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PSA: EVE Online – Citadel Patch Notes.

April 25, 2016

If everything goes according to plan CCP Games should be successfully launching the Citadel expansion this Wednesday, April 27th. For the time being here are the patch notes in case you want to confirm what made it to the final build.

Patch notes for EVE Online: Citadel

Features & Changes:

Audio:

Citadels:

  • Added 4 new Citadel Structures to the game

    • Astrahus (Medium)

      • 25% bonus to all structure combat rig effects
      • 25% reduction in Citadel service module fuel consumption
    • Fortizar (Large)

      • 25% bonus to all structure combat rig effects
      • 25% reduction in Citadel service module fuel consumption
    • Keepstar (Extra Large)

      • 25% bonus to all structure combat rig effects
      • 25% reduction in Citadel service module fuel consumption
    • Upwell Palantine Keepstar (Extra Large)

      • 25% bonus to all structure combat rig effects
      • 25% reduction in Citadel service module fuel consumption
  • Added 3 new Citadel blueprints to the market in Upwell Consortium member corporation stations

    • Astrahus Blueprint
    • Fortizar Blueprint
    • Keepstar Blueprint
  • Added Upwell Palantine Keepstar Blueprint to the LP stores for all Upwell Consortium member corporations
  • High Slot Modules

    • Structure Anticapital Launcher

      • Standup AXL Missile Launcher I
    • Structure Antisubcapital Launcher

      • Standup ASML Missile Launcher I
    • Structure Doomsday

      • Standup Arcing Vorton Projector I
    • Guided Bomb Launcher

      • Standup Guided Bomb Launcher I
    • Point Defense Battery

      • Standup Point Defense Battery I
    • Energy Neutralizer

      • Standup Heavy Energy Neutralizer I
      • Standup XL Energy Neutralizer I
  • Medium Slot Modules

    • Electronic Counter Measures

      • Standup Variable Spectrum ECM I
    • Remote Sensor Dampeners

      • Standup Remote Sensor Dampener I
    • Stasis Webifier

      • Standup Stasis Webifier I
    • Target Painters

      • Standup Target Painter I
    • Tracking Disruptors

      • Standup Tracking Disruptor I
    • Warp Scramblers

      • Standup Warp Scrambler I
  • Low Slot Modules

    • CPU Upgrades

      • Standup Co-Processor Array I
    • Signal Amplifiers

      • Standup Signal Amplifier I
    • Reactor Control Units

      • Standup Reactor Control Unit I
    • Ballistic Control Systems

      • Standup Ballistic Control System I
    • Missile Guidance Enhancers

      • Standup Missile Guidance Enhancer I
  • Service Modules

    • Citadel Service Modules

      • Standup Cloning Center I
      • Standup Market Hub I
    • Reprocessing Service Modules

      • Standup Reprocessing Facility I
  • Rigs

    • Reprocessing Rigs

      • Standup L-Set Ice Grading Processor I
      • Standup L-Set Ice Grading Processor II
      • Standup L-Set Ore Grading Processor I
      • Standup L-Set Ore Grading Processor II
      • Standup M-Set HS Materials Reclamation I
      • Standup M-Set HS Materials Reclamation II
      • Standup M-Set I1 Materials Reclamation I
      • Standup M-Set I1 Materials Reclamation II
      • Standup M-Set I2 Materials Reclamation I
      • Standup M-Set I2 Materials Reclamation II
      • Standup M-Set LNS Materials Reclamation I
      • Standup M-Set LNS Materials Reclamation II
      • Standup XL-Set Reprocessing Monitor I
      • Standup XL-Set Reprocessing Monitor II
    • Structure Combat Rigs

