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Topic: Trinity 1.2 Patch Tuesday April 15th (Read 13934 times)
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bhodi
Moderator
Posts: 6817
No lie.
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http://myeve.eve-online.com/updates/patchnotes.asp?patchlogID=163CRITICAL
* Junk-in-Space has been activated and will go live after Downtime on 16 April.
In Trinity 1.1: Boost Patch we deployed the Junk in Space Cleanup Program whereby anchored containers will have a 30 day timer from the last time they were interacted with and they will then be deleted when the timer expires unless they are in proximity to a Starbase. Another part of this program is that drones, fighters, shuttles and rookie ships in space will be deleted on the first of every month and while the clock started ticking on 12 April we decided to give it a bit more time so the system will become active during downtime on 16 April.
For more information on this feature, please read this Dev Blog.
FEATURES & CHANGES
Technical
* Stackless Python has been upgraded from version 2.5.1 to version 2.5.2.
To quote the Python 2.5.2 release announcement: "This is the second bug fix release of Python 2.5. Python 2.5 is now in bug fix-only mode; no new features are being added. According to the release notes, over 100 bugs and patches have been addressed since Python 2.5.1, many of them improving the stability of the interpreter, and improving its portability."
For more information on Stackless Python and EVE, please read this Dev Blog.
Ships & Modules
* Ships with more modules fitted then the slot layout allows will no longer be able to undock. This can happen if the slot layout is balanced in a release and the ship is fully fitted during the deployment downtime. Simply unfitting the excess modules will allow the ship to undock again.
New Player Experience and User Interface
* The insurance, repair shop, medical and bounty station services have been transformed into windows to allow for welcome pages.
Graphics – General
* In an effort to prepare for future graphics projects we are collecting information about graphics cards. This will allow us to better target the hardware of EVE's player base.
Installer, Updates and Patches
* Unicode characters are now supported in the name of the installation folder. * The uninstaller will now ask if you also wish to remove the settings and cache folders and all client hotfixes that have been installed.
Miscellaneous
* Multiple bug fixes where made to our GM tools and some new features implemented to improve our customer support.
FIXES
Ships
* Combat Recon ships are now able to use acceleration gates that allow Force Recon ships.
Modules
* An error message should now display when you try to activate a cynosural field while traveling faster than 500 m/s. * Activation duration and the Capacitor usage of Sensor Boosters, Tracking Computers and Remote Sensor boosters have been reduced.
Drones
* Faction drones have been added as variations of other drones
Player Owned Structures, Outposts and Stations
* Structures requiring sovereignty to be onlined now require sovereignty or they will be offlined, thus if the sovereignty is lost these structures will become offline. * Structures that can be anchored inside a Control Tower force field such as assembly arrays will no longer become incapacitated when damaged into structure.
Character Creation and New Player Experience
* A message asking if you would like to continue at the end of the beginner tutorial "Aurora: Crime and Punishment" has been removed, since it's the end of the tutorial and you could not continue if you wanted to. * An issue has been fixed where players were not automatically warped during the New Character Tutorial if they previously cancelled it and restarted the client while in a station.
NPCs
* Some NPC drones did not have a model in the premium client, this has now been fixed. The following NPC drones where affected: Spider Drone I, Spider Drone II, Mammon Drone, Asmodeus Drone, Beelzbub Drone, Belphegor Drone, Dragonfly Drone, Incubus Drone, Moth Drone, Scorpionfly Drone, Tarantula Drone and Termite Drone. * Khanid Rookie now has proper tracking. * The Amarr Navy Apocalypse has had its rate of fire reduced and damage increased to stop the laser effect from being a continuous beam.
Agents & Missions
* The mission "Vitoc Vector" has been fixed and re-enabled. * The overseer structure from the mission "Angel Extravaganza" has been removed and the mission re-enabled. * Rogue Drone exploration sites now properly drop when the first hacking attempt is successful.
