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Thread: Inferno Patch Notes

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    Default Inferno Patch Notes

    I'm going to put this up top, as this was a much-publicised and used feature prior to tomorrow:

    • If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position.


    Build 369870 to 376528 addresses [B]Patch notes for Inferno


    Patch notes for EVE Online: Inferno
    To be released on Tuesday, May 22, 2012.
    Features

    War Declaration

    • The war declaration system has been completely overhauled and now adds a new dynamic to how wars are won and lost. Full details are available in the Dev Blogs, 'Changes to War Mechanics' and 'War, Modules and Super Friends'.
    • Wars are now declared by the CEO or a Director and not through the voting system.
    • The war declaration cost is determined by corporation size and the amount of active wars the aggressor has currently. Previously it counted defender wars. Price starts at 50 million.
    • Several loopholes for evading wars have been closed:
      • If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.
      • War shedding is no longer possible. Corporations that are at war will continue to be so, regardless of joining or leaving alliances.

    • All wars are now public:
      • You can view a report of all wars currently active and see how both sides are doing.
      • Mercenaries can offer their assistance, at a price, to the defending corporation or alliance.
      • Both parties can offer “surrender terms” and attach a price tag if you are a CEO or Director.

    • All wars will now have a war report:
      • As mentioned this will be public and available to everyone.
      • Contains all kills and losses in date order.
      • Contains a headline showing the total amount of damage inflicted.
      • A Graph is available so you can view wars by ship class.

    • Defenders in wars can get help from other corporations or alliances.
      • Defenders can flag themselves as seeking aid.
      • As stated above, any corporation or alliance can send a formal offer to ally with the defender for a particular war.
      • The ally counts as being in war against aggressor and is included in the war report on the defender’s side.

    • Kill mails will now be known as kill reports. More details on these changes are available in the Dev Blog, 'Spaceship Murder Notifications':
      • Updated to have a nice look and feel.
      • Visually displays the victims fittings with an option to save it.
      • Shows the total amount of money lost by the other player.
      • They can now be dragged into chat and mails.

    Modules
    • Brand new modules and ammunition have been added to enhance player choice when fittimg a ship. Further details of all new modules can be found in the Dev Blog, 'War, Modules and Super Friends'.
    • The Reactive Armor Hardener : A low slot module that adjusts resists according to incoming damage. You can only fit one, but it lets you fight lazy!
    • Extrinsic Damage Amplifier: A low slot, drone damage module which allows your drones do more damage, much in the same way that Gyrostabilizers or Heat Sinks work.
    • Ancillary Shield Boosters: A mid slot active tanking shield module which lets you boost a lot of shield but at a massive need. Requires charges to operate and comes in small, medium large and X-Large.
    • Target Spectrum Breaker: A mid slot module that has a chance of breaking the lock of ships that are targeting you. Downsides is that you have a reduced scan res and it breaks your lock when going off.
    • Light and Medium Web Drones: Light and medium versions of the stasis webifying drones we already have.
    • Cap Battery Changes: All capacitor batteries provide an inherent defense against Nosferatu and Energy Neutralizers. A portion drained is reflected back on the aggressor.
    • Defender Missiles: Defender missiles have now been split into size categories light and heavy.
    • Overclocking Processor Units: A rig that increases your CPU, but at the cost of shield recharge rate.

    Graphics
    • New missile launchers and launch effects are released with Inferno and add a new level of immersion to EVE Online. Missiles will now swarm to targets from brand new launchers equipped to ships. You can see a video of the new effects by clicking this link. The new launchers are:
      • Bomb Launcher
      • Citadel Torpedo Launcher
      • Citadel Cruise Missile Launcher
      • Torpedo Launcher
      • Cruise Missile Launcher
      • Heavy Missile Launcher
      • Heavy Assault Missile Launcher
      • Rocket Launcher
      • Rapid Light Missile Launcher
      • Light Missile Launcher


    • Brand new effects have been added for all:
      • Missiles.
      • Missile Muzzle effects.
      • Missile Trails.
      • Missile Explosions.
      • Improved distribution of damage locators.


    • Brand new Stealth Bomber models have been added for the:
      • Manticore
      • Nemesis
      • Purifier
      • Hound


    • The transformation of Amarr ships has been completed and will now appear in V3 format for all of the following ships.
      • Industrial
      • Battleship
      • Battle Cruiser
      • Cruiser
      • Destroyer
      • Frigate
      • Shuttle


    • Please note that the Minmatar V3 is still in progress and will be released in the very near future.

    Character Creator and New Player Experience
    • The skin color options in the character creator and re-customization have been changed so the color of your skin is no longer constrained by the bloodline of your avatar. All bloodlines now have a broad range of distinct skin tones ranging from pale to dark.
    • As skin tone can only be chosen when creating a new character or resculpting, all existing characters on TQ have been given one free resculpt.
    • Bloodline hair-color restrictions have been lifted in the character creator and re-customization.

