Revelations 2.2 is here!

Revelations 2.2 brings a new capitol, lots of ship adjustments and the much talked about nos changes.



REVELATIONS 2.2

Build 35183 to 36191 addresses Patch Notes for Revelations 2.2

Corporation Management
·    Corporation Transaction Log feature has been added.
Ships & Modules
·    Khanid MK II changes as described on <http://myeve.eve-online.com/devblog.asp?a=blog&bid=489> and on <http://myeve.eve-online.com/devblog.asp?a=blog&bid=494>  
·    Nosferatu changes as described on <http://myeve.eve-online.com/devblog.asp?a=blog&bid=489>  
·    ORE Capital Ship introduced as described on <http://myeve.eve-online.com/devblog.asp?a=blog&bid=490>  
·    The speed on the Deimos has been increased by 35m/s and the mass has been decreased by 1,000,000 kg for better speed.
·    The power output of the Deimos has been increased by 40 MW.
·    The power output of the Muninn has been increased by 60 MW.
·    The power output of the Flycatcher has been increased by 2 MW.
·    The CPU output of the Flycatcher has been increased by 21 TF
·    The CPU output of the Armageddon has been increased by 35 TF.
·    Decreased the capacitor recharge time on the Oneiros by 14% (306.9s) to put the effective recharge rate in line with the other Logistics Ships.
·    The description of the Drake has been clarified to show it does not get a bonus to light missiles.
·    The signature radius on all capital ships has been increased to make them easier to scan down than a battleship.
·    Increased the shield boost bonus on the Hawk to 7.5% per level to match the other ships with similar bonuses.
·    The agility on Blockade Runners has been decreased to 0.55 in order to make warp faster.
·    Increased the CPU output on most Caldari capital ships:
o    +50tf on the Phoenix and Chimera.
o    +100tf on the Wyvern.
·    The volume of the mining barges and exhumers has been reduced as follows:
o    Covetor and Hulk are now at 200,000 m3.
o    Retriever and Mackinaw are now at 150,000 m3.
o    Procurer and Skiff are now at 100,000 m3.
·    Added “Capital Navigation Window”, which can be assigned to a key combo using the shortcuts menu.
·    ECM burst, both normal and remote, no longer affects ships supposedly immune to Electronic Warfare.
·    The Mining Laser CPU Penalty on Mining Upgrades will be correctly calculated before the module is online, preventing the use of more CPU than a ship has.
·    Named variants of the Mining Upgrade will have their bonus applied correctly.
·    The Small Remote Hull Repair System I has had its volume changed from 50m3 to 5m3.
·    Republic Fleet Control System was incorrectly named. It has been renamed to Republic Fleet Ballistic Control System.
·    Faction and Officer 350mm Railguns have had their optimal range boosted to 43200 meters, in line with their Prototype and Tech II counterparts.
·    Republic fleet variations of some projectile ammo types were missing. These have been added.
·    The fitting calculation has been adjusted so that setups that require 100% of their CPU or Powergrid to fit will be able to fit the modules correctly.
·    Cargo Scanner II’s has been added to the market under Ship Equipment > Electronics and Sensor Upgrades > Scanners > Cargo Scanners.
·    Logging out in space with Power Grid Rigs fitted should no longer result in modules offlining.
·    The flight time on Assault Missiles has been increased.
·    Faction Heavy Assault Missile Launchers have been implemented.
·    The "Industrial Core I" deployment module for the ORE capital ship has been implemented.
·    The Mining Foreman - Ice Harvesting gang link has been changed to provide a capacitor need bonus to gang members mining lasers, ice harvesters and gas cloud harvesters.
·    The Mining Foreman - Laser Optimization gang link now provides a duration bonus to gang members mining lasers, gas cloud harvesters and ice harvesters.
·    The Mining Foreman - Drone Coordination command module has been changed to give a range bonus to mining lasers, gas cloud harvesters and ice harvesters.
·    Amarr Navy Plating modules now have the correct tag requirements.
