Patch notes for Crius 1.10

Released on Friday, August 15th, 2014

Miscellaneous:

Patch notes for Crius 1.9

Released on Wednesday, August 13th, 2014

Industry

Patch notes for Crius 1.8

Released on Thursday, August 7th, 2014

Industry

Gameplay

Industry

User Interface

EVE API

STATIC DATA EXPORT

Patch notes for Crius 1.7

Released on Friday, August 1st, 2014

User Interface

Patch notes for Crius 1.6

Released on Thursday July 31st, 2014

Industry

Gameplay

Industry

User Interface

Patch notes for Crius 1.5

Released on Tuesday July 29th, 2014

Industry

Industry

Patch notes for Crius 1.4

Released on Monday July 28th, 2014

Exploration

Gameplay

Localization

Market

User Interface

Patch notes for Crius 1.3

Released on Friday July 25th, 2014

Science & Industry

EVE API

Patch notes for Crius 1.2

Released on Thursday, July 24th, 2014

Exploration

Science & Industry

Gameplay

Science & Industry

Skills

Structures & Deployables

User Interface

Patch notes for Crius 1.1

Released on Wednesday, July 23rd, 2014

Audio

Gameplay

Industry

User Interface

Patch notes for Crius 1.0

Released on Tuesday, July 22nd, 2014

Asteroids, ices and minerals

Exact numbers below (figures on the "Reprocess all the things Dev Blog" are out of date):

Compressed ore and ice

Exact numbers (figures on the "Reprocess all the things Dev Blog" are out of date):

Exploration

Factional Warfare

Market

Reprocessing

Industry

Material Efficiency calculations are now applied to the whole jobs, not individual runs. This means manufacturing a large batch of items will still give some reduction on Assembly Arrays instead of being simply negated. We will be rounding up to the next significant digit, which means that 14.4 Tritanium required to manufacture 10x cheap-quality holoreels will actually be rounded to 15.

Whole and single items will not be affected by this calculation. This is most relevant for Tech I items required for the manufacturing of Tech II variants. For example, building 10 Paladins will not require 9 Apocalypse if you have a 10% ME.

All instances of "Productivity Level" have been renamed into Time Efficiency

All instances of "Research Productivity" have been renamed into Time Efficiency Research

All instances of "Material Level" have been changed to Material Efficiency

All instances of "Material Research" have been renamed into Material Efficiency Research

Research has been overhauled via the following changes: Wastage Factor has been removed from the game. To compensate for that, all build costs have been increased by 11.11%

Blueprint research has been changed to a 10 level system. Each Material Efficiency level (ME) reduces blueprint required materials by 1%, and each Time Efficiency level (TE) reduces blueprint manufacturing time by 2%

It is no longer possible to research beyond ME 10 and / or TE 20 on any blueprint

Blueprints have been sorted into ranks, with higher ranks having longer research and manufacturing times

Copy times on all blueprints have been adjusted to require 80% of the manufacturing time

All blueprint manufacturing times have been changed to be a function of the new blueprint rank (see above, the "Research the Future" Dev Blog and this forum thread for details)

The number of maximum runs for Tech I non-component items has been adjusted to have approximately 2 days of build time

The number of maximum runs of component blueprints has been adjusted to have approximately one week of build time

Blueprints for building special edition ships and ship skins will always have a job cost of 0

The Amarr, Caldari, Gallente and Minmatar Hybrid Tech Decryptors needed for Reverse Engineering have been renamed Amarr, Caldari, Gallente and Minmatar Subsystems Data Interfaces. Their respective icons have been changed as well

The R.A.M.- Hybrid Technology item needed for Reverse Engineering has been renamed R.Db.- Hybrid Technology. Its icon has been changed as well

First set of changes to Invention include: Invention now removes one run from the input blueprint copy instead of consuming it entirely

Invention no longer returns negative Material Efficiency or Time Efficiency Tech II blueprint copies. Output blueprint copies now have 0 or positive ME and TE values

Invention time on blueprints now approximately equals manufacturing time on the Tech II product item, divided by two, minus Tech I copy time for one run of the source item Example: a Megathron blueprint invention time now approximately equals half the manufacturing time of the Kronos minus one run copy time of the Megathron blueprint

