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EVE Online: Retribution 1.1 deployment schedule

First post
Author
CCP Phantom
C C P
C C P Alliance
#1 - 2013-02-18 12:32:40 UTC  |  Edited by: CCP Phantom
EVE Online: Retribution 1.1 will be deployed on Tuesday, February 19, during an extended downtime from 10:30 to 11:30 12:05 UTC.

Retribution 1.1 introduces new features such as Dueling, Info panels, reworked Tier-1 and Tier-2 Battlecruisers, improved Corporation Recruitment and many more upgrades and fixes.

The full patch notes are available here.

Please note that the downtime on Tranquility begins 30 minutes earlier than usual at 10:30 UTC!


Update on February 19
10:30 UTC - Tranquility was taken offline for deployment of EVE Online: Retribution 1.1
10:50 UTC - Database updates were successfully applied
11:20 UTC - Deployment of EVE Online: Retribution 1.1. continues
11:25 UTC - Downtime is extended to 11:55 UTC
11:38 UTC - Tranquility is online and in VIP mode (players cannot access TQ) to verify the correct deployment
11:49 UTC - A minor glitch was discovered in the deployment process; the downtime is extended to 12:05 UTC\
12:00 UTC - EVE Online: Retribution 1.1 has been successfully deployed, TQ is open for you!


A feedback thread is available here; please report issues here.

CCP Phantom - Senior Community Developer

Jada Maroo
Native Freshfood
Minmatar Republic
#2 - 2013-02-18 12:52:07 UTC
Quote:
In Science & Industry window it is now possible to sort Planets by Plant Name.


Stealth CCP admission of takeover by Zynga. Farmville coming to PI.
MainDrain
Applied Anarchy
The Initiative.
#3 - 2013-02-18 13:01:49 UTC
Finally managed to read through the patch notes! Only major question would be, good we get a devblog of some sort regarding the Art changes, or something to update where we are in terms of the entire V3 process. Some screenshots of before and after (including the new changes) would be awesome as well! Give the art guys a chance to show off some of their work!

Also any news on a fix to the issue where half your screen goes white?
Sarmatiko
#4 - 2013-02-18 13:02:47 UTC
Quote:
Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed.

Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?
MainDrain
Applied Anarchy
The Initiative.
#5 - 2013-02-18 13:09:51 UTC
Sarmatiko wrote:
Quote:
Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed.

Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?


Surely the use of the term Deadspace would relate to exploration related content. Maybe some sites have the overseer spawning to early

I would have thought if it was a nerf to missions they would have said missions rather than deadspace locations
Chribba
Otherworld Enterprises
Otherworld Empire
#6 - 2013-02-18 13:26:19 UTC
(dance)

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

Inepsa1987
#7 - 2013-02-18 13:46:32 UTC
Love the new info panels. Clean UI incoming.

Spaceship Pilot.

Alain Colcer
Nadire Security Consultants
Federation Peacekeepers
#8 - 2013-02-18 14:18:30 UTC
Weapons & Ammunition

Ishkur now displays all launchers on correctly.


I dont remember the Ishkur having launchers, maybe you guys meant turrets?
Haifisch Zahne
Hraka Manufacture GmbH
#9 - 2013-02-18 15:03:30 UTC
Place saved.
Smoking Blunts
ZC Omega
#10 - 2013-02-18 15:22:25 UTC  |  Edited by: Smoking Blunts
The description for Racial Drone Specialization has been expanded to detail what type of drones the bonus applies to.

please say that this skill now applies to sentry drones??


Strategic cruisers (with Covert Reconfiguration subsystem) and blockade runners can now fit the Covert Cynosural Field Generator I.

so all blockade runners now have 2 high slots right??

OMG when can i get a pic here

CCP Greyscale
C C P
C C P Alliance
#11 - 2013-02-18 16:43:32 UTC
Sarmatiko wrote:
Quote:
Some "Supervisor" NPCs in certain deadspace locations were spawning too early; this should now be fixed.

Hmm.. what is this exactly? Nerf for World's Collide Supervisor spawns after one year of "normal" functioning or something else?


