Patch 1166 - 1216
New Features / Configuration Changes and Bug Fixes
Agents
- Fixed the clean up after the agent pirate missions that would keep respawning the pirate every time the player went back to the bookmarked location.
- Items can now be selected from multiple loot tables joined together in agent mission item generation.
- The time bonus rewards have been added to the "ally in need" missions (at level 3), and the objectives are not as expensive anymore. These missions used to not be worth it compared to lower level missions.
- A few new missions have been added that give rare modules as reward. Most are level 3, but occasionally you might come across these missions from level 1 or 2 agents.
- The names of some of the NPC kill mission targets have been edited to be more appropriate for their mission.
- Increased the difficulty of some existing level 2 and 3 agent NPC kill missions.
- There are a few missions in the game now which give implants as a reward. These missions are handed out by some level 3 agents when certain requirements are met.
Combat
- The damage messages you get will now indicate whether they were splash damage or not. When splash damage from something you own initiates aggression against someone, you now get a message stating this. The message will be something akin to: "You have initiated aggression against VICTIM because of the splash damage your WEAPON did."
- If a missile does not collide and it has flown as far as it can after it's launched, it will be imploded and will cause no damage. This should help prevent accidental and unintended splash damage.
- Aggression against mines is now ignored in all cases. The previous fix was insufficient to allow the legal cleaning up of other peoples' mines.
Corporations/Gangs
- Gang effects should now get applied correctly. A skill's gang effect bonus is now calculated from the gang member that has the highest level in that skill in the solar system, rather than the gang leader.
NPC's
- Military faction police will no longer attack pilots based on the faction standing of their corporation.
- The armor value for Serpentis Drug Couriers has been reduced.
- Stations and stargates owned by NPC factions will now have sentry gun defenses.
- Sentry guns that attack players when the player loses security status within 100k of them (if player is within range) will now broadcast a warning message like the police do.
- Sentry guns that attack players when the player loses standing from their faction within 100k of them (if player is within range) will now broadcast a warning message like the police do.
- Sentry guns that attack players who enter their proximity range with a security status that makes them a criminal in that solar system will now broadcast a warning message like the police do.
- NPC station/stargate sentry guns will no longer attack players that come within range because their corporation has low security status.
- NPC pirate weapons have been upgraded to player level of tuned weapons. They will be dealing more damage reflective of the upgrade to the base damage of player weapons.
Ships
- The duration of insurance coverage has been expanded from one week to three weeks with no price increase.
- CPU has been boosted for the Apocalypse, Megathron and Tempest. The Megathron also got a small boost in power output. The Typhoon and Tempest were given a small speed boost. An additional slot was added to the Megathron, Apocalypse, Raven and Tempest.
- The maximum targeting range for some frigates has been altered a bit to correct electronic warfare frigates not having enough range and a few of other classes having too long range.
- The Punisher now receives the proper bonus to capacitor recharge time.
Modules/Weapons
- Armor repair units can now be used while warping.
- Duration of armor repairers has been changed from 30 to 15 seconds. The amount repaired has been increased significantly. They repair more than shield boosters compared to capacitor usage, but can be much harder to use in combat because of long duration.
- Non-repeatable modules, such as the cloaking device, no longer have an option to "Set autorepeat on."
- Modules that were multiplying the same attributes were causing extreme results when filling up to 8 slots of the same module. Stacking results have been reduced to correct this. Modules that will be affected by this are: damage modifiers, tracking computers & enhancers, sensor dampeners & boosters, shield hardeners & amplifiers, shield boost amplifiers and armor enhancing modules.
- Rare drop types of CPU enhancers were giving higher bonuses to the type they were bound to than intended. This has been corrected and they will give the proper bonuses now.
- If you have incapacitated drones nearby in space and you launch too many more active ones, as the number present increases, feedback causes the incapacitated ones to disintegrate.
- Drones were given a little boost in damage ouput, defense resistance and hit points. In addition, they will now fly at longer range from targets so there will be a less chance of missiles damaging drones on targets.
- The displayed capacity of the drone bay of ships that were not active has been fixed in the station interface. Previously, it was using the capacity of the cargo bay instead of what it should be using.
- Tracking speed of large and medium turrets is a bit higher now so that people won't have as much problem hitting other ships within their optimal range. This will apply primarily to artilleries and railguns.
- Turrets that are considered to be the lowest damage dealers in each size have gotten a damage increase. Many players did not use these weapons since the highest damage dealers of the size below were dealing same damage.
- Projectile weapons have been given a boost in damage output and will be considered as deadly as other turrets. Minmatar ships that get a bonus for these turrets will notice this more than others.
- Projectile Turrets: Dual 650mm Artillery and 800mm Artillery have been changed into Repeating Artilleries. From now on they will behavie as Auto Cannons.
- Large lasers got a little change of style. The dual heavy pulse/beams are similar to focused pulse/beam and mega pulse/beams are similar to the heavy pulse/beam. Tachyon Beam is now a unique weapon of the laser group, dealing more damage than other lasers and costing more energy. Powergrid usage has also been increased for large lasers.
- Damage output in all laser weapons has been increased, though the firing speed in some has been decreased. Also, overall optimal range has been increased and fall-off decreased.
- The neutron blaster damage output has been increased.
- Longer-range missiles have undergone many changes. They are still slower at accelerating than others, but get more maximum range and have a bigger area of effect damage range. They are still very dangerous and should not be used in close range.
- The explosion delay of rockets has been increased. They will last longer than before until giving up on reaching target.
- The heavy launcher and the siege launcher are now shooting faster than before. Heavy launcher (18-sec base delay before) and siege launcher (24-sec base delay before) both have 16-second base delay now. The siege launcher still costs a lot of power to fit; the power requirement was changed from 1350 to 1000 and CPU requirement from 110 to 80.
- Missiles could not collide and explode on anything the person who launched them owned. Now they should be able to collide with things belonging to their owner, but only if they were specifically launched at the given thing.
- All missile types have been decreased in volume by a division of 5 (i.e. torpedoes used to be 10 volume, is 2 in volume now.) Players will be able to carry more missiles with them. Launchers have also been updated to take the same amount of missiles as before.
- All missile types have been decreased a bit in hit points. One defender missile should be able to take out any type of missile and large smart bombs will also be able to take out any type of missile. This was done because of the speed increase of the missiles and the difficulty in countering them.
- The fitting requirements for smart bombs have been lowered and some have been given damage upgrades.
- Shield Hardeners that boosted one's resistance attribute have been reduced from a 70% increase to a 50% increase. These modules are not size-based and battleships with many medium slots were able to make them immune to any damage type.
- Medium, large and extra large shield boosters have been given increases in boosted and capacitor usage. They still boost the same amount compared to capacitor usage, but should be able to heal ships faster than before.
- Shield boosters should now boost at the start of their duration rather than at the end.
- Shield power relay I and other rare drops of this type were marked as Tech Level 2, but were in fact Tech Level 1. The descriptions have been corrected.
- Sensor Dampeners now have graphic effects
Manufacturing
- Ore can now be refined in a station via the right click context menu.
- Mineral manufacturing requirement of missiles has been considerably decreased. All missiles will now be manufactured in stacks of 10, like light missiles and rockets.
