Prepare yourself for a wall of EVE Online text. The developers at CCP have released their patch notes for the upcoming Apocrypha expansion, and there are a boat load of changes, improvements, and additions coming your way. I won't take up any more of your reading time, go check out the patch notes!


Table of Contents

href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#critical">CRITICAL

href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#worldshaping">WORLD
SHAPING
href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#features">FEATURES
href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#changes">CHANGES
href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#fixes">FIXES
href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#exploitfixes">EXPLOIT
FIXES
href="http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=183#postpatchchanges">POST
PATCH CHANGES

CRITICAL

  • Our Classic client has been retired to make way for Premium
    Lite,
    bringing higher quality graphics to users with lower end PCs. With
    Apocrypha we discontinue support for ShaderModel 1, making ShaderModel
    2 the minimum requirement (GeForce FX (5 series) or ATi R300 series
    cards or compatible) and discontinue the "Classic client" version of
    EVE, replacing it with "Premium Lite." CCP Zulupark provides full
    details in his blog href="http://myeve.eve-online.com/devblog.asp?a=blog&bid=617">The
    results are in; EVE and ShaderModel support.
  • A brand new href="http://www.superssd.com/products/ramsan-500/">Ramsan
    500
    has been added to our database server which allows us to have much
    faster storage. This means that we will see a number of improvements in
    the future that will shorten daily downtimes, result in faster
    expansion deployments, and reduce database lag. How MOZO is that!? CCP
    Mindstar provides much more in depth techno talk in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=632">Apocrypharrrrrdware!
  • Existing scan probe launchers, probes and blueprints will
    automatically convert to the new variety. For people with existing
    launchers/probes/BPs: all existing launchers become Expanded launchers
    of the right type, all exploration probes (including multispecs) become
    Core probes, all ship probes become Combat probes, all observators
    become Deep Space probes. Sisters versions remain sisters versions. BPs
    are changed in the same way.

WORLD SHAPING

  • Appearing randomly throughout New Eden, gateways to the
    unknown
    will open up access to thousands of new solar systems, new Tech 3
    technology, new resources and deadly new enemies, The Sleepers, who
    have awakened to defend their space with deadly force. With new
    scanning mechanics you will eventually find these new areas of space
    which are rich in resources but are heavily guarded. CCP Whisper
    explains more in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=616">Building
    a new bridge to the stars.
  • Wormholes will bring a whole new level of adventure and
    exploration for every pilot who dares to probe out an entrance to the
    unknown. CCP Abathur, in his blog, href="http://www.eveonline.com/devblog.asp?a=blog&bid=644">The
    darkness at the end of the tunnel tells us about the laws of
    Wormhole space, the use of starbases, mass effects and tactical
    environments.

FEATURES

Ships

  • Custom build your next ship! New technology found in
    Wormhole Space
    allows players to research, manufacture and fly the next generation of
    cruisers. Thousands of combinations are possible due to the modular
    subsystem design Tech 3 brings to ship creation. Flying a Tech 3
    Strategic Cruiser is also easier skill-wise than that of Tech 2 ships.
    Each ship you create can be used to provide more firepower, better
    defences and many more variations. CCP Nozh tells us more in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=629">Strategic
    Cruisers: a new breed.

Modules

  • Tech II versions of the Codebreaker, Analyzer and Salvager
    mini-profession modules have been introduced.
  • Tech II Gas Cloud Harvesters have been introduced.

Skills

  • Players can now schedule automatic training of multiple
    skills. The
    new interface offers filters, a graphical display of the total queue
    and the ability to pause or resume the queue at any point in its
    progress. The skill training system allows you to queue skills that
    will start training over a 24-hour period. You can enter in up to 50
    skills in a queue, as long as they all start training within 24 hours.
    CCP Eris Discordia tells us why href="http://www.eveonline.com/devblog.asp?a=blog&bid=621">More
    Queue Queue is the way of the future.
  • Character attribute distribution can now be rearranged in
    order to diversify or specialize skill training. This means that you
    can now reallocate attribute points once per year. CCP Flatboy tells us
    how neural remapping works in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=630">A
    Virgin Mind.

Player Owned Structures, Outposts and Stations

  • Manufacturing outposts can now manufacture the strategic
    cruiser hull and subsystems.
  • Research outposts can now reverse engineer ancient relics.
  • The Experimental Laboratory is now available on the market
    where reverse engineering is possible.
  • The Subsystem Assembly Array is now available on the market
    and can manufacture strategic cruiser hulls and subsystems.
  • The Polymer Reactor Array is now available on the market
    and
    is capable of reacting hybrid polymers used in Tech III component
    manufacture.
  • The Hybrid Polymer Silo is now available on the market and
    is capable of storing hybrid polymers.

Character Creation and New Player Experience

  • Rebuilt from the ground up, the new player tutorial reveals
    the
    many career paths a player can embark on while arming them with the
    knowledge and gear necessary to start carving their niche in New Eden.
    The character creation windows are now simpler and easier to follow,
    attributes can now be re-arranged once per year and new player missions
    have been revamped to educate players on industry, business and
    military occupations. CCP Fear provides more details in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=618">Your
    Revamped Rookie - Part 1.

NPC's

  • The Sleepers lay in waiting beyond the wormholes, guarding
    resources and technologies considered to be of significant power and
    value back in known space. They will not give up their treasures easily
    as they are masters of teamwork and manoeuvring. Expect an enemy that
    works as a team, identifies your weaknesses and protects its own. Full
    details of the new NPC’s can be found in the blog by CCP
    Ytterbium href="http://www.eveonline.com/devblog.asp?a=blog&bid=620">When
    evolution leaps forward.
  • New AI will be applied to the Sleeper NPC’s which
    allows them
    to prioritize and change targets at will. This makes PvE combat feel
    more like PvP. These NPC’s will now repair each other, change
    targets
    based on offensive capabilities, logistics or ECM threat. CCP Incognito
    provides much more detail in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=636">How
    the AI pew pews the player.
  • Pirate factions have switched to tougher ships in low
    security
    space to prey upon unsuspecting Capsuleers. Low security space will now
    see battleships appear in the asteroid fields.

