Patch Notes for Phoebe

Patch notes for Phoebe 1.6Released Thursday, November 27th, 2014
FIXES:
<h4">Technical</h4">
Fixed an issue causing characters who recently removed implants to get stuck on character selection screen.
User Interface
The Mission Guidance Tracker should now keep track of inventory objectives more accurately, such as fetch, transport, return objectives.
The Mission Guidance Tracker will also keep a more accurate watch on objectives during session changes such as jumping and docking.
Patch notes for Phoebe 1.5Released Thursday, November 20th, 2014
FEATURES & CHANGES:
User Interface:
The medical clone window now has a button to self destruct your pod from inside the station.
FIXES:
Gameplay:
Players with low security standings will no longer receive Expeditions into high security system.
Patch notes for Phoebe 1.4Released Tuesday, November 18th, 2014
FIXES:
Modules:
The Polarized Light Neutron Blaster operates now with the correct optimal range of 1440 m.
User Interface:
Empty text fields in bookmarks won't break any longer the sensor overlay brackets.
Signatures sites will update in the compass when fully scanned using scanner probes.
UI scaling no longer prevents the Sensor Overlay popup filter to appear.
Overlapping windows won't completely block the Sensor Overlay any more from appearing. Obscuring it too much will still prevent it from appearing in some cases.
The Communications tab in the mail window got instructed to stop blinking without reason.
The "Show Condensed Logs" text in the character sheet combat log has been fixed.
The Directional Scanner and Probe Scanner will no longer swap places on docking and undocking if they were stacked.
Patch notes for Phoebe 1.3Released Tuesday, November 11th, 2014
FEATURES & CHANGES:
Exploration:
A new exploration site can be found across all of New Eden. Be on the lookout for the Limited Sleeper Cache.Fit your relic and data to a frigate class ship, and go explore!
Modules:
Surgical Warp Disruption Probes are now available in the Syndicate LP store.
Polarized Weaponry is now available (Tech II variant).
There are 12 modules in total. Four small, four medium, and four large sized modules.
User Interface:
Quantity and Price box in the Sell Items window now expand when you expand the window width.
Total price text will fade out if it doesn't fit in the Sell Items window.
Decimal point will only be shown for delta smaller than 100% in the Sell Items window.
The message to tell you that you don't have enough ISK to make a sell order now displays correctly.
FIXES:
Gameplay:
Fixed an issue causing clicks made below the speedometer to change speed.
The 250mm Railgun I no longer lists a datacore as part of its skills requirements.
"Job Duration has changed" should be fixed for job numbers that were previously blocked.
The Heavy Interdictor's Warp Disruption Field Generator fitted with a Focused Warp Disruption Script can no longer prevent Jump Freighters from using stargates.
The radial menu to open the scanner windows now displays the correct shortcut for each window.
Technical:
Improved the skill training queue backend system.
User Interface:
Fixed an issue causing training times to be incorrectly estimated in the left side of the training window when training multiple levels of the same skill.
Fixed an issue causing overview tab presets to revert to "not saved" despite no changes being made.
Advanced Ship Construction skills will now properly display the manufacturing time bonus on their show info, attributes tab.
Re-sizing the multi-sell window will also re-size the quantity/price fields.
Patch notes for Phoebe 1.2Released Thursday, November 6th, 2014
FIXES :
Gameplay:
An issue with the volume of the Mechanical Parts planetary commodity has been fixed.
You can now successfully undock with a single Higgs Anchor rig and another Astronautics rig fitted.
Docking at a station whilst there are anchored Mobile Warp Disruptor bubbles nearby that are owned by the character will no longer cause those bubbles to be destroyed. Only Interdiction Probes owned by the character should be destroyed.
User Interface:
The descriptions for some Agility/Inertia and Mass modification attributes in show-info windows are now clearer.
The error message when attempting to fit a second Higgs Anchor rig is now clearer.
You can now sell up to 100 items immediately from the Sell Items window (regardless of your available market orders)
Traders should now be able to sell items on behalf of Corp if they have access to a wallet
Patch notes for Phoebe 1.1Released Wednesday, November 5th 2014
FEATURES & CHANGES:
Graphics:
Corrected a gap line near the ankle of characters wearing certain boot and trouser combinations.
Market:
R.Db Hybrid Technology should now be properly removed from the Market
Science & Industry:
COSMOS items should no longer give back Decryptors when reprocessed.
User Interface:
The info window when you sell items will now show number of units you’re selling instead of the number of orders
Characters with the Trader role and not the Accountant should now be able to use the Sell Items window
Issues with selling items from the corp hangar have been solved
Issues with order count when selling items on behalf of corp have been solved
Market details now open in the background from the Sell Items window
Edit fields for quantity and price have been made bigger in the Sell Items window
The focus now defaults to the price edit in the Sell Items window
FIXES :
Gameplay:
Updated missing NPC buy orders for Neural Network Analyzer and Sleeper Data Library, at the new prices of 200k and 500k ISK respectively
Scanner related keyboard shortcut defaults changed: Probe Scanner window is now Alt+P, and Directional Scan is now Alt+D
Localization:
New notification widget tooltip is now properly localized
User Interface:
An issue with Drones and Planets in the Selected Item window has been fixed.