      • Standup L-Set Bomb Aimer I
      • Standup L-Set Bomb Aimer II
      • Standup L-Set Energy Neutralizer Feedback Control I
      • Standup L-Set Energy Neutralizer Feedback Control II
      • Standup L-Set EW Expert System I
      • Standup L-Set EW Expert System II
      • Standup L-Set Missile Flight Processor I
      • Standup L-Set Missile Flight Processor II
      • Standup L-Set Point Defense Battery Control I
      • Standup L-Set Point Defense Battery Control II
      • Standup L-Set Target Acquisition Array I
      • Standup L-Set Target Acquisition Array II
      • Standup M-Set Electronic Warfare Economy I
      • Standup M-Set Electronic Warfare Economy II
      • Standup M-Set Electronic Warfare Projection I
      • Standup M-Set Electronic Warfare Projection II
      • Standup M-Set Energy Neutralizer Economy I
      • Standup M-Set Energy Neutralizer Economy II
      • Standup M-Set Energy Neutralizer Projection I
      • Standup M-Set Energy Neutralizer Projection II
      • Standup M-Set Missile Precision I 
      • Standup M-Set Missile Precision II
      • Standup M-Set Missile Projection I
      • Standup M-Set Missile Projection II
      • Standup M-Set Scan Resolution I
      • Standup M-Set Scan Resolution II
      • Standup M-Set Structure Target Multiplexing I
      • Standup M-Set Structure Target Multiplexing II
      • Standup XL-Set EW and Emissions Co-ordinator I
      • Standup XL-Set EW and Emissions Co-ordinator II
      • Standup XL-Set Extinction Level Weapons Suite I
      • Standup XL-Set Extinction Level Weapons Suite II
      • Standup XL-Set Missile Fire Control Computer I
      • Standup XL-Set Missile Fire Control Computer II
  • Charges

    • Structure Anticapital Missiles

      • Standup AXL-C Missile
      • Standup AXL-S Missile
    • Structure Antisubcapital Missiles

      • Standup ASML-LD Missile
      • Standup ASML-MD Missile
      • Standup ASML-SD Missile
    • Structure Guided Bombs

      • Standup AM Guided Bomb
      • Standup AS Guided Bomb
      • Standup Void Guided Bomb
    • Scripts

      • Standup Gravimetric ECM Script
      • Standup Ladar ECM Script
      • Standup Magnetometric ECM Script
      • Standup Radar ECM Script

Exploration:

  • The drop rates of all High-Tech goods in exploration Data sites have been greatly reduced.

Fleet:

  • The maximum range from player's ship to an item that can be broadcast as a target has been increased from 150 km to 10,000 km

Graphics:

  • Improved visuals for station hangars, incorporating V5 shaders, animated video screens, and new capital ship berths for Keepstar class XL citadels.
  • New male and female glasses have been added for your purchasing pleasure at the New Eden Store.

Modules:

  • Various new modules have been added:

    • New Doomsdays:

      • Reapers
      • Lances
      • Gravitational Transportation Field Oscillator
      • Bosonic Field Generator
    • Burst Projectors (Supercarrier only superweapons)

      • Warp Disruption Burst Projector (disallowed in lowsec)
      • Sensor Dampening Burst Projector
      • Target Illumination Burst Projector
      • Weapon Disruption Burst Projector
      • Energy Neutralization Burst Projector
      • Stasis Webification Burst Projector
    • Tech 2 Capital Weapon Systems and ammunition
    • Capital Anti-Subcap weapon systems and ammunition
    • Capital Neut and NOS
    • Capital Emergency Hull Energisers
    • Heavy Warp Scramblers and Disruptors
    • Capital Shield Extenders
    • Capital Armor Plates
    • Capital Armor Repairers
    • Capital Shield Boosters
    • Capital Hull Repairers
    • Capital Cap Batteries
    • Network Sensor Array
    • Capital Flex Hardeners
  • Higgs rigs will now negate interdiction nullification.
  • Rigs are now subject to the same restrictions to fitting as modules (Requires a nearby fitting service to add or remove)
  • Refitting in space will no longer be possible with a weapons timer.

Miscellaneous:

  • Increased the cost of installing a jump clone at an NPC station to 900,000 ISK

Missions & NPCs:

  • An issue with the layout of the Outgrowth Rogue Drone Hive site has been fixed.
  • An issue with the NPC's within the mission 'Smuggler Interception' has been fixed.
  • A text issue in the description of the mission 'Cash Flow for Capsuleers 7 of 10' has been fixed.
  • Capital Escalations

    • The old capital escalation spawns have been replaced with smaller numbers of new NPCs that are intended to provide more engaging content for capital ships. These new escalation spawns are sleepers using the existing sleeper AI, have large signatures to ensure that they can be engaged fully by capital ships, and will prefer to shoot at capitals when available.Most of the value of the former escalation waves is being moved to a new Drifter NPC that can be spawned once the site has completed.

