Si gata... al 17-lea free expansion pentru Eve Online a fost deployed: Inferno! Se vede ca au lucrat ceva la el (mai jos aveti modificarile):



Patch notes for EVE Online: Inferno
To be released on Tuesday, May 22, 2012.
Features

War Declaration
  • The war declaration system has been completely overhauled and now adds a new dynamic to how wars are won and lost. Full details are available in the Dev Blogs, 'Changes to War Mechanics' and 'War, Modules and Super Friends'.
  • Wars are now declared by the CEO or a Director and not through the voting system.
  • The war declaration cost is determined by corporation size and the amount of active wars the aggressor has currently. Previously it counted defender wars. Price starts at 50 million.
  • Several loopholes for evading wars have been closed:
    • If you leave a corporation while the war is on, you cannot re-join until the war is over or 7 days have passed. This does not apply to mutual wars.
    • War shedding is no longer possible. Corporations that are at war will continue to be so, regardless of joining or leaving alliances.
  • All wars are now public:
    • You can view a report of all wars currently active and see how both sides are doing.
    • Mercenaries can offer their assistance, at a price, to the defending corporation or alliance.
    • Both parties can offer “surrender terms” and attach a price tag if you are a CEO or Director.
  • All wars will now have a war report:
    • As mentioned this will be public and available to everyone.
    • Contains all kills and losses in date order.
    • Contains a headline showing the total amount of damage inflicted.
    • A Graph is available so you can view wars by ship class.
  • Defenders in wars can get help from other corporations or alliances.
    • Defenders can flag themselves as seeking aid.
    • As stated above, any corporation or alliance can send a formal offer to ally with the defender for a particular war.
    • The ally counts as being in war against aggressor and is included in the war report on the defender’s side.
  • Kill mails will now be known as kill reports. More details on these changes are available in the Dev Blog, 'Spaceship Murder Notifications':
    • Updated to have a nice look and feel.
    • Visually displays the victims fittings with an option to save it.
    • Shows the total amount of money lost by the other player.
    • They can now be dragged into chat and mails.
Modules
  • Brand new modules and ammunition have been added to enhance player choice when fitting a ship. Further details of all new modules can be found in the Dev Blog, 'War, Modules and Super Friends'.
  • The Reactive Armor Hardener : A low slot module that adjusts resists according to incoming damage. You can only fit one, but it lets you fight lazy!
  • Extrinsic Damage Amplifier: A low slot, drone damage module which allows your drones do more damage, much in the same way that Gyrostabilizers or Heat Sinks work.
  • Ancillary Shield Boosters: A mid slot active tanking shield module which lets you boost a lot of shield but at a massive need. Requires charges to operate and comes in small, medium large and X-Large.
  • Target Spectrum Breaker: A mid slot module that has a chance of breaking the lock of ships that are targeting you. Downsides is that you have a reduced scan res and it breaks your lock when going off.
  • Light and Medium Web Drones: Light and medium versions of the stasis webifying drones we already have.
  • Cap Battery Changes: All capacitor batteries provide an inherent defense against Nosferatu and Energy Neutralizers. A portion drained is reflected back on the aggressor.
  • Defender Missiles: Defender missiles have now been split into size categories light and heavy.
  • Overclocking Processor Units: A rig that increases your CPU, but at the cost of shield recharge rate.
Graphics
  • New missile launchers and launch effects are released with Inferno and add a new level of immersion to EVE Online. Missiles will now swarm to targets from brand new launchers equipped to ships. You can see a video of the new effects by clicking this link. The new launchers are:
    • Bomb Launcher
    • Citadel Torpedo Launcher
    • Citadel Cruise Missile Launcher
    • Torpedo Launcher
    • Cruise Missile Launcher
    • Heavy Missile Launcher
    • Heavy Assault Missile Launcher
    • Rocket Launcher
    • Rapid Light Missile Launcher
    • Light Missile Launcher
  • Brand new effects have been added for all:
    • Missiles.