An issue with the Look At function has been fixed.
Fixed an issue which caused overview tab profiles to appear as "not saved" when they were in fact still saved
Fixed an issue where some bookmarks with no notes attached would not show up in the Sensor Overlay.
Patch notes for Phoebe 1.0Released on Tuesday, November 4th 2014
Size: 217 MB
FEATURES & CHANGES
Audio:
Added new sounds to some mission structures that were previously silent.
New awesome theme song for Phoebe release
Balancing:
All Expedition 'bosses' found in the final stage have had their loot tables buffed
Certain ships will receive bonuses to jump fatigue generation
Black Ops
Max jump drive range increases slightly to 8 Light Years (LY)
50% reduction in fatigue generation
All ships using a covert jump portal also gain the same reduction
Jump Freighters
90% reduction in fatigue generation
Max jump drive range reduced to 10 LY
Haulers
90% reduction in fatigue generation when using jump bridges
Rorqual
90% reduction in fatigue generation
Max range reduced to 5 LY, as with most other capitals
Balance changes have been made to the Heavy Interdictor and Stealth Bomber ship classes.
Heavy Interdictors:
DevoterAmarr Cruiser Bonuses:10% bonus to Medium Energy Turret capacitor use5% bonus to Medium Energy Turret damageHeavy Interdictor Bonuses:10% bonus to Medium Energy Turret optimal range5% bonus to range of Warp Disruption FieldsRole Bonus: 20% bonus to all Armor ResistsCan fit Warp Disruption Field Generators
Slot layout: 6H, 3M, 7L; 5(+1) turrets, 0 launchersFittings: 1265 PWG, 368 CPUDefense (shields / armor / hull) : 1100(-293) / 2400(+312) / 1800(+112)Capacitor (amount / recharge / cap per second) : 1625 / 335s / 4.85Mobility (max velocity / agility / mass / align time): 215(+12) / 0.51(-0.084) / 16,200,000(+1,000,000) / 11.45s(-1.07)Drones (bandwidth / bay): 25(+25) / 50(+50)Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+10) / 250(-10) / 6(-1)Sensor strength: 15Signature radius: 140Cargo Capacity: 375(+95)
OnyxCaldari Cruiser Bonuses:5% bonus to Kinetic Missile damage5% bonus to Missile Launcher rate of fireHeavy Interdictor Bonuses:10% bonus to Missile velocity5% bonus to range of Warp Disruption FieldsRole Bonus: 20% bonus to all Shield ResistsCan fit Warp Disruption Field Generators
Slot layout: 6H, 6M, 4L; 0 turrets, 5 launchersFittings: 900(+65) PWG, 560 CPUDefense (shields / armor / hull) : 2700(+696) / 1200(+4) / 1400(-6)Capacitor (amount / recharge / cap per second) : 1250(+187.5) / 335s / 3.73(+0.56)Mobility (max velocity / agility / mass / align time): 200(+2) / 0.55(+0.001) / 15,400,000(-20,000) / 11.74s()Drones (bandwidth / bay): 0 / 0Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 240(+5) / 7(+1)Sensor strength: 19(+3)Signature radius: 150(+15)Cargo Capacity: 450
PhobosGallente Cruiser Bonuses:10% bonus to Medium Hybrid Turret tracking5% bonus to Medium Hybrid Turret rate of fireHeavy Interdictor Bonuses:10% bonus to Medium Hybrid Turret optimal range5% bonus to range of Warp Disruption FieldsRole Bonus: 20% bonus to all Armor ResistsCan fit Warp Disruption Field Generators
Slot layout: 6H, 4M, 6L; 5 turrets, 0 launchersFittings: 1165 PWG, 375 CPUDefense (shields / armor / hull) : 1300(+140) / 2200(+160) / 2500(-31)Capacitor (amount / recharge / cap per second) : 1375 / 335s / 4.1Mobility (max velocity / agility / mass / align time): 205(-4) / 0.58(+0.0285) / 14,000,000(-1,080,000) / 11.26s(-0.88)Drones (bandwidth / bay): 0 / 0Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5) / 250(+25) / 6Sensor strength: 17(+2)Signature radius: 160Cargo Capacity: 400(+85)
BroadswordMinmatar Cruiser Bonuses:5% bonus to Medium Projectile Turret rate of fire5% bonus to Medium Projectile Turret damageHeavy Interdictor Bonuses:10% bonus to Medium Projectile Turret falloff5% bonus to range of Warp Disruption FieldsRole Bonus: 20% bonus to all Shield ResistsCan fit Warp Disruption Field Generators
