Expansion name: Odyssey
Release date: June 4th, 2013
Expansion theme: Exploration, Resource shakeup (EVE Online: Cataclysm!!! …just kidding), Outpost and POS iterations, Ship Skill Tree change, Ship rebalancing
Last update of this post: 04.06.2013
Patch notes: Odyssey 1.0
SQLite Database dump: build 539491 *
Click “Continue Reading” to read the whole post.
See this post for information regarding Odyssey 1.1
* Please mind the above is Reverence library based dump (cache/bulk data scraping from Singularity client), so it does not contain all the tables found in the official CCP data dump. Static data dump conversions can be found here: http://pozniak.pl/dbdump/
PS. Click on headers to show/hide content.
Exploration changes
- All 8 probes are now launched at once, regardless of how many you currently have loaded. Astrometrics skill does not affect the number of probes in space anymore
- Probes are now lanuched in two default formations: Spread (reminds of CCP logo) and Pinpoint (focused around the center point)
- To move all probes you no longer need to hold Shift – you will have 1 handle for all probes by default. If you use Shift however, you will be able to move individual probes
- The same is true for resize. (If you resize probes by right clicking on the probe list, formation will break!)
- Probe recall is now automatic and happens on jump or dock
- Astrometric skill is now trained by default by all newly created characters
- Astrometric skill will have scan strength +5%, scan deviation -5% and scanning time -5% per level
- Astrometrics Rangefinding, Astrometrics Pinpointing and Astrometrics Acquisition have their boost reduced to 5% instead of 10% per level
- 6 new modules that affect scan strength, scan deviation and scanning time will be introduced (3 for Tech I and Tech II respectively). BPOs for Tech I will be seeded on market, and tech II versions will be inventable. They will require a new kind of material solely found in archaeology sites.
- Deep space probes are confirmed to be removed from the game. The new onboard scanner is supposed to replace them
- Exploration Sites will have new names:
- Radar -> Data sites
- Magnometric -> Relic sites
- Gravimetric sites -> Ore sites
- Ladar sites -> Gas sites
- The Unknown type will be split into Combat and Wormholes
- Codebreaker -> Data Analyzer, Analyzer -> Relic Analyzer
- Ore sites (old Gravimetric) will become Anomalies instead of Cosmic Signatures, so the onboard scanner will be able find them
- Three new decryptors for Invention will drop from Data sites
- There is now a slim chance to grab some excellent loot, namely Faction POS Tower BPCs
Source:
Resource changes
During EVE Online Keynote at Fanfest 2013 CCP Soundwave and CCP Seagull have confirmed some of the rumours that circulated in the EVE community. All Ice Belts will be gone! But not just that:
- Rework of the Tech Two production chain
- two new intermediate materials,
- four new composites,
- adjusting the composition of the Microprocessors, Capacitor Units, and Reactors in Tech II items
- new supplies of certain R64 minerals to existing moons all over New Eden
- distribution will be randomized, random seed will be sourced at Fanfest
- Ore Mining changes in Odyssey
- adjustment of the mineral composition of several types of ore:
- more of the bulk minerals (primarily Tritanium and Pyerite)
- Arkanor,
- Bistot,
- Crokite,
- Dark Ochre,
- Gneiss
- Spodumain
- Gravimetric signature category will be replaced by Ore Sites found with ship’s built-in anomaly scanner
- I have run a comparison of old and new mineral composition in this blog post.
