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Last updated on 2025-01-04T23:17:29Z Source: https://community.eveonline.com/news/patch-notes/patch-notes-for-january-2018-release/
Patch Notes For January 2018 Release
Published Date: 2018-01-17T08:59:19Z
Last updated on 2018-01-17T08:59:19Z Author:
CCP Falcon
ID #:92532650
Patch notes for January 2018 Release 1.4
Released on Tuesday, January 16th, 2018
Features & Changes
Missions & NPCs
Empire Mining Operations will now only respond aggressively to -5 personal standings towards that empire.
Defect Fixes
Gameplay
Fixed a problem switching charges (especially scan probes) which sometimes could lead to an overloaded cargohold.
Fixed a problem where crystals did not always change owner, when loading it from a corp hangar or container, which could lead to various problems like more than one crystal loaded or being unable to unload the crystal.
Fixed a problem with grouped weapons were sometimes not loaded equally.
Graphics
Fixed an Issue whereby the Jump Tunnel effect would remain on screen after jumping
Fixed an Issue whereby the space scene would remain visible while docked in a station
Fixed an Issue whereby docking and undocking would result in a black screen
Patch notes for January 2018 Release 1.3
Released on Thursday, January 11th, 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.
Patch notes for January 2018 Release 1.2
Released on Wednesday, January 10th, 2018
Features & Changes
User Interface
Added an Escalation filter to the Specify section of the Agency.
Defect Fixes
Gameplay
Fixed a bug, which prevented reloading of ammunition while using an acceleration gate.
Fixed an issue where Data and Relic site triggers were not firing correctly. This was causing the sites to not despawn and cans to not explode.
User Interface
Fixed an issue where escalations were not always properly being displayed in The Agency.
Patch notes for January 2018 Release 1.1
Released on Tuesday, January 9th, 2018
Defect Fixes
Temporarily re-enabled the Escalations Tab in the Journal while fixes are ongoing.
Fixed an issue where Drifter site cards were missing correct information and icons.
Fixed an issue where Militia information text could overlap with The Agency at minimum width.
Patch notes for January 2018 Release
Released on Tuesday, January 9th, 2018
Features & Changes
Market
Volatile SKINs can no longer be traded on the market or via contracts.
Missions & NPCs
Forward Operating Bases can now be discovered inside of The Agency.
They are categorized as Pirate Strongholds.
Their visibility in The Agency will change over time.
The time at which the FOB was first anchored will affect the jump distance visibility in The Agency.
NPC Bracket Colors have been reworked.
The color of the NPC bracket will now reveal the hostility intent of the NPC.
Blue indicates a friendly NPC either by nature or due to your standings with their faction. Blue NPCs may assist or aid you in combat.
Note: The automatic response force from Empire/Faction Police against low Security Status players will still appear to be Blue even when they are spawned as aggressive to the player. This will be resolved in a later patch.
White indicates a neutral NPC. These NPCs will ignore you, but may retaliate if attacked.
Note: The automatic response force from Faction Navy against an enemy militia target will now appear white instead of the previous 'Blue' friendly color. In a later patch they will appear Red/White/Blue depending on the Factional Warfare status of the player.
Red indicates a hostile NPC. These NPCs are aggressive towards you, and will in most circumstances attack you on-sight.
The warning message for attacking a Peaceful entity will now appear only if the NPC is not aggressive towards you.
Science & Industry
Modified the job output limits for various industry jobs: Reduced the limit for copy jobs to 500 job runs (not changing anything for runs per copy); Removed the (not really enforced) limit for production jobs, which was at 10,000 runs.
Structures & Deployables
In preparation for the upcoming changes to Upwell Structure vulnerability (still scheduled for Q1 2018) we are adding the ability to pre-set the preferred hour and day for your structures to finish their reinforcement when attacked in the new system. While this setting will do nothing in this patch, it is important that all structure owners begin selecting reinforcement times so your structures can transition smoothly to the new system when it releases. Pre-setting or changing a structure reinforcement time may be done as often as desired with no cooldown until the deployment of the "Upwell 2.0" release later in Q1 2018. This setting can be found in the right click menu of a structure in the structure browser, and is available to corp members with the station manager role.
User Interface
You will now have more information in the notifications when finishing a challenge in an event.
You can now pin challenges to the info panel from The Agency window.
You now have new improved progress bar for events in The Agency window.
The stack size of a reward will be shown now in an event's progress bar.
Added a chat bubble button for one-click-chat, into chat channel member lists, People&Places, and corp window member and standings tabs. This button only appears on hover if you are using the compact chat channel member list.
The color wheel in the map has been replaced by a more intuitive cogwheel.
Removed the Agent Finder. Functionality will be handled by The Agency.
Remove the following tabs from the Journal.
Expeditions. Moved to The Agency.
Contracts. Functionality moved to the Contracts window.
Planetary Launches. Moved to the Planetary Colonies window.
Epic Journal. All content for Epic Arcs has moved to the expanded cards in The Agency.
Incursions. Everything except the loyalty point log will be handled by The Agency.
When jumping to a jump clone would cause the deletion of an existing clone in the pilot's current station, the pilot is now given an detailed list of that clones implants to avoid them accidentally being lost.
Added a character limit counter to the edit window for the "Welcome Mail" for corporations.
It is now possible to directly create bookmark tokens from corporation bookmarks, without having to first copy the corporation bookmark to a personal bookmark.
The Agency
Rogue Swarm Alert has ended and the Rogue Swarm sites will no longer be distributed.
Added Factional Warfare.
Added Incursions.
Added Expeditions.
Add Pirate Strongholds.
Updated the Epic Arc expanded card to include a quest line.
Added an option on hover or right-click of basic cards in the Suggested filter to allow you to move directly to that filter.
Reduced the loading time of filters.
Removed the Distance filter unless you specify the content you are after.
Updated expanded card background videos for Gas site, Relic site, Incursions, Guristas Epic Arc, Distribution Agents, Events, and Factional Warfare.
Added chat channel links in expanded cards for respective channels.
Defect Fixes
Gameplay:
Tutorial: Updated texts and UI highlights involving mini skill injector.
The code for loading and unloading of ammunition and charges has been rewritten in an effort to fix a several long-standing bugs (like the dreaded “lost charges when jumping while a reload was ongoing”).
These code changes are mostly invisible to users, but a few player-facing changes were also made as part of this rework:
It is no longer possible to group or ungroup weapons while the weapons are reloading.
Cloaking, docking, and jumping after reloading will no longer interfere with reloading (but a cloaked ship can still not start a reload).
After the inventory operations have completed the reloading will no longer be interrupted by anything (but other things can be blocked until the timer has finished).
All inventory operations connected to a reload command are now done at the beginning of reloading and the reload timer is behaving like a reactivation timer on the module.
Several other minor bugs and inconsistencies around loading and unloading ammunition have been fixed.
Fixed a bug, which could lead to loss of ammunition when grouping the weapons of an Upwell Structure.
Several fixes have been made to ensure that the feature of setting the home station remotely (which has a cooldown timer of one year) is properly supported for Upwell structures.
When modifying an existing buy order at an Upwell Structure, the additional ISK payment covering the increased tax was being paid to the SCC instead of the structure owner. It will now go to the structure owner's wallet as intended.
Fixed an issue where Upwell structure services would sometimes not completely online correctly. Services should now be correctly enabled/disabled according to the service module state.
It is now possible to delete structure profiles, which were assigned to a destroyed structure, as long as no active structure has it assigned.
Fixed an issue where a ship could still explode if the self destruct was cancelled very close to the end of the timer.
Switching your medical clone from a structure to your school station now correctly charges the 100,000 ISK fee.
Stasis webifiers no longer work on moon mining chunks, as webbing them was causing a visual bug.
Upwell anchoring restrictions now correctly apply to Factional Warfare Infrastructure Hubs. Pilots will no longer be able to anchor an Upwell Structure within 1000km of a FW IHUB.
Graphics:
Fixed an issue causing asteroids to glow when re-entering an active Resource Wars site.
A small bug fix has been applied to the character portrait system.
Fixed incorrect highlighting when sculpting characters after returning from portrait screen.
Fixed the animation on bomb launchers so you can now properly see the bomb eject and reload.
Adjusted flare location around the Energy Neutralizer Burst.
Updated the icons for active cynosural beacons.
Character avatars in character creation will now move more smoothly.
Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets.
Re-sculpting or re-customizing your character will now be reflected instantly in the character sheet and character preview window.
Fixed an issue where bombs do not always appear to fly straight.
Removed unnecessary particle effects from small hybrid rail turrets.
Adjusted size of the Planet Icons on the Info Window.
The Republic Fleet has repainted all their factional warfare outposts with the Minmatar Republic logo and colors.
Adjusted the size of the icons in the Show Info window of Planets.
Removed black marks from the glass tube of some Amarr stations.
Fixed cockpit material on the Prospect.
Removed particle effects from small hybrid rail turrets.
Fixed an issue where users could experience lag after warping into an asteroid field or similar environment.
Technical:
Fixed an issue where repeated button clicks on the bloodlines screen in character creation could cause a client crash.