    Changes

    Ships
    • Inferno will be the first-step taken into removing the Tier system out of ship classes; please refer to the Dev Blog, 'Rebalancing EVE, one ship at a time' for more details.
    • The first batch of changes affect the Tormentor, Punisher, Merlin, Incursus and Rifter frigates:
    • Tormentor: role changed from mining to combat ship
      • New bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level.
      • Slot layout: 3 High, 3 Mid, 4 Low; 2 turrets and no launchers.
      • Fittings: 49 PWG, 130 CPU
      • Defense (shields / armor / hull) : 350 / 450 / 400
      • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
      • Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
      • Drones (bandwidth / bay): 10 / 10
      • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
      • Sensor strength: 9 Radar
      • Signature radius: 35

    • Punisher: improved role as close range brawler
      • New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
      • Slot layout: 4 High, 2 Mid, 4 Low; 3 turrets and no launchers
      • Fittings: 55 PWG, 124 CPU
      • Defense (shields / armor / hull) : 350 / 500 / 450
      • Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
      • Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
      • Drones (bandwidth / bay): 0 / 0
      • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
      • Sensor strength: 9 Radar
      • Signature radius: 37

    • Merlin: changed role from sniper to close range brawler.Warning: due to the high-slot and launcher hard point removal on the Merlin, we highly recommend players to dock in a safe place or swap ships before release date.
      • New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level.
      • Slot layout: 3 High, 4 Mid, 3 Low; 3 turrets and no launchers.
      • Fittings: 40 PWG, 180 CPU
      • Defense (shields / armor / hull) : 500 / 350 / 400
      • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
      • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
      • Drones (bandwidth / bay): 0 / 0
      • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
      • Sensor strength: 11 Gravimetric
      • Signature radius: 39

    • Incursus: improved role as close range brawler.
      • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level.
      • Slot layout: 3 High, 3 Mid, 4 Low; 3 turrets and no launchers.
      • Fittings: 45 PWG, 135 CPU
      • Defense (shields / armor / hull) : 400 / 450 / 500
      • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
      • Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
      • Drones (bandwidth / bay): 5 / 5
      • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
      • Sensor strength: 9 Magnetometric
      • Signature radius: 42

    • Rifter: role and bonuses unchanged
      • Unchanged Slot layout: 4 High, 3 Mid, 3 Low; 3 turrets and 2 launchers.
      • Unchanged fittings: 37 PWG, 125 CPU.
      • Defense (shields / armor / hull) : 450 / 400 / 350
      • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
      • Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
      • Drones (bandwidth / bay): 0 / 0
      • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
      • Sensor strength: 8 Ladar
      • Signature radius: 35

    Factional Warfare

    • A substantial overhaul has been made to Factional Warfare and full details can be found in the Dev Blog, 'Factional Warfare Overhaul'.
    • Name Standardization:
      • The metric which determined control over Factional Warfare systems, Occupancy, has been replaced with Sovereignty for clarity purposes.
      • Factional Warfare Control Bunkers have been replaced by Infrastructure Hubs. This change mainly is cosmetic as no attribute has been altered except for signature radius, which has been increased to 4000.
      • The World Map Control Panel filters for Factional Warfare have been reworked. The “Occupancy” tab has been removed, simplified filters are now available under the “Sovereignty > Factional Warfare” tab.

    • Factional Warfare Page
    • The Factional Warfare page has been significantly improved to include the following:
    • Information delivery has been clarified by splitting data over three tabs: “War Zone Control”, “Statistics” and “Rules of Engagement”
      • War Zone Control display war information for Factions as a whole, lists gained bonuses, displays upgraded systems, shows a Star Map with contested and vulnerable areas. See “War Zone Control” paragraph below for more information.
      • The Statistic page display personal, corporation and militia wide data regarding Factional Warfare performance.
      • The Rules of Engagement tab explains basic mechanics of Factional Warfare regarding territorial contest, upgrade process, combat and reward mechanics as well as consequences for joining.

    • Station deny docking
      • All stations located in enemy Factional Warfare systems will now deny docking to the opposing militias. Neutrals are not affected by this change and can still dock anywhere they please.
      • All stations located in enemy Factional Warfare systems will now deny service use to enemy pilots that managed to dock before Sovereignty switched hand. Neutrals are not affected.

    • Upgrading Solar systems
    • It is now possible to upgrade a solar system owned by your own faction by spending Factional Warfare Loyalty Points (LPs) into the respective Infrastructure Hub.
    • Donating LPs is done in close proximity of the Infrastructure Hub (closer than 2500 meters) and is taken from the respective Factional Warfare Militia Corporations 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force.
    • Upgrading a Factional Warfare system gives system-wide bonuses to the faction that owns it and neutrals:
      • Level 1 requires 10,000 LPs: all stations in the system receive 1 additional slot, broker fees on contracts and market orders created in the system are reduced by 10%, medical clone costs are reduced by 10%
      • Level 2 requires 25,000 LPs: all stations in the system receive 2 additional slots, broker fees on contracts and market orders created in the system are reduced by 20%, medical clone costs are reduced by 20%
      • Level 3 requires 45,000 LPs: all stations in the system receive 3 additional slots, broker fees on contracts and market orders created in the system are reduced by 30%, medical clone costs are reduced by 30%
      • Level 4 requires 70,000 LPs: all stations in the system receive 4 additional slots, broker fees on contracts and market orders created in the system are reduced by 40%, medical clone costs are reduced by 40%
      • Level 5 requires 100,000 LPs: all stations in the system receive 5 additional slots, broker fees on contracts and market orders created in the system are reduced by 50%, medical clone costs are reduced by 50%

