title>EVE Online Patch Notes
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Greetings,
The following page will list patch notes for all updates within this release (Version 22.02). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-11-12 Last update: 2025-01-21
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Resolved a crash on macOS when using certain graphical settings.
Fixed an issue where SKINR designs were not saving correctly when using the 'Save As' option.
Fixed an issue where tag text in NES offers appeared blurry when hovering over banners.
Fixed an issue where the "Complete Now" button remained clickable despite insufficient PLEX.
The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.
Assault Vector gates now require the use of Observatory Resonance Keys:
Each character will need their own key to unlock the gate.
A key is consumed on use.
Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.
15x Keys will drop as loot from CONCORD Stellar Observatories.
Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.
Gates will become unlocked for all characters 60 seconds after a site is complete.
Payouts have been adjusted:
The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).
Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).
Stellar Surveillance Data now belongs to the new EDENCOM data item group.
Greatly increased the number of NPC buy orders for Stellar Surveillance Data.
Threshold Werposts will now have a significantly longer cooldown between target switches.
Threshold Werposts will now always attack the same target as each other.
To help make Pochven more accessible, the minimum standings requirements for certain actions have been reduced.
Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).
Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).
Home system stargate requirements have been reduced to 6.00 (from 7.00).
Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.
Standings will no longer be gained or lost when destroying a Stellar Observation Post site’s Stellar Observatory structure.
Last month's change to the Dazh Liminality Locus negatively impacted some playstyles in unintended ways, and as such has been softened significantly. The change also incentivized removing system effects which help make Pochven feel unique, so these have now been split off from the structure.
The Dazh Liminality Locus structure has been reworked:
Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).
Increased the decloaking pulse chance to 60% (from 30%).
Removed the system-wide buffs and penalties.
Added the removed buffs and penalties as permanent system-wide effects within Pochven:
Increased the remote repair bonuses to 30% (from 25%).
Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:
Reduced the remote repair bonuses to 15%.
Removed the warp speed penalty.
All Acceleration Gates which consume a key per character activating it have been improved:
When a key is consumed, the gate will remain unlocked for that character for the duration of the site.
Note: This persists when a character leaves the location or logs out, but resets after a downtime.
No keys will be consumed when activating a gate already unlocked for that character.
The following changes hope to refine last November's changes to capital escalation rules.
A combat site can now escalate at any time before the second wave spawns.
A combat site will only de-escalate if there is no capital within range after the second wave spawns.
In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.
Fixed an issue that could cause the incorrect Drifter battleship to spawn following a downtime.
Removed text from some DED combat sites that mention keys needed to get into the next room when you actually just need to kill all the NPCs in the room.
New unique icons have been added for the Power Diagnostic System and the Reactor Control Unit modules.
Numerical icons have been added for the Blue Pill, Frentix and Mind Flood boosters.
Blueprint copies for the Rapture Implant Set have now been added to the Sansha LP Store.
Added a PLEX purchase pop-up window for the marketplace or NES. It can be accessed through tooltips across SKINR sequencing page, sequencing jobs or complete now, and buy buttons for SKINS/elements in the Paragon Hub.
Fixed an issue in the Paragon Hub that caused rows to have empty spaces instead of empty slot cards once an entry was created.
Fixed an issue where some items such as Skillbooks were not being sold by NPCs in Caldari Space.
Winter Nexus has now ended. Thanks for participating.
A special offer from Paragon:
25% off SKIN sequencing in the Paragon Hub until January 3rd.
Removed the standings loss when destroying Dazh Liminality Locus and Entropic Disintegrator Werpost structures.
Increased the signature radius of Dazh Liminality Locus structures.
Added localization fix of the quote, attribution and designer information for the Bifrost.
Added localization fix of the quote attribution and designer information for the Mammoth.
Emblem slots have now been enabled on the most recent Alliance Tournament ships.
The Triglavian Invasion section of the Opportunities window will now refresh more frequently.
Fixed an issue which would prevent pins from being able to be decomissioned after saving a template.
The following changes aim to equalize the amount of information capsuleers have access to within Pochven while offering more counterplay to intelligence-gathering methods.
A new Triglavian Invasion section has been added to the Opportunities window
This page can only be viewed while within Pochven
This page will show all instances of select sites within the region, regardless of range
The selected sites are Observatory Flashpoints, World Ark Assault Flashpoints, and Stellar Fleet Deployment Sites
Note: Observatory Flashpoint sites will no longer appear within the Combat Anomalies sections of the Agency or Opportunities window
Dazh Liminality Locus structures will now periodically emit pulses that can disrupt the cloaking devices of players within their solar system
Increased the EHP of Dazh Liminality Locus structures
Added link to SKINR in show info window for design elements.
Added a ‘Skill Points Required’ section to the skill training panel in relevant information windows and tooltips.
Warping animation SFX on the Kikimora hasbeen restored.
Decloaking SFX on the Zarzakh jumpgates has been restored.
Breacher audio (From Breacher Pods) can now be heard on capitals and supercapitals.
The Caldari Freighter Skillbook is now being sold by NPCs in Caldari School stations again.
Roaming NPCs should once again be able to warp to the Acceleration Vector area of these sites.
Subpylon proximity counters should now correctly update when multiple capsuleers enter or leave at the same time.
The beacon that spawns during a Capital Escalation can no longer be collided with.
Note: The new ‘Local Beacon’ group used by this beacon may need to be added to your Overview if using non-default settings
Front spotlights on Vedmak no longer detached from ship when in attack mode
Concord Victory SKINs rotating sirens move smoother
Floating gas jet VFX on several hulls have been fixed
Bustard standard VFX now correctly affected by armor, shield, hull values of the ship and colored by faction
Floating particles on Rorqual during siege mode have been fixed
Unique Loggerhead registry decals have been added (previously using Minokawa decals)
Removed extra hidden decals within the Crane model
The stripe decal on Whiptail is projected on all intended geometry of the model
Fixed a texture seam on the Rifter, Wolf, Jaguar, Freki, and Geri engine boosters
The tech I versions of the Templar, Equite and Cenotaph should no longer have the Tech II pip on their icon.
Addressed an issue where black decals on multiple SKINs were displaying as red
The Cenotaph is now properly centered in the fitting window preview
Lighting has been reduced during the cinematic ship boarding sequence in FOBs
It is no longer possible to play the cinematic ship reveal while undocking
Minor fixes and adjustments to various ships during the cinematic boarding sequence
Fixed the quote, attribution and designer information for the Bifrost.
Fixed the quote attribution and designer information for the Mammoth.
Fixed an issue in the Skills tab where taking any skill action in a Mastery subtab would automatically open the Requirements subtab directly afterwards.
Players who use a non-standard unicode character in the filepath of the PI template folder can now load and save PI templates.
You are now able to save your current PI setups as a template as a work-in-progress feature. You can opt-in to test out these templates using the feature previews tab in the settings menu (by pressing 'Esc'). This allows you to share them with other players and your other characters and then import them, allowing you to set up multiple new planetary colonies with much less hassle! Please provide your feedback in this forum thread and suggest additional improvements you'd like to see for this new feature.
We have made adjustments to the base payout ratio and to the components included in Dreadnought reprocessing to increase the insurance payouts for Dreadnoughts closer to their real value. Our current aim is for a Dreadnought to pay about 70-75% of the ship hull value with platinum insurance on death rather than around 15%, which it currently does.
NOTE: These changes will not take effect until after the game recalculates insurance payouts, which may take up to 90 days. The Zirnitra has not been included in these changes for now.
Updated the icons used for the agency boosters to include the level of the booster.
Activity Tracker has been disabled.
We have lowered the loyalty point cost for Serpentis and Blood NET Resonators from 1000LP to 750LP.
Several LP stores which had some faction ammo offers removed earlier in the year have had them restored.
Video Fragments from previous events, such as EVE Operation: Epiphany (Finding the Zarzakh gates), will no longer drop from Angel and Guristas NPCs.
When the compact mode is enabled, the sidebar no longer expands on hover.
When the compact mode is disabled, the sidebar now collapses immediately when clicking an entry in the sidebar.
Removed the super-small-width version of the show-info window.
The completion UI has been added to the subtab navigation buttons in the Skills tab, which are in the compact layout of the window.
The character’s skill status for the ship has been added to the top of the Skills tab in the compact layout of the window.
The Skills tab now always opens on the Requirements subtab.
Removed the empty skill squares from the skill entries in the Skills tab.
The Variations tab’s ‘Compare All’ button is now anchored and always visible at the bottom of the window.
Skill tooltips now always display their training time.
The Opportunities window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
The Corporation window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
Fixed a bug which would have a Skyhook turn back on straight away after you decided to turn it off.
Destroying a mercenary den will now update the available workforce on the skyhook for the client UI. It was functioning correctly before, but the updated value wouldn’t show until a new merc den was put down, or the player left the system and came back in, or relogged.
Improved the handling of timeouts for mercenary dens.
Double-clicking a skill entry in the Skills tab will now open its info window.
Fixed an issue where the window background could update incorrectly when enabling compact mode.
Fixed an issue in the Paragon Hub Collection which caused the preview information of design elements to not get cleared.
Fixed issue with missing localization on Winter Nexus.
We are thrilled to announce the Cinematic Ship Introduction to make your experience of boarding a ship for the first time more immersive, exciting, and memorable. Acquiring a new ship is a significant achievement and this feature transforms this milestone into a visual cinematic moment, highlighting the ship’s design, scale and importance within the game.
Key Updates:
Players have full control over how they interact with this feature.
Skip Options: Skip the cinematic or turn off the auto-play completely in the settings.
Replay Feature: Replay the cinematic while docked by clicking on in the ship context menu, especially useful for showcasing new SKINs or upgrades.
Winter Nexus Event!
The Winter Nexus event has returned to New Eden! This ingame event will run until downtime on January 7th 2025.
Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.
Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.
Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.
Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields, and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.
Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules.
Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.
A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, SKINR nanocoatings and patterns, PLEX, Sansha combat boosters, ice storm jump filaments, skill points, and a Cerebral Accelerator.
A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR nanocoatings and patterns, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 7th.
A new and exclusive SKINR pattern available on the Paragon Hub for the duration of the event.
In addition to the above fantastic gifts, an expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.
Winter Nexus Themed Character Select.
Mercenary Tactical Operation sites now show players progress through Objectives in the Info Panel.
Increased the radius of Stellar Observatories to reduce the likelihood of colliding with it while orbiting.
Added the option to UNDO and REDO in studio SKINR.
Improved highlight animation for new design elements in your SKINR collection.
Fixed an issue that caused black rendered icons in SKINR.
Increased the number of Upgraded Avengers in Unsecured Core Backup Array sites from 3 to 4.
Winter Nexus Themed Wreck Icons:
In preparation for Winter Nexus, the present icons tag wrecks of your helpless victims as you claim your bounties!
CONCORD Victory SKIN now has the correct description.
Ship Insurance Contribution Method:
Fixed an issue when setting the value at 100% on the Corp Project for Ship Insurance which auto adjusted from 100% to 10% once it was created.
It’s no longer possible to retire from direct enlistment while in space in a ship. You now must either be in a capsule, if in space, or docked up in an NPC station or a Structure.
‘Simulate’ button has been added to the sidebar.
The Fitting tab now displays fitted subsystems for your assembled strategic cruisers.
The Fitting tab now displays the available subsystems for all strategic cruisers.
The 3D ship preview is now always displayed in the SKINs tab, even with compact mode enabled.
The SKINs tab content can now become more compact depending on the window’s width and compact mode status.
Skills tab’s subtab navigation section is now anchored at the top of the tab in the compact window layout.
Skills tab’s skill options section is now anchored at the bottom of the tab in the compact window layout.
Ship quotes have been added for:
Capsule
Genolution ‘Auroral’ 197-variant Capsule
Boobook
InterBus Shuttle
Victorieux Luxury Yacht
Zephyr
Paying EM to complete Air Daily Goals:
We are continuing to refine the Air Daily Goals system and with this update, player now have the option to complete Air Daily Goals with EverMarks. This added flexibility makes earning the Daily Bonus SP and progressing through the Monthly Reward Track faster and easier - perfect for players with limited playtime.
Key Updates:
Streamlined Daily Goals: The total number of goals per day has been reduce from 8 to 4, with one goal from each career path.
Unique Goals Every Day: No duplicate goals are distributed on a given day, making sure that each of the 4 goals offered each day is different.
Career Pool Adjustments:
The “Manufacture an Item” goal has been removed from the Explorer Career pool.
The “Scan 5 Signatures” goal has been removed from the Industrialist Career pool.
Ship Insurance Contribution Method:
We’re excited to introduce the new Ship Insurance Contribution Method, a powerful new tool designed to improve how corporations manage Ship Replacement Program (SRP). Improving on the functionality of the previous Ship Loss project type, this feature offers greater flexibility and customization to enable corporations to effectively reimburse members of their losses for all or only specific ships as well as implants.
Key Features:
Automatic evaluation of ISK lost: Compensation is automatically calculated using the ISK Total Worth from the Kill Report which includes the sum of the average market price of all items lost.
Fitting and cargo coverage: The ISK loss value used for compensation includes the ship hull, fittings, and cargo, all based on the Kill Report.
Implants coverage: Corporations can choose whether to compensate members for implant losses tied to Capsule destruction.
If enabled, all Capsule losses are covered, regardless of which ship loss they follow.
Implants compensation is calculated using the Kill Report’s Total Worth, similar to ships.
One Project for All Ship Types: Manage coverage for multiple ship types or ship groups within a single project, reducing complexity and improving efficiency.
Compensation for PVP or PVE losses: Decide whether to cover the losses from only PvP engagements or including the PvE activities as well.
Filtering by Attacker: Cover losses caused by specific characters, corporations, alliances, factions, or even by anyone.
Filtering by Location: Cover losses that happened in specific solar systems, constellations, regions, or provide coverage for losses across all locations.
Coverage Percentage: Set the coverage rate between 10% and 200% of the Kill Report value, allowing for partial compensation or even overcompensation to incentivize participation.
Limit the coverage per member: Define a maximum ISK limit that each individual corporation member can receive from the project, ensuring fair distribution of resources.
Limit the coverage per loss: Set a limit for the maximum ISK amount reimbursed for a single loss, helping manage the corporation´s SRP budget.
While the Ship Insurance is an improvement over the Ship Loss contribution method, the latter will remain available in the game for now but may be removed in a future update.
Repositioned warp-in and NPC spawn locations in all C4 sites.
These locations should always be within 40km of the site’s central structure.
Sleepless Defender NPCs will now only spawn when a ship is near the Deserted Talocan Cruiser container in C4 Data and Relic sites.
MTOs will now show the correct time they activate for players in timezones that are ahead of the eve server.
Example: An MTO mission will spawn at 12:00, but a person is in Tokyo, Japan, and their PC is set up to that timezone (UTC+9). From their perspective, they would see the mission would spawn at 03:00 (9 hours earlier than from when it should spawn), and it will then look like it just disappeared from the UI at 03:00, until when it actually spawns, at 12:00.
Drifter Recon Battleships will now correctly use their energy neutralizers.
Drifter battleships can now spawn in Core Stronghold sites.
Capital Escalations can now correctly occur in Strange Energy Readings and The Mirror sites.
Rorquals can no longer cause capital escalations to occur.
Fixed formatting error for the Japanese language related to the Daily Goals duration section.
The duration icon is now visible in the list view of the Air Opportunities page.
Only Corporations where clients can earn loyalty points can be added for the "Earn Loyalty Points" contribution method.
Harvesting gas no longer counts towards the Mine Materials contribution method in Corp Projects.
Duplicates of Shattered Paradigm SKINs are removed from the game.
Added missing tooltips when hovering over skills in the Skills tab.
Inventory ship cards and Ship Info window background now correctly display the Intaki Syndicate logo for:
Victorieux Luxury Yacht
Zephyr
Fixed some typos.
Fixed an issue where the Ship Insurance banner animation could glitch when UI Scaling was not 100%.
Fixed an issue where the Ship Insurance banner text could overflow the banner in some languages.
Fixed an issue where the Ship Info icon in the Neocom could become unresponsive when closing one of multiple open Ship Info windows.
Fixed an issue where applying/previewing SKINs on active strategic cruisers could remove the fitted subsystems from the 3D ship preview in the window.
Fixed an issue where 3rd party SKINs could not be deselected in the SKINs tab.
Fixed an issue where the Fitting tab could fail to load correctly in the Ship Info window of an assembled ship in Asset Safety or Fleet Hangar.
Fixed an issue where the maximum number of subsystem slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the maximum number of Hi, Med, and Low slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the Show Info option was missing for type entries in the Attributes tab.
Fixed an issue where the ship type name would not update correctly in the SKINs subtab in the Personalization tab of the Fitting window when boarding another ship.
The Deathless Circle has ceased its deployment of Trustbreaker Arrays.
Deathless Trustbreaker Under Attack sites are no longer available.
Until December 1st, To celebrate the Vanguard Groundbreak Operation, a special set of daily login rewards will be available. Rewards include Vanguard themed nanocoatings and patterns, EverMarks and skill points.
Reverted the ‘Excavator’ Ice Harvester drone max velocity increase made in 2024-11-26.1 based on player feedback.
‘Excavator’ Ice Harvesting drones returned to 90m/s Max Velocity from 125m/s.
Rebalanced the maximum velocity of all NPCs that appear in Homefront Operations and Deathless Trustbreaker sites.
Notably, DPS destroyer NPCs have been made significantly slower.
Equalized the collision radius of structures that appear in Emergency Aid and Deathless Trustbreaker sites.
Reduced the volume of Contraband Data commodities found in Traffic Stop sites.
A series of changes have been made to C5 and C6 sites. These have been made with the goal of promoting the use of capital ships while still keeping the space rewarding for all players. We will be monitoring the impact of these changes and iterating where necessary.
The rules which cause a Drifter Response Battleship spawn have been changed:
A beacon (visible only on-grid) appears at the warp-in location as the initial NPC fleet is destroyed.
The beacon will despawn if there is no capital ship within 100km of it.
If the beacon is not present when the structure is attacked, the Drifter Response Battleship is ineligible to spawn.
A new Drifter Recon Battleship will spawn in the place of the Drifter Response Battleship if it is not eligible.
This variant of the battleship has less EHP, lower damage, less neutralizer pressure, and drops a reduced number of commodities on destruction.
The loot value of Upgraded Avenger NPCs has been increased.
In Data or Relic sites with Upgraded Avenger NPCs, a beacon (visible only on-grid) will appear the first time a capital ship is within 100km of the warp-in location.
The beacon will despawn if there is no capital ship within 100km of it.
A beacon can only be spawned once per site.
Upgraded Avenger NPCs will appear and remain on-grid only while a beacon is present.
Upgraded Avenger NPCs will only spawn once per site rather than for each capital ship group.
It’s now possible to compress multiple groups of resources while having multiple compression modules activated. Previously it would only be successful on one type if a player was trying to compress multiple groups at once, such as attempting to compress ice and gas at the same time.
The Zirnitra dreadnought will once again attack the Stellar Observatory.
Drifter Battleships will no longer immediately despawn when there are no capital ships within their original site.
Fixed various issues that could allow Upgraded Avenger NPCs to be avoided or have Drifter Battleships warp off prematurely.
Vanguard themed Character Select Screen.
In celebration of the upcoming Vanguard Groundbreak Operation - taking place 28 Nov- 9 Dec the Character Select Screen is now in EVE Vanguard theme.
Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.
While a Mercenary Den is reinforced, passive Anarchy and Development are paused.
Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.
Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce
Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce
Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce
Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce
Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce
This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.
Development Amount: 0-19 - Level 0 - Regular Informorph Production rate
Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate
Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate
Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate
Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate
Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.
To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.
If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.
Ferox Navy Issue
Signature Radius increased from 300m to 325m
Agility nerfed from 0.66x to 0.69x
Max Targeting Range reduced from 67500m to 60000m
The Ferox Navy Issue is overperforming, so we’re increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We’re hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.
Eos
Drone Optimal range per level reduced from 10% to 5%
Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we’re reducing the power of sentry drone fits slightly.
Heavy Assault Cruisers
50% reduction in Microwarpdrive signature radius penalty Role Bonus added back
In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.
Ashimmu
Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec
Max Velocity increased from 208 to 215m/s
Agility improved from 0.58x to 0.55x
The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.
Scythe
CPU increased from 285tf to 300tf
Powergrid increased from 345MW to 375MW
Max Velocity increased from 250m/s to 260m/s
Agility improved from 0.6x to 0.57x
The Scythe has fitting issues, especially since it’s an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.
Vengeance
Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%
Powergrid increased from 43MW to 46MW
The Vengeance has low usage, so we’re giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.
Cruor
Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
Max Velocity increased from 330m/s to 340m/s
Agility improved from 3.6x to 3.4x
The Cruor is underperforming relative to its peers. We’re giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor’s mobility so it can better use the long-range web for catching kiting ships.
Maulus Navy Issue
Highslots increased from 2 to 3
Powergrid increased from 35MW to 38MW
Max Velocity incrased from 315m/s to 325m/s
The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we’re correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.
Rorqual
'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s
‘Excavator’ Ice Harvesting Drone base velocity increased from 90m/s to 125m/s
All Exhumers
Max Locked Targets improved from 6 to 8
Skiff
Agility improved from 0.8x to 0.64x
Midslots increased from 4 to 5
All Mining Barges
Max Locked Targets improved from 5 to 6
Procurer
Agility improved from 0.8x to 0.64x
Midslots increased from 2 to 3
We’re giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.
Navy Faction Light Fighters
Heavy Rocket ability charge count increased from 12 to 15.
Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.
Standard Cerebral Accelerator
Removed 20% turret damage boost and 20% missile rate of fire boost.
Increased attributes from +3 to +5.
Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.
Respawn time for NPCs has been significantly increased
In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.
Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.
Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.
Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We’re trying to improve this by increasing their availability and effectiveness.
Tether Radius on the Pirate FOBs has been dropped from 100km to 50km
A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we’re bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.
Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.
Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.
The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.
Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We’re trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We’re doing this because it’s fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.
Added appropriate salvage to the Angel and Guristas FOB wreck.
Drone Relic Sites can now appear in class 1-3 Wormhole space at a similar rate to the existing pirate faction relic sites.
Drone Relic Sites can now drop Atavums.
Lowered the overall drop rate of Atavums from Relic Sites.
Structure-bashing NPCs in Emergency Aid sites will now orbit their targets at a closer range.
Repair effects are now less effective on structures within Emergency Aid sites.
We continue our work on the Little Things, the small quality of life improvements requested by you, the players, through various channels. To post your own improvement suggestion please visit: Little things / Small QoL suggestions
🤝 It’s now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.
🤝 Capsule killmails with implants now have a ‘Buy All’ button if you want to multibuy the implants.
🤝 The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.
🤝 You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.
🤝 While undocked, assets in your current system will now be highlighted in the assets window.
🤝 Double clicking on a transaction in the “market transactions” tab of the wallet, now opens up the regional market window for that item.
🤝 You can now drag buy or sell orders from the “Your Market Orders” window straight to the market quickbar.
🤝 Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it’s a corp job) your jobs will be outputted to.
🤝 Added a “mark as Read” option to mails and notifications.
🤝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.
🤝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.
🤝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.
🤝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.
🤝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.
🤝 You can now copy names of item types in info windows and the market window.
🤝 You can now edit bookmarks through the radial menu while using the solarsystem map.
🤝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.
🤝 You can now drag and drop items onto the neocom item hangar icon to move them.
🤝 You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.
🤝 You can now deliver corp items to yourself in the ‘deliver to’ right click menu.
🤝 Multiple skills can now be moved around in the skill queue.
🤝 Multibuy can now interpret ‘1x item name’.
The Deathless Circle has deployed Planetary Trustbreaker Arrays to steal passkeys for planetary defense networks ahead of Vanguard assaults. These sites have fallen under attack by Drifter forces!
Deathless Trustbreaker Under Attack sites are appearing in pirate Insurgency FOB systems.
Capsuleer fleets can choose to protect the Trustbreaker Array for the duration to receive a reward from the Deathless. 5 capsuleers are recommended for this challenge.
Alternatively, those who do not wish to support the Deathless can wait for the structure to generate PDN passkeys before destroying it. Many groups would pay handsomely for any such commodities seized from the wreckage!
Regardless of their motivations, capsuleers are limited to bringing standard T1 cruisers or below within the site.
Sequencing is returning to its original time duration.
Added an indicator for new SKINs in your Paragon Hub collection.
Added indicators for new design elements in your collection in SKINR.
Adjusted the placement of the randomize button in studio SKINR.
Improved communication for insufficient design elements in studio SKINR.
Fixed an issue which could cause sites to fail to progress within the Stellar Observatory area.
Any lingering NPCs or subpylons will now be despawned following a downtime.
Acceleration Vectors will now always re-lock following a downtime.
Fixed an issue with the SKINR pattern gizmo not fully reaching -90 degrees on Vertical Orbit when using the pattern manipulation shortcuts.
Fixed an issue where the SKINR button in the Ship Info window always opened the SKINR for the currently boarded ship.
Fixed an issue where own branded listings incorrectly displayed a warning about insufficient EverMarks.
We have adjusted and refactored NPC warp in behavior and spawners in some nullsec anomalies to make their warp ins much more compact, which will make these anomalies much better for AOE farming (Stormbringer, Thunderchild and Smartbombing).
All Havens (Both the Stargate ‘Rock’ Haven and the Chemical Factory ‘Gas’ Haven variation).
All Drone Hordes and Patrol sites.
The Regular base version of the Rally Points.
Last week, we increased NPC bounties to counteract the income reduction caused by NPC's warping in instead of spawning in place.
We are maintaining the 30-40% NPC bounty increase we made last week, which has already increased total nullsec bounties to higher than what they were before Revenant, however, with the addition of this set of changes we will be monitoring the economy and we will potentially make adjustments to bounties or anomalies if needed in the future.
The site’s beacon has been moved back to the Acceleration Vector area.
Subpylon models will once again appear correctly.
Structure targeting NPCs within Emergency Aid sites have been reworked:
Increased the DPS of Structure targeting NPCs.
Structure targeting NPCs no longer respawn when destroyed.
Additional waves of Structure targeting NPCs will now arrive at set intervals.
The size of Structure targeting NPC waves has been reduced.
Fixed a client lock-up if a player boarded a FLEX structure from a capsule.
Subpylons are once again destructible, with the following additions:
Subpylons can now be repaired.
Subpylon armor, structure, and signature radius values have been increased.
The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.
When destroyed, subpylons will now have an explosion effect.
EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.
The site’s beacon will now remain until the site has been despawned.
NPCs will no longer combat warp.
NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.
Removed the minimum contribution requirement for payout eligibility.
Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.
The number of commodities dropped by the Stellar Observatory will now always be 400.
NPC Dreadnoughts
Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.
Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.
Added an option to enable/disable ‘compact mode’ in the Ship Info window settings.
When enabled:
The 3D ship model preview is not displayed.
The window icon in the header is not displayed.
The option to enable/disable ‘Light Background’ functions properly.
Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.
Added number field manipulation at the end of sliders in SKINR studio.
SKINR share option can now be clicked and saved to clipboard.
Pattern Projection in SKINR has been renamed to Projection Presets.
Updated pattern area toggles in the SKINR for improved usability.
Improved Help Pointers:
Added the following Help Pointers:
Opportunity rewards
Active opportunities
Opportunities browser
Opportunities filter
Find new corp
Corp Projects
Fleet Chat
Fleet Chat Settings
Reload Fleet motd
Corporation Chat
Corporation Chat Settings
Reload Corporation Chat motd
My Wallet Tab
Wallet Transactions
Wallet Market Transactions
SKINR Studio
Paragon Hub
SNINR Collection
Fitting Hardware
We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.
Various help pointer icons have been added and updated.
Fixed an issue where ISK deposit refunds for private contracts in citadels could occur incorrectly when a citadel was destroyed.
Fixed an issue where the Apply button for an activated SKIN in the Collection would disappear when boarding a newly packaged ship for which the SKIN applies.
Phoenix dreadnoughts will now gain the same bonus damage as other dreadnought variants during their “super siege” phase.
Roaming NPCs will more commonly visit the site.
Warping to a 100% probe result that you already had of a ship that is now cloaked/docked/left the system somehow, from the probe scanner window will now work and no longer fail.
It’s no longer possible to take infomorphs from Mercenary Dens which have been reinforced before a downtime, after the downtime which it was reinforced.
Fixed a rounding error when trying to take infomorphs - You can now always take the maximum amount of infomorphs and it won’t fail if you have spare cargo which is a multiplier of 0.1m3 but not enough to hold them all.
Fixed an issue where killmarks could be displayed for off-grid ships through d-scan.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when selecting the current tab.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when switching between tabs in the compact-width layout of the window.
Fixed an issue where the Ctrl+Tab shortcut (also Ctrl+Shift+Tab) could fail to work if a Ship Info window was open.
Fixed an issue where the Neocom Ship Info icon could become incorrect if a Ship Info window was minimized while in the smallest-width layout.
Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don’t have to login for all 14 days to get the biggest reward.
With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.
To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.
Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.
This results in the following total average bounty increases for these popular Nullsec anomalies:
Hubs: 28.40%
Rally Points: 28.50%
Patrols: 30.20%
Havens: 31.70%
Forsaken Hubs: 34.50%
Hordes: 34.70%
Sanctums: 35.70%
Forsaken Sanctums & Teeming Hordes: 36.00%
Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don’t have to be so close to it/inside the 3D Asset).
Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.
It’s now possible to black ops bridge and take conduit jumps with the Tholos and Cenotaph.
Added missing German translation for some ship quotes and attributions in the Ship Information Window.
Added missing German translation for a couple of words and tooltips in the Ship Information Window.
Fixed an issue where the SKINR shortcut and the ship name could be missing from the SKINs subtab of the Personalization section in the Fitting window.
Increased the site timeout timer to 45 minutes (from 30).
Monitors are no longer permitted to activate the acceleration gate.
Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.
Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.
Threshold Werposts will now occasionally switch targets.
Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.
Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.
Zirnitra Blueprint Data Vault crates now use the hacking display when opened.
Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.
Subpylons are now indestructible and will despawn when the site ends.
Improved performance when loading transmission conversations.
It’s now possible to show info on an Item Trader and view what recipes it has and what it requires for each.
Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.
It’s no longer possible to take encrypted infomorphs from a Mercenary Den that passively regenerated enough shields to go over 50% while reinforced.
Standard combat NPCs will no longer occasionally select drones as primary targets.
EDENCOM dreadnought NPCs will now always warp in within 40km of the Stellar Observatory.
Triglavian NPCs will now attack EDENCOM NPCs unprovoked within the Assault Vector area.
Raptor NPCs will now use railguns rather than pulse lasers.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
Fixed the name of the item trader site name in Zarzakh.
Added a missing tooltip for the Ship Insurance icon.
Fixed an issue where the Ship Insurance icon was missing from the Overview tab for the character’s assembled ships.
