Title: Empyrean Age 1.1 Patch Post by: Viin on September 02, 2008, 12:29:08 PM Full notes here: http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=168
Mini-notes from update wizard here: Quote CRITICAL Changes * Build times for shuttles have been reduced by 33% * It is now possible to use the Rorqual cargohold as an option for input/output while manufacturing. Ten Changes of Interest #1 CONCORD have gone through multiple changes in organization and effectiveness. The spawn sizes have been reduced to one battleship and two cruisers, however, these ships have increased damage output and a broad range of electronic warfare to prevent escape. In addition the Energy Neutralizing batteries will completely drain a ships capacitor almost instantly. CONCORD will also proceed to eliminate any discarded player Drones. CONCORD response times for aggressing a neutral player in High Security space have also been significantly reduced. #2 Multiple changes have been made in standing hits for players who aggress a neutral player in High Security space. In addition to a significantly increased CONCORD response time, players will receive a standings hit based on the security rating of a system in which the attack takes place. The base value for aggression is now increased by a factor of 3. Base values are Aggression of 1.5%, Ship kill is 6% and a pod kill is 37.5% #3 Over 70 new rookie missions and around 100 new missions for all levels and Empire factions have been added. #4 8 Militia stations now have working Science and Industry tabs. The stations can be found at: Iesa IV - 24th Imperial Crusade Testing Facilities 13 Asakai II - State Protectorate Testing Facilities 13 Ostingele IV - Federal Defence Union Testing Facilities Ebolfer V - Tribal Liberation Force Testing Facilities Halmah IV - 24th Imperial Crusade Assembly Plant Enaluri V - State Protectorate Assembly Plant Eugales V - Federal Defence Union Assembly Plant Eszur III - Tribal Liberation Force Assembly Plant #5 A bug that wouldn't allow Rorqual pilots to select their cargo hold as the input/output location on installing a job when right-clicking on the blueprint has been fixed. #6 Drones are now affected by all forms of ECM jamming. #7 Multiple Control Towers within the same system will now display properly in the "Structures"->"Control Tower" tab on the POS management screen. #8 When using "Look at" on an exploding ship or structure, the camera will no longer reset back to your ship until the explosion is complete. #9 Multiple UI upgrades and streamlining of some industrial interfaces to optimize performance. #10 Killmails are now being generated for POS structures and sent to the player's combat log. Killmails also show up in the Corp combat log for both kills and losses. Title: Re: Trinity 1.1 Patch Post by: Gets on September 02, 2008, 01:20:10 PM Already spent the whole day watching two of my chars lose training. I hate patchdays, they're as unexpected as mace.
But, hey, new mission content and rookie missions. Woot! Do the POS killmails require a killboard software renewal? Title: Re: Trinity 1.1 Patch Post by: Nevermore on September 02, 2008, 01:28:17 PM #6 Drones are now affected by all forms of ECM jamming. I don't see anything in the actual patch notes about this, am I somehow missing it? Title: Re: Trinity 1.1 Patch Post by: Endie on September 02, 2008, 01:36:04 PM Well, it's screwed my install something hellish.
Title: Re: Trinity 1.1 Patch Post by: Viin on September 02, 2008, 01:36:44 PM #6 Drones are now affected by all forms of ECM jamming. I don't see anything in the actual patch notes about this, am I somehow missing it? It's in there, buried somewhere. That was one of the ones I saw. But that's all it says, no more details. Title: Re: Trinity 1.1 Patch Post by: Viin on September 02, 2008, 01:37:51 PM Server still isn't up, but I don't *think* my install is jacked on my work machine ..
Title: Re: Trinity 1.1 Patch Post by: Nevermore on September 02, 2008, 01:40:44 PM #6 Drones are now affected by all forms of ECM jamming. I don't see anything in the actual patch notes about this, am I somehow missing it? It's in there, buried somewhere. That was one of the ones I saw. But that's all it says, no more details. I've done a search on that page for 'ecm' and 'drones' three times and nothing like that note has turned up yet... Title: Re: Trinity 1.1 Patch Post by: Endie on September 02, 2008, 01:44:15 PM Someone linked to a post on the Eve-O boards by CCP saying the drones think may be an old item that has made its way in. They may have removed it, now.
Title: Re: Trinity 1.1 Patch Post by: Viin on September 02, 2008, 02:06:16 PM They musta removed it from the patch notes, don't see it now.
Title: Re: Trinity 1.1 Patch Post by: Phildo on September 02, 2008, 02:26:58 PM Game is back up now.... cross your fingers!
