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15/06/2004 - Castor Patch


Exodus

Öne çıkan mesajlar

Patch 1424 to 1547 addresses Bug Fixes and Improvements

Bug Fixes and Improvements

General

- Payment submission issues should be resolved.
- An issue with the chat window displaying incorrectly after a user typed a large amount of text, or pasted a large amount of text into the chat window, has been fixed.
- When the autohide option was on and toggled off using the right click menu after the NeoCom has hidden, the NeoCom would stay hidden until next relogin. This has been resolved.
- A Spanish version of the tutorial has been added.
- Direct standing is now set to 0.0 by default.
- You can now search for a corp ticker.
- NPC->PCCorp standings are now averaged rather than dynamically updated.
- If a character has a skill that is incorrectly flagged as "in training", the incorrect "training" of that skill can now be cancelled.
- If a player logged into EVE in a station and selected a ship, the fitted modules would be showing offline when they were actually online. This was a graphic error that has been resolved.
- The audio library has been updated.
- GMs can now join all channels,even channels that require a password to join. They also automatically receive channel operator status.
- The assets window does not reload on all item moves if the assets window is open.
- Drone repair has been fixed.

Combat

- You cannot launch Defender or FoF missiles while your ships targeting systems are blocked.(Such as when coming out of cloak. This does not refer to being target jammed)
- A new criminal flagging system has been added into the game with multiple variables. You can now be criminally flagged towards a faction, corporation or a character. You can attack anyone who is criminally flagged towards you without having to fear a loss of security status, or police interference.
- If a character is criminally flagged, the flag stays active for 15 minutes _after_ the criminal activity. The timer does not expire after jumping between solar systems. If the player commits another criminal act while the flag is active, the timer restarts.
- Aiding someone (Shield/Energy transfer modules) will result in criminal flagging. For example, if a character aids another character who is criminally flagged, the aiding character becomes criminally flagged to the same pilot. If a character aids an outlaw (-5 or less in security status), the character becomes criminally flagged to everyone the outlaw is flagged to. Finally, and if a character aids a member of corporation A, who are at war with corporation B, the character will be criminally flagged towards corporation B.
- When a character join a gang where a pilot is member of a corporation A that is at war with corporation B, the character in the gang is considered to be aiding those corporation A, and may be freely attacked by the opposing corporation B. Note that the character is not a part of the war per-se, as the character can not freely attack members of corporation B, but the character can be attacked by members of corporation B without consequence.
- Because of this new gang-corporation-war feature, there will now be a confirmation message when joining a gang that has a member at war with another corporation, informing you of the consequences of joining the gang.
- Until now there has been one message that pops up when an offensive module is activated, no matter the purpose. This generic message has been replaced with specific messages.
- Targeting mathematics have been optimized.
- The inertial phase of missile flight has been reduced.
- A new feature has been added to the in-space UI. The option to have your weapons auto-reload is now available in the weapons context menu.
- The period for which your targeting systems are blocked after cloaking now applies to non-targeted offensive modules. For example, using smart bombs when coming out of cloaking is blocked for the same time period as offensive modules.
- The issue where targets at extreme range could not be unlocked with the UI menu has been resolved.
- Corporation defense sentry guns will switch targets periodically.

Navigation

- Path finding routines have been improved.
- A stop button has been added to the in-space UI. This button will perform the same operation as selecting "Stop menu" from the ship context menu.
- Filtering of Bookmarks in F11 map has been fixed. It should show the correct bookmarks for each system selected in the menu.
- Modules and charges balancing
- Due to a revision of accuracy, blasters have had their fall off reduced by 20%.
- Due to a revision of accuracy, large projectile artillery guns (280mm, 720mm & 140mm) have had a fall of reduction of -50%. Smaller projectile artillery guns (250mm, 650mm & 1200mm) have been reduced in fall off by -25% for the same reason.
- Frequency Crystals have had an increase in EM damage they cause, small crystals have been increased by 1 EM damage, medium cr
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