Fixed an issue where the character info was missing from the sidebar and the Overview tab for the character’s assembled ships
It’s now possible to view the Planets section of the Agency in Wormhole space, so that you can view the Planetary Industry card.
Balancing:
Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.
Ship Information Window:
Added the option to filter out acquired skills in the Mastery subtabs.
Added the option to collapse all skill groups in a Mastery subtab.
The Mastery skill groups will now remember their collapsed state during the session.
Slightly increased the minimum width of the window.
Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.
Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.
Added quotes, attributions and designers for the remaining ships.
Audio:
Breacher SFX is now behaving correctly when shields are active.
Gameplay:
Fixed an issue where time remaining on the secure column for My Orbital Skyhooks in the Structure Browser was sorting alphabetically and not sorting numerically.
Supercarrier close range fighter missile abilities will now apply full damage to mercenary dens.
The Cenotaph now correctly warps at 3.5AU/s instead of 2.7AU/s.
The Shield boost bonus per level of Caldari Battlecruiser is now correctly applying instead of always being at level 1 level of 7.5%.
The projectile and missile optimal and falloff role bonus is now being correctly applied at 25% instead of 7.5%.
Graphics:
SKINR live rendered icon caching has been refactored, and now correctly caches previously viewed icons to improve loading times within the SKINR Studio, Paragon Hub, and Collection.
Fixed an issue where a non-interactable rock formation was a selectable item.
Fixed an issue where some asteroids within dungeons had low resolution textures and UV stretching.
Fixed an issue where some decorative ship wrecks had misplaced or missing fire particles.
Gallente dreads and certain rogue dungeon NPCs no longer flicker from a distance.
Localization:
Removed a whitespace which was at the start of a sentence in the ‘confirm bid’ window for auction contracts.
Added a traits to the Metenox Moon Drill so that it’s easy to access the service module and include information about the Metenox getting a reinforcement cycle and 4x more hitpoints while in full power mode.
Added the fact that the Rorqual PANIC module gives 10x bonus to shield regeneration time to the module description.
Fixed text being cut off in several places and the take items field being too small to display more than 5 figures in the Korean language.
Fixed the Mercenary Den Management skill not having a description.
Ship Information Window:
Fixed an issue in the Skills tab, where rapidly switching between Mastery subtabs before all skill groups finish rendering could result in the unrendered ones being displayed in the wrong Mastery subtab.
Fixed an issue where the ship preview was not displaying fitted subsystems on Strategic Cruisers (fixed for your active ship and ships on grid).
Fixed an issue where skill-training buttons in the Skills tab could be fully hidden when the window’s width was very small.
Fixed an issue where some translations were causing UI issues and text overlaps, especially when the Ship Information Window’s width was very small.
Added missing translations for a couple of words.
Fixed typos and punctuation in some quotes and attributions.
Fixed an issue where the ‘Show in Ship Tree’ button was displayed for a few ships that are not present in the Ship Tree.
Corrected the background faction logo for a few ships.
Fixed an issue where, when UI Scaling was not 100%, the contents in the window’s large view were scaling incorrectly with the window’s width.
Fixed an issue where the Fitting tab of the Primae would fail to render.
Fixed an issue where the contents of the window would fail to render if it was opened by clicking the Info icon of a ship in a contract.
User Interface:
Fixed an issue where players who had a market group opened which was removed would no longer be able to open the market without resetting their settings.
The Revenant expansion is out!
Full overview of the contents of the expansion can be found here: Revenant Expansion Notes!
NES:
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.
Gameplay:
The Capital Jump Portal Generation skill now only applies to Carrier Conduit Jumps, and no longer incorrectly increases the passenger limit for Black Ops and Rorqual conduits.
Fixed a very rare race condition which could result in a Skyhook skipping the armor reinforcement timer.
PVE:
Fixed a bug which prevented some NPC dreadnoughts and titans from using their warp disruptor abilities.
Hello expansion enjoyers!
The Revenant expansion is arriving next week at 11:00 UTC 12 November! As has become tradition now, we are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.
The mercenary den is a brand-new deployable structure anchorable at skyhooks on temperate planets. Blueprints to build the mercenary den can be purchased in Zarzakh from the market in the Fulcrum. To deploy one, you’ll need to train the new mercenary den management skill, which allows a character to control 1 mercenary den per level, for a total of 5 per character with max skills. Only 1 mercenary den can be at the same skyhook at a time.
Once a mercenary den has been successfully placed, it will passively generate encrypted infomorphs every hour. These items can either be sold on the market to other players or taken to Zarzakh to exchange for rewards with the deathless item traders. Those include the new deathless ships, breacher pod launchers, breacher pods, skillbooks and exclusive SKINR components.
Mercenary dens can only be accessed by the character which owns them; however, they are vulnerable to attack. Mercenary dens have a single 24h reinforcement timer with a 6-hour jitter which the owner has no control over. While reinforced, mercenary dens will continue to produce infomorphs, but they won’t be able to be removed from the mercenary den until it leaves reinforced mode and has been repaired above 50% shields. Note that it automatically regenerates shields over a long time if no one comes to finish it off, but it can also be manually repaired to full. If a mercenary den is destroyed, it has a 50% chance to drop the encrypted infomorphs inside.
Mercenary Tactical Operations (MTOs)
Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.
Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy.
Development is generated over time, and when successfully completing mercenary den tactical operations. Higher Development levels will cause the mercenary den to increase production yield of infomorphs over time.
Anarchy is also generated over time and decreased when successfully completing mercenary den tactical operations. Higher Anarchy levels will cause the Skyhook it’s placed on to siphon workforce production, preventing the workforce from being used by the sov owner.
Two new deathless ships are being released with the Revenant expansion. Deathless ships are exclusively able to fit the new breacher pod launcher damage over time weapons, they also feature high amounts of mid-slots for extensive utility and flexibility, active shield tanking bonuses, average speed but have powerful web resistance bonuses, large drone bays for their class and damage bonuses to both projectile weapons and close range missiles allowing them to do extensive DPS up close even without the breacher pod weapon, and finally the ability to fit covert ops cloaking devices.
Tholos
Cenotaph
The Deathless ships are available exclusively as blueprint copies from Deathless item traders, which can be found in Zarzakh. Players can turn in Atavums found in exploration sites, and Encrypted Infomorphs from mercenary dens to purchase them.
Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it’ll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc.
The damage over time effect from breacher pods does not use signature radius or tracking like other weapon systems in the game, instead, they apply damage every second based on the targets total hitpoints (raw Shield, Armor and Hull HP combined) or a flat damage cap number, whichever one of those two is lower. This means that a ship with incredibly high hitpoints like a Titan will always take the flat damage cap, but a ship with low hitpoints like a Corvette would always take the % HP damage instead.
The damage over time effect lasts between 50 and 75 seconds depending on the users skill level, and once hit, it will not clear until a player leaves the solarsystem or docks up. It can continue doing damage while the player is in warp or while the player is tethered. The damage over time effect also completely ignores resistances, which means the effect will apply full damage to ships which have used modules like the Assault Damage Control and the Emergency damage Control. It also can apply damage to Rorquals and ships under the effect of the PANIC module.
A player ship can only be affected by one damage over time effect at once. Getting hit with additional breacher pods will just add another effect which will take over when the previous one expires. Much like Command Bursts, if two players shoot the same target with breacher pods, then the player who has the strongest breacher pod effect will deal damage to the target, and the other one will remain inert unless the stronger effect expires.
SCARAB Breacher Pod S
Max Range: 4km (6km with max skills)
HP Damage per second: 0.60% (0.75% with max skills)
Maximum Damage per second: 160 (200 with max skills)
SCARAB Breacher Pod M
Max Range: 8km (12km with max skills)
HP Damage per second: 0.60% (1% with max skills)
Maximum Damage per second: 800 (1000 with max skills)
Small Breacher Pod Launcher
Rate of Fire: 24 seconds (12 seconds with max skills)
Medium Breacher Pod Launcher
Rate of Fire: 20 seconds (10 seconds with max skills)
It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once.
Much like the Deathless Ships, blueprint copies for Breacher Pod Launchers and SCARAB breacher pod ammo can be obtained by trading Atavums, found from exploration, or Encrypted Infomorphs, generated from Mercenary Dens, in Zarzakh.
5 new skillbooks are avaliable to improve the effectiveness of breacher pod launchers, and can be obtained by trading in Zarzakh.
Breacher Pod Launcher Operation - Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level. 3x training time multiplier.
Breacher Pod Clone Efficacity - Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level. 5x training time multiplier.
Breacher Pod Projection - Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level. 5x training time multiplier.
Breacher Pod Rapid Firing - Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level. 5x training time multiplier.
Breacher Pod Clone Longevity - Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level. 7x training time multiplier.
Paragon is proud to announce that capsuleers can now target skin listings to specific characters, corporations, or alliances when creating a public or private listings.
New filter options allow you to search for SKIN listings targeted at:
Your Character: Listings that are directly aimed at you.
Your Corporation and Alliance:
Listings from any player.
Listings from members of your corporation or alliance.
Listings from any Brand Manager within your corporation or alliance.
Create SKIN Listing Window: A new availability dropdown has been added, allowing you to specify which character, corporation, or alliance your listing is aimed at.
My Own Listings Section: Now displays your public and targeted listings in a more organized fashion.
SKIN Listing Cards: Updated with relevant targeting information to clarify who can view and purchase the SKIN.
New Categories in the Paragon Hub
SKINS for Current ship
All SKINs
Corporation SKINs
Alliance SKINs
SKINs listed at you
My Own Listings
Creation of Branded Listings:
If the listing is targeted at your own corporation or your own alliance and the seller has the Brand Manager role, no SKINR Service Fee or HUB Listing Fee will be applied.
The listing will be marked as a Branded Listing.
Purchasing Branded Listings:
Buyers will not have to pay any SKINR Service Fees on a Branded Listing. However, an EverMark fee will be charged per SKIN, based on the SKIN tier.
Loss of Brand Manager Role:
If a seller loses their Brand Manager role for any reason, all of their branded listings targeted to their corporation or alliance will be automatically cancelled and licenses returned to the seller’s Collection.
Elevate Your SKIN Designs
Enjoying your personal SKIN creations, but wishing it could just have a little more? Bring that inspiration and enhance your designs or create new ones with the new SKINR additions.
The new SKINR additions introduce the use of a second pattern as well as new pattern controls and modifications. Each SKIN design will now include 2 new customizations slots: secondary pattern and Nanocoatings for it.
Design Element Controls and Modifications
Second pattern modifications:
Blend modes: modify the layering effect between patterns
Switch: modify the patterns hierarchy
Design element controls:
Reset pattern: Reset pattern modifications to its default value
Done through a Right Mouse click menu
Reset all slots: Remove selected design elements from all slots
Done through a Right Mouse click menu
Don't know where to start? Feeling lost in the vast space of SKIN designs? Fret no more and make use of the Randomizer. Paint your empty ship into a masterpiece within seconds or find inspiration with the many combinations and make it into your own.
Randomize-2To celebrate the expansion, over 40 new patterns have been added. These can be found through gameplay in various locations around New Eden.
Until November 26th a special set of Revenant Expansion login rewards will be available for players who log on. Rewards include Expert Systems for Deathless ships, Patterns and Nanocoatings for SKINR Ship Personalization, up to 450K skill points, 10K of EverMarks, and Boosters.
To celebrate the new additions to the SKINR tool, Paragon has reduced the Sequencing time for new SKINs by 50%. (Until Tuesday November 26th)
Added new skill Executive Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
For Revenant, we are continuing the improvements on the Corporation Projects system to enable corporation leadership to have a more active corporation and achieve more ambitious goals.
With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.
Expanded Project Parameters functionality enables:
Multi-value parameters: Project creators can select up to ten values per supported parameter.
Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship)
Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer’s Ship)
Material Types or Groups (Mine Materials)
Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer’s Ship)
Organizations (Earn Loyalty Points)
Mixed-hierarchy parameters: Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported.
Locations parameter: Solar Systems, Constellations, and Regions.
Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)
Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)
We aim to bring Expanded Project Parameter functionality to all contribution methods currently supported.
Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.
Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.
The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form.
The window retains all the old window´s functionality while adding the following:
Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.
Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.
Immersive Additions: In-universe information on the ship's designer and attributed quotes related to the hull have been added to flesh out its place in New Eden.
Overview Tab: The Traits and Description tabs have been combined along with the previous header information to create the Overview tab. This provides all the most basic information for the ship in one place. In addition, you can view accrued killmarks for your ship within this tab.
Attribute Tab: The information within this tab has been reorganized to help players navigate it more easily. In addition, derived values such as EHP and align time are displayed here to help provide context to related attributes.
Skills Tab: The Skill Requirements and Masteries tabs have been combined. Any skill a player might need to fly a ship effectively can be found here.
Fittings Tab: A shortcut has been added which opens the Fitting window in simulation mode, showing the ship and its applied fitting.
Variations Tab: Variants within this tab now have links that open that hull within the Ship Tree.
SKINs Tab: Players are now able to preview and apply SKINs directly from this tab. In addition, a shortcut has been added to open that ship's SKINR Paragon Hub page.
All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don’t have the results that you were hoping for or aren’t able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling!
Marauders
100% bonus to Shield Extender hitpoints removed
50% bonus to Armor Plate hitpoints removed
5% additional bonus to Reinforced Bulkhead hitpoints removed
Marauders continue to be incredibly dominant in all areas of space, so we’re removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently.
Vargur
Falloff Bonus reduced from 10% per level to 7.5% per level.
CPU output Reduced from 625 to 600
Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we’re cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had.
Absolution
10% bonus to energy turret damage increased to 20%
5% rate of fire bonus for energy turrets removed
The Absolution is struggling a little with usage so we’re giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better.
Myrmidon Navy Issue
Armor Repairer amount per level increased from 7.5% to 10%
Base velocity increased from 155 m/s to 160 m/s
Agility improved from 0.7x to 0.67x
The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we’re making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn’t very valuable in PVE and if they only use drones and don’t rely on its higher damage hybrid weapons it’s not as attractive of an upgrade, and in PVP it’s fairly slow so can be difficult to use blasters so we’re hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP.
Harbinger Navy Issue
Powergrid increased from 1,495 MW to 1,550 MW
The Harbinger Navy currently has low usage, so we’re increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on.
Cyclone Fleet Issue
Powergrid reduced from 1,215 MW to 1100 MW
Rate of fire bonus for missiles reduced from 9% to 7.5% per level
The Cyclone Fleet Issue is incredibly dominant right now, so we’re making some adjustments to bring it back in line. We’re reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we’re also lowering the rate of fire bonus to tone down the damage it can put out.
Exequror Navy Issue
Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level
Base velocity reduced from 280 m/s to 270 m/s
Agility nerfed from 0.4x to 0.44x
Signature Radius increased from 110m to 120m
The Exequror Navy is still incredibly dominant and the most used navy ship in the game, so we’re making a small suite of changes, reducing the falloff bonus and then hitting it’s mobility slightly and increasing the signature radius, so it’ll be worse at mitigating damage and can’t project as far as before.
Stabber Fleet Issue
New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level
The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we’re extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility.
The following module types have been given unique icons to help differentiate them:
Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers
Capacitor Rechargers, Capacitor Flux Coils, and Capacitor Power Relays
Shield Rechargers, Shield Flux Coils, and Shield Power Relays
All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to.
Several Combat Anomaly sites in nullsec have been renovated.
All variations of the Forsaken Sanctums, Sanctums, Havens, Patrol and Horde sites have had full art and asset renovations
Over 100 different nullsec anomaly sites now have an objectives panel. So you can now easily see what wave you are on and how many NPCs remain at a glance!
Several NPC groups now warp in instead of spawning in place where appropriate.
Since volumetric clouds are part of the graphical updates, please note that they can potentially impact performance when multi-boxing. To mitigate this, we’ve added a setting that disables clouds when low shader quality is selected.
New Rogue Drone relic sites have been added.
4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.
A series of changes have been made to Observatory Flashpoint sites:
The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK
On average, 40% of the site’s total value will now be given in the form of new Stellar Surveillance Data commodities
These commodities can be looted from Stellar Observatory wrecks
NPC buy orders for these commodities can be found in CONCORD, DED, and Secure Commerce Commission stations
Only capsuleers within 50km of the Stellar Observatory are considered eligible for payouts
The minimum amount of contribution to be eligible for payouts has been increased
New Threshold Werpost sentry guns will aggress any capsuleer who goes beyond 50km from the Stellar Observatory
Once within the main combat area, capsuleers will now only have 30 minutes to complete the site
Any EDENCOM faction can now appear within the site (weighted toward the empire that owned the system before Pochven’s formation)
NPCs will now behave more intelligently within the site
Specific EDENCOM NPCs will prioritize attacking drones
EDENCOM NPCs will remember which capsuleers have engaged their faction between areas and waves
Triglavian NPCs will only be hostile to capsuleers who have attacked them or their fleet
NPCs will now orbit at ranges more suited to their weaponry
Sites are now visible within the Combat Anomalies section of both the AIR Opportunities and Agency windows
Info Panel objectives will now appear to help players keep track of the site’s current state
The activation range of the Assault Vector gate has been slightly increased
EDENCOM NPCs will now significantly outnumber Triglavians within the Assault Vector area
Cloaking is disabled while within proximity of a Stellar Observatory
Micro Jump Drives and Micro Jump Field Generators are disabled while within proximity of a Stellar Observatory
Warp drives are disabled while within proximity of a Stellar Observatory wreck
Pop-up and local chat messages have been replaced with one-time transmission conversations
Station Atmosphere Update
A new controller has been added that plays atmo for the station based on race. New atmo plays on Amarr, Gallente, Caldari and Minmatar small, medium and large stations.
We're excited to see what you do with the updates coming in the Revenant expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.
o7
Greetings,
The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-06-11 Last update: 2024-11-05
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Events:
The Crimson Harvest event has concluded. Thank you so much for participating.
In preparation for the Revenant Expansion on Tuesday, 12 November a Revenant-themed character select background was added.
Structures & Deployables
Skyhooks placed on reagent planets (Lava & Ice) will now show how many colony reagents were dropped or destroyed inside them on killmails.
Gameplay:
Warping to the probe result of a Sovereignty Hub or Skyhook will no longer cause you to land inside them, you’ll now land at the edge as if you warped to it normally.
Bookmarking a Sovereignty hub and then warping to the bookmark will no longer cause you to land inside the sovereignty hub.
Miscellaneous:
Alliance Tournament XX has concluded; congratulations to this year's winners, "The Tuskers Co.".
The following has been updated with the conclusion of the event:
The Alliance Tournament monument in the Manarq system has been updated with the Tuskers Co. alliance logo.
The "Alliance Tournament Cup" has been updated with this year's (and previous years) winners.
The Guristas, sponsors of Alliance Tournament XX, have adapted prizes previously donated by CONCORD. The "Python" is a Black-Ops Battleship based on the Marshal Battleship. The "Cobra" is a Force Recon cruiser based on the Enforcer Cruiser. The "Sidewinder" is a Covert-Ops frigate based on the Pacifier frigate. Further details on these ships can be found on a previously issued prize blog here: Alliance Tournament XX – Live schedule & more! | EVE Online.
🤝 There were a few changes made to the ships based on community feedback that this page will be updated to reflect:
The Python had its Minmatar Projective RoF bonus reduced from 15% per level to 12.5% per level.
🤝 The Sidewinder lock range was increased to 55km from 40km
🤝 The Sidewinder had the attribute “No targeting delay after decloak” added to the role bonus.
A new "CONCORD Victory" SKIN line has been added based on the color scheme used for the Python, Cobra and Sidewinder.
Sovereignty:
All remaining Sovereignty Hubs which were running in Legacy mode have been automatically converted into using the new mode.
It is no longer possible to remove rigs from structures which were eligible for rig removal.
Gameplay:
Insurgencies - Fixed a bug which could cause empire factional warfare HQ solarsystems (Amo, Intaki, Mehatoor and Onnamon) from not starting at suppression level 2.
Insurgencies - Fixed a bug where corruption effects could linger after an insurgency ended.
ESS - It’s no longer possible to place deployables (like Micro Jump Units and Mobile Tractor Units) closer than 1000km to the ESS in the main ESS room.
Balancing:
The bounty rewards for the destroyer, battlecruiser and battleship NPCs which are exclusive to the Forsaken Sanctum/Teeming horde sites have been increased by 20%.
The chance of a Large Mercoxit Deposit spawning in a nullsec sovereignty system with a level 2 Prospecting Array Upgrade present has been increased by 3x
The Magmatic Gas cost to run a Metenox Moon Drill has been increased from 88 to 110 per hour.
Reduced the NPC buy order price of Superionic Ice.
Missions and NPCs:
The SoCT has expanded journal buy orders to Genolution stations, including new buy orders for recently discovered journal entries.
Audio:
Combat music no longer plays over other music.
Gameplay:
Insurgencies - Fixed an issue where the pirate FOB could move from reinforced back to vulnerable again if there was a temporary outage with the external service while it was reinforced.
Fixed an issue where NPC kills would not be counted towards daily goals and events if an NPC was one-shot by a player.
Fixed an issue where NPC kills would not be counted towards daily goals and events if an NPC was killed indirectly with a smartbomb or an EDENCOM vorton projector weapon bounce and wasn’t targeted by any player directly.
Fixed a killmail bug which could occur if a player killed themselves in one shot (Such as dying to their own bomb in a stealth bomber/failing Ghost Site hack etc).
Fixed a killmail bug which could occur if a player got a final blow on a player’s ship, but the damage they did was all in one-shot and they didn’t damage the target previously.
Graphics:
Adjusted the distance from which certain objects are visible in space.
Shattered Paradigm decals no longer clip on the Orthrus.
IGC logo on Shattered Paradigm SKIN is now grey instead of red.
Gameplay:
Fixed an issue which could prevent stargates from being used or selectable on the overview in a solar system.
Fixed an issue which could prevent bounty payments from NPCs being added to the bounty pool.
Fixed an issue which could sometimes prevent insurgency dungeons which have stage requirements from spawning.
Missions & NPCs:
The Society of Conscious Thought are offering capsuleers an ISK reward for Journal Entries recovered from relic sites.
Miscellaneous:
A new engineering structure with an item trader has appeared near the Shrouded Structure in Zarzakh.
Science & Industry:
The magmatic gas cost to run a Metenox moon drill has increased from 55 to 88 per hour. With more gas entering the economy, and the price of low-end moon materials such as R4s dropping in value, we want to increase the fuel cost of Metenox Moon Drills to raise the floor on what is profitable and create increased sinks and demands to meet the new supply of Magmatic Gas.
Gameplay:
It’s now possible to store the Standup Focused Warp Scrambling scripts for upwell structure warp disruption modules inside the infrastructure hold of the upwell haulers.
Graphics:
Improved the placement of the asteroids which were overlapping after the asteroid size increase and did a small beauty pass on the Prospecting Array 2 upgrades.
Technical:
When using the Chinese language on macOS 15 (Sequoia), the client would experience a performance drop due to an expected font being removed in this OS version. As a result, the font used for Chinese on macOS 15 has been updated, which resolves the performance issue and allows the overview to render correctly.
Events:
The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Tuesday November 5th 2024.
Limited time combat and hacking sites are appearing all over Highsec, Lowsec, Nullsec, W-space, and Pochven, belonging to the opposing forces of the Blood Raider Covenant and the Order of St Tetrimon.
Crimson Gauntlet and Tetrimon Base combat sites can be found in most areas of space. These sites should be approached with caution, and capsuleers are advised to fly a battlecruiser, battleship, heavy assault cruiser, or even more powerful vessels if they wish to investigate these locations. Rewards for looting the battleship NPCs found at the end of the sites include items that can be traded for ISK, SKINs, boosters, apparel and more!
Crimson Harvest Network Node and Tetrimon Network Node data sites are also appearing across New Eden. These hacking sites contain network node structures that can be accessed for more great rewards!
The Blood Raiders are capitalizing on the chaos erupting all over New Eden and are setting up more advanced bases in the warzone, Tetrimon loyalists are also deploying in the area to match their forces. These advanced versions of the combat and hacking sites can only be found within the areas containing the most heated fighting between Blood Raider and Tetrimon forces: the Blood Raider controlled systems within the Delve region and within the Eugidi, Angils and Essin constellations of the Metropolis region. These advanced sites are rarer and more challenging than the standard versions of the sites but they provide much greater rewards. Bringing a friend or two helps reduce the risk immensely, but beware of other capsuleers who may be searching for the same loot!
The most elusive and valuable strongholds of the Blood Raiders and Order of Tetrimon can only be found by obtaining a rare escalation from the advanced combat sites.
Both the Blood Raiders and the Order of Tetrimon are willing to reward capsuleers who attack their foes and hack their stash. Each character can choose between two options for the Agency challenges and reward track for this event. You will receive points for shooting and hacking the opposing side to the one you choose in the agency, and you will receive challenges themed around your chosen faction. Be aware that although you will only receive agency challenges and points for shooting and hacking the opposing side to the one you chose, there is no penalty for hitting both sides and taking the loot from both their sites.
Every day of the Crimson Harvest will bring devilish login rewards. Alpha and Omega players get separate rewards, with Omegas enjoying both sets every day, and upgrading at any time during the event unlocks all previous Omega rewards. The tasty treats on offer include boosters, SKINs, SKINR nanocoatings and patterns, EverMarks, a generous amount of skill points and more. Get prepared and plan ahead, as not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with skill points for Omega and for Alpha capsuleers.
Skills:
Added new skill Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
Localization:
Fixed the skyhook reagent window being partially broken in multiple localized languages.
User Interface:
The Character Select screen has been updated to celebrate the upcoming Crimson Harvest event.
Events:
The Crimson Harvest seasonal loot drop buff is arriving a day early! Starting today and lasting until the end of the event on 5 November, loot from destroyed capsuleer ships will drop at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties!
Gameplay:
CONCORD Rogue Analysis Beacons (aka CRAB beacons) are no longer invulnerable, have their in-space UI covered up and no longer have 50% reduced link speed for the owner.
Fixed an issue which could cause players accessing the Orbital Skyhook Reagent window to see incorrect information about how many reagents were inside. (Live hotfix at 16:00 UTC)
Sovereignty:
Skyhooks have now been updated to Upwell’s latest firmware → Equinox Update: Enhanced Skyhooks | EVE Online
Skyhooks now have a Secure Bay and a Surplus Bay, rather than an Immature and Mature Bay.
The Secure bay can be accessed by players on the ACL at any time, and 50% of all the materials harvested from the Skyhook enter into the secure bay.
The Surplus bay can only be accessed through the Skyhook raiding gameplay, and contains the other 50% of the reagents generated.
There is no longer any waste when raiding a Skyhook, you get 100% of the surplus bay contents on a successful raid, the secure bay is not affected.
The Skyhook Reagent silo is now only vulnerable to being attacked during a 1 hour interval, every 3-4 days, the time period for the surplus bay is loosely based on the 6 hour exit window chosen by the Skyhook owner for their reinforcement timer.
It should be noted that while it is likely for a Skyhook theft event to come out in a timezone favorable to the defender, Skyhooks theft events can actually happen at any time of the day. Skyhooks use a gaussian distribution to determine the next vulnerability window.
In this example, a Skyhook has a 68.2% chance to come out sometime in the 17:00 to 23:00 window set by the defenders, but it does have also have a chance to come out at anytime of the day. There is a 27.2% chance that it will instead come out at some time in the 3 hour window before or after their preferred time, a 4.2% chance it will come out 6 hours before or after their preferred 6 hour long time window, or 0.2% chance to end up at a time in the completely opposite timezone.
If a Skyhook is not raided during it’s 1 hour interval, then it will reschedule a new time, and the materials in the surplus bay will remain inside and effectively roll over, meaning the next time it’s vulnerable, if it was raided, it would have 6-8 days worth of reagents inside and so on.
If a Skyhook is successfully raided, then its vulnerability will end early and reschedule, so any vulnerable Skyhook you raid will be guaranteed to have 3-4 days worth of reagents in it at minimum.
If the Skyhook owner changes the reinforcement timer of a Skyhook, then the current scheduled vulnerability will not change, and the new reinforcement timer will only have an influence on the Skyhook when the next Skyhook theft vulnerability window is chosen.
Skyhook owners can no longer offline or turn off Skyhooks on reagent planets (Ice/Lava).
Skyhook owners with the Station Manager or Director roles can see the vulnerability timers of their Skyhooks remotely using the my Skyhook page on the structure browser.
Skyhooks which are currently vulnerable can be seen by any player using the world map Vulnerable Skyhooks filter or by using the Colony Resources page in the Agency and choosing to view theft vulnerable Skyhooks.
All Players can also see the vulnerability schedule of a Skyhook if they warp to the Skyhook grid.
The Link period for players who are on the Skyhook Reagent ACL has been reduced to 5 minutes instead of 10 minutes.
Skyhooks will immediately alert everyone within 2 jumps of a Skyhook if a "friendly theft" is activated, just like the notification which would happen if a regular raid was at the 5 minute mark.
Skyhooks have a 50% chance to drop all of the contents in their Secure and Surplus bays when killed (just like regular player ships).
Missions & NPCs:
Increased the damage per second of the Blood Raiders officer frigate Makra Ozman.
PvE:
The Drifters have been unsuccessful in the Siege of Zarzakh. Horizon Siege Point sites and roaming Drifter/Sleeper fleets will no longer appear.
Sovereignty:
Adjusted the locations of several asteroids in the small mining sites so that they aren’t so far away from the warp in location.
Gameplay:
The Capital Clone Vat Blueprint has been corrected so that it now uses 10% less Mexallon rather than 10% less Tritanium from the patch on the 18th September.
The mineral prospecting array 1 upgrades are now respawning as intended.
Industry: In Yesterday’s patch, we reduced the inputs and outputs of the Genetic Safeguard, Genetic Lock Preserver, Genetic Structure Repairer and Genetic Mutation Inhibitor blueprints by a factor of 20, but did not change the blueprint manufacturing or copying attributes, which may have unintentionally throttled the construction of these items more on job time. We are, therefore, making the following changes:
Genetic Lock Preserver Blueprint
Max Runs for blueprint copies increased from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds.
Genetic Safeguard Filter Blueprint
Max Runs for blueprint copies from 10 to 100.
Manufacturing time reduced from 32000 seconds to 3200 seconds.
Copying time reduced from 25600 seconds to 2560 seconds.
Genetic Structure Repairer Blueprint
Max Runs for blueprint copies from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds .
Genetic Mutation Inhibitor Blueprint
Max Runs for blueprint copies from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds.
PVE:
Only characters within 100km of the Horizon Breach Engine will be considered eligible for payouts in Horizon Siege Point sites.
User Interface:
Fixed an issue which could cause the Zarzakh Emanation error message to show an incorrect, incredibly high number when trying to use a gate you’re not locked to while having an Emanation timer.
Fixed an issue where Structure SKINR licenses were not being displayed on the Corporation Administration page for the Structure SKINR.
Industry:
Several adjustments have been made to Capital Ship Manufacturing. The goal of these changes are streamlining capital manufacturing so that it’s easier for smaller producers to get involved as well as a slight reduction to the cost of building capital ships.
Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene have been removed from Capital Construction Components.
The amounts of Isogen and Mexallon required for construction of Capital Clone Vat Bay, Capital Doomsday Weapon Mount and Capital Jump Bridge Array have been reduced by 10%.
The amounts of Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene required for the manufacture of FTL Interlinks have been significantly increased.
Reinforced Carbon Fibre, Megacyte, Zydrine, Fullerides, Noxium, Isogen, Tritanium, Mexallon, Pyerite, Phenolic Composites and Racial Carbides have been removed from the manufacture of FTL Interlinks.
The amount of Auto-Integrity Preservation Seals and Life Support Backup Units needed to manufacture Titans are increased by 100%.
The amount of Trigger Neurolink Conduits needed to manufacture Titans are increased by 50%.
The amount of Capital Core Regulators needed to manufacture Titans is increased by 25%.
Genetic Lock Preserver Blueprints, Genetic Structure Repairer Blueprints, Genetic Mutation Inhibitor Blueprints and Genetic Safeguard Filter Blueprints have had their input materials reduced to 5 and output reduced to 1 (reduced by a factor of 20 for both) to make it easier to create them in smaller batches.
A small amount of tweaks has been made to Tech 1 Battleship Blueprints to bring down their current costs to make them more affordable, reduce the current Isogen bottleneck (which currently makes up almost 50% of their cost), and also make them more cost efficient than Navy Battleships which currently cost only 20-25% more than Tech 1 Battleships.
Adjustments made to Tech 1 Battleships (does not include Navy or Pirate blueprints)
The amount of Isogen required is reduced from 400,000 to 200,000.
The amount of Nocxium required is increased from 12,000 to 24,000.
This represents, at the time of writing, an approximate 75 million ISK reduction to the cost of producing a Tech 1 Battleship from a ME:0 blueprint in an NPC station.
Adjustments made to the Scorpion
The amount of Isogen required is reduced from 300,000 to 150,000.
The amount of Nocxium required is increased from 9,000 to 18,000.
We have also made some adjustments to the cost to produce Marauders and Black Ops. The main intention here is to keep their current price mostly the same or slightly higher, since both Black Ops and Marauders are incredibly strong right now and we don't want to unintentionally make them even more powerful by lowering their price. We are, therefore, increasing the amount of Reactor Units used in their blueprints, to make it so that they use primarily more R64 moon materials. This means that controlling valuable moons is more important for the production of Tech 2 Battleships.
Adjustments made to Marauder Blueprints
The amount of Reactor Units required is increased from 225 to 675.
This represents a cost increase of approximately 60 million ISK at the time of writing these patch notes.
Adjustments made to Black Ops Blueprints
The amount of Reactor Units required is increased from 150 to 450.
This represents a cost increase of approximately 40 million ISK at the time of writing these patch notes. Note that because the cost reduction of the Tech 1 Battleships used for production, the cost should remain roughly the same. It is possible that higher demand or market speculation for R64 materials may increase the costs in the future.
LP Stores:
New LP Store Offers have been added for military corporation LP stores - offering Navy Ship BPCs in exchange for LP and Nexus Chips, rather than LP and ISK.
Modules:
Smartbombs have undergone a full balance pass. All smartbombs in the game have been brought up to parity with the current EMP Smartbomb stats, which were better than the other damage types.
Meta "Named" Smartbomb modules are now 'Compact' and use less powergrid.
All compact meta smartbomb damage types now use the same 20% reduced CPU requirements that EM Smartbombs have.
Added Storyline variations for the Kinetic and Thermal Smartbomb damage types which were missing before.
Players can obtain blueprint copies for these smartbombs from exploration content such as Data Sites, like most current storyline module blueprints.
Explosive Storyline Smartbombs have been buffed to now have the same values as the EM ones.
Storyline Smartbombs have received very small fitting buffs to keep them as the easiest to fit modules with the changes to Meta Smartbombs becoming the Compact variation.
Faction and Officer smartbombs of non-EMP damage types have had their stats brought up to parity with EMP stats. We aim to not only bring the other smartbomb damage types up to par with EM, but to also make more interesting choices between the smartbomb damage types at Faction and Officer levels. Thus, after bringing them up to parity, the following changes were made:
Thermal Smartbombs: +20% range, -20% damage.
Explosive Smartbombs: +20% damage, -20% range.
Kinetic Smartbombs: -20% capacitor cost, -20% CPU cost, +20% cycle time.
There now are 36 new Mutaplasmid types available to further customize and modify Smartbombs.
Smartbomb Mutaplasmids can modify the damage, range, cycle time, capacitor cost, CPU and powergrid requirements of Smartbombs.
Players can obtain these Mutaplasmids by completing regular Abyssal Filaments. The type of Filament that drops each Mutaplasmid type is based on the damage type associated with that Filament.
EMP (EM) Smartbomb Mutaplasmids - dropped in Electrical Filament Abyss.
Plasma (Thermal) Smartbomb Mutaplasmids - dropped in Firestorm Filament Abyss.
Proton (Explosive) Smartbomb Mutaplasmids - dropped in Gamma Filament Abyss.
Graviton (Kinetic) Smartbomb Mutaplasmids - dropped in Exotic Filament Abyss.
We will keep a close eye on the balance of missile "firewalling" strategies, Interdictor Bubble hitpoints for tackling Supercarriers and Titans, PVE Smartbomb balance, and Smartbomb gatecamps following these changes.
Frigate and Cruiser Officers and Officer modules
New Officer Frigate and Officer Cruiser NPCs have been added to the game.
Officer Frigates can appear incredibly rarely in 0.5 rated high security space asteroid belts.
Officer Cruisers can appear incredibly rarely in 0.1 and 0.2 rated low security space asteroid belts.
50+ New Officer modules have been added to the game.
1mn and 10mn Afterburners
5mn and 50mn MWDs
Small and Medium Energy Neutralizers
Small and Medium Energy Nosferatus
Small and Medium Armor Repairers and Shield Boosters
ECM modules and Signal Distortion Amplifiers
Micro Auxiliary Power Cores
200mm and 425mm Autocannons, Light and Heavy Neutron Blasters, Small Focused and Heavy Pulse Lasers, Rocket and Heavy Assault Missile launchers.
Assault Damage Controls
Warp Disruption Field Generator
And more!
Gistii B-type and Gistum B-type shield boosters
Increased shield boost amount so that they now bridge the gap between C-type and A-type, rather than barely being better than the C-type while using more capacitor. This means they now follow the same precedent set by the large and x-large shield boosters.
Gistii B-type Small Shield Booster shield boost amount: increased to 48 from 41.
Gistum B-type Medium Shield Booster shield boost amount: increased to 144 from 124.
Pochven:
Mobile Observatory deployables can now be deployed in Pochven.
Rebalanced the web strength of several Minmatar EDENCOM NPCs which had stronger than 100% webs.
Sovereignty:
New Sovereignty Mining Upgrades
7 Small Mining Upgrades have been added, one for each mineral type. These new upgrades cost significantly less Power and Workforce than the current mining upgrades, making them far more flexible. They also respawn significantly faster, with 1 hour long respawn times, and they utilize the same mechanics as the Equinox Combat Upgrades where they can respawn instantly if the time between the last spawn was long enough. These new upgrades provide about 1⁄8th of the ore of the existing upgrades, and do not escalate to the Mining Escalation, nor have a chance to spawn Mercoxit sites, which is being kept as an exclusive for the existing mining upgrades.
Tritanium Prospecting Array 1 - 500,000 m3 of Tritanium providing ores.
Pyerite Prospecting Array 1 - 1,000,000 m3 of Pyerite providing ores.
Mexallon Prospecting Array 1 - 375,000 m3 of Mexallon providing ores.
Isogen Prospecting Array 1 - 325,000 m3 of Isogen providing ores.
Nocxium Prospecting Array 1 - 325,000 m3 of Nocxium providing ores.
Zydrine Prospecting Array 1 - 750,000 m3 of Zydrine providing ores.
Megacyte Prospecting Array 1 - 500,000 m3 of Megacyte providing ores.
Power Cost: 500
Workforce Cost: 6400
Additionally, several asteroids added in Equinox have had their 3D model sizes increased so they look more impressive.
Major Threat Detection Array 1 & 2
We've increased the number of sites provided by the level 1 and level 2 upgrades, especially for low truesec bands. See the tables below for the exact changes
Pirate Space
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 |
---|---|---|
0.0 to -0.25 | 2x Hub 3x Hidden Hub (+1) 2x Forsaken Hub (+1) | 3x Hub 3x Hidden Hub (+1) 2x Forsaken Hub 2x Forlorn Hub 1x Haven |
-0.25 to -0.45 | 2x Hub 2x Hidden Hub (+1) 2x Forsaken Hub (+1) 1x Forlorn Hub | 2x Hub 3x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 2x Haven |
-0.45 to -0.65 | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub (+1) 1x Haven | 3x Hidden Hub 3x Forsaken Hub (+1) 3x Forlorn Hub 3x Haven |
-0.65 to -0.85 | 2x Hidden Hub (+1) 2x Forsaken Hub 2x Forlorn Hub (+1) 2x Haven | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 4x Haven 2x Sanctum |
-0.85 to -1.0 | 3x Forsaken Hub (+1) 2x Forlorn Hub 2x Haven 1x Sanctum | 3x Forsaken Hub 2x Forlorn Hub 5x Haven 2x Sanctum |
Drone Space
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 |
---|---|---|
0.0 to -0.25 | 4x Drone Herd (+1) 3x Drone Squad (+1) | 5x Drone Herd 5x Drone Squad (+1) 1x Drone Patrol |
-0.25 to -0.45 | 3x Drone Herd (+1) 4x Drone Squad (+1) | 4x Drone Herd 4x Drone Squad 3x Drone Patrol |
-0.45 to -0.65 | 5x Drone Squad (+1) 2x Drone Patrol | 5x Drone Squad (+1) 6x Drone Patrol 1x Drone Horde |
-0.65 to -0.85 | 4x Drone Squad (+1) 4x Drone Patrol (+1) | 2x Drone Squad 6x Drone Patrol 4x Drone Horde |
-0.85 to -1.0 | 3x Drone Squad (+1) 4x Drone Patrol 1x Drone Horde | 1x Drone Squad 7x Drone Patrol 5x Drone Horde |
Rebalanced Sov Upgrade Resource Costs As part of this update, we're also making significant changes to the Equinox Sov Upgrade costs, almost all upgrades are being reduced in Colony Resource costs.
Overview of the changes:
All Previously Existing Mining Upgrades (Now Prospecting Array 2)
Power cost reduced from 1750 to 1350
Workforce cost reduced from 14000 to 12700
Major Threat Detection Array 1
Power cost reduced from 450 to 400
Major Threat Detection Array 3
Power cost reduced from 1450 to 1300
Workforce cost reduced from 8700 to 7300
Minor Threat Detection Array 1
Power cost reduced from 270 to 200
Workforce cost reduced from 1890 to 1800
Minor Threat Detection Array 2
Power cost reduced from 550 to 500
Workforce cost reduced from 3850 to 3800
Minor Threat Detection Array 3
Power cost reduced from 850 to 700
Workforce cost reduced from 5950 to 5400
Advanced Logistics Network (Enables Ansiblex Gates)
Power cost reduced from 1250 to 500
Workforce cost reduced from 25000 to 18100
Ice cost per hour reduced from 40 to 25 units
Startup cost reduced from 2750 to 1770 units
Cynosural Suppression (Enables Tenebrex Cynosural Jammer)
Power cost reduced from 500 to 250
Workforce cost reduced from 5000 to 4500
Magmatic Gas cost per hour reduced from 2480 units to 205 units
Startup cost reduced from 170,000 units to 82600 units
Cynosural Navigation (Enables Pharolux Cyno Beacon)
Magmatic Gas cost per hour reduced from 1095 units to 205 units
startup cost reduced from 75000 units to 62000 units
Supercapital Construction Facilities
Superionic Ice cost per hour reduced from 145 units to 90 units
Startup cost reduced from 10000 units to 5305 units
Miscellaneous changes
Players no longer need to pay existing Sovereignty bills to transition their Sovereignty Hubs to the Equinox Sov mode.
Reduced the amount of Structure Acceleration Coils needed to manufacture a Skyhook from 2 to 1. This represents around a 20% cost reduction for the manufacturing costs for Skyhooks.
Increased the signature radius on the Metenox Moon Drill, Skyhook and Custom Office types from 14,000m to 32,000m so that all supercarriers and capital weapons can apply full damage to them.
Supercarrier Close Range Fighter Missile Abilities will now apply full damage to Skyhooks, Metenox Moon Drills, all existing FLEX structures, Custom Offices and the forcefield/control towers in the new Equinox pirate/infested starbase escalation.
User Interface:
The tabs stacked in one window can now be reordered with drag & drop.
Chat window improvements
The hierarchy of the context menu has been improved to indicate settings applicable to the specific channel and to all channels.
The context menu is now available from both the chat options menu (three dots) and the chat tab right-click menu.
It is now possible to automatically hide messages containing specific phrases by using filters.
Multi-line chat messages can now be automatically collapsed if longer than the chosen number of lines.
The following chat channels no longer allow referral links:
Local chat in starter systems.
Local chat in Career Agent systems.
Corporation chat for NPC starter corporations.
Premade channels, e.g. Rookie Help, Spanish Recruitment.
Minimized chat windows will now remain minimized after restarting the client.
Gameplay:
Increased the meta levels of Officer modules dropped from Horizon Siege Point sites.
Increased the bounty values of named Drifter NPCs in Horizon Siege Point sites.
Audio:
Very loud jumpgate atmo is no longer sticking to users' ships.
Gameplay:
Fixed an issue which would prevent Metenox Moon Drills from being successfully anchored on incredibly large moons.
Homefront Operations:
The mine objective no longer appears during the initial set-up timer in Abyssal Artifact Recovery sites.
User Interface:
Info Panel objective timers will now take time dilation into account and no longer become desynced with the server.
Allecto's Modified Medium Multispectrum Smartbomb will now appear within the Officer section of the market.
Fixed meta level and group information not appearing correctly for Officer modules dropped from Horizon Siege Point sites.
PVE:
The deepflow has stabilized. Deepflow Rift sites will no longer appear.
Gameplay:
Megaera's Modified Medium Energy Nosferatu can now be used with Medium Nosferatu Mutaplasmids.
Graphics:
Improved performance in systems containing multiple Skyhooks.
Localization:
Fixed the type names of some of the new officer modules using smart quotes rather than a normal apostrophe.
Gameplay:
Horizon Siege Point
Fixed an issue where Info Panel objectives could become incorrectly ordered
Homefront Operations:
Increased the bonus percentages for Abyssal Artifact Recovery weather effects to 20% (from 10%).
Penalty percentages for Abyssal Artifact Recovery weather effects will now scale with the difficulty tier.
Increase the initial setup timer in Abyssal Artifact Recovery sites to 90 seconds (from 60).
Increase the escape timer in Abyssal Artifact Recovery sites to 60 seconds (from 45).
Decreased the collision radius of Destabilizing Array objects in Stabilize Rift sites.
Zarzakh:
Due to a mysterious surprise attack from the Drifters, The Fulcrum has activated an “Emanation lock” on the stargates into Zarzakh and within the system of Zarzakh, preventing the Drifters from accessing Zarzakh by any means; this has temporarily stalled the drifter attack for now…
Whenever a player enters Zarzakh from a stargate, they will become locked to that stargate and get an emanation lock timer for 6 hours. Players will only be able to leave Zarzakh through the stargate they are locked to for the next 6 hours.
Players can always leave Zarzakh through the Deathless Shipcaster, Clone Jumping or being pod killed, even with an Emanation lock.
If players do not have an Emanation lock timer, they can leave through any gate.
The Emanation lock is only given when entering Zarzakh, not when leaving it.
If a player is outside Zarzakh with an Emanation lock timer, they can enter through any gate (It only prevents you from leaving Zarzakh). Entering Zarzakh from any gate will overwrite any old emanation lock timer with a new timer. You can only be locked to one gate at any time.
Being pod killed into Zarzakh (If you have your home station set there) or clone jumping into Zarzakh is always possible regardless of Emanation Lock status.
Warp Disruption Probes (From Interdiction Sphere Launcher modules fitted to Interdictors) and unscripted warp disruption field generator modules (from Heavy Interdictors) can no longer be used in Zarzakh.
Escalations can no longer route a player through Zarzakh.
Autopilot will no longer route a player through Zarzakh.
If a player is inside Zarzakh with an Emanation lock, then Autopilot will consider the players Emanation lock and not route them through a gate they cannot use.
Zarzakh is under siege! Drifter and Sleeper forces have begun launching attacks within the four systems connecting to Zarzakh.
Horizon Siege Point sites have begun appearing within the connecting systems. Capsuleers must keep the Drifter siege engine from becoming fully online within these sites. The device is only vulnerable while it is active. Be warned! While in this state, the engine will call for Drifter and Sleeper reinforcements.
Roaming fleets of hostiles patrol these systems, targeting any capsuleers they find.
Homefront Operations:
Info Panel objectives will now reappear if warp is started and then cancelled within ongoing sites.
Mine and escape Info Panel objectives will now appear when arriving at an ongoing Abyssal Artifact Recovery site.
Fixed a minor formatting issue in Traffic Stop site Operational Intel text.
Drifter NPCs in Abyssal Artifact Recovery sites will now have their shield hitpoints applied correctly.
Sovereignty:
Territorial Control Units (TCUs) and old deprecated sovereignty upgrades have had their reprocessing amounts adjusted to provide double the materials, so they now will provide a full refund in the components used to build them to players who choose to reprocess them.
Deepflow Rift:
Increased the rate at which Deepflow Adaptive Canisters can be found.
Instability will now stack when multiple tractor beams are activated simultaneously. Each tractor beam will be applied separately.
As each tractor beam will cause instability, manage your modules carefully so as to not disturb what lies beyond the rift. Be sure to have the opportunities window opened to best gauge rift instability.
Deepflow Rift:
Deepflow Adaptive Canisters can no longer be found once the 27 canister limit is reached.
Electron Spin Resonance items now use their correct icon.
User Interface:
Fixed an issue where SKIN previews in the Paragon Hub did not display when first opening SKINR after logging in.
Fixed an issue where design elements appeared duplicated in the Slot Customization UI when activating a limited component in SKINR. Additionally, the "Metallic" component list no longer incorrectly switches to the "Basic" list after activating a design element.
Fixed an issue where sorting saved SKIN designs by name did not function correctly.
SKINR - New Feature: Sharing Saved Designs
Drag and Drop SKIN Designs:
Players can now drag their saved SKIN Designs directly from the Saved Designs list on SKINR’s main page into chat for easy sharing.
Link Icon for Saved Designs:
When selecting a saved SKIN Design on the main page, a link icon will appear. Drag this icon into chat to instantly share your design with others.
Opening Shared SKIN Designs:
Clicking on a shared SKIN Design link in chat will now open SKINR directly in Studio mode. The design will load with all details filled in as per the original, ready for you to edit.
Design Ownership Display:
Upon opening a shared design, the original creator's name will be displayed. Players can then modify the design and rename it, making it their own unique creation.
Graphics:
Archon now correctly maps materials to the tech slot within the SKINR and previously sequenced SKINs should now match the designed SKIN.
Extra pattern projections on some ships (eg. Crane) are now correctly removed from SKINR when designing and on the resulting SKIN, and previously sequenced SKINs should now match the designed SKIN.
Wormhole auras should be the correct color again.
Shaders will now render SSAO correctly where a tiling texture is being used.
User Interface:
Fixed an issue where the Back button did not function correctly in the SKINR Paragon Hub and Collections tabs.
Resolved overflow issues on the Studio page in the SKINR when using smaller window sizes.
Homefront Operations:
Abyssal Artifact Recovery sites have been overhauled:
After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.
Payouts will now be received if all asteroids are depleted when the timer ends.
If successful, there will be a short cooldown before another wave of asteroids appears.
If unsuccessful, no additional waves will appear, and the site will end.
Following the arrival of every wave are unpredictable effects and hostile NPCs determined to disrupt your progress.
Hostile NPCs within the site will no longer target drones.
The damage of Triglavian NPCs has been reduced.
Faulty Triglavian Caches now have a chance to appear whenever an asteroid is depleted.
These caches are now destructible with lootable wrecks, like in Abyssal Deadspace.
The contents of the caches have been greatly increased.
Be quick! Caches will be lost if an asteroid appears in their place, and their wrecks do not last long in the chaotic environment.
As before, a warp disruption field will be active within the site whenever at least one asteroid is present.
The longer the site progresses, the greater the rewards and challenges become!
The repair amounts of logistics NPCs appearing in all sites have been decreased.
Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.
PVE:
Deepflow Rift sites
Mysterious rifts, seemingly connected to the depths of the Triglavian abyss, have begun appearing throughout the cluster and beyond. Though they are untraversable by capsuleers, a tractor beam may be able to dredge up items of interest from the other side.
Graphics:
Some objects like ice asteroids have had their texture scaling fixed.
Homefront Operations:
Fixed an issue causing conversations to not appear when arriving at a site that was already completed.
Gameplay:
Escalations which last longer than 72 hours such as the Capital escalations added in Equinox, that a player had already visited but did not return to it for 24+ hours, will no longer incorrectly despawn.
The EDENCOM Vorton Projector weapons can now be used on Custom Gantries, POCOs and Skyhooks.
Graphics:
Fixed the Upwell industrial ships ship exhaust VFX after warping.
Fixed missing laser beams in Rattlesnake King’s Ransom SKIN.
Localization:
The Omega restricted message for monthly goals is now correctly displaying in Chinese.
Fixed the Social description which was replaced by the SKINR sequencing skill description.
User Interface:
Skyhooks and what planet they are at will now appear in the fleet broadcast history and last broadcast message when players broadcast a Skyhook
Fixed a client-side exception, and It’s now possible to shift drag drones from your hangar into a simulated ships drone bay.
Viewing solar systems in the colony resources agency page which do not have any workforce will no longer have a ‘no workforce label’ error instead of the workforce icon. Instead, in systems with no workforce, the icon will be hidden from view.
Fixed UI elements overflowing with the Metenox moon drill mining details page when there are more than 4 moon materials being mined.
Fixed an issue where the tooltip would not appear when a player moused over the last broadcast message in a fleet if the person who broadcasted left the fleet.
Fixed a missing tooltip label when mousing over the Skyhook Icon in the solar system info panel which appears when a raid is taking place in the solar system.
Increased the width of the quantity field in the NES, so that now 2 digits are shown clearly.
Fixed an erroneous tooltip warning that would appear when attempting to place a command center on a planet for PI in an Upwell Hauler when they had command centers in their Infrastructure Hold stating that the command center was not found in the cargo hold.
The industry window is no longer case sensitive when sorting through owned blueprints. I.e. EM Pulse Generator blueprint will now no longer be displayed above Electrolytic Capacitor Unit Blueprint when sorting by name ascending.
Fixed the width on the industry window dropdown filters so they are now large enough to include the full name instead of being cut off.
Miscellaneous:
In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.
User Interface:
Fixed an issue where selecting a Pattern in the SKINR design creator did not automatically apply the default color.
Ship SKINR:
All design elements, owned or unowned, are now available to preview in the SKINR Studio. Unowned design elements that are available in the Paragon Hub can now be purchased directly during design creation.
Can toggle between limited/unlimited versions (if owned) on a design element in slot in the SKINR Studio.
Can now directly activate nanocoatings/patterns/metallics when purchasing them from the Paragon Hub.
Nanocoatings are now automatically sorted by hue in the SKINR Studio when creating SKIN designs.
All nanocoatings and metallic design elements can be placed into all slots including the Tech area.
A popup on hover is now present for all design elements in the designer slot panels with the element name and rarity information.
Now have the option to cancel their own ongoing SKIN listings.
Upon cancelling, only the escrowed SKIN licenses are refunded - the currency spent for the HUB Listing Costs are not.
Until August 21st, a special set of login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Gameplay:
Removed an unused duplicated Hedbergite ore type from the market.
Gameplay:
During downtime today we deployed a small server-side tools patch. However, it appears that this caused an issue with the AIR NPE making it no longer possible to continue after finishing part 1 (Baptism by Fire). This has now been fixed.
Gameplay:
Fixed an issue that was causing changes to currently installed Rogue Drone combat anomaly related sov upgrades to not take effect. It will take until downtime on 2 August for changes to be fully corrected.
Gameplay:
Reverted a change which prevented cap booster 25s from being loaded into small ancillary modules.
Multi-Part escalations are now given to the character that completes them, rather than the original owner of the escalation.
Project Discovery:
The release of Project Discovery Phase Four!
Expanded research focus on critical immune system diseases, including cancer
Enhanced minigame with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques
More complex scatterplot samples for players to gate a larger variety of diseases
Updated rewards to include exclusive SKINR customization colors
Additional quality of life improvements to make gating and submitting samples more user friendly
Corporation Projects:
An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.
Graphics:
Updated Ancestral Fireclay Design Elements to proper shade of red.
Market:
Marketplace taxes reduced to 4.5%. Down from 8%.
Daily Goals:
The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.
The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.
4 Daily Goal types have been removed:
Scan 2 Combat Sites
Scan 2 Data Sites
Scan 2 Relic Sites
Scan 2 Wormholes
Paragon Services:
Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.
Reduced Sequencing Time and Cost when sequencing new SKINs in SKINR.
We will monitor the effect this has on the Daily Goals, Paragon HUB and SKINR market and continue to adjust and balance this as we've been doing with everything else that launched with Equinox.
Skills:
Added new skill “Paragon Relations” for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
User Interface:
Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.
Gameplay:
Fixed a bug where if a player died to or took damage from a Rogue Drone NPC in an asteroid belt or at a stargate, it wouldn’t appear on the killmail and the killmail would be partially broken with empty icons where the NPC should have been.
Multiple implant sets will now give FW LP when an enemy faction capsule is killed with those fitted. This affects the Asklepian, Savior, Nirvana, Mimesis, Rapture and the Hydra sets.
User Interface:
Small Ancillary Shield Booster and Small Remote Ancillary Shield Boosters will now display their size as "small" rather than as "None noLabel".
NES (item & price):
Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.
Mining Upgrades:
🤝 We’re making several adjustments to the mining sites provided by the new Equinox sovereignty upgrades based on player and CSM feedback over the last few weeks. We’re increasing the quantity of ore available in all of the sites, especially for the Zydrine and Megacyte Prospecting Array upgrades which competed with the existing colossal asteroid cluster site the most directly. We’re also combining many of the smaller asteroids in all of the sites so that the size of each asteroid is large enough to take multiple cycles from strip miners to mine out. We’re also completely overhauling the mining escalation by making it far more likely for players to get the escalation, more than doubling it in size and replacing the existing asteroids with Spodumain, Abyssal Asteroids and Mercoxit. So it will now be vastly more exciting and the most rewarding mining site in the game.
All Prospecting Array upgrades
Several asteroids have been combined so that the majority of asteroids in each location require multiple strip miner cycles to mine out.
Isogen Prospecting Array (Griemeer Deposit)
Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.
Megacyte Prospecting Array (Ueganite Deposit)
Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.
Mexallon Prospecting Array (Kylxium Deposit)
Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.
Nocxium Prospecting Array (Noxcite Deposit)
Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.
Pyerite Prospecting Array (Mordunium Deposit)
Total Ore Volume increased from 4,500,000 m3 to 6,000,000 m3.
Rebalanced the ore content of the site to a smaller overall percentage of Mordunium asteroids and more Omber and Hedbergite to improve the average isk/hr of mining in the site.
Tritanium Prospecting Array (Veldspar Deposit)
Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.
Zydrine Prospecting Array (Hezorime Deposit)
Total ore Volume increased from 2,015,799 m3 to 5,970,000 m3.
The size of several asteroids have been vastly increased to make this site very comparable to the Colossal Asteroid Cluster, with 24+ asteroids bigger than 100,000m3 and a behemoth 600,000m3 asteroid.
Mining Escalation
Shrouded Asteroid Cluster has been overhauled and is now the Interstitial Ore Deposit.
The chance of acquiring the mining escalation has been greatly increased.
Total Ore Volume increased from 3,750,000 to 8,480,000 m3.
All asteroids have been replaced with Spodumain, Abyssal Asteroids and a small amount of Mercoxit.
Combat Upgrades:
🤝 We’re making a few tweaks to the combat upgrades provided by the Minor and Major Threat Detection Arrays. Firstly, we’re greatly decreasing the maximum possible respawn time for the sites spawned from their upgrades from 20 minutes to 12 minutes. For context, the old sovereignty upgrade sites respawned between 20 to 12 minutes based on the level of upgrade that spawned them, for an average respawn time of 16 minutes. This now means that there is no single case where a site from the old system could respawn faster than the same site in the new system, and the maximum possible respawn time is now 25% faster than the old average respawn time before you even factor in the improved respawning logic that the new sites use - where the time the site was spawned is used to determine the respawning time, rather than when the site was completed. Additionally, we’re also increasing the number of combat sites provided by most upgrades by 1, and also increasing the expiration time for the new capital focused escalations based on feedback we got from players struggling to complete or sell them in time due to fatigue/logistics of moving capitals.
Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)
Escalation Expiration timer from 24 hours to 72 hours.
Minor and Major Threat Detection Arrays.
Maximum Respawn Time reduced from 20 minutes to 12 minutes
An additional combat anomaly has been added to most upgrades
Adjusted anomalies spawned by Major Threat Detection Arrays in drone space to increase the amount of Drone Horde and Drone Patrol sites by replacing some or all of the Squad and Herd sites.
