Author Topic: Tyrannis: Summer 2010 expansion  (Read 5456 times)

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7544
  • WTF did I do??
    • View Profile
    • My EVE Blog
Tyrannis: Summer 2010 expansion
« on: February 20, 2010, 03:33:49 AM »
Quote
introducing tyrannis
reported by CCP t0rfifrans | 2010.02.19 17:45:58 | NEW | Comments

Hi there.

It‘s that time of year again. CCP‘s developers have finished planning and preparing and have started work on the next expansion for EVE Online. The exact release date will be announced later, but let‘s say that it will happen before the summer solstice.

What‘s in the package?

For a long time we have had people asking us for more options to build up their own infrastructure. It‘s something that comes up frequently at Fanfest, in past CSMs and during casual conversations with players. There seems to be some deep Freudian desire to erect something monumental. To make stuff. To create something new. At last Fanfest we announced our plans to allow you, the pod-pilots of New Eden, to shift your foci away from the heavens for a moment, onto the planets. In Dominion, we gave the planets a facelift, updating the graphics with beautiful landscapes, awe inspiring deserts, peaceful Ewok-friendly green worlds and violent burning lava fields. But that was just eye candy, right? Well, not quite. In our upcoming expansion, Tyrannis, ALL THESE WORLDS ARE YOURS.

OMG did you say all of the planets!?

That‘s right, you will finally be able to survey for juicy deposits of minerals and other goodies, build infrastructure to harvest them, store them, process them and launch them into space. Build complex networks of facilities and fine tune them for optimal production. All in a very massive single shard sandboxy way as only EVE can provide. And it‘s not just the terran planets. It‘s ALL OF THEM. The gas giants, the lava planets, the ice worlds, the water worlds and even the elusive plasma planets. Each type with their unique properties. Maintaining facilities on gruesomely hostile planets will be tougher and more demanding, but the rewards may be so much more “onturning.”

More will be revealed in upcoming blogs and on our test server, Singularity. Make note however that Singularity is a test server, primarily intended for testing of code in development and nothing is final until it hits Tranquility. All graphics, UI, balancing and mechanics are subject to change, iteration and polish...

Is there combat on planets?

No, not in this expansion. This expansion is about exploration and industry. When something goes bad or breaks it is because of the owner‘s mismanagement, and when things are awesome and perfect, it is because of skill and hard labor on part of the player that runs the facilities.

In future expansions you will be able to project military force for attack and defense of planetary installations. That will be where DUST 514 will connect with EVE. But DUST 514 will not be coming out at the same time as Tyrannis, so that is at a later date.

EVE Gate

In September last year, a devblog by CCP Caedmon introduced our new Web Frontend into EVE Communication codenamed COSMOS. It was later branded "New Eden". In the agile spirit of CCP, we have since renamed it and decided on the final name which is EVE Gate, which makes sense because it is your gate into EVE. Clever, eh?

EVE Mail, Calendar and Contacts

EVE Gate will allow you to interact with EVE through a regular web browser. At first, we are giving you communication and collaboration tools. You will be able to access your EVE Mail through a browser, we are adding a calendar both in-game and out of game and are upgrading and streamlining our contacts and standings system. There is also a system for posting updates for players, corporations and alliances. More details on those changes will follow in blogs to be released in the coming weeks. EVE Gate is a foundation which we are architecting in a way that allows us to build deeper interaction with the game itself in future iterations.

Overall improvements

We are working on other optimizations and improvements throughout the game, as usual with our expansions. A task force is working on reducing fleet fight lag, often working deep into the night chasing action around on TQ, while another team is developing an advanced simulation environment for load testing on our local servers.

There is a sense of excitement in the air here at CCP. Today our development teams finished the first of their three week sprints, ending in a demo where we saw parts of the both the planetary feature and EVE Gate already running, with mocked up UI and graphics. Our engineers, artists and designers are deeply committed to continue to deliver a compelling EVE experience to all of our players, deepening the game with exciting new functionality while iterating, polishing and improving existing systems and code. We truly look forward to delivering Tyrannis to you. Soon.

 
"May God stand between you and harm in all the empty places you must walk."


Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7544
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: Tyrannis: Summer 2010 expansion
« Reply #1 on: February 20, 2010, 04:22:34 AM »
Hope this isnt tied to sov at alliance levels - although the ALL planets thing makes me hopeful it isnt.  Would be a good way to make money on a corp level for sure, maybe even do it in such a way that those in a corp who want to can each run a "province" on a planet and in return for some effort we get a nice little income stream that a corp can "tax" and the member then has a passive source of income that doesnt involve missions, 0.01isking in the market, investing in IPO's etc etc.

Would be rpish too as in the lore pod pilots even the poorest are richer than most worlds. Isk is the currency of space iirc, 1isk translates to several billions when compared to a planet's currency etc.

We shall see though, either way a new expansion that holds the seeds of some real promise for eve :)
"May God stand between you and harm in all the empty places you must walk."


Offline Macrune

  • MAADI
  • Cogniscenti
  • ***
  • Posts: 480
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #2 on: February 20, 2010, 06:22:25 AM »
Correct me if im wrong old chap, but arnt you supposed to be away on an 8 month tour of places exotic and undiscovered. That being the case at least try to act like it. Its getting hard to actually be envious of your current pilgrimage when you are spending so much time posting the usual factual, game related info on the boards. What we (by we i mean me, but hey I am the most important person here  ;) ) want is more facts , figures and pictures of BOOZE , BIRDS and bloody good places to see.
Now get off your netbook , get your ass out into the wilds and discover discover discove. Or I might be forced to make you an fully paid up member of the Anorak Society (with a chair right next to Hrods  :D )
Consider yourself lawfully chastised  :P

*edit*
And yes i am posting at 6.30 am on a saturday morning as ive just got in from work. Im off to bed now finally  ::)
A married man should forget his mistakes.  There's no use in two people remembering the same thing!
Eagles may soar but weasel's don't get sucked into jet engines!

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7544
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: Tyrannis: Summer 2010 expansion
« Reply #3 on: February 20, 2010, 07:05:17 AM »
Leave me alone, passes the time while waiting for breakfast. And I have to keep my hand in :)

Just been to a local tiger sanctuary, never really wanted to before when here, but so many recommendations I had to go.  It was awesome, and unlike the tioger temple down south these ones were not drugged.

Plus im bored of thailand now, seen so much of it before.  Laos tomorrow though!!! Expect more travel stuff less nerdstuff.
"May God stand between you and harm in all the empty places you must walk."


Offline peo

  • MAADI
  • The Pantheon
  • ***
  • Posts: 1891
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #4 on: February 20, 2010, 10:30:50 AM »
I can agree it shouldn't be tied to sov completely but I also hope that sov might influence it, as they said something about dust affecting sov as well before.