Decryptor TE bonuses have been doubled to take into account the research changes

The damage per run mechanic has been removed from the game. This mainly affects R.A.M. and R.Db items R.A.M. and R.Db requirements have been multiplied by 100 on all jobs that required them (mainly Tech II manufacturing and research)

All R.A.M. and R.Db blueprints now produce 100 more items for the same amount of materials

R.A.M. and R.Db volume has been divided by 100

Please refer to the "Building Better Worlds" Dev Blog for more details

Extra Materials have been removed from the game. This mainly affects Tech I and Tech II manufacturing and research All Extra Materials have been moved as regular Materials instead

Most Tech I materials have been removed from Tech II blueprints More precisely, minerals that are not morphite and components that are not Advanced Components or Advanced Capital Components have been removed

This does not apply to Tech I items required for Tech II manufacturing, those are staying and still have exceptions to the Material Efficiency and skill bonuses so that, for example:In some cases blueprint requirements have been modified to make sure price is not fluctuating too much A Paladin should never require require 2 Apocalypses to build Large shield Extender II should never require 0.75 Large Shield Extender I to build



Manufacturing, Material Efficiency, Time Efficiency, Copy, Invention and Reverse Engineering slots have been removed from the game Limitation on industry jobs is now based on facility pricing, which is calculated from the solar system facilities, team costs and other variables. For more information please refer to "The Price of Change" dev blog

Many blueprints with inconsistent values have been unified, please refer to "Researching, the Future" Dev Blog for more details

Production and research teams are now available Teams can be viewed and manipulated from the Teams tab in the Industry window

The default view displays teams available for use

Each team has a type, name, location, specialties, salary and retirement timeAny job in a given system can opt to pay any team's salary cost in order to use that team with that job, without restrictionAny job using a team gains the specialties bonuses listed for that team, either to job length (as indicated by an hourglass) or job material cost (as indicated by a diamond). Only specialties which include the specific blueprint type being used (see above) are applied The type is one of Manufacturing, ME Research, TE Research, Copying

The name contains their corporate affiliation and a callsign encoding what type of team they are and their core specialty

Their location is a star system within New Eden, which includes Sleeper-infested wormhole space

Each team has a core specialty, which is one of Structure, Components, Consumables, Ships, Equipment or Mobile, and then various other specialties which give enhanced bonuses. For a list of specialties and what they apply to, please refer to the "Teams and the Revamp of Industry in EVE Online" dev blog

Salary is a cost modifier on job install cost, between 2% and 18%

Retirement time indicates when the team will retire, and no longer be usable

Selecting a blueprint and job type will automatically filter teams which give a bonus to that particular job, highlighting the particular specializations that apply; these can be filtered down by location

Starting a job with a given team does not affect that team's availability for other jobs

Clicking the "Team Chartering" option at the bottom of the Teams tab switches the tab to Chartering view

Here you can see all teams that are available for chartering, a process which allows you to bid for these teams to move to a particular system

The information display is much the same as for the default view in appearance and functionality, but with two visible changes: "Retirement" is replaced with "auction ends", which tells you when the auction ends, which is seven days after it begun

There is an additional "auction" column, which lists the current bid price and allows you to submit a bid of your own

You can click the "Bid" button to enter a system name and bid amount you wish to make, placing the bid into escrow; systems further away have a higher minimum bid price, to cover the team's cost of relocationOn submitting a bid, you are notified of the transaction via mailAll bids for a given team to move to a given system are pooled, with the system having the largest total pool winning the auction when the auction ends

You must hit ENTER for at least 3 characters of the solar system you want to relocate a team to

When the auction ends, the ISK from all losing bids is returned from escrow, and the team moves to the winning system, where it becomes available for use for 28 days

Everyone who has bid on an auction is notified of the results when the auction ends

New teams become available for chartering on a regular basis, randomly generated from all the possible combinations and locations (note that teams are never created in wormhole systems, although they may be chartered to move there)

Teams whose auctions expire with no successful bids leave the game

Teams who are available for use but are unused (no active jobs) for a 48-hour period will cease to be available and put themselves up for chartering for seven days