    • Missile Muzzle effects.
    • Missile Trails.
    • Missile Explosions.
    • Improved distribution of damage locators.
  • Brand new Stealth Bomber models have been added for the:
    • Manticore
    • Nemesis
    • Purifier
    • Hound
  • The transformation of Amarr ships has been completed and will now appear in V3 format for all of the following ships.
    • Industrial
    • Battleship
    • Battle Cruiser
    • Cruiser
    • Destroyer
    • Frigate
    • Shuttle
  • Please note that the Minmatar V3 is still in progress and will be released in the very near future.
Character Creator and New Player Experience
  • The skin color options in the character creator and re-customization have been changed so the color of your skin is no longer constrained by the bloodline of your avatar. All bloodlines now have a broad range of distinct skin tones ranging from pale to dark.
  • As skin tone can only be chosen when creating a new character or resculpting, all existing characters on TQ have been given one free resculpt.
  • Bloodline hair-color restrictions have been lifted in the character creator and re-customization.
Changes

Ships
  • Inferno will be the first-step taken into removing the Tier system out of ship classes; please refer to the Dev Blog, 'Rebalancing EVE, one ship at a time' for more details.
  • The first batch of changes affect the Tormentor, Punisher, Merlin, Incursus and Rifter frigates:
  • Tormentor: role changed from mining to combat ship
    • New bonuses: 5% to small energy turret damage and 10% reduction to small energy weapon capacitor use per level.
    • Slot layout: 3 High, 3 Mid, 4 Low; 2 turrets and no launchers.
    • Fittings: 49 PWG, 130 CPU
    • Defense (shields / armor / hull) : 350 / 450 / 400
    • Capacitor (amount / recharge rate / cap per second): 400 / 200 s / 2
    • Mobility (max velocity / agility / mass / align time): 320 / 3.05 / 1180000 / 3.37 s
    • Drones (bandwidth / bay): 10 / 10
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 620 / 4
    • Sensor strength: 9 Radar
    • Signature radius: 35
  • Punisher: improved role as close range brawler
    • New bonuses: 5% bonus to Small Energy Turret damage and 5% bonus to armor resistances per skill level.
    • Slot layout: 4 High, 2 Mid, 4 Low; 3 turrets and no launchers
    • Fittings: 55 PWG, 124 CPU
    • Defense (shields / armor / hull) : 350 / 500 / 450
    • Capacitor (amount / recharge rate / cap per second): 425 / 212.5 s / 2
    • Mobility (max velocity / agility / mass / align time): 330 / 3.35 / 1047000 / 3.28 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 25km / 640 / 4
    • Sensor strength: 9 Radar
    • Signature radius: 37
  • Merlin: changed role from sniper to close range brawler.Warning: due to the high-slot and launcher hard point removal on the Merlin, we highly recommend players to dock in a safe place or swap ships before release date.
    • New bonuses: 5% bonus to Small Hybrid Turret damage and 5% to shield resistances per level.
    • Slot layout: 3 High, 4 Mid, 3 Low; 3 turrets and no launchers.
    • Fittings: 40 PWG, 180 CPU
    • Defense (shields / armor / hull) : 500 / 350 / 400
    • Capacitor (amount / recharge rate / cap per second): 350 / 175 s / 2
    • Mobility (max velocity / agility / mass / align time): 310 / 3.6 / 997000 / 3.36 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 580 / 5
    • Sensor strength: 11 Gravimetric
    • Signature radius: 39
  • Incursus: improved role as close range brawler.
    • New bonuses: 5% bonus to Small Hybrid Turret damage and 10% bonus to armor repairer effectiveness per level.
    • Slot layout: 3 High, 3 Mid, 4 Low; 3 turrets and no launchers.
