EVE Online 18.05 is here. There’s actually quite a few major changes coming to EVE in this update, so pay attention. Players will finally get to see how the Triglavian storyline wraps up. CCP has announced that Triglavian Invasion Chapter III will go live today. EVE Online 18.05 also has a bunch of gameplay-affecting tweaks in store. The biggest of these is that a new layer of module tiericide has been applied to the game.
The practice of module tiericide is something CCP has been working on for some time. EVE Online 18.05 will continue the practice, this time while focusing on Armor and Shield modules and rigs. Players will find the full list of changes in the patch notes below, but the big hits come down to this. Armor and Shield Hardeners, along with the rig group for buffing armor and shield resistances, have been renamed. CCP is doing this to make it easier for new players to understand what these modules actually do. This change also comes with a rework of the meta levels for certain items.
Alongside the module tierice, comes a major rework of all the main stats for many of these items. The Meta levels of the gear are often used in fittings to let players know what general power of the module they can expect.
Finishing up these changes comes a bunch of stat changes. Faction drops across the board have had minor changes in their stats. All of the named “purple” modules that drop from rare spawns have been tweaked as well. Mostly the values on these items effects have been buffed.
Those interested in the finer details can find the full patch notes below. You can also see the full patch notes on the official site.
EVE Online 18.05 Patch Notes
FEATURES & CHANGES
Modules:
- Changed the name of module group Armor Reinforcer to Armor Plate and changed Blueprint group from Armor Reinforcer Blueprint to Armor Plate Blueprint.
- Renamed all Shield and Armor Resistance Bonus Rigs and Their Blueprints
- Anti-EM Screen Reinforcer → EM Shield Reinforcer
- Anti-Explosive Screen Reinforcer → Explosive Shield Reinforcer
- Anti-Kinetic Screen Reinforcer → Kinetic Shield Reinforcer
- Anti-Thermal Screen Reinforcer → Thermal Shield Reinforcer
- Anti-EM Pump → EM Armor Reinforcer
- Anti-Explosive Pump → Explosive Armor Reinforcer
- Anti-Kinetic Pump → Kinetic Armor Reinforcer
- Anti-Thermal Pump → Thermal Armor Reinforcer
Armor Hardener Tiericide
- All Armor Hardeners and their blueprints were renamed as follows:
- FLAVORNAME Armor DAMAGETYPE Hardener → FLAVORNAME DAMAGETYPE Armor Hardener. For example:
- Armor EM Hardener I → EM Armor Hardener I
- Corpus C-Type Armor Kinetic Hardener → Corpus C-Type Kinetic Armor Hardener
- FLAVORNAME Armor DAMAGETYPE Hardener → FLAVORNAME DAMAGETYPE Armor Hardener. For example:
- Experimental modules were renamed to Experimental Enduring modules
- Prototype modules were renamed to Prototype Compact modules
- Following modules have been converted:
- Upgraded EM Armor Hardener I → Experimental Enduring EM Armor Hardener I
- Upgraded Explosive Armor Hardener I → Experimental Enduring Explosive Armor Hardener I
- Upgraded Kinetic Armor Hardener I → Experimental Enduring Kinetic Armor Hardener I
- Upgraded Thermal Armor Hardener I → Experimental Enduring Thermal Armor Hardener I
- Limited EM Armor Hardener I → Prototype Compact EM Armor Hardener I
- Limited Explosive Armor Hardener I → Prototype Compact Explosive Armor Hardener I
- Limited Kinetic Armor Hardener I → Prototype Compact Kinetic Armor Hardener I
- Limited Thermal Armor Hardener I → Prototype Compact Thermal Armor Hardener I
All market orders for the converted modules will be removed, the modules and escrow will be returned to the character who created the order. We will convert every module of one type into modules of another type, everywhere in the database. This includes modules currently fit to ships and modules in containers or contracts.
