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EVE: Trinity Changes and Fixes

Started by FeedBot, February 24, 2008, 09:40:19 pm

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EVE: Trinity Changes and Fixes


    EVE Online: Trinity Changes and Fixes, released 5 December 2007  

  The complete list of EVE: Trinity Features, Improvements and Balance Changes can be viewed  here .

  Tutorial, NPE and Character Creation
 
* The Science and Industry tutorials have been expanded.
* An asteroid which could cause confusion for new players has been removed from tutorial dungeons.
* A typographical error in the "Executive Commander" creation path has been fixed.
* Tutorial items explaining bounties have been updated to reflect CONCORD's new procedures.
* Invalid audio buttons will no longer appear in the tutorials.
* An issue with disconnects in character creation should be solved.
* An exception will no longer be thrown when pressing the Back button in the tutorial.
* Character creation audio will no longer leak into the station once the tutorial has been completed.
* A warning dialogue will open if a player leaves the tutorial dungeon.
* Pending disconnect notification during character creation will have a faster response if the user spends a large amount of time on the process.
* Extra pods will no longer be created when logging into the station environment and a rookie ship for the first time.
* Amarr Business Entrepreneurs characters were missing Gunnery II, as it is a pre-requirement for Controlled burst which they get through Character creation. This has now been fixed.
 

  Skills
 
* The "Fast Talk" skill now works as intended.
* The Electronic Warfare skill description has been fixed.
* The description of the Projected Electronic Counter Measures skill has been changed to better reflect the skill bonus per level.
* An error in the description of the 'Reverse Engineering' skill has been fixed.
* The description of the specialist leadership skills (Armored Warfare Specialist etc) have been updated to better reflect the skill bonus mechanics.
* Heavy Assault Missile Specialization skill has had its description corrected.
* Aborting skill training message now correctly warns training on the current skill will be paused.
* The description of Laser Physics and Minmatar Starship Engineering skills have been corrected.
 

  Implants and Boosters
 
* Attributes on 'Squire' CC2, CC4 and CC8 implants now show percentage value.
* Whelan Machorin is getting with the times, now you can now search for and create contracts for his Ballistic Smartlink in the contract system. Smokin'!
* Not to be outdone by Machorin, Shaquil thinks it's a cool idea to be able to search for his own Speed Enhancer implant in the Contracts system.
* Akemon is following in the footsteps of Machorin and Shaquil.  His Modified 'Noble' ZET5000 can also be searched for in the contracts system.
* The Hardwiring - Zainou 'Beancounter', 'Gypsy' and Inherent Implants 'Highwall' series implants are now shown in their correct market groups.
* The Hardwiring - Zainou 'Beancounter' F60 is now published onto the market.
* The Hardwiring - Zainou 'Gypsy' KNB implants now correctly affect the scan resolution rather than the targeting range
* The Hardwiring - Zainou 'Deadeye' ZGC and Poteque Pharmaceuticals 'Consul' PPB series of implant descriptions have been corrected.
* The description of the Rogue Y-0 series of implants now shows the proper 1% bonus.
* An error of the description of some Pure Improved Drop Boosters has been fixed.
 

  Corporations
 
* Corp standings toward an individual player can now be set through the Info window of that character.
* Blueprints no longer become lost if office rent expires before job completion.  Blueprints will no longer be returned to a non-existent corporation hanger.
* Corporations are now able to reject the applications of applicants who had roles in a different corporation in the previous 24 hours.
* Shares from terminated characters are now returned to the corporation.
* The pop-up message displayed when attempting to rent a corporation office when insufficient funds are available has been clarified.
* Transferring shares to a new corp member should no longer result in an error.
* Drop-down menus in the Corporation Auditing window have been enlarged.
* If a corporation's CEO's roles have been revoked during a voting period, the CEO will now receive an EVEmail notification.
* Even though the patch note item has not been clarified, the default locked/unlocked item configuration on station containers within corp hangers has.
* Dragging an item from a personal hangar to a container inside a corp hangar will correctly inform the user that it may not be possible to retrieve the item later.
* An issue preventing the proper display of titles unless the previous title was selected has been resolved.
* Issues with hangar roles and container configurations have been resolved.
* Directors and CEO's can now set their corp standing towards themselves.
 

