FEATURES
Ships
* Black Ops ships now have a dedicated fuel bay that can be used to store fuel for their covert cynosural generators and jump drives. The bay can only hold ice; if you have fuel in both the fuel bay and the cargo hold it will be consumed from the fuel bay first.
* Carriers, Dreadnoughts, Motherships, Titans, Jump Freighters and the Rorqual now have special fuel bays accessible via the context menu of the ship. The fuel bays accept ice products such as isotopes or strontium. Jumping, or modules which use ice products such as siege modules, can be activated with fuel in this hold. Carriers, dreadnoughts, titans, and motherships class ships base cargo capacity is being lowered because of this change. The affected ships are:
o Motherships: Nyx, Hel, Wyvern, Aeon
o Carriers: Archon, Chimera, Thanatos, Nidhoggur
o Dreadnoughts: Revelation, Phoenix, Moros, Naglfar
o Titans: Leviathan, Erebus, Ragnarok, Avatar
o Capital: Rorqual, Orca
o Black Ops: Redeemer, Widow, Sin, Panther
o Jump Freighters: Ark, Rhea, Anshar, Nomad
* The Orca and Rorqual now have a dedicated bay for storing ore. This bay can only contain unrefined and compressed ore.
Rigs
* All rigs and their blueprints now come in three sizes: small, medium and large. There are no changes in the rig bonuses, drawbacks or calibration requirements, only in the quantity of materials required to build them. Full details can be found at My Rifter is equipped with the following rigs…
* Production time for rigs have been increased. Using junk to make state of the art equipment is not easy!
Agents & Missions
* Four new Epic Mission Arcs have been added, one for each of the four main Empire factions. These arcs will be of Level 4 mission difficulty and will be deeply rooted in the lore of New Eden. Here is a list of the agents giving out the first mission of the arcs:
o Caldari: Aursa Kunivuri
o Gallente: Roineron Aviviere
o Amarr: Karde Romu
o Minmatar: Arsten Takalo
* Players will not get a standing hit when they decline more than one Factional Warfare mission within a four hour interval, when they fail an accepted FW mission or when they let an accepted Factional Warfare mission expire.
Factional Warfare
* Killing player ships belonging to enemy militia now grants loyalty points for your own Factional Warfare militia. Please note: this only works for killing your militia direct opponent; a pilot in the Federal Defence Union will only receive loyalty points for destroying State Protectorate ships, not 24th Imperial Crusade assets. Please refer to this Dev Blog for more details.
* In an effort to increase Factional Warfare rewards, all four Militias LP stores now have discounts on navy ship offers while proposing unique faction items to their pilots. Please refer to this Dev Blog for more details.
CHANGES
Need for Speed
* When multiple players attacked another set of players in Empire space a notification about the aggression would be sent to everyone in the vicinity for each aggression. This contributed to what has been dubbed ‘Factional Warfare lag’. This has been fixed and should have a significant impact on reducing lag within Factional Warfare fleet fights.
* If ships were involved in deep collisions, where they intersected each other by a great amount sometimes desync between the server and client state would result. This has been reduced significantly. We will continue to work in this area in future patches.
* The efficiency when making any call to the Science & Industry system has been increased substantially, resulting in a much smoother performance and increased performance on the cluster.
* There is now less data in the offices and headquarters tabs in stations. Only the logo and the corporation name are displayed. Previously, the logo, corp name, URL, CEO and description were displayed. This has been done primarily for cluster performance reasons.
* The Directional Scanner can now only be activated once every 2 seconds. This has been done due to performance concerns and exploits.
* The market UI has now been streamlined in order to reduce calls to the server when looking up the average price of an item.
* Several other enhancements have been made to the cluster which will further increase performance.
Tech III
* The drop rate and quantity of the Neurovisual Input Matrix has been increased in Sleeper wrecks.
Scanning & Probes
* Updated probe range sphere graphics using a cleaner, more translucent pattern which remains visible at small scale. Moved away from green tint to blue.
* Added controlled delays to UI updates when state changes occurred in relation to probe scanning and/or probe control interaction. This allows refresh requests to be grouped, preventing multiple state changes in a very short time span which was spamming the client UI, causing multiple refreshes to graphics and severe performance hits.
* Removed helper axis-aligned grid lines that appeared when grabbing the scanner probe controls. This has notable performance benefits.
* Added thin blue circles that highlight where probe ranges intersect, giving a clear dynamic visual indication of overlap. Intersection lines fade out partially when probes are not moving.
* Added logarithmically-scaled range indicators inside a moving scanner probe control range sphere with a simple axis-aligned crosshair. The range indicators are only visible when grabbing the cube sides of the probe control which are aligned the same way. The range of the rings is always half the last ring starting from the probe range.
* Scanning with multiple probes would give just a single result dot when all probes got a hit rather than multiple dots. This has been fixed.
* Warpable results can now be bookmarked from the context menu.
* Warpable results can now be ignored from the context menu.
Graphics
* New graphics have been added for the capsule, warp tunnel effect, mining and ice mining graphic as well as energy vampire and warp scrambler effects.
Miscellaneous
* The shield and armor hit points for control bunkers in Factional Warfare have been increased by 50%.
FIXES
Ships
* The correct scan resolution will now be displayed on all Black Ops Battleships.
* Ammunition bonuses will now display correctly when ejecting and re-boarding a ship in space. Previously, bonuses would display incorrectly until the turret or missile bays were unloaded and reloaded. This was a display issue only.
Modules
* The Civilian Damage Control module will now correctly display a 30% resistance to thermal damage on a ship’s hull.
* A bug was introduced in Apocrypha 1.3 where the passive bonus of active hardeners was applied when the module was active. This has been fixed, and the passive bonus will no longer apply when armor or shield hardeners are active.
Tech III
* Malfunctioning Thruster sections will now correctly produce 10 run propulsion subsystem BPC's.
* The spawn container “Broken Sleeper Database” will no longer provide Minmatar Starship Engineering datacores and will now provide the correct propulsion subsystem datacore. No one wanted rusty datacores anyway.
* An issue regarding skill loss when a Tech III ship is destroyed has been fixed.
Rigs
* The description of the Core Defence Capacitor Safeguard II has been fixed and will now correctly state that it affects "... modules which require the Shield Operations skill."