- Meta Level Changes:
- Named Meta 2, 3, 4 → Meta 1
- Faction Meta 9 → Meta 8
- C-Type Deadspace Meta 11 → Meta 10
- A-Type Deadspace Meta 13 → Meta 14
- X-Type Deadspace Meta 14 → Meta 16
- Officer Meta 12 → Meta 13
- Officer Meta 13 → Meta 15
- Officer Meta 14 → Meta 17
- Other Attribute Changes (old values in brackets):
- EM Armor Hardener I: volume 5 (20)
- Explosive Armor Hardener I: volume 5 (20)
- Kinetic Armor Hardener I: volume 5 (20)
- Thermal Armor Hardener I: volume 5 (20)
- Experimental Enduring EM Armor Hardener I: CPU 33 (28), Activation Cost 10 (26), duration 24s (20s), EM resistance -42 (-40), Heat Damage 7.91 (6.6)
- Experimental Enduring Explosive Armor Hardener I: CPU 33 (28), Activation Cost 10 (26), duration 24s (20s), explosive resistance -42 (-40), Heat Damage 7.91 (6.6)
- Experimental Enduring Kinetic Armor Hardener I: CPU 33 (28), Activation Cost 10 (26), duration 24s (20s), kinetic resistance -42 (-40), Heat Damage 7.91 (6.6)
- Experimental Enduring Thermal Armor Hardener I: CPU 33 (28), Activation Cost 10 (26), duration 24s (20s), thermal resistance -42 (-40), Heat Damage 7.91 (6.6)
- Prototype Compact EM Armor Hardener I: CPU 16 (26), Activation Cost 30 (24), EM resistance -42 (-40)
- Prototype Compact Explosive Armor Hardener I: CPU 16 (26), Activation Cost 30 (24), explosive resistance -42 (-40)
- Prototype Compact Kinetic Armor Hardener I: CPU 16 (26), Activation Cost 30 (24), kinetic resistance -42 (-40)
- Prototype Compact Thermal Armor Hardener I: CPU 16 (26), Activation Cost 30 (24), thermal resistance -42 (-40)
- Domination EM Armor Hardener: duration 24s (20s), EM resistance -44 (-40)
- Domination Explosive Armor Hardener: duration 24s (20s), explosive resistance -44 (-40)
- Domination Kinetic Armor Hardener: duration 24s (20s), kinetic resistance -44 (-40)
- Domination Thermal Armor Hardener: duration 24s (20s), thermal resistance -44 (-40)
- Republic Fleet EM Armor Hardener: duration 24s (20s), EM resistance -44 (-40)
- Republic Fleet Explosive Armor Hardener: duration 24s (20s), explosive resistance -44 (-40)
- Republic Fleet Kinetic Armor Hardener: duration 24s (20s), kinetic resistance -44 (-40)
- Republic Fleet Thermal Armor Hardener: duration 24s (20s), thermal resistance -44 (-40)
- Brokara’s Modified EM Armor Hardener: EM resistance -46.7 (-45.8)
- Brokara’s Modified Explosive Armor Hardener: explosive resistance -46.7 (-45.8)
- Brokara’s Modified Kinetic Armor Hardener: kinetic resistance -46.7 (-45.8)
- Brokara’s Modified Thermal Armor Hardener: thermal resistance -46.7 (-45.8)
- Brynn’s Modified EM Armor Hardener: EM resistance -46.7 (-45.8)
- Brynn’s Modified Explosive Armor Hardener: explosive resistance -46.7 (-45.8)
- Brynn’s Modified Kinetic Armor Hardener: kinetic resistance -46.7 (-45.8)
- Brynn’s Modified Thermal Armor Hardener: thermal resistance -46.7 (-45.8)
- Tairei’s Modified EM Armor Hardener: EM resistance -46.7 (-45.8)
- Tairei’s Modified Explosive Armor Hardener: explosive resistance -46.7 (-45.8)
- Tairei’s Modified Kinetic Armor Hardener: kinetic resistance -46.7 (-45.8)
- Tairei’s Modified Thermal Armor Hardener: thermal resistance -46.7 (-45.8)
- Centus B-Type EM Armor Hardener: EM resistance -47.3 (-47.6)
- Centus B-Type Explosive Armor Hardener: explosive resistance -47.3 (-47.6)
- Centus B-Type Kinetic Armor Hardener: kinetic resistance -47.3 (-47.6)
- Centus B-Type Thermal Armor Hardener: thermal resistance -47.3 (-47.6)
- Core B-Type EM Armor Hardener: EM resistance -47.3 (-47.6)
- Core B-Type Explosive Armor Hardener: explosive resistance -47.3 (-47.6)
- Core B-Type Kinetic Armor Hardener: kinetic resistance -47.3 (-47.6)
- Core B-Type Thermal Armor Hardener: thermal resistance -47.3 (-47.6)
- Corpus B-Type EM Armor Hardener: EM resistance -47.3 (-47.6)
- Corpus B-Type Explosive Armor Hardener: explosive resistance -47.3 (-47.6)