Slot layout: 6H, 6M, 4L; 5 turrets, 3 launchersFittings: 1010 PWG, 392 CPUDefense (shields / armor / hull) : 2000(+418) / 1600(-404) / 1400(-6)Capacitor (amount / recharge / cap per second) : 1250 / 335s / 3.73Mobility (max velocity / agility / mass / align time): 220(+6) / 0.55(-0.0215) / 15,000,000(+180,000) / 11.44s(-0.3)Drones (bandwidth / bay): 0 / 0Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 255(+10) / 6(+1)Sensor strength: 14(+1)Signature radius: 130Cargo Capacity: 452
Stealth Bombers:
Purifier:Fittings: 45 PWG, 305(+7) CPUDefense (shields / armor / hull) : 350(+138) / 600(+213) / 450(+63)Capacitor (amount / recharge / cap per second) : 355(+42.5) / 266.25(+16.25) / 1.33(+0.0833)Mobility (max velocity / agility / mass / align time): 300(+38) / 4.4(+0.053) / 1,495,000(+99000) / 9.12s(+0.71)Warp Speed: 4.5(-1)Sensor strength: 19(+2)Signature radius: 40(+3)Cargo Capacity: 260
Manticore:Fittings: 38 PWG, 330(+2) CPUDefense (shields / armor / hull) : 625(+309) / 350(+62) / 400(+62)Capacitor (amount / recharge / cap per second) : 315(+46.25) / 236.25(+21.25) / 1.33(+0.0833)Mobility (max velocity / agility / mass / align time): 280(+24) / 4.5(+0.622) / 1,470,000(+4000) / 9.17s(+1.29)Warp Speed: 4.5(-1)Sensor strength: 21(+1)Signature radius: 41(+2)Cargo Capacity: 265(+80)
Nemesis:Fittings: 38 PWG, 315(+8) CPUDefense (shields / armor / hull) : 400(+125) / 475(+159) / 650(+228)Capacitor (amount / recharge / cap per second) : 355(+61.25) / 266.25(+31.25) / 1.33(+0.0833)Mobility (max velocity / agility / mass / align time): 275(+11) / 4.6(+0.057) / 1,410,000(-11000) / 8.99s(+0.04)Warp Speed: 4.5(-1)Sensor strength: 20(+2)Signature radius: 42(+5)Cargo Capacity: 270(+55)
Hound:Fittings: 40 PWG, 310(+7) CPUDefense (shields / armor / hull) : 550(+304) / 425(+87) / 350(+69)Capacitor (amount / recharge / cap per second) : 285(+35) / 213.75(+13.75) / 1.33(+0.0833)Mobility (max velocity / agility / mass / align time): 310(+26) / 4.4(+0.326) / 1,455,000(+85000) / 8.88s(+1.14)Warp Speed: 4.5(-1)Sensor strength: 18(+1)Signature radius: 38(+4)Cargo Capacity: 255(+60)
Exploration:
The Directional Scan, Probe Scanning, and Moon Analysis features are now split up into separate windows
Lowered the volume of the most commonly dropped items in exploration Data Sites from 1.0m3 (and above) to 0.1m3.
Lowered the volume of all Datacores and Decryptors in exploration Data Sites from 1.0m3 to 0.1m3.
Null Security space Data and Relic exploration sites can now also be encountered in Wormhole Class 1, 2 and 3 systems.
The spawn frequency of the Besieged Covert Research Facility has been increased.
The drop frequency of faction POS blueprints in all Data and Relic sites has been increased.
The drop frequency of 'Optimized' items in all Data sites has been increased.
Various Faction Materials have been added to the exploration Data site loot tables. These can be found in the Manufacture & Research > Materials > Faction Materials section of the Market.
Various Industrial Goods have been added to the exploration Data site loot tables. These can be found in the Trade Goods > Industrial Goods section of the Market.
The percentage chance of encountering rarer Expeditions from combat sites has been increased.
Expeditions now have completion messages, congratulating the player in various ways on the death and destruction that followed in their wake.
'Guiding' messages have been added to some, but not all of the dungeons where an Expedition could possibly occur.
The number of system jumps required to continue Expeditions has been lowered from 4 to 20 (min / max) down to 2 to 10 (min / max). (Note that the jumps listed in your Journal may exceed 10 but this is due to your Autopilot route settings)
Expeditions now search all nearby available systems rather than forcing you into a lower security system.
Some cosmic signature/anomaly sites have been slightly renamed to better distinguish between them
Gameplay:
All capital ships are now allowed to use stargates in Low Security (LS) and Null Security (NS) space but are not allowed to enter High Security (HS)
Rorquals, Dreadnaughts, Carriers, Supercarriers and Titans will be barred from jumping through stargates while affected by a Warp Disruption Field Generator loaded with a Focused Warp Disruption script.