- adjustment of the mineral composition of several types of ore:
- Ice Mining changes
- All static Ice Belts will be removed from game
- will be replaced by Ore Anomalies found in the same systems where Ice Belts used to be
- new sites will have 4 hour respawn after they have been mined out
- high sec anomalies will supply 80% of global need of ice products
- 20% will have to be mined in low/null
- 50% reduction in Ice Harvesters cycle time
- Highsec:
2500 units of standard racial ice. - Lowsec:
3000 units of standard racial ice
400 units of Glare Crust - Nullsec with weak truesec (0.0 to -0.5):
3000 units of improved racial ice
400 units of Glare Crust
500 units of Dark Glitter
200 units of Gelidus - Nullsec with strong truesec (-0.5 to -1.0):
3500 units of improved racial ice
400 units of Glare Crust
1000 units of Dark Glitter
300 units of Gelidus
250 units of Krystallos
- Outpost changes
- increase the number of installations available at each type of outpost,
- increase the number of lines that each upgrade adds
- Nullsec Anomalies changes
- adding warp disrupting pirates into all of the high level anomalies
- tweaks to the NPC composition of Hubs and Sanctums
Sources:
Tech I items with Tech II materials changes
Some Tech I items like cloaking devices, gang links or dictor probes are using Tech II moon materials besides minerals. These will be replaced with PI materials in Odyssey to bring them in-line with other Tech 1 items.Source:
Naglfar and Phoenix material changes
Since both ships are being changed in Odyssey, the materials used for their production will also be affected. All existing BPOs and BPCs will be changed in the following fashion:
Naglfar: -20 Capital Launcher Hardpoints, +20 Capital Turret Hardpoints
Phoenix: -10 Capital Turret Hardpoints, +10 Capital Launcher Hardpoints
Source:
Clone cost changes
All medical clones will be made 30% cheaper to make pod-loss less costly and reduce PVP cost for veteran players.Source:
Graphical changes
Smooth transitionsWhen playing EVE, activities like jumping, losing ship, or being pod killed result in a hard session change. This isn’t beautiful (like the rest of EVE) so CCP decided to introduce transitions for these intermediate states:
- Stargate jump transition
- Jump drive activation on capitals and black ops
- Wormhole jumping
- Ship kill transition
- Pod kill transition
TL; DR: Jumping through stargates will look like warp on steroids. You will see the side you jump to briefly even before actually entering the system – that includes possible gate camps welcome parties.
The animation reminds of stargate jump in an old game called Freelancer.
V3 Station Interiors, capital ships and drone models
These have been delivered as part of Retribution 1.2 on May 6th. Screenshots have been moved to a separate post.
Fully redesigned Apocalypse model
Source: EVE Keynote at Fanfest 2013, Singularity build 531040
New (old) radial in flight controls
Ship rebalancing
Infallable CCP Fozzie is the first one to release detailed information about the new expansion.
Good job, Foz! Fozzie has posted on forums about rebalancing faction ships, which felt rather weak after the Tech I ships rebalancing in Retribution. Let’s crunch into the details:
Navy Frigates
IMPERIAL NAVY SLICER: 25% to small energy turret damage per level 10% to small energy turret optimal range per level Slot layout: 3/2/5, |
CALDARI NAVY HOOKBILL: 20% to Kin missile damage, 10% to EM, Exp and Therm missile damage per level 10% to missile velocity per level Slot layout: 3/5/2, |
FEDERATION NAVY COMET: 7.5% to small hybrid turret tracking per level 20% to small hybrid turret damage per level Slot layout: 3/3/4, |
REPUBLIC FLEET FIRETAIL: 25% to small projectile turret damage per level 7.5% to small projectile turret tracking per level Slot layout: 3/4/3, |
Navy Cruisers
OMEN NAVY ISSUE: 10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret optimal range Slot layout: 5/3/7, |
OSPREY NAVY ISSUE: 10% bonus to Kin, 5% to Exp, Therm and EM missile damage 10% to Light, Heavy Assault and Heavy Missile Velocity Slot layout: 5/6/4, |
EXEQUROR NAVY ISSUE: 5% bonus to Medium Hybrid Turret damage 5% bonus to Medium Hybrid Turret rate of fire Slot layout: 5/4/6, |
SCYTHE FLEET ISSUE: 10% bonus to Medium Projectile Turret rate of fire 10% bonus to Missile damage Slot layout: 5/5/5, |
AUGOROR NAVY ISSUE: 25% bonus to Medium Energy Turret damage 10% bonus to Armor hitpoints Slot layout: 5/3/7, |
CARACAL NAVY ISSUE: 5% to Rapid Light, Heavy Assault and Heavy Missile Launcher RoF 5% bonus to Heavy Assault and Heavy Missile explosion radius Slot layout: 6/5/4, |
VEXOR NAVY ISSUE: 5% bonus to drone velocity and tracking 10% bonus to drone hitpoints, damage and mining yield Slot layout: 4/4/6, |
STABBER FLEET ISSUE: 5% bonus to Medium Projectile Turret rate of fire 10% bonus to Medium Projectile Turret tracking speed Slot layout: 5/4/6, |
Navy Battlecruisers
CCP Rise has announced Navy Battlecruisers, which will be available in faction LP stores:
- Regular corporation LP stores, 1 run blueprint offer: 250,000 LPs plus 100 million ISK for 1 run BPC
- Regular corporation LP stores, built ship offer: 300,000 LPs plus 1x built tech1 Battlecruiser plus two cruiser sized Nexus Chips
- FW Loyalty Point stores, 1 run blueprint offer: for 125,000 LPs plus 10m ISK for 1 run BPC
- FW Loyalty Point Stores, built ship offer: 125,000 LPs plus 1x built tech1 Battlecruiser plus two cruiser sized Nexus Chips
Links to Navy BC in the DB explorer:
UPDATE CCP Ytterbium posted some dev responses to player feedback regarding Navy Battlecruisers. Long story short: the prices of Navy BC will be lowered a bit, Navy Hurricane and Drake will get a slight PG increase. Of course all Navy Hulls can fit Warfare Links just like their Tech I counterparts.