- Corpus B-Type Kinetic Armor Hardener: kinetic resistance -47.3 (-47.6)
- Corpus B-Type Thermal Armor Hardener: thermal resistance -47.3 (-47.6)
- Raysere’s Modified EM Armor Hardener: EM resistance -48.2 (-47.6)
- Raysere’s Modified Explosive Armor Hardener: explosive resistance -48.2 (-47.6)
- Raysere’s Modified Kinetic Armor Hardener: kinetic resistance -48.2 (-47.6)
- Raysere’s Modified Thermal Armor Hardener: thermal resistance -48.2 (-47.6)
- Selynne’s Modified EM Armor Hardener: EM resistance -48.2 (-47.6)
- Selynne’s Modified Explosive Armor Hardener: explosive resistance -48.2 (-47.6)
- Selynne’s Modified Kinetic Armor Hardener: kinetic resistance -48.2 (-47.6)
- Selynne’s Modified Thermal Armor Hardener: thermal resistance -48.2 (-47.6)
- Tuvan’s Modified EM Armor Hardener: EM resistance -48.2 (-47.6)
- Tuvan’s Modified Explosive Armor Hardener: explosive resistance -48.2 (-47.6)
- Tuvan’s Modified Kinetic Armor Hardener: kinetic resistance -48.2 (-47.6)
- Tuvan’s Modified Thermal Armor Hardener: thermal resistance -48.2 (-47.6)
- Centus A-Type EM Armor Hardener: EM resistance -48.8 (-49.4)
- Centus A-Type Explosive Armor Hardener: explosive resistance -48.8 (-49.4)
- Centus A-Type Kinetic Armor Hardener: kinetic resistance -48.8 (-49.4)
- Centus A-Type Thermal Armor Hardener: thermal resistance -48.8 (-49.4)
- Core A-Type EM Armor Hardener: EM resistance -48.8 (-49.4)
- Core A-Type Explosive Armor Hardener: explosive resistance -48.8 (-49.4)
- Core A-Type Kinetic Armor Hardener: kinetic resistance -48.8 (-49.4)
- Core A-Type Thermal Armor Hardener: thermal resistance -48.8 (-49.4)
- Corpus A-Type EM Armor Hardener: EM resistance -48.8 (-49.4)
- Corpus A-Type Explosive Armor Hardener: explosive resistance -48.8 (-49.4)
- Corpus A-Type Kinetic Armor Hardener: kinetic resistance -48.8 (-49.4)
- Corpus A-Type Thermal Armor Hardener: thermal resistance -48.8 (-49.4)
- Ahremen’s Modified EM Armor Hardener: EM resistance -49.7 (-49.4)
- Ahremen’s Modified Explosive Armor Hardener: explosive resistance -49.7 (-49.4)
- Ahremen’s Modified Kinetic Armor Hardener: kinetic resistance -49.7 (-49.4)
- Ahremen’s Modified Thermal Armor Hardener: thermal resistance -49.7 (-49.4)
- Setele’s Modified EM Armor Hardener: EM resistance -49.7 (-49.4)
- Setele’s Modified Explosive Armor Hardener: explosive resistance -49.7 (-49.4)
- Setele’s Modified Kinetic Armor Hardener: kinetic resistance -49.7 (-49.4)
- Setele’s Modified Thermal Armor Hardener: thermal resistance -49.7 (-49.4)
- Vizan’s Modified EM Armor Hardener: EM resistance -49.7 (-49.4)
- Vizan’s Modified Explosive Armor Hardener: explosive resistance -49.7 (-49.4)
- Vizan’s Modified Kinetic Armor Hardener: kinetic resistance -49.7 (-49.4)
- Vizan’s Modified Thermal Armor Hardener: thermal resistance -49.7 (-49.4)
- Centus X-Type EM Armor Hardener: EM resistance -50.3 (-51.2)
- Centus X-Type Explosive Armor Hardener: explosive resistance -50.3 (-51.2)
- Centus X-Type Kinetic Armor Hardener: kinetic resistance -50.3 (-51.2)
- Centus X-Type Thermal Armor Hardener: thermal resistance -50.3 (-51.2)
- Core X-Type EM Armor Hardener: EM resistance -50.3 (-51.2)
- Core X-Type Explosive Armor Hardener: explosive resistance -50.3 (-51.2)
- Core X-Type Kinetic Armor Hardener: kinetic resistance -50.3 (-51.2)
- Core X-Type Thermal Armor Hardener: thermal resistance -50.3 (-51.2)
- Corpus X-Type EM Armor Hardener: EM resistance -50.3 (-51.2)
- Corpus X-Type Explosive Armor Hardener: explosive resistance -50.3 (-51.2)
- Corpus X-Type Kinetic Armor Hardener: kinetic resistance -50.3 (-51.2)
- Corpus X-Type Thermal Armor Hardener: thermal resistance -50.3 (-51.2)
Armor Repair Unit January 2020 Tiericide Revision – changed meta level to align with new meta guidelines and Armor Repaired on several high meta modules.