    • After level 5 is a buffer that does not give any bonuses, but prevents the system losing upgrades directly when fully maxed. See “Capturing Payout” paragraph for more information.
    • Additional station slots are only added if they exist before the upgrade. New slots are not created if the station didn’t have it in the first place. Example: a station that had copy and manufacturing slots before an upgrade will receive one additional slots in these two areas, but will not receive any ME or PE slots.
    • It is not possible to gain an infinite amount of additional slots by repeatedly upgrading, then downgrading the system: additional lines being used will stay booked by their initial owner until the job expires. That means an opposing faction may have to wait for the previous job owner to relinquish his line before having access to it.
    • Medical clone costs do not apply to Jump Clones.
    • War Zone Control
    • Holding and upgrading Factional Warfare systems now have an impact in a faction success as a whole. Number of systems and upgrades hold in the same War Zone (Amarr/Minmatar or Caldari/Gallente War zones respectively) are counted as part of points, then used to unlock War Zone Control tiers:
      • War Zone Control Tier 1 – between 0 and 20% of total War Zone points: the faction LP store prices are multiplied by four next to their pre-Inferno numbers.
      • War Zone Control Tier 2 – between 20% and 40% of total War Zone points: the faction LP store prices are multiplied by two next to their pre-Inferno numbers, the faction receives 5% bonus to all Factional Warfare LP gains.
      • War Zone Control Tier 3 – between 40% and 60% of total War Zone points: the faction LP store prices are the same as pre-Inferno, the faction receives 10% bonus to all Factional Warfare LP gains.
      • War Zone Control Tier 3 – between 60% and 80% of total War Zone points: the faction LP store prices are twice as cheap as their pre-Inferno numbers, the faction receives 15% bonus to all Factional Warfare LP gains.
      • War Zone Control Tier 3 – between 80% and 100% of total War Zone points: the faction LP store prices are four times as cheap as their pre-Inferno numbers, the faction receives 20% bonus to all Factional Warfare LP gains.

    • War Zone Control bonuses are applied to all the respective faction members no matter where they are – neutrals and enemies are not affected.
    • War Zone Control only affects ISK and LPs requirements on their respective faction LP store offers.
    • War Zone Control only affects the respective Factional Warfare Militia Corporations (24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force). Other corporations are not affected by such a change.
    • Capturing payout
    • Factional Warfare sites now give Loyalty Points when captured:
      • Minor sites: 10,000 LPs
      • Standard sites: 17,500 LPs
      • Major sites: 25,000 LPs
      • Major Stronghold or Major Compound sites: 30,000 LPs
      • Infrastructure Hubs: 40,000 LPs

    • All LP gains are split among all eligible members. Example: Two Amarr enlisted players capturing a Minmatar or Gallente Minor site would only receive 5,000 LPs for the 24th Imperial Crusade each.
    • All LP gains are also split toward allied factions. Example: one Amarr and one Caldari enlisted players capturing the same Minmatar or Gallente Minor site would still receive 5,000 LPs each – for their 24th Imperial Crusade and State Protectorate corporations respectively.
    • Cloaked or pilots in pods or shuttles will not receive any payout.
    • Only attacking enemy sites will yield LPs – defending will not. Example: one Amarr enlisted pilot defending an Amarr site will not receive anything. The same Amarr pilot capturing a Minmatar site will be normally paid.
    • Capturing LPs through Factional Warfare sites will cause the enemy Infrastructure Hub in the same solar system to lose half of the gained LP amount. Example: An Amarr enlisted pilot receiving 10,000 LPs for capturing a Minmatar Minor site in Amamake will cause the Infrastructure Hub there to lose 5,000 LPs, possibly causing it to lose an upgrade level.
    • Factional Warfare sites now give 20 Victory Points instead of 100 – this was done to increase solar system capture time significantly and reduce likelihood for a Factional Warfare pilot to be stranded in a station that switched loyalty while he was away.
    • LPs for kills
    • Destroying enemy player ships will give LPs to the player giving the final blow.
    • Exact formula is: [Given LP] = ([Market value of target ship] - [Max. Insurance market value] + [Fitted mods, rigs and subsystem market value] + [Transported items market value]) / 10000.
    • Please note insurance is always counted at its maximum value no matter what the insurance value on the destroyed ship actually is to discourage farming.
    • If the player giving the killing blow belongs to a fleet, LPs will be split to all friendly faction members in the grid. Example: a fleet of 2x Gallente Federation and 2x Minmatar Republic members destroy a target enlisted in the Caldari State worth 4000 LPs. No matter who had the killing blow, each Federation pilot will receive 1000 LP for the Federal Defense Union, while each Minmatar capsuleer will gain 1000 LP for the Tribal Liberation Force.
    • Standing requirements
    • Required faction standings to join Factional Warfare have been lowered from 0.5 to 0.0. Please note that players having negative standings will still be kicked out of their respective faction as usual.
    • The Advanced Military Career Path tutorial has been adjusted in consequence – the final mission now gives the Rapid Firing skill book instead of a Letter of Recommendation.
    • Research agents and datacore changes
    • Datacore offers have been added to Factional Warfare Militia Corporations (250 LP and 250,000 ISK for a package of 5):
      • 24th Imperial Crusade: Amarrian Starship Engineering, High Energy Physics, Laser Physics, Mechanical Engineering, Nanite Engineering.
      • State Protectorate: Caldari Starship Engineering, Graviton Physics, Mechanical Engineering, Quantum Physics, Rocket Science.
      • Federal Defense Union: Electromagnetic Physics, Electronic Engineering, Gallentean Starship Engineering, Mechanical Engineering, Plasma Physics.
      • Tribal Liberal Force: Hydromagnetic Physics, Mechanical Engineering, Minmatar Starship Engineering, Molecular Engineering, Nuclear Physics.

    • Please remember all above prices are affected by War Zone Control LP Store multipliers.
    • Field multipliers for all research categories have been removed (this affects Research Point per day). Besides, all Research Points requirements to claim one Datacore have been increased from 50 to 100.
    • Research Point amounts will not be adjusted in any shape or form with Inferno release.

