Re: Crucible?
Publié : 29 novembre 2011, 14:41
Je l'ai eu dans le répertoire ou j'ai l'habitude de DL les patchs Tranquility d'eve online. J'ai pris le dernier build de sisi, qui est à 90% le meme build que la version finale de TQ
C'est le genre de truc qui fait toujours super plaisirTanaka Aiko a écrit : je sors d'un joli formatage surprise...
Ca fait mal caTanaka Aiko a écrit : pour ma part j'attends la nouvelle version complete, vu que je sors d'un joli formatage surprise...
Ils ont fait de gros efforts par rapport au début du jeu ou ils avaient parfois une journée de retard sur les patchs mais il nous remboursait à cette époque laMatarhari a écrit :Me souviens la première extension que j'ai du dl ça s'est fait avec 15 mins de retard et sans aucun problèmes. XD
le coup du boot.ini j'ai pas connu, mais y'a encore des gens qui en parlent régulièrement sur le forum off durant les patchs / pépins.Kher a écrit :Qui se souvient du patch qui a empêché le reboot du PC. C'était comique.
Patch Crucible a écrit :Features
Worldshaping
Stunning new visuals have been added to EVE Online. New nebulas throughout space will now provide players with a feeling of real immersion and allow for a better sense of scale and location in the universe. As a result of these new vistas, we have adjusted every stargate on Tranquility to align correctly to their destinations allowing for players to experience a graceful transition while piloting. Players should be aware that due to the alignment of stargates that instawarp locations, or locations created close to an object at a stargate may now cause bumping into that object. You can read full details about these changes in the blog Introducing new nebulae into EVE by CCP t0rfifrans.
The system map background nebula has been replaced with a darker more sci-fi background.
Star fields have been greatly enhanced to provide a more immersive feeling of being in space. Actual stars from neighboring solar systems will be displayed and the newly rotated stargates will aim at them, making them visible if they are close enough. Further details can be found in the blog Asking for directions by CCP Mannapi.
New art assets have been created for the Oracle, Tornado, Naga and Talos. Our thanks go to Alexey M, dreamwa1ker (Pattern Clarc), David L and Michael S who submitted the original designs in the Deviant Art ‘Design a Starship’ competition. May your designs cause death, destruction and sweet, sweet tears for many years to come.
Time Dilation
In an effort to keep tremendously large fleet engagements fun, the universe will slow down time in order to keep up with the strain of simulating many hundreds of ships.
Read more about the details and motivations in CCP Veritas’ devblog Introducing Time Dilation and watch him demo it in the Time Dilation Video Demo.
Due to the dangerous nature of altering the fabric of spacetime in such ways, the feature will be turned on at a slightly later date. This is to provide isolation from other fundamental alterations to the machinations of the universe in order to reduce the chances of total protonic reversal.
Captains Quarters
New Captains Quarters have been added for the Amarr, Caldari and Gallente. Full details can be found in the blog Introducing racial Captains Quarters by CCP t0rfifrans
Added Captain’s Quarters functionality:
You can now drag and drop your ship from my ships list anywhere on the CQ environment to activate that ship.
The floating ship now has the same functionality as in the Ship Hangar view, you can double click to open cargo and right click to open contextual menu.
Avatar camera and zoom have been refined.
Station services window again shows the owner of the station.
The 'Load Station Environments' option in the ESC Menu has changed slightly:
OFF: You can't enter Captains Quarter's and you have a static background image when in the Ship Hangar, hence unable to spin your ship.
ON: You can spin your ship in the Ship Hangar and can freely switch between Captains Quarter's and the Ship Hangar. Note that if you do not go into the Captains Quarter's, nothing extra is loaded when in the ship hangar.
Ships
All Caldari State sub-capital ships have had their shaders updated to the V3 shader set.
All Gallente State sub-capital ships have had their shaders updated to the V3 shader set.
The Apocalypse and Impairor have had their shaders updated to the V3 shader set.
Four new battlecruisers, designed to inflict massive damage at the expense of survivability, have been released. Each of the four main factions has a new ship that will bring devastation everywhere it goes. The details of these new ships are as follows:
Caldari State
The Naga was designed in YC 109 by the Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized. The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series CPF Blue). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.