Market
- The following items have been added to the market: Large EMP Smartbomb I Blueprint, Large Graviton Smartbomb I Blueprint, Large Photon Smartbomb I Blueprint, Large Plasma Smartbomb I Blueprint, Large Shield Booster I Blueprint, Xlarge Shield Booster I Blueprint, Large Armor Repairer I Blueprint, S-110 Siege Launcher I Blueprint, Berserker I Blueprint, Praetor I Blueprint, Ogre I Blueprint, Wasp I Blueprint.
- Moved the secure cargo containers to the Secure Cargo Container group from the Cargo Container group.
Skills
- Propulsion Jamming, Sharpshooter and Acceleration Control skill descriptions have been edited to better clarify how these skills operate.
- Weapon Upgrades description has been corrected to properly explain that the skill reduces CPU usage of turret damage modification modules.
- Missile Skills now give correct bonuses to missiles.
- Some ship command skills had special bonus description on them, these skills do not give any bonus besides letting you fly ships requiring these skills. The description text has therefore been changed.
Other Changes
- Asteroids that need to be deep core mined now cannot be mined unless the tool used to mine them has the deep core mining skill as a requirement.
- The restriction on preventing you from docking or stargate jumping if you had recently been involved in aggression has been changed so that it only applies if you have been involved in aggression with players.
- Billboards now show random bounties, not just the highest ones.
- Gallente Station 5 now has proper collision model and docking radius.
- Removed the drone incapacitation and scooping from the inflight section of the newly created characters' tutorial encounter.
- Boarding another ship in space will now stop your old ship rather than leaving it speeding off into the great unknown.
- Ctrl-F9 toggles UI display on/off.
- The orbit menu has had changes in distances suitable for orbiting. Instead of the 1km, 10km, 100km options are now: 500m, 1km, 2.5km, 5km, 7.5km, 10km, 15km, 20km, 25km & 30km. Orbit mode has been changed to be physically correct and combat friendly. This means that orbit speed is greater and pursuit while in orbit is feasible.
- Bracket colouring for corporation members and outlaws has been changed so that the colour will now appear inside the bracket. Members in corporation in war with you will now also appear as orange instead of red like outlaws.
- Pilots can now put names on their cargo containers. Cargo container contents are updated correctly for all pilots. Cargo containers will give an error message if someone without ownership rights attempts to set a password.
- Fixed a crash bug in audio, with cached handles
Patch 1165 - 1166
- Fixed a crash to desktop caused by using sensor dampeners.
Patch 1128 - 1165
New Features / Configuration Changes and Bug Fixes
In Space
- Security officers in empire space have gotten upgraded ships and will be quicker at dealing with outlaws when they enter secure empire space.
- Cargo Containers dropped of NPC's and players have gotten increased in hitpoints from 110 to 500 so that they don't get destroyed with smartbombs or missiles so easily after the fight is over. This could have been a reason for some of the "agent npc kill mission loot not dropping" reports.
- If you have recently participated in combat (if you attack someone or fight back if attacked) then you will from now on not be allowed to dock or jump for a period of time. This temporary ban is there to prevent people from using the stargates or stations as a cheap way of avoiding defeat.
- Fixed the code that ensured that effects that were not supposed to be activated during warp finished before the warp started. This fixes a few bugs like one where people warp away after target jamming someone else.
- Fixed the bug where player ships would be taking damage up to 100 times less then they should take if the player was near death. The cause was because of damage seeping to the modules fitted to the ship.
- Sentry gun configuration has been fixed and they no longer share settings.
- Fixed where unlocking your only target while in the process of targeting a second object would leave a set of cycling active target brackets over the first object.
- You can now always deactivate an active module. Previously you could only deactivate modules on autorepeat. This should fix starting a module on autorepeat, then changing it to manual while it was active and not being able to stop it.
- You can now anchor more than one sentry gun at once.
- Empire owned sentry guns are now none-jammable.
- Mines can now be attacked and destroyed freely without any aggression based repercussions.
- If the maximum capacity of the shield or capacitor is 0 for some reason and a player logs in and does something to change it so it has something to recharge to again, the client should display the changes now.
- The shield/capacitor bug where when a charge is used, the level would drop dramatically more than it should have, should now be fixed. The server wasn't handling dynamic changes to the capacity/recharge rates correctly.
- Sentry guns in empire space have gotten a boost in defence as well in damage.
Modules / Ammo
- If bringing a module online and finding it already was, the module was turned offline due to generic error handling. Now, this is ignored and the module is left online in this case.
- When engaging warp, the deactivating modules that have a long duration are immediately deactivated/flushed rather so that the warp is not stalled waiting for them to finish that activation period.
- Fixed the cargo scan and ship scan effects which were broken and could not be deactivated if accidently put on autorepeat.
- Fixed a possible cause of the modules being found unexpectedly offline when logging a character in, while in a station.
- Invulnerability field has it's resistance boost decreased to 25%.
- Added Shield Hardener to list of modules that can be used while warping.
- Use of ECM modules is now an offensive action.
- Use of Tracking Disrupter modules is now an offensive action.
- Use of Energy Destabilizer modules is now an offensive action.
- Use of Energy Vampire modules is now an offensive action.
- Use of Remote Sensor Damper modules is now an offensive action.
- Due to exploits with activating modules during warp, the only modules that will remain active or can be activated during a warp are now the shield boosters.
- Fixed a bug in the module UI where pressing the mouse button down and moving the pointer out of the original or into another module icon would result in one or more module icons being left offset from its original position.
- A few shield hardeners (Ballestic Field for example) had incorrect information stating they would increase a wrong resistance type, this is fixed.
- Miner II can now be sold on the market.
- Some power/shield/capacitor rare-drop modules were marked as tech level II modules but were in fact tech level I. They now have correct tech level marker.
Skills
- The following skills are now available on the market: Astrogeology, Metallurgy, Research and Laboratory Operation.
- The Metallurgy, Research and Laboratory Operation skills have gotten increased in skill requirement and skill learning time.
- The Astrogeology skill has had learning requirement increased - players will need to learn both mining and science to level 4 to be able to start training it.
- Gallente battleship skill wasn't giving a bonus for gallente battleships after level 1 in the skill. This is fixed and the bonuses will now stack per level.
- Sharpshooter skill description got changed so that players know that it affects the optimal range of the turrets.
Agents
- The "faction loss" bug with agents should now be completely fixed. It was only partially fixed in an earlier patch. Sorry about that.
- Fixed some issues with the email an agent sends to notify the player about himself having incorrect info.
- New agent tutorial missions are in. They are more numerous than the old ones and more intuitive.
Other Changes
- Name changes in rare drop item groups that had a "Basic" and a "Tech Level I", they have been changed so that rare drop items from "Tech Level I" now have a tech level I marker instead of tech level II. This also applies for all items in gameplay already.
- Giant secure containers have been added to the market.
- When making a blueprint copy you will now be able to set a "cap" on the amount of items which can be made from the copy. So in effect the blueprint copies will have a limited use. This will not affect the blueprint copies which are in the game already.
- Missing blueprints on the market are no longer missing, here is a list of blueprints that are now in-game: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=22580
- There is now a French and German version of the tutorial in the game. Simply click on the icon of the French or German flag on the tutorial browser window to see the text in the said language.
- Improved the chat flow control to help defend against lag attacks.
- Fixed cargo and drone bay loading for rounding errors.
- Landmarks are now visible in map and have a description in the info windown. Some are illustrated.
