Friday, December 20, 2013

Wednesday, December 18, 2013

In The Flesh

For one reason or another I found myself in the Olo station again as it was roughly in-between where I was and where I wanted to go, a short detour was not a problem. I've not moved most ships and material to the new alliance location, partly because it's not really all needed and also my ingrained cynicism about anything new.

“These carbon based life forms will never last!”, I say to myself, a little laugh, almost a grunt escaping my lips.

I knew Roku would be in station, or at least close by, and I'd organised a meeting in the flesh, the first in over two and a half years. The obvious venue is one of the station pubs. Thinking back to when I stepped upon this stations floors again after all the null security operations, I compared the stations down there to here, it was remarkable how much like home it seemed here. The problem with null security stations is they are either filthy or empty and almost haunted by capsuleers of the past. However the majority of your time is spent in a ship dispensing death, or more often these days, watching the bad guys while cloaked up and hoping to get in a sneak attack before you're once again out numbered and out gunned.

Olo station was clean for the most part, but it looked lived in, it had a life over and above the people moving about. It has shops, clubs, pubs, and a myriad of other attractions for whatever your desire. While I'm not a huge fan of people as a rule sometimes it's useful for a pod pilot to be reminded they're around and ultimately they are what this is all about in the end.

I find the pub I'm looking for and locate Roku, he waves me over.

“Roku!”, I loudly call out, even though I'm close to the table, it's noisy in here tonight.

“Hey Yos, good to see you! Damn I'd almost forgotten what you looked like as it's been nearly three years!”, he says putting an emphasis on the “three years” part.

I sit down and try to look sheepish, and fail.

“You know how it is. A week goes into a month, that month goes into a few and before too long here we are, nearly three years down the warp tunnel, although it's more like two and a half years for the record.”, using a rather amused tone.

“So how do you like the changes to the warp governors? I heard CONCORD made them make the change New Eden wide to try and slow down our expansion.”, Roku has sort of leaned over by this stage and tries to say this in a conspiratorial manner, he's not very good at it.

“Well they've made space bigger that's for sure, as it now takes what seems like a hell of a lot longer to get anywhere in any ships that matter. How is it with the Orca and Freighter?”

“Not great to pretty damn boring, it's certainly slowed down the hauling operation, but we get there in the end”, mumbles Roku.

I'm wondering how much he had to drink before I arrived.

“Although on the bright side I can now catch up on heaps more Holo Porn while in transit from gate to gate!”, he adds rather unnecessarily.

It's at this stage my communicator starts buzzing, surreptitiously I have a look and the news isn't good, it is time to go. I bid my farewell, by this stage Roku's actions are confirming the earlier drunk suspicion, I recommend he call it a night.

As I'm leaving, and on the threshold of the establishment I give a flourish with one arm while saying, “Time, tide and wormholes wait for no man. I bid you adieu!”

I'd be surprised if anybody heard me or cared.

Monday, December 16, 2013

'Tis The Season To Punch Somebody

Recently I passed the one hundred million skill point mark.

Actually this milestone passed while I wasn't really paying much attention so if their was fireworks and a parade I must have missed it.

It's funny how my skill points have been allocated as in the early days, when I had less of an idea than I do now, I pretty much threw them around in much the same fashion as a primate redistributes its own crap.  As time moved on I learnt the game some more, obtained some advice from those with more time in the game, and slowly directed the massive ship (ego) that is SS Yosagi to a new training track.  These days I can use most ships that I wish to pretty well, I still have some holes but generally it's okay.

When it came to training up the alt account I had a much better idea of my goals, so that character has tens of millions less skill points but is very similar in capability in PVE and PVP.

These days with my main character I'm starting to hit a training wall, either the next step is a month or so of training to finish off a skill or the remaining options are for pain in the arse ships like Titans etc.

I guess as problems go it's not a huge one.



The Yule Lads Christmas time promotion moves on.  In case you don't know each day we can click on a number (essentially the date) and collect some in game items.  I've yet to receive anything beyond a run of the mill T2 module but I'm hoping it'll improve as we get closer to the day of roast potatoes and collapse. A few weeks of insane people made insane by this time of the year and seemingly feel they can treat other people in an insane way and I'm over it all.

Insanity.


Thursday, December 5, 2013

It's The Quiet Busy Time

The alliance is very quiet at the moment.  It's funny how this time of year seems to crit the alliance for wrecking damage.  Our alliance, like many others I've seen, seems to revolve around a few key people, lose those for some reason and things grind to a halt.  We've had a coincidence of events which in isolation would not usually be an issue but combined, the time of year, and the interest of several potential recruits, it is causing an issue.

We've just lost a key null sec member, more will probably follow.  We've been trying the null sec experiment but have been unable to reach that critical mass of members down there to make things happen, rather than reacting to events and trying to make the best of them.  Recently we've been waiting until low server population so we can scuttle out of the station and destroy some NPC rats until somebody takes enough interest in our system and then we are forced to scuttle back inside.

Comparing ourselves to cockroaches could be a bit of a stretch, but it seems apt, also I sprayed one last night in RL with outdoor spider spray, so it's either dead or gathering his cousins for an invasion seven nights hence.

Rubicon continues to slowly reveal itself.  Interceptors have become the de facto null sec taxi.  I've not been seriously challenged moving to and fro in my inty, in some ways the warp speed changes have made low and null security space more accessible.  However the other side of that coin is with high sec and larger ships.  I now find myself using the larger haulers less or just using them to traverse known ganking spots.

How to create more space?  Make the ships that matter, move slower.

POCO's are interesting.  The initial land grab in my area may be over but I noticed two of the POCO's I would normally use were destroyed and not replaced.  I threw up my own, set the tax rate fairly low, free for corp, free for alliance, and we'll see what happens.  With other POCO's I don't own I'm in the habit of checking the tax rate everyday before I move material through it, I've been caught in null sec by somebody jacking the tax rate right up so I'll not be caught again.  What I'm hoping will happen with the high sec ownership change is some people will drop out of PI, thus improving the planets they're now not using as they will have more time to recover.  That's the wish anyway.

Right now though I'm waiting for an afternoon appointment, it's 30 degrees Celsius, the humidity seems to be at approx one billion percent, I'm looking forward to the afternoon storm and change of wind direction, we have an outside chance of rain.

Winter expansion my arse!

Monday, November 25, 2013

The Nuggets Of Rubicon

We've been living with Rubicon for about a week now and it's a difficult expansion to describe.  The best I can do is on the surface it's very light on "expansion" but if you drill down a little deeper it does have some gems.

The warp changes, as outlined here, are pretty awesome.  Sit at a gate and watch the various ships warp in.  Instantly you can pick the mass differences as they leave warp.  Freighters come in slow and eventually come to a stop.  Interceptors seem like they're still in warp and then just stop right at the gate, like a hyperactive kitten that's just seen something it doesn't like, and then they're off again, zooming away!  In the day after Rubicon was released, once the launcher issues were overcome, the local system entirely consisted of twelve guys racing around in their interceptors laughing their heads off.

It was quite amusing.

The warp changes also help game immersion as now the mass of a ship matters while entering and leaving warp, it makes the Eve Online universe more visually believable.

Another addition that came along with Rubicon is the login character screen.  Not something that adds to game play but this feature is top of the list when I've asked others about Rubicon features they like.



Marauders seem pretty cool but some fittings evolution will happen over the coming weeks and months until we reach some seriously tough ships.

Finally the changing of the confusing certificates system to the mastery system seems to be working very well.  Essentially you just find the module or ship you want to improve, view the mastery tab, see what has to be trained to move in rank from level I to level V and that is it.  Simple!



The rest of Rubicon has not grabbed my attention very much at this stage.  The only new deployable module I can see being useful is the portable cyno jammer.  The Sisters Of Eve (SOE) ships are very over powered and will be nerfed in the future, thankfully the typical CCP haste will be applied so those pilots have a fair bit of time yet.

I look forward to the yet to be described Rubicon 1.1 and now the Summer (my Winter) expansion a very long eight months away.

Tuesday, November 19, 2013

Rubicon Is Tonight!

This is mostly a place holder for the Rubicon expansion due this evening.

I will go through the items once the expansion has landed as quite frankly, I couldn't be bothered at the moment.

Rubicon, while having some interesting parts like the Cyno Inhibitor, is quite light to be called an expansion.

Yeah, yeah I know, it's a building block, a foundation expansion.

I still feel rather let down.

URL for patch notes > http://community.eveonline.com/news/patch-notes/patch-notes-for-rubicon

Sunday, November 17, 2013

The Corp Of The Dead


Doomheim Logo
Some corps in Eve Online are better known than others.  A corp that was increasing in size by 265 members every day should be on the RADAR of everybody you would think?

However this corp is different, it's called Doomheim, and if you're there, you are dead.

When a character in Eve Online is biomassed CCP transfer that character into a holding corp for the dead.

Doomheim, as of the time of writing, has 705,050 members and is increasing by 1,856 per week.

Players are bio-massing  nearly two thousand characters every week for one reason or another.

If you want to see this corp in game do a search for Kuro Aikonen or Zz Smash.

They along with over seven hundred thousand others are permanent members of Doomheim.

Or are they?

If CCP can move somebody into Doomheim upon a biomass they could probably be moved back into an active corp.  I have no idea if this has actually happened, and I don't think CCP would share that sort of information, but it is possible that character death may not be forever.

Some members of Doomheim

Thursday, November 14, 2013

GD 141113



A longer GD read again this week, also some comments about the four new deployable modules that are coming with Rubicon.


Tuesday, November 5, 2013

Everything Is Moving!

No audio post this week as my voice has finally succumbed to the latest loogie going around here.

What I would love to see in Eve Online, and it would really add to the game play but it certainly would improve the immersion, is orbital mechanics.

I'm not talking about some guy in overalls trying to charge you far too much for a grease and oil change but the following.

POS's and Stations orbit moons.

Moons orbit planets.

Asteroids, gas clouds, etc orbit the sun or a planet.

Planets orbit the sun/s.

The suns move with the rest of the galaxy arm in orbit around the probable black hole in the middle.

That last one may take a while to see a change.

The result would be visually stunning as instead of a static playing field the various objects would move and not quite be where they were last time.

How cool would that be!




Monday, October 28, 2013

GD 281013


Still trying something new.

This is a read of the General Discussion forum headings and some further information for the 28th of October 2013.  It is intended to be a skim of the details and you may or may not find this interesting.

FYI it could be NSFW.

I'm going to try and find the time to break out the better microphones and other gear for next week.

Monday, October 21, 2013

GD 211013

Trying something new.

This is a read of the General Discussion forum headings and some further information for the 21st of October 2013.  It is intended to be a skim of the details and you may or may not find this interesting.

FYI it could be NSFW.


Thursday, October 17, 2013

Trading Youth For Wisdom

The current war declaration mechanic in Eve Online doesn't work very well at the moment.

In its current form somebody can offer to form a war declaration alliance with you for free, or for an amount of ISK.  Once the agreement has been made the game does nothing to enforce this agreement, if they want to take the money and run nothing is stopping them.

What I propose is a modification of the ally part of the war declaration mechanic to do the following.

I can set how much I will pay them, to be kept in escrow, for each amount of ISK they destroy of the enemies, up to a certain amount.

For example, I could offer to pay 1 million ISK for every 10 million ISK of enemy "stuff" they destroy, with a limit of my payments at 50 million, which would mean they have to destroy 500 million in ISK value to receive the total 50 million.

Obviously that's a low amount but good enough as an example.

About half an hour after suggesting this on voice comms as one solution to the ally mechanic, one of the younger corporation members proudly proclaimed he'd come up with an idea and then outlined the above, except thirty minutes late.

I'm pretty sure it isn't a new idea anyway, but whatever.


Tuesday, October 15, 2013

The Excitement Deflation

I have joined a new corp/alliance.  Most of the members at the time of my joining I knew previously so my application discussion was quite high on the reminiscing and low on actual questions.

It made me very happy.

Since then the corp has grown into an alliance and the core group of members have grown together, while also adding some new ones along the way.

Lately we have started interdicting a choke point low security system which has been surprisingly enjoyable.  Some nights all we kill are cyno ships but talk about all sorts of crap on comms and laugh through half the night.

At the moment we are avoiding some professional war deccers who are trying to camp trade hubs and choke points to destroy members from the roughly thirty five current war decs they have.

On the one hand it is annoying but on the other it adds to the flavour of the game, some danger and excitement!