Jump fatigue has been introduced
Players jumping to Cynos or jumping through jump bridges will now receive a jump fatigue timer depending on how far they jump
Players jumping to Cynos or jumping through jump bridges will receive an activation timer depending on their fatigue timer with a minimum activation timer
Medical clones can only be set to current station or school headquarters with 2 exceptions
Players younger than 30 days are allowed to remotely change their medical clone once per corporation to a station with a corporation office or the corporation headquarters
Players older than 30 days are allowed to remotely change their medical clone once per year to a station with a corporation office or the corporation headquarters
The hitpoints and resistances of some Nullsec sovereignty structures and station services have been adjusted:
Station Services: (-66% EHP)
-83% Shield HP
+50% shield resists
IHUBs and Stations: (-50% EHP)
-60% Shield and Armor HP
-50% Hull HP
+20% Shield and Armor Resists
SBUs: (-50% EHP)
-50% Shield, Armor and Hull HP
Graphics:
Updated nebulae lighting for nebulae present in Null, Low and High security areas of space.
Added cloak effect variants dependent on module choice.
Added new icons to better differentiate between Armor and Hull repair modules.
Localization:
New content is fully localized into DE/FR/RU
Market:
The ability to create multiple sell orders simultaneously has been added
You can only sell multiple items from one location (station) at a time. Skill requirements to remotely sell items are unchanged.
Your market order restrictions still apply, and you can only set up as many orders as your skills permit. This information can be found in the sell order window.
NPC buy order prices for Neural Network Analyzers and Sleeper Data Libraries have been increased to 200,000 ISK and 500,000 ISK respectively.
The Secure Commerce Commission is now purchasing Sleeper Blue Loot in their stations in the Genesis region.
Items and Modules:
If a player in an Interdictor ship docks at a station when they have active Warp Disruption Probes on the same grid as the station, those probes owned by him will be automatically destroyed. This is intended to prevent repeated undock-bubble-dock actions.
Warp Disruption Field Generators may now be overheated. While overheated they enjoy a 33% faster cycle time.
Bomb Launcher modules now add to signature radius when online. Tech One Bomb Launchers add 10m and Tech Two Bomb Launchers add 12m.
Tech Two Bomb Launchers have had their capacity increased to 300m3.
The hitpoints of damage bombs have been reduced, and their resistances increased. This does not change the maximum number of bombs per run.
The velocity of damage bombs has been reduced by 17%, and their flight time has been increased to 12 seconds.
A new energy neutralizing bomb type has been introduced, known as the Focused Void Bomb. This bomb is designed for precision strikes against large capital ships. It is available in the Intaki Syndicate LP store.
A new line of rigs has been added, known as the Higgs Anchor rig. It is available in all rig sizes, tech one only:
25 Calibration
+100% Mass
-55% Inertia
-75% Max Velocity
Drawback of -10% Warp Speed (reduced by the Astronautics Rigging skill).
Doomsday devices may now be used in low security space
Research Race commendation items added:
Honorary Fabricator-General Baton
Honorary Brigadier of Engineers Insignia
Honorary Federal Harbormaster Pennon
Honorary Fleet Architect Badge
Missions & NPCs:
The Career Agent mission tutorials have been rewritten to improve accessibility and usability for new players.
Science & Industry:
ME and TE values can now be manipulated in the Industry window to preview effects on blueprint
Players are now informed if they have no containers in their hangars for input/output locations
Skill requirements tooltip now appears off to the right as to not obscure the runs field
New Icons added to the input and output fields for opening selected hangar/container
The cost tooltip has been changed as follows:
Base item cost line added
System cost index is now in a format that makes more sense
System cost index tooltip explains exactly how it is used to calculate total job cost
Changed "Tax" to "Facility Tax" to make it clearer where the money is going
Added setting to change input material value between how many I have and how many I need
Added Production and Science certificates
Invention and Reverse Engineering have been merged into Invention.
