click context menu. Additionally, the insurance window has more information on the ship, such as name, type, icon and current insurance status.
  • The insurance terms window that pops up when you want to insure your ship can be suppressed.
  • You can drag items from the Variations tab in the information window to create links or populate the comparison window with items.
  • You have access to the starmap search from the Route information panel. This makes it easier to find your destination without having to open up the starmap.
  • The attributes in a drone's information window are properly categorized, similar to ship attributes.
  • Damage resistance attributes for ships and drones in the information window are displayed with bars grouped together in a single entry, similar to how they are displayed in the fitting window.
  • Tutorial:
  • The basic tutorial has been revamped for a smoother, simpler and more informative experience.
  • Multiple content defects have been resolved.
  • Localization:
  • Numerous changes to the Russian terminology have been implemented.
  • The EULA is now available in German for information purposes only.
  • Added new localized text to the tutorial and re-localized the beginner tutorial in regards of consistency and accessibility for new players.
  • Several mistranslations and missing translations of weapons, ship categories and other tech have been correctly translated into German, mainly within the ship descriptions. A full list can be viewed in the official German forums (https://forums.eveonline.com/default.aspx?g=posts&m=4090385#post4090385).
  • In JA client, new localized text added to Tutorial to guide new players to the localized help channel.
  • Defect fixes have been implemented throughout the Japanese client.
  • FIXES:
  • Gameplay:
  • When a ship is added to space due to a player logging in, the ship will enter its emergency-warp instantly, rather than having to align from a stationary state.
  • Fixed the Miasmos Amastris Edition description to properly refer to the Miasmos as its base variation instead of the Iteron IV.
  • Lowered cloak reactivation delay on Astero, Stratios and Stratios Emergency Responder to 15 seconds Added Hull Tanking, Elite certificate item to the market.
  • Fixing virus strength bonus on Nestor.
  • Adding bill of materials tab to Nestor blueprint.
  • Changed Bastion Module I description to make it clear that energy warfare works while bastion is active.
  • Fixed the "Industrial Drones" certificate to have Drones at level4 instead of 1 in its first levels.
  • Removed ship maintenance array from Nestor.
  • Salvage drones can no longer be sent outside the maximum drone control range.
  • The Templis Dragonaurs corporation description no longer shares super secret things.
  • Changed the Bastion module to allow for a possible maximum of 13 targets instead of 10 to account for the possible use of Auto Targeting System modules.
  • Phoenix bonus to rate of fire now correctly applies to only citadel launchers.
  • Changed Bastion Module I description to make it clear that energy warfare effects still work while Bastion is active.
  • Fixed problem with Mobile Tractor Unit where trying to loot a container or wreck with a container inside would fail and stop further looting.
  • Fix for the Planetary Interaction certificate having a spelling error.
  • NPC'S should not drop Ballistic Control System I.
  • Fixed incorrect Bastion Blueprint name from "Bastion Mode I Blueprint" to "Bastion Module I Blueprint".
  • The mass of Brynn's Modified 425mm Railgun has been changed to 2,000.00 kg.
  • Changed Drone Navigation Computer and Omnidirectional Tracking Link item descriptions to mention they do not work on fighters or fighter-bombers.
  • Canceling module repair on a group of linked modules was previously only canceling repair on the first module.
  • Fixed so that the jet-can with the item to retrieve is now not in the station model and you can now fly to it easy.
  • The maximum velocity of FW empire NPC Destroyers is now in line with similar NPC Destroyers.
  • Renamed Roineron Aviviere's Iteron so that it is an Epithal.
  • Drones that are set to aggressive will no longer perform automatic actions against a target if those actions would trigger a new Limited Engagement, unless explicitly instructed to engage that target.
  • Fixed a rare issue where Auto-Targeting Missiles could sometimes bypass the crimewatch safety setttings.
  • Standardized the names of blueprints for Navy Armor Resistance Plating - to bring them in line with the modules they produce.
  • Fixed an issue where a ship that is activating smartbombs whilst attempting to jump to a cynosural beacon could get stuck in the jump transition effect.
  • Cargo containers will no longer disappear when the following overview filters for Same Alliance or Excellent/High/Neutral/Bad/Terrible/No standing get checked.
  • The jettison option has been removed from various deployable structures that have a cargo hold. These items are only launched into space.
  • Name of Production Efficiency skill changed to Material Efficiency.
  • Fixed issue where containers with only items with zero volume would not be looted by Mobile Tractor Unit.
  • Graphics:
  • Added a radius to the Nestor.
  • Fixed an issue displaying incorrect pod graphic at low LoD.
  • Resolved issues where players perceived their ship as being shot at when another ship was shooting something else.
  • Resolved Wormhole animations being incorrectly triggered by player warps.
  • Fixed the turret locators on the Federation Navy Comet to correctly accommodate its high slot configuration.
  • Corrected a ship geometry camera spawn issue on session changes.
  • Localization:
  • Fixed an issue where the back button functionality would not work correctly in localized clients (JP, DE and RU).
  • PvE:
  • Angel Hideaway was being distributed in blood raider space and was missing in low sec Angel space distributions.
  • Fixed description in mission "Thwarting the Succession" so that it's now clear you are only supposed to murder everyone in sight, not bring anything or anyone back alive.
  • Shadow Serpentis Remote Sensor Dampener now shows up in the Remote Sensor Dampener variations lists.
  • Technical:
  • Character creation: Randomizing the shape is now updating the customization history correctly.
  • Changed the name of the "Sanctuary Stratios Blueprint" to "Stratios Emergency Responder Blueprint".
  • Fixed a memory leak in in-game logging via monitor.
  • The fleet icon in chat channel member lists is now updating reliably.
  • Resolved an issue with manually-controlled starbase weapons where attempting to lock a target would sometimes fail.
  • Fixing issue where unloading charges from module into container or mobile depot would move a stack from the ship cargo as well and merge into one.
  • UI:
  • When you have "Ships" and "Items" merged into the Station Panel and switch from the Offices tab to either of those tabs the office related buttons are no longer displayed there incorrectly.
  • Removed some double-spaces in the Catalyst and all its limited edition variations descriptions.
  • The mobile structure activation cycle is now filling up rather than emptying.
  • The primary radial menu action for stations is now to dock at the station.
  • Redeemable items on the character select screen are now ordered so that items with an expiration time are now displayed at the front of the list.
  • Fixing typos in the Nestor description.
  • Fixed the Capital Industrial ship group to show proper icons in the ISIS.
  • Adding Shaqil's modified Rapid Heavy Missile Launcher to the market.
  • Fixed issue where activation timer UI could brake due to incorrect time handling.
  • Tooltips for propulsion modules are now updated correctly when the module is overheated or modified by warfare links.
  • The ISIS boundaries and center location can now be altered via the "Camera Center" setting in the ESC menu.
  • Fixed a rare instance where it was not possible to close the ISIS.
  • Fixed an issue where the Training Queue window would display incorrectly if stacked with another window.
  • The debug text for the keyboard shortcut in the ESC menu has been replaced with the "Open ISIS" label.
  • The credits have been updated to reflect changes within CCP.
  • The TAB button while in the ISIS without any window in focus will now correctly collapse or expand all windows.
  • Renamed the Capital Energy Emission Systems skill to Capital Capacitor Emission Systems.
  • It is no longer possible to delete a market quickbar folder accidentally by dragging and dropping.
  • The lowercase letter in "Em" has been changed to "EM" for all Energized EM Plating modules.
  • Fixed issue where deployable activation timer bracket text would stick when as timer ran out.
  • You can now see the custom names of your mobile structures while inside a container.
  • You will be unable to make a kill right available to all when attempting to select a specific individual/corporation/alliance.

New in EVE Online: Into the Abyss 8.30.667851 (Dec 12, 2013)

  • Fixes:
  • Audio:
  • In rare cases the audio system stopped working properly when undocking; this is no longer the case.
  • Character Selection:
  • Fixed an issue where the ad box would fail to display correctly on the Character selection screen.
  • Miscellaneous:
  • Players who donated in the PLEX for GOOD campaign received custom Sisters of EVE T-shirts, one male and one female for each PLEX they donated. Many thanks to everyone who supported the PLEX for GOOD charity!
  • User Interface:
  • Fixed an issue where the UI would sometimes become unresponsive after a few hours of play.
  • Added file logging to make it easier for players to record and deliver logs to developers (especially Mac users).
  • Glitches in the UI rendering got removed.
  • Twitch.tv integration:
  • Twitch passwords containing special characters will now work.

New in EVE Online: Into the Abyss 8.30.662240 (Dec 3, 2013)

  • FIXES:
  • Audio:
  • The volume of the the Microwarp Drive and Afterburner start and stop sound was reduced and the attenuation is fitting now the specific ship size.
  • Fixed an issue with boosters distorting at certain speeds and view angles.
  • Tweaked the audible range of the boosters, to be more audible from the front of the ship.
  • Wormhole audible distance has been changed, to make wormhole ambiance heard further away.
  • ISIS shiptree audio structure was reformed and remixed.
  • The jumpgate audio stops now after leaving the jumpgate.
  • Several issues with warp and jumpgate sounds still playing if activating the start map or ISIS shiptree while performing the action has been fixed.
  • Localization:
  • Defect fixes have been implemented throughout the Japanese client
  • Miscellaneous:
  • Various improvements were made so that the Universe is now a more crash-free place.
  • Fixed an issue with starting up the client.
  • Mobile Structures:
  • NPC Sentry Towers will no longer attack deployable items (such as the Mobile Tractor Unit).
  • Fixed an issue for some languages where activation and reinforcement timers for mobile structures would break the loading of brackets in space.
  • Tutorial:
  • The exploration tutorials received a bit of polish and missing pictures.
  • User Interface:
  • Fixed an issue that stopped the safe logoff when exiting ISIS or the planet view.
  • The notes tab is available again in the show info window for agents.

New in EVE Online: Into the Abyss 8.30.657158 (Nov 22, 2013)

  • FIXES:
  • Mobile deployables:
  • Mobile Depots, Mobile Tractor Units and Mobile Siphons cannot be deployed from a wreck, they must instead be deployed from your ship
  • User Interface:
  • Fixed an issue resulting in incorrect display of inventory icons as black squares or corrupt images. (Users must reclear the cache and update graphics drivers for full implementation of this fix.)
  • Fixed an issue where resizing an in-game browser caused the video driver to crash.
  • An issue with the ordering of wings in saved Fleet Setups has been fixed.

New in EVE Online: Into the Abyss 8.30.653401 (Nov 19, 2013)

  • 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. In addition, the Interdiction Sphere Launcher is now limited to one per ship.
  • 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 reflection artefacts were being rendered in certain environments.
  • Fixed several death scene glitches.
  • Fixed graphics issue with Jump effects in DX11.
  • Fixed graphics issue with gap in ship geometry.
  • Prismatic Gneiss had visual issues. Fixed invalid parameters in graphics settings for DX11.
  • Fixed issues whereby certain turrets had a noticeable gap between them and their parent ship.
  • Fixed issues with Capital Ships bouncing off the arms around the undock point of Gallente Administrative Outposts.
  • Issue with rendering of super weapons fixed.
  • Navy Fleet Generals now use Navy Megathron texture instead of the normal Megathron's texture.
  • Resolved Micro Jump Drive effect intersecting with the front geometry of certain ships.
  • Resolved an erroneous border effect surrounding the EVE wormhole in the New Eden system
  • The badger will now display its second turret if you have one fitted.
  • Updated the launcher locators on the Golem and added locators for non-launcher modules.
  • Corrected an issue where moons did not occlude stations.
  • PvE
  • Resolved a text issue in the description of the Outer Ring landmark.
  • Advanced Military Career Agents will now always provide more appropriate frigate types in the missions Angel of Mercy and The Stand.
  • An issue with unreachable containers within the OutGrown Rogue Drone Hive sites has been fixed.
  • Career path agents now refer to the Civilian Relic Analyzer in mission texts.
  • Fixed a grammatical error in the CBD Corporation description.
  • Fixed a grammatical error in the description of Ancient Acceleration Gates.
  • Fixed the positioning of containers in the Ruined Sansha Science Outpost site.
  • Included the mini container mechanic in to the mission descriptions of Balancing the Books (4 of 10), Data Site Scanning and Relic Site Scanning missions.
  • Removed a typo from the description of the Large Micro Jump Drive.
  • Removed clouds from a few missions and exploration sites, which caused frame rate drops.
  • Removed gender specific references from the description of some implants.
  • Renamed tutorial Badger Mark II to Tayra and changed description to match.
  • The Algos ship description has been altered to make it clearer.
  • The description for the Dark Blood Alpha has been updated to mention the correct ship type.
  • The ship description for the the Agent Tevis Jak has been updated.
  • Updated the Commander text used in the Serpentis Watch.
  • Updated the mining tutorial.
  • Updated the mission completion text for The Forgotten Outpost.
  • Updated the mission text for "The Good Word" to remove a small typo.
  • Updated the mission text for the mission Claimjumpers to direct users to the correct market group for survey scanners.
  • Technical
  • Fixed Client loading up with Black Screen.
  • Fixed a formatting issue in the description of the Medium Nosferatu II module.
  • Fixed color issues with screen-shots.
  • Fixed res.ini such that characters are selectable again.
  • Inventory filter will correctly filter the T2 scanning upgrade module blueprints.
  • Salvage Drones are now listed in the default "Drones" overview.
  • The ability to consume a PLEX to activate multiple character training has been disabled for Trial accounts.
  • When in an NPC corporation, you will no longer get the non-functional option of saving an in-space bookmark under Corporation Locations.
  • A grammatical error in the description of the Raven has been fixed.
  • A typo in the Mutual War notification has been fixed.
  • Added a fixed version of Relic Site career mission tutorial.
  • Character creation finalization bug fixed.
  • Clicking items in sensor overlay no longer removes info bubble.
  • Fixed a problem with asset search where spaces after keyword values made the condition fail.
  • Fixed a scaling issue with market display in CQ.
  • Fixed an issue where the Index of the Inventory would display incorrectly on session change.
  • Fixed issue when bracket stays in sensor overlay if a new anomaly or signature appears when sensor overlay is disabled.
  • Fixed sensor strength icons not showing properly for all Sensor Backup Arrays.
  • Max target range and max locked targets are now properly updated in the fitting window on module mouse-over.
  • "Recommended for" and "levels" tabs are swapped around in Certificate show info.
  • Order of dynamic tabs on the Show Info window has been made consistent so they open up in a defined order.
  • Players can now assign shortcut keys to open and close the "Mineral Hold" and "Planetary Commodities Hold".
  • Removed a situation where modal Show Info windows could lead to closing down chat windows.
  • The "exact terms" option for searching in people and places is now used more reliably.
  • The Show Info description on the Scythe ship has been updated to reflect module name changes.
  • The calibration cost of a rig has been moved to the fittings tab in the show info window.
  • The descriptions of some scourge auto-targeting missiles have been updated for consistency.
  • The directional scanner window no longer leaves angle tooltips behind after closing it with a keyboard shortcut.
  • The message displayed for ships that cannot lock other targets, such as Jump Freighters, has been updated to state so.
  • The message when failing to fit a rig of the appropriate size has been changed to use size names rather than numbers.
  • The text formatting has been corrected across the Character Sheet and the Training Queue for consistency.
  • When moving in and out of the drone bay stacks of drones, or splitting stacks; the DPS will be correct.
  • You can now access the configuration of a customs office through the settings menu of the customs office import/export window.

New in EVE Online: Into the Abyss 8.30.630374 (Oct 22, 2013)

  • FEATURES:
  • Mutiple characters in training is now enabled. Please see this dev blog for further information.
  • Male and female "luxury" T-shirts have been introduced.
  • FIXES:
  • Numerous client defects have been fixed in this release, making New Eden a better place for everyone.
  • Numerous defects in the localized clients have been fixed in this release.

New in EVE Online: Into the Abyss 8.30.622857 (Oct 9, 2013)

  • FIXES:
  • Agents & Missions:
  • Agents Kiljavas Yaskasen and Mekamireki Fedas are now level 4 Security agents with locator services.
  • Miscellaneous:
  • New players will be placed either in the Captain's Quarters or in the hangar when starting into the game. This will help researching the impact of the start location for new players.

New in EVE Online: Into the Abyss 8.30.616505 (Sep 25, 2013)

  • FIXES:
  • Miscellaneous:
  • An issue which was causing damage to become only 1% of what it should have been has been fixed. This happened at a very low frequency and was mainly seen when shooting at NPCs that had almost no structure left.

New in EVE Online: Into the Abyss 8.30.614137 (Sep 24, 2013)

  • FIXES:
  • Localization:
  • The Maelstrom, Abaddon and Rokh descriptions now refer to the correct bonus.

New in EVE Online: Into the Abyss 8.30.611682 (Sep 18, 2013)

  • FIXES:
  • Graphics:
  • A number of crashes in the graphics engine have been resolved.
  • Localization:
  • Introducing a new and improved iteration of RU skill group names!
  • Several consistency issues within RU market group hierarchy have been resolved.
  • Interface:
  • An issue with the drone window failing to update correctly has been fixed.
  • An text alignment issue with the Show Info > Attributes tab has been fixed.

New in EVE Online: Into the Abyss 8.30.609662 (Sep 16, 2013)

  • FIXES:
  • Miscellaneous:
  • A persistent channel has been added under the "Technology" category named "Steam" for all our steam users.
  • User Interface:
  • Removed the incorrect fade in of the hacking minigame background prior to the game being fully displayed.

New in EVE Online: Into the Abyss 8.30.606479 (Sep 11, 2013)

  • FIXES:
  • User Interface:
  • You can once again unanchor POS modules through the Control Tower Management window.

New in EVE Online: Into the Abyss 8.30.605382 (Sep 10, 2013)

  • FIXES:
  • Exploration:
  • Fixed an issue where the Hacking minigame would freeze up.
  • Removed requirement to receive results of last move from the Hacking minigame before being allowed to submit next move.
  • Graphics:
  • An issue with your ships appearing to ‘drift’ after jumping has been fixed.
  • User Interface:
  • If a drone is dragged onto a group and is recalled/launched because of that, it does not change groups.
  • An issue with rearranging locked targets has been fixed.
  • It is now also possible to drop drones onto the "No Item" entry field.
  • Mining drones now have 'Mine Repeatedly' as the primary option on the radial menu.
  • An issue with the right click menu on drone groups when jumping or docking has been fixed.
  • An issue with the Radial Menu when opening it on an Orca has been fixed.

New in EVE Online: Into the Abyss 8.30.603363 (Sep 9, 2013)

  • FIXES:
  • Probe Scanning:
  • Probes that are being recalled no longer overload your cargo.
  • Spheric locations are now correctly shown in the map.
  • The “red dot” result is now correctly shown in the map.
  • Modules:
  • F.O.F. Missiles now no longer stop once the ship is jammed.
  • The notification message stating all modules getting turned off when target loss is dropped will now only appear when you have either been target jammed or if the target is out of max target range.

New in EVE Online: Into the Abyss 8.30.598940 (Sep 4, 2013)