  Eve Voice and Chat
 
* Attempting to create more than 10 chat channels or mailing lists will no longer result in a client exception disallowing the player from creating any more channels regardless of how many channels or lists are deleted.
* "Move the last speaker to the top" option now works as intended.
* You can now disable Eve Voice from the Settings menu.
*  Push-to-talk button settings are no longer saved per client, but per account.  
* A rare crash issue involving Eve Voice has been resolved.
* You should no longer be able to join more than 3 channels with EVE Voice
* EVE Voice log spam has been reduced.
 

  Gangs and Fleets
 
* Fleet, Squad and Wing Commanders can now 'tag' targets as intended.
* Gang invite warnings have been clarified.
* The message that pops up when two non corpmates form a fleet has been rewritten to make more sense
 

  User Interface
 
* An issue with corp titles not listing properly in character info has been resolved.
* The "Show on Map" button in the Corporation Info window works correctly when used in a station with the environment turned off.
* Unnecessary text has been removed from the Jump Clone section of the character sheet.
* Station guest list will now show standings correctly.
* Right-click menu options (close and minimize) are no longer accessible when the ESC menu option "Merge 'items' and 'ships' into station panel" option is enabled.
* COSMOS Cloaking devices are now categorized correctly under the variations tab in Show Info windows.
* When joining a fleet, the fleet overview defaults to a minimized state.
* The log window has been the recipient of localization changes.
* You now receive an error message when trying to stack items in a can you do not have permission to access.
* Playes with a globally aggression flag will now receive warnings when jumping into or undocking in high security space.
* Some overlapping text in the fitting screen has been fixed.
* Resizing the EVE client window from the ESC menu would sometimes throw an exception, this has been fixed.
* The character sheet no longer shows an unnecessary
  • in Jump clone info.
* Tabs in the Show Info window for solar systems have been renamed from "Constellation" to "Related" and "Adjacent".
* On a ship's Show Info, under the Attributes tab, the title "Capacity" has been changed to "Capacitor".
* Closing the Reprocessing Plant window would sometimes throw an exception. This has been fixed.
* Very long corporation names now display correctly in the Edit Standings window.
* Warning messages will no longer pop up when assisting a criminal in 0.0 space.
* Icons in the ships and items hangars will no longer display a white border if the camera is rotated while in station.
* A rare issue where a corporation name overlapped the standing making it impossible to see the value has been resolved.
* Modified the encoding method for IGB urls. This should not affect existing systems.
* An Unicode issue was causing clients installed on Windows running the Czech language pack to display white squares in the map browser. This has been fixed.
* Alt tabbing whilst your screen is loading no longer causes the client to become unresponsive.
* The "limitless zoom" effect no longer occurs after clone jumping or being podded.
* Drop down menus for the month in the corporation auditing screen have been enlarged.
* You can now use ctrl+left click to target an item on the scanner results window.
* You will now be able to see if the text you have pasted into your bio is longer than the character limit. Previously, the excess would be cut after you closed the window with no notification given.
* The character sheet window will no longer attempt to position itself outside of the screen.
* The map will no longer flash when jumping between systems with the map open.
* Selecting the on-board scanner while the system map is open should no longer error.
* A cosmetic error has been fixed when opening the People and Places window.
* Missiles outside hit range will no longer cause a graphical jolt effect to your ship.
 * A font kerning issue that occurred when adding special characters to the ship's name has been fixed.
* The UI timer for jamming will no longer exceed 20 seconds.  
 

  Ships
 
* Modified the descriptions of all Titans to correctly name the Jump Portal Generator I as the recipient of the Jump Bridge bonus.
* An issue that could cause a Carrier to decloak if it had recently jumped and cloaked has been resolved.
* The descriptions of Carriers and Motherships have been changed to make it clear that the Remote Energy/Shield/Armor Transfer bonus applies to Capital sized modules only.
* Docking in a Carrier or Rorqual ship while having multiple corp hangar windows open should no longer throw exceptions.
* ORE has updated the description on their Rorqual ship to include the other specialization bonuses they managed to build into it.
* Paperwork regarding the actual ownership of Rorqual assembly lines is now included in every Station Manager's manual. Assembly lines are now always available to the current pilot of the ship.
* When a drone-controlling ship is destroyed no more exceptions will be thrown.
* The misleading speed bonus description of Stealth Bombers has been clarified.
* T1 variations have been removed from the info of the Iteron industrial ships to avoid confusion. Now the Iteron and Iteron III will display a Variations tab.
* Errors in the descriptions of the following have been resolved:
   
