Patch Notes For EVE Online: Onslaught | EVE Online

Patch Notes For EVE Online: Onslaught

2018-11-08 - By CCP Falcon

Patch Notes For EVE Online: Onslaught 1.12

Released on Tuesday, December 4th 2018

Defect Fixes:

Gameplay:

  • Fixed a problem where a jump gate could not find its fuel directly after it was transferred to a new owner.
  • Fixed a rare problem, where a jump gate would lock up due to a timing issue when fuel was added and used at the same moment.

Patch Notes For EVE Online: Onslaught 1.11

Released on Thursday, November 29th 2018

Defect Fixes:

Activity Tracker:

  • An issue has been recitified where progress in certain epic arcs was not being recorded in the activity tracker.

Gameplay:

  • Expired Cerebral Accelerator blueprints from the Crimson Harvest event have now been renamed so that it is clear that they only manufacture expired Cerebral Accelerators.
  • Fixed a very rare issue, which prevented to jump through a jump gate after logging out and in again.
  • Ships are now again always warping to the entry beacon of mission sites. Their behavior was partially confused with the behavior for anomalies and landmarks, where it is normally possibly to warp to bookmarks.

User Interface:

  • Disabled the display of old starbase jump bridges on the F10 star map.

Patch Notes For EVE Online: Onslaught 1.9

Released on Tuesday, November 27th 2018

Features & Changes:

Events:

  • Cerebral Accelerators from the Crimson Harvest have now been expired.

Please note, blueprints for these accelerators were missed when expiring content from the Crimson Harvest. They will be properly renamed and expired in the next point release.

Structures & Deployables:

  • Any starbase Jump Portal Arrays, Cynosural Generator Array, and Cynosural System Jammer structures that are online in space will enter the anchored state over downtime. The structure owners can unanchor and collect the structures at their convenience.
  • Starbase Jump Portal Arrays, Cynosural Generator Array, and Cynosural System Jammer structures may no longer be anchored or onlined by players.

Patch Notes For EVE Online: Onslaught 1.5

Released on Thursday, November 22nd 2018

Features & Changes:

Abyssal Deadspace:

  • Added an effect to Abyssal Deadspace PvP (Proving grounds) to prevent stalemates - Effect activates 8 minutes after a fight starts - Effect lowers all ship resistances by 25%

Structures & Deployables:

  • Personal deployable like mobile depots will now also drop a wreck at explosion, if they are empty.

Defect Fixes:

Graphics:

  • Corrected the inventory icon for the Structure EXERT Conduit Coupler construction component

User Interface:

  • Fixed a problem, where the right-click menu on capital ships within contracts did not work.

Patch Notes For EVE Online: Onslaught 1.4

Released on Wednesday, November 21st 2018

Features & Changes:

Abyssal Deadspace:

  • Increased the chance of Abyssal Proving Conduits appearing
  • Removed Abyssal Filaments from Triglavian Cladistic Cache
  • Added more Crystalline Isogen-10, Zero-point Condensate, and Triglavian Survey Data to Triglavian Cladistic Cache

User Interface:

  • The right click “Bridge To” and "Jump To" sub-menus have been slightly modified. The options' formatting has been updated and the prefixes "Fleet Cyno:" and "Beacon:" added to make it clearer what kind of beacon you will be jumping/bridging to.

Defect Fixes:

Gameplay:

  • While in Abyssal Deadspace PvP (Proving Grounds) players will now be destroyed immediately when the encounter ends (previously was some delay of up to 30 seconds).
  • Fixed an issue causing skills to not reduce standings penalties for declining missions.
  • Fixed an issue that sometimes allowed 3 players to enter Abyssal deadspace PvP.
  • Fixed an issue, which sometimes caused desync while controlling an Upwell structure or while observing space through the outside structure view.
  • Fixed an issue, where your own ship was not removed from space on your client and appeared as "ghost ships", when docking into outside structure view at an Upwell structure.
  • Reinstated the skill loss for subsystem skills, when getting killed in a T3 cruiser.