Science and Industry
* A server side exception that cropped up when installing blueprints into mobile laboratories for copying has been fixed. * The base manufacturing time of the warp disrupt probes and bombs has been increased to be in line with other charge type manufacturing. * The base research and manufacturing times of the shield boost amplifier I blueprint have been changed to be more in line with other modules. * The Ares Oscillator component manufacturing requirement has been reduced to be in line with other ships of the same class. * The Helios photon microprocessor manufacturing requirement has been reduced to be in line with other ships of the same class. * Laser Sensor Clusters components have been correctly renamed to Ladar Sensor Clusters. * A typo in the item Golden Mykoserocin has been fixed * Vernillion Mykoserocin has been correctly renamed to Vermilion Mykoserocin
Market & Contracts
* It is now possible to add market groups to the quickbar in the market window. * The "View Market Details" right click option should now always open the market details tab instead of the last selected tab. * Items and folders in the market quickbar should now be sorted alphabetically. * An issue with adding items to the market quickbar overwriting already added items has been resolved. * It is now possible to filter market orders by CPU usage, trained skills and min/max deviation from market average price. * Market filters set in the settings tab can now be toggled on/off in the details tab for sell/buy orders.
Corporation & Alliance
* Added new operations filters to adverts; Logistics, Mercenaries, Role-playing, Trade. * New filters for time zones. * Corporations not in alliances are now listed as "none" rather than "unknown". * "Days" has been changed into "Duration" for the duration of the advert. * Min and max corp. members filter has been cleared up.
Graphics - General
* An issue where planets and moons caused a drop in frames per second rendering has been resolved. * The mysterious "Star in the North" that has been baffling everyone with its mysteriousness has now suddenly and mysteriously disappeared. * The ship jump animation is now also played in the solar system ships are jumping out of. * Generating character portraits should now be working correctly. * The 1152x864 resolution has been added back to the client, it is still broken on some machines but since it works on some we decided to put it back. * Changing display adapters while in space should no longer crash the client or cause all windows to become blank. * Character portrait rendering was becoming more erratic the more portraits where rendered, this issue should now be fixed. * Portrait rendering has been improved to invalidate cached method call files it can no longer use; this should in turn reduce the size of the cache folder in some cases.
Graphics - Premium Graphics Content
* The station interior of Yulai IX - CONCORD Bureau in the premium client was of Caldari design, the interior has now been redecorated in Gallente high fashion.
User Interface
* The jump tab in the capital navigation tool should now be working for characters that are not in an alliance. * Moon icons should now be displayed in space regardless of distance. * Operating system names instead of numbers are now displayed in the OS select menu when creating technical petitions. * A grammar error was corrected in the ESC menu -> info window settings. * The client should no longer crash while using the in game profiler (Alt+Ctrl+Shift+m). * The scanner button in the HUD should now close the scanner window if it is already open. * The ship cargo button in the HUD should now close the cargo hold window if it is already open. * The fleet member list should now update when the structure of the fleet changes, players moved or invited, squads/wings moved or renamed etc. * The right click option Add Bounty should now work when right clicking player characters.
Localized Clients
* The Remove Advert dialog box should now be translated to German. * The "Show only available" text in the lower right corner of the market window should no longer be out of bounds in the German client. * A client side exception that popped up when receiving mail in a localized client has been fixed.
Miscellaneous
* Jump clones can now be installed at NPC stations again, provided that security status requirements are met. * Solar systems will no longer be unloaded after 8 hours of inactivity; they will instead remain loaded until the next server downtime. * A server side exception that occurred when plotting a route to an unreachable solar system has been fixed. * Vista: Media Center should no longer restart after EVE is launched. * A client side exception to do with scroll bars in some windows has now been fixed. * A sever side exception to do with missiles when they impact has been fixed. * Rating petitions should no longer create a duplicate petition. * Alert mails sent out by the server for monitoring purposes have been causing excessive load and have thus been reviewed, mails deemed unnecessary have been stopped. * LogServer logging and formatting has been improved to provide even more useful information.
EXPLOIT FIXES
* Several exploit issues have been fixed, making EVE a better world to live in for us all.
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ajax34i
Terracotta Army
Posts: 2527
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No Overview fix, though several people are reminding them in the discussion thread.
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ajax34i
Terracotta Army
Posts: 2527
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No more shuttels for joo!!!I can't stop laughing, heh. The WTF feeling is so strong my brain can only interpret it as a dissonant inconsistency joke.
