Skills and Implants
* Sovereignty skill is available on the market.
* Motion prediction now displays its tracking bonus attribute correctly.
* Advanced learning skills prerequisites have been lowered from 5 to 4.
* Electronic warfare is no longer a requirement for ECM drones.
* The gunnery skill requirements of tech 2 projectile has been reduced to level 2 so it is inline with laser and hybrid skill requirements.
* The Astrometrics skill bonus has been changed for the new system scanning, it now allows you to scan for one group per each skill level.
* The attribute requirements of the Interdictors skill were reversed to make the skill in line with other tech 2 ship command skills. (Willpower is primary, Perception is secondary.)
* The Targeting skill no longer displays an incorrect target bonus.
* The following Ore Processing skills no longer require metallurgy and refinery efficiency but refinery and science: Omber, Plagioclase, Pyroxeres, Sxordite, Veldspar, Hemorphite, Kernite, and Jaspet Processing.
* Repair system is no longer required for the remote armor repair systems nor will it give a bonus to these systems.
* "Encryption methods" science skills have been renamed from pirate factions to empire factions to better reflect their use.
* The Information Warfare Link - Electronic Superiority Implant now gives bonus to all EWAR modules' strength, including remote sensor dampener, tracking disruptor, target painter and ECM.
* Low-grade Slave Gamma Implant now gives a bonus to armor.
* 'Shady' ECCM - Gravimetric I Implant now gives a bonus to the gravimetric strength of a ship as the name implies.
* Omnidirectional tracking link no longer requires trajectory analysis.
* Errors in the description of the "Hardwiring - Zainou 'Deadeye' ZGC1000" and "Hardwiring - Zainou 'Deadeye' ZGC100" implants have been fixed.
Player Owned Structures
* A new starbase structure, the 'Drug Lab', is available on the market. This structure is used in the creation of Combat Boosters.
* Mobile laboratory anchoring time has been increased to 600 seconds (10 minutes).
* Advanced Large Ship Assembly Array volume has been increased 18,500,000 m3.
* Capital ship Assembly Array capacity has been increased to 1,550,000,000 m3.
* Large Ship Assembly Array capacity has been increased to 18,500,000 m3.
* Fixed an overlap of status information and reinforced timer in the control tower management window.
* The Amarr and Gallente control tower bonus to silo- and coupling array capacity persists after downtime.
* Reserved lab and manufacturing slots in player owned stations and assembly arrays are now correctly represented.
* The ammunition assembly array has now an icon.
* Faulty descriptions for siege class sentry guns and their correct bracket colour has been fixed.
* Large ship assembly arrays can no longer be anchored in 0.5 security space and above.
* Alloys looted from Rogue Drones can now be used in a starbase refining array.
Deadspace, Agents and Missions
* New generic storyline courier mission have been added for levels 1-4.
* Numerous new missions have been added for each of the Empire and non-Empire factions, all with varying degrees of difficulty. Some may be given by agents, while others may be found by Exploration, System Scanning and the new Escalating Paths system.
* New Deadspace complexes have been added for each of the Empire and non-Empire factions. Some may appear in the overview, while others may be found with the new Exploration, and System Scanning features or as a part of an Escalating Path.
* Agents collecting common pirate dog tags have been created and placed inside data centers around the galaxy. The common dog tags include copper, bronze, silver, electrum, brass, palladium, gold, crystal, platinum and diamond tags for all 5 major pirate factions.
* Cosmos agents Mirmon Gorgoz and Ystvia Lamuette have decided to get back to work.
* Minas Iksan and Ison Tiadala have received promotions and are now level 4.
* Karo Zulak and Dagras Kutill are no longer indestructible.
* The faction settings of The Carnival agent site have changed to prevent faction loss caused by the destruction of an agent in that location.
* The mission 'The Hapless Thief' can no longer be completed by turning in data sheets bought off the market. The timer for the data sheets spawning in the spawn container has been increased to compensate.
* The mission 'Enemies Abound (1 of 5)' now requires you to bring back some of the inhabitants of the illegal settlement.
* The faction setting on the overseer in the first pocket inside the Old Meanie has been changed.
* The spawnrate of Rekker in Jakela Plantation in Ani has been increased.
* The Angel 8/10 complex is now more difficult and the final boss now spawns twice a day.
* The level 4 'Worlds Collide' missions should be less 'farmable'.
* Changed the mission 'Enemies Abound (5 of 5)' so waves start spawning when the player enters the mission dungeon, instead of when the mission is accepted. It is possible to stop the spawn.
* Fixed a spelling error in the Seek And Destroy missions.
* Fixed the description in 'Eliminate A Pirate Nuissance' so it doesn't give a faulty bonus time limit estimate.
* Changed the bracket colour of the 'dungeon' (mission/complex) sentry guns, as some were incorrectly set to white.
* Map landmarks have been placed at the 0.0 Kenobanala and Audesder 'COSMOS' sites.
Non Player Characters
* The Arch Angel Depredators and Arch Angel Predators drop loot when destroyed.
* All NPCs located in mission deadspace have afterburners now instead of a microwarpdrive.
* The names of CONCORD ships spawned in missions and exploration sites have been changed to DED to better reflect the division of CONCORD they represent.
* Rogue Drones in missions and dungeons have had a name change, the "Drone" moniker now follows pirate faction NPCs naming conventions in similar instances.
* Blood Raider NPCs are no longer filling in for the Angel Cartel in various 0.5 security systems.
