File Size: 14.85 MB (15568152 bytes)
File Type: Patches (browse all)
File Name: evepatch32517-33752.exe
Downloads: 3 total
File Description
This patch updates EVE Online from v32517 to v33752, adding the Revelations II content.
File Instructions
Patch Notes
Build 32517 to 33752 addresses REVELATIONS II Patch Notes, Features, Fixes and
Improvements
REVELATIONS II is the second of three installments of EVE Online's second major
game expansion. EVE's first expansion, EXODUS, revealed the escalating tensions
between the Empires of EVE with its first installment, Cold War. In the second
installment, Red Moon Rising, a galactic arms race forged the most powerful
weapons ever constructed by man.
The first installment of Revelations saw empires make their final push towards
the brink of war. Uncharted regions of space were opened for exploration and
yielded vast wealth and resources needed to feed a hungry war machine. New
innovations in weapons technology were introduced to wage the battle for
supremacy in the universe of EVE.
IMPORTANT! When the patch has been deployed, your client(s) patched and you log
in for the first time, the cache folder will migrate to the new location
specified below. Depending on the size of your cache folder, this may be hardly
noticeable, it may take several minutes. Please be patient while this happens
and do NOT restart your client if it appears to 'hang'! Thank you.
REVELATIONS II
New Game Features
Need for Speed?
Revelations II advances our commitment to improving the performance of EVE
Online. With significant CPU and dogma optimizations launched in this release,
Revelations II will also set the initial groundwork to provide full Vista
support for future expansions. Also integral to our Need for Speed? initiative
is the continuous refinement of our Core Technology, the foundation
infrastructure for EVE.
Structure Warfare Enhancements
Revelations II will significantly expand the opportunities for strategic
operations between fixed structures in space by encouraging siege-type game
play, enabling attrition warfare, providing tactical objectives for smaller
attack forces, and improving the economic vitality of outposts. Specific game
play element additions include:
Starbase Warfare
* New Starbase Tactics- Factionalized Structures such as Serpentis Control
Towers and Domination Autocannon Batteries, each with unique looks and bonus
attributes; Energy Neutralizing Arrays that can drain capacitor reserves from
attacking fleets; Scanner Arrays that perform localized scanning for the
presence of ships; Jump Towers that allow players to jump instantaneously
between starbases owned by the same corporation; Cynosural Field Generators
that can quickly bring capital ships to the battlefield; and Cynosural Field
Jammers to prevent them from coming in.
o Energy Neutralizing Batteries can be anchored outside the
forcefield of any starbase. They have a 50km range and drain 1000 capacitor
every 10 seconds. Fitting requirements are 25 tf CPU and 350,000 MW Power.
o System Scanning Arrays can be used in systems with Sovereignty 2 or
higher. When controlled, they allow pilots to run a 999AU scan with a strength
of 25 and a duration of 90 seconds. This can only be used to scan for ships.
Fitting requirements are 25 tf CPU and 25,000 MW Power.
o Jump Bridges allow instant travel between starbases. They must be
paired to another bridge within 5 LY, and burn a variable amount of fuel per
jump depending on range and mass. They require Sovereignty 3 or higher to
online, must be anchored 15km or more from the force field and use 4,000 tf CPU
and 750,000 MW Power.
o Cynosural Generator Arrays provide a permanent cynosural beacon
available to everyone in your alliance, which can be the target of capital ship
jumps or jump portal links. They require Sovereignty 2, must be anchored 15km or
more from the force field and use 150 tf CPU and 375,000 MW Power.
o Cynosural System Jammers prevent the formation of new cynosural
fields in the system, and force existing fields to collapse at the end of their
cycle. This applies to fields generated by both modules and structures. It takes
30 minutes to bring online or offline and requires Sovereignty 3. It must be
anchored 15km from the force field and uses 750,000 MW Power.