Players are now allowed to pick which Tech 3 subsystem is returned when performing Invention on an ancient relic
Changed requirements for Tech 3 subsystems, hulls and materials:
Added 1 Neurovisual Output Analyzer to Electronic, Engineering and Propulsion subsystems
Added 1 Nanowire Composites to Offensive subsystems
Added 1 Fulleroferrocene Power Conduits use in Defensive subsystems
Increased Electromechanical Interface Nexus use in Electronic subsystems to 7 (+6)
Increased Reinforced Metallofullerene Alloys use in Defensive subsystems to 7 (+6)
Increased Optimized Nano-engines use in Engineering subsystems to 7 (+6)
Increased Warfare Computation Core use in Offensive subsystems to 7 (+6)
Increased Reconfigured Subspace Calibrator use in Propulsion subsystems to 7 (+6)
Increased Emergent Neurovisual Interface use in Hulls to 2 (+1)
Decreased the Fullerene Intercalated Sheets use in Hulls to 7 (-1)
Increased Neurovisual Input Matrix use in Fullerene Intercalated Sheets to 55 (+53)
Increased Electromechanical Hull Sheeting use in Electromechanical Interface Nexus, Reinforced Metallofullerene Alloys, Optimized Nano-engines, Warfare Computation Core, and Reconfigured Subspace Calibrator to 10 (+4)
Increased Powdered C-540 Graphite use in Electromechanical Interface Nexus, Reinforced Metallofullerene Alloys, Optimized Nano-engines, Warfare Computation Core, and Reconfigured Subspace Calibrator to 2 (+1)
Increased the Cartesian Temporal Coordinator use in Electromechanical Interface Nexus to 4 (+3)
Increased the Fused Nanomechanical Engines use in Optimized Nano-engines to 4 (+3)
Increased the Resonance Calibration Matrix use in Reconfigured Subspace Calibrator to 4 (+3)
Increased the Emergent Combat Analyzer use in Warfare Computation Core to 4 (+3)
Increased the Heuristic Selfassemblers use in Reinforced Metallofullerene Alloys to 4 (+3)
Increased the Thermoelectric Catalysts use in Emergent Neurovisual Interface to 7 (+6)
Increased the Defensive Control Node use in Emergent Neurovisual Interface to 7 (+6)
Increased the Emergent Combat Intelligence use in Emergent Neurovisual Interface to 7 (+6)
Increased the Central System Controller use in Emergent Neurovisual Interface to 7 (+6)
Increased the Jump Drive Control Nexus use in Emergent Neurovisual Interface to 7 (+6)
Increased the C3-FTM Acid use in Emergent Neurovisual Interface to 310 (+32)
Decreased the Graphene Nanoribbons use in Electromechanical Interface Nexus, Optimized Nano-engines, Reconfigured Subspace Calibrator, Reinforced Metallofullerene Alloys and Warfare Computation Core to 7 (-15)
Decreased the Lanthanum Metallofullerene use in Electromechanical Interface Nexus, Optimized Nano-engines and Reconfigured Subspace Calibrator to 7 (-15)
Increased the Lanthanum Metallofullerene use in Emergent Neurovisual Interface to 50 (+39)
Increased the Methanofullerene use in Fulleroferrocene Power Conduits to 60 (+27)
Decreased the Scandium Metallofullerene use in Reinforced Metallofullerene Alloys and Warfare Computation Core to 22 (-22)
Added Compact mode to the Industry window so that players can now minimize the top half of the window as they browse their blueprints. It is not possible to submit a job in this view, but double clicking a blueprint will expand the visualization area to allow you to do so
It is now possible to perform multiple runs per invention job
The Industry window will now default the selected division to the one the blueprint is in
It is no longer possible to use Meta Items for Invention jobs
The Invention formula has been changed to Base Item chance * (1 + (Science Skill 1 + Science Skill 2)/30 + (Racial Encryption Method)/40)
Base invention chance on items has been tweaked to account for the invention formula changes
All modules, rigs, ammo and all intact Ancient Relics chance have been changed to 34%
All Frigates, Destroyers and all malfunctioning Ancient Relics chance have been changed to 30%
Cruisers, Battlecruisers, Mining Barges, Industrials chance have been changed to 26%
All Battleships and all wrecked Ancient Relics chance have been changed to 22%
Freighters chance has been changed to 18%
Merged each decryptor variant into one generic variant
Merged to Accelerant Decryptor
Occult Accelerant
Esoteric Accelerant
Incognito Accelerant
Cryptic Accelerant
Merged to Attainment Decryptor
Occult Attainment
Esoteric Attainment
Incognito Attainment
Cryptic Attainment
Merged to Augmentation Decryptor
Occult Augmentation
Esoteric Augmentation
Incognito Augmentation
Cryptic Augmentation
Merged to Parity Decryptor
Occult Parity
Esoteric Parity
Incognito Parity
Cryptic Parity
Merged to Process Decryptor
Occult Process
Esoteric Process
Incognito Process
Cryptic Process
Merged to Symmetry Decryptor
Occult Symmetry
Esoteric Symmetry
Incognito Symmetry
Cryptic Symmetry
Merged to Optimized Attainment Decryptor
Optimized Occult Attainment
Optimized Esoteric Attainment
Optimized Incognito Attainment
Optimized Cryptic Attainment
Merged to Optimized Augmentation Decryptor
Optimized Occult Augmentation
Optimized Esoteric Augmentation
Optimized Incognito Augmentation
Optimized Cryptic Augmentation
Removed data interfaces from Invention
Removed and reimbursed all R.Db.-Hybrid Technology, data interfaces, subsystem interfaces, and their respective blueprints at average market price
Cryptic Data Interface
Occult Data Interface
Esoteric Data Interface
Incognito Data Interface
Esoteric Data Interface Blueprint
Occult Data Interface Blueprint
Incognito Data Interface Blueprint