  • FEATURES:
  • Radial Menu:
  • The Radial Menu has been added in the following locations:
  • Members in Fleet watchlist.
  • Fleet members in Fleet window.
  • Squares in autopilot info panel route (in the case of the current solar system, this will show the Radial Menu for the out gate).
  • Link to the system that is next in route.
  • Bookmarks in People and Places window.
  • Drone groups in the Drones window.
  • Ships:
  • Two new ships have been added as exclusive prizes for the first and second place teams in the recently completed Alliance Tournament XI.
  • MORACHA:
  • Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural Field Generators.
  • Skill Related Bonuses:
  • Gallente Cruiser Skill - 15% bonus to Medium Projectile Turret Falloff.
  • Minmatar Crusier Skill - 30% bonus to Medium Projectile Turret damage.
  • Recon Ships Skill - 30% bonus to Stasis Webifier range and 20% reduction in CPU need for cloaking devices.
  • Special Ability:
  • 25% bonus to Medium Projectile rate of fire.
  • Statistics:
  • Slot layout: 4H, 6M, 5L; 3 turrets, 1 launcher.
  • Fittings: 850 PWG, 400 CPU.
  • Calibration: 400.
  • Rig Slots: 2.
  • Defense (shields / armor / hull) : 2200 / 1900 / 1700.
  • Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 1415 / 460s / 3.
  • Mobility (max velocity / agility / mass / align time): 260 / 0.47 / 8700000 / 5.67s.
  • Drones (bandwidth / bay): 25 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 125km / 430 / 8.
  • Sensor strength: 28 Ladar.
  • Signature radius: 90.
  • Cargo capacity: 320.
  • CHREMOAS:
  • Role Bonus: Can fit Covert Ops cloaks and Covert Cynosural field generators. Cloak reactivation delay reduced to 5 seconds.
  • Skill Related Bonuses:
  • Gallente Frigate Skill - 15% bonus to Small Projectile Turret tracking speed.
  • Minmatar Frigate Skill - 10% bonus to Small Projectile Turret optimal range and falloff.
  • Covert Ops Skill - 10% bonus to scan strength of probes and 20% reduction in CPU need for cloaking devices.
  • Special Ability:
  • 200% bonus to Small Projectile Turret damage.
  • +10 Virus Strength to Relic and Data Analyzers.
  • -100% targeting delay after decloaking.
  • Statistics:
  • Slot layout: 3 H, 5 M, 3 L, 2 turrets, 1 Launcher.
  • Fittings: 45 PWG, 275 CPU.
  • Calibration: 400.
  • Rig Slots: 2.
  • Defense (shields / armor / hull) : 500 / 450 / 450.
  • Base shield resistances (EM/Therm/Kin/Exp): 50 / 40 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 80 / 51.25 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 365 / 250s / 1.46.
  • Mobility (max velocity / agility / mass / align time): 440 / 3.12 / 930000 / 4.02s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 750 / 7.
  • Sensor strength: 21 Ladar.
  • Signature radius: 30.
  • Cargo capacity: 190.
  • CHANGES:
  • Audio:
  • Update to the Russian VO for the introduction video.
  • Audio engine upgrade with more intelligent sound bank loading mechanism – this will improve both memory usage as well as performance.
  • More music variety for heavily populated Empire space systems.
  • 5 new music tracks for low sec.
  • Exploration & Deadspace:
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships. For real this time.
  • Changes have been made to the ore composition of some Ore Prospecting Array anomalies to better balance their relative values:
  • Large Asteroid Clusters: Converted both Scordite asteroids to Plagioclase (300,000 units).
  • Enormous Asteroid Clusters (formerly known as Extra Large Asteroid Cluster): Converted all 12 Omber asteroids to Hedbergite (500,000 units).
  • Colossal Asteroid Clusters (formerly known as Giant Asteroid Cluster): Converted all 6 Pyroxeres asteroids to Hemorphite (480,000 units).
  • Ore clusters from Ore Prospecting Array are now scaled based on truesec of the system
  • For systems with truesec between -0.45 and -0.84: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +5% upgraded variants
  • For systems with truesec between -0.85 and -1.0: All ores in the Large, Enormous (formerly X-Large), and Colossal (formerly Giant) clusters will be the +10% upgraded variants
  • PSA: For the first few days after the Odyssey 1.1 release there may be some odd behavior with the ore upgrade sites (most common symptom is both the old and new types of belts appearing in the system at the same time).
  • Selecting another mini container whilst in the process of collecting one now queues it up for automatic collection. When queued up, the mini containers icon will flash.
  • Implants:
  • Mindlink warfare link strength bonus reduced from +50% to +25%.
  • Genolution CA-2 implant set bonus reduced from 50% to 40%
  • T2 warfare mindlinks (including mining mindlinks) have been added to the Concord LP store for 20,000 Concord LP and 20m isk.
  • New Navy Mindlinks with the 25% bonus to two different disciplines at once (matching racial command ship bonuses) have been added to the normal racial LP stores at 100,000 LP and 100m isk, as well as requiring you to provide one of each of the T2 mindlinks that it combines.
  • Localization:
  • On the Japanese client, the translation of Covert Ops, Covert Ops Cloaking device and Black Ops were changed to be more accurate.
  • EVE's Russian translation has been updated with a number of changes to ship type names, character attribute names, and skill group names; for an in-depth description of these changes, please see this post.
  • Various changes and improvements have been made throughout the client in all languages.
  • Modules:
  • The Energy Vampire (Nosferatu) mechanic has been changed. Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount. A detailed post on this topic can be found here.
  • All Medium Railguns get the following changes:
  • 15% increased rate of fire (fires more often).
  • 15% increased damage multiplier.
  • 15% decreased tracking speed.
  • All Medium Beams get the following changes:
  • 25% increased damage multiplier.
  • 10% decreased tracking speed.
  • All Medium Artillery get the following changes:
  • 10% increased rate of fire.
  • 5% decreased tracking speed.
  • A detailed post on the medium turret changes can be found here.
  • Warfare links (other than mining links) can no longer be activated inside a starbase forcefield .
  • Powergrid need of all warfare links modules decreased by 100.
  • Significant changes have been made to the strengths of bonuses provided by Warfare Link modules:
  • All defensive (Siege and Armored) links:
  • T1: 4.8%.
  • T2: 6%.
  • Max bonus per link with all modifiers: 25.9%.
  • Former max bonus: 35%.
  • Information Warfare: Electronic Superiority bonuses to ECM and Target Painters:
  • T1: 6.4%.
  • T2: 8%.
  • Max bonus per link with all modifiers: 34.5%.
  • Former max bonus: 35%.
  • Information Warfare: Electronic Superiority bonuses to Tracking Disruptors and Sensor Damps:
  • T1: 4%.
  • T2: 5%.
  • Max bonus per link with all modifiers: 21.5%.
  • Former max bonus: 21%.
  • Information Warfare - Recon Operation:
  • T1: 6.4%.
  • T2: 8%.
  • Max bonus per link with all modifiers: 34.5%.
  • Former max bonus: 35%.
  • Information Warfare - Sensor Integrity:
  • T1: 9.6%.
  • T2: 12%.
  • Max bonus per link with all modifiers: 51.75%.
  • Former max bonus: 53%.
  • Skirmish Warfare - Evasive Maneuvers:
  • T1: 6.4%.
  • T2: 8%.
  • Max bonus per link with all modifiers: 34.5%.
  • Former max bonus: 35%.
  • Skirmish Warfare - Interdiction Maneuvers:
  • T1: 6.4%.
  • T2: 8%.
  • Max bonus per link with all modifiers: 34.5%.
  • Former max bonus: 53%.
  • Skirmish Warfare - Rapid Deployment:
  • T1: 5.6%.
  • T2: 7%.
  • Max bonus per link with all modifiers: 30.2%.
  • Former max bonus: 35%.
  • Mining Foreman - Laser Optimization and Harvester Capacitor:
  • T1: 6%.
  • T2: 7.5%.
  • Max bonus per link with all modifiers: 42.2%.
  • Former max bonus: 42.2%.
  • Mining Foreman - Field Enhancement:
  • T1: 13.6%.
  • T2: 17%.
  • Max bonus per link with all modifiers: 95.7%.
  • Former max bonus: 95%.
  • The Information Warfare: Sensor Integrity link will now provide its bonus to both sensor strength and lock range.
  • Most local armor repair and shield boosters have had their effectiveness increased:
  • - Increase the rep amount for all subcap armor repairers (including Ancillary Armor Repairers) by 15%.
  • - Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%.
  • - Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%.
  • - Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%.
  • - No change to Small/Medium Deadspace shield boosters, all sizes of Ancillary Shield Boosters, Capital boosters, Capital reps.
  • Probes & Scanning:
  • For more information on these changes, see the Dev Blog here: Probe scanning improvements in Odyssey 1.1
  • Cosmic Anomalies and Signatures are no longer removed from the results window when they are at 0% signal strength.
  • Scan results no longer lose the following information: Scan Group, Group, and Type. This means that if you scan signature “XYZ-123” to discover that it is a Megathron battleship, the UI will show that it’s a Megathron even if your last scan was less than 75% signal strength.
  • Custom Probe Formations are now implemented. There is now a third formation button in the Probe Scanner window, which will launch the last selected custom formation. It has an option button embedded in it to manage custom formations, which includes Saving and Deleting formations. You can have a total of 10 custom formations, comprising of any number of probes from 1 to 8 probes in the formation.
  • Radial Menu:
  • A small arrow icon has been added to the options where a range/distance can be set so it’s clearer that they are different and there is something more beyond the circle itself.
  • An indicator that shows what the Radial Menu is open on has been added. For brackets this is a white circle and for entries in list it’s an extra highlight on that entry).
  • If the clicking time is very short and the mouse does not move in that time(=radial menu is not used), the click will register as a click (for example to select a target when Radial Menu delay is 0... which is though not recommended).
  • Set Destination is now primary action for Asteroids, Stations, Solar Systems, Moons, Planets, Stargates when they are not in current system (accessible through bookmarks in People & Places).
  • "Jump through to X" option has been added as primary option for Black Ops ships that are piloted.
  • The "Open Cargo" option has been added to the Radial Menu for your own ship.
  • The "Open Fleet Hangar" option has been aded as a primary action for piloted Orcas.
  • The following primary options have been added to many of the structure groups:
  • Assembly array - Access Storage.
  • Corporate Hangar Array - Access Storage.
  • Mobile Laboratory - Access Storage.
  • Mobile Laser Sentry - Access Crystal Storage.
  • Mobile Hybrid Sentry - Access Ammunition.
  • Mobile Missile Sentry - Access Ammunition.
  • Mobile Projectile Sentry - Access Ammunition.
  • Mobile Reactor - Access Storage.
  • Personal Hangar - Access Storage.
  • Refining Array - Access Refinery.
  • Ship Maintenance Array - Access Vessels.
  • Silo - Access Storage.
  • Infrastructure Hub - Open Infrastructure Hub Manager.
  • Ship Balancing:
  • The Dominix will have its bonus to drone tracking and optimal range reduced from 10% per level to 7.5% per level.
  • Ship Balancing - Command Ships:
  • Command Ships have been rebalanced to create a more compelling experience alongside the changes to Warfare Links.
  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • ABSOLUTION:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Amarr Battlecruiser Bonuses:
  • 4% bonus to all Armor Resistances.
  • 10% bonus Medium Energy Turret capacitor use.
  • Command Ships Bonuses:
  • 5% bonus to Medium Energy Turret rate of fire.
  • 10%(+5) bonus Medium Energy Turret damage.
  • 3% bonus to strength of Armored Warfare and Information Warfare links.
  • Statistics:
  • Slot layout: 7 H, 3 M, 7 L, 5 turrets (-1), 0 launchers (-1).
  • Fittings: 1500 PWG (-75), 400 CPU.
  • Defense (shields / armor / hull) : 2900(-463) / 5300(+695) / 4600(+276).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70(+7.5) / 87.5(+6.25).
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5(+9.38) / 80(+10).
  • Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.71(+0.006) / 13300000(-200000) / 13.09s(-0.09).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+25) / 210 / 7(+1).
  • Sensor strength: 21 Radar (+5).
  • Signature radius: 265.
  • Cargo capacity: 375 (+25).
  • DAMNATION:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Amarr Battlecruiser Bonuses:
  • 4% bonus to all Armor Resistances.
  • 10% bonus to Heavy Assault Missile and Heavy Missile velocity.
  • Command Ships Bonuses:
  • 10% bonus to all Armor hitpoints.
  • 10% bonus to Heavy Assault Missile and Heavy Missile damage.
  • 3% bonus to strength of Armored Warfare and Information Warfare links.
  • Statistics:
  • Cargo capacity: 645.
  • Signature radius: 265.
  • Sensor strength: 22 Radar (+6).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+20) / 210 / 7(+1).
  • Drones (bandwidth / bay): 50 (+25) / 100 (+75).
  • Mobility (max velocity / agility / mass / align time): 150 / 0.7(-0.004) / 13500000 / 13.10s(-0.08).
  • Capacitor (amount / recharge rate / average cap per second): 3375 / 750s / 4.5.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 62.5 / 80.
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 70 / 87.5.
  • Defense (shields / armor / hull) : 3600(+137) / 4700(+95) / 4400(+76).
  • Fittings: 1300(-290) PWG, 500(+25) CPU.
  • Slot layout: 7 H, 4 M, 6 L , 2 turrets (-2), 5 Launchers.
  • NIGHTHAWK:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Caldari Battlecruiser Bonuses:
  • 4% bonus to all Shield Resistances.
  • 7.5%(+2.5) bonus to heavy and heavy assault missile kinetic damage.
  • Command Ships Bonuses:
  • 7.5%(+2.5) bonus to Heavy Assault and Heavy missile launcher rate of fire.
  • 5% bonus to Heavy Assault Missile and Heavy Missile explosion radius (was explosion velocity).
  • 3% bonus to strength of Siege Warfare and Information Warfare links.
  • Statistics:
  • Slot layout: 7 H, 5 M, 5 L , 2 turrets (+1), 5 Launchers (-1).
  • Fittings: 1000 PWG (+290), 560 CPU (+5).
  • Defense (shields / armor / hull) : 5500(+695) / 3200(-163) / 3700(-144).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 80(+10) / 70(+7.5) / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25(+6.88) / 62.5(+9.38) / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2812(-187.5) / 625s(-41.7) / 4.5.
  • Mobility (max velocity / agility / mass / align time): 140 / 0.65(+0.02) / 14810000(+800000) / 13.35s (+1.15).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km (+20) / 195 / 9(+1).
  • Sensor strength: 24 Gravimetric (+5).
  • Signature radius: 285.
  • Cargo capacity: 700.
  • VULTURE:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Caldari Battlecruiser Bonuses:
  • 4% bonus to all Shield Resistances 1.
  • 10% bonus to Medium Hybrid Turret optimal range.
  • Command Ships Bonuses:
  • 10% bonus to Medium Hybrid Turret optimal range.
  • 10% bonus to Medium Hybrid Turret damage.
  • 3% bonus to strength of Siege Warfare and Information Warfare links.
  • Statistics:
  • Cargo capacity: 400 (+55).
  • Signature radius: 285.
  • Sensor strength: 23 Gravimetric (+4).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km (+20)/ 195 / 9(+1).
  • Drones (bandwidth / bay): 25 / 25.
  • Mobility (max velocity / agility / mass / align time): 140 / 0.67(+0.042) / 14000000(-10000) / 13s (+0.8).
  • Capacitor (amount / recharge rate / average cap per second): 3000 / 667s / 4.5.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 86.25 / 62.5 / 10.
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 80 / 70 / 50.
  • Fittings: 1275 PWG, 545 CPU Defense (shields / armor / hull) : 5300(+495) / 3400(+37) / 3900(+56).
  • Slot layout: 7 H , 6 M, 4 L, 5 turrets, 2 launchers (-3).
  • ASTARTE:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Gallente Battlecruiser Bonuses:
  • 7.5%(+2.5) bonus to Medium Hybrid Turret damage.
  • 7.5% bonus to Armor Repairer effectiveness.
  • Command Ships Bonuses:
  • 7.5% bonus to Medium Hybrid Turret rate of fire (was 5% damage).
  • 10% bonus to Medium Hybrid Turret falloff.
  • 3% bonus to strength of Armored Warfare and Skirmish Warfare links.
  • Statistics:
  • Slot layout: 7 H, 4 M, 6 L, 5 turrets (-2), 2 launchers (+2).
  • Fittings: 1350 PWG (-100), 440 CPU.
  • Defense (shields / armor / hull) : 3400(-444) / 4900(+576) / 5000(+195).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60(+10) / 85(+7.5) / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5(+8.13) / 83.75(+8.13) / 10.
  • Capacitor (amount / recharge rate / average cap per second): 3000(+187.5) / 667s(+41.7) / 4.5.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.7(+0.03) / 12300000 (-950000) / 11.94s (-0.34).
  • Drones (bandwidth / bay): 50 / 75(+25) Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km (+20) / 200 / 8(+1).
  • Sensor strength: 23 Magnetometric (+5).
  • Signature radius: 300.
  • Cargo capacity: 400.
  • EOS:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Gallente Battlecruiser Bonuses:
  • 7.5% bonus to Armor Repairer effectiveness.
  • 10% bonus to drone damage and hitpoints (was 5% MHT damage).
  • Command Ships Bonuses:
  • 7.5% bonus to Heavy Drone tracking and microwarp velocity (was drone bay bonus).
  • 7.5% bonus to Medium Hybrid Turret tracking (was link bonus).
  • 3% bonus to strength of Armored Warfare and Skirmish Warfare links.
  • Statistics:
  • Slot layout: 6 H (-1), 4 M, 6 L, 4 turrets (-1).
  • Fittings: 1200 PWG (-225), 425 CPU (-25).
  • Defense (shields / armor / hull) : 3300(-544) / 5100(+776) / 5500(+695).
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 60 / 85 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 67.5 / 83.75 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2812 / 625s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 145 / 0.704 / 13000000(-250000) / 12.69s (-0.24).
  • Drones (bandwidth / bay): 125 (+50) / 250 (+100) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+10) / 200 / 8(+1).
  • Sensor strength: 22 Magnetometric (+4).
  • Signature radius: 300.
  • Cargo capacity: 400.
  • SLEIPNIR:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Minmatar Battlecruiser Bonuses:
  • 10% bonus to Medium Projectile Turret damage (was 5% RoF).
  • 7.5% bonus to shield boosting amount.
  • Command Ships Bonuses:
  • 10%(+5) bonus to Medium Projectile Turret damage.
  • 10% bonus to Medium Projectile Turret falloff.
  • 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
  • Statistics:
  • Slot layout: 7 H (-1), 5 M, 5 L, 5 turrets (-2), 2 Launchers (-1).
  • Fittings: 1300 PWG (-160), 475 CPU.
  • Defense (shields / armor / hull) : 4500(+176) / 3600(-244) / 3500(+137).
  • Base shield resistances (EM/Therm/Kin/Exp): 75(+12.5) / 60(+10) / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 90(+5) / 67.5(+8.13) / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12800000(+300000) / 12.49s (+0.3).
  • Drones (bandwidth / bay): 25(-15) / 25(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km (+25) / 220 / 7(+1).
  • Sensor strength: 20 Ladar (+4).
  • Signature radius: 240.
  • Cargo capacity: 475.
  • CLAYMORE:
  • Role Bonus: Can fit up to three Warfare Link modules.
  • Minmatar Battlecruiser Bonuses:
  • 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was MPT RoF).
  • 7.5% bonus to shield boosting amount.
  • Command Ships Bonuses:
  • 5% bonus to Heavy Missile and Heavy Assault Missile rate of fire (was link bonus).
  • 5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity (was MPT tracking).
  • 3% bonus to strength of Siege Warfare and Skirmish Warfare links.
  • Statistics:
  • Slot layout: 7 H (-1), 6 M, 4 L, 2 turrets (-3), 5 Launchers (+2).
  • Fittings: 1100 PWG (-290), 525 CPU (+10) Defense (shields / armor / hull) : 4700(+376) / 3800(-44) / 3400(+37).
  • Base shield resistances (EM/Therm/Kin/Exp): 75 / 60 / 40 / 50.
  • Base armor resistances (EM/Therm/Kin/Exp): 90 / 67.5 / 25 / 10.
  • Capacitor (amount / recharge rate / average cap per second): 2625 / 583s / 4.5.
  • Mobility (max velocity / agility / mass / align time): 170 / 0.7(-0.004) / 12500000 / 12.13s (-0.07).
  • Drones (bandwidth / bay): 50(+10) / 75(+35) Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km (+20) / 220 / 7(+1)
  • Sensor strength: 22 Ladar (+6).
  • Signature radius: 240.
  • Cargo capacity: 575 (+100).
  • The Strategic Cruiser Warfare Processor subsystems will now provide a 2% increase in the strength of warfare links per level of their racial defensive subsystem skill. They will also now provide bonuses to three different types of gang links:
  • Loki: Siege, Armored, Skirmish.
  • Proteus: Armored, Skirmish, Information.
  • Tengu: Siege, Skirmish, Information.
  • Legion: Armored, Skirmish, Information.
  • Ship Balancing - Heavy Assault Cruisers:
  • Heavy Assault Cruisers have been rebalanced to create a more compelling experience.
  • Full ship-by-ship rebalance detailed below. The number in parenthesis (+/-) reflects changes next to previous Tranquility attributes for quick comparison.
  • All Heavy Assault Cruisers get a new role bonus: 50% reduction in microwarp drive signature radius penalty.
  • All Heavy Assault Cruisers will gain 7-8 sensor strength.
  • All Heavy Assault Cruisers will gain between 15k and 25k lock range.
  • All Heavy Assault Cruisers will have their cap regeneration set near 5.5 cap/sec rather than the former 3.5 – 4.5 cap/sec.
  • The above changes, along with individual ship adjustments, will reinforce Heavy Assault Cruisers’ role as a tough fleet cruiser.
  • SACRILEGE:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Amarr Cruiser Bonuses:
  • 5% to Heavy Assault and Heavy Missile damage (added heavy missiles).
  • 4% to all Armor Resistances.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Heavy Missile and Heavy Assault Missile velocity (was capacitor recharge time).
  • 5% bonus to Missile Launcher rate of fire.
  • Statistics:
  • Slot layout: 6H, 4M, 5L; 1 turrets(-3), 5 launchers.
  • Fittings: 1100 PWG(+70), 420 CPU(+20).
  • Defense (shields / armor / hull) : 1100(-293) / 2250(+162) / 1690(+2).
  • Capacitor (amount / recharge rate / cap/s) : 1700(+75) / 255s (-80s) / 6.66s (+1.8).
  • Mobility (max velocity / agility / mass / align time): 200(+2) / .567 / 11750000(-540000) / 9.24s(-.4).
  • Drones (bandwidth / bay): 50(+35) / 50(+35).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 312 / 7.
  • Sensor strength: 22 Radar(+7).
  • Signature radius: 135(-5).
  • ZEALOT:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Amarr Cruiser Bonuses:
  • 10% bonus to Medium Energy Turret capacitor use.
  • 5% bonus to Medium Energy Turret rate of fire.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Medium Energy Turret optimal range.
  • 5% bonus to Medium Energy Turret damage.
  • Statistics:
  • Signature radius: 125.
  • Sensor strength: 21 Radar(+8).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km(+20km) / 306 / 6.
  • Drones (bandwidth / bay): 0 / 0.
  • Mobility (max velocity / agility / mass / align time): 210(+1) / .553 / 12580000 / 9.64s.
  • Capacitor (amount / recharge rate / cap/s) : 1500 / 285s (-50s) / 5.26/s (+.78).
  • Defense (shields / armor / hull) : 980(-4) / 2250 / 1670(-18).
  • Fittings: 1180 PWG, 320 CPU.
  • Slot layout: 5H, 3M, 7L; 5 turrets, 0 launchers.
  • CERBERUS:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Caldari Cruiser Bonuses:
  • 5% bonus to Kinetic Missile damage.
  • 10% bonus to Missile velocity.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Missile flight time.
  • 5% bonus to Missile Launcher rate of fire.
  • Statistics:
  • Slot layout: 6H, 5M, 4L; 0 turrets, 6 launchers(+1).
  • Fittings: 800 PWG(+165), 520 CPU(+80).
  • Defense (shields / armor / hull) : 2000(-4) / 1200(+4) / 1400(-6).
  • Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 235s (-100s) / 5.1/s (+1.93).
  • Mobility (max velocity / agility / mass / align time): 220(+45) / .463 / 12720000 / 8.17s.
  • Drones (bandwidth / bay): 15(+15) / 15(+15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 95km(+15km) / 282 / 6.
  • Sensor strength: 24 Gravimetric(+8).
  • Signature radius: 135.
  • EAGLE:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Caldari Cruiser Bonuses:
  • 10% bonus to Medium Hybrid Turret optimal range.
  • 4% bonus to shield resistances.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Medium Hybrid Turret optimal range.
  • 5% bonus to Medium Hybrid Turret damage.
  • Statistics:
  • Slot layout: 5H(-1), 6M(+1), 4L; 5 turrets, 2 launchers.
  • Fittings: 990 PWG(+115), 440 CPU(+2).
  • Defense (shields / armor / hull) : 2500(+391) / 1250(-16) / 1550(+3).
  • Capacitor (amount / recharge rate / cap/s) : 1350(-25) / 255s (-80s) / 5.29/s (+1.2).
  • Mobility (max velocity / agility / mass / align time): 180(+16) / .576 / 11720000 / 9.36s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km(+20km) / 252 / 8.
  • Sensor strength: 25 Gravimetric(+7).
  • Signature radius: 140(-10).
  • DEIMOS:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Gallente Cruiser Bonuses:
  • 5% bonus to Medium Hybrid Turret damage.
  • 7.5% bonus to Armor Repair amount.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Medium Hybrid Turret falloff.
  • 5% Medium Hybrid Turret damage.
  • Statistics:
  • Slot layout: 5H(-1), 4M(+1), 6L; 5 turrets, 0 launchers.
  • Fittings: 1050 PWG(+60), 360 CPU(+10).
  • Defense (shields / armor / hull) : 1200(+40) / 2100(+60) / 2550(+19).
  • Capacitor (amount / recharge rate / cap/s) : 1400(+25) / 225s (-110s) / 6.2/s (+2.1).
  • Mobility (max velocity / agility / mass / align time): 230(+22) / .475(-.055) / 11460000 / 7.54s(-.875).
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 85km(+20km) / 270 / 6.
  • Sensor strength: 22 Magnetometric(+7).
  • Signature radius: 150(-10).
  • ISHTAR:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Gallente Cruiser Bonuses:
  • 7.5% bonus to Heavy Drone max velocity and tracking(was 5% bonus to Medium Hybrid Turret damage).
  • 10% bonus to Drone hitpoints and damage.
  • Heavy Assault Cruiser Bonuses:
  • 5 km bonus to Drone operation range per level.
  • 7.5% bonus to Sentry Drone optimal range and tracking speed(was bonus to drone bay capacity).
  • Statistics:
  • Slot layout: 4H(-1), 5M, 5L; 4 turrets(+1), 0 launchers.
  • Fittings: 780 PWG(+80), 340 CPU(+55).
  • Defense (shields / armor / hull) : 1400 (-6) / 1600 (-18) / 2300 (+191).
  • Capacitor (amount / recharge rate / cap/s) : 1400 (+275) / 265s (-70s) / 5.28/s (+1.9).
  • Mobility (max velocity / agility / mass / align time): 195(+4) / .52 / 11100000 / 8.43s.
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+20km) / 294 / 7.
  • Sensor strength: 23 Magnetometric (+7).
  • Signature radius: 145.
  • VAGABOND:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Minmatar Cruiser Bonuses:
  • 5% bonus to Medium Projectile Turret rate of fire.
  • 7.5% bonus to shield boost amount (was 5% bonus to max velocity).
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Medium Projectile Turret falloff.
  • 5% bonus to Medium Projectile Turret damage.
  • Statistics:
  • Slot layout: 6H, 4M, 5L; 5 turrets, 1 launchers(-1).
  • Fittings: 900 PWG(+45), 400 CPU(+5).
  • Defense (shields / armor / hull) : 1750(+97) / 1400(+63) / 980(-4).
  • Capacitor (amount / recharge rate / cap/s) : 1200(+137.5) / 245s (-90s) / 4.9/s (+1.7).
  • Mobility (max velocity / agility / mass / align time): 295(+56) / .504 / 11590000 / 8.1s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+20km) / 330 / 6(+1).
  • Sensor strength: 21 Ladar(+7).
  • Signature radius: 115.
  • MUNINN:
  • Role Bonus: 50% reduction in MicroWarpdrive signature radius penalty.
  • Minmatar Cruiser Bonuses:
  • 5% bonus to Medium Projectile Turret rate of fire.
  • 5% bonus to Medium Projectile Turret damage.
  • Heavy Assault Cruiser Bonuses:
  • 10% bonus to Medium Projectile Turret optimal range.
  • 7.5% bonus to Medium Projectile Turret tracking speed.
  • Statistics:
  • Slot layout: 6H(-1), 3M, 6L(+1); 5 turrets, 1 launchers(-2).
  • Fittings: 1160 PWG, 355 CPU.
  • Defense (shields / armor / hull) : 1580(-2) / 2000(-4) / 1400(-6).
  • Capacitor (amount / recharge rate / cap/s) : 1300(+50) / 255s (-80s) / 5.1/s (+1.4).
  • Mobility (max velocity / agility / mass / align time): 210(+14) / .571 / 11750000 / 9.3s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km(+25km) / 294 / 6(+1).
  • Sensor strength: 21 Ladar(+8).
  • Signature radius: 125(-5).
  • Ship Balancing - Industrials:
  • Like combat classes, industrials have been divided into roles rather than tiers.
  • Each race will have one cargo-focused industrial (Tayra, Bestower, Mammoth and Iteron Mark V).
  • To emphasize the removal of tiers, we have renamed several industrials. The new names are:
  • Badger Mark II becomes Tayra.
  • Iteron becomes Nereus.
  • Iteron Mark II becomes Kryos.
  • Iteron Mark III becomes Epithal.
  • Iteron Mark IV becomes Miasmos.
  • Each race will have one industrial focused on travel time and resilience (Badger, Sigil, Wreathe and Nereus).
  • We are also introducing industrials with specialized bays:
  • The Hoarder will have a bay that carries anything in the ‘charge’ group, including ammo, bombs, nanite repair paste, cap booster charges, etc.
  • The Kyros will have a dedicated bay for minerals.
  • The Epithal will have a dedicated bay for planetary commodities.
  • The Miasmos will have a dedicated bay for asteroid ore, ice ore and gas.
  • The renaming of the Iteron Mark IV affects the special edition versions, which will all replace any occurrence of “Iteron Mark IV” with “Miasmos”.
  • For a more complete explanation of the industrial changes, read this DEV blog: Rebalancing and Renaming Idustrials.
  • SIGIL:
  • Amarr Industrial Skill Bonus per level:
  • +5% Cargo Capacity
  • +5% Agility (was max velocity).
  • Statistics:
  • Slot layout: 2H, 4M(+1), 6L(+1); 1 turrets , 0 launchers.
  • Fittings: 250 PWG(+180), 300 CPU(-450).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2100(-900) / 17150m3
  • Defense (shields / armor / hull) : 780(+624) / 1900(+884) / 2400(+1540).
  • Mobility (max velocity / agility / mass / align time): 125(-30) / .86(-.14) / 11000000 / 13.1(-2.1).
  • Signature radius: 175(-35).
  • Warp speed: 6au/s (+1.5).
  • BADGER:
  • Caldari Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).
  • Statistics:
  • Slot layout: 2H(+1), 6M(+2), 4L(+2); 1 turrets , 1 launchers(+1).
  • Fittings: 185 PWG(+135), 380 CPU(-370).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 3900(-225) / 19593m3.
  • Defense (shields / armor / hull) : 1440(+1166) / 750(+7) / 2060(+1200).
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .94(+.15) / 10650000(-2100000) / 13.8(-.1).
  • Signature radius: 190(-30).
  • Warp speed: 6au/s (+1.5).
  • WREATHE:
  • Minmatar Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).
  • Statistics:
  • Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
  • Fittings: 200 PWG(+155), 320 CPU(-280).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2900(-400) / 18576m3.
  • Defense (shields / armor / hull) : 1140(+1061) / 1000(+257) / 2250(+1469).
  • Mobility (max velocity / agility / mass / align time): 140(+15) / .81(-.19) / 10000000 / 11.2(-2.6).
  • Signature radius: 155(-5).
  • Warp speed: 6au/s (+1.5).
  • NEREUS:
  • Gallente Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Agility (was max velocity).
  • Statistics:
  • Slot layout: 2H(+1), 5M(+3), 5L(+3); 1 turrets , 0 launchers.
  • Fittings: 215 PWG(+170), 350 CPU(-250).
  • DRONES (bay / bandwidth): 30m3 / 15mbit.
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 2700(-300) / 17294m3.
  • Defense (shields / armor / hull) : 960(+881) / 1050(+269) / 2600(+1819).
  • Mobility (max velocity / agility / mass / align time): 130(+5) / .78(-.22) / 11250000(+1000000) / 12.2(-2).
  • Signature radius: 185(-5).
  • Warp speed: 6au/s (+1.5).
  • BESTOWER:
  • Amarr Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H, 3M(-1), 6L(+2); 1 turrets , 0 launchers.
  • Fittings: 90 PWG(+20), 230 CPU(-520).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 4800 / 39201m3.
  • Defense (shields / armor / hull) : 450(+255) / 850(-323) / 940(-233).
  • Mobility (max velocity / agility / mass / align time): 110(-15) / .95(-.05) / 13500000 / 17.7(-.9).
  • Signature radius: 215(+5).
  • Warp speed: 4.5au/s.
  • TAYRA:
  • Caldari Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H, 5M(-1), 4L(+1); 1 turrets , 1 launchers(+1).
  • Fittings: 80 PWG, 320 CPU(-680).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 7300(+2050) / 36674m3.
  • Defense (shields / armor / hull) : 680(+132) / 760(-256) / 810(-206).
  • Mobility (max velocity / agility / mass / align time): 115 / .93 / 13000000(-500000) / 16.8(-.6).
  • Signature radius: 230(-20).
  • Warp speed: 4.5au/s.
  • MAMMOTH:
  • Minmatar Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H, 4M(-1), 5L(+1); 1 turrets , 0 launchers.
  • Fittings: 80 PWG, 250 CPU(-500).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5500(-125) / 35230m3.
  • Defense (shields / armor / hull) : 640(+249) / 600(-494) / 935(-238).
  • Mobility (max velocity / agility / mass / align time): 120(+10) / .91(-.09) / 11500000(-1000000) / 14.5(-2.8).
  • Signature radius: 180(-20).
  • Warp speed: 4.5au/s.
  • ITERON MARK V:
  • Gallente Industrial Skill Bonus per level:
  • +5% Cargo Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H, 4M(-1), 5L; 1 turrets , 0 launchers.
  • Fittings: 85 PWG, 270 CPU(-580).
  • Cargo (capacity / capacity with max expanders, t1 expander rigs and all 5 skills): 5800(-200) / 37152m3.
  • Defense (shields / armor / hull) : 540(+71) / 650(-718) / 970(-515).
  • Mobility (max velocity / agility / mass / align time): 105(-5) / .87(-.13) / 12500000(+750000) / 16.3.
  • Signature radius: 220(-10).
  • Warp speed: 4.5au/s.
  • KRYOS:
  • Gallente Industrial Skill Bonus per level:
  • +10% Mineral Bay Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H(+1), 4M, 4L(+2); 1 turrets , 0 launchers.
  • Fittings: 110 PWG(+55), 250 CPU(-500).
  • Cargo (capacity / Mineral Bay Capacity): 550(-3200) / 43000.
  • Defense (shields / armor / hull) : 600(+444) / 700(-160) / 970(+71).
  • Mobility (max velocity / agility / mass / align time): 120 / .92(-.08) / 12625000(+1625000) / 16.1(+.9).
  • Signature radius: 210.
  • Warp speed: 4.5au/s.
  • EPITHAL:
  • Gallente Industrial Skill Bonus per level:
  • +10% PI Commodities Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H, 4M(+1), 4L(+1); 1 turrets , 0 launchers.
  • Fittings: 130 PWG(+55), 270 CPU(-480).
  • Cargo (capacity / Planetary Commodities Hold): 550(-4325) / 45000.
  • Defense (shields / armor / hull) : 580(+306) / 740(-354) / 1000(-377).
  • Mobility (max velocity / agility / mass / align time): 120(+5) / .9(-.1) / 12800000(+2300000) / 16(+1.4).
  • Signature radius: 195(-5).
  • Warp speed: 4.5au/s.
  • MIASMOS:
  • Gallente Industrial Skill Bonus per level:
  • +10% Ore Hold Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 2H(+1), 4M, 4L(+1); 1 turrets , 0 launchers.
  • Fittings: 120 PWG(+50), 260 CPU(-490).
  • Cargo (capacity / Ore Hold Capacity): 550(-4700) / 42000.
  • Defense (shields / armor / hull) : 590(+355) / 710(-306) / 950(-223).
  • Mobility (max velocity / agility / mass / align time): 120 / .94(-.06) / 12975000(+1725000) / 16.9(+1.3).
  • Signature radius: 205(-15).
  • Warp speed: 4.5au/s.
  • HOARDER:
  • Minmatar Industrial Skill Bonus per level:
  • +10% Ammo Bay Capacity.
  • +5% Max Velocity.
  • Statistics:
  • Slot layout: 3H(+1), 4M(+1), 3L; 2 turrets(+1), 0 launchers.
  • Fittings: 180 PWG(+120), 300 CPU(-350).
  • Cargo (capacity / Ammo/Charge Bay Capacity): 500(-4600) / 41000.
  • Defense (shields / armor / hull) : 840(+566) / 800(-216) / 2100(+1084).
  • Mobility (max velocity / agility / mass / align time): 120 / .85(-.15) / 10625000(-875000) / 12.5(-3.4).
  • Signature radius: 185(+5).
  • Warp speed: 4.5au/s.
  • Unpacked Volume: Increased to 400000.
  • Skills:
  • Changes:
  • The four Warfare Specialist skill bonus have been changed from the current 100% bonus per level (after the first level) to 20% bonus per level.
  • New Skills:
  • Advanced Infomorph Psychology: Increases maximum number of jump clones by 1 per level.
  • Infomorph Synchronizing: Reduces minimum time between clone jumps by 1 hour per level.
  • Renamed Skills:
  • Electronics: has been renamed to “CPU management” not to conflict with group names and be more explicit at what the skill actually does.
  • Engineering: has been renamed “Power Grid management” not to conflict with group names and be more explicit at what the skill actually does.
  • Targeting: for the same reasons as above, this skill has been renamed "Target Management".
  • Multitasking: has been renamed "Advanced Target Management" for the same reasons as above.
  • Nanite Control: has been renamed "Neurotoxin Control" to make it clearer it's a booster related skill and not something tied with overheading (nanite repair paste comes to mind).
  • Armor Honeycombing: has been renamed "Armor Layering".
  • Energy Management, Energy Emission Systems and Energy Systems Operation: have been renamed "Capacitor Management", "Capacitor Emission Systems" and "Capacitor Systems Operation".
  • Skill Group Changes:
  • Armor - A new skill group that has all armor skills - the “mechanics” skill group has been removed.
  • Armor Layering.
  • Armor Resistance Phasing.
  • Capital Remote Armor Repair Systems.
  • Capital Remote Hull Repair Systems.
  • Capital Repair Systems.
  • EM Armor Compensation.
  • Explosive Armor Compensation.
  • Hull Upgrades.
  • Kinetic Armor Compensation.
  • Mechanics.
  • Remote Armor Repair Systems.
  • Remote Hull Repair Systems.
  • Repair Systems.
  • Thermic Armor Compensation.
  • Electronic Systems - The old “electronics” group. Now only contains offense EW related skills.
  • Cloaking.
  • Electronic Warfare.
  • Frequency Modulation.
  • Long Distance Jamming.
  • Projected Electronic Counter Measures.
  • Propulsion Jamming.
  • Sensor Linking.
  • Signal Dispersion.
  • Signal Suppression.
  • Signature Focusing.
  • Tactical Logistics Reconfiguration.
  • Target Breaker Amplification.
  • Target Painting.
  • Turret Destabilization.
  • Weapon Disruption.
  • Engineering - This group now has all skills related with energy management and fittings in general.
  • Advanced Weapon Upgrades.
  • CPU Management.
  • Capital Capacitor Emission Systems.
  • Electronics Upgrades.
  • Capacitor Emission Systems.
  • Energy Grid Upgrades.
  • Capacitor Management.
  • Energy Pulse Weapons.
  • Capacitor Systems Operation.
  • Nanite Interfacing.
  • Nanite Operation.
  • Power Grid Management.
  • Thermodynamics.
  • Weapon Upgrades.
  • Missiles - The old “missile launcher operation” group with no other change whatsoever.
  • Neural Enhancement - This contains all booster, clone and implants related skills.
  • Biology.
  • Cloning Facility Operation.
  • Cybernetics.
  • Informorph Psychology.
  • Neurotoxin Control.
  • Neurotoxin Recovery.
  • Production - This group now has all industry and manufacturing skills, including those that previously were in the “Mechanics” skill group.
  • Advanced Mass Production.
  • Battleship Construction.
  • Capital Ship Construction.
  • Cruiser Construction.
  • Drug Manufacturing.
  • Frigate Construction.
  • Industrial Construction.
  • Industry.
  • Mass Production.
  • Outpost Construction.
  • Production Efficiency.
  • Supply Chain Management.
  • Resource Processing - This group has all mining, harvesting skills and reprocessing skills.
  • Arkonor Processing.
  • Astrogeology.
  • Bistot Processing.
  • Crokite Processing.
  • Dark Ochre Processing.
  • Deep Core Mining.
  • Gas Cloud Harvesting.
  • Gneiss Processing.
  • Hedbergite Processing.
  • Hemorphite Processing.
  • Ice Harvesting.
  • Ice Processing.
  • Industrial Reconfiguration.
  • Jaspet Processing.
  • Kernite Processing.
  • Mercoxit Processing.
  • Mining.
  • Mining Upgrades.
  • Omber Processing.
  • Plagioclase Processing.
  • Pyroxeres Processing.
  • Refinery Efficiency.
  • Refining.
  • Salvaging.
  • Scordite Processing.
  • Scrapmetal Processing.
  • Spodumain Processing.
  • Veldspar Processing.
  • Rigging - This group has all the skills related to rigs that previously were in the “Mechanics” skill group.
  • Armor Rigging.
  • Astronautics Rigging.
  • Drone Rigging.
  • Electronic Superiority Rigging.
  • Energy Weapon Rigging.
  • Hybrid Weapon Rigging.
  • Jury Rigging.
  • Launcher Rigging
  • Projectile Weapon Rigging.
  • Shield Rigging.
  • Scanning - This new group contains all skills tied with that theme (including probe scanning, hacking mini-game and survey skills).
  • Archaeology.
  • Astrometric Acquisition.
  • Astrometric Pinpointing.
  • Astrometric Rangefinding.
  • Astrometrics.
  • Hacking.
  • Survey skills.
  • Science - This group now only contains "true" science / research / datacore skills.
  • Advanced Laboratory Operation.
  • Amarr Encryption Methods.
  • Amarrian Starship Engineering.
  • Astronautic Engineering.
  • Caldari Encryption Methods.
  • Caldai Starship Engineering.
  • Defensive Subsystem Technology.
  • Electromagnetic Physics.
  • Elecronic Engineering.
  • Electronic Subsystem Technology.
  • Engineering Subsystem Technology.
  • Gallente Encryption Methods.
  • Gallentean Starship Engineering.
  • Graviton Physics.
  • High Energy Physics.
  • Hydromagnetic Physics.
  • Laboratory Operation.
  • Laser Physics.
  • Mechanical Engineering.
  • Metallurgy.
  • Minmatar Encryption Methods.
  • Minmatar Starship Engineering.
  • Molecular Engineering.
  • Nanite Engineering.
  • Nuclear Physics.
  • Offensive Subsystem Technology.
  • Plasma Physics.
  • Propulsion Subsystem Technology.
  • Quantum Physics.
  • Research.
  • Research Project Management.
  • Reverse Engineering.
  • Rocket Science.
  • Science.
  • Scientific Networking.
  • Sleeper Technology.
  • Takmahl Technology.
  • Talocan Technology.
  • Yan Jung Technology.
  • Shields - This group has all the skills related to shields that previously were in the Engineering group have been moved there.
  • Capital Shield Emission Systems.
  • Capital Shield Operation.
  • EM Shield Compensation.
  • Explosive Shield Compensation.
  • Kinetic Shield Compensation.
  • Shield Compensation.
  • Shield Emission Systems.
  • Shield Management.
  • Shield Operation.
  • Shield Upgrades.
  • Tactical Shield Manipulation.
  • Thermic Shield Compensation.
  • Spaceship Command - This remains as the old Spaceship Command group, no change here for now.
  • Targeting - This has all the targeting related skills. All the “Sensor Compensation” skills have been moved from the old “Electronics” group into it as well.
  • Advanced Target Management.
  • Grametric Sensor Compensation.
  • Ladar Sensor Compensation.
  • Long Range Targeting.
  • Magnetometric Sensor Compensation.
  • Target Management.
  • Radar Sensor Compensation
  • Signature Analysis skills.
  • All the other skills groups (Corporation Management, Drones, Gunnery, Leadership, Navigation, Planetary Management, Social, Subsystems, Trade) stay the same, except for skills that were moved out of them into one of the new groups mentioned above.
  • User Interface:
  • Sensor Overlay: Overlapping icons will now popup in a scroll-able container when hovering with the mouse, providing access regardless of clustering.
  • Skills can be dragged from Prerequisite tab in Show Info windows and dropped in Training Queue or any edit field to create a link there.
  • Skills from Training Queue and Character Sheet can be dropped in any edit field to create a link there.
  • Drones can be launched by dragging them from the “Drones in Bay” section in the Drones window and dropping them either in space or onto the “Drones in Local Space” folder. Similarly, whole drone groups can be launched that way.
  • Drones can be recalled by dragging them from the “Drones in Local Space” section in the Drones window and dropping them onto the “Drones in Bay” folder.
  • Drones can be moved into groups by dragging them and dropping onto the group.
  • Order of drones and groups in the Drone window has been slightly changed. Now all individual drones will be listed in alphabetical order, followed by drone groups in alphabetical order.
  • A “Watch List” submenu has been added to the Assist and Guard menus on drones, allowing for easy access to watch list members.
  • Bookmark folders will now be listed in alphabetical order in drop down menu when creating or editing bookmarks.
  • A checkbox that allows for Locator Agent filtering has been added to the Agent Finder.
  • Attributes and their values in the Show Info window are now listed in one line, with the attribute name left aligned, and the value right aligned.
  • Pre-jump camera movement has been smoothed out.
  • Post-jump camera movement has been slowed down, and the camera will only move post-jump if Tracking Camera is active.
  • Camera shake when jumping has been reduced.
  • Changes have been made to the field of view when jumping so it does not look like the gate itself is going with you in the jump, but rather that you are going through the gate.
  • Optimizations have been made to the jumping process that will result in smoother transition.
  • The tutorial on-screen indicators directing players to elements in space have been fixed so that the bungee lines are visible once more.
  • FIXES:
  • Audio:
  • Fixed no audio during introduction movie.
  • Better memory usage loading and unloading sound banks between session changes.
  • Gameplay:
  • You will now again obtain two results when scanning with three probes on signatures around 10-20% signal strength.
  • Wrecks will no longer be salvageable whilst they contain more loot than could fit in to a single cargo container (27,500m3).
  • When trying to join a corporation you left while it was an ally in a war you no longer get rejected if the ally contract has expired.
  • The description for the Miasmos (originally Iteron Mark IV) special edition ships have been changed and formatted to reflect balance changes to Industrial Ships.
  • The Corporation tutorial was missing the part that the player is required to accept or reject an offer to join a corporation. This has now been fixed.
  • The Aura tutorial should now reference the correct location of the undock button.
  • The 350mm Railgun II now requires the correct level of the Large Hybrid Turret skill.
  • Squad Commanders can now move themselves to any Squad when the fleet settings are set to free-to-move.
  • Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.
  • Sentry guns around stations/gates would sometimes fail to clear aggression against a targeted ship if it warped away whilst at the extreme limits of the sentry gun's target range, causing them to unexpectedly attack the ship if it returns. Sentries will now properly forget about any aggressed target that leaves their range.
  • Parity decryptors now correctly display a '+' in their ME modifier description.
  • New description text added for Advanced Infomorph Psychology
  • Modules that are fitted with charges no longer consume capacitor if the module fails on activation due to lack of charges.
  • Mining will now properly stop if you lose target of the asteroid.
  • Notification on target loss has been improved.
  • "Broadcast: Target" fleet commands are no longer restricted to items within the caller's targeting range
  • Fixing an issue where the default "auto target back" setting wasn't working correctly.
  • Fixed a grammatical error in the Drone Interfacing skill description.
  • Fixed a display issue with description not appearing properly when browsing through saved fittings.
  • ECM will again apply to drones.
  • Characters will be able to access a jump bridge as expected if they enter the solar system after the jump bridge has been opened.
  • Changed Ishtar and Drone Navigation descriptions to describe drone "max velocity" consistently.
  • Both the hacking and archaeology related rigs have had their descriptions updated.
  • All ships have the correct Heat Attenuation attributes to reflect balance changes made over the last year to high, medium and low slots.
  • All launchers now give a proper error notification when trying to activate with no charges fitted.
  • All Sensor Backup Array modules have been balanced to better suit their Tech and Meta levels.
  • Activating Siege Module when not enough fuel in cargo will no longer break target locks.
  • Graphics:
  • Minor fix to improve loading times of a few specific graphical effects.
  • Resolved an issue that would allow the green screen to be used as a portrait background.
  • Reduced Log spam from module activations.
  • Fixed the Carthum Conglomerate logo for all factional ships.
  • Fixed an issue causing log spam when certain pirates are firing.
  • Fixed a display issue with the missile launcher on the Scorpion and its variants.
  • An issue where other players' weapon effects would originate from your ship has been fixed.
  • Added a missing booster for the Charon.
  • Miscellaneous:
  • Extra space in Vanadium description has been removed.
  • The 'Longbow' Medium Pulse Laser I Blueprint is now correctly named 'Longbow' Small Focused Pulse Laser I Blueprint.
  • PvE:
  • The sleeper exploration site "Frontier Barracks" is no longer disappearing too early.
  • The descriptions for the Memetic Algorithm Bank and Emission Scope Sharpener exploration rigs have been updated.
  • Talocan ships scatter containers now contain the correct loot.
  • Resolved placements of unsalvageable spawn containers in certain salvage sites.
  • Improved the reliability of the mission "Air Show! - Crash & Burn (3 of 5)".
  • Technical:
  • Sensor overlay mouse over sounds are no longer audible while viewing map or while windows are on top of the site icons.
  • Removed hitpoint value on Simple Biochemical reactions that served no practical purpose.
  • Personal Hangar Arrays will now ask if you want to unanchor the structure. If you choose to do so, all items will be destroyed.
  • GPU particles toggle was not being propagated properly.
  • For consistency purposes and easier search on the Market, remote modules have been renamed. This includes:
  • Remote Armor Repair Systems modules renamed to Remote Armor Repairers.
  • Remote Hull Repair Systems modules renamed to Remote Hull Repairers.
  • Shield Transfer modules renamed to Remote Shield Boosters.
  • Energy Transfer Array modules renamed to Remote Capacitor Transmitters.
  • Tracking Links renamed to Remote Tracking Computers.
  • Fixed a rendering error in Paparazzi.
  • Fixed a Destiny issue that could cause clients to de-sync from the server simulation (or even crash in rare circumstances).
  • Fixed character portrait rendering issue on Serenity that prevented any portraits from being rendered.
  • A user launching an item from a stack for their corporation will no longer receive an error message.
  • A bug has been fixed where shortcuts mapped to dead keys on international keyboard layouts could pollute the keyboard input buffer in chat.
  • User Interface:
  • You now get feedback when you are opening the bug report when it takes a long time to open.
  • When creating a medal, any formatting used in the description text will be discarded to prevent breaking UI layout in the Corporation window.
  • Using "Warp To Fleet Member" on the radial menu now functions as expected.
  • There is no longer a Clear Result option for Cosmic Anomalies.
  • The tooltip text for a Vulnerable system in Factional Warfare has been changed to be more syntactically correct.
  • The scroll bar within the Inventory now behaves more logically when resizing the window, remaining in its location.
  • The scroll bar in the orders tab of the wallet will now display correctly when the window is reduced to it's minimum height.
  • The order of items in the Variations tab of the Show Info window is now correctly done by meta level.
  • The new decryptors introduced in Odyssey will now show either + or - explicitly.
  • The descriptions for Shield Hardeners and Resistance Amplifiers now have a line break before their penalty.
  • The columns in the Security Status log in the Character Sheet UI have been adjusted to better distinguish between relative and absolute changes to a character's security status.
  • The Looting part of the Aura tutorial had a space missing which now has been added.
  • Text indicating multiple waypoints in the map no longer overlap with one another.
  • Sensor overlay icons are now always disabled during the initial sweep. No no labels are shown and the center is hollow until the sweep completes. When the sweep completes the icons now become interactable and the labels are shown if sensor overlay is active otherwise the icons are removed.
  • Sensor overlay hints now scale in size according to range or signal label lengths when alternative languages are used.
  • Radial Menu - clicking the assigned mouse button briefly without movement will result in the action being registered as a single click. This makes it possible to select targets when the delay is set to 0 seconds.
  • Overlapping strings in the sensor overlay hint fixed for the Chinese client.
  • It is now possible to use the Radial Menu to warp to fleet members who are more than 150km from your position.
  • It is now possible to drag a member of a 10 person squad into the squad commander position.
  • In some cases, the text alignment setting for combat notifications was not being saved - this issue has now been resolved.
  • Fixed issue where sensor overlay signature area effect would not display when rapidly toggling the overlay state.
  • Fixed an issue whereby some values in the reprocessing window were not correctly sorted.
  • Fixed an issue whereby pasting text into the label field of New Location would automatically highlight the entire text field.
  • Distances signatures in probe scanning window now show correct values,
  • Calendar events that were created by other players, had you invited to it and then got deleted no longer appear in the character selection screen.
  • An issue with the 'Systems I've Visited' option on the Star map has been fixed.
  • Added the bookmark option on the radial menu for Customs Offices, Giant Secure Containers and Enormous Freight Containers.
  • Added missing line break to shield boost amplifiers descriptions.
  • Added missing line break to drone upgrade descriptions.
  • A typo in the tooltip for fitted Energy Vampire modules has been corrected.
  • A text error in the Display & Graphics tab within the Escape Menu has been fixed.
  • A message will be shown in the probe scanner if no probes are currently deployed.
  • A client in windowed mode and not in focus will now correctly display tooltips (for example for Station Services).

New in EVE Online: Into the Abyss 8.30.590158 (Aug 21, 2013)

  • Miscellaneous:
  • Optimization for the bug report system

New in EVE Online: Into the Abyss 8.30.584903 (Aug 14, 2013)

  • CHANGES:
  • Miscellaneous:
  • Updating the bug reporting tool in preparation for the launch of the new bug reporting system. Note that bug reporting is still disabled within the client.

New in EVE Online: Into the Abyss 8.30.578717 (Aug 1, 2013)

  • FIXES:
  • Fixed an issue causing clients running ECM effects to not receive updates to the sensor strength of their target, leading to incorrect reporting of ECM success.
  • User Interface:
  • A new version for the replay data CREST endpoint for tournament matches is available. Please read this forum post by CCP QC for further details.
  • Localization:
  • Updated translations for some DUST items on the market.

New in EVE Online: Into the Abyss 8.30.571887 (Jul 19, 2013)

  • Market:
  • Updating market for DUST items

New in EVE Online: Into the Abyss 8.30.571512 (Jul 18, 2013)

  • Market:
  • Kill report value for items that do not have sufficient public market history will now revert to authored values.
  • Authored default kill report values for tournament reward ships.
  • User Interface:
  • Updated tournament tooling in preparation for Alliance Tournament XI, coming to an Internet near you this very Saturday, July 20.

New in EVE Online: Into the Abyss 8.30.571126 (Jul 17, 2013)

  • FIXES:
  • Launcher:
  • Enabling a settings panel on Mac to allow users to toggle the auto close of the EVE Launcher after starting an EVE Client
  • Enabling right click menus in the embedded browser to allow users to copy and paste into the input fields
  • CHANGES:
  • Ticket system:
  • Numerous back-end changes to the ticket system for Customer Support

New in EVE Online: Into the Abyss 8.30.567916 (Jul 12, 2013)

  • Fixes:
  • Character Creator:
  • The icons for the new tattoos introduced have been fixed.

New in EVE Online: Into the Abyss 8.30.564012 (Jul 2, 2013)

  • FIXES:
  • Exploration and Deadspace:
  • The time required to receive results when scanning moon compositions with Survey Probes has been cut in half
  • Resolved an issue where the show anomalies checkbox would desynchronize itself from the probe results list.

New in EVE Online: Into the Abyss 8.30.561078 (Jun 26, 2013)

  • Exploration and Deadspace
  • The time required to receive results when scanning moon compositions with Survey Probes has been cut in half
  • Resolved an issue where the show anomalies checkbox would desynchronize itself from the probe results list.

New in EVE Online: Into the Abyss 8.30.560552 (Jun 25, 2013)

  • FIXES
  • Character Creator
  • A crash in the Character Creator has been fixed.
  • Exploration and Deadspace
  • An issue with Exploration sites not despawning has been fixed. Now, when any container is successfully hacked a despawn timer initiates.
  • An issue with the site beacons despawning in Factional Warfare has been fixed.
  • Graphics General
  • Jumpgates have been resized to be compatible in scale for all variants between the different racial styles.
  • Localization
  • On the localized clients, the descriptions of Anathema, Buzzard, Helios and Cheetah now correctly refer to the virus strength bonus.
  • On the localized clients, the descriptions of Legion Electronics - Emergent Locus Analyzer, Loki Electronics - Emergent Locus Analyzer, Proteus Electronics - Emergent Locus Analyzer and Tengu Electronics - Emergent Locus Analyzer now correctly refer to the virus strength bonus.
  • Various fixes and improvements have been implemented on the localized clients.

New in EVE Online: Into the Abyss 8.30.558834 (Jun 20, 2013)

  • FIXES:
  • User Interface:
  • You can now again right click the anomalies in the star system map view.
  • German and Japanese localized clients should no longer have any issues loading the wallet journal.
  • An issue where action message above the HUD would not always display the command issued with shortcut has been resolved
  • The armor and shield health bars will no longer flash forever when your ship’s structure is damaged
  • An issue where the Station Services window could be missing has been resolved
  • Radial Menu animations should no longer be affected by TiDi
  • Exploration and Deadspace:
  • 4/10 and 3/10 DED Complexes no longer allow Orcas to enter.
  • CHANGES:
  • User Interface – Radial Menu:
  • “Access Custom Office” has been added as a primary action for Custom Offices
  • “Open Cargo” has been added as a primary action for containers found in some missions and secure containers
  • “Jump to ” has been added as a primary action for Jump Bridges
  • "Jump to ” has been added as a primary action for Titans that have a bridge up
  • The mouse cursor behavior for radial menu has been changed and it will no longer snap to where you click when the menu closes but will rather keep its position

New in EVE Online: Into the Abyss 8.30.558040 (Jun 20, 2013)

  • FIXES:
  • Market:
  • Fixed a rare issue that would cause the market to stop, resulting in a “Market Not Ready” message
  • Localization:
  • Russian translations have been introduced for faction names (see the list here; transition is still ongoing) and clone grade names; if you don't like them (why wouldn't you?), please remember to use bilingual functionality tools (i. e., tooltips in English).
  • Numerous fixes have been made to the Russian UI; FiS UI, mini-map interface, medical service interface, and redeeming system interface all have been improved.
  • Exploration:
  • Ice belts will now properly spawn in three systems in Aridia and will contain null-sec grade ice

New in EVE Online: Into the Abyss 8.30.557239 (Jun 19, 2013)

  • FIXES:
  • User Interface:
  • Hopefully resolved an issue with probes re-ordering themselves in the scanner window. If this issue persists please file another bug report.
  • Resolved an issue where the client would display a black screen when undocking, or when logging in while in space.
  • Ships in the overview are now reliably showing their correct owner after undocking or jumping through a cyno or jump bridge. This should also fix a related problem with missing standings in these cases.
  • The sensor overlay is now no longer stopping to show anomalies and signatures in certain systems.
  • Fixed the descriptions of all the Tech II exploration ships and the Tech III Emergent Locus Analyzer subsystems
  • NPE (New Player Experience):
  • The mission Balancing the Books 7/10 is now able to be completed without issue. Those of you who are unable to complete, please file a Support Ticket to help resolve the issue.
  • On the mission: Balancing the Books 4 of 10, the main container can now be re-hacked to eject another mini container. Thus allowing infinite chances of collecting the required mission item.
  • Exploration:
  • The site Digital Compound is now correctly shown as a Combat Site (it was shown as a Data Site)
  • An issue with mini profession dungeons not remembering their state after downtime has been fixed
  • We have removed the clouds from the Central Guristas Transmitter site
  • We have removed the clouds from the Central Angel Survey site.
  • Character Creation:
  • An issue with the character model not appearing within the Customization screen has been fixed.

New in EVE Online: Into the Abyss 8.30.555149 (Jun 14, 2013)

  • FIXES:
  • Exploration:
  • Hacking and relic sites now despawn properly and lag noticed by a couple of users when a hacking game ended should no longer be felt
  • An issue with exploration objects being left in space after the site has despawned has been fixed.
  • The Show Anomalies checkbox will now persist its state correctly on closing/opening the Probe Scanner window.
  • User Interface:
  • The scanner window will show the correct distance to single probe and pre-loaded results.
  • It is again possible to open the window for editing corp member details of Dust characters.
  • When jumping through a gate with tracking camera on, the camera will now always focus on the next gate in route.
  • A bug where a ship didn’t appear to go through the gate when it jumped with MWD has been fixed
  • When logging in in Captain’s Quarters, the button to enter ship hangar will now always have correct text (“Enter Ship Hangar” rather than “Enter Captain’s Quarters”)
  • Transactions for types that no longer exist will no longer stop the wallet transaction log from functioning
  • Ships:
  • The Revenant has had its Secondary and Tertiary Carrier skill requirements lowered to Level 1 for consistency
  • Graphics General:
  • Fixed a minor hole in the geometry of the Augoror cruiser
  • Resolved a number of graphical glitches caused by switching your display adapter
  • Removed the blinking lights from the Phoenix wreck
  • CHANGES:
  • Exploration:
  • You can now ignore individual cosmic anomalies in the Probe Scanner window.

New in EVE Online: Into the Abyss 8.30.553820 (Jun 12, 2013)

  • FIXES:
  • Exploration & Hacking:
  • Fixed an issue with relic and data sites appearing empty or despawning prematurely.
  • Site signatures no longer disappear after the sites have been partially completed.
  • Now all cans that contain loot have to be hacked or exploded for the site to despawn.
  • Fleet logs now show loot gathered from scattered mini containers.
  • Fixed an issue with hacking where the use of Utilities caused problems with exploring nodes.
  • Probe Scanning:
  • Probes will now recall correctly on expiring while in space.
  • Resolved an issue where cosmic signatures would not work at 100% when using no filters / Show All.
  • User Interface:
  • The Header in the Support Ticket window is not cut off anymore.
  • Resolved an issue where the client would display a black screen when undocking.
  • Mission NPCs that are not ‘Wanted’ will no longer give players useless +0.000% security status modifications
  • Fix for slow right-click menus (especially in the drone UI)
  • The sensor overlay no longer shows up when the UI is hidden
  • Fixed an issue where the "Trade" option was sometimes missing when right clicking a character in a station
  • Skills:
  • Removed the generic "Destroyers" skill from few players that still had it and reimbursed the skill points spent on training it.
  • Graphics:
  • High detail planets now render correctly in pod death scenes.