Agents & Missions

  • Spanning multiple regions of space, new epic mission arcs
    will take
    players on a journey through all four empires beginning with character
    creation. As the story progresses and the rewards grow more enticing,
    pilots will be faced with the decision of which side to fight for in
    the final battle. CCP Molock tells us more in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=638">Should
    you choose to accept it.

Exploration & Deadspace

  • Scanning in New Eden has been completely revamped in order
    for
    Capsuleers to probe out Wormholes and explore the vast riches in
    Wormhole Space. Modules, skills and implants have all been changed to
    allow for the new scanning methodology. CCP Greyscale explains all of
    these changes in his illustrated blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=642">New
    Blog: Sick in the back of an Astra: A travel blog.
  • We have doubled the number of exploration sites in known
    space. Every aspect of exploration has received a boost including
    Booster manufacturing, hacking, archaeology and combat exploration
    sites. CCP Dropbear tells us more in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=641">Getting
    High on Your Own Supply

Science & Industry

  • Pillage wrecks of ancient Sleeper ships and salvage relics
    of
    ancient technology! New Experimental Laboratories allow you to reverse
    engineer Sleeper relics to build the blueprints for manufacturing Tech
    3 components. CCP Chronotis explains how this is all possible in his
    blog How
    do I build a Strategic Cruiser?
  • Reverse engineering has been added as an activity type.
  • Tech II versions of the codebreaker, analyzer and salvager
    can now be invented.
  • Tech II version of the Gas Cloud Harvester can now be
    invented.
  • The Gas Cloud Harvester I Blueprint is now available to buy
    at various NPC stations around the galaxy.
  • Hybrid Polymer reactions used in Tech III production are
    now available on the market.
  • Hybrid Component Blueprints used in Tech III production are
    now available on the market.

Sound Improvments

  • An assault on all the senses! Improvements have been made
    to offer
    a crisper, richer sound experience, such as unique sounds for NPCs.
    We’ve set the stage for some amazing future improvements. CCP
    Real X
    gives us the low down in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=611">EVE
    Music - Getting inside Real X

Graphics

  • Asteroid fields have been revamped and glorious new
    asteroids will
    appear in New Eden. From the huge Veldspar boulders down to the fine
    crystals of Crokite, the new stunning visuals are a joy to behold. CCP
    VanishingPoint tells us more in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=639">Miners
    Rejoice.
  • As part of our ongoing effort to bring cutting edge
    graphics
    to EVE’s players, almost every effect in game has been
    redone, from
    pulse lasers to gate warping and from shield hardeners to energy drain.
    In addition, almost everything within wormhole space is new, including
    the wormholes themselves and gorgeous new nebulas, which are a taste of
    things to come.

User Interface

  • There is no shortage of customization in EVE, from overview
    settings to ship fittings. Now players can export their favourite
    settings, catalogue them for easy reference and share them amongst corp
    mates. CCP Fendahl gives us a look at the new fitting screen in his
    blog New
    Fitting Screen in Apocrypha.

Mac

  • Graphics take a leap forward for Mac Users! The beauty of
    Trinity
    engine graphics shines through in the Apocrypha release of the Mac
    client.

Localized Clients

  • EVE Online now boasts complete language support in game, a
    new
    knowledge base, and expanded customer support team for our new
    localized Russian client. CCP Caedmon talks about the Russian and
    Japanese clients in his blog href="http://www.eveonline.com/devblog.asp?a=blog&bid=643">Machine
    Translation's Bad, M'kay?

Miscellaneous

  • The notepad has had some key functionality added. Pressing
    "Home"
    goes to the beginning of the current line while "ctrl+Home" goes to the
    beginning of the first line. Pressing "End" goes to the end of the
    current line while "ctrl+End" goes to the end of the last line. "Page
    up" now scrolls up and "Page down" scrolls down.

CHANGES

Need for Speed

  • The Decorations tab will now be dynamically loaded in order
    to
    reduce the amount of database calls required each time it is requested.
  • Changes have been made to the price history field in the
    market to increase performance significantly when searching through old
    price histories of items which have had no market activity for 100 days
    or more.

Ships

  • The "Leave Ship" option in the context menu has been
    removed when a player is in a capsule.
  • The "Open Fitting" option in the context menu of a ship in
    space has been changed to "Use fitting Service". You can open the
    fitting service (fitting your own ship) if the other ship's owner is
    you, your corp, your gang mate or corp mate
  • The base agility of Caldari freighters has been adjusted to
    better balance the counterparts of the other 3 races. The agility of
    the Caldari Freighter and Jump freighter has been slightly increased.
  • Rookie ships now have 0 rig slots and 0 calibration points.

Modules

  • Probe launchers will now come in two varieties; The Core
    Launcher
    and Expanded Launcher. The Core Launcher will have a fitting
    requirement of 15 cpu and can only launch probes which are capable of
    exploration. The Expanded launcher will have a fitting requirement of
    220 cpu and can launch probes capable of scanning for ships, drones and
    exploration sites. Sisters of EVE variations of the Core and Expanded
    launchers will receive a scan strength bonus along with a slightly
    faster cycle time for launching probes and reduced cpu fitting
    requirements.
  • Probes have been changed and three new probe types have
    been
    created to replace the previous probe types (Snoop, Fathom etc.). These
    probes are the Core Probe which can fit in either the Core or Expanded
    probe launcher which will find exploration sites, the Combat Probe
    which can fit in the Expanded Probe Launcher only and finds all types
    of signatures and the Deep Space Probe which can fit in the Expanded
    Launcher only and replace the Observator Probe of old. Sisters of EVE
    variations with higher strength will also be available.
  • Cloaking devices now deactivate when a cloaked ship is
    within 2500m of any station or stargate.
  • 'Contour' Reflective Plating I and 'Spiegel' Reflective
    Plating I will no longer show up as storyline variants of Reflective
    Plating. These modules will now display the correct meta level.
  • The description of all forms of cloaking devices has been
    changed to read "Fitting two or more cloaking devices to a ship negates
    their use as unsynchronized light deflection causes interference."
    Players should be fitting only one cloaking device per ship.