HARBINGER NAVY ISSUE: 10% medium energy turret damage per level 7.5% to medium energy turret tracking per level Slot layout: 7/5/6, |
DRAKE NAVY ISSUE: 10% to heavy missile and heavy assault missile velocity 5% bonus to explosion radius of heavy missile and heavy assault missile Slot layout: 8/6/4, |
BRUTIX NAVY ISSUE: 10% to medium hybrid turret damage 7.5% bonus to medium hybrid turret tracking Slot layout: 7/4/7, |
HURRICANE FLEET ISSUE: 5% to medium projectile damage 5% bonus to medium projectile RoF Slot layout: 8/4/6, |
- All Navy Ships will get their Calibration increased from 350 to 400. (information found on forums by Accidental Trilobite)
Navy Battleships
Coming soon!
Source:
https://forums.eveonline.com/default.aspx?g=posts&t=235324
Attack Battlecruisers
Attack Battlecruisers, formerly known as Tier-3 BC are receiving a small nerf. With the speed and agility of Cruisers and the ability to fit Battleship-sized weapons, they have become a serious threat to most other ship classes. CCP Rise has proposed changes to tweaks to scan resolution and signature radius on all four, agility tweaks on Naga and Oracle, and mass increase for Talos and Tornado. The goal is to make them slightly more vulnerable to probing, bombing, and being tackled than they currently are. Moreover, Tornado will receive a further nerf because of Tracking Enhancer changes (see below).
Post didn’t explicitly say about it, but I assume static role bonus remains unchanged.
ORACLE: -10% to large laser cap use per level +5% to large laser damage per level Slot layout: 8/3/6, |
NAGA: 5% to large hybrid turret damage per level 10% to large hybrid turret optimal range per level Slot layout: 8/6/3, |
TALOS: 5% to large hybrid turret damage per level 7.5% to large hybrid turret tracking speed per level Slot layout: 8/4/5, |
TORNADO: 5% to large projectile turret rate of fire per level 5% to large projectile turret falloff per level Slot layout: 8/5/4, |
Sources:
- Navy Frigates: https://forums.eveonline.com/default.aspx?g=posts&t=214283
- Navy Cruisers: https://forums.eveonline.com/default.aspx?g=posts&m=2801710
- Attack Battlecruisers polish pass: https://forums.eveonline.com/default.aspx?g=posts&t=219864
- Navy Battlecruisers: https://forums.eveonline.com/default.aspx?g=posts&t=224248
- Navy Battleships: https://forums.eveonline.com/default.aspx?g=posts&t=235324
- Navy ships get 400 points of calibration: https://forums.eveonline.com/default.aspx?g=posts&m=2963444#post2963444
Battleship rebalancing
ABADDON: 5% to Large Energy Turret damage per level 4% Armor resistances per level Slot layout: 8/4/7, |
ROKH: 10% to large Hybrid Turret optimal range per level 4% Shield resistances per level Slot layout: 8/6/5, |
HYPERION: 10% Large Hybrid Turret damage per level 7.5% Armor Repair amount per level Slot layout: 7/5/7 |
MAELSTROM: 5% bonus to Large Projectile Turret RoF per level 7.5% bonus to Shield Boost Amount Slot layout: 8/6/5, |