I'm waiting, probably in vain, for some more Rubicon announcements to firmly move it from an update to an expansion.  One of the interesting items though will be the belated introduction of DirectX 11 which will run alongside DirectX 9 for the foreseeable future.

http://community.eveonline.com/news/dev-blogs/directx-11-in-eve/

Eventually it will add more shiny things to the game, but will it add game play?

Do the majority of gamers want game play over improved graphics?

Sadly probably not.

Wednesday, October 2, 2013

Don't Take Your Love To Town

The fallout from the Rubicon announcement seems to be three fold.

1. Owning high security space customs offices (POCO) is a bad idea.

2. This is another expansion/update which greatly benefits the large power blocs.

3. The expansion is a bit light at the moment of content.

Firstly here is the Dev Blog with more details on the high security customs house ownership.

http://community.eveonline.com/news/dev-blogs/player-owned-customs-offices-in-hi-sec/

On the one hand I think the change from NPC ownership to private is a bad idea, it hurts the smaller player.  One the other hand it will be a cause of conflict and will force relocation, of PI or players, which can be seen as a good thing.

Your options are to stop PI, move your PI operation, own the POCO yourself, or make your ISK in other ways.  Adapt or perish.

However I've been talking to some people in game who are deep into PI and they are quite concerned their income is about to get cut off.  The main thought is a large power bloc will destroy the Interbus POCO's and anchor their own, raise taxes and manipulate the PI market.

This is Eve Online, these things happen.

We do not want people to leave the game because of it though, especially if they see a large alliance just juggernauting through empire space.

Example.  Lets use a name like "Goons".  If these "Goons" remove the local Interbus  POCO's and raise their own they can then set the tax rate.  Now if they set the tax rate at a high amount few people would bother exporting via the launchpad, they may try smaller container launches via the command center, and thus not much ISK would be made by the "Goons" compared to the time and cost replacing the POCO's.

However it is now quite expensive and difficult to remove that POCO as the new war declaration rules now apply.

http://community.eveonline.com/news/dev-blogs/42269


As you can see from the above graph the costs are not to be trifled with.  At the member count today of Goonswarm Federation (10880 members on 02-10-13) the war declaration cost will be about 700-800 million ISK, certainly quite an ISK hit to hopefully remove some POCO's and reduce the tax, which of course could be reversed immediately using the same mechanic but at a much reduced cost by the large bloc.

It's not a very good mechanic.

One suggestion would be a cap on the number of POCO's any once alliance can own in high security space, perhaps the units have a running cost or a tax on the tax multiplied by the number of POCO's owned.  This could be seen as an anti monopoly measure by the various governments.  Certainly the different alliances could then own many POCO's but they would be more vulnerable to war declarations as the costs would be more realistic.

Another one could be once the new owners change the tax rate, it changes slowly.  For example the POCO corp tax rate is currently 0%, the high security tax rate is 10% (this will stay the same unless you train a skill only recently announced).  Once the new owners change the rate from 0% to, lets say, 40%, the rate changes at a smaller amount per day, maybe 3%.  This gives the current PI users time to offload their cargo, look for other places to more their PI to, and/or complain to their new landlords.

Finally, the Rubicon content announced so far for this expansion seems to be rather light on, I'm hoping some more features, some great features, are also due as it's feeling more like an update than an expansion at the moment.

Friday, September 27, 2013

Rubicon Is Go!




The new expansion, due on the 19th of November 2013 will be called Rubicon!

From this expansion CCP are introducing a longer term plan which will introduce space colonisation.

Capsuleers will start gaining new powers in New Eden, they may not be bound by the established ways as the expansions progress over time.

This expansion is the start of that journey.

Almost certainly it will be shortened to Ruby or Rubi by future commentators.

Customs offices will change in high security space, capsuleers can destroy the existing office, replace with their own, set tax rates, etc. Previously this was only available in low and null security space.


Personable deployable structures, four new types. One is a siphon module which can be placed near a starbase and steal resources. Access will be open so anybody could take resources from the siphon module. The next one is a home base, ship fitting will be available, cargo capacity, harder to kill though. Another one is a deployable tractor beam device that will transfer the loot into a central hold, assuming you “own” the wrecks. The final one is a deployable short range cyno jammer, 100km is the expected range, but it will be a single use device.


Warp acceleration changes. Acceleration and deceleration will now be more influenced by the mass of the ship. T3 cruisers are the benchmark, so small ships will progress into full warp speed faster and larger ones will do this slower.

Interceptors are among many ship balance changes, across twenty four ships, including bubble immunity for the Interceptors. Watch the threads and dev blogs for more information.

Mauraders are now getting a mode called Bastion will puts the ship into a type of siege mode, and then the ships do this the graphics will show a transformation of the ships configuration. A fast cycle, e-war immunity, a large tank and a reduced Micro Jump Drive timer are some of the features mentioned.

Interdictors, Flycatcher etc will be receiving some changes to help their balance.

Electronic Attack Ships will also be receiving the balance treatment to help bring them back into use.

New missile launchers, rapid launchers for Battleships and Cruisers.

New ships from the Sisters of Eve, similar to pirate faction ships, designed to be long range, with a large drone bay, but can also fight if required.


Certificates will be removed for a new system which is better organised.

Also a new display of the ships available in game is being created to help all players see the progression tree of ships that are available.


The character selection screen will receive some changes to help make it easier to redeem items, character information, etc.

Twitch TV will be integrated into the Eve client to help facilitate the creation of videos, live streaming, etc. I can see this being a problem with the typical Australian upload bandwidth.

Valkyrie is now in high resolution, at E3 it wasn't.

They gave a plug for the second Eve Downunder which is nice.

Finally here is the URL for the Rubicon video - www.twitch.tv/ccp/b/465203586

Keep a close eye on the dev blogs in the near future as they start fleshing out the details of this new expansion.

My thoughts?

This does seem to be a true expansion rather than an update, but I'm concerned they are stretching out the content over several years and will use the carrot of "future plans" and "the five year plan will be completed in four years" to keep people invested.  If you've ever played Tropico you may know what I mean.

However I like the look of what I've seen so far, but the changes to high sec customs offices will be a pain, but also a great conflict generator.    I'm concerned that a large power bloc could destroy all the customs offices in high sec, replace them with their own, raise the tax while also causing a shortage of PI material in the market.  It's what I'd do if I was in their situation, but I'm not so launching cans into space instead of using the launchpad may become the new black.

I'd say the wormhole guys would be happy with this expansion as it will make living there much easier


New ships I can take or leave, often they duplicate existing designs, though we have had spectacular exceptions to this like the Noctis.  Yes it was the same as a salvage Catalyst or Hurricane but it does the job in a far superior way.

To sum up, I'm cautiously optimistic about this expansion, and it's only six weeks away!

Tuesday, September 17, 2013

Battle Summary for Vecamia, 2013-09-16 06:45 - 07:25

I logged into Eve with a plan to only check the PI levels and log off to get some RL things done, little did I know that events were happening.

Via corp chat I get the info that some ships are in Vecamia on both the Tarta and Cleyd gates and we should attack them, so I said YES and jumped onto voice chat.

Acerbus, Skathmaine and I (Yosagi) all made our way to the vicinity of Vecamia. Acerbus was already in Tarta and Skathmaine and I jumped into some combat ships once we docked in a Vecamia station.

Briefly we decided on tactics, at this stage the bad guys, once again Aegis Requiem, had three Battlecruisers on each gate.

Our plan was to attack the Brutix on the Tarta gate, then call the next primary, while the bad guys on Cleyd gate were warping to help their buddies under attack.

Like all plans they don't survive contact with the enemy. They had decided to group up on the Tarta gate, so now we had six Battlecruisers to contend with, versus our three Battleships.

Our new plan was to jump Acerbus in from Tarta in the Typhoon, hope they agress, Skath and I then warp in and start the DPS party.

Time was of the essence so Acerbus jumped in and then tried to crash the gate, they agressed him and started taking him down surprisingly fast. Skath arrived at the fight with myself soon afterwards.

Acerbus's Typhoon went down, taking Daylani in the Brutix with him, and Acerbus reshipped into a Cyclone very soon afterwards.

Then the bad guys started losing ships about every minute with the two Hurricanes going next, then a Drake, the Prophecy, another Drake (was much farther away than the Prophecy), and finally another Hurricane.

Somewhere in there Skath's ship was well into hull, and either through pilot skill or by the grace of Gygax he managed to warp away before destruction, he reshipped and returned to the fight.

We stayed on gate to loot the field pretty thoroughly to stop them getting some of their modules back and to also help Acerbus out after losing his Battleship.

We warped away after fleet aligning and started the back slapping and high fives.

http://eve-kill.net/?a=kill_related&kll_id=19657544

Tuesday, September 10, 2013

Battle Summary for Vecamia, 2013-09-09 06:24 - 07:24

Monday afternoons camping fun in Vecamia started early with two hauler kills, unfortunately not hauling anything particularly interesting.

Then we received word from one of our scouts of a small fleet on the Tarta gate about to jump in.

They jumped into our system and warped to zero on the Cleyd gate in Vecamia.

We looked at them.

They looked at us.

We looked at them.

They looked at us.

They targeted us.

We targeted them.

We looked at each other some more.

Time passed.

The luckiest Retriever in New Eden blind jumped into Vecamia from Tarta and warped to zero on the Cleyd gate and jumped out, no doubt wondering about our Mexican stand-off and what might have been.

More time passes.

They blink and Anger Kidd starts shooting Skathmaine in the Armageddon.

We don't return fire.

In Oh Bugga we're in no hurry for anybody.

After checking the intel of the high security systems, and what the situation is at our gate we calmly start shooting one of their Hurricanes.

Their Logi arrives on the grid as we expected it would, all drones are sent his way.

Their Hurricane is going down, the gate guns are also smashing them, their logi has a surprisingly effective tank (but no smart bombs), and things are going quite well for us.

Their first Hurricane dies, then the second, the logi warps away after the combined damage from many drones and the first effects from ECM drones cause too many problems.

The final ship, Anger Kidd, is trying to de-agress at this stage but it's too late, our DPS, with help from the gate guns, is too much and he is destroyed.

We loot the field, high five each other and head off for dinner.

Another day in Oh Bugga.

http://ohbugga.eve-kill.net/?a=kill_related&kll_id=19567673

Friday, August 23, 2013

Valkyrie Is Go! ...in 2014

Yes, you'll look this stupid (image from theverge.com)
Finally CCP have seen the light and are releasing EVR as Valkyrie for use, hopefully not exclusively, with the Oculus Rift!

In news that shocked few considering the rapt reviews of the EVR tech demo, and the continued downward plunge of DUST514, CCP are going to develop and release Valkyrie in 2014.

So potentially more than a year away from now.

My hope is the game will not be limited to only owners of the headset, although obviously the Oculus Rift will provide the best experience, providing you don't become motion sick.

My fear is the game will be too much of a "one trick pony", not that this has harmed World of Tanks, War Thunder and others at all.

It will be very interesting to see how CCP integrates Valkyrie into the Eve Online universe, either as a content changing entity or just using the IP.

Watch this space for more info.

Well not this space but a future posts space...obviously.

Links!

http://www.pcgamesn.com/eve/eve-valkyrie-impressions-zomg
http://www.pcgamer.com/2013/08/20/eve-valkyrie-announced-promises-multiplayer-space-dogfighting-with-the-oculus-rift/
http://www.theverge.com/2013/8/20/4640270/eve-valkyrie-oculus-rift-space-dogfighting-game-coming-2014
http://penny-arcade.com/report/article/eve-valkyrie-is-coming-in-2014-and-may-be-the-first-true-killer-app-for-the

Thursday, August 15, 2013

Quick!

Just a quick post as everything in RL is kicking my arse at the moment.

In game I have a new corp and potentially a new alliance, more on those later.

I'd noticed that Eve Online gained another mention on Penny Arcade.

http://www.penny-arcade.com/report/article/how-eve-corporations-use-mafia-tactics-to-increase-their-wealth

Enjoy!

Tuesday, July 30, 2013

Goon Aftermath

Apparently the fight in 6VDT-H was a pretty big deal, and it essentially ends the major war by Goons against TEST.

It was reported in traditionally non Eve Online media, and the usual places:

News.com.au
BBC News
Eve News 24
Games On Net
Discovery News

While I was reading the various battle reports from both sides, the ecstatic comments from the victors and attempts at moral boosting from the losers I couldn't help wondering.

What happens to Goons when they have no more enemies?

Can any group stand up to the Goons in the near future?

Do the Goons need a clear and sizeable enemy for their own survivable?

