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'''Patch Notes - Version 22.01''' are sourced from [https://www.eveonline.com/news/view/patch-notes-version-22-01 Patch Notes - Version 22.01]. | '''Patch Notes - Version 22.01''' are sourced from [https://www.eveonline.com/news/view/patch-notes-version-22-01 Patch Notes - Version 22.01]. | ||
+ | |||
+ | Online forums: | ||
+ | * [https://forums.eveonline.com/t/version-22-01-equinox-general-feedback/451956 General Feedback] | ||
+ | * [https://forums.eveonline.com/t/version-22-01-equinox-known-issues/451957 Known Issues] | ||
🤝 - Indicates a change inspired by the player's feedback or suggestions. | 🤝 - Indicates a change inspired by the player's feedback or suggestions. | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-30.1 == | ||
+ | {{Hatnote|20241107 - This is actually the patch notes of 5 November 2024 but CCP hat them on the patch notes page as 2024-10-30.1}} | ||
+ | === Features & Changes === | ||
+ | ==== Events ==== | ||
+ | * {{PatchNoteStatus|ignore|The Crimson Harvest event has concluded. Thank you so much for participating.}} | ||
+ | * {{PatchNoteStatus|tbd|In preparation for the Revenant Expansion on Tuesday, 12 November a Revenant-themed character select background was added.}} | ||
+ | |||
+ | ==== Structures & Deployables ==== | ||
+ | * {{PatchNoteStatus|tbd|Skyhooks placed on reagent planets (Lava & Ice) will now show how many colony reagents were dropped or destroyed inside them on killmails.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-30.1 == | ||
+ | === Features & Changes === | ||
+ | ==== 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: | ||
+ | * {{PatchNoteStatus|ignore|The Alliance Tournament monument in the Manarq system has been updated with the Tuskers Co. alliance logo.}} | ||
+ | * {{PatchNoteStatus|ignore|The "Alliance Tournament Cup" has been updated with this year's (and previous years) winners.}} | ||
+ | * {{PatchNoteStatus|tbd|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: [https://www.eveonline.com/news/view/alliance-tournament-xx-live-schedule-and-more 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:}} | ||
+ | ** {{PatchNoteStatus|todo|The Python had its Minmatar Projective RoF bonus reduced from 15% per level to 12.5% per level.}} | ||
+ | ** {{PatchNoteStatus|todo|🤝The Sidewinder lock range was increased to 55km from 40km}} | ||
+ | ** {{PatchNoteStatus|todo|🤝The Sidewinder had the attribute "No targeting delay after decloak" added to the role bonus.}} | ||
+ | * {{PatchNoteStatus|ignore|A new "CONCORD Victory" SKIN line has been added based on the color scheme used for the Python, Cobra and Sidewinder.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-29.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Sovereignty ==== | ||
+ | * {{PatchNoteStatus|tbd|All remaining Sovereignty Hubs which were running in Legacy mode have been automatically converted into using the new mode.}} | ||
+ | * {{PatchNoteStatus|tbd|It is no longer possible to remove rigs from structures which were eligible for rig removal.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-24.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Balancing ==== | ||
+ | * {{PatchNoteStatus|tbd|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%.}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|The Magmatic Gas cost to run a Metenox Moon Drill has been increased from 88 to 110 per hour.}} | ||
+ | * {{PatchNoteStatus|tbd|Reduced the NPC buy order price of Superionic Ice.}} | ||
+ | |||
+ | ==== Missions and NPCs ==== | ||
+ | * {{PatchNoteStatus|tbd|The SoCT has expanded journal buy orders to Genolution stations, including new buy orders for recently discovered journal entries.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-22.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-17.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Missions & NPCs ==== | ||
+ | * {{PatchNoteStatus|tbd|The Society of Conscious Thought are offering capsuleers an ISK reward for Journal Entries recovered from relic sites.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-10.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Miscellaneous ==== | ||
+ | * {{PatchNoteStatus|tbd|A new engineering structure with an item trader has appeared near the Shrouded Structure in Zarzakh.}} | ||
+ | |||
+ | ==== Science & Industry ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-3.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Events ==== | ||
+ | * {{PatchNoteStatus|tbd|The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Tuesday November 5th 2024.}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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!}} | ||
+ | * {{PatchNoteStatus|tbd|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!}} | ||
+ | * {{PatchNoteStatus|tbd|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!}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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 isno penaltyfor hitting both sides and taking the loot from both their sites.}} | ||