In either case it will make space more valuable which means that it adds one more layer to think of when you pick a system for taking sov in. (good to have many planets probably). In general I think it is good that planets are introduced and made possible to use.

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #5 on: March 20, 2010, 07:16:47 PM »
Teaser vid:

http://www.youtube.com/watch?v=5Xp_F0ti7oQ


And release date: May 18th
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #6 on: March 20, 2010, 07:19:09 PM »
Quote
livin' on a prayer
reported by CCP Hammer | 2010.03.10 14:53:16 | Comments

Whoa, we're half way there. You might be wondering why I'm spouting Bon Jovi lyrics. It's because much like Tommy who worked on the docks and Gina who worked in the diner all day, we at CCP are also half way there. Half way to bringing you Tyrannis, the next free expansion to EVE Online. I'm CCP Hammerhead, Lead Game Designer of EVE. Take my hand and we'll make it - I swear.


The Singularity Test Server should be updated with the latest in-development code by the time you read this. That means enterprising young hackers will be poring over the latest code and raw game data in an attempt to theorycraft the latest scoop about Tyrannis. Well in the spirit of transparency and in an effort to manage your expectations I'd like to tell you about the Planetary Interaction feature which is coming in Tyrannis and which you will be able to spot bits of if you really dig around on SISI (SISI is the test server's nickname). This is a no holds barred trip into where we're going and what you can get a tiny glimpse of and then watch evolve over the next months.

 

But before we get into that I would be remiss if I didn't give a modicum of back story. Interacting with planets is something we've always wanted to do. We have even shown a rough prototype of planetary flight at the first FanFest. Well, a lot has changed since that first FanFest but our desire to explore these thousands of worlds has remained unwavering. The EVE universe is such a rich and interesting place it's been a shame we haven't been able to immerse ourselves deeper into it. Until today where we are witnessing the first baby steps out of space and into the place where the rest of the inhabitants of the EVE universe live. Steps which will soon be followed all the way to the ground by a link into DUST 514 and inside stations with Incarna. Our final destination being an all encompassing sci-fi simulator where you can experience any sci-fi experience you desire. But I'm getting ahead of myself; we're here to sing 80s tunes and talk about Planetary Interaction.


A little about what Planetary Interaction is; PI is a feature in which industrial minded pilots can now take advantage of the resources on planets which had previously been laying dormant. To do that one simply opens the planet browser, finds a suitable planet via a scanning interface then plunks down various things we have internally been calling PINs (planetary interaction node), links those PINs together and then configures routes for all of the stuff moving between the PINs. PIN is just a working title and we've got our highly trained sci-fi experts on the task of renaming everything so you should expect the name to change by the time they reach Tranquility. Our ultimate goal being to create a nice additional revenue stream for people that's wrapped up in a sexy UI with lots of sci-fi feeling content that eventually ties in seamlessly with DUST 514.


So now let me go a little deeper into the feature and tell you about what is and isn't going to be visible on SISI. I'll take it from the high level and move deeper into the granularity as I feel that's the best way to wrap your head around the game mechanics. The first thing we had to do was come up with a method of distributing all of the resources to the various planets. We need to do this both globally and locally. By that I mean we need the resources distributed so there is a landscape to the regions including risk vs. reward balance of hi/med/lo sec space then that the individual planets also have resources spread across them in a way that looks natural when viewed from the planet viewing UI. This system for distributing resources is getting close to ready on the back end but no authoring or balance work has taken place yet. So on SISI the most you will could possibly get today is "1" of certain test resources. We're currently using our special development server dev hacks to put resources where we want them for testing and balancing on our local servers.

Once the resources are in place it would be nice to have some tools to find said resources. Well we're working on that too. The way one goes about this is to launch a satellite over the planet they are interested in, then pick a specific resource in the new planetary scanning window and get a graphical representation in the form of a heat map of how that resource is distributed on the planet. We use sexy colored spherical harmonics to represent hot spots for the best resources. The "scan planet" button currently only prints "mouseClicked" to the log so sorry you can't use it yet. You can Google image search for spherical harmonics to get a preview. Our version is so cutting edge it's only running on one computer in the whole world.


 If your scanner worked or if you have fancy slash commands and GM menus you would be able to find a good spot to put down your Planetary Command Center. The PCC is your base of operations for all of your infrastructure on a given planet. Skills will likely allow you to have PCCs on multiple planets. After your PCC is down on a good location the next thing you want to do is start placing extractors in good locations based on your survey results. Extractor PINS pull the various resources from the planet be they solid, liquid or gas depending on which type of planet you're prospecting on. There isn't really anything to extract on SISI currently unless you're a dev but trust me, it's amazing.


When you've got an extractor and PCC placed you're going to want to do something with all those lovely resources and my recommendation to you is to add some storage PINS to hold your stuff while you're offline. Although you won't be able to move your stuff from the extractor to the storage without making some links. Links have (or will have) various levels of bandwidth. We've currently got only one test version and it's called Highway to the Danger Zone. Once everything is linked up your next task to use the route designer (GM only for now) to set the resource flows around you network of PINS.


By now you should have a network of PCC, extractor and storage PINS on your imaginary planet (because you've been doing this in your mind as you read the blog). You might be thinking it's time to get this stuff off the planet and onto the market BUT WAIT, THERE'S MORE! Why waste valuable storage space in your rocket or space elevator (more on that later) when you can do some processing dirt-side and just send up the good stuff? I thought the same thing. This is why we have process PINS. All kinds of process PINS for all kinds of processes which use all kinds of schematics (subject to change of course). You will be mixing and matching various resources and commodities based on those schematics to come up with intermediate commodities to eventually create final products. Some final products can be produced entirely on one planet but most will require transport to other planets to be produced. Nothing on SISI is currently balanced and you most likely won't be able to get this far without dev hacks anyway but this would be a boring story if I just stopped halfway through so let's continue.


Are you wondering about the Space Elevator I mentioned earlier? I am at this very moment. We call our first test version Stairway to Heaven. The Space Elevator is the best way to move things off of a planet. It is so good in fact that many planets won't even have them and we're not even sure if players will be able to build them in Tyrannis. Wars have been fought over access to these Space Elevators. I know because I've seen it. It isn't the only way to get rid of your stuff though. Each command center can launch cargo rockets on occasion and there is a space port PIN that acts as an upgrade from the command center. There is also trade hub PIN which lets you buy and sell commodities from your neighbors on the planet. With a trade hub and a trade agreement setup it's possible to create more complex networks that facilitate more advance process trees. THAT MEANS MORE FUN AND PROFIT! But of course you can't do that yet on SISI as it's technology from the future that hasn't been invented yet.