·    The CPU penalty on mining laser upgrades has been changed from online to passive.
·    Meta Mining Upgrades now work as intended and have had their bonus and CPU costs corrected. Meta Ice Harvesting Upgrades have also had their bonuses corrected.
Combat
·    Dreadnoughts trying to enter siege mode without the required fuel will no longer lose all target locks.
·    Corpses, Wrecks and cans have had their properties adjusted so that ships will pass straight through them.
·    Interdictor warp disrupt probes will now prevent warp, even if the warp is already initiated.
·    The Tactical Shield Manipulation skill now correctly prevents bleed through according to its description.
Drones & Fighters
When a ship with deployed drones/fighters enters a Starbase force field, the drones/fighters automatically return to the ship.
·    Boosted the Curator sentry drone, max Range, falloff and tracking improved.
·    Added 20% tracking to Tech II sentry drones.
Overview
·    You can now warp to gang members who are over 150 km away by clicking them in space, or on the overview.
·    The display of “<” and “>” in tooltips has been fixed.
·    When cancelling warp, the overview options on a selected item should automatically update, allowing you to warp to that item.
Contracts & Market
·    The “Show Info” page of a character now contains a link to their contract history.
·    Various 'Livestock' items are now searchable in contracts.
·    The Materials & Research market group has been reorganized to better reflect item associations.
·    The Mining Lasers group has been reorganized into separate sub groups for the different types of mining lasers.
·    Data interface blueprints are now visible and searchable on contracts.
·    Added missing generic hardwirings to market, this refers to hardwirings with industry/science related bonuses and all hardwirings with 1% bonus.
Starbases
·    You can no longer generate a cyno field within a Starbase force field.
·    Starbase guns should no longer shoot at ships not occupied by a pilot.
·    Structures outside Starbase shields in systems with Sovereignty level 4 can now be targeted and fired upon.
·    Ships inside a Starbase force field will be immediately ejected if the force field settings are changed so that they are no longer allowed to be there.
·    Cynosural Generators and Cynosural Jammers have been added to the ship scanner, so they can be scanned remotely without having to warp to the Starbase.
·    Maximum Anchoring distance has been adjusted for Medium and Small control towers, to allow the anchoring of modules such as the Cynosural System Jammer:
o    Medium - 41 km.
o    Small - 35 km.
·    The scan resolution on Starbase batteries have been increased.
·    Starbases now have separate fuel bays and strontium bays.
·    A New Advanced Mobile Laboratory is now available on the market which offers 3/2/2 Copy/ME/Invention slots but takes more CPU/power to use.
EVE Voice
·    You can now join audio on up to three channels.
·    There is a new Voice Widget that you can open with [left alt + v]. Through the widget you can:
o    Join and leave audio channels.
o    See who is speaking.
o    Switch between which channel is your speaking channel by just switching between the tabs on the widget.
·    Improved visualization for channels you have joined audio on and which one is your speaking channel have been added.
·    The sound quality is vastly improved.
·    Channel joining is now near-instant instead of the several seconds it used to take.
·    Push to talk buttons are now selectable from a drop down menu.
LP Store
·    Commas (,) and Periods (.), depending on regional settings, have been added to figures in the LP Store, to make LP and ISK figures easier to read.
·    Adjustments to the price / items / LP required for some items, to bring them in line with market value.
·    LP Offers will not show as available if the prerequisite ship is in your hangar, but assembled.
·    Caldari Navy BPC offers from the Court Chamberlain corporation store have been removed.
·    Zainou 'Shapshot' ZMR2000 implant has been added to the Republic Fleet and Caldari Navy LP stores.
Missions & Exploration
·    It was possible in some exploration sites to destroy the item causing the NPC Spawns. This resulted in being unable to complete the site and has been fixed.
·    The distances between gates in some deadspace areas were too far from each other, this has been fixed.
·    Dungeons should now expire properly and disappear from space.
·    Several missions have been adjusted to reduce load and client lag.