+ | * {{PatchNoteStatus|tbd|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 skillParagon Partnershipfor reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level. | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-2.1 == | ||
+ | === Features & Changes === | ||
+ | ==== User Interface ==== | ||
+ | * {{PatchNoteStatus|tbd|The Character Select screen has been updated to celebrate the upcoming Crimson Harvest event.}} | ||
+ | |||
+ | ==== Events ==== | ||
+ | * {{PatchNoteStatus|tbd|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!}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-10-1.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Sovereignty ==== | ||
+ | {{PatchNoteStatus|todo| | ||
+ | * Skyhooks have now been updated to Upwell's latest firmware → [https://www.eveonline.com/news/view/equinox-update-enhanced-skyhooks Equinox Update: Enhanced Skyhooks] | ||
+ | ** 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.}} | ||
+ | |||
+ | For image see [https://www.eveonline.com/news/view/patch-notes-version-22-01 Patch Notes - Version 22.01] | ||
+ | * 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. | ||
+ | {{PatchNoteStatus|todo| | ||
+ | * 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).}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-24.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Missions & NPCs ==== | ||
+ | * {{PatchNoteStatus|tbd|Increased the damage per second of the Blood Raiders officer frigate Makra Ozman.}} | ||
+ | |||
+ | ==== PvE ==== | ||
+ | * {{PatchNoteStatus|tbd|The Drifters have been unsuccessful in the Siege of Zarzakh. Horizon Siege Pointsites and roaming Drifter/Sleeper fleets will no longer appear.}} | ||
+ | |||
+ | ==== Sovereignty ==== | ||
+ | * {{PatchNoteStatus|tbd|Adjusted the locations of several asteroids in the small mining sites so that they aren't so far away from the warp in location.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-19.1 == | ||
+ | === Features & Changes === | ||
+ | ==== 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: | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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 .}} | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|Only characters within 100km of the Horizon Breach Engine will be considered eligible for payouts in Horizon Siege Point sites.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-18.1 == | ||
+ | === Features & Changes === | ||
+ | |||
+ | ==== 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.* | ||
+ | ** {{PatchNoteStatus|tbd|Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene have been removed from Capital Construction Components.}} | ||
+ | ** {{PatchNoteStatus|tbd|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%.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | ** {{PatchNoteStatus|tbd|The amount of Auto-Integrity Preservation Seals and Life Support Backup Units needed to manufacture Titans are increased by 100%.}} | ||
+ | ** {{PatchNoteStatus|tbd|The amount of Trigger Neurolink Conduits needed to manufacture Titans are increased by 50%.}} | ||
+ | ** {{PatchNoteStatus|tbd|The amount of Capital Core Regulators needed to manufacture Titans is increased by 25%.}} | ||
+ | ** {{PatchNoteStatus|tbd|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. | ||
+ | ** {{PatchNoteStatus|tbd|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 requires 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.}} | ||
+ | ** {{PatchNoteStatus|tbd|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. | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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. | ||
+ | ** {{PatchNoteStatus|tbd|Meta "Named" Smartbomb modules are now 'Compact' and use less powergrid.}} | ||
+ | ** {{PatchNoteStatus|tbd|All compact meta smartbomb damage types now use the same 20% reduced CPU requirements that EM Smartbombs have.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | *** {{PatchNoteStatus|tbd|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 Repaires 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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|Mobile Observatory deployables can now be deployed in Pochven.}} | ||
+ | * {{PatchNoteStatus|tbd|Rebalanced the web strength of several Minmatar EDENCOM NPCs which had stronger than 100% webs.}} | ||
+ | |||
+ | ==== Sovereignty ==== | ||
+ | ==== New Sovereignty Mining Upgrades ==== | ||
+ | * {{PatchNoteStatus|tbd|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 which is being kept as an exclusive for the existing mining upgrades. | ||
+ | ** Tritanium Prospecting Array 1 - 500,00 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}} | ||
+ | * {{PatchNoteStatus|ignore|Additionally, several asteroids added in Equinox have had their 3D model sizes increased so they look more impressive.}} | ||
+ | |||
+ | ==== Major Threat Detection Array 1 & 2 ==== | ||
+ | * {{PatchNoteStatus|tbd|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 ===== | ||
+ | See CCP [https://www.eveonline.com/news/view/patch-notes-version-22-01 patch notes] | ||
+ | |||
+ | ===== Drone Space ===== | ||
+ | See CCP [https://www.eveonline.com/news/view/patch-notes-version-22-01 patch notes] | ||