New in EVE Online: Into the Abyss 8.30.553211 (Jun 11, 2013)

  • FIXES:
  • Hacking:
  • Scattering of containers now happens properly anywhere, in any direction, in the hemisphere occupied by the player that hacked the container.
  • Graphics:
  • A missing glow effect on the new Apocalypse has been fixed
  • The new Apocalypse design can now be seen in the Amarr station hangar traffic
  • Resolved a bug in the accuracy of stargate model collision
  • Resolved a bug in the model rotation of the Rorqual when in 'industrial core' mode

New in EVE Online: Into the Abyss 8.30.551409 (Jun 8, 2013)

  • FIXES:
  • Agents & Tutorials:
  • Players who accepted the Advanced Military Career agent chain prior to Odyssey shipping will have their mission arc reset. This is to prevent them being granted the generic destroyer skill as a mission reward. See here for more information.
  • Removed a number of mini-profession NPCs that are no longer used.
  • Instructed all career agents to give out the correct Racial Destroyer skillbook rather than the generic one.
  • Exploration:
  • Moved a number of loot containers in Angel Ruins sites to their proper locations.
  • Moved a number of loot containers in Decayed Sansha Mass Grave sites to their proper locations.
  • Graphics:
  • Thumbnail icons for ships and modules should now appear properly.
  • Fixed a black screen issue when undocking or jumping through a stargate.
  • Fixed an issue that was causing items to appear too shiny in the 3D preview window.
  • The Rorqual should now rotate properly when deployed.
  • Fixed an issue with decals on the Megathron.
  • Skills:
  • Caldari Battlecruiser and Destroyer skills are now properly applied in game.
  • UI:
  • Fixed an issue that would cause the camera view to reset.
  • Overviews should now load properly after a session change.
  • Fixed several small user interface issues.

New in EVE Online: Into the Abyss 8.30.550422 (Jun 7, 2013)

  • FIXES:
  • User Interface:
  • Fleet tagging is no longer causing blocking info windows when using it without proper fleet roles.
  • It is again possible to use the “sell this item” and “create contract” options in corp hangars in stations.
  • The camera zoom distance you docked with is now once again retained at undocking
  • An issue has been fixed that stopped the right-click menu from opening on your ship in the Station Hangar
  • An issue in which the navigation text “Aligning” got stuck on the HUD after changing systems has now been resolved
  • The racial battleship skill in the group view and show info for Battleships has been fixed to now link to the correct racial battleship skill.
  • Cosmic anomalies are now correctly removed when they despawn
  • Base standing was showing higher values than the effective standing in cases where players had reached 9.99 in standing or greater.
  • Players that previously had 10.00 in standing but got dropped to 9.99 will now in most cases see a 10.00 again.
  • Graphics:
  • Your ship will now be visible after jumping through a stargate in planetary view.
  • There is now a graphical effect on archaeology containers while using the analyzer module on it.
  • Fixed an issue where the 3D preview of all factional turrets and launchers look the same
  • Blueprints:
  • Fixed bug that made it impossible to invent tech II Survey Probe Launchers
  • Fixed bug that made it impossible to invent some Tech II Capital Rigs
  • Some Capital Rig Blueprints had too short research times. This has been fixed.
  • Rigs:
  • Capital Auxiliary Nano Pump II and Capital Nanobot Accelerator II have had their calibration cost increased from 100 to 150
  • Gameplay:
  • Probes no longer uncloak ships
  • Tutorials:
  • Negotiation and Contracting skillbooks were missing from Hacking tutorial. This has been fixed

New in EVE Online: Into the Abyss 8.30.549507 (Jun 6, 2013)

  • FIXES:
  • User Interface:
  • In some rare cases the Overview contents and brackets were not populating after Jumping. To ensure this does not happen we have removed the fading in/out effect from the Overview and brackets
  • An issue in which the text 'Warp Drive Active' on some occasions did not display has now been resolved
  • An issue which blocked the ability to launch drones via the Selected Item window has been resolved
  • Exploration & Deadspace:
  • Removed ice from certain 0.0 cosmos sites and fixed the “Digital Convolution” site by doing this.
  • An issue with the Business Career mission, Balancing the Books 4/10 has been fixed.
  • An issue with some Hacking and Archaeology containers getting stuck in a ‘being used’ state has been fixed.
  • Skills:
  • Players who did not correctly receive the new Caldari Battlecruiser or Caldari Destroyer skill will have those skills applied. This will also fix an issue where players had the correct skills, but at Level 0.
  • Players should no longer see the generic Battlecruiser and Destroyer skill in their character sheet or skill queue, when the “show all skills” option is enabled in the character sheet.
  • Probe Scanning:
  • Cosmic anomalies are no longer cleared from the scanner window when you switch ships
  • Tutorial:
  • Negotiation and Contracting are now correctly rewarded for completing the hacking tutorial
  • CHANGES:
  • User Interface:
  • Removed the unused ‘Sell This Item’ and ‘Create Contract’ menu options when right-clicking on an item in a Corporate Hangar Array or Personal Hangar Array
  • Market & Contracts:
  • Battleship blueprint originals have been reseeded at a price, corresponding to recent EVE Odyssey balance changes.

New in EVE Online: Into the Abyss 8.21.540656 (May 24, 2013)

  • CHANGES:
  • DUST 514:
  • POS fuel and manufacturing bonuses in EVE for districts captured through planetary conquest have been enabled.

New in EVE Online: Into the Abyss 8.21.538542 (May 22, 2013)

  • FIXES - Web:
  • EVE Client fixes related to the new Single Sign On mechanism

New in EVE Online: Into the Abyss 8.21.530538 (May 8, 2013)

  • FIXES:
  • DUST 514:
  • Numerous server-side fixes
  • Localization:
  • The description of the Naglfar is now correctly translated for all languages.

New in EVE Online: Into the Abyss 8.21.529690 (May 7, 2013)

  • FEATURES:
  • DUST 514:
  • The DUST 514 Uprising build is deployed to Tranquility!
  • CHANGES:
  • User Interface:
  • The repeating Buy button in the LP Store expanded Amount menu has been changed to Accept and made consistent in appearance with the Buy button.
  • Holding down the Shift key while Caps lock is enabled will now correctly produce lower case characters instead of being ignored.
  • The Missile type in the Smart filters Item filter window has been removed. This group was non functional.
  • Ships:
  • The single turret slot has been removed from the Phoenix.
  • Naglfar:
  • Addition of a fixed role bonus of 50% damage to Capital Projectile Turrets
  • Removed launcher slots, high slot number reduced from 5 to 3
  • CPU reduced to 670, powergrid decreased to 416000 to compensate for the removed high slots
  • Graphics:
  • The following content has received the V3 treatment, making it much prettier:
  • Capital ships and Capital wrecks.
  • Drones.
  • Rogue Drones.
  • Ship Hangars.
  • FIXES:
  • Miscellaneous:
  • Users can no longer loot items in space after entering warp.
  • User Interface:
  • Fixed an issue where upgraded Factional Warfare systems would sometimes not display their upgraded status.
  • Fixed an issue where the cargo capacity of Fleet hangars was not updating correctly after moving items out of it.
  • Custom color settings now persist for the session change loading bar through a client restart.
  • The active click area for the HUD buttons in space has been cleaned up so that it corresponds exactly with the size of the buttons.
  • The highlight in the Divide Stack window is now correctly removed when a new value is entered.
  • Fixed an issue where clicking or moving the chat channel window in certain situations would result in a blank nonfunctional chat window.
  • A ships cargo contents will now update correctly after sharing it with someone else who moved the items into a Player Owned Structure.
  • An icon issue with the Fanfest Quafe YC115 T-Shirts has been fixed.
  • Graphics Classic:
  • Destruction explosions are now visible on more probe varieties.
  • Fixed an issue where bomb detonation VFX was sometimes displayed before effect radius.
  • Wormhole collapse animations have returned.
  • Graphics General:
  • Resolved a rare occurence of client freeze during gameplay
  • Visual effects on the ORE Rorqual are now working as intended.
  • The Aeon no longer has any geometry issues at lowest graphical settings.
  • Drones show correct VFX on attack.
  • Fixed an issue where you could sometimes see your missiles spawn from a nearby ship.
  • Market & Contracts:
  • Market start up times after a server restart have been improved significantly.

New in EVE Online: Into the Abyss 8.21.514947 (Apr 4, 2013)

  • Miscellaneous:
  • Minor fixes to the client got deployed in preparation for the next update to the Serenity server. This will have no effect on non-Chinese (ie Tranquility) clients.
  • FIXES:
  • Graphics General:
  • An issue with portrait rendering has been fixed.

New in EVE Online: Into the Abyss 8.21.510260 (Mar 27, 2013)

  • CHANGES:
  • NPCs:
  • Some NPCs (mostly Sansha) use their tracking disruptor again less often. The tank of some NPCs is also slightly weaker now.
  • FIXES:
  • Ships:
  • The descriptions of stealth bombers were updated with the correct powergrid bonus.

New in EVE Online: Into the Abyss 6.10.494548 (Mar 6, 2013)

  • FIXES:
  • Science and Industry:
  • Blueprints for items that contain "Extra Materials" in their requirements will now correctly distinguish between both normal and extra materials when displaying manufacturing requirements.

New in EVE Online: Into the Abyss 6.10.493745 (Mar 5, 2013)

  • FIXES:
  • Exploration & Deadspace:
  • When running multi-room exploration sites, the later rooms should not despawn whilst warping between them.
  • User Interface:
  • Fixed an issue where the contents window of the Inventory window would not update when closing a container or wreck via the Index tree.
  • Miscellaneous:
  • Fixed a client freeze that occurred in rare situation where there were lots of effects.
  • CHANGES:
  • Agents and Missions:
  • The CONCORD agent Christer Fuglesang has been promoted from level 2 to level 3.

New in EVE Online: Into the Abyss 6.10.476047 (Jan 31, 2013)

  • Game World:
  • Updates to the EVE Universe for DUST 514

New in EVE Online: Into the Abyss 6.10.465538 (Jan 17, 2013)

  • Crimewatch
  • Using assistance modules on a Starbase owned by a corporation that is at war is now a Suspect offense, unless you are a member of the owning corp/alliance
  • Members of different corporations within the same alliance will no longer be suspect-penalized for using assistance modules on one-another whilst PVP-flagged during a war
  • Chat
  • Fixed an issue with chat channel member list filtering. Infantry should no longer infiltrate your channels if you don’t want them to.

New in EVE Online: Into the Abyss 6.10.456534 (Dec 3, 2012)

  • Features
  • Bounty Hunting
  • You can now place a bounty on any player character in New Eden, except Dev and ISD characters.
  • You can also place bounties on corporations and alliances.
  • The minimum bounty amounts are: Players (100,000 ISK), Corporations (20,000,000 ISK), Alliances (100,000,000 ISK)
  • You can view Bounty information in the Show Info window for Characters, Corporations and Alliances.
  • You can view your own bounty in the character sheet.
  • The Bounty Information in Show Info is accumulated for all bounty pools. It also has a tooltip on mouse over, to show the breakdown of all bounty pools.
  • There is a Place Bounty icon (+) in the Show info window you can use to place a bounty.
  • Bounty payout is now based on damage inflicted on the target. The payout is 20% of the loss value.
  • Bounty is now claimed on anything that generates a Kill Report. This includes, ships, pods and structures.
  • The bounty is paid to the character with the final blow, except when Concord has final blow or for self-destruct, in which case the bounty goes to highest damage dealer.
  • A fleet that claims a bounty on a player, will now get paid for the bounty. The payout is split equally amongst the fleet members.
  • Kill Reports now contain the Bounty Payout amount on them, as well as LP's awarded for the kill if they also receive LP's.
  • There are new WANTED icons that overlay on Character portraits or Corp/Alliance logos.
  • Bounty Office
  • The Bounty Office is now accessible in the Neocom under the Business section. This can be used at any time. (No longer restriction to stations)
  • The Bounty Office consists of the 10 Most Wanted list of Characters, Corporations and Alliances
  • The Bounty Office also shows a list of the 10 best Bounty Hunter players, Corporations and Alliances.
  • You can track how much bounty you have added to entities in EVE with the My Bounties list.
  • Your bounties list is sorted by the most recent bounty that you have contributed to at the top of the list.
  • You can search for a Most Wanted target if they are not in the top 10 list. It will show their place in the universe with 5 others above, and the 5 below.
  • There is a Place Bounty icon (+) on each entry in all three lists (Most Wanted, Top Bounty Hunters, My Bounties)
  • There is a Place Bounty section at the bottom of the Bounty Office. You can search for characters, corporations or alliances to place a bounty here.
  • You can drag a character from chat into the place bounty section.
  • The Most Wanted/Top Bounty Hunters in each list will be visibly larger than the rest.
  • Crimewatch
  • The crimewatch system controlling the outcomes and penalties for combat has been overhauled as explained in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73443
  • Crimewatch flags
  • Criminal Countdown’ flags (and the associated ‘Global Criminal Countdown’) have been replaced by a number of more specific flags, each with its own set of triggers and consequences.
  • The flags are displayed in the upper-left area of the client, and each shows how much time is remaining.
  • The flags will follow a player as he travels between systems (including in and out of wormholes).
  • When using assistance modules on another player, you will inherit their Weapons, PVP, NPC and Legal flags.
  • Flag types:
  • Weapons Timer:
  • Triggered by activating your weapons against another player.
  • Will prevent docking, jumping and switching ships in space as long as it is active.
  • Duration: 60 seconds
  • PVP Timer:
  • Triggered by using your weapons against another player, or another player using their weapons against you.
  • Will delay your ship being removed from space if you log off whilst the flag is active.
  • Duration: 15 minutes.
  • This flag can be created and extended indefinitely whilst logged off, if your ship is not safely removed from space beforehand.
  • NPC Timer:
  • Triggered by using your weapons against an NPC, or an NPC using their weapons against you.
  • Will delay your ship being removed from space if you log off if you log off whilst the flag is active.
  • Duration: 5 minutes.
  • This flag is not extended whilst logged off
  • Legal Timer:
  • Triggered by performing illegal acts in Empire space (High and Low sec).
  • Criminal acts:
  • Illegally attacking another player in high sec. Illegally attacking another player’s capsule in low sec.
  • Having a Criminal flag will make you a legal target for all other players. In high-sec, CONCORD will attack anyone with a Criminal flag.
  • Suspect acts:
  • Illegally attacking another player’s ship (but not capsule) in low sec.
  • Assisting a non-corpmate who has a PVP flag and is in active a war.
  • Assisting someone who is in an Limited Engagement towards targets who cannot legally attack you.
  • Taking from a container in space that you do not have loot rights rights to.
  • Having a Suspect flag will make you a legal target for all other players.
  • CONCORD will NOT attack a character just for having a Suspect flag.
  • Global targets:
  • A player is a legal global target if he has a Suspect flag, a Criminal flag or is an Outlaw (has a security status below -5)
  • Limited Engagements
  • A Limited Engagement is a temporary flag between a pair of characters allowing them to legally fight each other.
  • A Limited engagement is created when a global target is attacked by someone who cannot be legally attacked back.
  • It will expire if no offensive combat occurs between the two characters for 5 minutes.
  • A list of all your Limited Engagements is displayed along with the other combat flags in the upper-left area of the client.
  • Overview settings
  • New overview options for Suspects, Criminals, Limited Engagement targets have been added. Existing overview settings should be checked to ensure the order of these states is correct for you.
  • Security status
  • The way that security status penalties are applied for illegal attacks has changed.
  • The penalty is now applied for any aggressive action that results in a Criminal or Suspect flag at the point that the first action occurs. (Previously a small penalty was applied upon the initial action, and then a larger penalty if the victim was killed without retaliation).
  • Criminal actions will give a larger penalty than Suspect actions. The penalty is modified based on the security-level of the location, and the difference in security status of the attacker and defender.
  • Sentry guns
  • Sentry guns will only respond to anyone who incurs a security status penalty in their vicinity.
  • A character with sentry aggression that leaves the vicinity (by warping away) and then returns will no longer be considered a target for sentry guns, unless he commits another illegal attack.
  • They will not respond to illegal aggressions that occurred elsewhere – Attacking another player at a belt or other site and then warping to a gate/station will now no longer result in sentry aggression.
  • Sentry guns will no longer attack drones, only ships
  • Loot Rights
  • All containers in space (including wrecks) have associated loot rights, specifying who can legally take from them.
  • Taking from a container illegally will give the thief a Suspect flag.
  • If a container is owned by a character whom you can legally attack (due to war, engagements or any other reason), then you can legally take from that container.
  • Safety switch
  • A number of “Are you sure?” dialogs relating to committing illegal actions have been removed, and replaced with a Safety Switch system.
  • The safety switch has three levels: Full, Partial, and Off. The safety level can be set at any time via the new button on the ship HUD UI.
  • At login, the safety will always reset to Full.
  • Full Safety will prevent your ship from performing any action that results in a Suspect or Criminal flag.
  • Partial Safety will prevent your ship from performing any action that results in a Criminal flag, but will allow any Suspect acts without any further confirmation whatsoever.
  • Turning safeties off will mean that your ship will perform any action without further confirmation, even if that action will result in a Criminal or Suspect flag. Note that turning this off in high-sec will mean you can very easily become a target for CONCORD. You are fully responsible for what you do with this button!
  • Kill Rights
  • A Kill Right is now created when aggressing a ship illegally in hisec or aggressing a pod in lowsec.
  • To use a Kill Right now means activating a Suspect flag on the target of the Kill Right. The Suspect flag has a 15 minutes timer and allows anyone to legally engage the suspect.
  • If the target of a Kill Right is killed while a suspect, the Kill Right is used up (removed).
  • Players can make their Kill Rights available to other players. This is done through the Kill Rights panel in the character sheet.
  • Players can make their Kill Right available to everyone, or to specific entities like a corp or a character. They can also attach a price to activating the Kill Right.
  • Players can cancel availability on their Kill Rights, but this does not affect engagement already taking place.
  • Players are notified of changes in availability on a Kill Right where they are the target.
  • If a Kill Right leads to a kill (i.e. the Kill Right is used up), the Kill Report indicates whom the target was killed on behalf of.
  • There is a new overview and chat channel icon available for players to show those with available Kill Right
  • New Ships
  • Four new destroyers are being introduced.
  • Dragoon:
  • Role bonuses: 25% bonus to Drone Microwarpdrive speed
  • Destroyer bonuses: 10% bonus to drone damage, hitpoints and 20% bonus to energy vampire and energy neutralizer transfer range per level
  • Slot layout: 6 H, 2 M, 4 L, 3 turrets, 3 launchers
  • Fittings: 58 PWG, 150 CPU
  • Defense (shields / armor / hull): 750 / 950 / 850
  • Capacitor (amount / recharge rate / cap per second): 600 / 275 s / 2.18
  • Mobility (max velocity / agility / mass / align time): 240 / 2.87 / 1700000 / 4.28 s
  • Drones (bandwidth / bay): 25 / 75
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 39km / 525 / 6
  • Sensor strength: 10 Radar
  • Signature radius: 66
  • Corax:
  • Role bonuses: 50% role bonus on Light Missile and Rocket Max Velocity
  • Destroyer bonuses: 5% bonus to light missile, rocket kinetic damage and 10% bonus to light missile, rocket explosion velocity per level
  • Slot layout: 7 H, 4 M, 2 L, 0 turrets, 7 launchers
  • Fittings: 48 PWG, 210 CPU
  • Defense (shields / armor / hull): 950 / 750 / 750
  • Capacitor (amount / recharge rate / cap per second): 500 / 320 s / 1.56
  • Mobility (max velocity / agility / mass / align time): 235 / 2.7 / 1900000 / 4.8 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km / 475 / 7
  • Sensor strength: 12 Gravimetric
  • Signature radius: 69
  • Algos:
  • Role bonuses: 25% role bonus to drone microwarpdrive speed
  • Destroyer bonuses: 10% bonus to drone damage, hitpoints and 10% bonus to small hybrid turret tracking per level
  • Slot layout: 6 H, 3 M, 3 L, 5 turrets, 0 launchers
  • Fittings: 55 PWG, 160 CPU
  • Defense (shields / armor / hull): 800 / 850 / 950
  • Capacitor (amount / recharge rate / cap per second): 550 / 350 s / 1.57
  • Mobility (max velocity / agility / mass / align time): 245 / 2.85 / 1600000 / 4.27 s
  • Drones (bandwidth / bay): 35 / 60
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42km / 500 / 7
  • Sensor strength: 11 Magnetometric
  • Signature radius: 72
  • Talwar:
  • Role bonuses: 50% role bonus on Light Missile and Rocket Max Velocity
  • Destroyer bonuses: 5% bonus to light missile, rocket explosive damage and 15% reduction in microwarpdrive signature radius penalty per level
  • Slot layout: 7 H, 3 M, 3 L, 0 turrets, 7 launchers
  • Fittings: 51 PWG, 200 CPU
  • Defense (shields / armor / hull): 850 / 800 / 800
  • Capacitor (amount / recharge rate / cap per second): 450 / 290 s / 1.55
  • Mobility (max velocity / agility / mass / align time): 255 / 2.9 / 1650000 / 4.48 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 550 / 6
  • Sensor strength: 9 Ladar
  • Signature radius: 60
  • The four new destroyer blueprints (Dragoon, Corax, Algos, Talwar) can be obtained through their respective faction space for 7-8 million ISK each
  • A new ORE mining frigate is being added for rookie miners.
  • Venture:
  • Role bonus: 100% role bonuses to mining and gas cloud harvesting amount
  • Mining Frigate bonuses: 5% to mining yield and 5% reduction in Gas Cloud Harvester cycle duration per level
  • Slot layout: 3 H, 3 M, 1 L, 2 turrets, 0 launchers
  • Fittings: 45 PWG, 240 CPU
  • Defense (shields / armor / hull): 225 / 175 / 200
  • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
  • Mobility (max velocity / agility / mass / align time): 335 / 3.6 / 1200000 / 4.04 s
  • Drones (bandwidth / bay): 10 / 10
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 15km / 750 / 5
  • Sensor strength: 4 Magnetometric
  • Signature radius: 40
  • The new mining frigate blueprint may be obtained in Outer Ring through the ORE faction stations
  • The new mining frigate may also be acquired by running the Industrial Career Path
  • Skills
  • The new Mining Frigate skill may be obtained through the regular academy stations for 36000 ISK
  • Rank 2
  • Spaceship Command Level I prerequisite
  • Primary attribute is perception, with willpower as secondary
  • Radar Sensor Compensation, Gravimetric Sensor Compensation, Magnetometric Sensor Compensation and Ladar Sensor Compensation skills have been added to the market for 180000 ISK each
  • These increase their specific sensor strength by 4% per level
  • All rank 2
  • Electronics Level IV prerequisite
  • Primary attribute is intelligence, with memory as secondary
  • Modules
  • The new Micro Jump Drive battleship module has been added:
  • Skill: Micro Jump Drive Operation. Seeded on market.
  • Spool up time 12 sec. Jumps 100 km. Cooldown 3 minutes. Battleship only. Affected by warp scramblers. Increases base sig radius.
  • Blueprint copies drop from hacking sites and pirate commander/officer loot.
  • New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
  • New Salvage Drones have been added:
  • Skill: Salvage Drone Operation. Seeded on market.
  • Small drone (bandwidth 5). Base salvage chance 3% (skill gives 2% per level in addition).
  • Can be automated to salvage white and blue wrecks.
  • Can be manually set to salvage any wreck in range by targeting the wreck and choosing to salvage it.
  • Salvage drone blueprint is seeded on market.
  • Miscellaneous
  • Players can now elect to "safe log off" from the Esc menu or ship context menu; this can only be attempted while their ship is essentially inactive, and will remove their ship from space after thirty seconds. Logging off safely in this manner does not close the client and can be aborted at any time
  • Changes
  • Science and Industry
  • Rorquals can now use the ore hold for ore compression jobs, in addition to the cargo hold and the fleet hangar.
  • User Interface
  • Players now have more control over their searches. They can now search for Partial Terms, Exact Terms, Exact Phrase, and Only Exact Phrase
  • New corporation finder:
  • Makes searching for corporations easier.
  • Easier to understand search categories.
  • Clearer presentation of matching criteria and corporation key facts
  • New corporation advertisements:
  • Corp Ad creation UI has been revamped.
  • Corp Ads now show the matched criteria for better clarity
  • Expanded Module Tooltips and Information
  • Additional information presented
  • More active modules supported (20 more groups containing over 1200 modules)
  • Mousing over an active module shows a hairline pointing to the target which it is directed at
  • Mousing over an offensive module highlights all new 'In-Range' brackets within the module's range
  • New resistance icons
  • Graphically presents the resistance types of resistance hardeners
  • Selected Item camera tracking mode
  • When the Tracking Camera mode is selected the camera will keep both you and your selected item or target on screen
  • Via the Selected Item menu you can set the exact point on your HUD where your selected item or target will be visible
  • By default the "C key" toggles the mode on/off
  • Restyled targets and brackets
  • Now better matching the look and feel of your HUD for a more uniform appearance
  • Increased precision in the display of target damage
  • Selected item bracket can no longer be confused with station icons
  • Clearer difference in locked targets and active targets
  • Ships within your targeting range now have added 'In-Range' brackets
  • Locked targets can now be dragged and dropped onto a new row so friendly targets can be kept separate from enemies
  • New Damage Notification stream
  • All new design allowing you to view multiple damage notifications simultaneously
  • Damage Notifications can be moved to any position on screen via a mode in HUD options
  • Warning and General notification messages are now displayed in a separate area and are now movable also
  • Enemy DPS indicator
  • Aggressors damaging you in the previous 2 minutes are now visually highlighted by a red circular indicator
  • Up to 5 enemies damaging you are highlighted with 5 levels of indicator intensity
  • Miscellaneous
  • Drag & Drop functionality has been added to the Directional Scanner results so you can drag scan results directly into chat
  • When your Fleet is viewed as a hierarchy your name and the Wing/Squad in which you are located are highlighted in green
  • The Character Sheet will now always open on the section you were viewing when you last closed it
  • The Repairshop will now only list items which are damaged
  • Showing Info on stations now includes the security status of the system in which the station is located
  • The 'Quantity' field will be highlighted by default on newly opened Buy/Modify windows so you don't need to mouse-click before modifying the quantity
  • Back and Forward buttons have been added to the Market browser so you can browse back and forth through viewed items and sections
  • Fitting Management now remembers your last selection (Personal/Corp fittings)
  • Loyalty Point Store
  • After hearing numerous cries of despair from our playerbase and sacrificing a few EVE Developers to the evil Python gods, it is now possible to buy offers in bulk from the Loyalty Point Stores. Just select a number on the contextual menu that appears when pressing “buy”.
  • Factional Warfare
  • Improved Alliance display to make it clearer when Factional Warfare is joined. This is shown on:
  • The login screen
  • Character sheet
  • Character, corporation and alliance show-infos
  • Corporation management and recruitment windows.
  • Factional Warfare complex naming and access restrictions have been revamped
  • “Minor” complexes have been renamed “novice” and now only accept tech1 frigates only (including navy or pirate - no tech2 variants allowed)
  • “Standard” complexes have been renamed “small” and now accept all frigates (including tech1, tech2 and all pirate / navy variantions) plus all destroyer variants (including tech1 and tech2 variations)
  • “Major” complexes (except for Compound and Stronghold types) has been renamed “medium” and now allow all frigate variations plus all cruiser variations (including tech1, tech2, pirate and navy variations but NOT tech3 cruisers)
  • “Major Compound” and “Major Stronghold” complexes have been renamed “Large Compound” and “Large Stronghold” and still have no ship restriction to enter
  • Factional Warfare complex layout has been altered
  • All capture beacons have been moved to 10km away from the warp-in point
  • Capture range have been set to 30km radius for all complexes, no matter their faction or sizes
  • Factional Warfare Complex NPCs have been overhauled
  • Complex NPCs have been reduced in numbers from 10-16 per room to either 1 or 2. NPCs will spawn one after the other, once a specific timer has elapsed
  • Complex NPC attributes have been changed to better suit a PvP environment while discouraging quick farming (very low damage output, average to high defenses, excellent mobility, no E-war, all use turrets)
  • World Shaping
  • A jump connection between Kurniainen (Bleak Lands) and Isbrabata (Metropolis) has been added
  • A jump connection between Siseide (Heimatar) to Eszur (Metropolis) has been added
  • A jump connection between Gulmorogod (Heimatar) to Egmar (Metropolis) has been added
  • /10 and 2/10 static DED complexes have been moved to the exploration system
  • The 2/10 DED sites which could already be found through exploration have had their scanning difficulty increased slightly to be in line with other sites
  • War Changes
  • Added Retract War option for aggressor if defender has set war to mutual.
  • Removed multiplier for other wars when declaring war cost.War declaration cost now starts scaling sooner up for number of characters in defender corp/alliance. It will now start to increase with the 51st member and reach the ceiling of 500 million at 2000 members.
  • Ships
  • Retribution is our second-step iteration on our ship rebalancing initiative. Please refer to this Blog for more details.
  • This release affects 40 ships total, including frigates, destroyers and cruisers, 5 of which are new hulls (4 new destroyers and one new mining frigate).
  • Listed vessels below may have had their manufacturing mineral requirements adjusted through “extra materials” to reflect possible role changes.
  • The Impairor Tracking Disruptor bonus has been increased from 10% to 15%.
  • The Velator Remote Sensor Dampening bonus has been increased from 10% to 15%.
  • The Reaper Target Painting bonus has been increased from 10% to 15%.
  • The powergrid output of the Hurricane has been reduced to 1125.
  • Blockade Runners are now immune to cargo scanners.
  • The Muninn text description was updated to bring it's formatting in line with other Tech II variant ships.
  • The description for the Coercer has been updated, changing "Royal Navy" to "Imperial Navy".
  • All ships have had their Meta Level adjusted in line with the balancing changes.
  • All rebalanced ships have had their descriptions updated to quickly tell you what they do.
  • Freighters and jump freighters have been upgraded with a jettison tube and can freely jettison, scoop and move items between containers. They are still not able to load or scoop assembled containers into their cargo hold, except freight containers.
  • Kestrel:
  • Caldari Frigate bonuses: +5% to missile damage and +10% to missile velocity per level
  • Slot layout: 4 H, 4 M, 2 L, 0 turrets, 4 launchers
  • Fittings: 45 PWG, 180 CPU
  • Defense (shields / armor / hull): 500 / 350 / 350
  • Capacitor (amount / recharge rate / cap per second): 330 / 165 s / 2
  • Mobility (max velocity / agility / mass / align time): 320 / 3.27 / 1163000 / 3.56 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 620 / 5
  • Sensor strength: 11 Gravimetric
  • Signature radius: 38
  • Tristan:
  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +10% to drone tracking and hitpoints per level
  • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
  • Fittings: 35 PWG, 130 CPU
  • Defense (shields / armor / hull): 350 / 450 / 650
  • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
  • Mobility (max velocity / agility / mass / align time): 310 / 3.44 / 1106000 / 3.56 s
  • Drones (bandwidth / bay): 25 / 40
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 600 / 5
  • Sensor strength: 9 Magnetometric
  • Signature radius: 41
  • Breacher:
  • Minmatar Frigate bonuses: +5% missile damage and +7.5% shield boost amount per level
  • Slot layout: 3 H, 4 M, 3 L, 0 turrets, 3 launchers
  • Fittings: 35 PWG, 180 CPU
  • Defense (shields / armor / hull): 500 / 350 / 300
  • Capacitor (amount / recharge rate / cap per second): 300 / 150 s / 2
  • Mobility (max velocity / agility / mass / align time): 350 s / 3.16 / 1087000 / 3.21 s
  • Drones (bandwidth / bay): 10 / 10
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 650 / 4
  • Sensor strength: 8 Ladar
  • Signature radius: 36
  • Crucifier:
  • Amarr Frigate bonuses: +7.5% tracking disruptor effectiveness and +10% tracking disruptor optimal range
  • Slot layout: 2 H, 4 M, 3 L, 2 turrets, 0 launchers
  • Fittings: 27 PWG, 235 CPU
  • Defense (shields / armor / hull): 250 / 400 / 350
  • Capacitor (amount / recharge rate / cap per second): 330 / 180 s / 1.83
  • Mobility (max velocity / agility / mass / align time): 350 / 3.35 / 1064000 / 3.34 s
  • Drones (bandwidth / bay): 15 / 45
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64km / 540 / 6
  • Sensor strength: 14 Radar
  • Signature radius: 38
  • Griffin:
  • Caldari Frigate bonuses: +15% to ECM strength and -10% to ECM capacitor use per level
  • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
  • Fittings: 24 PWG, 240 CPU
  • Defense (shields / armor / hull): 400 / 250 / 250
  • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
  • Mobility (max velocity / agility / mass / align time): 350 / 3.5 / 1056000 / 3.46 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 500 / 6
  • Sensor strength: 17 Gravimetric
  • Signature radius: 45
  • Maulus:
  • Gallente Frigate bonuses: +7.5% remote sensor dampener effectiveness and -10% remote sensor dampener capacitor use per level
  • Slot layout: 2 H, 4 M, 3 L, turrets, launchers
  • Fittings: 28 PWG, 230 CPU
  • Defense (shields / armor / hull): 2 / 4 / 3
  • Capacitor (amount / recharge rate / cap per second): 275 / 150 s / 1.83
  • Mobility (max velocity / agility / mass / align time): 375 / 3.25 / 1063000 / 3.23 s
  • Drones (bandwidth / bay): 20 / 30
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 64.5km / 520 / 6
  • Sensor strength: 16 Magnetometric
  • Signature radius: 40
  • Vigil:
  • Minmatar Frigate bonuses: +10% to target painter optimal range and +7.5% to target painter effectiveness per level
  • Slot layout: 2 H, 5 M, 2 L, 0 turrets, 2 launchers
  • Fittings: 26 PWG, 225 CPU
  • Defense (shields / armor / hull): 2 / 5 / 2
  • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.80
  • Mobility (max velocity / agility / mass / align time): 410 / 3.22 / 1080000 / 3.25 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 560 / 6
  • Sensor strength: 12 Ladar
  • Signature radius: 34
  • Magnate:
  • Amarr Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
  • Slot layout: 3 H, 3 M, 4 L, 2 turrets, 2 launchers
  • Fittings: 26 PWG, 230 CPU
  • Defense (shields / armor / hull): 3 / 3 / 4
  • Capacitor (amount / recharge rate / cap per second): 325 / 180 s / 1.8
  • Mobility (max velocity / agility / mass / align time): 350 / 3.8 / 1072000 / 3.81 s
  • Drones (bandwidth / bay): 15 / 40
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 445 / 4
  • Sensor strength: 10 Radar
  • Signature radius: 39
  • Heron:
  • Caldari Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
  • Slot layout: 3 H, 5 M, 2 L, 2 turrets, 2 launchers
  • Fittings: 24 PWG, 260 CPU
  • Defense (shields / armor / hull): 400 / 200 / 200
  • Capacitor (amount / recharge rate / cap per second): 245 / 135 s / 1.81
  • Mobility (max velocity / agility / mass / align time): 340 / 3.57 / 1150000 / 3.84 s
  • Drones (bandwidth / bay): 15 / 35
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km / 430 / 4
  • Sensor strength: 12 Gravimetric
  • Signature radius: 40
  • Imicus:
  • Gallente Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
  • Slot layout: 3 H, 4 M, 3 L, 1 turrets, 0 launchers
  • Fittings: 21 PWG, 250 CPU
  • Defense (shields / armor / hull): 3 / 4 / 3
  • Capacitor (amount / recharge rate / cap per second): 270 / 150 s / 1.8
  • Mobility (max velocity / agility / mass / align time): 330 / 4.15 / 997000 / 3.87 s
  • Drones (bandwidth / bay): 20 / 40
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km / 450 / 4
  • Sensor strength: 11 Gravimetric
  • Signature radius: 41
  • Probe:
  • Minmatar Frigate bonuses: +7.5% sensor probe strength and +5% to codebreaker, analyzer and salvager cycle time
  • Slot layout: 3 H, 4 M, 3 L, 2 turrets, 2 launchers
  • Fittings: 25 PWG, 240 CPU
  • Defense (shields / armor / hull): 300 / 300 / 225
  • Capacitor (amount / recharge rate / cap per second): 235 / 130 s / 1.8
  • Mobility (max velocity / agility / mass / align time): 360 / 3.58 / 1123000 / 3.76 s
  • Drones (bandwidth / bay): 15 / 35
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 32.5km / 465 / 4
  • Sensor strength: 9 Ladar
  • Signature radius: 38
  • Inquisitor:
  • Role bonus: +500% role bonus to Remote Armor Repair System Range
  • Amarr Frigate bonuses: +10% Remote Armor repair Amount and -10% Remote Armor Repair Capacitor Use per level
  • Slot layout: 3 H, 2 M, 4 L, 2 turrets, 0 launchers
  • Fittings: 51 PWG, 135 CPU
  • Defense (shields / armor / hull): 225 / 500 / 330
  • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
  • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 1470000 / 4.95 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 900 / 7
  • Sensor strength: 10 Radar
  • Signature radius: 34
  • Bantam:
  • Role bonus: +500% role bonus to Shield Transfer Range
  • Caldari Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
  • Slot layout: 3 H, 4 M, 2 L, 2 turrets, 0 launchers
  • Fittings: 39 PWG, 215 CPU
  • Defense (shields / armor / hull): 500 / 225 / 310
  • Capacitor (amount / recharge rate / cap per second): 380 / 190 s / 2
  • Mobility (max velocity / agility / mass / align time): 300 / 3.75 / 1480000 / 5.19 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 850 / 7
  • Sensor strength: 12 Gravimetric
  • Signature radius: 35
  • Navitas:
  • Role bonus: +500% role bonus to Remote Armor Repair System Range
  • Gallente Frigate bonuses: +10% Remote Armor Repair Amount and -10% Remote Armor Repair capacitor use per level
  • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
  • Fittings: 49 PWG, 145 CPU
  • Defense (shields / armor / hull): 250 / 400 / 335
  • Capacitor (amount / recharge rate / cap per second): 390 / 195 s / 2
  • Mobility (max velocity / agility / mass / align time): 330 / 3.4 / 1450000 / 4.61 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 38km / 875 / 7
  • Sensor strength: 11 Magnetometric
  • Signature radius: 36
  • Burst:
  • Role bonus: +500% role bonus to Shield Transfer Range
  • Minmatar Frigate bonuses: +10% Shield Transporter Boost and -10% to Shield Transporter capacitor use per level
  • Slot layout: 3 H, 3 M, 3 L, 2 turrets, 0 launchers
  • Fittings: 40 PWG, 205 CPU
  • Defense (shields / armor / hull): 400 / 250 / 290
  • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
  • Mobility (max velocity / agility / mass / align time): 335 / 3.55 / 1420000 / 4.72 s
  • Drones (bandwidth / bay): 5 / 5
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 34km / 925 / 7
  • Sensor strength: 9 Ladar
  • Signature radius: 33
  • Coercer:
  • Unchanged ship bonuses
  • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
  • Fittings: 85 PWG, 168 CPU
  • Defense (shields / armor / hull): 700 / 900 / 800
  • Capacitor (amount / recharge rate / cap per second): 700 / 370 s / 1.89
  • Mobility (max velocity / agility / mass / align time): 255 / 2.77 / 1650000 / 4.3 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 525 / 6
  • Sensor strength: 10 Radar
  • Signature radius: 62
  • Cormorant:
  • Unchanged ship bonuses
  • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launcher
  • Fittings: 68 PWG, 200 CPU
  • Defense (shields / armor / hull): 900 / 700 / 700
  • Capacitor (amount / recharge rate / cap per second): 600 / 320 s / 1.875
  • Mobility (max velocity / agility / mass / align time): 250 / 2.78 / 1700000 / 4.4 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 36km / 475 / 7
  • Sensor strength: 12 Gravimetric
  • Signature radius: 65
  • Catalyst:
  • Unchanged ship bonuses
  • Slot layout: 8 H, 2 M, 3 L, 8 turrets, 0 launchers
  • Fittings: 70 PWG, 178 CPU
  • Defense (shields / armor / hull): 750 / 800 / 900
  • Capacitor (amount / recharge rate / cap per second): 650 / 350 s / 1.85
  • Mobility (max velocity / agility / mass / align time): 265 / 2.76 / 1550000 / 4 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 33km / 500 / 7
  • Sensor strength: 11 Magnetometric
  • Signature radius: 68
  • Thrasher:
  • Unchanged ship bonuses
  • Slot layout: 8 H, 3 M, 2 L, 7 turrets, 1 launchers
  • Fittings: 70 PWG, 170 CPU
  • Defense (shields / armor / hull): 800 / 750 / 750
  • Capacitor (amount / recharge rate / cap per second): 550 / 290 s / 1.89
  • Mobility (max velocity / agility / mass / align time): 270 / 2.8 / 1600000 / 4.2 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 27km / 550 / 6
  • Sensor strength: 9 Ladar
  • Signature radius: 56
  • Augoror:
  • Role bonuses: +1000% remote armor repair system and energy transfer array range. +200% energy transfer amount
  • Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
  • Slot layout: 5 H, 3 M, 5 L, 3 turrets, 0 launchers
  • Fittings: 650 PWG, 275 CPU
  • Defense (shields / armor / hull): 1000 / 1650 / 1550
  • Capacitor (amount / recharge rate / cap per second): 1500 / 300 s / 5
  • Mobility (max velocity / agility / mass / align time): 210 / 0.68 / 10730000 / 6.8 s
  • Drones (bandwidth / bay): 20 / 20
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 62.5km / 385 / 8
  • Sensor strength: 14 Radar
  • Signature radius: 90
  • Osprey:
  • Role bonuses: +1000% to shield transfer and energy transfer array range. +200% energy transfer amount
  • Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
  • Slot layout: 5 H, 5 M, 3 L, 1 turrets, 2 launchers
  • Fittings: 425 PWG, 410 CPU
  • Defense (shields / armor / hull): 1650 / 1000 / 1450
  • Capacitor (amount / recharge rate / cap per second): 1375 / 275 s / 5
  • Mobility (max velocity / agility / mass / align time): 200 / 0.59 / 11230000 / 6.2 s
  • Drones (bandwidth / bay): 20 / 20
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 350 / 8
  • Sensor strength: 16 Gravimetric
  • Signature radius: 95
  • Exequror:
  • Role bonuses: +1000% remote armor repair system range and +100% drone repair amount
  • Amarr Cruiser bonuses: -5% remote armor repair system capacitor use and +12.5% remote armor repair system amount per level
  • Slot layout: 3 H, 4 M, 6 L, 3 turrets, 0 launchers
  • Fittings: 610 PWG, 275 CPU
  • Defense (shields / armor / hull): 1000 / 1400 / 1600
  • Capacitor (amount / recharge rate / cap per second): 1375 / 264 s / 5.2
  • Mobility (max velocity / agility / mass / align time): 240 / 0.61 / 11020000 / 6.3 s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 365 / 8
  • Sensor strength: 15 Magnetometric
  • Signature radius: 80
  • Scythe:
  • Role bonuses: +1000% to shield transfer and +100% drone repair amount
  • Caldari Cruiser bonuses: -5% shield transfer capacitor use and +12.5% shield transfer repair amount per level
  • Slot layout: 3 H, 5 M, 5 L, 2 turrets, 1 launchers
  • Fittings: 310 PWG, 315 CPU
  • Defense (shields / armor / hull): 1400 / 1100 / 1300
  • Capacitor (amount / recharge rate / cap per second): 1250 / 240 s / 5.2
  • Mobility (max velocity / agility / mass / align time): 250 / 0.6 / 11110000 / 6.2 s
  • Drones (bandwidth / bay): 45 / 45
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 400 / 8
  • Sensor strength: 13 Ladar
  • Signature radius: 75
  • Arbitrator:
  • Amarr Cruiser bonuses: +7.5% tracking disruptor strength and +10% drone damage, hitpoints, mining amount per level
  • Slot layout: 4 H, 4 M, 5 L, 2 turrets, 2 launchers
  • Fittings: 575 PWG, 325 CPU
  • Defense (shields / armor / hull): 1100 / 1500 / 1600
  • Capacitor (amount / recharge rate / cap per second): 1375 / 490 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
  • Drones (bandwidth / bay): 50 / 150
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 285 / 7
  • Sensor strength: 15 Radar
  • Signature radius: 130
  • Blackbird:
  • Caldari Cruiser bonuses: +12.5% ECM optimal, falloff and +15% ECM strength per level
  • Slot layout: 4 H, 6 M, 3 L, 3 turrets, 3 launchers
  • Fittings: 525 PWG, 425 CPU
  • Defense (shields / armor / hull): 1400 / 1200 / 1400
  • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 200 / 0.56 / 11200000 / 5.9 s
  • Drones (bandwidth / bay): 10 / 10
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
  • Sensor strength: 18 Magnetometric
  • Signature radius: 135
  • Celestis:
  • Gallente Cruiser bonuses: +7.5% remote sensor dampener strength and +10% remote sensor dampener optimal, falloff per level
  • Slot layout: 3 H, 5 M, 5 L, 3 turrets, 3 launchers
  • Fittings: 575 PWG, 375 CPU
  • Defense (shields / armor / hull): 1200 / 1300 / 1700
  • Capacitor (amount / recharge rate / cap per second): 1300 / 463 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 210 / 0.505 / 12070000 / 5.9 s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 290 / 8
  • Sensor strength: 18 Magnetometric
  • Signature radius: 135
  • Bellicose:
  • Minmatar Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and +7.5 target painting strength per level
  • Slot layout: 4 H, 5 M, 4 L, 0 turrets, 4 launchers
  • Fittings: 575 PWG, 360 CPU
  • Defense (shields / armor / hull): 1400 / 1200 / 1500
  • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 240 / 0.51 / 11550000 / 5.5 s
  • Drones (bandwidth / bay): 40 / 40
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300 / 7
  • Sensor strength: 14 Ladar
  • Signature radius: 120
  • Omen:
  • Amarr Cruiser bonuses: -5% medium energy turret rate of fire and -10% medium energy turret capacitor use per level
  • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
  • Fittings: 925 PWG, 315 CPU
  • Defense (shields / armor / hull): 1200 / 1700 / 1500
  • Capacitor (amount / recharge rate / cap per second): 1475 / 526 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 235 / 0.51 / 11650000 / 5.6 s
  • Drones (bandwidth / bay): 40 / 40
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 300 / 6
  • Sensor strength: 15 Radar
  • Signature radius: 115
  • Caracal:
  • Caldari Cruiser bonuses: -5% heavy assault missile launcher, heavy missile launcher and rapid light missile launcher rate of fire and maximum velocity per level
  • Slot layout: 5 H, 5 M, 4 L, 0 turrets, 5 launchers
  • Fittings: 630 PWG, 430 CPU
  • Defense (shields / armor / hull): 5 / 5 / 4
  • Capacitor (amount / recharge rate / cap per second): 1250 / 445 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 230 / 0.46 / 11910000 / 5.1 s
  • Drones (bandwidth / bay): 10 / 10
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270 / 6
  • Sensor strength: 16 Gravimetric
  • Signature radius: 125
  • Thorax:
  • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +7.5% medium hybrid turret tracking per level
  • Slot layout: 5 H, 4 M, 5 L, 5 turrets, 0 launchers
  • Fittings: 820 PWG, 330 CPU
  • Defense (shields / armor / hull): 1200 / 1600 / 1600
  • Capacitor (amount / recharge rate / cap per second): 1450 / 517 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 240 / 0.49 / 11280000 / 5.2 s
  • Drones (bandwidth / bay): 50 / 50
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
  • Sensor strength: 15 Magnetometric
  • Signature radius: 120
  • Stabber:
  • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +7.5% medium projectile turret falloff per level
  • Slot layout: 6 H, 4 M, 4 L, 4 turrets, 2 launchers
  • Fittings: 715 PWG, 340 CPU
  • Defense (shields / armor / hull): 1600 / 1300 / 1300
  • Capacitor (amount / recharge rate / cap per second): 1200 / 428 s / 2.8
  • Mobility (max velocity / agility / mass / align time): 290 / 0.5 / 1140000 / 5.3 s
  • Drones (bandwidth / bay): 0 / 0
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 320 / 5
  • Sensor strength: 13 Ladar
  • Signature radius: 100
  • Maller:
  • Amarr Cruiser bonuses: +5% medium energy turret damage and +5% to all armor resistances per level
  • Slot layout: 5 H, 3 M, 6 L, 5 turrets, 0 launchers
  • Fittings: 1150 PWG, 300 CPU
  • Defense (shields / armor / hull): 1000 / 2300 / 1700
  • Capacitor (amount / recharge rate / cap per second): 1625 / 465 s / 3.49
  • Mobility (max velocity / agility / mass / align time): 195 / 0.52 / 12050000 / 5.9 s
  • Drones (bandwidth / bay): 15 / 15
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280 / 6
  • Sensor strength: 16 Radar
  • Signature radius: 130
  • Moa:
  • Caldari Cruiser bonuses: +5% medium hybrid turret damage and +5% to all shield resistances per level
  • Slot layout: 5 H, 5 M, 4 L, 5 turrets, 0 launchers
  • Fittings: 850 PWG, 380 CPU
  • Defense (shields / armor / hull): 5 / 5 / 4
  • Capacitor (amount / recharge rate / cap per second): 1500 / 475 s / 3.15
  • Mobility (max velocity / agility / mass / align time): 190 / 0.52 / 12220000 / 5.9 s
  • Drones (bandwidth / bay): 15 / 15
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 260 / 7
  • Sensor strength: 17 Gravimetric
  • Signature radius: 135
  • Vexor:
  • Gallente Cruiser bonuses: +5% medium hybrid turret damage and +10% drone damage, hitpoints, mining amount per level
  • Slot layout: 4 H, 4 M, 5 L, 4 turrets, 0 launchers
  • Fittings: 800 PWG, 300 CPU
  • Defense (shields / armor / hull): 1100 / 2000 / 2000
  • Capacitor (amount / recharge rate / cap per second): 1450 / 483 s / 3
  • Mobility (max velocity / agility / mass / align time): 205 / 0.53 / 11310000 / 5.6 s
  • Drones (bandwidth / bay): 75 / 125
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 280 / 6
  • Sensor strength: 16 Magnetometric
  • Signature radius: 145
  • Rupture:
  • Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and damage per level
  • Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
  • Fittings: 860 PWG, 350 CPU
  • Defense (shields / armor / hull): 1500 / 1800 / 1500
  • Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
  • Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
  • Drones (bandwidth / bay): 30 / 30
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
  • Sensor strength: 15 Ladar
  • Signature radius: 125
  • Skills
  • The Guided Precision skill has been changed to affect all sub-capital missiles
  • Assault Missiles skill has been renamed Heavy Assault Missiles.
  • A number of skills have had their volume changed from 0.00m3 to 0.01m3 to bring them in line with all the other skills in game.
  • The Afterburner skill has been changed to now reduce duration by 5% (as opposed to increase by 10%) and reduces capacitor usage by 10% per level.
  • Modules
  • All medium Remote Armor Repair System and Medium Shield Transporter modules have been changed to be more useful as a whole and to fit with the Auguror, Osprey, Exequror and Scythe role changes
  • Optimal Range and Falloff of all ECM modules have been reduced by 10% (ECM ship bonuses have been increased to compensate)
  • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%, and ships with Sensor Dampener bonuses have had their bonus increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values (bonuses on ships having Tracking Disruption strength have been increased to 7.5% to compensate)
  • Ships with Target Painting Strength bonus have been increased from 5% to 7.5% per level for tech1 hulls, and from 7.5% to 10% for tech2
  • Optimal Range and Falloff of all ECM modules have been reduced by 10%
  • The ECM range bonuses on the Blackbird, Kitsune and Tengu Obfuscation Manifold have been increased to 12.5% per level, and on the Scorpion to 25% per level
  • Optimal Range of all Remote Sensor Dampener modules has been increased by 20%
  • The Remote Sensor Dampener effectiveness bonuses on the Maulus, Keres, Celestis, Lachesis, and Arazu have been increased to 7.5% per level
  • All Tracking Disruptor strength has been reduced by 5% of their previous values
  • The Tracking Disruptor effectiveness bonuses on the Crucifier, Sentinel, Arbitrator, Pilgrim, and Curse have been increased to 7.5% per level
  • The Target Painting effectiveness bonuses on the Vigil and Bellicose have been increased to 7.5% per level, and the Golem, Hynea, Huginn and Rapier to 10% per level
  • Ancillary Shield Booster
  • Reduced capacity – 7 regular booster or 9 navy boosters.
  • Increased cap need when running without boosters.
  • X-Large booster now has duration of 5 seconds instead of 4.
  • Reactive Armor Hardener
  • Skill (Armor Resistance Phasing) now reduces cap need by 5% per level in addition to reducing cycle time.
  • Percentage change per cycle is now 6 instead of 3 (so resistances shift twice as fast).
  • Target Spectrum Breaker
  • Reduced duration to 8 seconds
  • Reduced scan resolution penalty to 25%
  • Launching a Warp Disrupt Probes is no longer an offensive action, and as such will not incur a weapons timer
  • Changes to cargo containers and probes can be viewed in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73439
  • Added 5 new freight cargo containers in the following sizes: 1k, 5k, 10k, 50k, 250k
  • Removed all NPC seeding of cargo containers.
  • Created blueprints for all cargo containers and seeded the blueprints on the market.
  • The following containers cannot be launched into space, and when jettisoned will go into a jet can:
  • Station Containers, Station Vault Containers, Station Warehouse Container
  • Survey probes are no longer seeded by the NPC and blueprints for them are.
  • The text description to Triage Modules has been updated to clarify that they are subject to a stacking penalty.
  • Now when using a ship with an expanded cargohold, interacting with that cargohold should no longer produce any messages about insufficient space when the UI is showing otherwise.
  • The 200mm Railgun II has had its required skills changed to confirm with the rest of the T2 Hybrids. (Now requires Medium Hybrid Turret at Level IV instead of I)
  • Doomsday devices no longer display a badly-formatted internal attribute
  • Removed non-capital skill requirements from capital remote assistance modules. (Shield Emission Systems, Energy Emission Systems, Remote Hull Repair Systems and Remote Armor Repair Systems)
  • Decreased capacitor use of capital remote assistance modules to compensate for loss of skill bonus.
  • It is now possible to scan all transported items in a ship with a cargo scanner, including items in the fleet hangar, the ship maintenance bay, the drone bay, and various specialized holds.
  • Ship scanners have been upgraded to no longer show higher quantities of fitted items. They still have a chance of missing items in their scan.
  • Christmas Gifts:
  • Really? You expected us to just tell you what you are getting for Christmas in the patch notes? … Carbon. That is what you get.
  • Weapons and Ammo
  • Powergrid on all Heavy Assault Missile Launchers has been reduced by 10%
  • Light missile changes:
  • Explosion velocity reduced from 50 to 40
  • Damage has been increased by 10% (rounded to the closest digit)
  • Light missile launcher fitting requirements have been reduced by 2 powergrid and 4 CPU
  • Heavy missile changes:
  • Base flight time reduced by 35% (to 6.5 seconds) for tech1 variants
  • Base velocity increased by 14.6% (to 4300m/s)
  • Damage has been decreased by 10% (rounded to closest digit)
  • Explosion radius increased by 12%
  • Tech 2 missile changes:
  • Ship velocity and signature radius have been removed from all tech2 missiles
  • Precision missiles: increased bonus to explosion velocity, damage has been increased to match tech1 missiles
  • Fury missiles: damage bonus increased, flight time reduced, penalties to explosion radius and velocity have been unified among all sizes of missiles
  • Rage missiles: damage bonus increased, changed flight time to match tech1 missiles, and penalties to missile velocity, explosion velocity and explosion radius have been unified among all sizes of missiles
  • Powergrid usage of Focused Medium Pulse lasers reduced by 5%
  • Powergrid usage of Heavy Pulse lasers reduced by 10%
  • Powergrid usage of all cruiser sized beam lasers by reduced 10%
  • Powergrid usage of all cruiser sized artillery reduced by 10%
  • All, yes all because CONSISTENCY DEMANDS IT, ammo descriptions (not counting missiles), have had their descriptions updated to list their bonuses.
  • The following small lasers have been renamed, because medium does not equal small:
  • Medium Pulse Laser I -> Small Focused Pulse Laser I
  • Medium Beam Laser I -> Small Focused Beam Laser I
  • Inventory
  • General
  • Added a breadcrumb showing the selected tab within a certain inventory window
  • Added the ability to navigate up a tree from the breadcrumb directly
  • Added Back and Forward buttons to the Inventory window
  • Added the ability to keybind Back and Forward shortcuts to the mouse through the Shortcuts menu
  • Added feedback blink on the Back and Forward buttons when using shortcuts
  • Implemented Back and Forward shortcuts for other windows in EVE that use them, the Show Info windows
  • The icons for collapsing and expanding the Index Tree and Filters has been changed so that it is not confused with the Back and Forward buttons
  • All Inventory windows have their unique name in the header which never changes when moving between different tabs in the Index Tree
  • The Filters tab is now collapsed by default but will persist as open when players leave it open
  • Index Tree will only open up collapsed by default when a tab is opened that does not have any children
  • Once players have set a certain state of the Index Tree of each Inventory window for the first time, that state will be remembered
  • Persistence
  • Inventory windows will persist their shape and size once the user has set them
  • Inventories of active ship will persist between sessions of undocking and docking
  • Inventories of Item hangar and Ship hangar will persist globally the way they are left in stations when undocking
  • Inventories of corporate hangars will persist individually per station with an office
  • All tabs within inventory windows will persist their state once the user has set them to a collapsed or expanded state
  • Inventory windows will persist their stack state between sessions
  • Inventory windows will persist their view modes once the user has set them to a specific state
  • Compact view vs. Normal view
  • Thumbnail, List view with thumbnails or list view
  • Settings
  • Added a settings option for the Inventory that will always show the full Index Tree in all inventory windows
  • Added a settings option to keep the filter value in the filter input box between inventory tabs
  • Moved the Settings icon below the header so that it is not shown multiple times when stacking inventory windows together
  • Inventory window settings for Player Owned Structures have been sorted into more category classes based on the type of structure they belong to.
  • Index Tree
  • Added the ability to scroll the Index Tree with the mouse scroll wheel while dragging items
  • Added the ability to scroll the Index Tree up or down while dragging items
  • Added the ability to scroll the inventory content area while dragging items inside of it
  • Hovering over a tab in the Index Tree while dragging items will no longer change the focus to that inventory location
  • Hovering over a tab in the Index Tree while dragging items will expand it and show it‘s children, if it has them
  • Implemented a mechanic of isolating inventories when they are opened directly from the Index Tree or by accessing them directly and not opening the main Inventory window
  • Added a better feedback when dragging tabs out of the Index Tree to open as separate window to give better indication that it is possible
  • Added a selection highlight on tabs that have active children, so that it is visible when the parent tab is collapsed
  • Inventory in Neocom
  • Added a new group in the EVE Menu called Inventory that has icons with direct access to certain Inventories and can be moved by players to the root of the Neocom for easy access.
  • Ship hangar and Item hangar are now available in the Neocom when accessible
  • Corporate hangar is now available in the Neocom when accessible
  • A new icon was created for direct access to Active Ship
  • Moved the Assets icon from the EVE Menu root to the Inventory group
  • Users can move ships to Item hangar and items to Ship hangar and the items will get sorted automatically to the correct loaction. This applies to the icons in the Neocom, in the Index Tree as well as dragging directly to the content area of these inventories
  • Open inventory locations will stack under their unique icon in the Neocom root, if the user has moved those icons there
  • Feedback indicators
  • When moving items between inventories, the client will always assume the player wants to move the item and not give any error message regarding stacking if the item being moved is dragged on top of another item that it can not be stacked with
  • If the players wants to stack to stackable items together he will get a highlight effect feedback which indicates the items can be stacked together. The successful stacking will also give a different audio feedback than regular item movement like it previously did
  • Locked items will have a lock icon in the upper-right corner in thumbnail view as well as slight greyed out state of the icon image, making a distinction between items that are being moved using shortcuts
  • When I want to move items using shortcuts (Ctrl-X & Ctrl-V) the items I am moving will have a greyed out state that differs from locked items
  • Divisions and containers that are restricted to players have a restrictions icon behind their name to indicate that there is a restriction on them
  • The restrictions icons will give a description of what type of restrictions they are in tooltip but also have a red color on the No Access icon and yellow color on Limited Access. Users can still drop items into divisions and containers will no access.
  • Containers will be unlocked by default instead of locked
  • Performance
  • The server/client notification mechanism of inventory operations was extended to allow any container to utilize ‚batch processing‘ when moving items around.
  • The ‚batch‘ processing of items being moved or changing hands, which previously was only used in station hangars, corp offices and ship cargo bay, was extended to cover all container types and locations which can hold multiple items at the same time. This means that the client will receive only one notification per operation from the server instead of one notification per item changed for the types affected.
  • Optimized how bookmark objects are fetched from the server increasing their response time by order of magnitute
  • Optimized how the inventory loads up large Index Trees by not priming them until they are accessed
  • Optimized how large number of plastic wraps are loaded from the server
  • Wrecks
  • Added the ability to stack wrecks in the Index Tree when the Index Tree is expanded
  • Added the ability to open wrecks in a new window by default when the Index Tree is collapsed
  • Added audio feedback when opening wrecks and when looting from wrecks
  • Added feedback blink on cargo hold to indicate items being moved there when looting
  • Added wreck icons and names from Overview to the Index Tree for better overview of wrecks
  • Added distance indicators for wrecks and greyed out state for wrecks out of range
  • All items have now a chance of dropping as loot, regardless where in the ship they were located. Excluded are only ships in the ship maintenance bay.
  • Scroll bars
  • Unified all scroll bars in the client to one type regarding functionality and visual style
  • Scroll bars light up when used which applies to both dragging them and using the mouse scroll wheel
  • Scroll bars become active once the user hovers the area of their function which applies to both windows and tabs within windows
  • Compact View
  • Created a new window settings icon for Compact View which switches the window it is part of between Compact View and Normal View modes
  • Implemented a new type of Compact view for Inventory windows with a compact Capacity meter
  • Corp Hangars
  • Corp hangars in ships have been converted to fleet hangars of the same size. All items in the corp hangars were moved to the fleet hangar.
  • It is now possible to give access to the fleet hangar and the ship maintenance bay separately to either corp member or fleet members (or both) through the inventory interface.
  • The settings for opening the fleet hangar or the ship maintenance bay are now saved per ship on the server. Don't forget to check the settings, if you boarded a carrier from a different pilot!
  • The fitting service of a ship maintenance bay is now always available to fleet and corp members, without restriction on concurrent users.
  • Containers in the fleet hangar can now be opened and interacted with by the pilot of the ship in space. Fleet or corp members with access to the fleet hangar can drop items into containers, but they are unable to open or remove the container.
  • It is no longer possible to jettison unassembled ships from the cargo hold.
  • Containers
  • The setting on audit log containers for auto-locking items is now stored per container on the server. This was stored on the client before and the default has be changed to "unlocked".
  • It is now possible to put items into freight containers, while being in space.
  • It is now possible to rename containers in your cargo hold or fleet hangar.
  • NPCs
  • Sleeper AI has been added to mission and belt NPCs.
  • Rogue Drone space now has Hauler NPCs.
  • Rogue Drone Commanders added to Rogue Drone Space.
  • Salvage on Rogue Drones has been slightly buffed.
  • New Rogue Drone Officer modules added (Drone Control Unit, Drone Navigation Computer, Omnidirectional Tracking Link, Drone Link Augmentor & Drone Damage Amplifier).
  • Guristas Fleet Stronghold & Guristas Fleet Outpost now do Kinetic damage with its citadel Torpedo. Blood Raider Central Bastion now does EM damage with its citadel torpedo.
  • NPC tracking disruptors should now show up on the effects bar
  • Target-painting NPCs should now have the proper visual effect
  • Downtime can no longer be exploited to increase chances of finding a rare NPC spawn.
  • Graphics
  • The following ships have had their textures and geometry remodeled to look more awesome:
  • Tempest
  • Vargur
  • Megathron
  • Kronos
  • Stabber
  • Vagabond
  • The following ship classes have been transformed into beautiful V3 versions!
  • CONCORD ships
  • Tournament ships
  • ORE ships
  • SOCT ships
  • Sansha ships
  • Fighters
  • Fighter bombers
  • Sleepers
  • All T3 ships
  • new explosions have been added for every player or NPC ship from frigates to Titans
  • The light levels have been increased in the 3d preview, fitting screen and the hangar views.
  • Market & Contracts
  • Many of these market changes can be read about in this dev blog: http://community.eveonline.com/devblog.asp?a=blog&nbid=73992
  • The following categories on the market have been broken down into sub-categories for each damage type:
  • Ship Equipment/Hull & Armor/Resistance Platting
  • Ship Equipment/Hull & Armor/Energized Plating
  • Ship Equipment/Hull & Armor/Armor Hardeners
  • Ship Equipment/Shield/Shield Hardeners
  • Ship Equipment/Shield/Resistance Amplifiers
  • Ship Equipment/Hull & Armor/Armor Plates has been broken down into one sub-category per plate size.
  • Ship Equipment/Fleet Assistance Modules has been broken down into sub-categories for easier browsing.
  • Removed the ORE sub-category from the Exhumers and Mining Barge categories as there are no other options.
  • Added the new Rouge Drone officer modules to the market.
  • Added the following market categories:
  • Ship Equipment/Hull & Armor/Layered Plating
  • Ship Equipment/Hull & Armor/Energized Armor Layering
  • Blueprints/Drones/Combat Utility Drones
  • Renamed the Remote Sensor Dampers market group to Remote Sensor Dampeners
  • Added the following items to the market:
  • Guristas Shuttle and Goru’s Shuttle under Ships/Shuttles/Faction Shuttles.
  • As an added bonus the Guristas Shuttle now has a Guristas skin for more added awesome.
  • Quafe Zero has been added to the market under Implants & Boosters/Boosters.
  • All faction control towers and starbase modules have been added to the market.
  • We also expanded the faction sub-category filtering to the Starbase section of the market.
  • Reorganized the Subsystems section of the market and added fancy new icons for each racial subsystem category.
  • As a general rule the Blueprints section of the market should now match the rest of the market. So if you know where to find something on the market, if you just start in Blueprints first it should be under the same section.
  • Outpost construction platforms are now on the market.
  • Faction towers can now be found in the market.
  • Faction drones have been added to the market.
  • Also added the fancy faction filter to the drones section of the market.
  • Subsystems are now arranged by race first then type.
  • The market now has a new "Special Edition Ships" category, for limited special edition ships, to prevent clutter.
  • Market group Remote Sensor Dampers has been renamed to Remote Sensor Dampeners
  • User Interface
  • Combat shortcuts do not work with the effects bar where they will act on the closest aggressor. When targeting using the combat short cut it will target the closest available aggressor that is not already targeted or being targeted.
  • Control-up in chat should now function in a more consistent manner
  • "Pilot is an outlaw" in the overview settings has been renamed "Pilot has a security status below -5"
  • "Pilot has a security status below 0" has had its tag and background disabled by default
  • The highlight frame for UI elements such as a text entry field has been toned down slightly from the bright white it used to be.
  • We've given a bit of facelift to expandable menus (for example used in the fitting window and new bounty office) and the drop down boxes, so they look nicer now than they did before
  • The text in the Overview Settings for "Pilot is in your Militia" has been clarified now that this icon is applied to allied militia also.
  • Reintroduced the functionality of items and ships automatically sorting into their corresponding folders when moving a mixed group of them into the Items Hangar or Ships Hangar.
  • Clicking the "Loot All" button will always close the wreck or cargo container, even if it is empty.
  • Inventory window minimum width is now determined by the width of the Index tree. The maximum tree width is now the maximum Inventory window width.
  • We have fixed an issue where the Kill Report would not properly differentiate between BPO's and BPC's. We now show:
  • The correct copy/original icon for blueprints
  • The text (copy) or (original) behind the blueprint name to show which it is (like in the contracts)
  • Wrecks are looted in order from down up in the Inventory window.
  • EVE Voice, Mail & Chat
  • The channel configuration window is no longer blocking other UI elements and it is also possible to drag objects into the MOTD field to create links.
  • Corporations
  • Corporations now have Kill Reports accessible to all corporation members (no roles required.)
  • Player Owned Structures, Outposts and Stations
  • It is now possible to drop items into containers, which are located in a corporate hangar array (or similar structure). It is still not possible to open containers in corporate hangar arrays.
  • The forcefield password on your ship is now stored per character on the server.
  • The fitting service of a ship maintenance array is no longer restricted by concurrent users.
  • Miscellaneous
  • Oxygen and Water have been moved into the basic commodities group to make sorting consistent with other similar materials.
  • Fixed a grammatical issue in the pop up window when attempting to add a contact without setting standing.
  • Fixes
  • Character Creation and New Player Experience
  • All mentions of Loan Contracts in the Contracts tutorial have been removed as Loan Contracts are no longer present in EVE.
  • A graphical issue with the Women's Excursion pants has been fixed.
  • Some specific characters that still had female Achura bra issues have been fixed.
  • Player Owned Structures, Outposts and Stations
  • Unpiloted ships are no longer kicked out of a password-restricted forcefield when their owner logs in.
  • Skills
  • Changed the industry prerequisite on the Amarr Prospector Basic certificate from 4 to 3 to bring it in line with the other races.
  • Changed level requirements for skills in the racial Industry Engineer certificates to be uniform across all four races.
  • The Covert Ops skill will now correctly apply its damage bonuses to the bombs that you launch.
  • The Astronautics Engineering skill description has been changed to indicate to new players that the skill is no longer in use.
  • Fixed a formatting text error in the "Long Distance Jamming" skill description.
  • Ships
  • Fixed a problem with the Freki that would allow you to fit three rigs instead of two. (Note you were unable to operate the ship after doing this)
  • The Malice Energy Vampire bonuses are now properly working. (Clarification: The Energy Neutralizer bonus worked already correctly)
  • The certificate