- When viewing the detailed market information for an item, and having table view selected. The correct amount of jumps to destination of the order is now shown, used to be zero jumps for all orders.
Patch 1113 - 1128
New Features / Configuration Changes and Bug Fixes
In Space
- Possible autopilot fix for "hung at stargate" bug.
- You can no longer jettison capsules directly into space. This fixes the 'destroy capsule = claim bounties on character who jettisoned it' exploit.
- Autopilot route information now clears properly when final destination reached.
- Autopilot now stops at each waypoint if set to do so.
- There is now a context menu for mines and when you target them, you get damage level brackets for them instead of the picture target bracket.
- Splash damage (from things like missiles) to fellow gang members is now ignored by the aggression/penalty system.
- You can now see ownership information in the "Show Info" windows of cargo containers and sentry guns.
- Players with negative security ratings can now enter empire space, the sec rating decides at what system security level the local forces attack.
Modules / Ammo
- Fixed the module fitting bug where if you were quick, you could fit more than one module into the same slot.
- Fixed the ammo reloading bug where sometimes when reloading specific amounts of ammo into a weapon would give errors about not enough space remaining when there was enough space.
- Billboards should now show news and bounty information.
Agents
- Bookmarks from old missions are now cleared up after a mission is terminated to avoid confusion.
- A bug in regards to pirates that relate to a mission stayed in space indefinetly after a mission had timed out was fixed.
Other Changes
- Reworked NPC loot dropping so that it doesn't block the cleanup after the destroyed NPC. This was causing problems when people cleaned out a squad of police.
- Advancements in Planck Bubble Generation Technologies have allowed for the creation of containers that have higher capacity than volume. All containers can now contain 20% more than the space they occupy.
- Planck Bubble Generation has the added restriction of not being able to place a Planck Bubble generator within another Planck Bubble, as that would cause an indeterminate graviton harmonics chain reaction, with an expected breakdown of causality.
- The green/red bar in the buddies list to indicate the online status of a player, is back.
- Character Creation templates have been added to make character creation easier. The old method (now called "Custom Method") is still available, too.
Patch 1105 - 1113
New Features / Configuration Changes and Bug Fixes
In Space
- Fixed the problem where security status or bounty for killing NPC pirates would go to the wrong people.
- There was a jettison bug that resulted in only one player being able to jettison a container in a system every 5 minutes. This has been fixed. Now the timer (which has been reduced to 3 minutes) only affects the player that jettisoned the container and not the entire system.
- Billboards are now stationed beside stargates in empire space.
- Billboards now use missiles as part of their arsenal.
- Anytime you lose a target, the active target was rechosen whether or not the target that was lost was the active one. The active target is now only rechosen if it is actually lost.
- When a target was locked, it would be set to the active target. Now, a target is only made active if it is the only target locked. If the active target is lost it is up to the user to pick a new one.
- There was a bug with bookmarks which rendered them unusable. Deleting the prefs.ini file used to fix this. The bug however has been fixed with this patch so deleting the prefs.ini is no longer neccessary. There are still some issues with deleting bookmarks however, which will be adressed soon.
- Region jumps are now colored purple, not green, in world map, to distinguish them from secure jumps, which are now colored green.
- Jump count in waypoint labels in World Map is now correct ( was +1 ).
Modules / Ammo
- Fixed the add negative quantity errors which were happening. This was because of reduction in the amount of ammo that could fit into weapons - trying to add more even though the weapon was overloaded would give these errors.
- Fixed errors with cargo and ship scanning where it would error when the target was carrying nothing at all.
- Fixed a problem with the target brackets where sometimes after an object had been targeted, the pulsing "target pending" state would not be cleared.
- Fixed a problem with the target brackets where sometimes after a target had been unlocked, the square targeted state bracket would not be removed from the object.
- Missiles have more hitpoints now, bigger and more expensive missiles will be harder to tackle. Defender missiles have been tuned to the new hitpoint values as well.
Ships
- Minmatar cruiser: Stabber had incorrect thermal resistance for it's armor, this is fixed.
- When switching ships in station, any repairs just made to the ship the character is exiting will now be remembered.
- When disconnecting in station, any repairs just made to the active ship will now be remembered.
- Armageddon's powercore was decreased from 15.000 to 12.500, it was not suposed to have as much powercore as the Apocalypse.
- Scorpion battleships now cost less high value minerals to manufacture.
- Typhoon had too high recharge rate for its capacitor, it's now 870 seconds instead of 3000.
Agents
- There was a bug with agents lowering the standing of players. Agents have a cap to how much standing they will give to a player, which is based on their level. If a player had more standing than the agents cap, it lowered down to the cap. This has been fixed. Note: there are still missions out there that will lower standing, even security status, this is by design. If you are using an agent in a pirate corporation he may give you these missions from time to time.
- A few pirate faction missions were implemented. More will be implemented later. These missions give a higher than average reward but also have a faction or security level penalty.
Station Services
- Fixed the slots what were only available to NPC corp members. Now all 32 slots should be available to all.
- We increased rental period from 3 to 5 days, will only affect rentals after the change (old rentals are still 3 days).
- Station resource rental should function as expected now.
- There was a bug where the user installed a blueprint for manufacturing that they did not have minerals for so that they could see how many minerals they require to use the blueprint. The blueprint was not ejected after it was installed for such an operation. This has been fixed.
Other Changes
- The save password option has been taken out of the client.
- Fixed the Caldari Cruiser skill to give the max range bonus it should have been giving.
Patch 1077 - 1105
New Features / Configuration Changes and Bug Fixes
NPCs
- Loot tables of NPC Pirate has had a major change, alot of modules were missing from gameplay and have now been added to pirate loot. Some pirates were also dropping too strong modules to frequently, this has been fixed.
- Some pirates now have the chance of using stasis web when fighting players.
- Pirates owned by "EVE System" were not giving security changes when killed, they should now. These are generally found in scenarios where there is no set owner.
- Police idling nearby will now attack people who lose security status rather than just sitting there.
- In any system where there is a police presence of any given type, one "squad" of those police will now idle near a nearby stargate or station.
- Police now remember players who stargate jump away or disconnect for 15 minutes. Even if they wouldn't be pursued based on their standings and security status, if they were pursued for some reason within this time and return, they will be pursued again.
- NPCs should no longer consider anything they launch into space (their own missiles) as possible targets to attack.
- When a player destroyed all the police pursuing him, reinforcements were not assigned and the player was left alone. This had broken at some stage and is now fixed.
- Pirates owned by "EVE System" were not giving security changes when killed, they should now. These are generally found in scenarios where there is no set owner.
- If you waited outside the range of a pirate group after being involved in combat with them and they warp away, your targets wouldn't be cleared properly and your targeting capacity would be used up. This should be fixed.
- Incidences of not getting or being incorrectly given NPC pirate kill bounties should be reduced.
- NPCs were attacking missiles launched by their fellow group members who had been destroyed since the time they launched the missile as they didn't remember the destroyed NPC was an ally. This should no longer happen.
- NPCs were warp scrambling anything they attacked, they should now only warp scramble those things they attack that can actually warp.
- Stargate and station sentry guns in systems with 0.45 or higher security level now attack players who come within range and have -5 (or lower) security status.
- Sentry guns around stations now attack people within range who lose or recently lost standing from the corporation that owns them or the faction that the owning corporation belongs to.