Battlecruiser skill bonus per level
5% bonus to Large Hybrid Turret damage
10% bonus to Large Hybrid Turret optimal range
Role bonus
95% reduction in the powergrid need of Large Hybrid Turrets
50% reduction in the CPU need of Large Hybrid Turrets
50% reduction in the capacitor need of Large Hybrid Turrets
Amarr Empire
In YC 113 Empress Jamyl Sarum I challenged Amarr ship manufacturers to build a new battlecruiser that would break the stalemate of the Empyrean War. Deviating from the doctrine of brute-force and heavy armor, the engineers at Viziam took inspiration from Caldari history. During the Gallente-Caldari War, the Caldari developed light, maneuverable ships to counter the slow ships of the Gallente Federation. This philosophy, along with a cutting-edge powertrain and ultra-light alloy armor plating, led to the Oracle. The Empire immediately ordered the ship into production. The Empress personally congratulated Viziam Chief Researcher Parud Vakirokiki, calling the ship ‘a work of Divine Grace for the Empire, and retribution to our enemies.’
Battlecruiser Skill bonus per level:
10% bonus to Large Energy Turret capacitor use.
5% bonus to Large Energy Turret damage
Role bonus
95% reduction in the powergrid need of Large Energy Turrets
50% reduction in the CPU need of Large Energy Turrets
50% reduction in the capacitor need of Large Energy Turrets
Gallente Federation
The Talos began in YC 110 as a R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action. The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards.
Battlecruiser Skill bonus per level:
5% bonus to Large Hybrid Turret damage
7.5% bonus to Large Hybrid Turret tracking speed
Role bonus
95% reduction in the powergrid need of Large Hybrid Turrets
50% reduction in the CPU need of Large Hybrid Turrets
50% reduction in the capacitor need of Large Hybrid Turrets
Minmatar Republic
In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match. What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely off of flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.
Battlecruiser Skill bonus per level
5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret falloff
Role bonus
95% reduction in the powergrid need of Large Projectile Turrets
50% reduction in the CPU need of Large Projectile Turrets.
Modules
The following Tech II modules have been added and will only be available through Invention. No Tech II BPO’s will be created for these items:
Warfare link II
Mining Foreman link II
Core probe launcher II
Drone link augmentor II
Omnidirectional tracking link II
Drone tracking computer II
Siege module II
Triage module II
Small remote hull repair system II
Medium remote hull repair system II
Large remote hull repair system II
Bomb launcher II
Micro auxiliary power core II
Small tractor beam II
Capital tractor beam II
Warp disruption field generator II
Customs Offices
Player owned Customs Offices will be introduced to Planetary Interaction. This new feature allows players to make planetary taxation a profitable business. In order to become a proud owner of a Customs Office you need to erect a Customs Office structure in orbit of a planet. Full details can be found in the blog Player Owned Customs Offices and Player Owned Customs Offices: An update by CCP Omen.
All high security Customs Offices are transferred to CONCORD who will charge doubled import and export taxes.
Ownership of all low security, 0.0 and wormhole Customs Offices is transferred to NPC corporation “Interbus”.
The Interbus Customs Offices can be used for Planetary Interaction or shot down without standing or security penalty.
Interbus Customs Offices will not be de-spawned and will remain until destroyed.
The Interbus Corporation will charge slightly more tax than CONCORD and we will monitor the tax rates for both CONCORD and Interbus to ensure that they are working correctly.
The Customs Office Gantry is a 7600 m3 compact structure that is manufactured in assembly lines in stations.
Blueprint copies of the Customs Office Gantry will be available from the CONCORD loyalty point store for 6000 LP and 20,000,000.00 ISK.
Blueprint copies are also available from the Factional Warfare loyalty point stores for 3000 LP and 10,000,000.00 ISK. As a reminder these will be the stores of the 24th Imperial Crusade, Sate Protectorate, Federal Defense Union and Tribal Liberation Force.
A Customs Office can only be owned by a player corporation and only players with Station Manager role can edit the settings of an operational Customs Office. A player with the role "Config Equipment" can perform the upgrade from Gantry to Customs Office.
Custom tax rates can be set for your corporation, your alliance and friendly corporations or alliances.
Customs Office ownership can be transferred to any player corporations.
Notifications will be sent to the corporation if the Customs Office is attacked.
Player owned Customs Offices will generate a killmail when destroyed.
User Interface
A new font has been designed and replaced everywhere in EVE which makes differentiation of letters, numbers and symbols much easier. In general, ‘Eve Sans Neue’ is a refinement of the original Eve Sans font. The design was revised, technically updated and readability has been improved. Please see the News from the Fontlines blog from CCP Punkturis for more information.
