CRITICAL
CONCORD and Response Times
- CONCORD have gone through multiple changes in organization and effectiveness. The spawn sizes have been reduced to one battleship and two cruisers, however, these ships have increased damage output and a broad range of electronic warfare to prevent escape. In addition the Energy Neutralizing batteries will completely drain a ships capacitor almost instantly. CONCORD will also proceed to eliminate any discarded player drones. CONCORD response times for aggressing a neutral player in High Security space have also been significantly reduced. Further details can be found in the Serious Security Blog by Fear.
CONCORD and Criminal Standings
- Multiple changes have been made in standing hits for players who aggress a neutral player in High Security space. In addition to a significantly reduced CONCORD response time, players will receive a standings hit based on the security rating of a system in which the attack takes place. The base value for aggression is now increased by a factor of 3. Base values are Aggression of 1.5%, Ship kill is 6% and a pod kill is 37.5%
- Players security status is now rounded to 2 decimal digits for comparison in Faction Police response. The change in how security status is now derived means that current standings will be rounded up to 2 decimal places. Players who are sitting as borderline criminals in some high security systems will now become outlaws as their standings may have been affected. An example of this would be a player in a 0.8 system with a -3.0 standing, in which the true standing is -3.0499999 will be rounded up to -3.05 meaning they move from safe to outlaw status and would be destroyed by Faction Police upon undocking from a station. It is also worthwhile noting that once you have been naughty enough to warrant a security status of below or equal to -5.0, you will be considered an outlaw and whenever you attack someone in a low security system you will become criminally flagged, as long as your target has a security status above -5.0. The table below shows the minimum security standing required to be able to enter a solar system:
- -2.00 for access to 1.0 security level systems
- -2.50 for access to 0.9 security level systems
- -3.00 for access to 0.8 security level systems
- -3.50 for access to 0.7 security level systems
- -4.00 for access to 0.6 security level systems
- -4.50 for access to 0.5 security level systems
NPC’s
- Aiding someone who is being attacked by the Faction Military now triggers a second spawn to aggress the person who is assisting with remote repairing.
Database Optimizations and Improvements
- Many database improvements and optimizations have been added to benefit players in many ways, ranging from a better and more efficient development environment on our side to a leaner and faster database on Tranquilty.
- The database will now generate population statistics from systems with more than 5 players at any given time. This information will be used to analyze load balancing in heavily populated areas.
- Improvements have been made during the start up of Tranquility. These changes minimize the risk of start up problems, reduces the chances of a restart in case of failure and allows us to preload more solar systems.
- More analysis data will be collected in order to allow us to investigate reports of disconnects to improve player experience.
FEATURES
Agents & Missions
- Over 70 new rookie missions and around 100 new missions for all levels and Empire factions have been added.
CHANGES
Ships
- Build times for shuttles have been reduced by 33%
- Caracal description now clarifies that the missile velocity bonus only applies to Light, Heavy Assault and Heavy Missiles.
Modules
- The Synthetic Hull Conversion Inertia Stabilizers I has been added to the variation tab of Inertia Stabilizers.
- The Energy Grid Upgrades skill requirement has been lowered to 3 in order to use the module Capacitor Flux Coil I.
- Faction variants have been added to "Heavy Assault Missile Launcher" variations tab. Now it shows six Faction variants and their correct meta levels.
- Various missile launchers have had their capacities increased to be consistent with their meta level.
- Tech II miners and strip miners now display attributes with correct units.
- The Yan Jung bpc "’Radical’ Damage Control I" now requires Yan Jung skills and components.
Weapons & Ammunition
- The cost of Arch Angel Fusion L ammo has been reduced and brought into line with the other faction variants within the Angel Cartel Loyalty Point stores.
- The Phased Plasma M BPO now no longer requires Zydrine in order to manufacture, however, more Pyerite, Mexallon and Isogen are required to balance the cost.
Player Owned Structures, Stations and Outposts
- The “Claim Sovereignty” tab option has been removed from all Player Owned Structures in High Security and Low Security space.
- Player Owned Structures name now has a 32 character limit.
- Adjusted the message that the attacker receives when a targeted starbase goes into reinforced.
- No Green Box appears when anchoring a Control Tower. It automatically moves now to the center of grid to get anchored.
- Reactions can now be dragged and dropped to reactor arrays from cargohold and vice versa.
- The General Storage structure has had its description modified.
- The proper error message is displayed and ship is not launched out of a Ship Maintenance Array in space if appropriate skills are not trained to fly that ship.
Character Creation & New Player Experience
- A number of buttons in the New Player Experience have been changed from "OK" to "Next".
Agents and Missions
- The difficulty of Factional Warfare missions (Levels 1-4) have been reduced.
NPC’s
- Players who attack and kill a member of any Non Player Corporation e.g. Brutor Tribe, State Protectorate in 0.0 space will no longer receive a standing hit to that Corporation
- Control Bunkers in conquerable systems in factional warfare have been significantly increased in strength.
- You can now armor repair or shield repair a Customs Officer without issue and without generating a warning message.
Science & Industry
- The Science & Industry Accept Quote window has been improved and will now detail the amount of a material missing from a job for it to be installed along with cosmetic layout improvements.
- The Invention time for the Passive Targeter I Blueprint has been reduced to bring it in line with similar blueprints.
- Construction Component Blueprints have had their productivity modifiers changed to bring them in line with other blueprints.
Market & Contracts
- The market window can now be set to not automatically refresh after buying or selling items as a new option in the Market > settings tab.
- The following COSMOS items have been added to the Contracts search bar: “Kindred” Stabilization Actuator I Blueprint, Synthetic Hull Conversion Inertia Stabilizers I, Synthetic Hull Conversion Inertia Stabilizers I Blueprint, Small “Integrative” Hull Repair Unit Blueprint, Medium “Integrative” Hull Repair Unit Blueprint, “Delineative’” Warp Scrambler Blueprint, “Inception” Target Painter I Blueprint, Gravimetric Firewall, 425mm Medium “Jolt” Autocannon I Blueprint, Gurista Shuttle.
- The Market item price history table has been changed so that it will display only the time period selected rather than a list for the full year.
Corporation & Alliance
- "Closed Votes" tab has been optimized. Only the last 20 closed votes will be shown by default. To view all closed votes, you must select show all button.
- In addition the "Not in Effect" tab has been optimized. Only non-expired actions not in effect will be shown by default. To view all actions not in effect, you must select the show all button.
- If applying for multiple corporations, the applications can be processed by other corporations even after character is accepted into one of his/her “applied to” Corporations.




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