New in EVE Online: Into the Abyss 6.10.412710 (Aug 28, 2012)

  • Fixes:
  • User Interface:
  • Fixed an issue where the tutorial icon could not be permanently removed from the Neocom.

New in EVE Online: Into the Abyss 6.10.409600 (Aug 22, 2012)

  • Fixes:
  • User interface:
  • Fixed an issue where using a keyboard shortcut while mousing over another module would briefly display the wrong tooltip

New in EVE Online: Into the Abyss 6.10.407383 (Aug 16, 2012)

  • Fixes:
  • Ships:
  • The ship maintenance bay will not longer accept ships with cargo loaded except for charges and/or ammunition, fuel in a fuel bay or drones in a drone bay.
  • Exploit fixes:
  • An exploit has been fixed making the world a better place for all.

New in EVE Online: Into the Abyss 6.10.406546 (Aug 14, 2012)

  • Fixes:
  • User Interface:
  • The new tutorial will no longer open on log in if the show tutorial option is unchecked.
  • A Fleet/Wing/Squad commander is now able to warp their fleetmates to distances other than 0 km for a bookmark.
  • Module button tooltips are now smaller and have increased transparency.
  • An issue where tooltips could get into a stuck state and remain on screen has been fixed.
  • Character Customization:
  • A black monocle that was unintentionally released has been removed and characters who had it equipped will have their portraits flagged for re-rendering.
  • Ships:
  • Fixed a rare case where a self-destruct would terminate prematurely without actually destructing anything.

New in EVE Online: Into the Abyss 6.10.405666 (Aug 13, 2012)

  • Fixes:
  • User Interface:
  • Fixed an issue with text rendering, which caused corrupted text in some cases.
  • Fixed in-space User Interface pointers that would break when applying User Interface scaling.
  • Neocom:
  • An issue where the Neocom portrait could become corrupted after re-customizing has been fixed.
  • Agents & Missions:
  • A warning message about insufficient cargo will no longer be displayed when accepting a mining mission in a Mining Barge/Exhumer with sufficient free capacity in its ore hold.
  • Miscellaneous:
  • 19 new player Alliance logos were added.

New in EVE Online: Into the Abyss 6.10.405282 (Aug 10, 2012)

  • Fixes:
  • Ships:
  • Fixed an issue with the ore-bay capacity skill bonus on the Retriever/Mackinaw that was preventing very large stacks being placed in the ore-bay.
  • User Interface:
  • Upcoming events in the calendar are no longer overlapping each other.
  • Bracket labels have a different font style now to improve readability.
  • An issue where the new module tooltips could appear up the top left of the screen has been fixed.
  • Module button tooltips now have a delay before displaying and have been moved above the button.
  • Localized Clients:
  • On the localized clients, the bonus descriptions for Hulk, Mackinaw, Skiff and Retriever now display the correct numbers.

New in EVE Online: Into the Abyss 6.10.404773 (Aug 9, 2012)

  • Fixes:
  • New Player Experience:
  • Tutorial UI pointers should no longer show up and immediately disappear when switching between tutorial steps if they should not be visible in the current context.
  • Tutorial UI pointers should no longer stop working when undocking for a tutorial step left open.
  • User Interface:
  • The Security status details can now be seen again from the Character Sheet.
  • The Drone settings icon will now be present if the drones window is nested with anything else.
  • In some cases Corporation Hangers at player owned stations could not be accessed by CEOs and Directors, that has been fixed now.
  • An issue with the Groups tab on the Market incorrectly displaying the 'Best price' details has been fixed.

New in EVE Online: Into the Abyss 6.10.395090 (Jul 11, 2012)

  • Fixes:
  • Corporations & Alliances:
  • Bills for wars are now cancelled if the war ends in a surrender.
  • Mac:
  • Fixed an issue that caused the client to slow down rendering if it had been minimized to the dock and brought back into focus.

New in EVE Online: Into the Abyss 6.10.394353 (Jul 6, 2012)

  • Fixes:
  • War:
  • Wars are now ended when either corporation disbands.
  • Cost (paid to concord) of hiring ally was sometimes calculated incorrectly. That has now been fixed
  • User Interface:
  • The context menu in the alliance ranking list sometimes displayed two options for declaring war one that worked and another that didn’t. We removed one of them.
  • Weapons & Ammunition:
  • Missiles and bombs now take damage again.

New in EVE Online: Into the Abyss 6.10.394018 (Jul 4, 2012)

  • Fixes:
  • Graphics:
  • Fixed an issue where the client could override user AA settings resulting in lower performance on some hardware configurations.
  • User Interface:
  • Items in containers in corporate hangars should now stack and lock/unlock normally.
  • Inventory locations in space that do not use the standard cargo transfer range will highlight to show accessibility based on the actual enforced operational interaction range.
  • Miscellaneous:
  • Removed excessive saving of user settings during session change, and improved the speed of settings serialization when it actually occurs.

New in EVE Online: Into the Abyss 6.10.392804 (Jun 30, 2012)

  • Graphics:
  • Improvements have been made to the FPS drop that some players are experiencing, particularly when running multiple clients. We do not consider the problem solved however and are still continuing to investigate.

New in EVE Online: Into the Abyss 6.10.344784 (Feb 28, 2012)

  • Fixed a crash where the UI rendering would fail – this might cause UI glitches instead of a crash.
  • Two more uncommon crashes have been fixed.
  • Even more information has been added to crash logging to help us identify causes.

New in EVE Online: Into the Abyss 6.10.329614 (Jan 9, 2012)

  • User Interface:
  • Fixed an issue where replies to petitions would break and display all the HTML code, making them hard to read.
  • Fixed an issue where the cargo window would move around on its own when docking.
  • Miscellaneous:
  • Fixed a few synching issues with Time Dilation which were discovered in the recent mass tests (thanks to everyone who participated!). These issues distorted correct calculations of ship resistances, heat damage, and various ship states.

New in EVE Online: Into the Abyss 6.10.323364 (Dec 8, 2011)

  • FIXES
  • Character Creation and New Player Experience
  • After you have finished with Aura's missions, she will now still refer to you by name.
  • Character portrait UI now remembers the previous settings - meaning you can keep the pose/expression and just make the changes you want.
  • The 6th part of the first tutorial now triggers easier when walking up to the pod.
  • Captain’s Quarters
  • Fixed an issue where toggling HDR could cause the map not to work when docked with Load Station Environment off.
  • Racial Captain's Quarters now correctly update directly after Clone Jumping.
  • If the character fails to load into the Captain's Quarters, they will automatically be moved to the ship hangar after two minutes.
  • Player Owned Structures, Outposts and Stations
  • An issue with the Time Multiplier figure in Mobile Laboratories has been fixed.
  • Fixed an issue where Customs Office Gantries could not be manufactured in Amarr outposts.
  • Customs Office Gantries can now be located using the Directional and System Scanners.
  • Player-owned Customs Offices were affected by an issue that caused their tax rate to be reset to default (5%) after downtime. This has been resolved.
  • Graphics Premium
  • The message offering clone space in the Clone Vat Bay I on a Rorqual has been fixed. It said "unanchor", but now displays the correct message.
  • Science and Industry
  • Filtering options for Blueprints in the science and industry window have been fixed to not hide columns.
  • Ships
  • An issue with fleet members using Orca corp hangars has been fixed.
  • Market & Contracts
  • On the welcome page for the LP store: 'receive' is no longer misspelled.
  • Fixed an in-space context menu for Courier Contract bookmarks.
  • Fixed a small error in number formatting in Courier Contracts.
  • Newly created Auction Contracts are not automatically 'won' now.
  • Agents & Missions
  • An issue with NPC's not respawning in anomalies after downtime has been fixed.
  • An issue with the RP/day column for Research agents has been fixed.
  • Corporation & Alliance
  • An issue with the 'Deliver To Member' corporation function has been fixed.
  • War declaration votes now display the names of included parties correctly.
  • Fixed the member base location string for the member details window in corporations.
  • User Interface
  • Trying to online/fit a module you don't have the skills for will now correctly give a message telling you what modules and skills are lacking.
  • Tool-tip text when hovering over assigned fighters has been made understandable to humans.
  • Error message when trying to place items in orphaned jet-cans is now correctly displayed.
  • Time to next skill level correctly updated when adding skills to training queue.
  • Fixed some text overlapping in the training queue.
  • Calendar events between 11pm and midnight no longer create errors.
  • A text issue with 'Viewing the log' on station containers has been fixed.
  • The error message when putting certain items into containers now displays correctly.
  • A text issue with planetary extractors has been fixed.
  • Contact notifications now display the correct standings level.
  • Member counts in chat channel selection window are now properly aligned.
  • "Regional average" is now correctly spelled.
  • While warping, the “Jump” command will no longer be available for all gates. It will now only be available for the gate you are currently in warp to in order to jump on contact.
  • When mousing over scan probes launchers, they will no longer display their extremely impressive range on the tactical overlay.
  • Jump bridges links will no longer retain their 3d-curviness when flattening the star map.
  • When reordering targets by dragging them around, the new target order will now be applied to the order used by the Next/Previous target hotkeys.
  • The text buttons to increase and decrease fontsize in chat now align correctly.
  • The log window now remembers it’s sorting settings.
  • When you scale the UI with the map open, the “You are here” bubble will be updated with correct location.
  • When you scale the UI, the text in the agent conversation now fits correctly.
  • The tactical overlay will now display again on the Solar System map.
  • Select/Deselect All in the Scan Filter Editor window now works correctly for the Cosmic Signature group.
  • Icons on the system map are easier to see now when scanning with probes.
  • The station services window now has less minimum width if you have small station services buttons.
  • EVE API
  • Added factional warfare systems to the SDE with warCombatZones and warCombatZoneSystems.
  • Wallet journal entries and transactions are now displayed correctly.
  • EVE Voice, Mail & Chat
  • Join channel (when manually typing name) now correctly places you in a channel if it already exists (eg E-UNI, Invention etc).
  • Localized Clients
  • The 'Always Use English Voice' option now works as intended. Although a client restart is required.
  • NPCs
  • Dread Guristas Irregular are now named correctly in the overview.
  • CONCORD and Kill Mails
  • CONCORD no longer considers you a criminal when someone you attacked over 15 minutes ago is killed by someone else.
  • Miscellaneous
  • Fixed the context menu for 'deliver to members' in the corp deliveries hangar.
  • The formatting on the client update notification has been made a little prettier.
  • Fixed a bug that was blocking Japanese text in ship fittings.
  • Jetcan mining should now work again when you are in the same fleet, corporation or have excellent standing from the owner of the can.
  • Drones guarding an Interdictor dropping a warp disruption bubble should no longer start shooting that Interdictor.
  • XL hybrid turrets will now set their effect color properly based on what sort of charge is loaded.
  • Some players were experiencing long delays when opening the star map. It should now be significantly faster.
  • CHANGES
  • Player Owned Structures, Outposts and Stations
  • Newly installed outpost upgrades now have manufacturing lines as public access by default.
  • Warp Scrambling Battery and Warp Disruption Battery now correctly online in 120 seconds rather than 150 seconds.
  • Fuel blocks can now be placed into the appropriate racial Control Tower fuel bays alongside regular fuel types, in preparation for the forthcoming switchover.
  • Miscellaneous
  • On changing currency, you now need to reload the wallet journal.
  • A text issue with the market export documents has been fixed.
  • A bidding issue with Auction contracts has been fixed.
  • When trying to perform an action you don't have the skills for, your are properly notified of the cause.
  • Crucible 1.0.1 Client Update #1
  • Released Tuesday, December 6, 2011
  • This update addresses an issue introduced with Crucible 1.0
  • User Interface
  • Autopilot route optimization should now work even when the waypoints are stations.

