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Maj Odyssey

 
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MessagePosté le: Mar 4 Juin - 11:42 (2013)    Sujet du message: Maj Odyssey Répondre en citant

EVE ONLINE: ODYSSEY 1.0 TO BE DEPLOYED JUNE 4 AT 08:00 UTC
04.06.2013 09:21 By CCP Eterne

EVE Online: Odyssey 1.0 will be deployed on Tuesday, June 4 during an extended downtime. The downtime is scheduled to begin at 08:00 UTC and run until 13:40 UTC. This downtime will run longer than normal because Odyssey is bringing a number of changes to skills which require an extended time to deploy properly.
Odyssey is bringing a number of changes to EVE Online, including a complete revamp of the exploration mechanics, a new hacking minigametags for sec status, rebalancing of navy ships and battleships, dual character trainingvisual improvements, and much more.
Full patch notes are available here.


PATCH NOTES
Patch Notes For EVE Online: Odyssey 1.0
Released on Tuesday, June 4th, 2013
Features
Audio
  • New 10th Anniversary EVE track for the character selection screen.
  • 5 new RealX music tracks added for low security space.
  • Audio for new jumping, undocking and podding transitions.
  • New atmospheric sounds added to wormhole space.
  • Added new radial menu audio.
  • Exploration and hacking sound effects have been replaced with new audio.
  • New microwarpdrive and afterburner sound effects have been added - they each now have their own distinctive sound.
  • New scanner audio has been added for the new system scanner.
  • Hangar atmosphere has been improved with three new audio soundscapes, small, medium and large, that relate to the number of players docked.

Content Visual Redesign
  • A complete redesign for the Apocalypse and it‘s factional variants. 

Crimewatch
  • A new way to increase a character's Security Status is now available -  Tags-for-security-status: See this dev blog for details.
  • Added new NPC pirates to asteroid belts in low-security space. These NPCs are pirates involved with the clone mercenaries of DUST 514. They are especially wanted by CONCORD, and will drop tags when they are destroyed.
  • The new tags dropped by these NPCs can be taken to CONCORD and DED stations in low security space. They can then be turned-in (along with an ISK fee) using the new 'Security Office' station service. In return, you will be awarded an increase in security status.
  • The locations of these offices can be shown on the star map by selecting the Services -> Security Offices filter.
  • Alternatively, you can sell the tags to CONCORD for an ISK reward, or to other players on the open market.
  • In your character sheet, we have split CONCORD standings from the Security Status attribute. Your Security Status will remain the unchanged, but all characters' CONCORD standings are being reset to zero. All associated gameplay features will use the Security Status attribute (Criminal punishments in high/low sec, police spawns for outlaws in high-sec, etc).

Decryptors
New decryptors have been added.
  • Occult Parity, Esoteric Parity, Incognito Parity and Cryptic Parity.
  • Probability Multiplier: +50%.
  • Max. Run Modifier: +3.
  • Mineral Efficiency Modifier: +1.
  • Production Efficiency Modifier: -1.
  • Optimized Occult Attainment, Optimized Esoteric Attainment, Optimized Incognito Attainment and Optimized Cryptic Attainment.
  • Probability Multiplier: +90%.
  • Max. Run Modifier: +2.
  • Mineral Efficiency Modifier: +1
  • Production Efficiency Modifier: -1
  • Optimized Occult Augmentation, Optimized Esoteric Augmentation, Optimized Incognito Augmentation and Optimized Cryptic Augmentation.
  • Probability Multiplier: -10%.
  • Max. Run Modifier: +7.
  • Mineral Efficiency Modifier: +2
  • Production Efficiency Modifier: 0

Dual Character Training
  • Players now have the possibility to train two characters at once on the same account by spending one PLEX.
  • Dual Character Training may be activated through the Account Management page or by right-clicking a PLEX in-game.
  • Enabling this feature will allow two characters to be trained on the same account for 30 days.
  • It doesn’t matter which individual characters are trained as long as the simultaneous limit of two characters is not bypassed.
  • When Dual Character Training expires, the character training with the least skill points available will be stopped.
  • It is not currently possible to stack up Dual Character Training for more than 30 days on the same account (to renew Dual Character Training, you will have to wait the last 7 days before it expires).
  • Dual Character Training time is not to be confused with account main game time.
  • If your standard account subscription runs out while having Dual Character Training time left, that amount will be paused and stored until the account is reactivated

Exploration
  • Two new structures for use in hacking dungeons added.
  • Two new ships for use in archeology dungeons added.
  • Five mini-containers used with archeology and hacking containers added .
  • New mini-tractor beam effect used with hacking and archeology containers added.
  • “Hacking” sites have been renamed Data Sites. The cans within have been replaced with a more fitting data structure.
  • “Archaeology” sites have been renamed Relic Sites. The cans within have been replaced with a more fitting derelict ship structure.
  • All sites have had some interior decorating to accommodate the new containers.
  • Removed all clouds from the Hacking and Archaeology sites to resolve the FPS issues.
  • Removed all NPC’s from Hacking and Archaeology sites.
  • All profession cans now have a lock that needs to be broken through gameplay.
  • Loot from the profession container is distributed using the scattering mechanic.
  • Introduction of new items on the loot table, such as capital rigs and faction tower BPCs.

Image Export Collection Rewrite
  • New visuals for Blueprint icons.

Immersive Travel Transitions
  • New graphical effects for jumping through Jump-gates, Titan bridges, POS bridges, Wormholes and Cyno.
  • New graphical effects warning you that you are about to undock from Hangars.
  • Jump-gates are now using the latest V3 materials and effects, re-textured and with new jump effects. The jump-in effect itself is now more subtle then before the transitions where added.

Modules
  • Capital rigs have been added.
  • A capital sized version of each rig has been added.
  • Capital ships will now require capital rigs instead of large rigs.
  • Large rigs already fitted to capital ships will remain and continue to provide their bonus.
  • Capital rigs cost 5 times as much materials to create as large rigs.
  • Tech I BPOs are sold by NPC corporations like current rig BPOs.
  • Tech II BPCs can be invented or found in Relic sites.
  • New Scanning Upgrade modules have been added.
  • Scan Acquisition Array I reduces the scan time of scan probes by 10% (only 1 can be fitted to each ship).
  • Scan Acquisition Array II reduces the scan time of scan probes by 20% (only 1 can be fitted to each ship).
  • Scan Pinpointing Array I reduces the scan deviation when scanning with scan probes by 10%.
  • Scan Pinpointing Array II reduces the scan deviation when scanning with scan probes by 20%.
  • Scan Rangefinding Array I increases the scan strength of scan probes by 5%.
  • Scan Rangefinding Array II increases the scan strength of scan probes by 10%.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.
  • The Survey Probe Launcher has been added.
  • This module launches Survey Probes. Other probe launchers will no longer be able to launch survey probes.
  • Tech I BPOs are sold by NPC corporations.
  • Tech II BPCs can be invented.

New ships
  • As part of Odyssey we are introducing four new Navy Battlecruisers to bolster each of the four Empire Fleets.
  • The new Navy Battlecruisers will be available on LP stores for:
  • Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC).
  • Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC.
  • FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips.
  • HARBINGER NAVY ISSUE
  • Amarr Battlecruiser skill bonuses: +10% medium energy turret damage and +7.5% to medium energy turret tracking per level.
  • Slot layout: 7 H, 5 M, 6 L, 6 turrets, 0 launchers.
  • Fittings: 1495 PWG, 410 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750.
  • Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 210 / 6.
  • Sensor strength: 21 Radar.
  • Signature radius: 270.
  • DRAKE NAVY ISSUE:
  • Caldari Battlecruiser skill bonuses: +10% to heavy missile and heavy assault missile velocity and 5% bonus to explosion radius of heavy missile and heavy assault missile per level.
  • Slot layout: 8 H, 6 M, 4 L, 0 turrets, 8 launchers.
  • Fittings: 900 PWG, 550 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625.
  • Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 195 / 8.
  • Sensor strength: 23 Gravimetric.
  • Signature radius: 295.
  • BRUTIX NAVY ISSUE
  • Gallente Battlecruiser skill bonuses: +10% to medium hybrid turret damage and 7.5% bonus to medium hybrid turret tracking per level.
  • Slot layout: 7 H, 4 M, 7 L, 6 turrets, 0 launchers.
  • Fittings: 1235 PWG, 455 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125.
  • Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 55km / 200 / 7.
  • Sensor strength: 22 Magnetometric.
  • Signature radius: 305.
  • HURRICANE FLEET ISSUE
  • Minmatar Battlecruiser skill bonuses: +5% to medium projectile damage and 5% bonus to medium projectile rate of fire per level.
  • Slot layout: 8 H, 4 M, 6 L, 6 turrets, 3 launchers.
  • Fittings: 1350 PWG, 420 CPU.
  • Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250.
  • Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8.
  • Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s.
  • Drones (bandwidth / bay): 30 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 220 / 6.
  • Sensor strength: 20 Ladar.
  • Signature radius: 250.
  • Adding a new capsule: "Genolution 'Auroral' 197-variant" for the Collector's Edition Box reward.

Performance & Optimizations
  • GPU & CPU particle system improvements.

Probe Scanning
  • Probe Formations have been added to the Probe Scanning
  • Spread Formation (probes aligned to cover a large area).
  • Pinpoint Formation (probes aligned to focus on one point).
  • The formations only work if you have 8 probes in space.
  • When you launching probes with your probe launcher, the probes will automatically assemble their last pattern.
  • The pattern only persists as long as your EVE client stays open.
  • The Probe Scanning window now shows how many scan results have been filtered out and ignored.
  • When a scan result reaches 100%, a warp-to button appears in the scan results list that warps you to 0 when pressed.

Starbases
  • The new Personal Hangar Array structure has been added. Designed for secure storage of smaller high value items in starbases, the PHA can hold 50k m3 of items for each character that uses it. There is no limit to the number of characters that can store items in the PHA. When accessing the PHA a character will only see their own items, not the items belonging to anyone else. When the structure is unanchored all items within the PHA are lost.

State Machine for Graphics
  • Added new client-side animation state machine for graphics.

V3+ Technology
  • Plane Sets now use instanced rendering, improving rendering performance.
Changes
Agents & Missions
  • The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
  • The career agent missions and tutorials have been updated with the changes coming in Odyssey.

Clones
  • All clone costs have been decreased by 30%.

Decryptors
Decryptors now have a new naming scheme. A full list of changes follows:
  • Amarr Decryptors
  • Class Doctrine = Occult Accelerant.
  • War Strategon = Occult Attainment.
  • Circular Logic = Occult Augmentation.
  • Formation Layout = Occult Process.
  • Sacred Manifesto = Occult Symmetry.
  • Caldari Decryptors
  • Prototype Diagram = Esoteric Accelerant.
  • Installation Guide = Esoteric Attainment.
  • Interface Alignment Chart = Esoteric Augmentation.
  • Tuning Instructions = Esoteric Process.
  • User Manual = Esoteric Symmetry.
  • Gallente Decryptors
  • Test Reports = Incognito Accelerant.
  • Stolen Formulas = Incognito Attainment.
  • Symbiotic Figures = Incognito Augmentation.
  • Collision Measurements = Incognito Process.
  • Engagement Plan = Incognito Symmetry.
  • Minmatar Decryptors
  • Advanced Theories = Cryptic Accelerant.
  • Assembly Instructions = Cryptic Attainment.
  • Circuitry Schematics = Cryptic Augmentation.
  • Calibration Data = Cryptic Process.
  • Operation Handbook = Cryptic Symmetry.

Drones
  • Logistic drones now show 'Repairing' instead of 'Incapacitated' in the drone management window when they are engaging a target.

DUST
  • Districts will now be in an online-unlocked state when captured, instead of online-locked.

Exploration & Deadspace
  • Strategic Cruisers have been removed from the list of ships allowed to enter 3/10 and 4/10 complexes.
  • Randomly spawned large asteroids have been removed from wormhole mining sites.
  • 4/10 DED Complexes no longer allow Strategic Cruisers to enter.
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.
  • Some NPCs in Hubs have been converted into the more advanced Elite Frigates and Cruisers to increase their difficulty slightly.
  • Some Elite Frigates have been removed from Sanctums and replaced by NPC Battlecruisers to increase the isk gain and reduce the time they take to complete for battleships.

Ice Harvesting
We are making extensive changes to Ice harvesting in Odyssey, to transform the Ice harvesting profession into a higher value form of mining with higher competition.
  • All static ice belts have been removed, and replaced with ice anomalies that will always spawn in the same systems that previously had the belts. These anomalies will respawn in the same system four hours after they are completed.

The composition of these anomalies will be as follows:
  • 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 Dak Glitter.
  • 200 units of Gelidus.
  • Nullsec with strong truesec (-0.5 to -1.0)
  • 3500 units of improved racial ice.
  • 1000 units of Dark Glitter.
  • 400 units of Glare Crust.
  • 200 units of Gelidus.
  • 250 units of Krystallos

We're also adjusting the composition of Krystallos to bring its value in line with its rarity and help ensure enough ozone supply. The new composition of a block of Krystallos is now:
  • Heavy Water: 125 (+25).
  • Liquid Ozone: 500 (+250).
  • Stront: 125 (+25).

Every system that previously contained a static ice belt will contain the new ice anomalies, with the exception of some high security systems in Amarr, Khanid and Ammatar territory. The complete list of high security systems that will contain Clear Icicle anomalies is: Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh.
  • In conjunction with these other Ice changes, we are also doubling the cycle speed of all Ice Harvester modules to increase yield over time.
  • Hidden Asteroid Belt signatures have been changed to anomalies, and can be found in the scanner overlay.

Implants
  • Hardwiring implants now have bonuses to virus coherence.

LP Stores
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), LP costs for Navy Battleship offers is being unified.
  • Former tier1 Navy Battleships offers (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) have had their LP cost increased to 250,000 LPs in the Factional Warfare LP Stores.

Market & Contracts
  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.

Miscellaneous
  • Some older bracket pointers in tutorials have been fixed.
  • Added combat shortcuts for tagging objects while in fleet. Supports tagging from predefined sequences of tags.

Modules
  • You can now group civilian weapon modules.
  • The cycle time of all Ice Harvester modules has been halved, doubling the speed of ice mining.
  • It is now possible (again) to activate a Warp Disruption Field Generator directly after decloaking.
  • Tracking Enhancers have had their Falloff and Optimal Range bonuses reduced. See this thread for more information.
  • Remote Sensor Boosters have had their Scan Resolution bonus reduced, and in some cases their Targeting Range bonus increased. See this thread for more information.
  • Navy Cap Boosters are now available in sizes of 25, 50 and 75, which are available through FW LP Stores.
  • Navy Cap Booster 100 and 150 are now more expensive when purchased in the LP Store.
  • XL blasters now have 15% reduced tracking, and have had 10km removed from optimal range and added to falloff.
  • XL autocannons now have 10% reduced tracking.
  • XL pulse lasers now have 6.66% increased optimal range.
  • Siege Modules now no longer apply an explosion velocity penalty to citadel missiles.
  • Cruise missiles have been overhauled to be a viable weapon system in actual combat.
  • Rate of Fire on all Cruise Missile Launchers has been increased by 5% (as clarification, that means they shoot more often, not less).
  • All Cruise Missile Launcher powergrid needs have been increased by 200.
  • Base velocity for all Cruise Missiles has been increased from 3750m/s to 4700m/s.
  • Base flight time for all Cruise Missiles has been reduced from 20 to 14 seconds.
  • All Cruise Missile damage has been approximately increased by 25%.
  • To compensate, all Cruise Missiles explosion radius has been increased by 10% (meaning they will hit smaller targets for less damage).
  • Large Energy Turrets have been tweaked to be easier to use as a whole:
  • Capacitor needs on Large Pulse Laser Turrets has been decreased by 10%.
  • Capacitor needs on Large Beam Laser Turrets has been decreased by 20%.
  • Powergrid needs on Large Beam Lasers has been decreased by 10%.
  • Core Probe Launchers and Expanded Probe Launchers are no longer able to launch Survey Probes.
  • Survey Probes will now be launched from the new Survey Probe Launcher.
  • Codebreakers have been renamed to Data Analyzers.
  • Analyzers are now called Relic Analyzers.

Moon Minerals and Tech 2 Production
To better distribute the demand for moon minerals, we have created two new Intermediate Materials, four new Composites, and rebalanced certain T2 Construction Component blueprint requirements.
  • New Intermediate Materials: Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite.

Both of these reactions will have alchemy versions as well:
  • 100 Vanadium + 100 Hafnium = 1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium.
  • 100 Chromium + 100 Mercury = 1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury.

New Composites:
  • Photonic Metamaterials (Used in Gallente manufacturing): 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Photonic Metamaterials.
  • Plasmonic Metamaterials (Used in Minmatar manufacturing): 100 Neo Mercurite + 100 Fernite Alloy = 300 Plasmonic Metamaterials.
  • Terahertz Metamaterials (Used in Amarr manufacturing): 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Terahertz Metamaterials.
  • Nonlinear Metamaterials (Used in Caldari manufacturing): 100 Ferrofluid + 100 Titanium Chromide = 300 Nonlinear Metamaterials.

The requirements for the changed blueprints are:
  • All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Metamaterials.
  • All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Metamaterials.
  • All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates.
  • All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Metamaterials.
  • All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Metamaterials.
  • All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates.
  • Rarity 64 minerals have been seeded into 227 existing moons in lowsec and 0.0, to bring the number of minable moons for each R64 into closer alignment.

NPCs
  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.

Ore Mining
We are adjusting the composition of several types of Ore that is found in low and null-security space. These changes help increase the reward for pilots mining in dangerous space. The volume of minerals obtained from these ores for each refine batch are:
  • Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte.
  • Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte.
  • Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine.
  • Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine.
  • Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine.
  • Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte.

Player Owned Structures, Outposts and Stations
To encourage more industrial activity in player-owned nullsec space, we are increasing the number of facilities in player-built outposts significantly. This involves changes to the base outposts as well as the outpost upgrades. Only the changed stats are found below.
For the upgrades, listed stats are in the format of: Basic level benefit (change), Standard level benefit (change), Advanced level benefit (change). The extra S&I slots will be added to existing Outposts according to any upgrades that have been installed. Any extra slots will initially have cost of zero. Station managers will need to set their prices for the new slots as desired.
Caldari Research Outpost:
  • Manufacturing: 5 (+3).
  • Copying: 20 (+10).
  • ME Research: 20 (+10).
  • PE Research: 20 (+10).
  • Invention: 20 (+10).
  • Reverse Engineering: 30 (+15).
  • Offices: 18 (+10).
  • Caldari Factory Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Caldari Lab Upgrade: 10(+5), 20(+15), 30(+21) Copying, ME, PE slots.
  • Caldari Research Upgrade: 10(+5), 20(+13), 30(+21) Invention slots.
  • Caldari Office Upgrade: 10(+7), 15(+10), 20(+13) Offices.

Amarr Factory Outpost:
  • Manufacturing: 50 (+30).
  • Copying: 2 (+1).
  • ME Research: 2 (+1).
  • PE Research: 2 (+1)
  • Offices: 16 (+12).
  • Amarr Factory Upgrade: 20(+15), 40(+33), 60(+51) Manufacturing lines.
  • Amarr Plant Upgrade: 20(+17), 40(+35), 60(+53) Manufacturing lines.
  • Amarr Lab Upgrade: 3(+5), 5(+13), 7(+21) Copying, ME, PE slots.
  • Amarr Office Upgrade: 10(+7), 15(+11), 20(+13) Offices.

Minmatar Service Outpost:
  • Manufacturing: 5 (+3).
  • Offices: 10 (+4).
  • Minmatar Plant Upgrade: 10(+7), 15(+10), 20(+13) Manufacturing lines.
  • Minmatar Lab Upgrade: 3(+1), 5(+2), 7(+3) Copying, ME, PE slots.
  • Minmatar Office Upgrade: 5(+2), 7(+2), 10(+3) Offices.

Gallente Administrative Outpost
  • Manufacturing: 10 (+6).
  • Copying: 4 (+3).
  • ME Research: 4 (+2).
  • PE Research: 4 (+2).
  • Invention: 2 (+1).
  • Offices: 36 (+12).
  • Gallente Plant Upgrade: 5(+2), 10(+5), 15(+8) Manufacturing lines.
  • Gallente Lab Upgrade: 5(+3), 7(+4), 10(+6) Copying, ME, PE slots.
  • Gallente Office Upgrade: 12(+7), 24(+17), 36(+27) Offices.
  • The range for interacting with structures linked to a Control Tower has been increased. If your ship is within the shield radius of the tower, all structures are available for inventory operations as though you. were adjacent to the structures themselves. This includes structures that must be mounted outside of the shields such as turrets/batteries/lasers. (Normal role-based restrictions will continue to apply at all times).
  • The arrows used to select the location of anchoring structures now scale with your zoom level so they are more usable when zoomed out.
  • Capital Ship Maintenance Arrays have been renamed X-Large Ship Maintenance Arrays and can now be anchored in any system of 0.4 or lower security status, regardless of sovereignty.
  • It is now possible to repackage undamaged modules and drones in Corporate Hangar Arrays.
  • Fresh client installs will now default to the Ship Hangar rather than the Captain's Quarters.

Probes & Scanning
  • The default method for moving and resizing probes is now all probes at once, rather than one at a time.
  • Probe Launchers now launch all their probes at once (up to a limit of 8 probes).
  • Holding Shift will allow you to manipulate individual probes.
  • Celestial Brackets will no longer prevent you from moving probes around in solar systen view.
  • Recalling probes now returns them to your cargohold instantly.
  • Instant recall also happens automatically when your ship jumps or docks and when your probes in-space timer runs out.
  • Scan Results in the Probe Scanning window are now displayed as a progress bar.
  • Deep Space Probes have been removed.
  • All existing Deep Space Probes and their blueprints are now Combat Probes.