    Unified Inventory

    • An Index tree has been added into the Inventory window showing all accessible inventories within stations while docked and within ships while in space. Full details are available in the Dev Blog, 'Unified Inventory'.
    • Client inventory performance has been enhanced greatly making it possible to work with hundreds of items without serious framerate drop.
    • New look and feel for inventory items.
    • Cut and paste shortcuts implemented for inventory items.
    • Assembled containers will now appear as part of the new index tree.
    • A new capacity meter has been added to the inventory window which gives instant feedback on capacity changes before items are moved between locations.
    • A new Smart filter system has been added to the Inventory window that allows players to filter items by various means and save the filters for later use.
    • All inventory items now have estimated market price displayed for individual items through tooltip as well as showing combined market price on all selected items in the lower bar of the inventory.
    • Market deliveries now appear under the Corporate hangar section in the Index tree of the inventory.
    • POS inventory locations are now automatically appended to the inventory tree index when the structures are within your current grid.

    Starbases, Outposts and Stations

    • Unanchoring an assembly array that has active jobs in its assembly lines now warns the player that the jobs will be aborted and materials lost.

    Science and Industry

    • When using quick running compression jobs from a Rorqual, the completed job would sometimes not show up for 5 minutes in the Science & Industry window. It will now show up within one minute at most.

    Market and Contracts

    • Market tax has been increased from 1% to 1.5% as a part of our initiative to keep the EVE economy healthy.

    Skills

    • Fixed some minor spelling errors in the description in several Science skills.

    Ships

    • References to Siege Missile Launchers have now been updated to refer to Torpedo Launchers in Stealth Bomber descriptions.

    Graphics

    • A small white square that glowed when looking at Celestis variants while rotating the camera will no longer show.
    • Turret locators on the Nighthawk are now located correctly.
    • The Nighthawk now has the Caldari booster glow.

    User Interface

    • User created groups on the Neocom can now be renamed and given a two letter abbreviation so that it is easier to distinguish between custom groups.
    • Clients viewing autolink items and solar systems will see the name translated into their client language if supported.
    • The image in the "Show Info" window can now be dragged and dropped in chat to create a link to the type or item that is being viewed in the info window. Character portraits can also be dragged to Contacts to add the character as a contact, and item images can be dragged into the market quickbar to add the type to the quickbar.
    • The "Jump To" right-click menu has been changed so it behaves like the "Bridge To" menu. That is, if there are more than 20 alliance beacons they will be divided into submenus with 20 beacons each.

    CONCORD and Kill Reports

    • To avoid confusion, Capsules with a Global Criminal Countdown will no longer appear as a red target on your overview. This is reverting to pre-Escalation behaviour.

    Miscellaneous

    • Detail texture map missing from the Nomad has been restored.
    • If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position.
    • You will now be informed that you have lost connection with EVE instead of abruptly shutting down the client.

    Fixes

    Player Owned Structures, Outposts and Stations

    • Items in Silos will no longer freeze during shuffling and moving.

    Graphics

    • Mining drones will once again play their full animation and effect cycle.
    • The turret shader preset has been fixed for the Cynabal. Turrets fitted to this ship will now appear correctly.

    Audio

    • An issue with the gate activation audio sfx occasionally not playing has been fixed.
    • The energy vampire effects will now play sound when used.
    • An issue with Vivox that could crash the client has been fixed.
    • Resolved a problem where the volume of turrets would not change based on the distance of your camera.
    • An issue with the ambient audio in the station hangars has been fixed.
    • Resolved an issue in the mixer structure that caused low volume on ship effects such as the vampire module.

    Graphics

    • Resolved a geometry hole that would appear on the lowest LOD setting for the Lachesis ship.
    • The Echelon has been V3'd which fixes 3 broken decals on the ship hull.

    Science and Industry

    • Fixed an issue where BPCs invented with decryptors would sometimes have one less production run than they should have.
    • Show info windows for blueprint copies stored within containers will now show accurate data.

    Mac

    • The Captains Quarters screen will now rotate between screens as intended.
    • An issue where numbers where incorrectly formatted when using regional settings where space was the thousand separator has been fixed.

    Market & Contracts

    • You are now able to find contracts issued by characters where the subject name is a subset of another entity´s name.

    Modules

    • Fixed a case where multiple tractor beams could sometimes be engaged on the same container or wreck.
    • The Dual Modal Giga Pulse Laser I will now correctly have the benefits of 'Turning on Overload' applied to it. The increase in damage is correctly updated in the fitting window.
    • The Triage II Module now has the correct effect associated with it when activated.

    Boosters and Implants

    • 'Gunslinger' Small Projectile Turret implants now conform to the new naming convention.

    Weapons & Ammunition

    • Descriptions have been updated for Conflagration Laser Crystals, Tremor and Quake artillery charges.
    • When their intended target dies before they get there, missiles will no longer move in an erratic manner.

    Exploration & Deadspace

    • The green centroid lines between probes are now displayed correctly if the player has jumped between systems without closing the map.
    • Reconnecting to lost probes when travelling through wormholes will now be more consistent and stable.

    NPCs

    • Wrecks of NPCs are now properly identified and are no longer just numeric ID's.

    Corporation & Alliance

    • All other pending corp applications are now properly removed when you join a new corporation.

    Agents & Missions

    • Tidied up several misleading escalating path messages in missions.
    • Sometimes the client would lockup on trying to remove offered missions. This no longer happens.

    EVE Voice, Mail & Chat

    • Mails received for reimbursement will be properly formatted.