ARMAGEDDON: 10% to Drone damage and Hit Points per level 10% Energy Neutralizer and Energy Vampire range per level Slot layout: 7/4/7, |
SCORPION: 15% bonus to ECM Target Jammer strength per level 25% bonus to ECM Target Jammer optimal and falloff range per level 25% bonus to ECM Burst range per level Slot layout: 5/8/5, |
DOMINIX: 10% Drone Damage and Drone hitpoints per level 10% Drone optimal range and Drone tracking speed per level Slot layout: 6/5/7 |
TYPHOON: 5% to Cruise and Torpedo launcher RoF per level 5% Cruise Missile and Torpedo explosion velocity per level Slot layout: 7/5/7, |
APOCALYPSE: 7.5% to Large Energy Turret optimal range per level 7.5% Large Energy Turret tracking speed per level Slot layout: 8/4/7, |
RAVEN: 5% bonus to Cruise and Torpedo Launcher RoF per level 10% bonus to Cruise Missile Torpedo Velocity per level Slot layout: 7/7/5, |
MEGATHRON: 5% Large Hybrid Turret RoF per level 7.5% Large Hybrid Turret tracking speed per level Slot layout: 7/4/8 |
TEMPEST: 5% bonus to Large Projectile Turret RoF per level 5% bonus to Large Projectile Turret damage per level Slot layout: 8/5/6, |
Sources:
- Gallente https://forums.eveonline.com/default.aspx?g=posts&t=223610&find=unread
- Amarr https://forums.eveonline.com/default.aspx?g=posts&t=223607&find=unread
- Minmatar https://forums.eveonline.com/default.aspx?g=posts&t=223611&find=unread
- Caldari https://forums.eveonline.com/default.aspx?g=posts&t=223608&find=unread
Tech I ships balancing
Tech I Frigates changes:
|
Tech I Cruisers changes:
|
Naglfar Fix
Naglfar was one of those ships that have been introduced with split weapon systems (XL projectiles + missiles). To bring it in line with the other Dreads and give it three Turret slots instead, the art departament would have to redesign the model first. To avoid that, CCP Ytterbium and CCP Fozzie came up with another solution:
- keep two turret hardpoints
- give those turrets a fixed 50% damage bonus
- remove 2 missile hardpoints and 2 high slots
- subtract 144,000 Powergrid
- subtract 180 CPU
As long as Fozzie’s post didn’t mention it, I’m pretty sure this is a temporary change.
Sources:
- Tech I Cruisers polish pass: https://forums.eveonline.com/default.aspx?g=posts&t=219590
- Tech I Frigates polish pass, Naglfar fix: https://forums.eveonline.com/default.aspx?g=posts&t=214280
XL Weapons rebalancing
- XL Blasters: -15% tracking, -10km optimal, +10km falloff
- XL Autocannons: -10% tracking
- XL Pulse Lasers: +6.666% optimal
- Citadel missiles: Remove the explosion velocity penalty from siege module
Many players voice their concerns, that this will kill the Moros, but after this change it will still be the most powerful Dreadnought. Removal of explosion velocity penalty from Siege Modules gives the biggest boost to Phoenix, which had a lot of trouble hitting anything besides immobile targets such as POS. In my opinion (even though I fly a Moros) this change was much needed.
Source:
- https://forums.eveonline.com/default.aspx?g=posts&m=3043955 (thanks, Blake!)