New in EVE Online: Into the Abyss 6.10.321452 (Dec 1, 2011)

  • Critical:
  • Localization - As part of the migration of the Cerberus localization tool we have had to re-translate the entire UI, Notifications and Messages in-game. Unfortunately, due to time constraints, a small part of the UI, as well as content that has been developed by the feature teams for this release, will be in English for the German and Russian client on the initial launch date. Further details on the Cerberus project can be found in the blog Introducing Cerberus by CCP Shiny and CCP Ronin.
  • UI - We will be monitoring the overview settings during extreme scenarios, such as a massive fleet engagement, to ensure that the overview will display properly in all cases. Should you notice any unusual behavior, we would appreciate if you could send a detailed bug report.
  • Window settings on Tranquility have been reset as part of the changes to UI and UI scaling. We are sorry for the inconvenience that this will cause to saved windows.
  • Features:
  • Worldshaping
  • Stunning new visuals have been added to EVE Online. New nebulas throughout space will now provide players with a feeling of real immersion and allow for a better sense of scale and location in the universe. As a result of these new vistas, we have adjusted every stargate on Tranquility to align correctly to their destinations allowing for players to experience a graceful transition while piloting. Players should be aware that due to the alignment of stargates that instawarp locations, or locations created close to an object at a stargate may now cause bumping into that object. You can read full details about these changes in the blog Introducing new nebulae into EVE by CCP t0rfifrans.
  • The system map background nebula has been replaced with a darker more sci-fi background.
  • Star fields have been greatly enhanced to provide a more immersive feeling of being in space. Actual stars from neighboring solar systems will be displayed and the newly rotated stargates will aim at them, making them visible if they are close enough. Further details can be found in the blog Asking for directions by CCP Mannapi.
  • New art assets have been created for the Oracle, Tornado, Naga and Talos. Our thanks go to Alexey M, dreamwa1ker (Pattern Clarc), David L and Michael S who submitted the original designs in the Deviant Art ‘Design a Starship’ competition. May your designs cause death, destruction and sweet, sweet tears for many years to come.
  • Time Dilation:
  • In an effort to keep tremendously large fleet engagements fun, the universe will slow down time in order to keep up with the strain of simulating many hundreds of ships.
  • Read more about the details and motivations in CCP Veritas’ devblog Introducing Time Dilation and watch him demo it in the Time Dilation Video Demo.
  • Due to the dangerous nature of altering the fabric of spacetime in such ways, the feature will be turned on at a slightly later date. This is to provide isolation from other fundamental alterations to the machinations of the universe in order to reduce the chances of total protonic reversal.
  • Captains Quarters:
  • New Captains Quarters have been added for the Amarr, Caldari and Gallente. Full details can be found in the blog Introducing racial Captains Quarters by CCP t0rfifrans
  • Added Captain’s Quarters functionality:
  • You can now drag and drop your ship from my ships list anywhere on the CQ environment to activate that ship.
  • The floating ship now has the same functionality as in the Ship Hangar view, you can double click to open cargo and right click to open contextual menu.
  • Avatar camera and zoom have been refined.
  • Station services window again shows the owner of the station.
  • The 'Load Station Environments' option in the ESC Menu has changed slightly:
  • OFF: You can't enter Captains Quarter's and you have a static background image when in the Ship Hangar, hence unable to spin your ship.
  • ON: You can spin your ship in the Ship Hangar and can freely switch between Captains Quarter's and the Ship Hangar. Note that if you do not go into the Captains Quarter's, nothing extra is loaded when in the ship hangar.
  • Ships:
  • All Caldari State sub-capital ships have had their shaders updated to the V3 shader set.
  • All Gallente State sub-capital ships have had their shaders updated to the V3 shader set.
  • The Apocalypse and Impairor have had their shaders updated to the V3 shader set.
  • Four new battlecruisers, designed to inflict massive damage at the expense of survivability, have been released. Each of the four main factions has a new ship that will bring devastation everywhere it goes. The details of these new ships are as follows:
  • Caldari State:
  • The Naga was designed in YC 109 by the Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized. The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.
  • Battlecruiser skill bonus per level
  • % bonus to Large Hybrid Turret damage
  • % bonus to Large Hybrid Turret optimal range
  • Role bonus
  • % reduction in the powergrid need of Large Hybrid Turrets
  • % reduction in the CPU need of Large Hybrid Turrets
  • % reduction in the capacitor need of Large Hybrid Turrets?
  • Amarr Empire:
  • In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history. During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle. The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship ‘a work of Divine Grace for the Empire, and retribution to our enemies.’
  • Battlecruiser Skill bonus per level:
  • % bonus to Large Energy Turret capacitor use.
  • % bonus to Large Energy Turret damage
  • Role bonus
  • % reduction in the powergrid need of Large Energy Turrets
  • % reduction in the CPU need of Large Energy Turrets
  • % reduction in the capacitor need of Large Energy Turrets
  • Gallente Federation:
  • The Talos began in YC 110 as a R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action. The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards.
  • Battlecruiser Skill bonus per level:
  • % bonus to Large Hybrid Turret damage
  • .5% bonus to Large Hybrid Turret tracking speed
  • Role bonus
  • % reduction in the powergrid need of Large Hybrid Turrets
  • % reduction in the CPU need of Large Hybrid Turrets
  • % reduction in the capacitor need of Large Hybrid Turrets
  • Minmatar Republic:
  • In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match. What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely off of flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.
  • Battlecruiser Skill bonus per level
  • % bonus to Large Projectile Turret rate of fire
  • % bonus to Large Projectile Turret falloff
  • Role bonus
  • % reduction in the powergrid need of Large Projectile Turrets
  • % reduction in the CPU need of Large Projectile Turrets.
  • Modules:
  • The following Tech II modules have been added and will only be available through Invention. No Tech II BPO’s will be created for these items:
  • Warfare link II
  • Mining Foreman link II
  • Core probe launcher II
  • Drone link augmentor II
  • Omnidirectional tracking link II
  • Drone tracking computer II
  • Siege module II
  • Triage module II
  • Small remote hull repair system II
  • Medium remote hull repair system II
  • Large remote hull repair system II
  • Bomb launcher II
  • Micro auxiliary power core II
  • Small tractor beam II
  • Capital tractor beam II
  • Warp disruption field generator II
  • Customs Offices:
  • Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen.
  • All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes.
  • Ownership of all low security, 0.0 and wormhole Customs Offices is transferred to NPC corporation “Interbus”.
  • The Interbus Customs Offices can be used for Planetary Interaction or shot down without standing or security penalty.
  • Interbus Customs Offices will not be de-spawned and will remain until destroyed.
  • The Interbus Corporation will charge slightly more tax than CONCORD and we will monitor the tax rates for both CONCORD and Interbus to ensure that they are working correctly.
  • The Customs Office Gantry is a 7600 m3 compact structure that is manufactured in assembly lines in stations.
  • Blueprint copies of the Customs Office Gantry will be available from the CONCORD loyalty point store for 6000 LP and 20,000,000.00 ISK.
  • Blueprint copies are also available from the Factional Warfare loyalty point stores for 3000 LP and 10,000,000.00 ISK. As a reminder these will be the stores of the 24th Imperial Crusade, Sate Protectorate, Federal Defense Union and Tribal Liberation Force.
  • A Customs Office can only be owned by a player corporation and only players with Station Manager role can edit the settings of an operational Customs Office. A player with the role "Config Equipment" can perform the upgrade from Gantry to Customs Office.
  • Custom tax rates can be set for your corporation, your alliance and friendly corporations or alliances.
  • Customs Office ownership can be transferred to any player corporations.
  • Notifications will be sent to the corporation if the Customs Office is attacked.
  • Player owned Customs Offices will generate a killmail when destroyed.
  • User Interface:
  • A new font has been designed and replaced everywhere in EVE which makes differentiation of letters, numbers and symbols much easier. In general, ‘Eve Sans Neue’ is a refinement of the original Eve Sans font. The design was revised, technically updated and readability has been improved. Please see the News from the Fontlines blog from CCP Punkturis for more information.
  • We have added a UI Scaling setting under the ‘Display Setup’ in the settings menu. This allows players to make the UI larger or smaller depending on your resolution settings. Full details can be found in the blog Size Matters – Scaling the UI from CCP Punkturis.
  • A ‘Loot All’ button has been implemented for wrecks and cans. Players can now take all items from an open wreck or can window with a single button push. If there are items which are contraband anywhere in the space, then the player is warned. This warning may be turned off, as normal.
  • Combat:
  • Implants will now show up on pod killmails. Full details, especially aimed at killboard developers, can be found in the My brain was equipped with the following implants blog by CCP Masterplan. A forum thread for all third party developers can be found here.
  • Killmails will now display the difference between BPOs and BPCs.
  • Exploration and Deadspace:
  • New DED complexes, rated at 3/10 and 4/10 in difficulty have been added. This means more new bosses, more modules (never before seen in-game) and more reasons to generate massive explosions in space. Further details about PVE content can be found in the blog Pinch yourself: More bosses, more modules, more loot, less lurking, less scraps, less pop up bother by CCP Affinity.
  • As part of the ongoing Live Events, the first phase of a new site has been added to the Eram system. Visitors to Eram can read published capsuleer research at the Arek’Jaalan site found there.
  • Graphics:
  • New engine trails have been added for all races of ships.
  • Turret effects will now miss the target when the shot misses. Full details can be found in the blog I don’t always miss, but when I do… I do it in style by CCP Cholopepus
  • Sun light has been increased.
  • A brand new warp tunnel effect has been added which now warps planets around your tunnel path with dazzling effect.
  • The ‘Avatar Viewer’ allows you to view an animated, full body render of the character or agent you are inspecting, complete with camera controls and their latest clothing choices. Full details can be found in the blog Dedicated followers of fashion by CCP Solomon.
  • Localization:
  • EVE's localization system has been replaced to allow quality improvements for current and future localizations of the game. This new localization tool is known as Cerberus. A full Dev blog explaining this new feature is called Introducing Cerberus by CCP Shiny and CCP Ronin.
  • Changes:
  • Ships:
  • The Raven battleship has had a complete visual overhaul and looks more aggressive than ever. Meaner looking ships mean more serious business.
  • Player ship wrecks will now drop an increased amount of salvage components.
  • Personal ship fittings have been increased from 50 to 100
  • Corporation ship fittings have been increased from 100 to 200
  • When you are disconnected from the server, an ‘attempt to return to dronebay’ command is issued to the drones you control, at the same time as the command to warp away is issued. As always, the success of drones returning to your drone bay depends upon their distance from your ship and the speed with which it enters warp.
  • All ships can now use the ‘Reconnect to lost drones’ command.
  • Your orbit and keep at range distances are remembered for each ship type, so you don't have to constantly re-configure.
  • The warp speed of all logistics has been increased from 3.0 au/s to 3.75 au/s.
  • Ship insurance is now visible to the ship’s owner in the general show info window. The insurance tab has been removed.
  • The remote ECM burst will no longer affect ships which are immune to electronic warfare.
  • The following ships now receive a +10 m/s velocity increase: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, and Ishtar.
  • The following ships now receive a +5 m/s velocity increase: Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet and Kronos.
  • The following ships now receive a 5% bonus to inertia: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, Ishtar, Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet, Kronos, Harpy, Ishkur, Ferox, Rokh, Vulture, Celestis, Exequror Navy Issue, Moa, Atron, Daredevil, Merlin, Adrestia, Eagle, Phobos, Ares, Raptor, Taranis and Eris.
  • The rate of fire penalty has been removed from all destroyers.
  • For all destroyers the shield and armor have been increased by 10%, capacitor capacity has been increased by 25% and signature radius decreased by 25%.
  • The Dramiel has had several changes which include:
  • Mass increase from 740,700 kg to 950,000 kg.
  • Max velocity reduced from 473 m/sec to 460 m/s
  • Scan resolution reduced from 990 mm to 750 mm.
  • CPU reduced from 145 tf to 133 tf.
  • Powergrid reduced from 38 MW to 37 MW.
  • The Onieros has had several changes which include:
  • Removed one mid slot and added a new low slot which results in a new slot layout of four high, four mid and five low slots. Any modules fitted to the last mid slot will be removed and placed in the owners home station.
  • Powergrid has been increased from 850 MW to 1050 MW.
  • Reduced signature radius from 80m to 70m.
  • Max velocity increased from 214 m/s to 230 m/s.
  • Significant changes have been made to capital ships of all kinds. The changes are listed below and full details are available in the blog Capital ship balancing by CCP Tallest.
  • The bonus to armor and shield transfer amount per carrier level for the Nidhoggur has been increased from 5% to 7.5%.
  • The power grid for the Nidhoggur has been increased from 575,000 MW to 605,000 MW.
  • The capacitor capacity for the Nidhoggur has been increased from 52,000 KJ to 55,000 KJ.
  • The capacitor capacity for the Naglfar has been increased from 45,000 KJ to 47,500 KJ.
  • Supercarrier drone bays can only hold fighters and fighter bombers. All supercarrier pilots have been sent an EVE mail with instructions from Customer Support on how to prepare for the changes.
  • The effective hit points of all supercarriers have been reduced by 20%, except the Hel and Wyvern who have only taken a 10% shield HP reduction.
  • The Aeon will now have:
  • Structure hit points 460,000
  • Shield capacity 392,000
  • Armor hit points 880,000
  • The Hel will now have:
  • Structure hit points 420,000
  • Shield capacity 891,000
  • Armor hit points 480,000
  • The Nyx will now have:
  • Structure hit points 480,000
  • Shield capacity 432,000
  • Armor hit points 840,000
  • The Wyvern will now have:
  • Structure hit points 440,000
  • Shield capacity 900,000
  • Armor hit points 472,000
  • The drone capacity of the Aeon, Revenant and Wyvern has been reduced to 150000 m3. This will allow for a maximum of 30 fighters or fighter bombers.
  • The drone capacity of the Hel and Nyx has been reduced to 175000 m3. This will allow for a maximum of 35 fighters or fighter bombers.
  • The bonus to armor and shield transfer amount per carrier level for the Hel has been increased from 5% to 7.5%.
  • The capacitor amount for the Hel has increased from 60,000 KJ to 65,000 KJ.
  • Drone bays have now been removed from all Dreadnoughts.
  • Drone bays have now been removed from all Titans.
  • The Moros will now receive a 5% capital hybrid turret rate of fire bonus in place of its drone bonus.
  • The effective hit points of all Titans have been reduced by 20%.
  • The Avatar will now have:
  • Structure hit points 600,000
  • Shield capacity 464,000
  • Armor hit points 1,120,000
  • The Erebus will now have:
  • Structure hit points 640,000
  • Shield capacity 544,000
  • Armor hit points 1,040,000
  • The Leviathan will now have:
  • Structure hit points 560,000
  • Shield capacity 1,170,000
  • Armor hit points 544,000
  • The Ragnarok will now have:
  • Structure hit points 520,000
  • Shield capacity 1,152,000
  • Armor hit points 560,000
  • Titan super weapons can now only fire at other capital ships. It can no longer fire its superweapon at any structures.
  • Weapons & Ammunition:
  • Significant changes have been made to hybrid turrets to increase their overall effectiveness. Full details on these changes, along with changes to other Tech II ammunition balancing listed under ‘Weapons and Ammunition’ can be found in the blog Hybrid weapon and tech II ammo balancing by CCP Tallest.
  • All hybrid charges have been reduced in volume by 50%
  • All hybrid turrets have had their capacity reduced by 50%
  • All XL hybrid turrets now receive a -5 CPU reduction.
  • All large hybrid turrets now receive a -3 CPU reduction.
  • All medium hybrid turrets now receive a -2 CPU reduction.
  • All small hybrid turrets now receive a -1 CPU reduction, with the exception of the 75mm Railgun.
  • Hybrid turrets now use 12% less powergrid, rounded to the nearest number, with the exception of the Light Electron Blaster I, Light Ion Blaster I, 125 mm Railgun I and 75mm Railgun I which remain unchanged.
  • All hybrid turrets have had their reload time reduced to five seconds.
  • The capacitor usage for all hybrid turrets has been reduced by 30%.
  • Small, medium and large blasters will now receive +20% to tracking.
  • Small, medium and large blasters will now receive +5% to damage multiplier.
  • Small, medium and large railguns will now receive +10% to damage multiplier.
  • Small, medium and large railguns will now receive +5% to tracking.
  • All sizes of Javelin ammunition have had their capacitor penalty removed.
  • Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x.
  • Hail has had its falloff penalty removed completely.
  • Falloff for XL autocannons has been increased by 50%.
  • Missiles and bombs maximum ranges now show up on the tactical overlay.
  • Modules:
  • Federation Navy Omnidirectional Tracking Link CPU has been reduced from 39 tf to 36 tf.
  • Siege module I have received a damage boost to compensate for lost drones. The damage multiplier bonus has been increased from 615% to 700%.
  • Siege module I duration time has been reduced to five minutes.
  • Siege module I fuel cost has been reduced from 500 to 250 Strontium Clathrates per cycle.
  • Navy Micro Auxiliary Power Core has had its CPU requirement increased to 20 tf from 19 tf and the powergrid bonus increased from 12 MW to 13 MW.
  • Friendly remote ‘EW’ boosts will no longer work on ships immune to electronic warfare, specifically Tracking Links and Remote Sensor Boosters.
  • Fitting Window:
  • The fitting window has been revamped and, thanks to client side dogma, your ship fitting will now display the average damage per second that your turrets, drones and missiles are able to dish out, as well as the total sum of the above. Full details are available in the blog Improvements to the fitting window by CCP Optimal.
  • Skills:
  • You can now drag locally in the skill queue while holding shift down, so adding multiple levels of the same skill becomes easier.
  • The show info window of skills has been updated to include information such as skill category and what level you currently have trained.
  • If you have multiple skills in the skill queue, the one currently training is shown in a lighter shade of blue so it is easier to identify.
  • The prerequisites panel shows the total training time required, and mouse overs on the panel break this down by skill.
  • Tactical Weapons Reconfiguration skill has been changed. The description now reads, ‘Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.’
  • Combat:
  • Insurance is no longer paid out for players who are killed by CONCORD.
  • The aggression timer for combat has been changed. When logging off in space with PVP aggression, the ship will be removed from space 15 minutes after log-off, or 15 minutes after the most-recent aggressive act against the ship, whichever is the latest.
  • Agents & Missions:
  • Reduced the size of metal scraps to 0.01 m3 in volume.
  • Exploration and Deadspace:
  • Anomalies have been re-balanced and their value has been increased slightly. Full details can be found in the dev blog Anomalies Revisited by CCP Greyscale.
  • Ships which are cloaked can no longer keep exploration dungeons from despawning, and by extension, respawning. This should help players who run exploration sites and alliances who have upgraded their hubs to have more exploration sites.
  • We have added more rig BPC’s to multiple sites.
  • Individuals sitting outside of the first gate of a multi-space Incursion complex when it is completed will not be counted as being part of the achievement.
  • Planetary Interaction:
  • We have boosted the bandwidth of links to be five times bigger to deal with the hassle of constantly upgrading them.
  • Player owned stations, Starbases and Outposts:
  • Starbases will transition into using fuel blocks in a future release. To facilitate this change, we're releasing the blueprints to make the blocks so corporations and alliances can prepare. Full details of all changes can be found in the Starbase happy fun time blog by CCP Greyscale.
  • Starbase fuel bays have been expanded by 27%
  • Most starbase structures have had their anchor and unanchor timers reduced to 5 seconds and their online timers set to 3 seconds.
  • Starbase turrets, launchers, electronic warfare batteries and hardeners have had their anchor and unanchor timers reduced to 5 seconds and their online timers have been normalized to 120 seconds.
  • Jump bridges now take 30 seconds to anchor but are otherwise unchanged.
  • Cynosural generator arrays have had their anchor and unanchor timers reduced to 10 seconds but are otherwise unchanged.
  • Capital ship assembly arrays and capital ship maintenance arrays now take 30 seconds to anchor, 3 seconds to online and 10 minutes to unanchor.
  • Cynosural system jammers are unchanged with this release.
  • You can now unrent corporation offices remotely, without flying to the station where the office is located.
  • Science & Industry:
  • Due to the removal of drone bays from Titans and Dreadnaughts, we have changed the blueprint requirements across all capital ships as follows:
  • Capital drone bay has been removed from the material requirements of Titans and Dreadnoughts. The material requirement of the remaining components has been increased.
  • Capital drone bay material requirements have been increased on all supercarriers and carriers.
  • Ratios used are for every 100 components removed from a Titan, 25 is added to the requirement of the same races supercarrier and vice versa for components added.
  • For each five components removed on a dreadnought, one is added to the requirement of the same races carrier and vice versa for components added.
  • Increased the drop of T2 salvage components from ship wrecks.
  • Markets & Contracts:
  • Various changes to Market drag functionality including:
  • Drag icon from ‘Details’ view to chat,
  • Drag icon from ‘Groups’ view to chat,
  • Camera click on all icons you can preview in market,
  • Drag fitting from fitting management window to quickbar scroll,
  • Drag icon from ‘Details’ view to quickbar,
  • Drag icon from ‘Groups’ view to quickbar,
  • Drag item from quickbar to chat,
  • Drag folder from quickbar to other quickbar folder,
  • Drag item from quickbar folder to other quickbar folder,
  • Drag item from quickbar folder to quickbar scroll.
  • Yeah, the markets can be such a drag.
  • User Interface:
  • The map options window will now remember its minimized and maximized settings on a per character basis.
  • Pop-up windows in missions and other PVE content can now be minimized allowing you to read it at your leisure.
  • The asset search window now has a parser which allows you use keywords like ‘type’, ‘group’, ‘category’, ‘min’ and ‘max’ to narrow searches.
  • You can now autopilot to a station. It functions in the same way as the regular autopilot, it warps to within 15 and docks automatically.
  • Items that can be bought and sold on the market have a button at the bottom of the show info, linking to the market. Items only available in contracts have one linking to the contract system.
  • Players can now choose which wallet tooltip is displayed in the Neocom, so players that wish to display a certain corporation wallet division over their personal wallet can do so.
  • Locked targets can be reordered within the UI, so that it is easier to keep track of them.
  • If you have the ship maintenance bay of a ship open, then it will remain open when you dock or undock.
  • If you have the corporation hangar of a ship open, then it will remain open when you dock or undock.
  • The ‘Jump’ command on stargates now has similar functionality to the dock button. If you are out of range the ship will fly there and perform the action.
  • Depending on the range and target, a player using an action will now attempt to warp to, or approach the item in space, and then do the requested interaction once in range, for the following: Stargate Jump, Acceleration Gate, Wormhole, Open Cargo container, Scoop to Drone Bay, Scoop to Cargo Hold, Scoop ship to Ship Maintenance Array.
  • The session change timer has been changed from 30 seconds to 20 seconds and will now be displayed at the top left corner of the screen. There is now a general setting which allows you to see a visual session change timer in your user interface. This is turned off by default and can be turned on in the ESC menu. Full details can be found in the blog Death to the session change timer by CCP Atlas.
  • There is now an Add/Edit Contact button for Alliance info windows, so it matches that of characters and corporations.
  • The filter input field for containers how has the word ‘Filter’ in the UI to point it out to new players.
  • Inventory containers now support drag selection. No more clicking on every item you want to select.
  • Secure containers will no longer ask for your ‘old password’ when you have never given one to the container in question.
  • A notification has been added to all password fields indicating when Caps Lock is enabled. When they have focus, fields where you enter passwords will now show an upwards arrow icon to indicate that you have Caps Lock set.
  • We have added an option to disable Neocom blinking. If you right click on the blank part of your Neocom, you can turn off the blinking notifications, or if you have turned them off, then you can enable them again.
  • Cameras will no longer autopan when you mouse hover over locked targets.
  • Cosmic signatures may now be filtered according to type. This allows players doing exploration to easily sort Ladar, Gravimetric, Magnetometric, Radar and Unknown cosmic signatures in their system scanner results. Signatures which are still too weak to register their type will not be excluded from this filter regardless of their actual type.
  • Bookmarks have been renamed to ‘Locations’.
  • Corporations now have a shared locations folder where 250 locations can be stored.
  • All members of a corporation can access the shared folder. All members can add locations, but only remove their own, unless they have ‘Communication Officer’ or above
  • Location pins will now show if it is a personal or corporation location.
  • Anyone in an alliance can see all online, connected jump bridges belonging to their alliance, and the connections between them. These appear as curved green pulsing lines following the jump bridge path.
  • EVE Voice Mail & Chat:
  • Alliance executors, CEOs and fleet bosses can now change the MOTD of channels they own. Essentially anyone with the Communications Officer role.
  • You can now drag and drop people's names or pictures into the user list of a channel to add that character to the channel.
  • The list of default chat channels has been reorganized and new channels and categories have been added.
  • Graphics:
  • Effects for cynosaural fields, jump in and jump out animations for capital ships and black ops battleships have been enhanced.
  • The doomsday effects of the Aurora Ominae, Oblivion and Gjallarhorn have been reworked and are all now as beautiful as they are destructive.
  • Captains Quarters visual appearance now changes depending on the security status of the system they are in. If the Captains Quarters look shiny and beautiful in high sec, they now get more dirty and worn deep in null sec.
  • Shadows in space have received an overhaul. Blockiness and nasty jagged edges have been replaced by smooth lines. Further details can be found in the blog Beauty hides in the shadowsby CCP Peirz.
  • Fixes:
  • Ships:
  • The Rorqual was upside down when the industrial core was activated. This has now been fixed.
  • When a player used fitting services in space, from a Titan for example, they would not see the turrets animation or effects. This has now been fixed.
  • The description of the Malice has been updated to reflect accurate bonuses.
  • The description of the Raven Navy Issue has been updated to include exact date references.
  • The capacitor level of a ship is now correctly saved to the database when logging off in space.
  • The Covetor, Procurer, and Retriever have all had minor description changes.
  • Weapons and Ammunition:
  • Fixed an issue where mining crystals could be used without the prerequisite skills trained.
  • Fixed an issue with launchers not checking skill requirements when loading charges.
  • Drones:
  • Fixed a case where mining drones would go idle shortly after being assigned to a new asteroid if the previous asteroid had popped mid cycle.
  • Fixed a case where combat drones would go idle shortly after being assigned to a new target, during the lock target phase.
  • When you have a drone selected and you click the ‘Scoop to Drone Bay’ button, you will fly towards the drone until you are in range and then scoop it all as one action.
  • Modules:
  • Mining lasers, tractor beams, salvagers and gas harvesters will keep playing their sound effects after the first cycle.
  • Launching a warp disrupt probe will give you aggression and prevent you from docking or jumping.
  • Covert Jump Portal Generators now consume 100gj of capacitor on activation in line with the activation cost in attributes.
  • Cloaked ships will no longer decloak other cloaked ships.
  • The survey scanner now factors the ship radius into its scan range so that the cut-off range will agree with what the overview displays.
  • Fixed an issue where the sounds associated with cloaking were not being played.
  • Fixed an issue where the COSMOS Process-Interruptive Warp Disruptor modules could not be contracted correctly and were not displaying the storyline icon.
  • Faction variants of small energy neutralizers have had their skill requirements reduced to be in-line with other modules in their class. They now require the same skills as the T1 version of the module.
  • The placement of fitted turrets on Tech 3 ships viewed from Captain's Quarters walkways now matches the fitting screen preview.
  • A warning message is now displayed when trying to offline a grouped weapon.
  • The Industrial Core I module now consumes the correct amount of heavy water.
  • When a jump portal is active on a ship it cannot receive remote assistance. This is now clearly shown on attributes.
  • Grouping of overloaded weapons modules has been refined. The overload state of the first module now dictates the whether the rack is overloaded or not when grouped.
  • Territorial Claim Units and Sovereignty Blockade Units can now be probed down properly.
  • Siege Modules have been fixed so that they now affect explosion velocity of citadel cruise missiles.
  • CONCORD and Killmails:
  • CONCORD no longer considers you a criminal when someone you attacked over 15min ago is killed by someone else.
  • A rare bug where a criminal flag would keep refreshing and never expire has been fixed.
  • You will now be warned before assisting someone at war when in high security space.
  • If someone you’re assisting in high security space gets an unexpected aggression flag, your assistance module will deactivate and require manual reactivation to avoid unintentional flagging towards the assister.
  • Boosters and Implants:
  • Removed an erroneous instance of the word ‘gunnery’ at the beginning of the description for all ‘Eifyr and Co. 'Rogue' CY-xx’ series implants. These are navigation implants, and have no impact on gunnery at all.
  • Synth booster reactions and pure synth boosters are now listed on the market.
  • A production line error for the popular booster ‘Quafe Zero’ was causing a minor shield booster penalty. This negative effect no longer occurs.
  • Snake implants no longer list a bonus to smuggling as one of their attributes.
  • Science and Industry:
  • Small fix to Planetary Interaction that ensures the user cannot open transfer UIs while in edit mode. Previously this could result in the transfer failing even after confirmation and the user would have to close and re-open the window.
  • EMP Generators and their capital variants have been renamed to EM Pulse Generators, in order to align them more clearly with the other types of Pulse Generator.
  • Mining Laser Upgrade blueprints and Ice Harvester Upgrade blueprints now reside in the ‘Mining Laser Upgrade Blueprint’ group. This has no effect on their market listing.
  • The ECM - Spatial Destabilizer II blueprint's Bill of Materials have been modified. 1 unit of Megacyte has been added, and the Nanomechanical Microprocessors have been removed.
  • You can no longer attempt to start a manufacturing job on a blueprint that is in an active trade window.
  • Tech 2 mining barge wrecks now properly drop T2 generic components rather than T1 generic components.
  • Markets and Contracts:
  • A typographical error was corrected in the welcome page for the Loyalty Point store.
  • Agents and Missions:
  • Removed personal standings gain from storyline Agents. Previously if a storyline mission was completed in a fleet, the fleet members would be wrongly awarded personal standings.
  • The mission series, ‘Orain Purcour - Secret (1 of 2) and (2 of 2)’, has been removed entirely.
  • The LP store offer for an Amarr Navy Slicer now correctly needs an Executioner provided instead of a Punisher.
  • An issue with NPC's not respawning in anomalies after downtime has been fixed.
  • The Caldari Navy Firefox Missile loyalty point store offer is now in line with the offers for the other three rocket types.
  • Mission,’ After the Seven (4 of 5)’, has had its completion criteria adjusted so that it should no longer be impossible to complete in some cases.
  • You can now again copy text from the mission details window and agent conversations.
  • The complex 'Serpentis Owned Station' has been fixed to drop the Vigilant Blueprint, instead of the actual ship.
  • Fixed a typographical error in the ‘Cash Flow For Capsuleers’ mission which refers to your ship as ‘ships’.
  • Clarified the wording on agent standings requirements to reflect that you need standings higher than -1.9 to access an agent.
  • Exploration and Deadspace:
  • Fixed an issue where Factional Warfare systems would run out of combat sites. ‘Outpost’ sites of all sizes will now respawn every 30 minutes in all Factional Warfare systems.
  • The site, Outgrowth Rogue Drone Hive, now allows the Noctis to enter.
  • A gas cloud was blocked by some objects in an exploration dungeon. The offending objects that blocked access to said cloud has now been removed.
  • Corporation & Alliance:
  • Fixed an issue where a non-director couldn't filter the member list by role.
  • You can now approve or reject applications to a corporation via the right click menu.
  • Character Creator and New Player Experience:
  • Fixed an issue when moving or changing muscle structure on legs in the character creator.
  • Players who incorrectly lost standings in the tutorial missions have had their standings corrected. The cause of the incorrect standings has already been corrected.
  • Fixed a problem with some female characters failing to load.
  • On-board scanner tutorial now consistently states the correct 64AU range.
  • Graphics:
  • It was difficult to distinguish between fitted turrets on ships with the new turret icons. Until new icons have been made the old icons are being re-introduced into the user interface.
  • The Megathron no longer has a small hole in the model geometry.
  • Your mining lasers will no longer go through your ship and the graphic is displayed correctly.
  • The Federation Navy Dual 250mm Railgun now has dual barrels instead of a single barrel.
  • The firing effect on the Light Ion Blaster has been fixed.
  • Under the Graphics Tab in the ESC menu, a checkbox for the ‘HDR Enabled’ option was referring to ‘Bloom’. This reference has now been removed since Bloom is now a part of the ‘Post processing’ drop down menu.
  • We have re-added the missing energy stream effect to the acceleration gate.
  • The turret locators on the Prowler are now attached to the hull of the ship and not floating in midair.
  • Garde I and Garde II drones were missing their firing effects. This has now been fixed.
  • The appearance of characters and interiors in the Captain's Quarters have undergone visual polish, offering a greater level of realism through improved lighting, shader quality and texture detail.
  • Starmap camera movements are much smoother and the lines are now anti-aliased.
  • Fixed an issue with screen flickering while entering a station.
  • City lights on temperate planets no longer render on top of the ocean.
  • Player owned stations, Starbases and Outposts:
  • Cynosural Generator Array now correctly lists the security restrictions for the structure to be placed.
  • When managing a station, the transfer ownership will no longer list the corporation who currently owns the station as a valid candidate.
  • If you try to change your subsystems in a station in which you have no access to the fitting service your T3 ship will no longer get stuck in an invalid state. You will be prompted with an error and your current subsystems all stay in place.
  • Fixed an issue where a CEO or Director of a freshly captured Outpost could not access some of the facilities due to their security status.
  • POS modules now come out of their box properly on anchoring playing the animation again. A new warp in is no longer required to see them.
  • Newly installed outpost upgrades now have manufacturing lines as public access by default.
  • User Interface:
  • The Contacts list correctly updates with offline status when a client is forced to disconnect such as happens when a second client logs in with the same account.
  • The back and forward navigational buttons on a show info window now persist and work correctly when stacked with other windows.
  • Changed how pinned and new windows interact with each other to fix an issue that was breaking pinned functionality. New windows will not append to existing pinned windows and windows cannot be stacked with pinned windows.
  • The Capital Navigation window will now display distances to three decimal places.
  • The client will no longer render in game UI elements at the login screen, after having lost connection with the server.
  • The People & Places, Contacts menu has been made more robust to deal with large lists in excess of 50 contacts.
  • Fixed a freeze or crash when dealing with a lot of text in a text input.
  • Fixed some incorrect behavior when selecting text using shift + home/end then the arrow keys.
  • Tool tips for the Title Management pane of the corporation management window now correctly appear.
  • ‘Tip of the day’ for how to close the client using shortcuts has been updated.
  • The compare tool now correctly sorts by columns other than just item name.
  • Fixed a problem where trying to assign a shortcut to a key would sometimes fail.
  • The Sell and Buy button when placing market orders has now the default focus again.
  • The Show Info of the Covert Ops Cloaking Device II Blueprint is now sporting the T2 overlay correctly.
  • Fixed missing ISK per Jump metric when creating a Courier Contract.
  • Ctrl+L-Clicking on a drone in the drone window now correctly targets the drone.
  • ‘ISK per jump’ message is now correctly sized in the courier contracts creation window.
  • Editing a bookmark now allows you to also edit the notes for that bookmark.
  • The entry field for the folder creation dialog in People & Places is correctly aligned.
  • Keyboard shortcuts for drones have been fixed.
  • The option to start trade with a station guest is now available in the context menu before loading the guest list in the station window.
  • Holding down the Control key and double clicking will only target objects and not allow you to approach targets until the key is released.
  • Fixed an issue where ships with certain names could not be scanned down.
  • Coloring the map based on Sovereignty now takes less time than it used to.
  • Windows now open, close and focus correctly when using shortcut keys.
  • The shield boost rate is now correctly displayed with modified bonuses in the fitting screen.
  • Missiles and scan probes now show their correct stats in the show info window in the station, when they are loaded in a launcher.
  • Specialized cargo windows like fuel bays are now closed properly when switching ships in stations.
  • The open cargo hold of your active ship will now be closed again when switching out of this ship.
  • Corrected an issue where the text on the Captains Quarters screen was overflowing for the New Pilot Certification announcement.
  • Wallet tab will now blink when a character in a corporation gives shares to somebody.
  • A typographical error in the description of the Aurora Ominae weapon has been corrected.
  • All labels for shortcuts have been made consistent so that they read ‘Open Service’ as opposed to Use or Toggle.
  • Item volumes now display a decimal point in the Details/List views as well as in the Show Info menu.
  • Text changed in Planetary Interaction descriptions to remove inconsistencies in the spelling of Microorganism.
  • Slightly misleading message regarding a full cargo hold when mining has been rephrased to refer to your cargo hold not having sufficient space to contain more ore.
  • The size of your cargo hold is now shown to two decimal places.
  • The entry of your research agents in your journal now has the Show Info option for that agent in the context menu.
  • The visual session change timer got moved from the right side of the system name to the top left corner of the system info.
  • The station services panel now includes station information.
  • You now only receive a single message when you try and drag ammo in one of multiple modules of the same type.
  • The preview pane now properly follows its window, when stacked and moved.
  • The mass and volume attributes of ships are now correctly formatted.
  • The message for trying to board a ship with insufficient skills has been corrected.
  • The Neocom now correctly auto hides when jumping, docking or undocking.
  • When trying to drop more strontium into a strontium bay than would fit you will get the normal split stack dialog.
  • On changing currency you now need to reload the wallet journal.
  • Things you have pinned to the Neocom or map panel will now stay put as you relog.
  • UI windows that are snapped to the Neocom or map panel will now stay put as you dock or undock. Unfortunately the root cause was the ‘Lock windows when pinned’ option so that has been removed.
  • Localization:
  • Item descriptions in the market group window in both the Russian and German localized clients now use proper line breaking.
  • The 'Always Use English Voice' option now works as intended. Although a client restart is required.
  • EVE API:
  • The Jumps API no longer shows jumps into wormhole space.
  • Miscellaneous:
  • The suicide attacks perpetrated by Minmatar terrorists in Amarr station hangars have been successfully put to an end. The Ministry of Internal Order is pleased to announce that docked capsuleers will no longer be inconvenienced by transport ships crashing into walls.
  • Automatic crash reporting can be disabled from the escape menu.
  • Automatic crash reporting will now collect information on your platform (Windows/Mac) as well as your GPU and driver information on your platform. This will assist greatly in following up on driver crashes with GPU vendors as well as making it possible to identify crashes particular to the Mac.
  • The description of the item,’ Khumaak’, has been updated to properly reflect EVE fiction.
  • All instances of the word 'defence' have now been changed to 'defense', keeping in line with the English style used in EVE Online.
  • The EVE patcher now handles patching to hard drives bigger than 1TB in size.
  • The ‘Olfei Medallion’ has had its neutronium core removed, and now has a more portable mass.
  • Caldari Industry - Engineer Basic certificate now requires Laboratory Operation 3 rather than 5, in line with other races. =
  • Fixed an audio bug when using the mirror in your CQ.
  • Station names have been improved. “Gallente Station 7” and its friends got a facelift.

New in EVE Online: Into the Abyss 6.10.304168 (Oct 17, 2011)

  • Captain's Quarters and Station Interiors
  • The station hangar is returning with all of its previous functionality. Dragging a ship onto the hangar to activate it, anddouble clicking the ship to open the ship’s cargo holdis once again possible.You can read more about it in this devblog.
  • The memory demand of Captain’s Quarters has been considerably reduced.
  • Disabling the “Load Station Environment” option will display your station hangar instead of seeing “The Door.”
  • When a player logged into a station and immediately undocked without the station environments loading properly it would cause the client to display a black screen. This has been resolved.
  • Technical
  • CarbonIO has been enabled on the client. Even though this will have no immediate visible client-side impact, it opens new behind-the-scenes optimization paths which were impossible under stacklessIO. More information on CarbonIO can be found here.
  • Miscellaneous
  • In some cases it was impossible to undock in heavily damaged ships if only skills kept the ship alive. This will no longer occur.
  • EVE will now automatically upload information about a crash to CCP when a crash occurs . No personal information or information about other programs is collected.

New in EVE Online: Into the Abyss 6.10.292761 (Sep 15, 2011)

  • User Interface
  • The corporation member list, when viewed with director roles, will now display blank ship info for docked characters instead of reporting them as flying the station they are currently docked in.
  • While using the system scanner scan results with less than 25% strength using three or more probes will now display the appropriate generic bracket for ships, structures, and anomalies.
  • Fixed an issue that would cause undocking characters to receive the error message, "Your ship is stuck, as server does not think that it is in a hangar. Please contact customer support to resolve this problem."
  • When docking a ship with the cargo hold window open the window will remain open once arriving in the station.
  • Graphic General
  • Lens Flares will now remain active when 'Interior Effects' is set to Medium.
  • Modules
  • It is no longer possible to online completely damaged modules in a station, thus preventing undocking in that ship.
  • Fixed an issue where reloading or switching ammo would sometimes fail to properly complete.
  • Macintosh
  • Resolved a Macintosh crash when exiting character re-customization.
  • Agents and Missions
  • The cargo capacity check for courier style missions did not correctly check skills and fitted modules. Agents have been informed of this error and will now only giving the warning if the ship's cargo hold is really not sufficient.
  • Miscellaneous
  • Exiting character customization in captains quarters will put your character in the correct position.
  • Client Update #1 for Incarna 1.1.1
  • Released September 13, 2011
  • Boosters and Implants
  • Boosters no longer disappear after logging out before undocking.
  • Miscellaneous
  • Another issue of modules becoming offlined has been resolved.
  • A case of characters being stuck when logging into the Captain's Quarters has been fixed.
  • Server changes
  • To be released September 15, 2011
  • Modules
  • Fixed a case of modules being offlined when switching ships in station.
  • Modules with charges are now correctly removed while changing subsystems if necessary.
  • Boosters and Implants
  • Booster penalties are no longer removed when undocking. Occasionally they will disappear from the augmentation tab but the changes are still applied. We will address this issue in a future patch.
  • Miscellaneous
  • Fixed an issue causing avatars to be invisible in the Captain's Quarters.