We have added a UI Scaling setting under the ‘Display Setup’ in the settings menu. This allows players to make the UI larger or smaller depending on your resolution settings. Full details can be found in the blog Size Matters – Scaling the UI from CCP Punkturis.
A ‘Loot All’ button has been implemented for wrecks and cans. Players can now take all items from an open wreck or can window with a single button push. If there are items which are contraband anywhere in the space, then the player is warned. This warning may be turned off, as normal.
Combat
Implants will now show up on pod killmails. Full details, especially aimed at killboard developers, can be found in the My brain was equipped with the following implants blog by CCP Masterplan. A forum thread for all third party developers can be found here.
Killmails will now display the difference between BPOs and BPCs.
Exploration and Deadspace
New DED complexes, rated at 3/10 and 4/10 in difficulty have been added. This means more new bosses, more modules (never before seen in-game) and more reasons to generate massive explosions in space. Further details about PVE content can be found in the blog Pinch yourself: More bosses, more modules, more loot, less lurking, less scraps, less pop up bother by CCP Affinity.
As part of the ongoing Live Events, the first phase of a new site has been added to the Eram system. Visitors to Eram can read published capsuleer research at the Arek’Jaalan site found there.
Graphics
New engine trails have been added for all races of ships.
Turret effects will now miss the target when the shot misses. Full details can be found in the blog I don’t always miss, but when I do… I do it in style by CCP Cholopepus
Sun light has been increased.
A brand new warp tunnel effect has been added which now warps planets around your tunnel path with dazzling effect.
The ‘Avatar Viewer’ allows you to view an animated, full body render of the character or agent you are inspecting, complete with camera controls and their latest clothing choices. Full details can be found in the blog Dedicated followers of fashion by CCP Solomon.
Localization
EVE's localization system has been replaced to allow quality improvements for current and future localizations of the game. This new localization tool is known as Cerberus. A full Dev blog explaining this new feature is called Introducing Cerberus by CCP Shiny and CCP Ronin.
Changes
Ships
The Raven battleship has had a complete visual overhaul and looks more aggressive than ever. Meaner looking ships mean more serious business.
Player ship wrecks will now drop an increased amount of salvage components.
Personal ship fittings have been increased from 50 to 100
Corporation ship fittings have been increased from 100 to 200
When you are disconnected from the server, an ‘attempt to return to dronebay’ command is issued to the drones you control, at the same time as the command to warp away is issued. As always, the success of drones returning to your drone bay depends upon their distance from your ship and the speed with which it enters warp.
All ships can now use the ‘Reconnect to lost drones’ command.
Your orbit and keep at range distances are remembered for each ship type, so you don't have to constantly re-configure.
The warp speed of all logistics has been increased from 3.0 au/s to 3.75 au/s.
Ship insurance is now visible to the ship’s owner in the general show info window. The insurance tab has been removed.
The remote ECM burst will no longer affect ships which are immune to electronic warfare.
The following ships now receive a +10 m/s velocity increase: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, and Ishtar.
The following ships now receive a +5 m/s velocity increase: Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet and Kronos.
The following ships now receive a 5% bonus to inertia: Enyo, Utu, Brutix, Dominix, Dominix Navy Issue, Megathron, Megathron Federate Issue, Megathron Navy Issue, Lachesis, Astarte, Eos, Helios, Guardian-Vexor, Thorax, Vexor, Vexor Navy Issue, Vigilant, Catalyst, Elite Megathron Duvolle, Arazu, Falcon, Incursus, Maulus, Tristan, Deimos, Ishtar, Hyperion, Vindicator, Sin, Cormorant, Federation Navy Comet, Kronos, Harpy, Ishkur, Ferox, Rokh, Vulture, Celestis, Exequror Navy Issue, Moa, Atron, Daredevil, Merlin, Adrestia, Eagle, Phobos, Ares, Raptor, Taranis and Eris.
The rate of fire penalty has been removed from all destroyers.
For all destroyers the shield and armor have been increased by 10%, capacitor capacity has been increased by 25% and signature radius decreased by 25%.
The Dramiel has had several changes which include:
o Mass increase from 740,700 kg to 950,000 kg.
o Max velocity reduced from 473 m/sec to 460 m/s
o Scan resolution reduced from 990 mm to 750 mm.
o CPU reduced from 145 tf to 133 tf.
o Powergrid reduced from 38 MW to 37 MW.