Graphics:

  • Fixed an Issue that caused the Incursion Environment effect to disappear mid-flight

User Interface:

  • Resolved an issue where "Warp Field Collapse" message could be displayed from your previous encounter from Abyssal Deadspace while in the Proving Grounds.
  • Fixed a problem where the blueprint browser in the industry window did not populate blueprint properly.
  • The blueprint browser in the industry window is no longer refreshing the personal blueprints, when a corporation blueprint is being changed, and vice versa.
  • The right click “Bridge To” sub-menu shown for jump-capable ships no longer shows cynosural beacons that are outside of your ship’s jump range.

Patch Notes For EVE Online: Onslaught 1.3

Released on Monday, November 19th 2018

Defect Fixes:

Gameplay:

  • Fixed an issue with the Activity Tracker where the Abyssal Deadspace entered nodes would not display the results correctly.
  • Fixed an issue with the Activity Tracker where the Abyssal Deadspace completed nodes would not display the results correctly.
  • Fixed an issue with the Activity Tracker where completing a Corporation industry job would reward the player delivering the job, and not the player who started it.
  • Fixed an issue where the Activity Tracker was not displaying the Character Avatar.
  • Fixed an issue where the Activity Tracker would display a value higher 100% in some of the inner nodes.
  • Fixed an issue where the weight of the Mining Command Burst node was too low.

User Interface:

  • Fixed an issue where notifications would contains -0.0 Standings changes.

Patch Notes For EVE Online: Onslaught 1.2

Released on Thursday, November 15th 2018

Defect Fixes:

Graphics:

  • Removed a texture error that was leading to a crash.
  • Fixed an Issue whereby particles from a Stargate would show up around the player's ship shortly before arriving at the gate.
  • Fixed an Issue whereby, on the player's first login after the release, the character's feet would be seen in the Character Sheet instead of the head.

Technical:

  • Fixed the capsules of several characters, which had invalid attributes, which caused them to fail to undock or open the inventory window.

Patch Notes For EVE Online: Onslaught 1.1

Released on Wednesday, November 14th 2018

Defect Fixes:

Gameplay:

  • Fixed an issue where sites (including Wormholes) in Factional Warfare space would be incorrectly removed at downtime.
  • Temporarily disabled the fix for warping to new sites for escalation sites, as it caused a worse experience for some escalation sites.

Skills:

  • For those players attempting to train Precursor Battleship or Precursor Cruiser before the new prerequisites were introduced, 1 skillpoint has been granted in these skills to allow for continued training without the Prerequisite skills, akin to the Grandfathered skills method in previous releases with these kinds of skill changes. (See this news item for details on the issue.)

Structures & Deployables:

  • Fixed an issue where the Hangar Containers of an unanchored or destroyed Upwell Structure would spawn at an incorrect distance.

User Interface:

  • Clicking on a notification for a contract will again open the contract.
  • Fixed a rare bug, where a popup window will not open correctly, if there was already some similar popup window open.

Patch Notes For EVE Online: Onslaught 1.0

Released on Tuesday, November 13th 2018

Features & Changes:

Abyssal Deadspace:

See this Dev Blog for a full overview of Abyssal Deadspace updates.

  • Introduced Absyssal Deadspace Co-op for frigate fleets - Co-op can be accessed by activating three filaments of the same type to create an entry trace - Entry trace can be activated by any member of the fleet piloting a frigate at the trace location - Up to three frigates can enter the pocket together - All frigate classes are allowed - Abyssal timer starts when the first player enters - Co-op rewards are roughly triple solo abyss rewards
  • Introduced Abyssal Deadspace proving grounds to solo cruiser runs - Abyssal Proving Conduit may spawn in the final room of solo runs - Proving conduit leads to a new area with an unlockable Triglavian Cladistic Cache - Cache unlocks and explodes after 5 minutes if uncontested - Up to two players may be placed in the same proving pocket - Loot and exit may only be accessed by one player. Two may enter, but only one can leave - Proving conduits will only appear in tier 3, 4 and 5 Abyssal Deadspace pockets
  • Introduced Triglavian Extractors - Appear attached to celestial objects and asteroids throughout Abyssal Deadspace - Can be destroyed and looted for Abyssal Deadspace resources
  • Tier 1 encounters will no longer contain NPCs that use Stasis Webifiers.
  • All Tiers have had an adjustment to the number of NPCs that can spawn at once, with Tier 1 - 3 spawning on average fewer NPCs.