Cryptic Data Interface Blueprint
Occult Ship Data Interface
Occult Ship Data Interface Blueprint
Esoteric Ship Data Interface
Esoteric Ship Data Interface Blueprint
Incognito Ship Data Interface
Incognito Ship Data Interface Blueprint
Cryptic Ship Data Interface
Cryptic Ship Data Interface Blueprint
Cryptic Tuner Data Interface
Cryptic Tuner Data Interface Blueprint
Esoteric Tuner Data Interface
Esoteric Tuner Data Interface Blueprint
Incognito Tuner Data Interface
Incognito Tuner Data Interface Blueprint
Occult Tuner Data Interface
Occult Tuner Data Interface Blueprint
Amarr Subsystems Data Interface
Caldari Subsystems Data Interface
Minmatar Subsystems Data Interface
Gallente Subsystems Data Interface
R.Db.- Hybrid Technology
Merged existing Reverse Engineering jobs to new Invention jobs
The following skills used in Tech 2 manufacturing jobs have had their requirements decreased to 1 and now give 1% Time Efficiency bonus per level to any jobs that require that skill:
Advanced Small Ship Construction
Advanced Medium Ship Construction
Advanced Large Ship Construction
Advanced Industrial Ship Construction
Amarr Starship Engineering
Caldari Starship Engineering
Gallente Starship Engineering
Minmatar Starship Engineering
Electromagnetic Physics
Electronic Engineering
Graviton Physics
High Energy Physics
Hydromagnetic Physics
Laser Physics
Mechanical Engineering
Molecular Engineering
Nuclear Physics
Plasma Physics
Quantum Physics
Rocket Science
Skills:
Removed the 24 hour limit for skill training queues
Frigate Construction has been renamed to Advanced Small Ship Construction
Cruiser Construction has been renamed to Advanced Medium Ship Construction
Battleship Construction has been renamed to Advanced Large Ship Construction
Industrial Construction has been renamed to Advanced Industrial Ship Construction
Reverse Engineering has been renamed to Sleeper Encryption Methods
The Bomb Deployment skill now decreases the reactivation delay of Bomb Launchers by 10% per level instead of 5%.
Trial Accounts:
Trial account players can now clearly see when skills or items are trial restricted (note that subscribed players will only see trial restriction indicators in the skill description text, all other indicators are only displayed for trial players).
Ships that are unavailable due to trial restricted skills are clearly marked as such in the ISIS.
The requirements tab in the information window clearly indicates if any of the required skills for that item are trial restricted.
Items and skills in the market have a skill requirements icon that will indicate whether any of the requirements are trial restricted.
The following actions that were previously restricted for trial accounts are now allowed:
Creating fleet finder advertisements.
Directly transferring ISK to other characters or corporations.
Exchanging ISK through direct station trading.
Joining any of the default trade chat channels.
Only create a maximum of five corporation applications (they can now have five open at a time).
Accepting missions from agents of level 3 and higher.
Joining Factional Warfare.
Receiving rewards for participating in Incursions.
The following skills which were restricted for trial accounts are now unrestricted:
Anchoring
Command Center Upgrades
Interplanetary Consolidation
Planetology
Gas Cloud Harvesting
Amarr Starship Engineering
Caldari Starship Engineering
Gallente Starship Engineering
Minmatar Starship Engineering
High Energy Physics
Plasma Physics
Nanite Engineering
Hydromagnetic Physics
Graviton Physics
Laser Physics
Electromagnetic Physics
Rocket Science
Nuclear Physics
Mechanical Engineering
Electronic Engineering
Quantum Physics
Molecular Engineering
Amarr Battlecruiser
Caldari Battlecruiser
Gallente Battlecruiser
Minmatar Battlecruiser
Amarr Battleship
Caldari Battleship
Gallente Battleship
Minmatar Battleship
Amarr Industrial
Caldari Industrial
Gallente Industrial
Minmatar industrial
The following skills which were not previously restricted for trial accounts are now restricted:
Capital Remote Armor Repair Systems
Capital Remote Hull Repair Systems
Capital Repair Systems
Megacorp Management
Empire Control
Sovereignty
Fighters
Fighter Bombers
Amarr Drone Specialization
Caldari Drone Specialization
Gallente Drone Specialization
Minmatar Drone Specialization
Projected Electronic Counter Measures
Tactical Logistics Reconfiguration
Advanced Weapon Upgrades
Capital Capacitor Emission Systems
Capital Energy Turret
Capital Hybrid Turret
Capital Projectile Turret
Doomsday Operation
Tactical Weapon Reconfiguration
Small Blaster Specialization
Medium Blaster Specialization
Large Blaster Specialization
Small Railgun Specialization
Medium Railgun Specialization
Large Railgun Specialization
Small Autocannon Specialization
Medium Autocannon Specialization
Large Autocannon Specialization
Small Artillery Specialization
Medium Artillery Specialization
Large Artillery Specialization
Small Beam Laser Specialization
Medium Beam Laser Specialization
Large Beam Laser Specialization
Small Pulse Laser Specialization
Medium Pulse Laser Specialization
Large Pulse Laser Specialization
Fleet Command
Wing Command
Citadel Cruise Missiles
Citadel Torpedoes
Cruise Missile Specialization
Heavy Assault Missile Specialization
Heavy Missile Specialization
Light Missile Specialization
Rocket Specialization
Torpedo Specialization
Cynosural Field Theory
Jump Drive Calibration
Jump Drive Operation
Jump Fuel Conservation
Jump Portal Generation
Advanced Infomorph Psychology