The Onieros has had several changes which include:
o Removed one mid slot and added a new low slot which results in a new slot layout of four high, four mid and five low slots. Any modules fitted to the last mid slot will be removed and placed in the owners home station.
o Powergrid has been increased from 850 MW to 1050 MW.
o Reduced signature radius from 80m to 70m.
o Max velocity increased from 214 m/s to 230 m/s.
Significant changes have been made to capital ships of all kinds. The changes are listed below and full details are available in the blog Capital ship balancing by CCP Tallest.
The bonus to armor and shield transfer amount per carrier level for the Nidhoggur has been increased from 5% to 7.5%.
The power grid for the Nidhoggur has been increased from 575,000 MW to 605,000 MW.
The capacitor capacity for the Nidhoggur has been increased from 52,000 KJ to 55,000 KJ.
The capacitor capacity for the Naglfar has been increased from 45,000 KJ to 47,500 KJ.
Supercarrier drone bays can only hold fighters and fighter bombers. All supercarrier pilots have been sent an EVE mail with instructions from Customer Support on how to prepare for the changes.
The effective hit points of all supercarriers have been reduced by 20%, except the Hel and Wyvern who have only taken a 10% shield HP reduction.
The Aeon will now have:
o Structure hit points 460,000
o Shield capacity 392,000
o Armor hit points 880,000
The Hel will now have:
o Structure hit points 420,000
o Shield capacity 891,000
o Armor hit points 480,000
The Nyx will now have:
o Structure hit points 480,000
o Shield capacity 432,000
o Armor hit points 840,000
The Wyvern will now have:
o Structure hit points 440,000
o Shield capacity 900,000
o Armor hit points 472,000
The drone capacity of the Aeon, Revenant and Wyvern has been reduced to 150000 m3. This will allow for a maximum of 30 fighters or fighter bombers.
The drone capacity of the Hel and Nyx has been reduced to 175000 m3. This will allow for a maximum of 35 fighters or fighter bombers.
The bonus to armor and shield transfer amount per carrier level for the Hel has been increased from 5% to 7.5%.
The capacitor amount for the Hel has increased from 60,000 KJ to 65,000 KJ.
Drone bays have now been removed from all Dreadnoughts.
Drone bays have now been removed from all Titans.
The Moros will now receive a 5% capital hybrid turret rate of fire bonus in place of its drone bonus.
The effective hit points of all Titans have been reduced by 20%.
The Avatar will now have:
o Structure hit points 600,000
o Shield capacity 464,000
o Armor hit points 1,120,000
The Erebus will now have:
o Structure hit points 640,000
o Shield capacity 544,000
o Armor hit points 1,040,000
The Leviathan will now have:
o Structure hit points 560,000
o Shield capacity 1,170,000
o Armor hit points 544,000
The Ragnarok will now have:
o Structure hit points 520,000
o Shield capacity 1,152,000
o Armor hit points 560,000
Titan super weapons can now only fire at other capital ships. It can no longer fire its superweapon at any structures.
Weapons & Ammunition
Significant changes have been made to hybrid turrets to increase their overall effectiveness. Full details on these changes, along with changes to other Tech II ammunition balancing listed under ‘Weapons and Ammunition’ can be found in the blog Hybrid weapon and tech II ammo balancing by CCP Tallest.
All hybrid charges have been reduced in volume by 50%
All hybrid turrets have had their capacity reduced by 50%
All XL hybrid turrets now receive a -5 CPU reduction.
All large hybrid turrets now receive a -3 CPU reduction.
All medium hybrid turrets now receive a -2 CPU reduction.
All small hybrid turrets now receive a -1 CPU reduction, with the exception of the 75mm Railgun.
Hybrid turrets now use 12% less powergrid, rounded to the nearest number, with the exception of the Light Electron Blaster I, Light Ion Blaster I, 125 mm Railgun I and 75mm Railgun I which remain unchanged.
All hybrid turrets have had their reload time reduced to five seconds.
The capacitor usage for all hybrid turrets has been reduced by 30%.
Small, medium and large blasters will now receive +20% to tracking.
Small, medium and large blasters will now receive +5% to damage multiplier.
Small, medium and large railguns will now receive +10% to damage multiplier.
Small, medium and large railguns will now receive +5% to tracking.
All sizes of Javelin ammunition have had their capacitor penalty removed.
Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x.
Hail has had its falloff penalty removed completely.
Falloff for XL autocannons has been increased by 50%.