- Sentry guns around stargates now attack people within range who lose or recently lost standing from the corporation that owns them or the faction that owns the solarsystem.
- Pirates now have less of a chance of using stasis web on players.
Modules / Ammo
- Named projectile weapons that are dropped off pirates have had alot of name changing. Some of them had names that confused players, players will now know right away which weapon they have found - projectiles that players have already have also changed.
- "Meta" type afterburners have been nerfed, the ones that were dropping of NPC pirates were giving enhancement up to 50%, the max has been reduced to 20% as it's the same for most other "Meta" types.
- 1400mm Howitzer Artillery now has skill requirement "Large Projectile Turret" instead of "Small Projectile Turret".
- Fixed incorrect ROF (rate of fire) values for: 250mm Artillery, Quad Light Pulse Laser, 650mm Artillery, 720mm Artillery, 800mm Artillery, 1200mm Artillery and 1400mm Howitzer.
- Light hybrid blasters have gotten an increase in fall off.
- About all turrets have had their tracking speed altered for changes in the physic engine. Turrets will be more affected by size and transversal speed of objects. Mostly meaning that long range cannons will have hard time tracking in close combat.
- Ion Blasters and Neutron Blasters have had their attributes swapped as the Neutron Blaster is much more valuable item, the Neutron Blaster should now be considered as more powerful weapon by players.
- With the range modifiers finally kicking in; we have tuned the range modifiers a bit. High end ammo have a bit less range decrease than they had on their description, while less valued ammo now get a damage increase.
- Dual Heavy Ion Blaster had an increase in damage modification from 0.625 to 1.25.
- The Hybrid blasters; Neutron and Ion have had their damage modifier swapped. The Neutron blasters requires much more power to use and should have had the damage modifier that the Ion blaster had.
- Beam lasers are now tinted according to the frequency crystal loaded to the energy turret.
- Volume of projectile ammo and hybrid ammo takes 10 times less capacity from your cargo hold, hybrid and projectile weapons have been tuned for this as well, so they just cost less space now.
- Magnetic Field Stabilizer added to market.
- Volume for all modules has been decreased, players will be able to do pirate hunting for a longer time, specially in deep space.
- Ammo capacity has been fixed (decreased to it's true value) for "meta" projectile and hybrid weapons.
- Use of stasis web modules is now classified as an offensive action (in the same way that activating a weapon on someone is).
- Use of jump scrambler modules is now classified as an offensive action (in the same way that activating a weapon on someone is).
- Made a fix to ammo reloading, if you have more ammo in a weapon than there should be because of weapon balancing that happened after you last loaded it, the reloading of that weapon won't break.
- Mining lasers will no longer transfer ore from the asteroid they are mining if when they go to do so, the ship they are fitted on has strayed farther than their mining range during the activation period.
- Rare drop smart bombs, sensor backup arrays, eccms, ecms, eccm projectors, shield amplifiers and shield hardeners now have bonuses as they were suposed to have.
- Fixed incorrect damage modification by 0.1 for Gyrostabilizer I and rare drops that were based on this module.
- Duration of Invulnerability Field (Shield Hardener) has been lowered to 2.5 seconds, and the other shield hardeners had their duration lowered to 10 seconds.
- Capacitor batteries, shield extenders and shield transporters of medium and large size have gotten an increase in value.
- Armor Platings now need to be put online to have an effect on armor resistance.
- Medium and large projectile turrets were able to take more ammo then they were suposed to be able, they are now able to take as much as small projectile turrets of same kind.
- Cruise missiles and torpedos have gotten an increase in damage.
- The optimum range of projectile and hybrid weapons is now modified according to the type of ammo loaded into them.
- New Module: Energized Armor Plating, has similar effect as normal armor plating but increase the resistance more but instead they use power and cpu. These modules will only be available through pirate loot for now.
- New Module: Reinforced Armor Plates, these modules give more hit points to armor. These modules will only be available through pirate loot for now.
- Capacitor Boosters have had their duration reduced and also their capacity increased to carry more booster charges. Bigger charges have also been added and can be found in pirate loot to begin with.
- The optimum range of energy weapons is now modified according to the type of frequency crystal loaded into them
- Medium and large hybrid cannons had more hybrid ammo capacity then they were suposed to, fixed.
- Hybrid weapons now have less capacitor usage, people should be able to keep on firing with hybrid weapons for a longer time.
- Volume of missiles has been reduces by 50%, capacity of missile launchers has been changed to take same amount of missiles as it used to do. This will only affect cargo capacity.
- Volume of all modules in game has been reduced a-lot, players should be able to do more deep space pirate hunting with out having to return back home to unload after each fight.
Ships
- Minmatar cruisers and battleships have had their speed bonus removed, instead they will get much more base speed and now also ROF bonus (Rate of Fire) for projectile weapons per navigation skill level. This does not apply for Minmatar frigates.
- Thorax, Rupture got an "25" increase and the Vexor got an "50" increase in powercore.
- Amarr shuttle no longer flies backwards.
- Disconnecting should now result in your ships shield, armor, structure and module damages saving correctly. This fixes the bug where logging out and back in would result in a completely restored ship.
Agents
- Extra agent missions have been added which give new agents as a reward. This should insure that all agents will give another next-level agent as a reward eventually.
- Rebalanced agent mission rewards. They are now considerably higher. Later high end items will be available as rewards through high level agent missions.
- Auto assign agent now triggers with standing >= 2 on 30% of all level 1 non-jove agents.
- The missions which give a new agent as reward are now much more likely to be given to you immediately after completing the requirements.
- Black Market system has been implemented. Some agents will now sell or buy items on the Black Market through the Agent Dialog (accessed like you were trying to get a mission.) These agents will only deal with players who have a higher than average standing towards them. Currently the black market is only available for slavers, but more content will be added in later.
- Pirate kill missions given by agents should now be more reliable hopefully fixing the rare case where they don't spawn.
World Map
- "My assets" now available as a view option in World Map, enabling you to highlight systems whose stations you have assets at.
- You can now set destination and bookmark from asset manager window.
- Map no longer breaks down when unreachable waypoints are set (Such as routes to Jove space set by non-Jove characters). Also: Jump counts are now indicated on waypoint markers in map.
- Agent names in World Map are now correct.
- Waypoint routes are now colored by the security status of the solarsystems they pass through.
Skills
- Skills should now be far less prone to error in training.
- 'Completion imminent' in skill training should take far less time.
- The damage combat drones do should now by adjusted by their owner's Heavy Drone Operation skill, should they have it.
- Positive security status changes from combat are now effected by the Fast Talk skill.
- Shield Emmission Systems skill now loweres capacitor use for items that use this skill.
- Tactical Shield Manipulation was giving 10% bonus decreasing chance of damage seeping through shield to the armor and structure per skill level, this has been changed to 5% as the description says.
- Rapid Firing skill now stacks it's effect per level, as it should have been doing.
- Small, Medium and Large turret skills were stacking for damage modification on weapons, fixed this.
- Surgical Strike was affecting damage modification on basic gyrostabilizer, heat sinks and magnetic field stabilizers. We have fixed this.
- Energy Pulse Weapons skill was not decreasing the activation delay of smart bombs, fixed.
- Heavy missile skill now gives 5% bonus to velocity as the description for it says.