    • Fittings: 45 PWG, 135 CPU
    • Defense (shields / armor / hull) : 400 / 450 / 500
    • Capacitor (amount / recharge rate / cap per second): 370 / 185 s / 2
    • Mobility (max velocity / agility / mass / align time): 340 / 3.15 / 1028000 / 3.0 s
    • Drones (bandwidth / bay): 5 / 5
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 30km / 600 / 4
    • Sensor strength: 9 Magnetometric
    • Signature radius: 42
  • Rifter: role and bonuses unchanged
    • Unchanged Slot layout: 4 High, 3 Mid, 3 Low; 3 turrets and 2 launchers.
    • Unchanged fittings: 37 PWG, 125 CPU.
    • Defense (shields / armor / hull) : 450 / 400 / 350
    • Capacitor (amount / recharge rate / cap per second): 250 / 125 s / 2
    • Mobility (max velocity / agility / mass / align time): 355 / 3.19 / 1067000 / 3.19 s
    • Drones (bandwidth / bay): 0 / 0
    • Targeting (max targeting range / Scan Resolution / Max Locked targets): 22.5km / 660 / 4
    • Sensor strength: 8 Ladar
    • Signature radius: 35
Factional Warfare
  • A substantial overhaul has been made to Factional Warfare and full details can be found in the Dev Blog, 'Factional Warfare Overhaul'.
  • Name Standardization:
    • The metric which determined control over Factional Warfare systems, Occupancy, has been replaced with Sovereignty for clarity purposes.
    • Factional Warfare Control Bunkers have been replaced by Infrastructure Hubs. This change mainly is cosmetic as no attribute has been altered except for signature radius, which has been increased to 4000.
    • The World Map Control Panel filters for Factional Warfare have been reworked. The “Occupancy” tab has been removed, simplified filters are now available under the “Sovereignty > Factional Warfare” tab.
  • Factional Warfare Page
  • The Factional Warfare page has been significantly improved to include the following:
  • Information delivery has been clarified by splitting data over three tabs: “War Zone Control”, “Statistics” and “Rules of Engagement”
    • War Zone Control display war information for Factions as a whole, lists gained bonuses, displays upgraded systems, shows a Star Map with contested and vulnerable areas. See “War Zone Control” paragraph below for more information.
    • The Statistic page display personal, corporation and militia wide data regarding Factional Warfare performance.
    • The Rules of Engagement tab explains basic mechanics of Factional Warfare regarding territorial contest, upgrade process, combat and reward mechanics as well as consequences for joining.
  • Station deny docking
    • All stations located in enemy Factional Warfare systems will now deny docking to the opposing militias. Neutrals are not affected by this change and can still dock anywhere they please.
    • All stations located in enemy Factional Warfare systems will now deny service use to enemy pilots that managed to dock before Sovereignty switched hand. Neutrals are not affected.
  • Upgrading Solar systems
  • It is now possible to upgrade a solar system owned by your own faction by spending Factional Warfare Loyalty Points (LPs) into the respective Infrastructure Hub.
  • Donating LPs is done in close proximity of the Infrastructure Hub (closer than 2500 meters) and is taken from the respective Factional Warfare Militia Corporations 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force.
  • Upgrading a Factional Warfare system gives system-wide bonuses to the faction that owns it and neutrals:
    • Level 1 requires 10,000 LPs: all stations in the system receive 1 additional slot, broker fees on contracts and market orders created in the system are reduced by 10%, medical clone costs are reduced by 10%
    • Level 2 requires 25,000 LPs: all stations in the system receive 2 additional slots, broker fees on contracts and market orders created in the system are reduced by 20%, medical clone costs are reduced by 20%
    • Level 3 requires 45,000 LPs: all stations in the system receive 3 additional slots, broker fees on contracts and market orders created in the system are reduced by 30%, medical clone costs are reduced by 30%
    • Level 4 requires 70,000 LPs: all stations in the system receive 4 additional slots, broker fees on contracts and market orders created in the system are reduced by 40%, medical clone costs are reduced by 40%
    • Level 5 requires 100,000 LPs: all stations in the system receive 5 additional slots, broker fees on contracts and market orders created in the system are reduced by 50%, medical clone costs are reduced by 50%
  • After level 5 is a buffer that does not give any bonuses, but prevents the system losing upgrades directly when fully maxed. See “Capturing Payout” paragraph for more information.