+ | |||
+ | ==== Rebalanced Sov Upgrade Resource Costs ==== | ||
+ | As part of this update, we're also making signifcant changes to the Equinox Sov Upgrade costs, almost all upgrades are being reduced in Colony Resource costs. | ||
+ | * {{PatchNoteStatus|tbd|Overview of the changes:}} | ||
+ | ** {{PatchNoteStatus|tbd|All Previously Existing Mining Upgrades (Now Prospecting Array 2) | ||
+ | *** Power cost reduced from 1750 to 1350 | ||
+ | *** Workforce cost reduced from 14000 to 12700}} | ||
+ | ** {{PatchNoteStatus|tbd|Major Threat Detection Array 1 | ||
+ | *** Power cost reduced from 450 to 400}} | ||
+ | ** {{PatchNoteStatus|tbd|Major Threat Detection Array 3 | ||
+ | *** Power cost reduced from 1450 to 1300 | ||
+ | *** Workforce cost reduced from 8700 to 7300}} | ||
+ | ** {{PatchNoteStatus|tbd|Minor Threat Detection Array 1 | ||
+ | *** Power cost reduced from 270 to 200}} | ||
+ | *** Workforce cost reduced from 1890 to 1800}} | ||
+ | ** {{PatchNoteStatus|tbd|Minor Threat Detection Array 2 | ||
+ | *** Power cost reduced from 550 to 500 | ||
+ | *** Workforce cost reduced from 3850 to 3800}} | ||
+ | ** {{PatchNoteStatus|tbd|Minor Threat Detection Array 3 | ||
+ | *** Power cost reduced from 850 to 700 | ||
+ | *** Workforce cost reduced from 5950 to 5400}} | ||
+ | ** {{PatchNoteStatus|tbd|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}} | ||
+ | ** {{PatchNoteStatus|tbd|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}} | ||
+ | ** {{PatchNoteStatus|tbd|Cynosural Navigation (Enables Pharolux Cyno Beacon) | ||
+ | *** Magmatic Gas cost per hour reduced from 1095 units to 205 units | ||
+ | *** startup cpst reduced from 75000 units to 62000 units}} | ||
+ | ** {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|Players no longer need to pay existing Sovereignty Bills to transition their Sovereignty Hubs to the Equinox Sov mode.}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|The tabs stacked in one window can now be reordered with drag & drop.}} | ||
+ | * {{PatchNoteStatus|tbd|Chat window improvements | ||
+ | ** The hierarchy of the context menu has been improved to indicate settings applicable to the specific channel and to all channels.}} | ||
+ | ** {{PatchNoteStatus|tbd|The context menu is now available from both the chat options menu (three dots) and the chat tab right-click menu.}} | ||
+ | ** {{PatchNoteStatus|tbd|It is now possible to automatically hide messages containing specific phrases by using filters.}} | ||
+ | ** {{PatchNoteStatus|tbd|Multi-line chat messages can now be automatically collapsed if longer than the chosen number of lines.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|Minimized chat windows will now remain minimized after restarting the client.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-17.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Gameplay ==== | ||
+ | * {{PatchNoteStatus|tbd|Increased the meta levels of Officer modules dropped from Horizon Siege Point sites.}} | ||
+ | * {{PatchNoteStatus|tbd|Increased the bounty values of named Drifter NPCs in Horizon Siege Point sites.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-12.1 == | ||
+ | === Features & Changes === | ||
+ | ==== PVE ==== | ||
+ | * {{PatchNoteStatus|tbd|The deepflow has stabilized. Deepflow Rift sites will no longer appear.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-11.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Gameplay ==== | ||
+ | * {{PatchNoteStatus|tbd|Megaera's Modified Medium Energy Nosferatu can now be used with Medium Nosferatu Mutaplasmids.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-10.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-09.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Homefront Operations ==== | ||
+ | * {{PatchNoteStatus|tbd|Increased the bonus percentages for Abyssal Artifact Recovery weather effects to 20% (from 10%).}} | ||
+ | * {{PatchNoteStatus|tbd|Penalty percentages for Abyssal Artifact Recovery weather effects will now scale with the difficulty tier.}} | ||
+ | * {{PatchNoteStatus|tbd|Increase the initial setup timer in Abyssal Artifact Recovery sites to 90 seconds (from 60).}} | ||
+ | * {{PatchNoteStatus|tbd|Increase the escape timer in Abyssal Artifact Recovery sites to 60 seconds (from 45).}} | ||
+ | * {{PatchNoteStatus|tbd|Decreased the collision radius of Destabilizing Array objects in Stabilize Rift sites.}} | ||
+ | |||
+ | ==== Zarzakh ==== | ||
+ | * {{PatchNoteStatus|tbd|Due to a mysterious surprise attack from the Drifters, The Deathless has activated an "Emanation lock" on the stargates into Zarzakh and on the solar system from The Fulcrum, 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.}} | ||
+ | *** {{PatchNoteStatus|tbd|Players can always leave Zarzakh through the Deathless Shipcaster, Clone Jumping or being pod killed, even with an Emanation lock.}} | ||
+ | *** {{PatchNoteStatus|tbd|If players do not have an Emanation lock timer, they can leave through any gate.}} | ||
+ | *** {{PatchNoteStatus|tbd|The Emanation lock is only given when entering Zarzakh, not when leaving it.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | ** {{PatchNoteStatus|tbd|Escalations can no longer route a player through Zarzakh.}} | ||