PvE
  • Cosmic Anomalies and Cosmic Signatures have been renamed:
  • Unknown has been split into 2 groups; Combat Site and Wormhole.
  • Gravimetric signatures are now called Ore Site.
  • Magnetometric signatures are now called Relic Site.
  • Radar signatures are now called Data Site.
  • Ladar signatures are now called Gas Site.
  •  
  • Salvaging sites have been removed.
  • Distribution of Data Sites and Relic Sites have been increased so that the total number of profession sites you can find remains the same.
  • Salvage drops in Relic Sites have been increased to compensate and preserve the supply of Salvage Materials.
  • Containers in Relic Sites can now drop Tech II capital rig BPCs
  • Containers in Relic Sites can now drop Spatial Attunement Units, which are needed to build tech II Scanning Upgrades (see above under Features -> Modules)
  • Containers in Data Sites can now drop new types of decryptors (see above under Features -> Decryptors)
  • Containers in both Data and Relic sites can now drop BPCs for pirate faction POS towers and POS modules

 
Science and Industry
  • Krystallos has had its Strontium Clathrates and Heavy Water quantities increased by 25%, and its Liquid Ozone quantity doubled.
  • As part of the removal of tiers within the Battleship class (also named “Tiericide” by our playerbase), build cost for Tech1 and Navy Battleships is being unified.
  • Attack and Disruption Battleships base mineral price has been increased to be around 100-125m ISK (includes the Apocalypse, Scorpion, Raven, Megathron, Typhoon, Tempest).
  • Combat Battleships base mineral price stays roughly state the same at 150-180m ISK (includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion, Maelstorm).
  • Build cost of Navy Battleships has been changed on a similar fashion.
  • The roles required to cancel a corporation job have changed. The only people who will now be able to cancel a corporation job will be:
  • The person who started the job.
  • A director within the corporation.

Ships
  • Federation Navy Comet now has the same assembled volume as other Navy Frigates.
  • The Magnate, Heron, Imicus and Probe now give a bonus to virus strength for both Data Analyzers and Relic Analyzers. This replaces their previous bonus to access chance.
  • The insurance cost and payout for the Sarum Magnate have been adjusted to be inline with the Magnate. This change will come into effect a few days after Odyssey goes live.
  • Tech I exploration frigates now have a +5 bonus to your Data and Relic Analyzer Strength
  • Tech II covert ops frigates now have a +10 bonus to your Data and Relic Analyzer Strength
  • Tech III Emergent Locus Analyzer electronic subsystems now have a +10 bonus to your Data and Relic Analyzer Strength
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength

Ship Balancing
  • Exact changes mentioned below. Number in parenthesis (+/-) reflect changes next to previous Tranquility attributes for quick comparison.
  • All Navy Ships have had their Rig Calibration increased from 350 to 400 (this includes the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexory Navy Issue, Bellicose Fleet Issue, Stabber Fleet Issue, Armageddon Navy Issue, Apocalypse Navy Issue, Scorpion Navy Issue, Raven Navy Issue, Dominix Navy Issue, Megathron Navy Issue, Typhoon Fleet Issue and Tempest Fleet Issue)
  • All ship passive resistance bonuses have been decreased from 5% to 4% per level to make active tanking more viable in combat. This change affects 44 ships in total (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, Impairor, Punisher, Vengeance, Malice, Malediction, Maller, Sacrilege, Mimir, Vangel, Devoter, Phobos, Prophecy, Absolution, Damnation, Loki, Legion, Proteus, Abaddon, Archon, Aeon)
  • Some tech1 frigates and cruisers balanced during Retribution and beforehand have been iterated upon based on player feedback and performance metrics.
  • This release overhauls 36 ships, and focuses on Navy Frigates, Navy Cruisers, Attack Battlecruisers, Battleships, Navy Battleships.
  • The Echelon now has +10 bonus to your Data and Relic Analyzer Strength.
  • Odyssey brings the third-step process on the ship rebalancing initiative.
  • EXECUTIONER
  • +50 Armor.
  • TORMENTOR
  • +1 PWG.
  • +50 Armor.
  • +25 Capacitor.
  • +12.5 Cap Recharge Time.
  • Cap/s unchanged.
  • +15 Velocity.
  • +0.05 Agility.
  • -100000 Mass.
  • -0.24s Align time.
  • PUNISHER
  • -25 Capacitor.
  • -32.5s Cap Recharge Time.
  • +0.222 Cap/s.
  • KESTREL
  • +50 Hull.
  • TRISTAN
  • +15 Veloity.
  • -150000 Mass.
  • -0.48s Align time.
  • RIFTER
  • +1 PWG.
  • +50 Armor.
  • BREACHER
  • +50 Hull.
  • AUGUROR
  • -2.5km Lock Range.
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • EXEQUROR
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • OSPREY
  • -2.5km Lock Range.
  • -70 Scan Resolution.
  • -1 Sensor Strength.
  • SCYTHE
  • -85 Scan Resolution.
  • -1 Sensor Strength.
  • OMEN
  • -600,000 Mass.
  • STABBER
  • Change falloff bonus from the 7.5% per level to the standard 10% per level.
  • +25m3 Dronebay and 25mbit bandwidth.
  • IMPERIAL NAVY SLICER
  • Amarr Frigate skill bonuses: +25% to small energy turret damage and +10% to small energy turret optimal range per level.
  • Slot layout: 3H, 2M, 5L; 2 turrets , 0 launchers.
  • Fittings: 50 (+3) PWG, 125 (+10) CPU.
  • Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14).
  • Capacitor (amount / recharge rate / cap per second): 500 / 250 (-31.25) s / 2 (+0.2238).
  • Mobility (max velocity / agility / mass / align time): 350 / 3.3 / 1003000 / 3.1s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1).
  • Sensor strength: 11 Radar (+1).
  • Signature radius: 38.
  • CALDARI NAVY HOOKBILL
  • Caldari Frigate bonuses: +20% to Kinetic missile damage, +10% to EM, Explosive and Thermal missile damage and +10% to missile velocity per level.
  • Slot layout: 3H, 5M, 2L; 0 turrets, 3 launchers.
  • Fittings: 37 PWG, 165 CPU.
  • Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131).
  • Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150 (-37.5) s / 2 (+0.5013).
  • Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1).
  • Sensor strength: 13 Gravimetric (+1).
  • Signature radius: 40.
  • FEDERATION NAVY COMET
  • Gallente Frigate bonuses: +7.5% to small hybrid turret tracking and +20% to small hybrid turret damage per level.
  • Slot layout: 3H, 3M, 4L; 2 turrets, 0 launchers.
  • Fittings: 40 PWG, 160 (+8) CPU.
  • Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176).
  • Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427).
  • Mobility (max velocity / agility / mass / align time): 375 / 3.135 / 970000 / 2.85s.
  • Drones (bandwidth / bay): 15 / 30.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1).
  • Sensor strength: 11 Magnetometric.
  • Signature radius: 42.
  • REPUBLIC FLEET FIRETAIL
  • Frigate skill bonuses: +25% (+5%) to small projectile turret damage and +7.5% to small projectile turret tracking per level.
  • Slot layout: 3H, 4M, 3L; 2 turrets, 1 launchers.
  • Fittings: 40 (+1) PWG, 150 (+10) CPU.
  • Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21).
  • Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667).
  • Mobility (max velocity / agility / mass / align time): 410 / 3.2 / 1098000 / 3.29s.
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1).
  • Sensor strength: 10 Ladar (+1).
  • Signature radius: 35.
  • OMEN NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Energy Turret damage + 10% bonus to Medium Energy Turret optimal range.
  • Slot layout: 5(-1) H, 3 M, 7 L, 4(-1) turrets.
  • Fittings: 965 PWG, 335 CPU.
  • Defense (shields / armor / hull) : 1800(-416) / 2550(-463) / 2250(-428).
  • Shield Recharge Time: 1250s(-500s).
  • Capacitor (amount / recharge rate / average cap per second): 1650(+25) / 520s(+55.9s) / 3.17(-0.3).
  • Mobility (max velocity / agility / mass / align time): 265(+73) / 0.43(-0.11) / 10850000(-800,000) / 6.47s(-2.25).
  • Drones (bandwidth / bay): 50(+25) / 50(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km(+12.5) / 320(+27) / 7(-1).
  • Sensor strength: 17(+1) Radar.
  • Signature radius: 100(-12).
  • Cargo capacity: 400(+150).
  • OSPREY NAVY ISSUE
  • Cruiser skill bonuses: 10% bonus to Kinetic missile damage, 5% to Explosive, Thermal and EM missile damage + 10% bonus to Light, Heavy Assault and Heavy Missile Velocity.
  • Slot layout: 5(+1) H, 6(+1) M, 4(+1) L, 2 turrets, 4 launchers.
  • Fittings: 630(+90) PWG, 450(+85) CPU.
  • Defense (shields / armor / hull) : 2550(+1143) / 1800(+850) / 2100(+903).
  • Shield Recharge Time: 1250s(+100).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+388) / 482.5s(+101.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 260(+35) / 0.385 / 11780000(+1,000,000) / 6.29s(+0.54).
  • Drones (bandwidth / bay): 10 / 10.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km(+7.5) / 310(-1) / 8(+2).
  • Sensor strength: 19(+3) Gravimetric.
  • Signature radius: 115(+3).
  • Cargo capacity: 460(-25).
  • EXEQUROR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to Medium Hybrid Turret damage + 5% bonus to Medium Hybrid Turret rate of fire.
  • Slot layout: 5 H(+1), 4 M(+1), 6 L(+1), 5(+1) turrets.
  • Fittings: 830(+70) PWG, 340(+60) CPU.
  • Defense (shields / armor / hull) : 1800(+428) / 1950(+474) / 2550(+863).
  • Shield Recharge Time: 1250s(-200).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 255(+7) / 0.4 (-0.037) / 11280000(-260,000) / 6.25s(-0.74).
  • Drones (bandwidth / bay): 25(+5) / 25(+5).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 325(+3) / 7(+1).
  • Sensor strength: 18(+3) Magnetometric.
  • Signature radius: 110(+2).
  • Cargo capacity: 465 (+200).
  • SCYTHE FLEET ISSUE
  • Cruiser skill bonuses: 10% bonus to Medium Projectile Turret rate of fire + 10% bonus to Missile damage.
  • Slot layout: 5(-1) H, 5(+1) M, 5(+2) L, 4(+1) Turrets, 4(+1) Launchers.
  • Fittings: 745 PWG, 400(+125) CPU.
  • Defense (shields / armor / hull) : 2400(+1000) / 1950(+910) / 1950(+730).
  • Shield Recharge Time: 1250s(-100).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+213) / 425s(+43.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 280(+10) / 0.44 / 10910000 / 6.65s.
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km(+12.5) / 345 / 7.
  • Sensor strength: 16(+3) Ladar.
  • Signature radius: 90.
  • Cargo capacity: 440.
  • AUGOROR NAVY ISSUE
  • Cruiser skill bonuses: 25% bonus to Medium Energy Turret damage + 10% bonus to Armor hitpoints.
  • Slot layout: 5 H, 3 M, 7 L, 3 turrets (-2).
  • Fittings: 1150(+265) PWG, 320(+10) CPU.
  • Defense (shields / armor / hull) : 1600(-450) / 3100(+287) / 2800 (+221).
  • Shield Recharge Time: 1250s (-1000).
  • Capacitor (amount / recharge rate / average cap per second): 1500 / 475s(-16.25) / 3.157(+0.1).
  • Mobility (max velocity / agility / mass / align time): 215(+51) / 0.48(-11) / 10650000 / 7.09s(-1.62s).
  • Drones (bandwidth / bay): 15 / 15.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 42.5km / 300(-28) / 7(+1).
  • Sensor strength: 19(+6) Radar.
  • Signature radius: 120(-12).
  • Cargo capacity: 480(+230).
  • CARACAL NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire + 5% bonus to Heavy Assault and Heavy Missile explosion radius.
  • Slot layout: 6 H, 5 M, 4 L, 0(-2) turrets, 6 launchers.
  • Fittings: 715 PWG(+35), 465(+50) CPU.
  • Defense (shields / armor / hull) : 3000(+187) / 1950 / 2250(-35).
  • Shield Recharge Time: 1250s (-600).
  • Capacitor (amount / recharge rate / average cap per second): 1450(+75) / 482.5s(8.75) / 3(+0.2).
  • Mobility (max velocity / agility / mass / align time): 210(+46) / 0.51(+0.09) / 9600000 / 6.79s(+1.2).
  • Drones (bandwidth / bay): 0(-15) / 0(-15).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 57.5km / 270(+28) / 7.
  • Sensor strength: 21(+3) Gravimetric.
  • Signature radius: 125(-5).
  • Cargo capacity: 450(+200).
  • VEXOR NAVY ISSUE
  • Cruiser skill bonuses: 5% bonus to drone velocity and tracking + 10% bonus to drone hitpoints, damage and mining yield.
  • Slot layout: 4 H(-1), 4 M(+1), 6 L, 2(-3) turrets.
  • Fittings: 800 PWG(+100), 310(+10) CPU.
  • Defense (shields / armor / hull) : 1650(-635) / 3000(+539) / 3000(+187).
  • Shield Recharge Time: 1250s(-550).
  • Capacitor (amount / recharge rate / average cap per second): 1500(+125) / 490s(-1.25) / 3.
  • Mobility (max velocity / agility / mass / align time): 220(+40) / 0.44(-0.106) / 11310000(+400,000) / 6.9s(-1.36).
  • Drones (bandwidth / bay): 125(+25) / 200(+100).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 52.5km / 285(+9) / 7(+1).
  • Sensor strength: 20(+3) Magnetometric.
  • Signature radius: 135.
  • Cargo capacity: 460(+195).
  • STABBER FLEET ISSUE
  • Cargo capacity: 450(+75).
  • Signature radius: 100(+6).
  • Sensor strength: 18(+2) Ladar.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km / 305 / 6.
  • Drones (bandwidth / bay): 40 / 40.
  • Mobility (max velocity / agility / mass / align time): 250(+2) / 0.465(+0.02) / 10810000(+1,000,000) / 6.97s(+0.92).
  • Capacitor (amount / recharge rate / average cap per second): 1275(+25) / 425s(-3.25) / 3(+0.08).
  • Shield Recharge Time: 1250s.
  • Defense (shields / armor / hull) : 2250(+206) / 2700(-61) / 2250(-94).
  • Fittings: 950 PWG, 310(-2) CPU.
  • Slot layout: 5 H, 4 M, 6 L, 5 turrets, 3 launchers.
  • Cruiser skill bonuses: 5% bonus to Medium Projectile Turret firing speed + 10% bonus to Medium Projectile Turret tracking speed.
  • ORACLE
  • Amarr Battlecruiser Skill Bonuses: -10% to large laser cap use and +5% to large laser damage.
  • Slot layout: 8H, 3M, 6L; 8 turrets , 0 launchers.
  • Fittings: 1375 PWG, 345 CPU.
  • Defense (shields / armor / hull) : 1575 / 2160 / 1980.
  • Capacitor (amount / recharge rate) : 3500 / 875s.
  • Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 220 (-20) / 6.
  • Sensor strength: 18 Radar.
  • Signature radius: 210 (+30).
  • NAGA
  • Caldari Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +10% to large hybrid turret optimal range.
  • Slot layout: 8H, 6M, 3L; 8 turrets , 0 launchers.
  • Fittings: 875 PWG, 425 CPU.
  • Defense (shields / armor / hull) : 2160 / 1575 / 1755.
  • Capacitor (amount / recharge rate) : 2900 / 725s.
  • Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 200 (-20) / 8.
  • Sensor strength: 21 Gravimetric.
  • Signature radius: 215 (+25).
  • TALOS
  • Gallente Battlecruiser Skill Bonuses: +5% to large hybrid turret damage and +7.5% to large hybrid turret tracking speed.
  • Slot layout: 8H, 4M, 5L; 8 turrets , 0 launchers.
  • Fittings: 1100 PWG, 360 CPU.
  • Defense (shields / armor / hull) : 1750 / 1890 / 2160.
  • Capacitor (amount / recharge rate) : 3100 / 775s.
  • Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s).
  • Drones (bandwidth / bay): 25 / 25.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 210 (-20) / 7.
  • Sensor strength: 20 Magnetometric.
  • Signature radius: 220 (+20).
  • TORNADO
  • Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.
  • Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.
  • Fittings: 1000 PWG, 342 CPU.
  • Defense (shields / armor / hull) : 1890 / 1800 / 1800.
  • Capacitor (amount / recharge rate) : 2700 / 675s.
  • Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).
  • Drones (bandwidth / bay): 0 / 0.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.
  • Sensor strength: 17 Ladar.
  • Signature radius: 195 (+25).
  • ARMAGEDDON
  • Amarr Battleship Skill Bonuses: +10% to Drone damage and Hit Points and +10% Energy Neutralizer and Energy Vampire range per level.
  • Slot layout: 7H(-1), 4M(+1), 7L(-1); 5 turrets(-2) , 5 launchers(+5).
  • Fittings: 13500 PWG(-3000), 550 CPU(+65).
  • Defense (shields / armor / hull) : 6800(+1331) / 8500(+1859) / 8000(+1789).
  • Capacitor (amount / recharge rate / cap per second) : 6200(+887.5) / 1087s / 5.7.
  • Mobility (max velocity / agility / mass / align time): 100(-5) / .13(+.002) / 105200000 / 18.96s (+.29).
  • Drones (bandwidth / bay): 125 / 375(+250).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km / 110 / 7.
  • Sensor strength: 21 Radar Sensor Strength (+4).
  • Signature radius: 450 (+80).
  • APOCALYPSE
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG(+500), 540 CPU(+35).
  • Defense (shields / armor / hull) : 6000(-211) / 7000(-500) / 7000(+359).
  • Capacitor (amount / recharge rate / recharge per second) : 7000(-500) / 1002s(-152s) / 6.99 (+.49).
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .119(-.017) / 97100000 / 16.02s (-2.29s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 73km(+5.5k) / 95 / 7.
  • Sensor strength: 20 Radar Sensor Strength.
  • Signature radius: 380(-20).
  • ABADDON
  • Amarr Battleship Skill Bonuses: +5% to Large Energy Turret damage and +4% Armor resistances per level.
  • Slot layout: 8H, 4M, 7L; 8 turrets, 0 launchers.
  • Fittings: 21000 PWG, 560 CPU.
  • Defense (shields / armor / hull) : 7000 / 8500 / 8000.
  • Capacitor (amount / recharge rate / recharge per second) : 6375 / 1250s / 5.1.
  • Mobility (max velocity / agility / mass / align time): 89 / .14 / 103200000 / 20.03s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 80km / 85 / 7.
  • Sensor strength: 22 Radar Sensor Strength.
  • Signature radius: 470.
  • SCORPION
  • Caldari Battleship Skill Bonuses: 15% bonus to ECM Target Jammer strength, 25% bonus to ECM Target Jammer optimal and falloff range and 25% bonus to ECM Burst range per level.
  • Slot layout: 5H(-1), 8M, 5L(+1); 4 turrets , 4 launchers.
  • Fittings: 9000 PWG, 750 CPU.
  • Defense (shields / armor / hull) : 7000(+359) / 5500 / 6500(+1031).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1087s / 5.06.
  • Mobility (max velocity / agility / mass / align time): 94 / .116 / 103600000 / 16.66s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 110 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 480.
  • RAVEN
  • Caldari Battleship Skill Bonuses: +5% bonus to Cruise and Torpedo Launcher rate of fire and +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 7H(-1), 7M(+1), 5L; 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+1500), 750(+50) CPU.
  • Defense (shields / armor / hull) : 7000(-500) / 5800(-841) / 6400(-241).
  • Capacitor (amount / recharge rate / recharge per second) : 5500(+187.5) / 1160s / 4.74.
  • Mobility (max velocity / agility / mass / align time): 113(+19) / .12(-.008) / 99300000 / 16.52s (-1.1s).
  • Drones (bandwidth / bay): 50(-25) / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 85 / 7.
  • Sensor strength: 22 Gravimetric.
  • Signature radius: 420(-50).
  • ROKH
  • Caldari Battleship Skill Bonuses: +10% to large Hybrid Turret optimal range and +4% Shield resistances per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 4 launchers.
  • Fittings: 15000 PWG, 780 CPU.
  • Defense (shields / armor / hull) : 8500 / 7000 / 7500.
  • Capacitor (amount / recharge rate / recharge per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 89 / .136 / 105300000 / 19.85s.
  • Drones (bandwidth / bay): 50 / 50.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 24 Gravimetric.
  • Signature radius: 500.
  • DOMINIX
  • Gallente Battleship Skill Bonuses: +10% Drone Damage, +10% Drone hitpoints, +10% Drone optimal range and Drone tracking speed and per level.
  • Slot layout: 6H, 5M, 7L; 6 turrets , 0 launchers.
  • Fittings: 10000 PWG(+1000), 600 CPU.
  • Defense (shields / armor / hull) : 7200(+1731) / 8000(+1789) / 8500(+1859).
  • Capacitor (amount / recharge rate / cap per second) : 6000(+1000) / 1100s / 5.51.
  • Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000(+3150000) / 16.88s.
  • Drones (bandwidth / bay): 125 / 375.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 22 Magnetometric Sensor Strength.
  • Signature radius: 465(+45).
  • MEGATHRON
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 7H(-1), 4M, 8L(+1); 7 turrets , 0 launchers(-2).
  • Fittings: 15500 PWG, 600 CPU(+50).
  • Defense (shields / armor / hull): 6300(+89) / 6500(-141) / 7500.
  • Capacitor (amount / recharge rate / cap per second): 6000(+375) / 1150s / 5.02 (+.15).
  • Mobility (max velocity / agility / mass / align time): 122(+7) / .114(-.0076) / 98400000 / 15.96s (-.63s).
  • Drones (bandwidth / bay): 75(-50) / 75(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 21 Magnetometric Sensor Strength.
  • Signature radius: 380(-20).
  • HYPERION
  • Gallente Battleship Skill Bonuses: +10% Large Hybrid Turret damage and +7.5% Armor Repair amount per level.
  • Slot layout: 7H(-1), 5M, 7L(+1); 6 turrets , 1 launchers.
  • Fittings: 16000 PWG(+250), 600 CPU.
  • Defense (shields / armor / hull): 7500 / 8000 / 8500.
  • Capacitor (amount / recharge rate / cap per second: 7200 / 1500s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 115 / .1178 / 100200000 / 16.36s.
  • Drones (bandwidth / bay): 125(+25) / 175(+75).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 110 / 7.
  • Sensor strength: 23 Magnetometric Sensor Strength.
  • Signature radius: 485.
  • TYPHOON
  • Minmatar Battleship Skill Bonuses: +5% to Cruise and Torpedo launcher rate of fire and +5% Cruise Missile and Torpedo explosion velocity per level.
  • Slot layout: 7H(-1), 5M(+1), 7L; 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 12500 PWG, 640 CPU(+40).
  • Defense (shields / armor / hull) : 6500(+289) / 6000(+531) / 6000(-211).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+400) / 1087s / 4.97 (+.3).
  • Mobility (max velocity / agility / mass / align time): 130 / .11(-.006) / 100600000(-3000000) / 15.8s(-1.16s).
  • Drones (bandwidth / bay): 100(-125) / 125(-50).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 19 Ladar Sensor Strength(+1).
  • Signature radius: 330(+10).
  • TEMPEST
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 6L; 6 turrets , 4 launchers.
  • Fittings: 16000 PWG(+500), 550 CPU.
  • Defense (shields / armor / hull) : 6800(-154) / 7000(+789) / 6800(+259).
  • Capacitor (amount / recharge rate / cap per second) : 5400(+87.5) / 1154s / 4.68.
  • Mobility (max velocity / agility / mass / align time): 127(+7) / .116(-.004) / 99500000(-3800000) / 16.00s.
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 67.5km(+5k) / 100 / 7.
  • Sensor strength: 20 Ladar Sensor Strength(+1).
  • Signature radius: 360(+20).
  • MAELSTROM
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +7.5% bonus to Shield Boost Amount per level.
  • Slot layout: 8H, 6M, 5L; 8 turrets , 0 launchers.
  • Fittings: 21000 PWG, 640 CPU.
  • Defense (shields / armor / hull) : 8000 / 7500 / 7000.
  • Capacitor (amount / recharge rate / cap per second) : 6000 / 1250s / 4.8.
  • Mobility (max velocity / agility / mass / align time): 94 / .136 / 103600000 / 19.53s.
  • Drones (bandwidth / bay): 100 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 90 / 7.
  • Sensor strength: 21 Ladar Sensor Strength.
  • Signature radius: 460.
  • ARMAGEDDON NAVY ISSUE
  • Amarr Battleship Skill Bonuses: +5% Large Energy Turret rate of fire and -10% Large Energy Turret cap use per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets , 0 launchers.
  • Fittings: 17500 PWG(+175), 560 CPU(+3).
  • Defense (shields / armor / hull): 8500(+296.5) / 11500(+1539) / 10000(+684).
  • Capacitor (amount / recharge rate): 6000(+687.5) / 1100s(+125s).
  • Mobility (max velocity / agility / mass / align time): 105 / .13(+.002) / 105200000 / 18.96s.
  • Drones (bandwidth / bay): 125 / 200(+25).
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km(+5k) / 110 / 7.
  • Sensor strength: 26 Radar Sensor Strength (+4.75).
  • Signature radius: 400 (+30).
  • APOCALYPSE NAVY ISSUE
  • Signature radius: 370(-30).
  • Sensor strength: 25 Radar Sensor Strength.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 76km(+8.5k) / 120(+1.25) / 7.
  • Drones (bandwidth / bay): 75 / 100.
  • Mobility (max velocity / agility / mass / align time): 120(+26) / .115(-.021) / 97100000(-2200000) / 15.48s(-3.24s).
  • Capacitor (amount / recharge rate): 7000(-500) / 1000s(-154s).
  • Defense (shields / armor / hull): 8000(-1316) / 10500(-750) / 10000(+39).
  • Fittings: 22000 PWG(+475), 580 CPU.
  • Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers(-2).
  • Amarr Battleship Skill Bonuses: +7.5% to Large Energy Turret optimal range and +7.5% Large Energy Turret tracking speed per level.
  • SCORPION NAVY ISSUE
  • Caldari Battleship Skill Bonuses: 5% bonus to Cruise Missile and Torpedo rate of fire, 4% bonus to shield resistances per level.
  • Slot layout: 7H, 8M, 5L(+1); 4 turrets , 6 launchers.
  • Fittings: 11000 PWG(+650), 780 CPU(-7).
  • Defense (shields / armor / hull): 11500(+1538.5) / 8500(+297) / 9000(+797).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 103 / .125(+.009) / 103600000 / 17.95s(+1.29s).
  • Drones (bandwidth / bay): 75 / 75.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 90km / 75 / 7.
  • Sensor strength: 30 Gravimetric.
  • Signature radius: 465(+35).
  • RAVEN NAVY ISSUE
  • Caldari Battleship Skill Bonuses: +5% bonus to Torpedo and Cruise Missile explosion radius, +10% bonus to Cruise Missile Torpedo Velocity per level.
  • Slot layout: 8H, 7M(+1), 5L; 0 turrets , 8 launchers(+1).
  • Fittings: 12000 PWG(+1075), 780 CPU(+45).
  • Defense (shields / armor / hull): 10500(-750) / 8000(-1961) / 9500(-461).
  • Capacitor (amount / recharge rate): 5900(+587.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 123(+29) / .12(-.008) / 97300000(-2000000) / 16.19s(-1.43s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 75km / 105(-1.25) / 7.
  • Sensor strength: 28 Gravimetric(+.5).
  • Signature radius: 410(-50).
  • DOMINIX NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +10% Drone Damage and Drone hitpoints and +5% Large Hybrid Turret damage per level.
  • Slot layout: 6H, 6M, 7L; 6 turrets , 0 launchers.
  • Fittings: 11000 PWG(+1100), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 11000(+1684) / 11000(+1039).
  • Capacitor (amount / recharge rate): 5500(+250) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 110(+1) / .12(-.0054) / 97100000 / 16.15s (-.72s).
  • Drones (bandwidth / bay): 125 / 400.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 70km / 90 / 7.
  • Sensor strength: 27 Magnetometric Sensor Strength.
  • Signature radius: 455(+35).
  • MEGATHRON NAVY ISSUE
  • Gallente Battleship Skill Bonuses: +5% Large Hybrid Turret rate of fire and +7.5% Large Hybrid Turret tracking speed per level.
  • Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers(-1).
  • Fittings: 16275 PWG, 630 CPU(+25).
  • Defense (shields / armor / hull): 9000(-316) / 9500(-461) / 10500(-750).
  • Capacitor (amount / recharge rate): 6000 (+375) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(+10) / .105 (-.005) / 98400000(-6800000) / 15.01s(-1.84s).
  • Drones (bandwidth / bay): 125 / 175.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 72.5km / 95 / 7.
  • Sensor strength: 25 Magnetometric Sensor Strength (-1.25).
  • Signature radius: 385(-15).
  • TYPHOON FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +7.5% to Cruise and Torpedo launcher damage and +7.5% to Large Projectile Turret rate of fire per level.
  • Slot layout: 8H, 5M(+1), 7L(-1); 6 turrets(+1) , 6 launchers(+1).
  • Fittings: 13000 PWG(-125), 660 CPU.
  • Defense (shields / armor / hull): 9500(+1296) / 9000(-316) / 9000(-316).
  • Capacitor (amount / recharge rate): 5800(+800) / 1100s(+12.5s).
  • Mobility (max velocity / agility / mass / align time): 138(-5) / .11(-.0001) / 102600000 (-1000000) / 14.93s(-.059s).
  • Drones (bandwidth / bay): 125 / 200.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 65km(+5k) / 115 / 7.
  • Sensor strength: 23 Ladar Sensor Strength(+.5).
  • Signature radius: 320.
  • TEMPEST FLEET ISSUE
  • Minmatar Battleship Skill Bonuses: +5% bonus to Large Projectile Turret rate of fire and +5% bonus to Large Projectile Turret damage per level.
  • Slot layout: 8H, 5M, 7L; 6 turrets, 4 launchers.
  • Fittings: 17500 PWG(+450), 580 CPU(+3).
  • Defense (shields / armor / hull): 10200(+884) / 10800(+369) / 9000(-961).
  • Capacitor (amount / recharge rate): 5500(+187.5) / 1150s(-4.875s).
  • Mobility (max velocity / agility / mass / align time): 130(-2) / .115(+.007) / 103300000 / 16.47s(+1s).
  • Drones (bandwidth / bay): 75 / 100.
  • Targeting (max targeting range / Scan Resolution / Max Locked targets): 74km(+11.5km) / 100 / 7.
  • Sensor strength: 24 Ladar Sensor Strength(+.25).
  • Signature radius: 350(+10).