Module and ammo rebalancing
CCP Fozzie feels that Remote Sensor Boosters are overpowered (and that they encourage instalocking gatecamps), so their effectiveness will be cut from base 40.5% to 33%:
Module | Old ScanRes | New ScanRes | Old LockRange | New LockRange |
Remote Sensor Booster I | 33.8 | 28 | 33.8 | 33.8 |
Coadjunct Linked Sensor Array I | 35.4 | 29 | 33.8 | 35 |
Linked Sensor Network | 40.5 | 30 | 33.8 | 36 |
Connected Scanning CPU Uplink | 37.1 | 31 | 33.8 | 37 |
F-23 Reciprocal Sensor Cluster Link | 38.8 | 32 | 33.8 | 38 |
Remote Sensor Booster II | 40.5 | 33 | 40.5 | 40.5 |
‘Boss’ Remote Sensor Booster I | 40.5 | 33 | 33.8 | 39 |
‘Entrepreneur’ Remote Sensor Booster I | 40.5 | 33 | 40.5 | 40.5 |
Passive Tracking Enhancers will be nerfed by 33% as well:
Module | OldFalloff | NewFalloff | OldOptimal | NewOptimal |
Azimuth Descalloping Tracking Enhancer | 11 | 7.4 | 5.5 | 3.7 |
Basic Tracking Enhancer | 10 | 6.6 | 5 | 3.3 |
Beam Parallax Tracking Program | 12 | 8 | 6 | 4 |
Beta-Nought Tracking Mode | 10.5 | 7 | 5.25 | 3.5 |
F-AQ Delay-Line Scan Tracking Subroutines | 11.5 | 7.6 | 5.75 | 3.8 |
Tracking Enhancer I | 20 | 13.4 | 10 | 6.7 |
Sigma-Nought Tracking Mode I | 21 | 14 | 10.5 | 7 |
Auto-Gain Control Tracking Enhancer I | 22 | 14.6 | 11 | 7.3 |
F-aQ Phase Code Tracking Subroutines | 23 | 15.4 | 11.5 | 7.7 |
Fourier Transform Tracking Program | 24 | 16 | 12 | 8 |
Tracking Enhancer II | 30 | 20 | 15 | 10 |
Domination Tracking Enhancer | 30 | 20 | 15 | 10 |
Republic Fleet Tracking Enhancer | 30 | 20 | 15 | 10 |
Mizuro’s Modified Tracking Enhancer | 31.5 | 21 | 15.75 | 10.5 |
Hakim’s Modified Tracking Enhancer | 33 | 22 | 16.5 | 11 |
Gotan’s Modified Tracking Enhancer | 34.5 | 23 | 17.25 | 11.5 |
Tobias’ Modified Tracking Enhancer | 36 | 24 | 18 | 12 |
The Tracking Enhancer change will affect shield tanking ships with spare low slots and is likely to shake up some ship doctrines.
Source:
Cruise missiles balancing
- 5% increased rate of fire for all Cruise Missile Launchers
- 200 added power grid need for all Cruise Missile launchers
- 4700m/sec base missile velocity for all Cruise Missiles (old velocity 3750m/sec)
- 14 second base flight time for all Cruise Missiles (old time 20 seconds)
- 25% increase in base damage for all Cruise Missiles
- 10% increase in explosion radius for all Cruise Missiles
Developers did not disclose information about how this change affects Tech II Cruise Missile variants.
Source:
Small Navy Cap Boosters
- New Navy 25, 50 and 75 boosters coming to all FW LP stores
- Increase in the LP and isk costs of the 100 and 150 sizes:
- Navy Cap Booster 100 from 100LP and 100000isk to 250LP and 250000isk
- Navy Cap Booster 150 from 250LP and 250000isk to 375LP and 375000isk
Source:
Large Energy Turret balancing
- -10% capacitor need for Large Pulse Lasers
- -20% capacitor need for Large Beam Lasers
- -10% powergrid need for Large Beam Lasers
Source:
Ship Resistance bonus balancing
Plan for Odyssey is to remove 1% per level from all the standard ship and subsystem resistance bonuses, setting them at 4% per level (see Fozzie’s forum post for maths regarding this change and why he believes it is necessary).This change will affect a total of 44 ships:
- Shield:
Ibis, Taipan, Merlin, Worm, Harpy, Cambion, Moa, Gila, Eagle, Onyx, Broadsword, Drake, Ferox, Nighthawk, Vulture, Tengu, Loki, Skiff, Mackinaw, Hulk, Rokh, Scorpion Navy Issue, Rattlesnake, Chimera, Wyvern. - Armor:
Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon.
Source:
Capital sized rigs
CCP will introduce capital-sized rigs in Odyssey. While large rigs did not affect capital modules, these new rigs will. They will also require 5 times as much materials as large rigs do. The BPO cost will be 50 million ISK each.Capital Ships with large rigs fitted will continue to receive bonuses after the change (until they are destroyed or repacked of course).