+ | ** {{PatchNoteStatus|tbd|Autopilot will no longer route a player through Zarzakh.}} | ||
+ | ** {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|Zarzakh is under siege! Drifter and Sleeper forces have begun launching attacks within the four systems connecting to Zarzakh.}} | ||
+ | ** {{PatchNoteStatus|tbd|Horizon Siege Pointsites 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.}} | ||
+ | ** {{PatchNoteStatus|tbd|Roaming fleets of hostiles patrol these systems, targeting any capsuleers they find.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-05.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Sovereignty ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-09-03.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Deepflow Rift ==== | ||
+ | * {{PatchNoteStatus|tbd|Increased the rate at which Deepflow Adaptive Canisters can be found.}} | ||
+ | * {{PatchNoteStatus|todo|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.}} | ||
+ | |||
+ | === Defect Fixes === | ||
+ | * {{PatchNoteStatus|todo|Deepflow Adaptive Canisters can no longer be found once the 27 canister limit is reached.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-28.1 == | ||
+ | === Features & Changes === | ||
+ | ==== SKINR - New Feature: Sharing Saved Designs ==== | ||
+ | ==== Drag and Drop SKIN Designs ==== | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-27.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Homefront Operations ==== | ||
+ | Abyssal Artifact Recovery sites have been overhauled: | ||
+ | * {{PatchNoteStatus|todo|After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.}} | ||
+ | * {{PatchNoteStatus|todo|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.}} | ||
+ | * {{PatchNoteStatus|todo|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.}} | ||
+ | * {{PatchNoteStatus|todo|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. | ||
+ | * {{PatchNoteStatus|todo|As before, a warp disruption field will be active within the site whenever at least one asteroid is present.}} | ||
+ | * {{PatchNoteStatus|todo|The longer the site progresses, the greater the rewards and challenges become!}} | ||
+ | * {{PatchNoteStatus|todo|The repair amounts of logistics NPCs appearing in all sites have been decreased.}} | ||
+ | * {{PatchNoteStatus|todo|Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.}} | ||
+ | |||
+ | ==== PVE ==== | ||
+ | * {{PatchNoteStatus|todo|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-22.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-20.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Miscellaneous ==== | ||
+ | * {{PatchNoteStatus|done|In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-15.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Ship SKINR ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | |||
+ | |||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|ignore|Removed an unused duplicated Hedbergite ore type from the market.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-07.2 == | ||
+ | |||
+ | |||
+ | |||
+ | == Patch Notes for 2024-08-01.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-31.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-30.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Project Discovery ==== | ||
+ | The release of Project Discovery Phase Four! | ||
+ | * {{PatchNoteStatus|tbd|Expanded research focus on critical immune system diseases, including cancer.}} | ||
+ | * {{PatchNoteStatus|tbd|Enhanced mini-game with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques.}} | ||
+ | * {{PatchNoteStatus|tbd|More complex scatterplot samples for players to gate a larger variety of diseases.}} | ||
+ | * {{PatchNoteStatus|tbd|Updated rewards to include exclusive SKINR customization colors.}} | ||
+ | * {{PatchNoteStatus|tbd|Additional quality of life improvements to make gating and submitting samples more user friendly.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-25.1 == | ||
+ | |||
+ | === Features & Changes === | ||
+ | ==== Corporation Projects ==== | ||
+ | * {{PatchNoteStatus|tbd|An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.}} | ||
+ | |||
+ | ==== Graphics ==== | ||
+ | * {{PatchNoteStatus|tbd|Updated Ancestral Fireclay Design Elements to proper shade of red.}} | ||
+ | |||
+ | ==== Market ==== | ||
+ | * {{PatchNoteStatus|done|Marketplace taxes reduced to 4.5%. Down from 8%.}} | ||
+ | |||
+ | ==== Daily Goals ==== | ||
+ | |||
+ | * {{PatchNoteStatus|done|The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.}} | ||
+ | * {{PatchNoteStatus|done|The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.}} | ||
+ | * {{PatchNoteStatus|done|4 Daily Goal types have been removed: | ||
+ | ** Scan 2 Combat Sites | ||
+ | ** Scan 2 Data Sites | ||
+ | ** Scan 2 Relic Sites | ||
+ | ** Scan 2 Wormholes}} | ||
+ | |||
+ | ==== Paragon Services ==== | ||
+ | * {{PatchNoteStatus|done|Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.}} | ||
+ | * {{PatchNoteStatus|done|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 ==== | ||