Other Changes
- The "Surrender" button should now be functional
- A few "highway stargates" have been build for jumps from the CONCORD Headquarter to the Empire home systems, and there from to other important regions of the Empire space.
- Various crash bugs with the previous build have been fixed. There may still be a few crash to desktop bugs out there, and we would very much like to recieve the .dmp files from those who are crashing alot. But it would always be advisable to deal with our customer support team first, often these issues are related to incompatible drivers or hardware which we do not support.
- When you are in a capsule you no longer have the menu option to lock a target.
- There was a bracket problems which made it almost impossible to get the right click popup menu to appear. This has been fixed.
- If a mine explodes a second mine with its explosion, the second mine will no longer be able to explode the first mine a second time leading to the first mine trying to explode the second mine a second time and so on, ad infinitum.
- If a player logs out from space while in, or having recently been in combat, their ship will actually be removed from space after 2 minutes instead of the standard 1 minute. This is to make it harder to use "logging out in combat" as a means to escape from your enemy.
Build 1077
Improvements, 1058 - 1077
In Space
- Autopilot is no longer disabled when you get targeted
- If a player loses security status within range of certain sentry guns then they will attack
that player at the earliest opportunity
- When a player ejects from his ship, the ship's position should now be persisted. This fixes
the case where a player would eject and then come back later to find his ship was apparently
elsewhere - some place he'd been earlier
- Player hit (or missed) by missiles or drones should now see combat messages for it
- When mines, missiles or drones damage things, the player should now get combat damage messages
for it
- Sentry guns are now deployed near stargates and will defend the stargate if it is attacked as
well as anyone who belongs to the faction of the stargate's corporation who is attacked within
range
- You should now see a message when someone is warp scrambled nearby
- Various map fixes. Statistics filters now work properly ( players killed, jumps in the last
24hrs etc ).
- Newbie characters doing the in-space tutorial will now have around fifteen minutes to reconnect
and continue it should they get disconnected for any reason in the middle of it (used to be around
one minute)
Communication
- Chtsetcreator can now be used to change channel ownership
- Modified "local channel" concept, so now all the stations within the solarsystem are in the
same channel as the solarsystem. Should make local a bit more usable
Ship Management
- Microwarpdrive now has more penality on armor and shield
- Arbitrator, Bellicose, Maller, Omen, Rupture and Thorax have gotten increase by 1 medium slot.
There were not enough counter measures for these cruisers with only 2 medium slots
- Fixes the an ammo reload problem
- Named stasis web modules now have more range than before
- Named hybrid railgun weapons have had their tracking speed lowered to their true values
- Some loot modules were granting way to big a bonus when stacked - these bonuses have been
lowered
- Gyrostabilizers/Heat Sinks/Magnetic Field Stabilizers have had they Damage Multiplier and Rof
Bonus reduced
- Fixed the problem with reloading where you could only load a module in-space from an ammo stack
that you were not already reloading from. The excess (not being used in a pending reload) is split
off into a new stack
Corporation Management
- A new role has been added for corporations. Previously everyone could view the contents of
member hangars via "Member hangars" button in corp hangars, now a member must have the security
officer role in order to view the contents of member hangars
- Corporations now have 5 security groups in addition to previous roles, each security level
gives access to a security folder that is designated to that group and is accessable via the corp
hangar. There are also two new folders in the corp hangar, the Market folder, accessable for
accountant, and Factory folder, accessable for Factory Manager.
- Possible to retrieve impounded content from corp hangars that are no longer rented. Get
CEO/Director to click "Corp Hangar" in lobby to see how
NPC┤s
- Replacement and new sentry guns around NPC corp owned stations and stargates should now be the
correct racial types. The existing incorrect gun types should be updated in a server update
- Battleships from CONCORD, Empire Police and Empire Military will now be patrolling some areas
from time to time
- CONCORD, Empire Police and Empire Military units will now use stasis web on players that they
are after
- Rare drop modules (from NPC's) were giving too high values - The values have now been adjusted
- Fixed the problem where everyone nearby gets a share of the bounty awarded to the person who
effectively killed a pirate NPC
- CONCORD and DED NPC's now have their corporation name with the NPC name so players will now
know to what corporation/faction they belong to
- Description text for CONCORD and DED NPC's has been fixed, they were showing information about
random ships in game
- After a period of leniency, pirates will now venture further out of the asteroid belts in order
to deal with interlopers who mine along the edges trying to avoid them
- CONCORD police now have a high chance of warp scrambling their targets
- Fixed a case where pirates would break to some degree because they tried to activate a module
and were not within the required range
Agents & Missions
- The agent missions marked as important, which give you a new agent as a reward used to only be
available once per agent even if you failed them. This has been changed, you will now have a
chance of getting them again if you fail the mission
Game Music & Sound
- Problem with audiolib leaking if audio was off has been fixed
Other
- Double-click in the title bar of windows minimize the windows
Bug Fixes, 1058 - 1077
- Error when moving a character into a station
- Ext: Possible insurance exploit
- Error when using ECCM - Gravimetric module while being targeted by police
- Courrier missions: Cargo hold capacity is not correctly displayed for plastic wrap containers
- Error when closing member info on your own character
- Suggestion: The flashing effect that appears on a minimized chat channel tab should be a
feature that the user can turn off, particularly for the local and corp channels which can't be
closed
- Chat window always resizes to default lower left corner!
- Ext: dynamicly generated images and the ingame browser lead to crash [mini dump included]
- Unable to fit any charges to weapons
- Partial move when loadin ammo in space
- Corp member with no roles/security level can still view contents of other members hangars
- Corporation hangar does not update correctly if security level/roles is changed 2x
- Suggestion: When right clicking on a blueprint, there should be a Quick Build option
- Factory UI does not refresh when a blueprint is installed
- Ext: fitted modules remain active after unfitting
- Ext: pirate loot not updating with changes
- Error when editing the roles of a member
- Ext: Fuel Conservation bug
- Voting - Proposing a Multiple Choice Vote yields an error
- Ext: unable to complete tutorial
- GMs not able to transfer items from corporation hangars to a player hangar from offices that
have expired
- Access control of corporation hangars
- "KeyError: char.name" popup when trying to clear security rating
- Metallurgy skill bonuses are not correctly applied
- Ext: phase switching I targeting nexus not functioning
- Key error in agent missions
- Error in chat system
- Ext: non Movable Plastic Wrap in Mission
- Ext: EXPLOIT - goods from agent
- Ext: Weapon Upgrade Skill
- Ext: CHAOS - Faulty agent mission
- Skills are taking a few seconds to reach the completion imminent stage when training from a
skill pack to level 1
- A graphical corruption associated with the auto pilot button
- Ext: Pirates disappearing and respawning kms away during battle
- Repeatedly clicking on "put online / offline" yields an error
- Ext: Request: People & Places: Option to have
- No shares created when vote is finished
- Some notification needed for what skill and how many points you have lost upon death
- Ext: Player-Created Trade Goods Buy Orders Suggestion
- Game hard crash when in background
- Jumping to the same newbie system you were in, results in you appearing next to the station
- Error when trying to install for corp with wrong roles
- Ext: 'Frozen' Market orders on TQ
- Ext: fitted modules remain active after unfitting
- The map screen takes an extraordinarily long time to load without any warning to the user
- Put services available at a station in the info window for that station
- Ext: Show Info not working
- Station Services - Not refreshing
- NeoCom: Emails received from other users are always listed as having No Subject in the header
- Confusing in-station and in-flight cargo interface difference
- Starmap: Show all displays an "artifact" in topleft corner - but only when zoomed in to show
region names
- Starmap: Blinking artifact when zooming in on starmap (when names-tags are added)
- Bookmarks: There is no way to sort a user's bookmarks (i.e. alphabetically, by type, etc.)