      • These new escalation spawns come in up to three waves, one for a dread, one for a carrier and one for a force auxiliary. There are 3 NPCs in each wave in C5s and 4 per wave in C6s.
      • The new escalation spawns are worth ~38m per wave in C5s and ~51m per wave in C6s.
    • Most of the value of the former escalation waves is being moved to a new Drifter that can be spawned once the site has completed.

      • Spawning the new Drifter is optional, and is done by shooting a structure that decloaks when the site is completed.
      • The new Drifter is worth about 350m, mostly in blue loot but including salvage as well.
      • This new Drifter is completely independent of the site, and will warp off if not pointed.
      • This new Drifter spawns at the end of the site even if no capitals have been used. It is designed to be very challenging but to be doable both with and without capitals. It will however be much easier to kill using capitals.
      • Multiple Drifters can co-exist in the same wormhole system and will come to each other's aid if one gets attacked.
  • Capital sized rats have been spotted around low and null security space.

Science & Industry:

  • Reprocessing tax has been changed from a material tax to an ISK tax
  • Increased the Equipment Assembly Array Capacity from 1,000,000m3 to 10,000,000m3
  • Increased the Rapid Equipment Assembly Array Capacity from 1,000,000m3 to 10,000,000m3
  • Increased the Component Assembly Array Capacity from 1,500,000m3 to 10,500,000m3
  • Changed the size of all structure components from 100,000m3 to 3000m3
  • Structure Components can be built at Component Assembly Array
  • Structures and Structure Modules can be built at Equipment Assembly Array

Ships:

  • Titans have been rebalanced, more details can be found here.
  • Dreads  have been rebalanced, more details can be found here.
  • Four brand new Force Auxiliaries, now the only ships capable of utilising Triage Modules have been released. More details regarding these new capitals be found here.

    • Any carrier with a Triage module fitted will become a Force Auxiliary.
    • All drones and fighters in a Force Auxiliary's drone bay will be moved to the owners home station.
  • Carriers have been rebalanced, more details can be found here.

    • All fighters in a Carrier's drone bay will be moved to the Carrier's Fighter Hanger.
    • All drones in a Carrier's drone bay will be moved to the owner's home station.
    • Carrier's with an overloaded Fighter Hanger or Cargo Hold will be able to warp or jump for a grace period after the patch.
  • Supercarriers have been rebalanced, more details can be found here.

    • All fighters in a Supercarrier's drone bay will be moved to the Supercarrier's Fighter Hanger.
    • Supercarrier's with an overloaded Fighter Hanger or Cargo Hold will be able to warp or jump for a grace period after the patch.
  • The maximum range from player's ship to an item for the Orbit, Keep-at-range and Approach commands has been increased from 150 km to 10,000 km
  • A whole range of new and updated Fighters are now available:

    • New fighters are loaded into the launch tubes of a Carrier, Supercarrier or Citadel and are launched as squadrons
    • A squadron of fighters consisted of multiple fighters, which must be killed one at at time to diminish the power of the squadron and ultimately destroy it
    • Fighters fall into three categories, with subcategories in each:

      • Light Fighters (Usable by all)

        • Attack – General purpose attack craft.
        • Space Superiority – Designed to be lethal to fighter and drone craft in its area of operations.
      • Support Fighters (Usable by all)

        • Neutralization
        • Stasis Webification
        • Jamming
        • Warp Disruption
      • Heavy Fighters (Usable only by Supercarriers and Large & XLarge Citadels)

        • Long Range Attack –  Designed for long range attack duties
        • Heavy Attack –  Designed for anti-capital and anti-structure combat.
  • Black Ops Battleships now have 75% reduction to effective distance traveled for Jump Fatigue.

Skills:

  • The skill "Structure Defensive Systems" has been re-named "Structure Doomsday Operation" and now provides 2% reduced cycle time for Citadel Doomsday modules per level
  • Capital Weapon Specialization skills have been added
  • "Advanced Drone Interfacing" has been renamed to "Fighter Hangar Management" to reflect its updated purpose.
  • Two new fighter skills have been added:

    • Light Fighters
    • Support Fighters
  • "Fighter Bomber" skill has been renamed to "Heavy Fighters" to reflect its updated purpose.