·    Exploration sites of the encounter type have had their scan category, or signature type, changed to Cosmic Anomaly, to help differentiate them from other types of exploration sites. The on-board scanner has been adjusted accordingly and now can now only scan for Cosmic Anomalies.
·    Fixed spelling error in mission Worlds Collide (all versions).
·    Changed the "Booster" missions in 0.0 COSMOS to dish out blueprints rather than actual boosters.
·    In the mission Recon (3 of 3) some time has been added between the message informing the player of a big wave and the big wave itself. This does not guarantee that the player has enough time however since this depends on the players skills and ship type.
·    Removed the key requirements of old static complexes that were put into exploration, to prevent the scenario where the key has been used but the dungeon hasn't been completed, leaving the dungeon stuck as no one else had access to the key.
·    The number of NPCs in the Damsel in Distress level 4 mission has been reduced to reduce lag.
·    The triggers in the Guristas Extravaganza mission has been modified to reduce the chance of the player being flooded with NPCs, this was done mainly to reduce lag.
·    An issue that sometimes arose in the COSMOS mission Denial (1 of 2) has been fixed. This issue could prevent the mission from being completed, this should no longer be the case.
·    The Contested Minmatar Army Complex has been changed to allow Battlecruisers and Elite Cruisers.
·    Increased the quantity of gas found in the gas cloud sites in Exploration.
·    The NPC count in the first room of the mission Recon (1 of 3) has been vastly reduced to reduce serious lag issues that some players were experiencing in the mission. The NPCs that remain have been beefed up somewhat.
·    Text edit in mission "Criminal Minds - Looking Out for Number One (1/4)".
·    Fixed mission objective statement in "Dars Amene - Denial (1 of 2)".
·    Fixed mission objective statement in "Dars Amene - Denial (2 of 2)".
·    NPC’s will now only send messages to the local chat channel.
Science & Industry
·    Station refinery quote was locked at 5% in some cases, regardless of skills or standings, this has been fixed.
·    Stacks of items larger than 100 million will now have their quantity correctly displayed when rounded into billions.
·    Battleship blueprints no longer have an invention tab.
·    Invention of some Tech 2 ammunition types has been corrected, as they were variants of the wrong type of Tech 1 ammunition.
o    Spike is now a Plutonium variant.
o    Void is based on Antimatter.
o    Gleam is based on Multifrequency.
·    The Shadow Sensor Dampening Battery BPC has had its name corrected.
·    It is now possible to Invent from the Auto Targeting System I Blueprint.
·    Guardian Vexor blueprint has been removed from the market search.
·    Damage Control II did not require any Tech II components to build. They will now require Tech II components like all other Tech II modules.
·    Many Tech II ammunition types had the incorrect data core requirement for Tech II invention. This has been corrected to match the skills required for manufacture of the Tech II item.
·    The Expanded Cargohold II now requires construction components to build in line with normal Tech II production.
·    Invention of Tech 2 Mining Laser Upgrade and Ice Harvester Upgrades is now possible.
·    Republic Fleet Tracking Enhancer Blueprint is now assigned to the correct corporations.
·    Caldari Navy Cloaking Device now has the proper module requirement.
·    Tech 2 Missile Invention now requires Caldari esoteric data interface and skill for all types of missiles.
·    Waste is now correctly applied to bomb blueprints so ME research now affects waste properly.
·    The following blueprints have been moved or added to Blueprint -> ship equipment -> turrets & bays -> weapon upgrades market group:
o    Tracking Enhancer I Blueprint.
o    Tracking Enhancer II Blueprint.
o    Ballistic Control Unit II Blueprint.
o    Gyrostabilizer II Blueprint.
·    The number of each type of data core for invention of Tech II sentry drones has been increased to three.
·    Tech II mining crystals are now inventible and the Tech II symbol is now displaying correctly on the Tech II variant icons.
·    Miner II - the Tech II symbol has been fixed on the icon.
Skills & Implants
·    The description of Advanced Drone Interfacing has been clarified.