So I hope you will join me in impatiently waiting for May and the launch of Tyrannis. Check out SISI now for a first glimpse of PI but also be sure to check back in 3 weeks to see all of the progress that happens during a single sprint. I know you can't be here with me wandering around the office bugging everyone to work faster but I can assure you that's what I'm doing. Should I sing Power Ballads until Tyrannis is out the door? Sing with me; YOU LIVE FOR THE FIGHT WHEN IT'S ALL THAT YOU'VE GOT WHOOOOAH WE'RE HALF WAY THERE!


Big hair bonus round: As a treat for everyone who read all the way to the end of the blog we've decided to give you a special something. CCP Nimbus, one of our QA engineers on the Planetary Interaction team drew up some concept art for the basics of how the UI and functionality in PI works. What follows is the unedited results of his labor. We hope you enjoy it and that it helps you visualize the complex structure of the PI feature.

'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #7 on: March 20, 2010, 07:21:39 PM »
Quote
puttin' on the foil coach
reported by CCP Rhayger | 2010.03.20 09:21:33 | NEW | Comments

No, we’re not hiring the Hanson brothers to deal with RMT threats. As there is no one better at beating up targets than EVE pilots, we thought we'd enlist your talents in slapping EVE Gate into shape.

As CCP t0rfifrans outlined on his blog introducing Tyrannis, we will be delivering the very first iteration of EVE Gate in the upcoming expansion. It is my task to oversee the technical direction of the Web side of things with EVE Gate, and I wanted to take the opportunity to announce a public “Alpha” test we are planning for EVE Gate and the steps we are taking to make sure we have a very sound foundation to build upon. What we don't want to do is just turn all the traffic completely on the first day and pray it doesn’t break under load. Instead we plan a measured approach that will make sure we have a solid architecture and enough hardware in place.

The process we are following is as follows:

    * Develop and prototype an N-Tier web application with scalability in mind from day one (See my first blog on "Cosmos" ) - DONE
    * Release and stress an internal alpha to identify and address weakspots - DONE
    * Build and utilize load testing and application profiling tools to find and fix bottlenecks - DONE
    * Release a public "alpha" stress test to apply real world load to the application to check our hardware needs against estimates and monitor it under real conditions
    * Roll out a "beta" launch
    * Ramp up to full access in increments

 

On March 23, we will announce access to a public stress test version of EVE Gate which will be connected to Singularity for all of you to log into and look around. What is critical for everyone to understand is that the intent of this test is to stress the underlying hardware and key architectural components. This will allow us to identify and address bottlenecks and weaknesses well before launch and to make sure we have adequate hardware in place for all the pounding you folks will put on it once you are all browsing EVE Gate routinely from work (when your boss isn't looking). We will be watching your comments closely for feedback as well as closely logging and monitoring the behavior of the software and hardware under load. You can help us out greatly just by logging in, browsing around and trying the application out.

It needs to be emphasized that while it gives you an early glimpse at EVE Gate, the primary purpose of this test is a technical one. The features included in the test are still heavily in development and we wanted to get an early version up and available for you to beat up the hardware well in advance. There will be elements that are not yet done or which are presented as a simplified version for testing purposes. To make this clear the application will be labeled the "EVE Gate Alpha Stress Test"; it will be pretty hard to miss. I am not going to go into depth here on the features that will be included; we have an additional Dev Blog that will be presented soon which will focus on the web based functionality which will come with EVE Gate at launch (calendar, mail, contacts, profiles, broadcast logs, etc).

 

EVE Gate Alpha Stress Test

 

When EVE Gate does go live with the expansion it will be released as a Beta launch. It will be fully functional and connected to Tranquility for access to production data however it will be a Web site that we will continually modify and enhance. As it is a Web site, we have the benefit of not being tied directly to client releases and can continue to upgrade the site as quickly as we can get improvements completed. Once access is fully ramped up and we are comfortable that it is fully stable and production ready we’ll rip off the Beta stamp.

When I mention an incremental ramp up to full access, what I am describing is a measured increase in the number of players that can access the site when the Beta version goes live. We will do this with a basic signup page on launch day and we will give X number of additional players access each day depending on how things are going. Rather than turning the faucet fully on we are going to open it up a bit, check that all is well, open it up a bit more, etc… until we have it fully open and everyone has access.

Obviously we will open it up as quickly as is feasible as we have a lot more features we want to get to work on (>cough< forums >cough<) but our emphasis is on doing this the right way. Hopefully the ramp up will be quick, and this "Alpha" test I have announced here will play a big part in getting us as much information as possible so we can be ready. The better the info we get out of the "Alpha," the more accurate our hardware setup will be, the quicker we can ramp up full access when we go live.

The team is really looking forward to rolling out EVE Gate for you to use, and we will have greater detail on the features it will include in a future Dev Blog.
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #9 on: May 15, 2010, 06:07:37 AM »
Quote
tyrannis release delayed
reported by CCP t0rfifrans | 2010.05.14 19:40:07 | NEW | Comments

Esteemed capsuleers,

We regret to inform you that deployment of our upcoming expansion Tyrannis has been pushed back by one week to May 26th, and that market seeding of Planetary Command Centers is pushed back to June 8th.

In our regression testing, we have identified scalability issues with the Planetary Interaction feature, which led to code refactoring that then needed further testing before being launched to Tranquility. Planetary Interaction is a unique feature in the sense that it is available to almost all players in the game providing opportunity for manufacturing for the masses, so ensuring that it runs smoothly on our cluster is of great importance to all.

EVE Gate will also be released on May 26th, with its web access to EVE Mail, Calendar and revamped contacts, both in-game and on the web.

Planetary interaction functionality is playable on Singularity, our public test server. A significant number of players have helped us by testing the game play and providing valuable feedback and we are grateful for that assistance. But the majority of EVE Online players have not yet had an opportunity to learn how to benefit and profit from the natural resources of the planets. This gives some players a slight advantage and we have chosen to take steps to somewhat level that playing field.

On release, you will be able to view resources on planets, buy and train skills pertaining to Planetary Interaction, discuss your options with your corporation and allied corporations and scout out the planets. We will be releasing a tutorial video in advance of the expansion deployment to help you learn the system as well, but actual manufacturing and extraction of commodities will only be available when we seed the Planetary Command Centers. We are giving players two weeks to familiarize themselves and make their decisions. During that time, our engineering team will be working behind the scenes to test and ensure stellar performance of said Command Centers.  Mark your calendars: the great land rush begins when Tranquility opens after our normal downtime on June 8, 2010.