    User Interface

    • The link detection in chat has been improved (unicode support, multiple links in one line).
    • Fixed a small UI error which showed that a sole Wing Commander was entitled to a fleet boost when this was not actually the case.
    • On the map screen, Militia Ships Destroyed in the Last Hour now update the number correctly. Previously it always displayed 1.
    • The non-functional "Set Name" option has been removed from the contextual menu when right clicking the station name of an asset location. Stations cannot be renamed.
    • The People & Places contacts divider will now remember its position as set by the player.
    • An issue with the 'Use Active Overview Settings' checkbox in the Scanner UI has been fixed.
    • Agent portraits can now be seen with clients at 125% UI scaling.
    • When placing a Buy Order, the quantity for the item will again have separators and no decimal places.
    • The Jukebox window will no longer expand during a session change, such as docking or undocking, if it was previously collapsed.
    • When sorting by value for the standings transaction window, values are now sorted numerically instead of alphabetically.
    • An issue with the sorting of Log entry times around midnight has been fixed.
    • Fixed the text spacing in the "Accept Quote?" window for Manufacturing, so that text is no longer overlapped by UI elements.
    • Tooltip requiring the user to train additional levels in "Interplanetary Consolidation" will now display correctly when no more command centers can be placed on a planet.
    • Fixed an issue where Dominant Sovereignty Holder names longer than 39 characters would overlap the Kills in the last 24H label in the Sovereignty window. The names will now instead be clipped if the window is too small.
    • The notepad will now save changes if it has been closed via the shortcut key.
    • Fixed an issue where Station waypoints were being changed to System waypoints when cancelling Waypoint optimization and closing the map.
    • It is possible again to use the "arrow up" key to select items in the overview after a session change when the overview is in focus.
    • The Corporation icon can now correctly be removed from the Neocom. Fixed an issue where it would be added after removal on client restart.
    • Ship names in the fitting management window will no longer be fully capitalized.
    • The mysterious and enigmatic 'c' before the icon in the Redeem Items window, has disappeared into the cold, dark night.
    • Searching for Aura in People & Places will now only return the user’s starting Aura agent.
    • Having bilingual tooltips enabled will no longer insert additional tags into copied kill reports

    Graphics

    • The Abaddon boosters length are now equal.
    • The boosters on the Retribution now fit snugly into the engine exhaust.
    • Resolved an issue with the infested Dominix drone, all of the animated legs will now display and animate correctly.
    • The fourth turret hard point no longer intersects with the top wing on the Vengeance model.
    • A texture seam in the Pulsar Nebulae has been fixed.
    • The booster trail on the Executioner no longer intersects with the exhaust geometry.
    • The turret locators on the drake have been repositioned onto the ship?s hull.
    • Resolved an issue where the Dismantler Alvior drone would not have animated shadows.
    • All Caldari industrials now have the shadow effects restored.
    • The animated cockroach model on infested rocks will no longer corrupt and show up on your ship.
    • The tech2 ORE ships have had their red lights restored.
    • Resolved locator issues for a large majority of NPC models using the Velator hull.
    • The EoM 'Death Knight' NPC now uses the updated V3 Maller with the appropriate EOM skin.
    • Fixed a texture seam on all mining barges.
    • The Dominix turret locators are mirrored once again.
    • Resolved turret locator issues with the NPC Ibis models.
    • Fixed the booster locators for the Arbitrator so they are closer to the ships geometry.
    • The Mordus frigate is now using the correct skin.
    • Resolved a locator issue with the Ventral frigate.
    • Fixed the booster locators on the Retriever hull.
    • Resolved locator issues on the following ship hulls: Nighthawk, Vulture, Ferox, Drake, and Widow.
    • Re-added the blinking lights to the Mordus Frigate.
    • Resolved an issue with the Strip Miner undeploy animation, the turrets will no longer bob up and down.
    • Resolved a legacy issue where effects would linger in the scene if your client was minimized for an extended period.
    • Increased the Nebula resolution quality on select systems.
    • Removed additional thrusters from the Einherji Fighter.
    • Drone Fighters now preview correctly.
    • The booster glow areas have been added to the Naga.
    • Resolved a locator issue with the Concord SWAT frigate.

    Localization

    • Autolinking now auto-completes on the client side as well as translating to the clients language.
    • Nightstalker goggles now properly displayed when client is set to Japanese text.

    Miscellaneous

    • Resolved an issue where the Mega Pulse Laser firing sound couldnt be heard from certain camera perspectives.
    • When opening Personal Assets->Constellation, if you have no assets the message now reads 'You have no assets in this constellation.'
    • Warping through a planet while cloaked shouldn't affect the cloak now.
    • Fixed various issue related to jump button where jumping would not take place after warping to location. The process was made more robust with regards to exceptional cases. This affects most cases of automatic navigation that end with an interaction as in opening cargo, docking and scooping drones.

  2. #2
    King Dong Arrador's Avatar
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    Quote Originally Posted by Combat Scrub View Post
    I'm going to put this up top, as this was a much-publicised and used feature prior to tomorrow:

    • If a player logs back in whilst his ship is still in space at a 1-million-km emergency-warp point, their ship will now be vulnerable to warp disruption bubbles at this location as it attempts to e-warp back to its original position.

    How is this going to effect people logging into a pos?
    [Arrador] possesses a considerable understanding of ship configurations, strengths and weakness. He gives clear and purposeful instructions, is good at taking advantage of the fleet-composition he's dealt, and never loses sight of the main goal: fun. This, paired with an excellent tolerance for strong drink gives him an almost Churchillian capability to win, despite being completely pissed on booze most of the fleet operation.

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    Quote Originally Posted by Arrador View Post
    How is this going to effect people logging into a pos?
    Last I checked, if you log off inside a POS shield you don't get ewarped anyway so should be nbd.