The new sets of sites spawned by each upgrade tier in each security band are as follows:
Non-Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Refuge 2x Den 1x Hidden Den | 1x Refuge 3x Den 1x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 3x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point |
-0.25 to -0.45 | 1x Refuge 2x Den 1x Hidden Den 1x Forsaken Den | 1x Refuge 3x Den 2x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 2x Hidden Rally Point 1x Forsaken Rally Point |
-0.45 to -0.65 | 1x Refuge 2x Den 2x Hidden Den 1x Forsaken Den | 1x Refuge 2x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 1x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point 1x Forlorn Rally Point |
-0.65 to -0.85 | 2x Den 1x Hidden Den 2x Forsaken Den 1x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 3x Rally Point 1x Hidden Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 4x Rally Point 2x Hidden Rally Point 2x Forsaken Rally Point 2x Forlorn Rally Point |
-0.85 to -1.0 | 2x Den 1x Hidden Den 2x Forsaken Den 2x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 3x Hidden Rally Point 3x Forsaken Rally Point 3x Forlorn Rally Point |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Hub 2x Hidden hub 1x Forsaken Hub | 3x Hub 2x Hidden hub 2x Forsaken Hub 2x Forlorn Hub 1x Haven | 4x Hub 3x Hidden hub 3x Forsaken Hub 3x Forlorn Hub 2x Haven |
-0.25 to -.045 | 2x Hub 1x Hidden Hub 1x Forsaken Hub 1x Forlorn Hub | 2x Hub 3x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 2x Haven | 2x Hub 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 4x Haven 1x Sanctum |
-0.45 to -0.65 | 2x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 1x Haven | 3x Hidden Hub 2x Forsaken Hub 3x Forlorn Hub 3x Haven | 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 6x Haven 2x Sanctum |
-0.65 to -0.85 | 1x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 2x Haven | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 4x Haven 2x Sanctum | 2x Hidden Hub 3x Forsaken Hub 2x Forlorn Hub 7x Haven 3x Sanctum 1x Forsaken Sanctum |
-0.85 to -1.0 | 2x Forsaken Hub 2x Forlorn Hub 2x Haven 1x Sanctum | 3x Forsaken Hub 2x Forlorn Hub 5x Haven 2x Sanctum | 2x Forsaken Hub 2x Forlorn Hub 8x Haven 4x Sanctum 3x Forsaken Sanctum |
Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Assembly 2x Drone Gathering | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 5x Drone Surveillance 3x Drone Menagerie 1x Drone Herd |
-0.25 to -0.45 | 2x Drone Assembly 2x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 4x Drone Surveillance 3x Drone Menagerie 3x Drone Herd |
-0.45 to -0.65 | 2x Drone Assembly 3x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie 1x Drone Herd | 2x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 3x Drone Herd 1x Drone Squad |
-0.65 to -0.85 | 1x Drone Assembly 2x Drone Gathering 2x Drone Surveillance 1x Drone Menagerie | 1x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 2x Drone Herd | 1x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 4x Drone Herd 2x Drone Squad |
-0.85 to -1.0 | 2x Drone Gathering 2x Drone Surveillance 3x Drone Menagerie | 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 3x Drone Herd 1x Drone Squad | 3x Drone Gathering 3x Drone Surveillance 5x Drone Menagerie 4x Drone Herd 3x Drone Squad |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Herd 2x Drone Squad | 5x Drone Herd 4x Drone Squad 1x Drone Patrol | 4x Drone Herd 6x Drone Squad 3x Drone Patrol 2x Drone Horde |
-0.25 to -0.45 | 2x Drone Herd 3x Drone Squad | 4x Drone Herd 4x Drone Squad 3x Drone Patrol | 2x Drone Herd 4x Drone Squad 5x Drone Patrol 5x Drone Horde |
-0.45 to -0.65 | 4x Drone Squad 2x Drone Patrol | 4x Drone Squad 6x Drone Patrol 1x Drone Horde | 2x Drone Squad 8x Drone Patrol 7x Drone Horde |
-0.65 to -0.85 | 3x Drone Squad 3x Drone Patrol | 2x Drone Squad 6x Drone Patrol 4x Drone Horde | 8x Drone Patrol 9x Drone Horde 1x Teeming Drone Horde |
-0.85 to -1.0 | 2x Drone Squad 4x Drone Patrol 1x Drone Horde | 1x Drone Squad 7x Drone Patrol 5x Drone Horde | 6x Drone Patrol 10x Drone Horde 3x Teeming Drone Horde |
Gameplay:
Adjusted the fitting warning message that appears for the Bowhead and Avalanche that warned you against fitting propulsion modules to them such as a 500mn MicrowarpDrive and advising you to fit capital sized propulsion modules (10000mn, 50000mn) which neither ship could fit. Instead, it now warns you that it could be inefficient to fit propulsion modules to the ships and may give less of a speed boost than you expect.
Localization:
Removed "Metallic" from being appended to the end of some Design Elements to make them uniform with others.
Fixed an issue that was causing respawn timers of certain combat anomalies to be too low.
The combat anomaly sites spawned by the new sovereignty hub upgrades are intended to respawn faster than anomalies spawned by older upgrades when completed at average speeds, providing a better experience for the vast majority of players. In Equinox, the respawn timers for these sites were adjusted to begin counting down when the previous site spawned instead of when the previous site was completed, causing the effective wait time for the next site to be variable depending on how quickly you completed the previous site. This means that instant respawns of sites are intended to happen in some cases, but not when chaining sites extremely quickly using multiple ships and optimal tactics.
In today's patch, we have partially addressed an issue that had been causing the intended cooldowns to not apply properly. This issue was most significantly affecting systems where the combat anomalies were being chain completed in a very short period due to hyper-optimized tactics with multiple characters. Respawn times can still be instant in some situations, especially when the sites are being run at average speeds, but they will no longer be instant every time when the sites are being completed very quickly.
Ship SKINR:
Updated SKIN License Tier indicators for better clarity.
Enhanced the Sequencing panel for design elements and sequence binder requirements.
SKIN listings from the Paragon Hub are now linkable.
Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.
Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.
Added sequencing time information to the design creation page.
Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.
Design Elements can now be filtered by finish for easier navigation.
Updated the Sequencing button to "Finalize Design" for clearer action.
The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.
Moved pagination controls to the bottom of the page in "View All" sections for better usability.
Sovereignty:
It’s now possible to visually see workforce transit, and sovereignty hub workforce configurations from the World Map.
To enable this option you will need to have the Station Manager, Director or CEO role in your corporation and be part of an alliance.
It can be turned on by going to Markers in the world map settings and then checking the Sovereignty Hub's box.
You can only see the status of Sovereignty Hubs that your corporation owns. Ones that belong to your alliance but not your corporation will show up as grey.
Sovereignty Hubs can be configured from this map view by right clicking on the sovhub workforce icon and then choosing the 'edit configuration' option.
Graphics:
VFX glow color on SOE ships are now correctly blue again (instead of lime green).
Removed a clipping rock from an acceleration gate on “Vengeance” mission site.
Turrets now correctly oriented on Khizriel.
Shipcaster construction containers now dynamically fills based on capacity loaded into the container by player.
Smoke VFX on warp from Gallente Frigates adjusted to be more transparent.
Police SKIN fixes for Coercer Navy Issue, Crusader, Skybreaker, Stormbringer, Stabber, Thunderchild, Cormorant, & Omen.
User Interface:
Added the Tax Rate for Orbital Skyhooks to the Show Info window for them to create parity with POCOs.
Improved clarity on the World Map, by making lines between systems brighter when choosing to show all lines.
Gameplay:
It’s now possible to deploy command centers on planets for Planetary Industry directly from the Infrastructure Hold, just like the Command Center hold.
Removed the right click → Scoop to Infrastructure Hold option for items that could not be scooped there, like Drones and Control Towers.
Localization:
Fixed several elements in the item trader window not being correctly localized.
Fixed several cases where localized text was overlapping or overflowing in the item trader window.
User Interface:
It’s now possible to expand the columns in the Sovereignty Hub configuration window.
The Recipe drop down list in the item trader window should be clearer and easier to understand.
Added a tooltip for when the trade is disabled because you are missing the required items in the item trader window.
Fixed a client side exception when simulating a fit, moving the drone quantity down to 0, and then moving it back up again.
Gameplay:
Reduced the minimum distance that Skyhooks can be deployed next to stargates and structures from 100,000km to 1,000km. This range was rarely and sporadically blocking skyhooks from being able to be deployed on planets which were very close to stargates/structures.
Structures & Deployables:
Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.
Gameplay:
Upwell Structure related ammo items in the charge category will now more consistently move into the Infrastructure Hold, such as Standup Bombs, Flak Ammo, Standup ECM Scripts, Structure Anticapital and Structure Anticapital missiles.
Fixed an Issue which could cause the Metenox moon drill (And all FLEX structures to a lesser extent) to have much shorter reinforcement timers than intended.
It’s now possible to open the configuration window of a Sovereignty Hub that had the Fuel Access ACL list deleted.
Gameplay:
Fixed an issue where it was not possible to list a SKIN License for sale in the Paragon Hub for a price higher than 2.1 billion.
Structures & Deployables:
Skyhooks now have a 15 minute repair timer instead of 5 minutes.
User Interface:
Added a notification and timer in the Info Panel when a Skyhook is being hacked, this timer shows when an active hacking is occurring, when it is successful, and when it is unsuccessful.
Gameplay:
Skyhooks and Metenox Moon Drills can now be found on the directional scanner and be probed with combat scanner probes.
Localization:
Fixed a typo in the description of Nocxium.
Fixed a typo in the description of the Sansha's Nation Occupied Mine escalation message.
User Interface:
It’s no longer possible to try and configure a Skyhook while you have it in your inventory / cargo, or while it’s still onlining.
The sovhub configuration menu will no longer let you drag an upgrade in from location that is not your ship and will display a user error when you try. (It would let you before in the simulation but would fail when trying to save).
Fixed an exception which occurred when closing the Sov Hub window from the corporation management window.
Gameplay:
Fixed an issue which caused strategic upgrades installed in sovereignty hubs running in the new system to continue to provide their effects until downtime if the sovereignty hub was destroyed.
User Interface:
Fixed an issue which caused lines between connecting systems to be missing from Insurgency map.
Sovereignty Transition
Check out this devblog for more information on Sovereignty Updates: Transition & Upgrades | EVE Online
Players with the appropriate roles in the corp which owns the Sovereignty Hub (Director or CEO) will now be able to choose to transition their sovereignty hub over to the new system.
All outstanding bills will need to be paid for a sov hub before it can transition.
When choosing to transition, a snapshot is taken of all of the current Strategic Upgrades installed in the sov hub (such as cynosural suppression and advanced logistics network) and these will remain active and functional until the next downtime, this means that players can transition to the new system and won’t have to worry about structures such as Tenebrex Cyno Jammers and Ansiblex Jump Gates going offline after transitioning, and they’ll stay online the entire time if they’re able to install and turn on the new equivalent upgrades before the next downtime.
All currently installed Military and Industrial upgrades will also continue to provide their sites until the next downtime. It should be noted that the new mining and combat upgrades will not have their sites appear until the downtime after they have been installed.
When a player chooses to transfer over to the new system, all of the old currently installed upgrades in the sovereignty hub will be moved to the HQ station delivery hangar of the corp which owns the sov hub for future reimbursement, when the sov hub also usurps the sovereignty claim from the TCU, the TCU will also be returned to the owning corporations HQ system delivery hangar.
It’s no longer possible for old sovereignty upgrades to be manufactured again. In the coming months, reimbursement will come to players who own the old upgrades, TCUs and their blueprints, this may come in the form of NPC buy orders, updating the refining costs to 100% build cost or converting old types into new types where it makes sense, more firm details will be provided at a later date.
Transitory Structure Rig Amnesty
All currently existing structures in sov nullsec will temporarily be able to remove their rigs without destroying them during the transition period which is from now until the next expansion which is scheduled for November.
This will only apply to rigs on structures anchored before 27 June.
Only players with the Station Manager role (Or Director/CEO) of the corporation which owns the structure will be able to take the rigs off.
Special rigs which are fitted to any remaining old nullsec converted outposts which became the special faction fortizars are not able to be removed, while other normal rigs can be removed from faction fortizars.
This only applies to structures in sov nullsec which can be claimed by player alliances. (even if it’s unclaimed or owned by a different alliance). This does not apply to structures which are located in other ‘lawless’ systems with a negative security rating such as NPC Nullsec or Wormhole space.
Upgrade Balance Adjustments
Adjusted the power provided by suns, so that the lowest power suns now start at 500 TW, rather than at 150 TW, the amount of power that the best suns still provide is 1000 TW. Suns that had power values between 150 TW and 1000 TW have had their amount provided increased to match the new scaling between 500 and 1000 TW of power.
The power, workforce and reagent costs of several upgrades have been adjusted
Reminder that you can see the full details in the Equinox System Resource Data spreadsheet.
Advanced Logistics Network (Enables Ansiblex Jump Gates)
Power cost reduced from 1500 to 1250
Workforce cost increased from 18000 to 25000
Superionic Ice consumption cost increased from 33 to 40 units per hour
Superionic Ice fuel startup cost increased from 2250 to 2750 units
Supercapital Construction Facilities (Enables Standup Supercapital Shipyard)
Power cost reduced from 2000 to 1750
Workforce cost reduced from 20000 to 17500
Superionic Ice consumption cost reduced from 220 to 145 units per hour
Superionic Ice fuel startup cost reduced from 15000 to 10000 units
Cynosural Suppression (Enables Tenebrex Cyno Jammer)
Power cost reduced from 800 to 500
Workforce cost reduced from 6400 to 5000
Magmatic Gas consumption cost increased from 1750 to 2480 units per hour
Magmatic Gas fuel startup cost increased from 120000 to 170000 units
Cynosural Navigation (Enables Pharolux Cyno Beacon)
Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour
Minor Threat Detection Array 1
Workforce cost reduced from 2700 to 1890
Mining Upgrade Adjustments:
Changes made to new Ore types provided by the new mining upgrades.
All variations of Kylixium
Volume reduced from 1.5m3 to 1.2m3
All variations of Griemeer
Volume reduced from 1m3 to 0.8m3
All variations of Noxcite
Volume reduced from 6m3 to 4m3
All variations of Ueganite
Volume reduced from 8m3 to 5m3
Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1600 to 2000
Isogen from refining 100 units increased from 80 to 120
Dull Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1680 to 2100
Isogen from refining 100 units increased from 84 to 126
Serrated Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1760 to 2200
Isogen from refining 100 units increased from 88 to 132
Sharp Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1840 to 2300
Isogen from refining 100 units increased from 92 to 138
Additionally, all mining upgrades will now also have a small chance of spawning a Large Mercoxit Cluster Site.
These changes will make the new ore types more valuable than before, reducing the volume of the ores will make them provide higher minerals per hour when mined (Because mining yields are based on m3) and therefore higher ISK per hour.
TCUs no longer provide a flat 25% bonus to fuel bays of control towers.
TCUs no longer provide an evemail notification to the corporation which owns it when a control tower is anchored in their space
(Both of these have been in effect since Equinox launched)
User Interface:
The number of results in the Colony Resource’s section of the Agency has increased from a maximum of 30 to a maximum of 120.
Added the option to filter Colony Resource’s Per-system or Per-planet.
Miscellaneous:
Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.
Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.
Gameplay:
It’s now possible to command drones to attack skyhook reagent silos.
Corporation Project:
It is now possible to select the Capsule as the Ship Type parameter for following contribution methods:
Damage Capsuleers
Destroy Capsuleer's Ship
Remote Boost Shield
Remote Repair Armor
Ship Loss
Note: the “Golden Pod” variant provided by Genolution 'Auroral' AU-79 implant will not be recognized as a Capsule for contribution purposes for now.
Corporation Project + Daily Goals:
“Salvage Wreck” contribution method for both the Corporation Projects and AIR Daily Goals will now count any successful salvage attempts, even if the wreck didn’t yield any salvage materials.
Daily Goals:
Target value for ‘Salvage Wreck’ has been changed to 5.
Homefront Operations:
Additional sites can now spawn near Hek.
Increased the minimum contribution amount required to be rewarded in Salvage Research sites.
The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.
Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.
Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.
Agency:
Fixed an issue where the Cosmic Signatures Agency page results could show systems (besides the current system in certain situations) with 0 signatures.
Corporation Project:
The Rewards tab window in AIR Opportunities now displays the amount of ISK for Corporation Projects claimable rewards instead of the numbers of contributions.
Daily Goals:
AIR Daily Goal for earning Loyalty Points now recognizes the amount of LP earned before the player corporation LP tax takes effect. This allows members of corporations with 100% LP tax to complete the Earn LP Daily Goal.
Homefront Operations:
Payment can no longer be received after failing a Traffic Stop site.
Fixed an issue that could cause no Wreckages to appear within a Salvage Research site.
Fixed an issue that could cause some Traffic Stop and Stabilize Rift sites to spawn with missing assets.
Characters can receive rewards in Stabilize Rift sites even if they only neutralize arrays.
Contraband Data from Traffic Stop sites can now be sold to NPC buy orders.
Damaged Werpost and non-interactable wrecks within Salvage Research sites will no longer explode or despawn on successful site completion.
Wreckages within Salvage Research sites will now use the empty wreck icon.
Station wreck explosions will now be better synced with the Salvage Research failure timer.
Leshaks within Stabilize Rift sites will now remain invulnerable.
Noncombative drone NPCs within Gallente Traffic Stop sites will now remain invulnerable.
PVE:
Adjusted the warp-in points for Strange Energy Readings and Core Stronghold anomalies.
Ship Tree
Added missing translations for the Ship Tree’s 'New Unlocks' button and title.
User Interface:
Fitting Icon for Ship Cards
To assess the load to the server, we will be adding the fitting icon for all ships in the hangar in 'Ship Card' view, for a subset of players, and gathering data this week.
Gameplay:
Removed Collision from the Skyhook Reagent Silo. This should result in far less players bumping off what seems to be an invisible hitbox and should resolve some NPCs getting bumped away at high speeds when warping to the Skyhook.
SKINR:
Reward Track SKINR Milestone now shows the text "SKINR".
Homefront Operations:
Three new Homefront Operations sites have begun appearing throughout empire-owned High Security systems. Like existing Homefront Operations, these sites will primarily be found near trade hubs and Career Agent systems.
Unlike existing Homefront Operations, these sites will only permit standard T1 Destroyers and T1 Frigates. Their rewards are also optimized towards a smaller fleet of 3 pilots.
Traffic Stop
Smugglers disguised as legitimate transports are using this location to hide the trafficking of Contraband Data. Scan the cargo holds of vessels on site to identify the smugglers and destroy them before they dock without disturbing innocent civilians.
Stabilize Rift
Sleepers are attempting to collapse an Abyssal rift we have been ordered to keep open. Drain the capacitors of their Destabilizing Arrays to foil their plans.
Salvage Research
Ashes of Turnur extremists have attacked a research facility. Salvage wreckage to secure Encrypted ‘Istina’ Data before the site's reactor explodes and they are lost forever.
SKIN Selling in Paragon Hub:
Players can now sell the SKINs they create in the Paragon Hub through the Collection.
Selling Options
Players can set both the price and the currency (PLEX or ISK) for their SKINs.
A brokerage fee, always charged in ISK, is required to list a SKIN for sale. This fee is based on the selected listing duration, in line with current Marketplace standards.
Pricing can only be set in whole numbers and must be greater than 0.
Brokerage fees are displayed to the player based on the chosen listing duration.
Required skills must be met to list SKINs on the storefront.
Taxation
Sales are taxed in the currency chosen (PLEX or ISK).
Taxes are rounded up to the nearest whole number.
Listing Duration
Players can choose from various listing durations:
1 Day
3 Days
1 Week
2 Weeks
1 Month
3 Months
Get ready to expand your in-game business by selling your unique SKINs and managing your listings directly in the Paragon Hub!
🤝 The Ship SKINR is located in a new folder - Paragon Services in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!
Sovereignty:
The planned date for allowing Sovereignty Hubs to transition to the new system, and for new Sov Hubs deployed to be operating in the new system, has been delayed 1 week from June 20th to June 27th. We outline why we're delaying it here.
Blueprints for old “defunct/deprecated” sov upgrades can be manufactured once again to make sure there are still enough old upgrades around with this small delay.
Research/Copying and buying new blueprints is still disabled
the planned date for manufacturing to be disabled again is June 27th.
Ships:
The Infrastructure Hold can now contain Command Centers.
Standup Fighters are now able to be stored in the Infrastructure Hold again.
Agency:
Fixed an issue where search results could show systems with 0 available sites in some Agency pages.
AIR Opportunities:
Non-item rewards will now be claimed after pressing the ‘Claim All’ button in the ‘Rewards’ tab of the AIR Opportunities even if there are item rewards that are not claimed because of no redeeming location being selected in the process.
Gameplay:
Sequence Binder welcome package can now be moved between inventories.
Sequencing skills group is now shown in the Market.
Fixed an issue where if a Metenox Moon Drill was transferred between corporations then the moon material bay would not show the old materials that belonged to the old corporation owner, and it would mine there until downtime.
PvE:
Fixed players being decloaked by an invisible object in C5 & C6 sites.
Ship Tree:
Alpha capsuleers with trained Omega skills will now be able to see them as yellow-colored tiles in the Ship Tree.
User Interface:
Fixed an issue where limited design elements appeared as deselected in the Ship SKIN design editor after running a sequencing job for it.
Fixed various UI overlaps on smaller window sizes in the Ship SKINR.
Fixed an issue where the UI remained visible under custom SKIN designs after activating a SKIN license.
Fixed an issue where the Hull Type filter didn't reset correctly when navigating away from the Paragon Hub tab in the Ship SKINR.
Fixed an issue where an Expert Systems' ‘View in Store' button was slightly cropped in the Requirements tab of a ship’s Information window.
Fixed an issue where progress bars in Info Panel objectives could be missing their displayed current/goal value when no progress had been made.
Fixed an issue where item icons would be missing when dragging items from the Redeem Items queue on the character selection screen.
Miscellaneous:
Equinox DLI Day 6 Alpha reward has been updated to Basic Cerebral Accelerator.
Missions & NPCs:
Adjusted the Force field in the Infested/Shielded Starbase escalation to have less regeneration so Dreadnoughts with less optimal fittings can kill it.
Shield Hitpoints: 300,000 → 400,000.
Shield Regeneration Time: 60s → 120s.
Peak Shield Regeneration: 12,500 HP per second → 8,333 HP per second.
User Interface:
Fixed an issue causing the search panel in the ‘Find New Corporation’ tab to become unusable after searching once.
Fixed an issue that blocked players in structures from boarding Omega ships unlocked by Expert Systems.
Missions & NPCs:
Adjusted the Infested/Shielded starbase escalation’s Forcefield and Control Tower Signature Radius from 1000m to 32000m so that all capital weapons (Such as T2 XL Torpedo’s and close-range heavy fighters will now be able to apply full damage).
Science & Industry:
Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.
Metenox Moon Drills can now be bought and sold on the market.
Skyhook Blueprints now get benefits for manufacturing from engineering complex structure rigs that provide bonuses to structures, such as the Standup XL Set Structure and Component Manufacturing Efficiency I rig.
Ships:
🤝 Further tweaks based on player feedback.
Carriers:
Conduit jump fuel cost per LY reduced from 21,000 to 3,000.
Squall:
Powergrid Output increased from 215 to 250.
Deluge:
Powergrid Output increased from 180 to 190.
Torrent:
Powergrid Output increased from 230 to 265.
Corporation Window:
Bulletins now show in the Corporation Window for all members of the corporation.
Gameplay:
Standup Fighters will now function again.
As a side effect of rolling back a change, Standup Fighters can no longer be included in the Infrastructure Hold, we’re working on getting a fix for this in the coming week.
Graphics:
Fixed icons for Metenox Moon Drill and Avalanche wrecks.
Homefront Operations:
Homefront Operation sites will now periodically check if the current owner is within the combat area and reassign ownership if not.
New Player Experience:
Added missing highlights and blinks.
User Interface:
Fixed an issue where the filters for Power and Workforce in the Colony Resources section of the Agency did not work.
The input fields for Power and Workforce filters in the Colony Resources section of the Agency have been made larger so that four digit numbers can now be easily read.
The SKINR Collection will now load all design components correctly in languages that use non-ASCII characters (ie. Chinese, Japanese, Korean, and Russian).
The PLEX icon in the SKINR Studio is no longer overlapped by the price text.
The SKIN Name text in the SKINR Studio is no longer cut off at various UI scaling settings.
Opening the Design Components page in the Market will no longer cause an FPS drop.
Fixed an issue preventing inventories from loading in stations/structures with Asset Safety containers.
Fixed incorrect padding between items in inventory windows.
Air Daily Goals & Reward Track:
When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.
Insurgencies:
Counter-Insurgency Sentry Guns have had a 30 day decay timer added to them, so they will now disappear after 30 days from being deployed. Existing ones will also disappear after 30 days from now if they aren’t destroyed by players.
Login Rewards:
Until June 20th a special set of Expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Market:
The new navy fighters will now appear in the faction and storyline drop down section for the market.
Science & Industry:
Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.
Magmatic Gas has had it’s volume adjusted from 1.5m3 to 0.1m3.
Ships:
The Upwell Haulers were a little too strong if they were fit for max tank (ignoring the missile bonus completely), so we’re rebalancing them by bringing their powergrid and CPU requirements closer to existing ships in their class, and giving them a huge fitting reduction bonus to medium missile launchers.
Added a new role bonus to the Squall, Deluge and Torrent: 90% reduction in heavy missile launcher, heavy assault missile launcher and rapid light missile launcher powergrid and CPU fitting requirements.
Squall
Powergrid Reduced from 400 to 215
CPU Increased from 380 to 395
Base price adjusted so it no longer insures for more than the build cost.
Deluge
Powergrid Reduced from 430 to 180
CPU Reduced from 400 to 300
Agility increased from 0.51x to 0.59x
Torrent
Powergrid Reduced from 460 to 230
CPU Reduced from 420 to 305
It is now possible to put Standup Fighters, Upwell Structure ammo and bombs inside the infrastructure hold of the Upwell Hauling ships (Squall, Deluge, Torrent and Avalanche)
It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.
Structures & Deployables:
The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.
User Interface:
Added a ‘Create Skill Plan’ button to the Confirm Skill Purchase window that pops up after clicking the new ‘Buy and train’ button for required skills.
Air Daily Goals & Reward Track:
The glow around Omega rewards is now in sync after hovering the icons in the Daily Goals tab for Alpha players.
The Reward Track and / or Daily Goals are now showing up when first opening the Air Opportunities Homepage.
Claim All button is now visible in the Daily Goals Reward Track page after completing one Daily Goal.
Claim All button no longer reappears after being used.
The Reward Track’s milestone for SP is now showing correct information.
Audio:
SFX for the Metenox Moon Drill now triggers and loops properly.
Corporation Projects:
Corporation Window no longer displays duplicated Offices in “My Corporation”.
Gameplay:
Long-Range Heavy Fighters can now use their Micro Jump Drive ability again.
Mobile Micro Jump Units are functional again.
Graphics:
Molok material maps have been intentionally adjusted (less metallic veins on the ship).
Some ships now have 3 customization slots in the SKINR instead of 4:
Triglavian ships
Bane
Rhea
Charon
Pattern settings are now carried over when selecting a new hull within the SKINR (mirroring, pattern display toggle).
Structure SKIN is now displayed correctly in the fitting window.
Alphabetical filtering in the SKINR is no longer case sensitive.
Quantity of activated and unactivated SKINs is now updated after activating a SKIN from the SKINR Collection.
Temporary SKIN license is no longer active on boarded ship after expiring.
Sequencing in Progress count now updates correctly after starting a sequencing job in the SKINR Studio.
Sequencing max jobs count now updates immediately in regards to skill levels.
3D ship preview in SKINR resets to active ship after using “Complete Now” on sequence job.
Pattern display toggle updates correctly for 3 slot ship configurations in the SKINR Studio.
Create New Design resets to active ship after viewing a design for another hull.
SKIN icon cards no longer appear with black background as it did for some.
Activating a SKIN license from the Collection no longer reloads the entire Collection.
Fitting Window Personalization tab optimized to load quicker when loading custom SKINs.
Correct description added for the Batch Sequencing skill in the Show Info window.
Correct highlighting appears on stack of unactivated SKIN licenses when a copy was previously activated from the stack.
Limited Metallic Nanocoatings are referred to correctly in Show Info window.
SKINR instantly updates with account clone state changes.
There is now indication in the SKINR Collection when one SKIN license is activated from a stack of multiple licenses.
Expandable panels no longer overlap Customization Slot and Back button in SKINR Studio on smaller window sizes.
Studio page optimizations to handle situations after many Sequencing in Progress jobs are running and interacting with UI.
Ambient traffic no longer appears outside of an unanchored Skyhook.
Fixed an imbalance in the beam brightness on the Skyhook's lower platform.
Cleaned up floating lights and z-fighting on the Skyhook wreck.
Restored missing decals on the Cyno Beacon.
Metenox Moon Drill now has collision.
Mining beam no longer disappears when warping away from Metenox Moon Drill and returning.
Fixed clipping issues and floating lights on Metenox Moon Drill.
Ship Tree:
The Ship Tree’s ship group icon tooltips will now work correctly when the required skill(s) is only trained with Expert Systems.
The Neocom Ship Tree icon will no longer start to blink again after viewing a ship unlock in the Ship Tree’s ‘New Unlocks’ section.
User Interface:
The Agency page for Colony Resources will now show results when opening for the first time and after pressing the ‘Reset All’ button. Also, the sorting of the results is now correct when using the filters.
Fixed an issue that prevented the Show Info window for stars to show correctly.
Faction names are no longer bleeding out of their Ship Tree info box on some UI Scaling settings.
The ‘Add all skills to Skill queue’ button now correctly does not appear after completing the ‘Buy and train’ flow in the Mastery tab of a ship’s Information window.
Packaged items now display their correct volume per unit in the on-hover tooltip and elsewhere.
The Equinox expansion is out!
Full overview of the contents of the expansion can be found here: Equinox Expansion Notes!
Additionally, for those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!
NES:
FREE 7 Days Omega is back until 20 June.
🤝 Added Mining Drone Operation III skill to Mining Barge Operations Expert System.
Gameplay:
The Triglavian Encryption Methods skillbook was incorrectly giving a 1/30 bonus per level to invention success chance, rather than 1/40 like all other Encryption Method skillbooks. This has been corrected.
The result is that all triglavian tech II ships and modules will now have slightly lower invention success chances.
Hornet EC-300’s will now appear as being unlocked by Electronic Warfare level IV when looking at the Electronic Warfare skill show info window.
Homefront Operations:
Logistics NPCs within Abyssal Artifact Recovery sites will no longer become inactive after their initial spawn.
Info Panel objectives will now appear correctly if the character is already within a site on log-in.
Prevented some environmental objects within Metaliminal Mining sites from appearing within the wrong weather type.
Fixed a rare issue causing some Metaliminal Mining sites to appear without an asteroid present.
Fixed a rare issue that could cause the Drifter Battleship to appear when first entering an Abyssal Artifact Recovery site.
Triglavian Battleships within Abyssal Artifact Recovery sites now use correct turret duration and HP values.
Hello spacefriends!
The Equinox expansion is just around the corner, arriving at 11:00 UTC 11 June! As with previous expansions, we are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.
The Equinox expansion introduces significant updates to nullsec sovereign space, with Upwell structures, notably the Orbital Skyhook, Sovereignty Hub, and Metenox Moon Drill.
Orbital Skyhooks, replacing Customs Offices, will be essential for extracting new resources like Power, Workforce, and Reagents from planets. However, this also introduces a new vulnerability as some of these structures can be hacked, and all of them can be destroyed by players, creating new opportunities for conflict and resource theft. Furthermore, their presence attracts pirate attention, adding another layer of risk.
The Sovereignty Hub replaces existing territorial structures and introduces upgrades to enhance player-controlled nullsec systems. These upgrades offer strategic choices for specializing controlled systems, leading to territorial conflicts and dynamic gameplay. For instance, the Pirate Detection Array upgrade can reveal high-value combat sites with escalation potential, while other upgrades unlock hidden ore deposits. Additionally, the Metenox Moon Drill, a new deployable structure, allows automated moon mining in lowsec, nullsec, and wormhole space, opening up resource opportunities for smaller groups and creating new targets for aggressors.