If the Goons don't have a clear enemy, and they become bored, do they implode from the instability of the average Goon member?

Goons may have won the war but can they survive the peace?

Saturday, July 20, 2013

Newbies Ahoy!

The Steam Summer sales powers on, today, among others, Eve Online is being offered at a low low price.

Start camping those starter systems!
Some new meat for the grinder!


Tuesday, July 16, 2013

The Painters Are Done!

It is fairly alarming I know, it's scaring the shit out of me, but here we are the day after a blog post and I have another one!

This one was going to be about the shocking state of my still wrongly expired account and all the pain and anguish it was causing me.

However overnight, seemingly within a couple of hours from my petition support ticket being created it was fixed and an apology was provided.  An apology?  Yes an apology!

It's almost as if CCP has a functioning support service.  Which of course if a person read the raving lunacy that is the general discussion forums you wouldn't expect. As it seems post after post is made by some guy wanting his PVE ship back because of something something.

Eve Online is harsh, Winter is coming, tough love is a type of love.

Make your choice.

I could have made this post about CCP robbing fan sites of content by fixing problems in a faster than expected time, but that would be stretching the friendship a fair bit and also potentially setting myself up for a fall in the future.

I have anecdotal evidence (some guy told me) that the changes to the ice belts may in fact be encouraging botters rather than excluding them, which will be interesting to keep an eye on.

The screen shot competition seems lame, and I don't usually use the word lame as it is, well, lacking in substance, for want of a better word.

Ahh another post which started with the best of intentions has faded away into nothing.




Monday, July 15, 2013

The Painters Are In!

Yes it's that time of year kiddies, account inactivity time!

Every year, about this time, my account goes inactive while CCP figures out why this is so and eventually enables it again.

So I'll be out of the game until that happens.

Happily the Steam Summer sale is now on.  Ignoring the fact it is actually Winter for us, and a very short Winter where I am, the sale is both awesome and terrifying.  Already I've spent literally some coin on the tempting specials, but the one I'd like to highlight is Civilisation V.

Before you start, yes I'm aware this is usually a blog about Eve Online but until the Icelandics enable my account just imagine Civ V is just a really detailed version of Planetary Interaction in Eve Online.

Civ V is awesome, but also a massive black hole for time, it just goes!

It has arrived just in time while my New Eden guys are stuck in limbo.


Friday, July 5, 2013

CCP Zigged Instead of Zagged

It happens, at least they are telling us all about it.  The conspiracy theorists, they are easy to spot as they'll be the idiot friends of a friend, will never believe this of course, good thing that doesn't matter.

Without further delay the text of the matter:

Evening capsuleers,

We’d like to ask that you keep discussions and questions relating to tonight’s fleet fight in Z9PP-H to this thread so as to keep CCP responses centralized, and to make this the go to place for questions and answers.

We’d first like to explain the situation, and what exactly has happened so far.

Owing to the heavy load in Z9PP-H, caused by a fleet flight involving 2200+ pilots deeply embroiled in the Fountain War, the decision was made to remap all other systems away from the node on which Z9PP-H was located in order to improve responsiveness and playability. We were later than we wanted to be to try to reinforce the node (obviously) since it was a more organic-type battle without a fleet fight notification. Once we fully assessed the situation and what was at play, we figured it was time to go for it and the remap in preparation of what was set to be "Asakai 2.0".

This was put into play at 22:14 UTC, however due to an error in communication, all systems including Z9PP-H itself were moved from the node, which caused everyone who was in the system and was involved in the ongoing fleet fight to be disconnected from Tranquility.

The system of Z9PP-H was brought back online and made accessible as fast as possible, however we realize that the mass disconnect of everyone involved in the fight means that ships are potentially saved by their pilots not logging back in once they have been disconnected, or are lost due to other unforeseen consequences of the disconnect.

All pilots involved have our sincerest apologies for this error, and we are currently looking to review our policy of action in these types of situation to ensure that this is not repeated.

Many of us here at CCP were watching various player streams of the battle as it unfolded and cannot apologize enough for such a mistake, or for disrupting what was setting out to be an unbelievably epic fleet fight

If you have any questions or comments, please keep them to this thread as a centralized point of contact, and we’ll see about answering them.

Wednesday, July 3, 2013

Things to do when War Decced

Whores in Space have war decced my corp, as they have many others.  The killboard is most entertaining as pilot after pilot ignore the golden rules of Eve Online during wartime.

While I don't wish to go into operational matters for what I believe are fairly obvious reasons, I have some time to burn while they search for me somewhere in my home system.

The first job is to replace my computers hard drives, both have been running for six years continuously and are well overdue a replacement.  The replacement will be a fast Plextor 256Gb SSD as the boot drive and a fast 2Tb WD HDD for bulk data storage, the 2Tb external backup drive will remain.

Eve Online will also be stored on the SSD to improve game transitions and dual boxing speed.

The display card (also known as the video card) is okay but has to be looked at in the next six months, probably post Christmas as bargains can be had in the giddy shopping frenzy that is January.

That's about it for the computer for now.  I've had the parts sitting here for about a week so it's been a very handy enforced downtime that has forced me into gear.

One funny thing happened the day after the war was declared, I had an offer of help!  A corp offered to help in my war for only ninety million ISK!  I thought this was a protection scam and they are in league with the war deccers but no, it's a single person corp just hoping somebody doesn't do basic checking and clicks yes.

His one man corp should do huge damage against the 450+ of the Whore in Space folks.

I shall look on with great interest.

Tuesday, June 25, 2013

Freezehunter Rage Quit

So this guy called Freezehunter lost a T1 hauler near a gate full of expensive stuff, about 1.2 billion ISK of expensive stuff, and then bitches about it on the forums.

I'll link the loss mail (the loot fairies were NOT kind to the ganker) and his rant below.

First lets explore what he did wrong.

He assumed high security space was safe.

He carried a large amount of high value ISK items in a low tanking ship.

He assumed his tank would be able to withstand an attack.

He bitched about it on the forums.

Finally he confused the general Eve Online forum population with people who would give a damn.

How could he have done it better?

A tanked Orca would have been a vast improvement, failing that a freighter.  If possible fly the ship to the destination rather (this looked like a courier contract though) than carry it as cargo.  Don't go via known ganking routes.  Use a second account to scout the way.

At the end of the day his loss is 95% his fault.

Loss mail > http://eve.battleclinic.com/killboard/killmail.php?id=19901119#ixzz2X5W5JNyg

Forum post > https://forums.eveonline.com/default.aspx?g=posts&t=251808&find=unread

Forum post text is below:

I quit the game over this death, permanently, been playing since 2007.

I was doing a 2 billion collateral, 3.5 million ISK reward, 5 EMPIRE jump courier contract because I was bored out of my mind and decided to have a nice evening playing Eve and doing couriers to help people and make a little money too, because it's been my main chillout game since 2007.

I got scanned as I started aligning and when I landed on the gate AT ZERO, I got instapopped by a Tornado BEFORE I GOT TO JUMP, that is less than 2 ******* seconds.

I lost over 2 billion ISK instantly in a 1.0 system, while transporting cargo in a TANKED cargo ship with a supposed 21000 HP buffer/semiactive tank and level 5 tanking skills in all tanking types.

To me this is an absolute load of bullshit and because of this I have decided to give all my remaining assets (about 800 mil worth and ISK (2.76 billion) to Chribba and gave Freezehunter to a RL friend, as it is my only character.

I planned to give Freeze to Chribba at first because deleting a 87 million SP char is kind of a waste but he said no.

When you lose 2 billion to an instalocking instakilling ship that costs about 80 million fitted, in a 1.0 system, you know it is about ******* time to finally quit the game you've been wasting money on since 2007.

So long and thanks for all the bullshit, meanwhile, I have pledged over 400 dollars to Star Citizen and I am glad to finally kick the habit of paying for a second job.

Let the circlejerk commence.

This account expired a few days ago and my friend has not played yet, I am using Hours for PLEX to write this.

Feel free to ban me. And also **** You. If you don't believe me, just ask Chribba.

Edit: I almost forgot to mention, a big **** YOU to all the morons that didn't believe me when I said Dust would be an epic failure and a waste of money a year ago, it has less than 5000 players and the next console gen is about to come out. Congratulations on failing in an epic way CCP.

Edit2: Another big **** you to any moron that says that I didn't take proper precautions and that I expected 100% safety, learn to ******* read, I HAD AN ACTIVATED 21000 HP TANK AND STILL GOT INSTAKILLEDD EVEN THOUGH I WAS FLYING MANUALLY AND WARPED TO ZERO.

Edit3: the "lel" and ridicule posts in this thread are a perfect example of why this community has always sucked massive **** and why I will be having actual fun playing Star Citizen in 2 years, while your numbers here dwindle more and more and CCP makes another **** up and goes bankrupt ,enjoy this bullshit while it lasts, personally I still think that having less than 400k total accounts after 10 years is an epic failure.

You are the most **** community I have ever seen in online gaming, and I have been playing online games since 1994, it is as if Eve has all the sociopaths and junk that the other MMOS have banned and filtered out, enjoy your circle jerk and gate camping and blob **** fests while they still last...

Edit4: LOL, apparently I fail miserably at Eve because I only had 5 billion ISK because that is what games are all about, right, jewing it up... **** off.

Also, yes, I was hauling in a normal, TANKED hauler because I only had to do FIVE ******* JUMPS THROUGH HIGH SEC. Don't try to tell me I am a bad player or other bullshit just because i didn't spend 300 million on a blockade runner to move **** through HIGH SEC, I had a reasonable expectation of SAFETY when I tanked the ******* thing up to 21000 EHP for a normal HIGH SEC run.

I've done way more dangerous runs through low sec, null and wormholes in blockade runners perfectly fine, and survived no problem. Do don't ******* try to blame this bullshit on me, it's a game mechanic problem when a ship that is worth ******* nothing can kill 2+ billion worth of **** in under 2 seconds. **** off with trying to justify this bullshit. Haulers are crap and T3 BCs are broken as **** and do way more than they should for their price, but CCP has started on the path to making this game totally noob friendly 2 years ago, so that any tard that started the game 2 months ago can instakill someone that has 87 million SP and has paid for and played the game since 200 ******* 7. You keep defending this bullshit, meanwhile someone else is going to get a lot of money from me for making a way more fun and superior game because I've had it up to HERE with this unbalanced crap.

I am not one to ***** and moan about ship losses as i've lost PLENTY of **** since 2007, it's just that losing so much money in such a ******** way to such a young alt in such a cheap but OP as **** ship/ship type pisses me the **** off.

And I don't give a **** what anyone says, 21000 HP should not just ******* melt to ONE volley from ONE instalocking, gatecamping ship.

Last edit, I'm off to have some actual fun in ARMA 3.

OK, for real now, last edit: Star Citizen can not fail within the next 2 years because that is when it will launch and considering it is crowd funded and already has almost 11 million dollars and it is not even out yet, I am pretty sure you are wrong. I spent over 400 dollars on it for a reason and I usually never make bad calls when it comes to money. Except for in games with **** balancing and game mechanics of course, and we all know which game I am talking about.

Saturday, June 22, 2013

Raving and Drooling

It is a Murder of Crows.

A Parliament of Owls.

I couldn't care less.

Not, "I could care less".

When did that statement come into common use?

I want to find the little fucktard that first said "I could care less" and nuke that person and everybody around it in a five mile radius.

Yeah I said it.

So today I bumped some ice miners, gathered some tears and Support Ticket creation opportunities.

Good Times!

Tried some PVP with RvB, almost had my arse handed to me by three red dudes who were a bit trigger happy.  What happened to the love guys?  The LOVE?  Oh yeah they were red and I was blue, fine.

Even though my RvB character, icon, player, avatar, WOFTAM, is in an expendable ship I don't like losing them.  It's probably a hold over from the null security days, which seem like many days ago now.

It's really cold here at the moment, well for us it is.  I reach for a jumper if it drops below twenty Celsius.  The last few nights we've had single figures overnight.  That's right people it dropped to nine degrees!  I'm all rugged up as I'm fairly far north in the land of XXXX and the house has no heater, doesn't need one.  Wish it had one now.

On the plus side with the rooms so cool the computer is operating really well...touch wood.

I've jinxed it haven't I?

Thursday, June 20, 2013

New System Requirements For Eve

CCP have updated the minimum required computer specifications for Eve Online.

This obviously doesn't mean your computer that works today will not work tomorrow.  What it actually does is steer people in a direction with their computer and parts purchases to hopefully improve their Eve Online experience.