 

With thanks for your support and patience,

 

Torfi Frans Olafsson

Senior Producer of EVE Online
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Mangala

  • Administrator
  • League of Extraordinary Gentleman
  • *****
  • Posts: 7544
  • WTF did I do??
    • View Profile
    • My EVE Blog
Re: Tyrannis: Summer 2010 expansion
« Reply #10 on: May 26, 2010, 08:05:52 AM »
Not to self, dont try and reinstall on patch day.

Leave it till after.
"May God stand between you and harm in all the empty places you must walk."


Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #11 on: May 26, 2010, 10:08:04 AM »
Quote
Build 127382  to 154366  addresses Patch Notes for Tyrannis


Patch notes for EVE Online: Tyrannis, released Wednesday 26 May 2010.

Table of Contents
FEATURES
CHANGES
FIXES
EXPLOITS

FEATURES

Planetary Interaction

    * The planets of EVE and their resources are now yours to use. There are a small number of exclusions, such as major hub systems, shattered planets, and sites of historical significance.
    * Planetary Infrastructure can be built using Command Centers, Extractors, Processors, Storage Facilities and Spaceports. These are all connected using Links.
    * Planetary commodities and products can be imported to and exported from a planet using the Customs office, connected to all spaceports built on a planet.
    * See CCP Soundwave’s dev blog Impossible is our Middle Name for more information on Planetary Interaction.

EVE Gate

    * EVE Gate is the web portal into the EVE universe and is designed to ease communication and organization for the EVE community.
    * Send and receive EVE Mail, create, invite and accept events with the new Calendar system, manage your Contacts, browse through character, corp and alliance profiles and receive broadcast updates from your friends and corpmates.
    * The standings system has been revamped so now you can use that in conjunction with the privacy settings to determine who will be able to view your full profile, contact list and broadcast messages, currently only pilots set to standing 5.1 and over will be able to see that information
    * You can easily set your privacy in the profile settings in EVE Gate so nobody can view more information on your character than is displayed in the “Show Info” window in the game.
    * See CCP Priya’s dev blog EVE Gate: For those moments when your boss isn’t looking for more information on EVE Gate.

AlienFx Light Effects

    * AlienFX-compatible Alienware computers and keyboards pair light effects with in-game events:
          o Low shield, armor and hull warnings
          o Cap recharge at 70% when in jump drive-capable ship
          o Full cargo hold when mining
          o Autopilot destination/waypoint reached
          o Warp scrambled
          o Low capacitor

Calendar

    * New in-game calendar is now introduced with the following features:
          o In EVE Gate and in client
          o Personal Events
          o Corp/Alliance Events
          o CCP Events
          o Month View
          o Individual days, when expanded, will provide more details.

New Image Service

    * A new service delivers character portraits, corporation and alliance logos to EVE Gate, the EVE client and community Web sites.

Ships

    * Two new Alliance Tournament VIII ships have been added as prizes for the next tournament’s winners: the Adrestia heavy assault ship and the Utu assault ship. These unique ships will not be seeded on the market and will only be made available to the winners of Alliance Tournament VIII.

Skills

    * The skill "Command Center Upgrades" has been seeded on the market. It will allow players to build more complex command centers.
    * The skill "Interplanetary Consolidation" has been seeded on the market. It will allow players to manage up to 6 colonies on as many planets.
    * Three new skills have been added for planet scanning:
          o “Remote Sensing” allows a player to scan planets remotely, each skill level increases the distance at which it’s possible to scan.
          o “Planetology” increases the accuracy when scanning planets for resources. This is visible in the number of gradient bands displayed on the planet surface when scanning for a resource.
          o “Advanced Planetology” further increases the accuracy when scanning planets for resources.

Starbases, Outposts and Stations

    * Orbital Customs Offices have been introduced with Planetary Interaction.
    * Rocket Containers have been introduced with Planetary Interaction.

Exploration & Deadspace

    * Several new “mystery” dungeons have been added.

Character Creation and New Player Experience

    * A Planetary Interaction tutorial has been created for the New Player Experience.

CHANGES

Need for Speed

    * Made various improvements to the EVE server software and corified more of its components along the way.

World Shaping

    * The type of 38,213 planets has been changed, resulting in a more realistic universe as well as a balanced distribution of resources for Planetary Interaction.
    * The radius of around 140 planets has been changed which, in turn, affects the warp-in point.
    * Deep space safe spots have been removed. For more info, see the dev blog by CCP Greyscale.

Ships

    * The Scorpion battleship has undergone a major transformation and now more closely resembles its namesake. For more info, see CCP Salvo’s dev blog on the Scorpion redesign.
    * The Corporation Hangar window for a ship which is not the current ship will be closed when docking or undocking
    * The Mining Foreman Gang Link bonus for the Rorqual has been increased to 10% per level instead of 5%. This bonus is only applied when the Rorqual is in deployment mode.
    * When closing the client while in warp, the ship will now finish warping to its destination and then perform an emergency warp-off from there.

Weapons & Ammunition

    * The “Radio XL” crystal description no longer mentions depletion since it doesn't deplete.

Player Owned Structures, Outposts and Stations

    * Players are now able to set standings to entities as long as they are in the Corporation or Alliance Contact list.
    * There is an option in the Station Management window to use either the Corporation's standings or the Alliance's standing for applying station service fees.
    * There is an option in the POS Management window to use either the Corporation's standings or the Alliance's standings when determining sentry aggression.
    * It is no longer possible to access Mobile Laboratories while the control tower is onlining. Only when it is online.

NPCs

    * Several changes have been made to the loot drops of various NPCs, most notably Rogue Drones. For more info, see The Circle of Life dev blog by CCP Chronotis.
    * The loot drops from Rogue Drone NPC battleships have had their composition altered, their volume significantly decreased, and their value slightly decreased.

Agents & Missions

    * Several missions have been changed so that they no longer use commodities for cargo that are also used in Planetary Interaction.
    * Basic Courier Missions have been changed so that cargo size and travel distance is consistent between factions and agent levels.
    * "Serpentis Drug Outlet 1/10" will now require the gate key to enter the final room.
    * Most Station Ruins structures have been resized and many dungeons received some minor adjustments.
    * “Keeping Crime in Check” mission has been re-balanced and now requires 3 bronze tags instead of 10.
    * The distribution of the missions “Avenge a Fallen Comrade”, “Break Their Will” and “Retribution” was adjusted.
    * The mission “The Search Party (2 of 2)” is now working as intended.
    * "Starting Simple" text has been corrected for the post-Apocrypha UI.
    * "Attack the Angel Hideout" objective text has been restored.

Exploration & Deadspace

    * “Mordu's Folly (2 of 2)” acceleration gate no longer allows supercarriers.
    * Sites and landmarks previously located near planets have been changed to static sites and moved away from planets. See CCP Bettik’s dev blog Those That Came Before Us for more info.
    * Some minor cosmetic edits were made to wormhole exploration sites.
    * Several minor spelling and punctuation errors have been fixed. The grammar gods have been appeased.
    * Descriptions for Planetary Interaction commodities and facilities have been added.
    * Missile and crystal descriptions are now updated for logic, clarity, and consistency.