Various changes have been made to make New Eden a better place.
User Interface:
A completed challenge won't show as expired in the info panel any more.
The black box shown on reward awarded in The Agency won't display any more.
Fixed rounding of standings in gate restriction error messages for Resource Wars.
Fixed some mission text formatting.
Fixed various minor text and formatting issues in the tutorial.
Fixed an issue where long Alliance names could hang over the edge of the Show Info window.
Fixed an issue where icons in the Show Info could hang out the window boundary.
Fixed an issue where the inventory icon being used for cargo containers in space was not the same as the icon displayed in space and on the overview.
The warning you get when your clone jump will result in the loss of a clone with implants has been improved and will now list the implants in the clone.
Overview: When using text search to filter Types in the Overview Tab Presets, pressing Select/Deselect All will now only act upon the filtered items and nothing that's not visible.
To reduce notification spam, you will no longer receive a notification when a bounty is claimed, which you placed more than 6 months ago.
The Ship HUD now correctly shows heat buildup after ejecting from and reboarding a ship.
A fix has been made for a bug which caused the "Warp-to" option to be missing from Upwell structures in some cases after a session change (and other options like "Dock" did not work properly).
Updated the market access list tooltip to be more consistent with the other access list tooltips in format and detail.
Separate inventory windows for corp hangar divisions in Upwell structures persist now properly and open again at docking.
Corporation Hangars no longer collapse upon undocking and docking at a Citadel.
The subsystem hold now correctly listed in the show info window of Tech 3 cruisers.
Fixed an issue that would cause the UI to fail when creating an item exchange contract containing a Plastic Wrap.
Simulating a ship that has more command burst modules than its default allowance (by using Command Processor rigs) will now correctly have all Command Bursts online.
Fitting simulation: When onlining a Cloak module causing an active resistance module to offline, the ship's resistances are now updated accordingly.
Fitting simulation: Resizing the left panel of the fitting window no longer clears any active filters in the hardware tab.
Mining ledger: Improved the selection on which data is displayed when hovering over data points in the "Ore type per day" graph.
Mining Ledger: The bars in the bar chart are no longer overlapping each other, when displaying many different ore types combined with a minimum window size.
Slightly improved the wording of the report bug message.
The right-click menu entry on reaction formulas for starting a job has been renamed from "Use Blueprint" to "Use Formula".
Fixed an issue where the Manufacturing Jobs tooltip in the industry wouldn't update correctly when jobs are installed.
Crimewatch tooltip fade is no longer slowed by time dilation.
Fixed an issue where the radial menu for a Structure autopilot destination showed inconsistent options when compared to a Structure.
Fixed an issue which caused the ship HUD to fail to display after being ejected from an Upwell structure due to structure explosion, while being in control of the structure.
The release control button in an Structures HUD now has a tooltip.
Dragging a structure name into chat from the Structure Browser no longer results in the system name being show twice.
Keywords: Patch Notes For January 2018 Release
patch-notes-for-january-2018-release
Published Date: 2018-01-04T11:48:56Z
Last updated on 2018-01-04T11:48:56Z Author:
CCP Falcon
ID #:92532650
Patch notes for Arms Race release 1.6
Released on Tuesday, Janbaury 4th, 2018
Defect Fixes
User Interface
Omega Game Time and Multiple Pilot Training Certificates now show correctly discounted prices when applicable in the PLEX vault.
Fixed an issue with using Alpha Skill Injectors that only happened on the first day of each month.
3rd Party Developers
Static Data Export
Added missing miscellaneous bonuses
Patch notes for Arms Race release 1.5
Released on Tuesday, December 19th, 2017
Defect Fixes
User Interface
Resolved an issue with the Skill Queue where estimated training times appeared to increase while using a Cerebral Accelerator. This issue was more exacerbated with Alpha Clones, and had only affected User Interface.
Patch notes for Arms Race release 1.4
Released on Tuesday, December 12th, 2017
Defect Fixes
Gameplay
Fixed an issue in the tutorial preventing players from progressing if they used the mini skill injector ahead of time.
Fixed an issue where Rogue Swarm bosses sometimes forgot to drop loot.
Patch notes for Arms Race release 1.3
Released on Friday, December 8th, 2017
Defect Fixes
User Interface:
Fixed a client UI lockup, which happened when two very similar popup windows should have been shown in succession. This prevented remotely accepting a courier contract between two Upwell structures, but it also caused problems when trying to loot everything from a container, which included at least two contraband items.
Patch notes for Arms Race release 1.2
Released on Thursday, December 7th, 2017
Features & Changes
Missions & NPCs:
The NPC Sotiyo now has a description.
Defect Fixes
Exploration:
Combat Probes have had their scan strength corrected.
Graphics:
Correctly adjusted the values for the End of Life wormhole wobble.
Shifted gradient to modify wormhole destination nebula visibility.
PvE:
Resolving an issue where combat sites would not complete correctly when using multiple smartbombs to quickly kill NPCs.
Technical:
Fixed log details for a specific error type.
Patch notes for Arms Race release 1.1
Released on Wednesday, December 6th, 2017
Defect Fixes
PVE:
Fixed the completion trigger for "The Assault" mission.
User Interface:
Fixed incorrect icons and splash screen for new Resource Wars reward crates in LP store.
Patch notes for Arms Race release 1.0
Released on Tuesday, December 5th, 2017
Features & Changes
Clone States:
Greatly expanded the Alpha Skill Set. Over 20 million total skill points available, including:
Free skill training now ends when Alphas reach 5 million total skill points
This included skill points in your unallocated pool
Added Daily Alpha Injector, a new training option for Alphas
Immediately injects 50,000 skill points into unallocated pool
May only be used by Alphas
May only be used once per day, per character
Can be purchased from the NES, directly from secure.eveonline.com, and can be traded on the in-game market
Gameplay:
If a character's medical clone is set to a structure/station where he is unable to access the clone bay (due to permissions or clone service being offline) then when that medical clone is activated he will now awaken in his School Headquarters, instead of his current corporation's HQ station.
Corporate Saved Locations can no longer be dragged between folders if the pilot does not have the Communications Officer role.
Following on from the reductions in isotope volume and moon material volume released in Lifeblood last month, several changes have been made with the intention of increasing the economic friction associated with capital ship deployments and jump freighter hauling, stimulating the ice product markets, improving the balance of ice product consumption, facilitating the easier trade of high value reacted intermediate materials for T2 production and somewhat reducing the pain that can be caused by heavy jump drive usage and high stacked jump fatigue values. The changes are as follows:
Jump Drives:
+56% fuel use by Black Ops Battleships
+100% fuel use by other ship-based jump drives
Reduction of the maximum jump fatigue cap by 20%
Further reduction in isotope volume by 40% (to 0.03m3)
+20% increase in jump freighter fuel bay volumes
Fuel Blocks
Doubling the amount of liquid ozone required to build all four block types (from 167 to 350 per batch)
Small tweaks to the heavy water and isotope consumption as well primarily to round off the numbers and make math easier for people (167 -> 170 water and 444 -> 450 isotopes)
80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff)
T2 intermediate materials
T2 intermediate materials
80% reduction in the volume of all non-alchemy T2 intermediate materials (everything other than the “unrefined” stuff)
Graphics:
We have renovated 23 assets commonly found within missions to bring their visual quality up to our high standards. (V5++)
We have removed the missile showinfo 3D preview.
Removed unique missile geometry of each missile type and replaced it with a single geometry asset that gets scaled. (Improves client memory consumption.)
Planet icons will no longer render in real-time, they have been replaced with static images.
Upgraded Freetype SDK to version 2.6.0 (Font middleware)
Warp Disruption Bubbles have been updated with increased rendering fidelity, fewer texture artifact errors, reduced whiteout (overdraw), and improved performance in heavily-bubbled environments like fleet fights and camps.
Missions & NPCs:
Added the Arms Race and Yoiul Festival events, starting on the 5th of Dec and the 19th of Dec respectively.
The DED are continuing to report on increased Blood Raider and Guristas pirate activity. Capsuleers are advised to take necessary precautions.
Resource Wars:
Logistics pilots are now eligible for Resource Wars rewards. This also applies to logistics drone users.
All level 5 Critical sites have been tweaked and rebalanced
All pirate cruisers will now target miners more often
Added some new reward crates to the LP stores
Added some new sound effects
Various formatting improvements made to Show Info window for Resource Wars beacons.
Added text feedback to Resource Wars when attempting to open a hauler that is out of range.
Skills:
Added combined total skill point entry to character sheet (unallocated skill points + allocated skill points)
Structures & Deployables:
Activating a ships self destruct sequence will now drop their tethering from an Upwell Structure.
User Interface:
Text edit options such as bold and italic now have a highlight when hovered
Changed how the Notify message appears in client. We have added a subtle entry animation and bumped up the opacity of the background a bit. We hope this will make the message a little more obvious when it occurs.
Changed the probe size slider so you can now click on the size you want the probes to be and it will set the size instead of moving the size up or down incrementally.