Drones

  • Drones can now be controlled up to 250 km away from the
    owners’ ship with the proper skills, implants and rigs.
  • The electronic warfare displays will now show the effects
    of
    electronic warfare drones which have successfully webbed, damped,
    target disrupted or jammed a player ship.

Skills

  • The Signal Acquisition skill is now called Astrometric
    Triangulation and gives a strength bonus.
  • The Astrometric Triangulation skill is now called
    Astrometric Acquisition and gives a scan time bonus.
  • The Astrometrics skill gives you +1 probes active per
    level, starting with 4 at level 1.
  • The skills Marketing, Procurement, Day Trading and
    Visibility
    will now state "Limited to Current Region" rather than "Limited to 50
    jumps" when trained to Level V.
  • The skill requirements for the Tracking Disruptor II have
    been upgraded to Weapon Disruption 4, in line with other T2 modules.
  • The skill “CFO Training” has been
    removed from the character sheet.

Rigs

  • All rigs, implants and ship bonuses giving a duration bonus
    to
    scanning on Tranquility currently will now give a strength bonus, and
    vice versa. The exception to this is the Virtue implant set which keep
    giving strength bonuses.

Player Owned Structures, Outposts and Stations

  • The component assembly array has been changed to not have a
    material waste multiplier (is now 1.0)
  • The component assembly array now manufactures the Hybrid
    Tech Components and Data Interfaces.
  • The rapid / equipment assembly array has been changed to
    manufacture only items under the category modules or deployables.
  • The System Scanner Array has been recalled by its
    manufacturers for faulty wiring and you can redeem your original
    purchase cost by selling them back to various NPC corporations.
  • It is no longer possible to construct station warehouses at
    the equipment assembly array at a starbase. The volume of the completed
    item is much too large to be stored at this location.
  • The cynosural field generated by a starbase structure
    cynosural generator will now allow all ships to jump bridge through
    with a Titan even if some of those players are in different
    corporations and alliances than the Titan pilot. Previously the
    starbase cynosural generator would only allow members of the Titan
    pilots’ alliance to Jump Bridge through. Cynosural generators
    created
    by a ship remain unchanged as they allowed all ships to jump bridge
    with the Titan.
  • All racial Freighter cargo holds can now carry a Capital
    Ship
    Assembly array with freighter skill level 4. The Capital Ship Assembly
    array has been resized to 850k m3, down from 900.

Boosters and Implants

  • High grade and low grade snake implant sets now display the
    correct bonuses.
  • Poteque Pharmaceuticals has issued a recall on their
    Draftsman
    range of hardwiring implants which were released with severe faults in
    the neural processors. Players can now sell their Draftsman implants
    back to NPCs at various stations. The GI-1 can be sold for 25 million
    ISK and the GI-2 can be sold back for 200 million ISK.

Character Creation and New Player Experience

  • The AURA tutorial for Corporations has been revised and
    will now be
    six pages in length instead of seven. The page which has been removed
    is regarding Corporation recruitment advertising in Help channels.
  • The audio and tutorial concerning EVE mail has been
    removed. A new tutorial will be added at a later date.

Agents & Missions

  • We have modified the format of the mission dialogue window.
    Accepting and declining missions is now accomplished via clicking the
    appropriate buttons in the new UI.
  • Time remaining in missions and for bonus rewards is now
    displayed as a duration rather than as an end time. (That is,
    “you have
    3 hours and 27 minutes” rather than “you must
    complete the mission by
    6:23pm GMT.”)
  • The mission "Alluring Emanations" will now only be issued
    by Level 1 agents.
  • The warning mission when entering the mission
    "What´s in a
    Name - Poke (3/5)" will now display the text "Attention, you are
    approaching a Gallente Federation vessel on official exercises. Turn
    back now.”
  • Thukker Mix or Trust Partners will no longer give kill
    missions against the Minmatar Republic.
  • The time taken for the second wave of NPC's to arrive in
    the mission "Intercept the Pirate Smugglers" has been reduced by 40%.
  • The mission description of "Balancing the Books (3 of 10)"
    now
    states that the player must visit the mission site to complete the
    mission even if they already have the mission objective in their
    hangar.

Science & Industry

  • When a player tries to remotely manufacture a blueprint
    without the
    skill required for it, a message will now state "You are 0 jumps away
    from this installation and you lack the required Supply Chain
    Management skill for manufacturing or Scientific Networking for
    research to remotely manage your Science & Industry jobs.
  • Bomb blueprints will now show correctly in the bomb
    blueprint group instead of the missile blueprint group under contracts.
  • The deep core mining laser I blueprint can now be used to
    invent a modulated deep core mining laser II BPC.

Market & Contracts

  • Probe launchers will now appear in the market window under
    Ship Equipment > Turrets and Bays.
  • The "Description (Optional)" field in page 3 of 4 when
    creating a loan contract has been changed to read "Description" and
    must be populated.
  • It is no longer possible to spam requests for "Get
    contracts"
    in the My Contracts tab. The button will now be disabled for five
    seconds after it is initially pressed.
  • The SCC has responded to demand and further sub-categorized
    the Hardwiring implant market groups to allow Capsuleers to more easily
    browse the available range of hardwiring implants by type of effect
    they have

Corporation & Alliance

  • Alliances will now receive a mail reminding them that
    maintenance bills are due in the next 24 hours.

User Interface

  • The Boolean selector (and/or) has been removed when
    initially
    opening the "Find member in a role" option in the corporation page. The
    selector will display when at least one query line is already there.
  • Previously you would tab
    from the
    username to the drop down arrow and then to the password. Now it tabs
    directly from username to password.

FIXES

Critical

  • Using the jump clone service will no longer cause client
    lock ups or problems with modules after jumping.

World Shaping

  • Jumping into systems that have not yet loaded following a
    downtime will no longer cause so many issues.