Science and Industry

    * The waste factor for all Tech III blueprint copies has been changed to 0. This is a non-functional change.
    * Low sec and some null sec asteroids have higher amounts of low end minerals such as Tritanium, Pyerite or Mexallon. For more info, see The Circle of Life dev blog by CCP Chronotis.

Market & Contracts

    * The Journal now shows up to 100 contracts.

Corporation & Alliance

    * The message displayed when a corporation leaves an alliance with an active war declaration now has clearer wording.
    * The Standings tab has been moved to the top level and visible by all corporation members. Corporation Contacts is found under this tab.
    * The “Like and Dislike” tabs are removed as their function is replaced with the Corporation Contacts list.
    * The Corporation Contacts list is now limited to 2600 entries.
    * Only CEOs and Directors can add, edit, and remove Corporation Contacts.
    * The Relationships tab for Alliances has been replaced with Alliance Contacts. This will be visible by all members
          o Entities labeled "non-aggression pact" are moved to Excellent (+5) standing.
          o Entities labeled "friend" are moved to Good (+10) standing.
          o Entities labeled "competitor” are moved to Bad (-5) standing.
          o Entities labeled "enemy" are moved to Terrible (-10) standing.
    * The Alliance Contacts list is limited to 2600 entries.
    * Only the CEO and Directors of the executor corporation can add, edit, and remove Alliance Contacts.

Graphics

    * Suns have been given an overhaul and are now large spheres with solar flares.
    * Surfaces are now projected onto planets. This allows for surface scanning in the Planetary Interaction User Interface (PIUI).
    * Planetary Interaction Pins have been created which represent the structures built on a planet’s surface.

User Interface

    * The Buddy List is now called “Contacts.” There is a limit of 300 contacts.
    * The Blocked tab has been removed. The Blocked list is now found under the Contacts tab.
    * The Corp member tab has been moved to the Corporation Window.
    * The standing system for personal standings uses 5 levels of relationships (Excellent +10, Good +5, Neutral 0, Bad -5, and Horrible -10) instead of the integer slider.
    * Players are able to set standing to other players, player corporations, player alliance, NPC corporations, and NPC factions. This requires that the player is also added to your contact list.
    * When adding or editing another player as a contact, it is possible to send them a notification, with or without a personalized note, saying that you added them as a contact and at what standing level.
    * When caps lock is activated pressing SHIFT no longer cancels it
    * The new default value for Fleet Broadcasts is now “Everyone”.
    * It is no longer possible to assign CTRL, SHIFT, ALT, ESC or RETURN as shortcut keys.
    * It is now possible to assign numpad keys as shortcuts.
    * Loyalty Store purchases are now displayed in the wallet journal as "Payment to LP Store" instead of "Payment to Agent".
    * A new cursor has been created which better indicates links, menus, and other interface items
    * The widescreen option under Display & Graphics in the ESC window has been permanently removed. This change is necessary to fix several issues with the new cameras.
    * The following chat channels have been recreated. As a result, MOTDs and accesses will be cleared. If you were in one of the below channels prior to Tyrannis' deployment, you will receive a message stating that the channel does not exist. You will need to manually rejoin the channel. The affected channels are: Languages\Estonian, Languages\Faroese, Languages\Belarussian, Languages\Hebrew, Languages\Czech/Slovak, Languages\Turkish, Languages\Croatian, Languages\Romanian, Languages\Greek, Languages\Lithuanian, Languages\Filipino, Languages\Vietnamese, Languages\Bulgarian, Languages\Serbian, Languages\Afrikaans, Other\EveTV, Other\SIRadio

EVE Voice, Mail & Chat

    * The folder for Contacts is added to the Notifications tab. This is where notifications will be sent when a player is added as a contact or standing level is changed.
    * The Mail address book has been replaced with the Contacts list.

Miscellaneous

    * "Close tab" menu option has been removed from the right click menu of the final tab in the browser.
    * The non-functional "trash it" option is no longer present for items in containers in Corporate Hangars.
    * The much-loved and informative "Traffic Advisory" messages have disappeared from EVE, forever.
    * Ship insurance will now revalue itself periodically based on a trimmed mean of the ship's manufacturing materials global market weighted average prices. For more info, see The Circle of Life dev blog by CCP Chronotis.
    * A new method of drawing lines enables routes and links to be displayed in the PIUI.
    * Line animation in the PIUI indicates activity on routes and links.
    * Camera hooks for Planetary Interaction have been added. Players will notice this when the camera zooms in on their Planetary Command Pins in the PIUI.
    * New dustfields have been added.
    * API support for the new Contacts system has been added.
    * Volume of ambient sound in stations will decrease after 90 and 180 seconds to make idling in stations less noisy.

FIXES

Ships

    * The hitpoints of your ship will no longer briefly appear to be 0 when moving fittable items to or from your cargo hold.
    * Tech 3 subsystems now give bonuses correctly when boarding from a ship maintenance array.
    * The description of the Heretic now states the correct missile velocity bonus.
    * Armor and structure hitpoints will no longer go negative.
    * Fixed an issue where partial repairs appeared to be overcharging the player.
    * Fixed incorrect lighting on back side of Zephyr’s sails, which could cause them to appear black at times.
    * Tournament ships no longer use redundant shaders. Fresnel shader on the alpha areas in all LOD levels of the two Tournament VII ships have been replaced with the correct Single.fx shader.
    * The Apocalypse Imperial Issue did not have turret locators on its model, which indicate where turrets should be placed. This has now been fixed.
    * The Dominix lacked turret and booster locators on its model, thus turrets and thruster animations were not visible. Locators have been added to fix these problems.
    * No explosion was visible when blowing up a supercarrier. An explosion effect has been added.
    * Freighters now have correct racial propulsion types.
    * A Rorqual’s assembly lines can now draw from and produce to its own corporate hangars.
    * The Drake and Hurricane now correctly state "per level" in the description of their bonuses.
    * Ships utilizing the Ship Maintenance Bay will no longer be able to launch housed vessels while in warp.

Modules

    * Fixed a problem where dragging charges onto the fitting screen only distributed enough charge for one weapon.
    * There is no longer an error when dragging modules from the fitting window to the cargo hold.
    * Equipping saved fittings no longer fails if changes affect a module that has a script loaded.
    * Module activation error messages will no longer contain techno-babble text strings.
    * The passive shield recharge rate for Shield Flux Coils is now calculated correctly when previewing them in the fitting screen.
    * The reference to “motherships” has been removed from the description of Clone Vat Bay I.
    * Capital logistic modules now receive a consistent activation cost reduction skill bonus.