One of the items mentioned is official support for Windows 8.  I've been using Eve Online on a 32bit Windows 8 installation for quite a while now with no issues at all, but I knew it wasn't officially supported.  Happily I'm able to support myself but it's nice knowing the CCP support will now be there should I ever need it.

NEW SYSTEM REQUIREMENTS FOR EVE

-----------------------------

NEW SYSTEM REQUIREMENTS FOR EVE
19.06.2013 16:58 By CCP Zorba | Comments

TL;DR: As of July 10, 2013, we’re changing the minimum and recommended system specifications for EVE Online and adding official Windows 8 support. On Windows, minimum system is now a AMD X2600 or NVIDIA GeForce 8600 GPU, and a dual core CPU @ 2.0 GHz. Recommended system is an AMD Radeon 6790 or NVIDIA GeForce GTX 560 GPU, and a quad core CPU @ 2.0 GHz. The specifications are somewhat higher on the Mac.

In order to make EVE Online's second decade even more beautiful than its first, we need to update the minimum and recommended system specifications. You can check out the exact specs here, and read on for more information. We've completed extensive performance testing of the new specs to ensure a good user experience.

There are three important reasons for these changes:
First, some of the old hardware is or will soon be unsupported. For example, as of the R310 driver update NVIDIA’s minimum supported hardware will be the GeForce 8 series.
Second, the old hardware is difficult to find. If we cannot find the hardware to test our game, we cannot guarantee a smooth player experience.
Finally, EVE looks better than it did when we last updated these specifications, and some amount of that is due to more complex graphics. We cannot release more shiny and keep our performance the same in all cases. Note however that Windows min spec has changed relatively little; we make these graphical updates optional where possible.

And two specific call-outs:
Mac users: Because the Mac's drivers are not well tuned, and our Mac client is not a native client, the minimum and recommend specs are beefier than Windows. As you Mac players know, this update has been a long time coming, and the game should run more reliably on the specified hardware.
AMD users: For a long time, the minimum/recommended AMD cards were not matched to their NVIDIA counterparts. They are equivalent now.

Our numbers tell us these changes will affect a small number of people, and we'd also like to stress that you can still try and run the game with unsupported hardware, we just can't guarantee a good experience.

And in the spirit of not only saying goodbye to the old but also saying hello to the new, we're officially supporting Windows 8. If you play on Windows 8 and experience any client problems, we really want to know about them!

CCP Zorba, CCP Explorer, and CCP Vertex

Friday, June 14, 2013

War Dec Round Up

Recently I was a bit bored in high security space and also pissed off at the hordes of mining bots I was seeing.

A deadly combination...for them!

The first war dec was against Qvestworld (QVW) who I'd spotted as a botting ice mining operation.  I managed eighteen kills against mining barges and frigates for no loss.  I must have hit him between times he checked what was going on and they didn't react to the war dec, didn't react to ships of the same corp dying right next to them, didn't warp off pods, and finally, didn't drop all pilots from the corp at the same time.

Eventually he must have come online and was aghast at the devastation I'd wrought for he then placed a bounty against me personally and also against the corp.  Bless him.

Total kill value:   515 Million ISK
Total bounty:      130 Million ISK
Total target ISK lost: 645 Million ISK 


Total WGP loss value:  0 Million ISK
Total WGP bounty and loot gained:  approx 100 Million ISK

QVW's member roster is below, some are yet to re-join the corporation but they are slowly.


The second war dec was against Artturii Industries.  Zero ISK was lost on either side as they just logged off for the duration, and I've yet to see many login again after the Odyssey expansion.  Draw your own conclusions.

The third war dec was against Advanced Solution, again zero ISK was lost but for a different reason.  Some of their corp jumped into starter corps, but most didn't.  Then I started receiving eve mails from various parties in other corps trying to make the war dec go away.  Way to give valuable intel guys!  Finally I let the dec expire as not much was happening.  Since then, again post Odyssey, not many of them have logged in, again you can draw your own conclusions.

One thing I forgot about was the increased war dec cost against corporations, minimum of 50 million ISK compared to the old 4 million ISK, it was a surprise but not a critical one.

Odyssey seems to have stumped the ice mining bot runners for now, what will be interesting is for how long this situation remains.

Monday, June 10, 2013

Considering MintChip

Next to where I have my computers I have an outside area which has a semi transparent roof.  On this roof, most afternoons lately, it has become a pigeon shagging destination.  For something else that I do I sometimes have to record voice audio, and it's hard when they're banging away like the end of the world is soon.

Which for a pigeon it probably is.

In a strange way this brings me to the MintChip saga of the last few days.  As written here and literally viewed by SOME people, I linked to various bits of the outrage, the outrage her hiring has caused.

I've been thinking about the reasons for this outrage.  Is it because she is female?  Is it because she has shown the fleshy parts of her body we would not normally be able to see?  Is it because she plays Eve Online and has some knowledge about the subject?

Ideally if you outlined all those points, attached them to a random female image from the internet, one who hasn't hit every branch of the ugly tree, you'd probably have the description of an ideal partner.

Is she not female enough?  Is she not pretty enough?  Is the knowledge inadequate?

It seems very disingenuous to be complaining about the first two, not that this would have stopped people in the past.  So is it the third option?

DUST514, for that's what she has been hired for, is a much more recent creation than Eve Online so the history is not nearly as detailed.  However it does exist in the Eve Online universe so some knowledge of the history of Eve would be required.  Does she lack that?

It's difficult to know where all the forum rage is coming from, we must not forget the fact that the vast percentage of people playing Eve Online don't post on the forums or even view them.

At the end of the day we have to put a certain level of trust in CCP, we essentially do already as they have control over the game we enjoy, and assume they've seen something of use (to the game) in MintChip, and like any other employee if she doesn't work out they'll turf her into the nearest volcano.

Or just politely show her the door.

You never can tell with the Icelanders.

Wednesday, June 5, 2013

Users Angry With Mintchip Hire

CCP hired a new employee, whose official name is CCP Mintchip.

It would seem that a fair percentage of the forum whoring posting player base doesn't like her very much.

The thread in General Discussion, before it was entirely deleted (but it lives on partially here), reached fifty three pages of internet basement dwelling impotent rage.

CCP swung the Ban Hammer around quite vigorously while the thread was active, so with luck some of the more objectionable characters are having a rest for a while.

Mintchip, as she was known before elevation to the lofty heights of CCP employment, was known in various circles for a variety of things.

She also used her fame and a legion of white knights to gather loot.

CCP Mintchip will be looking after some items in the DUST514 universe so she will not be directly interacting with ours.

It will be interesting to see where all this goes.

Tuesday, June 4, 2013

Odyssey Is Go!

The Odyssey expansion seems to be happening as per normal.  We've just received our one hour warning in game to expect a downtime of thirty minutes, which I suspect will be revised too something much longer.

As the server also looks after DUST514 these days keeping the planned date and time for the extended downtime to roll out the Odyssey expansion would be important.

The list of changes that are being rolled out for Odyssey is quite large, so large I wasn't going to paste the patch notes in here, but what the hell!

Enjoy!

---------------------------------------

Patch Notes for Odyssey

03.06.2013 21:28
Patch Notes For EVE Online: Odyssey 1.0
Released on Tuesday, June 4th, 2013

Features

Audio
  • New 10th Anniversary EVE track for the character selection screen.
  • 5 new RealX music tracks added for low security space.
  • Audio for new jumping, undocking and podding transitions.
  • New atmospheric sounds added to wormhole space.
  • Added new radial menu audio.
  • Exploration and hacking sound effects have been replaced with new audio.
  • New microwarpdrive and afterburner sound effects have been added - they each now have their own distinctive sound.
  • New scanner audio has been added for the new system scanner.
  • Hangar atmosphere has been improved with three new audio soundscapes, small, medium and large, that relate to the number of players docked.
Content Visual Redesign
  • A complete redesign for the Apocalypse and it‘s factional variants. 
Crimewatch
  • A new way to increase a character's Security Status is now available -  Tags-for-security-status: Seethis dev blog for details.
  • Added new NPC pirates to asteroid belts in low-security space. These NPCs are pirates involved with the clone mercenaries of DUST 514. They are especially wanted by CONCORD, and will drop tags when they are destroyed.
  • The new tags dropped by these NPCs can be taken to CONCORD and DED stations in low security space. They can then be turned-in (along with an ISK fee) using the new 'Security Office' station service. In return, you will be awarded an increase in security status.
  • The locations of these offices can be shown on the star map by selecting the Services -> Security Offices filter.
  • Alternatively, you can sell the tags to CONCORD for an ISK reward, or to other players on the open market.
  • In your character sheet, we have split CONCORD standings from the Security Status attribute. Your Security Status will remain the unchanged, but all characters' CONCORD standings are being reset to zero. All associated gameplay features will use the Security Status attribute (Criminal punishments in high/low sec, police spawns for outlaws in high-sec, etc).
Decryptors
New decryptors have been added.
  • Occult Parity, Esoteric Parity, Incognito Parity and Cryptic Parity.
  • Probability Multiplier: +50%.
  • Max. Run Modifier: +3.
  • Mineral Efficiency Modifier: +1.
  • Production Efficiency Modifier: -1.
  • Optimized Occult Attainment, Optimized Esoteric Attainment, Optimized Incognito Attainment and Optimized Cryptic Attainment.
  • Probability Multiplier: +90%.
  • Max. Run Modifier: +2.
  • Mineral Efficiency Modifier: +1
  • Production Efficiency Modifier: -1
  • Optimized Occult Augmentation, Optimized Esoteric Augmentation, Optimized Incognito Augmentation and Optimized Cryptic Augmentation.
  • Probability Multiplier: -10%.
  • Max. Run Modifier: +7.
  • Mineral Efficiency Modifier: +2
  • Production Efficiency Modifier: 0
Dual Character Training
  • Players now have the possibility to train two characters at once on the same account by spending one PLEX.
  • Dual Character Training may be activated through the Account Management page or by right-clicking a PLEX in-game.
  • Enabling this feature will allow two characters to be trained on the same account for 30 days.
  • It doesn’t matter which individual characters are trained as long as the simultaneous limit of two characters is not bypassed.
  • When Dual Character Training expires, the character training with the least skill points available will be stopped.
  • It is not currently possible to stack up Dual Character Training for more than 30 days on the same account (to renew Dual Character Training, you will have to wait the last 7 days before it expires).
  • Dual Character Training time is not to be confused with account main game time.
  • If your standard account subscription runs out while having Dual Character Training time left, that amount will be paused and stored until the account is reactivated
Exploration
  • Two new structures for use in hacking dungeons added.
  • Two new ships for use in archeology dungeons added.
  • Five mini-containers used with archeology and hacking containers added .
  • New mini-tractor beam effect used with hacking and archeology containers added.
  • “Hacking” sites have been renamed Data Sites. The cans within have been replaced with a more fitting data structure.
  • “Archaeology” sites have been renamed Relic Sites. The cans within have been replaced with a more fitting derelict ship structure.
  • All sites have had some interior decorating to accommodate the new containers.
  • Removed all clouds from the Hacking and Archaeology sites to resolve the FPS issues.
  • Removed all NPC’s from Hacking and Archaeology sites.
  • All profession cans now have a lock that needs to be broken through gameplay.
  • Loot from the profession container is distributed using the scattering mechanic.
  • Introduction of new items on the loot table, such as capital rigs and faction tower BPCs.
Image Export Collection Rewrite
  • New visuals for Blueprint icons.
Immersive Travel Transitions
  • New graphical effects for jumping through Jump-gates, Titan bridges, POS bridges, Wormholes and Cyno.
  • New graphical effects warning you that you are about to undock from Hangars.
  • Jump-gates are now using the latest V3 materials and effects, re-textured and with new jump effects. The jump-in effect itself is now more subtle then before the transitions where added.
Modules
  • Capital rigs have been added.
  • A capital sized version of each rig has been added.
  • Capital ships will now require capital rigs instead of large rigs.
  • Large rigs already fitted to capital ships will remain and continue to provide their bonus.
  • Capital rigs cost 5 times as much materials to create as large rigs.
  • Tech I BPOs are sold by NPC corporations like current rig BPOs.
  • Tech II BPCs can be invented or found in Relic sites.
  • New Scanning Upgrade modules have been added.
  • Scan Acquisition Array I reduces the scan time of scan probes by 10% (only 1 can be fitted to each ship).
  • Scan Acquisition Array II reduces the scan time of scan probes by 20% (only 1 can be fitted to each ship).
  • Scan Pinpointing Array I reduces the scan deviation when scanning with scan probes by 10%.
  • Scan Pinpointing Array II reduces the scan deviation when scanning with scan probes by 20%.
  • Scan Rangefinding Array I increases the scan strength of scan probes by 5%.
  • Scan Rangefinding Array II increases the scan strength of scan probes by 10%.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
  • The Survey Probe Launcher has been added.
  • This module launches Survey Probes. Other probe launchers will no longer be able to launch survey probes.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
New ships
  • As part of Odyssey we are introducing four new Navy Battlecruisers to bolster each of the four Empire Fleets.
  • The new Navy Battlecruisers will be available on LP stores for:
  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC).
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC.
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • HARBINGER NAVY ISSUE
  • Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level.
  • Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers.
  • Fittings: 1495 PWG, 410 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750.
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6.
  • Sensor strength: 21 Radar.
  • Signature radius: 270.
  • DRAKE NAVY ISSUE:
  • Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.
  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.
  • Fittings: 900 PWG, 550 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.
  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.
  • Sensor strength: 23 Gravimetric.
  • Signature radius: 295.
  • BRUTIX NAVY ISSUE
  • Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level.
  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers.
  • Fittings: 1235 PWG, 455 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125.
  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7.
  • Sensor strength: 22 Magnetometric.
  • Signature radius: 305.
  • HURRICANE FLEET ISSUE
  • Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level.
  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers.
  • Fittings: 1350 PWG, 420 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250.
  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s.
  • Drones (bandwidth / bay): 30 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6.
  • Sensor strength: 20 Ladar.
  • Signature radius: 250.
  • Adding a new capsule: "Genolution 'Auroral' 197-variant" for the Collector's Edition Box reward.
Performance & Optimizations
  • GPU & CPU particle system improvements.
Probe Scanning
  • Probe Formations have been added to the Probe Scanning
  • Spread Formation (probes aligned to cover a large area).
  • Pinpoint Formation (probes aligned to focus on one point).
  • The formations only work if you have 8 probes in space.
  • When you launching probes with your probe launcher, the probes will automatically assemble their last pattern.
  • The pattern only persists as long as your EVE client stays open.
  • The Probe Scanning window now shows how many scan results have been filtered out and ignored.
  • When a scan result reaches 100%, a warp-to button appears in the scan results list that warps you to 0 when pressed.
Starbases
  • The new Personal Hangar Array structure has been added. Designed for secure storage of smaller high value items in starbases, the PHA can hold 50k m3 of items for each character that uses it. There is no limit to the number of characters that can store items in the PHA. When accessing the PHA a character will only see their own items, not the items belonging to anyone else. When the structure is unanchored all items within the PHA are lost.
State Machine for Graphics
  • Added new client-side animation state machine for graphics.
V3+ Technology
  • Plane Sets now use instanced rendering, improving rendering performance.