Need for Speed

  • Accepting a Factional Warfare mission or jumping into a
    Factional
    Warfare system will no longer generate errors in the logserver. This
    change will lead to faster loading which is always great.

Ships

  • Attempting to re-board your own capsule when docked in a
    station
    will no longer start a 30 second cool down period before being able to
    board another ship. Now you can click on another ship in your hangar
    and board immediately.
  • When refining ore from a corporation hangar in a Rorqual,
    when you select 'to hangar and refine' in a station with a corp office
    the minerals end up in the same division as where the ore was stored in
    the ship. When you do so in a station without office the minerals move
    to the personal hangar.
  • The bonuses for the Cynabal now correctly match the
    description
  • The description of both the Wolf and Jaguar have been
    clarified to read "5% small projectile damage bonus"
  • The Worm has been added to the variation tab of the Merlin
    frigate
  • The description of the Guardian now clearly states that it
    belongs to the "Augoror" class of ships.
  • Unnecessary line breaks have been removed from the Rifter's
    description.
  • Launching more than two ships from a ship maintenance bay
    will now work as intended and no exception error will be generated.
  • A typographical error has been fixed in the description of
    the Wreathe.

Modules

  • Republic Fleet warp scrambler now deactivates micro warp
    drives as intended.
  • Synthetic Hull Conversion Reinforced Bulkheads I, Synthetic
    Hull Conversion Overdrive Injector I and Synthetic Hull Conversion
    Nanofiber Structure I now have a variations tab in their show-info
    window, and are listed as a variant in the show info windows of the
    other meta versions of the module. In addition, these modules are
    listed as possible options in the "select item type" window when
    searching for an item type in contracts, or auto-linking to an item
    type in a chat window.
  • We have deleted the zydrine material entry which had a zero
    quantity when recycling a small electrochemical capacitor booster I.
  • There is now the 'bridge to member' option in the context
    menu
    for a broadcasted beacon while using a covert jump portal generator.
  • You are now able to compare module types from the
    "Deployable" category.
  • The COSMOS versions of sensor strength backup arrays are
    now listed as variants of those items.
  • The COSMOS versions of sensor strength backup arrays are
    now listed as variants of those items.
  • A typographical error has been fixed in the description of
    the Improved Cloaking Device II.
  • A typographical error in the description of Shield Boost
    Amplifiers has been fixed.
  • A typographical error has been fixed in the description of
    all damage control modules.
  • Grammatical errors have been corrected in the description
    of the module Analyzer I.

Rigs

  • A static data issue regarding rate of fire bonuses has been
    fixed on various hybrid, missile and projectile rigs.
  • The Anti Explosive Pump II rig will now show the correct
    meta group in the variations tab and comparison tool.

Weapons & Ammunition

  • The "Rage" missile description has been modified for
    clarity.
  • A warning message is now displayed upon removing weapons
    from
    a weapon group when a player is using the fitting services at a capital
    ship. Previously the group would be destroyed with no message meaning
    players would need to regroup all weapons.

Drones

  • Praetor, Acolyte and Infiltrator EV-type drones now
    function
    correctly and neutralise the correct amount of energy from their
    targets.
  • Dragonfly and Templar fighters will now engage a target and
    function correctly.

Player Owned Structures, Outposts and Stations

  • Starbases have received an overhaul. We have cleaned up the
    production entities to handle checking of supplies and outputs more
    gracefully. Starbases will, in general, be more efficient in terms of
    their evaluation - unlinked structures are no longer evaluated at all
    and less code is executed when calculating the evaluation order. They
    will also properly stall out like a production pipeline and no longer
    "lose" inputs or outputs by halting mid-cycle when setups are
    disrupted.
  • Clicking multiple times on "Assume Control" of a battery at
    a
    starbase will now display a message stating whether you have control or
    if you are assuming control of the structure.
  • The starbase structure control management window will now
    update changes within a couple of seconds when pilots are assuming
    control of any modules at a starbase.
  • The correct bonus is now displayed and applied to silo
    capacities which are deployed at Gallente medium and large towers.
  • A notify message will now display when trying to assume
    control of an unanchored module at a starbase.
  • A message will no longer appear asking "Do you want to
    remove
    all links between structures" on a starbase if the control tower has no
    links set up.
  • An exception error is no longer generated when accessing
    the management window for a reinforced control tower.

Boosters and Implants

  • The description of all Crystal implants now state that the
    implants do not affect capital modules.
  • A typographical error has been fixed in the description of
    Standard X-Instinct Boosters

Character Creation and New Player Experience

  • The Channel & Mailing List tutorial window will now
    display properly and no buttons will overlap.
  • An exception error is no longer generated when changing the
    selection on the tutorial group.
  • The button in the "Informative: Corporation (2 of 7)"
    tutorial
    page will now ask you to click "Next" instead of "Ok" to continue.
  • The Damage Control I will now appear correctly in the
    players
    hangar when accessing Tutorials tab>Beginner Tutorials>
    "Crash
    Course" in the 9th bar of the tutorial.
  • A typographical error in the "Crash Course: In Station -
    Hangar movement (1 of 2)" has been corrected.
  • Two typographical errors have been corrected in the Crash
    Course 'Manufacturing' on pages 1 & 3.
  • A typographical error in the targeting tutorial has been
    fixed.
  • A typographical error has been corrected in the tutorial
    for manufacturing.
  • Grammatical errors have been corrected in the text of the
    tutorials, "Informative: market", "Informative: map and "Informative:
    fitting station services"
  • A grammatical error has been corrected on page 2 of 10 in
    the certificates tutorial.

NPCs

  • The Centus Lord will now drop battleship sized loot instead
    of frigate size loot.
  • The legendary Ammatar Commander Genom Tara has spotted a
    typo
    error in his description. We have fixed it and shot those responsible
    for writing it!