Skills
  • The “Hacking” skill now grants 10+ virus coherence per level.
  • The “Archaeology” skill now grants 10+ virus coherence per level.
  • The "Astrometrics" skill has been changed:
  • "Astrometrics" no longer alters the ability to launch probes.
  • "Astrometrics" now gives +5% scan strength per level, -5% max scan deviation per level and -5% scan probe scan time per leve.
  • "Astrometrics" is now a starting skill, and all new characters will receive this at level 1.

Ship Skill Changes
  • The generic Destroyers and Battlecruisers skills have been removed, and replaced by 4 racial variations each to be more consistent with the other Tech1 Spaceship Command skills. Reimbursement details below.
  • Battlecruisers skill: a pilot having at least a Racial Cruiser skill at 3 on top of Battlecruisers skill trained will receive the new Racial Battlecruiser skill at the same level than the old Battlecruisers skill.
  • Ex: a player having Amarr Cruiser at 3, plus Battlecruisers at 4 will receive the new Amarr Battlecruiser skill at 4.
  • Destroyers skill: a pilot having at least a Racial Frigate skill at 3 on top of Destroyers skill trained will receive the new Racial Destroyer skill at the same level than the old Destroyers skill.
  • Ex: a player having Gallente Frigate at 3, plus Destroyers at 5 will receive the new Gallente Destroyer skill at 5.
  • Progress between skill levels will be properly saved and duplicated among all the eligible skills. For instance, a player having 128,259 skill points in the Destroyers skill, plus Caldari and Minmatar Frigate at level 3 at the time of the reimbursement will properly receive the Caldari Destroyer and Minmatar Destroyer skills at 128,259 skill points.
  • Players having the Destroyers or Battlecruisers skill trained, but with no Racial Frigate or Racial Cruiser skill at least level 3 will have their skill points for both of the skills moved into a the skill point allocation pool.
  • Any player training Destroyers or Battlecruisers skills at the time of Odyssey deployment will have his or her training queue paused. We highly recommend not to train those skills when that happens or you may lose training time.
  • Skill training has been modified – it is now not required to know all the prerequisites of a particular skill to train it once it has been injected in your character head.
  • This has been done to allow players to keep training Spaceship Command skills they qualified for before the skill changes without having to train the new requirements.
  • No changes have been made to the skill injection system - all skill requirements need to be met before skills can be injected into your character's brain.

Ship Skill Requirement Changes
  • Rookie ships:
  • The Racial Frigate skill has been removed as a prerequisite of all Rookie Ships.
  • Navy Frigates:
  • All Navy Frigates now require their respective Racial Frigate skill at 2 instead of level 3.
  • Destroyers:
  • All destroyers now require Racial Destroyer skill at 1 instead of the old generic Destroyers skill.
  • The new Racial Destroyer skillbooks have the same training attributes, rank and cost as the previous generic Destroyers skill.
  • Racial Frigate level 3 requirement moved as a prerequisite to train the new Racial Destroyer skills.
  • Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.
  • Cruisers:
  • All Cruiser skills now require respective Racial Destroyer skill at 3 instead of Racial Frigate at 4 to be trained.
  • Spaceship Command skill requirement has been decreased from 3 to 2.
  • Navy Cruisers:
  • All Navy Cruisers now require respective Racial Cruiser at 2 instead of level 3-4.
  • Battlecruisers:
  • All Battlecruisers now require the Racial Battlecruiser skill at 1 instead of the old generic Battlecruisers skill.
  • The new Racial Battlecruiser skillbooks have the same training attributes, rank and cost as the previous generic Battlecruisers skill.
  • The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.
  • Racial Cruiser level3 requirements moved as a prerequisite for the Racial Battlecruiser skills.
  • Spaceship Command requirement reduced from 4 to 3.
  • Battleships:
  • All Racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4.
  • All Racial Battleship skill requirements have also been reduced level1 as they are no longer balanced by tiers.
  • Navy Battleships:
  • Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships.
  • Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly those Navy Battleships.
  • Carriers and Supercarriers:
  • Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1.
  • Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4.
  • All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3.
  • Adding the Jump Fuel Conservation skill at 4 as prerequisite.
  • Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5).
  • Dreadnoughts:
  • All Racial Battleship requirements on Dreadnoughts reduced from 5 to 3.
  • Capital Ships requirement on all Dreadnoughts increased from 1 to 3.
  • Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5).
  • Titans:
  • All Racial Battleship requirements on Titans reduced from 5 to 3.
  • Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)·         
  • Electronic Attack Ships:
  • Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5.
  • Interdictors:
  • Racial Frigate 5 requirement swapped for Racial Destroyer 5.
  • Generic old Destroyer skill removed from the Interdictor skill.
  • Interceptor requirement removed from the Interdictor skill.
  • Graviton Physics 1 added as skill requirement in the Interdictor skill.
  • Propulsion Jamming 5 added as skill requirement in the Interdictor skill.
  • Heavy Assault Ships:
  • Assault Ships requirement removed from the Heavy Assault Ship skill.
  • Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill.
  • Energy Management 4 added as skill requirement of the Assault Ship skill.
  • Recon Ships:
  • Covert Ops requirement removed from the Recon Ships skill.
  • Cloaking 4 added as skill requirement of the Recon Ships skill.
  • Electronic Upgrades 5 added as skill requirement of the Recon Ships skill.
  • Heavy Interdictors:
  • Weapon Upgrades removed from the Heavy Interdictor skill.
  • Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill.
  • Command Ships:
  • Racial Cruiser 5 requirement swapped for Racial Battlecruiser 5.
  • Generic and old Battlecruiser skill removed from the Command Ship skill.
  • Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).
  • Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore).
  • Information Warfare 5 skill added as requirement for the Command Ship skill.
  • Armored Warfare 5 skill added as requirement for the Command Ship skill.
  • Siege Warfare 5 skill added as requirement for the Command Ship skill.
  • Skirmish Warfare 5 skill added as requirement for the Command Ship skill.
  • Industrials:
  • All ship skill requirements reduced from 1-5 to 1.
  • Racial Frigate skill requirement removed from the Industrial skill.
  • Freighters:
  • Now requires Advanced Spaceship Command 5 instead of 1.
  • Racial Industrial skill requirement reduced from 5 to 3.
  • Mining Barges
  • Mining Frigate 3 skill added as a requirement of the Mining Barge skill.
  • Industrial Command Ship
  • Mining barge skill requirement removed.
  • Adding ORE Industrial 3 as requirement.
  • Capital Industrial Ship
  • Mining barge skill requirement removed from the Capital Industrial Ship skill.
  • Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill.
  • Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill.

User Interface
  • A new "Category" column has been added to the Buyer Will Get contract window, to help clarify the items that are being exchanged.
  • Contracts can now include Plastic Wraps. The volume of the Plastic Wraps is now displayed correctly as part of the total volume of the contract.
  • Attributes listed in the Attributes section of the Character Sheet, and in the Neural Remap window, will now display in the same order that the equivalent implants are listed.
  • The Radial Menu in EVE has been removed and replaced with an all-new menu designed for fast-paced interaction. The menu is available when flying in space and can be opened via left click + hold on objects in space. Mapping and delay customization for the Radial Menu is available in the Esc menu.
  • On Pod Death you will no longer instantly snap back to station. Your camera drones will show your corpse in space before your consciousness is transferred to your new clone.
  • The loading bar has been eliminated from the Undocking transition. The Undock button has been moved from the NeoCom to the Station Services panel to allow room to provide undocking progress.
  • Jump Transitions have been added which allow a seamless transition free from the tyranny of black screen and loading bars.
  • Persistent navigation statuses have been added for: Aligning, Approaching, Orbiting and Keeping at Range. In addition, there is now a confirmation for the Stop my Ship command.
  • Health bars on the HUD for your ship flash when the user-defined Damage Alert thresholds have been passed. The Damage Alert thresholds can be configured in the HUD menu.
  • When a targeted ship is destroyed the target will flash several times before it is removed from your target list. If the target gets away, it will simply disappear as before.
  • When boarding a ship or undocking, the HUD capacitor level animates.
  • The Watch List has been cleaned up so no longer are there almost 20 options in the contextual menu. These options are now under the ‘Pilot’ submenu.
  • The image of a station in that station’s Show Info window can now be dragged into chat to provide a link to the specific station instead of the station type.
  • The chat entry box can now be reduced to the height of a single line.
  • It is now possible to open more than 1 saved fitting at a time by holding SHIFT when selecting it from the list.
  • The Fleet option “Kick Member” has been renamed to “Kick Member from fleet”.
  • Notes in the Notepad are now ordered alphabetically.
  • The Show Info images of Planets, Solar Systems, Constellations and Regions can now be dragged into chat to provide links.
  • "Open All Squads" and "Close All Squads" have been renamed to "Expand All Squads" and "Collapse All Squads".
  • The "Expand All Squads" and "Collapse All Squads" will function regardless of whether the Wings are Expanded/Collapsed.
  • New options "Expand All Wings" and "Collapse All Wings" have been added.
  • Fleet Composition can now be copied by expanding all squads and selecting CTRL + C.
  • In the Bookmark Location window the name is now preselected so it can be instantly overwritten.
  • In windows with a scroll bar your Page Up and Page Down buttons now function as you would expect them to by scrolling up and down.
  • Zoom In/Out functions are no longer bound by default.
  • When using the Autopilot the next Stargate in your route is now preselected on system entry. Tracking camera users will find the camera now always points in the correct direction when using the Autopilot.
Fixes
Audio
  • Fixed a number of small audio issues.
  • Work carried out on nullsec music and atmospheric sounds to make things less repetitive.

Boosters and Implants
  • Corrected skill requirement for the Zainou 'Gnome' Weapon Upgrades WU-1005 from cybernetics 5 to cybernetics 4.
  • The Zainou 'Snapshot' AM-70x hardwiring range now correctly refers to "heavy assault missiles" rather than "assault missiles" in both their names and their descriptions.
  • LP-1005, LE-1005 and LH-1005 hardwirings now require Cybernetics 4 rather than Cybernetics 5, in line with other 5% hardwirings.

Character Creation and New Player Experience
  • The tutorial text regarding clones in "Additional Reading" has been edited for clarity.
  • A missing icon for a Minmatar clothing asset has been fixed.

Drones
  • Preventing rare situations where Salvaging Drones would be returning back to a players ship after each salvaging attempt.
  • Infiltrator II and 'Augmented' Infiltrator now have an increased orbit velocity. Infiltrator II, Imperial Navy Infiltrator and 'Augmented' Infiltrator have all had their tracking speed increased to ensure the correct tracking speed-to-orbit velocity ratio.

Graphics General
  • Resolved a long standing issue with certain NPCs using incorrect faction skins.
  • The order in which layers are drawn has been fixed on a drone structure.
  • Moved the 5th highslot turret location onto a turret location drawn on the model.
  • The rifter's thruster locators have been moved closer to the hull.
  • The hulls thruster location has been moved closer to the hull.
  • Added missing small thrusters to the cheetah, procurer and skiff.
  • Mordu's NPCs now have the correct blue color instead of pretending to be Guristas.
  • Fixed a misaligned texture on the rokh.
  • Capital ships at low and medium LOD will now keep their textures instead of appearing black.
  • The Amarr Navy Omen and Slicer now have tech 1 turrets that match their paint jobs.
  • Fixed: Small pop of geometry during the Phoenix siege animation.
  • Fixed: Corrected small texture stretch in Caldari Hanger.
  • Removed thrusters from sentry drones because they don't move.
  • The Khanid ship shader was too bright and has now been corrected.
  • Certain turret configs for Rorqual now sit on geometry.

Localization
  • Fixed issues relating to localization of important name tooltips:
  • The tooltip syntax will no longer be saved in the fitting name when opening a fitting from the chat window.
  • Fixed a UI issue where repeatedly right-clicking entries in the mission journal would cause the right-click menu to keep growing in size when running with tooltips enabled.
  • Fixed drag-and-drop functionality when dragging your current solar system name into the chat window, when running with tooltips enabled.
  • Numerous Russian translations of mission descriptions have been corrected by adjusting the placement of variables representing system, station, corporation, and agent names.
  • On the Japanese client, NPC agents’ names have now middle dots (「・」) between their first names and last names for the better visibility.
  • Various linguistic changes and improvements have been made throughout the Russian, German and Japanese clients.

Market & Contracts
  • All market start up times have been decreased significantly.
  • Orders will now expire regularly during up time, instead of waiting for downtime. Items will also be returned to the users Item Hangar as part of the expiry process.
  • Items with colon or slash in the name can now be properly Exported to File from the Market.