- Brokara’s Modified Large Armor Repairer: Armor Repaired 1194 (1139)
- Tairei’s Modified Large Armor Repairer: Armor Repaired 1194 (1139)
- Selynne’s Modified Large Armor Repairer: Armor Repaired 1297 (1242)
- Raysere’s Modified Large Armor Repairer: Armor Repaired 1297 (1242)
- Vizan’s Modified Large Armor Repairer: Armor Repaired 1401 (1346)
- Ahremen’s Modified Large Armor Repairer: Armor Repaired 1401 (1346)
- Chelm’s Modified Large Armor Repairer: Armor Repaired 1475 (1449)
- Draclira’s Modified Large Armor Repairer: Armor Repaired 1475 (1449)
- Brynn’s Modified Large Armor Repairer: Armor Repaired 1060 (1012)
- Tuvan’s Modified Large Armor Repairer: Armor Repaired 1152 (1104)
- Setele’s Modified Large Armor Repairer: Armor Repaired 1244 (1196)
- Cormack’s Modified Large Armor Repairer: Armor Repaired 1311 (1288)
Shield Hardener April 2020 Tiericide Revision
- All Adaptive Invulnerability Shield Hardeners have been renamed to Multispectrum Shield Hardeners.
- The “Anti-” prefix has been removed from the names of all Shield Hardeners.
- Attribute changes:
- Kaikka’s Modified Multispectrum Shield Hardener: all resistances -33.7 (-32.5)
- Gistum B-Type Multispectrum Shield Hardener: all resistances -33.7 (-32.5)
- Thon’s Modified Multispectrum Shield Hardener: all resistances -36.3 (-35)
- Gistum A-Type Multispectrum Shield Hardener: all resistances -36.3 (-35)
- Vepas’s Modified Multispectrum Shield Hardener: all resistances -38.8 (-37.5)
- Kaikka’s Modified EM Shield Hardener: EM resistance -46.6 (-45.8)
- Kaikka’s Modified Explosive Shield Hardener: explosive resistance -46.6 (-45.8)
- Kaikka’s Modified Kinetic Shield Hardener: kinetic resistance -46.6 (-45.8)
- Kaikka’s Modified Thermal Shield Hardener: thermal resistance -46.6 (-45.8)
- Gist B-Type EM Shield Hardener: EM resistance -46.6(-45.8)
- Gist B-Type Explosive Shield Hardener: explosive resistance -46.6(-45.8)
- Gist B-Type Kinetic Shield Hardener: kinetic resistance -46.6(-45.8)
- Gist B-Type Thermal Shield Hardener: thermal resistance -46.6(-45.8)
- Pith B-Type EM Shield Hardener: EM resistance -47.4 (-47.6)
- Pith B-Type Explosive Shield Hardener: explosive resistance -47.4 (-47.6)
- Pith B-Type Kinetic Shield Hardener: kinetic resistance -47.4 (-47.6)
- Pith B-Type Thermal Shield Hardener: thermal resistance -47.4 (-47.6)
- Thon’s Modified EM Shield Hardener: EM resistance -48.2 (-47.6)
- Thon’s Modified Explosive Shield Hardener: explosive resistance -48.2 (-47.6)
- Thon’s Modified Kinetic Shield Hardener: kinetic resistance -48.2 (-47.6)
- Thon’s Modified Thermal Shield Hardener: thermal resistance -48.2 (-47.6)
- Gist A-Type EM Shield Hardener: EM resistance -48.2 (-47.6)
- Gist A-Type Explosive Shield Hardener: explosive resistance -48.2 (-47.6)
- Gist A-Type Kinetic Shield Hardener: kinetic resistance -48.2 (-47.6)
- Gist A-Type Thermal Shield Hardener: thermal resistance -48.2 (-47.6)
- Pith A-Type EM Shield Hardener: EM resistance -49 (-49.4)
- Pith A-Type Explosive Shield Hardener: explosive resistance -49 (-49.4)
- Pith A-Type Kinetic Shield Hardener: kinetic resistance -49 (-49.4)
- Pith A-Type Thermal Shield Hardener: thermal resistance -49 (-49.4)
- Vepas’s Modified EM Shield Hardener: EM resistance -49.8 (-49.4)
- Vepas’s Modified Explosive Shield Hardener: explosive resistance -49.8 (-49.4)
- Vepas’s Modified Kinetic Shield Hardener: kinetic resistance -49.8 (-49.4)
- Vepas’s Modified Thermal Shield Hardener: thermal resistance -49.8 (-49.4)
- Gist X-Type EM Shield Hardener: EM resistance -49.8 (-49.4)
- Gist X-Type Explosive Shield Hardener: explosive resistance -49.8 (-49.4)
- Gist X-Type Kinetic Shield Hardener: kinetic resistance -49.8 (-49.4)
- Gist X-Type Thermal Shield Hardener: thermal resistance -49.8 (-49.4)
- Pith X-Type EM Shield Hardener: EM resistance -50.8 (-51.2)
- Pith X-Type Explosive Shield Hardener: explosive resistance -50.8 (-51.2)
- Pith X-Type Kinetic Shield Hardener: kinetic resistance -50.8 (-51.2)
- Pith X-Type Thermal Shield Hardener: thermal resistance -50.8 (-51.2)
Shield Booster January 2020 Tiericide Revision – changed meta level to align with new meta guidelines and shield boost amount for several high meta modules.