    On a different note, I'm very much looking forward to the FW LP crashing in value, going to fit all of my things with RF points from now on hi5

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    Quote Originally Posted by Mr Coloredshirt View Post
    Last I checked, if you log off inside a POS shield you don't get ewarped anyway so should be nbd.
    Correct, but when you login, you are en-warp back to the pos.
    [Arrador] possesses a considerable understanding of ship configurations, strengths and weakness. He gives clear and purposeful instructions, is good at taking advantage of the fleet-composition he's dealt, and never loses sight of the main goal: fun. This, paired with an excellent tolerance for strong drink gives him an almost Churchillian capability to win, despite being completely pissed on booze most of the fleet operation.

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    Quote Originally Posted by Arrador View Post
    Correct, but when you login, you are en-warp back to the pos.
    I'm confused. Does this mean you could setup drags off a titan safe pos the pull them out of the shields as they e-warp back to the pos at login?

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    Quote Originally Posted by Gyncognito View Post
    I'm confused. Does this mean you could setup drags off a titan safe pos the pull them out of the shields as they e-warp back to the pos at login?
    Hence my first question. Under the old system, if you logged out of a pos and then later logged back in and the pos was rape-caged, you would still warp through the bubbles and land in the pos shield.
    [Arrador] possesses a considerable understanding of ship configurations, strengths and weakness. He gives clear and purposeful instructions, is good at taking advantage of the fleet-composition he's dealt, and never loses sight of the main goal: fun. This, paired with an excellent tolerance for strong drink gives him an almost Churchillian capability to win, despite being completely pissed on booze most of the fleet operation.

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    Crashlander Gyncognito's Avatar
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    I'd wager that slipped right past the overwhelming majority of the small minority that actually reads patch notes. The potential for hilarity is boundless...

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    Not to mention the increase in sales tax.

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    If you recall the e-warp titan from earlier this year (last fall?) for PL, this "fix" is a result of the EN24 news article and resultant "oops" from CCP. I'd guess that if you are in a POS with aggro and you log, if you are probed down at your e-warp spot, you are screwed if the bubbles are at your e-warp spot when you log back in. The timing is a bit tight to find the emergency warp spot if you don't have aggro, isn't it?

    And yea, that 0.5% increase in ISK bleeding will bring beautiful tears...

  10. #10
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    It looks like drone boats will finally be candidates for fleet ships now that they can actually be modified to do damage.
    The Colorblind Angel of Kugutsumen - Turning Bad Country into Mad Country one post a time

  11. #11
    Don't try to solve serious matters in the middle of the night penifSMASH's Avatar
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    what are the final stats on the new mods

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    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    Quote Originally Posted by jimmychrist View Post
    Not to mention the increase in sales tax.
    We march on Reykjavik! Join the Jita Party!


  13. #13
    Sincerely and lovingly, Securitas's Avatar
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    Quote Originally Posted by penifSMASH View Post
    what are the final stats on the new mods
    For drone damage mods at least it's 15% for T1 19% for T2.
    The Colorblind Angel of Kugutsumen - Turning Bad Country into Mad Country one post a time

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    Don't try to solve serious matters in the middle of the night Viribus's Avatar
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    Woo hoo 1500 dps shield domis here I come

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    Fuck that,


    Ratting carriers here i come
    (4:14:52 AM) grimbold_dengrist: all Marivauder does as a mod is post about being a mod

    (11:47:38 AM) endie: If you lot don't stop that I'm moving this corp to test

    Quote Originally Posted by Grath View Post
    Power was meant to be abused.

  16. #16
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    When are they bringing out the skill changes, the ones with the bs4 can get you to capitals still
    (4:14:52 AM) grimbold_dengrist: all Marivauder does as a mod is post about being a mod

    (11:47:38 AM) endie: If you lot don't stop that I'm moving this corp to test

    Quote Originally Posted by Grath View Post
    Power was meant to be abused.

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    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    Quote Originally Posted by Marivauder View Post
    When are they bringing out the skill changes, the ones with the bs4 can get you to capitals still
    More importantly the changes to Battlecruisers and Destroyers.

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    Quote Originally Posted by Securitas View Post
    It looks like drone boats will finally be candidates for fleet ships now that they can actually be modified to do damage.
    All the same old draw backs still apply. Drones act like an anchor around your neck sapping your mobility. If bays were bigger and drones a little cheaper, then maybe. The real buff would be if you could walk away from your drones the second you felt the heat and literally not give any shit about the money or how this might impact your ability to engage 3 fights later into the night. To many drone boats are literally crippled if they loose more then 1 flight of drones.

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    Quote Originally Posted by Securitas View Post
    It looks like drone boats will finally be candidates for fleet ships now that they can actually be modified to do damage.
    Their damage potential was never what really held drone boats from being strong fleet contenders.

    Not that I don't welcome the addition of this module.

  20. #20
    Don't try to solve serious matters in the middle of the night StevieTopSiders's Avatar
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    Quote Originally Posted by Gyncognito View Post
    All the same old draw backs still apply. Drones act like an anchor around your neck sapping your mobility. If bays were bigger and drones a little cheaper, then maybe. The real buff would be if you could walk away from your drones the second you felt the heat and literally not give any shit about the money or how this might impact your ability to engage 3 fights later into the night. To many drone boats are literally crippled if they loose more then 1 flight of drones.
    While I do ~sorta~ like this idea for drone boats, I personally dislike the prevalence of drones. If I'm roaming in a frig, taking on cruiser-sized targets is difficult due to the omnipresent flight of Warrior II's. Sure, you can kill them, but it's almost impossible to get under the guns of short-range ships while fighting off their drones in time. When the bays get larger than 25m3, then it's not doable.

  21. #21
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    Quote Originally Posted by ihaveahelmet View Post
    Their damage potential was never what really held drone boats from being strong fleet contenders.