Miscellaneous
  • The Influence level for Incursions is now persisted more consistently at server downtimes.
  • The "Warp Disruption Field Generator II blueprint" has had the correct meta group assigned to it, so it can now be filtered using Smart Filters.
  • All "Warfare Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Mining Foreman Link" modules have had their description correctly formatted to include line breaks where appropriate.
  • All "Shield Boosters" modules have had their description corrected to note that they can be used on capital ships.
  • The Signal Distortion Amplifier blueprints are now part of a new group called ECM Stabilizer Blueprint. This does not change the market group for these items.
  • The text for the Jump Portal Generator I and Covert Jump Portal Generator I is now formatted correctly.
  • The description for Tritanium now refers to the Universe instead of the World.

Modules
  • The Modules Overheat icon no longer continuously flashes when it is activated and deactivated within the same cycle.
  • Survey Scanners will now properly show their range in both tooltips and the Tactical Overlay.
  • The Triage Modules are no longer incorrectly described as Siege Modules in the description.
  • Capital-sized modules should now correctly state in their descriptions that they cannot be fitted to sub-capital ships.
  • Fixed description for all Nuclear ammunition to accurately reflect its bonus to tracking.
  • T3 Offensive subsystems no longer display a confusing unlabelled number.

NPCs
  • NPCs can now better distinguish between damage players apply to NPCs and damage that players apply to each other when picking targets.
  • Fixed an issue where negative corp or faction standings were not being applied after killing certain NPCs.
  • The standings tab of the character sheet no longer includes standings to "unknown factions".
  • Some high security NPCs were providing too much security status on destruction and were easily farmed to repeatedly increase sec status. These NPCs have had their security status bonus adjusted to bring them in line with the effort required to find and destroy them.

Player Owned Structures, Outposts and Stations
  • The starbase defense control locked target icon will no longer revert to a question mark when structures unlock a target.
  • The names of conquerable stations and outposts will now correctly update in the star map system tooltips.
  • All starbase EW structures should now have their effect icons show up correctly in the overview and effects bar.

Science and Industry
  • Some faction modules required Tech 2 skills and resources manufacturing. These have been removed.
  • The Phoenix no longer requires Capital Turret Hardpoints in its construction.
  • The Naglfar no longer requires Capital Launcher Hardpoints in its construction.

Ships  
  • Fixed a typo in the description text for the Myrmidon.  
  • Fixed an issue where the incorrect insurance type was being granted for ships with very low cost and payout values.
  • The skill bonus to Energy Vampires is now working correctly on the Vangel.
  • A small error in the Warp speed of Freighters has been corrected.
  • The Echo no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • The Immolator no longer displays Upgrade Hardpoints and Rig Size in the Fitting tab of the Show Info window. The ship never had rig slots to begin with.
  • All Faction & Storyline Battleships, Battlecruisers and Cruisers have had their Calibration increased from 350 to 400.

Skills  
  • The skill "Deep Core Mining" is now correctly reducing the chance of causing mining pollution clouds.

User Interface
  • Kill Reports now again contain the Moon for destroyed structures.
  • Approx 50% of all standings will drop by 0,01 in the character tab window, this has no game-changing effect and is simply a UI fix that properly shows players their effective standing.
  • Resizing the windowed client will no longer clear the fitting screen if it was open.
  • Implants, Skill, Planetary Resources and Planetary Commodities now show their volume attribute in the Info Window.
  • The Drone Management interface will now open correctly if you are attempting to drag a stack of drones to the drone bay that you have to split.
  • Bookmarks are now consistently sorted in both the in-space right click menu and People & Places.
  • Icons will now display correctly for the "Command Center Hold Capacity" and "Planetary Commodities Hold Capacity" in the Attributes tab for ships.
  • Added a message when failing to meet the conditions required to capture a complex in Factional Warfare. Previously this was failing with a blank No Label message.
  • Redundant options View Contents, Open Cargo and Add to Quickbar have been removed from the right-click menu for capsules.
  • If a Kill Right price has been changed before the clients cache clears automatically, we now display a nice user message with the correct price telling you to try again.
  • When viewing a Corporations Show Info window, clicking on the link for a Faction.
  • Removed the "Flying Between Hangars!" modal error message when moving a ships hangar into another one via the Inventory Index tree. Now nothing will happen.
  • Windows that have been collapsed now remember their state correctly after restarting the client.
  • Items dragged out from the Market Quickbar will no longer get stuck on screen.
  • Current active wars that enter the 24 hour cooldown phase are now still shown in the active wars category in a Corporation/Alliance Show Info window.
  • Restoring an unread mail from the Trash will now correctly update the Unread counters for the appropriate mail folders.
  • In many cases the 'Reset Camera' function was parking the camera right up the back of your ship. The camera distance when reset has now been adjusted so that the default is more complimentary.
  • Fixed a clipping issue in the Inventory for the last row of text in the Chinese client. This should not affect any other localized clients.
  • An issue with the back button on the mouse when navigating the Browser has been fixed.
  • General Tutorials titles are now correctly capitalized for consistency.

Weapons & Ammunition
  • Updated the description for Hail ammunition.
  • Light kinetic missiles should now get their proper bonus in Wolf-Rayet systems.
  • Auto-Targeting missiles will no longer target objects in the "Large Collidable Structure" group.

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MessagePosté le: Mar 4 Juin - 11:42 (2013)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
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Masculin Gémeaux (21mai-20juin) 兔 Lapin

MessagePosté le: Mar 4 Juin - 13:08 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Ca en fait du changement, j'ai hâte de voir ça en jeu.  Smile
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MessagePosté le: Mar 4 Juin - 13:52 (2013)    Sujet du message: Maj Odyssey Répondre en citant

y'en a trop....

y'a pas quelqu'un qui veut faire une synthèse de ce qui est vraiment important ? Mr. Green
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Masculin Gémeaux (21mai-20juin) 兔 Lapin

MessagePosté le: Mar 4 Juin - 14:07 (2013)    Sujet du message: Maj Odyssey Répondre en citant

En gros (C'est ce que j'ai lu un peu à droite et à gauche sur les forums) les points vraiment importants sont :


- Changement dans le probing, l'archeology et le hacking.
- Ajout de skill pour l'exploration. (Notamment pour le hacking et l'archeology)
- Refonte / modification des stats / fittings de certains vaisseaux.
- Changement des Skills requis pour l'utilisation de certains types de vaisseaux.
- Modifications de certaines parties de l'interface.


Le reste ça concerne l'amélioration des graphismes, optimisations du jeu, modifications de textures, remaniement / ajustements des skins de certains vaisseaux, des modifications de stats ci et la (Drone, Station, etc.) etc.
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Masculin Balance (23sep-22oct)

MessagePosté le: Mar 4 Juin - 14:33 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Merci Nef Okay.............. ça patch..... Oiseau de proie
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MessagePosté le: Mar 4 Juin - 14:35 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Serveur de nouveau up ! On va pouvoir tester un peu tout ça.  Smile  (800 Mo de mise à jour)
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MessagePosté le: Mar 4 Juin - 21:31 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Bon avec la promo EVE à 4,99 euros sur Steam (jusqu'à vendredi), j'ai craqué (ça reste un craquage super raisonnable quand même ^^).
Par contre entre le serveur down dimanche, ma garde hier et le patch ce soir, j'ai bien joué 45 minutes au total...
Il faudra que vous me disiez comment rejoindre les Wind Swords, vous n'apparaissez pas quand on fait une recherche de Corporation qui recrute. 
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MessagePosté le: Mar 4 Juin - 22:13 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Ah ? bizarre ... euh je ne sais plus comment on fait à distance, Miick, toi qui nous a rejoins à distance, comment tu as fait stp ?
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MessagePosté le: Mar 4 Juin - 22:17 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Apparemment il faut :


Ouvrir le panneau People & places - Onglet "Contacts"


Dans "Search Type" tu sélectionne "Corporation" et tu entre notre guilde. Tu sélectionne la guilde et tu clique sur "Apply", et normalement c'est bon.  Smile
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MessagePosté le: Mar 4 Juin - 22:21 (2013)    Sujet du message: Maj Odyssey Répondre en citant

 ok, je note pour quand mon launcher aura fini d'appliquer le patch
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MessagePosté le: Mer 5 Juin - 19:54 (2013)    Sujet du message: Maj Odyssey Répondre en citant

Le détail complet de l'extension. Modification, ajout, changement, etc. Encore plus de lecture.  Mr. Green


Citation:

Table of contents
  1. Exploration
    1. Sensor Overlay
    2. Probe Scanning
    3. Signatures and Anomalies
    4. Exploration Minigame / Hacking
    5. Decryptors
  2. Tags for Security Status
    1. New Pirate NPCs
    2. New Pirate Tags
    3. New Station Service
    4. Splitting up CONCORD Standing and Sec Status
  3. Resource Rebalancing
    1. Moon Mining / T2 Production
    2. Ore Mining
    3. Ice Harvesting
    4. Outposts
    5. Nullsec Anomalies
  4. POS Management Improvements
  5. Ship Rebalancing / New Ships
    1. T1 Battleships
    2. Navy Battleships
    3. T1 Battlecruisers
    4. Navy Battlecruisers
    5. T1 Cruiser
    6. Navy Cruisers
    7. T1 Frigates
    8. Navy Frigates
    9. Ship Resistance Bonuses
  6. Module Rebalancing / New Modules
    1. Weapon Modules
    2. Remote Sensor Booster
    3. Tracking Enhancer
    4. Small Navy Cap Booster
    5. Scanning and Exploration Modules
    6. Capital Rigs
  7. Skill Changes
    1. Ship Skill Requirements
    2. Astrometics Skill Changes
    3. Clone Cost Changes
    4. Dual Character Training
  8. Art Overhaul
    1. Stargates and Jump Effect
    2. New Station Buttons / Undocking
    3. Ship and Pod Death Animation
    4. Profession Containers
    5. Apocalypse Model
    6. Daredevil Retexturing
    7. Blueprint Icons
    8. New Login Video
  9. General UI Improvements
    1. Revamped Radial Manu
    2. Little Things
  10. The Rest

 
 
1. Exploration
Exploration in Odyssey will change in many different ways. Not only is the whole process of scanning being overhauled, but also the way gameplay in exploration works and looks will differ a lot from what you might be used to.
 
1.1. Sensor Overlay
The Sensor Overlay is basically a new visualisation of the former on-board scanner, with a few additions. Every time you enter a system your ship will now automatically search for cosmic anomalies and signatures. You will see a scan sweep moving from one side of your screen to the other and further all around the system.

 
Along with this, if the system has any anomalies or signatures, you will notice icons poping up in space, similar to the brackets of other items. These icons will not only mark the position of exploration sites, but also indicate your progress of pinpointing them. Anomalies will allways be at 100% signal strength right from the initial scan sweep, just like they do now. Signature results will only tell you the very rough area where they are located but will have 0% signal strength at the start, requiring you to further probe scan them down (see the next section). You can also interact with those icons via a tooltip window that will pop up when you hover over them.

Discovery: Full Signal Strength 

Discovery: Poor Signal Strength 

At any time you can toggle to show or hide the Sensor Overlay via the new radial menu for scanning (read more about this in section 9.). When entering a news system it will show for a couple of seconds and then automatically hide.
 
1.2. Probe Scanning
Scanning is becoming a lot quicker and easier. Check out this dev blog for CCPs own write up on this topic.
Basically, the new Sensor Overlay will show you all signatures that are available in your current system, but only the very rough location and no signal strength whatsoever. To be able to interact with them you have then to, as you are used to, pinpoint these signatures down to 100% signal strength. This process, however, is changing in the following ways:
  • When you use your launcher module, all probes loaded will get launched at once.
  • There are two new buttons in the scan window, which allow you to launch 8 probes (must have 8) at once in a predefined formation.
    • Spread formation: Probes are positioned in such a way that they cover the whole system / a large part of it.
    • Pinpoint formation: Probes are overlapping; with one in the center; one probe each above and below the center probe; and the remaining 5 probes flat, in a circle around the center probe.
    • The Probes will launch next to you but the formations are centered around the sun.
  • Probes will now move and resize as a formation by default. To change them individually hold down the Shift key.
  • When resizing probes as a group they will now retain relative position to each other. (No adjusting with (Alt-)moving after resizing needed anymore.)
  • The Probe Scanner Window:
    • Probes are now displayed with their according charge icon.
    • All actions on individual probes can now be accessed via a small utility menu at the right side of the list, or via right-clicking.
    • Scan results are now displayed through a progress bar.
    • Group / Type / Name of a result will now be displayed when the progress bar (respectively the signal strength) reaches those areas.
    • The progress bar will be colored from red to orange to green depending on the signal strength.
    • A portion of the progress bar will be highlighted, showing you the progress in signal strength you made from your last to your current scan.
    • Once you reach 100%, a warp to button will be displayed instead of the signal strength.
    • The time an individual scan process takes will now be displayed by a glow that moves from left to right behind the scan results.
    • At the bottom of the window you will see how many results you filtered out or have ignored, with a button to show those.
  • Double clicking any item in windows' lists or in solar system map will center the camera over it.
  • Probes now instantly recall. Also, they will automatically recall on system jump, station dock or when their timer expires.
  • When you recall probes manually and relaunch them afterwards, also manually by directly activating the launcher module, they will remember their formation from before.

Probe Formation: Spread 

Probe Formation: Pinpoint 

Scan Window: Low Strength / While Scanning 

Scan Window: Medium Strength / Idle 

 
1.3. Signatures and Anomalies
Signatures and Anomlies are being renamed, to make it more clear what they are. Wormholes and combat sites will now allways show which group they are in, when you discover them (no more Unknown). Also, former Gravimetric and the currently static Ice Belts, will become cosmic anomalies and both be known as Ore Sites.
This is what the groups of possible hits will look like after the patch:
Cosmic Anomaly
  • Combat Site (renamed from Unknown)
  • Ore Site (renamed from Gravimetric) - these can be asteroids or ice

Cosmic Signature
  • Combat Site (renamed from Unknown)
  • Data Site (renamed from Radar)
  • Gas Site (renamed from Ladar)
  • Relic Site (renamed from Magnetometric)
  • Wormhole (renamed from Unknown)

In addition to these changes, all NPC spawns have been removed from data and relic sites.
There will no longer be any containers in relic sites, that require a salvager. However, relic sites will still contain the same amount of salvaging material.
Because players are no longer guaranteed to get all the of a profession container (see next section), loot drops have been increased.
New loot in Data and Relic Sites:
  • three new kinds of decryptors (see section 1.5.)
  • BPCs for T2 capital rigs (see section 6.6.)
  • BPCs for faction POS structures (extremely low drop rate)

Also, as reported in this thread, T3 cruisers are no longer allowed to enter 3/10 and 4/10 DED sites. This change is expected to go live with Odyssey, but has not been confirmed yet.
 
1.4. Exploration Minigame / Hacking
The way you run data and relic sites is much different from what you might be used to. I will go through this feature in the order of how you will actually interact with it once it's on Tranquility. Note, that the art for the profession containers also got an overhaul, which you can read more about in section 8.4.
Step I: Arriving at the Site and Infiltrating Target System
Once you have pinpointed the data or relic signature of your choice, you can warp to it. When you arrive, you will notice a varying number of profession containers on your overview. They use a white cross as their icon. Fly in range (<2,500m) and target one of the profession containers to be able to interact with it. Once you're in range you can use the appropriate analyzing module to start the actual minigame.

 
Step II: Understanding the Hacking Window
The main part contains the system's nodes, which you will work through in order to complete the Hacking process (explained in Step III). In the bottom left you will find information on your virus's coherence (marked with a star icon) and strength (marked with a signal icon). Coherence is what commonly would be referred to as HP, strength is damage. When your visuses coherence reaches 0 your hacking attempt will fail. You can influence your virus's coherence and strength in the following ways:
  • the tech level of the analyzing module you are using
    • T1 Data and Relic Analyzers have 40 virus coherence and 20 virus strength
    • T2 Data and Relic Analyzers have 60 virus coherence and 30 virus strength
  • the ship you use
    • T1 scanfrigs have a bonus to virus strength of +5
    • T2 cov ops frigs have a bonus to virus strength of +10
    • T3 Emergent Locus Analyzer electronic subsystems have a bonus to virus strength of +10
  • the ship's rigs
    • T1 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +10 bonus to virus coherence
    • T2 Memetic Algorithm Bank and Small Emission Scope Sharpener rigs give a +20 bonus to virus coherence
  • the skills Archaeology and Hacking give a +10 bonus to virus coherence per level to their relative analyzing module
  • the Hardwiring Implants "Poteque 'Prospector' Archaeology AC-905" and "Poteque 'Prospector' Hacking HC-905" give a +5 bonus to virus coherence to their relative analyzing module
  • utility subsystems found within the minigame

In the bottom center you will find a number of utility slots. You can fit these slots with utility subsystems found within the minigame. These utilities will benefit you in various ways to help complete the hacking process. Currently, all analyzing modules in all tech variants have 3 of these utility slots. I don't know if there are ways to add more of them as of yet.

Hacking Window: Start 

Hacking Window: Progress 

 
Step III: How Hacking works
The goal of the game is to reach and breach a specific node, the system core, that is hidden somewhere in the system. To work your way to the system core, you have to travel through and explore at least a certain number of other nodes. You can explore (left click) nodes adjacent to the ones you have previously conquered.
Most of the nodes will turn out to be empty, and conquering them doesn't have anything special to them. However, there are a lot of special nodes. Here is a list of all that I know of so far:
  • Empty Node
    • no specific purpose; simply allows you to move on to adjacent nodes
  • System Core
    • breaking this will result in completing the Hacking process
    • has a coherence and strength value of its own
    • left click to attack
    • if your virus's strength matches or is higher than the system core's coherence, it will be destroyedif your virus's strength is lower than the dsystem core's coherence (per attack)
      • the system core's coherence is reduced by the amount of your virus's strength
      • your virus's coherence is reduced by the amount of the system core's strength
  • Data Cache
    • can contain a defensive or utility subsystem (utility subsystems found in a data cache give greater bonuses than normal utility subsystems)
    • left click to reveal content
  • Defensive Subsystem
    • you can not explore nodes adjacent to a defensive subsystem until you breach it
    • has a coherence and strength value of its own
    • left click to attack
    • if your virus's strength matches or is higher than the defensive subsystem's coherence, it will be destroyed and you conquer the nodeif your virus's strength is lower than the defensive subsystem's coherence (per attack)
      • the densive subsystem's coherence is reduced by the amount of your virus's strength
      • your virus's coherence is reduced by the amount of the defensive subsystem's strength
    • there are a number of different defensive subsystems
      • Firewall: high coherence, low strength
      • Anti-Virus: low coherence, high strength
      • Virus Suppressor: while active, lowers your virus's strength
      • Restoration Node: while active, will restore some coherence to all other uncovered defensive subsystems
  • Utility Subsystem
    • left click to fit to utility slot (requires an empty one)
    • can be used by left clicking them, once fitted (which will consume them)
    • there are a number of different utility subsystems
      • Kernel Rot: halves the coherence of target defensive subsystem or system core
      • Secondary Vector: decreases coherence of target defensive subsystem or system core by a varying amount per charge; comes with 3 charges; first charge consumed on use; second and third charge consumed one each after any interaction with the system
      • Self Repair: increases virus coherence by a varying amount per charge; comes with 3 charges; first charge consumed on use; second and third charge consumed one each after any interaction with the system
      • Polymorphic Shield: prevents any two instances of damage done to the virus

Note that there are four levels (tiers) of difficulty of this minigame, which will determine which nodes can appear and what their attributes might be. The difficulty level depends on what kind of security system you are in.
 
Step IV: Collecting the Loot
Once you have completed the hacking process by breaking the system core, the window will close and the profession container will release a number of mini-containers, that will float away in different directions. These mini-containers will disappear after a short amount of time, and your goal is to collect as many of them as possible before they do so. To collect them, just left click the brackets in space and your ship will suck them in, which will take a couple of seconds. You can only collect one of them at a time. When your ship is free to start sucking a mini-container in, the brackets will be colored green. If you are already in the process of doing so, the target mini-container's bracket will be colored white, while all other will we yelllow to indicate your ship is busy at the moment. In any case, if you're too far (>3,500m - no typo, this one is higher than the normal interacting range) you can't loot them and their brackets will turn grey.
The names of the mini-containers will indicate what their content might be, which will help you decide which ones to pick up first (check this out for more information).
A small icon at the left side of your HUD will be displayed for every item you acquire this way.
Also, if you fail to hack the system once, the number of mini-containers the profession container will release, increases. The overall loot however will stay the same, thus making it harder for you to collect the same amount of items. If you fail to hack the system twice, the profession container explodes and the loot is lost.