Weapons & Ammunition

    * Falloff range will now display with decimal places in the show info window.
    * The right click contextual menu has been removed from launched missiles.
    * Flameburst light missile explosion effects no longer display on the user’s own ship.

Drones

    * Ship and skill bonuses are now always applied to drones correctly on scooping them.
    * It is no longer possible to give Assist or Guard orders to a fleet member who is not in the same system.
    * Ungrouped drones of mixed types will now launch together.
    * The description of Fighter Bombers and their respective skillbooks has been adjusted to reflect that they are manned crafts and not drones.
    * Having the Drones skill to level 1 is now a prerequisite for using a Civilian Hobgoblin drone.
    * A typo in the error message when trying to launch drones in Triage Mode has been fixed.

Skills

    * Saving a neural remap which was started in another system will no longer fail.
    * Corrected the requirements for the Standard and Improved Mercoxit Specialist certifications.

Starbases, Outposts and Stations

    * There is no longer an exception being thrown on linking structures.
    * 0.4 solar systems no longer require charters for Starbases.
    * Fixed an issue that caused the Starbase Silo bonus to not apply.
    * Notifications about damaged sovereignty structures are now shown correctly, even if the attacker is unknown.
    * Notifications about attacked sovereignty structures are now shown correctly when the attacker is not part of an alliance.
    * A notification message is now displayed, when trying to drag an item, which is not an infrastructure upgrade, into the Infrastructure Hub
    * Several minor problems with sovereignty structures were fixed.
    * Offlining a Sovereignty Blockade Unit from an invulnerable state will now make it vulnerable to attack.
    * Territorial Claim Units can now be repackaged.
    * The management window of the Infrastructure Hub will now close when warping away.
    * A more appropriate message is shown when attempting to change the state of sovereignty structures without the proper roles.
    * A newly created shader gives Silos an animation after onlining.
    * A station model which created undock problems has been altered. Ships will no longer bounce around while undocking.
    * Minmatar stations will now have ambient sounds.
    * Caldari Navy station interior lighting has been improved.
    * Station eggs: It's no longer possible to set a password longer than 16 characters.
    * Starbase shields will now recharge to 100% in the correct time.
    * There is now an error message if you try and save a blank station name.
    * A Starbase in high-sec which is set to shoot back on aggression will now shoot back if shot at by a member of the owning corp. This is now in line with low-sec and 0.0 space behavior.

Character Creation and New Player Experience

    * Page 2 of "Your Advancement" now gives the correct instructions for opening the ship's cargo hold.
    * Fixed a typo in "Letter of Recommendation”.
    * The "you need a ship" message when trying to undock with no ship is now significantly more helpful.
    * When choosing a blank character slot, players will be “Entering character creation" instead of "Entering character selection".
    * Using the "Enter" key no longer moves a player to the next page of the tutorial before meeting the prerequisites.
    * The play, pause and volume icons are now correctly aligned under the racial videos.

NPCs

    * NPCs will now drop the correct size of afterburners.
    * Duplicate operations have been removed from station names, much to the relief of dismayed students attending the School of Applied Knowledge School.

Agents & Missions

    * The load balancing mechanism for missions in Dominion incorrectly prioritized high-load systems over low-load systems when selecting the location for mission objectives. Agents now prefer to send players to less loaded systems.
    * Agents no longer offer another mission after standings have dropped below the minimum.
    * The agent message window for Sister Alitura now displays Effective Standing and Division.
    * It was possible for storyline agents to present you with a hostile response even though they offered a mission. This has been corrected.
    * The mission “The Search Party (2 of 2)” is now working as intended.
    * “Are You Receiving? (2 of 3)” now has mission objective text.

Exploration & Deadspace

    * Fixed an issue that caused the recovery of multiple probes when clicking one and recovering another.
    * The site “Contested Amarr Mire Keep” has been re-named in the overview to “Contested Amarr Crimson Keep”.
    * Changed icon on the message pop-up for “Ruined Sansha Crystal Quarry”.
    * Exploration site “Decayed Angel Mining Station” now has the correct pop-up text.
    * Exploration site “Large Hemorphite, Jaspet and Kernite Deposit” now has the correct asteroid types.
    * Exploration site “Small Hedbergite, Hemorphite and Jaspet Deposit” no longer prints a debug message in local.
    * Exploration site “Sansha Forlorn Den” now correctly displays the Sansha logo.
    * Cartel Research Outpost in the escalating path site Angel Owned Station now correctly drops a Cynabal BPC instead of a packaged Cynabal.
    * Some immersion breaking object names were fixed.

Science & Industry

    * The skill requirements on faction Cruise Missile Launcher blueprints have been changed to not require the Cruise Missile skill.
    * Olbra I – Pator Tech School's industrial manufacturing line has been fixed.
    * Jobs cannot be created using blueprints belonging to other corporation members unless in the corporation hangar.
    * It is no longer possible to start a manufacturing job without having the required quantity of RAM.
    * When the Science & Industry window is open and a job completes, the progress bar no longer hangs when clicking "Deliver".
    * No cancel option will be given for jobs already delivered.
    * Various BPOs had their volume increased from 0.0m3 to 0.01 m3.

Market & Contracts

    * "Ghost" Freeform Contracts have been removed
    * Contracts: “Use Base Price” confirmation window is only suppressed if you say “yes”.

Corporation & Alliance

    * It is no longer possible to submit the same bulletin multiple times by spam-clicking the "submit" button.
    * The notification sent upon a corporation leaving faction warfare is now correct.
    * Alliance / Corporate standing changes no longer require a re-log to view.
    * Issue with Corporate wallets unable to receive cash has been fixed.
    * Corporate applications of CEO characters are no longer processed.
    * The corporation wallet transaction search has been expanded to search for additional groupings, instead of just seeing the most recent transactions.
    * Multiple characters in same corporation trying to rent an office in the same station now result in 1 bill and 1 office only.
    * When giving away shares, the Corporation Politics tab will be removed and no longer closes the whole corporation window.
    * Declaring support for a chosen executor now updates the alliance window correctly.
    * Trying to create a corporation in space now gives the correct warning.
    * Corporation "our adverts" is no longer accessible without proper roles.
    * Double spaces are no longer allowed in corporate names.
    * After receiving shares, it is no longer necessary to re-log to see the Politics tab.
    * Corporation window does not become blank on switching tabs if the player saves changes after granting roles to a member who is not willing to take roles.
    * The "Per Page" settings are now applied in the Role Management window.
    * Changing the Per Page setting on the Role Management tab takes effect no matter which page is being viewed.
    * When creating a Decoration, the reset button is only visible if information has been entered.