Changes

Agents & Missions
  • The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
  • The career agent missions and tutorials have been updated with the changes coming in Odyssey.
Clones
  • All clone costs have been decreased by 30%.
Decryptors
Decryptors now have a new naming scheme. A full list of changes follows:
  • Amarr Decryptors
  • Class Doctrine = Occult Accelerant.
  • War Strategon = Occult Attainment.
  • Circular Logic = Occult Augmentation.
  • Formation Layout = Occult Process.
  • Sacred Manifesto = Occult Symmetry.
  • Caldari Decryptors
  • Prototype Diagram = Esoteric Accelerant.
  • Installation Guide = Esoteric Attainment.
  • Interface Alignment Chart = Esoteric Augmentation.
  • Tuning Instructions = Esoteric Process.
  • User Manual = Esoteric Symmetry.
  • Gallente Decryptors
  • Test Reports = Incognito Accelerant.
  • Stolen Formulas = Incognito Attainment.
  • Symbiotic Figures = Incognito Augmentation.
  • Collision Measurements = Incognito Process.
  • Engagement Plan = Incognito Symmetry.
  • Minmatar Decryptors
  • Advanced Theories = Cryptic Accelerant.
  • Assembly Instructions = Cryptic Attainment.
  • Circuitry Schematics = Cryptic Augmentation.
  • Calibration Data = Cryptic Process.
  • Operation Handbook = Cryptic Symmetry.
Drones
  • Logistic drones now show 'Repairing' instead of 'Incapacitated' in the drone management window when they are engaging a target.
DUST
  • Districts will now be in an online-unlocked state when captured, instead of online-locked.
Exploration & Deadspace
  • Strategic Cruisers have been removed from the list of ships allowed to enter 3/10 and 4/10 complexes.
  • Randomly spawned large asteroids have been removed from wormhole mining sites.
  • 4/10 DED Complexes no longer allow Strategic Cruisers to enter.
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.
  • Some NPCs in Hubs have been converted into the more advanced Elite Frigates and Cruisers to increase their difficulty slightly.
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships.
Ice Harvesting
We are making extensive changes to Ice harvesting in Odyssey, to transform the Ice harvesting profession into a higher value form of mining with higher competition.
  • All static ice belts have been removed, and replaced with ice anomalies that will always spawn in the same systems that previously had the belts. These anomalies will respawn in the same system four hours after they are completed.
The composition of these anomalies will be as follows:
  • Highsec
  • 2500 units of standard racial ice.
  • Lowsec
  • 3000 units of standard racial ice.
  • 400 units of Glare Crust.
  • Nullsec with weak truesec (0.0 to -0.5)
  • 3000 units of improved racial ice.
  • 400 units of Glare Crust.
  • 500 units of Dak Glitter.
  • 200 units of Gelidus.
  • Nullsec with strong truesec (-0.5 to -1.0)
  • 3500 units of improved racial ice.
  • 1000 units of Dark Glitter.
  • 400 units of Glare Crust.
  • 200 units of Gelidus.
  • 250 units of Krystallos
We're also adjusting the composition of Krystallos to bring its value in line with its rarity and help ensure enough ozone supply. The new composition of a block of Krystallos is now:
  • Heavy Water: 125 (+25).
  • Liquid Ozone: 500 (+250).
  • Stront: 125 (+25).
Every system that previously contained a static ice belt will contain the new ice anomalies, with the exception of some high security systems in Amarr, Khanid and Ammatar territory. The complete list of high security systems that will contain Clear Icicle anomalies is: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh.
  • In conjunction with these other Ice changes, we are also doubling the cycle speed of all Ice Harvester modules to increase yield over time.
  • Hidden Asteroid Belt signatures have been changed to anomalies, and can be found in the scanner overlay.
Implants
  • Hardwiring implants now have bonuses to virus coherence.
LP Stores
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), LP costs for Navy Battleship offers is being unified.
  • Former tier1 Navy Battleships offers (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) have had their LP cost increased to 250,000 LPs in the Factional Warfare LP Stores.
Market & Contracts
  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.
Miscellaneous
  • Some older bracket pointers in tutorials have been fixed.
  • Added combat shortcuts for tagging objects while in fleet. Supports tagging from predefined sequences of tags.
Modules
  • You can now group civilian weapon modules.
  • The cycle time of all Ice Harvester modules has been halved, doubling the speed of ice mining.
  • It is now possible (again) to activate a Warp Disruption Field Generator directly after decloaking.
  • Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
  • Remote Sensor Boosters have had their Scan Resolution bonus reduced, and in some cases their Targeting Range bonus increased. See this thread for more information.
  • Navy Cap Boosters are now available in sizes of 25, 50 and 75, which are available through FW LP Stores.
  • Navy Cap Booster 100 and 150 are now more expensive when purchased in the LP Store.
  • XL blasters now have 15% reduced tracking, and have had 10km removed from optimal range and added to falloff.
  • XL autocannons now have 10% reduced tracking.
  • XL pulse lasers now have 6.66% increased optimal range.
  • Siege Modules now no longer apply an explosion velocity penalty to citadel missiles.
  • Cruise missiles have been overhauled to be a viable weapon system in actual combat.
  • Rate of Fire on all Cruise Missile Launchers has been increased by 5% (as clarification, that means they shoot more often, not less).
  • All Cruise Missile Launcher powergrid needs have been increased by 200.
  • Base velocity for all Cruise Missiles has been increased from 3750m/s to 4700m/s.
  • Base flight time for all Cruise Missiles has been reduced from 20 to 14 seconds.
  • All Cruise Missile damage has been approximately increased by 25%.
  • To compensate, all Cruise Missiles explosion radius has been increased by 10% (meaning they will hit smaller targets for less damage).
  • Large Energy Turrets have been tweaked to be easier to use as a whole:
  • Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.
  • Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.
  • Powergrid needs on Large Beam Lasers has been decreased by 10%.
  • Core Probe Launchers and Expanded Probe Launchers are no longer able to launch Survey Probes.
  • Survey Probes will now be launched from the new Survey Probe Launcher.
  • Codebreakers have been renamed to Data Analyzers.
  • Analyzers are now called Relic Analyzers.
Moon Minerals and Tech 2 Production
To better distribute the demand for moon minerals, we have created two new Intermediate Materials, four new Composites, and rebalanced certain T2 Construction Component blueprint requirements.
  • New Intermediate Materials: Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite.
Both of these reactions will have alchemy versions as well:
  • 100 Vanadium + 100 Hafnium = 1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium.
  • 100 Chromium + 100 Mercury = 1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury.
New Composites:
  • Photonic Metamaterials (Used in Gallente manufacturing): 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Photonic Metamaterials.
  • Plasmonic Metamaterials (Used in Minmatar manufacturing): 100 Neo Mercurite + 100 Fernite Alloy = 300 Plasmonic Metamaterials.
  • Terahertz Metamaterials (Used in Amarr manufacturing): 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Terahertz Metamaterials.
  • Nonlinear Metamaterials (Used in Caldari manufacturing): 100 Ferrofluid + 100 Titanium Chromide = 300 Nonlinear Metamaterials.
The requirements for the changed blueprints are:
  • All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Metamaterials.
  • All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Metamaterials.
  • All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates.
  • All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Metamaterials.
  • All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Metamaterials.
  • All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates.
  • Rarity 64 minerals have been seeded into 227 existing moons in lowsec and 0.0, to bring the number of minable moons for each R64 into closer alignment.
NPCs
  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.
Ore Mining
We are adjusting the composition of several types of Ore that is found in low and null-security space. These changes help increase the reward for pilots mining in dangerous space. The volume of minerals obtained from these ores for each refine batch are:
  • Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte.
  • Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte.
  • Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine.
  • Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine.
  • Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine.
  • Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte.
Player Owned Structures, Outposts and Stations
To encourage more industrial activity in player-owned nullsec space, we are increasing the number of facilities in player-built outposts significantly. This involves changes to the base outposts as well as the outpost upgrades. Only the changed stats are found below.
For the upgrades, listed stats are in the format of: Basic level benefit (change), Standard level benefit (change), Advanced level benefit (change). The extra S&I slots will be added to existing Outposts according to any upgrades that have been installed. Any extra slots will initially have cost of zero. Station managers will need to set their prices for the new slots as desired.
Caldari Research Outpost:
  • Manufacturing: 5 (+3).
  • Copying: 20 (+10).
  • ME Research: 20 (+10).
  • PE Research: 20 (+10).
  • Invention: 20 (+10).
  • Reverse Engineering: 30 (+15).
  • Offices: 18 (+10).
  • Caldari Factory Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Caldari Lab Upgrade: 10(+5), 20(+15), 30(+21) Copying, ME, PE slots.
  • Caldari Research Upgrade: 10(+5), 20(+13), 30(+21) Invention slots.
  • Caldari Office Upgrade: 10(+7), 15(+10), 20(+13) Offices.
Amarr Factory Outpost:
  • Manufacturing: 50 (+30).
  • Copying: 2 (+1).
  • ME Research: 2 (+1).
  • PE Research: 2 (+1)
  • Offices: 16 (+12).
  • Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines.
  • Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines.
  • Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots.
  • Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.
Minmatar Service Outpost:
  • Manufacturing: 5 (+3).
  • Offices: 10 (+4).
  • Minmatar Plant Upgrade: 10(+7), 15(+10), 20(+13) Manufacturing lines.
  • Minmatar Lab Upgrade: 3(+1), 5(+2), 7(+3) Copying, ME, PE slots.
  • Minmatar Office Upgrade: 5(+2), 7(+2), 10(+3) Offices.
Gallente Administrative Outpost
  • Manufacturing: 10 (+6).
  • Copying: 4 (+3).
  • ME Research: 4 (+2).
  • PE Research: 4 (+2).
  • Invention: 2 (+1).
  • Offices: 36 (+12).
  • Gallente Plant Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Gallente Lab Upgrade: 5(+3), 7(+4), 10(+6) Copying, ME, PE slots.
  • Gallente Office Upgrade: 12(+7), 24(+17), 36(+27) Offices.
  • The range for interacting with structures linked to a Control Tower has been increased. If your ship is within the shield radius of the tower, all structures are available for inventory operations as though you. were adjacent to the structures themselves. This includes structures that must be mounted outside of the shields such as turrets/batteries/lasers. (Normal role-based restrictions will continue to apply at all times).
  • The arrows used to select the location of anchoring structures now scale with your zoom level so they are more usable when zoomed out.
  • Capital Ship Maintenance Arrays have been renamed X-Large Ship Maintenance Arrays and can now be anchored in any system of 0.4 or lower security status, regardless of sovereignty.
  • It is now possible to repackage undamaged modules and drones in Corporate Hangar Arrays.
  • Fresh client installs will now default to the Ship Hangar rather than the Captain's Quarters.
Probes & Scanning
  • The default method for moving and resizing probes is now all probes at once, rather than one at a time.
  • Probe Launchers now launch all their probes at once (up to a limit of 8 probes).
  • Holding Shift will allow you to manipulate individual probes.
  • Celestial Brackets will no longer prevent you from moving probes around in solar systen view.
  • Recalling probes now returns them to your cargohold instantly.
  • Instant recall also happens automatically when your ship jumps or docks and when your probes in-space timer runs out.
  • Scan Results in the Probe Scanning window are now displayed as a progress bar.
  • Deep Space Probes have been removed.
  • All existing Deep Space Probes and their blueprints are now Combat Probes.
PvE
  • Cosmic Anomalies and Cosmic Signatures have been renamed:
  • Unknown has been split into 2 groups; Combat Site and Wormhole.
  • Gravimetric signatures are now called Ore Site.
  • Magnetometric signatures are now called Relic Site.
  • Radar signatures are now called Data Site.
  • Ladar signatures are now called Gas Site.
  •  
  • Salvaging sites have been removed.
  • Distribution of Data Sites and Relic Sites have been increased so that the total number of profession sites you can find remains the same.
  • Salvage drops in Relic Sites have been increased to compensate and preserve the supply of Salvage Materials.
  • Containers in Relic Sites can now drop Tech II capital rig BPCs
  • Containers in Relic Sites can now drop Spatial Attunement Units, which are needed to build tech II Scanning Upgrades (see above under Features -> Modules)
  • Containers in Data Sites can now drop new types of decryptors (see above under Features -> Decryptors)
  • Containers in both Data and Relic sites can now drop BPCs for pirate faction POS towers and POS modules