   * Thorax
   * Tristan
   * Incursus
   * Typhoon
   * Skiff and Mackinaw include their resistance bonus
   * Ship attributes regarding the capacitor section
   
 * Capital and Capital Industrial class ships (Carriers, Motherships, Titans and Rorquals) will need to have ships removed from their ship maintenance arrays before the deployment of EVE: Trinity. Leaving anything other than ammunition or cap booster charges in the array may result in the ship not being able to move, warp or jump.  
 

  Modules
 
* Bomb launcher powergrid usages are now correctly affected by the Advanced Weapon Upgrades skill.
* Some issues regarding disconnects/emergency warps and Siege/Triage/industrial core modules have been resolved.
* The signature radius of Mobile Warp disruptors has been added to their info window.
* Heavy Energy Neutralizer II is now better than its best T1 counterpart.
* Micro Supplemental Barrier Emitters now use less CPU than their larger counterparts.
* An issue where reloading Warp Disruptor Probes in an empty Interdictor Sphere Launcher caused the probes to disappear from the cargo hold has been fixed.
* The volume of a selection of tech 1 player manufactured modules has been increased by varying factors to take into account the materials used to manufacture them.
* Attempting to overload a module while cloaked (not possible) would prevent overload of that module after uncloaking. This no longer happens
* Tech II weaponry will now list the ammunition types they are capable of using.
* Capital-sized turrets list ammo types in their description.
* The descriptions of a number of energy weapons have been modified.
* Descriptions of missile launchers now lists compatible ammunition types.
* Proton ammunition is now properly named in projectile ammunition lists.
* The Khanid Navy Ballistic Control System has now the variation tab it was missing.
* Khanid modules are now correctly listed on the variations tabs.
* MicroWarpdrives and Afterburners will no longer list a 'Shield HP Bonus' attribute.
* Description for ship scanner modules have been updated to more accurately represent the way they work.
* Misleading descriptions concerning the use of Doom, Purgatory, Rift and Thor Torpedos with Carriers has been clarified.
* Errors in the descriptions of the following items have been fixed:
   
   * Siege Warfare Link - Active Shielding module lists the decrease in duration for shield transporters.
   * Overload bonus for MWD/Afterburners
   * Signal Focusing Kit I and II
   * Sensor booster I
   * Siege Warfare Link - Active Shielding
   * 1mn Microwarpdive II Attributes
   * The ammo types for turrets and some missile launchers
   * The Deep Space Observator Probe
   * Codebreakers now show correct meta level
   * 'Habitat' Miner I
   * The metalevel of the ML-3 Amp and Rock-Scanning Arrays
   
 

  Drones
 
* Drones will now attack secure containers.
* Skills will no longer affect the orbit speed of drones.
* The Infiltrator I & II have had their mass reduced to be inline with other drones in their group.
* Drone groups will properly persist after logging off.
* Pilots controlling delegated fighters will now receive hitpoint updates on the fighters under their control (while the fighters are in the same grid).
* Drones should now return to the drone bay when recalled at high velocity.
* Fighters would occasionally get stuck in "following" mode, and not return to the drone bay when so ordered. This has been fixed.
* Drone folders should now update correctly when drones from different groups are recalled.
* Fighters will no longer sit idle at a force field boundary whilst their target is within its protective curtain.
* The drone bay will no longer clutter the UI if it's empty, or you are controlling no drones.
 