Source:
Starbase iterations
Player owned starbases haven’t been touched by the devs much since the introduction of the system to the game, bar Fuel Block and Anchor Timers change. POS work, but setting them up and maintaining them is a real pain for those who have to deal with it. And they lack some features, which might not impact high- and low-sec residents, but are a big headache for people playing in nullsec and wormholes.
CCP didn’t plan to do any major Starbase iterations initially (vide CSM meeting minutes), but after a long threadnaught by angry players, they have reconsidered. This isn’t a complete system revamp (like modular-POS system mentioned at some point), but rather a bunch of much-needed fixes.
- Private starbase hangars
- Similar fittings to a Corporate Hangar Array, but higher build cost
- Corp members can only see their own items (like in their private hangar inside a station)
- Directors have the ability to see what members have, but can’t take anything
- Per-character storage volume is undecided but CCP is considering a range from 10,000 to 40,000m3
- If a player leaves corp, his or her items are left in the structure but cannot be accessed unless that player rejoins
- If destroyed, the structure will drop some of it contents as loot
- If unanchored, all the items will be destroyed. A confirmation window will pop up first to avoid accidents.
- Ability to repackage and stack items inside Assembly Arrays and Corporation Hangar Arrays
- Ability to swap subsystems in Tech III ships
- it will be possible to place Strategic Cruisers and subsystems inside a Ship Maintenance Array and then using a right click menu to access the subsystem choice. The reconfigured ship can then be used as normal.
- Accessing starbase arrays will be possible from anywhere within the POS shield
- Players involved in heavy-duty industry (like Aideron Technologies) will no longer have to move to each and every Assembly Array to access its contents. Thank you, CCP!
- Starbase setup UI changes
- Arrow controls will now have a fixed size (like in probing system), so it doesn’t matter if you zoom out your view.
- It will be possible to drag the structure’s cube around (again, like in probing system)
- Capital Ship Maintenance Arrays will no longer require sov
- it will be possible to anchor and use CSMA in any low, null or wormhole system
Source:
Dev blog by CCP Fozzie: http://community.eveonline.com/news/dev-blogs/removing-the-s-from-pos/
Ship Skill Tree changes
In 2012 CCP has announced a big change to ship skill trees. Due to rebalancing efforts in 2012, the changes have been postponed to 2013. The goal is to make player progress through ship classes more linear, instead of the complex, branching tree, which we have today.
The current skills are grouped around racial Frigates, Cruisers and Battleships, mixed together with generic skills like Destroyers and Battlecruisers. The issues are more pronounced in Tech II ships. For example to fly an Astarte, player needs BOTH Gallente Cruiser 5 and Battlecruisers 5. The goal of the Skill tree change is to make specific ships more easily reachable (unfortunately side result is that cross training will take more time).
In the proposed scheme, player has to progress through Frigates, Destroyers, Cruisers, Battlecruisers to Battleships and capital ships. To progress to larger Tech I hull size player will only need level 3 (and not 4 like it is currently). The only requirement for Tech II variants will be hull-specific skill trained to 5. This way specialization will be made easier for new players.
Transition for exisitng players will be made in such a way, that “If you could fly it before, you will be able to fly it afterwards”.
Detailed changes are described in the source dev blog below, make sure to have a look.
Source:
Dev blog by CCP Ytterbium: http://community.eveonline.com/news/dev-blogs/the-great-skill-change-of-blessed-2013/
Security status for Tags
New Clone Soldier tags will drop from specific low-sec only NPCs. It will be possible to exchange an amount of ISK and amount of these tags to increase Security Status without the need to rat and grind.
- CCP will introduce new pirate NPCs
- They will only appear in asteroid belts in low-sec
- These new NPCs will drop a new type of pirate tag
- These new tags can be taken to one of 45 CONCORD stations in low-sec
- Trading in ISK and one of these tags will raise the security status of the character up to standing of 0
- CONCORD standing and Security Status will be disconnected at the patch day
- As a result, “Cycle-ratting” (by killing one NPC in a system, then moving to another system) will be no longer possible (see original source post for details)
- To compensate, SS tick will happen every 5 minutes instead of 20 minutes, as it is currently
Source
- EVE Keynote on Fanfest
- http://community.eveonline.com/news/dev-blogs/wanttotrade-tags-for-security-status/
Launcher changes
- Is going to be using the HTTP/1.1 method for downloading
- There will be additional “under the hood” tweaks to the HTTP/1.1 method
- They should help those suffering from download issues
- TO TEST NEW LAUNCHER YOU HAVE TO INSTALL IT MANUALLY (thanks for pointing it out, Sarmatiko!)