Missiles and bombs maximum ranges now show up on the tactical overlay.
Modules
Federation Navy Omnidirectional Tracking Link CPU has been reduced from 39 tf to 36 tf.
Siege module I have received a damage boost to compensate for lost drones. The damage multiplier bonus has been increased from 615% to 700%.
Siege module I duration time has been reduced to five minutes.
Siege module I fuel cost has been reduced from 500 to 250 Strontium Clathrates per cycle.
Navy Micro Auxiliary Power Core has had its CPU requirement increased to 20 tf from 19 tf and the powergrid bonus increased from 12 MW to 13 MW.
Friendly remote ‘EW’ boosts will no longer work on ships immune to electronic warfare, specifically Tracking Links and Remote Sensor Boosters.
Fitting Window
The fitting window has been revamped and, thanks to client side dogma, your ship fitting will now display the average damage per second that your turrets, drones and missiles are able to dish out, as well as the total sum of the above. Full details are available in the blog Improvements to the fitting window by CCP Optimal.
Skills
You can now drag locally in the skill queue while holding shift down, so adding multiple levels of the same skill becomes easier.
The show info window of skills has been updated to include information such as skill category and what level you currently have trained.
If you have multiple skills in the skill queue, the one currently training is shown in a lighter shade of blue so it is easier to identify.
The prerequisites panel shows the total training time required, and mouse overs on the panel break this down by skill.
Tactical Weapons Reconfiguration skill has been changed. The description now reads, ‘Skill at the operation of siege modules. 25-unit reduction in strontium clathrate consumption amount for module activation per skill level.’
Combat
Insurance is no longer paid out for players who are killed by CONCORD.
The aggression timer for combat has been changed. When logging off in space with PVP aggression, the ship will be removed from space 15 minutes after log-off, or 15 minutes after the most-recent aggressive act against the ship, whichever is the latest.
Agents & Missions
Reduced the size of metal scraps to 0.01 m3 in volume.
Exploration and Deadspace
Anomalies have been re-balanced and their value has been increased slightly. Full details can be found in the dev blog Anomalies Revisited by CCP Greyscale.
Ships which are cloaked can no longer keep exploration dungeons from despawning, and by extension, respawning. This should help players who run exploration sites and alliances who have upgraded their hubs to have more exploration sites.
We have added more rig BPC’s to multiple sites.
Individuals sitting outside of the first gate of a multi-space Incursion complex when it is completed will not be counted as being part of the achievement.
Planetary Interaction
We have boosted the bandwidth of links to be 10 times bigger to deal with the hassle of constantly upgrading them.
Player owned stations, Starbases and Outposts
Starbases will transition into using fuel blocks in a future release. To facilitate this change, we're releasing the blueprints to make the blocks so corporations and alliances can prepare. Full details of all changes can be found in the Starbase happy fun time blog by CCP Greyscale.
Starbase fuel bays have been expanded by 27%
Most starbase structures have had their anchor and unanchor timers reduced to 5 seconds and their online timers set to 3 seconds.
Starbase turrets, launchers, electronic warfare batteries and hardeners have had their anchor and unanchor timers reduced to 5 seconds and their online timers have been normalized to 120 seconds.
Jump bridges now take 30 seconds to anchor but are otherwise unchanged.
Cynosural generator arrays have had their anchor and unanchor timers reduced to 10 seconds but are otherwise unchanged.
Capital ship assembly arrays and capital ship maintenance arrays now take 30 seconds to anchor, 3 seconds to online and 10 minutes to unanchor.
Cynosural system jammers are unchanged with this release.
You can now unrent corporation offices remotely, without flying to the station where the office is located.
Science & Industry
Due to the removal of drone bays from Titans and Dreadnaughts, we have changed the blueprint requirements across all capital ships as follows:
o Capital drone bay has been removed from the material requirements of Titans and Dreadnoughts. The material requirement of the remaining components has been increased.
o Capital drone bay material requirements have been increased on all supercarriers and carriers.
o Ratios used are for every 100 components removed from a Titan, 25 is added to the requirement of the same races supercarrier and vice versa for components added.
o For each five components removed on a dreadnought, one is added to the requirement of the same races carrier and vice versa for components added.
Increased the drop of T2 salvage components from ship wrecks.