Disabling the ability to pan the camera using right-click when tracking an object
Changed the icon used in the Update Location Settings window
You can now right-click bookmark icons saved at the solar system level
The probe and d-scan windows should now open when undocking if you docked with them open
Unreachable systems no longer show max integer as jumps value when hovered in the map, they now show nothing
Removed the "Edit/View Location" option when right-clicking on bookmarks. "Edit Location" remains
Tweaked the "Top View" slightly in the Probe Scanner window
Increased the opacity of region lines in The Agency map
It is now possible to drag and drop character names into the search boxes for "Deliver Items To", "Add Members" to access access list and "Find Invitees" for calendar events.
You can now right click on a word in a chat window to Autolink it (without having to select the entire word).
Contracts: It is no longer possible to suppress the popup for adding a non-empty container to a contract and selecting "No" - as this could block players from creating contracts.
The new Empire Selection interface is now available for newly created characters.
Replaced the color wheel settings button with a more intuitive cog icon.
Fitting Simulation: Add a filter to the Hulls & Fits section, allowing you filter out ships and fittings you don't have the skills to use.
Defect Fixes
Gameplay:
Overheated modules that fail to activate due to range will no longer accumulate heat.
Various changes have been made to make New Eden a better place.
Removed the Destroyers skill book from Career Agent mission rewards, as the book is already given in the tutorial.
Marauders can now enter the Sansha's Nation Neural Paralytic Facility site.
A looting issue with the Besieged Covert Research Facility sites has been fixed.
A mission completion issue with the mission 'Feeding Frenzy' has been fixed.
Fixed the career agent mission 'Your Undivided Attention' so that it can still be completed even if the Fleeing Pirate is killed.
The 'Unknown Sequence' item in the new player experience can no longer be sold on the market.
An issue with the mission 'Cash Flow for Capsuleers 8 of 10' that could cause it to break has been fixed.
Fixed the mission Lost That Bet (4 of 5) so that it can be completed using only mining drones.
A mission completion issue with the mission: "Air Show! - Requesting a Flyby (5 of 5)" has been fixed.
Graphics:
Extraneous clouds in the mission 'Burnt Traces' have been removed due to performance issues.
Serpentis 'Harvester' and 'Gatherer' NPCs now use the correct graphic models.
Modified atmosphere audio range of the warp disruption bubbles.
Reduced range of the Caldari Cruiser Onyx ambient sound.
Corrected an inverted decal on the Upwell Citadel Fortizar structure.
Fixed crew windows placement at the front of Gallente Industrial hulls.
Adjusted the default turret layout for the Minmatar Frigate Rifter hull and variants.
Repositioned the location of certain materials on the Minmatar Frigate Wolf hull.
Altered one of the textures used on the Angel Battleship Machariel hull.
Shifted the location of the boosters on the Caldari Frigate Harpy hull.
Reoriented Standup Point Defense Batteries to fire from structure geometry.
Changed the Amarr Force Auxiliary Apostle hull so the lights are fully hidden when the door closes during warp.
Updated the booster textures on the Amarr Battleship Abaddon hull.
Enabled ship ambience sound to be present when logging in to a ship in space.
Repaired broken elements of the wormhole effect as well as updating it to make the destination system more easily readable from greater distance.
Updated textures and connected dynamic brightness variance and outer filament animation to the age of wormholes. Also made wormhole collapse more graceful.
Miscellaneous :
The 500MN Digital Booster Microwarpdrive Blueprint now has the correct name.
18 'Holiday Trinkets' added to the game as the Yoiul Festival approaches.
Project Discovery Phase One Monument has been constructed and placed in a suitable location.
Various items to mark Project Discovery Phase One added to the game.
Selection of empires themed apparel added
Resource Wars:
Fixed an issue where minimizing the 'Incoming Transmission' window could break it.
Fixed overlapping text in the Resource Wars rewards crate splash screen.
Fixed overlapping text on minimum sized Resource Wars 'Incoming Transmission' windows.
Fixed the Resource Wars rewards window collapsing into an empty window.
Rearranged the contents of Resource Wars crate tooltips so that the order makes more sense.
Removed penalty warning pop-up incorrectly displayed when engaging logistics drones on friendly NPCs.
Structures & Deployables:
Fixed a very rare case where a destroyed structure would not generate asset safety.
Text & Descriptions:
Corrected the Moon Probing help text to refer to Refineries instead of Starbases.
Adding reference to the Standup Supercapital Shipyards ability to manufacture Capital ships to its description.
Calendar: Fixed an issue where the Personal, Corp and Alliance buttons in the New Event window would slightly overlap with the border of the window.
Various spelling grammar and punctuation fixes.
User Interface:
Fixed some inconsistent capitalization in the chat invite window
Fixed an issue where some character selection screen elements were missing UI sounds
Fixed an issue where the map browser could open after opening and closing the Settings menu
Fixed an issue where the first-person camera graphic would not reload after jumping through a gate or wormhole
Fixed an issue where the Deactivated Station Key Pass Blueprint would not display an icon in the training queue when training Industry to 5
Fixed an issue where the first-person camera location would not reset when changing camera modes
Fixed an issue where it was possible to drag overview columns out of a windowed client making it hard to get them back to a reasonable size
Fixed an issue where it was possible to move a pinned window if it was stacked with an unpinned window.
Fixed and issue where holding a movement shortcut (Orbit or Keep at Range) and spamming click on a bracket would end up activating the approach command instead of the movement shortcut command.
Fixed an issue when switching the tactical camera where it would not reset zoom level in an appropriate manner
Fixed an issue where the d-scan cone representation at smaller ranges and angles would not look good
Fixed an issue where the tactical overlay could open upside down in the solar system map
Fixed an issue where Industry jobs in the last 24 hours would not show the correct label on French clients in the new and old map
Fixed an issue where a blank map could appear after resizing a windowed client
Fixed an issue where the filters in the probe scanner could reset after restarting the client
Fixed an issue where dropdowns in the settings menu could cause some text to disappear in the settings menu
Centered the icon for first person camera on the ship HUD
Fixed an issue where Tech 3 subsystems were missing their slot size icon
Fixed an issue where the probe size slider would not move when using the custom probe formation option
Fixed an issue where docking with a full screen mode like Ship Tree open could cause the camera to be unresponsive in the hangar
Fixed an issue where it was possible with some planets or moons to have the look at camera focus on the wrong point in space
Fixed an issue where the probes when holding CTRL would have the arrows pointing in the wrong direction
Fixed an issue where the "Overwrite Filter" pop-up message would not display when trying to save changes to a custom filter in the Probe Scanner window
Fixed an issue where Agents that should not have appeared in the Standings tab of the Character Sheet were visible and could break the Standings tab
Fixed an issue where using the track camera on an off-grid Structure would have a massive performance impact on the client
Fixed an issue where it was possible to make the dotted region lines disappear in The Agency map
Fixed an issue where undocking with The Agency open and an expanded card visible would close the expanded card and need a refresh for the window to function properly again
Fixed an issue where the new map would center on the current system after every jump
Fixed an issue where the hamburger menu in window title bars was not centered
Fixed an issue where the appropriate sound was not played when removing skills from queue via the requirements tab of a show info window
Fixed an issue where the sorting in the icon column of the Directional Scan window would not take effect until pressing the scan window
Fixed an issue where the Omega icon was not showing on skill books that were Omega only
Fixed an issue where the Planetary Interaction camera can become detached
Fixed an issue where the Remove button in the Create New Advert window was not displaying properly
Fixed an issue where marquee select would not work properly with UI Scaling set to anything except 100%
Fixed an issue where the range on bookmarks in the new map was not correct
Fixed an issue where structures would not always appear correctly in the map
Fixed an issue where the standings bar in the character sheet could present incorrect information
Fixed an issue where the Standings panel in the Character Sheet would not update if it was open when the standings change happened
Fixed an issue with some overlapping buttons in the Votes window
Fixed an issue that could cause some windows to appear above the top of the window and force a settings reset to resolve
Fixed an issue where adding skills to the queue from the clipboard could provide unclear reasons as to why a skill could not be added
Fixed an issue where the Event expanded card in The Agency did not have an x to close it
Fixed an issue where hovering a system in the map could leave the details obscured by the mouse pointer
Fixed an issue where the directional scanner would appear to scan while in the range of a mobile scan inhibitor
Fixed an issue where previous standings values in the Character Sheet would appear to change after a new standing change.
Fixed an issue where the capacitor could fail to display or stop updating
Improved the rounding of attributes in the fitting screen, especially for resistances.
When filtering the Simulation Window for available Ship Resources, fitting/unfitting modules will now update the list of valid modules correctly.
The "Hulls & Fits" list in the fitting window will no longer jump to the top whenever adding or removing a fitting.
Fixed an issue where dragging multiple corporation contacts onto a label would fail to apply the label correctly.
A display issue with the Drifter booster descriptions has been fixed.
An issue where the Mining Ledger showed extreme prices for mission ores has been fixed.
Fixed an issue when registering amounts of ore mined that in some cases was causing The Agency to count more ore than actually mined and showing incorrect quantities in log messages. Also changed timing when mining log messages are displayed for mining drones, from the moment they finish mining to the actual moment their ore is deposited to your ship.