+ | * {{PatchNoteStatus|done|Added new skill "Paragon Relations" for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.}} | ||
+ | |||
+ | ==== User Interface ==== | ||
+ | * {{PatchNoteStatus|ignore|Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-23.1 == | ||
+ | === Features & Changes === | ||
+ | ==== NES (item & price) ==== | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.}} | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-18.1 == | ||
+ | === Features & Changes === | ||
+ | ==== 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. | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|done|Isogen Prospecting Array (Griemeer Deposit) | ||
+ | ** Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.}} | ||
+ | * {{PatchNoteStatus|done|Megacyte Prospecting Array (Ueganite Deposit) | ||
+ | ** Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.}} | ||
+ | * {{PatchNoteStatus|done|Mexallon Prospecting Array (Kylxium Deposit) | ||
+ | ** Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.}} | ||
+ | * {{PatchNoteStatus|done|Nocxium Prospecting Array (<s>Noxcite</s> Nocxite Deposit) | ||
+ | ** Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.}} | ||
+ | * {{PatchNoteStatus|done|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.}} | ||
+ | * {{PatchNoteStatus|done|Tritanium Prospecting Array (Veldspar Deposit)Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.}} | ||
+ | * {{PatchNoteStatus|done|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.}} | ||
+ | * {{PatchNoteStatus|tbd|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. | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites) | ||
+ | ** Escalation Expiration timer from 24 hours to 72 hours.}} | ||
+ | * {{PatchNoteStatus|tbd|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: | ||
+ | * {{PatchNoteStatus|tbd|Non-Drone Regions}} See CCP patch notes for details. | ||
+ | * {{PatchNoteStatus|tbd|Drone Regions}} See CCP patch notes for details. | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-16.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes for 2024-07-12.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-11.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Ship SKINR ==== | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|Updated SKIN License Tier indicators for better clarity.}} | ||
+ | * {{PatchNoteStatus|tbd|Enhanced the Sequencing panel for design elements and sequence binder requirements.}} | ||
+ | * {{PatchNoteStatus|tbd|SKIN listings from the Paragon Hub are now linkable.}} | ||
+ | * {{PatchNoteStatus|tbd|Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.}} | ||
+ | * {{PatchNoteStatus|done|Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.}} | ||
+ | * {{PatchNoteStatus|tbd|Added sequencing time information to the design creation page.}} | ||
+ | * {{PatchNoteStatus|tbd|Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.}} | ||
+ | * {{PatchNoteStatus|tbd|Design Elements can now be filtered by finish for easier navigation.}} | ||
+ | * {{PatchNoteStatus|ignore|Updated the Sequencing button to "Finalize Design" for clearer action.}} | ||
+ | * {{PatchNoteStatus|ignore|The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.}} | ||
+ | * {{PatchNoteStatus|ignore|Moved pagination controls to the bottom of the page in "View All" sections for better usability.}} | ||
+ | |||
+ | ==== Sovereignty ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-09.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-05.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-04.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Structures & Deployables ==== | ||
+ | * {{PatchNoteStatus|tbd|Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.}} | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-03.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-07-02.1 == | ||
+ | === Features & Changes === | ||
+ | ==== Structures & Deployables ==== | ||
+ | * {{PatchNoteStatus|tbd|Skyhooks now have a 15 minute repair timer instead of 5 minutes.}} | ||
+ | |||
+ | ==== User Interface ==== | ||
+ | * {{PatchNoteStatus|ignore|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.}} | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-06-28.1 == | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-06-27.1 == | ||
+ | === Features & Changes === | ||
+ | |||
+ | ==== Sovereignty Transition ==== | ||
+ | {{PatchNoteStatus|tbd| | ||
+ | * Check out this devblog for more information on [https://www.eveonline.com/news/view/sovereignty-updates-transition-and-upgrades Sovereignty Updates: Transition & Upgrades] | ||
+ | * Players with the appropriate roles in the corp which owns the Sovereignty Hub (Station Manager, 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 ==== | ||
+ | {{PatchNoteStatus|tbd| | ||
+ | * 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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|The power, workforce and reagent costs of several upgrades have been adjusted | ||
+ | ** Reminder that you can see the full details in the [https://web.ccpgamescdn.com/aws/eveonline/files/EquinoxSystemResourceData4.xlsx Equinox System Resource Data spreadsheet].}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|Cynosural Navigation (Enables Pharolux Cyno Beacon) | ||
+ | ** Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour}} | ||
+ | * {{PatchNoteStatus|tbd|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. | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|All variations of Kylixium | ||
+ | ** Volume reduced from 1.5m3 to 1.2m3}} | ||
+ | * {{PatchNoteStatus|tbd|All variations of Griemeer | ||
+ | ** Volume reduced from 1m3 to 0.8m3}} | ||
+ | * {{PatchNoteStatus|tbd|All variations of Noxcite | ||
+ | ** Volume reduced from 6m3 to 4m3}} | ||
+ | * {{PatchNoteStatus|tbd|All variations of Ueganite | ||
+ | ** Volume reduced from 8m3 to 5m3}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|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}} | ||
+ | * {{PatchNoteStatus|tbd|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. | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|TCUs no longer provide a flat 25% bonus to fuel bays of control towers.}} | ||
+ | * {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|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.}} | ||
+ | * {{PatchNoteStatus|tbd|Added the option to filter Colony Resource's Per-system or Per-planet.}} | ||
+ | |||
+ | ==== Miscellaneous ==== | ||
+ | * {{PatchNoteStatus|tbd|Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.}} | ||
+ | * {{PatchNoteStatus|tbd|Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.}} | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-06-26.1 == | ||
+ | === Features & Changes === | ||
+ | |||
+ | ==== Corporation Project ==== | ||
+ | {{PatchNoteStatus|tbd|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 ==== | ||
+ | * {{PatchNoteStatus|tbd|"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 ==== | ||
+ | * {{PatchNoteStatus|done|Target value for 'Salvage Wreck' has been changed to 5.}} | ||
+ | |||
+ | ==== Homefront Operations ==== | ||
+ | |||
+ | * {{PatchNoteStatus|tbd|Additional sites can now spawn near Hek.}} | ||
+ | * {{PatchNoteStatus|tbd|Increased the minimum contribution amount required to be rewarded in Salvage Research sites.}} | ||
+ | * {{PatchNoteStatus|tbd|The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.}} | ||
+ | * {{PatchNoteStatus|tbd|Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.}} | ||
+ | * {{PatchNoteStatus|tbd|Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.}} | ||
+ | |||
+ | |||
+ | == Patch Notes For 2024-06-25.1 == | ||
+ | === Features & Changes === | ||
+ | ==== User Interface ==== | ||
+ | * {{PatchNoteStatus|ignore|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.}} | ||
+ | |||
== Patch Notes For 2024-06-21.1 == | == Patch Notes For 2024-06-21.1 == |
Latest revision as of 11:01, 7 November 2024
Patch Notes - Version 22.01 are sourced from Patch Notes - Version 22.01.
Online forums:
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Patch Notes for 2024-10-30.1
- 20241107 - This is actually the patch notes of 5 November 2024 but CCP hat them on the patch notes page as 2024-10-30.1
Features & Changes
Events
- Ignore - The Crimson Harvest event has concluded. Thank you so much for participating.
- To Be Determined - In preparation for the Revenant Expansion on Tuesday, 12 November a Revenant-themed character select background was added.
Structures & Deployables
- To Be Determined - Skyhooks placed on reagent planets (Lava & Ice) will now show how many colony reagents were dropped or destroyed inside them on killmails.
Patch Notes for 2024-10-30.1
Features & Changes
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:
- Ignore - The Alliance Tournament monument in the Manarq system has been updated with the Tuskers Co. alliance logo.
- Ignore - The "Alliance Tournament Cup" has been updated with this year's (and previous years) winners.
- To Be Determined - 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!
- To Do - The Python had its Minmatar Projective RoF bonus reduced from 15% per level to 12.5% per level.
- To Do - 🤝The Sidewinder lock range was increased to 55km from 40km
- To Do - 🤝The Sidewinder had the attribute "No targeting delay after decloak" added to the role bonus.
- Ignore - A new "CONCORD Victory" SKIN line has been added based on the color scheme used for the Python, Cobra and Sidewinder.
Patch Notes for 2024-10-29.1
Features & Changes
Sovereignty
- To Be Determined - All remaining Sovereignty Hubs which were running in Legacy mode have been automatically converted into using the new mode.
- To Be Determined - It is no longer possible to remove rigs from structures which were eligible for rig removal.
Patch Notes for 2024-10-24.1
Features & Changes
Balancing
- To Be Determined - 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%.
- To Be Determined - 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
- To Be Determined - The Magmatic Gas cost to run a Metenox Moon Drill has been increased from 88 to 110 per hour.
- To Be Determined - Reduced the NPC buy order price of Superionic Ice.
Missions and NPCs
- To Be Determined - The SoCT has expanded journal buy orders to Genolution stations, including new buy orders for recently discovered journal entries.