New in EVE Online: Into the Abyss 6.10.288329 (Sep 2, 2011)

  • New official EVE Forums
  • A new server environment is being deployed thost the new forums.
  • A new player forum will be added tEVE Gate and will replace the old forum on eveonline.com. It will include the same forum functionality previously enjoyed by the community, along with additional features:
  • Simple and advanced search options.
  • An option tchoose between normal or compact view for the threads.
  • Ability t“Like” posts and see number of Likes per post.
  • Each thread has an option t"Tag as Favorite"; this will add it tyour Favorites page syou can easily find it again and quickly spot any new activity in the thread.
  • A quick reply function that allows you tpost a reply ta thread without loading a reply page with full formatting options.
  • A character dropdown list full of handy options, such as sending EVE Mail or going ttheir EVE Gate profile via one click, or the number of Likes the user has received in total on the forums.
  • RSS feeds for threads and search criteria.
  • DEV, GM, CSM, ISD and External Partner characters have a colored badge overlay on their avatar. Additionally DEV and GM badges have been added on EVE Gate profiles.
  • Forum Settings will now be located on your EVE Gate profile settings page, retaining the usual functionality of toggling corporation/alliance information.
  • The old forums will be cast out intspace tbe frozen in time and remain fully viewable, but in a read-only mode. Threads and posts from the old forums will not be included in the new forums.
  • Activity Notifications
  • The Activity Notifications function lets you know when you have interesting activity happening on EVE Gate and EVE Forums. The alerts appear in the notification icons found in your EVE Gate header; as real time popups, and for those moments you are busy looking at another site - you can see the number of new activity in your EVE Gate or Forum browser tab.
  • The Mail Icon notifies you when you have new unread mail. Clicking it will take you straight tyour EVE mail.
  • The Notification Flag shows you how many new activities you have on EVE Gate and the forums. Clicking the flag gives you a dropdown listing your new activities and takes you straight tthem. At the bottom of the notification dropdown list you find a link tyour Activity Notification page where all notifications are listed by date.
  • Players will be notified of the following activities in real time:
  • When somebody posts on your wall.
  • When somebody comments on your wall post.
  • When somebody comments on a post other character has made on your wall.
  • When somebody posts a reply ta forum thread you subscribe to.
  • When somebody likes your post on the forums.
  • When you receive an event invitation.
  • When you receive new EVE Mail.
  • In your EVE Gate profile settings you can customize which notifications you receive.
  • Personalized backgrounds
  • You can now choose from a selection of backgrounds in your EVE Gate profile settings. This release includes seven backgrounds: Minmatar, Caldari, Gallente, Amarr,Incarna, Incursion and Tyrannis.
  • You can have a different background for each of your characters.
  • Players can personalize their EVE Gate backgrounds in their EVE Gate Profile Settings.
  • Captain’s Quarters
  • Some visual improvements have been made tthe main screens and menu systems within the Captain's Quarters.
  • Fixed a rare case where action objects would not be interactable.
  • Fixed several potential crash issues with EVE Voice.
  • Fixed an issue with fleet voice chat that could prevent people from using voice chat at all.
  • API
  • Customizable API Keys
  • Customizable API keys and a new, improved method of accessing the API, were implemented. Please refer tthis dev blog for more information.
  • The new API management website is located at https://support.eveonline.com/api.
  • The API system will still accept legacy API keys for a limited amount of time.
  • Please make sure you update your third-party applications and create a new API key for them!
  • Contracts
  • Contract updates are now available tthird-party applications. For more information, please read this dev blog.
  • Three new pages were added tthe API (in both /char and /corp): Contracts.xml.aspx, ContractItems.xml.aspx and ContractBids.xml.aspx.
  • Miscellaneous
  • Items in the AssetList and ContractItems will now include a rawQuantity attribute if the quantity in the database is negative. Negative quantities are in fact codes: -1 is a singleton item and -2 is a blueprint copy.
  • MarketOrders.xml.aspx will now return all active orders plus all orders issued in the last seven days. An optional "orderID" parameter can be provided tfetch any order belonging tyour character/corporation.
  • CharacterInfo.xml.aspx now includes employment history.
  • WalletJournal.xml.aspx should nlonger cause an error when rowCount is high.
  • User Interface
  • The “Show Info” window for drones in your ship's drone bay now displays the correct attributes according tyour skills.
  • Graphic General
  • Resolved a sorting issue which made hair render in front of the ship's hologram in one's Captain's Quarters.
  • The Machariel will now be animated in your station hangar view like all other ships.
  • Technical
  • Switching ships while docked in a station nlonger causes a session change.
  • When adding or removing turrets to/from the ship, the hangar and the fitting window view wasn't updating until the next ship change or undock. This has been fixed.
  • CarbonIhas been activated on the game client. More information regarding CarbonIand our future plans can be found here CarbonIwill continue twork on the server but will not be activated in the client during this patch but is scheduled for a future deployment.
  • Localization
  • The German and Russian clients have had several changes made for consistency and linguistic issues throughout the game.
  • The confirmation message when abandoning loot now displays the option tnot show the message again for the Russian and German clients.
  • Some formatting issues in the ESC menu have been resolved for the German client.

New in EVE Online: Into the Abyss 6.10.273475 (Aug 16, 2011)

  • FIXES:
  • User Interface:
  • An issue with the scaling of the Noble Exchange (NeX) store window has been fixed.
  • An issue that occurred with the Items window when clone jumping has been fixed.
  • Tabbing while in the login screen will no longer change the focus from connect to being unfocused.
  • BPOs and BPCs can now be uniquely identified in cargo scanner results when scanning a ship carrying a courier package, yarrr!
  • The bracket around the CQ mirror will no longer be incorrectly visible when the camera is in certain positions.
  • Overview brackets, and brackets in space, will no longer be missing the right hand side for battleships and capital ships.
  • The Client Update loading bar will now start at 0% instead of at 40%.
  • Pressing tab to collapse windows now works in station.
  • When using a text entry box that supports auto-completion the drop down menu will now correctly hide after selecting an item.
  • The Corp Recruitment UI will now display the end date for advertisements.
  • The Corp Recruitment UI will now expand and show recruiters.
  • Fixed the Corp Recruitment UI to better handle applications for large volumes of applications. The applications have been split into a separate tab, can be sorted, and can now display more than three applications at once.
  • The "reconnect to lost probes" button on the scanner is now only active if you have a probe launcher fitted.
  • Added a page counter to the search results of the Agent Finder.
  • You can now search for agents by both region and solar system in the Agent Finder.
  • Agent levels are now easier to select in the Agent Finder.
  • "Remove Solar System from Overview" option no longer appears in the right-click menu for Bookmarks.
  • Graphics:
  • Resolved light flickering on ATI CrossFire enabled hardware.
  • Fixed shadow rendering in the New Character Creator.
  • The character creator will now load after changing character lighting and then clicking the back button.
  • Technical:
  • Resolved a crash issue when loading into the Captains Quarters.
  • The Corporation "Edit Member" function has been fixed.
  • The client would occasionally crash if jumping when the client was minimized. This has been fixed.
  • When running full screen on the secondary monitor, the mouse will no longer jump to the primary monitor when clicking.
  • Fixed a crash triggered by undocking from station.
  • Fixed a minor memory leak when undocking from station.
  • Fixed an issue, that on very rare occasions, could cause the camera to disconnect from the players avatar in the CQ.
  • Fixed an issue, that on rare occasions, could cause the mouse cursor to not behave as expected in the CQ.
  • Additional server side errors relating to the mouse controls within the CQ were fixed.
  • A defect where shipTypeIDs were always zero (0) in the KillLogs has now been fixed.
  • Modules:
  • Salvager modules will no longer receive bonuses meant for tractor beams.
  • While using a Focused Warp Disruption script in a Warp Disruption Field Generator I a bubble-effect was sometimes shown for other pilots. This is no longer occurs.
  • Boosters and Implants:
  • Active boosters no longer prevent clone jumping. Remember to always boost responsibly!
  • Skills:
  • An issue causing skills to not be applied to ships has now been resolved. This will be addressed in a future release. Currently you can apply a workaround which is to relog in a station or Log off in space, wait until your ship gets removed from space and then log back in.
  • Russian:
  • Item names in the NeX store have been fixed.
  • Captain's Quarters:
  • Fixed an issue where an avatar would be unable to move when undocking and redocking while sitting.
  • Fixed an issue where UI buttons on balcony became active while sitting on the sofa.
  • Fixed an issue where Bounty content was displayed at Stations where no Bounty Office existed.
  • New Player Experience:
  • A typo in "Help: Combat Tactics – Working with Transversal Velocity (Pt I)" has been corrected.
  • Fixed an issue with the Epic Journal not reporting the correct mission status of a completed arc.
  • Fixed an issue with Voice Over not playing in step 2 of 3 in "Fitting your Ship" for the Amarr.
  • Fixed an issue with the Russian localization tutorial image to point to “Set Destination” instead of “Set Waypoint”.
  • Players performing the second mission of the Newbie Tutorial arc will no longer receive a faction standing hit.
  • The Industry Career mission agents have been resupplied and will now provide a Miner I so you can complete the mission.
  • In-game Browser:
  • Fixed an issue with permissions with the in-game browser causing it to crash when opening.
  • Client Update #1 for Incarna 1.0.1, released June 28, 2011
  • This client update fixes a mouse related map issue introduced with EVE Online: Incarna 1.0.1. We strongly urge you to download and install this client update. This update will be presented immediately after you install Incarna 1.0.1.
  • Client Update #2 for Incarna 1.0.1, released June 30, 2011
  • User Interface:
  • Agent Finder tooltips will now give the correct hint depending on if you were docked or undocked.
  • Repair hp and the number of defense modules fitted no longer overlap in the Fitting window.
  • Station guest lists will now sort immediately when docking.
  • Graphic General:
  • The ship on the login screen will no longer skip its animation when the logging in. The ship only stops during authentication and picks up again from where it left off.
  • Technical:
  • Fixed several memory leaks when undocking from a station.
  • Server changes, released June 30, 2011
  • Skills:
  • Fixed an issue with drones causing skills to not be applied to ships.
  • Client Update #3 for Incarna 1.0.1, released July 5, 2011
  • Graphics:
  • Adjusted settings under which simulated cloth is applied: Simulated cloth in CQs now requires High Interior Quality in addition to the main character creation option, as well as the possibility of hardware support.
  • Added support for ATI Crossfire GPU configurations (Light flickering issues).
  • Server changes, released July 5, 2011
  • Skills:
  • A bug where skills would not be applied after a clone jump has been fixed.
  • Starbases, Stations and Outposts:
  • Starbase control towers are no longer losing shields during downtimes.
  • Client Update #4 for Incarna 1.0.1, released July 21, 2011

New in EVE Online: Into the Abyss 6.10.264377 (Jun 1, 2011)

  • CHANGES:
  • This release introduces the new UI rendering framework CarbonUI into EVE. CarbonUI is an evolution of the existing UI framework, with a completely new rendering layer. The framework natively supports a number of effects and animations for UI elements, and rendering interactable UI onto objects in the 3D scene. This gives the EVE UI designers and UI programmers a range of new possibilities for creating exciting user interfaces in EVE going forward. The full CarbonUI blog can be seen here.
  • We have also unified the rendering coordinate systems in EVE, which makes it possible to render your captain’s quarters and avatar next to your glorious space ship in hangar.
  • The patch size for this release will be approximately 550 MB but your overall client size will increase by 10 MB. This is due to the new Carbon UI files replacing older files. Do not be alarmed when your full client size does not increase.
  • FIXES:
  • Science & Industry:
  • The Manufacturing installation window no longer closes when a quote is canceled without accepting.
  • The Accept quote button has focus so that you can use the Enter key to start a job.
  • Client update #1 for Incursion 1.6, released May 31, 2011
  • This client update fixes a number of issues introduced with EVE Online: Incursion 1.6. We strongly urge you to download and install this client update.

New in EVE Online: Into the Abyss 6.10.259851 (May 20, 2011)

  • CHANGES:
  • Blueprints
  • Unique icons have been created for Blueprint originals and Blueprint copies so you can visibly differentiate between them.
  • Need for Speed
  • We have enhanced the profiling suite which gives us better eyes on the server and what it is executing. This functionality allows us to view what actions cause specific issues and provides us with graphical representations. In short, this is good for Team Gridlock who love to fight lag and keep hamsters alive.
  • Ships
  • The capabilities of the onboard scanner have been substantially increased. The range is now 64 AU and the delay to return results is only 10 seconds.
  • Ships with jumpdrives are now unable to use jump bridges with the exception of ships belonging to the Black Ops ship category.
  • Agents & Missions
  • Agent Quality has been removed meaning that all Agents are now +20 in terms of payout and -20 in terms of access. Go forth, Capsuleers, and explore the world outside of Motsu and Dodixie.
  • Agent Divisions have been simplified from 20 down to just 3. The new Security, Distribution and Mining divisions now provide uniform types of missions instead of a mission type that was percentage based.
  • Skills
  • Accompanying the changes to Agent Divisions, seven ‘Connection’ skills will be removed. The skill books of the old connection skills will be replaced with their new equivalents which are listed below. Players who have the old skills already trained will have those skills removed and receive replacement skillbooks in the hangar of their home station and have the skillpoints reimbursed.
  • Bureaucratic Connections and Financial Connections will be replaced with Distribution Connections.
  • High Tech Connections, Military Connections and Political Connections will be replaced with Security Connections.
  • Labor and Trade Connections will be replaced with Mining Connections.
  • Science & Industry
  • When attempting to start a Manufacturing job without all the required materials, the quote window now retains focus. A refresh button has been added so that you can add the correct amount of materials and proceed without having to restart the process.
  • Incursions
  • The Incursion Global Report featured the label 'System Control', this has been renamed to the more accurate description 'Constellation Control'.
  • Incursion Encounters reward graphs featured the label 'Reward payout ratio' which has been re-named with the more accurate label 'Reward Multiplier'.
  • User Interface
  • The scroll position in the fleet window now retains or returns to its previous position when fleet members join, leave or move.
  • When holding down ‘alt’, your probes will scale around the center, making it easier to adjust them. A green line has added to make it more intuitive.
  • The Fleet History tab has been re-worked and streamlined so that instead of multiple tabs, there is now a single tab with filter options.
  • When opening Fleet from the Neocom, you'll be taken directly to the fleet finder.
  • Information on a pilot's standings towards NPC corporations is no longer visible from 'Show Info'. You now see the standings information between you and the other pilot and the factions you each belong to.
  • FIXES:
  • Exploration & Deadspace
  • Several Sansha agents had infiltrated cosmic anomaly locations in Serpentis claimed space. The Serpentis have now regained control from these rogue elements.
  • One anomaly site could not be detected from a type of Infrastructure Hub upgrade. This lost site can now be located properly.
  • The DED Complexes, Blood Raider 9 of 10 and Serpentis 8 of 10, have been examined and now work correctly.
  • User Interface
  • The fleet icon that indicates that loot-logging is enabled has been removed since loot-logging is always enabled.
  • A re-sized contract window would reset to the default size each time a contract was opened. The contract window now retains the adjusted size.
  • Some entries in the Attributes tab in Show Info windows were previously formatted in unintuitive ways, such as ‘Can’t be activated in warp: 1’, or were missing their units, such as ‘Fuel required: 30,000’. Many of these have now been tidied up, so for example they now read ‘Can’t be activated in warp: True’ and ‘Fuel required: 30,000 units’
  • Localization
  • Several changes for consistency and linguistic issues have been made throughout the game for both the German and Russian clients.
  • The fleet UI has been revised for consistency and linguistic issues in the German client
  • The translation of ‘warp’, in the Russian client, is now complemented with the original term in parentheses wherever it has been deemed important for communication with English-speaking players.
  • For consistency and stylistic reasons, the terminology for Drones in the market categories has been revised in the German client. In addition, all drone related text has been revised for consistency and linguistic issues.
  • Terms changed are:
  • Fighters – Jäger
  • Fighter Bombers – Jagdbomber
  • Medium Scout Drones - Mittlere Aufklärungsdrohnen
  • Drone Upgrades – Drohnenupgrades
  • Combat Utility Drones – Kampfunterstützungsdrohnen
  • Logistic Drones – Versorgungsdrohnen

New in EVE Online: Into the Abyss 6.10.247655 (Apr 12, 2011)

  • FIXES
  • Character Creation
  • Faded tattoos in the character creator will now be properly rendered on the server.
  • Characters are now always able to use the in station recustomization so long as they have made a character portrait.
  • Fittings
  • Players will now be alerted if a fitting contains modules that do not exist, enabling them to save the rest to the server.
  • User Interface
  • Deleted the duplicate menu option in solar system map view to remove bookmarks.
  • Focus is now on the 'ISK' field in give money windows.
  • Fixed issue with default overview presets would fail to appear on login.
  • EVE Voice, Mail & Chat
  • An issue with the text in chats not wrapping properly has been resolved.
  • Miscellaneous
  • Autopilot settings now function as expected

New in EVE Online: Into the Abyss 6.10.246918 (Apr 8, 2011)

  • FIXES:
  • Character Creation:
  • An issue that caused the new character creator/recustomizer to crash for some users has been discovered and sent back to fashion school.
  • An issue with character creator reverting to a previously saved version during customization has been fixed.
  • Contracts:
  • Searching for blueprint copies would not return any results. This has been fixed.
  • Player Owned Structures:
  • A bug with reinforced POSes ending up in a corrupt state has been resolved.
  • Ships and Modules:
  • Modules were not deactivating correctly after jumping through a stargate. This has been fixed.
  • Fixed a bug with mining lasers not cancelling the current cycle at deactivation.

New in EVE Online: Into the Abyss 6.10.246350 (Apr 7, 2011)

  • CHANGES:
  • EVE Gate:
  • Improved security on EVE Gate including an additional layer of protection to the EVE Gate logon system.
  • Streamlined the character selection process so that you are presented with the character selection screen less often.
  • Image server:
  • Added support for fetching inventory type icons.
  • Added support for ship and drone renders.
  • Optimized various parts of the system so that we can send some of the hamsters to help elsewhere instead.
  • Contracts:
  • The new search function for contracts has left beta and the old search has been removed.
  • You can see CCP Atlas' dev blog for more information: http://www.eveonline.com/devblog.asp?a=blog&bid=833.
  • API:
  • Raising the maximum rowCount of journal transaction walker to 2560.
  • Changing the Market Transaction calls to behave just like the Journal Transactions.
  • Ships:
  • The Flycatchers' bonus to Light Missile damage reduction factor per level has been changed to a missile explosion velocity bonus per level.
  • The command center hold of the Primae was increased to 2000 m3 allowing transportation of two command centers at the same time.
  • Fleets:
  • When you create a fleet, you're now automatically made squad commander by default.
  • Loot logging is now enabled on all fleets by default. You can still steal stuff while in a fleet, but everyone will know!
  • Need for Speed:
  • Starbases in low-security space that have the 'Attack if other security status is dropping' setting active will now choose their targets in a way that is better for the server CPU.
  • Warping within the same (heavily-populated) grid is now handled more efficiently. Additionally, warping on to a very heavily loaded grid from elsewhere is now handled more efficiently.
  • The server was previously sending the damage state of in-flight missiles to clients. As clients cannot lock missiles, this no longer happens.
  • The way that damage updates are distributed to fleet-mates has been improved.
  • Missions & Complexes:
  • Team Commie Pinkos is gradually releasing new DED Complexes in our efforts to close the content gaps in EVE. Seven new complexes are now available in the game; more information is available in a dev blog by CCP Big Dumb Object: http://www.eveonline.com/devblog.asp?a=blog&bid=861
  • NPCs:
  • All NPCs that use jamming have been streamlined in functionality and you can now fit your ship to counteract them.
  • Corporation & Alliance:
  • Corporations can now have up to 100 ship fittings stored on the server.
  • Player Owned Structures, Outposts and Stations:
  • The type of anomalies spawned by sovereignty upgrades now will be affected by the security status of the system. See CCP Greyscale's blog (http://www.eveonline.com/devblog.asp?a=blog&bid=883) for more information. Please note that these changes will take effect within the first week after deployment and will not all be updated immediately after the patch is deployed.
  • User Interface:
  • The calculated security status of solar systems will now be displayed as negative where appropriate (See: Player Owned Structures, Outposts and Stations).
  • 'Show Contracts' option is now available in the menu of non-NPC corporation info.
  • Player portraits are visible in the following user interface windows in which players interact: Trade, Give Money, Chat Invite and Selected Object in space.
  • The width of the 'runs' boxes in Science & Industry has been increased to account for the production of items in larger batches, such as ammo.
  • Player-owned stations now appear like NPC stations in the UI with their location displayed as a prefix before the Station name.
  • Individual bookmarks may now be permanently removed via the right-click menu while flying in space.
  • The column with the image of the fleet boss will now contain standings as well, instead of having it in a separate column.
  • Pilots now have multiple default overviews to choose from: All, Drones, General, Loot, Mining, PvP, WarpTo
  • Now you can select all items, click 'repackage' and the process will simply skip those items on which the operation cannot be performed without stopping the repackaging process.
  • Character portraits in 'Show Info' may now be viewed in a separate window at a higher resolution.
  • When using the Autopilot, Waypoints will display as separate icons so pilots can tell them apart from regular jumps.
  • An Incursion chat channel has been added that can be accessed from anywhere in the universe. This channel can be used to share information gathered about Incursions from outside of affected constellations.
  • Players can now store 50 fittings on the server, making them accessible from any computer. Additional fittings may be saved locally into an XML file.
  • Character Creation:
  • Code optimization has increased overall performance in the character creator.
  • Characters now have the option to add vicious hero scars and burns.
  • A collection of piercings, studs and facial modifications have been added.
  • Represent your bloodline in ink with new and classic tattoo designs from the EVE universe.
  • Added a new pair of sunglasses.
  • Added male and female tank tops.
  • There is now a free station service to allow you to re-customize your appearance from any station.
  • Miscellaneous:
  • Capsuleers no longer have to get into their un-piloted ships in order to strip the fittings. A powerful imaginary electromagnet now removes fittings remotely via the right-click menu of the ship.
  • Career and Tutorial missions now have a massively increased duration and you will not lose standings for quitting, declining or timing out.
  • FIXES:
  • EVE Gate:
  • The main EVE banner located on the EVE Gate homepage now displays correctly in the in-game browser.
  • Players can now edit a contact's standings while looking at their broadcasts.
  • The EVE Voice widget can now be used by players running non-English versions of Windows 7.
  • Netbook users can now reach the buttons on the bottom of the popup in the calendar event window.
  • The unread message counter for "All mail" displays the correct number and will not count the same message multiple times anymore.
  • The mail editor can no longer be re-sized horizontally.
  • The right side of the broadcast page of one of your contacts only displays his/her contact, and not yours.
  • The character, corp and alliance information on the profiles now displays correctly in IE8.
  • Missing localization in German and Russian has now been added when viewing the "latest forum posts" section of a character profile.
  • Players can now exercise their communication manager roles during their first visit on EVE Gate.
  • The line stating the time of the last post on a user's broadcast page, if that particular user has never posted before, has now been removed.
  • Image server:
  • Invalid URLs now result in a 404 Not Found page instead of a yellow screen of fail.
  • Results providing broken images have been reduced significantly.
  • Missing NPC corp logos were updated to the image server.
  • API:
  • Renaming Character Sheet element "unpublished" to "published" to conform with the Skill Tree API. All skill rows should contain all elements now.
  • Fixed an error with displaying the alliance of characters in new player corporations.
  • Fixed an issue with the Wallet Journal walker marking itself as consumed prematurely.
  • Walker should now always allow for a full month of data and will just display the "first page" in the history if it receives weird input.
  • User Interface:
  • Info windows for planetary interaction structures no longer open on releasing the mouse button while hovering over them; this was causing involuntary pop-ups when users dragged the planet view around.
  • Planetary interaction construction interface can no longer be tricked into believing you have placed a command center by jettisoning it into space.
  • It is no longer possible to assign shortcuts to keys already used by the default schema, for example you can no longer assign F1 to "Open Calculator".
  • Website trust request in IGB now displays the URL where the request originated from correctly.
  • The killmail information window will now retain size and positioning after being closed and re-opened.
  • When trading, holding Shift will once again split the stack after dragging into the trade window.
  • Inactive probes can now be destroyed via the Scanner window.
  • With a destination selected, you can clearly see the security status of the next system on route, even in planetary interaction mode.
  • The Sovereignty dashboard was found to be only updating current system information intermittently. The dashboard now updates immediately when pilots move between systems.
  • Clone jumping with the corp hangar open would cause the corp hangar window to become unable to close, this no longer happens.
  • Players are now notified when they attempt to move more than the allowed number of bookmarks to their cargo.
  • A conflict in the Sovereignty dashboard that occurred on viewing Sovereignty via the Star Map has now been resolved.
  • An issue with re-sizing the scanner window has been fixed.
  • Using the 'Buy this' option in the Market was opening in Advanced mode if you had Advanced toggled for placing buy orders. This made no sense so now 'Buy this' always opens in simple mode.
  • Redundant decimal points visible after the percentage stats for the ship hitpoint readout have been removed.
  • The delay in switching to a large channel has been decreased.
  • When filtering the star map by Sovereignty, the data now loads faster.
  • Players with over 300 contacts with good standings can now create standings-based fleet adverts.
  • The system name is no longer repeated when retrieving the password for a container.
  • The wallet will no longer get stuck if you are given roles while having a corporate wallet open.
  • The description for the Minmatar Republic now refers to the star cluster rather than world.
  • Neutral contacts are now given a colortag in default overview settings.
  • The Certificate planner now updates on application of unallocated skillpoints.
  • The Neocom portrait is no longer obscured by the name bar.
  • In-game keyboard shortcuts are now inactive in the Character Creator.
  • All needed confirmation windows are now being displayed, when unfitting a grouped weapon directly into a corp hangar.
  • Science and Industry:
  • It is now possible, once again, to invent a Large Core Defence Field Extender II.
  • NPCs:
  • The loot from Terrorist Overlord Inzi Kika typically contained small hybrid ammo. Inzi Kika has ceased moonlighting as a hauler of frigate ammunition and now carries large hybrid ammo.
  • Drones set to 'aggressive' were getting confused and not engaging Sansha ships. Drones have now realized that Sansha are not friendly and engage accordingly.
  • Modules:
  • Mobile warp disruptors will now show up on probe results as intended; previously they did not have sensor strengths so could not be found. Small/Medium/Large disruptors are now approximately as easy to find as Frigates/Cruisers/Battleships respectively.
  • Several modules like tracking disruptors no longer reset their cycle, when the target explodes.
  • An unneeded attribute has been removed from the Micro Auxiliary Power Core I and its variants.
  • Weapons & Ammunition:
  • Faction FoF missiles have now appropriate faction tags.
  • Ships:
  • The Widow will now properly bonus the ladar sensor strength on ECM Burst modules.
  • It is now again possible to fit a subsystem to a tech3 ship by right-clicking the module and selecting "fit to active ship".
  • Drones:
  • A correct message is now displayed when not all drones are selected to engage a target.
  • Character Creator:
  • Amarr robe has been improved.
  • Clothing changes are now much smoother.
  • The neck can now be sculpted from any angle.
  • The location of the avatar is unchanged when exiting and re-entering the Portrait screen.
  • The position of the avatar is unchanged by zooming in and out in the Portrait screen
  • You can no longer create a Portrait without eyes being visible within the image
  • Each Race-Bloodline-Gender combination now has the appropriate colors available for hair and eyebrow combinations.
  • An issue with removing the female bra within character creation has been fixed, unfortunately.
  • Market & Contracts:
  • The creation time for auctions no longer shows current server time.
  • An issue that caused half-translated message boxes upon modifying market orders has been fixed.
  • The default range for searching contracts is now Current Region.
  • When searching for a specific blueprint type, the filter now works correctly.
  • When viewing all contracts assigned to you from the start page, the price filters are now cleared correctly.
  • Visibility level 5 now works for 'region' range setting rather than just '40 jumps'.
  • Corporation & Alliance:
  • When paying dividends to corporation members, the notification now correctly specifies that the dividend was paid to members rather than shareholders.
  • You'll no longer see old bulletins when you switch corporation.
  • Viewing corporation member's hangars did not show changes to the inventory until a session change occurred. You are now able to refresh the view of the hangar by using the right-click menu or by re-opening the window.
  • Previously, after dragging items onto corporation member's item hangars and refreshing the view the dragged items appeared to have vanished. This has now been resolved.
  • Wormholes:
  • Ghost wormholes that would show up as type 'Unknown' in scan results and have nothing but empty space when warping there have now been eliminated.
  • World Shaping:
  • The Ashab gate in Amarr has been moved to a more convenient location for people undocking from stations in the system.
  • Localization (German):
  • The consistency of the Welcome pages has been improved. The text has been reviewed for linguistic issues.
  • Several changes for style and consistency have been made throughout the game, especially on the NeoCom and station services.
  • EVE Gate will now remember the language settings when logging out.
  • Localization (Russian):
  • Numerous changes for style and consistency have been made throughout the game, especially items’ & missions’ descriptions; messages, categories and map UI.
  • Russian abbreviation for "billion" has been changed.
  • Remaining obsolete translations of the term "cruise missile" have been brought in line with the revised translation.
  • EVE Gate will now remember the language settings when logging out.
  • Correct Russian translations are now being used for various types of implants.
  • Player Owned Structures, Outposts and Stations:
  • Installing upgrades will now correctly modify your next cycle's bill.
  • Installing infrastructure upgrades without a daily upkeep will no longer generate empty notifications.
  • Previously, if a player left a ship within a password protected forcefield occasionally the ship was driven out of the force field upon log in. This has been resolved.
  • It is now possible to build jump freighter in fully upgraded Amarr Factory Outposts.
  • EVE Voice, Mail & Chat:
  • Text and editing issues with Welcome Mail for Mailing Lists no longer occur.
  • Miscellaneous:
  • After boarding a ship that had been ejected into space from another ship's Maintenance Bay, pilots would sometimes be unable to dock at a station. This has now been fixed and you can now dock in peace.
  • The calculated damage on kill mails is now more accurate.

New in EVE Online: Into the Abyss 6.10.237081 (Mar 8, 2011)

  • We have significantly enhanced the strength and structure of the inventory system to counter potential exploits.
  • We have changed which data types which are used for inventory tracking in the interest of execution speed. This will result in improved performance when manipulating inventories, for example when a missile is launched and thus entered into the solar system’s inventory.

New in EVE Online: Into the Abyss 6.10.229669 (Feb 16, 2011)

  • FIXES:
  • Experimental Contracts:
  • Full details on experimental contract features can be found in a blog from CCP Atlas entitled Contracts Features.
  • Blueprint copies and blueprint originals can now be searched independently by selecting the appropriate option in the Category drop-down.
  • Auction, Want to buy and Want to sell can now be searched independently.
  • Security filters have been added allowing you to search any combination of high security, low security and null security space.
  • An "Auction" tag has been added to auction contracts to differentiate from Item Exchange.
  • Clicking an entry in the contracts search results will now highlight that entry.
  • Full result ordering and order direction are now combined into one drop-down box and moved to the top of the window in an attempt to clear up confusion between full-result (server-side) ordering and per-page (client-side) ordering. When the full-result drop-down box changes a search is initiated and the per-page sorting is changed to match.
  • Added buttons to toggle between 'detailed' view and 'list' view.
  • A new column, "Date Created" has been added.
  • "Find in contracts" has been removed from places where it doesn't belong. It should now follow "view market details" more closely.
  • If you change the per-page sorting it persists between searches until you change the results sorting.
  • The location drop-down now remembers your last five location searches between sessions.
  • The "Item Type" input field now accepts simple wildcard searches using the '*' token. You can enter quite advanced queries into this field when combining the wildcard search with the metatype and category searches.
  • o An example might be 'Module:Pith*hard|Deadspace' which will search for any modules starting with pith and containing 'hard' of the metagroup 'deadspace'.
  • Fixed an issue where some filter fields did not remember their values when the window was closed and reopened.
  • The page will always scroll to top when switching between pages.
  • Several grammatical and typographical errors have been corrected in the UI.
  • Market & Contracts:
  • In-progress courier contracts now have an in-space submenu for the drop-off and pick-up stations when you are in the correct system, which is similar to how missions work.
  • Creating a courier contract from a plastic wrap will now fill in the destination for you allowing for easier 'forwarding' courier contract creation.
  • Contract right click menu in all contracts search views now includes a 'station' submenu with two submenus in the case of courier contracts.
  • Contracts now enter 'require attention' mode when there are six hours left instead of 24.
  • Item selector in create contract wizard now shows the number of selected items and will display in red if you go above 200.
  • Context menus have been added to the item list for 'Want To Buy' contracts.
  • Reward per jump is now shown in the contract details window. this will now show you how much isk per jump the contract yields using your current autopilot settings. Reward per jump is likewise shown in the Create Contract windows and uses the creator's autopilot settings.
  • The create contract window for courier services now shows you if your route will pass through a security boundary.
  • The state of your sell window (normal/advanced) will persist (remember your last used setting) on a character basis.
  • Market orders in Player-owned outposts will now display the system name as well as the station name.
  • Assets & Items:
  • Asset searches can now be sorted by number of jumps so that you can easily view your proximity to locally stored assets.
  • You can now drag and drop items into closed containers without having to open them first.
  • Planetary Interaction:
  • The description of the Barren Storage Facility now refers to the correct planet type.
  • Agents:
  • Added a verification message when you remove agents, so removing the wrong agent by mistake becomes less likely.
  • Exploration & Deadspace:
  • The Sansha Incursion sites no longer allow Rorquals to enter.
  • Clones:
  • Jumpclones can now be remotely destroyed from the character sheet. The window has been updated also.
  • When moving your active clone to another station, the list of possible destinations will contain the region and security status
  • Clones with insufficient skill points will now be greyed out as a warning when buying a new clone.
  • NPC's:
  • It is no longer possible to lose a ship to CONCORD by only using logistic modules (like remote armor repairer, shield transporter, energy transfer array, ...) or logistic drones. They cannot be activated in high-sec on targets with Global Criminal Countdown (GCC) or outlaws and they will be deactivated if the target gets GCC while being assisted.
  • Officer difficulty has been increased to reflect their value.
  • Incursion sites are now taxed in the same manner as regular bounties.
  • Adjusted Incursion site contribution to give slightly less influence. We also adjusted the influence regain in low- security and null security, to make sure they can be completed.
  • Sound:
  • An issue has been resolved where Incursion sound effects were not playing for some players when entering an Incursion systems.
  • An issue has been resolved where Incursion sound effects were not playing for players who login with their ship docked in station.
  • User Interface:
  • Priority modification in the overview settings now has drag-and-drop functionality.
  • The 'Autopilot' tab in the starmap now has drag and drop functionality for sorting waypoints.
  • The right click menu item has been added to the route label in space so that it is now possible to clear all waypoints from space without going to the starmap.
  • Market and Fleet collapsible menu stacks now have redesigned icons with indenting for better usability.
  • There has been a slight modification to the character sheet to sort out some irrelevant information.
  • It is once again possible to capture portraits of characters in-game.
  • "Show contracts" links on show info pages of other characters have been moved off the main page and into the menu.
  • An issue with the Drone UI when switching ships no longer occurs.
  • Character Portraits:
  • You no longer need a shirt to make a portrait but simply require something on your top, either a jacket or shirt. Proper garments for the lower body and feet are required.
  • EVE Gate:
  • Searching for long strings in EVE Gate returned snipped search results. This has now been fixed so that the result text is wrapped.
  • EVE Gate display of corporations with long names has been fixed.
  • The character name challenge when logging into EVE Gate for the first time has been changed to be case sensitive.
  • Previously, when viewing the broadcast wall of one of your contacts who had set standings towards you so you can see his wall, the contacts on the left side were actually your own and not his. This has now been fixed.
  • A fix has been deployed for improved performance to EVE Gate.
  • Some minor updates to the EVE Gate layout have been added.
  • Localization:
  • A number of translation/localization related issues have been resolved in various parts of the UI and item descriptions in game, as well as EVE Gate.
  • Previously unlocalized text in the character creator has been revised and translated.
  • 'Incursion' is now consistently being referred to as 'Übergriff' in the German client.
  • The translation for the term command center, in Planetary Interaction, has been changed to 'Befehlszentrale' since the previous version was potentially offensive.
  • The EULA has been reverted to the English version for legal considerations.

New in EVE Online: Into the Abyss 6.10.224393 (Jan 27, 2011)

  • FIXES:
  • Character Creation and New Player Experience
  • Some eyeliners were not displaying the correct color. This has now been fixed.
  • Incursions:
  • Based on feedback from the community, we have reduced the rate at which Sansha's regain control of the constellations.
  • An issue where the journal was not updating properly has been fixed.
  • Dungeon beacons have been changed and will disappear when a dungeon is completed. This should result in fewer empty dungeons.
  • Exploration & Deadspace:
  • Wormholes will nlonger bump you when you are on top of them. Minds out of the gutter, capsuleers!
  • Market & Contracts:
  • The Daytrading skill now works correctly.
  • Planetary Interaction:
  • Products from ECUs were appearing as tosmall in the ECU graph. This has been resolved.
  • An issue that prevented Extractor Control Unit heads from being placed has been fixed.
  • Some previously placed Extractor Control Unit routes were disappearing. This happened when newly created routes exceeded the current route's bandwidth. This has been resolved.
  • Graphics:
  • The Retriever ship has been updated sthat it nlonger appears tbe gold in color. CONCORD is greatly relieved, knowing that there will be a reduction in bad dog jokes.
  • The Mackinaw ship has been updated sthat it nlonger appears red in color.
  • User Interface:
  • Non-agent NPCs will now have portraits.
  • Pilots now have twoptions in the overview filter:
  • NStanding and Neutral Standing.
  • When "NStanding" is unchecked, only pilots whare in your contact list will appear in your overview.
  • When "Neutral Standing" is unchecked, pilots whare in your contacts as "Neutral" will nlonger appear in the overview.
  • The contract window will nlonger become unresponsive after trying tdelete a non-outstanding contract.
  • EVE Gate:
  • It's nlonger possible tcreate labels with reserved names that have a white-space around them.
  • Alliance public profiles will now list all corporations within in the alliance.
  • EVE Gate now allows the payment of CSPA charges. Your mail will now be delivered.
  • API:
  • The cache timer for Wallet Journal calls has been lowered t27 minutes.
  • Legacy support for beforeRefID has been added.
  • A maximum date range has been added. Players will only be able tquery historical data up tone month previously.
  • An issue where the Scotty, the docking manager, would refuse you access tyour character sheet. Scotty has been put in his place and will now give it all he's got.
  • Passing a 64-bit integer t/eve/CharacterName.xml.aspx nlonger causes Scotty, the docking manager, tpanic.
  • The MemberSecurity data is now formatted according tthe rowset style, making it consistent with other API calls.
  • Fixed an issue with the API not returning name information on deleted corporationIDs and characterIDs
  • CHANGES :
  • Character Creation and New Player Experience
  • A history slider function has been added tthe character creator. This allows players tundand redchanges they have made when designing their character.
  • Users can nlonger proceed tthe Portrait screen without equipping a shirt beforehand.
  • User Interface:
  • The Dock option is now third - under approach and orbit - in the right-click drop down menu.
  • General:
  • A fix treduce desync issues caused by the EVE Online physics engine has been implemented.