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Nerf
Terracotta Army
Posts: 2421
The Presence of Your Vehicle Has Been Documented
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At least they remembered the #1 rule when it comes to unforseen glitches - Tell them you did it on purpose.
I'm waiting to login later, open the log and have it say "THEY SHOW NOTHING!"
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Morat20
Terracotta Army
Posts: 18529
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No Overview fix, though several people are reminding them in the discussion thread.
Yeah, my overview is REALLY fucked right now. White wrecks and loot can's won't display on the overview, yellow ones will. I have NO idea why or how to fix it.
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eldaec
Terracotta Army
Posts: 11844
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They are claiming that they no longer produce NPC shuttles because reprocessed shuttles were capping the price of tritainium.
Am I missing some reason they couldn't have just increased the price of shuttles or decreased the amount of tritainium they reprocess into?
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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Thrawn
Terracotta Army
Posts: 3089
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Remove the option to reprocess shuttles, problem solved.
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"Sometimes I think the surest sign that intelligent life exists elsewhere in the Universe is that none of it has tried to contact us."
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bhodi
Moderator
Posts: 6817
No lie.
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Yeah, my overview is REALLY fucked right now. White wrecks and loot can's won't display on the overview, yellow ones will. I have NO idea why or how to fix it.
Hey, check out my shiny new guide! It should fix your issue.
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Morat20
Terracotta Army
Posts: 18529
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Yeah, my overview is REALLY fucked right now. White wrecks and loot can's won't display on the overview, yellow ones will. I have NO idea why or how to fix it.
Hey, check out my shiny new guide! It should fix your issue. Uh, how? I read through that -- I can't figure out what I did wrong. Although I do plan to redo the overview.
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Grand Design
Terracotta Army
Posts: 1068
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Thank God I bought that Amarr Shuttle BPO. 
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eldaec
Terracotta Army
Posts: 11844
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Remove the option to reprocess shuttles, problem solved.
Design gods, I tell you, that's what this board is chock full of.
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"People will not assume that what they read on the internet is trustworthy or that it carries any particular assurance or accuracy" - Lord Leveson "Hyperbole is a cancer" - Lakov Sanite
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ajax34i
Terracotta Army
Posts: 2527
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Tritanium in Jita is at 6.00 plus a few dozen scam attempts (1 unit for 10 billion). All the major volume sales from the non-hub systems seem to have disappeared, with small volume orders still being offered for 3.40, probably because the owners are at work. We'll see where the price settles after this initial spike; I think it's probably gonna be in the 4.5 - 5.0 range. Pretty sure that mining veldspar will become more profitable than mining the ores we have at our POS systems.
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bhodi
Moderator
Posts: 6817
No lie.
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Uh, how? I read through that -- I can't figure out what I did wrong. Although I do plan to redo the overview.
Specifically, you probably haven't checked the box under the Filter->States->Wreck is Already Viewed for that chosen preset. Just follow the guide and redo your overview and your problem should go away.
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ajax34i
Terracotta Army
Posts: 2527
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One change not mentioned in the patch notes seems to be the tightening of the forum rules to reduce spam, flaming, trolling, etc. They made this post today, and the mods visibly working hard to lock and clean up posts that, before, would have perhaps been left alone.
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Morat20
Terracotta Army
Posts: 18529
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Specifically, you probably haven't checked the box under the Filter->States->Wreck is Already Viewed for that chosen preset. Just follow the guide and redo your overview and your problem should go away.
Yeah, did that. When I say "not showing up on the overview" I mean it. I mean "I warp in, see yellow wrecks on my overview from some non-BAT guy who popped wrecks an hour ago". Then I blow up a rat, and his wreck appears on my screen (White) but never shows up on my overview. I have to target it in space. Same for jetcans. I'm not sure "Wreck is already viewed" even remotely fits that behavior, unless the mere act of making a wreck makes it viewed.
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bhodi
Moderator
Posts: 6817
No lie.
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Weird issue. Whatever it is, it's buried somewhere in the overview settings and re-doing it from scratch will fix it.
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MahrinSkel
Terracotta Army
Posts: 10859
When she crossed over, she was just a ship. But when she came back... she was bullshit!
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Specifically, you probably haven't checked the box under the Filter->States->Wreck is Already Viewed for that chosen preset. Just follow the guide and redo your overview and your problem should go away.