  • Additional station slots are only added if they exist before the upgrade. New slots are not created if the station didn’t have it in the first place. Example: a station that had copy and manufacturing slots before an upgrade will receive one additional slots in these two areas, but will not receive any ME or PE slots.
  • It is not possible to gain an infinite amount of additional slots by repeatedly upgrading, then downgrading the system: additional lines being used will stay booked by their initial owner until the job expires. That means an opposing faction may have to wait for the previous job owner to relinquish his line before having access to it.
  • Medical clone costs do not apply to Jump Clones.
  • War Zone Control
  • Holding and upgrading Factional Warfare systems now have an impact in a faction success as a whole. Number of systems and upgrades hold in the same War Zone (Amarr/Minmatar or Caldari/Gallente War zones respectively) are counted as part of points, then used to unlock War Zone Control tiers:
    • War Zone Control Tier 1 – between 0 and 20% of total War Zone points: the faction LP store prices are multiplied by four next to their pre-Inferno numbers.
    • War Zone Control Tier 2 – between 20% and 40% of total War Zone points: the faction LP store prices are multiplied by two next to their pre-Inferno numbers, the faction receives 5% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 3 – between 40% and 60% of total War Zone points: the faction LP store prices are the same as pre-Inferno, the faction receives 10% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 4 – between 60% and 80% of total War Zone points: the faction LP store prices are twice as cheap as their pre-Inferno numbers, the faction receives 15% bonus to all Factional Warfare LP gains.
    • War Zone Control Tier 5 – between 80% and 100% of total War Zone points: the faction LP store prices are four times as cheap as their pre-Inferno numbers, the faction receives 20% bonus to all Factional Warfare LP gains.
  • War Zone Control bonuses are applied to all the respective faction members no matter where they are – neutrals and enemies are not affected.
  • War Zone Control only affects ISK and LPs requirements on their respective faction LP store offers.
  • War Zone Control only affects the respective Factional Warfare Militia Corporations (24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force). Other corporations are not affected by such a change.
  • Capturing payout
  • Factional Warfare sites now give Loyalty Points when captured:
    • Minor sites: 10,000 LPs
    • Standard sites: 17,500 LPs
    • Major sites: 25,000 LPs
    • Major Stronghold or Major Compound sites: 30,000 LPs
    • Infrastructure Hubs: 40,000 LPs
  • All LP gains are split among all eligible members. Example: Two Amarr enlisted players capturing a Minmatar or Gallente Minor site would only receive 5,000 LPs for the 24th Imperial Crusade each.
  • All LP gains are also split toward allied factions. Example: one Amarr and one Caldari enlisted players capturing the same Minmatar or Gallente Minor site would still receive 5,000 LPs each – for their 24th Imperial Crusade and State Protectorate corporations respectively.
  • Cloaked or pilots in pods or shuttles will not receive any payout.
  • Only attacking enemy sites will yield LPs – defending will not. Example: one Amarr enlisted pilot defending an Amarr site will not receive anything. The same Amarr pilot capturing a Minmatar site will be normally paid.
  • Capturing LPs through Factional Warfare sites will cause the enemy Infrastructure Hub in the same solar system to lose half of the gained LP amount. Example: An Amarr enlisted pilot receiving 10,000 LPs for capturing a Minmatar Minor site in Amamake will cause the Infrastructure Hub there to lose 5,000 LPs, possibly causing it to lose an upgrade level.
  • Factional Warfare sites now give 20 Victory Points instead of 100 – this was done to increase solar system capture time significantly and reduce likelihood for a Factional Warfare pilot to be stranded in a station that switched loyalty while he was away.