Activity Tracker

Balancing:

ECM Changes:

  • All ECM modules jam strength increased by 10%
  • All ECM modules optimal range increased by 20%
  • Signature Radius reduced for several ECM Bonused ships - Griffin reduced to 40 (was 42) - Kitsune reduced to 42 (was 47) - Griffin Navy Issue reduced to 38 (was 40) - Blackbird reduced to 135 (was 150) - Rook reduced to 158 (was 170) - Falcon reduced to 165 (was 175) - Scorpion reduced to 440 (was 480) - Widow reduced to 405 (was 432)
  • Fitting has been adjusted for some ECM bonused ships to allow more room for tank - Griffin powergrid increased to 28 (was 24) - Kitsune powergrid increased to 30 (was 26) - Rook powergrid increased to 740 (was 680) - Falcon powergrid increased to 760 (was 700) - Scorpion powergrid increased 9500 (was 9000) - Widow powergrid increased to 9800 (was 8800) - Widow CPU increased to 800 (was 760)

Force Auxiliary Changes:

  • All capital remote repair modules duration increased by 25%
  • All capital remote shield booster modules duration increased by 25%
  • Capital Emergency Hull Energizer duration decreased by approximately 25%
  • Capital Emergency Hull Energizer active resistance bonus reduced to 95% (was 99.9%)
  • Capital Ancillary Shield Boosters limited to 1 per ship (this does affect all capitals, not only FAX)
  • Apostle and Minokawa bonus to capacitor pool removed
  • Lif and Ninazu bonus to capital cap injector amount removed

EVE Search:

  • Added the EVE Search Bar to the Info Panel. - The EVE Search can find Characters, Corporations/Alliances, Market items, Apparel etc.

__ Graphics:__

  • The appearance of the sites in the Seeker Investigation have been updated.
  • Stargates will now have holographic icons in space showing information about the current and adjacent solarsystem. - This includes sovereignty/FW ownership, security status, danger levels based on recent ship deaths, incursion presence, and traffic levels. - The same information icons are also available in the stargate's Show-Info window.
  • All of New Eden's stargates have recieved a visual overhaul with new effects and visual updates.

Modules:

  • Introduced Decayed, Gravid and Unstable Mutaplasmids for the following module groups: - Magnetic Field Stabilizers - Gyrostabilizers - Heat Sinks - Ballistic Control Systems - Entropic Radiation Sinks
  • Reduced volume of Exotic Plasma Charges to .01 (was .1)
  • Reduced capacity of Entropic Disintegrators to 5 (was 50)

Miscellaneous:

  • Added camera control support for 3DConnexion Spacemouse devices - Accessible in Tactical Camera mode

New Feature Window:

  • Introducing the New Features Window, - The window will showcase any new features that have been introduced in the last release. - The window will appear a single time to any user over 7 days old. - An option to snooze is available, if you would prefer to see it later.

Science & Industry:

  • Added Blueprint Copy for Kikimora
  • Added Blueprint Copy for Drekavac
  • Added Blueprint Copies to Faction Warfare LP Stores for: - Armageddon Navy Issue - Dominix Navy Issue - Scorpion Navy Issue - Typhoon Fleet Issue

Ships:

KIKIMORA

Precursor Destroyer bonuses per skill level:

  • 25% bonus to Light Entropic Disintegrator damage
  • 20% bonus to Light Entropic Disintegrator optimal range

Role Bonus:

  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 50% increased Light Entropic Disintegrator optimal range

Slot layout:

  • 2 High Slots
  • 3 Mid Slots
  • 4 Low Slots
  • 1 turret hardpoint
  • 0 launcher hardpoints
  • 3 Rig Slots
  • 400 Calibration

Fittings:

  • 58 Powergrid
  • 174 CPU

Attributes:

  • Defense (shields / armor / hull) : 450 / 1150 / 900
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge rate) : 750 / 340s
  • Mobility (max velocity / agility / mass): 260 / 2.92 / 135,0000
  • Warp Speed: 4.5 au/s
  • Drones (bandwidth / bay): 10 / 20
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 525 / 7
  • Sensor strength: 12 Radar
  • Signature radius: 58m
  • Cargo capacity: 360m3

DREKAVAC

Precursor Battlecruiser bonuses per skill level:

  • 10% bonus to Heavy Entropic Disintegrator damage
  • 4% bonus to armor resistances

Role Bonus:

  • Can use command burst module
  • 100% bonus to Remote Armor Repairer range
  • 50% reduced Energy Neutralizer capacitor need
  • 50% reduced Remote Armor Repairer capacitor need
  • 50% reduced Smart Bomb capacitor need
  • 25% increased Heavy Entropic Disintegrator optimal range

Slot layout:

  • 4 High Slots
  • 4 Mid Slots
  • 7 Low Slots
  • 1 turret hardpoint
  • 0 launcher hardpoints
  • 3 Rig Slots
  • 400 Calibration

Fittings:

  • 1350 Powergrid
  • 410 CPU

Attributes:

  • Defense (shields / armor / hull) : 1400 / 7450 / 5200
  • Base shield resistances (EM/Therm/Kin/Exp): 0 / 20 / 40 / 50
  • Base armor resistances (EM/Therm/Kin/Exp): 50 / 35 / 25 / 20
  • Capacitor (amount / recharge rate) : 3000 / 725s
  • Mobility (max velocity / agility / mass): 180 / .74 / 9,900,000
  • Warp Speed: 2.7 au/s
  • Drones (bandwidth / bay): 75 / 125
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 / 7
  • Sensor strength: 22 Radar
  • Signature radius: 255m
  • Cargo capacity: 650m3

Skills:

  • Added Precursor Destroyer
  • Added Precursor Battlecruiser

Structures & Deployables:

The attack flow for all low power Upwell structures has been adjusted

  • Armor and shield hitpoints on all low power Upwell structures have been reduced by 62.5% - The hitpoint multiplier provided by full power mode has been increased from 1.5x to 4x to compensate - Attacking a low power structure will now involve attacking both shield and armor before the structure enters reinforced mode - Standup Layered Armor Plating modules will now only provide their armor hitpoint bonus to full power structures - The combined result of these changes is that attacking full power structures will remain the same but that reinforcing low power structures will be about 25% faster

  • The ongoing maintenance cost of strategic infrastructure hub upgrades have been increased to bring them in line with the modern EVE economy - Cynosural Navigation cost per day increased from 2m isk to 5m isk - Advanced Logistics Network cost per day increased from 10m isk to 20m isk - Cynosural Suppression cost per day increased from 20m isk to 30m isk - Supercapital Construction Facilities cost per day increased from 1m isk to 40m isk - Base IHub maintenance cost remains unchanged

  • It is no longer possible to manually online an Upwell structure service module if the structure is not at 100% health.

  • Mobile Cynosural Inhibitor deployment time has been reduced to one minute, and volume has been reduced to 50m3

  • Unlike the Starbase Jump Bridge, the Ansiblex Jump Gate does not prohibit jumping when Warp Disrupted. Jump restrictions are instead identical to an NPC stargate (Prohibited by a Weapons Timer, an active Cynosural Generator, Siege Module, Triage Module or Industrial Core and in the case of Capital Ships, a Focused Point from a Heavy Interdictor).