·    In the Skill requirements for modules: “trained but not required level” has been re-worded to “required but not trained to the proper level”.
·    For Armored Warfare, Skirmish Warfare, Mining Foreman, Siege Warfare and Skirmish Warfare the description has been changed in line with the current gang system mechanics: "The Gang bonus only works if you are the assigned gang booster and the gang is in fleet mode."
·    Hardwiring - Inherent Implants 'Yeti' BX-2 now requires Cybernetics level 5, in line with the other tier 2 “Slot 10” implants.
·    Changed the bonus of the “Hardwiring - Inherent Implants ‘Squire’ EP1/2/3” to be a percentage bonus rather than seconds.
·    Changed the bonus on the Hardwiring - Zainou 'snapshot' ZMF implants from a damage bonus to a reduction in explosion radius for FoF missiles.
·    Eifyr and Co. 'Rogue' HY implants now correctly give their warp speed bonus.
·    Removed “Fit to active ship” from the context menu of implants.
·    The research and invention science skills, except encryption methods, have been seeded on the market at a base price of 10 million ISK each.
·    The bonus on "Hardwiring - Zainou 'snapshot' ZMF500/1000/2000" implants has been changed from a damage bonus for FoF missiles to a reduction in explosion radius for FoF missiles.
New Player Experience
·    Veldspar asteroid will appear on the overview by default, so that it is easier to target.
·    New Pilots will no longer start in a Pod.
NPC’s
·    Extended the Nosferatu transfer amount bonus on the Bloodraider ships to also include Energy Neutralizers.
·    Rogue Drone Commander NPCs now have a chance of being found in asteroid belts & ice fields in Rogue drone regions.
·    Khanid corps now has a good selection of modules, focusing around short-ranged missile systems and armor tanks. They also have access to Caldari Navy short-range missiles.
·    Ammatar corporations now have access to Amarr Navy laser crystals.
·    Caldari and Minmatar corps now has access to their own Heavy Assault Missile Launchers
·    Minmatar corporations now have access to missing factional Carbonized Lead and Depleted Uranium ammunition.
·    Fixed a Blood Raider encounter in 0.8 systems which was using an obsolete version.
·    Non-drone regions now contain 40% more pirate Encounters and 40% less drones.
·    Low security space and 0.0 areas now have 50% more Encounters per system.
·    Low sec Encounter sites are now generally more difficult, and have better rewards as a result.
·    The following spawn containers have been fixed and require a salvager to access:
o    Faction Waste.
o    Faction Wreck.
o    Faction Derelict.
o    Faction Hulk.
Exploit Fixes
·    You didn’t think we’d announce these before the patch has been deployed, did you?
General Fixes
·    The Transactions and Journal tabs in the wallet have been standardized to behave correctly.
·    Fixed an exception when docking with the scanner open.
·    Fixed an exception when switching ships with the Insurance window open.
·    Fixed an exception when merging chat channels.
·    Opening the map while warping from the sun no longer turns your ship into the sun.
·    Fixed zooming in on items in space such as Drones.
·    Auto Target back was behaving incorrectly. This will now target back only the number of targets specified in the preferences page.
·    Horizontal and vertical lines from a target now extend the full width of the screen in 1900x1200 resolution.
·    It was possible to get the “target locking” and various other sound effects to loop. (Yes! EVE has sound!) This has been fixed.
·    Saving bookmarks in the In Game Browser now works without having to put http:// in front of them.
·    Added drag & drop for location names in neocom: current location and f11 (map browser): region, constellation and solar system.
·    Asteroids are now easier to target. You can now click anywhere on the asteroid to select it instead of needing to click its center.
·    The volume of the warp sound has been lowered!
·    Various in-game values now display properly with the correct units attached.
·    Badger is now listed under “variations” in the Badger Mark II’s info.
Miscellaneous
·    Bronze, silver and gold medals as well as a cup for the Alliance Tournament has been created. These are simple items (commodities).


For detailed patch notes please refer to <http://myeve.eve-online.com/updates/patchnotes.asp>

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