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PSA: Patch notes for July 2017 release

July 7, 2017

Patch notes for July 2017 release
Released on Tuesday, July 11th, 2017

Features & Changes

Balancing:

  • Required input materials to build Pirate Battleships has been increased.

Exploration:

  • The drop rates of T3 datacores and ancient relics from Sleeper exploration sites have been adjusted as part of the Strategic Cruiser rebalance.
  • The procurement officers for major pirate factions across New Eden have been struggling to supply enough Small Ancillary Armor Repairers to equip their fleets, and their previous fallback of making up the difference from purchases on the open market is starting to require an ever-larger portion of their budget. Consequently, they have requested that their in-house research and manufacturing divisions increase output of these modules significantly until their module stockpiles have recovered. For a limited time, the chance of obtaining Small Ancillary Armor Repairer blueprint copies from attacks against pirate data sites has increased massively.

Graphics:

  • The Tech3 Strategic Cruiser system back-end has been redesigned to improve client stability and performance.
  • The Rupture, Muninn and Broadsword have had their hulls redesigned.
  • All Battlestation structures have been updated with physically based materials, improving their overall aesthetics. 
     

Miscellaneous:

Missions & NPCs:

  • Back-end for The Agency is deployed. The event starts 18th July.

Science & Industry:

  • Added the missing Tesseract Capacitor Units from the blueprints of the CONCORD ships.
  • The industry requirements for building Strategic Cruisers and their subsystems have also been adjusted. All the details can be found in the forum thread here.

Ships:

  • Tech 3 Strategic Cruisers have been rebalanced. Details of the goals behind this change can be found in this devblog.
  • The available subsystems have been condensed into a smaller number of more powerful and useful choices.
  • Strategic Cruisers now have four subsystem slots (reduced from five) with three choices in each slot (reduced from 4)
  • Rigs can now be freely removed from Strategic Cruisers without destroying them.
  • All Strategic Cruisers have received a dedicated subsystem bay so they can carry alternate configurations along with them on their adventures
  • Each of the Strategic Cruiser hulls and subsystems have been rebalanced. All the details can be found in the following forum thread:

  • On patch day, July 11th 2017 11:00 UTC:

    • We highly encourage all players who will be flying T3 Cruisers at the time of downtime on July 11th get themselves into a safe location such as a friendly starbase or docked within a station/structure before the downtime begins. This will ensure that they do not get caught in a dangerous situation with some of their modules offline when they next log in.
    • All characters that have the Electronic Subsystem Technology, Amarr Electronic Systems, Gallente Electronic Systems, Caldari Electronic Systems, and/or Minmatar Electronic Systems skills trained will receive the skillpoints from these skills as unallocated skillpoints as well as ISK reimbursement for the NPC cost of the skillbooks.
    • Existing subsystems that are not fit to a Strategic Cruiser will be directly transformed into their closest functional equivalent under the new system.
    • Strategic Cruisers with subsystems fit to them will have their subsystems converted into new ones directly, and will receive one extra subsystem placed in their cargo hold (to ensure that players have the same number of subsystems before and after the patch).
    • This means that although all fitted Strategic Cruisers will continue to have a valid set of subsystems after the patch, some of their modules may go offline as fitting and even slot layouts may change.
    • The complete list of which subsystem combinations fit to Strategic Cruisers will be converted into which subsystem combinations after the patch can be found in this spreadsheet.

Structures & Deployables:

  • The contents of a Corp office in an Upwell Structure will now become impounded when the office is removed. The impounded items can be retrieved by re-renting an office in the same location, or moving the items into asset safety if available.

User Interface:

  • The right-click menu option to repair a module shows now the needed quantity of Nanite Repair Paste.
  • The tooltip information in the fitting window and the HUD has been improved for several Upwell structure modules.

 

Defect Fixes

Gameplay:

  • Removed some items from the market that should not have been listed there.

Graphics:

  • Fixed a visibility Issue with the warp tunnel effect while changing SKINs mid-warp.
  • Adjusted glow radius size on the Kronos hull.
  • Fixed SKIN effect transition when changing ships in hangar.
  • Corrected an issue that caused multiple ships to appear in the hangar.
  • Adjusted the material map used on the Machariel hull.
  • Adjusted the sound FX heard on dungeon asset explosions.
  • Fixed an issue where an avatars hands would be removed when wearing certain types of apparel.
  • Corrected an issue with the geometry on the Moa and Eagle hulls.

Localization:

  • Russian client: The clone state expiry date is now being shown correctly in the Character Sheet.

Science & Industry:

  • Changes have been made to how corporate industry jobs are treated if they are delivered after their destination office has been unrented: The blueprints and output items will be delivered to Impounded if there are any impounded items or locked blueprints in this location for this corporation. Otherwise the industry job is delivered to corp deliveries. 

Structures & Deployables:

  • It is now possible to remotely create sell orders for items in Upwell structures (assuming all requirements are fulfilled).
  • Removed the incorrect right-click option to launch fighter squadrons, while being docked in an Upwell structure.
  • Corrected a reference of "Groups" to "Access Lists", that was shown when choosing to delete an Access List
  • It is now possible to split at stack in the corp hangar in an Upwell structure with the "Split Stack" right click option.
  • Corporation hangars in Upwell structures have been upgraded and are now properly enforcing the limit of 1500 item stacks per hangar division.

User Interface:

  • Fixed issue causing some Show Info windows to show up empty and transparent.
  • Added separate notifications group "Operations" to control settings for notifications related to the Inception tutorial.
  • Improved the filtering by standing in the fleet finder to also show fleets with higher standing instead of only the selected standing.
  • Fixed a problem which prevented some mails as being properly marked as read, if they were sent to the sender himself.
  • The character sheet now correctly shows the existence of the Genolution 'Auroral' AU-79 implant after using a jump clone.
  • Fixed a problem with the counter of open market orders.
  • The right click menu for an Upwell Structure in a contract now works correctly.
  • It is now possible to open show info windows from links which were generated by dragging a module from Fitting Simulation to chat.
  • Fixed the color of modified attributes in the Show Info window for a bunch of attributes, mostly related to siege modules (and similar).
  • The drone control range attribute in fitting simulation is now displaying a green highlight for the bonus from a Drone Control Range Augmentor rig.
  • Fitting simulation: The mode of T3 destroyers in the station hangar no longer changes when changing the mode in fitting simulation.
  • Fitting simulation: When simulating a currently active T3 destroyer, the mode defaults now to the currently active mode.
  • Fitting simulation: The "Remove All" button in the fighter bay window is now shown also when only the fighter tubes are filled.
  • Fitting simulation: Rigs can now be onlined even though a cloak is activated and online in the Fitting Simulator.
  • Trying to initiate a repair of a damaged module with insufficient Nanite Repair Paste now warns about how much Nanite Repair Paste is missing.
  • Fixed an issue where the CPU/PG usage of an offline module would be shown overlapping the current CPU/PG usage.
  • Show info windows for simulated Upwell Structures now work correctly.

Text and Descriptions:

  • Various grammar and spelling fixes.
  • Fixed some capitalization inconsistencies in the Audio settings menu.