Graphics

    * Players using monitors that supported resolutions wider than 16:9 reported difficulty with using the scanner. Map distortion on displays using wider than 16:9 aspect ratio is now fixed, with increased maximum zoom distance on the system map.
    * Fixed an issue where Fullscreen options remained selected while in Windowed mode.
    * Camera bobbing when looking at large objects at extreme zoom-in levels has been made less noticeable.
    * The sun will no longer be visible through a ship model when the "sun is occluded by ships" option is selected.
    * All gas giants now use the same height map, resulting in uniform appearance.
    * Interval default issue which caused jagged FPS in windowed mode under Windows XP has been resolved.
    * An issue where random colors flickered on screen at client startup has been resolved. Rainbows do not belong in EVE.
    * Texture improvements ensure that lava planets no longer lose their red hue when changing shader quality.
    * Temperate planets will now have a similar appearance between high and low shader quality settings.

User Interface

    * The Username/Password Field will no longer appear to have focus when the application does not. Accidentally typing your password into IRC by mistake is now a thing of the past.
    * Text will no longer overlap in the Insurance Quotes window.
    * Fixed a problem where it was not possible to create (except for http://) links in the notepad.
    * The "search" button will no longer appear when creating http links.
    * Spam clicking the "Quit corporation" button will no longer open multiple instances of the "Quit corporation" window.
    * Error checking for creating new keyboard shortcuts now works properly with better error messages.
    * Jukebox no longer restores itself from being minimized on docking or undocking.
    * Importing Overview settings will now retain their filters correctly.
    * It is now possible to right click links which contain non-ascii characters.
    * Changing the size of the MOTD font in player-created chat channels will work correctly now and not throw an error.
    * It is no longer possible to have two "Create Alliance" windows open at the same time.
    * Clicking multiple times on the "Submit" button in the Add/Edit Bulletin window will submit the bulletin only once.
    * In certain conditions the text in corporate adverts overlapped with the boundary line, this has now been fixed.
    * The text in windows with nested tables (like mission briefings) is no longer duplicated if the graphics settings are changed with that window open.
    * A spelling mistake that appeared when trying to anchor or online a TCU without being part of an alliance has been corrected.
    * When moving the map by clicking and holding the right mouse button, the context menu no longer appears when releasing the mouse button.
    * A minor typographic error in the notification received when trying to overload a module without the required skill level has been corrected.
    * A spelling mistake in the type name of the Alliance Maintenance Bill has been corrected.
    * Broadcast messages received while the broadcast window was minimized will now be correctly displayed when restoring or maximizing the window.
    * The legend for the "Systems I've Visited" option in the star map has been corrected to show the right colors.
    * The wallet reference type "Agent Mission Reward Corporation Tax" now works as intended.
    * It was possible to select multiple items on the “Import overview settings” dialog window but only the last entry would be used. You can now only select one item.
    * All cargo holds are now closed when attempting to clone-jump.
    * When repairing a damaged ship, the "Pick New Item" button no longer is hidden.
    * The “Terminate Character” dialog is now hidden when entering the game.
    * You are now notified if you try to recycle the ship you are currently in.
    * Players will now get a confirmation dialog when destroying single probes from the Scanner window.
    * The “Character selected failed” info window no longer overlaps the ESC menu.
    * Drag and drop fitting of a rig no longer gives 2 confirmation dialogs.
    * All right click menus now close when docking.
    * Error messages given when trying to reprocess less than the minimum quantity have been corrected.
    * Exiting dialog "Overview profile already exists" now gives you chance to enter a new profile name.
    * Players can no longer attempt to self-destruct when docking.
    * Trying to export an Overview without a filename now gives the correct information message.
    * It is now possible to scoop containers with illegal goods even after suppressing the warning message.
    * Long Corporation Titles no longer block information, but are now truncated in the Character Information window.
    * Retired agents can now be removed from your “People & Places” window.
    * The “Abandon Drone” confirmation dialog box is only suppressed if you choose “Yes”.
    * Previously billing notifications would not include separators. For example it used to display as “you owe 17490352784”, it will now display this “you owe 17.490.352.784”.
    * The option to un-rent an Orca’s corporate hangar is no longer present.
    * The message shown when redeeming PLEX now correctly states the destination station
    * The Asset window no longer becomes blank when undocking.
    * “Show Info” used on multiple characters at the same time will now properly display Medals.
    * Trying to open more than 5 tabs in the Overview will give a warning.
    * If a bio is empty it now displays "Here you can type in your biography".
    * The Insurance window will now always display ship names.
    * Duplicate Hangar and Divisions have been removed from the Rorqual Science & Industry window.
    * The color tag and background is now applied to agents in space.
    * The Show Info window for Tech II blueprints no longer applies waste-factor to extra materials, and now shows the actual requirements.
    * The message when you do not have any assets at a station is no longer slightly cut off when rendered in the default window size.
    * The expanding/collapsing functionality of the Scanner has been removed.
    * When re-selecting Export or Import from the Overview - the previously minimized window is brought back up.
    * Wormhole jumps into Empire systems are counted as visits in the map statistics.
    * Fixed several issues where the "Do not ask me again" check box was not suppressing the warning message.
    * Players are now able to filter Fleet Adverts by corporation and alliance.
    * Removed the option to Redeem Items on deleted characters.
    * When searching items under transaction tab, clicking load button and pressing enter will display the same message if there are no results.
    * When trashing multiple items, the item will display in the standard format in the confirmation window.
    * It is now possible to enter search terms and select results as clickable links in the “Generate Link Window”.
    * Scrolling in the shortcuts list in the ESC menu now functions correctly.
    * Clicking "Your Petitions" in the ESC menu now opens the Your Petitions window correctly.
    * When the Fitting Management window is stacked, clicking "Cancel" now correctly closes the window.
    * Your wallet balance now correctly updates after cancelling a Buy Order.
    * When closing out the message box for exporting or importing a file, it will now cancel the operation.
    * Item descriptions and messages have been cleaned up. Double/triple/trailing spaces and wrong/missing/surplus punctuation are hereby banned, by order of the Most Renowned Committee of EVE Text Type People. (Special thanks to CCP Greyscale.)
    * Faction logo is no longer distorted on factional warfare Capture Timer.
    * “Minimize active window” shortcut has been fixed, it now works on merged windows like it used to before it was broken.
    * There were a few windows that had problems with being merged with other windows. They have been instructed to HTFU, and just do it.
    * Scrolling quickly through long lists like in the “About EVE” tab will no longer break the list.
    * The Loyalty Point Store UI can now be resized on the sides as well as the corners.
    * The red and green online/offline icons for buddies were slightly odd, we fixed them.The “Remove selected” button in Mailing List Management now notifies the user if nothing was actually selected.
    * Welcome Pages have been made two pixels wider. They were too narrow to fully cover the windows since their borders were made smaller.
    * It is no longer possible to select multiple entries in a combo box. The world is truly a better place now.
    * It is now possible to navigate and manipulate the Mail Label Management UI without a mouse.
    * Keyboard shortcuts will now work regardless of the window currently in focus.