User Interface:

  • Improved the wording of the Quit tutorial pop-up
  • Renamed 'Orders' tab in the Wallet window to 'Market Orders' for clarity.
  • Renamed 'Journal' tab in the Wallet window to 'Transactions' for clarity.
  • Made Neocom button blink more noticeable.
  • People & Places will no longer blink on interaction with a new Agent.
  • Hovering the mouse over a blinking Neocom button now displays a tooltip explaining why the button is blinking.
  • Added ability to turn off blink for a button in the Neocom by right clicking it and selecting 'Disable Button Blink'.
  • 'Disable all buttons blinking'/'Enable buttons blinking' option now available on right-click of the EVE Menu.
  • Added a notification for plugging in implants and consuming boosters and removed Neocom blink. Clicking the notification opens up the Character Sheet Augmentations panel
  • Removed blink on Corporation Medal awarded and made already existing notification clickable so that it opens the Character Sheet Decorations panel.
  • Added blink hints for all Wallet events.
  • Separated Personal and Corporation Wallet settings.
  • Added Compact Window mode for the Planetary Production. - This can be activated by clicking the button to the left of the minimise button.
  • The sovereignty info UI will now show whether or not a solar system is currently being cyno-jammed (only for those solar systems that are capable of being cyno-jammed)
  • A right click menu has been added to pop-up notifications which will allow you to disable or enable that notification group.
  • The right click “Jump To” sub-menu shown for jump-capable ships no longer shows cynosural beacons that are outside of your ship’s jump range.
  • The “Services” tab in the show info window for deployed Upwell structures will now show the setting values for the services (if available), like market taxes or corp office costs.
  • Offline structure services have now a yellow color in the “My Structures” section of the structure browser.

Defect Fixes:

Gameplay:

  • Fixed a problem which caused warps to be redirected to the center of a site without warp disruption, when warping to a location (like a bookmark or Upwell structure) within the site, if the site was not loaded yet after server downtime.

Graphics:

  • Corrected an issue with rear decal not animating correctly on the Gallente Assault Cruiser Ishtar.
  • Corrected the Vexor logo being displayed on the Gallente Assault Cruiser Ishtar.
  • Resolved a graphic issue that occurred when an apparel item preview window was open while a player entered character recustomization.
  • Corrected the Wiyrkmoi SKIN for the Caldari Cruiser Osprey Navy Issue.
  • Fixed the visual damage on the ships so it follows animated geometry correctly.
  • Corrected sprite size on some Concord Cruiser Enforcer SKINS.
  • Fixed an error thrown when flying near Angel Missile Batteries.
  • Corrected the decal visibility on the Caldari Marauder Golem SKINS.
  • Adjusted corpses to minimize rotation.
  • Fixed an error thrown when destroying the Forsaken Stockpile.
  • Made placement of 3D character on the character sheet more consistent.
  • Fixed misaligned UVs on the Minmatar Dreadnought Naglfar.
  • Corrected visual glitches that sometimes occurred when clicking on the history bar in the character customization screen.
  • Rotating a character in the character customization screen has been made more responsive.
  • Added a missing blinking light to one side of the Gallente Cruiser Exequror and variations.

PvE:

  • Abyssal Deadspace - Triglavian Battleship fleets will now contain additional ships that focus solely on damage and do not have specialized roles.

Science & Industry:

  • Fixed an issue where locations of blueprints would not update in the industry window without relogging.
  • Fixed an issue where after a manufacturing job from a BPO has been completed, the user would be unable to select the BPO to start another job immediately.
  • Fixed an issue where the industry window would fail to load correctly when trying to reuse a blueprint immediately after delivering a previous job.
  • Fixed an issue where the location dropdown box would only should your current location immediately after starting a job.

Ships:

  • A ship's modules will no longer be offline after it has been contracted.
  • Fixed an issue where charges could get stuck in weapon slots of T3 Cruisers when switching subsystems.

Structures & Deployables:

  • Fixed a rare issue where a player could appear in space with a citadels model instead of their ship.
  • Fixed an issue where a pilot would not be correctly ejected into space if they were controlling a structure when it finished unanchoring.

User Interface:

  • Fixed issue where NPCs with no bounties would incorrectly show a bounty in the Selected Item window.
  • Fixed an issue where Probe Scanner results would reset when the Agency Window was opened.
  • Improved the restoring of windows when using the shortcut for "Toggle collapse all windows" and docking or undocking in between.
  • Improved the fade-out of character names in the member list of chat windows, especially if the online indicator is displayed (the fade-out started too early).
  • Fixed an issue where, when moving an item into an inventory location that doesn't have space, the resulting error message would incorrectly list the item's volume as smaller then the remaining space.