Agents & Missions

  • Exception errors will no longer be generated when accepting
    /rejecting a first or second mission, accepting and then failing a
    mission or completing a mission.
  • Several NPC ship classes and structures have had their loot
    tables fixed to drop the correct items.
  • The mission "Mining Misappropriation" will no longer spawn
    ships of your own faction.
  • All agents throughout New Eden have been instructed to not
    give out the same mission again when it has been completed successfully
    or declined. If I didn’t want to save that Damsel 30 seconds
    ago, I
    sure don't want to save her now.
  • Agent Boismevier Mals is still missing despite a massive
    manhunt by DED. Avrues token has now been edited and will remove any
    mention of Boismevier. The search for this missing agent will continue
    in every known pleasure hub until we get our man!
  • The bonus reward time has been amended in the mission "Cash
    flow for Capsuleers (2 of 10)".
  • The bonus reward time has been amended in the mission
    "Making Mountains out of Molehills (1 of 10).
  • The NPC dialogue pop-up in the mission “For the
    honor of Rouvenor" has been changed to read Gallente instead of Amarr.
  • The description for the COSMOS mission "Governor's Aide 4
    of 5" has been rewritten and the drop-off point has been corrected.
  • The correct bonus completion time has been applied to the
    mission "Cash flow for Capsuleers (1 of 10)".
  • Completing the mission arc "Cashflow for Capsuleers" will
    now give the intended faction standing increase.
  • The missing mission objective in the mission briefing for
    "Cash flow for Capsuleers (9 of 10)"has now been added.
  • The bonus time for the mission "Cash flow for Capsuleers
    (10 of 10)" will now be displayed correctly.
  • Tech 1 frigates are now permitted through the acceleration
    gate of the Level 2 Gallente mission "Delving into the Past (3 of 3)".
  • The mission briefing in both the agent offer and journal
    entry for "Portal to War (4 of 5)" will now display the correct mission
    location.
  • A 10 second delay has been added to the smart bomb
    activation time in the mission "Cash flow for Capsuleers (8 of 10).
  • The pathfinder gate is now named correctly in the mission
    "New Frontiers -Mad Scientist (2 of 7)"
  • A celestial beacon will no longer be broadcast to everyone
    in the system when accepting the mission "Foreign Investment".
  • The can which spawns the Apocryphon in the mission "Pilgrim
    - Heretics (2 of 5)" is now much more easily accessible.
  • The mission "Bad Bunnies" will no longer result in a
    standings penalty toward the Gurista Pirates.
  • The mission "Denial of Reconnaissance" can now be completed
    properly without the target NPC running away.
  • The missing objective, the informant, has been added to the
    mission "Freeing The Informant”.
  • The mission "A million little pieces" has had battleships
    added to the list of ships which cannot use the acceleration gate for
    entry.
  • The mission briefing and objectives for the mission "Are
    you receiving (3 of 3)" are now correct.
  • The correct standing gain is now applied to faction and
    corporation standing when completing the storyline mission "Materials
    for War Preparation".
  • Loyalty Point stores will now dynamically retrieve Loyalty
    points and ISK when running filters in order to properly check the
    default affordability of any item. This process will mean that the LP
    store will properly display the correct offers relevant to any player
  • The time bonus reward is applied correctly to the storyline
    mission "The Celestial Imperative (5 of 5)".
  • A typographical error in the mission "Unauthorized Military
    Presence" has been corrected.
  • A typographical error has been corrected in the description
    of "The Gallente Archaeologist - The Results (4 of 9)".
  • Typographical errors have been corrected in the mission
    briefing of "The Uprising - The Disappearance (1 of 4)"
  • A typographical error has been corrected in the mission
    briefing for "Carrying AIMEDs"
  • A typographical error has been corrected in the level 3
    mission briefing for "Pirate Invasion".
  • A typographical error has been corrected in the mission
    offer for "Lost That Bet (3 of 5)"
  • A typographical error has been corrected in the mission
    objective of "Smuggler Interception".
  • A typographical error has been corrected in the mission
    briefing for the mission "The Uprising - Last Stand (4 of 4)".
  • A grammatical error has been corrected in the mission
    description for “Kidnappers Strike - The Secret Meeting (7 of
    10)".
  • A grammatical error has been corrected in the mission
    briefing for "Encounter at Station 464"
  • Grammatical errors have been fixed in the mission objective
    for "Making Mountains out of Molehills (2 of 10)"
  • A grammatical error has been corrected in the "Objective
    Completed." message in the mission journal.
  • A grammatical error has been corrected in the text
    displayed
    when warping to the Reactor Factory in the COSMOS system of Nakugard.
  • A grammatical error has been corrected in the completion
    message from the agent in the mission "Mysterious Sightings (2 of 4)"

Exploration & Deadspace

  • The Sansha Minor Refinery now has the correct name in the
    Sansha Hideout site.
  • Dini Mator has unearthed unknown riches and the loot he
    drops will reflect this.
  • A grammatical error has been corrected in the DED database
    information pop up for the "Minmatar Contracted Bio-Farm" complex.
  • Typographical errors have been fixed in the structure names
    of "Sansha Base" and "Provisional Sansha Outpost".
  • A typographical error has been corrected in the description
    of
    the com relay container in the exploration site "Crew Crash Production
    Facility".
  • Several typographical errors in prompts for the escalation
    path in "Blood Raider Powergrid" have been fixed.
  • Several grammatical errors have been corrected in the sites
    "Saintly Nebula", Rapture Nebula", Emerald Nebula" and "Pristine
    Guristas Ship Graveyard "

Science & Industry

  • Caldari Navy station refining yields in Tintoh and Ichoriya
    have been corrected.

Markets & Contracts

  • The Limited Expanded 'Archiver' Cargo I and the Limited
    Expanded
    'Archiver' Cargo I Blueprint will now show when searching contracts or
    auto-linking to an item type in a chat window.
  • You no longer get the "Create Contract" option if you have
    items selected from more than one station or location.
  • HTML code can no longer be used in freeform contracts.
  • The "Dangerous Contract" warning is no longer generated to
    the person who is creating the contract.
  • A memory leak in the price history charts has been fixed.
  • A typographical error has been corrected in the message
    displayed under Market> Groups when the item is not available in
    the
    station, solar system or region.
  • A grammatical error has been corrected in the message
    displayed when a player tries to buy any item that is not available in
    the market.