Mini-Containers: Initial Release 

Mini-Containers: Busy 

Mini-Containers: Loot Notice 


 
1.5. Decryptors
Decryptors, which you can find through exploration and are used for invention, will be reorganized quite a bit. They will now be put in their own market groups (Amarr, Caldari, Gallente and Minmatar Decryptors), be renamed and also get some additions.
Below is a full list of how the decryptors look like after the patch, with changes highlighted.
Amarr Decryptors
  • Occult Accelerant (renamed from Classic Doctrine): Probability +20% / Max. Run +1 / ME +2 / PE +5
  • Occult Attainment (renamed from War Strategon): Probability +80% / Max. Run +4 / ME -1 / PE +2
  • Occult Augmentation (renamed from Circular Logic): Probability -40% / Max. Run +9 / ME -2 / PE +1
  • Occult Parity (NEW): Probability +50% / Max. Run +3 / ME +1 / PE -1
  • Occult Process (renamed from Formation Layout): Probability +10% / ME +3 / PE +3
  • Occult Symmetry (renamed from Sacred Manifesto): Max. Run +2 / ME +1 / PE +4
  • Optimized Occult Attainment (NEW): Probability +90% / Max. Run +2 / ME +1 / PE -1
  • Optimized Occult Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2

Caldari Decryptors
  • Esoteric Accelerant (renamed from Prototype Diagram): Probability +20% / Max. Run +1 / ME +2 / PE +5
  • Esoteric Attainment (renamed from Installation Guide): Probability +80% / Max. Run +4 / ME -1 / PE +2
  • Esoteric Augmentation (renamed from Interface Alignement Chart): Probability -40% / Max. Run +9 / ME -2 / PE +1
  • Esoteric Parity (NEW): Probability +50% / Max. Run +3 / ME +1 / PE -1
  • Esoteric Process (renamed from Tuning Instructions): Probability +10% / ME +3 / PE +3
  • Esoteric Symmetry (renamed from User Manual): Max. Run +2 / ME +1 / PE +4
  • Optimized Esoteric Attainment (NEW): Probability +90% / Max. Run +2 / ME +1 / PE -1
  • Optimized Esoteric Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2

Gallente Decryptors
  • Incognito Accelerant (renamed from Test Reports): Probability +20% / Max. Run +1 / ME +2 / PE +5
  • Incognito Attainment (renamed from Stolen Formulas): Probability +80% / Max. Run +4 / ME -1 / PE +2
  • Incognito Augmentation (renamed from Symbiotic Figures): Probability -40% / Max. Run +9 / ME -2 / PE +1
  • Incognito Parity (NEW): Probability +50% / Max. Run +3 / ME +1 / PE -1
  • Incognito Process (renamed from Collision Measurements): Probability +10% / ME +3 / PE +3
  • Incognito Symmetry (renamed from Engagement Plan): Max. Run +2 / ME +1 / PE +4
  • Optimized Incognito Attainment (NEW): Probability +90% / Max. Run +2 / ME +1 / PE -1
  • Optimized Incognito Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2

Minmatar Decryptors
  • Cryptic Accelerant (renamed from Advanced Theories): Probability +20% / Max. Run +1 / ME +2 / PE +5
  • Cryptic Attainment (renamed from Assembly Instructions): Probability +80% / Max. Run +4 / ME -1 / PE +2
  • Cryptic Augmentation (renamed from Circuitry Schematics): Probability -40% / Max. Run +9 / ME -2 / PE +1
  • Cryptic Parity (NEW): Probability +50% / Max. Run +3 / ME +1 / PE -1
  • Cryptic Process (renamed from Calibration Data): Probability +10% / ME +3 / PE +3
  • Cryptic Symmetry (renamed from Operation Handbook): Max. Run +2 / ME +1 / PE +4
  • Optimized Cryptic Attainment (NEW): Probability +90% / Max. Run +2 / ME +1 / PE -1
  • Optimized Cryptic Augmentation (NEW): Probability -10% / Max. Run +7 / ME +2

 
 
2. Tags for Security Status
Odyssey will introduce a brand new feature and incentive to travel to low sec space. You can now farm special new NPCs for special new tags that can be used to raise sec status, but most importantly can also be traded. This allows for pirates to basically pay other players, so they don't have to spend their own time on the sec status grind, essentially opening up a new market and business branch in the New Eden sandbox.
The theme of this feature are the pirate factions, also looking into clone mercenary technology, with the space police rewarding you for interrupting their business.
There's also a dev blog on this topic.
 
2.1. New Pirate NPCs
Each of the five pirate factions that populate low sec areas (Angels, Blood Raiders, Guristas, Sanshas and Serpentis) will get 4 new NPCs: the Clone Soldier Trainer, Clone Soldier Recruiter, Clone Soldier Transporter and Clone Soldier Negotiator.
These guys will vary in difficulty and rarity and can only be found in asteroid belts in low sec space. They will be more common than officer or faction spawns but less common than normal rats. Also, they will be slightly tougher to fight than your average pirate NPC, for example using warp scramblers.
Each of these NPCs will allways drop one of the new tags.
The distribution of these NPCs will vary from system to system, making it so farming certain systems will be more lucrative/efficient than others. No specifics were released on this, as players are supposed to find out the mechanics behind this themselves.
 
2.2. New Pirate Tags
There will be four new tags, one for each of the new NPC types: the Clone Soldier Trainer Tag, Clone Soldier Recruiter Tag, Clone Soldier Transporter Tag and Clone Soldier Negotiator Tag. These tags can be freely traded on the market.
You can use these tags to increase your security status.
 
2.3. New Station Service
There will be a new station service, unique to DED and CONCORD stations in low sec - the security office. There are 45 of these stations and you can highlight them on your ingame starmap (World Map Control -> Star Map -> Stars -> Services -> Security Offices). Using this service will prompt you with a new window. In this window you can drag a slider across a security status bar from -10 to 0. The tags and ISK (there will be an additional ISK fee) cost will adjust according to your current status and the status you dragged the slider to. If you have the required items you can then press the "Exchange Tags" button and your sec status will get updated.

 
As you can see from the screenshot above, each tag type can only be used in a specific band of sec status. Each tag gives a bonus of 0.5 sec status and they are distributed like this:
  • -10 to -8: 4x Clone Soldier Trainer Tag
  • -8 to -5: 6x Clone Soldier Recruiter Tag
  • -5 to -2: 6x Clone Soldier Transporter Tag
  • -2 to 0: 4x Clone Soldier Negotiator Tag

Increasing your sec status above 0 is not possible with these tags.
 
2.4. Splitting up CONCORD Standing and Sec Status
Currently, CONCORD Standing and Sec Status are the same thing. They will get split in a three step process when the patch goes live, like this:

xtypo_eve a écrit:
  • Each character gets a new Security Status attribute in the DB.
  • The (unmodified) CONCORD->character standing is copied in to the new Security Status attribute.
  • All CONCORD->character standings will be wiped.

All gameplay systems that affect security status will then use that newly created database attribute.
This will also fix the mechanic of Cycle Ratting, which could be abused to accelerate the rate of sec status gain. This will no longer be possible.
 
 
3. Resource Rebalancing
In an effort to balance resource distribution across the universe and make it worthwile in every part of space for pilots to participate in resource gathering professions, Odyssey will bring huge changes to how the base materials of all things in New Eden are to be found and also how important to the manufacturing industry they are. This will affect basically all parts of mining / harvesting, with the exception of gas. In addition, Outposts will see huge buffs on the industry side of things and nullsec anomalies will get tweaked slightly.
There are two dev blogs on this topic, which you can read here and here.
 
3.1 Moon Mining / T2 Production
T2 Production will be expanded with two new intermediate materials, four new composites and adjustments to the composition of Microprocessors, Capacitor Units and Reactors. This will make R64 minerals much more important (which is one of the goals). Because of that, 227 existing moons of low and nullsec will be newly seeded with certain types of those minerals. Also, the time required to complete a moon scan will be reduced.
Here are the details:

xtypo_eve a écrit:
Our new Intermediate Materials are:
Thulium Hafnite: 100 Thulium + 100 Hafnium = 200 Thulium Hafnite
Promethium Mercurite: 100 Promethium + 100 Mercury = 200 Promethium Mercurite
 
Both of these reactions will have alchemy versions as well:
100 Vanadium + 100 Hafnium =  1 Unrefined Thulium Hafnite = 40 Thulium Hafnite and 95 Hafnium
100 Chromium + 100 Mercury =  1 Unrefined Promethium Mercurite = 40 Promethium Mercurite and 95 Mercury
 
Our new Composites are:
Gallentium: 100 Thulium Hafnite + 100 Crystallite Alloy = 300 Gallentium
Matarium: 100 Neo Mercurite + 100 Fernite Alloy = 300 Matarium
Amarrium: 100 Promethium Mercurite + 100 Rolled Tungsten Alloy = 300 Amarrium
Caldarium: 100 Ferrofluid + 100 Titanium Chromide = 300 Caldarium
 
Changed blueprints are:
All Non Capital Microprocessors: 15 (+3) Racial Carbides, 5 (+4) Phenolic Composites, 2 (-3) Nanotransitors, 2 (+2) New Racial Composites
All Non Capital Capacitor Units: 24 Racial Carbides, 10 (-5) Fullerides, 1 Nanotransistor, 2 (+2) New Racial Composites
All Non Capital Reactor Units: 8 Racial Carbides, 0 (-1) Ferrogel, 2 (+1) Fermionic Condensates
All Capital Microprocessors: 1500 (+300) Racial Carbides, 50 (+40) Phenolic Composites, 20 (-30) Nanotransitors, 20 (+20) New Racial Composites
All Capital Capacitor Units: 2000 Racial Carbides, 1000 Fullerides, 10 Nanotransistors, 20 (+20) New Racial Composites
All Capital Reactor Units: 800 Racial Carbides, 0 (-10) Ferrogel, 20 (+10) Fermionic Condensates


 
All T1 and faction items that currently require T2 composites and construction components to build, will no longer do so after the patch. (Source)

xtypo_eve a écrit:
This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.
This also affects the following T1 modules:
  • All T1 gang links
  • Command processors
  • Prototype cloaking devices
  • Warp disrupt probes

These T1 blueprints have had their composite requirements replaced mainly with planetary interaction products, and in the case of the Warp disrupt probes, more Stront.


 
3.2 Ore Mining
Mineral composition of ores will be changed, so that the rewards will be more fitting to the higher risk of mining in more dangerous space. Also, null sec ores will contain much more low end minerals to help reduce the reliance on imports.
Here are the details:

xtypo_eve a écrit:
Arkonor: 10000 Tritanium (+9700), 166 Zydrine, 333 Megacyte
Bistot: 12000 Pyerite (+11830), 341 Zydrine, 170 Megacyte
Crokite: 38000 Tritanium (+37669), 331 Nocxium, 663 Zydrine
Dark Ochre: 25500 Tritanium (+25250), 500 Nocxium, 250 Zydrine
Gneiss: 3700 Tritanium (+3529), 3700 Mexallon (+3529), 700 Isogen (+357), 171 Zydrine
Spodumain: 71000 Tritanium (+67810), 9000 Pyerite (+8590), 140 Megacyte


 
Also, Ore Sites (formerly known as Gravimetric) will now be cosmic anomalies and therefore able to be pinpointed directly by the new automatic scan sweep (see section 1.1.). Randomly spawned asteroids have been removed from wormhole Ore Sites.


This change has been pushed back to a later point release. (Source)

There will be new rewards for fully upgrading system's Ore Prospecting Array, adding new variations of the Extra Large and Giant Asteroid Clusters, that can be found in the best quality systems (truesec). These will contain +5% and +10% versions of ore.

 
3.3. Ice Harvesting
Ice Harvesting will be made a bit more lucrative and dynamic. Ice Belts will become cosmic anomlies, that respawn allways in the same system four hours after they have been completed. These anomalies will be located in the same solar systems they are currently in, with the exception of some Clear Icicle belts.
Here is a list of the high sec systems that will continue to spawn ice belts with Clear Icicle:

xtypo_eve a écrit:
Afivad, Agal, Avada, Bashakru, Chanoun, Dantan, Dihra, Erkinen, Esteban, Gamis, Gelhan, Gosalav, Jarzalad, Jerma, Kothe, Manatirid, Miah, Moutid, Ordion, Raravoss, Riavayed, Seil, Talidal, Warouh


All null, low and high sec systems located in Caldari, Gallente or Minmatar space, that currently contain ice belts, will spawn ice belt anomalies after the patch. Systems that currently have multiple ice belts are likely to also spawn multiple ice belt anomlies in the future.
The amount of ice found in these sites will be tuned so that in the future only 80% of the market demand can be provided through high sec.
Here are the exact numbers on how many ice you will find in the anomalies, depending on the system's security level (Source):

xtypo_eve a écrit:
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


 
In addition to this, the composition of Krystallos is going to change to the following values:
  • Heavy Water: 125 (+25)
  • Liquid Ozone: 500 (+250)
  • Stront: 125 (+25)

Also, ice harvester cycle time will be reduced by 50%, doubling the yield over time.
  • Ice Harvester I: 300s cycle time (-300)
  • Ice Harvester II: 250s cycle time (-250)
  • ORE Ive Harvester: 250s cycle time (-250)

 
3.4. Outposts
In an effort to enhance the experience of building an empire in EVE, the number of installations in outposts will significantly be increased. Please note that the changes to the number of booster slots, that were part of the dev blogs, are not going to be included in the initial Odyssey release, because of technical issues (Source). Therefore, they are also not included in this article.
Here are the details:

xtypo_eve a écrit:
Caldari Research Outpost
Manufacturing: 5 (+3)
Copying: 20 (+10)
ME Research: 20 (+10)
PE Research: 20 (+10)
Invention: 20 (+10)
Reverse Engineering: 30 (+15)
Offices: 18 (+10)
Caldari Factory Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
Caldari Lab Upgrade: 10 (+5), 20 (+15), 30 (+21) Copying, ME, PE slots
Caldari Research Upgrade: 10 (+5), 20 (+13), 30 (+21) Invention slots
Caldari Office Upgrade: 10 (+7), 15 (+10), 20 (+13) Offices
 
Amarr Factory Outpost
Manufacturing: 50 (+30)
Copying: 2 (+1)
ME Research: 2 (+1)
PE Research: 2 (+1)
Offices: 16 (+12)
Amarr Factory Upgrade: 20 (+15), 40 (+33), 60 (+51) Manufacturing lines
Amarr Plant Upgrade: 20 (+17), 40 (+35), 60 (+53) Manufacturing lines
Amarr Lab Upgrade: 3 (+5), 5 (+13), 7 (+21) Copying, ME, PE slots
Amarr Office Upgrade: 10 (+7), 15 (+11), 20 (+13) Offices
 
Minmatar Service Outpost
Manufacturing: 5 (+3)
Offices: 10 (+4)
Minmatar Plant Upgrade: 10 (+7), 15 (+10), 20 (+13) Manufacturing lines
Minmatar Lab Upgrade: 3 (+1), 5 (+2), 7 (+3) Copying, ME, PE slots
Minmatar Office Upgrade: 5 (+2), 7 (+2), 10 (+3) Offices
 
Gallente Administrative Outpost
Manufacturing: 10 (+6)
Copying: 4 (+3)
ME Research: 4 (+2)
PE Research: 4 (+2)
Invention: 2 (+1)
Offices: 36 (+12)
Gallente Plant Upgrade: 5 (+2), 10 (+5), 15 (+8) Manufacturing lines
Gallente Lab Upgrade: 5 (+3), 7 (+4), 10 (+6) Copying, ME, PE slots
Gallente Office Upgrade: 12 (+7), 24 (+17), 36 (+27) Offices


 
3.5. Nullsec Anomalies
All of the high level (combat) anomalies will have warp disrupting NPCs added to them. Also, sanctums and hubs will see the following tweaks to balance them out more.
  • some NPCs in hubs will be switched out for elite frigates and cruisers 
  • some of the elites in sanctums will be switched out for battlecruisers
  • All high quality nullsec combat anomalies now contain at least one NPC that warp scrambles.

 
 
4. POS Management Improvements
Player Owned Structures (POSes) will get some love in Odyssey. These are all changes that should help managing the every day life of POS operators and especially enhance the experience of players and corporations living in wormhole space. Please note that the following list of changes has not been 100% confirmed to be shipped on June 4th. Due to the technical difficulties the ancient underlying code provides, some of them might have to be pushed back to a later patch.
Here is what will be added:
  • private starbase hangars
    • similar fittings to corp hangars, but higher cost
    • normal members will only see their own items
    • directors can see each member's items but can't take or add to them
    • no limit in number of characters
    • each character's storage limited to 10k - 40k m³ (yet to be decided)
    • if a member leaves, the according items can not be accessed until they rejoin
    • if destroyed, drops some of the items
    • if unanchored, all items are destroyed
  • repackaging items in starbase arrays
  • swapping and fitting subsystems
  • accessing starbase arrays from anywhere within the shield
  • adjusted arrows and camera when positioning POS modules
  • removing sov requirement from capital ship maintenance arrays

If you want to know more about these changes, head over to the according dev blog.
 
 
5. Ship Rebalancing / New Ships
As the Tiericide project moves forward, ship rebalancing in Odyssey focuses on T1 Battleships and Navy Ships, along with the special addition of 4 completely new navy battlecruisers. There will also be a bunch of changes to other ship classes apart from this, mainly minor iterations on previous balance passes. Check out CCP Ytterbium's dev blog on this topic.
Heavily connected to the ship tweaks will be the overhaul of associated skill requirements and ship skill progression in general. More info on this can be found insection 7.1.
Also, note that all navy ships will now have 400 calibration.
 
5.1. T1 Battleships
Build Costs (Source)
As a result of the efforts to remove ship tiers and balance all ships of an individual class, the build costs of them also need to be rebalanced. With an emphasis on not breaking the current T1 Battleship economy, the changes here are finetuned like this:

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The AVERAGE build cost of a battleship is going up by around 40mil.
Former tier 3 prices will not change substantially, and so the majority of the change in cost is carried by the former tier 1 and 2s.
Prices will be differentiated slightly by role ('attack' and 'disruption' being a bit cheaper than 'combat').


  • The most expensive Battleships are going to be Combat related, with an estimated price around 150m-180m ISK. This includes the Armageddon, Abaddon, Rokh, Dominix, Hyperion and Maelstrom.
  • Other Battleships whose role is either Attack or Disruption will settle with an average price of 100-130m ISK. Thus the Apocalypse, Scorpion, Raven, Megathron, Typhoon and Tempest.
  • As usual, the increase in mineral requirements will be done through Extra Materials that won’t be obtained through refining.

 
T1 Battleships - Amarr (Source)
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about in section 6.1.
The Abaddon stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
The Apocalypse trades its cap bonus for a tracking one along with slight buffs to fitting, defense, mobility, targeting and sig radius and a nerf to drone bandwidth. While the ship loses some capacitor amount, it will recharge faster now. Also, note that the Apocalypse ship model is being overhauled, which you can read more about in section 8.5.
The Armageddon is completely being reworked as a drone boat with bonuses to drone damage and hitpoints, as well as neut range. With 5 turret and 5 launcher hardpoints, the available 7 high slots can be used very flexible. The ship's fitting slightly moves focus towards CPU, recieves significant buffs to defense, capacitor, of course drone bay and sensor strength while losing some of its mobility and suffering from increased sig radius.
Here are the changes in detail:

xtypo_eve a écrit:
Abaddon
Amarr Battleship Skill Bonuses: 
+5% to Large Energy Turret Damage 
+4% Armor Resistances (-1%)
 
Apocalypse
Amarr Battleship Skill Bonuses: 
+7.5% Large Energy Turret Optimal Range 
+7.5% Large Energy Turret Tracking Speed (replaces Large Energy Turret Cap Use)
Fittings: 21000 PWG (+500), 540 CPU (+35)
Defense (shields / armor / hull) : 6000 (-211) / 7000 (-500) / 7000 (+359)
Capacitor (amount / recharge rate / recharge per second) : 7000 (-500) / 1002s (-152) / 6.99 (+0.49)
Mobility (max velocity / agility / mass / align time): 113 (+19) / .119 (-0.017) / 97100000 / 16.02s (-2.29)
Drones (bandwidth / bay): 50 (-25) / 75
Targeting (max targeting range / scan resolution / max locked targets): 73km (+5.5) / 95 / 7
Signature Radius: 380 (-20)
 
Armageddon
Amarr Battleship Skill Bonuses: 
+10% Drone Damage and Hit Points (replaces Large Energy Turret Rate of Fire)
+10% Energy Neutralizer and Energy Vampire Range (replaces Large Energy Turret Cap Use)
Slot layout: 7H (-1), 4M (+1), 7L (-1); 5 turrets (-2), 5 launchers (+5)
Fittings: 13500 PWG (-3000), 550 CPU (+65)
Defense (shields / armor / hull) : 6800 (+1331) / 8500 (+1859) / 8000 (+1789)
Capacitor (amount / recharge rate / cap per second) : 6200 (+887.5) / 1087s / 5.7 (+0.81)
Mobility (max velocity / agility / mass / align time): 100 (-5) / .13 (+0.002) / 105200000 / 18.96s (+0.29) 
Drones (bandwidth / bay): 125 / 375 (+250)
Sensor Strength: 21 Radar (+4)
Signature Radius: 450 (+80)


 
T1 Battleships - Caldari (Source)
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about in section 6.1.
The Raven loses a utility high slot for an extra mid, trading minor buffs to fitting, capacitor, mobility and sig radius with slight nerfs to defense and drone bandwidth, pushing it more into the attack role.
The Rokh stays basically the same, with the exception of a tweak to its resistance bonus, which you can read more about in section 5.9.
The Scorpion trades a high slot for a low and gets some increased defense and capacitor.
Here are the changes in detail:

xtypo_eve a écrit:
Raven
Slot layout: 7H (-1), 7M (+1), 5L; 4 turrets, 6 launchers
Fittings: 11000 PWG (+1500), 750 CPU (+50)
Defense (shields / armor / hull) : 7000 (-500) / 5800 (-841) / 6400 (-241)
Capacitor (amount / recharge rate / recharge per second) : 5500 (+187.5) / 1160s / 4.74 (+0.16)
Mobility (max velocity / agility / mass / align time): 113 (+19) / .12 (-0.008) / 99300000 / 16.52s (-1.1)
Drones (bandwidth / bay): 50 (-25) / 75
Signature Radius: 420 (-50)
 
Rokh
Caldari Battleship Skill Bonuses:
+10% Large Hybrid Turret Optimal Range
+4% Shield Resistances (-1)
 
Scorpion
Slot layout: 5H (-1), 8M, 5L (+1); 4 turrets, 4 launchers
Defense (shields / armor / hull) : 7000 (+359) / 5500 / 6500 (+1031)
Capacitor (amount / recharge rate / recharge per second) : 5500 (+187.5) / 1087s / 5.06 (+0.17)