Patch Notes for 2024-10-22.1
Patch Notes for 2024-10-17.1
Features & Changes
Missions & NPCs
- To Be Determined - The Society of Conscious Thought are offering capsuleers an ISK reward for Journal Entries recovered from relic sites.
Patch Notes for 2024-10-10.1
Features & Changes
Miscellaneous
- To Be Determined - A new engineering structure with an item trader has appeared near the Shrouded Structure in Zarzakh.
Science & Industry
- To Be Determined - 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.
Patch Notes for 2024-10-3.1
Features & Changes
Events
- To Be Determined - The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Tuesday November 5th 2024.
- To Be Determined - 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.
- To Be Determined - 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!
- To Be Determined - 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!
- To Be Determined - 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!
- To Be Determined - 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.
- To Be Determined - 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 isno penaltyfor hitting both sides and taking the loot from both their sites.
- To Be Determined - 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 skillParagon Partnershipfor reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
Patch Notes for 2024-10-2.1
Features & Changes
User Interface
- To Be Determined - The Character Select screen has been updated to celebrate the upcoming Crimson Harvest event.
Events
- To Be Determined - 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!
Patch Notes for 2024-10-1.1
Features & Changes
Sovereignty
To Do -
- Skyhooks have now been updated to Upwell's latest firmware → Equinox Update: Enhanced Skyhooks
- 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.
For image see Patch Notes - Version 22.01
- 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.
To Do -
- 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).}}
Patch Notes for 2024-09-24.1
Features & Changes
Missions & NPCs
- To Be Determined - Increased the damage per second of the Blood Raiders officer frigate Makra Ozman.
PvE
- To Be Determined - The Drifters have been unsuccessful in the Siege of Zarzakh. Horizon Siege Pointsites and roaming Drifter/Sleeper fleets will no longer appear.
Sovereignty
- To Be Determined - Adjusted the locations of several asteroids in the small mining sites so that they aren't so far away from the warp in location.
Patch Notes for 2024-09-19.1
Features & Changes
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:
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - 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 .
- To Be Determined - 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
- To Be Determined - Only characters within 100km of the Horizon Breach Engine will be considered eligible for payouts in Horizon Siege Point sites.
Patch Notes for 2024-09-18.1
Features & Changes
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.*
- To Be Determined - Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene have been removed from Capital Construction Components.
- To Be Determined - 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%.
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - The amount of Auto-Integrity Preservation Seals and Life Support Backup Units needed to manufacture Titans are increased by 100%.
- To Be Determined - The amount of Trigger Neurolink Conduits needed to manufacture Titans are increased by 50%.
- To Be Determined - The amount of Capital Core Regulators needed to manufacture Titans is increased by 25%.
- To Be Determined - 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.
- To Be Determined - 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 requires 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.
- To Be Determined - 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.
- To Be Determined - Adjustments made to Tech 1 Battleships (does not include Navy or Pirate blueprints)
- 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.
- To Be Determined - 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.
- To Be Determined - 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
- To Be Determined - 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.
- To Be Determined - Meta "Named" Smartbomb modules are now 'Compact' and use less powergrid.
- To Be Determined - All compact meta smartbomb damage types now use the same 20% reduced CPU requirements that EM Smartbombs have.
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - 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
- To Be Determined - 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.
- To Be Determined - 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 Repaires 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
- To Be Determined - 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
- To Be Determined - Mobile Observatory deployables can now be deployed in Pochven.
- To Be Determined - Rebalanced the web strength of several Minmatar EDENCOM NPCs which had stronger than 100% webs.
Sovereignty
New Sovereignty Mining Upgrades
- To Be Determined - 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 which is being kept as an exclusive for the existing mining upgrades.
- Tritanium Prospecting Array 1 - 500,00 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
- Ignore - Additionally, several asteroids added in Equinox have had their 3D model sizes increased so they look more impressive.
Major Threat Detection Array 1 & 2
- To Be Determined - 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
See CCP patch notes
Drone Space
See CCP patch notes
Rebalanced Sov Upgrade Resource Costs
As part of this update, we're also making signifcant changes to the Equinox Sov Upgrade costs, almost all upgrades are being reduced in Colony Resource costs.