Corporation & Alliance

  • The "No items found" message will now be displayed in the
    Corporation> Corporation Assets> Lockdown tab.
  • Corporation faction standings now update correctly client
    side after downtime.
  • A grammatical error has been corrected in the message
    received
    when proposing a vote to expel yourself from your own corporation.

Graphics

  • The targeting process is no longer interrupted, stalled or
    changed
    by activating an offensive module and trying to target a ship which is
    already in the process of being targeted. Previously players would have
    seen the target lock seemingly aborted with a warning message
    displayed.
  • Station environments will now load properly when docking in
    any system. Station owners were forced to take action due to the number
    of personnel drifting off into space.
  • Moving a weapon group on top of another weapon when in
    grouping mode will now move the entire group to the chosen location.
  • Salvager icons are now displayed correctly, superfluous
    pixels have been removed.
  • Small railguns have had their models upgraded. Any sinking
    effect has been reduced.
  • The 3D graphics rendering will now work as intended. The
    move
    and view will work correctly and ships will not be drawn magnetically
    to the center of the screen.
  • Missing textures for multiple Minmatar ships including the
    Nagalfar, Tempest, Typhoon, Stabber and Firetail have all been added.
  • Several Gallente stations have had missing textures and
    graphics replaced.
  • The Amarr Factory Outpost is now displayed correctly.
  • The sails on many Minmatar ships have been remodelled and
    will
    display correctly at all times. Many players assumed they were just
    falling off due to a lack of glue, but this is not the case.
  • The blinking lights on ships and stations have been made
    larger.
  • Graphical anomalies including grey screens will no longer
    display in the client.
  • The Nighthawk and Vulture both display their correct
    textures.