  Starbases & Outposts
 
* A purely visual problem where it appeared as if a bpc in a starbases mobile lab could be invented from blueprints in a station.
* The error message displayed when trying to assume control of Starbase guns in high sec space was changed to be more descriptive.
* Starbase laser batteries will no longer shoot if they don't have ammo loaded. This resolved a graphic error where the batteries would continue to shoot but were not inflicting damage.
* The names of the faction energy neutralizing battery blueprints have been corrected to match the name of the structure.
* Conquerable stations' "Cost modifiers" now work for standings from corp to corp, you no longer need to set standing from the owner corporation to the single player.
* Starbase structures outside the forccefield now receive a 99% resist bonus on their structure HP while the Tower is online. General structure hitpoints have been reduced so they are easier to destroy once the Starbase is destroyed.
* Starbase Jump Bridges will now stay in the Starbase Structures listing after each downtime.
* Fixed an issue where loading environment of certain outposts caused an exception.
* Powergrid Usage of 'Serpentis Small Railgun Battery' is now 81000MW, lower than the powergrid usage of 'Small Railgun Battery'.
* Sound effect handling outside stations has been improved.
* When a linked and online jump bridge is destroyed, it will now unlink properly and not affect bridge on the other end of the link.  
* Small Sansha Control tower now uses the correct amount of Strontium Clathrates when in reinforced - 50 per hour.
* The description of Reactor Arrays have been updated to prevent confusion.
* Volume of small/advanced small ship assembly array have been decreased to 10000M3  and the volume of medium/advanced medium ship assembly array have been decreased to 17000M3.
* The description of Shield Hardener Arrays have been modified to include they have a stacking penalty. This is not a new penalty, but the addition of an existing limitation.
*   Starbases with damage to their shields will no longer reset to 50% shields after downtime.   This will be resolved in a future patch.  
* The Basic Refinery Upgrade now improves the outpost as intended.
* Sukuuvestaa corporation has requested the SCC change the description on their Control Tower products.
* Explanatory labels have been added to the Cost modifiers outpost interface to make it more intuitive.
* When a starbase tower is destroyed all structures dependant on that tower can now be unanchored by any pilot, note that this destroys all items located within that structure.
* Un-discountable station services have been removed from the Cost Modifiers tab in the Outpost station management interface.
* Further work has been carried out to resolve problems with jump bridge arrays losing their links during downtimes.
* The description of Serpentis Heavy Missile Battery has been corrected.
* DED fuel mails are no longer sent when Liquid Ozone and Heavy Water are not present in the fuel bay of a control tower if no structures use these resources.
* If a starbase goes offline while unanchoring an attached array, the array will no longer go into a null state and break.
* An issue with setting up force fields at control towers has been fixed, and the password requirement is now clear.
* Outposts that have been selected as constellation capitals can now be unselected before the Constellation Sovereignty goes into effect.
* The cost modifiers in outposts and conquerable stations are now scaleable.
* Starbases no longer send attack warning alerts when they are being repaired.  
* Conquerable stations no longer be checked as constellation capital.
* It is now possible to unselect a station as constellation capital during the time it takes to go from Sov 3 to Sov 4.  Once it becomes constellation capital it cannot be changed.
* The Control Tower interface columns will now resize correctly.
* It will no longer be possible to open multiple instances of a Corporate Hangar Array.
* Fixed a misprint in the Moon Harvesting Array II description.
 * A newly deployed starbase will not have a forcefield bubble until a password is set and the UI shows the forcefield as 'active' (status can be seen on the panel you set the password on).
* The description of Reactor Arrays have been clarified.
* The consumption rate of Strontium Clathrates has been doubled for control towers in reinforced mode, which leads to the maximum reinforced times being halved to up to 2.5 days with all sovereignty bonuses (around 1.5 days with no bonuses).  
 

  Loyalty Point Store
 
* The Loyalty Point Store no longer updates when items are moved to or from your hangar, thus reducing client lag.
* The Loyalty Point Store will now correctly appear in the Station services tab when clicking Show Info on a station.
 