https://forums.eveonline.com/default.aspx?g=posts&t=230690
Otherwise it will look like this:
Source:
- Singularity builds 529690, 531040
- http://community.eveonline.com/news/dev-blogs/further-eve-launcher-changes-coming-to-a-test-server-near-you/
More information
Devs will be running Q&A sessions about Odyssey on CCP’s Twitch.TV channel. Here’s the list of topics and dates:
April 2, 2013 at 16:00 UTC – Linking EVE Online and DUST 514April 9, 2013 at 16:00 UTC – EVE DevelopmentApril 16, 2013 at 16:00 UTC – CCP Past, Present and FutureApril 23, 2013 at 16:00 UTC – DUST Development
May 27th, 2013 at 17:00 UTC – Mass test on Singularity server – new jump and pod death transitions, the new sensor overlay and the hacking minigameMay 29th, 2013 at 19:00 – 21:00 UTC – Twitch TV live stream- May 30th, 2013 at 19:00 – 21:00 UTC – Twitch TV live stream
More posts:
- Report from first Odyssey build on Singularity.
- Mineral Composition changes
- Secondary character training slot
- Database Explorer has been updated with current Singularity data
Great post, love the way you format the ship data and posts into an easily readable form, but I think its missing faction navy frigates changes slated for Odyssey?
https://forums.eveonline.com/default.aspx?g=posts&t=214283&find=unread
Thanks for the heads up! It seems I have indeed missed the navy frigs somehow 🙁 Will add them ASAP 😉
Done, frigates added as well. Thanks again for spotting this!
Thats bc you are too busy designing the tools. 😛
I like to keep myself occupied. New tool is just one of many things out there 😉
PS. I hope you enjoyed the Tasks panel in the new tool [cracks a whip] 😉
release date isn’t June 6th. it is June 4th. you should fix that up top.
Thanks Crysis, it’s now corrected!
Quite funny mistake actually, it was there all along and no one spotted it, including myself (especially that I’ve correctly put June 4th on the banner).
Nice Post, really like the new station shaders.
I started to use your sqlite datadump and found the table invTypeMaterials is not present. Try your Explorer T1 BPOs need only Skills to manufacture.
Hey there!
I’m afraid the dump in question is not complete (at least compared to CCP’s official Static Data Dump). I make this one using Entity’s Reverence library. It pulls all of its data directly from client cache and bulk data (in this case from Singularity client).
This is a perfect source of information about changes in ships (it contains complete invTypes and dogma tables), but it lacks most of the other tables present in the official dump from CCP.
I also do the conversion of the official data dump, and you can find it here: http://pozniak.pl/dbdump/
The last file for Retribution 1.1 should be better 😉
This dump works perfectly, thank you.
Navy Battlecruisers! Old cane and 8 launcher drake inbound!
https://forums.eveonline.com/default.aspx?g=posts&t=224248&find=unread
Cheers for the heads up! Will add both the Battleships
and Navy BCas soon as I get back home.Navy BC tables coming tomorrow!
CCP Ytterbium made a random announcement in some thread about changing calibration on all navy ships from 350 to 400.
https://forums.eveonline.com/default.aspx?g=posts&t=231291&find=unread
Thanks for the heads up, Trilobite! I have added that info below Navy Ship changes.
XL Weapon re balance https://forums.eveonline.com/default.aspx?g=posts&m=3043955
Thanks Blake! Will add it to the post ASAP.
Pingback:EVE Online Odyssey – Coming June 4th 2013 – Stay Tuned | intenseve
really good post, i have copy pasted in to my eve blog, intenseve.wordpress.com of course i have included source, a link for your page 😀
i hope that is ok
Normally I have nothing against using the content of this website elsewhere, as long as some general guidelines are met:
– add a header that says where you obtained the material from, for example
“I have found this useful information on Torchwood Archives”
– use quotation blocks to indicate which fragments are yours and which are being quoted
and finally:
– ask for permission before copying the material
The way you pasted it to your blog makes an impression that it is your own post. I cannot say I’m completely OK with that.