User Interface

  • The HUD will now show the correct levels of capacitor and
    shields.
    Players will no longer see incorrect data displayed showing the
    capacitor or shields at empty when this is not the case.
  • It will no longer be possible to edit a bookmark and leave
    the label field blank. A warning message will now pop up stating that
    this field needs to be populated with information.
  • An information message will pop-up only once on starting a
    conversation with an agent.
  • A warning message will now be displayed when attempting to
    open the fitting screen or reprocessing plant while not in a ship or
    capsule. The message will read "You must be inside a ship or capsule in
    order to perform that action. Please board a ship and try again."
  • Copy and pasting the data available in "last clone jump"
    will now display correctly. Previously, it displayed a number instead
    of the correct time.
  • Using the "Remove" option on a turret or missile launcher
    in
    the fitting window while in space will now remove any charges from that
    module. If the turret or missile bay is not loaded with a charge a
    notify message will be displayed stating that the module cannot be
    unfitted while in space.
  • The tactical overlay will now display correctly when
    jumping
    through a stargate with the overlay open. The tactical overlay can be
    switched on and off normally.
  • The Amarr regional gates have had their settings adjusted
    and are now working properly.
  • An exception error will no longer be generated if the
    incorrect date is added in the journal window under NeoCom>
    Wallet> Tab 'My wallet'> Tab
    ‘Journal’.
  • Windows are working properly after being stacked, reset and
    unstacked. For example, merging the local chat window with the scanner
    window and then separating them will have no adverse affect on either
    window and both will function correctly.
  • The text for channels and mailing list windows will now fit
    within their parameters if the window is set to its smallest size.
  • Right clicking on jump drive-capable ships will now give an
    option for "gang cyno." The jump to tab will no longer give "no
    destination" as an option.
  • Selected items in space maintain their size when minimized
    or maximized. The window will now display correctly.
  • An exception error is no longer generated when opening the
    character sheet from the Neocom.
  • An exception error is no longer generated when broadcasting
    messages from broadcast window.
  • When you sort a scroll window using the column headers, the
    columns will now display correctly. For example, sorting the number of
    items by quantity will no longer display the list alphabetically
    instead.
  • Setting the background color now gets correctly applied and
    saved when selected through the "Preset" option in ESC menu>
    General
    Settings.
  • The turret damages of “excellent hit”
    and “scratching hit” will be correctly recorded and
    displayed in the combat log.
  • The user interface has been streamlined when clicking on an
    item in the market in order to load details faster.
  • Ships and Items windows will now close properly when using
    a keyboard shortcut.
  • "Launcher Hardpoints" have now been added to the compare
    list under variations tab > compare.
  • Players can now delete their own player created channels
    even if they are not currently present in the chat channel at the time.
  • It will now be possible to add extensive notes both when
    creating and editing a bookmark.
  • Selecting medals in the Decorations tab using the arrow
    keys will no longer generate an exception error.
  • The title screen displayed when patching the EVE client
    will
    no longer display "The patch could not be applied because of an error"
    when pressing the enter button to confirm.
  • An extra character in the "Propose Vote" page when running
    for CEO has been removed.
  • It is no longer possible to use the "Remove from overview"
    or
    "Add to overview" option by right clicking on a ship when using the
    repair shop facilities.
  • The search function for alliance name, alliance short name
    and corporation ticker will now display a notify message: "Please type
    in at least 1 character" when trying to search with no characters in
    the search field.
  • The "Tip of the Day" has been updated and will no longer
    display out of date information.
  • Ships will no longer display an incorrect top speed after
    jumping through a stargate. Previously a ship would display the maximum
    speed granted through the use of a microwarpdrive if that module had
    been active before the jump was made.
  • Stargates were displaying an incorrect volume of 1.0m3. The
    correct volume is now listed as 10000000.0 m3.
  • A warning message will now be shown when attempting to
    award a
    medal when no medals have been created. Previously a blank window was
    displayed.
  • The scroll bar in the log table will always be at the top
    upon opening.
  • The default warp distance when warping to another player in
    a fleet now works properly.
  • Secure audit log containers will now display properly on a
    directional scan if they are in space and in range.
  • Energy neutralizing batteries will now display properly on
    a directional scan if they are in space and in range.
  • Selecting all agents in a station or under the agents tab
    in
    the address book will now work as intended when clicking Ctrl &
    A
  • Using the left/right keyboard arrows to navigate the
    contract
    front page, agent conversations, free form contracts or group page in
    the market will no longer generate an error.
  • Saved overview tabs will now display in the correct
    alphabetical order.
  • Fleet windows will now update properly when players are
    added or removed from any position.
  • Clicking "Ok" on the load template window when creating a
    freeform contract will now default to the last template used if an
    incorrect choice is made and will also no longer generate an exception
    error.
  • Changing wallet division through change division or set as
    active wallet does not open Welcome page again.
  • Changing ship after previously assuming control of a
    starbase
    module will no longer display an incorrect fitting or maximum velocity.
    The correct slot layout, configuration and maximum speed will be
    displayed correctly.
  • Show info is now available in all appropriate instances.
    Previously there was no show info option on things like show info on
    self in space, show info on fleet panel, certain show info in
    S&I>Corp Blueprints, certain show info in Character
    Sheet and
    certain show info in Corporation tabs.
  • Broadcasted target indicators (F1, F2 etc) on the overview
    will no longer vanish when the overview is updated. Previously the
    indicators would vanish when a new item appeared on the overview i.e. a
    wreck or a capsule from an exploding ship.
  • Certificates in a tree view will now display correctly and
    highlight appropriately while scrolling through a list of certificates.
  • Using shift + left mouse button to select a group of items
    or
    ships from your hangar or cargo hold will now highlight the correct
    amount of items. Previously some additional items were added
    erroneously.
  • Black Ops Battleships now have a "Bridge to Member" option
    when a jump beacon is broadcast in the fleet.
  • The ship status indicator of Black Ops battleships will now
    list gang members with open cynosural fields and then Alliance beacons
    for "jump to" points. A list of all known gang beacons will also be
    displayed.
  • Opening the mission journal and reading the details of a
    rookie mission will no longer generate an exception error
  • An exception is no longer generated in the logserver when
    checking the cross/uncross option available under the solar system map
    tab in world map control panel window.
  • An exception error is no longer generated in the logserver
    when clicking anywhere on the world map control panel.
  • Fitting stacked modules from corp hangar no longer prompts
    a locking warning when the fitting is already in progress.
  • Clicking on a link to a secure container which does not
    belong to you will no longer display the option "Set New Password"
  • A display issue has been fixed in Certificates tutorial.
  • UI stays hidden after jumping when "Hide Windows"(Ctrl +
    Tab) is enabled.
  • Entering the game with the global criminal tag will not
    cause an exception in the log server.
  • Dragging and dropping charges from modules to the cargo
    hold icon now works as intended.
  • Only the charge is removed when removed from a module in
    the
    fitting window in space. The module icon does not appear when the
    charge is dragged.
  • A notify message will now appear when attempting to remove
    modules in space saying that this action is not permitted.
  • CEO edits of corp titles will now work as intended,
    overlapping text has been removed.
  • A grammatical error has been corrected in the info message
    which pops up on modifying a sell or buy order within 5 min of
    creation.
  • A grammatical error has been corrected in "Login Data
    Incorrect “on the login screen.
  • Several grammatical errors have been corrected on the
    Militia Welcome Page.
  • A typographical error in the Otitoh COSMOS mission item
    "ancient treasure map" has been fixed.
  • A typographical error in the description of the "Cord of
    Elements” landmark has been fixed.
  • Grammatical errors have been fixed in the description of
    the
    certificates "Cartographer - Basic" and "Gallente military special
    forces -Elite" descriptions.
  • A grammatical error has been corrected in the message
    displayed when a player has insufficient ISK for repairs at the repair
    facility or when trying to insure a ship with insufficient funds.
  • A missing full stop has been added to the end of the
    sentence
    in the pop up message when trying to create a freeform contract
    publicly.
  • A typographical error has been fixed in the undo recycle
    request window for character termination.
  • A typographical error has been corrected in the message
    displayed while attempting to manufacture without sufficient funds in
    both personal and corporate wallets.
  • A typographical error has been corrected in the attributes
    tab in the show info window of Tech 1 and Tech 2 mining crystals.
  • A typographical error has been fixed in the message
    displayed
    when dragging your own character into the "Blocked" tab in people and
    places. Blocking yourself is serious business.
  • A typographical error has been corrected in the description
    of the Disfunctional Solar Harvester.
  • A grammatical error has been corrected in the notify
    message
    displayed when trying to search from people & places window
    without
    entering any character in the 'search string' field.

EVE Voice, Mail & Chat

  • Sending chat messages during periods of heavy load will no
    longer
    result in extra carriage returns. All text and chat will be displayed
    normally.
  • The automatic email sent out when an Alliance adopts a war
    declaration has been modified with the number of hours until it becomes
    active.
  • A technical error has been fixed which prevents chat
    channels with large populations from freezing up.
  • Corporation emails no longer get deleted when reopening or
    switching tabs. All Corporation mails will behave normally.
  • Players will no longer observe an error being generated
    when joining EVE Voice as a squad member in a fleet.
  • Players will no longer observe an exception error when
    multiple people leave fleet in EVE Voice.
  • We have extended the built-in channel names list to include
    Alliance channels.
  • The "Reply" and "Delete Message" buttons on any EVE mail
    will
    no longer lose transparency when the pinned EVE mail window is closed
    and reopened.
  • The in game chat channel for EVE Radio is now labelled
    correctly in the channel listing.
  • Attempting to delete a joined system channel i.e. local or
    Corp chat will no longer generate an exception error.
  • Chat channels will no longer become blank when clicking the
    scrollbar while the channel is opening up. Previously, the client would
    populate a blank window which could eventually crash the client.
  • Characters blocked from the buddy list remain blocked after
    a relog of the client.
  • Right clicking and removing users from the allowed or
    blocked lists of in game chat channels now works as intended.
  • Vertical text in chat edit boxes has been fixed. All text
    will be horizontal.
  • Delaying entering a password for a chat channel will no
    longer causes errors in the log or problems loading chat channels.
  • Selecting all characters in an EVE Mail search and then
    trying
    to add all into the recipient part of the mail will no longer cause an
    exception in the log server.
  • Grammatical errors have been corrected in the mail text
    received for corporate bills.
  • A grammatical error has been fixed in the information
    message which pops up when attempting to send a blank EVE Mail.
  • A grammatical error has been corrected in the pop-up window
    displayed when editing the name of the channel to an already existing
    channel name.
  • A grammatical error has been corrected in the SCC mail
    received for insurance payout.
  • Several grammatical errors have been corrected in the EVE
    mail
    received from the tutorial agent upon entering the game for the first
    time.
  • A typographical error in the info message when agreeing to
    join an in-game channel has been fixed.
  • A typographical error has been fixed in the pop-up message
    when editing the name of the channel to an already existing name.
  • A typographical error has been fixed on the pop-up window
    if
    an incorrect password is entered three times when attempting to join a
    chat channel.

