Patch Notes for EVE Online's Apocrypha Now Available

by on Mar 09, 2009

Prepare yourself for a wall of <a href="http://www.tentonhammer.com/eve/" target="_blank">EVE Online</a> text. The developers at CCP have released their patch notes for the upcoming Apocrypha expansion, and there are a boat load of changes, improvements,

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 support@eveonline.com 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.

Last Updated: Mar 29, 2016