Fixed loyalty point store tooltip placement so that it tries its best to not show off screen.
Fixed an issue where combat probes and core probes would give equivalent scan results despite have drastically different strengths. This issue was introduced a few months back when the scanning window was updated, and caused combat probes to be much stronger than intended. As this have now been resolved and combat scan probes have been returned to their intended strength.
Keywords: Patch notes for December 2017 release
patch-notes-for-december-2017-release
Published Date: 2017-11-16T11:16:38Z
Last updated on 2017-11-16T11:16:38Z Author:
CCP Phantom
ID #:91272585
Patch notes for EVE Online: Lifeblood expansion 1.9
Released on Thursday, November 16th, 2017
Features & Changes
Missions & NPCs
The DED have reported an increase in Guristas and Blood Raider activity within high Security Status space.
Patch notes for EVE Online: Lifeblood expansion 1.8
Released on Tuesday, November 14th, 2017
Defect Fixes
Gameplay
It is no longer possible to cancel industry jobs in Upwell structures, while the structure is in either the armor reinforced state or the hull vulnerable state.
User Interface
Fixed the description of the reaction job fee in the wallet journal.
Patch notes for EVE Online: Lifeblood expansion 1.7
Released on Thursday, November 9th, 2017
Defect Fixes
Gameplay
Several fixes for rare cases of inventory items in invalid states, which were either invisible on the client or which even broke the inventory window in one case.
Fixed a rare case, where blueprints became ghost items after partially failing to move them together with other items into a container.
Fixed the loot drop of reaction materials for the case of a refinery explosion with active reaction jobs.
User Interface
Fixed an issue where it was not always possible to warp to Epic Arc agents in space.
Fixed an issue where the call to action button (Undock, warp, set destination) in The Agency would not always work
Fixed an incorrect reporting of the reaction job fee in the wallet journal. Note: The description of the entry in the wallet journal is still missing and will be added with a later patch.
Patch notes for EVE Online: Lifeblood expansion 1.6
Released on Tuesday, November 7th, 2017
Defect Fixes
Ships
The Loggerhead now has the correct skill requirements (Both Caldari and Gallente Carrier I)
User Interface
EVE Notification from DED when a structure is under attack will now open the Faction Info correctly if the attacker is an NPC.
Patch notes for EVE Online: Lifeblood expansion 1.5
Released on Thursday, November 2nd, 2017
Features & Changes
Balance
Lowered the ISK price of high end Resource Wars reward crates.
Defect Fixes
Science & Industry
Corrected several errors with job times and max production limits for refinery structure rig blueprints.
User Interface
Fixed an issue where the expanded signature card in The Agency would not update with the correct number after scanning a signature.
Fixed an issue where the Warp To button would not work on cards that were added after being scanned down.
Fixed an issue gas site cards in The Agency were listing the same gas multiple times.
Fixed an issue preventing the 'Buy' button from appearing in LP stores on non-English clients.
Fixed an issue where sorting by the Fuel Expires column in the Structure Browser wouldn't work.
Sorting facilities in the industry window by the tax value now works correctly.
Corrected a typo in the description of the Dagon force auxiliary
Corrected a typo in the description of the Caiman dreadnought
Updated the names, descriptions and market groups of some apparel items
It is no longer possible to set a Courier contract with the destination as a non-dockable NPC structure.
Patch notes for EVE Online: Lifeblood expansion 1.4
Released on Wednesday, November 1st, 2017
Defect Fixes
Graphics
Resolved an issue where the scan results on Planetary Interaction were not always correctly displaying the availability of resources.
Resolved an issue where the avatar would sometimes be incorrectly placed in the Character Sheet header.
Technical
Resolved an issue when trying to inject an accelerator when the previous accelerator expired shortly after downtime and login.
User Interface
Removed market distribution from "expired" accelerators.
Patch notes for EVE Online: Lifeblood expansion 1.3
Released on Tuesday, October 31st, 2017
Features & Changes
Structures & Deployables
The "all structures" tab of the structure browser contains now tooltips about the current industry taxes on the industry service icons (as it is no longer possible to display this information as its own column).
Mobile Depots can no longer be deployed within 75km of an Upwell Moon-mining Beacon.
Defect Fixes
Gameplay
In Sotiyos with both a "Standup Supercapital Shipyard I" and a "Standup Capital Shipyard I" installed, it is now possible to uninstall the "Standup Capital Shipyard I" without canceling all production jobs for capital ships.
Graphics
Corrected an issue which would resize the game client when accessing the character customization screen.
Technical
Improved the server performance of code related to fetching data about Upwell structures.
User Interface
Added market distribution to Crimson Harvest Cerebral Accelerators.
Morphed expired accelerators to explicitly named "expired" types.
Fixed how Resource Wars standings incorrectly appeared in the character sheet for characters with high faction standings.
Removed the non-functioning burger menu from the "incoming transmission" Resource Wars window.
Fixed Resource Wars beacon info windows sometimes showing up incorrectly.
Fixed site-specific Resource Wars chat channels so that members are always visible.
Fixed an issue where the Industry Window would not retain previous settings for Blueprints of the same type.
Corrected the icon for reaction services in the show info window for Upwell structures.
The in-space right-click menu is showing the structures section again reliably.
The facility browser in the industry window showed some structures without any industry access at all. This has been corrected.
Fixed bug where the "Copy External Kill Link" button in the combat log would either not copy any link or give the wrong link.
Patch notes for EVE Online: Lifeblood expansion 1.2
Released on Thursday, October 26th, 2017
Defect Fixes
Gameplay
An issue with LP store offers involving item trades has been fixed.
It is now possible again to build capital ships using a "Standup Supercapital Shipyard I" service module.
ATTENTION: If you have both a "Standup Supercapital Shipyard I" and a "Standup Capital Shipyard I" installed, uninstalling the "Standup Capital Shipyard I" will cancel all production jobs for capital ships. We are working on a solution for this specific problem.
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.
Click to expand details.
Five levels of new mining expedition sites are now available for each Empire across high sec space. Join your Empire in these resource gathering expeditions and defeat the pirate forces before the timer expires.
Four new LP stores added all over high security space, 1 for each of the Resource Wars corporations. Participate in the resource war and earn your reward crates.
A number of Amarr and Minmatar NPC corps have been updated to reflect current state of world in Lore.
Guristas and Blood Raiders Forward Operating Bases (FOB) can now be found in New Eden
Click to expand details..
They are in High Security Space (0.5 and above).
They are more likely to be found in systems with a lower security rating.
They can be probe scanned down using combat probes, but be warned, when you find them they will be viciously defended.
The fleet that does the most damage to a destroyed FOB, will receive a payout from DED.
There may also be valuable armored caches in the wreck of the FOB.
Guristas Shipyards can be found in New Eden.
Click to expand details
They are in and near regions with Guristas Pirates
There can be up to 2 Guristas Shipyards in Nullsec, and 1 in Lowsec.
They drop Blueprints for the Guristas Loggerhead, Caiman and Komodo capital ships.
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).
Fighter Support Unit I
Hermes Compact Fighter Support Unit
Fighter Support Unit II
Sentient Fighter Support Unit
Unit D-34343's Modified Fighter Support Unit
Unit F-435454's Modified Fighter Support Unit
Unit P-343554's Modified Fighter Support Unit
Unit W-634's Modified Fighter Support Unit
Modules that have been modified to be able to fit to the Komodo (click to expand details).
'Aurora Ominae' Thermal Doomsday
‘Phalarica’ Thermal Lance
‘Guillotine’ Thermal Reaper
'Oblivion' Kinetic Doomsday
‘Iron Pike’ Kinetic Lance
‘Cold Wind’ Kinetic Reaper
Bosonic Field Generator
Gravitational Transportation Field Oscillator
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
Seventy-five new ore types have been added for moon mining (click to expand details).
Three variants of Zeolites, which is a major source of Atmostpheric Gases
Three variants of Sylvite, which is a major source of Evaporite Deposits
Three variants of Bitumens, which is a major source of Hydrocarbons
Three variants of Coesite, which is a major source of Silicates
Three variants of Cobaltite, which is a major source of Cobalt
Three variants of Euxenite, which is a major source of Scandium
Three variants of Titanite, which is a major source of Titanium
Three variants of Scheelite, which is a major source of Tungsten
Three variants of Otavite, which is a major source of Cadmium
Three variants of Sperrylite, which is a major source of Platinum
Three variants of Vanadinite, which is a major source of Vanadium
Three variants of Chromite, which is a major source of Chromium
Three variants of Carnotite, which is a major source of Technetium
Three variants of Zircon, which is a major source of Hafnium
Three variants of Pollucite, which is a major source of Caesium
Three variants of Cinnabar, which is a major source of Mercury
Three variants of Xenotime, which is a major source of Dysprosium
Three variants of Monazite, which is a major source of Neodymium
Three variants of Loparite, which is a major source of Promethium
Three variants of Ytterbite, which is a major source of Thulium
One new higher quality variant for each of: Veldspar, Scordiate, Pyroxeres, Plagioclase, Omber, Kernite, Jaspet, Hemorphite, Hedbergite, Gneiss, Dark Ochre, Spodumain, Crokite, Bistot, and Arkonor
Ten new mining crystals have been added, a T1 and T2 version for each of the new rarity groups used by moon material ore. Each crystal provides bonuses to the mining or all the ores within its target rarity group (click to expand details).