Science and Industry
  • Krystallos has had its Strontium Clathrates and Heavy Water quantities increased by 25%, and its Liquid Ozone quantity doubled.
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), build cost for Tech1 and Navy Battleships is being unified.
  • Attack and Disruption Battleships base mineral price has been increased to be around 100-125m ISK (includes the Apocalypse, Scorpion, Raven, Megathron, Typhoon, Tempest).
  • Combat Battleships base mineral price stays roughly state the same at 150-180m ISK (includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion, Maelstorm).
  • Build cost of Navy Battleships has been changed on a similar fashion.
  • The roles required to cancel a corporation job have changed. The only people who will now be able to cancel a corporation job will be:
  • The person who started the job.
  • A director within the corporation.
Ships
  • Federation Navy Comet now has the same assembled volume as other Navy Frigates.
  • The Magnate, Heron, Imicus and Probe now give a bonus to virus strength for both Data Analyzers and Relic Analyzers. This replaces their previous bonus to access chance.
  • The insurance cost and payout for the Sarum Magnate have been adjusted to be inline with the Magnate. This change will come into effect a few days after Odyssey goes live.
  • Tech I exploration frigates now have a +5 bonus to your Data and Relic Analyzer Strength
  • Tech II covert ops frigates now have a +10 bonus to your Data and Relic Analyzer Strength
  • Tech III Emergent Locus Analyzer electronic subsystems now have a +10 bonus to your Data and Relic Analyzer Strength
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength
Ship Balancing
  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • All Navy Ships have had their Rig Calibration increased from 350 to 400 (this includes the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexory Navy Issue, Bellicose Fleet Issue, Stabber Fleet Issue, Armageddon Navy Issue, Apocalypse Navy Issue, Scorpion Navy Issue, Raven Navy Issue, Dominix Navy Issue, Megathron Navy Issue, Typhoon Fleet Issue and Tempest Fleet Issue)
  • All ship passive resistance bonuses have been decreased from 5% to 4% per level to make active tanking more viable in combat. This change affects 44 ships in total (Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern, Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon)
  • Some tech1 frigates and cruisers balanced during Retribution and beforehand have been iterated upon based on player feedback and performance metrics.
  • This release overhauls 36 ships, and focuses on Navy Frigates, Navy Cruisers, Attack Battlecruisers, Battleships, Navy Battleships.
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength.
  • Odyssey brings the third-step process on the ship rebalancing initiative.
  • EXECUTIONER
  • +50 Armor.
  • TORMENTOR
  • +1 PWG.
  • +50 Armor.
  • +25 Capacitor.
  • +12.5 Cap Recharge Time.
  • Cap/s unchanged.
  • +15 Velocity.
  • +0.05 Agility.
  • -100000 Mass.
  • -0.24s Align time.
  • PUNISHER
  • -25 Capacitor.
  • -32.5s Cap Recharge Time.
  • +0.222 Cap/s.
  • KESTREL
  • +50 Hull.
  • TRISTAN
  • +15 Veloity.
  • -150000 Mass.
  • -0.48s Align time.
  • RIFTER
  • +1 PWG.
  • +50 Armor.
  • BREACHER
  • +50 Hull.
  • AUGUROR
  • -2.5km Lock Range.
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • EXEQUROR
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • OSPREY
  • -2.5km Lock Range.
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • SCYTHE
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • OMEN
  • -600,000 Mass.
  • STABBER
  • Change falloff bonus from the 7.5% per level to the standard 10% per level.
  • +25m3 Dronebay and 25mbit bandwidth.
  • IMPERIAL NAVY SLICER
  • Amarr Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level.
  • Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers.
  • Fittings: 50 (+3) PWG, 125 (+10) CPU.
  • Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14).
  • Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238).
  • Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1).
  • Sensor strength: 11 Radar (+1).
  • Signature radius: 38.
  • CALDARI NAVY HOOKBILL
  • Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level.
  • Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers.
  • Fittings: 37 PWG, 165 CPU.
  • Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131).
  • Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013).
  • Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1).
  • Sensor strength: 13 Gravimetric (+1).
  • Signature radius: 40.
  • FEDERATION NAVY COMET
  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level.
  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers.
  • Fittings: 40 PWG, 160 (+8) CPU.
  • Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176).
  • Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427).
  • Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1).
  • Sensor strength: 11 Magnetometric.
  • Signature radius: 42.
  • REPUBLIC FLEET FIRETAIL
  • Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level.
  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers.
  • Fittings: 40 (+1) PWG, 150 (+10) CPU.
  • Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21).
  • Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667).
  • Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1).
  • Sensor strength: 10 Ladar (+1).
  • Signature radius: 35.
  • OMEN NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Energy Turret damage + 10% bonus to Medium Energy Turret optimal range.
  • Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets.
  • Fittings: 965 PWG, 335 CPU.
  • Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428).
  • Shield Recharge Time: 1250s(-500s).
  • Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3).
  • Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25).
  • Drones (bandwidth / bay): 50(+25) / 50(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1).
  • Sensor strength: 17(+1) Radar.
  • Signature radius: 100(-12).
  • Cargo capacity: 400(+150).
  • OSPREY NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage + 10% bonus to Light, Heavy Assault and Heavy Missile Velocity.
  • Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers.
  • Fittings: 630(+90) PWG, 450(+85) CPU.
  • Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903).
  • Shield Recharge Time: 1250s(+100).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54).
  • Drones (bandwidth / bay): 10 / 10.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2).
  • Sensor strength: 19(+3) Gravimetric.
  • Signature radius: 115(+3).
  • Cargo capacity: 460(-25).
  • EXEQUROR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to Medium Hybrid Turret damage + 5% bonus to Medium Hybrid Turret rate of fire.
  • Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets.
  • Fittings: 830(+70) PWG, 340(+60) CPU.
  • Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863).
  • Shield Recharge Time: 1250s(-200).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74).
  • Drones (bandwidth / bay): 25(+5) / 25(+5).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1).
  • Sensor strength: 18(+3) Magnetometric.
  • Signature radius: 110(+2).
  • Cargo capacity: 465 (+200).
  • SCYTHE FLEET ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Projectile Turret rate of fire + 10% bonus to Missile damage.
  • Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers.
  • Fittings: 745 PWG, 400(+125) CPU.
  • Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730).
  • Shield Recharge Time: 1250s(-100).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7.
  • Sensor strength: 16(+3) Ladar.
  • Signature radius: 90.
  • Cargo capacity: 440.
  • AUGOROR NAVY ISSUE
  • Cruiser skill bonuses: 25% bonus to Medium Energy Turret damage + 10% bonus to Armor hitpoints.
  • Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2).
  • Fittings: 1150(+265) PWG, 320(+10) CPU.
  • Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221).
  • Shield Recharge Time: 1250s (-1000).
  • Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1).
  • Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s).
  • Drones (bandwidth / bay): 15 / 15.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1).
  • Sensor strength: 19(+6) Radar.
  • Signature radius: 120(-12).
  • Cargo capacity: 480(+230).
  • CARACAL NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire + 5% bonus to Heavy Assault and Heavy Missile explosion radius.
  • Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers.
  • Fittings: 715 PWG(+35), 465(+50) CPU.
  • Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35).
  • Shield Recharge Time: 1250s (-600).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2).
  • Drones (bandwidth / bay): 0(-15) / 0(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7.
  • Sensor strength: 21(+3) Gravimetric.
  • Signature radius: 125(-5).
  • Cargo capacity: 450(+200).
  • VEXOR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to drone velocity and tracking + 10% bonus to drone hitpoints, damage and mining yield.
  • Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets.
  • Fittings: 800 PWG(+100), 310(+10) CPU.
  • Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187).
  • Shield Recharge Time: 1250s(-550).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3.
  • Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36).
  • Drones (bandwidth / bay): 125(+25) / 200(+100).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1).
  • Sensor strength: 20(+3) Magnetometric.
  • Signature radius: 135.
  • Cargo capacity: 460(+195).
  • STABBER FLEET ISSUE
  • Cargo capacity: 450(+75).
  • Signature radius: 100(+6).
  • Sensor strength: 18(+2) Ladar.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6.
  • Drones (bandwidth / bay): 40 / 40.
  • Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08).
  • Shield Recharge Time: 1250s.
  • Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94).
  • Fittings: 950 PWG, 310(-2) CPU.
  • Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers.
  • Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed + 10% bonus to Medium Projectile Turret tracking speed.
  • ORACLE
  • Amarr Battlecruiser Skill Bonuses: -10% to large laser cap use and +5% to large laser damage.
  • Slot layout: 8H, 3M, 6L; 8 turrets , 0 launchers.
  • Fittings: 1375 PWG, 345 CPU.
  • Defense (shields / armor / hull) : 1575 / 2160 / 1980.
  • Capacitor (amount / recharge rate) : 3500 / 875s.
  • Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 220 (-20) / 6.
  • Sensor strength: 18 Radar.
  • Signature radius: 210 (+30).
  • NAGA
  • Caldari Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +10% to large hybrid turret optimal range.
  • Slot layout: 8H, 6M, 3L; 8 turrets , 0 launchers.
  • Fittings: 875 PWG, 425 CPU.
  • Defense (shields / armor / hull) : 2160 / 1575 / 1755.
  • Capacitor (amount / recharge rate) : 2900 / 725s.
  • Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 200 (-20) / 8.
  • Sensor strength: 21 Gravimetric.
  • Signature radius: 215 (+25).
  • TALOS
  • Gallente Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +7.5% to large hybrid turret tracking speed.
  • Slot layout: 8H, 4M, 5L; 8 turrets , 0 launchers.
  • Fittings: 1100 PWG, 360 CPU.
  • Defense (shields / armor / hull) : 1750 / 1890 / 2160.
  • Capacitor (amount / recharge rate) : 3100 / 775s.
  • Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 (-20) / 7.
  • Sensor strength: 20 Magnetometric.
  • Signature radius: 220 (+20).
  • TORNADO
  • Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.
  • Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.
  • Fittings: 1000 PWG, 342 CPU.
  • Defense (shields / armor / hull) : 1890 / 1800 / 1800.
  • Capacitor (amount / recharge rate) : 2700 / 675s.
  • Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.
  • Sensor strength: 17 Ladar.
  • Signature radius: 195 (+25).
  • ARMAGEDDON
  • Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points and +10% Energy Neutralizer and Energy Vampire range per level.
  • Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5).
  • Fittings: 13500 PWG(-3000), 550 CPU(+65).
  • Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789).
  • Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7.
  • Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29).
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7.
  • Sensor strength: 21 Radar Sensor Strength (+4).
  • Signature radius: 450 (+80).
  • APOCALYPSE
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG(+500), 540 CPU(+35).
  • Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359).
  • Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49).
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7.
  • Sensor strength: 20 Radar Sensor Strength.
  • Signature radius: 380(-20).
  • ABADDON
  • Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage and +4% Armor resistances per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers.
  • Fittings: 21000 PWG, 560 CPU.
  • Defense (shields / armor / hull) : 7000 / 8500 / 8000.
  • Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1.
  • Mobility (max velocity / agility / mass / align time): 89 / .14 / 103200000 / 20.03s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7.
  • Sensor strength: 22 Radar Sensor Strength.
  • Signature radius: 470.
  • SCORPION
  • Caldari Battleship Skill Bonuses: 15% bonus to ECM Target Jammer strength, 25% bonus to ECM Target Jammer optimal and falloff range and 25% bonus to ECM Burst range per level.
  • Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers.
  • Fittings: 9000 PWG, 750 CPU.
  • Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06.
  • Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 110 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 480.
  • RAVEN
  • Caldari Battleship Skill Bonuses: +5% bonus to Cruise and Torpedo Launcher rate of fire and +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 7H(-1), 7M(+1), 5L; 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+1500), 750(+50) CPU.
  • Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74.
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7.
  • Sensor strength: 22 Gravimetric.
  • Signature radius: 420(-50).
  • ROKH
  • Caldari Battleship Skill Bonuses: +10% to large Hybrid Turret optimal range and +4% Shield resistances per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 4 launchers.
  • Fittings: 15000 PWG, 780 CPU.
  • Defense (shields / armor / hull) : 8500 / 7000 / 7500.
  • Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 500.
  • DOMINIX
  • Gallente Battleship Skill Bonuses: +10% Drone Damage, +10% Drone hitpoints, +10% Drone optimal range and Drone tracking speed and per level.
  • Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers.
  • Fittings: 10000 PWG(+1000), 600 CPU.
  • Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859).
  • Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1100s / 5.51.
  • Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s.
  • Drones (bandwidth / bay): 125 / 375.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 22 Magnetometric Sensor Strength.
  • Signature radius: 465(+45).
  • MEGATHRON
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2).
  • Fittings: 15500 PWG, 600 CPU(+50).
  • Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500.
  • Capacitor (amount / recharge rate / cap per second): 6000(+375) / 1150s / 5.02 (+.15).
  • Mobility (max velocity / agility / mass / align time): 122(+7) / .114(-.0076) / 98400000 / 15.96s (-.63s).
  • Drones (bandwidth / bay): 75(-50) / 75(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 21 Magnetometric Sensor Strength.
  • Signature radius: 380(-20).
  • HYPERION
  • Gallente Battleship Skill Bonuses: +10% Large Hybrid Turret damage and +7.5% Armor Repair amount per level.
  • Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers.
  • Fittings: 16000 PWG(+250), 600 CPU.
  • Defense (shields / armor / hull): 7500 / 8000 / 8500.
  • Capacitor (amount / recharge rate / cap per second: 7200 / 1500s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s.