User Interface:

  • Added a Copy External Fleet Link entry to the fleet menu. See Third-Party Developers section for more details.
  • Added the ability to move to a point in space. Hold Q and click in space to do this.
  • Added a new tactical overlay. More details can be found here.
  • New Camera: Dynamic Center Offset – ship now moves along a 180° arc on the left side of the screen, based on camera yaw rather than being fixed to the left
  • Tactical Camera: changed how tracking behaves, making it more similar to the orbit camera.
  • Minor iterations on the Jump Clone window in the Character Sheet

    • Indented the implants
    • Moved the buttons below the implants
  • Fighter  capable ships or structure now contain a new specialized fighter bay that allows the easy loading launching, recalling and unloading of fighter squadrons.
  • A new interface for controlling your new fighter squadrons in space has been added (This can be accessed in any fighter capable ship or structure via the button to the bottom right of the HUD)
  • When you have one or more fighter squadrons selected in the fighter HUD, you can now give it/them a move order in one of the following ways:

    • Using the conventional right click menu or radial menu.
    • Using the selected item window
    • Using go to point navigation (default shortcut is Q (hold))
    • Using standard movement shortcuts

Video:

Defect Fixes

Gameplay:

  • D-scan: when editing the range input field, scans will no longer be performed on each keystroke, rather only when Enter is pressed
  • Fixed an issue which could cause the overview to break after system jumps

Graphics & Audio:

  • Repainted stripes on the Charon and Rhea Caldari Freighters.
  • Adjusted the texture layout of the Caldari Rattlesnake to correct an issue with seams.
  • Videos in Captains Quarters are controlled by the Station Interior slider.
  • Tightened the screws in the Caldari hangar to fix an issue with the fan in the scene.
  • Realigned the normal map of the Rupture and its variants.
  • Reclassified Amarr hangar sounds under the Advanced Audio Station Interior slider.
  • Modified the booster placement on the Osprey.
  • Corrected an issue with the cloaking effect on the SIN.
  • Fixed an animation issue with the Retriever and Mackinaw.
  • Shifted texture positions on the Republic Fleet Firetail.
  • Added First Person View camera and Tactical camera audio to the Advanced Audio Atmosphere slider.

User Interface:

  • New Camera

    • Fixed an issue which could cause the camera to spin wildly when looking at objects directly below or above you
    • Fixed how the camera bobbing setting would rotate the camera when at a 90 degree angle
    • Fixed jump animation being slightly off
    • Performing subsequent 'Look at' commands on the same object will now toggle between looking at that object and your ship
    • Turning auto-tracking on and off will now also toggle tracking on the selected item
    • Both 'C' and the selected item 'Track' button now work while in warp
    • Fixed camera center slider automatically moving the HUD
    • Fixed performance issues when locking multiple targets at once
    • Fixed zoom resetting upon ship destruction
    • Made the camera movement while performing a 'Look at' command more linear
  • Tactical Camera:

    • Fixed an issue which could break the camera in large scale fleet fights causing erratic movement
  • First person camera:

    • Fixed overlay persisting in full screen scenes
    • The camera will now switch to orbit mode when ships are destroyed
    • Tracking is now disabled while in this camera mode
  • Corrected a slight grammar error in the mission completion text for Balancing the Books (4 of 10)
  • Fixed an issue where the trade window would always open in the middle of the screen
  • The faction icon overlay for the Syndicate Signal Amplifier has been corrected

Text and Descriptions

  • The description text for Damage Controls has been updated to clearly indicate that only one may be fit at a time.
  • The description for Siege Modules now includes reference to the stacking penalty to armor repairing.

 

Third Party Development:

XML API:

  • Access tokens provided by the SSO can now be used for authentication, in addition to customizable and legacy API keys. The token's scopes are mapped to corresponding access masks.

    • Pass in 'accessToken' and 'accessType' query parameters in place of 'keyID' and 'vCode'.