Advanced Mass Production
Capital Ship Construction
Deep Core Mining
Advanced Laboratory Operation
Capital Shield Emission Systems
Capital Shield Operation
Amarr Strategic Cruiser
Caldari Strategic Cruiser
Gallente Strategic Cruiser
Minmatar Strategic Cruiser
Amarr Defensive Systems
Amarr Electronic Systems
Amarr Engineering Systems
Amarr Offensive Systems
Amarr Propulsion Systems
Caldari Defensive Systems
Caldari Electronic Systems
Caldari Engineering Systems
Caldari Offensive Systems
Caldari Propulsion Systems
Gallente Defensive Systems
Gallente Electronic Systems
Gallente Engineering Systems
Gallente Offensive Systems
Gallente Propulsion Systems
Minmatar Defensive Systems
Minmatar Electronic Systems
Minmatar Engineering Systems
Minmatar Offensive Systems
Minmatar Propulsion Systems
Corporation Contracting
Margin Trading
Wholesale
Retail
Tycoon
User Interface:
New Notification system transitioned from beta to full release
New Notification settings are now saved per character rather than per user
New Notification settings categories are now all collapsed by default
Watchlist notifications in new notifications can now be drag dropped and right clicked
Removed old style popup notifications for communications
Removed tooltips for new notifications
Added a third state, always show, to the overview 'Tab Presets' > 'States' tab
The main title of an Expedition is now displayed in the Journal.
The contents of containers in station hangars are now included in asset search results
The skill, CPU and power grid requirements icons in the market have been updated and added to the detail tab
The terminology of in-game messages has been updated to draw a distinction between the new notifications (Notifications), old notifications sent by various game systems to players (Communications), and combat and status messages (Messages).
Mail Notifications tab renamed to ‘Communications’
Mail & Communications Settings has all references to ‘Notifications’ changed to ‘Communications’
Incoming Mail & Communications setting section changed to ‘Incoming Mail & Invitations’ as this section applies to player evemail and invites
Notifications and Log window changed to ‘Log and Messages’ with consequent changes to Neocom button
Log and Messages window has all references to ‘Notifications’ changed to ‘Messages’
A new option has been added to the inventory filter system to filter blueprint copies
Added a 'Used With' tab to the "Show Info" for Ship Equipment and Modules & Changes where appropriate. This tab displays what charges are used with what modules and vice versa.
Arrow indicators added to all numeric fields for changing value
Cynosural Field Generator and Covert Cynosural Field Generator module icons have been changed to they are not identical
The Sensor Overlay has received a major update including:
The addition of mission objectives, landmarks and bookmarks in space to the overlay
Improved user experience for interacting with overlay items
A new compass feature to quickly find content
All the details can be found in this dev blog: //community.eveonline.com/news/dev-blogs/sensor-overlay-2.0-bigger-better-bookmarks-in-spacier/
A mission objective guidance system has been added to the Agent Info-panel.
The guidance system will show simple hints that aim to guide on how to complete your current mission.
For missions that require you to interact with an object (structure, pirate) in space, you can click the icon to select that object.
Added information links where available for items, systems, and agents.
Corporations and Alliances
When attempting to remove a character from a corporation whilst he is logged on and in space the character cannot be removed, but will now be marked for later automatic removal. During the next downtime, all pending removals will be automatically processed. A list of pending removals is visible in the Corp Management window to corp members with suitable roles.
FIXES:
Gameplay:
A despawning issue with the Blood Hideaway cosmic anomaly has been fixed.
Multiple dungeon and trigger defects regarding Expeditions have been fixed.
Multiple text defects have been fixed.
Fixed an issue where Titans (and sometimes Supercapitals to a lesser degree) would fail to reach a target that they had been instructed to approach. They should now correctly arrive at the target instead of stopping several hundred meters short.
The behavior of capital ships warping directly to stargates has been changed so that they no longer land intersecting with the gate
Courier crates can no longer be used as Input/Output locations for Industry jobs
Delivering into a secure container with correct configuration will now lock items as expected
Team bonus is now correctly applied to Omnidirectional Tracking Enhancer Blueprints
Reprocessing 100 units of Radiant Hemorphite now yields the same as reprocessing 1 unit of Compressed Radiant Hemorphite
Copy jobs that require materials now take into account runs per copy
Properly configured Secure Audit Log Containers will no longer appear as viable input options for Industry jobs
Disabling relevant services at an outpost pauses the progress of the research/manufacturing jobs
The Leaking Cask container in the Haunted Yard now contains loot.
Graphics:
Corrected the visual effect used by "Violent Wormhole" features to use new variant.
Extraneous light animation has been removed from Barghest warp sequence.
The cloak effect now activates immediately while the client displays a secondary view (map, PI etc.).