 
T1 Battleships - Gallente (Source)
The Dominix forfeits its split weapon type oriented bonuses to become a full focused drone boat, trading the hybrid damage for a drone tracking bonus. It also gets slithly more powegrid, significantly more defense and capacitor while on the other hand suffering from increased mass and sig radius.
While the Hyperion now only can fit 6 turrets the ships damage bonus is getting doubled. Also, because the ship only loses one high it practically gains a utility slot, along with an additional low. A minor buff to powergrid is accompanied by significant buff to drone bandwidth and bay, now allowing for a full flight of heavy or sentry drones.
The Megathron trades the hybrid damage bonus for rate of fire, losing a utility high in exchange for a low slot and is getting rid of its launcher hardpoints. These changes come together with minor buffs to CPU, shield, capacitor, mobility, sig radius and slight nerfs to armor as well as drone bandwidth and bay.
Here are the changes in detail:

xtypo_eve a écrit:
Dominix
Gallente Battleship Skill Bonuses: 
+10% Drone Damage and Drone Hitpoints 
+10% Drone Optimal Range and Drone Tracking Speed (replaces Large Hybrid Turret Damage)
Fittings: 10000 PWG (+1000), 600 CPU
Defense (shields / armor / hull) : 7200 (+1731) / 8000 (+1789) / 8500 (+1859)
Capacitor (amount / recharge rate / cap per second) : 6000 (+1000) / 1087s / 5.51 (+0.91)
Mobility (max velocity / agility / mass / align time): 109 / .1254 / 100250000 (+3150000) / 16.88s 
Signature Radius: 465 (+45)
 
Hyperion
Gallente Battleship Skill Bonuses: 
+10% Large Hybrid Turret Damage (+5) 
+7.5% Armor Repair Amount
Slot layout: 7H (-1), 5M, 7L (+1); 6 turrets (-2), 1 launchers
Fittings: 16000 PWG (+250), 600 CPU 
Drones (bandwidth / bay): 125 (+25) / 175 (+75)
 
Megathron
Gallente Battleship Skill Bonuses: 
+5% Large Hybrid Turret Rate of Fire (replaces Large Hybrid Turret Damage)
+7.5% Large Hybrid Turret Tracking Speed
Slot layout: 7H (-1), 4M, 8L (+1); 7 turrets, 0 launchers (-2)
Fittings: 15500 PWG, 600 CPU (+50)
Defense (shields / armor / hull): 6300 (+89) / 6500 (-141) / 7500
Capacitor (amount / recharge rate / cap per second): 5800 (+175) / 1087s / 5.02 (+0.15)
Mobility (max velocity / agility / mass / align time): 122 (+7) / .117 (-0.0046) / 98400000 / 15.96s (-0.63)
Drones (bandwidth / bay): 75 (-50) / 75 (-50)
Signature Radius: 380 (-20)


 
T1 Battleships - Minmatar (Source)
The Maelstrom stays exactly the same.
The Tempest recieves slight buffs to powergrid, armor, hull, capacitor, mobility, targeting and sensor strength, while losing a little bit of shield and having increased sig radius.
The Typhoon gets reworked into a missile boat, trading the projectile rate of fire bonus for missile explosion velocity. It gains a mid slot as well as one turret and launcher hardpoint each, while losing a high. Slight buffs to CPU, shield, armor, capacitor, mobility, targeting and sensor strength go hand in hand slight nerfs to hull and sig radius as well as a significant cut in drone bandwidth and bay.
Here are the changes in detail:

xtypo_eve a écrit:
Tempest
Fittings: 16000 PWG (+500), 550 CPU
Defense (shields / armor / hull) : 6800 (-154) / 7000 (+789) / 6800 (+259)
Capacitor (amount / recharge rate / cap per second) : 5400 (+87.5) / 1154s / 4.68 (+0.08)
Mobility (max velocity / agility / mass / align time): 127 (+7) / .119 (-0.001) / 101050000 (-2250000) / 16.81s (-0.37)
Targeting (max targeting range / scan resolution / max locked targets): 67.5km (+5) / 100 / 7
Sensor Strength: 20 Ladar (+1)
Signature Radius: 360 (+20)
 
Typhoon
Minmatar Battleship Skill Bonuses: 
+5% Cruise Missile and Torpedo Launcher Rate of Fire 
+5% Cruise Missile and Torpedo Explosion Velocity (replaces Large Projectile Turret Rate of Fire)
Slot layout: 7H (-1), 5M (+1), 7L; 6 turrets (+1), 6 launchers (+1)
Fittings: 12500 PWG, 640 CPU (+40)
Defense (shields / armor / hull) : 6500 (+289) / 6000 (+531) / 6000 (-211)
Capacitor (amount / recharge rate / cap per second) : 5400 (+400) / 1087s / 4.97 (+0.3)
Mobility (max velocity / agility / mass / align time): 130 / .11 (-0.006) / 100600000 (-3000000) / 15.8s (-1.16) 
Drones (bandwidth / bay): 100 (-125) / 125 (-50)
Targeting (max targeting range / scan resolution / max locked targets): 65km (+5) / 115 / 7
Sensor Strength: 19 Ladar (+1)
Signature Radius: 330 (+10)


 
5.2. Navy Battleships
Cost Increase
Just like T1 battleships, navy versions are going to be consistently unified across the board. This means:
  • Blueprint material requirements are going to change in the same way they do for T1 battleships.
  • The Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue and Typhoon Fleet Issue LP offer costs are going to be increased to 250,000 LPs in the 24th Imperial Crusade, State Protectorate, Federal Defense Union and Tribal Liberation Force LP Stores.

 
Navy Battleships - Amarr (Source)
Please note that the following changes go hand in hand with tweaks to Large Energy Turrets, which you can read more about in section 6.1.
The Apocalypse Navy Issue, according to its T1 counterpart, trades the cap bonus for tracking speed. The ship is getting rid of the unused launcher hardpoints, recieves slight buffs to powergrid, hull and sig radius, significantly enhanced mobility and targeting as well as a nerf to shield, armor and capacitor. Also, note that the Apocalypse Navy Issue ship model is being overhauled, which you can read more about in section 8.5.
The Armageddon Navy Issue in contrary will not follow the T1 Armageddon redesign and stay the lase brawler it is. However, the ship's general attributes will shift in the same direction, recieving buffs to fitting, defense, capacitor, drone bay, targeting and sensor strength while having its sig radius increased.
Here are the changes in detail:

xtypo_eve a écrit:
Apocalypse Navy Issue
Amarr Battleship Skill Bonuses: 
+7.5% Large Energy Turret Optimal Range 
+7.5% Large Energy Turret Tracking Speed (replaces Large Energy Turret Cap Use)
Slot layout: 8H, 4M, 8L; 8 turrets , 0 launchers (-2)
Fittings: 22000 PWG (+475), 580 CPU
Defense (shields / armor / hull): 8000 (-1316) / 10500 (-750) / 10000 (+39)
Capacitor (amount / recharge rate / cap per second): 7000 (-500) / 1000s (-154) / 7 (-0.68)
Mobility (max velocity / agility / mass / align time): 120 (+26) / .115 (-.021) / 97100000(-2200000) / 15.48s (-3.24) 
Targeting (max targeting range / scan resolution / max locked targets): 76km (+8.5) / 120 (+1.25) / 7
Signature Radius: 370 (-30)
 
Armageddon Navy Issue
Fittings: 17500 PWG (+175), 560 CPU (+3)
Defense (shields / armor / hull): 8500 (+296.5) / 11500 (+1539) / 10000 (+684)
Capacitor (amount / recharge rate / cap per second): 6000 (+687.5) / 1100s (+125) / 5.45
Mobility (max velocity / agility / mass / align time): 105 / .13 (+.002) / 105200000 / 18.96s 
Drones (bandwidth / bay): 125 / 200 (+25)
Targeting (max targeting range / scan resolution / max locked targets): 70km (+5) / 110 / 7
Sensor Strength: 26 Radar (+4.75)
Signature Radius: 400 (+30)


 
Navy Battleships - Caldari (Source)
Please note that the following changes go hand in hand with tweaks to Cruise Missiles, which you can read more about in section 6.1.
The Raven Navy Issue trades its rate of fire bonus for explosion radius and gets an additional launcher hardpoint to make up for that. It recieves an extral mid slot, enhanced fitting, capacitor, mobility, sensor strength and sig radius while only losing a tiny bit of targeting capability.
The Scorpion Navy Issue gets its resistance bonus tweaked, which you can read more about in section 5.9. The ship gains a low slot as well as minor buffs to powergrid, defense, capacitor, mobility and increased sig radius.
Here are the changes in detail:

xtypo_eve a écrit:
Raven Navy Issue
Caldari Battleship Skill Bonuses:
+5% Cruise Missile and Torpedo Explosion Radius (replaces Cruise Missile and Torpedo Launcher Rate of Fire)
+10% Cruise Missile and Torpedo Velocity
Slot layout: 8H, 7M (+1), 5L; 0 turrets , 8 launchers (+1)
Fittings: 12000 PWG (+1075), 780 CPU (+45)
Defense (shields / armor / hull): 10500 (-750) / 8000 (-1961) / 9500 (-461)
Capacitor (amount / recharge rate / cap per second): 5900 (+587.5) / 1150s (-4.875) / 5.13 (+0.53)
Mobility (max velocity / agility / mass / align time): 123 (+29) / .12 (-.008) / 97300000(-2000000) / 16.19s (-1.43)
Targeting (max targeting range / scan resolution / max locked targets): 75km / 105 (-1.25) / 7
Sensor Strength: 28 Gravimetric (+.5)
Signature Radius: 410 (-50)
 
Scorpion Navy Issue
Caldari Battleship Skill Bonuses:
5% Cruise Missile and Torpedo Launcher Rate of Fire
4% Shield Resistances (-1)
Slot layout: 7H, 8M, 5L (+1); 4 turrets , 6 launchers
Fittings: 11000 PWG (+650), 780 CPU (-7)
Defense (shields / armor / hull): 11500 (+1538.5) / 8500 (+297) / 9000 (+797)
Capacitor (amount / recharge rate / cap per second): 5500 (+187.5) / 1100s (+12.5) / 5 (+0.11)
Mobility (max velocity / agility / mass / align time): 103 / .125 (+.009) / 103600000 / 17.95s (+1.29)
Signature Radius: 465 (+35)


 
Navy Battleships - Gallente (Source)
The Megathron Navy Issue generally follows the rebalancing philosophy of its T1 counterpart, also trading the damage bonus for rate of fire. One launcher hardpoint is getting cut, CPU, capacitor, mobility and sig radius are getting slightly buffed. Defense and sensor strength are both getting slightly nerfed.
The Dominix Navy Issue, in contrary to the T1 Dominix, sticks to its split weapon bonuses. They share the general idea behind the rest of the changes though, resulting in slight buffs powergrid, capacitor, mobility and a significant buff to defense. Also, the ship will suffer from a slightly higher sig radius.
Here are the changes in detail:

xtypo_eve a écrit:
Megathron Navy Issue
Gallente Battleship Skill Bonuses: 
+5% Large Hybrid Turret Rate of Fire (replaces Large Hybrid Turret Damage)
+7.5% Large Hybrid Turret Tracking Speed
Slot layout: 8H, 4M, 8L; 7 turrets, 1 launchers (-1)
Fittings: 16275 PWG, 630 CPU (+25)
Defense (shields / armor / hull): 9000 (-316) / 9500 (-461) / 10500 (-750)
Capacitor (amount / recharge rate / cap per second): 6000 (+375) / 1150s (-4.875) / 5.22 (+0.35)
Mobility (max velocity / agility / mass / align time): 130 (+10) / .105 (-.005) / 98400000 (-6800000) / 15.01s (-1.84) 
Sensor Strength: 25 Magnetometric (-1.25)
Signature Radius: 385 (-15)
 
Dominix Navy Issue
Fittings: 11000 PWG (+1100), 660 CPU
Defense (shields / armor / hull): 9500 (+1296) / 11000 (+1684) / 11000 (+1039)
Capacitor (amount / recharge rate / cap per second): 5500 (+250) / 1100s (+12.5) / 5 (+0.17)
Mobility (max velocity / agility / mass / align time): 110 (+1) / .12 (-.0054) / 97100000 / 16.15s (-.72)
Signature Radius: 455 (+35)


 
Navy Battleships - Minmatar (Source)
The Tempest Fleet Issue recieves minor buffs to fitting, shield, armor, capacitor, sensor strength and a highly increased targeting range. However, it loses hull, mobility and has slightly higher sig radius.
The Typhoon Fleet Issue retains and even recieves buffs to its flexibility with the split weapon bonuses, trading the missile rate of fire bonus with damage, though. It will get one more mid instead at the cost of a low slot and also get one additional turret and launcher hardpoint each. The ship recieves slight buffs to shield, capacitor, mobility, targeting and sensor strength while powergrid, armor and hull are being slightly lowered.
Here are the changes in detail:

xtypo_eve a écrit:
Tempest Fleet Issue
Fittings: 17500 PWG (+450), 580 CPU (+3)
Defense (shields / armor / hull): 10200 (+884) / 10800 (+369) / 9000 (-961)
Capacitor (amount / recharge rate / cap per second): 5500 (+187.5) / 1150s (-4.875) / 4.78 (+0.18)
Mobility (max velocity / agility / mass / align time): 130 (-2) / .115 (+.007) / 103300000 / 16.47s (+1) 
Targeting (max targeting range / scan resolution / max locked targets): 74km (+11.5) / 100 / 7
Sensor Strength: 24 Ladar (+.25)
Signature Radius: 350 (+10)
 
Typhoon Fleet Issue
Minmatar Battleship Skill Bonuses: 
+7.5% Cruise Missile and Torpedo Damage (replaces Cruise Missile and Torpedo Launcher Rate of Fire)
+7.5% Large Projectile Turret Rate of Fire (+2.5)
Slot layout: 8H, 5M (+1), 7L (-1); 6 turrets (+1) , 6 launchers (+1)
Fittings: 13000 PWG (-125), 660 CPU
Defense (shields / armor / hull): 9500 (+1296) / 9000 (-316) / 9000 (-316)
Capacitor (amount / recharge rate / cap per second): 5800 (+800) / 1100s (+12.5) / 5.27 (+0.67)
Mobility (max velocity / agility / mass / align time): 138 (-5) / .11 (-.0001) / 102600000 (-1000000) / 14.93s (-.059s) 
Targeting (max targeting range / scan resolution / max locked targets): 65km (+5) / 115 / 7
Sensor Strength: 23 Ladar (+.5)


 
5.3. T1 Battlecruisers
Attack battlecruisers are recieving some tweaks to further bring them in line with ship progression. All four ships will have their mobility, targeting and signature radius slightly nerfed. (Source)
Here are the details:


xtypo_eve a écrit:
Oracle
Mobility (max velocity / agility / mass / align time): 200 / .495 (+.02) / 14760000 / 10.1s (+.4s)
Targeting (max targeting range / scan Resolution / max locked targets): 65km / 220 (-20) / 6
Signature Radius: 210 (+30)
 
Naga
Mobility (max velocity / agility / mass / align time): 195 / .525 (+.04) / 14760000 / 10.9s (+.8s)
Targeting (max targeting range / scan resolution / max locked targets): 75km / 200 (-20) / 8
Signature Radius: 215 (+25)
 
Talos
Mobility (max velocity / agility / mass / align time): 220 / .45 / 15552000 (+1152000) / 9.7s (+.7s)
Targeting (max targeting range / scan resolution / max locked targets): 70km / 210 (-20) / 7
Signature Radius: 220 (+20)
 
Tornado
Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s)
Targeting (max targeting range / scan resolution / max locked targets): 60km / 230 (-20) / 6
Signature Radius: 195 (+25)


Also, note that the skill requirements for battlecruisers, along with destroyers, will change in Odyssey. You can read more about this in section 7.
 
5.4. Navy Battlecruisers
Odyssey is introducing a navy variant of each of the four races combat battlecruiser: the Harbinger Navy Issue, Drake Navy Issue, Brutix Navy Issue and Hurricane Fleet Issue. The skill requirements will match the overhauled skill requirements of T1 battlecruisers, which you can read more about in section 7. The only exeption is that you will need the racial battlecruiser skill at level 2 (Source).
This section has been updated (and thus might differ slighty from the original forum posts), according to CCP Ytterbium's post here.

Harbinger Navy Issue 

Drake Navy Issue 

Brutix Navy Issue 

Hurricane Fleet Issue 

 Here are the individual ship's bonuses and attributes (Source):

xtypo_eve a écrit:
Harbinger Navy Issue
Amarr Battlecruiser Skill Bonuses:
+10% Medium Energy Turret Damage
+7.5% Medium Energy Turret Tracking
Slot layout: 7H, 5M, 6L, 6 turrets, 0 launchers
Fittings: 1495 PWG, 410 CPU
Defense (shields / shield recharge time (s) / armor / hull) : 4500 / 1800s / 7500 / 6750
Capacitor (amount / recharge rate / cap per second): 3125 / 822 s / 3.8
Mobility (max velocity / agility / mass / align time): 150 / 0.69 / 13800000 / 13.2 s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / scan resolution / max locked targets): 55km / 210 / 6
Sensor Strength: 21 Radar
Signature Radius: 270
 
Drake Navy Issue
Caldari Battlecruiser Skill Bonuses:
+10% to heavy missile and heavy assault missile velocity
+5% bonus to explosion radius of heavy missile and heavy assault missile
Slot layout: 8H, 6M, 4L, 0 turrets, 8 launchers
Fittings: 900 PWG, 550 CPU
Defense (shields / shield recharge time (s) / armor / hull) : 7875 / 1800 / 4875 / 5625
Capacitor (amount / recharge rate / cap per second): 2500 / 658 s / 3.8
Mobility (max velocity / agility / mass / align time): 150 / 0.64 / 13329000 / 11.8 s
Drones (bandwidth / bay): 25 / 25
Targeting (max targeting range / scan resolution / max locked targets): 60km / 195 / 8
Sensor Strength: 23 Gravimetric
Signature Radius: 295
 
Brutix Navy Issue
Gallente Battlecruiser Skill Bonuses:
+10% Medium Hybrid Turret Damage
+7.5% Medium Hybrid Turret Tracking
Slot layout: 7H, 4M, 7L, 6 turrets, 0 launchers
Fittings: 1235 PWG, 455 CPU
Defense (shields / shield recharge time (s) / armor / hull): 5250 / 1800 / 6750 / 7125
Capacitor (amount / recharge rate / cap per second): 3000 / 789 s / 3.8
Mobility (max velocity / agility / mass / align time): 155 / 0.704 / 11875000 / 11.6 s
Drones (bandwidth / bay): 50 / 50
Targeting (max targeting range / scan resolution / max locked targets): 55km / 200 / 7
Sensor Strength: 22 Magnetometric
Signature Radius: 305
 
Hurricane Fleet Issue
Minmatar Battlecruiser Skill Bonuses:
+5% Medium Projectile Turret Damage
+5% Medium Projectile Rate of Fire
Slot layout: 8H, 4M, 6L, 6 turrets, 3 launchers
Fittings: 1350 PWG, 420 CPU
Defense (shields / shield recharge time (s) / armor / hull): 6375 / 1800 / 6750 / 5250
Capacitor (amount / recharge rate / cap per second): 2250 / 592 s / 3.8
Mobility (max velocity / agility / mass / align time): 165 / 0.704 / 12500000 / 12.2 s
Drones (bandwidth / bay): 30 / 30
Targeting (max targeting range / scan resolution / max locked targets): 50km / 220 / 6
Sensor Strength: 20 Ladar
Signature Radius: 250


 
These new navy battlecruisers can be acquired either through direct purchase or the according blueprint, available in LP stores of Factional Warfare as well as regular NPC corporations. (Source)
Here are the details on pricing:

xtypo_eve a écrit:
Regular corporation LP stores, blueprint offer: 200,000 LPs plus 100 million ISK for 1 run blueprint copy (BPC)
Regular corporation LP stores, built ship offer: 250,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips
FW Loyalty Point stores, blueprint offer: for 100,000 LPs plus 10m ISK for 1 run BPC
FW Loyalty Point Stores, built ship offer: 100,000 LPs plus 1x built tech1 Battlecruiser plus two Cruiser sized Nexus Chips


 
5.5. T1 Cruiser
As an iteration on recent rebalancing changes of T1 cruisers, in Odyssey there will be some tweaks to this ship class. The support cruisers AugororOsprey,Exequror and Scythe will recieve nerfs to their electronics to make them more vulnarable to electronic warfare and further distinguish them from their T2 counterparts. The Omen and Stabber will get buffed. (Source)
Here are the details:

xtypo_eve a écrit:
Augoror
Targeting (max targeting range / scan resolution / lax locked targets): 60km (-2.5) / 300 (-85) / 8
Sensor Strength: 13 Radar (-1)
 
Osprey
Targeting (max targeting range / scan resolution / max locked targets): 62.5km (-2.5) / 280 (-70) / 8
Sensor Strength: 15 Gravimetric (-1)
 
Exequror
Targeting (max targeting range / scan resolution / max locked targets): 55km / 295 (-70) / 8
Sensor Strength: 14 Magnetometric (-1)
 
Scythe
Targeting (max targeting range / scan resolution / max locked targets): 52.5km / 315 (-85) / 8
Sensor Strength: 12 Ladar (-1)
 
Omen
Mobility (max velocity / agility / mass / align time): 235 / 0.51 / 11050000 (-600,000) / 5.3s (-0.3)
 
Stabber
Minmatar Cruiser Skill Bonuses:
+5% Medium Projectile Turret Rate of Fire
+10% Medium Projectile Turret Falloff (+2.5)
Drones (bandwidth / bay): 25 (+25) / 25 (+25)