      • 'accessToken' is an access token provided by the SSO.
      • 'accessType' is optional, and should be set to either 'character' or 'corporation'. Defaults to 'character'.
    • For a character access type, the following scopes map to these access masks:

      • characterWalletRead maps to 1 | 2097152 | 4194304.
      • characterAssetsRead maps to 2 | 134217728.
      • characterCalendarRead maps to 4 | 1048576.
      • characterContactsRead maps to 16 | 32 | 524288.
      • characterFactionalWarfareRead maps to 64.
      • characterIndustryJobsRead maps to 128.
      • characterKillsRead maps to 256.
      • characterMailRead maps to 512 | 1024 | 2048.
      • characterMarketOrdersRead maps to 4096.
      • characterMedalsRead maps to 8192.
      • characterNotificationsRead maps to 16384 | 32768.
      • characterResearchRead maps to 65536.
      • characterSkillsRead maps to 131072 | 262144 | 1073741824.
      • characterAccountRead maps to 33554432.
      • characterContractsRead maps to 67108864.
      • characterBookmarksRead maps to 268435456.
      • characterChatChannelsRead maps to 536870912.
      • characterClonesRead maps to 2147483648.
    • For a corporation access type, the following scopes map to these access masks:

      • corporationWalletRead maps to 1 | 8 | 1048576 | 2097152.
      • corporationAssetsRead maps to 2 | 32 | 16777216.
      • corporationMedalsRead maps to 4 | 8192.
      • corporationContactsRead maps to 16 | 262144.
      • corporationFactionalWarfareRead maps to 64.
      • corporationIndustryJobsRead maps to 128.
      • corporationKillsRead maps to 256.
      • corporationMembersRead maps to 512 | 1024 | 2048 | 4194304 | 33554432.
      • corporationMarketOrdersRead maps to 4096.
      • corporationStructuresRead maps to 16384 | 32768 | 131072.
      • corporationShareholdersRead maps to 65536.
      • corporationContractsRead maps to 8388608.
      • corporationBookmarksRead maps to 67108864.
  • Two new endpoints have been added: char/Skills.xml.aspx and char/Clones.xml.aspx, with access masks 1073741824 and 2147483648.

    • These endpoints are strict subsets of information provided by char/CharacterSheet.xml.aspx, and are also accessible with keys matching access mask 8.

CREST API:

  • !!! BACKWARDS INCOMPATIBLE CHANGE !!!
    There is no longer a separation of Public CREST and Authenticated CREST. There is just one version of CREST that handles all requests. If a request requires authentication you must pass an Authorization header with a valid SSO token. Otherwise you can just request public resources as normal. Note sending an Authorization header with a valid SSO token to public resources is fine. It won't break anything.
     
  • Along with the buy and sell market order resources there is a new resource that gives you the both the buy and sell orders. Route: /market/<regionID:integerType>/orders/
  • You can now get a list of all NPC corporations in EVE. Route: /corporations/npccorps/
  • Loyalty stores are now available in CREST and list all of the offers from an NPC corporation including the required LP, AK, ISK, and items. Note that not all NPC corporations have LP stores and you may get an corpHasNoLPStore error raised. Route: /corporations/<corporationID:corporationIdType>/loyaltystore/
  • The loyalty points a character has is now available with the characterLoyaltyPointsRead scope. This is a simple listing of corporations the character has LP with and the quantity of LP. This does not in any way detail LP transactions. Route: /characters/<characterID:characterIdType>/loyaltypoints/
  • Opportunities are now in CREST:

    • Opportunity groups are the high level collection of opportunities. Groups will have tasks under them and a player completes tasks. Once all the tasks for a group are completed the group can be considered completed. Route: /opportunities/groups/
    • Opportunity tasks are the tasks that need to be completed for opportunity groups. Route: /opportunities/tasks/
    • To get a list of the opportunity tasks a character has completed you will need the characterOpportunitiesRead scope. Route: /characters/<characterID:characterIdType>/opportunities/
  • Insurance prices are now available in CREST. Route: /insuranceprices/
  • The universe stations resource is now publicly available. Route: /stations/<stationID:integerType>/
  • Universe locations is now publicly available. Route: /universe/locations/<locationID:integerType>/
  • Fixed the character location resource. It should now work correctly and detail the solar system a character is in. If the character is in a station or citadel that will also be detailed. Still no ship type information included however.
  • Lots of code cleanup, minor backend fixes, and performance tweaks.
  • Fleet management has been added to CREST:

    • If you are the boss of a fleet you will find a new entry in the fleet menu called Copy External Fleet Link. Take that and pass it on to your favorite third-party developer.
    • Basic fleet information is available with a GET and details things like free move and MOTD. You can also PUT to this resource to update some of the information. Route: /fleets/<fleetID:integerType>/
    • Fleet members information includes a list of all members in the fleet and information such as if they take fleet warps, their time of joining fleet, their role, if they are a booster, their ship type, their location, and position in the fleet. You can also POST to this resource to invite people and optionally specify the wing/squad/role of the member being invited. Route: /fleets/<fleetID:integerType>/members/

      • A note on caching of the fleet members. This resource is cached for 5 seconds which allows you to keep a fairly real time view of the fleet layout. However information about a members ship and location is batched and sent to the fleet service every 30 seconds. So a members ship and location can be expected to be delayed by up to 30 seconds. This is the same in the client.
    • There is another resource available for specific members of a fleet. PUT requests allow you to move the member around the fleet while DELETE requests will kick the member from fleet. Route: /fleets/<fleetID:integerType>/members/<memberID:characterIdType>/
    • There is a separate resource for getting the actual hierarchy of the fleet. This wings resource will list all wings in the fleet and the squads in those wings with a GET request. You can also send a POST request to create new wings. Route: /fleets/<fleetID:integerType>/wings/
    • There is also a wing resource for individual wings. DELETE requests allow you to delete the wing if it is empty and PUT requests allow you to rename the wing. Route: /fleets/<fleetID:integerType>/wings/<wingID:integerType>/
    • There is a squads resource which only allows POST requests. This allows you to create new squads for a given wing. Route: /fleets/<fleetID:integerType>/wings/<wingID:integerType>/squads/
    • There is a squad resource that allows DELETE and PUT for deleting the squad and updating its name. Route: /fleets/<fleetID:integerType>/wings/<wingID:integerType>/squads/<squadID:integetType>/
  • The solar system resource (route: /solarsystems/<solarSystemID:integerType>/) now contains stargate and moon listings.
  • The planets resource has been refactored to use a JSON structure more consistent with other resources. Version 1 of this resource has been deprecated, and will be retired on 2017-01-01 .
  • The moons resource has been opened for third party use, and requires no scopes. It can be accessed at route "/moons/<moonID:integerType>/" and is linked to from the updated solar systems resource.
  • A new stargate resource has been created, and can be accessed from route "/stargates/<stargateID:integerType>/". It requires no scopes.
  • New structure related resources have been created for use with the new Citadels. <ul "="">
  • The corporation structures read resource returns a list of all structures owned by a corporation.

    • It can be accessed at route "/corporation/<corporationID:corporationIdType>/structures/".
    • It requires the "corporationStructuresRead" scope.
    • It is cached for 1 hour.
    • It will return a forbidden error of the character making the request is not in the specified corporation or does not have the "Station Manager" role within the specified corporation.
  • The structure vulnerability write resource allows users to update their upcoming structure vulnerability window.

    • It can be accessed from route "/structures/<structID:integerType>".
    • it requires the "structureVulnUpdate" scope.
    • Structure IDs can be discovered via the corporation structures read endpoint.
    • It will return a forbidden error of the character making the request is not in the specified corporation or does not have the "Station Manager" role within the specified corporation.
    • It accepts a vulnerability schedule for a structure, and sets the next week's pending schedule to the submitted schedule. This will "lock in" at midnight UTC on Sundays, in the same fashion as modifying the schedule in the client.
    • An options call to this resource will return the expected structure for a vulnerability schedule. The number of unique, valid hour/day entries you submit should match the number expected by the citadel size type. This is 3 for an Astrahus, 6 for a Fortizar and 21 for a Keepstar. The endpoint will inform you if an incorrect number is submitted.

Static Data Export (SDE):

  • The universe data and the SQL Server Backup file have been converted to YAML. The SDE now consists solely of YAML files.

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