* Exposed Starbase Assets- We are opening up the tactical opportunities for
smaller attack groups by moving some starbase structures beyond the protective
force field. All such eligible structures will receive significant hit point
increases, which will include all firepower, electronic warfare, and scanning
arrays; cynosural field jammers and generators; and jump bridge towers.
o Structures have the following hitpoints based on size:
Large structures have 100,000 shield, 1,500,000 armor and
5,000,000 structure (and 90% structure resistance given by the control tower),
Medium structures have 50,000 shield, 750,000 armor and
2,500,000 structure (and 90% structure resistance given by the control tower),
Small structures have 25,000 shield, 375,000 armor and
1,250,000 structure (and 90% structure resistance given by the control tower).
o All turret structures have had their ranges and tracking revised
based on their turret equivalents, so they work best against their intended
targets: cruisers for small turrets, battleships for medium turrets and capital
ships for large turrets.
o All structures now have appropriate signature radius assigned to
them, making it harder for larger ships to acquire lock on smaller structures;
large have 400m, medium have 125m and small have 30m.
o All offensive based structures now have appropriate scan resolution
assigned to them, making it ?harder? for large turrets to acquire lock on
smaller targets; large have 10mm, medium have 50mm and small have 250mm.
o Unanchoring time for structures that are placed outside the force
field now only takes 1 minute.
o You can now anchor structures that only require power while the
control tower is in reinforced mode.
o Remote Hull Repairers are now available to reactivate incapacitated
structures.
* Improved Defenses- Structures can now be anchored when the host control
tower is in reinforced mode, forcing attack groups to patrol the tower until it
is destroyed while giving the owner a chance to recover from assaults. Most
importantly, players will now get direct command of starbase weapons, allowing
them to control individual assets such as turrets, missile batteries, and
stasis webifiers.
o The following structure groups can now be controlled by players:
Electronic Warfare Battery, Energy Neutralizing Battery, Mobile Hybrid Sentry,
Mobile Laser Sentry, Mobile Missile Sentry, Mobile Projectile Sentry, Scanner
Array, Stasis Webification Battery, Warp Scrambling Battery.
o To control a structure, you must be within 15km of the control
tower and have the Starbase Defense Operator role. You can control one
structure per level of Starbase Defense Management.
o Structures under capsuleer control can be independently targeted
and activated on any lockable object within range.
o Structures which use no CPU can be anchored and brought online
while the tower is in reinforced mode.
Outpost Warfare
* Targetable Outpost Services Individual services offered by outposts are
now vulnerable to precision strikes. Attacking players will see a list of
?opportunity targets? in their overview as they approach these stations, each
of which will have different hit point values depending on their importance.
Services?including any jobs running at the time of attack?will become
unavailable for outpost residents as they are destroyed, but can be restored
once selective criteria are met.
o Outpost services will show up as icons adjacent to the station icon
in space. They will be targettable and can take damage.
o When a service has no shields or armor left and starts taking
structure damage, it becomes disabled.
o To re-enable a service, it must have all armor and structure
repaired, and be restored to 50% or higher shields.
Outpost Upgrades
* Tiered Improvement Opportunities Hierarchal ?construction paths? for
increasing the economic vitality of outposts will be implemented. These station
improvements must be purchased as construction platforms, anchored at the
outpost site, and supplied with the requisite materials. Once built, these
upgrades are permanent, even if the outpost is lost. Possible improvements
include the addition of office, factory, or research slots; increasing the
efficiency of reprocessing and manufacturing facilities; or adding these
services to the outpost. The upgrade level of the outpost determines the total
number of improvements that can be made, the greatest of which are functions of
race and sovereignty conditions.
o The following Upgrade Platform Blueprints have been seeded on the
market: Foundation Upgrade Platform Blueprint, Pedestal Upgrade Platform
Blueprint, Monument Upgrade Platform Blueprint.
o With Sovereignty 2, a Foundation Upgrade Platform can be anchored
and built next to an Outpost. After downtime, this will enable the installation
of a single Tier 1 Improvement.
o With Sovereignty 3, a Pedestal Upgrade Platform can be anchored and
built next to an Outpost which already has a Foundation Upgrade. After downtime,
this will enable the installation of an additional Tier 1 Improvement and a
single Tier 2 Improvement.
o With Sovereignty 4, a Monument Upgrade Platform can be anchored and
built next to an Outpost which already has a Pedestal Upgrade. After downtime
this will enable the installation of a further additional Tier 1 Improvement,
an additional Tier 2 Improvement and a single Tier 3 Improvement.
o Blueprints for Basic (Tier 1), Standard (Tier 2) and Advanced (Tier
3) Outpost Improvement Platforms have been seeded on the market. Amarr, Minmatar
and Gallente have the following improvements: Factory, Laboratory, Office, Plant
and Refinery. Caldari has the following improvements: Factory, Laboratory,
Office, Refinery and Research Facility.
o A Basic Outpost Platform can be anchored and built at any Outpost
of the correct race which has at least one Tier 1 Improvement slot free. This
will permanently upgrade the capabilities of the Outpost in the manner
described in the Platform?s information.
o A Standard Outpost Platform can be anchored and built at any
Outpost of the correct race which has at least one Tier 2 Improvement slot
free, and which has the Basic Improvement of the same type already installed.