About a year ago we renamed a number of NPCs from "%Overseer%" to "%Supervisor%", as they weren't proper overseers (not dropping Overseer's Effects etc) and it was unnecessarily confusing.

Recently while making some largely-unrelated changes, we found that some NPC data wasn't returning the values we expected. On further examination it turned out that, due to a tools SNAFU*, any NPCs that we'd edited the names of in the past couple of years which were previously spawned on a trigger were now just spawned when the site itself spawned.

The only situation where this had actually caused a problem was in the renaming of the "Supervisor" NPCs, some of which were as a consequence spawning too early in the site. This manifested in the following list of site names**, all of which should now be fixed so that "Supervisor" NPCs (including wingmen etc) are now all spawning on the correct trigger:

Angel Military Complex
Angel Provincial HQ
Blood Military Complex
Leopard Nebula
Medical Twilight
Natural Consequences
Sansha Annex
Sansha Vigil
Worlds Collide



* We made some substantial changes to our localization backend a few years ago, and a migration error had resulted in misalignment of arguments being passed from the authoring tool to the DB, meaning that, for a while, certain sorts of edits were passing the wrong values. This has of course now been fixed :)

** In some instances we have multiple distinct sites with the same name (and in some instances the same layout, just with different spawn conditions), so it's not guaranteed that a site whose name appears on this list has necessarily changed; but any site that has changed should definitely be on this list.



This is all accurate to the best of my current knowledge.
Vicar2008
MCMLXXVI
#12 - 2013-02-18 17:49:33 UTC  |  Edited by: Vicar2008
• Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active.
• Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.


Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all?
DaemonJasu
Caldari Provisions
Caldari State
#13 - 2013-02-18 18:08:27 UTC
Okay, it was mentioned at some point or another that there are going to be changes made to the carrier skill pre-requisite, is that coming into effect in this patch, or being bumped down the line, or being waxed all-together?
Vincent Athena
Photosynth
#14 - 2013-02-18 18:10:28 UTC
Vicar2008 wrote:
• Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active.
• Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.


Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all?

There have been threads about it on the test server forum.

Know a Frozen fan? Check this out

Frozen fanfiction

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#15 - 2013-02-18 20:20:41 UTC  |  Edited by: Tyberius Franklin
DaemonJasu wrote:
Okay, it was mentioned at some point or another that there are going to be changes made to the carrier skill pre-requisite, is that coming into effect in this patch, or being bumped down the line, or being waxed all-together?

Dev blog here stated skill changes are coming in the summer expansion, not this patch.
Vincent Athena
Photosynth
#16 - 2013-02-18 20:42:28 UTC
One of the changes in the patch notes seems to have an editing issue:

"Tooltips for active modules have been updated for consistency so that passive attri."

It seems to cut off before the end. I assume its ".....passive attributes ........" but not sure about the rest. Are not shown? Are correct? Something else?

Know a Frozen fan? Check this out

Frozen fanfiction

Recoil IV
Caldari Provisions
Caldari State
#17 - 2013-02-19 00:15:52 UTC
not late to stop the destruction of cyclone.give it 7 launchers at least.
Debir Achen
Makiriemi Holdings
#18 - 2013-02-19 05:31:24 UTC
Quote:
With really good skills, NPC corp standing and a 50% base output NPC station you can now actually get a 100% refinery output.
Uh, what? When did this cease to be possible?

Aren't Caldari supposed to have a large signature?

J Pascal
GiveMeURFace
#19 - 2013-02-19 06:20:03 UTC
Patch to be deployed in 1 hour u kiddin me?Big smile

Good decisions come from good judgements, good judgements - from bad decisions.. In Soviet Russia Veldspar mines you..

ORCACommander
Obsidian Firelance Technologies
#20 - 2013-02-19 06:49:59 UTC  |  Edited by: ORCACommander
i am still calling the sansha battle tower the drilldo



"Active armor hardeners and shield hardeners no longer give a passive resistance bonus when not active.
• Armor and shield compensation skills no longer give any bonus to active armor or shield hardeners.


Thats a pretty huge okay (big change) change.... sneaky one at that, pretty sure thats the first time that has been mentioned at all?"




i am not pleased.
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