New in EVE Online: Into the Abyss 6.10.222391 (Jan 22, 2011)

  • FEATURES:
  • Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
  • The new Character Creator is now live on Tranquility, and your character would very much like tbe beautified.
  • Various improvements have been made tEVE Gate, including EVE Voice Beta!
  • Extended changes and improvements tthe Contracts system have been done.
  • A number of graphics improvements and updates have been added tthe game.
  • The API has received numerous improvements.
  • The keyboard shortcut system in EVE has been completely revamped. There is a new layout including organized tabs, additional combat commands and new modifiers. CTRL + ALT + SHIFT + Mouse 4/5/6 are all new modifiers.
  • Upgrades tthe EVE Client make it sCPUs that dnot support the SSE2 instruction set will nlonger be able trun EVE Online. You can see this blog for more information.
  • Incursions:
  • CONCORD has set up a new LP store treward players participating in Incursion.
  • New implants and capital weapons relating tIncursions are available.
  • More details on the Incursion feature and when you can expect Incursion tbe enabled can be found in this blog.
  • Contracts:
  • Details about improvements tthe contracts system can be found in this dev blog by CCP Atlas.
  • You can now "copy" a contract that you have created from the contract details context menu. This will open up the "Create Contract" wizard with parameters from the copied contract prefilled in.
  • Insured ships that are put inta Courier contract will nlonger have their insurance voided.
  • When you log in, you will now be notified if there are any contracts assigned tyou. You can now easily jump intthe contract in question.
  • Item Exchange Contracts are now the default contract type when you create a contract. They alshave a new (repurposed) icon.
  • A new "Volume" column in the "Select Items" step of the Create Contract Wizard has been added. Additionally, when creating a Courier contract, the volume of selected items is summed when they are selected.
  • Damaged items can now be put intall contracts. If an item is damaged, it will be noted in the Contract Details window.
  • Contract details will now show the security level of the system(s) in question. It will alsshow if any system en route tthe system is a different security level than the current system.
  • Contract details will now show if a station is player owned and therefore potentially unreachable.
  • Contract details will now show if a system is unreachable with your current autopilot settings.
  • Added a "Find Contracts" context menu option for plastic wrap containers tallow you tbring up the contract which the container belongs to.
  • Added a "show info" context menu option for search results containing one item.
  • Added a link tpreview an item in the contract details window.
  • Loan contracts are nlonger supported in the contracts system.
  • When you contract a ship with loaded charges, the charges will be removed and are placed intthe ship's carghold instead of the hangar. If there is insufficient space in the carghold, the charges will placed in the hangar instead.
  • Contracts with ships in them show a "fitted" tag on each item if it is fitted on the ship rather than located in a carghold.
  • The create contract wizard has been simplified a bit.
  • The ignored issuers list limit has been raised from 80 t1000. It is filtered on the client instead of the server.
  • The number of top level items in a contract has been raised from 100 t200.
  • The contracts start page now includes the count of all contracts assigned tyour corporation for all members of the corp. The corporation and your private assigned-tlist counts are split up intitem exchange/auction and courier, each with relevant links.
  • Labels on contracts details now show the text "You will pay" and "You will get" instead of "price," "money offered" and "offered items."
  • Want tBuy contracts now always show the requested items in a list even if there is only one item.
  • Graphics Improvements:
  • God-rays were added tIncursion-infested systems. These can best be seen by orienting the camera sthat the player's ship occludes the sun in infested systems.
  • Ship booster lensflares use the new depth buffer. This means that boosters don't cut through solid geometry any more.
  • Changes tthe way suns are rendered have been made timprove performance.
  • Changes tthe way the Tactical Overlay is rendered have been made timprove performance.
  • Sansha's-infested systems now have a greenish hue.
  • Depth effects were added. This was needed tmake effects such as god-rays possible.
  • Fixed windowed mode in the Windows client. This makes the client appear tbe in full-screen mode while staying in windowed mode. This change frees up a bit of screen real estate for users.
  • The detail shader on Sansha's capital ships has been improved, resulting in better looking capital ships.
  • "Out of memory" errors are now handled more gracefully, and more "out of memory" error messages have been added tthe client.
  • A number of graphics-related memory leaks have been plugged.
  • Wormholes:
  • Sleeper NPCs will now properly use their energy draining effects on players, which increases the difficulty of Sleeper sites in wormhole space.
  • EVE Gate:
  • We have introduced EVE Voice integration intEVE Gate, which is in a beta state for now.
  • All of EVE Gate was localized intGerman and Russian, which can be switched in the Account Settings.
  • The editor for emails, biography and the like has been replaced with one less prone tmaking erroneous markup, making EVE mail more reliable.
  • You can now view profiles without logging in. You can show off your new fancy avatar tyour friends without logging intEVE Gate.
  • The contact limit has been increased t1024.
  • Contact labels were added tEVE Gate.
  • In place of the old contact folders, we have introduced contact labels that work just like mail labels.
  • EVE Gate will now remain up for downtime.
  • The following features will now be up and running during downtime:
  • Login and character selection
  • Profile settings
  • Broadcasts, both on Home and profile pages
  • Character, corporation and alliance profile pages. Certain features, however, are disabled when you click them. For example, trying tadd a new contact during downtime will give you an error.
  • Read-only standings shown on profile pages.
  • The following are disabled during downtime/VIP:
  • Mail
  • Calendar
  • Contacts
  • EVE Voice
  • New mail/contacts/calendar counters on both the Home and character selection pages
  • Upcoming Events on the Home page
  • Add/Edit/Delete Standings on char/corp/alliance profile pages
  • "Send a Message" on char/corp/alliance profile pages
  • PLEX tab on Character Sheet
  • You can now view the status of your subscription from your character sheet
  • You can gdirectly tthe market or the PLEX website from the character sheet and purchase PLEX
  • API:
  • Fixed an issue with YAML parser causing some player wallet journal requests terror.
  • New Wallet Journal API
  • Nlonger rate limiting but will rather return cached results from the earlier call.
  • Same call, /char/WalletJournal and /corp/WalletJournal
  • Requires full API key
  • Optional inputs rowCount (tcontrol the number of mail headers displayed) and fromID (the non-inclusive messageID tread FROM intpast mails).
  • Functions much like the new mail API.
  • Calendar API
  • Nlonger rate limiting
  • Modified /char/UpcomingCalendarEvents
  • Returns next 50 upcoming events from characters, your corporation or alliance.
  • Requires FULL API Key
  • Cached for 57 minutes
  • Modified /char/CalendarEventAttendees
  • Returns the attendee status of events
  • Requires FULL API Key and a comma separated list of eventIDs (alssupports ids as that variable name)
  • Requires proper roles for corporation/alliance events.
  • Notification Header API
  • Nlonger rate limiting but will rather return cached results from the earlier call.
  • Adding char/NotificationTexts
  • Returns the body text of notifications
  • Requires FULL API Key and a comma separated list of notificationIDs as the variable ids.
  • Character Creator:
  • A new character creation interface has been added, and Race, Bloodline and Gender are now selected using a new interface.
  • Both old and new players will be able tuse the reworked EVE character customization system tcreate a new Avatar and Portrait.
  • We are adding support for an optional third name during the new character creation process. This is being done in order texpand the amount of available names in the EVE database and avoid having tpurge older names. When you create a new character, you will put in your first twnames in one box with a space between the names, and then use the second box for your third name.
  • New Characters can have a selection of education options tchoose from; this dictates their starting location.
  • Current characters will have a grace period before having tcommit ta new character avatar and portrait. During this grace period you can take your time before finalizing your new avatar and portrait tsuit your tastes.
  • Once this grace period is over all characters will be forced tcreate a new and updated character portrait and avatar during the login process. A final date for the end of this grace period will be announced. Stay tuned tthe MOTD and news on www.eveonline.com for more information.
  • Macintosh:
  • Antialiasing is now disabled for Leopard users. This should help avoid reported client startup problems.
  • You can now switch between windowed and full screen mode via the ESC menu.
  • Users can now choose tdisable Multithreaded OpenGL via ESC menu settings. This option affects CPU load and graphics performance.
  • Running EVE in the background should nlonger severely slow down other applications.
  • Planetary Interaction:
  • Players can now upgrade command centers from basic all the way up telite without replacing their colonies.
  • Only basic command centers will be seeded on the market now; larger centers will now be purchased as upgrades via the upgrade window.
  • Extractor control units (ECUs) have been introduced on all planets. The ECUs can be built from the build menu, replacing extractors.
  • Extraction is now done by extractor heads that are installable via the ECUs.
  • ECUs alsallow installation of extraction programs. Players can now create extraction programs that run up t14 days. These automated extraction programs will harvest resources based on the settings in program creation.
  • Prior tinstalling an extraction program, placed extractor heads can be moved by clicking the button at the center of the extraction head. Extraction heads can be moved via drag and drop tresource hot-spots for a greater extraction amount.
  • You can set the area that your extractor heads will extract from, which will affect the length of the extraction program and amount of extraction.
  • Overlapping extractor heads from different ECU's will cause a reduction in extraction amount from each extractor head.
  • Pinned UI windows are now affected by the global window transparency settings.
  • The new ECU window will display a colored graph tindicate the deposit of each cycle.
  • The output per cycle of ECUs diminishes over time. The output is, however, variable in a way that even though it generally decreases, local "hotspots" can still occur.
  • Sounds have now been added tcover changing resource intensity and interference from other extractor heads.
  • Routing materials is now more intelligent. Processors are prioritized based on how close their hopper is tbeing filled. Storage pins are routed in equal amounts.
  • FIXES:
  • EVE Gate:
  • When editing a calendar event, the character counter for the description field is now correct when you open the window.
  • Inbox, corporation, and alliance labels are now autadded tthe appropriate mails, and can be removed just like in the EVE client.
  • EVE mail recipients now display correctly when composing mail using IE8.
  • Scroll bars have been tamed, and there are nmore unsightly scroll bars when selecting contacts tinvite tevents.
  • You nlonger get a CSPA charge when trying tcreate an event without a name.
  • You now receive more informative messages when restoring EVE mails from the trash.
  • Calendar events are now sorted sequentially in month view.
  • Clicking cancel in "edit calendar event" popup nlonger resets scroll position.
  • When cancelling an action on a mail/contact label, the drop-down menu now closes correctly.
  • You can nlonger create calendar events in the past.
  • The corporation "Add contact" link from the broadcast page now works as intended.
  • On creating a new event in a future month, the calendar retains the view rather than resetting tthe current month.
  • When creating a label by pasting text, the "Create New" button now gets enabled.
  • Long titles nlonger break page alignment; they are truncated instead.
  • You can now view corporations with twsubsequent dots in their name.
  • When deleting a mail label, it nlonger keeps the counter from the old label when creating a new one.
  • You will nlonger get an error if you have a broadcast from a deleted character.
  • The tab-order when logging in now goes tthe "Keep Me Logged In" checkbox before the login button.
  • "Faction" is now translated in both Russian and German.
  • When you click abort after clicking remove broadcast, the remove link now stays usable without reloading the page.
  • Colored mail labels nlonger break the label.
  • You can now search for characters with apostrophes, dashes and dots in their name.
  • Numerous fixes were done timprove the experience when using Internet Explorer.
  • Fixed an error where the time remaining on the character sheet was incorrect in some cases.
  • You can now remove participants from an event in Opera.
  • Under certain conditions, EVE Gate session could end unexpectedly. This has been fixed.
  • Player Owned Structures, Outposts and Stations:
  • Jump bridges can now be successfully probed down.
  • An incorrect message that displayed when dropping large quantities intassembly arrays has been fixed.
  • Office rental at Outposts can nlonger be 0 ISK.
  • Fixed an issue where it was possible tanchor weapon batteries inside PoS shields.
  • Science and Industry:
  • Rorqual manufacturing jobs now default t"my cargo" for job input/output.
  • The quantity of Pyerite in Compressed Pure Jaspet and Compressed Pristine Jaspet was switched around in the refining message window. This has been fixed.
  • You can now build Electronic Attack Ships and Heavy Interdictors in Tier 2/3 Amarr Factory Outposts.
  • Brackets will nlonger display when in Planet View.
  • Skills:
  • A "Message not found" dialog would appear in certain cases when training skills. A proper error message has now been added tdescribe the error.
  • An issue with Elite certificates has fixed.
  • The Business Tycoon Standard certificate now displays the correct requirements.
  • Fixed a typin the Remote Sensing skill description.
  • An extra "the" has been removed from the description of "Cloak Operator Elite" certificate
  • Ships:
  • The Widow Black Ops bonus will now correctly affect ECM burst modules.
  • The Tengu Gravitational Capacitor subsystem will now correctly affect warp capacitor need.
  • CPU and Powergrid now rounds correctly ttwdecimal places.
  • Nidhoggur's "Shield and Armor" description text has been updated treflect its Capital status.
  • Fixed an infrequent issue with shield recharging while undocking from a station.
  • The Noctis now has the Primae as a variation and vice versa.
  • Sensor strength of T3 ships fitted with Dissolution Sequencer subsystems are now correctly calculated when racial sensor strength implants are present.
  • Despite the pressures of being a modern day capsuleer pilot, it will nlonger be possible teject from one's own pod!
  • Fixed many cases where the collision radius of a ship was larger than its model size.
  • Freighters now have race-specific propulsion types.
  • It is now possible tlink tournament prize ships in chat.
  • The Capacitor Regeneration Matrix subsystem description has been fixed treflect the bonus applied.
  • Market & Contracts:
  • An issue with contract message spam has been resolved.
  • You can now correctly search for journal entries by date.
  • Price warning pop-ups text for market orders has been improved tinclude orders being edited.
  • Fixed an issue with moving items mid contract creation.
  • Modules:
  • Modules returned through ship repackaging will now correctly fit tanother ship.
  • Microwarpdrives will now work after undocking after being warp scrambled prior tdocking.
  • Fixed an issue with Tractor beams occasionally not working.
  • Fixed an issue with ship maintenance bays occasionally causing modules tappear offline.
  • Used mining crystals will now correctly reload.
  • Civilian modules can nlonger overheat indefinitely.
  • Fixed an issue with ECM burst modules gaining aggression inside a PoS forcefield.
  • Fixed an occasional issue with cynosural beacons producing erroneous jump results.
  • Boosters and Implants:
  • Low-Grade Grail Omega radar sensor strength bonus is now calculated correctly.
  • Using Mining Foreman Links in fleets caused the mining lasers cycle timer tgout of sync. This has been fixed.
  • Weapons & Ammunition:
  • The group "Ammo" is now called "Projectile Ammo."
  • Hail ammunition now has the correct tracking modifier applied.
  • Charges will now correctly move from the carghold when dragged and dropped onta stack in weapon array ammunition storage.
  • Fixed an issue with Doomsday device timers prematurely resetting.
  • Wolf Rayet systems will now affect Standard Kinetic missiles appropriately.
  • Right-click contextual menus will now correctly display the ammunition that was last used when attempting treload.
  • Exploration & Deadspace:
  • The exploration site Drifting Cask has been anchored and can now be properly discoverable.
  • The "warning sign" in 8R-RTB was improperly placed and has been removed.
  • The on board scanner will nlonger put green dots on your ship.
  • Wormholes can nlonger be moved.
  • It is nlonger possible tlose a probe by moving it ta large distance outside the solarsystem
  • The mysterious "???" dungeon sites will nlonger show up when scanning.
  • NPCs:
  • Fixed an issue with Sleepers that were not properly draining cap from player ships.
  • Corporation & Alliance:
  • You can now use HTTPS in corporation/alliance links.
  • Corporations that own outposts will nlonger show as having an office there if they don't actually use an office slot.
  • Fixed an issue where a notification was not sent out tthe personnel manager when a pod pilot applied tthe corporation.
  • Attempting tadd a bulletin tan alliance after having left now fails gracefully.
  • When you create an alliance, your corporation is nlonger listed as having accepted an application tthe alliance.
  • Agents & Missions:
  • There are 40 new empire storyline encounter missions. Now with more space-shooty-fun-times!
  • "The Maze" now has less cluttered acceleration gates.
  • Changed mission expiration counter tbe "...mission expires at" rather than "...mission expires in" tplease the hamsters.
  • Issues with missions being offered by agent NakkitIhadechi have been resolved.
  • The warning message for declining missions will nlonger read, "...within the next less than a minute..." It will now display the actual number of seconds left.
  • Fixed a minor issue where starting research with a research agent could sometimes cause the research tbegin at a negative value of some decimal points.
  • Mission: Making Mountains of Molehills (5 of 10) should nlonger send some pilots through Low-sec space.
  • An agent's conversation window would sometimes have duplicate entries if you were in a fleet. This has been fixed as they are tired of repeating themselves.
  • The "Terrorist at Large (2 of 4)" completion item now drops from the correct NPC.
  • Level 5 missions should nlonger send you thigh-sec .
  • Exploration site, "The Line", should nlonger randomly change scenery.
  • The mission "Giving Shelter" now gives the correct drop-off location in the agent briefing.
  • The mission "Beefing Up" now has the correct item destination listed in its description.
  • The site "Sansha Hub" will nlonger prematurely end if you shoot the wrong thing.
  • The missions "Cleaning House" and "Sansha on the Horizon" now have visual differences.
  • For the mission "Nidupadian Yorak Eggs (1 of 2)," Keren's head now only drops once.
  • Fixed issues with the four Empire's epic arc's quit behavior. When quitting a mission in one of the four empire epic arcs, you will now quit the arc itself, as intended. The "Blood-Stained Stars" arc, however, remains unchanged.
  • Exploration site "Blood Raider Base" now has more sane travel distances.
  • High-end ores have been removed from several sites and missions.
  • Several mission briefings were not displaying properly in the journal, this has now been fixed.
  • Friendly NPCs in mission "Clearing a Path" will nlonger show as enemies.
  • Fixed a small issue concerning locator agents and downtime.
  • A full stop was missing in a tutorial. This has been corrected.
  • Forgotten Outpost mission issues have been fixed.
  • Miscellaneous:
  • Dark Blood Colonel drops a Bhaalgorn BPC instead of the ship itself.
  • You can nlonger zoom infinitely intSpacial Phenomenons, which had caused a graphical glitch.
  • Shooting with grouped weapons resulted in an inconsistency with damage messages if the simple damage notification setting was enabled. Both "hit" and "hits" were used. This has been fixed.
  • The calculator now accepts numbers that have been copied via the clipboard.
  • The "warp tlocation" option is only available tscan result only when the player is at warpable distance from that location.
  • Filtering Options on the "Your First Days > Finding a corporation tjoin" has been bolded.
  • Sensor strength of T3 ships fitted with dissolution sequencer subsystems were calculated incorrectly when racial sensor strength booster implants were present. This nlonger happens.
  • Ship configuration messages regarding fleet member usage needs has been updated on the Rorqual.
  • Using Mining Foreman Links in fleets caused the mining lasers cycle timer tgout of sync. This has been fixed.
  • Fixed the spelling of the "Ukomi Super Conductor."
  • SBU and TCU attack notification messages now correctly display "Structure" instead of "Shields" in the correct circumstances.
  • You can now login tgame even while using the settings menu.
  • Fixed an issue where the repair tool would crash if additional files existed in the installation directory.
  • EVE Voice, Mail & Chat:
  • In some rare cases there were discrepancies in how read mails were counted; this has been fixed.
  • Chat channel names created using special characters will now create logs normally.
  • Drones:
  • Fixed an issue where a player could sometimes lose control of Fighter Bombers after they had been launched.
  • "Augmented" drones are now properly classified as Faction rather than Tech II.
  • Fixed an issue with assigned Fighter drones getting lost when the owner docks.
  • The drone window will now update correctly when transferring from a ship´s drone bay ta ship based corporate hangar.
  • Fixed a misleading message when attempting tlaunch drones in Triage mode.
  • Updated super-carrier bonus descriptions tinclude regular drones.
  • User Interface:
  • A character that has been kicked from a corporation nlonger shows up in the corporation chat member list until they relog. They are now immediately removed.
  • The overview now updates correctly when a war declaration becomes active or goes inactive.
  • The fitting window now updates the amount of CPU left when a module goes offline for any reason.
  • The "Selected Item" window now updates when a selected drone is scooped.
  • Planets and moons can nlonger be targets of "look at" since they didn't really play nice with the camera drone.
  • When viewing a route on the map, if the cursor was placed over any solar system, the route line disappeared. This has been fixed.
  • Fixed an issue where right-clicking a probe's scan sphere made the resize graphic appear.
  • The "Show Composition" window now shows the correct standings for a corporation.
  • Extremely long lists of cynarrays will now open in a separate window.
  • Fixed the date search function within the audit log of secure containers. If you have the date selected and you press Enter you now get lines from that date.
  • You can now unblock and allow a character in a chat channel without any issues if done at the same time.
  • Energy Neutralizer range now shows up on the Tactical Overview.
  • Adding multiple skills that resulted in the skill training queue tgover 24 hours resulted in an empty completion bar. You will now get an error message instead.
  • When you press ALT + Enter after having clicked on account management on the login screen, it will nlonger open the account management page.
  • The notification tab will now correctly stop blinking after all notifications have been deleted.
  • Fixed a defect which displayed "you are here" twice instead of once when you opened the star map.
  • Fixed an issue which reversed the zoom mechanics when in planet mode.
  • Skill points are nlonger referred tas "Skillpoints".
  • The "Sell this item" menu option is nlonger shown for blueprints that have been used before.
  • The Jukebox now handles playlist files differently. There may be some fallout for users whbypassed the client user interface when adding playlists. If you are having issues with playlists, you will need tremove them and add them using the Jukebox's UI.
  • Fleet broadcast history nlonger truncates text.
  • Attempting tcancel a trade session that has already been completed now displays a notification: "Trade could not be canceled."
  • You can nlonger export fittings if you have nfittings saved.
  • Fixed an issue that let you bookmark contracted ore.
  • Deleted Fleet adverts nlonger have the option tbe deleted again.
  • A spelling-mistake was corrected in the "Display and Graphics" tab.
  • Newly created Jukebox playlists can nlonger be named the same as the EVE default playlist title.
  • Changing settings in the Market window with keyboard will now retain focus as expected.
  • NPC bounty prize transaction description nlonger lists location as "None" when you are in unknown space.
  • The "Group of Cattle" description has been fixed.
  • The sensor strength icon in the fitting window now updates correctly when ship is changed while the window is open.
  • The Loyalty Point Store now has a welcome page.
  • Accented characters can be used for label names (in both mail and contacts).
  • Wreck windows will now retain position and stack correctly.
  • Standings icon in the show infwindow now displays correctly for the full range available.
  • Bookmarks in the In-game Browser now have a vertical scroll bar for multiple entries.
  • Ship names with an ampersand will now display correctly in the character selection screen.
  • The Planetary Launchpad user interface will now behave correctly when attempting tlaunch commodities while cloaked.
  • The right-click menu is now available for characters in the mailing list management window.
  • When opening the help window, the initial focus will now be on the search field.
  • Fixed a small issue that could cause line spacing tgawry on the character selection screen.
  • Fixed an issue where the Flatten/Un-Flatten buttons did not behave correctly on the map.
  • Bookmark folders can now share a name with another item in the context menu without affecting the order of the menu items.
  • Category columns now handle secondary sorting alphabetically when sorting items.
  • Made small text fixes in regards tlocalization of in-space objects.
  • Meta level sorting now counts nmeta level as lower than 1. Alschanged sthat 0 meta level shows as empty.
  • The Assets window now displays "Volume" in the correct column.
  • Fixed a small issue that could cause the open contracts slot counter not tupdate itself.
  • Fixed a minor issue regarding the "Export Overview" window.
  • Slight polish in the "Browse Fittings" section has been applied.
  • Minimizing and Maximizing a chat window will nlonger clear its contents.
  • You can now drag items from the "browse", "search", and "quickbar" lists ni the market. This allows you tdrop them in chat ot make links.
  • Added "Show Info" tyour current system's contextual menu on the top left of the screen. (CSM)
  • When comparing items they now have the correct context menus. (CSM)
  • Several menu options have been moved around tmore logical locations based on player feedback.
  • Scan results that can be warped tare now represented by the correct bracket icon.
  • Small tweaks have been made tthe corporation voting window.
  • Pilots will now be informed of the potential one-way move when moving items from the fitting window ta corporation hangar.
  • Fixed an issue that caused "ghost" modules tappear as fitted when using the fitting service on capital ships.
  • Small fixes have been made tstacking agent windows.
  • The jukebox should now behave correctly when you expand and collapse it.
  • Wrecks should now display correctly, whether or not they are empty.
  • Calendar filters should now properly apply tthe Upcoming Events & Latest Updates windows.
  • Made small usability tweaks thow highlighting in sub-menus works.
  • Stacked chat windows should now stay stacked upon login.
  • The skill queue pop-up window message should now suppress itself correctly.
  • Fixed a minor text overlap issue in the skills window.
  • Fixed a rare random issue that could cause the local channel not tload.
  • Minor fixes have been made tthe pixel placement of corp logos in character information windows, they had the wrong aspect ratio.
  • Made a small fix thow corp names were handled in the mail recipient line.
  • CSPA charge is nlonger charged ta player for closing the warning window.
  • Drag and drop should now work properly for contacts.
  • Scroll bars in the contracts UI should nlonger have a large impact on client FPS.
  • The scanner window now correctly remembers its size and position.
  • Ship scanner nlonger uses the old capacity UI element.
  • CPU and Powergrid usage figures now have discernible decimal points.
  • The corp bulletin edit field now wraps text as expected.
  • Copying and pasting text from the character sheet nlonger removes spaces.
  • Locking pinned windows should now alswork on windows that were already pinned.
  • The Assets window now displays "Volume" in the correct column.
  • Users can now filter the lockdown view in corporation assets.
  • Fixed a tooltip display for the Industry tutorial missions.
  • Characters flagged for re-customization should nlonger lose their facial hair.
  • Made small fixes tthe color picker tmake it more responsive under high load or on lower end machines.
  • World Shaping:
  • J140524 has moons labeled correctly now.
  • Mac:
  • Fixed an issue where the Mac client would crash when using CMD + TAB while running the client in full screen mode.
  • Fixed an issue where Mac patches that where not distributed tthe Web site caused an error when patching.
  • Fixed an issue where drop down menus were not being displayed correctly when using the in game browser.
  • Client crash on exit should nlonger happen.
  • Fixed an issue where closing the in game browser, would spawn an Exception raised issue on the Mac.
  • Localized Clients:
  • The Russian description of Gunslinger AX-1 has been changed treflect actual attributes.
  • The Russian description of the Nighthawk's rate of fire bonus has been fixed from 10% t5%.
  • The "kopieren" option in a blueprint context menu has been moved tthe right place.
  • Minor grammar fixes in the ship "show info" screen have been done for the German client.
  • Updated the Nidhoggur description in the Russian client.
  • Updated the description on the Sleipnir for the Russian client.
  • The Cruise Missiles market group is now translated in Russian.
  • Fixed the Russian description of the "Dysfunctional Solar Harvester."
  • Localized the tab text of the carrier ship maintenance bay for the German client.
  • Alliance logos should nlonger get cut off in the login screen of the German client.
  • Corrected the translation and text display in the Career Advancement window for the Russian localized client.
  • API:
  • Certificates will nlonger refer terroneous iconIDs in the static data dump.
  • Error "This Yaml implementation does not support Dictionaries as Dictionary keys" nlonger given for wallet reftype 10 or 37 (player input).
  • The FacWarStats.xml.aspx API now returns the correct data.
  • Graphics General:
  • Textures on certain ships (such as the Utu and Adrestia) were turning green when graphic quality was set tolow. These were remade and nlonger turn green when a player zooms out.
  • Dustfield particles have now been decreased in size, giving them less of a shard appearance while traveling in a fast ship.
  • You are nlonger prompted treboot when turning shadows off or on.
  • A memory leak that involved mining drones has now been plugged.
  • Re-aligned a misplaced light on the Apotheosis model.
  • Fixed issue where anti-aliasing changes would make UI labels disappear.
  • Optimized a framerate performance issue with Extractor Control Units.
  • CHANGES:
  • Character Creator:
  • All existing character portraits can be re-customized one time. You will not have tcreate your character from scratch and will be able tmodify the existing portrait.
  • API:
  • The CharacterSheet.xml.aspx page now alscontains Date of Birth and Security Status.
  • The Research.xml.aspx API is nlonger rate-limited, and will thus always return a result.
  • Player Owned Structures, Outposts and Stations:
  • It is nlonger possible tuse Electronic Warfare effects against starbase structures.
  • Starbase structures should now be approximately as difficult tprobe down as a T1 cruiser.
  • You can now anchor a POS in a 0.4 system without faction standing.
  • Ships which are jumping ta cynosural field located close ta starbase forcefield will now land at a slightly increased distance of up t15km. This means that pilots will have a slightly increased travel time tget tsafety within a starbase.
  • Corporation & Alliance:
  • You can now hide rejected alliance applications.
  • Corporate wallet management a bit less confusing!
  • Trader, junior accountant, accountant and divisional account access were changed regarding their corporate wallet access.
  • Divisional Roles give you access ttake from the corporate wallet (which includes buying stuff) as well as seeing the balance of the division when it is selected.
  • Junior accountant:
  • + Can view bills but cannot pay them.
  • + Can view wallet divisions' balance.
  • + Does not imply he has access tthose divisions.
  • + Can view shares.
  • Accountant:
  • + Everything above plus:
  • + Can pay the bills.
  • + Able tview journal and transaction logs.
  • Trader:
  • + Can view transaction logs.
  • + Requires divisional access tdany actual trading.
  • User Interface:
  • Base attributes are nlonger remappable.
  • You can now easily access PLEX purchases from your character sheet.
  • A confirmation message is now displayed when cancelling a market order and it can be suppressed like most warning messages.
  • Small changes tright-click menu options for fitting have been made.
  • Contract information windows can now be pinned like most other windows.
  • Image cache for portraits has been updated. After an image is changed, there might be a delay before it appears in the game (2 hours for characters, 1 day for corporation logos and 1 week for the alliance logos).
  • EVE Gate:
  • An "All Mail" tag for EVE mail will now provide a count of unread messages.
  • EVE Gate contacts labels now have a count of members like the in-game client.
  • Removing a broadcast with comments now needs confirmation.
  • GENERAL:
  • Miscellaneous:
  • People and Places bookmarks can nlonger be placed intother players' jettisoned cargcontainers.
  • The Krusual Tribe's name has been capitalized correctly.
  • The criminal icon is now removed from local chat after the criminal aggression timer is elapsed.
  • Now you can retry loading an ammtype you failed tload because you were cloaked.
  • Boarding another ship does not result losing booster effects anymore.
  • Hacking mini-profession naming inconsistencies have been fixed.
  • It is nlonger possible tactivate siege-style modules while jumping.
  • Career agents' window now plays nice even if the autopilot cannot find a route tthe agents.
  • When selling something ta NPC on behalf of your corporation, the entry is now colored correctly as you would expect from a corporation entry.
  • When attempting tsend a contact notification ta character that is set tnot be contactable by anybody, you now get an appropriate error message.
  • In some rare cases the ship was not removed correctly from space after logging off. This has been fixed.
  • You can nlonger attempt tcloak if you are not 2000 meters from the edge of a ship, rather than 2000 meters from the center of a ship.
  • Character -> Alliance relationships are now correctly displayed in the Standings tab of the Alliance information window.
  • When filtering recipients for mail, the paging is now consistent.
  • The redundant "Capacity" attribute has been removed from drones.
  • The volume slider nlonger snaps tzerlevel on left-click.
  • Capacitor drain effects will now correctly be displayed on the overview next tthe origin of the effect.
  • Spelling has been corrected in Combat Log Fleet messaging.
  • Spelling has been corrected for Cynosural Suppression Strategic upgrade.
  • Traffic advisory messages will nlonger appear on autopilot routes.
  • The mute button now behaves consistently when the jukebox window has been collapsed.
  • Fixed a missing texture on a fan in Caldari Stations. Now you can see the air conditioning at work.
  • Depth sorting was making pipes appear in a strange way. This was fixed sthat depth sorting is better.
  • Fixed the location of turrets on the Ishtar model.
  • Fixed the portrait of a large collidable structure sthat it doesn't appear sbright.
  • Fixed white spots on models that were the results of ambient lights gone wrong.
  • Fixed an issue where the icons for the Zealot and Omen Navy issue were interchanged.
  • Camera drones have been tweaked sthey can nlonger zoom in toclose ta ship and cause graphical glitches.
  • The boss's capsule in "Cash flow for Capsuleer (10 of 10)" will nlonger disappear when doing a "look at".
  • A warning will now properly display when taking screenshots on a second monitor.
  • The mouse cursor will nlonger disappear when alt-tabbing ta full-screen client.
  • Fixed the "set interest" function in the advance camera options.
  • When taking a screen shot when using multiple monitors, it will nlonger only capture a portion of the main screen.
  • Fixed an issue where male character portraits were being shown without shirts. Nshirt, nshoes, nservice. CONCORD rules!
  • Fixed an issue that was causing the client thave an ungraceful exit.
  • Fixed an issue that caused shadow issues in-space.
  • The Hulk and Covetor's shield hardener effect has been fixed.
  • An unintended TV scan line effect in explosions has been removed.
  • The Paladin has had an Alpha Map/Shader issue corrected.
  • Fixed a graphic issue that was causing colonies in Planetary Interaction tflash when submitting changes.
  • Zooming in and out will nlonger make God-rays appear out of alignment.
  • Fixed an issue where Hulk and Covetor had nin-game icon and models failed tload; this alsprevented new ship models from loading.
  • Fixed a camera issue where zoom level was lost after session change in pod.
  • The EVE client will now remember the un-maximized window size after maximization.
  • The quality of the texture on the Echelon ship has been improved.
  • Locator Agents can nlonger locate pilots in wormholes.
  • A problem with mixed results from Sister Deep Space Scanner Probes and Core Scanner Probes have been fixed
  • Hemorphite and Radiant Hemorphite now yield the correct amount of tritanium after refining.
  • Fixed an issue in the Star Map > Animation >Enabling "Autzoom tselection" option which caused a ship tlose camera focus when a player was docked in station.
  • The Starmap > Systems I've visited view inconsistency has been fixed
  • Atext issue in the description of PLEX has been corrected.
  • Fighter bomber can now be scanned with combat scanner probes
  • The distance tasteroid belts was not always updated correctly when warping in map view; this has been fixed
  • The Scoop tDrone bay option has been fixed.
  • Weapon Grouping:
  • The way you group your modules has been changed. You now simply drag one module on tanother module of the same type and meta level.
  • You can now drag groups of modules on tanother module or group of same type and meta level and they will merge.
  • You can now peel one module out of a weapon group by shift dragging of the group.
  • There is now a group all/ungroup all button in the ship UI that groups or ungroups all weapons.
  • You can now group modules of the same type and meta level that have ammin them.
  • If the ammis of the same type we even it out by moving some of it intyour carghold.
  • If the ammis of different type we move all of it tcarghold.
  • You can now group modules that are damaged.
  • Only the damage of the most heavily damaged module will be shown in the UI.
  • Skills:
  • The Drone Link Augmentor skill requirement was switched from Scout Drone Operation 4 tCombat Drone 3 in order tfix an underlying issue with bonuses.

New in EVE Online: Into the Abyss 6.10.221279 (Jan 19, 2011)