EVE Voice, Mail & Chat

    * When the owner kicks a member from a mailing list, the list is updated and doesn't show the kicked member on the list.
    * There is now an alert if you try to send more than 5 mails within 1 minute. Spammers despair.
    * Notifications for a Corporation Tax change are only counted once in the unread mail counter.
    * The font size of the Message of the Day in a player-created chat channel does not affect the "by " after the messag
    * Notifications are now sorted correctly by date.
    * Players can now manage multiple mailing lists simultaneously.
    * Some EVE Voice-related error messages have been changed to be more informative and easy to understand.
    * Changes were made to the way Mail and Notification settings are stored. Users will have to reset them so they are no longer bugged.

CONCORD and Kill Mails

    * Corp mate dueling will no longer reset the GCC. Characters in non-player corps will still receive a GCC.
    * If a character is not in an alliance, copying and pasting the kill information now states alliance as “Unknown”.

Mac

    * Version info for eveonline.app has been updated. It previously listed “Apocrypha” and “2009” but now correctly indicates “Tyrannis” and “2010”.
    * An issue with probe move boxes disappearing has been fixed.
    * Mouse cursors no longer get stuck to window edges when resizing.
    * A glitch in the warp tunnel effect seen with high graphics settings has been fixed.
    * Download speed of updates will no longer be unnecessarily constrained by the EVE client architecture.
    * A crash reporter has been integrated into the client, allowing users to send debug information should a crash occur.

Localized Clients

    * The official Russian Help channel was not being displayed in the list of chat channels when running a Russian or German client. This has been corrected.
    * When composing a mail in the Russian client, the 'To' button is now properly sized and doesn't overlap the text-field next to it.
    * The ESC menu will only allow the option to select a language that EVE is localized for.

Miscellaneous

    * The browser now correctly opens links from tutorials when minimized.
    * Fixed a typo in the "Nanite Operations" skill.
    * Fixed a typo in the self-destruct message.
    * Fixed a typo when sending broadcasts.
    * Fixed a typo when joining a corp through the Show Info window.
    * Fixed a typo in the Character Sheet when displaying the bonus to training time.
    * Fixed a typo in the Redeem Items window.
    * The icons for the Strategic Cruiser skills have been corrected in the static data dump.
    * Players joining a fleet after a titan jump bridge is created are now able to use the bridge. This is also valid for other jump beacons.
    * The Standings transaction log entry on conquering FW sites was showing a placeholder instead of the actual reason. This has been fixed.
    * A typo in the Khanid Kingdom information has been corrected.
    * Sovereignty structure images are now available in the data dump.
    * Grammar has been corrected in the Amarr Navy description.
    * Audio cards no longer need SSE support.
    * The in-game browser handles invalid URLs better.
    * Jukebox can now handle capitalized file types.
    * Jukebox now allows removal of the currently playing song from the playlist.
    * Jukebox is more discerning when adding mp3 files to playlists
    * Jukebox user interface is now harder to trick with empty playlists and removed tracks.
    * Jukebox has been extensively iterated upon based on feedback and bug reports.
    * The new in-game browser handles Trusted Sites better.
    * Some of the audio crackling issues have been identified and exterminated.
    * A ship explosion audio effect is only played once instead of thrice.
    * Several minor spelling and punctuation errors have been fixed.
    * Fixed a problem with ship losses not always being logged properly and kill mails not always being sent.
    * Fixed a problem where it was not possible to open wrecks by double clicking when in a large ship.
    * Fixed warp behavior when warping with bubbles on grid.
    * CacheTimers for character wallet journal API should now be consistent.
    * Wallet Journal should now support bigint refIDs
    * MailMessages API toListIDs has been renamed to toListID as it can only contain one ID.
    * Calendar and Contact API calls added (see Devblog from CCP Stillman for details).
    * StandingOwnerID added to starbase details API call (see Devblog)
    * Outpost listing API created for player corporation along with Outpost Service Details API (see Devblog)

EXPLOITS

    * Several exploit issues have been fixed making EVE a better world to live in for us all.

'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #12 on: May 26, 2010, 05:16:35 PM »
cant get client to patch automatically yet, but patch seems to be available already at: http://content.eveonline.com/evepremiumpatch127381-154366_m.exe
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #13 on: May 26, 2010, 06:16:34 PM »
installed and ready to go, waiting for game to accept connections  ::)

nice blue background this time (animated like last one)
'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166

Offline Warcold

  • MAADI
  • League of Extraordinary Gentleman
  • ***
  • Posts: 3670
    • View Profile
Re: Tyrannis: Summer 2010 expansion
« Reply #14 on: June 01, 2010, 05:31:44 AM »
Quote
Patch notes for Tyrannis 1.0.1, released 02 June 2010 (Wednesday)

FIXES

Ships

    * You will now be able to delegate fighters remotely again instead of just to pilots in the same grid.

Agents & Missions

    * We have removed the link to the Dungeon Editor that showed up in the Tyrannis expansion. It had no function for players.

Graphics

    * Optimizations were made to the Planet view. It will now load faster and run smoother.

Starbases, Outposts & Stations

    * Starbase structures, sovereignty structures and station components are now being sold again by the appropriate NPC Corporations.

User Interface

    * Fixed an issue that was keeping the overview from updating correctly while in a fleet.
    * The contacts list was not including NPC corporations or factions when applying the 300 item limit. They are now counted correctly
    * The white “character added” arrow that is used when selecting recipients in the calendar and mail system was not always behaving itself. It has been tamed.
    * The alliance ranking page has been limited to show the first 100 entries initially. A button has been added to fetch the remainder of the list. It will now load significantly faster

EVE Gate

    * In EVE Gate some menus were wrapping off screen when using Firefox. This has been corrected.
    * In EVE Gate you will no longer be able to browse more than one year into the future or the past.
    * The latest updates view in the calendar is now correctly sorted with the most recently modified events at the top.

EVE Voice, Mail & Chat

    * It will no longer be possible to join audio on NPC corporation chat channels.

'Our lives are not our own. From womb to tomb, we are bound to others. Past and present. And by each crime, and every kindness, we birth our future.'

'We are not enemies, but friends. We must not be enemies. Though passion may have strained, it must not break our bonds of affection.
The mystic chords of memory will swell when again touched, as surely they will be, by the better angels of our nature.'


http://warthunder.com/en/registration?r=userinvite_3240166