Replacing the Customs Office, the Orbital Skyhook takes the form of an anchor, and will be required to extract resources from planets. It not only replaces but retains the functionality of the Customs Office as a resource interface for planetary industry, but also enables the extraction of new colony resources introduced with Equinox. Skyhooks can be attached to all planet types, but only within player-owned sovereign nullsec space, and only one can be placed in orbit of each planet.
Power - Power is provided by the sun, with larger blue suns giving the most power, and small orange suns giving the least power, it is also provided by gas, storm and plasma planets. Power cannot be moved and is local to the solar system.
Workforce - Workforce is provided by the working population available on suitable planets, which are barren, oceanic and temperate planets. Workforce can be imported and exported via the Sov Hub through different solar systems that the same alliance controls, as long as the systems are directly connected together.
Reagents - Reagents come from ice and lava planets and have to be manually collected and moved.
Magmatic Gas - Is provided by lava planets and is used to fuel the Metenox moon drill, as well as the Cynosural Navigation (Pharolux cyno beacon) and the Cynosural Suppression (Tenebrex cyno jammer) upgrades.
Superionic Ice - Is provided by ice planets and is used to fuel the Advanced Logistics Network (Ansiblex Jump Gate) and the Supercapital Construction Facilities upgrades.
Take Access to the Reagent Bay is governed by an ACL on the Skyhook, which can be set by players with the Station Config Manager role, Directors or the CEO of a corporation.
Immature Reagents will be produced over time from Skyhooks anchored at lava and ice planets, and will slowly become mature, at which point they can be extracted by players. Skyhook maturation yield will gradually improve over time as their immature bay fills up. If a Skyhook is stolen from, then the thief will steal 40% of both the immature and mature bay contents and will destroy the rest. This loss resets the improved ramping maturation yield, making defending Skyhooks important.
Reagents can be stolen by linking to the Skyhook Reagent Silo which is present at Skyhooks that are harvesting reagents from ice and lava planets. To link to a Silo, players will need to shoot it to below 10% Shield HP first, and then will need to link to it using a ship which is cruiser sized or larger including Capital ships but excluding Freighters and Jump Freighters. While linked, players cannot warp, use micro jump drives, cloak or tether, and their maximum velocity is capped at 1000m/s. Additionally, starting a theft on a Skyhook Silo will send a notification to all players in the solar system, and after 2 minutes, all pilots 1 jump away, and finally, after 5 minutes, an additional notification to all pilots within 2 jumps. After 10 minutes have passed, the theft will succeed, and a cargo bay will eject loot from the Silo for anyone to collect.
The Orbital Skyhook has a single reinforcement cycle, with similar hitpoints, resistances and damage cap to existing upwell medium structures, such as the Raitaru and Athanor.
Corporations who own a Customs Office at a planet can replace it with a Skyhook by going to their Customs Office and deploying a Skyhook. The Customs Office will then be replaced with a Skyhook and all the PI commodities inside the custom office will automatically be transferred into the Skyhook.
If a corporation wants to deploy a Skyhook at a planet which contains another corporations Customs Office, they will need to destroy the Customs Office before they can deploy a Skyhook.
Pirate Asteroid Belt NPCs can show up at Skyhooks.
Blueprint Originals for the Skyhook can be obtained from all Upwell Consortium corporation member NPC stations for an ISK cost of 5.5 billion ISK.
For those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!
skyhook ice 03Orbital Skyhook Input Material Requirements:
Structure Construction Parts | 1 |
Structure Storage Bay | 2 |
Structure Reprocessing Plant | 1 |
Structure Office Center | 1 |
Structure Acceleration Coils | 2 |
A new modular structure that is dedicated to governing a star system and the colonies and infrastructure it contains. The Sovereignty Hub will be the center of operations for capsuleer alliances for the control of nullsec systems.
The Sovereignty Hub is placed around the star in a system and is the central location for installing and managing sovereignty upgrades. Authorized capsuleers can interact with the Sovereignty Hub to allocate colony resources to installed upgrades.
On expansion day, all existing Infrastructure Hubs will be replaced with the new SovHubs graphics, name and description, and their location will automatically be moved 2,000,000km from the sun.
TCUs will continue to represent the legacy claim in a system that hasn't yet had a Sovereignty Hub deployed, or where the IHub hasn't yet transitioned.
New TCUs can no longer be deployed or captured if they were previously deployed but not captured.
Any ongoing TCU campaigns will be cancelled.
TCUs can no longer be targeted by entosis and so cannot be used to remove a claim.
Instead, an attacker must usurp the claim by capturing the Sovereignty Hub in the system.
Sovereignty Upgrades provide the primary use for the new Colony Resources: Power, Workforce, and Reagents, as Colony Resources are required to online these upgrades.
All of the Sov Upgrades BPOs for the Sov Hub in the new Sovereignty mode will be available for purchase on the market on expansion day and can be built ahead of time.
They will not, however, be able to be installed or functional until the Sov Transition is enabled on 20 June 2024. - more on that later in the blog.
Veldspar Deposit - Contains an abundance of Veldspar.
Mordunium Deposit - Contains a new ore Mordunium that is abundant in Pyerite.
Kylixium Deposit - Contains a new ore Kylixium that is abundant in Mexallon and contains amounts of Tritanium and Pyerite.
Griemeer Deposit - Contains a new ore Griemeer that is abundant in Isogen and Tritanium.
Nocxite Deposit - Contains a new ore Nocxite that is abundant in Nocxium and contains amounts of Tritanium and Pyerite.
Hezorime Deposit - Contains a new ore Hezorime that is abundant in Zydrine and contains amounts of Tritanium and Isogen.
Ueganite Deposit - Contains a new ore Ueganite that is abundant in Megacyte and Tritanium.
These new Ore Deposits will not require new skills to mine.
Additionally, players completing any of the above asteroid belts have a small chance to get the first ever mining escalation! This site contains a massive amount of all types of Ore.
A set of new more challenging and rewarding combat anomalies have been added and are exclusively available through the new Major Threat Detection Array upgrades at the Sovereignty Hub. These sites are known as Forsaken Sanctums for the main pirate factions, and Teeming Drone Hordes for the Rogue Drones.
These new sites include larger numbers of higher difficulty NPCs than the existing Sanctum and Drone Horde anomalies, and some of the new NPCs will shoot at drones and fighters more readily than the NPCs in existing nullsec combat anomalies. These sites are especially well suited to be defeated by capsuleers flying battleships and marauders.
dungeon 01"A combat site where the player will encounter a.."
For an in-depth explanation of the SovHub transition, you can visit the Sovereignty, Structures & Transition devblog.
The Sovereignty Hub’s capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics. Each dedicated upgrade requires a mix of colony resources in the form of workforce, power, and reagents, and apart from the base power generated from the stellar flux, these must be provided by planetary exploitation through the new Orbital Skyhooks.
The Sovereignty Hub will generate some amount of energy for the system. The amount of energy generated by this structure is determined by an attribute on the star.
When a SovHub registers the claim (either a new one, or due to transition) any TCU in the system will be destroyed.
Once an alliance has deployed a new Sov Hub in Sov Hub mode or chosen to transition their Sov Hub from IHub Mode to Sov Hub Mode, they are then able to install the new upgrades listed above.
Upgrades cannot be installed if the energy cost of installed upgrades (regardless of state) would exceed the potential energy which the system could produce (assuming all planets had skyhooks installed).
Upgrades cannot be uninstalled once installed. They can be turned offline, but the only way to remove them is to destroy them like a ship rig, which is only doable by capsuleers with the appropriate roles to do.
Upgrades can be prioritized, capsuleers with the appropriate roles can do this. Higher priority upgrades are served first for available colony resources (energy, population and consumables). This gives the player control over which upgrades go offline first in case of resource shortfall where all installed upgrades do not have the necessary resources to run. An example of where a shortfall could happen would be a skyhook being destroyed.
Another deployable structure being introduced is the Metenox Moon Drill. Fueled in part by fuel blocks and also by Magmatic Gas harvested from lava planets. This structure can be deployed at moon mining points in lowsec, nullsec, and wormhole space. The Metenox will be less efficient than manual extraction by players using an Athanor or Tatara, but instead, it slowly collects the resources obtained from mining and refining moon ores over time at a rate of 40% efficiency. Players can control who has access to take the moon materials it harvests with an ACL.
The Metenox Moon Drill features a unique reinforcement flow. Once it has been deployed, the Metenox will not have automatic repairs like other Upwell Structures, instead, players will need to manually repair the shield and armor if it gets attacked. The Metenox has a single reinforcement cycle in Hull, once it leaves reinforcement, it will need to be repaired to 100% Shield OR 100% Armor HP in order to fully repair itself and gain the reinforcement cycle back and be able to have the service module turned on again, the Metenox does not have a damage cap like other Upwell Structures, and instead behaves a lot more like an old moon mining POS prior to the Lifeblood expansion.
Shield HP: 1,000,000 (4,000,000 when high power), 75% resists.
Armor HP: 1,000,000 (4,000,000 high power), 75% resists.
Hull HP: 24,000,000, 0% resists
The Metenox provides no defenses, weaponry or tether ability.
Only a single Metenox, Athanor or Tatara can be at the same moon mining location at any time.
If a Metenox is reinforced, the moon materials it has in the Moon Mineral hangar are trapped and will be dropped as loot when it is destroyed.
Metenox moon Drills will require an Integrated Moon Drill Armature to be built, and will always drop it at a 100% rate, this functions as a built in Upwell Quantum Core. The cost of the core is 300 million ISK in Upwell Consortium member stations.
The Metenox Moon Drill blueprint is available from Upwell member NPC stations for 6 billion ISK.
Metenox Moon Drill Blueprint Manufacturing Input Materials:
Structure Construction Parts | 3 |
Structure Storage Bay | 1 |
Structure Reprocessing Plant | 1 |
Structure Office Center | 1 |
Integrated Moon Drill Armature | 1 |
As part of the Equinox expansion, 4 brand new upwell themed industrial ships are being released. These include a Hauler, two additional tech II hauler variations for a blockade runner and deep space transport, as well as a capital-sized Freighter. These ships feature the brand-new Infrastructure hold, high amounts of missile firepower for their size and above average speeds.
The Infrastructure hold is a brand-new type of specialized cargo hangar which is capable of carrying a large number of infrastructure related items. This includes upwell related structures such as citadels and flex structures, structure modules, service modules, fuel related items, sovereignty infrastructure, sovereignty upgrades, reagents, moon materials, planetary commodities and more.
We are adding 3 new skills related to the Upwell Hauling ships, this includes one skill for flying the medium sized hauler and the tech 2 variations, one skill for the Upwell Freighter, and an additional skill for inventing and building the Tech II Variations.
Upwell Haulers [x4]: 2,000,000 ISK at all Upwell Consortium member corporation stations.
Upwell Freighters [x10]: 80,000,000 ISK at all Upwell Consortium member corporation stations.
Upwell Starship Engineering [x5]: 10,000,000 ISK and 15,000 LP at Factional Warfare Empire Militia LP Stores.
Upwell Haulers is required to fly the Squall Tech 1 Hauler at level 1 and needs to be trained to level 5 in order to fly the Deluge and Torrent Tech II Transport Ships.
Upwell Freighters is required to fly the Avalanche Freighter.
Upwell Starship Engineering is required to run an invention job on a Squall blueprint copy and needed to manufacture tech II blueprint copies of the Deluge and Torrent Transport Ships.
Carriers have been struggling to find a healthy spot in the ecosystem for quite a while now. They were incredibly powerful in the past when they had godlike application that made them the best option to always bring even over other sub-capital counters, and it was often better to bring a Carrier to counter a group of a frigates rather than destroyers or rapid light cruisers etc. After the application nerf, and adjustments to the cost of capital ships they’ve struggled because they don’t have a well-defined role. Revamped Marauders and Dreadnoughts have made those the superior PVE options for CRAB beacons and Haven/Sanctum ratting and the better choice for PVP when it comes to fighting both sub-capitals and capitals, pushing carriers out of the meta.
Our aim here is to give them a more defined role as a platform that specializes in fleet/troop transport and shaping the battlefield through powerful positioning tools.
Carriers will now have the capability of using a Conduit jump to take 5-30 players in the jump tunnel with them. The Number of players which are passengers for the jump is increased by a new skill, Capital Jump Portal Generation, which increases the limit by 5 per level. This is built into Carriers and does not require a module to be fitted.
Prerequisite will be Jump Portal Generation V, with a training multiplier of 14x. Purchase location will be in the standard empire schools for the price of 250m.
Ships which can be passengers for a conduit jump include all variations (Including Faction, T2, T3 etc.) of Corvettes, Frigates, Destroyers, Cruisers, Battlecruisers and Battleships.
Carriers will gain the ability to fit new capital sized versions of the Micro Jump Drive and the Micro Jump Drive Field Generator, both of these modules will require a new skill, Capital Micro Jump Drive Operation.
The Capital Micro Jump Drive jumps a Carrier 250km in whatever direction it is facing.
The Capital Micro Jump Field Generator will jump a Carrier, 50 extra sub-capitals, and up to 4 capitals around it (Capitals are counted separately to sub-capitals) 250km in whatever direction it is facing.
This can move ships which are in siege! Such as Sieged Dreads, Triage mode FAX and Rorquals with cores active!
After the jump completes, all ships moved by the jump are scrammed for 5 seconds and unable to be moved again by MJD / MJFG until the effect expires.
Both modules can be stopped by warp scramblers and scripted Heavy Interdictor Warp Disruption Field Generators.
The Networked Sensor Array will block the activation of a CMJD / CMJFG module by the ship it is activated on. A carrier may still be moved by another ship activating a CMJFG while its NSA is active.
The skill books are located in all empire school stations and can be purchased from the character sheet directly.
Cost: 250 million ISK from an empire school stations, or 325 million ISK from the character sheet.
Blueprints for both new modules will be found in Data sites.
Only one of these modules can be fit on a Carrier at any given time.
12 New Faction Light and Support Fighters have been added to the game. Navy Faction fighters feature significantly higher hitpoints than Tech 1 and Tech II fighters, but have slightly lower firepower and ewar strength than tech II fighters. Blueprint copies for the fighters can be found exclusively in empire Factional Warfare militia LP stores.
Imperial Navy Templar Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / 24th Imperial Crusade
Caldari Navy Dragonfly Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / State Protectorate
Federation Navy Firbolg Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Federation Defense Union
Republic Fleet Einherji Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Tribal Liberation Force
Imperial Navy Equite Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / 24th Imperial Crusade
Caldari Navy Locust Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / State Protectorate
Federation Navy Satyr Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / Federation Defense Union
Republic Fleet Gram Blueprint (15x runs),180,000 LP, 180,000,000 ISK / Tribal Liberation Force
Imperial Navy Cenobite Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / 24th Imperial Crusade
Caldari Navy Scarab Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / State Protectorate
Federation Navy Siren Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Federation Defense Union
Republic Fleet Dromi Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Tribal Liberation Force
Damage increased from 1 million to 2 million.
This means that a max skilled Titan Doomsday goes from 1.5m to 3m damage.
As capital ship EHP values have increased in recent years, particularly with the addition of navy faction dreadnoughts, we want to bring the doomsday damage back up to a state where it can remain respected and feared.
The Yacht has seen some abuse as a nigh uncatchable Wormhole rolling ship. We aim to remove it as a viable roller with the following changes.
PG reduced from 300 to 100.
Mass reduced from 10,000,000 to 1,000,000.
Agility adjusted from 0.4 to 4.0 to keep align time the same after these changes.
With the Avalanche having a heavy focus on Auto-Targeting Missiles, faction variations of existing Auto-Targeting Missiles have been renamed to ‘Legion’ Auto-Targeting Missiles and are now obtainable in the Mordu’s Legion LP Store for LP and ISK costs of existing missiles of the same size.
The FOB Spawning rules have been adjusted so that the FOBs are far more likely to be placed in Command Operation Systems, Adjacent to Frontlines, rather than in the rearguard solar systems of winning factions.
The Aim of this change is to try and promote more fighting and less farming in the backlines by having the chosen location of the FOB be in a location where current factional warfare militias are duking it out, it’ll also make the FOB solar system more relevant to current militia group campaigns and concentrate the PVP opportunities in factional warfare lowsec.
Small NVY-1 complexes are no longer “Static” guaranteed respawns in Rearguard, Command Operations and Frontline solar systems and will now roam instead. In their place Medium ADV-1 complexes will now be static and there will always be 1 guaranteed assuming it hasn’t been completed recently.
The aim here is to promote a little more diversity and help make bigger ship types be more relevant to factional warfare system control over time. It also makes it a bit easier to de-contest rearguard solarsystems.
FW Battlefield NPCs will now spawn more slowly between waves and will now orbit the capture points much closer than before.
Our intention here is to make killing the NPCs the optimal path for progress on the capture points, rather than keeping a single battlecruiser NPC alive outside of the capture point.
Added a new faction command mindlink which gives a bonus to Information and Skirmish command bursts - Guri Malakim Command Mindlink. It is available in the Commando Guri and Malakim Zealot LP stores, which are located in Zarzakh or the insurgency FOBs. Cost is identical to other faction command mindlinks : 100,000 LP, 100,000,000 ISK and 1x Skirmish Command Mindlink, 1x Information Command Mindlink.
Added new faction and officer variants for the Signature Radius Suppression modules. Blueprints for these modules are exclusively obtained as rare drops from the pirate laundering center reward crates.
Domination Signature Radius Suppressor
Dread Guristas Signature Radius Suppressor
Zohar’s Modified Signature Radius Suppressor
Hakuzosu’s Modified Signature Radius Suppressor
Blueprints for the Vehement and Vendetta have been updated to reduce their build material requirements and be closer to other pirate faction capitals.
Updated build costs will be:
Graphical renovation to bomb impact VFX, increasing graphical fidelity to the different types to better present game play effects and readability.
Upwell Citadels, namely Athanor, Tatara, Raitaru, Azbel, Sotiyo, Ansiblex Jump Gate, Pharalux Cyno Beacon and Tenerex Cyno Jammer, have undergone an FX and lighting pass. Lights and effects have been added to enhance the visual appeal of these structures.
Structure explosions have also been made more visually enjoyable in Tidi!
All planets have received a considerable graphics overhaul. Included in this pass, is a resolution increase and rework of all planetary textures. Planet shader parameters have received updates, adding more vibrancy, variation and detail to planet surfaces. Furthermore different new effects and details, have been added to specific planet types. Planets with workforce capacity, will start to visually reflect this, with orbiting traffic visuals.
Paragon is proud to announce that capsuleers can now create fully customized SKINs for their ships using SKINR. Express your identity in New Eden like never before, as a new extension to SKINR unleashes a universe of possibilities by empowering creative capsuleers to design their own ship SKINs. Make each ship or fleet a declaration of your identity, explore a new career path, and strengthen the collective identity of your corporation or fleet. Through SKINR, the art of war takes on a new hue, allowing for unparalleled expression of identity in the theater of space.
The new SKINR interface can be accessed from anywhere in Space! Getting bored while gate camping? Sequence a new SKIN! Does your FC have you sitting in staging for too long? Design a new masterpiece! With the new SKINR Paragon introduces a robust palette of Design Elements, consisting of Basic and Metallic Nanocoatings as well as Patterns to Pilots across the Universe. Each SKIN design includes five customization slots: four for Nanocoatings and one for Patterns. Patterns also have a slot nested in them to add a Nanocoating onto the Pattern. Each Design Element comes in 2 flavors: Unlimited or Limited usage. The Unlimited Design Elements will require new Sequencing Binder items to be in your current Inventory. New Design Elements can be bought and sold on the Local Market, acquired in Events, Daily Goals, and through Loot Drops in various locations in game.
Players name their custom skins during the design process, including the option to add them to a SKIN line. Use your creations to express your unique identity and share them with other capsuleers. Players can also save up to 5 designs for future manufacturing.
Gathering design elements and sequence binders allows capsuleers to sequence ship SKINs for themselves or to sell to other pilots. Sequencing costs are based on a tier system and calculated in PLEX based on the rarity of design elements and complexity of the SKIN. Sequence Binders can be bought and sold on the local market, acquired in events, daily goals, and through loot drops in various locations in game just like their design element counterparts.
If you have the new skill Mass Sequencing trained up, you will be able to sequence multiple copies of the same SKIN at once. Skill levels determine the quantity allowed. You will also need to have enough Design Elements and/or Sequencing Binders for the amount of SKINs being sequenced.
What if you want to sequence a few different SKINs at once? Look no further than the new skill Parallel Sequencing and Multi-Thread Sequencing: These allow the sequencing of multiple SKIN designs simultaneously. Skill levels determine the number of simultaneous jobs.
There are a total of 11 new skills for those interested in specializing as SKIN builders. While having a build time for an item is nothing new for New Eden, we recognize that this represents a new paradigm for cosmetic items. To cater to those seeking instant delivery for ships SKINs, we've added an option to speed up the sequencing for an additional cost, varying on how much time remains, regardless of how many skins are in the sequencing job. This system is designed such that SKINs created with the additional cost remain balanced and do not disrupt market dynamics for those who specialize in the field of SKIN creation.
There is a new set of Skills that will elevate your SKIN Sequencing playstyle. These are all found under the new Category called “SEQUENCING”.
Sequencing Time Modifier Skills:
Basic Induction: Reduces sequencing time. First-tier skill with a 1x training multiplier and costs 5m.
Induction Efficiency: Reduces sequencing time. Second-tier skill with a 3x training multiplier of and costs 15m.
Advanced Induction Efficiency: Reduces sequencing time. Third-tier skill with a 5x training multiplier and costs 25m.
Peak Induction Acceleration: Reduces sequencing time. Fourth-tier skill with an 8x training multiplier of and costs 45m.
Mass Sequencing Skills:
Batch Sequencing: Allows sequencing of multiple copies of a design. First-tier skill with a 3x training multiplier and costs 1m.
Mass Sequencing: Allows sequencing of multiple copies of a design. Second-tier skill with a 6x training multiplier and costs 20m.
Industrial Sequencing: Allows sequencing of multiple copies of a design. Third-tier skill with a 9x training multiplier and costs 250m.
Multi-SKIN Sequencing Skills
Parallel Sequencing: Allows the sequencing of multiple different designs at once. First-tier skill with a 2x training multiplier and costs 40m.
Multi-thread Sequencing: Allows the sequencing of multiple different designs at once. Second-tier skill with a 6x training multiplier and costs 200m.
SKIN Selling Skills:
Hub Promotion: Allows the listing of more SKINs on the Hub. First-tier skill with a 1x training multiplier and costs 30m.
Hub Algorithm Optimization: Allows the listing of more SKINs on the Hub. Second-tier skill with a 5x training multiplier and costs 75m.
Each of these skills can be purchased straight from the Skill Window and needs to be trained to level 4 before being able to train the next tier.
These are new items that are required when using Unlimited use Design Elements.
Kerr Sequencer: Consumed by basic Nanocoatings when sequencing a SKIN.
Fermionic Sequencer: Consumed by Metallic Nanocoatings when sequencing a SKIN.
Alignment Sequencer: Consumed by Patterns when sequencing a SKIN.
A new cosmetics collection makes it simple to keep track of SKINR Made SKINs, Nanocoating's, and Patterns where you can apply SKINR made SKINs and filter through your collection.
Players can buy Basic Nanocoatings, Metallic Nanocoatings, and Patterns at the Paragon Hub. Soon after the expansion, players can choose to sell their created SKINs in the Paragon Hub. Listing options include duration (day, 3 days, week, etc.). HUB Listing Costs are charged in ISK, and the SKINR Service Fee apply to sales and are charged in the currency chosen for the sale of the SKIN.
Alpha accounts can sequence SKINs for all hulls that an Alpha account can pilot. Omega accounts however can sequence skins for any hull that is currently supported by the SKINR tool.
The Ship SKINR is located in the Utilities section in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!
Show Info now displays Ship Preview with your applied skin.
Clicking the Ship Preview in Show Info will open the Ship Preview Window with your applied skin.
Until June 17th a special set of expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
With Equinox, we will continue to build out the library of player activities that Corporations can author Corporation Projects for.
Introduced three new contribution methods to the Corporation Projects:
Ship Loss
Earn LP
Salvage Wreck
This update increases the total number of contribution methods available to 15.
These new contribution methods empower Corporations to:
Create Automated Ship Replacement programs:
Corporations can now automate SRPs using the Ship Loss contribution method in their projects, streamlining a previously manual process that often had to be handled outside of the game.
Incentivize Loyalty Point activities:
Corporations can incentivize activities that earn LP, particularly valuable for Factional Warfare (FW) corporations and their pilots.
LP Buyback Programs:
Corporations can set up LP buyback programs with ISK payouts by creating Earn LP projects and setting the LP tax to 100%.
Incentive Salvaging:
Corporations can now incentivize salvaging activities, offering a valuable income source for new players and promoting cooperation.
The UI navigation pattern has been updated to follow the navigational pattern established by the AIR Opportunities Window.
Tooltips have been added to each section describing its purpose and listing the roles required to access it
We have received a lot of positive sentiment on how the AIR Daily Goals improved on the, now deprecated, Daily Challenges system last December. For Equinox we will continue building out its capabilities and make it more engaging through a monthly reward track and improved interface in AIR Opportunities.
New AIR Daily Goals:
Earn 50 LP (Enforcer/Industrialist/Soldier of Fortune lines)
Salvage 15 Wrecks (Industrialist/Enforcer lines)
Monthly Progress Rewards: Progress by earning daily SP bonuses. There are four milestones in your monthly progress, and new rewards are unlocked at each one. Rewards include extra SP, PLEX, SKINR design elements and sequence binders, and EverMarks. Collect twelve daily SP bonuses and earn all your monthly rewards. Omega players earn an additional superior award at every milestone.
Daily SP Bonus Reward Changes: Completing two distinct goals daily will now grant 5000 SP, with additional SP rewards available through your Monthly Progress.
The standard DLI campaign at Character Selection has been replaced by the new AIR Daily Goals.
We want to make interacting with and progressing through ships in New Eden more digestible and inspiring. To that end we have implemented a variety of improvements for Equinox:
Assemble and Board action: The new default action when double-clicking on a packaged ship, which makes taking your new ship out for a spin just a bit easier.
Ship Unlock notifications: A new section in the Ship Tree shows off the ships you’ve recently managed to unlock, with badges indicating new entries until they are viewed.
Default Ship Naming: The rename ship popup now appears when assembling a ship, and default names are restructured to show the ship type name first.
Ship Card view: A new inventory view that displays the ship group, characteristics, and type name of your ships more clearly.
Skill Requirement Panel: Allows players to add skills to the queue, create skill plans, allocate skill points, and buy missing skillbooks. The component appears in the Fitting Window, Show Info, Ship Tree and Hangar views.
Added pages for the Society of Conscious Thought and CONCORD ship lines to the Ship Tree.
Faction logos shown within the Ship Tree have been updated.
We want to make it more digestible for players before they head out to space what type of restrictions are on dungeons.
Ships are now sorted into collapsable sections by their group.
Ship icons are now shown alongside ships' names.
Ship entries can now be interacted with (e.g. right-click to open the Information window or Market details).
Only ships within the Ship Tree will be listed.
Added an option to search for a specific ship from those listed.
Added a filter option to show only ships that the current character can fly.
Added an option to show restricted ships but highlight them as unusable.
A Ship Restrictions warning will now appear in the Info Panel objectives of relevant sites or missions tracked via AIR Opportunities:
Double-clicking this warning will open the Ship Restrictions window.
The warning will appear when en-route to a site or when within a site’s lobby area.
We aim to make some of the less popular sites more attractive while addressing common pain points.
Acceleration Gates within these sites will now become partially restricted when activated:
The character that first activates the gate will be considered the “owner” of that site.
Anyone outside the owner’s current fleet will receive a suspect timer when activating the gate.
If the current owner leaves the combat area of a site, another character within their fleet and the combat area will be selected as the new owner.
If no fleet member is present within the combat area, another character within the combat area will be selected as the owner instead.
If no owner is found, the gate will be reset and become unrestricted until it is next activated.
Emergency Aid payouts have been reworked.
The additional payouts received at 5 and 10 minutes have been removed.
The sites will now complete and grant their main payout after 10 minutes, reduced from 15 minutes.
All sites, excluding Abyssal Artifact Recovery, have had their payouts reduced.
All payout values based on the number of contributors have been adjusted.
For example, with a group of 5, the payout will now be 15.49 million ISK each, reduced from 17.14 million.
The overall bounty values of NPCs within these sites have been greatly increased.
Only characters within the combat area of a site will be eligible for payouts.
Empire Faction Cruisers are no longer permitted to enter the combat area of these sites.
NPC combat fleet compositions, excluding those in Abyssal Artifact Recovery sites, have been adjusted.
Less EWAR NPCs now appear on average, instead replaced with DPS NPCs.
Some extreme cases at both ends of the difficulty curve are no longer possible.
Combat fleet NPCs within all sites will now take longer to respawn when destroyed.
Dedicated ECM using NPCs within Dread Assault sites will now take significantly longer to respawn when destroyed.
Site failure timers in all applicable sites have been reduced to 20 minutes.
The average DPS of NPCs using missiles has been decreased.
The repair amounts of logistics NPCs have been decreased.
Drifter NPCs within Abyssal Artifact Recovery sites will now show their piloting characters.
When a site ends unsuccessfully, the relevant conversation will appear even if it has been viewed before.
When arriving at a site that has been completed, the relevant conversation will appear even if it has been viewed before.
An Info Panel objective will now appear when the character is in warp.
Improved consistency for when conversations and Info Panel objectives are displayed.
Added new Paragon Missions to request additional Frigates, Navy Frigates, additional Destroyers, Navy Destroyers, T1 Cruisers and Faction Ammo.
Mothership sites within High and Low Security space now have a minimum amount of time before they can appear. Null Security space is unaffected by this change.
High-Security space: the Mothership will not appear until at least 3 days have passed.
Low-Security space: the Mothership will not appear until at least 1 day has passed.
Activation range for the gate to the observatory has been increased to 25KM.
Players present in the first pocket of the site when the site pays out will not receive a share of the rewards.
NPCs will now take into account the presence of drones and prioritize them as targets.
A capital ship must be present in sites prior to the appearance of the Decloaked Transmission Relay to trigger the Arithmos Tyrannos spawn in C5/6 Cosmic Anomalies.
Any escalation waves, including the Arithmos Tyrannos, will despawn if capital ships leave the site, or strays further than 100KM of a site’s warp-in point.
Lancer Dreadnoughts will now trigger escalation waves in Cosmic Anomalies and Cosmic Signatures.
Entropic Disintegrator Werposts and their deployment fleets will no longer consider players with 0 standing with The Triglavian Collective as hostile.
Weapon damage ramp-up time for Entropic Disintegrator Werposts has been lengthened.