  • Drones (bandwidth / bay): 125(+25) / 175(+75).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7.
  • Sensor strength: 23 Magnetometric Sensor Strength.
  • Signature radius: 485.
  • TYPHOON
  • Minmatar Battleship Skill Bonuses: +5% to Cruise and Torpedo launcher rate of fire and +5% Cruise Missile and Torpedo explosion velocity per level.
  • Slot layout: 7H(-1), 5M(+1), 7L; 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 12500 PWG, 640 CPU(+40).
  • Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3).
  • Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 100600000(-3000000) / 15.8s(-1.16s).
  • Drones (bandwidth / bay): 100(-125) / 125(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 19 Ladar Sensor Strength(+1).
  • Signature radius: 330(+10).
  • TEMPEST
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers.
  • Fittings: 16000 PWG(+500), 550 CPU.
  • Defense (shields / armor / hull) : 6800(-154) / 7000(+789) / 6800(+259).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68.
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .116(-.004) / 99500000(-3800000) / 16.00s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7.
  • Sensor strength: 20 Ladar Sensor Strength(+1).
  • Signature radius: 360(+20).
  • MAELSTROM
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +7.5% bonus to Shield Boost Amount per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG, 640 CPU.
  • Defense (shields / armor / hull) : 8000 / 7500 / 7000.
  • Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s.
  • Drones (bandwidth / bay): 100 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7.
  • Sensor strength: 21 Ladar Sensor Strength.
  • Signature radius: 460.
  • ARMAGEDDON NAVY ISSUE
  • Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire and -10% Large Energy Turret cap use per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers.
  • Fittings: 17500 PWG(+175), 560 CPU(+3).
  • Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684).
  • Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s).
  • Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s.
  • Drones (bandwidth / bay): 125 / 200(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7.
  • Sensor strength: 26 Radar Sensor Strength (+4.75).
  • Signature radius: 400 (+30).
  • APOCALYPSE NAVY ISSUE
  • Signature radius: 370(-30).
  • Sensor strength: 25 Radar Sensor Strength.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7.
  • Drones (bandwidth / bay): 75 / 100.
  • Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s).
  • Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s).
  • Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39).
  • Fittings: 22000 PWG(+475), 580 CPU.
  • Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2).
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • SCORPION NAVY ISSUE
  • Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire, 4% bonus to shield resistances per level.
  • Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+650), 780 CPU(-7).
  • Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s).
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 30 Gravimetric.
  • Signature radius: 465(+35).
  • RAVEN NAVY ISSUE
  • Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius, +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1).
  • Fittings: 12000 PWG(+1075), 780 CPU(+45).
  • Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461).
  • Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7.
  • Sensor strength: 28 Gravimetric(+.5).
  • Signature radius: 410(-50).
  • DOMINIX NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and +5% Large Hybrid Turret damage per level.
  • Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers.
  • Fittings: 11000 PWG(+1100), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039).
  • Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s).
  • Drones (bandwidth / bay): 125 / 400.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 27 Magnetometric Sensor Strength.
  • Signature radius: 455(+35).
  • MEGATHRON NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1).
  • Fittings: 16275 PWG, 630 CPU(+25).
  • Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750).
  • Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s).
  • Drones (bandwidth / bay): 125 / 175.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 25 Magnetometric Sensor Strength (-1.25).
  • Signature radius: 385(-15).
  • TYPHOON FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +7.5% to Cruise and Torpedo launcher damage and +7.5% to Large Projectile Turret rate of fire per level.
  • Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 13000 PWG(-125), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316).
  • Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s).
  • Drones (bandwidth / bay): 125 / 200.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 23 Ladar Sensor Strength(+.5).
  • Signature radius: 320.
  • TEMPEST FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers.
  • Fittings: 17500 PWG(+450), 580 CPU(+3).
  • Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7.
  • Sensor strength: 24 Ladar Sensor Strength(+.25).
  • Signature radius: 350(+10).
Skills
  • The “Hacking” skill now grants 10+ virus coherence per level.
  • The “Archaeology” skill now grants 10+ virus coherence per level.
  • The "Astrometrics" skill has been changed:
  • "Astrometrics" no longer alters the ability to launch probes.
  • "Astrometrics" now gives +5% scan strength per level, -5% max scan deviation per level and -5% scan probe scan time per leve.
  • "Astrometrics" is now a starting skill, and all new characters will receive this at level 1.
Ship Skill Changes
  • The generic Destroyers and Battlecruisers skills have been removed, and replaced by 4 racial variations each to be more consistent with the other Tech1 Spaceship Command skills. Reimbursement details below.
  • Battlecruisers skill: a pilot having at least a Racial Cruiser skill at 3 on top of Battlecruisers skill trained will receive the new Racial Battlecruiser skill at the same level than the old Battlecruisers skill.
  • Ex: a player having Amarr Cruiser at 3, plus Battlecruisers at 4 will receive the new Amarr Battlecruiser skill at 4.
  • Destroyers skill: a pilot having at least a Racial Frigate skill at 3 on top of Destroyers skill trained will receive the new Racial Destroyer skill at the same level than the old Destroyers skill.
  • Ex: a player having Gallente Frigate at 3, plus Destroyers at 5 will receive the new Gallente Destroyer skill at 5.
  • Progress between skill levels will be properly saved and duplicated among all the eligible skills. For instance, a player having 128,259 skill points in the Destroyers skill, plus Caldari and Minmatar Frigate at level 3 at the time of the reimbursement will properly receive the Caldari Destroyer and Minmatar Destroyer skills at 128,259 skill points.
  • Players having the Destroyers or Battlecruisers skill trained, but with no Racial Frigate or Racial Cruiser skill at least level 3 will have their skill points for both of the skills moved into a the skill point allocation pool.
  • Any player training Destroyers or Battlecruisers skills at the time of Odyssey deployment will have his or her training queue paused. We highly recommend not to train those skills when that happens or you may lose training time.
  • Skill training has been modified – it is now not required to know all the prerequisites of a particular skill to train it once it has been injected in your character head.
  • This has been done to allow players to keep training Spaceship Command skills they qualified for before the skill changes without having to train the new requirements.
  • No changes have been made to the skill injection system - all skill requirements need to be met before skills can be injected into your character's brain.
Ship Skill Requirement Changes
  • Rookie ships:
  • The Racial Frigate skill has been removed as a prerequisite of all Rookie Ships.
  • Navy Frigates:
  • All Navy Frigates now require their respective Racial Frigate skill at 2 instead of level 3.
  • Destroyers:
  • All destroyers now require Racial Destroyer skill at 1 instead of the old generic Destroyers skill.
  • The new Racial Destroyer skillbooks have the same training attributes, rank and cost as the previous generic Destroyers skill.
  • Racial Frigate level 3 requirement moved as a prerequisite to train the new Racial Destroyer skills.
  • Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.
  • Cruisers:
  • All Cruiser skills now require respective Racial Destroyer skill at 3 instead of Racial Frigate at 4 to be trained.
  • Spaceship Command skill requirement has been decreased from 3 to 2.
  • Navy Cruisers:
  • All Navy Cruisers now require respective Racial Cruiser at 2 instead of level 3-4.
  • Battlecruisers:
  • All Battlecruisers now require the Racial Battlecruiser skill at 1 instead of the old generic Battlecruisers skill.
  • The new Racial Battlecruiser skillbooks have the same training attributes, rank and cost as the previous generic Battlecruisers skill.
  • The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.
  • Racial Cruiser level3 requirements moved as a prerequisite for the Racial Battlecruiser skills.
  • Spaceship Command requirement reduced from 4 to 3.
  • Battleships:
  • All Racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4.
  • All Racial Battleship skill requirements have also been reduced level1 as they are no longer balanced by tiers.
  • Navy Battleships:
  • Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.
  • Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly those Navy Battleships.
  • Carriers and Supercarriers:
  • Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1.
  • Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4.
  • All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3.
  • Adding the Jump Fuel Conservation skill at 4 as prerequisite.
  • Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5).
  • Dreadnoughts:
  • All Racial Battleship requirements on Dreadnoughts reduced from 5 to 3.
  • Capital Ships requirement on all Dreadnoughts increased from 1 to 3.
  • Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5).
  • Titans:
  • All Racial Battleship requirements on Titans reduced from 5 to 3.
  • Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)·         
  • Electronic Attack Ships:
  • Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5.
  • Interdictors:
  • Racial Frigate 5 requirement swapped for Racial Destroyer 5.
  • Generic old Destroyer skill removed from the Interdictor skill.
  • Interceptor requirement removed from the Interdictor skill.
  • Graviton Physics 1 added as skill requirement in the Interdictor skill.
  • Propulsion Jamming 5 added as skill requirement in the Interdictor skill.
  • Heavy Assault Ships:
  • Assault Ships requirement removed from the Heavy Assault Ship skill.
  • Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill.
  • Energy Management 4 added as skill requirement of the Assault Ship skill.
  • Recon Ships:
  • Covert Ops requirement removed from the Recon Ships skill.
  • Cloaking 4 added as skill requirement of the Recon Ships skill.
  • Electronic Upgrades 5 added as skill requirement of the Recon Ships skill.
  • Heavy Interdictors:
  • Weapon Upgrades removed from the Heavy Interdictor skill.
  • Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill.
  • Command Ships:
  • Racial Cruiser 5 requirement swapped for Racial Battlecruiser 5.
  • Generic and old Battlecruiser skill removed from the Command Ship skill.
  • Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).
  • Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore).
  • Information Warfare 5 skill added as requirement for the Command Ship skill.
  • Armored Warfare 5 skill added as requirement for the Command Ship skill.
  • Siege Warfare 5 skill added as requirement for the Command Ship skill.
  • Skirmish Warfare 5 skill added as requirement for the Command Ship skill.
  • Industrials:
  • All ship skill requirements reduced from 1-5 to 1.
  • Racial Frigate skill requirement removed from the Industrial skill.
  • Freighters:
  • Now requires Advanced Spaceship Command 5 instead of 1.
  • Racial Industrial skill requirement reduced from 5 to 3.
  • Mining Barges
  • Mining Frigate 3 skill added as a requirement of the Mining Barge skill.
  • Industrial Command Ship
  • Mining barge skill requirement removed.
  • Adding ORE Industrial 3 as requirement.
  • Capital Industrial Ship
  • Mining barge skill requirement removed from the Capital Industrial Ship skill.
  • Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill.
  • Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill.
User Interface
  • A new "Category" column has been added to the Buyer Will Get contract window, to help clarify the items that are being exchanged.
  • Contracts can now include Plastic Wraps. The volume of the Plastic Wraps is now displayed correctly as part of the total volume of the contract.
  • Attributes listed in the Attributes section of the Character Sheet, and in the Neural Remap window, will now display in the same order that the equivalent implants are listed.
  • The Radial Menu in EVE has been removed and replaced with an all-new menu designed for fast-paced interaction. The menu is available when flying in space and can be opened via left click + hold on objects in space. Mapping and delay customization for the Radial Menu is available in the Esc menu.
  • On Pod Death you will no longer instantly snap back to station. Your camera drones will show your corpse in space before your consciousness is transferred to your new clone.
  • The loading bar has been eliminated from the Undocking transition. The Undock button has been moved from the NeoCom to the Station Services panel to allow room to provide undocking progress.
  • Jump Transitions have been added which allow a seamless transition free from the tyranny of black screen and loading bars.
  • Persistent navigation statuses have been added for: Aligning, Approaching, Orbiting and Keeping at Range. In addition, there is now a confirmation for the Stop my Ship command.
  • Health bars on the HUD for your ship flash when the user-defined Damage Alert thresholds have been passed. The Damage Alert thresholds can be configured in the HUD menu.
  • When a targeted ship is destroyed the target will flash several times before it is removed from your target list. If the target gets away, it will simply disappear as before.
  • When boarding a ship or undocking, the HUD capacitor level animates.
  • The Watch List has been cleaned up so no longer are there almost 20 options in the contextual menu. These options are now under the ‘Pilot’ submenu.
  • The image of a station in that station’s Show Info window can now be dragged into chat to provide a link to the specific station instead of the station type.
  • The chat entry box can now be reduced to the height of a single line.
  • It is now possible to open more than 1 saved fitting at a time by holding SHIFT when selecting it from the list.
  • The Fleet option “Kick Member” has been renamed to “Kick Member from fleet”.
  • Notes in the Notepad are now ordered alphabetically.
  • The Show Info images of Planets, Solar Systems, Constellations and Regions can now be dragged into chat to provide links.
  • "Open All Squads" and "Close All Squads" have been renamed to "Expand All Squads" and "Collapse All Squads".
  • The "Expand All Squads" and "Collapse All Squads" will function regardless of whether the Wings are Expanded/Collapsed.
  • New options "Expand All Wings" and "Collapse All Wings" have been added.
  • Fleet Composition can now be copied by expanding all squads and selecting CTRL + C.
  • In the Bookmark Location window the name is now preselected so it can be instantly overwritten.
  • In windows with a scroll bar your Page Up and Page Down buttons now function as you would expect them to by scrolling up and down.
  • Zoom In/Out functions are no longer bound by default.
  • When using the Autopilot the next Stargate in your route is now preselected on system entry. Tracking camera users will find the camera now always points in the correct direction when using the Autopilot.