Three new Service Modules have been introduced which can be installed in Refineries. These modules enables you to produce tech-2, tech-3, and booster materials (click to expand details).
Standup Composite Reactor I performs both Simple and Advanced Reactions (Tech 2)
Standup Biochemical Reactor I performs both Biochemical and Medium Biochemical Reactions (Boosters)
Standup Hybrid Reactor I performs Hybrid Reactions (Tech 3)
Currently existing POS Reactor Arrays have been offlined (click to expand details).
POS Reactor Arrays no longer perform Reactions of any kind. Any reactions that were running at the time of this release have been stopped and will not be able to be restarted in a POS Reactor Array.
All POS Reactor Arrays have been offlined since this release, but remain anchored.
POS Reactor Arrays will not be able to be onlined again. No new arrays will be able to be manufactured and no new arrays can be anchored. Any jobs to manufacture arrays that are running at the time of the release will continue to run (will not be paused or cancelled) and the arrays will be delivered to the manufacturer once the job has completed. It will not be possible to anchor or online these arrays.
A compensation plan will be put in place in the future to reimburse the investment capsuleers have put into this equipment.
Reactions activity now uses the standard Industry UI and is governed by a separate System Cost Index when calculating the cost of a job.
Reaction formulas can be repackaged.
Science & Industry
Industry: The maximum amount of industry runs has been reduced to 10,000 due to performance concerns.
Industry: It is no longer possible to start or deliver an industry job, which would exceed the item limit of the output location (mostly relevant for copy jobs).
The volume of all Hydrogen Isotopes, Helium Isotopes, Oxygen Isotopes, and Nitrogen Isotopes have been cut in half to 0.05m3 per unit
Ships
We are making a balance pass on Tech I Frigates, Destroyers, and Cruisers, focused on strengthening less popular ships in each class. For detailed explanation see this dev blog.
Rifter
-1 High Slot
+1 Low Slot
Tristan
+88,000kg Mass
Dragoon
-1 High Slot
+1 Mid Slot
+5 CPU
Corax
-150,000kg Mass
+50 Shield HP
Arbitrator
+120 PG
+45 CPU
+1 Launcher Slot
+20km Lock Range
Bellicose
+75 PG
+40 CPU
+20km Lock Range
Omen
+75 PG
+15 CPU
+125 Capacitor Capacity
+39,000 Capacitor Recharge Rate
Stabber
+2.5% bonus to Medium Projectile Turret rate of fire per level
Vexor
-100 PG
Three new Guristas Capital ships have been introduced. These can be acquired by finding and destroying the new Guristas Shipyards.
Loggerhead (Force Auxiliary)
Caldari Carrier bonuses (per skill level):
4% bonus to all shield resistances
Gallente Carrier bonuses (per skill level):
5% bonus to Remote Shield Booster amount
Role Bonuses:
Can fit a Triage module
Can use two Command Burst modules
50% reduction in CPU requirements for Command Burst modules
200% bonus to Command Burst area of effect range
1000% bonus to Logistics Drone transfer amount and hitpoints
5x penalty to Entosis Link duration
Caiman (Dreadnought)
Caldari Dreadnought bonuses (per skill level):
4% bonus to all shield resistances
Gallente Dreadnought bonuses (per skill level):
5% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage
Role Bonuses:
Can fit a Siege module
Can launch Light Fighters (1 Launch Tube)
100% bonus to Fighter damage and hitpoints
5x penalty to Entosis Link duration
Komodo (Titan)
Caldari Titan bonuses (per skill level):
4% bonus to all shield resistances
15% bonus to XL Cruise Missile Launchers, XL Torpedo Launchers and Rapid Torpedo Launcher rate of fire
6+ bonus to ship warp core strength
Gallente Titan bonuses (per skill level):
50% bonus to kinetic and thermal XL Cruise, XL Torpedo and Torpedo damage
40% bonus to EM and explosive XL Cruise, XL Torpedo and Torpedo damage
6+ bonus to ship warp core strength
Role Bonuses:
Can fit a Doomsday module
Can fit a Phenomena Generator module
Can fit a Jump Portal Generator module
Can fit a Clone Vat Bay module
Can use three Command Burst modules
Can launch Light and Heavy Fighters (2 Launch Tubes)
100% bonus to Fighter damage and hitpoints
200% bonus to Command Burst area of effect range
500% bonus to Armor Plates and Shield Extenders
100% bonus to Torpedo Velocity
80% bonus to Sensor Dampener resistance
80% bonus to Weapon Disruption resistance
80% bonus to Stasis effect resistance
80% increase to Remote Electronic Assistance impedance
5x penalty to Entosis Link duration
The CONCORD Marshal Black Ops battleship has been released (click to expand details).
Caldari Battleship bonus per level:
5% bonus to Torpedo Launcher, Cruise Missile Launcher and Rapid Heavy Missile Launcher rate of fire
10% bonus to Torpedo and Cruise Missile flight time
Amarr Battleship bonus per level:
5% bonus to Large Energy Turret damage
10% bonus to Large Energy Turret optimal range
Gallente Battleship bonus per level:
5% bonus to Large Hybrid Turret damage
7.5% bonus to Large Hybrid Turret tracking speed
Minmatar Battleship bonus per level:
5% bonus to Large Projectile Turret damage
10% bonus to Large Projectile Turret falloff range
Black Ops bonus per level:
125% bonus to ship max velocity when using Cloaking Devices
20% bonus to Stasis Webifier range
10% bonus to Warp Disruptor and Scrambler range
10% bonus to warp speed and acceleration
Role Bonus:
Can fit Covert Cynosural Field Generator and Covert Jump Portal Generator
No targeting delay after Cloaking Device deactivation
Cloak reactivation delay reduced to 5 seconds
75% reduction to effective distance traveled for jump fatigue
+10% Security Status gains from destruction of non-capsuleer pirates while flying this ship
Armor Repairer and Shield Booster effectiveness increased by a percentage equal to 10x pilot security status, with a floor of 0% and ceiling of 50%
Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 180 / 7
Sensor strength: 40 Gravimetric
Signature radius: 330
This Concord Aerospace promotional ship will initially be distributed to players who attended both EVE Fanfest 2017 and EVE Vegas 2017. After a limited period of exclusivity it will become available through Project Discovery in the future.
Structures & Deployables
Unassembled ships in Upwell structure wrecks and ejected Upwell hangar containers can now be launched into space. Doing so will automatically assemble the ship.
Bookmarks of structures now allow warping when the structure has been unanchored. This will only affect bookmarks created after the patch. Pilots that plan to use bookmarks after unanchoring a structure should recreate their bookmarks.
The name of an asset safety wrap now contains the name of the character which sent the items to asset safety, if they were sent manually to asset safety (and not through structure removal).
Mining drones will no longer be able to deliver their ore to a ship that is tethered.
The sequence of Vulnerability at the time of anchoring has changed for all Upwell Structures in all regions of New Eden.
The sequence now follows:
Deploy in space → Vulnerable (15 minutes) → Anchoring (24 hours) → Vulnerable (15 minutes) → Online (until scheduled vulnerability set by owner)
A new line of Upwell Structures are now available: Refineries. These structures are the exclusive location of both Moon Mining and Reactions, and are also bonused to reprocessing activity. Further details about the Athanor (Medium Refinery), the Tatara (Large Refinery), the Moon Drill Service Module and Moon Mining rigs can be found in this dev blog.
All reprocessing rigs are receiving upgrades to the breadth of ores that receive their bonuses. Existing M reprocessing rigs will be consolidated into one variant that applies to all standard ores and one variant that applies to all ice. A new variant that applies to moongoo ore will also be added, reducing the total number of M reprocessing rigs from 4 to 3. Existing L reprocessing rigs will be consolidated into a single rig type that applies to all forms of ore and ice
Since L reprocessing rigs will now provide exactly the same benefits as XL reprocessing rigs we are reducing the cost of XL reprocessing rigs to the same level as L rigs.
The strength of the reprocessing bonuses provided by all reprocessing rigs will be reduced slightly (a 1% absolute reduction in the base highsec yield for both T1 and T2 rigs).
All reprocessing rigs (M, L and XL) will be unfitted from their current locations and placed in the Corp Deliveries hangar of the structure in which they are located. The owners of the structure will then be able to decide if they wish to keep them in their current location or move them to a new Refinery once it has been built.
All XL reprocessing rig items (and their corresponding blueprints) will be duplicated to compensate for the change in build requirements and value. All duplicate blueprints will hold the same levels of research as the ones currently owned. Extra rigs and blueprints owned by characters will be placed in the owner's personal Item Hangar in their home station. Extra rigs and blueprints owned by a corporation will be placed in the Corp Deliveries hangar in the corp HQ station.