 
5.6. Navy Cruisers
Navy Cruisers - Amarr (Source)
The Augorer Navy Issue trades its cap bonus for significant damage, to make up for these changes however loses 2 turret hardpoints. It recieves a buff to fitting, armor, hull, shield recharge time, capacitor, mobility, number of max targets, sensor strength, sig radius and cargo. It loses some shield and scan resolution.
The Omen Navy Issue trades its cap bonus for damage and the rate of fire bonus for optimal range. It loses one high slot, one turret hardpoint, defense and getting cut on the number of max targets. The ship is getting slightly buffed on powergrid, shield recharge time, mobility, drone bandwidth and bay (now allowing for a full flight of medium drones), targeting range, scan resolution, sensor strength, sig radius and cargo. While the ships capacitor amount slighty increases, it will take longer to recharge.
Here are the changes in detail:

xtypo_eve a écrit:
Augoror Navy Issue
Amarr Cruiser Skill Bonuses:
25% Medium Energy Turret damage (replaces Medium Energy Turret Cap Use)
10% Armor hitpoints
Slot layout: 5H, 3M, 7L, 3 turrets (-2)
Fittings: 1150 PWG (+265), 320 CPU (+10)
Defense (shields / armor / hull) : 1600 (-450) / 3100 (+287) / 2800 (+221)
Shield Recharge Time: 1250s (-1000)
Capacitor (amount / recharge rate / average cap per second): 1500 / 475s (-16.25) / 3.157 (+0.1)
Mobility (max velocity / agility / mass / align time): 215 (+51) / 0.48 (-11) / 10650000 / 7.09s (-1.62s)
Targeting (max targeting range / scan Resolution / max locked targets): 42.5km / 300 (-28) / 7 (+1)
Sensor Strength: 19 Radar (+6)
Signature Radius: 120 (-12)
Cargo Capacity: 480 (+230)
 
Omen Navy Issue
Amarr Cruiser skill bonuses:
10% Medium Energy Turret Damage (replaces Medium Energy Turret Cap Use)
10% Medium Energy Turret Optimal Range (replaces Medium Energy Turret Rate of Fire)
Slot layout: 5H (-1), 3M, 7L, 4 turrets (-1)
Fittings: 965 PWG (+5), 335 CPU 
Defense (shields / armor / hull) : 1800 (-416) / 2550 (-463) / 2250 (-428)
Shield Recharge Time: 1250s (-500s)
Capacitor (amount / recharge rate / average cap per second): 1650 (+25) / 520s (+55.9s) / 3.17 (-0.3)
Mobility (max velocity / agility / mass / align time): 265 (+73) / 0.43 (-0.11) / 10850000 (-800,000) / 6.47s (-2.25)
Drones (bandwidth / bay): 50 (+25) / 50 (+25)
Targeting (max targeting range / scan resolution / max locked targets): 57.5km (+12.5) / 320 (+27) / 7 (-1)
Sensor Strength: 17 Radar (+1) 
Signature Radius: 100 (-12)
Cargo Capacity: 400 (+150)


 
Navy Cruisers - Caldari (Source)
The Caracal Navy Issue trades its bonus to kinetic missile damage for launcher rate of fire and the missile velocity bonus for missile explosion radius. Fitting, shield, shield recharge time, capacitor, scan resolution, sensor strength, sig radius and cargo are getting buffed, while the ship loses its turret hardpoints, some hull as well as all drone bandwidth and bay. While the ship is getting significantly faster, it's also getting slightly less agile.
The Osprey Navy Issue trades its bonus to launcher rate of fire for missile damage, with an emphasis on kintetic missiles, and the missile velocity bonus now also applies to light missiles. It gains one high, medium and low slot each, getting buffed on fitting, defense, capacitor, targeting and sensor strength. Shield recharge time, mobility, sig radius, and cargo are getting a minor nerf, though.
Here are the changes in detail:

xtypo_eve a écrit:
Caracal Navy Issue
Caldari Cruiser Skill Bonuses:
5% Rapid Light, Heavy Assault and Heavy Missile Launcher Rate of Fire (replaces Kinetic Missile Damage)
5% Heavy Assault and Heavy Missile Explosion Radius (replaces Missile Velocity)
Slot layout: 6H, 5M, 4L, 0 turrets (-2), 6 launchers
Fittings: 715 PWG (+35), 465 CPU (+50)
Defense (shields / armor / hull) : 3000 (+187) / 1950 / 2250 (-35)
Shield Recharge Time: 1250s (-600)
Capacitor (amount / recharge rate / average cap per second): 1450 (+75) / 482.5s (-8.75) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 210 (+46) / 0.51 (+0.09) / 9600000 / 6.79s (+1.2)
Drones (bandwidth / bay): 0 (-15) / 0 (-15)
Targeting (max targeting range / scan resolution / max locked targets): 57.5km / 270 (+28) / 7
Sensor Strength: 21 Gravimetric (+3)
Signature Radius: 125 (-5)
Cargo Capacity: 450 (+200)
 
Osprey Navy Issue
Caldari Cruiser Skill Bonuses:
10% Kinetic Missile Damage; 5% to Explosive, Thermal and EM Missile Damage (replaces Launcher Rate of Fire)
10% Light, Heavy Assault and Heavy Missile Velocity (+Light)
Slot layout: 5H (+1), 6M (+1), 4L (+1), 2 turrets, 4 launchers
Fittings: 630 PWG (+90), 450 CPU (+85)
Defense (shields / armor / hull) : 2550 (+1143) / 1800 (+850) / 2100 (+903)
Shield Recharge Time: 1250s (+100)
Capacitor (amount / recharge rate / average cap per second): 1450 (+388) / 482.5s (+101.25) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 260 (+35) / 0.385 / 11780000 (+1,000,000) / 6.29s (+0.54)
Targeting (max targeting range / scan resolution / max locked targets): 60km (+7.5) / 310 (-1) / 8 (+2)
Sensor Strength: 19 Gravimetric (+3)
Signature Radius: 115 (+3)
Cargo Capacity: 460 (-25)


 
Navy Cruisers - Gallente (Source)
The Exequror Navy Issue recieves one high, mid and low slot each as well as an additional turret hardpoint. The ship's fitting, defense, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of light drones), targeting, sensor strength and cargo are getting buffed. The only negative aspect is a very minor increase of sig radius.
The Vexor Navy Issue is becoming more drone focused, trading its medium hybrid turred damage bonus with drone velocity and tracking. Along with this the ship loses one high slot and 3 turret hardpoints but gains an additional mid slot. It's getting buffed on fitting, armor, hull, shield recharge time, capacitor, mobility, drone bandwidth and bay (now allowing for a full flight of heavy or sentry drones), targeting, sensor strength and cargo. However, shield will be significantly cut.
Here are the changes in detail:

xtypo_eve a écrit:
Exequror Navy Issue
Slot layout: 5H (+1), 4M (+1), 6L (+1), 5 turrets (+1)
Fittings: 830 PWG (+70), 340 CPU (+60) 
Defense (shields / armor / hull) : 1800 (+428) / 1950 (+474) / 2550 (+863)
Shield Recharge Time: 1250s (-200)
Capacitor (amount / recharge rate / average cap per second): 1500 (+125) / 490s (-1.25) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 255 (+7) / 0.4 (-0.037) / 11280000 (-260,000) / 6.25s (-0.74)
Drones (bandwidth / bay): 25 (+5) / 25 (+5)
Targeting (max targeting range / scan resolution / max locked targets): 47.5km / 325 (+3) / 7 (+1)
Sensor Strength: 18 Magnetometric (+3)
Signature Radius: 110 (+2)
Cargo Capacity: 465 (+200)
 
Vexor Navy Issue
Gallente Cruiser Skill Bonuses:
5% Drone Velocity and Tracking (replaces Medium Hybrid Turret Damage)
10% Drone Hitpoints, Damage and Mining Yield
Slot layout: 4H (-1), 4M (+1), 6L, 2 turrets (-3)
Fittings: 800 PWG (+100), 310 CPU (+10)
Defense (shields / armor / hull) : 1650 (-635) / 3000 (+539) / 3000 (+187)
Shield Recharge Time: 1250s (-550)
Capacitor (amount / recharge rate / average cap per second): 1500 (+125) / 490s (-1.25) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 220 (+40) / 0.44 (-0.106) / 11310000 (+400,000) / 6.9s (-1.36)
Drones (bandwidth / bay): 125 (+25) / 200 (+100) 
Targeting (max targeting range / scan resolution / max locked targets): 52.5km / 285 (+9) / 7 (+1)
Sensor Strength: 20 Magnetometric (+3)
Cargo Capacity: 460 (+195)


 
Navy Cruisers - Minmatar (Source)
The Scythe Fleet Issue retains and even recieves buffs to its flexibility with the split weapon bonuses. The medium projectile turret rate of fire bonus will get doubled, the launcher rate of fire bonus will get swapped with significantly more missile damage. The ship loses one high slot, but gains one medium, 2 lows and one turret and launcher hardpoint each. It's recieving buffs to CPU, defense, shield recharge time, capacitor, mobility, targeting and sensor strength.
The Stabber Fleet Issue loses minor amounts of CPU, armor, hull, mobility and suffers from slightly increased sif radius. It recieves buffs to shield, capacitor, sensor strength and cargo.
Here are the changes in detail:

xtypo_eve a écrit:
Scythe Fleet Issue
Minmatar Cruiser Skill Bonuses:
10% Medium Projectile Turret Rate of Fire (+5)
10% Missile Damage (replaces Launcher Rate of Fire)
Slot layout: 5H (-1), 5M (+1), 5L (+2), 4 turrets (+1), 4 launchers (+1)
Fittings: 745 PWG, 400 CPU (+125)
Defense (shields / armor / hull) : 2400 (+1000) / 1950 (+910) / 1950 (+730)
Shield Recharge Time: 1250s (-100)
Capacitor (amount / recharge rate / average cap per second): 1275 (+213) / 425s (+43.75) / 3 (+0.2)
Mobility (max velocity / agility / mass / align time): 280 (+10) / 0.44 / 10910000 / 6.65s
Targeting (max targeting range / scan resolution / max locked targets): 50km (+12.5) / 345 / 7
Sensor Strength: 16 Ladar (+3)
 
Stabber Fleet Issue
Fittings: 950 PWG, 310 CPU (-2)
Defense (shields / armor / hull) : 2250 (+206) / 2700 (-61) / 2250 (-94)
Capacitor (amount / recharge rate / average cap per second): 1275 (+25) / 425s (-3.25) / 3 (+0.08)
Mobility (max velocity / agility / mass / align time): 250 (+2) / 0.465 (+0.02) / 10810000 (+1,000,000) / 6.97s (+0.92)
Sensor Strength: 18 Ladar (+2)
Signature Radius: 100 (+6)
Cargo Capacity: 450 (+75)


 
5.7. T1 Frigates
As an iteration on recent rebalancing changes of T1 frigates, in Odyssey there will be some, mostly very minor, attribute tweaks to this ship class. (Source)
Here are the details:

xtypo_eve a écrit:
Executioner
Defense (shields / armor / hull) : 250 / 450 (+50) / 350
 
Tormentor
Fittings: 50 PWG (+1), 130 CPU
Defense (shields / armor / hull) : 350 / 500 (+50) / 400
Capacitor (amount / recharge rate / cap per second): 425 (+25) / 212.5 s (+12.5) / 2
Mobility (max velocity / agility / mass / align time): 335 (+15) / 3.1 (+0.05) / 1080000 (-100000) / 3.13 s (-0.24)
 
Punisher
Capacitor (amount / recharge rate / cap per second): 400 (-25) / 180 s (-32.5s) / 2.222 (+0.222)
 
Kestrel
Defense (shields / armor / hull): 500 / 350 / 400 (+50)
 
Tristan
Mobility (max velocity / agility / mass / align time): 325 (+15) / 3.44 / 956000 (-150000) / 3.08 s (-0.48)
 
Rifter
Fittings: 38 PWG (+1), 125 CPU
Defense (shields / armor / hull) : 450 / 450 (+50) / 350
 
Breacher
Defense (shields / armor / hull): 500 / 350 / 350 (+50)


Also, all dedicated exploration vessels will recieve a new role bonus to virus scan strength of data and relic analyzers (see section 1.4.). T1 scan frigates will give +5 to virus strength and T2 cov ops frigates will give +10 to virus strength. (Source)
 
5.8. Navy Frigates
The Imperial Navy Slicer recieves buffs to fitting, armor, hull, capacitor, targeting and sensor strength, getting slightly cut on shield, though.
The Caldari Navy Hookbill recieves buffs to defense, capacitor, targeting and sensor strength, getting slightly cut on mobility, though.
The Federation Navy Comet recieves buffs to CPU, armor, hull, capacitor and targeting, getting slightly cut on shield, though.
The Republic Fleet Firetail recieves buffs to its damage bonus as well as fitting, defense, capaciror,  targeting and sensor strength.
Here are the changes in detail (Source):


xtypo_eve a écrit:
Imperial Navy Slicer
Fittings: 50 PWG (+3), 125 CPU (+10)
Defense (shields / armor / hull) : 550 (-36) / 725 (+21) / 600 (+14)
Capacitor (amount / recharge rate / cap per second): 500 / 250s (-31.25) / 2 (+0.2238)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+9) / 675 (+65) / 5 (+1)
Sensor strength: 11 Radar (+1)
 
Caldari Navy Hookbill
Defense (shields / armor / hull): 725 (+21) / 550 (+24) / 600 (+131)
Capacitor (amount / recharge rate / cap per second): 300 (+19) / 150s (-37.5) / 2 (+0.5013)
Mobility (max velocity / agility / mass / align time): 360 / 3.3 / 1081000 (+100000) / 3.34s (+0.31)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 45km (+10) / 600 (+50) / 5 (+1)
Sensor strength: 13 Gravimetric (+1)
 
Federation Navy Comet
Fittings: 40 PWG, 160 CPU (+8)
Defense (shields / armor / hull): 575 (-11) / 700 (+56) / 750 (+176)
Capacitor (amount / recharge rate / cap per second): 400 (+35) / 200s (-34.38) / 2 (+0.4427)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 37.5km (+5) / 650 (+30) / 5 (+1)
 
Republic Fleet Firetail
Minmatar Frigate Skill Bonuses:
+25% Small Projectile Turret Damage (+5)
+7.5% Small Projectile Turret Tracking
Fittings: 40 PWG (+1), 150 CPU (+10)
Defense (shields / armor / hull) : 675 (+89) / 675 (+149) / 525 (+21)
Capacitor (amount / recharge rate / cap per second): 280 (+30) / 140s (-47.5) / 2 (+0.667)
Targeting (max targeting range / Scan Resolution / Max Locked targets): 35km (+5) / 700 (+40) / 5 (+1)
Sensor strength: 10 Ladar (+1)


 
5.9. Ship Resistance Bonuses
Ship and subsystem resistance bonuses in comparison to other bonuses were too strong and will get slightly nerfed. (Source)

xtypo_eve a écrit:
So our plan for Odyssey is to remove 1% per level from all the standard ship and subsystem resistance bonuses, setting them at 4% per level.
This affects 44 ships total.
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.


 
 
6. Module Rebalancing / New Modules
Along with the enourmous amount of ship changes there will be some tweaks to certain module groups.
 
6.1. Weapon Modules
X-L Wepons (Source)
There will be a number of changes to capital weapon systems in an effort for more balance between the different races' dreadnoughts.

xtypo_eve a écrit:
X-L Blasters: -15% tracking, -10km optimal, +10km falloff
X-L Autocannons: -10% tracking
X-L Pulses: +6.666% optimal
Citadel missiles: explosion velocity penalty from siege modules removed


 
Large Energy Turrets (Source)
The following changes go hand in hand with the tweaks to Amarr battleships and are supposed to help pilots with lower skillpoints.

xtypo_eve a écrit:
-10% capacitor need for Large Pulse Lasers
-20% capacitor need for Large Beam Lasers
-10% powergrid need for Large Beam Lasers


 
Cruise Missiles (Source)
Odyssey will bring more damage application and increased missile velocity to cruise missiles, bringing them in line with other weapon systems.

xtypo_eve a écrit:
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 (up from 3750m/sec)
14 second base flight time for all Cruise Missiles (down from 20 seconds)
25% increase in base damage for all Cruise Missiles
10% increase in explosion radius for all Cruise Missiles


 
6.2. Remote Sensor Booster
The scan resolution bonus of remote sensor boosters were too strong, instalock gatecamps too easy to set up being one of the main resulting issues. Therefore the bonus will be reduced. However, the bonus to targeting range, that used to be static, will now increase slightly according to module meta level.
The new numbers are (Source):

xtypo_eve a écrit:
Remote Sensor Booster I: 28% scan resoultion (-5.8) / 33.8% targeting range
Coadjunct Linked Sensor Array I: 29% scan resoultion (-6.4) / 35% targeting range (+1.2)
Linked Sensor Network: 30% scan resoultion (-10.5) / 36% targeting range (+2.2)
Connected Scanning CPU Uplink: 31% scan resoultion (-6.1) / 37% targeting range (+3.2)
F-23 Reciprocal Sensor Cluster Link: 32% scan resoultion (-6.8) / 38% targeting range (+4.2)
Remote Sensor Booster II: 33% scan resoultion (-7.5) / 40.5% targeting range
'Boss' Remote Sensor Booster I: 33% scan resoultion (-7.5) / 39% targeting range (+5.2)
'Entrepreneur' Remote Sensor Booster I: 33% scan resoultion (-7.5) / 40.5% targeting range


 
6.3. Tracking Enhancer
The bonuses to falloff and optimal range that tracking enhancers provide in addition to their tracking bonus were too strong and caused wide reaching balance issue, like overly increaded shield tank usage. Therefore these bonuses will be lowered by 1/3.
The new numbers are (Source):

xtypo_eve a écrit:
Azimuth Descalloping Tracking Enhancer: 7.4% falloff (-3.6) / 5.5 3.7% optimal range (-1.8)
Basic Tracking Enhancer: 6.6% falloff (-3.4) / 5 3.3% optimal range (-1.7)
Beam Parallax Tracking Program: 8% falloff (-4) / 6 4% optimal range (-2)
Beta-Nought Tracking Mode: 7% falloff (-3.5) / 5.25 3.5% optimal range (-1.75)
F-AQ Delay-Line Scan Tracking Subroutines: 7.6% falloff (-3.9) / 5.75 3.8% optimal range (-1.95)
Tracking Enhancer I: 13.4% falloff (-6.6) / 10 6.7% optimal range (-3.3)
Sigma-Nought Tracking Mode I: 14% falloff (-7) / 10.5 7% optimal range (-3.5)
Auto-Gain Control Tracking Enhancer I: 14.6% falloff (-7.4) / 11 7.3% optimal range (-3.7)
F-aQ Phase Code Tracking Subroutines: 15.4% falloff (-7.6) / 11.5 7.7% optimal range (-3.8)
Fourier Transform Tracking Program: 16% falloff (-8) / 12 8% optimal range (-4)
Tracking Enhancer II: 20% falloff (-10) / 15 10% optimal range (-5)
Domination Tracking Enhancer: 20% falloff (-10) / 15 10% optimal range (-5)
Republic Fleet Tracking Enhancer: 20% falloff (-10) / 15 10% optimal range (-5)
Mizuro's Modified Tracking Enhancer: 21% falloff (-10.5) / 15.75 10.5% optimal range (-5.25)
Hakim's Modified Tracking Enhancer: 22% falloff (-11) / 16.5 11% optimal range (-5.5)
Gotan's Modified Tracking Enhancer: 23% falloff (-11.5) / 17.25 11.5% optimal range (-5.75)
Tobias' Modified Tracking Enhancer: 24% falloff (-12) / 18 12% optimal range (-6)


 
6.4. Small Navy Cap Booster
The group of small navy cap boosters will get some new additions, so now there will be a navy version for each size. Some of the existing ones will increase in cost. (Source)
Small Navy Cap Booster sizes added (available in every FW LP store):
  • Navy Cap Booster 25
  • Navy Cap Booster 50
  • Navy Cap Booster 75

Small Navy Cap Booster cost changes:
  • Navy Cap Booster 100: 250 LP (+150) and 250k ISK (+150k)
  • Navy Cap Booster 150: 375 LP (+125) and 375k ISK (+125k)

 
6.5. Scanning and Exploration Modules
There will be some changes to scanning and exploration related modules and items. (Source / Source)
Probes
  • Deep Space Probes will be removed. All currently in the game will be changed into combat scan probes (same for blueprints).
  • Survey Probes are now in their own group and have their own launcher (Survey Probe Launcher).


Exploration Modules
  • Codebreakers are now called "Data Analyzer" and Analyzers are now called "Relic Analyzer".
  • There are a three new mid slot modules in the new group "Scanning Upgrades". They are the "Scan Acquisition Array", the "Scan Pinpointing Array" and the "Scan Rangefinding Array".
 
 
 

BPOs for the T1 version of these modules are on the market. T2 can only be produced through invention and require a new resource that can only be found in Relic Sites.
 
6.6. Capital Rigs
Capital ships will now get their own rig size. A few facts on these (Source):
  • rigs that previously did not affect capital modules will now do so (e.g. Core Defense Capacitor Safeguard, Auxiliary Nano Pump and Nanobot Accelerator)
  • T1 BPOs are seeded on the market and will cost 50m ISK
  • T2 BPCs can be acquired through invention or (with an extremly low chance) exploration
  • manufacturing capital rigs takes 5 times the materials of large rigs
  • currently fitted large rigs on capital ships will stay in place and keep their bonuses
  • skill requirements will match those of other rigs

 
 
7. Skill Changes
There are quite a few changes to the skill system ahead, with especially ship requirements getting shaken up quite a bit. But we will also see tweaks to the Astrometics skills, clone costs and the opportunity to use the new Dual Character Training feature.
 