- Hakim’s Modified Large Shield Booster: Shield Bonus 262 (253)
- Tobias’ Modified Large Shield Booster: Shield Bonus 303 (296)
- Hakim’s Modified X-Large Shield Booster: Shield Bonus 662 (634)
- Tobias’ Modified X-Large Shield Booster: Shield Bonus 753 (739)
- Kaikka’s Modified Large Shield Booster: Shield Bonus 305 (290)
- Thon’s Modified Large Shield Booster: Shield Bonus 332 (317)
- Vepas’ Modified Large Shield Booster: Shield Bonus 358 (343)
- Estamel’s Modified Large Shield Booster: Shield Bonus 377 (370)
- Kaikka’s Modified X-Large Shield Booster: Shield Bonus 764 (726)
- Thon’s Modified X-Large Shield Booster: Shield Bonus 830 (792)
- Vepas’ Modified X-Large Shield Booster: Shield Bonus 896 (858)
- Estamel’s Modified X-Large Shield Booster: Shield Bonus 942 (924)
Missions & NPCs:
- The next chapter of the Triglavian Invasion will unfold over the coming months.
- Removed mining asteroids from non-mining, Null Sec Combat Anomalies.
Ships:
- Some of the attributes of the Council Diplomatic Shuttle have been adjusted:
- Hull Hitpoints: 50 (+26)
- Shield Hitpoints: 300 (-50)
- Shield and Armor resistances unified to 33% for all resistance types
- Signature Radius: 20 (-5)
Structures & Deployables:
- Significant changes to structure gameplay, as previously announced via dev blog are live. Structures now have a new third power state “Abandoned”, in addition to Full Power and Low Power. Structures that do not consume fuel for an extended period will become Abandoned. Whilst in an Abandoned state a structure will be quicker to destroy and will also drop much more loot.
- When a structure has no online service modules it will be Low Power. This starts a (hidden) 7-8 day timer. If the timer completes without any service modules being online then the structure will be Abandoned. If the owner onlines a service module at any time, the structure will immediately begin consuming fuel and become Full Power again.
- An abandoned structure suffers from some major drawbacks:
- It will skip the Hull Reinforcement phase. This means it has no reinforcement cycles at all, and can be destroyed in a single attack session. (Damage caps will continue to apply as normal. Normal war-dec/CONCORD rules continue to apply)
- It does not have any tethering capability at all.
- If it explodes, an abandoned structure will not push any items into asset safety whatsoever. All assets located the structure are eligible to drop as loot. (This will be the same behaviour as a current wormhole structure)
- Note that as long as the structure is still in space, you can still manually push your assets into asset safety as normal.
- When a structure is close to becoming abandoned, all characters/corporations with assets in the structure will receive a notification that their assets are potentially at risk.
- Unanchoring an abandoned structure will push all assets into asset safety as normal. The loot drop only applies to exploding abandoned structures.
- The five faction citadels introduced as replacements for Outposts and Conquerable Stations (Moreau, Draccous, Horizon, Marginis, and Prometheus fortizars) are exempt from the asset safety penalty, because they have a special bonus meaning that they will never transition to Abandoned. These citadels can remain in a Low Power state indefinitely.