Title: Re: Trinity 1.1 Patch Post by: ajax34i on September 02, 2008, 03:09:56 PM RE: the drones, it was in the patch notes they initially put up, then someone made a thread on General Discussion asking for "CCP, if drones are affected by ECM, we want notifications and icons in the overview or something, how are we gonna know which drones are jammed?" and they probably retracted it till they can put that in.
Title: Re: Trinity 1.1 Patch Post by: Endie on September 02, 2008, 04:29:37 PM I did have to reinstall from scratch after the update. Good ol' CCP.
Title: Re: Trinity 1.1 Patch Post by: ajax34i on September 02, 2008, 04:46:25 PM They have a known issues (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=861766) thread and a feedback (http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=861768) thread in their Information Portal forum. And there seem to be a lot of "EVE isn't working after patch, HALP!" threads all over the place on the official forums.
Title: Re: Trinity 1.1 Patch Post by: Viin on September 02, 2008, 05:17:33 PM Sweet! Perfect time to run up the pipe!
Title: Re: Trinity 1.1 Patch Post by: Viin on September 02, 2008, 08:36:21 PM Make sure you uncheck 'Automatically refresh market data' on your settings tab in the Market window. This will speed up your load into a new system.
Title: Re: Trinity 1.1 Patch Post by: Pax on September 03, 2008, 12:04:33 AM "Empyrean Age 1.1" :wink:
I'd say we get to -enjoy- those 100 new rookie missions when working for the Gurista, but then, I don't expect more than half a dozen new ones for each pirate faction. Oh well... at least the self-destruct now shows a big, red warning every 10 secs. Working as intended. Title: Re: Trinity 1.1 Patch Post by: Reg on September 03, 2008, 04:13:55 AM I've had my autopilot set to stop after each jump for ages but it's never worked before. Since the patch it actually does, which is very nice when you want to use warp to zero each time.
Title: Re: Trinity 1.1 Patch Post by: Predator Irl on September 03, 2008, 05:34:08 AM I've had my autopilot set to stop after each jump for ages but it's never worked before. Since the patch it actually does, which is very nice when you want to use warp to zero each time. Well, if you aren't AFK and you are warping to zero, then why use the autopilot at all ? Title: Re: Trinity 1.1 Patch Post by: Endie on September 03, 2008, 05:58:09 AM I've had my autopilot set to stop after each jump for ages but it's never worked before. Since the patch it actually does, which is very nice when you want to use warp to zero each time. Well, if you aren't AFK and you are warping to zero, then why use the autopilot at all ? I'd use it. That way every time I hear the gate activation I know to say "jump to zero" and then go back to posting on forums. Title: Re: Trinity 1.1 Patch Post by: Reg on September 03, 2008, 06:27:10 AM I like it for longer trips where I don't have the route memorized. Using the autopilot highlights the next gate.
Title: Re: Trinity 1.1 Patch Post by: Predator Irl on September 03, 2008, 07:24:23 AM Hmm, I'll have to have a look at it later to see what you mean. Normally, I just set my destination which highlights every gate along the way, then do the jumping and warping myself. So what Im gathering from your posts, is that you click warp to gate, click AP, and let it do the gate jump for you and so on...
Title: Re: Trinity 1.1 Patch Post by: Reg on September 03, 2008, 08:18:47 AM Right. It doesn't save me a huge amount of time. All it does really is save the bother of having to click "Jump" when I'm at the gate. I wouldn't use it while carrying a billion isk in datacores or anything but for less scary trips it's a little nicer.
Title: Re: Empyrean Age 1.1 Patch Post by: Reg on September 03, 2008, 10:03:37 AM Goddammit! I went to use it this morning and it's stopped working again!
Title: Re: Empyrean Age 1.1 Patch Post by: ajax34i on September 03, 2008, 10:29:54 AM Don't remember a "stop after each jump" option, TBH. I remember a "stop at each waypoint" option, and that's always worked with no issues for me.
The way I used to do it was, I had ctrl-shift-a bound to "autopilot", so as soon as I heard "Jumping", I'd hit it to disable the autopilot so I could manually warp to the next gate, then hit it again to re-enable it as soon as my ship started lining up. Then AFK. It's basically using the Aura voice as an alarm telling you when to pay attention to the screen, so you don't have to watch it all the time. Title: Re: Empyrean Age 1.1 Patch Post by: Reg on September 03, 2008, 10:50:55 AM Hmm. I guess you're right. It must have just been coincidence making me think it was working the way I wanted it to. Oh well.
Title: Re: Empyrean Age 1.1 Patch Post by: Predator Irl on September 03, 2008, 11:54:14 AM Doesn't work for me either :S
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