User Interface:
Improvements to quantity tooltips (click to expand details)
Tooltips have been added to number edit fields. If the entered amount is above 10k, there will be a tooltip that writes out the amount to help you quickly realize the order of magnitude of the number (so you don’t sell your 2b module for 2m)
The tooltips have also been added to a few handpicked numbers, such as the total in the Sell Item window and the total in the Buy window (for single item). For example:
Improvements to the broadcasting Radial menu (click to expand details)
A new type of Radial menu has been added. It is in the shade of the fleet color you have set on your client, to help you differentiate it from the normal radial menu.
It’s activated with a shortcut that set in the ESC window > General.
The Broadcasting Radial Menu has selected broadcasts that can be activated on other items (Target, Warp, Align to) as well as other broadcasts (Heal shield, heal armor, heal cap) that can be activated when clicking in empty space or on your own ship.
the Broadcast Radial Menu takes into account the broadcast delay, and an option in the menu is not available unless it can be used.
Options to turn off incoming energy warfare and remote repair effects have been added to the combat log and messages window.
Added “Mining Messages” and “Bounty Payout Messages” to combat log settings.
The ‘item type’ field in 'Wallet>Transactions’ is now wider and has a ‘Clear’ button.
The ‘Member’ field in ‘Corporation Wallet >Transaction’ now has a ‘Clear’ button.
A text filter has been added to the LP store.
Alliances are now autolinkable in chat like Corporations, Solarsystems, etc.
Number of days in corp has been added in the ‘Employment history’ tab.
Custom Offices now have a proper right click options.
The ‘Message’ field when adding contacts is now disabled unless you have the ‘Send notification’ checkbox checked.
The ship name in ‘Fitting management windows’ is now a link to the info for the ship type.
When a pilot invites you to fleet, the message you get will include a link to that character’s info.
It’s now possible to copy/paste blueprint info from the ‘Industry’ window.
Items can now be dragged into the market search field, as well as to the filter in inventory windows.
The ‘Days to Complete’ box when creating ‘Courier contracts’ is now a bit wider.
The ‘Selected Item’ info on Stargates now includes a color coded security status of the destination system.
Pilot and ship images in the ‘Selected Item’ window are now draggable and can be dragged and dropped to chat.
Added a tooltip to explain that the Radial menu shortcut option in the Shortcuts tab overrides any delay set in general settings.
Changed bookmarks in the new map so they only show at the solar system level, unless you have bookmarked the actual solar system itself then you get a marker for that bookmark.
Tweaked the point at which bookmark icon fades in and out in the new map if you have bookmarked the solar system.
Toggle and combo buttons text size has been slightly reduced so it is the same as other UI controls.
The Agency
The Agency has been changed to a new UI that will act as a hub for almost all PVE content. You can find more information in this dev blog.
You can access The Agency from the Neocom or using the ALT+M shortcut.
The Crimson Harvest event and associated cosmic site beacons have been added. This event starts on the 26th of October, watch out!
Defect Fixes
Gameplay
It is now possible to Move PLEX to Vault when the PLEX is located in player owned structures.
Survey Probes now correctly expire when the launching pilot is in a structure.
Freight containers inside hangar containers (Containers created when Upwell structures in Wormholes are destroyed) are now repackaged like other container types.
Fixed various issues that caused attempts to repackage remote items to fail.
Removed the non-functional menu option for corp insuring ships for corp members with the Junior Accountant role.
Fixed an issue where fighters could be added to the fighter bay of an Upwell Structure without fighter capacity.
Corp Deliveries hangar now respect item limits like other inventory locations.
Personal hangars in structures now respect item limits like other inventory locations.
It's now possible to compress ore in the corp hangar of an Upwell structure again.
Fixed a problem which prevented starting an industry job remotely if the blueprint was located in a container.
Corrected a problem with the price calculation of offices in NPC stations.
Fixed a hash collision when generating scan signature IDs, which caused inaccessible exploration sites as the warp lead to a different object (usually an Upwell structure).
Fixed a rare case, where delayed drone aggression could trigger a CONCORD response with green safety settings.
Fixes have been made to make New Eden a better place.
Graphics
Fixed visibility of gas clouds when Shader Quality is set to Low.
Improved the error message when changing Character Display Settings while editing or creating a character.
Fixed an issue where jump portals could appear incorrect.
Fixed an issue where the controls could become misaligned when taking character portraits.
Adjusted the Imperial Jubilee SKINS for battleships and capital ships.
Fixed the light color emitted by Sleepers when exploding.
Corrected an audio issue with Cynosural field generator VFX.
Fixed an issue where using the map can make ships appear not to be damaged.
Fixed the appearance of the CONCORD SWAT Commander.
Corrected paired turrets on the Confessor.
Corrected an issue with the animation of the pistons on the Mackinaw.
Prevented changing graphics settings during character customization from returning a user to the character selection screen.
Adjusted the duration of the arrow trajectory on selected targets while warping with Tactical Overlay enabled.
Adjusted transparency on Minmatar station scaffolding.
Fixed a crash linked to transitioning between bloodline selection and character creation.
Corrected an the display of SKINs dragged into the 3D preview scene.
Improved the frame rate of debris caused by explosions.
Adjusted the display of firing effects and rocket trails at wider aspect ratios.
Localization
"Save Fitting" text is now correctly localized.
Modules
Bastion Module I description now clarifies the ineffectiveness of remote repair or capacitor transfer modules.
Scout Scoped Quad 800mm Repeating Cannon Blueprint now requires additional materials consistent with other capital meta blueprints.
Science & Industry
Industry service settings in Upwell structures are now taking effect much faster and the industry UI updates automatically with updated tax settings.
Text and Descriptions
Appended the Weapon Timer tooltip to note that it restricts refitting.
Edited the descriptions of a few Upwell manufacturing rigs to make it clearer what their bonuses apply to.
Various grammar, spelling and punctuation fixes.
User Interface
Fixed an issue where the "Copy External Kill Link" option would not work if the "Show Condensed Combat Logs" option was checked in the Character Sheet
Pressing the Moon Probe and Analysis window button in the Ship HUD while the window is open now closes the window correctly.
Added a warning message when attempting to delete a folder of scan results in the Moon Probe and Analysis window.
A shortcut can now be added for the Moon Probe and Analysis window from the Settings menu.
Made some improvements to picking a certain point in a graph (Market Graphs, Mining Ledger Graphs)
Added tooltips for the hyperlink and clear message buttons, for messages, notes and descriptions.
The inventory UI updates now properly when a corp member rents an office, while being docked at the location of the office.
The bio tabs for structures are now correctly named.
Clipboard exports from the Moon Probe and Analysis window now show the correct moonIDs.
Fixed an issue where text could overflow from the fleet window.
Fixed an issue where the default Fleet name could show the name of a different character on the same account.
Fixed an issue where it was possible to select a group of items in the Fitting window by pressing a letter on the keyboard while holding Shift.
Lowsec stations no longer always show in the Structure Browser when filtered for "Security Office".
Industry window: The job count is now updating correctly when starting or delivering many jobs at the same time.
The tech level attribute will now be visible for many T2 structure module and rig blueprints.
Fixed an issue where resizing the new map when zoomed into the solar system would not move system text accordingly.
Keywords: Patch notes for EVE Online: Lifeblood
patch-notes-for-eve-online-lifeblood
Published Date: 2017-10-05T13:34:47Z
Last updated on 2017-10-05T13:34:47Z Author:
CCP Phantom
ID #:91272585
Patch notes for September 2017 release 1.7
Released on Wednesday, October 5th, 2017
Defect Fixes
Gameplay:
A potential exploit has been fixed.
The checks for tethering have been improved to fix a case where ships were still tethered after warping away from an Upwell structure.
Patch notes for September 2017 release 1.4
Released on Monday, September 25th, 2017
Defect Fixes
Localization:
Amended Zephyr description text to reflect intended functionality.
PvE:
Adjusted Ancient Salvage rates for Event Sleepers.
User Interface:
Added Agency Damage Boosters to Market Groups.
Amended descriptions for Agency Speed, Damage and Tank Boosters.
Patch notes for September 2017 release 1.3
Released on Wednesday, September 20th, 2017
Defect Fixes
PvE:
Warzone Extractions sites have had a hard completion timer added. Sites that have spawned a relic item will disappear after a certain amount of time.
Sleepers in event sites now warp in when spawning.
User Interface:
Fixed an issue where the confirmation dialog for the skill injectors could break.
Fixed an issue where the probe scanner window could break when docking or changing system during the analyze phase.
Fixed broken Overview labels for Sleeper Event ships.
Resolved Event Sleeper groups having incorrect brackets.
Patch notes for September 2017 release 1.2
Released on Tuesday, September 19th, 2017
Defect Fixes
PvE:
Resolved an issue with NPCs choosing to attack drones more frequently.
Patch notes for September 2017 release 1.1
Released on Wednesday, September 13th, 2017
Features and Changes
User Interface:
Changed killmail and fleet external links to use ESI URLs instead of CREST.