  NPCs
 
* The Elite Drone Parasite now leaves a wreck on destructions instead of just a can.
* Some mission NPC frigates were missing wreck model assignments, this has been resolved.
* The Spider Drone I should now only webify, the Spider Drone II now webifies and does damage.
* The Strain Infester Alvi Drone now has a correctly operating stasis webifier.
* The Strain Infester, Splinter, Render and Decimator Alvi now work properly; chip malfunction made them accelerate their targets rather than slow them down when webifying.
* The loot tables on multiple NPCs have been corrected.
* The 'WANTED' label on NPCs who are not actually wanted has been removed.
* The Khanid Mashtori is now commandeering a vessel fit for his rank. Beware of his dark and deadly Apocalypse.
* Apparently Serpentis operatives had managed to infiltrate our archives and spread misleading information about the background of Salvador Sarpati. We have now corrected the damaged documentation to correctly display that Salvador was in fact a Caldari by birth and adopted into a Gallente family.
* Not to be outdone, operatives acting on behalf of Zemnar were able to duplicate the acts of Sarpati's operatives.  CONCORD has purged the incorrect description.
* After numerous  threats  requests from the Blood Raiders, the authorities have been 'convinced' to correct their official corporate description.
* Errors in the description of the Theology Council, Sisters of Eve, the Ammatar Mandate, Interbus, and Society of Conscious Thought have been corrected.
* Errors in the descriptions of various CONCORD ships have been resolved.
* Errors in the 'Serpentis Sensor Dampening Battery', 'Dread Guristas Phase Inversion Battery' and 'Guristas Phase Inversion Battery' descriptions have been fixed.
 * NPC bounties are no longer delivered when you kill an NPC but rather 15-20 minutes after you kill your first NPC in a system.  
 

  Missions, Dungeons and Exploration
 
* An issue where some dungeons could not be completed if specific structures where destroyed has been fixed.
* Some spawn containers descriptions would incorrectly require Archeology to open them when in fact Salvaging is required. This has been resolved.
* The location of a beacon at the entry point of "Pirate Invasion" lvl4 mission has been moved.
* Some cosmetic changes to the clouds in "The Blockade" missions have been made to ease performance issues on lower end PCs.
* Cosmic Agent Site Signatures now appear in the results of Multifrequency Scan Probes.
* When scanning with the map open, you will now see the ship name, accuracy and distance shown on the map.
* Cosmic anomalies can no longer be found by using the directional scanner.
* When using Multifrequency probes, Cosmic Anomaly scans and Cosmic Signature scans will no longer give the same results.
* An issue occasionally prevented players from using the gang completion option in courier missions has been resolved.
* Warping your Squad to a mission location is now possible.
* In "Making Mountains out of Molehills", the completion notice would sometimes trigger early, causing confusion as to whether the mission was complete or not.  This has been fixed.
* The mission "Rogue Crop - Alpha Strike 4 of 4" now drops the required loot.
* The booster BPCs given by agents as reward now matching the gas clouds and reaction types being dropped in the same constellation.
* A container was blocked by a structure in an exploration hacking site. The container has been moved to make it more accessible.
* Some COSMOS dungeons where missing DED transmissions when warping to them. This has been resolved.
* Removed incorrect faction NPCs from the "Recon 1/3" mission.
* Bonus time in the Storyline Rookie courier missions have been adjusted to 24 hours.
* The bonus time limit for the "Cash Flow for Capsuleers 10/10" mission has been increased.
* The details in missions "Enemies Abound (3,4,and 5 of 5)" have been fixed and faction icons are now in the right place.
* Errors in the following mission descriptions have been fixed:
   
   * "Kidnappers Strike - The Flu Outbreak (6 of 10)"
   * "Technological Secrets (3 of 3)"
   * "The Assault"
   * "Endless Battle"
   * "Guristas Strike - The Flu Outbreak (6 of 10)"
   * "Data Transportation"
   * "Silence the Informant" level 4
   * "In the Name of Science - Portal (4 of 4)"
   * "In the Midst of Deadspace (2 of 5)"
   * "New Slaves - A New Rebellion (3 of 5)"
   * "Cash Flow for Capsuleers 2/10"
   * "Balancing the books(6 of 10)" and "Balancing the books(9 of 10)"
   * "Escaped Terrorist"
   * All versions of the mission "Honor"
   * "For the Honor of Rouvenor"
   * "The Missing Reporters- Bad Timing (2 of 3)"
   * "Balancing the Books (7 of 10) to correctly name the enemy NPCs
   * "Massive Attack" level 3 correctly states the system the mission will take place in
   * "Intercept the saboteurs" has been changed to clarify the mission objectives
   * "Escaped Killer" bookmark is correctly named
   
* "dronewallsentrygun" has been changed to "drone wall sentry gun".
* Agents in space no longer refer to a hangar as the location of the mission package in Courier Mission briefings.
* Greetings offered by some agents should no longer contain errors.
* Autaris Pia is happy.  His name is now shown in the overview properly.
 