- The Structure Browser window lists a corporation’s own structures. This will now include an indication of which structures are Low Power and which are Abandoned.
- The Asset Browser window will highlight any structures containing your personal assets which are currently Low Power or Abandoned. You are advised to consider pushing your assets in Abandoned structures into asset safety, as otherwise they are at risk of sudden loss.
- When a structure is forced into Low Power mode as a result of entering a Hull Repair/Reinforcement cycle, it will now internally remember which service modules were online at the time. If it survives and returns to full health, it will automatically make an attempt to re-online those service modules (provided that it has sufficient fuel to cover the onlining cost).
- All these changes apply equally to FLEX structures as well as regular structures. So for example, Jump Bridges and Cyno Jammer/Beacon structures will automatically re-online their service modules, and thus re-enable their specific functionalities, after surviving an attack.
- Structures that are Low Power on patch day will begin their 7-8 day countdown as soon as the server is restarted.
User Interface:
- Updated text on the Character Creation.
- Improved navigation bar on the Character Creation to be more clear.
- Replaced Slave Child ancestry icon with Liberated Children ancestry.
- Improved “Randomize my name” field on the Character Creation to be more distinct.
- Removed Portrait Screen from the Character Creation.
- Removed screenshot confirmation from Customization.
- Added warning for leaving starter system when Tutorial is on.
- Added Highlight in Fitting Window when mousing over module, the slots where it fits are highlighted.
- Added a Market History tab that will show the history of successful, expired, or cancelled orders.
- Users will now be able to explain why they have pressed the thumbs down button when in the Settings menu, a popup will appear offering people to explain why they didn’t like playing EVE that day.
DEFECT FIXES
Gameplay:
- Fixed several Mimesis implants to use the correct skill requirements.
Graphics:
- Fixed an issue that caused parts of the Drekavac to display incorrectly with the Dreamtime SKIN.
- Fixed an issue that caused Cryptic Mimesis SKIN to have missing visual effects on the Dominix and Typhoon.
- Fixed an issue that could cause character creation to freeze under rare circumstances.
- Updated Needlejack trace icons to match its visuals.
- Fixed an issue whereby a Capsule would not return to the default SKIN correctly.
- Fixed an issue where ships would not bob in hangars.
- Fixed an issue where Ship/Character Preview Window were not affected by Camera Sensitivity Settings.
Localization:
- Fixed the text description for Enduring EM Shield Hardener.
- Removed erroneous reinforcement day messaging from Corporate Settings dialog.
- Fixed text errors in Reinforcement Times Window after hacking a Structure.
User Interface:
- Tooltips for blueprints are no longer displaying information about missing skills, as it caused too much confusion and visual noise.
- Updated the “required for” tab on skills to display for blueprints only the information for the manufacturing activity.
- Fixed display of letters in the French client language setting.
- Fixed an issue with overlapping text when resizing window on the last stage of the Character Creation.
- Fixed an issue on the Wallet which only sorted transactions on current page instead of all available.
- Adjusted localization for the word “Overview” in the Wallet.
- Fixed an issue with “Configure Ship Health Alert Settings” window UI.
- Fixed an issue with the collapse arrow in the Wallet not updating between personal and corporate Wallet.
- Fixed an issue with Insurance Quotes window text overlapping with buttons.
- Fixed an issue with the scrolling position persisting between pages on the Wallet window.
- Fixed an issue with the Wallet not displaying corporation Tax on the “Transactions” filter.
- Fixed an issue in the Corporate Wallet showing clients instead of members in Market Transactions.
- Fixed an issue with large Corporation logos overlapping with Portrait in the Standings tab.
- Fixed an issue with “Randomize my name” so it works on the first try.
- Fixed an issue where bookmarks failed to show up on the sensor overlay for a system, if they contained a bookmark to an old, deleted structure.
- Fixed an issue that caused no warning message to be given when attempting to auto link an invalid name to Item Type.
- Fixed an issue with the Eve Mail Label colour choice selection panel, it could remain open and have multiple instances.
- Fixed an issue with overlapping text in left section of notification settings window.
- Fixed an issue where clicking twice on a surrender email response prompt as an alliance non-executor, produces a blank window.
- Fixed an issue with expanding/collapsing Fittings for one Faction, expands all fittings for that faction across all ship classes.
- Fixed the icon and description of the Broken Skill Canister that was given out in the Daily Login Rewards.
- Fixed an issue preventing to create contracts with fractional ISK price.
- Adjusted tabs on Character Creation and Customization to avoid overlapping with “Next” button.