This will permanently upgrade the capabilities of the Outpost in the manner
described in the Platform?s information.
o An Advanced Outpost Platform can be anchored and built at any
Outpost of the correct race which has at least one Tier 3 Improvement slot
free, and which has the Standard Improvement of the same type already
installed. This will permanently upgrade the capabilities of the Outpost in the
manner described in the Platform?s information.
Broader Sovereignty Scope
Revelations II will make sovereignty more modular by adding four different
tiers of ownership and broadening its scope to the constellation level.
Structured incentives and intermediary objectives?with unique benefits offered
at each tier?will be available for alliances to pursue, but with the added
challenge of contending with the tactical changes to starbase warfare. The
benefits at each tier include which outpost upgrades can be added, what
structures can be anchored around starbases, and how much fuel is required to
sustain them.
Sovereignty tiers include Territory, Protectorate, Province, and Constellation
Capital. The latter is achievable through Constellation Sovereignty, which is
reached when half of the systems in a given constellation become official
?territories? of the same alliance; three or more outposts and/or conquerable
stations reside with the constellation; and at least one system is a
Province?the alliance-declared capital system of that constellation.
* Sovereignty Level 1 (Territory) is achieved by the alliance having more
towers (that have been online and claiming sovereignty) for seven days, than
any other alliance in the same system
* Sovereignty Level 2 (Protectorate) is reached by maintaining Sovereignty
1 for 14 consecutive days
* Sovereignty Level 3 (Province) is reached by maintaining Sovereignty 2
for a further 14 days. Outposts in systems with Sovereignty 3 can be set as
Constellation Capital
* Sovereignty Level 4 (Constellation Capital) is achieved by both having
Constellation Sovereignty in the same constellation and holding an outpost with
the Constellation Capital option checked for thirty days.
* Constellation Sovereignty is achieved when the following conditions are
met for fourteen consecutive days:
o Sovereignty 1 or higher in over half the systems in the
constellation
o Three outposts or conquerable stations held within the same
constellation
o One outpost has Constellation Capital set
* Starbases in systems with Sovereignty 4 cannot be targeted
* If one or more of the conditions for Constellation Sovereignty is
subsequently lost, the constellation becomes Contested for 7 (not the
originally listed 14) days. If at the end of this period the conditions are met
again, Constellation Sovereignty is maintained. If they are not met,
Constellation Sovereignty is lost.
Heat
Adding a new dimension to space combat in EVE, Revelations II brings you Heat:
the ability to overload starship modules for a temporary boost in performance,
but at the risk of damaging the module.
Performance overloads are temporary attribute increases for selected active
modules, covering everything from firepower and defenses to propulsion and
electronics. While the benefits of overheating are specific to the module, the
cost?heat buildup?is cumulative to the rack that the module resides in, which
has a fixed heat dissipation rate.
Overheating a single module therefore risks damaging every other module that
shares the same rack?low, medium, or high?and each module has a maximum number
of hit points it can withstand before failing. Modules that succumb to heat
become unusable during combat, but can be repaired when ? or if - the ship
makes it back to a station.
* The following groups of modules now have an Overload attribute which
states what bonus you will receive by overloading the module.
o Turrets
o Launchers
o Energy Vampires
o Energy Neutralizers
o Afterburners
o Microwarpdrives
o ECM
o ECCM
o Active Hardeners
o Shield Boosters
o Armor Repairers
o Remote Armor/Shield Repairers/Boosters
o Warp Scramblers
o Stasis Webifiers
* New skill, Thermodynamics, that reduces heat damage by 5% per level, has
been seeded.
* Shield Boost Amplifier increases heat damage from Shield boosters by
100%
* Heat is distributed over the whole rack, split into High, Medium and
Low.
* The User interface has been changes to reflect Heat and allow management
of it.
* A module capable of overload has a green marker on top of the UI circle
which toggles overload on and off. The rest of the circle will glow red once
that module starts taking heat damage. Once the circle is completely red, the
module will go offline and needs to be repaired before it can be brought online
again.
* A heat status bar has been added above the capacitor, where it shows the
heat consumption over the three racks.
* It is possible to overload the entire rack, using three buttons on the
right side of the hit point bars.
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