  • LPs for kills
  • Destroying enemy player ships will give LPs to the player giving the final blow.
  • Exact formula is: [Given LP] = ([Market value of target ship] - [Max. Insurance market value] + [Fitted mods, rigs and subsystem market value] + [Transported items market value]) / 10000.
  • Please note insurance is always counted at its maximum value no matter what the insurance value on the destroyed ship actually is to discourage farming.
  • If the player giving the killing blow belongs to a fleet, LPs will be split to all friendly faction members in the grid. Example: a fleet of 2x Gallente Federation and 2x Minmatar Republic members destroy a target enlisted in the Caldari State worth 4000 LPs. No matter who had the killing blow, each Federation pilot will receive 1000 LP for the Federal Defense Union, while each Minmatar capsuleer will gain 1000 LP for the Tribal Liberation Force.
  • Standing requirements
  • Required faction standings to join Factional Warfare have been lowered from 0.5 to 0.0. Please note that players having negative standings will still be kicked out of their respective faction as usual.
  • The Advanced Military Career Path tutorial has been adjusted in consequence – the final mission now gives the Rapid Firing skill book instead of a Letter of Recommendation.
  • Research agents and datacore changes
  • Datacore offers have been added to Factional Warfare Militia Corporations (250 LP and 250,000 ISK for a package of 5):
    • 24th Imperial Crusade: Amarrian Starship Engineering, High Energy Physics, Laser Physics, Mechanical Engineering, Nanite Engineering.
    • State Protectorate: Caldari Starship Engineering, Graviton Physics, Mechanical Engineering, Quantum Physics, Rocket Science.
    • Federal Defense Union: Electromagnetic Physics, Electronic Engineering, Gallentean Starship Engineering, Mechanical Engineering, Plasma Physics.
    • Tribal Liberal Force: Hydromagnetic Physics, Mechanical Engineering, Minmatar Starship Engineering, Molecular Engineering, Nuclear Physics.
  • Please remember all above prices are affected by War Zone Control LP Store multipliers.
  • Field multipliers for all research categories have been removed (this affects Research Point per day). Besides, all Research Points requirements to claim one Datacore have been increased from 50 to 100.
  • Each datacore will now require 10,000 ISK to claim on top of the 100 Research Points
  • Research Point amounts will not be adjusted in any shape or form with Inferno release.
Unified Inventory
  • An Index tree has been added into the Inventory window showing all accessible inventories within stations while docked and within ships while in space. Full details are available in the Dev Blog, 'Unified Inventory'.
  • Client inventory performance has been enhanced greatly making it possible to work with hundreds of items without serious framerate drop.
  • New look and feel for inventory items.
  • Cut and paste shortcuts implemented for inventory items.
  • Assembled containers will now appear as part of the new index tree.
  • A new capacity meter has been added to the inventory window which gives instant feedback on capacity changes before items are moved between locations.
  • A new Smart filter system has been added to the Inventory window that allows players to filter items by various means and save the filters for later use.
  • All inventory items now have estimated market price displayed for individual items through tooltip as well as showing combined market price on all selected items in the lower bar of the inventory.
  • Market deliveries now appear as an independent entry in the index view of the Inventory, regardless of whether an office has been rented in the station.
  • POS inventory locations are now automatically appended to the inventory tree index when the structures are within your current grid.
Starbases, Outposts and Stations
  • Unanchoring an assembly array that has active jobs in its assembly lines now warns the player that the jobs will be aborted and materials lost.
Science and Industry
  • When using quick running compression jobs from a Rorqual, the completed job would sometimes not show up for 5 minutes in the Science & Industry window. It will now show up within one minute at most.
Market and Contracts
  • Market tax has been increased from 1% to 1.5% as a part of our initiative to keep the EVE economy healthy.
Skills
  • Fixed some minor spelling errors in the description in several Science skills.
Ships
  • References to Siege Missile Launchers have now been updated to refer to Torpedo Launchers in Stealth Bomber descriptions.