Yeah, did that. When I say "not showing up on the overview" I mean it. I mean "I warp in, see yellow wrecks on my overview from some non-BAT guy who popped wrecks an hour ago". Then I blow up a rat, and his wreck appears on my screen (White) but never shows up on my overview. I have to target it in space. Same for jetcans. I'm not sure "Wreck is already viewed" even remotely fits that behavior, unless the mere act of making a wreck makes it viewed. Probably has something to do with your overview settings for standings/gang/corp. I've had those get scrambled up sometimes, was never able to fix them without resetting everything. --Dave
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--Signature Unclear
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Murgos
Terracotta Army
Posts: 7474
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I'm not sure "Wreck is already viewed" even remotely fits that behavior, unless the mere act of making a wreck makes it viewed.
Did you try right clicking on the can in space and selecting "Add to overview"?
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"You have all recieved youre last warning. I am in the process of currently tracking all of youre ips and pinging your home adressess. you should not have commencemed a war with me" - Aaron Rayburn
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Morat20
Terracotta Army
Posts: 18529
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Did you try right clicking on the can in space and selecting "Add to overview"?
Yes. It said "remove wrecks from overview". However, I'd like to go ahead and make this clear -- wrecks that are not MINE (IE: Yellow) show up in the overview. Wrecks that ARE mine (white) don't. Same with jetcans. Effectively wrecks ARE in my overview. But somehow, somewhere, it's filtering out wrecks associated with my corp. ONLY wrecks associated with my corp. If I click "remove wreck from overview" off a wreck, the yellow ones disappear from my overview. If I then click it again and choose "Add wreck to overview", only the yellow ones appear. But I have been up and down the overview settings, and damned if I can find ANY overview filter that would remove those from my overview. Unless it's something retarded, like the overview classifing wrecks as "Celestial objects" when it's time to filter them by type, but classifying them as "corp members" or something stupid when it's time to filter them by state.
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Reg
Terracotta Army
Posts: 5281
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Thanks for the warning about the trit prices not being capped anymore. I've taken all my ships off the market and put in some huge buy orders that hopefully will get filled before people notice. :) If things get crazy enough in Jita it might even be worth buying other people's ships just to reprocess them.
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ajax34i
Terracotta Army
Posts: 2527
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Trit prices are still capped, they forgot something.
Jita is currently selling at about 4.3 and I think that's stable.
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« Last Edit: April 15, 2008, 05:02:45 PM by ajax34i »
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Akkori
Terracotta Army
Posts: 574
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Hey Morat, I am sure you already have this set, but I noticed a little while ago that if I clear the check state "Neutral", a LOT of stuff will not show on my overview. I thought it was a weird quirk.
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I love the position : "You're not right until I can prove you wrong!"
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bhodi
Moderator
Posts: 6817
No lie.
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Trit prices are still capped, they forgot something.
Jita is currently selling at about 4.3 and I think that's stable.
They forgot about civilian modules.
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lac
Terracotta Army
Posts: 1657
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So their economics guy failed to predict that once they nerfed shuttles people would jump to next most feasible npc sold module and that would be determine the new limit on trit prices? 
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VickeVire
Terracotta Army
Posts: 69
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Can you reprocess civilian modules you buy from NPCs? I think you can only reprocess looted ones
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tar
Terracotta Army
Posts: 257
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Did you try right clicking on the can in space and selecting "Add to overview"?
Yes. It said "remove wrecks from overview". However, I'd like to go ahead and make this clear -- wrecks that are not MINE (IE: Yellow) show up in the overview. Wrecks that ARE mine (white) don't. Same with jetcans. Effectively wrecks ARE in my overview. But somehow, somewhere, it's filtering out wrecks associated with my corp. ONLY wrecks associated with my corp. If I click "remove wreck from overview" off a wreck, the yellow ones disappear from my overview. If I then click it again and choose "Add wreck to overview", only the yellow ones appear. But I have been up and down the overview settings, and damned if I can find ANY overview filter that would remove those from my overview. Unless it's something retarded, like the overview classifing wrecks as "Celestial objects" when it's time to filter them by type, but classifying them as "corp members" or something stupid when it's time to filter them by state. I've had this problem too - it started for me when we joined the alliance. I got around by changing all the overview filters relating to standings (corp/alliance etc.) so that nothing was filtered out of my 'salvage' overview settings. Might work for you too.