- Map: Neighboring region names will remain on the map, even when the user has chosen to only see
the selected region
- Attributes, of other players during show info
- When my ship gets destroyed, my pods speed always reads "STOPPED"
- Wallet: Journal displays error
- Some systems are not loading up correctly, no stargate brackets and ballpark spam
- Able to put items into non-assembled containers
- The max number of characters allowed in character creation should be raised to 24, as the DB
allows that many characters
- Ext: Autopilot functions
- Clones: prices all messed up
- Get errors when opening the trade window
- Ext: Exception loading ammo
- No police showed up as I was attacking a newbie in a newbie system
- Error when trying to open the browser
- Ext: Resource identifier shown when using auto pilot to jump gates
- Ext: The '~' symbol is still not working
- Minor exception with switching to ships hangar while merged in station UI
- Ext: Map Browser (F11) problems
- User error trapper needed
- Ext: Bookmark renamed
- Error when opening people and places
- Opening the stock market affects the station service UI
- Move Home option leaves the players ship in space
- Better sorting of my inbox - request
- Corporation recruitment acknowledgement is always sent by the CEO
- cloning facility does not seem to show up on available cloning "binds"
- Ext: Selected property does not work
- Voting: error popping up after closing "add option" window
- Agent location info cluttery in UI
- Ext: Confirmed serious issue with Slasher mesh !!!
- Ext: Vanishing dialogs/windows
- Ext: Completion iminent bug/exploit
- Switching to another skill at level 0 gave me an error
- Error when attempting to sell item
- Ext: gender error in text of CEO resignation message
- Ext: repair menu decription error
- AgentMgr error from TQ
- Error in channel operations
Build 1058
Improvements, 1054 - 1058
Station Services
- Anti warp scrambler AKA warp core stabilizer is now available on the market
- Clone contract in medical service now allows clone type to be picked
- Advanced Clones are being introduced. Check the medical service to rent yourself a better
clone. They come in handy when your character dies. Having a better clone lessens the skill
penalty your character suffers upon death.
In Space
- The bookmark option has been renamed to "keep location". This was implemented earlier, but not
mentioned in the patch notes, and we apologize for that.
Modules and Charges
- Anti warp scrambler AKA warp core stabilizer is now available on the market
NPC┤s
- Pirate rare drop projectile weapons get updated with the changes done to projectile weapons
Bug Fixes, 1054 - 1058
- Fixes to some of the stuck character problems that have been happening frequently during the
past few days. One of them had to do with password-protected channels. There is also now a code
to break session deadlocks involving machoTimeOut in client<->server<->server calls and node deaths
(this was a source for some of the stuck character issues).
- A few bugs with the map have been fixed as well, for example one that has to do with security
status updating incorrectly.
- Corporation recruitment acknowledgement is always sent by the CEO
- A GM command was fixed (/unload)
- Error in can quit
- Error popup after reading news
Build 1054
Improvements, 1031 - 1054
Agents
- Access to level 3 agents has been made available. Complete a lot of level 2 missions and your
agent might offer you the chance to proceed up the agent ladder.
- Added new agent service "Rumours", for publishing scenario locations.
- Improved market supply/demand features so that agent's would be less tempted to give out non-
available items (if the missions are configured in that manner).
- Some agent trade missions are now declinable. Declining a mission does have a slight standing
penalty though.
- Improved agent config loading for increased performance of all agent ops (they're still slow,
but it's better...)
- Skills are now starting to affect agents properly.
- Improved and simplified agent's handling of agent config values and agent's memory of chars.
- Cargo scanning now works on entities.
- Cargo scanning is now accuracy based and a scanner is not operated at optimum range, it may
return incorrect results.
- Fixed cargo scanning of entities to only return the actual cargo and not the fitted items.
- Added ability to ship scan entities.
Modules and Charges
- Ship scanners no longer return false results from scanning spawn containers.
- Heavy Missiles, i.e. Havoc, Thunderbolt, Widowmaker and Scourge have had their damage increased
by 50%.
- Modules have had their volume decreased to suit to ships capable of using them, some modules
had too high volume and were hard to loot because of this.
- Smart Bomb module is now marked as an offensive weapon (which it wasn't before).
- Modules which are all of non-targeted, non-ranged and non-offensive should now stay active and
can be activated during warp.
- Projectile weapons have had an increase in damage, but are still not capable of having as much
ammo as hybrid weapons.
- Anti Warp Scramble module is now available on the market.
- Skill requirement for the Havoc Heavy Missile was set to Cruise Missile skill, this has been
fixed.
- The max range for stasis webifiers has been increased alot, Stasis Webifier I for example will
now operate up to 10.000 meters.
- Heat Sink has been lowered in CPU usage to even it out with the gyrostabilizer.
- The CPU Enhancer had incorrect hitpoint values, often causing crashes during module repairing.
This has been fixed.
- The gyrostabilizer was giving modification values to hybrid weapons as well as projectile
weapons, it will now work as described, i.e. only projectile weapons.
- When the activation of a module that is offline silently brings it online, the client should
now be notified and the module context menus should be correct accordingly.
- Focused Medium Pulse Laser had an fall off of 1.100, which should have been 11.000. This has
been fixed.
- The 125mm railgun and 150mm railgun have had their tracking speed decreased from 0.12 to 0.06,
railguns are long range weapons but they were behaving as blasters when it came to close combat.
- Cargo scanning is now accuracy based and a scanner is not operated at optimum range, it may
return incorrect results.
- Frequency crystals: Multifrequency M, Standard M, Multifrequency L, Standard L and Ammo: EMP M
have had their damage increased by a little bit. The values that were on the live server were
incorrect.
NPC┤s
- There are now 30 new pirate types out there.
- The response time for empire police, faction militaries and CONCORD in 0.5 - 1.0 security space
has been increased.
- Convoys should now pick the correct ships for the race of the NPC corporation that owns the
convoy. Rather than any random convoy ship.
- Added ability for npc's to make use of status web modules if they have that facility available.
- Fixed cargo scanning of entities to only return the actual cargo and not the fitted items.
- Added ability to ship scan entities.
- Cargo scanning now works on entities.
Combat
- Podding now always results in a security status penalty when applicable regardless of who
started the fight (if it started when the pod was inside the players ship for instance) to all
parties involved in damaging the pod.
- Destroying the ship who is considered to have instigated the aggression between you will no
longer result in kill security status penalties.
- Bug in the faction and security loss/gain was fixed, players will now always loose and/or gain
security and faction standing when attacking and killing a player or a NPC.
- All combat damage messages should now go to the log window. Before this, the ones that were
not displayed were discarded.
Communication
- 100 ISK CSPA service charge no longer required when initiating communications with anybody who
is in your corp, in your gang (as well as anybody who has put you in their address book)
Other improvements
- Added a description for the basic "jettison" cargo container noting that it doesn't last long
in space. Also added a mention of this and that other players might loot containers to the in-
space tutorial.