  Science and Industry
 
* A disclaimer has been added to blueprints denoting that the bill of materials is only accurate for a single run due to rounded off quantities.
* During production, blueprint waste and character waste are now rounded off after all other computations have been done. This results in more accurate waste figures than before.
* Waste rounding up/down is no longer applied inconsistently when calculating the waste of multi-run manufacturing jobs.
* Tech 2 Small and Medium Hull Repairers now require their Tech 1 counterparts as building requirements, not Armor Repairers as before.
* The descriptions of Assembly Arrays and Mobile Labs have been edited to include slot counts and job time modifiers.
* Compressed Ice BPOs now show correct manufacturing material requirements.
* Research/Copy time of Compression BPOs have been corrected.
* Invention requirements on Thorium Charge S have been changed to Quantum and Plasma Physics datacores.
* Added invention requirements for Gleam S to Multifrequency S blueprint.
* Skill requirements for invention of Electronics rigs have been corrected, instead of Jury Rigging V they now require Jury Rigging I and Industry V.
* Research Tech Time now shows as an attribute on BPC's - it is the time necessary for an invention run.
* Outpost BPOs now show the correct "i" icon next to the product.
* Energy Tech RAMs are now requirements for the following: Miner II Blueprint, Modulated Strip Miner II Blueprint, Modulated Deep Core Miner II Blueprint, Ice Harvester II Blueprint.
* The invention requirements for the RADAR Backup Array I blueprint have been corrected to use the Occult Data Interface.
* Invention possibility has been removed from ships without Tech 2 variants.
* Fixed an error in the description of the "Republic Fleet Ballistic Control System Blueprint"
* Decryptors and Base Items in the main invention window are no longer cached except on remote corporation jobs.
* The skill requirement for construction of energy weapon tech II rigs has been corrected.
* You are no longer able to break the plastic wrap on a package unless it is on your personal hangar floor.
* Errors in the description of some reaction types have been fixed.
* Plastic wraps can now only be broken in your personal hanger floor.
* The Ice Harvester Upgrade II Blueprint and Mining Laser Upgrade II Blueprint now have T2 icons.
 

  Contracts
 
* Items containing "Takmahl" in their name have been added to the contract search in the Available Contracts tab.
* Whelan Machorin is getting with the times, it is possible to search and create contracts for his Ballistic Smartlink in the contract system.
* You can now search for the Shaquil's Speed Enhancer implant in the Contracts system.
* An error in the contract system which caused some contracts to be stuck in the available contracts tab after they had been accepted has been resolved.
* An error message when attempting to block more than 80 contract issuers has been added.
* The Vigilant Blueprint can now be found as an Item Type within Contracts.
* Contract filtering settings now reset correctly when clicking the item to view the contracts assigned to you.
* An issue with removing characters from the ignored list in the contracts system has been resolved.
* Contracts on ships and secure containers in the corporation deliveries hangar can be created by members with the Accountant or Trader role.
* Collateral and reward money should no longer disappeared when a courier contract has failed.
* Old filter settings will now reset on clicking "x contracts assigned" on the Start page.
* Messages appearing when creating loan contracts have been clarified.
* The "Small 'Siesta' Capacitor Booster" and "Small 'Settler' Shield Booster" along with their blueprints can now be found via the contracts search.
 * A minor issue with item exchange contracts not being able to identify stacks of items has been resolved.
* Clicking the "x" on the start page for contracts assigned now correctly clears the information in the window.  
 

  Market
 
* The message generated when attempting to buy or sell items without the funds to pay tax has been clarified.
* The green highlighting for market orders has been fixed to correctly highlight orders within range.
* Expired market orders (buy/sell) are removed from the 'Details' tab in the Market interface.
* The market icon for the Rorqual has been fixed.
* The Modulated Deep Core Miner II, Hardwiring- Zainou 'Gypsy' series and Hardwiring - Inherent Implants 'Highwall' series implants are now shown in their correct market groups.
* Several sub-categories have been added to the market to make viewing easier. For example, splitting items between Capital, Large, Medium and Small groups.
* Icons in the market interface are now more consistent.
* Modify sell order price dialog no longer lacks a confirmation message.
* Illegal items can now be traded on the market in regions where they are condemned.
* 'Insufficient ISK in wallet' messages when modifying market orders were not showing the correct amount of ISK needed, this has now been resolved.
* An error in the purchase order error message has been fixed.
* NPC buy orders for minerals have been removed.
* An error in the Auxiliary Power Control Groups market entries have been fixed.
* An error in the description of "Smashed Trigger Unit" has been fixed.
 