Fixes

Audio
  • Fixed a number of small audio issues.
  • Work carried out on nullsec music and atmospheric sounds to make things less repetitive.
Boosters and Implants
  • Corrected skill requirement for the Zainou 'Gnome' Weapon Upgrades WU-1005 from cybernetics 5 to cybernetics 4.
  • The Zainou 'Snapshot' AM-70x hardwiring range now correctly refers to "heavy assault missiles" rather than "assault missiles" in both their names and their descriptions.
  • LP-1005, LE-1005 and LH-1005 hardwirings now require Cybernetics 4 rather than Cybernetics 5, in line with other 5% hardwirings.
Character Creation and New Player Experience
  • The tutorial text regarding clones in "Additional Reading" has been edited for clarity.
  • A missing icon for a Minmatar clothing asset has been fixed.
Drones
  • Preventing rare situations where Salvaging Drones would be returning back to a players ship after each salvaging attempt.
  • Infiltrator II and 'Augmented' Infiltrator now have an increased orbit velocity. Infiltrator II, Imperial Navy Infiltrator and 'Augmented' Infiltrator have all had their tracking speed increased to ensure the correct tracking speed-to-orbit velocity ratio.
Graphics General
  • Resolved a long standing issue with certain NPCs using incorrect faction skins.
  • The order in which layers are drawn has been fixed on a drone structure.
  • Moved the 5th highslot turret location onto a turret location drawn on the model.
  • The rifter's thruster locators have been moved closer to the hull.
  • The hulls thruster location has been moved closer to the hull.
  • Added missing small thrusters to the cheetah, procurer and skiff.
  • Mordu's NPCs now have the correct blue color instead of pretending to be Guristas.
  • Fixed a misaligned texture on the rokh.
  • Capital ships at low and medium LOD will now keep their textures instead of appearing black.
  • The Amarr Navy Omen and Slicer now have tech 1 turrets that match their paint jobs.
  • Fixed: Small pop of geometry during the Phoenix siege animation.
  • Fixed: Corrected small texture stretch in Caldari Hanger.
  • Removed thrusters from sentry drones because they don't move.
  • The Khanid ship shader was too bright and has now been corrected.
  • Certain turret configs for Rorqual now sit on geometry.
Localization
  • Fixed issues relating to localization of important name tooltips:
  • The tooltip syntax will no longer be saved in the fitting name when opening a fitting from the chat window.
  • Fixed a UI issue where repeatedly right-clicking entries in the mission journal would cause the right-click menu to keep growing in size when running with tooltips enabled.
  • Fixed drag-and-drop functionality when dragging your current solar system name into the chat window, when running with tooltips enabled.
  • Numerous Russian translations of mission descriptions have been corrected by adjusting the placement of variables representing system, station, corporation, and agent names.
  • On the Japanese client, NPC agents’ names have now middle dots (「・」) between their first names and last names for the better visibility.
  • Various linguistic changes and improvements have been made throughout the Russian, German and Japanese clients.
Market & Contracts
  • All market start up times have been decreased significantly.
  • Orders will now expire regularly during up time, instead of waiting for downtime. Items will also be returned to the users Item Hangar as part of the expiry process.
  • Items with colon or slash in the name can now be properly Exported to File from the Market.
Miscellaneous
  • The Influence level for Incursions is now persisted more consistently at server downtimes.
  • The "Warp Disruption Field Generator II blueprint" has had the correct meta group assigned to it, so it can now be filtered using Smart Filters.
  • All "Warfare Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Mining Foreman Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Shield Boosters" modules have had their description corrected to note that they can be used on capital ships.
  • The Signal Distortion Amplifier blueprints are now part of a new group called ECM Stabilizer Blueprint. This does not change the market group for these items.
  • The text for the Jump Portal Generator I and Covert Jump Portal Generator I is now formatted correctly.
  • The description for Tritanium now refers to the Universe instead of the World.
Modules
  • The Modules Overheat icon no longer continuously flashes when it is activated and deactivated within the same cycle.
  • Survey Scanners will now properly show their range in both tooltips and the Tactical Overlay.
  • The Triage Modules are no longer incorrectly described as Siege Modules in the description.
  • Capital-sized modules should now correctly state in their descriptions that they cannot be fitted to sub-capital ships.
  • Fixed description for all Nuclear ammunition to accurately reflect its bonus to tracking.
  • T3 Offensive subsystems no longer display a confusing unlabelled number.
NPCs
  • NPCs can now better distinguish between damage players apply to NPCs and damage that players apply to each other when picking targets.
  • Fixed an issue where negative corp or faction standings were not being applied after killing certain NPCs.
  • The standings tab of the character sheet no longer includes standings to "unknown factions".
  • Some high security NPCs were providing too much security status on destruction and were easily farmed to repeatedly increase sec status. These NPCs have had their security status bonus adjusted to bring them in line with the effort required to find and destroy them.
Player Owned Structures, Outposts and Stations
  • The starbase defense control locked target icon will no longer revert to a question mark when structures unlock a target.
  • The names of conquerable stations and outposts will now correctly update in the star map system tooltips.
  • All starbase EW structures should now have their effect icons show up correctly in the overview and effects bar.
Science and Industry
  • Some faction modules required Tech 2 skills and resources manufacturing. These have been removed.
  • The Phoenix no longer requires Capital Turret Hardpoints in its construction.
  • The Naglfar no longer requires Capital Launcher Hardpoints in its construction.
Ships  
  • Fixed a typo in the description text for the Myrmidon.  
  • Fixed an issue where the incorrect insurance type was being granted for ships with very low cost and payout values.
  • The skill bonus to Energy Vampires is now working correctly on the Vangel.
  • A small error in the Warp speed of Freighters has been corrected.
  • The Echo no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • The Immolator no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • All Faction & Storyline Battleships, Battlecruisers and Cruisers have had their Calibration increased from 350 to 400.
Skills  
  • The skill "Deep Core Mining" is now correctly reducing the chance of causing mining pollution clouds.
User Interface
  • Kill Reports now again contain the Moon for destroyed structures.
  • Approx 50% of all standings will drop by 0,01 in the character tab window, this has no game-changing effect and is simply a UI fix that properly shows players their effective standing.
  • Resizing the windowed client will no longer clear the fitting screen if it was open.
  • Implants, Skill, Planetary Resources and Planetary Commodities now show their volume attribute in the Info Window.
  • The Drone Management interface will now open correctly if you are attempting to drag a stack of drones to the drone bay that you have to split.
  • Bookmarks are now consistently sorted in both the in-space right click menu and People & Places.
  • Icons will now display correctly for the "Command Center Hold Capacity" and "Planetary Commodities Hold Capacity" in the Attributes tab for ships.
  • Added a message when failing to meet the conditions required to capture a complex in Factional Warfare. Previously this was failing with a blank No Label message.
  • Redundant options View Contents, Open Cargo and Add to Quickbar have been removed from the right-click menu for capsules.
  • If a Kill Right price has been changed before the clients cache clears automatically, we now display a nice user message with the correct price telling you to try again.
  • When viewing a Corporations Show Info window, clicking on the link for a Faction.
  • Removed the "Flying Between Hangars!" modal error message when moving a ships hangar into another one via the Inventory Index tree. Now nothing will happen.
  • Windows that have been collapsed now remember their state correctly after restarting the client.
  • Items dragged out from the Market Quickbar will no longer get stuck on screen.
  • Current active wars that enter the 24 hour cooldown phase are now still shown in the active wars category in a Corporation/Alliance Show Info window.
  • Restoring an unread mail from the Trash will now correctly update the Unread counters for the appropriate mail folders.
  • In many cases the 'Reset Camera' function was parking the camera right up the back of your ship. The camera distance when reset has now been adjusted so that the default is more complimentary.
  • Fixed a clipping issue in the Inventory for the last row of text in the Chinese client. This should not affect any other localized clients.
  • An issue with the back button on the mouse when navigating the Browser has been fixed.
  • General Tutorials titles are now correctly capitalized for consistency.
Weapons & Ammunition
  • Updated the description for Hail ammunition.
  • Light kinetic missiles should now get their proper bonus in Wolf-Rayet systems.
  • Auto-Targeting missiles will no longer target objects in the "Large Collidable Structure" group.

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