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Phred
Terracotta Army
Posts: 2025
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Yeah, did that. When I say "not showing up on the overview" I mean it. I mean "I warp in, see yellow wrecks on my overview from some non-BAT guy who popped wrecks an hour ago". Then I blow up a rat, and his wreck appears on my screen (White) but never shows up on my overview. I have to target it in space. Same for jetcans.
I'm not sure "Wreck is already viewed" even remotely fits that behavior, unless the mere act of making a wreck makes it viewed.
If you can still see the wrecks try right clicking them and chose the add to overview option. Edit. Bah, have to remember to read the whole thread before replying :)
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« Last Edit: April 16, 2008, 03:29:53 AM by Phred »
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tazelbain
Terracotta Army
Posts: 6603
tazelbain
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So their economics guy failed to predict that once they nerfed shuttles people would jump to next most feasible npc sold module and that would be determine the new limit on trit prices?  Or they're doing it stages. Do we even know if the goal is to let trit price free float?
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"Me am play gods"
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Vedi
Terracotta Army
Posts: 499
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They said the goal of the shuttle removal was to remove the artificial roof on trit prices, yes. It is in in the patch thread. They even said that there was now no limit, but who knows if they missed something. It might just be that 4.2 is the natural price point.
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Reg
Terracotta Army
Posts: 5281
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Trit prices in Dodixie rose briefly to 3.55 but are now back down to about 3.30 in most places. The only high buy orders left are from people that placed them and haven't been around since to lower their prices now that the scare is over.
I suspect that a scare is all that this is. It's not like tritanium prices were bumping the edge of the shuttle cap before it was taken off.
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ajax34i
Terracotta Army
Posts: 2527
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Well, Civilian Afterburners cap it at 3.9 or so. I think that if they completely remove all NPC sources, trit will slowly rise to about 4.0 or so.
The shuttles were bad because they were present in every station, so no Trit hauling was needed regardless of where your manufacturing center was. With Civilian modules, they need to be refined wherever they're sold, then hauled over to the manufacturing station, so they may be OK with leaving them in.
Depends on whether or not they want us to mine veldspar. I'd imagine that they do, but shrug.
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apocrypha
Terracotta Army
Posts: 6711
Planes? Shit, I'm terrified to get in my car now!
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Depends on whether or not they want us to mine veldspar. I'd imagine that they do, but shrug.
Why do all MMORPG devs insist on forcing their players to endure tedious rubbish? Look, they're not mining! They're actually having fun! Dammit, how can we make them do boring, stupid shit for hours on end instead?! And then they complain that there's no way to stop macro-miners and botting.... 
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"Bourgeois society stands at the crossroads, either transition to socialism or regression into barbarism" - Rosa Luxemburg, 1915.
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Jayce
Terracotta Army
Posts: 2647
Diluted Fool
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Depends on whether or not they want us to mine veldspar. I'd imagine that they do, but shrug.
Why do all MMORPG devs insist on forcing their players to endure tedious rubbish? Look, they're not mining! They're actually having fun! Dammit, how can we make them do boring, stupid shit for hours on end instead?! And then they complain that there's no way to stop macro-miners and botting....  Wait, when did game companies start making people do anything?
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Witty banter not included.
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Kamen
Terracotta Army
Posts: 303
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Depends on whether or not they want us to mine veldspar. I'd imagine that they do, but shrug.
Why do all MMORPG devs insist on forcing their players to endure tedious rubbish? Look, they're not mining! They're actually having fun! Dammit, how can we make them do boring, stupid shit for hours on end instead?! And then they complain that there's no way to stop macro-miners and botting....  There is absolutely nothing in Eve that forces anyone to mine. If you find mining to be tedious rubbish, then don't mine.
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Morat20
Terracotta Army
Posts: 18529
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Got the bloody overview fixed -- turns out that setting the overview so that "Show Alliance members in space" is off ALSO prevents your wrecks from showing on your overview. Not seeing corp members displays the wrecks.
Stupid overview.
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