  Miscellaneous
 
* There were rare cases of people being unable to load their client after the 2.3 patch. The cause of this has been resolved.
* Several fixes relating to the display of messages in multiple languages have been made.
* Several obsolete dlls have been removed from the client. Note that there is a small possibility that your client will report as having incorrect files in the /bin/ directory as a result of this. If this occurs, please remove the files named.
* Bookmarks will no longer disappear when moved or copied into a corp hangar.
* Fixed an issue where bookmarks could be placed in the dronebay and would count towards your drone limit. Now, only drones can be placed in the dronebay.
* Engaging self destruct within 2 minutes of previously engaging self destruct will abort the sequence, regardless of what ship you are currently piloting.
* The clear cache button now closes all clients, not just one.
* The "My Petitions" page on the website now has a logout button.
* Rating a petition should no longer create a false, duplicate entry in the in-game petition list.
* In-game notifications of received petition replies are now less intrusive.
* Removed Cancel and OK buttons from the in-game petition view as they are irrelevent.
* The office bill reminder will now mention that it is charging you in ISK, rather than leaving you to guess if it meant Quafe, slaves, fedos, etc.
* An issue where game would freeze for some time while warping away from an asteroid belt after survey scanning has been resolved.
* Hedbergite and Hemorphite now properly list all of their mineral components in their descriptions.
* The description of the Veldspar ores has been changed to be less ambiguous.
* Asteroid fields in the Vey system had gone on strike due to working conditions. Replacements have been found and moved into position. The Council for Asteroids Rights Protection has staged a protest.
* The error message displayed when activating a mining laser on an asteroid that was out of range has been corrected.
* An issue that occurred while attempting to jettison a can just after stacking items in your cargo hold has been fixed.
* All anchored containers in solar systems with security levels between 0.8 and 1.0  will be removed from space. Player owned cans will be moved into the character's home station (clone location). Corporation cans will be moved to the HQ.  have been moved into their owner's hangar at the last station they visited.  
*   You will now appear on killmails if you shoot only the drones of the target ship. Previously, only those firing on the ship itself would appear on the killmail.   This will be resolved in a future patch.  
* The autopilot will be disabled if you are podded. Duh!
* You will no longer receive a 'peaceful civilian' warning when shooting at LCO objects (eg a rock).
* The spelling in the description of a Large Collidable Object group has been corrected.
* Chamnace will no longer appear when a reference to the Channace Solar System is made.
* A typo in the description of "refugee" has been fixed.
* The 'Generate Portrait' option will now work as described.
* The map will now successfully locate members of your corporation in space.
* The MOTD will no longer display "Planck bubble" messages.  We sure showed Planck who's boss!
 * Asteroids will no longer be extremely far from the center of the belt.  
 

   Exploits or exploitable changes  
 
*  CONCORD  
 
* CONCORD have been upgrading again. Their weapons and support abilities now have unimaginable range. Apparently they have also heard about these Microwarp Drive things and installed them.
* CONCORD will now respond to aggressing drones during criminal acts by deactivating a pilot's capability to control them.
 

*  Corporations
 
* The manner in which a member of a corporation can quit has been changed. If a player decides to quit a corporation, during the 24 hour timer it is the player's option whether to accept roles given (thus remaining in the corporation) or deny them.
 

*  Implants
 
* The Rogue DY hardwirings incorrectly gave a bonus to MWD's as well as Afterburners. This has been corrected.
* The 'Snapshot' ZMF and 'Alchemist' WA series implants now occupy the correct slot in your head.
 

*  Missions
 
* You no longer receive the option to activate acceleration gates until you are out of warp.
* Hacking containers have been removed from the following sites: Contested Minmatar Army Complex, Contested Caldari Lai Dai Refinery, Port Maphante and Contested Skeleton Comet.
Modules
* The Caldari Navy has ceased offering their FoF missiles to capsuleers.
* It was possible to fit energy burst rigs in space and then go over the max grid, but this has been fixed.
* Some types of Arch Angel ammunition would refine for 10x more minerals than they should have. This has been resolved.
 