- Gang invitations from blocked characters get automatically ignored. You have the option to
block the character in the join gang dialog.
- Secure cargo containers should work acceptably (minor issue: on password change, the password
is not checked if you have successfully opened the container before).
- You will now find
that repairing your ship is much cheaper than it was.
- Sun occlusion now works for planets. For those cards that support it, this is good news.
Because now stations, asteroids, planets don't make the sun turn on and off but occlude it
naturally. Old behaviour still in for cards that don't support this one.
Bug Fixes, 1031 - 1054
- Modules would never autorepeat if their target was not present, unfortunately this also applied
to modules which didn't need targets and therefore because nothing was no longer present, they
wouldn't repeat.
- If modules were active when someone jumped between solarsystems they would stay active in the
module ui (again), fixed this.
- Fixed an error that occurred when a secure container was opened straight after being assembled.
- Gyrostabilizer, heat sink and magnetic field stabilizer were boosting attributes even if they
were not toggled online, this has been fixed.
- Server/DB state mis-match in factories causing all sorts of problems has been fixed
- Afterburner Effects have been brought back
- Corporation - Exception after being podded and returning to hangar has been fixed
- Autopilot - Autopilot not disengaging problem is fixed
- Tabs that form when items/ships merge are no longer cluttered
- An error that occurs when accepting the rental fee of an office has been fixed
- A few random errors occuring in space have been fixed
- Trying to login after being booted from the server raised an exception - fixed
- There was an error in war surrender which was fixed
- The info in market email after market transaction is no longer incorrect
- Executioner had capacity 135 but the description says 225 - fixed
- An error sometimes occured with using autopilot and jumping to another system, has been fixed
- Unsupported operand type(s) error when buying something from the market - fixed
- Corp wallet no longer shows bills double
- Error while engaging a convoy "AttributeError: Warping instance has no attribute
'finalExplosion'" - fixed
- Activating the "merge hangar into station panel" option while in space gave you a black
screen - this option has been disabled while in space
- Refining skill not working properly
- A couple skill level exploits have been fixed
- Some repairshop damage discrepencies fixed
- Animation of mining lasers sometimes didn't work properly during/after mining - fixed
- A bug with inviting a player to a gang who has a cargo container close by has been fixed.
- Deposits of 0 to the corporation wallet are registered in the transaction journal.
- Ability to fly Cruiser without fully trained Cruiser skill
- When buying items on some market range, closest should be chosen
- CHAOS: esc>graphics tab spawns multiple Monitor Setup Menus - Fixed
- Bookmarks - not updating - Fixed
- Vanishing dialogs/windows on jump - fixed
- Searching for names and displaying results - Improved
- Shares, text error when owning none - Fixed
- Transaction window sorted wrong way(oldest first) - Fixed
- Autorepeating afterburner status displayed incorrectly after jump - Fixed
- Changing ship name, char length misinformation - Fixed
- Error in shipscan of convoys - Fixed
- Able to accept courrier missions without having the money to pay the collateral - Fixed
- Text error when having no assets - Fixed
- Toggling to fullscreen prompts a crash to desktop - Fixed
- Sell orders are not registering - Fixed
- Skill learning bug - Fixed
- Error when merging hangars under station panels - Fixed
- Skill stuck at "completion imminent" - Fixed
- Bookmarks, No Drag & Drop - Fixed
- Window content goes outside of frame when multiple options are set in votes - Fixed
- Focus problem with windows - Fixed
- Problem when closing the configuration window - Fixed
- Partial Ammo Load Error - Fixed
- Item hangar does not refresh after quick sell - Fixed
- Bookmarks: Enter must be pressed to add a bookmark - Fixed
- If a ship is damaged, quitting and logging in again will fix it - Fixed
- Bookmarks created in player built stations do not get a warp to option - Fixed
- Radar. starting the game with Radar set to "OFF" generates error - Fixed
- Brackets of pirates staying behind
Build 1031
Improvements, 1002 - 1031
Skills
- Players can now cancel a skill training without starting a new one; useful if you want to start
a training with other of your chars.
Agents & Missions
- Agent level 2 missions have been added into the game. You can recieve a level 2 agent either
by being lucky and finding one that is available at a station by docking into it, or completing a
special mission from a level 1 agent.
- Agents now add themselves to your address book when you get them.
- Improved agent deployment/default config function to ensure correct random distribution of
services and service props.
- Added agent service frequency support.
- Added agent info to corp pages, so now you can see what corps have what agents, and some
rudimentary info like what station the agent resides in and what level he is.
- Added QualityBased support, so two agents with the same level are no longer identical.
- Added extended info for agents in show info
- Added location query to agent selection criteria, making 45 jumps away a thing of the past for
properly configured missions.
- Added agent "hi message" on char creation, bookmark, and blink for new agents.
Market
- Market now favours matching sell orders that are closer to a ranged buy order's home station.
- People who place sell orders below the average, now get a warning when trying to do so.
NPC┤s
- Pirates that go to stargates will no longer warp scramble players and are now weaker than
before. Don't forget that pirates will only go to stargates in 0.0 - 0.4 security, but never if
there is only one stargate in the solar system.
- Scenario NPCs will no longer attack players in a polaris ship
- Stargate pirate infestations will only ever be present in 0.5 security level or below
solarsystems.
- If there is only one stargate in a solarsystem, it will not be infested by pirates in order to
prevent people from getting trapped.
- Convoy loot value has been decreased, and convoys now have real weapons to fire at players.
- Some pirates have had their missile shooting removed, and frequency of missile shooting was
decreased for all pirates.
- With a larger variety of items having been added to the NPC market and convoys dropping
whatever is there, they were dropping ships and other stuff that shouldn't be. A filter has been
added to what they drop from the NPC market as loot.
- Pirates are getting tired of being picked on by pilots who are told to intercept and kill them
by their agents and have taken a more aggressive stance.
- Added missile launching capability to NPC ships.
- Missile launching set up for few pirates
- Speed for NPC's has been tuned down, they will now get speed boost if they don't reach their
orbit range that is less than the range they are currently chasing the target at
- Bounty for pirates has been trippled
- NPC station defense sentry guns will now start attacking recent offenders who are present when
they are respawned.
- Fixed wrong ship models for Sanha's faction military
Gangs
- Added a warp to gang member option, which allows a gang member to warp to a fellow gang member
if they are in the same system, regardless of visibility.
Communication
- Bookmarks have been merged with address book
- Features belonging to Misc Panels in NeoCom have been moved over to station panel
- It is now possible to merge ships and items in station panel
- Address book has been renamed: People and Places. It has also aquired a search tool that
player may use to search for characters, corporations, stations, asteroid belts, solarsystems,
constellations and regions
- Misc fixes to browser bookmarks and the trusted/ignored sites dialogs.
- JIT session change - propagation suppressed for most chat commands, should reduce "bottleneck"
effect of large chat channels, increasing scalability.
Navigation
- Destroyed objects are now removed immediately from the radar instead of hanging around clouding
it up.
Ship Management
- Power consumption for heavy missile launchers has been reduced
- People can no longer activate modules while warping. This prevents the cases where people
start a mine on their way to the station (getting some extra ore despite the fact the asteroid is
way distant by then).
- When a player ship is destroyed, its drone bay contents will now also be considered for
dropping in the cargo container. All of the ships contents, drones, cargo, modules now has the
same chance of destruction.