    Not that I don't welcome the addition of this module.
    I don't know. Most battlecruisers you can build a fleet doctrine around, even if it's inferior. If you so desire, you can fly a fleet of rail brutixes. But Myrmidons, a drone boat, have always been limited by their drone DPS: if you use the 2 Heavy, 2 Medium, 1 Light max DPS setup, you are limited to 2 flights and have no light drones. And your DPS is still lacking compared to almost any other fleet doctrine. Use Mediums and you can have 3 flights, but your DPS is even worse. You just can't break logi with droneboats (except perhaps sentries) since the alpha is low, the DPS is low, and the travel time is high.

    DPS definitely is not the only barrier to droneships as fleetships, but it is definitely a barrier.
    The Colorblind Angel of Kugutsumen - Turning Bad Country into Mad Country one post a time

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    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    Someone's forgotten about the magic of Hospital Myrmidons

  23. #23
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    Quote Originally Posted by Securitas View Post
    It looks like drone boats will finally be candidates for fleet ships now that they can actually be modified to do damage.
    Will they? I always thought the drone boats were inconvenient because you can lose your 'guns' in a warp.

  24. #24
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    Gila's are going to own.
    [Arrador] possesses a considerable understanding of ship configurations, strengths and weakness. He gives clear and purposeful instructions, is good at taking advantage of the fleet-composition he's dealt, and never loses sight of the main goal: fun. This, paired with an excellent tolerance for strong drink gives him an almost Churchillian capability to win, despite being completely pissed on booze most of the fleet operation.

  25. #25
    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
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    Add a module that makes your drones behave like fighters, warping with your ship.

    Or make such a feature inherent to drone boat hulls.

  26. #26
    Sincerely and lovingly, Securitas's Avatar
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    Quote Originally Posted by Rer View Post
    Someone's forgotten about the magic of Hospital Myrmidons
    I definitely hadn't but I have a feeling we got lucky. :P
    The Colorblind Angel of Kugutsumen - Turning Bad Country into Mad Country one post a time

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    The Theory and Practice of Time Travel JimFromIT's Avatar
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    Quote Originally Posted by Arrador View Post
    Gila's are going to own.
    Gilas already own - I love the things for some reason, but yeah - as soon as I saw that mod I thought of the gila

  28. #28
    God is dead. They found his carcass in 2019.. Checkbox Poll's Avatar
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    Guess I finally need to train T2 Sentries on all of my accounts

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    According to TEST forums, local is completely broken and showing people that are offline as online in local (if they are watchlisted the icon shows them as offline though) and vice versa. If there was any day to gate camp or cloak-camp systems, today is the day.

    Once again I'm completely amazed by CCP's lack of quality control. This should be in a fucking unit test FFS.

  30. #30
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    local is dumb anyway, good that its broken

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    Quote Originally Posted by Checkbox Poll View Post
    According to TEST forums, local is completely broken and showing people that are offline as online in local (if they are watchlisted the icon shows them as offline though) and vice versa. If there was any day to gate camp or cloak-camp systems, today is the day.

    Once again I'm completely amazed by CCP's lack of quality control. This should be in a fucking unit test FFS.
    So what you're saying is, remove local?


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    Quote Originally Posted by ihaveahelmet View Post
    So what you're saying is, remove local?

    This is obviously a stealth trial for the removal of local all across Eve.

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    Piper in the Woods
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    "Client inventory performance has been enhanced greatly making it possible to work with hundreds of items without serious framerate drop."

    ah haha ha ah hahahah! I wish!

  34. #34
    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
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    http://community.eveonline.com/devbl...log&nbid=72779

    Hello Spacefriends
    We've been collecting and planning changes to the unified inventory system based on the various threads currently on the forums. The list right now is comprised of the issues we feel are most urgent after reviewing the feedback and by no means the final list of what will be fixed. It is a list of what we´re fixing right now and we can certainly add more stuff to be added when the schedule is a bit calmer.
    Changes that are currently in production (being done as you're reading this)

    • Dealing with the multiple inventories of a POS is a nightmare and our first package will hopefully mitigate that. These are the changes we’re making:
    • POS structures will go into a tree view, so guns will have their own category and so on. This should make it less cluttered and users can pick exactly which module group they’re interested in.
    • We’re going to allow renaming of all POS structures, this should let players navigate more easily in the tree view, instead of a large group of identical items.
    • Structures you can interact with and can’t interact with will be clearly marked, so the tree view will tell you which ones you can open and which ones you can’t (basically what you’re in range of, similar to the overview)

    Next up after that!

    • Shift-clicking works fine, but like with all shortcuts, you need to know it exists. We’re going to allow inventories to be “dragged out” of the main UI. It’s basically the same functionality as shift clicking, but instead of being hidden behind a hotkey, you can simply drag and drop it out with your mouse.
    • Your active ship will be available both through the current tree but it will also be available in the hangar tree, to avoid confusion.
    • When you use a shortcut to open a specific bay, it will open in “separated” mode, with the tree view compact so you can quickly get the view you want.
    • The main UI will always be available from the Neocom, even when you have separated windows open.

    Two issues we’ll fix but have not found the exact solution to
    There are two things we´d really like to change but don´t have a nailed down solution to just yet.
    One is persisting windows that only work in certain places (you have a window that only works in the station and you want it to be open and in the same location the next time you dock for example).
    The other is some sort of visualization of your ship in the inventory. Whether it’s a thumbnail or something else isn’t sure, but we’re working to hammer these two down and get them in as well.
    Anyway, that´s it for now, you should start seeing these items slip on to TQ shortly. Thank you for your feedback!