* Tweaked the loot drops from the standard navy fleet commanders so now they would always drop at least 1 navy module. Their implant drops also have more variety.
Manufacturing
* Warp Disrupt Probe Blueprints no longer have an incorrect waste factor.
* Fighter production and research times have been cut in half. Go out and shoot each other more.
* Productivity research on tech 2 torpedoes and cruise missiles are now inline with other tech 2 items.
Market
* Rig blueprint market groups and types have been added.
* Salvage materials market groups created and types added into groups.
* The "Shield Boost Amplifier II" can now be sold on the market.
* Market orders are updated with correct minimum volume if it becomes higher than quantity.
* Items not in a market group can no longer be bought or sold on the market.
* It is no longer possible to export market orders if there are no orders available.
* You can now use the arrow key's to navigate between items in the Market quick view tab.
* An issue with corrupted text inside buy order windows has been fixed.
* It is now possible to change the location of buy orders by clicking the station name in the buy order window.
* Export of Market orders no longer fails for some items due to the item names containing invalid characters for filenames.
Tutorial and Character Creation
* You can read more about the changes to the character creation process and new player experience in this Dev blog.
* All newly created characters now have their final skills & skill points increased (800 - 810.000 total). This allows for a larger variety of characters created, instead of min/max ‘templates’.
* 30 new sub-tutorials (pages) have been added to Aura's repertoire, including Boosters, Jump Clones, Standings, Kill Rights, Cosmos, Attributes and their importance, Augmentation implants, Industry specialization - Prospector.
* The Saboteur NPC in the tutorial will now additionally drop stolen graduation certificates which can be used to start up the newbie bloodline missions.
User Interface
* The show introduction movie button in the login screen has been removed.
* Fixed an issue with auto hiding the neo-com on the right side of the screen while docked in a station.
* For security reasons the option to save passwords in the login screen has been removed.
* Merged windows no longer split up when aborting an undock from station request.
* The text area of petition replies to a GM message has been increased.
* An issue with pressing Ctrl+TAB while in a widescreen resolution has been fixed.
* The gang and chat invitation window no longer assumes focus when they pop up. This helps prevent the accidental blocking the person that invited you.
* Items that are Shift-Moved into member hangars are now shown immediately.
* It is no longer possible to create duplicate corporate votes.
* Corporate votes can now be issued while in space.
* Research agents now show all skill levels needed for research when looking at the agent information.
* The Survey scanner window can now be minimized.
* An issue with resizing the set quantity window has been solved.
* Deleting bookmark folders will now delete the folder itself, not just the bookmarks inside it.
* You can now use Ctrl+TAB to scroll between opened windows.
* Refining arrays now have icons in the selected item section of the overview.
* Sorting by "next free time" in the science and industry panel is now correct.
* Sorting in the assets window is now done correctly
* You can now rename secure containers that where launched in space on behalf of your corporation.
* Station services buttons will no longer move out of place.
* A graphic bug where skill names in the characters sheets are not shown has been fixed.
* Laser weapons and strip miners now have an "Unload to cargo" option when they are fitted with crystals.
* You will no longer get a warning popup when you attack an alliance war target in empire space.
Overview
* The icon for rogue drones in the overview will now represent they're correct ship size (battleship, cruiser or frigate).
* The overview bug where a boarded ship was represented incorrectly as having no pilot has been resolved.
* Containers in space that have been renamed will now display their new name in the overview.
* Numerous NPCs are now chosen by default in the overview settings filter.
* An issue with the overview freezing, becoming empty or no longer updating has been fixed.
* An issue with the gang window becoming empty while in a gang has been fixed.
* An issue with assigning fighters in a gang that has more than 20 members has been solved, you now get a scrollbar when picking a gang member if the selection is too large.
Miscellaneous
* It is no longer possible to log into a trial account if there is already an active client running on the same computer (subscription or other trial).
* Docking while ejecting from a ship is no longer possible.
* Pilots aiding other criminally flagged pilots now become criminally flagged themselves.
* Jump Range for capital ships is now represented correctly in the map.
* You can now research remotely using laboratories anchored at Starbases.
* The default cost of sending EVE mails has been increased to 2950 ISK.
* Operators on in-game mailing lists can now delete mails.
* On the Serenity server, skills no longer train when the owning account is deactivated. Tranquility is not affected by this change.
* A rare memory leak occurring when docking at player owned stations has been plugged.
* If a player declines a mission from an agent, the agent will not give the same mission again the next time.
* Deleted characters no longer retain their corporation roles.
* Standings checks are modified by the Connections skill when installing a jump clone.
* Jump Clones now require either 8.0 personal or corporation standing, not both.
* Items are no longer lost when direct trading between players.
* Alliances are now disbanded if the alliance fees are not paid.
* Fighters can no longer be delegated to capsules.
* An issue with secure containers taking up too much space in Corporate Hangers anchored at control towers and Carriers has been fixed.
* Audit containers can no longer be reprocessed or trashed if they contain logs that are less than three weeks old.
* Table cell spacing in the in-game browser is now represented correctly.
* All solar systems that were located in Empire Space and had the security level of 0.0 have had their security increased to 0.1, this does not have any affect on anything besides how these systems are displayed in security.
* Some stations didn't have a complete set of station icons, particularly the Science & Industry icons. This service has now been displayed as intended (it was available through the S&I window, but not in-station).
* New Alliance logos have been added. Time to strut your allegiance.
* Screenshots are now saved in JPEG format by default but can also be saved in BMP format by changing settings in the graphics tab in the ESC menu.
voila das alles
