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UniWiki:Patch Notes/Equinox Expansion Notes: Difference between revisions

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Add expansion notes for Equinox. Transform and Clean-up.
 
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{{PatchNoteStatus|todo|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.}}
{{PatchNoteStatus|todo|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.}}


== New Resources ==
=== New Resources ===
{{PatchNoteStatus|todo|
{{PatchNoteStatus|todo|
* 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 - 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.
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* Workforce - Workforce is provided by the working population available on suitable planets, which are barren, oceanic and temperate planets.
* 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.
** 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 bemanually collected and moved.
* Reagents - Reagents come from ice and lava planets and have to bemanually 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.
** 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.
** 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.
* 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. Skyhooks yield will gradually improve over time as their immature bay becomes larger. If a Skyhook is stolen from, then all the Mature Reagents will be taken, and the Immature Reagents will be lost, resetting and slowing down the improved ramping yield, making defending Skyhooks important.
* 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. Skyhooks yield will gradually improve over time as their immature bay becomes larger. If a Skyhook is stolen from, then all the Mature Reagents will be taken, and the Immature Reagents will be lost, resetting and slowing down the improved ramping yield, making defending Skyhooks important.
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== Territorial Claim Unit ==
== Territorial Claim Unit ==
{{PatchNoteStatus|todo|* 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.
{{PatchNoteStatus|todo|
* 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.
* New TCUs can no longer be deployed or captured if they were previously deployed but not captured.
* Any ongoing TCU campaigns will be cancelled.
* Any ongoing TCU campaigns will be cancelled.
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== Sov Upgrades ==
== Sov Upgrades ==
* {{PatchNoteStatus|todo|Sovereignty Upgrades provide the primary use for the new Colony Resources: Power, Workforce, and Reagents, as Colony Resources are required to online these upgrades.
* {{PatchNoteStatus|todo|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.}}
* 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 on20 June 2024.- more on that later in the blog.}}
** They will not, however, be able to be installed or functional until the Sov Transition is enabled on20 June 2024.- more on that later in the blog.}}


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=== New Escalation sites that can spawn from combat anomalies ===
=== New Escalation sites that can spawn from combat anomalies ===
"A combat site where the player will encounter a.."
{{PatchNoteStatus|todo|"A combat site where the player will encounter a.."
* Pirate-Shielded Starbase
* Pirate-Shielded Starbase
* Pirate Capital Ship Fleet
* Pirate Capital Ship Fleet
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=== Upgrades ===
=== Upgrades ===
{{PatchNoteStatus|todo| (Planned for 20 June 2024)
{{PatchNoteStatus|todo| (Planned for 20 June 2024)
* 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.
* 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 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 have them self-destruct which capsuleers with the appropriate roles are able to do.
* Upgrades cannot be uninstalled once installed, they can be turned offline, but the only way to remove them is to have them self-destruct which capsuleers with the appropriate roles are able 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.}}
* 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.}}
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* 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 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 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.
* |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.}}




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=== Capital Micro Jump Drives and Capital Micro Jump Field Generators ===
=== Capital Micro Jump Drives and Capital Micro Jump Field Generators ===
* {{PatchNoteStatus|todo|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.}}
* {{PatchNoteStatus|todo|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.}}
* {{PatchNoteStatus|todo|The Capital Micro Jump Drive jumps a Carrier 250km in whatever direction it is facing.}}
* {{PatchNoteStatus|todo|The Capital Micro Jump Drive jumps a Carrier 250km in whatever direction it is facing.}}
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=== Targeted Doomsday Weapons ===
=== Targeted Doomsday Weapons ===
* {{PatchNoteStatus|todo|Damage increased from 1 million to 2 million.}}
* {{PatchNoteStatus|done|Damage increased from 1 million to 2 million.}}
* This means that a max skilled Titan Doomsday goes from 1.5m to 3m damage.
* 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.
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.
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== SKINR Ship Personalization ==
== SKINR Ship Personalization ==
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.
{{PatchNoteStatus|todo|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.


=== Design at Your Fingertips ===
=== Design at Your Fingertips ===
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=== Sequencing ===
=== Sequencing ===
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.
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.
* {{PatchNoteStatus|tbd|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.}}
* {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.
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.
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.
* {{PatchNoteStatus|tbd|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 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.}}