CONCORD & Killmails

  • Killmails that were displaying inaccurate information when
    an NPC
    laid the final blow have been fixed. If an NPC dealt the final blow.
    The client will go through the players that dealt damage, in decreasing
    order by damage dealt. The highest damaging player remaining in space
    in the solar system will be awarded the killing blow. In the event that
    no players match this criterion then the final blow will be given to
    the NPC.
  • You no longer get a global flag for shooting your own can
    while in NPC corp.

Mac

  • Tabbing in and out of the client on the Mac will no longer
    cause excessive memory increase leading to a crash.

Localized Clients

  • The text for the certificate "Mining Foreman" has been
    translated in the German client.
  • Factional warfare ranks and descriptions will now display
    correctly in the German client.
  • The warning displayed when trying to anchor a structure at
    a
    starbase when another structure is in the process of anchoring has been
    translated correctly in the German client.
  • The default name for an outpost has been translated
    correctly in German.
  • The correct text will be displayed when announcing the
    available number of public contracts you can create in the contracts
    window.
  • The notify message displayed when attempting to send more
    than one EVE mail per minute on a trial account has been translated
    correctly in German.
  • Text will no longer be clipped in the "Character sheet
    advanced information" tutorial in Korean or Portuguese.
  • The overlapping text on Character Creation in the Russian
    client has been fixed.
  • The correct text will be displayed in localized clients
    when
    accessing open and closed blueprint votes and viewing sanctionable
    actions in effect and not in effect.
  • The correct text will be displayed in localized clients
    when
    accessing open and closed blueprint votes and viewing sanctionable
    actions in effect and not in effect.
  • A typographical error in the German translation of
    activation timers has been corrected.
  • The shortcut option to open the journal in the German
    client has been renamed to “Logbuch
    öffnen.”
  • The Liquid Cooled Electronics 1 Blueprint in the German
    client will now display correctly.
  • The industrial command ship skill description in the German
    client is now in English, like all other skills.
  • The global criminal notification messages displayed when
    trying to dock or jump have been translated correctly in the German
    client.
  • The German translation of tracking computers, tracking
    links and tracking enhancers has been corrected.
  • Various localization issues have been fixed surrounding the
    usage of plurals and the location of objects in non-English languages.
  • "Je Skillstufe" has been added into the German description
    for most battlecruisers (Cyclone, Drake, Harbinger and Hurricane.)

EVE API and Static Data Dump

  • The Imperial Special Ops Field Enhancer - Standard has been
    added to the charactersheet.xml
  • NPC Corporation descriptions will be added to the
    crpNPCCorporations table of the static data dump.
  • Accessing CertificateTree.xml.aspx will now return the
    cachedUntil value to its proper place, the root value.
  • All corporation public information is now accessible in the
    CorporationSheet API now. An error that occurred if the corp was not in
    an alliance has been resolved.

Miscellaneous

  • Several GM Tools have been fixed in order for our Customer
    Support Team to help you much more easily.
  • Responding or updating a petition on the web interface
    after
    sending a mail to [email protected] will now update successfully.
    You will no longer receive a failed message on the webpage
  • Several grammatical errors have been corrected in the
    knowledge base article, "Video card information for EVE".
  • The correct requirements are now displayed for the
    certificate Common Ore Refiner – Standard
  • Cancelling a trade window will no longer generate an error
    when the other player has the "Offer Money" box open.
  • Hyperlinks will now display correctly when hovering the
    mouse
    over a link in the notepad. This applies to both notes that have just
    been written and those that are saved and re-opened.
  • Notes will now save correctly in the notepad when using the
    Ctrl+W option to close and save.
  • The correct description has been added to the asteroids
    Arkanor, Bistot, Dark Ochre, Kernite, Scordite and Veldspar.
  • The character sheet will now update in real time when a
    medal is awarded.
  • The Knowledge base link in the in-game browser will now
    display the page correctly.
  • An exception error in the log server is no longer generated
    when docking with the corporate hangar open.
  • Right clicking on the "view log" window title no longer
    throws an exception in the log server
  • An exception error is no longer generated when clicking on
    the
    "Need Backup" broadcast when members of your fleet are in another solar
    system.
  • Clicking on
    https://support.eve-online.com/Pages/Petitions/CreatePetition.aspx will
    now lead to the correct news page.
  • A typographical error has been fixed when creating a
    petition in game.
  • The "View Awardees" tab in the decorations window has been
    adjusted in size and is no longer cut off.
  • Attempting to destroy a jump clone when the pilot is not in
    a
    ship or capsule will now display a message stating "You must be inside
    a ship or capsule in order to perform that action."
  • Reprocessing a fitted ship will now unload all modules and
    charges directly into the players hangar.
  • Changes have been made to the collision mechanics in the
    physics simulation. Massive objects will be less affected when bumped
    by smaller objects.
  • Control bunkers will now load correctly in Faction Warfare
    and agents will now hand out missions correctly without an error
    occurring.
  • When manually installing the client no additional folder is
    created in the root directory you are installing to.

EXPLOIT FIXES

  • Several exploit issues have been fixed, making EVE a
    better world to live in for us all.

To read the latest guides, news, and features you can visit our EVE Online Game Page.

Last Updated: Mar 29, 2016

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