Entropic Disintegrator Werposts now feature a bounty upon destruction
Reinforcement fleets for Entropic Disintegrator Werposts have been scaled back in difficulty.
The interval at which new Werposts will be deployed has been increased.
The Triglavian Collective will no longer deploy Entropic Disintegrator Werposts at Stargates, Stations and Upwell structures in Minor Victory systems.
Reduced amount of Megacyte required for manufacturing by 50%
Removed all Ship Hulls from LP Stores.
Added new manufacturing component, NET Resonator, for each Pirate Faction for the manufacture of sub-capital hulls.
Changed LP Offers for pirate hull BPCs.
Sub-capital Pirate Hulls
Removed Neurolink Conduits from sub-capital pirate ship manufacturing.
Added new component, NET Resonators, to sub-capital pirate ship manufacturing.
T2 Capital Guns
Reduced amount of Morphite or Robotics required for manufacturing T2 Capital Guns by 50%.
Genetic Mutation Inhibitors
A new skill, Mutagenic Stabilization, has been added as a requirement to build Genetic Mutation Inhibitors. The skill gives a 2% reduction in manufacturing time for all items requiring it per level. The skillbook has a training multiplier of 2x and can be found in the standard empire schools for the price of 15m.
That about sums it up!
We're excited to see what you do with the updates coming in the Equinox expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.
o7
Greetings,
The following page will list patch notes for all updates within this release (Version 21.06). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2023-11-14 Last update: 2024-06-03
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Technical:
SKIN application pipeline migration:
We've successfully migrated the SKIN application pipeline from the main game server to our new Quasar ecosystem.
This migration results in no functional changes to SKINs, ensuring your experience remains seamless and uninterrupted.
Performance enhancements:
Main server optimization:
By offloading the SKIN application pipeline, we've freed up significant space on the main game server.
This optimization allows the main server to execute more operations, enhancing overall game performance.
Increased load capacity:
The new Quasar ecosystem can handle additional load for the SKIN application pipeline.
This means we can scale up without negatively impacting game performance, ensuring a smoother and more efficient experience for all players.
To learn more about Quasar, check out this Dev Blog.
Capsuleer Day XXI:
The Capsuleer Day XXI event has concluded. Thank you for participating.
Audio:
Optimized the delivery mechanism for audio files. As a result, changes to audio related assets such as music will require significantly less downloading with future patches. This requires a one off re-downloading of some audio assets with today's patch.
Technical:
Due to optimizations in how audio is handled in the client, RAM use has been reduced significantly. For example, a client docked in Jita will now use approximately 750MB less RAM.
Graphics:
Resolved a rare issue where certain particle system would not display as intended.
Miscellaneous:
5 new Billboards ads have been added to the rotation.
Technical:
Fixed an issue where some players would experience a client crash upon unexpected disconnect.
Audio:
After experiencing an unexpected disconnect, client sound will now persist until closing the client.
Technical:
Fixed an issue with icon images on the CDN appearing corrupted.
Corp Projects:
Improved Corporation Projects loading times, resulting in faster response times for capsuleers.
Enhanced Corporation Project history functionality. Players can now access past goals within a specified timeframe. All goals within the designated range will be fetched with a default sort order, with subsequent filtering and sorting performed by capsuleers.
AIR Opportunities:
Neocom now features a notification indicator within the AIR Opportunities icon, alerting players to unclaimed rewards for Corporation Projects and Daily Goals.
AIR Daily Goals
Fixed an issue where the Daily Goal Completed notification was missing in some instances.
Gameplay:
Increased the chance of Abyssal Battlefields sites dropping filament blueprints and materials for the same tier.
Increased the chance to discover EDENCOM Expedition Debris in Tier 4 Abyssal Battlefields combat sites.
Increased the baseline value of Tier 2 & 3 Abyssal Battlefields relic sites by decreasing the variance of certain loot drops.
Technical:
Fixed an issue where Shackling Leshaks were appearing to attack twice per five seconds, instead of once as intended.
Missions and NPCs:
The Upwell Consortium will no longer offer reward crates for drone parts in Auviken. Upwell would like to thank all capsuleers who participated.
Miscellaneous:
Billboards ads for the recent Anger Games 6 and Frigate Free 4 All have been removed from the rotation.
Capsuleer Day XXI
Adjusted loot drops for EDENCOM Scout Stash.
Reduced the time it takes for enemies to react when a player is no longer invulnerable in Abyssal Battlefields sites.
Capsuleer Day XXI
Fixed an issue where the Capsuleer Day XXI Capsule SKIN couldn't be applied to Genolution 'Auroral' 197-variant Capsules.
Capsuleer Day XXI - April 30th to May 30th!
The Capsuleer Day XXI event has begun!
Society of Conscious Thought are beckoning capsuleers to brave the depths of newly surfaced collapsed conduits strewn across New Eden and Wormhole space. Your mission? Unearth precious data and technology while seizing every chance to plunge into the Abyssal Battlefields, where the unyielding clash between the Triglavian Collective and Drifters rages on.
Uncover Treacherous Collapsed Conduit combat sites with your ship's built-in anomaly scanner. Despite the devastation wrought by collapse, reports from these sites suggest lingering Triglavian survivors nearby. Though deemed low-threat, the SoCT advises deploying a cruiser for added preparedness.
Explore the desolate remnants of Collapsed Conduit hacking sites, areas utterly ravaged by collapse, and locate them using scanning probes. Equip your ship with a relic analyzer to unlock the valuable technology and data hidden within the wreckage of these sites.
Manufacture filaments using blueprints and materials discovered within Collapsed Conduit sites, enabling access to Abyssal Battlefields where increasingly challenging encounters await players of varying skill levels.
Embark on your journey into Abyssal Battlefields aboard a T1 Cruiser, whether solo or with a companion, and confront the victors of the recent clash between the Triglavians and the Drifters. Utilize the abyssal environment to outmaneuver your foes, secure victory, and seize your spoils before the pocket collapses.
For those inclined towards hacking, opt for an exploration or covert ops frigate outfitted with a relic analyzer to delve into relic Abyssal Battlefields. Navigate through abandoned wreckage fields from the intense clash between the Triglavians and the Drifters, endeavoring to recover as many valuables as possible before time runs out.
Complete a variety of combat, exploration, and manufacturing challenges to unlock rewards including SKINs, boosters, filament crates, and a coveted Glamourex Booster Crate.
The loot drop rate for all player ships and Player Owned Structures has been bumped up from 50% to 75%. It's as if the Abyss itself is cheering us on!
Until 30 May a special set of Capsuleer Day login rewards will be available for players who log on. Rewards include new SKINs, up to 650K skill points, 26.5K EverMarks, limited time combat boosters, a set of Society of Conscious Thought starship hulls: the Apotheosis Shuttle, Sunesis Destroyer, Gnosis Battlecruiser, Praxis Battleship and the exploration frigate the Metamorphosis.
Gameplay:
Partially Corrupted Crychips and Drone Graviton Emitters will no longer drop from NPCs or FW hackable containers. Remaining Drone Graviton Emitters can be traded at the Upwell Prototype Facility in Auviken until 7 May, 11:00 UTC.
Capsuleer Day XXI:
In preparation for Capsuleer Day XXI, the Character Select Screen is updated to celebrate the event!
In addition to the Character Select Screen update, the loot drop rate for all player ships and Player Owned Structures has been bumped up from 50% to 75%. It's as if the Abyss itself is cheering us on!
AIR Daily Goals & Corp Project Rewards:
Implemented an automatic redemption system for stored AIR Daily Goal rewards and Corporation Projects; unclaimed reward entitlements older than 30 days will now be auto redeemed, ensuring players will receive their rewards in a timely manner.
As part of the rollout, all entitlements existing prior to 23 April will be auto redeemed.
Entitlements acquired after 23 April will follow a 30-day redemption period if not claimed by the player within that timeframe.
Gameplay:
The Upwell Prototype Facility in Auviken is no longer deadspace/warp disrupted, so players will be able to warp to objects close by such as the customs office at planet VI.
Graphics:
Various hulls have had slight improvements to lighting visual effects.
Graphics:
Fixed an issue where shadows were not cast correctly for some assets.
Miscellaneous:
New Billboard ads have been added into the rotation for the upcoming Anger Games and Frigate-Free-For-all.
User Interface:
The new Item Trader now displays input amounts correctly.
Gameplay:
Fixed an issue where item traders could take more items from players than intended when trading with them.
Item traders have been turned back on through-out the universe.
Universe:
The Upwell Consortium are calling for capsuleer assistance providing materials for a project at their Applied Gravitation Research Center in the Auviken solar system.
Upwell are asking for capsuleers to bring them Rogue Drone Components contained in the wrecks of advanced sentient AI rogue drones that have been spotted throughout the known cluster.
In particular, Upwell are seeking Drone Graviton Emitters. Sentient rogue drone strains throughout high-security space have recently started adopting and using them.
Upwell will reward capsuleers who donate a selection of these components with reward crates containing loyalty tokens that are exchangeable for ISK at any station belonging to a member corporation of the Upwell Consortium. Additionally, crates may include new limited prototype blueprint copies for small tractor beams, capital tractor beams and a mobile tractor unit that have been enhanced by Upwell thanks to their latest discoveries in graviton research.
Gameplay:
Meta variations of the Interdiction Nullifier modules now have a small cost to manufacture instead of 0 isk cost.
The Skybreaker and Stormbringer basic mastery certificates now require Vorton Projector Operation IV instead of III, since this is needed for the Vorton Power Amplification I requirement.
Graphics:
The Standup Flak Round now has the Standup Decal in the top left corner of it’s icon like all other Upwell Structure Ammo types.
Localization:
Fixed a leading space in front of the name of the “Infinite Celebrations Firework” item.
Armor Compensation skill descriptions now refer to Energized Membranes rather than Energized Platings which were renamed to the former in the previous tiericide pass.
Fixed a typo in the description of the Ultratidal Entropic Disintegrator module.
User Interface:
The Caedes ship will no longer show 3 rig slots on the fitting tab of the show info page, it now shows 2 to match the rig slots it actually has.
Mutated Sentry Drones now have a sentry drone bracket for the overview rather than the default combat drone bracket.
User Interface:
Fixed "View in Store" button for Expert Systems, so that it opens the Expert Systems tab in the New Eden Store.
Insurgencies:
The EVE Vanguard: First Strike March event begins today and runs until March 25th! During the March First Strike event, players in Vanguard will now be able to affect Suppression in EVE Online whenever they complete contracts. Players logged into the EVE Online client can see the effect that players in Vanguard are having on the Suppression levels through the insurgency UI.
Billboards:
Billboard rotations have been updated.
Graphics:
Addressed texture issues with the Tempest Fleet Issue.
Various SKIN and VFX fixes on the Kikimora, Cynabal and Vindicator.
Astero's icons have been tweaked to look better.
Fixed animation issues with T3C's in Upwell hangars.
User Interface:
Updated EVE Online Developer credits.
New Eden Store:
Enforcer Operations Expert System
🤝 Added Missile Projection III
🤝 Added Warhead Upgrade III
Faction Warfare Expert System
🤝 Added Missile Projection III
🤝 Added Warhead Upgrade III
🤝 Added Shield Upgrades IV
🤝 Adjusted EM, Explosive, Kinetic and Thermal Shield Compensation from IV to III
🤝 Adjusted Trajectory Analysis from IV to III
AIR Opportunities:
Fixed an issue that caused long text blocks to overflow in the Opportunity Details sections.
When refreshing in the window, the Daily Goals will now retry loading, if they failed to load initially.
The 'Claim All' button in the Rewards tab is now only displayed when there is more than one reward.
Epic Arcs that have become replayable are now displayed in the Opportunities window.
User Interface:
The Reset Settings menu is now scrollable.
Fixed typo issue for the Agent Exploration mission Data Scanning (3 of 5).
Removed Noctis from the list of ships that are affected by the Hauler Operations Expert System.
Technical:
Minor shadow improvements on structures.
LP Donations:
🤝 LP donations from characters to corporations, and from corporations to corporations, is now possible again.
An LP donation tax might be introduced in the future. We will monitor how the LP market is affected in the coming months.
Winter Balance Update
In this balance pass, we are hoping to address some long-standing community concerns with projection and overpowered weapon systems - while also cutting down and boosting some outliers to hopefully promote alternative options for a more vibrant death and destruction filled ecosystem.
Weapon Systems:
Entropic Disintegrators
Triglavian weapons have been very powerful for a long time, especially since they feature medium ranges with better than blaster tracking, while in many cases, pre-ramp DPS can also be on par or close to other ships which operate at the same range. While we originally looked into reducing their tracking, we decided that the better alternative was to lean into their identity as a ramping damage weapon. Triglavian weapons are being adjusted to have slightly lower base damage, but they will retain the same damage at max spool as they have now by increasing the maximum ramp multiplier. The Mimesis implant set and Nergal/Ikitursa will end up having a small damage increase at max spool. We are also increasing the damage multiplier per cycle so it will still take around 30 cycles of the weapon to reach max ramp.
Base damage reduced by 20%
Damage multiplier per cycle increased from 5% to 7%
Damage multiplier max increased from 2.5x to 3.125x
This should make them weaker at killing tackle ships, since the initial damage when target swapping is lower. This will also help other alternative options that fill the same role stand out more, like in the case of the Omen Navy Issue vs the Vedmak, with the Omen Navy Issue now offering much better initial DPS.
The Triglavian AT ships have also been adjusted to maintain their unique quality of reaching max ramp in 20 cycles instead of 30 cycles.
Hydra - Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Covert Ops skill.
Tiamat - Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Recon Ships skill.
Note: We have chosen to not adjust the capital weapon variation (Ultratidal) at this time.
Rapid Light Missile Launchers
Rapid Light Missile Launchers have been incredibly powerful for some time, especially when combined with range bonuses. As we re-balanced the Cerberus in the Viridian Expansion last summer, we intentionally removed the light missile range bonuses from the ship. In this balance pass, we are removing all the remaining per level range bonuses to Rapid Light Missiles, to match the precedent set with Rapid Heavy Missiles, which do not increase with Bastion or Spaceship Command skills.
Note that role bonuses from ships will still apply just like with Rapid Heavy Missiles (Mordus Legion Ships and Combat Battlecruisers).
Caracal - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Osprey Navy Issue - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Onyx - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Ships:
Marauders
While we are happy with the on-grid power of Marauders since the adjustments we made in the Viridian Expansion, Marauders can still feel oppressive in certain scenarios. Marauders currently only warp 12.5% slower than T1, Faction and T3 Cruisers, which doesn’t leave much room for them to out-maneuver Marauders when choosing to avoid them. It also does not give players much reason to choose smaller hulls over a Marauder when travel time is a consideration for PVP and PVE. To tackle this, we’re reducing the warp speed of Marauders down to the same base level as T1 and Faction battleships.
Warp speed for the Marauder Class (Paladin, Golem, Kronos, Vargur) reduced from 3.5 AU/s to 3.0 AU/s.
Black Ops
Cloak Velocity Speed Role bonus increased from 6.5x to 7.5x to match the current stated trait role bonus of 650%.
The trait role bonus wasn't being applied properly.
Field Command Ships
In an earlier balance pass, we removed the Command Burst range bonuses from the Field Command group of Command Ships in exchange for an increase to Command Burst strength. This change, however, has made them feel a bit too difficult to use while skirmishing, so we are re-adding the Command Burst range bonus at Combat Battlecruiser strength.
Added 50% Role Bonus to Command Burst Range to the Field Command subgroup of Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).
Astarte
The Astarte is currently the least used Command Ship and it struggles to compete with the cheaper Brutix Navy Issue hull. We also boosted the Deimos in an earlier balance pass which has made the extra ISK cost for upshipping into the Astarte hull not feel as worthwhile as it once was. To help address this, we are giving the Astarte a small bump in rep power to help it stand out more as a tankier alternative to the Brutix Navy Issue.
Armor Repairer bonus increased from 7.5% to 10% per level of Gallente Battlecruiser skill.
Nighthawk
Because the Nighthawk is overperforming in wormhole space and becoming oppressive, we are toning down on its damage by lowering the Rate of Fire bonus, but partially compensating it by increasing the Kinetic Damage bonus. Our aim here is to slightly lower the Nighthawk’s damage output and shift it more into Kinetic so players have more options to counter them outside of firewalls, such as fitting Kinetic Hardeners, Reactive Hardeners and bringing Tech II Gallente ships.
Rate of Fire bonus for Heavy and Heavy Assault Missiles reduced from 10% to 7.5% per level of Command Ships skill.
Kinetic Damage bonus for Heavy and Heavy Assault Missiles increased from 7.5% to 10% per level of Caldari Battlecruiser skill.
Exequror Navy Issue
The Exequror Navy Issue was the least used faction Cruiser in the game prior to Uprising. We are happy we managed to pull it out of the abyss it was in, but it’s now at the very top of the pile along with the Osprey Navy Issue and has become incredibly dominant.
Medium Hybrid Damage bonus reduced from 25% to 20% per level of Gallente Cruiser skill.
Bellicose
The Bellicose continues to have low usage as both an Ewar Platform and a Combat Cruiser. With the changes made to Rapid Light Missiles, we want to make sure there are strong Tech I options for going all-out with medium missiles. This is why we are increasing the speed and powergrid output of the Bellicose, to help it stand out more against the Caracal as a speedier alternative for shield setups and help enable armor setups.
Max velocity increased from 240m/s to 260m/s.
Powergrid output increased from 700 tw to 780 tw.
Republic Fleet Firetail
Prior to Uprising, all 4 navy Combat Frigates (Comet, Slicer, Hookbill and Firetail) had similar usage, with the Firetail slightly trailing. Post Uprising, the other 3 ships have increased in usage considerably, but the Firetail has been left behind. We are adding a smaller falloff bonus to help boost the Firetail’s versatility, especially for Auto-Cannon setups.
New bonus added, 5% bonus to Small Projectile Falloff per level of Minmatar Frigate skill.
Insurgencies:
The closest Forward Operating Base, or Zarzakh, will now appear in the loyalty points section of the wallet when looking at Malakim Zealots or Commando Guri LP.
Modules:
🤝 It is now possible to pre-overheat modules while under the effects of jump cloak. (This is the temporary invulnerability and cloak you have from recently arriving in a new system from a Stargate, Shipcaster, Ansiblex or Wormhole.)
User Interface:
Changed the fill color of the Corruption bubbles in the Insurgency Window to match the Corruption color of the UI.
Localization:
Voice over has now been added in Spanish.
Gameplay:
Ship Autopilot will now jump through Ansiblex Gates.
Damaged Laser Crystals will no longer be counted as modules for the "repair all" option for Nanite Repair Paste.
It is now possible to import fits for the Avatar.
It is now possible to search for “blueprint” and “officer” in the search New Eden bar.
The quantity field no longer cuts off the numbers of charges in in the Fitting window in simulation mode.
The Zarzakh Toll Cost is no longer rounded up or down to 3 significant figures, and now always shows the correct cost.
The basic Shield Amplifiers will now appear in the Storyline Section of the Market.
Graphics:
Abyssal Mining Crystals now have a red-colored icon to match their red beam.
Complex Mining Crystals now have an orange-colored icon to match their orange beam.
Rare Moon Mining Crystals now have a red beam to match their red icon.
Localization:
The region description of Immensea now uses the correct spelling of “Arkonor”.
User Interface:
The Agency no longer opens with an incorrect tab in focus.
The Show Legend option choice in the Price History tab of the Market window is now preserved when switching between tabs.
Container icons in the Input Material Location drop down menu of the Industry window no longer move to the right when scrolling up and down.
The background of the Factional Warfare Enlistment window now fills the window. We have also removed the header icon and window title.
The Medium Industrial Core link in the "Can Fit Role bonus" for the Porpoise now correctly links to the Medium Industrial Core.
The arrow icons in the Agents category of the Character Sheet now face the correct way after the window has been collapsed.
Factional items in the Loyalty Point Store now correctly show the Faction marks.
The Compression window now correctly opens after choosing the Compress option when the window has been minimized.
The View Inside button tooltip now shows the correct tooltip.
Removed the extra line space in the tooltips in the Insurgency Info Panel.
The Insurgency gauges in the Info Panel are now clearer when viewing them over different backgrounds.
Miscellaneous:
Expired the 2023 Winter Nexus cerebral accelerators and boosters.
Technical:
The support for macOS 10.14 has ended and it is no longer possible to start the client on this operating system. Please upgrade at least to macOS 10.15.
Audio:
Fixed a client freeze/crash from pirate insurgency audio.
Graphics:
Fixed incorrect appearance of Astero icons.
Fixed missing texture on the Deathless Shipcaster.
Fixed missing Upwell Storage Facility icons.
The SCC surcharge component of the Industry Job Installation Fee has been increased from 1.5% to 4%.
To learn more about the Industry Job Installation Fee and how it's calculated, you can check out the Viridian Expansion Notes here or over on the EVE University wiki.
Defect Fixes:
Audio:
Fixed an issue where Police Bobs at suppressed gates, stations, and hangars were heard but not seen.
Fixed an issue where audio for suppressed stations could fail to load
Miscellaneous:
Expired the 2023 Crimson Harvest cerebral accelerators and boosters.
Audio:
Fixed an issue where suppression police “bob” audio was not affected by advanced audio volume sliders or inactive client muting.
Graphics:
Fixed an issue where suppression police “bob” trains emitted extra smoke particles.
Fixed an issue where the cloud around a pirate FOB (Forward Operating Base) would disappear after some time.
Technical:
In some situations, audio would not play correctly in Gallente, Amarr and Pirate hangars. This has been resolved.
Graphics:
Turrets should no longer duplicate on certain ships when changing SKINs.
Corp and alliance banners should now display properly on the Deathglow Remnant SKIN.
Addressed an issue which was sneaking erroneous yellow textures into jumpgates.
Fixed some missing textures and Z-fighting in and around the Fulcrum.
Blinking lights on Bane are no longer going nuts.
Rear engines on Wolf are animated again.
Fixed decal and VFX issues with multiple SKINs.
Insurgencies:
A new balancing mechanic has been added to Insurgencies: The Ambition Modifier.
The Ambition Modifier will change how many corruption 5 or suppression 5 solarsystems a side requires for victory in an insurgency campaign.
Whenever an Insurgency campaign is won by the pirates, or the anti-pirates, that side will increase their ambition modifier by +1 if they currently have equal or more ambition than the other side.
If an Insurgency campaign is won by the side with less ambition, it will reduce the ambition modifier of the other side by -1.
The Ambition Modifier can go as high as +13, requiring a side to fully corrupt or suppress 20 solarsystems for victory or to make the FOB vulnerable.
Information about the Ambition Modifier can be found ingame in the pirate insurgency guide page in the agency.
Added a new insurgency filter to the starmap and the classic starmap.
New Graphics, Audio and VFX have been added to Insurgency solarsystems and the pirate FOB to reflect the corruption and suppression state, campaign state and the Ambition Modifier.
As corruption goes up, stargates and stations will start to feature pirate billboards, electrical faults, fires, smoke, and clouds.
As suppression goes up, stargates and stations will start to feature police drones and “bobs”.
The Pirate FOB will feature additional VFX as the ambition modifier increases.
The Pirate FOB will also feature new VFX on the ‘undocking ports’ of the FOB as the pirates win solarsystems.
Zarzakh:
The Angel Cartel and the Guristas Pirates have increased patrols in the Zarzakh solarsystem.
These new NPCs will attack militia players, but will otherwise be neutral to capsuleers who choose to keep the peace in Zarzakh. They will engage anyone who has a deathless retribution timer.
The Angel Cartel and Guristas Pirates have also deployed new patrols in the surrounding solarsystems of Turnur, G-0Q86 and H-PA29. These NPCs will be friendly to capsuleers who have chosen to enlist with them but will attack anyone else on sight.
Technical:
Fixed a client launching issue on macOS 10.14. Please note that macOS 10.14 will be deprecated soon. You can find more information here: Updated System Requirements - Support for EVE Mac OS 10.14 and Below Ending 8 Feb 2024
Exploration:
We’ve made some changes to DED sites which can spawn in high-security space (Difficulty 1/10 through to 4/10). Some of those DED sites required keys to be acquired in order to activate certain acceleration gates to move on to the next room of the site. We’ve changed those rooms so now those acceleration gates no longer require keys, and now just require all the pirate NPCs to be killed in the room to progress to the next room. We’ve made this change because with the old keys, if a player warped out of the site, or was destroyed in the site, or simply decided to keep the key, then the site would then often be incompletable by other players and would still persist in the solarsystem until it naturally despawned days later, frustrating explorers who put in effort to scan it down. We’ve opted to only do this for 1/10 through to 4/10 for now to avoid altering PVP balance in the higher rated lowsec/nullsec DED complexes where players can get some level of safety in a site once they’ve made it through the gate that requires a key.
The Winter Nexus has concluded. Thank you for participating in the Winter Nexus Event.
Insurgencies:
If you are enlisted with Angels or Guristas, clicking the faction icon on the character sheet will now open the insurgency window instead of the FW one.
Graphics:
Added Premium marker to the many premium SKINs that were missing one.
Localization:
Fixed Pirate Strongholds being referred to as ‘Forward Operating Bases’ in the reward section of the pirate stronghold agency page.
Gameplay:
Fixed an issue with combat scanner probes only tracking the position of a ship or object the first time you scanned it, and not updating to their new position if they moved for subsequent scans.
Gameplay:
When stealing from the ESS Main bank, the buff bar icon above the HUD will now be present again.
A live fix was deployed to the Insurgency backend service yesterday afternoon, Suppression stage 5 will now stop solar systems from progressing or gaining corruption after Corruption level 4.
Localization:
Fixed an error on the Insurgency Guide Page that incorrectly claimed that the suppression 2+ bonus was 3% to LP gains per additional level of suppression instead of the correct amount of 5% LP gains.
Fixed an error with the German and French news window items having swapped text.
The “Always use English voice” option now behaves as intended. You may need to toggle this setting if you have changed it recently.
Graphics:
Added an icon to the Insurgency map for the Ice Refinery Heist when it is available in a system.
Structures & Deployables:
Factional Warfare leaders from all sides have pointed out that the lack of office space in NPC stations has made it difficult to stage adequately, especially where citadels are forbidden. Accordingly we have increased available office space across 69 stations in Factional Warfare systems. 🤝 We thought this would be a nice thing to do heading into the holidays. The stations are as follows:
24th Imperial Crusade
The following stations have increased office space from 16 to 24:
Asghed III - 24th Imperial Crusade Logistic Support
Halmah IV - 24th Imperial Crusade Assembly Plant
Tararan IV - 24th Imperial Crusade Logistic Support
Mehatoor VI - 24th Imperial Crusade Logistic Support
Dihra V - 24th Imperial Crusade Logistic Support
Arzad VIII - 24th Imperial Crusade Logistic Support
Tzvi VI - 24th Imperial Crusade Logistic Support
Huola VI - 24th Imperial Crusade Logistic Support
Kamela V - 24th Imperial Crusade Logistic Support
Kurniainen IX - 24th Imperial Crusade Logistic Support
Oyonata VI - 24th Imperial Crusade Logistic Support
Tannakan VII - 24th Imperial Crusade Logistic Support
Gammel III - 24th Imperial Crusade Logistic Support
Iesa IV - 24th Imperial Crusade Testing Facilities
Myyhera III - 24th Imperial Crusade Logistic Support
Sasiekko III - 24th Imperial Crusade Logistic Support
Sosala IV - 24th Imperial Crusade Logistic Support
Amarr Navy
The following station has increased office space from 24 to 32:
Mehatoor III - Amarr Navy Anchorage
State Protectorate
The following stations have increased office space from 16 to 24:
Onnamon IV - State Protectorate Logistic Support
Eha III - State Protectorate Logistic Support
Innia II - State Protectorate Logistic Support
Aivonen VI - State Protectorate Logistic Support
Enaluri II - State Protectorate Logistic Support
Enaluri V - State Protectorate Assembly Plant
Asakai II - State Protectorate Testing Facilities
Nisuwa VII - State Protectorate Logistic Support
Rakapas II - State Protectorate Logistic Support
Hykanima I - State Protectorate Logistic Support
Elanoda IV - State Protectorate Logistic Support
Nourvukaiken V - State Protectorate Logistic Support
Ishomilken V - State Protectorate Logistic Support
Usi III - State Protectorate Logistic Support
Sujarento IV - State Protectorate Logistic Support
Oshaima IV - State Protectorate Logistic Support
Caldari Navy
The following station has increased office space from 24 to 32:
Onnamon VII - Caldari Navy Anchorage
Federal Defense Union
The following stations have increased office space from 16 to 24:
Fliet III - Federal Defense Union Logistic Support
Caslemon III - Federal Defense Union Logistic Support
Parts I - Federal Defense Union Logistic Support
Villore VI - Federal Defense Union Logistic Support
Esesier IX - Federal Defense Union Logistic Support
Orvolle VII - Federal Defense Union Logistic Support
Covryn III - Federal Defense Union Logistic Support
Uphallant II - Federal Defense Union Logistic Support
Eugales V - Federal Defense Union Assembly Plant
Moclinamaud VII - Federal Defense Union Logistic Support
Mercomesier III - Federal Defense Union Logistic Support
Intaki II - Federal Defense Union Logistic Support
Ostingele IV - Federal Defense Union Testing Facilities
Aidart IV - Federal Defense Union Logistic Support
Jufvitte IV - Federal Defense Union Logistic Support
Costolle V - Federal Defense Union Logistic Support
Ouelletta II - Federal Defense Union Logistic Support
Federation Navy
The following station has increased office space from 24 to 32:
Intaki V (Intaki Prime) - Federation Navy Anchorage
Tribal Liberation Force
The following stations have increased office space from 16 to 24:
Dal I - Tribal Liberation Force Logistic Support
Lulm IV - Tribal Liberation Force Logistic Support
Olfeim IV - Tribal Liberation Force Logistic Support
Abudban IV - Tribal Liberation Force Logistic Support
Ofstold IV - Tribal Liberation Force Logistic Support
Gukarla V - Tribal Liberation Force Logistic Support
Orfrold IV - Tribal Liberation Force Logistic Support
Anher I - Tribal Liberation Force Logistic Support
Hek VII - Tribal Liberation Force Logistic Support
Ebolfer V - Tribal Liberation Force Testing Facilities
Eszur III - Tribal Liberation Force Assembly Plant
Floseswin IV - Tribal Liberation Force Logistic Support
Amo II - Tribal Liberation Force Logistic Support
Auner VI - Tribal Liberation Force Logistic Support
Hadozeko II - Tribal Liberation Force Logistic Support
Republic Fleet
The following station has increased office space from 24 to 32:
Amo III - Republic Fleet Anchorage
User Interface:
Added a new in-game news item highlighting the Ice Refinery Heist and the AIR Daily Goals.
The “start guidance” button in the Selected Item window for the Ice Refinery Heist Guided Entities now provides helpful feedback when the button is disabled.
Gameplay:
Fixed a defect where the Shield effect was disappearing sometimes in the Ice Refinery Heist activity.