Lights on the exterior of Gallente Research Stations models have been adjusted.
The hard edge caused by camera clipping in extreme proximity to wormholes has been adjusted.
Drone bunker glow corrected.
Collision areas increased on Minmatar station ruin.
Textures have been restored and updated on the Minmatar Tactical Outpost
Timing of the Naglfar siege mode animation has been adjusted relative to module activation.
A structural adjustment was made to the hull of the Vargur.
Fixed a visible seam in the Gallente Nebula present in Everyshore.
Corporations and Alliances
When a character with the Accountant corporation role is removed from the corp his existing corporation market orders will be correctly cancelled.
Localization:
DE:
"Cargo hold" is now consistently translated as "Frachtraum" throughout the game
"Drone bay" is now consistently translated as "Drohnenhangar" throughout the game
"Facility" is now consistently translated as "Anlage" throughout the game
Several other terminology and defect fixes have been implemented
FR
"Battlecruiser" now translated as "croiseur de bataille"
"Blue Ice" is now changed to "glace bleue"
"Dreadnought"'s translation was reversed to "Dreadnought"
"Freighter" is now "Transport de fret"
"Logistic drone" is now "drone d'assistance"
"overdrive" is now "overdrive"
"survey scanner" is now "scanner d'inspection"
"survey probe launcher" is now "lanceur de sonde d'inspection"
"tracking computer / tracking disruptor" now translated as "ordinateur de suivi / perturbateur de suivi"
"sensor linking" now translated as "optimisation de détecteur"
PVE:
Microwarpdrives can now be used during the mission 'Your Undivided Attention (3 of 10)'.
Microwarpdrives can now be used in the 'Angel Repurposed Outpost' dungeon.
"Passing the ISK" mining mission will now check ore hold of the ship for completion requirements
User Interface:
Megathron Quafe Edition now has a Traits tab in Show Info
Increasing the "RUNS PER COPY" field on a copy job that requires input materials will now increase the number of required materials
Fixed duplicate watchlist and skill training notification issues
Added Station Panel Hangars tab tooltip
Fixed some typos in new notification settings
Fixed some outdated tutorial texts
Fixed a layout issue in the corp window's title management tab
Fixed an issue allowing text to be temporarily deleted from info windows
Fixed an issue causing the station services panel to not re-size correctly
Fixed text overlap issue in Russian New Notification settings window
Compression Arrays should no longer have an incorrect "Refining Yield Multiplier" attribute
Fixed a few typos in the Targeting Certificates
Warfare Link attribute "Disallow Activation in Forcefield" now uses True/False so it is clearer to the user
Leaving a corp with active jobs started by the player no longer shows a pop-up on session change
Invention tooltip no longer states that it uses a one-run blueprint copy
Industry Facilities tab now only shows the corp facilities of the corp the player is in
Industry Job Duration tooltip now shows that the implant is included in the modifier
Spamming horizontal resizing of Industry window will no longer display a blue line at the edge of the window
"Show Info" is only displayed once when now when right-clicking another person's planetary installation
Non-published Tracking Disruptors should no longer appear when looking at the "Used with" tab of Tracking Speed Disruption Scripts
The Shadow Serpentis Remote Sensor Dampener should now properly be sorted as a faction item in the "Used with" tab of Remote Sensor Dampener Scripts
Fixed a black screen issue on logon when you have a lot of notifications
Fixed an issue causing notifications widget to lock up if you try to open it before it fully loads
Audio:
Some sound fixes for bastion and siege modules
THIRD PARTY DEVELOPERS:
EVE API:
Multiple updates to char/CharacterSheet:
Added multiple character training information
Added home station ID
Added information on respecs including when they were last used and how many the character has
Added the quantity of un-allocated skillpoints
Added cloneJumpDate containing the date of the last clone jump. The time until the next clone jump is available can be calculated from skills
Added a listing of all jump clones in the jumpClones rowset
Added a listing of all implants for jump clones in the jumpCloneImplants rowset
Deprecated the attributeEnhancers element
Added a new implants rowset that contains all the implants of the characters current clone
Added information about the characters current jump fatigue, jump activation, and last jump time
Added information about when the character can remotely move their clone to their corp’s HQ
Read more about these changes at //developers.eveonline.com/blog/article/jump-clones-implants-skills-and-more and //developers.eveonline.com/blog/article/more-additions-to-char-charactersheet
Updates to industry endpoints:
These changes apply to all of the IndustryJobs endpoints (corp/char and IndustryJobs/IndustryJobsHistory)
The status column will no longer return 104 (Succeeded) or 105 (Failed)
The status column will now return 101 (Delivered)
A new successfulRuns column has been added
Read more about these changes here: //developers.eveonline.com/blog/article/industry-changes-for-phoebe
STATIC DATA EXPORT:
The static data for blueprints has been moved around a fair bit. Please read this dev blog for more information: //developers.eveonline.com/blog/article/industry-changes-for-phoebe