Exploits or exploitable changes
• CONCORD
• CONCORD have been upgrading again. Their weapons and support abilities now have unimaginable range. Apparently they have also heard about these Microwarp Drive things and installed them.
• CONCORD will now respond to aggressing drones during criminal acts by deactivating a pilot's capability to control them.
• Corporations
• The manner in which a member of a corporation can quit has been changed. If a player decides to quit a corporation, during the 24 hour timer it is the player's option whether to accept roles given (thus remaining in the corporation) or deny them.
• Implants
• The Rogue DY hardwirings incorrectly gave a bonus to MWD's as well as Afterburners. This has been corrected.
• The 'Snapshot' ZMF and 'Alchemist' WA series implants now occupy the correct slot in your head.
• Missions
• You no longer receive the option to activate acceleration gates until you are out of warp.
• Hacking containers have been removed from the following sites: Contested Minmatar Army Complex, Contested Caldari Lai Dai Refinery, Port Maphante and Contested Skeleton Comet. Modules
• The Caldari Navy has ceased offering their FoF missiles to capsuleers.
• It was possible to fit energy burst rigs in space and then go over the max grid, but this has been fixed.
• Some types of Arch Angel ammunition would refine for 10x more minerals than they should have. This has been resolved.
• Outposts
• Items in space will no longer be invulnerable if they have 0% structure. The most common case is Outposts with 0 structure not taking any damage.
• Science & Industry
• Nosferatu Blueprints now have the correct 300 run max blueprint copy.
• Defender and FOF missile SIjob times have been increased and are now in line with other T1 ammo production times.
• T2 drones will now require their T1 counterparts as a building requirement.
• Various items have had their maximum production limit for BPCs capped to 300, instead of the previous production limit of 1000. These include:
• 200mm Railgun I
• 350mm Railgun I
• Analyzer I
• Ballistic Control System I
• Bomb Launcher I
• Code Breaker I
• Command Processor I
• Cruise Missile Launcher I
• Heavy Energy Neutralizer I
• Heavy Nosferatu I
• Interdiction Sphere Launcher I
• Large Energy Transfer Array I
• Large Remote Hull Repair System I
• Medium Remote Hull Repair System I
• Recon Probe Launcher I
• Remote ECM Burst I
• Salvager I
• Scan Probe Launcher I
• Shield Boost Amplifier I
• Small Hull Repair System I
• Target Painter I
• Triage Module I
• All Afterburner Modules
• All Microwarp Drive Modules
• All Armored Warfare Links
• All Information Warfare Links
• All Mining Foreman Links
• All Siege Warfare Links
• All Skirmish Warfare Links
• SI The following modules have had their materials altered swapping out low end minerals such as tritanium and pyerite for similar quantity by value of zydrine and megacyte to reduce their mineral compression values:
• Armor EM Hardner I
• Armor Explosive Hardner I
• Armor Thermal Hardner I
• Armor Kinetic Hardner I
• Jump Portal Generator I
• Aurora Ominae
• Gjallorhorn
• Oblivion
• Judgement
• Strip Miner I
• Ice Harvester I
• Small Tractor Beam I
• Modules: The volume of capital modules have been increased from 1,000m3 to 4,000m3 with the exception of the Jump Portal Generator I which has increased from 1,000m3 to 10,000m3.
• Starbases
• Towers with a damaged shield will no longer be bumped up to 50% shield capacity when brought back online.
• It is no longer possible to online two cyno fields in the same system for the same alliance through clever trickery.
• Starbase shields have been upgraded to deflect bomb damage.
• Starbase shield hardeners now only take effect when they have been brought fully online.
• Smartbombs now damage all structures outside Starbase forcefields.
• Skills
• The cost of the 4 Titan skill books has been increased to 5.5bn.
• Other
• Gang warp no longer cancels stargate jumps in progress by another gang member.
• A bug where targeting a ship de-cloaking after jump if player logged off has been fixed.
• It is no longer possible to target while jump cloaked.
• Modules that have a volume of over 500 m3 can now only be fitted on ships that require the Capital Ships skill.
• Loot tables in hidden complexes have been adjusted to match the faction and the difficulty rating of the site.
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