Patch notes for September 2017 release
Released on Tuesday, September 12th, 2017
Features and Changes
Gameplay:
The tutorial has been updated to improve new players' understandings of skill training, modules, and progression.
The following skills have been removed from the new player skill set to aid the above teachings: Repair Systems, Shield Operation, Small Energy Turret, Small Hybrid Turret and Small Projectile Turret.
Graphics:
In our continued effort to renovate all EVE assets, bringing them up to the V5 (PBR) standard we have revamped all debris structures found in missions giving them a new luster.
Renovated turret firing VFX resulting in improved visuals and client performance of Hybrid, Projectile and Laser turret firing effects.
Update of Incursion reward graphs to new graphing system.
Market:
Introducing an optional Market Ticker displaying the data of the most common trade items in the market.
Agency Warzone Extraction event will go live from 19 September until 3 October.
Skills:
Nine new skillbooks have been added to the game in anticipation of the Lifeblood expansion next month. These skills can be purchased from NPC market orders and trained starting immediately but will not begin providing any benefits until the Lifeblood release.
Reactions - Enables use of the new Reaction system in the Lifeblood expansion, and provides a 4% bonus to reaction job speed per level
Mass Reactions - Ability to run 1 additional reaction job per level.
Advanced Mass Reactions - Ability to run 1 additional reaction job per level.
Remote Reactions - Allows starting of new Reaction jobs remotely. Each level increases the distance at which reaction jobs can be started. Level 1 allows for jobs at a range of 5 jumps, and each subsequent level adds 5 more jumps to the range, with a maximum of a 25 jump range.
Ubiquitous Moon Ore Processing - 2% bonus to the yield returned from reprocessing the most common forms of moon ore (Zeolites, Sylvite, Bitumens, and Coesite) extracted from New Eden's moons.
Common Moon Ore Processing - 2% bonus to the yield returned from reprocessing the moderately common forms of moon ore (Cobaltite, Euxenite, Titanite, and Scheelite) extracted from New Eden's moons.
Uncommon Moon Ore Processing - 2% bonus to the yield returned from reprocessing the less common forms of moon ore (Otavite, Sperrylite, Vanadinite, and Chromite) extracted from New Eden's moons.
Rare Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarer forms of moon ore (Carnotite, Zircon, Pollucite, and Cinnabar) extracted from New Eden's moons.
Exceptional Moon Ore Processing - 2% bonus to the yield returned from reprocessing the rarest and most prized forms of moon ore (Xenotime, Monazite, Loparite, and Ytterbite) extracted from New Eden's moons.
User Interface:
The skill injector UI has received some improvements.
The character selection screen will now present a warning drop-down if the user's Omega state has expired since they last logged in.
Defect Fixes
Gameplay:
The Corporate Police Force agent in the Hysera system, Cale Greys, has had his agent level lowered from 5 to 4.
Increased the Shield and Armor of the 'Tough Gallente Starbase Control Tower' object in the 'Lights Out' level 5 mission.
An issue where NPCs could get stuck inside structures during the Pirate Invasion mission has been fixed.
It is no longer possible to fit a module to a ship directly from an asset safety wrap.
A Stolen Passkey Item is now required to access further locations within the Serpentis Phi-Outpost site.
Graphics:
Removed extraneous clouds from the 'True Creations Research Center', 'The Swap', and 'The Blockade' sites due to performance and visual issues.
An issue where acceleration gates where overlapping in The Maze site has been fixed.
Fixed a conflict between SKIN changing and the Prowler visual effect.
Fixed a sound Issue on the Prowler when cloaked.
Adjusted the firing locations on the Praetor and Dragonfly.
Realigned the turrets on the Proteus.
Fixed the SKIN Preview when changing subsystems on a Strategic Cruiser.
Adjusted interactions between the Show Info window and the SKIN Preview window.
Fixed the placement of turrets on the Slasher to stop potential overlapping.
Fixed a level of detail visibility issue on the Cerberus.
Corrected the haze color near Raitaru lights.
Fixed the materials on the exhaust areas of the Abaddon.
Text:
Fixed various grammar errors and typos in the info texts for the following missions: Striking Down Two Flies In One Swing, Intelligence Mining, Labors of War 2 of 3, Denial 1 of 2.
Fixed various grammar errors and typos in the info texts for the following sites: Improved Sansha Covert Research Facility, Outgrowth Rogue Drone Hive, Rogue Trial Yard, and Blood Haven.
A grammatical error has been fixed in the Sisters of EVE Reconnaissance Outpost tutorial site.
Various miscellaneous grammar, spelling, punctuation and formatting fixes.
Keywords: Patch notes for September 2017 release
patch-notes-for-september-2017-release
Published Date: 2017-08-31T10:41:37Z
Last updated on 2017-08-31T10:41:37Z Author:
CCP Phantom
ID #:91272585
Patch notes for August 2017 release 1.5
Released on Wednesday, August 30th, 2017
Features and Changes
User Interface:
Exposed the Agency info panel progress bar while in tutorials.
Defect Fixes
Localization:
Corrected the event name in the Agency window.
User Interface:
Resolved an edge-cases of UI progression display in Agency windows.
Patch notes for August 2017 release 1.4
Released on Tuesday, August 29th, 2017
Defect Fixes
Graphics:
Fixed an issue where promotional apparel could be selected at character creation, but would not appear correctly in game.
User Interface:
Altered the advance spacing of text characters to prevent unintended misalignment.
Patch notes for August 2017 release 1.3
Released on Thursday, August 24th, 2017
Defect Fixes
Gameplay:
Moved all medical clones, which were incorrectly located at Upwell Structures in Wormhole systems, to their school headquarters.
PvE:
Resolved an issue with NPCs repairing themselves. Burner NPCs found in Anomic missions are now working correctly.
More edge-case fixes for Agency challenges not tracking progression.
Removed Lucky Clash site from distributions.
User Interface:
Fixed an issue where certain agents could break the "People and Places" search results dialog.
Fixed a formatting issue with certain negative standings in the new Standings window.
Fixed an issue where the faction The InterBus would not show agents in the new Standings UI.
Fixed an issue where abstract mode in the new map would not function properly in wormhole space.
Fixed an issue where icons would not be displayed in the new map solar system level if zoomed in too fast.
Fixed an issue where the Standings window would show the wrong information if the player was not in a corporation or alliance. This will also stop the standings from loading multiple times.
Fixed T3C Exoplanet Hunter SKINs not appearing on market.
Patch notes for August 2017 release 1.2
Released on Monday, August 21st, 2017
Defect Fixes
Gameplay:
Insuring a ship for a corporation is no longer possible with the Junior Accountant role - it requires the Accountant role now.
It is no longer possible to set the medical clone to an Upwell structure in wormhole space through the option to move it to a corporation office once a year.
User Interface:
Fixed an issue where changing ships after performing a scan could break the ability to scan.
Fixed an issue where changing ships would reset scan progress.
Fixed an issue where 100% scanned signatures would remain in the probe scanner window if the site expired when the player was not in the same system.
Fixed dragging of solar systems into chat so that it creates a link.
Fixed an issue where some rare modules could not be right-clicked in the HUD if they were damaged.
Fixed an issue with Fitting Simulation where the combination of switching the mode of a Tactical Destroyer and overheating a Microwarpdrive lead to ludicrous speed.
Improved the experience of trying to open an outdated Tech 3 cruiser fitting with old subsystems.
Patch notes for August 2017 release 1.1
Released on Thursday, August 17th, 2017
Defect Fixes
PvE:
Fixed Lowsec instances of Lucky Clash not counting towards challenge completion
Added Strategic Cruiser SKINs to Superior Exoplanets Hunter Reward Crates
User Interface:
Resolved edge cases of UI not updating in Agency challenges.
Fixed an issue when the wrong type name was being displayed for the currently active ship when displaying ship restrictions for a dungeon.
The destination for a moon survey probe is no longer displayed, if the destination is out of range.
Patch notes for August 2017 release
Released on Wednesday, August 16th, 2017
Features & Changes
Balancing:
Balance changes have been made to certain structure weapon systems:
Structure Guided Bombs
Reduce the rate of fire of the Structure Guided Bomb Launcher from 20 seconds to 40 seconds
Reduce the area of effect of Guided Void Bombs from 40km to 20km
Reduce the area of effect of AS and AM Guided Bombs from 40km to 30km
Reduce the neut amount per second of the Guided Void Bomb by 25% (6000GJ every 40 seconds as opposed to the previous 4000Gj every 20s)
Increase the DPS of the AS and AM Guided Bombs by 25%
Reduce the velocity of the Guided Void Bomb by 20% (increasing flight time to keep the range the same)
Structure Anti-Subcap Missiles
Increase the damage of the ASML-SD missile by 33%
Increase the damage of the ASML-MD and ASML-LD missiles by 20%
Added the Lucky Clash event (starts 15 August) and the Alpha 3 event (starts 29 August).
Modules:
Heat Damage for XL Torpedo and Cruise launchers have had their values re-balanced (lowered significantly).
Structures & Deployables:
When deploying an Upwell Structure, the lights that indicate the undocking lanes will now be shown in the blue/red hologram, to make orienting the structure easier.