  • FEATURES:
  • Sansha's Nation is finalizing incursions, and they are making their last preparations. Get ready!
  • The new Character Creator is now live on Tranquility, and your character would very much like tbe beautified.
  • Various improvements have been made tEVE Gate, including EVE Voice Beta!
  • Extended changes and improvements tthe Contracts system have been done.
  • A number of graphics improvements and updates have been added tthe game.
  • The API has received numerous improvements.
  • The keyboard shortcut system in EVE has been completely revamped. There is a new layout including organized tabs, additional combat commands and new modifiers. CTRL + ALT + SHIFT + Mouse 4/5/6 are all new modifiers.
  • Upgrades tthe EVE Client make it sCPUs that dnot support the SSE2 instruction set will nlonger be able trun EVE Online. You can see this blog for more information.
  • Incursions:
  • CONCORD has set up a new LP store treward players participating in Incursion.
  • New implants and capital weapons relating tIncursions are available.
  • More details on the Incursion feature and when you can expect Incursion tbe enabled can be found in this blog.
  • Contracts:
  • Details about improvements tthe contracts system can be found in this dev blog by CCP Atlas.
  • You can now "copy" a contract that you have created from the contract details context menu. This will open up the "Create Contract" wizard with parameters from the copied contract prefilled in.
  • Insured ships that are put inta Courier contract will nlonger have their insurance voided.
  • When you log in, you will now be notified if there are any contracts assigned tyou. You can now easily jump intthe contract in question.
  • Item Exchange Contracts are now the default contract type when you create a contract. They alshave a new (repurposed) icon.
  • A new "Volume" column in the "Select Items" step of the Create Contract Wizard has been added. Additionally, when creating a Courier contract, the volume of selected items is summed when they are selected.
  • Damaged items can now be put intall contracts. If an item is damaged, it will be noted in the Contract Details window.
  • Contract details will now show the security level of the system(s) in question. It will alsshow if any system en route tthe system is a different security level than the current system.
  • Contract details will now show if a station is player owned and therefore potentially unreachable.
  • Contract details will now show if a system is unreachable with your current autopilot settings.
  • Added a "Find Contracts" context menu option for plastic wrap containers tallow you tbring up the contract which the container belongs to.
  • Added a "show info" context menu option for search results containing one item.
  • Added a link tpreview an item in the contract details window.
  • Loan contracts are nlonger supported in the contracts system.
  • When you contract a ship with loaded charges, the charges will be removed and are placed intthe ship's carghold instead of the hangar. If there is insufficient space in the carghold, the charges will placed in the hangar instead.
  • Contracts with ships in them show a "fitted" tag on each item if it is fitted on the ship rather than located in a carghold.
  • The create contract wizard has been simplified a bit.
  • The ignored issuers list limit has been raised from 80 t1000. It is filtered on the client instead of the server.
  • The number of top level items in a contract has been raised from 100 t200.
  • The contracts start page now includes the count of all contracts assigned tyour corporation for all members of the corp. The corporation and your private assigned-tlist counts are split up intitem exchange/auction and courier, each with relevant links.
  • Labels on contracts details now show the text "You will pay" and "You will get" instead of "price," "money offered" and "offered items."
  • Want tBuy contracts now always show the requested items in a list even if there is only one item.
  • Graphics Improvements:
  • God-rays were added tIncursion-infested systems. These can best be seen by orienting the camera sthat the player's ship occludes the sun in infested systems.
  • Ship booster lensflares use the new depth buffer. This means that boosters don't cut through solid geometry any more.
  • Changes tthe way suns are rendered have been made timprove performance.
  • Changes tthe way the Tactical Overlay is rendered have been made timprove performance.
  • Sansha's-infested systems now have a greenish hue.
  • Depth effects were added. This was needed tmake effects such as god-rays possible.
  • Fixed windowed mode in the Windows client. This makes the client appear tbe in full-screen mode while staying in windowed mode. This change frees up a bit of screen real estate for users.
  • The detail shader on Sansha's capital ships has been improved, resulting in better looking capital ships.
  • "Out of memory" errors are now handled more gracefully, and more "out of memory" error messages have been added tthe client.
  • A number of graphics-related memory leaks have been plugged.
  • Wormholes:
  • Sleeper NPCs will now properly use their energy draining effects on players, which increases the difficulty of Sleeper sites in wormhole space.
  • EVE Gate:
  • We have introduced EVE Voice integration intEVE Gate, which is in a beta state for now.
  • All of EVE Gate was localized intGerman and Russian, which can be switched in the Account Settings.
  • The editor for emails, biography and the like has been replaced with one less prone tmaking erroneous markup, making EVE mail more reliable.
  • You can now view profiles without logging in. You can show off your new fancy avatar tyour friends without logging intEVE Gate.
  • The contact limit has been increased t1024.
  • Contact labels were added tEVE Gate.
  • In place of the old contact folders, we have introduced contact labels that work just like mail labels.
  • EVE Gate will now remain up for downtime.
  • The following features will now be up and running during downtime:
  • Login and character selection
  • Profile settings
  • Broadcasts, both on Home and profile pages
  • Character, corporation and alliance profile pages. Certain features, however, are disabled when you click them. For example, trying tadd a new contact during downtime will give you an error.
  • Read-only standings shown on profile pages.
  • The following are disabled during downtime/VIP:
  • Mail
  • Calendar
  • Contacts
  • EVE Voice
  • New mail/contacts/calendar counters on both the Home and character selection pages
  • Upcoming Events on the Home page
  • Add/Edit/Delete Standings on char/corp/alliance profile pages
  • "Send a Message" on char/corp/alliance profile pages
  • PLEX tab on Character Sheet
  • You can now view the status of your subscription from your character sheet
  • You can gdirectly tthe market or the PLEX website from the character sheet and purchase PLEX
  • API:
  • Fixed an issue with YAML parser causing some player wallet journal requests terror.
  • New Wallet Journal API
  • Nlonger rate limiting but will rather return cached results from the earlier call.
  • Same call, /char/WalletJournal and /corp/WalletJournal
  • Requires full API key
  • Optional inputs rowCount (tcontrol the number of mail headers displayed) and fromID (the non-inclusive messageID tread FROM intpast mails).
  • Functions much like the new mail API.
  • Calendar API
  • Nlonger rate limiting
  • Modified /char/UpcomingCalendarEvents
  • Returns next 50 upcoming events from characters, your corporation or alliance.
  • Requires FULL API Key
  • Cached for 57 minutes
  • Modified /char/CalendarEventAttendees
  • Returns the attendee status of events
  • Requires FULL API Key and a comma separated list of eventIDs (alssupports ids as that variable name)
  • Requires proper roles for corporation/alliance events.
  • Notification Header API
  • Nlonger rate limiting but will rather return cached results from the earlier call.
  • Adding char/NotificationTexts
  • Returns the body text of notifications
  • Requires FULL API Key and a comma separated list of notificationIDs as the variable ids.
  • Character Creator:
  • A new character creation interface has been added, and Race, Bloodline and Gender are now selected using a new interface.
  • Both old and new players will be able tuse the reworked EVE character customization system tcreate a new Avatar and Portrait.
  • We are adding support for an optional third name during the new character creation process. This is being done in order texpand the amount of available names in the EVE database and avoid having tpurge older names. When you create a new character, you will put in your first twnames in one box with a space between the names, and then use the second box for your third name.
  • New Characters can have a selection of education options tchoose from; this dictates their starting location.
  • Current characters will have a grace period before having tcommit ta new character avatar and portrait. During this grace period you can take your time before finalizing your new avatar and portrait tsuit your tastes. NOTE: Once you accept your portrait design, you are committed tit!
  • Once this grace period is over all characters will be forced tcreate a new and updated character portrait and avatar during the login process. A final date for the end of this grace period will be announced. Stay tuned tthe MOTD and news on www.eveonline.com for more information.
  • Planetary Interaction:
  • Players can now upgrade command centers from basic all the way up telite without replacing their colonies.
  • Only basic command centers will be seeded on the market now; larger centers will now be purchased as upgrades via the upgrade window.
  • Extractor control units (ECUs) have been introduced on all planets. The ECUs can be built from the build menu, replacing extractors.
  • Extraction is now done by extractor heads that are installable via the ECUs.
  • ECUs alsallow installation of extraction programs. Players can now create extraction programs that run up t14 days. These automated extraction programs will harvest resources based on the settings in program creation.
  • Prior tinstalling an extraction program, placed extractor heads can be moved by clicking the button at the center of the extraction head. Extraction heads can be moved via drag and drop tresource hot-spots for a greater extraction amount.
  • You can set the area that your extractor heads will extract from, which will affect the length of the extraction program and amount of extraction.
  • Overlapping extractor heads from different ECU's will cause a reduction in extraction amount from each extractor head.
  • Pinned UI windows are now affected by the global window transparency settings.
  • The new ECU window will display a colored graph tindicate the deposit of each cycle.
  • The output per cycle of ECUs diminishes over time. The output is, however, variable in a way that even though it generally decreases, local "hotspots" can still occur.
  • Sounds have now been added tcover changing resource intensity and interference from other extractor heads.
  • Routing materials is now more intelligent. Processors are prioritized based on how close their hopper is tbeing filled. Storage pins are routed in equal amounts.
  • FIXES:
  • EVE Gate:
  • When editing a calendar event, the character counter for the description field is now correct when you open the window.
  • Inbox, corporation, and alliance labels are now autadded tthe appropriate mails, and can be removed just like in the EVE client.
  • EVE mail recipients now display correctly when composing mail using IE8.
  • Scroll bars have been tamed, and there are nmore unsightly scroll bars when selecting contacts tinvite tevents.
  • You nlonger get a CSPA charge when trying tcreate an event without a name.
  • You now receive more informative messages when restoring EVE mails from the trash.
  • Calendar events are now sorted sequentially in month view.
  • Clicking cancel in "edit calendar event" popup nlonger resets scroll position.
  • When cancelling an action on a mail/contact label, the drop-down menu now closes correctly.
  • You can nlonger create calendar events in the past.
  • The corporation "Add contact" link from the broadcast page now works as intended.
  • On creating a new event in a future month, the calendar retains the view rather than resetting tthe current month.
  • When creating a label by pasting text, the "Create New" button now gets enabled.
  • Long titles nlonger break page alignment; they are truncated instead.
  • You can now view corporations with twsubsequent dots in their name.
  • When deleting a mail label, it nlonger keeps the counter from the old label when creating a new one.
  • You will nlonger get an error if you have a broadcast from a deleted character.
  • The tab-order when logging in now goes tthe "Keep Me Logged In" checkbox before the login button.
  • "Faction" is now translated in both Russian and German.
  • When you click abort after clicking remove broadcast, the remove link now stays usable without reloading the page.
  • Colored mail labels nlonger break the label.
  • You can now search for characters with apostrophes, dashes and dots in their name.
  • Player Owned Structures, Outposts and Stations
  • Jump bridges can now be successfully probed down.
  • An incorrect message that displayed when dropping large quantities intassembly arrays has been fixed.
  • Office rental at Outposts can nlonger be 0 ISK.
  • Science and Industry:
  • Rorqual manufacturing jobs now default t"my cargo" for job input/output.
  • The quantity of Pyerite in Compressed Pure Jaspet and Compressed Pristine Jaspet was switched around in the refining message window. This has been fixed.
  • You can now build Electronic Attack Ships and Heavy Interdictors in Tier 2/3 Amarr Factory Outposts.
  • Skills:
  • A "Message not found" dialog would appear in certain cases when training skills. A proper error message has now been added tdescribe the error.
  • Ships:
  • The Widow Black Ops bonus will now correctly affect ECM burst modules.
  • The Tengu Gravitational Capacitor subsystem will now correctly affect warp capacitor need.
  • CPU and Powergrid now rounds correctly ttwdecimal places.
  • Nidhoggur's "Shield and Armor" description text has been updated treflect its Capital status.
  • Fixed an infrequent issue with shield recharging while undocking from a station.
  • The Noctis now has the Primae as a variation and vice versa.
  • Sensor strength of T3 ships fitted with Dissolution Sequencer subsystems are now correctly calculated when racial sensor strength implants are present.
  • Market & Contracts:
  • An issue with contract message spam has been resolved.
  • You can now correctly search for journal entries by date.
  • Price warning pop-ups text for market orders has been improved tinclude orders being edited.
  • Fixed an issue with moving items mid contract creation.
  • Modules:
  • Modules returned through ship repackaging will now correctly fit tanother ship.
  • Microwarpdrives will now work after undocking after being warp scrambled prior tdocking.
  • Fixed an issue with Tractor beams occasionally not working.
  • Boosters and Implants:
  • Low-Grade Grail Omega radar sensor strength bonus is now calculated correctly.
  • Using Mining Foreman Links in fleets caused the mining lasers cycle timer tgout of sync. This has been fixed.
  • Weapons & Ammunition:
  • The group "Ammo" is now called "Projectile Ammo."
  • Exploration & Deadspace:
  • The exploration site Drifting Cask has been anchored and can now be properly discoverable.
  • The "warning sign" in 8R-RTB was improperly placed and has been removed.
  • NPCs:
  • Fixed an issue with Sleepers that were not properly draining cap from player ships.
  • Corporation & Alliance:
  • You can now use HTTPS in corporation/alliance links.
  • Corporations that own outposts will nlonger show as having an office there if they don't actually use an office slot.
  • Fixed an issue where a notification was not sent out tthe personnel manager when a pod pilot applied tthe corporation.
  • Attempting tadd a bulletin tan alliance after having left now fails gracefully.
  • Agents & Missions:
  • There are 40 new empire storyline encounter missions. Now with more space-shooty-fun-times!
  • "The Maze" now has less cluttered acceleration gates.
  • Changed mission expiration counter tbe "...mission expires at" rather than "...mission expires in" tplease the hamsters.
  • Issues with missions being offered by agent NakkitIhadechi have been resolved.
  • The warning message for declining missions will nlonger read, "...within the next less than a minute..." It will now display the actual number of seconds left.
  • Fixed a minor issue where starting research with a research agent could sometimes cause the research tbegin at a negative value of some decimal points.
  • Mission: Making Mountains of Molehills (5 of 10) should nlonger send some pilots through Low-sec space.
  • An agent's conversation window would sometimes have duplicate entries if you were in a fleet. This has been fixed as they are tired of repeating themselves.
  • The "Terrorist at Large (2 of 4)" completion item now drops from the correct NPC.
  • Level 5 missions should nlonger send you thigh-sec .
  • Exploration site, "The Line", should nlonger randomly change scenery.
  • The mission "Giving Shelter" now gives the correct drop-off location in the agent briefing.
  • The mission "Beefing Up" now has the correct item destination listed in its description.
  • The site "Sansha Hub" will nlonger prematurely end if you shoot the wrong thing.
  • The missions "Cleaning House" and "Sansha on the Horizon" now have visual differences.
  • For the mission "Nidupadian Yorak Eggs (1 of 2)," Keren's head now only drops once.
  • Fixed issues with the four Empire's epic arc's quit behavior. When quitting a mission in one of the four empire epic arcs, you will now quit the arc itself, as intended. The "Blood-Stained Stars" arc, however, remains unchanged.
  • Exploration site "Blood Raider Base" now has more sane travel distances.
  • High-end ores have been removed from several sites and missions.
  • Several mission briefings were not displaying properly in the journal, this has now been fixed.
  • Friendly NPCs in mission "Clearing a Path" will nlonger show as enemies.
  • Miscellaneous:
  • Dark Blood Colonel drops a Bhaalgorn BPC instead of the ship itself.
  • You can nlonger zoom infinitely intSpacial Phenomenons, which had caused a graphical glitch.
  • Shooting with grouped weapons resulted in an inconsistency with damage messages if the simple damage notification setting was enabled. Both "hit" and "hits" were used. This has been fixed.
  • The calculator now accepts numbers that have been copied via the clipboard.
  • EVE Voice, Mail & Chat:
  • In some rare cases there were discrepancies in how read mails were counted; this has been fixed.
  • Chat channel names created using special characters will now create logs normally.
  • Drones:
  • Fixed an issue where a player could sometimes lose control of Fighter Bombers after they had been launched.
  • "Augmented" drones are now properly classified as Faction rather than Tech II.
  • User Interface:
  • A character that has been kicked from a corporation nlonger shows up in the corporation chat member list until they relog. They are now immediately removed.
  • The overview now updates correctly when a war declaration becomes active or goes inactive.
  • The fitting window now updates the amount of CPU left when a module goes offline for any reason.
  • The "Selected Item" window now updates when a selected drone is scooped.
  • Planets and moons can nlonger be targets of "look at" since they didn't really play nice with the camera drone.
  • When viewing a route on the map, if the cursor was placed over any solar system, the route line disappeared. This has been fixed.
  • Fixed an issue where right-clicking a probe's scan sphere made the resize graphic appear.
  • The "Show Composition" window now shows the correct standings for a corporation.
  • Extremely long lists of cynarrays will now open in a separate window.
  • Fixed the date search function within the audit log of secure containers. If you have the date selected and you press Enter you now get lines from that date.
  • You can now unblock and allow a character in a chat channel without any issues if done at the same time.
  • Energy Neutralizer range now shows up on the Tactical Overview.
  • Adding multiple skills that resulted in the skill training queue tgover 24 hours resulted in an empty completion bar. You will now get an error message instead.
  • When you press ALT + Enter after having clicked on account management on the login screen, it will nlonger open the account management page.
  • The notification tab will now correctly stop blinking after all notifications have been deleted.
  • Fixed a defect which displayed "you are here" twice instead of once when you opened the star map.
  • Fixed an issue which reversed the zoom mechanics when in planet mode.
  • Skill points are nlonger referred tas "Skillpoints".
  • The "Sell this item" menu option is nlonger shown for blueprints that have been used before.
  • The Jukebox now handles playlist files differently. There may be some fallout for users whbypassed the client user interface when adding playlists. If you are having issues with playlists, you will need tremove them and add them using the Jukebox's UI.
  • Fleet broadcast history nlonger truncates text.
  • Attempting tcancel a trade session that has already been completed now displays a notification: "Trade could not be canceled."
  • You can nlonger export fittings if you have nfittings saved.
  • Fixed an issue that let you bookmark contracted ore.
  • Deleted Fleet adverts nlonger have the option tbe deleted again.
  • A spelling-mistake was corrected in the "Display and Graphics" tab.
  • Newly created Jukebox playlists can nlonger be named the same as the EVE default playlist title.
  • Changing settings in the Market window with keyboard will now retain focus as expected.
  • NPC bounty prize transaction description nlonger lists location as "None" when you are in unknown space.
  • The "Group of Cattle" description has been fixed.
  • The sensor strength icon in the fitting window now updates correctly when ship is changed while the window is open.
  • The Loyalty Point Store now has a welcome page.
  • Accented characters can be used for label names (in both mail and contacts).
  • Wreck windows will now retain position and stack correctly.
  • Standings icon in the show infwindow now displays correctly for the full range available.
  • Bookmarks in the In-game Browser now have a vertical scroll bar for multiple entries.
  • Ship names with an ampersand will now display correctly in the character selection screen.
  • The Planetary Launchpad user interface will now behave correctly when attempting tlaunch commodities while cloaked.
  • The right-click menu is now available for characters in the mailing list management window.
  • When opening the help window, the initial focus will now be on the search field.
  • Fixed a small issue that could cause line spacing tgawry on the character selection screen.
  • Fixed an issue where the Flatten/Un-Flatten buttons did not behave correctly on the map.
  • Bookmark folders can now share a name with another item in the context menu without affecting the order of the menu items.
  • Category columns now handle secondary sorting alphabetically when sorting items.
  • Made small text fixes in regards tlocalization of in-space objects.
  • Meta level sorting now counts nmeta level as lower than 1. Alschanged sthat 0 meta level shows as empty.
  • The Assets window now displays "Volume" in the correct column.
  • Fixed a small issue that could cause the open contracts slot counter not tupdate itself.
  • Fixed a minor issue regarding the "Export Overview" window.
  • Slight polish in the "Browse Fittings" section has been applied.
  • Minimizing and Maximizing a chat window will nlonger clear its contents.
  • You can now drag items from the "browse", "search", and "quickbar" lists ni the market. This allows you tdrop them in chat ot make links.
  • Added "Show Info" tyour current system's contextual menu on the top left of the screen. (CSM)
  • When comparing items they now have the correct context menus. (CSM)
  • Several menu options have been moved around tmore logical locations based on player feedback.
  • World Shaping:
  • J140524 has moons labeled correctly now.
  • Localized Clients:
  • The Russian description of Gunslinger AX-1 has been changed treflect actual attributes.
  • The Russian description of the Nighthawk's rate of fire bonus has been fixed from 10% t5%.
  • The "kopieren" option in a blueprint context menu has been moved tthe right place.
  • Minor grammar fixes in the ship "show info" screen have been done for the German client.
  • Updated the Nidhoggur description in the Russian client.
  • Updated the description on the Sleipnir for the Russian client.
  • The Cruise Missiles market group is now translated in Russian.
  • Fixed the Russian description of the "Dysfunctional Solar Harvester."
  • API:
  • Certificates will nlonger refer terroneous iconIDs in the static data dump.
  • Error "This Yaml implementation does not support Dictionaries as Dictionary keys" nlonger given for wallet reftype 10 or 37 (player input).
  • The FacWarStats.xml.aspx API now returns the correct data.
  • Graphics General:
  • Textures on certain ships (such as the Utu and Adrestia) were turning green when graphic quality was set tolow. These were remade and nlonger turn green when a player zooms out.
  • Dustfield particles have now been decreased in size, giving them less of a shard appearance while traveling in a fast ship.
  • You are nlonger prompted treboot when turning shadows off or on.
  • A memory leak that involved mining drones has now been plugged.
  • CHANGES:
  • API:
  • The CharacterSheet.xml.aspx page now alscontains Date of Birth and Security Status.
  • The Research.xml.aspx API is nlonger rate-limited, and will thus always return a result.
  • Player Owned Structures, Outposts and Stations:
  • It is nlonger possible tuse Electronic Warfare effects against starbase structures.
  • Starbase structures should now be approximately as difficult tprobe down as a T1 cruiser.
  • You can now anchor a POS in a 0.4 system without faction standing.
  • Ships which are jumping ta cynosural field located close ta starbase forcefield will now land at a slightly increased distance of up t15km. This means that pilots will have a slightly increased travel time tget tsafety within a starbase.

New in EVE Online: Into the Abyss 6.10.166321 (Jun 30, 2010)

  • The autopilot was mistakenly providing the shortest route to your destination even when you had the prefer safer option selected. We sent it back to flight school and the safer option is again working correctly.
  • Some blueprint icons were being displayed incorrectly based on their type. This has been corrected.
  • An error was being generated while trying to access items in a corp hanger while in space.
  • You are now able to trash items normally that are located in a corporate hangar array at a POS.
  • The Planetary Commodities cargo hold on the Primae couldn’t be loaded with Water or Oxygen. It can now.
  • An error was being generated while you tried to edit more than one contact at the same time. This now works as intended.

New in EVE Online: Into the Abyss 6.10.154366 (May 27, 2010)

  • Planetary Interaction:
  • The planets of EVE and their resources are now yours to use. There are a small number of exclusions, such as major hub systems, shattered planets, and sites of historical significance.
  • Planetary Infrastructure can be built using Command Centers, Extractors, Processors, Storage Facilities and Spaceports. These are all connected using Links.
  • Planetary commodities and products can be imported to and exported from a planet using the Customs office, connected to all spaceports built on a planet.
  • See CCP Soundwave’s dev blog Impossible is our Middle Name for more information on Planetary Interaction.
  • EVE Gate:
  • EVE Gate is the web portal into the EVE universe and is designed to ease communication and organization for the EVE community.
  • Send and receive EVE Mail, create, invite and accept events with the new Calendar system, manage your Contacts, browse through character, corp and alliance profiles and receive broadcast updates from your friends and corpmates.
  • The standings system has been revamped so now you can use that in conjunction with the privacy settings to determine who will be able to view your full profile, contact list and broadcast messages, currently only pilots set to standing 5.1 and over will be able to see that information
  • You can easily set your privacy in the profile settings in EVE Gate so nobody can view more information on your character than is displayed in the “Show Info” window in the game.
  • See CCP Priya’s dev blog EVE Gate: For those moments when your boss isn’t looking for more information on EVE Gate.
  • Dell Light Effects:
  • AlienFX-compatible Alienware computers and keyboards pair light effects with in-game events:
  • Low shield, armor and hull warnings
  • Cap recharge at 70% when in jump drive-capable ship
  • Full cargo hold when mining
  • Autopilot destination/waypoint reached
  • Warp scrambled
  • Low capacitor
  • Calendar
  • New in-game calendar is now introduced with the following features:
  • In EVE Gate and in client
  • Personal Events
  • Corp/Alliance Events
  • CCP Events
  • Month View
  • Individual days, when expanded, will provide more details.
  • New Image Service:
  • A new service delivers character portraits, corporation and alliance logos to EVE Gate, the EVE client and community Web sites.
  • Ships:
  • Two new Alliance Tournament VIII ships have been added as prizes for the next tournament’s winners: the Adrestia heavy assault ship and the Utu assault ship. These unique ships will not be seeded on the market and will only be made available to the winners of Alliance Tournament VIII.
  • Skills:
  • The skill "Command Center Upgrades" has been seeded on the market. It will allow players to build more complex command centers.
  • The skill "Interplanetary Consolidation" has been seeded on the market. It will allow players to manage up to 6 colonies on as many planets.
  • Three new skills have been added for planet scanning:
  • “Remote Sensing” allows a player to scan planets remotely, each skill level increases the distance at which it’s possible to scan.
  • “Planetology” increases the accuracy when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
  • “Advanced Planetology” further increases the accuracy when scanning planets for resources.
  • Starbases, Outposts and Stations:
  • Orbital Customs Offices have been introduced with Planetary Interaction.
  • Rocket Containers have been introduced with Planetary Interaction.
  • Exploration & Deadspace:
  • Several new “mystery” dungeons have been added.
  • Character Creation and New Player Experience:
  • A Planetary Interaction tutorial has been created for the New Player Experience.
  • Need for Speed:
  • Made various improvements to the EVE server software and corified more of its components along the way.
  • World Shaping:
  • The type of 38,213 planets has been changed, resulting in a more realistic universe as well as a balanced distribution of resources for Planetary Interaction.
  • The radius of around 140 planets has been changed which, in turn, affects the warp-in point.
  • Deep space safe spots have been removed. For more info, see the dev blog by CCP Greyscale.
  • Ships:
  • The Scorpion battleship has undergone a major transformation and now more closely resembles its namesake. For more info, see CCP Salvo’s dev blog on the Scorpion redesign.
  • The Corporation Hangar window for a ship which is not the current ship will be closed when docking or undocking
  • The Mining Foreman Gang Link bonus for the Rorqual has been increased to 10% per level instead of 5%. This bonus is only applied when the Rorqual is in deployment mode.
  • When closing the client while in warp, the ship will now finish warping to its destination and then perform an emergency warp-off from there.
  • Weapons & Ammunition:
  • The “Radio XL” crystal description no longer mentions depletion since it doesn't deplete.
  • Player Owned Structures, Outposts and Stations:
  • Players are now able to set standings to entities as long as they are in the Corporation or Alliance Contact list.
  • There is an option in the Station Management window to use either the Corporation's standings or the Alliance's standing for applying station service fees.
  • There is an option in the POS Management window to use either the Corporation's standings or the Alliance's standings when determining sentry aggression.
  • It is no longer possible to access Mobile Laboratories while the control tower is onlining. Only when it is online.
  • NPCs:
  • Several changes have been made to the loot drops of various NPCs, most notably Rogue Drones. For more info, see The Circle of Life dev blog by CCP Chronotis.
  • The loot drops from Rogue Drone NPC battleships have had their composition altered, their volume significantly decreased, and their value slightly decreased.
  • Agents & Missions:
  • Several missions have been changed so that they no longer use commodities for cargo that are also used in Planetary Interaction.
  • Basic Courier Missions have been changed so that cargo size and travel distance is consistent between factions and agent levels.
  • "Serpentis Drug Outlet 1/10" will now require the gate key to enter the final room.
  • Most Station Ruins structures have been resized and many dungeons received some minor adjustments.
  • “Keeping Crime in Check” mission has been re-balanced and now requires 3 bronze tags instead of 10.
  • The distribution of the missions “Avenge a Fallen Comrade”, “Break Their Will” and “Retribution” was adjusted.
  • Drake and Hurricanes now correctly state “per level” in their description bonuses.
  • The mission “The Search Party (2 of 2)” is now working as intended.
  • "Starting Simple" text has been corrected for the post-Apocrypha UI.
  • "Attack the Angel Hideout" objective text has been restored.
  • Exploration & Deadspace:
  • “Mordu's Folly (2 of 2)” acceleration gate no longer allows supercarriers.
  • Sites and landmarks previously located near planets have been changed to static sites and moved away from planets. See CCP Bettik’s dev blog Those That Came Before Us for more info.
  • Some minor cosmetic edits were made to wormhole exploration sites.
  • Several minor spelling and punctuation errors have been fixed. The grammar gods have been appeased.
  • Descriptions for Planetary Interaction commodities and facilities have been added.
  • Missile and crystal descriptions are now updated for logic, clarity, and consistency.
  • Science and Industry:
  • The waste factor for all Tech III blueprint copies has been changed to 0. This is a non-functional change.
  • Low sec and some null sec asteroids have higher amounts of low end minerals such as Tritanium, Pyerite or Mexallon. For more info, see The Circle of Life dev blog by CCP Chronotis.
  • Market & Contracts:
  • The Journal now shows up to 100 contracts.
  • Corporation & Alliance:
  • The message displayed when a corporation leaves an alliance with an active war declaration now has clearer wording.
  • The Standings tab has been moved to the top level and visible by all corporation members. Corporation Contacts is found under this tab.
  • The “Like and Dislike” tabs are removed as their function is replaced with the Corporation Contacts list.
  • The Corporation Contacts list is now limited to 2600 entries.
  • Only CEOs and Directors can add, edit, and remove Corporation Contacts.
  • The Relationships tab for Alliances has been replaced with Alliance Contacts. This will be visible by all members
  • Entities labeled "non-aggression pact" are moved to Excellent (+10) standing.
  • Entities labeled "friend" are moved to Good (+5) standing.
  • Entities labeled "competitor” are moved to Bad (-5) standing.
  • Entities labeled "enemy" are moved to Terrible (-10) standing.
  • The Alliance Contacts list is limited to 2600 entries.
  • Only the CEO and Directors of the executor corporation can add, edit, and remove Alliance Contacts.
  • Graphics:
  • Suns have been given an overhaul and are now large spheres with solar flares.
  • Surfaces are now projected onto planets. This allows for surface scanning in the Planetary Interaction User Interface (PIUI).
  • Planetary Interaction Pins have been created which represent the structures built on a planet’s surface.
  • User Interface:
  • The Buddy List is now called “Contacts.” There is a limit of 300 contacts.
  • The Blocked tab has been removed. The Blocked list is now found under the Contacts tab.
  • The Corp member tab has been moved to the Corporation Window.
  • The standing system for personal standings uses 5 levels of relationships (Excellent +10, Good +5, Neutral 0, Bad -5, and Horrible -10) instead of the integer slider.
  • Players are able to set standing to other players, player corporations, player alliance, NPC corporations, and NPC factions. This requires that the player is also added to your contact list.
  • When adding or editing another player as a contact, it is possible to send them a notification, with or without a personalized note, saying that you added them as a contact and at what standing level.
  • When caps lock is activated pressing SHIFT no longer cancels it
  • The new default value for Fleet Broadcasts is now “Everyone”.
  • It is no longer possible to assign CTRL, SHIFT, ALT, ESC or RETURN as shortcut keys.
  • It is now possible to assign numpad keys as shortcuts.
  • Loyalty Store purchases are now displayed in the wallet journal as "Payment to LP Store" instead of "Payment to Agent".
  • A new cursor has been created which better indicates links, menus, and other interface items
  • EVE Voice, Mail & Chat
  • The folder for Contacts is added to the Notifications tab. This is where notifications will be sent when a player is added as a contact or standing level is changed.
  • The Mail address book has been replaced with the Contacts list.
  • Miscellaneous
  • "Close tab" menu option has been removed from the right click menu of the final tab in the browser.
  • The non-functional "trash it" option is no longer present for items in containers in Corporate Hangars.
  • The much-loved and informative "Traffic Advisory" messages have disappeared from EVE, forever.
  • Ship insurance will now revalue itself periodically based on a trimmed mean of the ship's manufacturing materials global market weighted average prices. For more info, see The Circle of Life dev blog by CCP Chronotis.
  • A new method of drawing lines enables routes and links to be displayed in the PIUI.
  • Line animation in the PIUI indicates activity on routes and links.
  • Camera hooks for Planetary Interaction have been added. Players will notice this when the camera zooms in on their Planetary Command Pins in the PIUI.
  • New dustfields have been added.
  • API support for the new Contacts system has been added.
  • Volume of ambient sound in stations will decrease after 90 and 180 seconds to make idling in stations less noisy.
  • Ships:
  • The hitpoints of your ship will no longer briefly appear to be 0 when moving fittable items to or from your cargo hold.
  • Tech 3 subsystems now give bonuses correctly when boarding from a ship maintenance array.
  • The description of the Heretic now states the correct missile velocity bonus.
  • Armor and structure hitpoints will no longer go negative.
  • Fixed an issue where partial repairs appeared to be overcharging the player.
  • Fixed incorrect lighting on back side of Zephyr’s sails, which could cause them to appear black at times.
  • Tournament ships no longer use redundant shaders. Fresnel shader on the alpha areas in all LOD levels of the two Tournament VII ships have been replaced with the correct Single.fx shader.
  • The Apocalypse Imperial Issue did not have turret locators on its model, which indicate where turrets should be placed. This has now been fixed.
  • The Dominix lacked turret and booster locators on its model, thus turrets and thruster animations were not visible. Locators have been added to fix these problems.
  • No explosion was visible when blowing up a supercarrier. An explosion effect has been added.
  • Freighters now have correct racial propulsion types.
  • A Rorqual’s assembly lines can now draw from and produce to its own corporate hangars.
  • The Drake and Hurricane now correctly state "per level" in the description of their bonuses.
  • Ships utilizing the Ship Maintenance Bay will no longer be able to launch housed vessels while in warp.
  • Modules:
  • Fixed a problem where dragging charges onto the fitting screen only distributed enough charge for one weapon.
  • There is no longer an error when dragging modules from the fitting window to the cargo hold.
  • Equipping saved fittings no longer fails if changes affect a module that has a script loaded.
  • Module activation error messages will no longer contain techno-babble text strings.
  • The passive shield recharge rate for Shield Flux Coils is now calculated correctly when previewing them in the fitting screen.
  • The reference to “motherships” has been removed from the description of Clone Vat Bay I.
  • Capital logistic modules now receive a consistent activation cost reduction skill bonus.
  • Weapons & Ammunition:
  • Falloff range will now display with decimal places in the show info window.
  • The right click contextual menu has been removed from launched missiles.
  • Flameburst light missile explosion effects no longer display on the user’s own ship.
  • Drones:
  • Ship and skill bonuses are now always applied to drones correctly on scooping them.
  • It is no longer possible to give Assist or Guard orders to a fleet member who is not in the same system.
  • Ungrouped drones of mixed types will now launch together.
  • The description of Fighter Bombers and their respective skillbooks has been adjusted to reflect that they are manned crafts and not drones.
  • Having the Drones skill to level 1 is now a prerequisite for using a Civilian Hobgoblin drone.
  • A typo in the error message when trying to launch drones in Triage Mode has been fixed.
  • Skills:
  • Saving a neural remap which was started in another system will no longer fail.
  • Corrected the requirements for the Standard and Improved Mercoxit Specialist certifications.
  • Starbases, Outposts and Stations:
  • There is no longer an exception being thrown on linking structures.
  • 0.4 solar systems no longer require charters for Starbases.
  • Fixed an issue that caused the Starbase Silo bonus to not apply.
  • Notifications about damaged sovereignty structures are now shown correctly, even if the attacker is unknown.
  • Notifications about attacked sovereignty structures are now shown correctly when the attacker is not part of an alliance.
  • A notification message is now displayed, when trying to drag an item, which is not an infrastructure upgrade, into the Infrastructure Hub
  • Several minor problems with sovereignty structures were fixed.
  • Offlining a Sovereignty Blockade Unit from an invulnerable state will now make it vulnerable to attack.
  • Territorial Claim Units can now be repackaged.
  • The management window of the Infrastructure Hub will now close when warping away.
  • A more appropriate message is shown when attempting to change the state of sovereignty structures without the proper roles.
  • A newly created shader gives Silos an animation after onlining.
  • A station model which created undock problems has been altered. Ships will no longer bounce around while undocking.
  • Minmatar stations will now have ambient sounds.
  • Caldari Navy station interior lighting has been improved.
  • Station eggs: It's no longer possible to set a password longer than 16 characters.
  • Starbase shields will now recharge to 100% in the correct time.
  • There is now an error message if you try and save a blank station name.
  • A Starbase in high-sec which is set to shoot back on aggression will now shoot back if shot at by a member of the owning corp. This is now in line with low-sec and 0.0 space behavior.
  • Character Creation and New Player Experience:
  • Page 2 of "Your Advancement" now gives the correct instructions for opening the ship's cargo hold.
  • Fixed a typo in "Letter of Recommendation”.
  • The "you need a ship" message when trying to undock with no ship is now significantly more helpful.
  • When choosing a blank character slot, players will be “Entering character creation" instead of "Entering character selection".
  • Using the "Enter" key no longer moves a player to the next page of the tutorial before meeting the prerequisites.
  • The play, pause and volume icons are now correctly aligned under the racial videos.
  • NPCs:
  • NPCs will now drop the correct size of afterburners.
  • Duplicate operations have been removed from station names, much to the relief of dismayed students attending the School of Applied Knowledge School.
  • Agents & Missions:
  • The load balancing mechanism for missions in Dominion incorrectly prioritized high-load systems over low-load systems when selecting the location for mission objectives. Agents now prefer to send players to less loaded systems.
  • Agents no longer offer another mission after standings have dropped below the minimum.
  • The agent message window for Sister Alitura now displays Effective Standing and Division.
  • It was possible for storyline agents to present you with a hostile response even though they offered a mission. This has been corrected.
  • The mission “The Search Party (2 of 2)” is now working as intended.
  • “Are You Receiving? (2 of 3)” now has mission objective text.
  • Exploration & Deadspace:
  • Fixed an issue that caused the recovery of multiple probes when clicking one and recovering another.
  • The site “Contested Amarr Mire Keep” has been re-named in the overview to “Contested Amarr Crimson Keep”.
  • Changed icon on the message pop-up for “Ruined Sansha Crystal Quarry”.
  • Exploration site “Decayed Angel Mining Station” now has the correct pop-up text.
  • Exploration site “Large Hemorphite, Jaspet and Kernite Deposit” now has the correct asteroid types.
  • Exploration site “Small Hedbergite, Hemorphite and Jaspet Deposit” no longer prints a debug message in local.
  • Exploration site “Sansha Forlorn Den” now correctly displays the Sansha logo.
  • Cartel Research Outpost in the escalating path site Angel Owned Station now correctly drops a Cynabal BPC instead of a packaged Cynabal.
  • Some immersion breaking object names were fixed.
  • Science & Industry:
  • The skill requirements on faction Cruise Missile Launcher blueprints have been changed to not require the Cruise Missile skill.
  • Olbra I – Pator Tech School's industrial manufacturing line has been fixed.
  • Jobs cannot be created using blueprints belonging to other corporation members unless in the corporation hangar.
  • It is no longer possible to start a manufacturing job without having the required quantity of RAM.
  • When the Science & Industry window is open and a job completes, the progress bar no longer hangs when clicking "Deliver".
  • No cancel option will be given for jobs already delivered.
  • Various BPOs had their volume increased from 0.0m3 to 0.01 m3.
  • Market & Contracts:
  • "Ghost" Freeform Contracts have been removed
  • Contracts: “Use Base Price” confirmation window is only suppressed if you say “yes”.
  • Corporation & Alliance:
  • It is no longer possible to submit the same bulletin multiple times by spam-clicking the "submit" button.
  • The notification sent upon a corporation leaving faction warfare is now correct.
  • Alliance / Corporate standing changes no longer require a re-log to view.
  • Issue with Corporate wallets unable to receive cash has been fixed.
  • Corporate applications of CEO characters are no longer processed.
  • The corporation wallet transaction search has been expanded to search for additional groupings, instead of just seeing the most recent transactions.
  • Multiple characters in same corporation trying to rent an office in the same station now result in 1 bill and 1 office only.
  • When giving away shares, the Corporation Politics tab will be removed and no longer closes the whole corporation window.
  • Declaring support for a chosen executor now updates the alliance window correctly.
  • Trying to create a corporation in space now gives the correct warning.
  • Corporation "our adverts" is no longer accessible without proper roles.
  • Double spaces are no longer allowed in corporate names.
  • After receiving shares, it is no longer necessary to re-log to see the Politics tab.
  • Corporation window does not become blank on switching tabs if the player saves changes after granting roles to a member who is not willing to take roles.
  • The "Per Page" settings are now applied in the Role Management window.
  • Changing the Per Page setting on the Role Management tab takes effect no matter which page is being viewed.
  • When creating a Decoration, the reset button is only visible if information has been entered.
  • Graphics:
  • Players using monitors that supported resolutions wider than 16:9 reported difficulty with using the scanner. Map distortion on displays using wider than 16:9 aspect ratio is now fixed, with increased maximum zoom distance on the system map.
  • Fixed an issue where Fullscreen options remained selected while in Windowed mode.
  • Camera bobbing when looking at large objects at extreme zoom-in levels has been made less noticeable.
  • The sun will no longer be visible through a ship model when the "sun is occluded by ships" option is selected.
  • All gas giants now use the same height map, resulting in uniform appearance.
  • Interval default issue which caused jagged FPS in windowed mode under Windows XP has been resolved.
  • An issue where random colors flickered on screen at client startup has been resolved. Rainbows do not belong in EVE.
  • Texture improvements ensure that lava planets no longer lose their red hue when changing shader quality.
  • Temperate planets will now have a similar appearance between high and low shader quality settings.
  • User Interface:
  • The Username/Password Field will no longer appear to have focus when the application does not. Accidentally typing your password into IRC by mistake is now a thing of the past.
  • Text will no longer overlap in the Insurance Quotes window.
  • Fixed a problem where it was not possible to create (except for http://) links in the notepad.
  • The "search" button will no longer appear when creating http links.
  • Spam clicking the "Quit corporation" button will no longer open multiple instances of the "Quit corporation" window.
  • Error checking for creating new keyboard shortcuts now works properly with better error messages.
  • Jukebox no longer restores itself from being minimized on docking or undocking.
  • Importing Overview settings will now retain their filters correctly.
  • It is now possible to right click links which contain non-ascii characters.
  • Changing the size of the MOTD font in player-created chat channels will work correctly now and not throw an error.
  • It is no longer possible to have two "Create Alliance" windows open at the same time.
  • Clicking multiple times on the "Submit" button in the Add/Edit Bulletin window will submit the bulletin only once.
  • In certain conditions the text in corporate adverts overlapped with the boundary line, this has now been fixed.
  • The text in windows with nested tables (like mission briefings) is no longer duplicated if the graphics settings are changed with that window open.
  • A spelling mistake that appeared when trying to anchor or online a TCU without being part of an alliance has been corrected.
  • When moving the map by clicking and holding the right mouse button, the context menu no longer appears when releasing the mouse button.
  • A minor typographic error in the notification received when trying to overload a module without the required skill level has been corrected.
  • A spelling mistake in the type name of the Alliance Maintenance Bill has been corrected.
  • Broadcast messages received while the broadcast window was minimized will now be correctly displayed when restoring or maximizing the window.
  • The legend for the "Systems I've Visited" option in the star map has been corrected to show the right colors.
  • The wallet reference type "Agent Mission Reward Corporation Tax" now works as intended.
  • It was possible to select multiple items on the “Import overview settings” dialog window but only the last entry would be used. You can now only select one item.
  • All cargo holds are now closed when attempting to clone-jump.
  • When repairing a damaged ship, the "Pick New Item" button no longer is hidden.
  • The “Terminate Character” dialog is now hidden when entering the game.
  • You are now notified if you try to recycle the ship you are currently in.
  • Players will now get a confirmation dialog when destroying single probes from the Scanner window.
  • The “Character selected failed” info window no longer overlaps the ESC menu.
  • Drag and drop fitting of a rig no longer gives 2 confirmation dialogs.
  • All right click menus now close when docking.
  • Error messages given when trying to reprocess less than the minimum quantity have been corrected.
  • Exiting dialog "Overview profile already exists" now gives you chance to enter a new profile name.
  • Players can no longer attempt to self-destruct when docking.
  • Trying to export an Overview without a filename now gives the correct information message.
  • It is now possible to scoop containers with illegal goods even after suppressing the warning message.
  • Long Corporation Titles no longer block information, but are now truncated in the Character Information window.
  • Retired agents can now be removed from your “People & Places” window.
  • The “Abandon Drone” confirmation dialog box is only suppressed if you choose “Yes”.
  • Previously billing notifications would not include separators. For example it used to display as “you owe 17490352784”, it will now display this “you owe 17.490.352.784”.
  • The option to un-rent an Orca’s corporate hangar is no longer present.
  • The message shown when redeeming PLEX now correctly states the destination station
  • The Asset window no longer becomes blank when undocking.
  • “Show Info” used on multiple characters at the same time will now properly display Medals.
  • Trying to open more than 5 tabs in the Overview will give a warning.
  • If a bio is empty it now displays "Here you can type in your biography".
  • The Insurance window will now always display ship names.
  • Duplicate Hangar and Divisions have been removed from the Rorqual Science & Industry window.
  • The color tag and background is now applied to agents in space.
  • The Show Info window for Tech II blueprints no longer applies waste-factor to extra materials, and now shows the actual requirements.
  • The message when you do not have any assets at a station is no longer slightly cut off when rendered in the default window size.
  • The expanding/collapsing functionality of the Scanner has been removed.
  • When re-selecting Export or Import from the Overview - the previously minimized window is brought back up.
  • Wormhole jumps into Empire systems are counted as visits in the map statistics.
  • Fixed several issues where the "Do not ask me again" check box was not suppressing the warning message.
  • Players are now able to filter Fleet Adverts by corporation and alliance.
  • Removed the option to Redeem Items on deleted characters.
  • When searching items under transaction tab, clicking load button and pressing enter will display the same message if there are no results.
  • When trashing multiple items, the item will display in the standard format in the confirmation window.
  • It is now possible to enter search terms and select results as clickable links in the “Generate Link Window”.
  • Scrolling in the shortcuts list in the ESC menu now functions correctly.
  • Clicking "Your Petitions" in the ESC menu now opens the Your Petitions window correctly.
  • When the Fitting Management window is stacked, clicking "Cancel" now correctly closes the window.
  • Your wallet balance now correctly updates after cancelling a Buy Order.
  • When closing out the message box for exporting or importing a file, it will now cancel the operation.
  • Item descriptions and messages have been cleaned up. Double/triple/trailing spaces and wrong/missing/surplus punctuation are hereby banned, by order of the Most Renowned Committee of EVE Text Type People. (Special thanks to CCP Greyscale.)
  • Faction logo is no longer distorted on factional warfare Capture Timer.
  • “Minimize active window” shortcut has been fixed, it now works on merged windows like it used to before it was broken.
  • There were a few windows that had problems with being merged with other windows. They have been instructed to HTFU, and just do it.
  • Scrolling quickly through long lists like in the “About EVE” tab will no longer break the list.
  • The Loyalty Point Store UI can now be resized on the sides as well as the corners.
  • The red and green online/offline icons for buddies were slightly odd, we fixed them.The “Remove selected” button in Mailing List Management now notifies the user if nothing was actually selected.
  • Welcome Pages have been made two pixels wider. They were too narrow to fully cover the windows since their borders were made smaller.
  • It is no longer possible to select multiple entries in a combo box. The world is truly a better place now.
  • It is now possible to navigate and manipulate the Mail Label Management UI without a mouse.
  • Keyboard shortcuts will now work regardless of the window currently in focus.
  • EVE Voice, Mail & Chat:
  • When the owner kicks a member from a mailing list, the list is updated and doesn't show the kicked member on the list.
  • There is now an alert if you try to send more than 5 mails within 1 minute. Spammers despair.
  • Notifications for a Corporation Tax change are only counted once in the unread mail counter.
  • The font size of the Message of the Day in a player-created chat channel does not affect the "by " after the messag
  • Notifications are now sorted correctly by date.
  • Players can now manage multiple mailing lists simultaneously.
  • Some EVE Voice-related error messages have been changed to be more informative and easy to understand.
  • Changes were made to the way Mail and Notification settings are stored. Users will have to reset them so they are no longer bugged.
  • CONCORD and Kill Mails:
  • Corp mate dueling will no longer reset the GCC. Characters in non-player corps will still receive a GCC.
  • If a character is not in an alliance, copying and pasting the kill information now states alliance as “Unknown”.
  • Mac:
  • Version info for eveonline.app has been updated. It previously listed “Apocrypha” and “2009” but now correctly indicates “Tyrannis” and “2010”.
  • An issue with probe move boxes disappearing has been fixed.
  • Mouse cursors no longer get stuck to window edges when resizing.
  • A glitch in the warp tunnel effect seen with high graphics settings has been fixed.
  • Download speed of updates will no longer be unnecessarily constrained by the EVE client architecture.
  • Localized Clients:
  • The official Russian Help channel was not being displayed in the list of chat channels when running a Russian or German client. This has been corrected.
  • When composing a mail in the Russian client, the 'To' button is now properly sized and doesn't overlap the text-field next to it.
  • The ESC menu will only allow the option to select a language that EVE is localized for.
  • Miscellaneous:
  • The browser now correctly opens links from tutorials when minimized.
  • Fixed a typo in the "Nanite Operations" skill.
  • Fixed a typo in the self-destruct message.
  • Fixed a typo when sending broadcasts.
  • Fixed a typo when joining a corp through the Show Info window.
  • Fixed a typo in the Character Sheet when displaying the bonus to training time.
  • Fixed a typo in the Redeem Items window.
  • The icons for the Strategic Cruiser skills have been corrected in the static data dump.
  • Players joining a fleet after a titan jump bridge is created are now able to use the bridge. This is also valid for other jump beacons.
  • The Standings transaction log entry on conquering FW sites was showing a placeholder instead of the actual reason. This has been fixed.
  • A typo in the Khanid Kingdom information has been corrected.
  • Sovereignty structure images are now available in the data dump.
  • Grammar has been corrected in the Amarr Navy description.
  • Audio cards no longer need SSE support.
  • The in-game browser handles invalid URLs better.
  • Jukebox can now handle capitalized file types.
  • Jukebox now allows removal of the currently playing song from the playlist.
  • Jukebox is more discerning when adding mp3 files to playlists
  • Jukebox user interface is now harder to trick with empty playlists and removed tracks.
  • Jukebox has been extensively iterated upon based on feedback and bug reports.
  • The new in-game browser handles Trusted Sites better.
  • Some of the audio crackling issues have been identified and exterminated.
  • A ship explosion audio effect is only played once instead of thrice.
  • Several minor spelling and punctuation errors have been fixed.
  • Fixed a problem with ship losses not always being logged properly and kill mails not always being sent.
  • Fixed a problem where it was not possible to open wrecks by double clicking when in a large ship.
  • Fixed warp behavior when warping with bubbles on grid.
  • EXPLOITS:
  • Several exploit issues have been fixed making EVE a better world to live in for us all.