Fixed an issue with redeeming skill points from the redeeming queue from clients running other languages than English.
DEFECT FIXES:
User Interface:
Blueprint icons in the HyperNet Relay will now always reflect whether the item in the offer is a Blueprint Copy, or Blueprint Original
Resolved an issue where the drowndown menu for “Number of HyperNodes” required a doubled-click to change the focus to the Total Price input field.
Dragging an Omega restricted skill into the training queue will no longer cause the training queue drag-and-drop functionality to stop working.
Fixed an issue with the padding of some UI buttons, such as the ‘Buy PLEX’ button found in windows.
Temporary fix that allows players, who have Corporation roles, to open their wallet.
PATCH NOTES FOR DECEMBER 2019 RELEASE – 2019-12-10
RELEASED ON TUESDAY, DECEMBER 10TH 2019
FEATURES & CHANGES:
HyperNet Relay:
A brand new trade network is introduced to EVE Online, called the HyperNet Relay.
The HyperNet Relay can be found in the Neocom Menu, under Finance.
A short introductory tutorial will be shown on the first time the HyperNet Relay is opened.
Almost any single item can be offered for trade, there are no trading of stacks of items.
Items being offered for trade must be located in an NPC Station (not a Structure).
Creating a HyperNet offer requires a number of HyperCores which act as the Broker’s Fee (5%) and scale depending on the total price of the offer.
A total price of the offer must be set, and also the number of HyperNodes which can be purchased by players.
HyperNet Offers can be specified as ‘Private’ which excludes them from the main browse view and can be only accessed by a direct shareable link
All HyperNet offers are created with a duration of 3 days.
If not all of the HyperNodes have been purchased in an offer after 3 days, the offer expires:
The creator of the expired offer, has the item delivered back to the station it was being offered from.
The HyperCores were the broker’s fee and are not refunded back to the creator.
All players who bought HyperNodes in an expired offer, have their transactions refunded.
You can search for new offers through the browse tab, by refreshing the results and including specific filters.
Filtering for offers can be done by Item type, group, location of the offer. There are also range filters for the individual HyperNode prices, and how many HyperNodes the offer is using.
Purchasing a HyperNode can be done individually, or in bulk by using ISK.
Once all HyperNodes have been sold for any given offer, a single HyperNode is randomly chosen and the HyperNode owner receives the item that was on offer.
The creator of the offer, receives all sales of the HyperNodes in ISK minus a sales tax of 5%.
Graphics:
JITA trade hub structure expanded.
PKN Interstellar & HyperNet banners added to JITA station.
Holographic visuals depicting the ongoing JITA trade hub development.
Additional traffic around the JITA station.
Updated collisions for JITA stations.
Overview:
Some adjustments have been made to the default overview settings, in an effort to align them more with the popular settings used in many player created overview packs and provide a more useful default for new players:
The Velocity column will now be shown by default
Ship type, corporation and alliance tickers have been moved before the pilot name in default bracket setup
Broadcasted overview entries are now by default moved to the top of the overview
The “Pilot is in your corporation” overview state has been split into 2 states: “Pilot is in your Capsuleer corporation” and “Pilot is in your Non Capsuleer corporation”. In a subsequent release the “Capsuleer corporation” status will moved above the crimewatch statuses (Criminal, Suspect, -5 security) to better reflect the priorities pilots have when they have joined a player corp. NOTE: If saved overview presets from before this patch are loaded to a character after the patch the new “Pilot is in your Non Capsuleer corporation” state will start at the bottom of the list.
Structures & Deployables:
Defenders can no longer choose a day of the week for exiting the hull reinforcement cycle. Structures will exit reinforcement at the next available hour of the defenders choosing (+/- 3 hours) after the following durations:
Wormhole space: 1.5 days
Low and Null security space: 2.5 days
High security space: 4.5 days
Updated vulnerability windows now takes 30 days to take effect (instead of 7).
In a solar system where the Activity Defense Multiplier is above 4.0 and where an Infrastructure Hub is held by an alliance, pilots that are NOT members of that alliance will be unable to deploy medium Upwell structures (Astrahus, Athanor and Raitaru).
The random jitter range on reinforcement exit times is increased from +/- 2 hours to +/- 3 hours.
FW structures now may not tether in the circumstances listed below:
A ship piloted by the attacking faction (or their ally) can never receive tether from ANY structure whilst in enemy FW space.
A structure owned by the attacking faction (or their ally) can never provide tether to ANY ship whilst in enemy FW space.