Markets & Contracts
Various changes to Market drag functionality including:
Drag icon from ‘Details’ view to chat,
Drag icon from ‘Groups’ view to chat,
Camera click on all icons you can preview in market,
Drag fitting from fitting management window to quickbar scroll,
Drag icon from ‘Details’ view to quickbar,
Drag icon from ‘Groups’ view to quickbar,
Drag item from quickbar to chat,
Drag folder from quickbar to other quickbar folder,
Drag item from quickbar folder to other quickbar folder,
Drag item from quickbar folder to quickbar scroll.
Yeah, the markets can be such a drag.
User Interface
The map options window will now remember its minimized and maximized settings on a per character basis.
Pop-up windows in missions and other PVE content can now be minimized allowing you to read it at your leisure.
The asset search window now has a parser which allows you use keywords like ‘type’, ‘group’, ‘category’, ‘min’ and ‘max’ to narrow searches.
You can now autopilot to a station. It functions in the same way as the regular autopilot, it warps to within 15 and docks automatically.
Items that can be bought and sold on the market have a button at the bottom of the show info, linking to the market. Items only available in contracts have one linking to the contract system.
Players can now choose which wallet tooltip is displayed in the Neocom, so players that wish to display a certain corporation wallet division over their personal wallet can do so.
Locked targets can be reordered within the UI, so that it is easier to keep track of them.
If you have the ship maintenance bay of a ship open, then it will remain open when you dock or undock.
If you have the corporation hangar of a ship open, then it will remain open when you dock or undock.
The ‘Jump’ command on stargates now has similar functionality to the dock button. If you are out of range the ship will fly there and perform the action.
Depending on the range and target, a player using an action will now attempt to warp to, or approach the item in space, and then do the requested interaction once in range, for the following: Stargate Jump, Acceleration Gate, Wormhole, Open Cargo container, Scoop to Drone Bay, Scoop to Cargo Hold, Scoop ship to Ship Maintenance Array.
The session change timer has been changed from 30 seconds to 20 seconds and will now be displayed at the top left corner of the screen. There is now a general setting which allows you to see a visual session change timer in your user interface. This is turned off by default and can be turned on in the ESC menu. Full details can be found in the blog Death to the session change timer by CCP Atlas.
There is now an Add/Edit Contact button for Alliance info windows, so it matches that of characters and corporations.
The filter input field for containers how has the word ‘Filter’ in the UI to point it out to new players.
Inventory containers now support drag selection. No more clicking on every item you want to select.
Secure containers will no longer ask for your ‘old password’ when you have never given one to the container in question.
A notification has been added to all password fields indicating when Caps Lock is enabled. When they have focus, fields where you enter passwords will now show an upwards arrow icon to indicate that you have Caps Lock set.
We have added an option to disable Neocom blinking. If you right click on the blank part of your Neocom, you can turn off the blinking notifications, or if you have turned them off, then you can enable them again.
Cameras will no longer autopan when you mouse hover over locked targets.
Cosmic signatures may now be filtered according to type. This allows players doing exploration to easily sort Ladar, Gravimetric, Magnetometric, Radar and Unknown cosmic signatures in their system scanner results. Signatures which are still too weak to register their type will not be excluded from this filter regardless of their actual type.
Bookmarks have been renamed to ‘Locations’.
Corporations now have a shared locations folder where 250 locations can be stored.
All members of a corporation can access the shared folder. All members can add locations, but only remove their own, unless they have ‘Communication Officer’ or above
Location pins will now show if it is a personal or corporation location.
Anyone in an alliance can see all online, connected jump bridges belonging to their alliance, and the connections between them. These appear as curved green pulsing lines following the jump bridge path.
EVE Voice Mail & Chat
Alliance executors, CEOs and fleet bosses can now change the MOTD of channels they own. Essentially anyone with the Communications Officer role.
You can now drag and drop people's names or pictures into the user list of a channel to add that character to the channel.
The list of default chat channels has been reorganized and new channels and categories have been added.
Graphics
Effects for cynosaural fields, jump in and jump out animations for capital ships and black ops battleships have been enhanced.
The doomsday effects of the Aurora Ominae, Oblivion and Gjallarhorn have been reworked and are all now as beautiful as they are destructive.
Captains Quarters visual appearance now changes depending on the security status of the system they are in. If the Captains Quarters look shiny and beautiful in high sec, they now get more dirty and worn deep in null sec.
Shadows in space have received an overhaul. Blockiness and nasty jagged edges have been replaced by smooth lines. Further details can be found in the blog Beauty hides in the shadowsby CCP Peirz.