Graphics:
Updated collision for some of the assets in the Ice Refinery Heist activity.
Increased brightness on the Data Link in the Ice Refinery Heist Activity.
Fixed typo on Muninn registry decal.
Fixed faction decals from showing up incorrectly on various ships with Deathglow Remnant SKIN fitted.
Fixed incorrect coloring on Deathglow Remnant SKIN license icon.
Fixed incorrect coloring on Hurricane and Vexor Deathglow Hunter SKIN.
Removed erroneous VFX appearing on multiple Rattlesnake SKINs.
Removed censored Guristas decal from appearing on Gila when using Chinese language setting.
Fixed m.isaligned corporation emblem on Bowhead
Fixed missing textures on models for Rokh and Abaddon.
Toggled VFX visibility off for various ship SKINs when Shader Quality settings are Low.
Fixed overlapping Killmarks decal appearing on multiple Gila SKINs.
Fixed registry decal for Mimir which was previously using the Bestla registry decal.
Features & Changes:
Insurgencies:
The Ice Refinery Heist has been added as a new activity in the Pirate Insurgencies.
Large, fleet-oriented sites that will spawn when corruption or suppression reaches stages 3 and 4. The Ice Heist will share the LP reward with up to 30 pilots before being diminished.
The Ice Heist will allow T1, T2 and T3 ships of battleship size and below to enter. Depending on if you’re a pirate, opposing militia member, or a neutral player will determine where you land in the site. Neutral players will get a suspect timer on entering.
To succeed in the Ice Heist, players will need to be within 5,000m of the new guided tanker objects, and using the radial menu, right click menu, or selected items, start ‘guidance’ on the tanker and it will start flying towards their factions' loading bay/scaffolding for extraction.
Groups will earn 1 point for each tanker ship guided back to respective home bases.
The first side to reach 10 points will be rewarded and will increase corruption/suppression accordingly.
A tanker can only be guided by one player. The tanker will stop being guided if the ship guiding it is no longer within 10km or is destroyed.
Be aware that there are opposing NPCs which will focus ships which are guiding tankers.
AIR Daily Goals:
AIR now presents Daily Goals, a perfect opportunity to gain rewards for activities you’re already doing or have something to do when you’re unsure what’s next!
After each downtime, players are assigned a set of four daily goals, each aligning with distinct career paths: Explorer, Industrialist, Enforcer, and Soldier of Fortune.
The set of goals is the same for all players each day.
Successful completion of these goals rewards players with both ISK and EverMarks.
Players who accomplish at least two of the four daily goals are additionally granted Skill Points.
The AIR daily goal interface has been integrated into the AIR Opportunities window.
ISK rewards are taxed by the player’s corporation and EM rewards are duplicated, giving the same amount of EM to the player as well as the player’s corporation.
All unclaimed Corporation Projects and AIR Daily Goals rewards that are older than 30 days will be claimed automatically. This process will start in January 2024.
AIR Daily Goals replaces the Daily Challenges system.
Corporation Projects:
The Scan Signature project type has been updated. Now only the first successful scan of a particular cosmic signature by a particular character is recognized as a contribution to the project. This still allows multiple characters to contribute by scanning the same signature each, but each character can contribute to the project only once per particular signature.
Missions & NPCs:
The Angel Cartel and Guristas Pirates epic arcs have been reset back to their original standing bonuses and cooldowns.
The final end of arc missions are now granting 30% faction standing bonuses again.
The missions are once again on a 90-day cooldown before they can be repeated.
Structures & Deployables:
Zarzakh has gained more office space and now has 64 office slots.
Other:
EVE Vanguard First Strike reward is now available and can be claimed in the NES until 2024-01-15.
Capsule Arkombine Arisen SKIN can be now applied to both regular Capsule and the Genolution 'Auroral' 197-variant.
Defect Fixes:
AIR Opportunities:
Added missing tooltip description for the Pirate Insurgencies feature tag.
Fixed the Epic Arc Opportunity Images sometimes being too bright.
Missions:
Accepted Missions are now automatically tracked in the Info Panel.
Fixed an issue where travel based objective chains would not be available when a mission was tracked in an offered state.
Air Opportunities
AIR Opportunities ore anomalies were temporarily disabled while we investigated an ongoing issue. They have since been re-enabled.
Disabled opening AIR Opportunities on first dock.
Features & Changes:
Factional Warfare:
Fixed an unintended interaction with direct enlistment where you could remote repair or provide remote assistance to someone who is directly enlisted with a militia with a PVP timer in the same corp as you, while you are not direct enlisted in the same faction as them. This is now treated as a criminal action in high security space.
Defect Fixes:
User Interface:
Fixed a defect and exception where the stage value in the guristas FOB system could show an incorrect, very large number after a vanguard contract completed.
Air Opportunities
Update Post Downtime - We have disabled AIR Opportunities ore anomalies temporarily while we investigate an ongoing issue.
Features & Changes:
Insurgencies:
The EVE Vanguard: First Strike event begins today and runs until December 11th!
During the First Strike event players in Vanguard will add corruption to the Guristas insurgency that is centered in Hevrice whenever they complete contracts. Players logged into the EVE Online client can see the effect of the Vanguard on the corruption levels within this Guristas insurgency through the insurgency UI.
Insurgency systems will now use a triangle instead of square at Corruption level 5 in the autopilot route display.
AIR Opportunities:
AIR Opportunities now opens by default when a player is docked for the first time after downtime.
The Opportunity Details page of Pirate Insurgencies now displays Corruption and Suppression information.
The search/filter/sort header now sticks to the top of the page when scrolling.
Feature pages now include an info icon with a tooltip explaining which opportunities are listed there.
Feature tags now include their feature icon.
Factional Warfare and Pirate Insurgencies opportunities no longer show non-relevant faction sites.
Rewards tab introduced with one unified area to claim all unclaimed rewards for opportunities.
AIR Opportunities now displays how many opportunities the player has in their Active and Rewards tabs.
The claim button in the Opportunity Details page of Corporation Projects now plays an animation when players claim their reward.
Corporation Projects:
New Project Hangars role.
Corporation members with this role will have access to their corporation's Project Hangars.
Project Creation summary.
Each collapsed subsection of the project creation form will now display a summary of what was authored in that section.
Updated the details page for Corporation Projects to include a section that shows the ISK value per contribution.
Info panel entries for corporation projects now show their progress even when collapsed.
Homefront Operations:
Unique Transmissions will no longer appear after a character has first viewed it.
Modules:
The cost of Domination Ballistic Control System in the Malakim Zealots Loyalty Store has been increased to 64,000 LP´s and 25,714,300 ISK to match the same price as the Dread Guristas Ballistic Control Systems.
Technical:
The support for Windows 7 and Windows 8 has ended and it is no longer possible to start the client on those operating systems.
User Interface:
Insurgency systems experiencing Level 5 Corruption will show up as triangles in the route instead of squares. Waypoints will still be crosses.
The updated Settings Menu introduced in Havoc is no longer full-screen. It now opens windowed and center aligned.
If players skip the character select screen when logging in and have unclaimed daily gifts, the Daily Login Campaigns Neocom icon will now blink blue momentarily when a player is docked for the first time in a session.
Defect Fixes:
AIR Opportunities:
Agent missions that are in the offered state (not accepted) are no longer auto-tracked after settings are cleared.
Horizontal card scrolling is no longer misaligned for the Epic Arcs and Introductions sections of the Opportunities home page.
Corporation Projects:
Fixed an issue where some players were unable to claim their contribution rewards for Corporation Projects.
New Player Experience:
Improved off-path handling throughout the experience.
Added additional highlight banners to make instructions clearer.
The Dock button in Selected Items will now stop blinking when warping to the station following the mining experience.
Skipping the tutorial during a camera animation will no longer disable camera controls for the remainder of the session.
User Interface:
Fixed an issue where several words were divided in the Settings Window for the German language.
Defect Fixes:
Graphics:
Ship decals no longer misbehave when zooming in and out.
Addressed multiple issues with applying SKINs and switching ships in Upwell hangars.
Faction emblems no longer appear on traitor NPC hulls.
Fixed multiple issues with errant VFX, decals, and blinkies on various SKINs.
Metamorphosis blueprint no longer has an image of the Sunesis.
Minor tweak to audio triggers when other capsuleers enter/exit wormholes.
Fixed an issue where new Alliance Tournament VFX were erroneously appearing on older Alliance Tournament ship models.
Features & Changes:
Events:
Winter Nexus Event!
The Winter Nexus event has returned to New Eden! This in-game event will run until downtime on January 4th 2024.
Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.
Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.
Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.
Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.
Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules.
Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.
A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, Sansha combat boosters, and ice storm filaments.
A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm filaments, new Aurora Universalis skins, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 4th.
An expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.
Universe:
CONCORD has updated the security ratings of Villore, Bereye, Hek, and Parchanier to 0.9, 0.9, 0.8, and 0.9, respectively, following another security audit in these systems. CONCORD does not expect further updates in the foreseeable future.
Several empire intelligence networks have been alerted to reported sightings of high-profile members of Arkombine arriving at The Fulcrum in Zarzakh.
Defect Fixes:
User Interface:
Fixed an exception which prevented the corruption score from updating in the info panel for the solarsystem whenever pirates captured an insurgency site.
Features & Changes:
Events:
Winter Nexus Themed Character Select and Wreck Icons
In preparation for Winter Nexus, the Character Select Screen is updated, and present icons tagging wrecks of your helpless victims as you claim your bounties!
Features & Changes:
Universe:
Office spaces in Zarzakh have been increased from 24 to 48
Defect Fixes:
The Traits tab on the Aligator is once again visible.
Features & Changes:
Universe:
Security audits continue throughout core Gallente space, with CONCORD reporting that the security ratings of Villore, Arnon, and Parchanier have all increased to 0.8. Bereye, the Federation’s Judicial Branch capital, received an increase in Federal garrison numbers and saw its security rating rise to 0.8 as well. In the Minmatar Republic, Hek’s security rating rose to 0.7 as RSS paramilitary police troops arrived in large numbers.
Market:
Evermarks can be donated again
Ships:
Prize ships for Alliance Tournament XIX winners have been added:
The new Assault Ship, named: Shapash
The new Heavy Assault Cruiser, named: Cybele
More details about the ships can be found in the Alliance Tournament XIX Wrap-up news article that will go live shortly.
Defect Fixes:
Technical:
Fixed a minor memory leak.
Fixed a problem where sounds were not playing after enabling audio (without restarting the client).
Features & Changes:
Universe:
The continuing chaos brought upon by the Pirate Insurgencies has encouraged the Gallente Federation to carry on with their security audits, with Villore’s rating increasing further to 0.7. Navy strongholds, installations, and outposts have been constructed in Arnon and Parchanier to increase their defensive power as well, raising their security to 0.7.
The Minmatar Republic, in response to the Angel Cartel insurgencies, has similarly built military facilities in Hek, raising its security status to 0.6.
Defect Fixes:
Gameplay:
Fixed an insurgency bug where after the pirates won, a FW Ihub could be invulnerable until downtime after the pirates gave it back.
Graphics:
Fixed multiple issues with decals and emblems not displaying properly across several ships.
Fixed an issue where Aurora VFX was appearing on other SKINs.
Fixed the glowmap on the Thrasher Fleet Issue’s boosters.
Adjusted the lifetime of GPU particles for missile impact smoke.
Fixed the gold sheen on the Alliance Tournament Monument in Manarq.
Fixed the Praetor I’s shader issues in preview windows.
Features & Changes:
Pirate Insurgencies:
Increased the amount of suppression gained when the empire militias complete insurgency sites by 33%.
Decreased forecasting time for future insurgencies from 48h to 24h.
When a former insurgency FOB system ends the period of pirate occupancy after a pirate victory, it will now start at 100 points over the victory point threshold required to make the IHub vulnerable, instead of 500 points over the threshold.
Pirate insurgencies will now only spread within the empire space controlled by their primary insurgency enemies. This means that the Angel insurgency will no longer spread into Caldari/Gallente regions, and the Guristas insurgency will no longer spread into Amarr/Minmatar regions.
The factional warfare HQ systems for each empire (Onnamon, Intaki, Mehatoor, and Amo) have a base suppression level of 2 and can never drop below that level.
Universe:
The dramatic appearance of the pirate insurgencies has caused the Gallente Federation to begin a security audit of some potentially vulnerable key systems. The Federation Senate headquarters system of Villore has been deemed insufficiently secure given its proximity to the warzone and relatively low security levels. Multiple new Federation Navy facilities have begun appearing in the Villore system and this increased Navy presence has caused the security status of Villore to increase from 0.5 to 0.6.
Defect Fixes:
User Interface:
Fixed a rare issue where solarsystem info panel would fail to display if the corruption/suppression service timed out when a client was trying to connect.
Features & Changes:
Insurgencies:
Insurgency Sites will now give suspect timers to neutral players who are not enlisted with an appropriate militia for the campaign, similar to existing Factional Warfare complexes.
For Angel Insurgencies, players who are not in the Minmatar Militia, Amarr Militia or Angel Cartel will get a suspect timer for entering outpost raid sites.
For Guristas Insurgencies, players who are not in the Caldari Militia, Gallente Militia or Guristas Pirates will get a suspect timer for entering outpost raid sites.
It’s no longer possible to enter a gated insurgency site with a Warp Core Stabilizer fitted.
Added a note that says “There currently are no active Insurgencies” for the Insurgency Systems agency page if no insurgencies are in the active state.
There is now a pop-up warning when activating a stargate which would take you to a corruption 5 pirate insurgency system.
Insurgencies will now display “LAWLESS” next to the security status in the solarsystem info panel when corruption 5 has been reached.
Corruption 5 High and Low Security systems will now appear in bright red on the autopilot route, and Lawless is included in the tooltip.
Science & Industry:
Added missing Nanite Engineering skill requirement to manufacture the Medium Auxiliary Nano Pump II blueprint. The small, large and capital variations all required this skill at 1. This will mean that it will now benefit from the 1% time reduction bonus per level.
Defect Fixes:
Corporation Project:
Corporation Statistics are no longer cut off in Japanese.
Fixed an issue where some clients have been unable to see their contribution progression to Corporation Projects in the UI.
Gameplay:
Faction NPC police will no longer block capture timers for pirate players if they are spawned inside Highsec complexes.
Homefront Operations:
It's no longer possible to remote repair the acceleration gates and receive payouts for it.
Localization:
The Mining Ambush dungeon will no-longer send misleading chatter if the site is contested by both sides fairly equally and one side wins shortly before the other side kills enough cruisers and battleships to cause them to flee.
The evemail message you receive for capturing a dungeon while under the effects of suppression will now correctly contain the bonus LP you got and not just the flat value.
New Player Experience:
Improved off-path handling throughout the experience.
Opportunities:
Removed the QA option from the context menu of enlistment opportunities.
Tracked Homefront Operation, Factional Warfare, and Pirate Insurgency opportunities will no longer be untracked when they become 6 or more jumps away.
The opportunity timer will now visibly count down when the tooltip is open.
Fixed an opportunity info panel issue where the jump count and button could disappear from the entries.
User Interface:
Fixed an Issue where the enlistment window could appear blank if a player has stacked it or docked it in another window.
Fixed text being obscured by the icons to swap factions and to the insurgency dashboard in the FW Map window.
Features & Changes:
Insurgencies:
When a system is at corruption or suppression level 5, more sites will now spawn aside from the Open ADV-1 and Open ADV-5.
Defect Fixes:
Corporation project:
Corporation projects with payment option can now be created with non-ASCII characters.
Links to Corporation projects in the Wallet’s Transaction will now show the correct Project name when using non-ASCII characters.
Gameplay:
The repair service in pirate FOBs is now working as intended.
The Insurgency Dashboard will now use your autopilot avoidance list and safety settings when displaying the ‘number of jumps’ an insurgency system is away from you, instead of always closest.
User Interface:
Font size changes in the Settings Window will update directly without having to relaunch.
Tooltip appears when hovering over a hyperlink.
Fixed elements of the Zarzakh agency page so that it is now formatted correctly, and text doesn’t go out of bounds or overlaps in different languages.
NPE:
Fixed an issue causing the NPE to become unfocused when guided to accept a Career Agent mission.
Players will now be instructed to track a goal during the ACP Career Path introduction.
Features & Changes:
Corporation:
Players will receive an EVE Mail Notification when leaving their player corp on their own volition.
The EVE Mail Notification received when getting kicked out from the corp now includes the information about 30 day auto claim for corporation project rewards.
Missions & NPCs:
The Amarr now mutually dislike The Deathless by -2.0 like all other empire factions.
The Guristas now hate the Caldari state by -9.0, instead of having neutral standings towards them.
Various other law enforcement and pirate organizations have adjusted their standings.
Insurgency Mining Ship has been added to the default overview profiles which include FW and Insurgency NPCs.
Opportunities:
Pirate Insurgencies have been added to the Opportunities interface.
Tracked opportunities now display their ‘tracked’ icon by default within the Opportunities interface.
Universe:
The Caldari State have held military control of the newly built Samanuni to Athounon gate for an extended period of time thanks to the efforts of loyalist capsuleers enlisted with the State Protectorate. Thanks to these efforts, Caldari stargate engineers have managed to upgrade and secure the connection and it will no longer be able to be disrupted by the Federal saboteurs if they are able to seize Athounon.
Samanuni has been removed from the autopilot blacklist.
The FW map has been updated to reflect that the Samanuni → Athounon gate connection is now permanently connected.
Zarzakh:
Players will no longer land inside the deathless shipcaster portal effect in the center when warping to it, and instead land outside it.
Defect Fixes:
Gameplay:
Adding the missing ‘5x penalty to entosis link duration’ to the Azariel traits tab.
Fixed the Alligator Heavy Missile kinetic damage bonus not applying correctly.
Homefront Operations:
Corrected a few typos in conversations.
Hostile homefront NPCs should now show as red again instead of neutral.
Localization:
Fixed Mordu battlecruiser NPCs incorrectly claiming they are based on the Talos instead of the Naga hull.
New Player Experience
Added a missing UI blink in the fitting window in Part 1 of the experience.
Updated the info panel objective at the end of Part 1.
Corrected a highlight banner at the end of Part 1.
Improved off-path handling throughout the experience.
Opportunities:
The entire Info Panel will no longer disappear if the Opportunities info panel section becomes completely empty by traveling out of range of all tracked opportunities.
Changing the UI Scaling settings twice while no opportunities are tracked will no longer make tracking impossible.
The Opportunities home page will now display a consistent order of content sections when opened for the first time after logging in.
Players in stations will now have their Opportunities information updated every five minutes to remove opportunities that are no longer available in their current system.
Clicking the faction icon on Epic Arc opportunity cards will now open the opportunity details as intended.
PVE & NPCs:
Fixed some behavior NPCs being passive or showing as neutral instead of red.
Corporation Project
Factions will be prioritized over character, player corporation and player alliance names in the scroll down menu for Contribution Methods.
Contribution Methods for Defend and Capture FW Complexes now has a drop down menu for faction selection.
Remote Armor Repairing or Shield Boosting a capsuleer associated with a specific faction is now getting counted for projects in which faction is a requirement.
Search Filter for Unclaimed Rewards has been added to the Projects tab in the Corporation window.
Payment in ISK is getting copied over when duplicating a Corporation Project that contains ISK reward.
User Interface:
Fixed the hint when trying to enlist for a pirate faction and not having high enough standings claiming you need 0.0 standings instead of -2.0.
Mutaplasmid Items Show Info window now shows 2 decimal places for attributes they can affect, instead of none and rounding down, so players can easily see in game what the actual mutation numbers are.
Window will no longer scroll up after changing option from the drop-down menu in Settings Window’s "Display & Graphics" tab in the Settings Window
Havoc Expansion Notes were given out early, as is the new custom with Expansions, and they can be found here: Havoc: Expansion Notes.
Greetings,
The following page will list patch notes for all updates within this release (Version 21.05#2). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2023-06-13 Last update: 2023-11-09
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Features & Changes:
Universe:
Added a new video to the billboard rotation for the upcoming LP donation pause.
Features & Changes:
Events:
Crimson Harvest has concluded.
Thank you for participating in the Crimson Harvest Event. The last day of the Crimson Harvest DLI will be Tuesday, November 7th.
Defect Fixes:
Graphics:
An issue where destruction details disappeared when zooming out on wrecks has been fixed.
An issue where volumetric clouds near your ship didn't correctly obscure the sun, has been fixed.
Features & Changes:
Events:
Crimson Harvest
The Blood Raiders and the Order of Tetrimon both hate cherry pickers, so they added a completion timer to Crimson Harvest Hacking Sites.
Sites will now complete 10 minutes after a player has entered the room. If a player is there for more than 10 minutes the site will complete when they leave the room.
Features & Changes:
Missions & NPCs:
The Angel Cartel and the Guristas Pirates are preparing to allow Capsuleers to enlist in their soon to be launched insurgency campaigns and have decided to extend Capsuleers the opportunity for absolution from past transgressions if they show they are willing to work with them.
The base standing increase from successfully completing the Angel Cartel and Guristas Epic Arc have been increased from 30% to 45%.
The cooldown for running the Arc has been reduced from 90 days to 14 days.
This cooldown is retroactive, i.e. if you ran an epic arc on the 1st of October (17 days ago) you’ll be able to run it right away! (instead of in 73 days).
If you ran the epic arc on the 14th of October, your new cooldown is 10 days (instead of 86 days).
This is a temporary amnesty from the Angel Cartel and Guristas Pirates, the Epic Arcs will return to their old values in December.
Features & Changes:
Loyalty Point store The cost of capital ship BPCs in the Serpentis Loyalty Point store has been adjusted and is now as follows:
Vanquisher Blueprint: 150,000,000 LP & 150,000,000,000 ISK.
Vendetta Blueprint: 100,000,000 LP & 100,000,000,000 ISK.
Vehement Blueprint: 25,000,000 LP & 25,000,000,000 ISK.
Defect Fixes:
Crimson Harvest
Hacking sites will now remain scannable until all containers have been hacked.
Last year's Crimson Harvest SKINs that drop in event sites can now be sold on the Market.
Gameplay:
Amarr Empire Faction Warfare NPCs will now correctly guard the "Amarr Supply Cache" Faction Warfare objective and no longer warp off constantly.
Features & Changes:
Events:
Crimson Harvest DLI
The DLI campaign has been extended by 1 day to unlock the booster to those who reach it.
Defect Fixes:
Crimson Harvest:
Fixed an issue which could cause the bosses HP bar to be removed from the Opportunities info panel after another NPC enters or leaves the site.
Additional unintended VFX no longer appear on the Vedmak Deathglow Remnant SKIN.
Crimson Harvest hacking sites have had their loot drops adjusted to account for the extra can(s) in the site.
Features & Changes:
Events:
The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Monday November 6th 2023.
Limited time combat and hacking sites are appearing all over Highsec, Lowsec, Nullsec, and W-space, belonging to the opposing forces of the Blood Raider Covenant and the Order of St Tetrimon.
Crimson Gauntlet and Tetrimon Base combat sites can be found in most areas of space. These sites should be approached with caution, and capsuleers are advised to fly a battlecruiser, battleship, heavy assault cruiser, or even more powerful vessels if they wish to investigate these locations. Rewards for looting the battleship NPCs found at the end of the sites include items that can be traded for isk, skins, boosters, clothing and more!
Crimson Harvest Network Node and Tetrimon Network Node data sites are also appearing across New Eden. These hacking sites contain network node structures that can be accessed for great rewards!
The Blood Raiders are capitalizing on the chaos erupting all over New Eden and are setting up more advanced bases in the warzone. Tetrimon loyalists are also deploying in the area to match their forces. These advanced versions of the combat and hacking sites can only be found within the areas containing the most heated fighting between Blood Raider and Tetrimon forces: the Blood Raider controlled systems within the Delve region and within the Eugidi, Angils and Hed constellations. These advanced sites are rarer and more challenging than the standard versions of the sites but they provide much greater rewards. Bringing a friend or two helps reduce the risk immensely, but beware of other capsuleers who may be searching for the same loot!
The most elusive and valuable strongholds of the Blood Raiders and Order of Tetrimon can only be found by obtaining a rare escalation from the advanced combat sites.
Both the Blood Raiders and the Order of Tetrimon are willing to reward capsuleers who attack their foes. Each character can choose between two options for the Agency challenges and reward track for this event. You will receive points for shooting the opposing side to the one you choose in the agency, and you will receive challenges themed around your chosen faction. Be aware that although you will only receive agency challenges and points for shooting the opposing side to the one you chose, there is no penalty for shooting both sides and taking the loot from both their sites.
Every day of the Crimson Harvest will bring devilish login rewards. Alpha and Omega players get separate rewards, with Omegas enjoying both sets every day, and upgrading at any time during the event unlocks all previous Omega rewards. The treats on offer include boosters, SKINs, EverMarks, a generous amount of Skill Points and more. Get prepared and plan ahead, as not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with 250.000 skill points for Omega and 75.000 for Alpha capsuleers.
Defect Fixes:
Gameplay:
The Mamba, Mekubal and Metamorphosis can no longer enter NVY plexes in Factional Warfare.
Removed a duplicate light drone trait element from the Mamba.
The Zarzakh gate will now list what ships can enter when you try to take a capital ship through.
Features & Changes:
User Interface:
The Character Select Screen has been updated to the Crimson Harvest theme for the upcoming Event.
Events:
In addition to the Character Select Screen update, PvP kills will drop loot at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties!
Zarzakh:
The Deathless continue to gain influence and mastery over the system of Zarzakh and have erected Deathless Retribution Emplacements around the ancient jovian stargates, The Fulcrum and the Deathless Construction Site at the sun. These new missile battery based sentry towers will attack any capsuleer with a retribution timer in their presence. The emplacements also have a limited amount of electronic warfare ability, and will target paint and attempt to break the locks of ships which incur their wrath.
Features & Changes:
Events:
The Deathless is asking for help from Capsuleers to power up ‘The Fulcrum’ and unlock more of Zarzakh’s secrets. Capsuleers who choose to assist him will be given Deathless circle reward tokens which can be exchanged in loyalty point stores for early access to the new destroyer designs recently completed by the Guristas Pirates and the Angel Cartel, or sold for a profit at Angel Cartel and Guristas Pirates NPC stations.
Venture into drifter hives, destroy the ancient drifter guardians at the end and collect elements from different hives to combine them into Coalesced Elements. Be aware that these sites are intended for groups of well equipped capsuleers and are very dangerous. Alternatively, entrepreneurs may be able to acquire them from the market from capsuleers who have already adventured deep into these hives.
In all classes of wormhole space, probe down sleeper relic and data sites using the “Forgotten” and “Unsecured” site name prefix, and acquire Element Containment Vessels from relic sites, and Element Control Data from data sites. Be aware that these sites are guarded by Sleeper NPCs unlike other relic and data cosmic signatures so be prepared for combat.
Once you have a Coalesced Element, an Element Containment Vessel and an Element Control Data item, travel to Zarzakh, and use the ‘access’ option now available to deposit all 3 together into the Fulcrum to recieve your reward - a deathless circle loyalty token.
Your Deathless circle loyalty token can then be taken to any Angel Cartel or Guristas Pirates station, and used in the Loyalty point store for a 1 run BPC of the Mekubal or Mamba respectively.
Alternatively, The Angel Cartel and Guristas Pirates will also reward capsuleers 5 million ISK for each Element Containment Vessel and Element Control Data they sell to them inside their stations, or 50 million ISK for each Deathless Circle Loyalty token.
For those who wish to oppose The Deathless - The Society of Conscious Thought is also awarding 5 million ISK for each Element Containment Vessel and Element Control Data brought to their stations in Geminate.
Defect Fixes:
Gameplay:
Escalations can no longer spawn in Zarzakh.
Note that it’s still possible for an escalation to take you through Zarzakh, escalations should always at most be 10 jumps from your destination. You may need to travel through Zarzakh if you see an escalation with an unusually high amount of jumps, we’re hoping to have a fix for this in a later release.
Defect Fixes:
Gameplay:
EverMarks removed from the Mysterious GalNet Crate. EverMarks as items still remain in capsuleer inventories. Should you want them converted to regular EverMark currency you can contact support.
Localization:
Added a number of missing localization for SKINs.
Defect Fixes:
Gameplay:
Fixed an issue with the Tech level icons of some Zarzakh NPCs.
Features & Changes:
Gameplay:
The four ancient Jovian stargates located in the Alsavoinon, G-0Q86, H-PA29, and Turnur systems appear to have connected with their stargate pairs at their destination location. This system has been assigned a system name that was discovered by capsuleers during the investigation: Zarzakh. The system is now viewable on the map.
Although the stargates have registered their navigation data with the New Eden fluid router network, and additional information about the system has become available, the stargates remain in a locked state, preventing access to capsuleer traffic.
Ships:
Mekubal class Destroyer from the Angel Cartel and the Mamba class Destroyer from the Guristas have been added to the ship tree and can be viewed in game.
User Interface:
Increased the minimum width of the Loyalty Point Store UI so that the purchase buttons for offers can no longer be hidden.
Defect Fixes:
Technical:
Mac client: Full screen clients are no longer being forced into native resolution at client start or entering full screen through Option + Enter.
Defect Fixes:
Technical:
We've made improvements to the chat service which increases its stability.
Defect Fixes:
Technical:
Fullscreen clients on a Mac with a notch for the camera will no longer be cut off at the bottom due to it being shifted downwards.
Features & Changes:
Economy:
The SCC surcharge for all industrial activities, such as manufacturing and invention, has been increased from 0.75% to 1.5%.
We have adjusted the System Cost Index formula to make it more volatile.
Defect Fixes:
Info Panel:
Tracked Homefront Operations and Combat Anomalies will now stay tracked after jumping to their system.
Opportunities:
Anomalies in the current system to will no longer disappear from the Opportunities window, the Info Panel, and the Agency while in a station.
Defect Fixes:
Homefront Operations:
Removing debug text that could appear in Metaliminal Meteoroid Amarr Mining sites.
Selecting Homefront Operations entries in the Agency will no longer add them to the Homefront Operations list in the Opportunities window.
Info Panel:
Tracked Combat Anomalies will now become untracked when two or more systems away.
Opportunities:
After completion, Homefront Operations and Combat Anomalies will now be removed immediately from the Agency, the Opportunities window, and the Info Panel of everyone in that system.
Features & Changes:
Events:
The Shadow War boosters have now expired.
The Society of Conscious Thought is now broadcasting the nearby location of the Ancient Jovian Gates to all capsuleers in the Solar Systems of Turnur, Alsavoinon, H-PA29 and G-0Q86.
Defect Fixes:
User Interface:
Blueprint icons are showing correctly again.
Features & Changes:
Universe:
The Alliance Tournament monument in Manarq has been updated with the winners of Alliance Tournament XIX, Fraternity.
Features & Changes:
User Interface:
Made various improvements to the SKINR tool UI:
Adjusted font and icon sizes.
Added background color for structure listings.
Added additional text.
Added a toggle for paint names.