=== New Skills ===
=== New Skills ===
There is a new set of Skills that will elevate your SKIN Sequencing playstyle. These are all found under the new Category called "SEQUENCING".
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: ====
* Sequencing Time Modifier Skills:
** {{PatchNoteStatus|tbd|Basic Induction: Reduces sequencing time. First-tier skill with a 1x training multiplier and costs 5m.}}
** {{PatchNoteStatus|done|Basic Induction: Reduces sequencing time. First-tier skill with a 1x training multiplier and costs 5m.}}
** {{PatchNoteStatus|tbd|Induction Efficiency: Reduces sequencing time. Second-tier skill with a 3x training multiplier of and costs 15m.}}
** {{PatchNoteStatus|done|Induction Efficiency: Reduces sequencing time. Second-tier skill with a 3x training multiplier of and costs 15m.}}
** {{PatchNoteStatus|tbd|Advanced Induction Efficiency: Reduces sequencing time. Third-tier skill with a 5x training multiplier and costs 25m.}}
** {{PatchNoteStatus|done|Advanced Induction Efficiency: Reduces sequencing time. Third-tier skill with a 5x training multiplier and costs 25m.}}
** {{PatchNoteStatus|tbd|Peak Induction Acceleration: Reduces sequencing time. Fourth-tier skill with an 8x training multiplier of and costs 45m.}}
** {{PatchNoteStatus|done|Peak Induction Acceleration: Reduces sequencing time. Fourth-tier skill with an 8x training multiplier of and costs 45m.}}
* Mass Sequencing Skills:}}
* Mass Sequencing Skills:
** {{PatchNoteStatus|tbd|Batch Sequencing: Allows sequencing of multiple copies of a design. First-tier skill with a 3x training multiplier and costs 1m.}}
** {{PatchNoteStatus|done|Batch Sequencing: Allows sequencing of multiple copies of a design. First-tier skill with a 3x training multiplier and costs 1m.}}
** {{PatchNoteStatus|tbd|Mass Sequencing: Allows sequencing of multiple copies of a design. Second-tier skill with a 6x training multiplier and costs 20m.}}
** {{PatchNoteStatus|done|Mass Sequencing: Allows sequencing of multiple copies of a design. Second-tier skill with a 6x training multiplier and costs 20m.}}
** {{PatchNoteStatus|tbd|Industrial Sequencing: Allows sequencing of multiple copies of a design. Third-tier skill with a 9x training multiplier and costs 250m.}}
** {{PatchNoteStatus|done|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
* Multi-SKIN Sequencing Skills
** {{PatchNoteStatus|tbd|Parallel Sequencing: Allows the sequencing of multiple different designs at once. First-tier skill with a 2x training multiplier and costs 40m.}}
** {{PatchNoteStatus|done|Parallel Sequencing: Allows the sequencing of multiple different designs at once. First-tier skill with a 2x training multiplier and costs 40m.}}
** {{PatchNoteStatus|tbd|Multi-thread Sequencing: Allows the sequencing of multiple different designs at once. Second-tier skill with a 6x training multiplier and costs 200m.}}
** {{PatchNoteStatus|done|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
* SKIN Selling Skills
** {{PatchNoteStatus|tbd|Hub Promotion: Allows the listing of more SKINs on the Hub. First-tier skill with a 1x training multiplier and costs 30m.}}
** {{PatchNoteStatus|done|Hub Promotion: Allows the listing of more SKINs on the Hub. First-tier skill with a 1x training multiplier and costs 30m.}}
** {{PatchNoteStatus|tbd|Hub Algorithm Optimization: Allows the listing of more SKINs on the Hub. Second-tier skill with a 5x training multiplier and costs 75m.}}
** {{PatchNoteStatus|done|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.
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.


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With Equinox, we will continue to build out the library of player activities that Corporations can author Corporation Projects for.
With Equinox, we will continue to build out the library of player activities that Corporations can author Corporation Projects for.
* {{PatchNoteStatus|tbd|Introduced three new contribution methods to the Corporation Projects:
* {{PatchNoteStatus|tbd|Introduced three new contribution methods to the Corporation Projects:
* Ship Loss
** Ship Loss
* Earn LP
** Earn LP
* Salvage Wreck}}
** Salvage Wreck}}


This update increases the total number of contribution methods available to 15.
This update increases the total number of contribution methods available to 15.
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* {{PatchNoteStatus|done|Earn 50 LP (Enforcer/Industrialist/Soldier of Fortune lines)}}
* {{PatchNoteStatus|done|Earn 50 LP (Enforcer/Industrialist/Soldier of Fortune lines)}}
* {{PatchNoteStatus|done|Salvage 15 Wrecks (Industrialist/Enforcer lines)}}
* {{PatchNoteStatus|done|Salvage 15 Wrecks (Industrialist/Enforcer lines)}}
{{PatchNoteStatus|todo|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.}}
{{PatchNoteStatus|done|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.}}
* {{PatchNoteStatus|done|Daily SP Bonus Reward Changes: Completing two distinct goals daily will now grant 5000 SP, with additional SP rewards available through your Monthly Progress.}}
* {{PatchNoteStatus|done|Daily SP Bonus Reward Changes: Completing two distinct goals daily will now grant 5000 SP, with additional SP rewards available through your Monthly Progress.}}