Combat
- Warp scambler/disruptor ranges improved
- Sometimes the damage state of an object wouldn't get sent from the server to the clients
(sentry guns would respawn with strange shield/armor bars). This should now be fixed.
- Certain types of objects which disappeared (asteroids for inst.) would not clean up w.r.t the
players who were targeting it. This meant that the target slots were lost to the players until
they left space/restarted client.
- Sentry guns have had a free firmware upgrade and will no longer pod players.
- Tweaked drop tables for frequency crystals. Some of the more valuable ones had too high a
percent chance of dropping. Oops!
- Energy weapons, which have a built in frequency crystal, now display the damages of that
crystal in the client when their info is viewed with "show info".
- Fixed where firing a missile/whatever (after using the reload context menu option to restock a
launcher) would result in the rest of the ammunition to become hidden and the launcher to look as
if it was empty.
Game Sound
- Unused looped sounds are no longer filling up channels
- Crash that occurred when all sound channels were taken has been fixed
Other
- Much of the client memory leak has been plugged.
- Major memory leak fix on client, proxy, and to a lesser extent on the server.
- Weird graphic glitch, where thrusters became blocky, has been fixed.
Bug Fixes, 1002 - 1031
- Skills level exploit
- stuck in station bug
- Repairshop: shows damage and offers repairs - but not consistantly
- Ship won't exit station, error occurs
- Exception when right-click train on new skill
- Damage of ship not showing up in repair station
- Some repairshop damage discrepencies
- Incorrect info in market email after market transaction
- Container: Executioner has capacity 135 but the description says 225
- Error with autopilot / jumping to another system
- Error and window - wont load when opening the info window for agents
- Deposits of 0 to the corporation wallet are registered in the transaction journal
- Game hangs in 'Entering space....'
- Buying a blueprint from the market charges you double
- Logged out with pirates present, logged in with missiles orbiting
- Drones are not scooping correctly
- Tutorial: got stuck in in-space tutorial
- Factories - Uninstall button not working
- Market transaction info window pops up twice
- Sometimes items are stackable, sometimes not
- Game Graphics: Huge neck on the amarr?
- Activating a gun as soon as you have locked an object causes an exception
- Petition: Volunteer petition screen refresh problem
- Videocards: The warping animation is corrupt when using the Matrox Parhelia
- The progress bar shown while the map screen loads does not accurately reflect the progress of
the loading process
- Error when activating a mining laser on a roid
- Corp hanger ship trading bug
- Autopilot indicator problems 2
- Error with training with an implant
- ship trade: corperate hanger
- Multiple Bounties, Negative Cash, Big Problems
- Assembled ships in the corporation hangar still have the "assemble" option
- Ship UI readout not updating correctly
- Red squares over brackets and ships in space
- If "Show radar" is deselected, it still appears as selected in menu
- Error when starting conversation with a player
- News can only be seen by select characters
- Market: buying multiple blueprints
- Problems when buying blueprints in bulk
- Error when trying to access a certain mission in the mission journal
- ATI Radeon - Menu : Tabs in menu do not display correctly when selected
- ATI Radeon 9700 Pro - Serious Frame rate Problem
- [Vivendi] - ATI Issue: Quit confirmation box: The Yes and No buttons are bright white and
almost illegible.
- Problems when buying blueprints in bulk
- No "friendly message" when trying to connect to a server that is down
- Hard crash when someone logs into your account while you are using it
- Tutorial: Selling the 750 units of Tritanium and buying the Civilian Shield Booster do not
cause the Wallet Journal to update properly.
- System Error: popped up when logging in
- Error when putting money into hangar from wallet - money vanishes into thin air
- Polaris ships currently are attacked by npcs
- Error when clicking on "done" after the first agent tutorial mission
- NPC's: need some changes to NPC command behavior on attacking and defending
- Description text needed for ores
- Gang: When a player is kicked from a Gang, they retain the Gang Chat window, and will receive
exception errors if they attempt to use or close it.
- When docking a buy order to another window the tab that created has no title.
- A brief scene where the player's ship is located inside the sun is shown when docking
- Current destination info overlaps over the edge of the black area
- Error when attacking an empty ship
- Can't repair ships armor
- The 'Inferno Torpedo' is described as being unguided, and yet it tracks targets in the same
manner as guided missiles.
- Medical: If the user cancels the 'Choose Station' window, they will not be able to reopen it
via the 'Change' button.
- Avoiding Angels bug
- Celestial Object Distance does not update properly
- Agent training mission bug fixed
- Agent Tutorial Mission 3 fix
- Use characters name in tutorial text
- NPC's: need some changes to NPC command behavior on attacking and defending
- Fittings: Ammo will remain behind after the gun is moved away
- Gang: When a player is kicked from a Gang, they retain the Gang Chat window, and will receive
exception errors if they attempt to use or close it.
- Feature Request: Region and Race chat channels independent of corp
- Expired 1st mission still passed as non expired
- Station, Belt, Gate Icons Inaccurate
- Map: Using the mouse-wheel to zoom in will result in a blank map at the closest zoom level.
- "You are here" sprite moves out of main market starmap window
- Ship Control Interface: Some changes
- Bookmarks: When a bookmark for an arbitrary area in space (designated by specific X,Y,Z
coordinates) is sent to another player, the coordinates change to reflect the other player's
location.
- Corporation: If the user makes and then resigns from a corporation (within the same session),
their corporation window will not appear correctly.
Build 1002
Improvements, 1000 - 1002
Skills
- Skill training works correctly - no longer is there an issue with it not completing properly.
Agents & Missions
- Adding more market supply/demand criteria for agent item selection, and improved the agent
systems interpretation of market data in general.
NPC┤s
- Chance of pirates to warp scramble has been added.
Combat
- Show escape pods killed in the last hour now works, even if there have been no kills ( used to
hang ).
- Combat Drones are now not LODded out too fast.
- Sentry guns have had a free firmware upgrade and will no longer pod players.
Navigation
- Autopilot no longer undocks your ship when active.
- Frame rate in space vastly improved
Ships
- Scan speed/strenght changes: The 4 newbie ships have had their scan speed decreased, targeting
will take a bit longer with them.
Incursus has had it's scan speed increased a bit to a propar value for a fast and an agressive
frigate.
- Decreased CPU for probe and imicus, increased CPU for bantam and tormenter
- Re-enabled shield uniformity
Bug Fixes, 1000 - 1002
- Use characters name in tutorial text
- NPC's: need some changes to NPC command behavior on attacking and defending
- Fittings: Ammo will remain behind after the gun is moved away
- Gang: When a player is kicked from a Gang, they retain the Gang Chat window, and will receive
exception errors if they attempt to use or close it.
- Feature Request: Region and Race chat channels independent of corp
- Expired 1st mission still passed as non expired
- Station, Belt, Gate Icons Inaccurate
- Map: Using the mouse-wheel to zoom in will result in a blank map at the closest zoom level.
- "You are here" sprite moves out of main market starmap window
- Ship Control Interface: Some changes
- Bookmarks: When a bookmark for an arbitrary area in space (designated by specific X,Y,Z
coordinates) is sent to another player, the coordinates change to reflect the other player's
location.
- Corporation: If the user makes and then resigns from a corporation (within the same session),
their corporation window will not appear correctly.