*  Outposts
 
* Items in space will no longer be invulnerable if they have 0% structure. The most common case is Outposts with 0 structure not taking any damage.
 

*  Science & Industry
 
* Nosferatu Blueprints now have the correct 300 run max blueprint copy.
* Defender and FOF missile S&I job times have been increased and are now in line with other T1 ammo production times.
* T2 drones will now require their T1 counterparts as a building requirement.
* Various items have had their maximum production limit for BPCs capped to 300, instead of the previous production limit of 1000. These include:
 
* 200mm Railgun I
* 350mm Railgun I
* Analyzer I
* Ballistic Control System I
* Bomb Launcher I
* Code Breaker I
* Command Processor I
* Cruise Missile Launcher I
* Heavy Energy Neutralizer I
* Heavy Nosferatu I
* Interdiction Sphere Launcher I
* Large Energy Transfer Array I
* Large Remote Hull Repair System I
* Medium Remote Hull Repair System I
* Recon Probe Launcher I
* Remote ECM Burst I
* Salvager I
* Scan Probe Launcher I
* Shield Boost Amplifier I
* Small Hull Repair System I
* Target Painter I
* Triage Module I
* All Afterburner Modules
* All Microwarp Drive Modules
* All Armored Warfare Links
* All Information Warfare Links
* All Mining Foreman Links
* All Siege Warfare Links
* All Skirmish Warfare Links
*  Expanded Cargohold I
 
* S&I: The following modules have had their materials altered swapping out low end minerals such as tritanium and pyerite for similar quantity by value of zydrine and megacyte to reduce their mineral compression values:
 
* Armor EM Hardner I
* Armor Explosive Hardner I
* Armor Thermal Hardner I
* Armor Kinetic Hardner I
* Jump Portal Generator I
* Aurora Ominae
* Gjallorhorn
* Oblivion
* Judgement
* Strip Miner I
* Ice Harvester I
* Small Tractor Beam I
 
* Modules: The volume of capital modules have been increased from 1,000m3 to 4,000m3 with the exception of the Jump Portal Generator I which has increased from 1,000m3 to 10,000m3.
 

*  Starbases
 
* Towers with a damaged shield will no longer be bumped up to 50% shield capacity when brought back online.
* It is no longer possible to online two cyno fields in the same system for the same alliance through clever trickery.
* Starbase shields have been upgraded to deflect bomb damage.
* Starbase shield hardeners now only take effect when they have been brought fully online.
* Smartbombs now damage all structures outside Starbase forcefields.
 

*  Skills
 
* The cost of the 4 Titan skill books has been increased to 5.5bn.
 

*  Other
 
* Gang warp no longer cancels stargate jumps in progress by another gang member.
* A bug where targeting a ship de-cloaking after jump if player logged off has been fixed.
* It is no longer possible to target while jump cloaked.
* Modules that have a volume of over 500 m3 can now only be fitted on ships that require the Capital Ships skill.
* Loot tables in hidden complexes have been adjusted to match the faction and the difficulty rating of the site.
 
 

  Trinity Server-Side Changes
 The following is a list of changes applied to EVE on the server-side to resolve issues resulting from the deployment of EVE Online: Trinity.
 
*  Trinity 1.0.0-1, released 5 December 2007
 
* NPCs have been ordered to cease their attacks on secure containers in space.
 
*  Trinity 1.0.0-2, released 5 December 2007
 
* Under certain rare circumstances, new characters would be thrown in the trash when entering the game in-station. This has been resolved.
* Non-English characters in certain circumstances would create petition issues.  This has been resolved.
 
*  Trinity 1.0.0-3, released 7 December 2007
 
* A rare case where a jump clone would lose its implants after a jump has been resolved.
 
*  Trinity 1.0.0-4, released 10 December 2007
 
* Numerous fixes were applied to issues with Player Owned Structures.
 
*  Trinity 1.0.0-5, released 11 December 2007
 
* Further fixes to Player Owned Structures.
* Attempting to place a recruitment advertisement no longer errors.
* GMs are able to make adjust wallet balances as needed.
 
*  Trinity 1.0.0-6, released 12 December 2007
 
* The API access to data has been optimized.
 



http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=155

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