Corporate insurance is now available in Upwell Structures, and can be done through the normal method (Placing a ship in a corp hangar and using the right click options.)
Anyone who has the ability to take control of a structure can now add fuel to the structure's fuel bay (Note: They still cannot remove fuel without the appropriate corporate role).
As part of the gradual replacement of legacy starbase structures with new Upwell structures, effectiveness bonuses have been removed from Starbase Reprocessing Arrays, Starbase Assembly Arrays and Starbase Labs. These structures will continue to operate for the near future, but will not provide bonuses to reprocessing yield, industry material cost, industry isk costs, or industry job speed. Any jobs already in progress in these structures will complete with the bonuses that were in place when the job started.
The structures affected by this change are:
Reprocessing Array
Intensive Reprocessing Array
Research Laboratory
Design Laboratory
Hyasyoda Research Laboratory
Equipment Assembly Array
Rapid Equipment Assembly Array
Small Ship Assembly Array
Advanced Small Ship Assembly Array
Medium Ship Assembly Array
Advanced Medium Ship Assembly Array
Capital Ship Assembly Array
Advanced Large Ship Assembly Array
Ammunition Assembly Array
Drone Assembly Array
Component Assembly Array
Large Ship Assembly Array
Thukker Component Assembly Array
Scanning:
Using the "Save Location" option on an entry in the Probe Scanner window will now add the Signature ID to the front of the bookmark name.
Cosmic Signature scanning progress will now be saved until the client is restarted. A session change should no longer clear scanned signatures of any percent. Combat targets like ships and citadels will not be persisted.
Beta Map:
Jump drive capable ships now show possible jump range in both abstract and normal layout in the beta map. Previously this was not shown in abstract mode.
Reduce the number of solar system labels by only showing those in the selected constellation.
Reduce number of constellations by only showing those in the selected region.
Always show the selected solar system if any regardless of zoom level.
Only expand solar system map once zoomed in beyond a certain threshold.
Refined line colors to make selected constellations/regions stick out better. Region and constellation jump lines should now also be clearer.
Hovering region/constellation labels now gives a simple highlight effect
"Abstract mode" now only flattens to 25% of actual depth and comes with a camera that pans along the map plane.
Fixed clicking search entries.
Clicking landmarks labels now opens show info.
Removed "Color predicted jump route on click" functionality as it felt very confusing.
Fixed issue where orbiting the camera could accidentally click a solar system.
Average security of systems is now shown on constellation bracket. It goes away when the solar system is selected.
When in grouped mode, clicking a constellation or region is now much more snappy.
Hovering a solar system will now show how many jumps away it is.
Now using fitting screen nebula with scanning window background effect (hatched lines tinted with UI theme color).
Fixed issues with map when in a wormhole system.
Bumped up opacity of constellation markers a bit.
Introduced a breadcrumb style label that shows the selected region/constellation/system and the corresponding faction (if any). Clicking a location will zoom and pan to it.
Solar systems in autopilot route are now always shown if zoomed in close enough. Same goes for active system.
Map camera is now pitch constrained so it cannot go below the map plane.
Clicking a region or a constellation will now zoom in if we're zoomed out further than twice the look at distance for either of them.
Hovering a region or constellation will now highlight its lines.
Region labels are now brighter when zoomed out.
Ctrl+clicking a solar system will now set it as destination, Ctrl+shift+click will add waypoint.
Implemented a very basic compass that points north clicking it will reset the yaw, so north is up. Space North...! This is still being worked on.
Double clicking the scene will now take you to your current location.
Bookmarks are now shown correctly on the map, both bookmarked systems and entities within them.
Made constellation markers a bit brighter when a region is selected.
Fixed issue with dragging systems out as links.
Work has been done to improve the overall performance of the beta map when zooming, panning and rotating.
User Interface:
The solar system map should now display the solar system in a reasonable size when opening for the first time.
We have introduced a new Standings UI. The following UI elements have been replaced with the new standings UI:
Standings section of the Character Sheet
Standings section of the Corporation window
Standings tabs in Show Info windows
Agents tab of Corporation Show Info windows
Added a confirmation pop up window for closing the mail compose window to avoid losing a lot of text accidentally.
It is now possible to suppress the confirmation pop up windows for offlining weapons, offlining modules, which are part of a group, and unfitting modules, which are part of a group.
The “Unplug Implant” confirmation window now includes the name of the implant you are unplugging.
Defect Fixes
Gameplay:
Fixed an issue where reconnecting to probes would not use the formation that was being used when the disconnect happened
Changed the Gas Site exploration career mission so that the mission gate now consumes the passkey.
Fixed an issue which prevented transferring outposts to other corporations within the same alliance.
Graphics:
Adjusted the damage locations on the Naglfar hull.
Adjusted the angle of the boosters on one of the Tengu subsystems.
Adjusted the brightness of Ice planets when post processing is set to low.
Fixed the warp animations for the Venerable.<
Corrected an incorrect glow location on the Rupture hull.
Corrected an issue that visually affected ships in the fitting simulation window when using medium shader settings.
Adjusted the locations of the damage decals on the Astrahus wreck.
Adjusted dirt map on the Enforcer.
Corrected an issue that would hide kill marks when ship skins are changed.
Corrected an issue with decals on the Rook during warp.
Renabled use of the ship preview pane from the Fitting Management window.
Modified display of city lights on PI planets.
Made the appearance of turrets persistent on T3 Strategic Cruisers switching subsystems in space.
Improved the display of labels on the map when panning and zooming.
Corrected a GPU crash caused by the Amarr Outpost.
Issues with formatting and outdated translations in scanning UI were fixed
Market categories for components, implants and charges were shortened
Ship class names were shortened for logistic frigates, strategic cruisers, logistic cruisers and electronic attack frigates
Market categories for shield and armor were reviewed
Skill names for shield and armor resistance skills were reviewed
"Science" category and skill name has been reviewed
Various fixes for outdated translations, typos and mistranslated terminology
Market:
The market group for Amarr Corvette ship skins now uses the correct icon.
PvE:
Players will now be disqualified from being rewarded for participation in Incursion sites if they have not dealt any damage or assisted other players through logistics.
Combat Anomalies should now expire and redistribute correctly when they have been completed by using smartbombs.
Blueprint Copies that drop from NPCs which were intended to have multiple runs will now correctly drop with multiple runs on the blueprint.
Science & Industry:
ME and TE jobs can now complete correctly even if their output location is removed/repackaged during the jobs duration.
Structures & Deployables:
Fixed an issue where the "View Contents" option was unavailable for ships and containers in remote Upwell Structures.
Technical:
Changes have been made to make New Eden a better place.
User Interface:
Directional Scan panel no longer clears results when docked position changes
Fixed an issue where launching probes from the ship HUD instead of the probe scanner window would launch them in spread formation instead of pinpoint.
Fixed an issue where the 6 key was not working in the probe scanner filters
Fixed an issue where the Directional Scanner range could not be changed from 0 using the mouse wheel
Fixed an issue where the rounding on kinetic damage was not showing correctly for Officer and Deadspace modules in the Show Info window.
Fixed an issue where zooming in on the beta map could cause the beta map to display totally white
Fixed an issue where some tooltips in the probe scanner window were set as interactive when they had no interactive objects in them.
Fixed an issue where holding control and moving probes in the solar system map would cause the central arrows to rapidly change orientation
Fixed an issue where if you were in a Citadel and used the "Focus Current Location" option in the Beta Map it would show you as being in the sun
Fixed an issue where the Zoom In and Zoom Out shortcuts would not function in the Beta Map
Fixed an issue in the Beta Map where the 'You are here' marker would not always show the accurate location of the player
Fixed an issue where the beta map search could break when using specific characters
Fixed an issue where the Route section of the HUD could break if an invalid destination could be set
Fixed an issue where in windowed mode the probe scanner window could get some modifier keys sent to it when the probe scanner was not in focus.
Fixed an issue where the performance of combat scanning would decrease drastically with hundreds of combat signatures visible
Demoting yourself from Squad Commander to Squad Member no longer provides an inaccurate error message about being unable to return to the previous position.
The market group for Amarr Corvette ship skins now uses the correct icon.
The tooltip for manufacturing facilities now correctly shows bonuses provided by standup rigs when they apply to entire categories of item (such as ships)
The misleading "Maximum Targeting Range Bonus" entry in the show info window of the Imperial Navy Command Mindlink has been removed.
Simulation: Online restrictions for command burst modules are now correctly enforced.
Simulation: Command Burst modules now correctly show their effects when simulation is opened or when charges are switched.
The missing message when attempting to rent an office at an outpost when your standing with the owner is too low has been added.
Fixed an issue where Structures on Killmails wouldn't correctly show their type if they were using missiles
Resolved a typo in the ISK reward tooltip in Project Discovery
Asset searching using locations as keywords will now work correctly and return search results.
The 'TE-2100 Ample XL Torpedo Launcher' can now be found when searching in the market.
Keywords: Patch notes for August 2017 release
patch-notes-for-august-2017-release
117058211804381.0YC119.82017-08-16
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