7.1. Ship Skill Requirements
The skills you will need to fly specific ships will change for a large number of them in Odyssey. The details were announced a long time in advance to help pilots prepare in this dev blog, which I strongly suggest you to read if you haven't done so yet. Despite quite some skill requirements switching around, the overall skilltime for invidiual ships is roughly staying the same in nearly all cases.
The main aspects of this will be:

  • Destroyers and Battlecruisers skill are going to be split up into four racial versions each.
  • The new racial Destroyer and Battlecruiser skills will be set as requirements to train larger ship classes. To compensate for the extra training steps, all prerequisites to hop into the next, larger tech 1 hull will be reduced from 4 to 3.
  • Requirements to train capital hulls will only require battleship 3 instead of 5.
  • All tech 2 ships requiring skill training conditions from other tech 2 ships will be cut.
  • Ship skill training has been further adjusted when necessary to include specialized module requirements.
  • The ORE branch (Venture, Noctis, Orca, Rorqual plus all mining barge variations) has been tweaked to a consistent progression.
  • Assault Ships, Heavy Assault Ships and Heavy Interdictors classes are going to be renamed to Assault Frigates, Heavy Assault Cruisers and Heavy Interdiction Cruisers.

With all this getting reworked, it is important to note that, if you could fly a ship before the changes, you will be also be able to do so after them - even if you will miss some of the sub skills. Once you meet the main ship skill requirements, the game won't care about anything else anymore.
The split of the destroyer and battlecruiser skill will be handled like this: Basically, your current level in the destroyer / battlecruiser skill will be translated into the respective new racial destroyer / battlecruiser skills with the same level, but only if you also had the necessary level of the according racial frigate / cruiser skill (level 3) that is currently needed to fly that races destroyers / battlecruisers. This also applies to skillpoints of partly trained skill levels.
People with the destroyer / battlecruiser skill trained but don't have any racial frigate or cruiser skill at at least level 3, will have moved their skillpoints in the destroyer / battlecruiser skills moved into the skillpoint allocation pool. Any player training the destroyer or battlecruiser skill at deployment downtime, will have their skill queue paused.
Also, people owning destroyer / battlecruiser skill books will be reimbursed like this:
  • All Market player orders containing the old Destroyers or Battlecruisers skill will be reimbursed at NPC sell price at the time of Odyssey deployment.
  • The old Destroyers and Battlecruisers skill will be replaced by Caldari Destroyer and Caldari Battlecruiser in open player Contracts at the time of Odyssey deployment.

However, here are the detailed changes to skill requirements of the individual ship classes:

xtypo_eve a écrit:
Rookie ships
  • Removing racial frigate as a requirement. We now only keep Spaceship Command 1.

 
Navy Frigates
  • Decreasing Racial Frigate level from 3 to 2.

 
Destroyers
  • Splitting the Destroyers skill into 4 racial variants (Amarr Destroyer, Caldari Destroyer, Gallente Destroyer, Minmatar Destroyer).
  • All these new skillbooks will have the same training attributes, rank and cost as the previous generic Destroyers skill.
  • Racial Frigate level 3 requirement moved as a prerequisite to train the Racial Destroyer skill.
  • Spaceship Command requirement for the Racial Destroyer reduced from 3 to 1.

 
Cruisers
  • Spaceship Command requirement decreased from 3 to 2 on all cruiser skills
  • All racial cruiser skills now require respective racial Destroyer skill at 3 instead of racial frigate at 4

 
Navy Cruisers
  • Decreasing Racial Cruiser skill from level 3-4 to 2

 
Battlecruisers
  • Splitting the Battlecruisers skill into 4 racial variants (Amarr Battlecruiser, Caldari Battlecruiser, Gallente Battlecruiser, Minmatar Battlecruiser)
  • All these new skillbooks will have the same training attributes, rank and cost than the previous generic Battlecruisers skill
  • Oracle, Naga, Talos and Tornado racial Battlecruiser requirements reduced from 3 to 1 as part of the Tiericide initiative
  • Racial Cruiser level3 requirements moved as a prerequisite for the racial Battlecruiser skill
  • Spaceship Command requirement reduced from 4 to 3

 
Battleships
  • All racial Battleship skill requirements have been reduced from 1-3 to level1, depending on their former tier position.
  • All racial Battleship skills now require Racial Battlecruiser at 3 instead of Racial Cruiser at 4

 
Navy Battleships
  • Increasing requirement to fly Navy Battleships previously known as Tier 1 (Armageddon Navy Issue, Scorpion Navy Issue, Dominix Navy Issue, Typhoon Fleet Issue) from level1 to level2 to make it consistent with other navy ships. Since the training from level1 to level2 only takes a few hours, we will not adjust your Racial Battleship level. Please make sure you train it before the change if you still wish to be able to fly Navy Battleships.

 
Carriers and Supercarriers
  • Racial Carrier requirements on the Aeon, Wyvern, Nyx and Hel have been reduced from 3 to 1
  • Capital Ships requirement on all Carriers and Supercarriers increased from 3 to 4
  • All racial Battleship requirements on Carriers and Supercarriers reduced from 5 to 3
  • Adding the Jump Fuel Conservation skill at 4 as prerequisite
  • Adding the Jump Drive Calibration skill at 3 as prerequisite (which itself requires the Jump Drive Operation skill trained at 5)

 
Dreadnoughts
  • All racial Battleship requirements on Dreadnoughts reduced from 5 to 3
  • Capital Ships requirement on all Dreadnoughts increased from 1 to 3
  • Adding the Tactical Weapon Reconfiguration skill at 1 as prerequisite (requires Advanced Weapon Upgrades at 5)

 
Titans
  • All racial Battleship requirements on Titans reduced from 5 to 3
  • Adding the Jump Portal Generation skill at 1 as requirement (which itself requires the Jump Drive Operation skill trained at 5)

 
Electronic Attack Ships
  • Swapping the Electronic Upgrades 5 skill with Long Range Targeting 5

 
Interdictors
  • Racial Frigate 5 requirement swapped for racial Destroyer 5
  • Generic old Destroyer skill removed from the Interdictor skill
  • Interceptor requirement removed from the Interdictor skill
  • Graviton Physics 1 added as skill requirement in the Interdictor skill
  • Propulsion Jamming 5 added as skill requirement in the Interdictor skill

 
Heavy Assault Ships
  • Assault Ships requirement removed from the Heavy Assault Ship skill
  • Energy Grid Upgrades 5 added as skill requirement of the Assault Ship skill
  • Energy Management 4 added as skill requirement of the Assault Ship skill

 
Recon Ships
  • Covert Ops requirement removed from the Recon Ships skill
  • Cloaking 4 added as skill requirement of the Recon Ships skill
  • Electronic Upgrades 5 added as skill requirement of the Recon Ships skill

 
Heavy Interdictors
  • Weapon Upgrades removed from the Heavy Interdictor skill
  • Graviton Physics 4 added as skill requirement of the Heavy Interdictor skill

 
Command Ships
  • Racial Cruiser 5 requirement swapped for racial Battlecruiser 5
  • Generic and old Battlecruiser skill removed from the Command Ship skill
  • Heavy Assault Ships skill requirement removed from Field Command Ships (Absolution, Nighthawk, Astarte, Sleipnir)
  • Logistics skill requirement removed from Fleet Command Ships (Damnation, Vulture, Eos, Claymore)
  • Information Warfare 5 skill added as requirement for the Command Ship skill
  • Armored Warfare 5 skill added as requirement for the Command Ship skill
  • Siege Warfare 5 skill added as requirement for the Command Ship skill
  • Skirmish Warfare 5 skill added as requirement for the Command Ship skill

 
Industrials
  • All ship skill requirements reduced from 1-5 to 1.
  • Racial Frigate skill requirement removed from the Industrial skill

 
Freighters
  • Now requires Advanced Spaceship Command 5 instead of 1
  • Racial Industrial skill requirement reduced from 5 to 3

 
Mining Barges
  • Mining Frigate 3 skill added as a requirement of the Mining Barge skill

 
Industrial Command Ship
  • Mining barge skill requirement removed
  • Adding ORE Industrial 3 as requirement

 
Capital Industrial Ship
  • Mining barge skill requirement removed from the Capital Industrial Ship skill
  • Industrial Command Ship 3 skill added as a requirement of the Capital Industrial Ship skill
  • Industrial Reconfiguration 1 skill added as a requirement of the Capital Industrial Ship skill

 
All the other vessels not listed here (shuttles, frigates, Interceptors, Assault Ships, Covert Ops, Logistics, Strategic Cruisers, Black Ops, Marauders, Pirate Frigates, Pirate Cruisers, Pirate Battleships, Pirate Supercarrier, Transport Ships, Jump Freighters, Mining Frigate, Ore Industrial, Exhumers) are not directly affected by the skill modifications, although this may create prerequisite changes in nested requirements. For instance, Marauders require Battleship at 5, whose own requirements are changing.


 
7.2. Astrometics Skill Changes
With scanning being the core activity in EVE that it is now, and the additional focus on exploration in general, coming with Odyssey, there will be some changes to the Astrometics skill set. The big difference is, that scanning will be much more accessible to low skill point characters.
Here are the details (Source):

xtypo_eve a écrit:
Astrometrics
  • This is now a starting skill, all new characters receive this at Level 1.
  • Does not alter ability to launch probes, all players can now launch 8 probes. (went up from 7 in the first iteration of the change)
  • Added +5% scan strength, -5% max scan deviation and -0.5 sec scan time per level.

Also: Reduced the per level modifier for Astrometrics Rangefinding, Astrometrics Acquisition and Astrometrics pinpointing by half.


 
7.3. Clone Cost Changes
The costs of setting up a medical clone will be lowered by 30% across the board, to change how this affects player behavior. (Source)

 
7.4. Dual Character Training
Odyssey will offer a new option, that mainly will help people train alt characters, with a specific purpose and a limited amount of SP needed, on the same account and without the need to stop the skill queue of their main character.
When right clicking a PLEX there will now be a new option called "Activate Dual Character Training". Using this will consume the PLEX and you will be able to to train two characters on the same account for 30 days.
Important things to note: Dual Character Training time will not extend your current account game time, even if it's below 30 days. When your Dual Character Training time expires, the character with the most skillpoints will be considered your main and that one's skill queue will continue automatically, while the other will be stopped. Also, Dual Character Training time can not be stacked (yet).

Read more about this feature in the according devblog.
 
 
8. Art Overhaul
With Odyssey the art of certain areas of the game will see some serious facelift. Along with some love for the Apocalypse hull and the containers of mini-profession sites, CCP started a war against loading bars and outdated transition effects.
 
8.1. Stargates and Jump Effect
Stargates are getting a graphical overhaul, most notably a nice new "energy field" effect that spans in between the actual jump zone, and a lot more blinking lights.

Amarr System Stargate 

Amarr Constellation Stargate 

Amarr Region Stargate 

Amarr Border Stargate 

Caldari System Stargate 

Caldari Constellation Stargate 

Caldari Region Stargate 

Caldari Border Stargate 

Gallente System Stargate 

Gallente Constellation Stargate 

Gallente Region Stargate 

Gallente Border Stargate 

Minmatar System Stargate 

Minmatar Constellation Stargate 

Minmatar Region Stargate 

Minmatar Border Stargate 

Smuggler Route Stargate 

 In an effort to remove the number of loading bars within the game and improve immersion, Odyssey will introduce a spectacular new jump effect. When you initiate jump, the camera will turn to a certain angle towards the stargate. You will then see an animation of flying through a "jump tunnel", on the end of which you can already see the nebula of the destination system. Data will load during this animation and after that is done, you exit the jump tunnel and the camera will seamlessly return to be controlable again. You will also notice the system' name in the info panel flash for a brief time after you enter a new system.
This effect is used for stargates, titan bridges, POS bridges, wormholes and cyno jumping.


 
8.2. New Station Buttons / Undocking
The undock button has moved from the neocom to the station services window, right below the station corporation logo and next to an also new button for entering / leaving the captain's quarter.
The undocking process is also getting rid of the loading bar. While you wait for assets to load, the undock button will progressively get slightly brighter and flash red in the end. You will also notice an empty capacitor rapidly recharging once you are in space (this also happens when boarding a ship).
If you have the Load Station Environment option in the ESC menu disabled, the Enter Captain's Quarters button will be greyed out.


 
8.3. Ship and Pod Death Animation
The transition from ship to pod when your ship explodes and also the whole visualization of getting podded will get revamped. (Source)
The ship death animation transition effect is rather subtle, in essence just getting rid of the loading bar and replacing it with a quick change of camera, accompanied with some lines of red "error messages" from your board computer. In addition, the health bars in your HUD will now flash when a user-defined threshold is reached. This threshold can be configured in the HUD menu.
When your pod dies, the camera will zoom in through the explosion focusing your dead clone's body. On the bottom left of your screen will be a few lines of information on the clone transfer process. When your client is ready, you will then just switch to the station your clone is set to.


This has been pushed back to (probably) a later point release, because devs felt it lacked visual quality. (Source)

Also, there is a new text warning that will pop up above your ship HUD when your armor, shield or hull is getting low and when your capsule is being ejected. Both the critical stage of hull and the pod ejection being additionally highlighted with a red backdrop.
 
 
 
 




 
8.4. Profession Containers
Along with all the other changes to the exploration mini professions, which you can read more about in section 1., there will be new art for data and relic site profession containers.
Th data containers are surrounded by rotating blades, that will stop to move after a successful hack.

Data Site Container 

Data Site Container 

Relic Site Container 

Relic Site Container 

 
8.5. Apocalypse Model
The Apocalypse and all variants of it recieve a model overhaul. It's basically getting a bit beafier and is looking simply fantastic.

Apocalypse 

Apocalypse Navy Issue 

Paladin 

Apocalypse Imperial Issue 

This was pushed back to a (probably) later point release, because it could'nt be finished for Odyssey 1.0. (Source)The Paladin will get a seperate model however, once it's done (Source).



Additionally, EoM Deathlord NPCs, who are using the same model, will also be affected by this. You can find screenshots of them here and here, captured by playerFunzinnu BT.
 
8.6. Daredevil Retexturing
The Daredevil will get a new, more Serpentis like texture.

 
8.7. Blueprint Icons
Blueprint icons will look a lot more shiny after Odyssey, thanks to an improvement to the tools used for icon creation. (Source)

 
8.8. New Login Video
The new trailer, that was released on Fanfest, EVE Online: Origins, will be the new intro video played ingame upon your first login. It explains the basic backstory of EVE.

 
 
9. General UI Improvements
Apart from the UI additions and changes that are feature related (like all the stuff related to the exploration overhaul), there is quite a large number of more general changes to the user interface, most notably the revamp of the radial menu.
 
9.1. Revamped Radial Menu
In an effort to move away from everything being accessed through multilevel right click drop down menus with 20+ entries, Team Pony Express digged up the old radial menu and gave it a huge overhaul - graphically as well as functionally.

Radial Menu (Station) 

More Options Submenu 

The new radial menu will pop up when you hold down the left mouse button on any item for a short moment, be it a bracket in space, an item on the overview or one of your locked targets. With left click still pressed you can then release upon the option of your choice. Some of them, like orbit, react dynamically (in this case varying orbiting range) to your cursor position relative to the center of the menu.
The menu is split into 8 segments. The 12 o'clock position will allways be a primary action like jump for stargates, board for ships, dock for stations or open cargo for containers. On the opposite side, in the 6 o'clock position there will allways be the targeting command. To the left (9 o'clock) and right (3 o'clock) you will find show info and a button for some additional options, like look at or bookmark. The rest of the sections, one each lying in between the positions I already explained, will hold the navigational commands, align, warp to, orbit and keep at range.
You will be able to rebind the key for the radial menu and its delay in the game's options.
Read more on this feature in the according devblog and an update to it in this forum post.

 
Also, there will be an individual small radial menu for the scanning button, at the left side of your ship's HUD. The left (9 o'clock) option will take you the probe scanning window, the right one (3 o'clock) to the directional scanning window and the bottom one (6 o'clock) to the moon survey window. With the top option (12 o'clock) you can toggle whether you want the Sensor Overlay to be displayed or not (learn more about the Sensor Overlay in section 1.1.).

 
9.2. Little Things
This is the stuff capsuleers tend to be more excited about then the actual big expansion theme features. It is for that reason I am proud to present you the infamous "Little Things". Most of these changes are also covered in a dev blog by CCP karkur.
 
Contracts
A new "Category" column has been added to the Buyer Will Get contract window, to help clarify the items that are being exchanged. Also, contracts can now include Plastic Wraps. The volume of the Plastic Wraps is now displayed correctly as part of the total volume of the contract.
 
Attributes reordered
Attributes listed in the Attributes section of the Character Sheet, and in the Neural Remap window, will now display in the same order that the equivalent implants are listed.
 
Chat input field size
You can now resize the input field of chat windows to be only as high as one line of text.
 
Opening multiple stored fitting windows
You are now able to open multiple windows of stored fittings at the same time by shift-clicking fitting links.
 
Sorted notes
Notes are now sorted in alphabetical order.
 
New functionality of page up / down keys
The page up / down keys can now be used to scroll to pretty much any list in EVE, for example the overview, market item lists and lists of mails. This also works on the list of characters in local chat, which you can select individually now. Check your hotkeys to rebind any actions you might have had these keys bind to before, as that might interfere with their new functionality. By default they previously were mapped to zoom in / out (which are not bound to any key now by default). You might want to find new hotkeys if you were using that.
 
Fleet window and watch list
The options "Open All Squads" and "Close All Squads" in the fleet commander menu have been renamed to "Expand All Squads" and "Collapse All Squads". The option "Expand All Squads" will now literally expand all squads, even if certain wings might be collapsed. There have also been added two new options: "Expand All Wings" and "Collapse All Wings".
You can now copy your fleet composition. To do so, expand all squads and press CTRL+C.
When opening the rigt-click menu on a pilot in your fleet window or watch list, you will notice all the generic options for characters have now moved to a sublevel menu called "Pilot".
The option "Kick Member" has been renamed to "Kick Member from Fleet".
 
 

 
Dragging locations to chat window
You can now create chat links for locations by dragging them from all sorts of info windows. This includes info tabs like "Adjacent Regions", "Orbital Bodies" and "Related Solarsystems" and the show info images of planets, solar systems, constellations and regions. Also, when you drag the picture of a station from its show info window to chat, you now create a link to that particular station instead of the station type.
 
New navigational status text above HUD
There is some new text being displayed while your ship is operating a specific navigational command, including aligning, approaching, orbiting, keeping at range and stopping the ship. This is an addition to the text, that is already being displayed when you are warping.
 
 

 
Target UI disappearing with a blink affect on kill
When one of your target dies, the accompanied target UI will now no longer just disappear but blink briefly. This is to help distinct if a target really died or not just warped away.
 
Moving target UI items tweaked
Since the radial menu is also used on your target UI items, if you wish to move/reorder them you now have to click and move them right away (basically you need to be a bit faster). Also, when you move one of them, a ghost image will now indicate where they were located before.

 
Text highlighted right away when saving location
When saving a location, the text in the label field is now highlighted/marked by default so you can quickly name the item without having to click there and delete the standard text first.
 
Hotkeys for tagging
You can now bind hotkeys for overview item tagging operations.

Tagging Hotkey Options 

Displayed Text while holding Tagging Hotkey 
  10. The Rest
This is a compilation of minor changes, that have not been covered in the previous sections.
 
NPC tweaks
  • Updated the skins on the Khanid Warbird, Khanid Sparrow, Thukker Mercenary Rookie, Mordus Katana and Mordus Bounty Hunter to match their correct faction.
  • Kyan Magdesh has abandoned the shrinking ice field in Barkrik and set up a new base of operations in the top asteroid belt instead.
  • Rogue Drone Officers now spawn in more systems.

 
Tutorials and Career agent missions updated
The ingame tutorials and missions of career agents have been updated to include the new radial menu and all the changes to exploration.
 
Some agent employment changes
The agents Christer Fuglesang and Jeremy Tacs now work for Interbus instead of CONCORD. Their locations are unchanged.
 
Change to permissions for cancelling corporation jobs
After Odyssey, the only people who will be able to cancel a corporation job will be (Source):
a) the person who started the job
b) a corporation director
 
Grouping Civilian Weapon Modules
Just like any other types of weapon modules, you can now group their civilian counterparts.
 
Warp Disruption Field Generators and Cloaking
It is now possible (again) to activate a Warp Disruption Field Generator directly after Decloaking.
 
New market groups
There will be two new groups under "Ship Equipment", "Scanning Equipment" (will include all scanners, analyzers and probe launchers) and "Harvesting Equipment" (will include salvagers, mining lasers, ice harvesters, gas harvesters and mining upgrades).

 
District Satellites on Default Overviews
District satellites will be displayed in the following default overview profiles after Odyssey. (Source)
  • All
  • PvP
  • Default
  • Warp To

 
Enhanced sound experience
There will be quite a few additions and updates to the audio scape of the game. (Source)

xtypo_eve a écrit:
  • New 10th Anniversary EVE track for the character selection screen.
  • 5 new RealX music tracks added for low security space.
  • Audio for new jumping, undocking and podding transitions.
  • New atmospheric sounds added to wormhole space.
  • Added new radial menu audio.
  • Exploration and hacking sound effects have been replaced with new audio.
  • New microwarpdrive and afterburner sound effects have been added - they each now have their own distinctive sound.
  • New scanner audio has been added for the new system scanner.
  • Hangar atmosphere has been improved with three new audio soundscapes, small, medium and large, that relate to the number of players docked.

 
Performance improvements
Odyssey will increase performance for unloading objects at warping and jumping (Source). So, jumping will not only look better, you will also notice it will be a lot faster.
There will be improvements to the GPU & CPU particle system.
All Clouds have been removed from data and relic sites, to resolve FPS issues.
A new client-side animation state for graphics has been added.
Plane sets now use instanced rendering, increasing rendering performance.
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MessagePosté le: Aujourd’hui à 20:17 (2017)    Sujet du message: Maj Odyssey

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