Ansiblex Jump Gate and Tenebrex Cyno Jammer service modules will be offlined if the structure is within 500km of another structure. (This is the conclusion of the Ansiblex anchoring range changes initiated in Beat Around the Boosh).
A number of obsolete starbase blueprints have been converted into other blueprint types:
Supercapital Ship Assembly Array Blueprints become Standup L-Set Basic Capital Component Manufacturing Efficiency I Blueprints
Capital Ship Assembly Array Blueprints become Standup L-Set Capital Ship Manufacturing Efficiency I Blueprints
Advanced Large Ship Assembly Array Blueprints become Standup M-Set Advanced Large Ship Manufacturing Material Efficiency I Blueprints
Advanced Medium Ship Assembly Array Blueprints become Standup M-Set Advanced Medium Ship Manufacturing Material Efficiency I Blueprints
Large Ship Assembly Array Blueprints become Standup M-Set Basic Large Ship Manufacturing Material Efficiency I Blueprints
Moon Harvesting Array Blueprints become Standup M-Set Moon Drilling Stability I Blueprints
Design Laboratory Blueprints become Standup M-Set Blueprints Copy Accelerator I Blueprints
Advanced Small Ship Assembly Array Blueprints become Standup M-Set Advanced Small Ship Manufacturing Material Efficiency I Blueprints
Drug Lab Blueprints become Standup M-Set Biochemical Reactor Material Efficiency I Blueprints
Experimental Laboratory Blueprints become Standup M-Set Invention Accelerator I Blueprints
Research Laboratory Blueprints become Standup M-Set ME Research Accelerator I Blueprints
Biochemical Silo Blueprints become Mobile Tractor Unit Blueprints
Catalyst Silo Blueprints become Mobile Tractor Unit Blueprints
Coupling Array Blueprints become Mobile Tractor Unit Blueprints
General Storage Blueprints become Mobile Tractor Unit Blueprints
Hazardous Chemical Silo Blueprints become Mobile Tractor Unit Blueprints
Hybrid Polymer Silo Blueprints become Mobile Tractor Unit Blueprints
Silo Blueprints become Mobile Tractor Unit Blueprints
Ammunition Assembly Array Blueprints become Standup M-Set Ammunition Manufacturing Material Efficiency I Blueprints
Component Assembly Array Blueprints become Standup M-Set Advanced Component Manufacturing Material Efficiency I Blueprints
Drone Assembly Array Blueprints become Standup M-Set Drone and Fighter Manufacturing Material Efficiency I Blueprints
Equipment Assembly Array Blueprints become Standup M-Set Equipment Manufacturing Material Efficiency I Blueprints
Intensive Reprocessing Array Blueprints become Standup M-Set Ice Grading Processor I Blueprints
Compression Array Blueprints become Mobile Tractor Unit Blueprints
Medium Ship Assembly Array Blueprints become Standup M-Set Basic Medium Ship Manufacturing Material Efficiency I Blueprints
Reprocessing Array Blueprints become Standup M-Set Asteroid Ore Grading Processor I Blueprints
Rapid Equipment Assembly Array Blueprints become Standup M-Set Equipment Manufacturing Time Efficiency I Blueprints
Small Ship Assembly Array Blueprints become Standup M-Set Basic Small Ship Manufacturing Material Efficiency I Blueprints
Subsystem Assembly Array Blueprints become Standup M-Set Advanced Medium Ship Manufacturing Time Efficiency I Blueprints
Biochemical Reactor Array Blueprints become Standup M-Set Biochemical Reactor Time Efficiency I Blueprints
Complex Reactor Array Blueprints become Standup M-Set Composite Reactor Time Efficiency I Blueprints
Medium Biochemical Reactor Array Blueprints become Standup M-Set Biochemical Reactor Time Efficiency I Blueprints
Polymer Reactor Array Blueprints become Standup M-Set Hybrid Reactor Material Efficiency I Blueprints
Simple Reactor Array Blueprints become Standup M-Set Composite Reactor Material Efficiency I Blueprints
Small Mobile Siphon Unit Blueprints become Mobile Medium Warp Disruptor I Blueprints
Small Mobile ‘Hybrid’ Siphon Unit Blueprints become Mobile Medium Warp Disruptor I Blueprints
Small Mobile ‘Rote’ Siphon Unit Blueprints become Mobile Medium Warp Disruptor I Blueprints
Jump Bridge Blueprints become Mobile Cynosural Inhibitor Blueprints
Cynosural Generator Array Blueprints become Mobile Cynosural Inhibitor Blueprints
Cynosural System Jammer Blueprints become Mobile Cynosural Inhibitor Blueprints
User Interface:
Added a new window for viewing all saved locations within the current system (Defaults to L).