Features & Changes:
Universe:
Upwell Structures can no longer be deployed near the discovered ancient Jovian gates due to extreme gravitational anomalies discovered in the vicinity around the gates.
It is recommended that any existing structures already anchored close to the stargates be removed or face potential destruction.
Defect Fixes:
Gameplay:
The ‘Capital Ship Construction’ Skillbook has been returned to the market of all empire school stations.
Graphics:
Jovian gates will start out as cloaked if a player enters a grid with them, instead of uncloaking first, then recloaking if a player is out of range of their decloaking radius.
Localization:
Removed several unneeded line breaks from the 'accept contract' message.
Technical:
Fixed a driver crash for dx12, when trying to move the portrait part of the character sheet outside of the client window.
Defect Fixes:
Graphics:
The Ishtar Gilded Predator SKIN is displaying its true colors.
Features & Changes:
Universe:
EVE Operation: Epiphany begins
Further investigations are under way into Jove Observatories and the activities of Angel Cartel and Guristas Pirates commanders.
User Interface:
The Loyalty Point Store UI has been given an overhaul.
The LP store window will now have a faction background based on the corporation LP store.
🤝 Removed the limit of 100 at a time for offers - now you can buy as many datacores from Factional Warfare Loyalty Point stores as you want in a single transaction!
The Loyalty Point, ISK and AK columns have been merged together. If the cost is 0 it will not be shown.
There is now a required items column.
When hovering over an offer, ISK/Loyalty Point/AK or specific required items you do not have will be highlighted in red.
🤝 You can now see the estimated item value of the Loyalty Point offer item when hovering the mouse cursor over it.
Defect Fixes:
User Interface:
Packaged ships can now be multifit with alliance fittings using the right click menu.
The SCC surcharge is now included in the cost total in the buy window when placing a buy order in a citadel.
You can now apply saved filters in the hypernet window.
'Edit Profile Used by Structure' now opens on the right tab.
Fixed an exception when a player is in control of a Citadel and opens a conversation with an Agent and looks at ship restrictions for the mission.
Filtering industry blueprints by name should now be more responsive and no longer get stuck in some cases.
Fixed the column sorting behavior in the industry window.
Greetings,
The following page will list patch notes for all updates within this release (Version 21.05). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2023-06-13 Last update: 2023-08-10
🤝 - Indicates a change inspired by player's feedback or suggestions.
Features & Changes:
Structures & Deployables:
Nanocoating Designs on Upwell structures will no longer be revoked if a structure enters a low-power or abandoned mode but will not be displayed until the structure is back to full power. 🤝
Nanocoating Induction License duration will not be affected by structure state changes.🤝
Authorized corporation members can now revoke Nanocoating Licenses, including licenses for structures in low power and abandoned mode.
When a Nanocoating License is revoked, there are no EverMarks refunded for the remaining duration.
Personalization Tab has been removed from Neocom. 🤝
SKINR is now accessible from a new tab called SKINR Licenses in the Corporation Window that can be accessed only by Corporation CEOs, Directors, and Brand Managers.
Authorized Corporation members can now view all active Nanocoating Induction Licenses per structure and their duration.
Defect Fixes:
Technical:
Antialiasing is no longer leading to pixelated graphics in the fitting window and ship preview windows.
Reduced the VRAM usage of shadows, especially with open fitting window.
Features & changes:
Universe:
New Billboard adverts added to the rotation.
A new batch of Alliance logos have been added to the game.
Defect Fixes:
Homefront Operations:
A payout will now be given after mining out the last asteroid within Abyssal Artifact Recovery sites.
Drifter battleships within Abyssal Artifact Recovery sites will now warp off if the site is fully mined out.
Fixed various issues which could cause transmissions and Info Panel objectives within Abyssal Artifact Recovery sites to give incorrect information if entered after completion.
Unmined asteroids within abandoned Abyssal Artifact Recovery sites will now be despawned immediately after cleanup starts.
Fixed an issue which could cause the asteroid within Metaliminal Meteoroid sites to fail to spawn.
The 'Activate Acceleration Gate' Info Panel objective will no longer appear when entering a site that is completed.
Corporation Project:
PLEX can now be delivered directly from the PLEX Vault to the Corporation Office Projects folder if there are active Delivery Projects in the Corporation window with PLEX as contribution method.
Features & Changes:
Homefront Operations:
Sites will now be redistributed to other systems after they have been completed.
Players will now gain a suspect flag when taking aggressive actions against allied Structures in Emergency Aid sites and allied Dreadnoughts in Dread Assault sites.
Enemy Haulers within Raid sites can no longer be remote repaired.
Adjusted the ECM values of all NPCs appearing within these sites. In most cases, the effectiveness has been greatly reduced.
Asteroid mining progress is now displayed within the Info Panel objective for Metaliminal Meteoroid sites.
Defect Fixes:
Career Agents:
The info panel button for Career Agents' Complete Mission objective now displays "Start Conversation" instead of the agent's name.
Homefront Operations:
Fixed an issue causing the Dreadnought in Dread Assault sites to occasionally fail to fire its lance super weapon.
Fixed an issue causing Abyssal Artifact Recovery enemies to respawn if they were part of the most recently spawned wave.
Clarified text shown in some Abyssal Artifact Recovery conversations.
Opportunities:
Fixed various typos.
Improved performance when changing far-away destinations.
The displayed number of jumps left now updates in an open Opportunity Details window when jumping.
The track button now disappears immediately for a corporation project that is completed/closed/deleted.
User Interface:
The Corporation Project's New Project window is now removed from the screen when cancelling a new project.
Info panel Travel objectives now update according to route preference settings.
Agent missions' All Objectives Completed info panel status is now updated correctly when boarding/unboarding a ship containing the required mission items.
Anomaly Training Sites are no longer listed as Combat Anomalies in the Opportunities and Agency windows.
Fixed issues that could cause a tracked Opportunity to not appear correctly in the info panel.
Features & Changes:
Factional Warfare:
"With the Uprising expansion, factional warfare space needed to be ready to handle a sudden influx of players looking to try out the new content, and so the availability of sites was tuned to prepare for that. This worked out nicely for the initial expansion as we didn’t run out of things for people to do. In the following months the initial wave settled into the new and healthy baseline of players we see today, and so we’re making some adjustments to the total number of sites in FW space to better fit the current environment. With this rebalance of site availability, we’re adjusting the relative frequency of Advanced to Navy sites, bringing those numbers a bit closer to even so it doesn’t feel so difficult to find things to do for those players looking to fly T2 or Pirate Faction ships in FW space. We’re also adjusting VP values to increase the relative value of larger complexes over smaller ones, as this should better reward the increased investment these sites often involve and drive conflicts over systems to a smaller number of critical objectives, encouraging fights and conflicts between factions looking to seize control."
Update Details
Battlefield Victory Point value increased from 500 to 2,000.
Victory Point Values of FW complexes have been adjusted to increase the relative value of larger complexes compared to smaller ones.
Scout and Small complexes have had their VP decreased slightly, while VP from Mediums and Large complexes has been greatly increased.
Distribution of FW complexes has been updated.
Large and Medium NVY-1 sites are now roaming spawns. This should make it easier for a group to clear out the sites in a system for a little while without being overwhelmed by respawn rates.
Ratio of NVY to ADV sites spawns have been adjusted from a frequency of approximately 3:1 to slightly below 2:1. This should help to make it feel better to bring T2 and pirate faction ships into faction warfare space, increasing variety while still preserving the lower investment niche offered by the NVY sites.
The number of 5-player complex spawns has been reduced.
Overall quantity of FW complex dungeon spawns has been reduced by approximately 30%. For a given set of frontline systems, this will lead to an approximate average of 6.5 FW complexes per system, down from 8.5.
Respawn rates of FW complexes have been increased from 15 minutes to 20 minutes in frontline systems, 40 minutes in Command Operations, and 60 minutes in Rearguard systems. Combined with overall increased Victory Point values, theoretical minimum system capture time remains about the same for frontline systems.
LP Value multiplier in Rearguard systems has been reduced from 0.5x to 0.01x. Complexes in rearguard systems are primarily intended to be tactical objectives rather than profitable ones and this change should help to discourage automation (bots) without decreasing the tactical value of these sites.
Distribution of Operations Centers has been greatly increased, there will now be approximately 2x as many in space. This should make it much easier to find these sites and acquire the items needed to construct propaganda beacons and listening posts.
Victory Point Changes
Scout NVY: reduced to 25 from 50
Small NVY: reduced to 50 from 60
Small ADV: reduced to 75 from 80
Medium NVY: increased to 150 from 100
Medium ADV: increased to 175 from 110
Large NVY: increased to 250 from 120
Large ADV: increased to 300 from 150
Open Complex: increased to 350 from 200
Battlefield: increased to 2000 from 500
Miscellaneous:
LP and EM Personal Donations
We are pleased to announce that players can donate LP to any player-owned corporation.
Players can also donate EverMarks directly to their corporation or Executive Corporation of an Alliance if the corporation belongs to one. Donations are only possible if the player has been a corporation member for at least 30 days.
The same 30 days rule applies to Executive corporation donations. The corporation and the Executive corporation must be part of the same Alliance for at least 30 days to unlock EM transfers.
LP and EM donation functionalities are accessible via respectable Wallets.
Players cannot donate LPs or EMs to NPC Corporations.
Defect Fixes:
Gameplay:
Manufacturing Lancer Dreadnoughts will now be counted in the activity tracker for T2 Extra Large Ship Manufacturing.
Localization:
Fixed a typo in the Advanced Capital Ship Construction skill.
Added traits to the Stratios Emergency Responder
Corrected the Dagon traits to include missing 5% Armor Repair amount per level from Minmatar Carrier. It has always had this bonus, it was just missing from the traits.
Removed obsolete information from traits on the Entosis link modules that suggested fitting one would increase your base mass. This was an old penalty which was removed a while ago.
Adjusted Orca traits slightly to be more consistent. -5% reduction in cost changed to 5% reduction in cost to match the consistency of how other traits are displayed.
Defect Fixes:
Gameplay:
The Samanuni ↔ Athounon gate connection has been removed from autopilot routes.
Features & Changes:
Homefront Operations:
Dread Assault sites have been reworked:
The charge required for the Dreadnought to enter Siege Mode and fire its lance has been reduced.
The total number of lance attacks for the target structure to be destroyed has increased.
The duration of the Dreadnought’s Siege Mode - during which it cannot have charge transferred to it - has been reduced to 90 seconds from 300 seconds.
The amount of charge neutralized by ‘Focused’ enemies has been increased significantly.
The effective hitpoints of ‘Focused’ and dedicated ECM enemies have been reduced.
Contributing players within Emergency Aid sites will now receive additional rewards when their protection target is kept alive at 5 and 10 minutes.
The reboot time of arrays within Suspicious Signal sites has been reduced to 90 seconds from 120 seconds.
Data fragments can now be looted from hacked arrays within Suspicious Signal sites. These items can be sold to NPC buy orders.
Hacking an array within a Suspicious Signal site will have its time until reboot show within the Info Panel.
Added additional enemy types that can appear within Abyssal Artifact Recovery sites.
Enemies will no longer attack capsules within Abyssal Artifact Recovery sites.
Some Sleeper and Rogue Drone enemies within Abyssal Artifact Recovery sites will now target and prioritize drones.
The minimum amount a player must contribute to be rewarded within a site has been increased.
The respawn time for enemies within all sites has been greatly increased.
Rebalanced the energy neutralization amount inflicted by combat NPCs within all relevant sites. Notably, cruiser NPCs have had their values significantly reduced.
The orbit ranges of enemies within all sites have been adjusted to better match their weapon ranges.
Conversations within all sites have been reworked:
If the site is ongoing, instructions on how to complete it now appear when arriving within the area containing the acceleration gate. A more concise reminder is given when arriving within the main combat area.
If the site is complete, players will be informed of its state when arriving within the area containing the acceleration gate.
Missions & NPCs:
Added indicators for when mission objectives are complete within the Info Panel.
Opportunities:
Any set filters will now persist when the window is closed and re-opened.
Added an Expiry timer to mission cards and pages.
The mission agent's portrait will now appear in mission cards and their name will display when hovered over.
Mission cards will now indicate whether they are offered, active, expired or have all their objectives completed.
Universe:
Full industry services and office slots have been added to the stations in empire war HQ systems that were built during the Shadow War.
Onnamon VI - Caldari Navy Anchorage
Mehatoor III - Amarr Navy Anchorage
Amo III - Republic Fleet Anchorage
Defect Fixes:
Homefront Operations:
Fixed an issue causing the Info Panel objective information to appear with incorrect or missing values.
The items delivered counter in the Info Panel will now update correctly when depositing multiple items simultaneously within Raid sites.
Added ‘Focused’ to the names of enemies which use energy neutralizers within Minmatar Dread Assault sites.
Fixed various typos.
User Interface:
Agent missions can once again be linked while in a fleet.
Completed missions will now be correctly removed from the Opportunities window.
Added a missing icon for Corporation Projects in the Opportunities window and Info Panel.
Corporation Projects can now be tracked via the Opportunities window.
Features & Changes:
Localization:
Added localized nanocoating names in Chinese, Japanese and Korean.
Miscellaneous:
Expired Capsuleer Day XX boosters.
Defect Fixes:
User Interface:
Fixed an issue where structure paint license information wasn't displayed correctly in some places in Japanese.
Features & Changes:
Ecosystem:
The flat NPC SCC fee for all industry jobs such as Manufacturing, ME & TE research, Copying and Invention has been increased from 0.25% to 0.75%
The Temporary 50% Sales Tax Discount from Viridian has now ended. Sales Tax will now be back to the default value of 8% without skills, or 3.6% with perfect skills.
Adjusted the Estimated Item Value calculation for T2 Triglavian ships when they are being manufactured so they will now have more realistic values to match the cost of the input materials.
Defect Fixes:
Gameplay:
It's now possible to put Quafe Hyper and Spiked Quafe in Quafe bays on ships such as the special edition Miasmos ships.
Localization:
Fixed a typo for the fitting tab on all modules that require a turret slot.
Fixed a typo in the sales tax tooltip.
Added Missing space in the description next to time remaining under Deliver Assets in the Asset Safety window.
Features & Changes:
User Interface:
Fixed loading issue with Evermarks Donation Tab in the Corporation Wallet.
Defect Fixes:
Paragon's Personalization Introduction Experience:
Experience now correctly exists on its completion.
Added guidance UI blinks for both 'Redeem To Current Station' and 'Hangars' tab buttons.
Features & Changes:
Universe:
We have updated the in-game billboards with recently submitted player advertisements and removed old advertisements from the rotation.
Defect Fixes:
Localization:
Fixed an issue with some of the T2 Lance modules and blueprints using smart quotes rather than apostrophes.
User Interface:
Cleaned up outdated elements in the bug reporting interface, such as references to the old bug reporting website.
Features & Changes:
Miscellaneous:
Tranquility Trading Tower Landmark
Added a new landmark in Perimeter near the Jita gate.
Defect Fixes:
Homefront Operations:
Rogue Drone enemies once again favor EM and Thermal for their damage and resist types.
Dedicated ECM enemies within Dread Assault sites now have HP values in-line with others of their hull type.
'Focused' neutralizing enemies within the Minmatar Dread Assault site are now correctly shield-tanked rather than armor.
Defect Fixes:
Localization:
Fixed a typo on the Gallente Shipcaster landmark sensor overlay bracket.
Features & Changes:
Dedicated LP Tax Rate
We have added the ability to set Loyalty Point and NPC Bounty tax rates separately.
EverMarks Corporation Donations
Added the ability for corporations within alliances to donate corporation EverMarks to the executive corporation of the alliance they belong to, as long as the corporation has been part of the alliance for at least 30 days.
Added the ability for executive corporations to transfer EverMarks to any other corporation that has belonged to their alliance for at least 30 days, allowing holding corporations within alliances that may be responsible for structure management to use SKINR and apply nanocoatings to structures.
SKINR
Added an addition of "select all" functionality when selecting which structures to apply nanocoatings to.
Homefront Operations
Adjusted the damage and HP values of enemies to better differentiate ship classes, remove outliers, and increase consistency across factions.
Some enemies have begun targeting drones deployed by capsuleers within these sites.
Enemies should now take noticeably longer to be replaced after a ship within their group is destroyed.
Enemies within Dread Assault sites have begun fielding ECM fit ships in an attempt to disrupt capsuleer efforts.
Enemy haulers within Raid sites will now undock much more quickly if the previous hauler managed to escape the site.
Enemy haulers within Raid sites will take slightly longer to undock if the previous hauler was destroyed.
Items dropped by enemy haulers within Raid sites will now be removed from a ship’s cargo hold when entering or exiting the site.
Added restrictions to prevent the items dropped by enemy Haulers within Raid sites from being placed in any container other than the allied Freighters.
Moved the undock location of enemy Haulers within Raid sites to reduce the likelihood of them bumping into their structure.
Structures within Suspicious Signal sites should now have higher overall HP.
A transmission will now appear informing those within Abyssal Artifact Recovery sites when the warp disruption effect has ended.
Defect Fixes:
Homefront Operations
Arrival transmissions will no longer appear after canceling a warp within a site.
Fixed an issue causing the Info Panel instruction to activate the acceleration gate lingering after the gate was activated.
The Energy Neutralizing range of the Focused Sanguinary Dragoon has been increased to be consistent with other ships of its size.
Fixed an issue causing more than one Mutanite asteroid to be present within Metaliminal Meteoroid sites.
Fixed various typos in transmissions and type names.
The Stratios Emergency Responder is no longer permitted within these sites.
Corporation Project
Buttons now work when pinning the Corporation and Opportunities window to one window.
Project contributions now sort correctly.
AIR Opportunities
Gallente Explorer career agents will not give out mission 5 / 5 at start.
Accepted agent missions is now added to Opportunities Active tab.
User Interface:
Filtering for Corporation 'Affordable items' in Loyalty Point stores will now take less time to load.
'Use Corporation Accounts' checkbox in Loyalty Points stores now correctly updates on role changes.
Labels for a successful/failed LP transfer are now correctly removed in the Corporation Wallet when changing tabs.
Fixed a defect with the fitting window no longer remembering which attribute panels you had expanded and collapsed.
Reward Crates from the AIR Career Program now has a x-icon in the corner of the image.
Features & Changes:
Shadow War:
Thanks to the efforts of loyalist capsuleers, the Gallente Federation has completed construction of their Interstellar Shipcaster!
The Federation Interstellar Shipcaster is located in the Gallente FW HQ system of Intaki, Near Planet IV.
To power the activation of the shipcaster, a new Federation Stellar Transmuter has been brought online in the nearby Gisleres system.
The Gallente Federation will begin automatically placing Federation Shipcaster Beacon Constructors in warzone systems to enable the construction of Federation Shipcaster Beacons.
To construct the Shipcaster Beacons in the target systems, capsuleers can deposit Nanotransistors, Smartfab Units,
Photon Microprocessors and Self-Harmonizing Power Cores to the Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Federal Defense Union loyalty points.
When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for Capsuleers enlisted with the Gallente to jump through the shipcaster
With the big 4 empires having successfully completed their shipcaster projects, the Shadow War is coming to a close.
The locations of Nesosilicate Rakovene Fields and Vila Allopoiesis Nodes are no longer being broadcasted to Capsuleers by Federal pochven scouting patrols.
The empires have expressed low interest in conducting additional research into Stellar Transmuter and TransportRrelay technology, and have spooled down most of their research programs, additionally, mercenaries are no longer being offered lucrative contracts to raid these locations, as such, Research Data Nodes, Waylaid Couriers and Besieged Laboratory sites will no longer appear.
Buy Orders for Transport Relay and Stellar Transmuter Datacores, Their components, Mutadaptive Construction Components and Neo-Jadarite have started appearing on black markets throughout the Curse, Venal and Fountain regions.
The Shadow War Event UI will be disabled on Thursday; if you still have yet to claim all your rewards from the shadow war event track, please do so now!
Structures & Deployables:
Adjusted the Minimum Broker Fees that a structure owner could set from 0.5% to 0.0% now that the 0.5% Minimum SCC charge exists.
There is a minimum fee of 100 ISK for broker fees charged, even at 0%.
Defect Fixes:
Audio:
Sound effects from NPCs, especially the radio-chatter sound are no longer sticking around after the NPCs have been killed.
Gameplay:
Mining drones will no longer destroy ore they have mined if they are told to mine another asteroid while returning with ore, they will now always complete the return trip first if they are full.
Mining drones will now record their progress on the current asteroid they've been mining if they're sent to mine another asteroid.
Both of these defect fixes will result in far less mining missions being incompleteable due to not enough ore. Ore can still be lost if the drones are destroyed or your cargo/mining hold is full.
Refitting a Strategic Cruiser with the fitting window will now correctly swap out the rigs.
Fixed an issue where Null Security Blue A0 Sun Asteroid Belts had a chance to spawn in Jove space, which caused one or two sites a week to appear in an inaccessible solar system. They will now only spawn in player accessible nullsec.
Graphics:
Antialiasing is no longer causing explosions to have green artifacts.
Technical:
Reduced the memory consumption of shadows in scenes without shadows.
User Interface:
It's now possible to jump through a bridge opened up by a Rorqual with the Industrial Jump Portal Generator using the radial menu
It's now possible to search for contracts within 0 jumps of you using the max jumps filter.
Your maximum locked targets displayed in the fitting window will now accurately display your actual max locked targets when in a system affected by Triglavian system effects.
If you undock from a Upwell Structure with the multibuy window open, the 'current station' status will now update.
Ship Trait Icons will now always appear consistently in the same order.
The 'Blue Ghost' item will now correctly disappear when you start dragging an item in the fitting simulation window.
Fixed the tooltips in the corporation window for the standings and wars tabs which were not accurate.
Made the transition between simulating a ship, and then a structure in the fitting window smoother.
Features & Changes:
Shadow War
Thanks to the efforts of loyalist Capsuleers, the Gallente Federation has completed construction of their Interstellar Shipcaster!
The Federation Interstellar Shipcaster is located in the Gallente FW HQ system of Intaki, Near Planet IV.
To power the activation of the Shipcaster, a new Federation Stellar Transmuter has been brought online in the nearby Gisleres system.
The Gallente Federation will begin automatically placing Federation Shipcaster Beacon Constructors in warzone systems to enable the construction of Federation Shipcaster Beacons.
To construct the Shipcaster Beacons in the target systems, Capsuleers can deposit Nanotransistors, Smartfab Units, Photon Microprocessors and Self-Harmonizing Power Cores to the Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Federal Defense Union loyalty points.
When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for Capsuleers enlisted with the Gallente to jump through the shipcaster.
With the big 4 empires having successfully completed their shipcaster projects, the Shadow War is coming to a close.
The locations of Nesosilicate Rakovene Fields and Vila Allopoiesis Nodes are no longer being broadcasted to Capsuleers by empire pochven scouting patrols.
The empires have expressed low interest in conducting additional research into stellar transmuter and transport relay technology, and have spooled down most of their research programs, additionally, mercenaries are no longer being offered lucrative contracts to raid these locations, as such, Research Data Nodes, Waylaid Couriers and Besieged Laboratory sites will no longer appear.
Buy Orders for Transport Relay and Stellar Transmuter Datacores, their components, Mutadaptive Construction Components and Neo-Jadarite have started appearing on black markets throughout the Curse, Venal and Fountain regions.
The Shadow War Event UI will be disabled on Thursday; if you still have yet to claim all your rewards from the shadow war event track, please do so now!
Structures & Deployables:
Adjusted the Minimum Broker Fees that a structure owner could set from 0.5% to 0.0% now that the 0.5% Minimum SCC charge exists.
Note: There is a minimum fee of 100 ISK for broker fees charged, even at 0%.
Defect Fixes:
Audio:
Sound effects from NPCs (especially the radio-chatter sound) are no longer sticking around after the NPCs have been killed.
Gameplay:
Mining drones will no longer destroy ore they have mined if they are told to mine another asteroid while returning with ore, they will now always complete the return trip first if they are full.
Mining drones will now record their progress on the current asteroid they've been mining if they're sent to mine another asteroid.
Both of these defect fixes should result in far less mining missions being incompleteable due to not enough ore. (Note: Ore can still be lost if the drones are destroyed or your cargo/mining hold is full).
Refitting a Strategic Cruiser with the fitting window will now correctly swap out the rigs.
Fixed a Defect with the Nullsec Blue A0 Sun Asteroid Belts having a chance to spawn in jove blue sun systems, they will now always respawn and be available in player accessible nullsec.
Graphics:
Antialiasing is no longer causing explosions to have green artifacts.
Technical:
Reduced the memory consumption of shadows in scenes without shadows.
User Interface:
It's now possible to jump through a bridge opened up by a Rorqual with the Industrial Jump Portal Generator using the radial menu.
It's now possible to search for contracts within 0 jumps of you using the max jumps filter.
Your maximum locked targets displayed in the fitting window will now accurately display your actual max locked targets when in a system affected by Triglavian system effects.
If you undock from a citadel with the multibuy window open, the 'current station' status will now update.
Ship Trait Icons will now always appear consistently in the same order.
The 'blue ghost' item will now correctly disappear when you start dragging an item in the fitting simulation window.
Fixed tooltips in the corporation window for the standings and wars tabs.
Made the transition between simulating a ship, and then a structure in the fitting window smoother.
Features & Changes:
Shadow War
The Gallente Federation has completed the research phase of their shadow war effort, and can now begin work on the construction of an Interstellar Shipcaster.
The Federation will reward capsuleers who bring Mutadaptive Construction Components to their component deposit yards located in the Federal Shipcaster Construction Site in Intaki, and the Federal Stellar Construction Site in Gisleres.
Features & Changes:
Shadow War: Thanks to the efforts of loyalist capsuleers, the Minmatar Republic has completed construction of the third interstellar Shipcaster!
The Republic Interstellar Shipcaster is located in the Minmatar FW HQ system of Amo, Near Planet III, Close to the Republic Fleet Anchorage Station.
To power the activation of the shipcaster, a new Republic Stellar Transmuter has been brought online in the nearby Barkrik system.
The Minmatar Republic will begin automatically placing Republic Shipcaster Beacon Constructors in warzone systems to enable the construction of Republic Shipcaster Beacons.
To construct the Shipcaster Beacons in the target systems, Capsuleers can deposit Nanotransistors, Smartfab Units, Nanomechanical Microprocessors, and Self-Harmonizing Power Cores to the Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Tribal Liberation Front loyalty points.
When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for capsuleers enlisted with the Minmatar to jump through the shipcaster.
Universe:
We have added a new Scope billboard Ad into the billboard rotation.
Defect Fixes:
User Interface:
Removed the Combat Anomalies section in the Opportunities window temporarily to resolve an issue. Removed the option to track Combat Anomalies in the info panel.
Defect Fixes:
Audio:
Missile impact sound effects are now more limited so they can be heard more often when large volumes of impact sound effects are triggered.
Gameplay:
Minmatar Shipcaster location in Amo system adjusted to be further away from the nearby station.
Graphics:
Ikitursa texture artifacts were removed on lower shader settings.
Added to the textures and visual effects on the Omen Serenity Electric SKIN.
Scythe and Scimitar sail textures are no longer see through from one side.
Bright yellow station interiors/hangars with unintended Triglavian effects appearing has been resolved.
We made minor adjustments to Minmatar propaganda billboard placement on select station exteriors.
Localization:
Fixed a typo in the "Advanced Capital Ship Construction" skill.
Features & Changes:
Shadow War
Thanks to the efforts of loyalist Capsuleers, the Amarr Empire has completed construction of the second Interstellar Shipcaster.
To power the activation of the shipcaster, a new Imperial Stellar Transmuter has been brought online in the nearby Ohide system.
The Amarr Empire will begin automatically placing Imperial Shipcaster Beacon Constructors in warzone systems to enable the construction of Imperial Shipcaster Beacons.
To construct the Shipcaster Beacons in the target systems, capsuleers can deposit Nanotransistors, Smartfab Units, Nanoelectrical Microprocessors, and Self-Harmonizing Power Cores to the Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with loyalty points.
When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for capsuleers enlisted with the Amarr to jump through the shipcaster
The Minmatar Republic has completed the research phase of their shadow war effort, and can now begin work on the construction of an Interstellar Shipcaster.
The Republic will reward capsuleers who bring Mutadaptive Construction Components to their component deposit yards located in the Republic Shipcaster Construction Site in Amo, and the Republic Stellar Construction Site in Barkrik.
Homefront Operations:
Hauler wrecks within Raid sites can no longer by tractor beamed or destroyed.
Updated the Dread Assault info panel UI for clarity by removing unnecessary details.
The array objects listed in Suspicious Signal sites will now be ordered alphabetically.
The Dreadnoughts within Dread Assault sites will now use their AOE neutralizing effect.
Miscellaneous:
EverMarks can now be awarded when Daily Challenges are completed for various activities. Three can be completed a day and they can also include Skill Points as rewards as they did previously.
Structures & Deployables:
Keepstars and Sotiyos, can no longer be anchored in High-Security space.
Existing XL Structures will be fully functional, however once they have been unanchored or destroyed they will not be able to be replaced.
Universe:
We have updated the in-game billboards with recently submitted player advertisements.
Defect Fixes:
Gameplay:
Items purchased with Corporation LP are now delivered to the Corporation Deliveries hangar.
Technical:
Mac client: Various graphical effects have been restored that were previously not being displayed for example turrets, smartbombs and wormhole effects.
Corporation Projects and AIR Opportunities:
While creating a Corporation Project, searching for a wormhole in the solar system bar now yields results as intended.
The AIR Opportunities window will now update automatically when a new Project is created.
The AIR Opportunities window will now update correctly when speaking with a Career Agent.
Opportunities will now be sorted correctly by closest distance in the Opportunities browsing window.
The contribution notification between "your own" and "overall" progress will show the same result when using multiple missiles or drones
Progress is now counting when the Militia is entered into the Damage Capsuleers project for Corporation Projects.
Homefront Operations:
Selecting a Homefront Operations site in the current system in the Agency window will now stop popping up an error message.
Homefront Operations' Warp to Site button in the info panel will now work even if the Opportunities window is closed.
When setting a destination to a solar system with available Homefront Operations, the Homefront Operations list in the Opportunities window will now immediately populate with those operations. Clearing a destination will immediately remove those operations from the list.
Objective counter now updates correctly in the Gallente Raid site.
The 'Narcotics Lab' structure in the Gallente Raid site now has a type icon.
Reduced the time it takes for the Minmatar target to uncloak in the Suspicious Signal site.
NPCs should no longer switch targets in Dread Assault site.
Fixed some typos in the Homefront Operation sites.
Fixed an issue with the 'Metaliminal Meteroid - Mining' sites sometimes paying out multiple times.
User Interface:
Loyalty Point are now formatted correctly in the wallet.
Selecting 'Read Details' will now correctly progress the Career Agent introduction during the AIR NPE.
Defect Fixes:
Technical:
The information panel will now display correctly whilst in Homefront Operation sites.
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