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    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
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    Because fixing things based off of TEST SERVER FEEDBACK is too much of a fucking hassle let's just see if it becomes a thing on the thing before we do the thing with the thing. Is Bernard Black in charge over there?

  36. #36
    I'm Only in It for the Money Grim's Avatar
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    Have they fixed local yet?
    If you kill enough of them they stop fighting - Gen. Curtis Lemay
    Fear the KKM

  37. #37
    King Dong ihaveahelmet's Avatar
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    Pretty sure they did it with today's DT.

  38. #38
    Piper in the Woods MerOne's Avatar
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    Quote Originally Posted by ihaveahelmet View Post
    Pretty sure they did it with today's DT.
    No we still have our delayed local feature

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    Quote Originally Posted by MerOne View Post
    No we still have our delayed local feature
    Really?

    \0/

  40. #40
    Don't try to solve serious matters in the middle of the night Viribus's Avatar
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    So we can expect there to be 4 ships balanced per expansion?

    I can't wait for 2018 when we'll have a balanced game!

  41. #41
    Inconstant Moon Kevin's Avatar
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    You sir forget that there will also be new ships released as well.

  42. #42
    The Theory and Practice of Time Travel JimFromIT's Avatar
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    Imbalance is great - it means you can either laugh at scrubs who can't fly X/Y/X or whine that you're favorite thing got nerfed to oblivion.

  43. #43
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    Default [DEVBLOG] HEY GUYS, WE FUCKED THIS UP - WHELP

    Hello Spacefriends

    As mentioned previously, we are not at all happy with the state of the unified inventory. To everyone that is currently struggling with it, you have my apologies.
    As a remedy, we’re going to try and provide you with weekly changes to it, until we get it into a state where you’re happy with it. Our first group of fixes will go out Tuesday, May 29th, and are as follows:


    • Looting: Cargo containers and wrecks will function the same. Having multiple wrecks or containers open should be easy to loot as you can just click “loot all” and it will automatically go to the next item on the list instead of your ships cargohold. There is an added performance increase as well.
    • Ship Hangars: Your active ship will be displayed in the ship hangar. It was a bit confusing that it would disappear. All assembled ships will now be displayed, regardless of activity state.
    • Ship Hangars: When you have a ship hangar open but switch ships, the hangars for the old ships will still be listed as “active ship”. That has been corrected.
    • Containers: Containers are sorted alphabetically. That makes a lot of sense.
    • Performance: We’ve applied fixes that let you handle larger numbers of items more gracefully. It should be a great deal faster now.
    • Performance: Handling large numbers of POS modules was extremely slow. That has been remedied and it should be back to pre-patch performance.
    • Errors: Action failed messages would pop up if you had two cargoholds open and tried to open a third. This has been fixed as well.
    • Corp Hangars: If a corporation has impounded items present in a station, directors will have a “release items” button which will give you access to the impounded assets.


    That’s it for Tuesday, but we will not stop there. As soon as these improvements are published, we start working on the next round of changes. We’ll update what those are and when they go out shortly after.

    Again, you guys have my deepest apologies for this situation. We’ll do whatever we can to rectify it. We're going to continue to take your valuable feedback and add it to the list of changes we want to make.

    More changes are coming, I'll do another update on Tuesday (May 29th).
    Soundwave




    View article...

  44. #44
    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    Committing to weekly changes is a nice change of pace. I mean yea sure they're the ones who fucked it up in the first place, but at least they're gonna try to fix it somewhat quickly.

  45. #45
    Impostor n1h1lu5's Avatar
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    here's hoping they make it to where the damn thing stays in place next >.>

  46. #46
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    I just want to be able to quickly load my cargo at a deathstar POS ...

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    God is dead. They found his carcass in 2019.. Quesa's Avatar
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    Default [DEVBLOG] Unified Inventory: Changes Coming Your Way This Friday!

    Hello Spacefriends!

    We deployed a number of fixes for the Unified Inventory yesterday (along with some other general Inferno updates). I’m here to tell you a little bit about the next round of fixes and when they’ll be live.
    We have been listening carefully to the feedback we have been hearing from the community and as a result, the team is working towards another deployment this Friday the 1st of June. What we’re aiming to include in that patch is:

    Inventory Handling


    • If you use a shortcut to open a specific inventory/bay, that window will open in the compact and separate mode.
    • Inventories like the ship hangar, item hangar and item containers will maintain their position/layout when separated, even if you undock and then redock.
    • When you want to open an inventory in a separate window, you can now drag and drop it out of the main window as an alternative to the shift + click way of opening it.
    • Fixed a bug where the estimated price wouldn’t change when dragging between open windows
    • Fixing a bug that produces an error when trying to stack in a full cargohold.
    • Fixing a performance issue relating to unlocking large amounts of items


    Starbases



    • We’re adding a tree structure to POSs, so the list of modules isn’t just one long list of every POS module there.
    • We’re adding a visual indicator to show if you’re in range of a certain container or not, much like the overview has it. That should filter down the number of options in a very nice and visible way.


    That’s it for this week. We'll of course continue applying fixes as they're ready.
    I will post another update later this week to what further changes we’re doing. Please keep the feedback on the feature coming so we can continue to adjust it.

    Toodles,
    Soundwave

    View article...

  48. #48
    Promiscuous Combat Scrub's Avatar
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    UI is seriously a performance pig.

    I drag a couple hundred mods from hangar to hold, take a leak, get a beer, then sit down and maybe I can do the next activity in EVE...

  49. #49
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
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    It occurred to me earlier today that the solution would be to overhaul POS function/hangars/modules, but that would probably compound problems with the new inventory system.

  50. #50
    Don't try to solve serious matters in the middle of the night Rer's Avatar
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    And you know, require effort.

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