Adjustments have been made to the direct trade user interface:
Ships within a proposed direct trade will now display their type name (eg. Raven) rather than their player-customized ship name (eg. Greg’s Raven)
Once an ISK amount has been added to a trade offer, the amount of ISK in the trade offer cannot be reduced. Increasing the amount of ISK in the offer is still possible. If a player accidentally enters and confirms an amount of ISK higher than they intended to offer, they can choose to close that offer window and open a new one to start fresh
Several small UI improvements have been made to the direct trade window
Changes have been made to the Personal Wallet which now shows an overview and breakdown of transactions.
Market Orders are no longer shown in the Wallet, they are now contained within the finance section of the Neocom.
A new “Log Off” button has been added in the Neocom menu
Improvements have been made to the “Log Off” user interface in the escape menu
The range filter in the market now always defaults to “Region” rather than defaulting to “Station” when in station
Your orders, orders that you can sell to and orders that are in your route now have small icons to explain better what the colors mean.
Multifit and multibuy now have icons to indicate that more useful information can be found in a tooltip
New Player Experience:
Added overview highlights for several tasks in the tutorial
Added icons to several UI highlights during the tutorial
Improved the traveling lesson during the tutorial
UI highlights now appears after Aura’s dialogue box rather than simultaneously
UI highlights have an updated, more prominent animation
The afterburner lesson in the tutorial has been updated
Several tasks in the overview now have instant feedback when the correct action is performed
Miscellaneous:
Some adjustments have been made to player bounties:
Bounties can no longer be placed on characters younger than 30 days
A “Wanted” banner will now only display on a character portrait if that character has both a bounty on their head and a security status less than or equal to -5
The “+” button used to add bounties in show-info windows has been changed to display the word “Add”
DEFECT FIXES:
Audio:
Fixed an audio issue where Black Ops cyno beacon deployment sound would repeaton zooming in and out
Tied Abyssal Deadspace boundary warning to UI Sound Level audio slider and the Warning slider under Advanced Audio Settings
Prevented Empire Selection sound from overlapping during character creation
Prevented Probe alignment sounds from stacking
Gameplay:
Corrected a case where reprocessed items were sent to a wrong location.
Fixed an issue where logged off characters could block others from taking control of a Structure.
Fixed a loophole which allowed moving items into containers within the delivery hangar in an Upwell Structure.
Damavik Base Invention chance adjusted to be in line with other Triglavian invention chances.
Graphics:
Fixed the base VFX on the Leshak that was playing the wrong animation when the character logged in while in space
Fixed stream of errors thrown in loglite when entering character customization
Fixed shadow artifacts on characters
Cloaked ships with haze-effects no longer have flickering lights under very specific circumstances
Caroline’s Star no longer disappears when docking in a structure with “View Outside” enabled
Removed artifact inside the Panther’s model
Loading animation for character creation and the character sheet is now faster
Confirmation check when leaving the character creator tech screen is now applied regardless of how player proceeds to the next page
Turrets firing at objects not yet loaded into the scene will no longer seem to flicker around firing in random directions
Fixed an animation transition Issue on the Hawk
Loading animation for character creation and the character sheet is now faster
PvE:
Resolved Dreadnought bumping in the Observatory Flashpoint site.
Increased the number of active Observatory Flashpoints from 1 to 2 per Invasion Foothold System
Added distinct loot tables for associated dreadnought skills and ammo BPCs
These now drop in both sides of the Observatory Flashpoint site at separate rates from the rest of the valuable loot.
Text & Descriptions:
Corrected several typos, grammar errors, and inconsistent punctuation in descriptions and similar texts.
User Interface:
Fixed an issue where Drones selected in the Drone Window may not persist when scrolling.
The volume of all items is now consistently shown as decimal number.
Added some missing groups of items to the “All” default overview filter.
Moved the total change tooltip in the Modify Order window to avoid hiding the new price box.
Added the Community Fittings icon to the Pointer Window.
Corrected excessive inherited indentation of entries in group windows. For example, nested locations in bookmark group window.
Removed the unnecessary “Launcher for Self” option from containers in the Personal Assets window.
Broadcasted entries will always be on the top of the Overview when using the “Move entries with broadcast to top” Overview setting.
The unavailable Echelon Blueprint has been removed from search results in the client.