- To Be Determined - Overview of the changes:
- To Be Determined - All Previously Existing Mining Upgrades (Now Prospecting Array 2)
- Power cost reduced from 1750 to 1350
- Workforce cost reduced from 14000 to 12700
- To Be Determined - Major Threat Detection Array 1
- Power cost reduced from 450 to 400
- To Be Determined - Major Threat Detection Array 3
- Power cost reduced from 1450 to 1300
- Workforce cost reduced from 8700 to 7300
- To Be Determined - Minor Threat Detection Array 1
- Power cost reduced from 270 to 200
- Workforce cost reduced from 1890 to 1800}}
- To Be Determined - Minor Threat Detection Array 2
- Power cost reduced from 550 to 500
- Workforce cost reduced from 3850 to 3800
- To Be Determined - Minor Threat Detection Array 3
- Power cost reduced from 850 to 700
- Workforce cost reduced from 5950 to 5400
- To Be Determined - 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
- To Be Determined - 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
- To Be Determined - Cynosural Navigation (Enables Pharolux Cyno Beacon)
- Magmatic Gas cost per hour reduced from 1095 units to 205 units
- startup cpst reduced from 75000 units to 62000 units
- To Be Determined - Supercapital Construction Facilities
- Superionic Ice cost per hour reduced from 145 units to 90 units
- Startup cost reduced from 10000 units to 5305 units
- To Be Determined - All Previously Existing Mining Upgrades (Now Prospecting Array 2)
Miscellaneous changes
- To Be Determined - Players no longer need to pay existing Sovereignty Bills to transition their Sovereignty Hubs to the Equinox Sov mode.
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - 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
- To Be Determined - The tabs stacked in one window can now be reordered with drag & drop.
- To Be Determined - Chat window improvements
- The hierarchy of the context menu has been improved to indicate settings applicable to the specific channel and to all channels.
- To Be Determined - The context menu is now available from both the chat options menu (three dots) and the chat tab right-click menu.
- To Be Determined - It is now possible to automatically hide messages containing specific phrases by using filters.
- To Be Determined - Multi-line chat messages can now be automatically collapsed if longer than the chosen number of lines.
- To Be Determined - 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.
- To Be Determined - Minimized chat windows will now remain minimized after restarting the client.
Patch Notes for 2024-09-17.1
Features & Changes
Gameplay
- To Be Determined - Increased the meta levels of Officer modules dropped from Horizon Siege Point sites.
- To Be Determined - Increased the bounty values of named Drifter NPCs in Horizon Siege Point sites.
Patch Notes for 2024-09-12.1
Features & Changes
PVE
- To Be Determined - The deepflow has stabilized. Deepflow Rift sites will no longer appear.
Patch Notes for 2024-09-11.1
Features & Changes
Gameplay
- To Be Determined - Megaera's Modified Medium Energy Nosferatu can now be used with Medium Nosferatu Mutaplasmids.
Patch Notes for 2024-09-10.1
Patch Notes for 2024-09-09.1
Features & Changes
Homefront Operations
- To Be Determined - Increased the bonus percentages for Abyssal Artifact Recovery weather effects to 20% (from 10%).
- To Be Determined - Penalty percentages for Abyssal Artifact Recovery weather effects will now scale with the difficulty tier.
- To Be Determined - Increase the initial setup timer in Abyssal Artifact Recovery sites to 90 seconds (from 60).
- To Be Determined - Increase the escape timer in Abyssal Artifact Recovery sites to 60 seconds (from 45).
- To Be Determined - Decreased the collision radius of Destabilizing Array objects in Stabilize Rift sites.
Zarzakh
- To Be Determined - Due to a mysterious surprise attack from the Drifters, The Deathless has activated an "Emanation lock" on the stargates into Zarzakh and on the solar system from The Fulcrum, 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.
- To Be Determined - Players can always leave Zarzakh through the Deathless Shipcaster, Clone Jumping or being pod killed, even with an Emanation lock.
- To Be Determined - If players do not have an Emanation lock timer, they can leave through any gate.
- To Be Determined - The Emanation lock is only given when entering Zarzakh, not when leaving it.
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - Escalations can no longer route a player through Zarzakh.
- To Be Determined - Autopilot will no longer route a player through Zarzakh.
- To Be Determined - 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.
- 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.
- To Be Determined - Zarzakh is under siege! Drifter and Sleeper forces have begun launching attacks within the four systems connecting to Zarzakh.
- To Be Determined - Horizon Siege Pointsites 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.
- To Be Determined - Roaming fleets of hostiles patrol these systems, targeting any capsuleers they find.
Patch Notes for 2024-09-05.1
Features & Changes
Sovereignty
- To Be Determined - 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.
Patch Notes for 2024-09-03.1
Features & Changes
Deepflow Rift
- To Be Determined - Increased the rate at which Deepflow Adaptive Canisters can be found.
- To Do - 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.
Defect Fixes
- To Do - Deepflow Adaptive Canisters can no longer be found once the 27 canister limit is reached.
Patch Notes for 2024-08-28.1
Features & Changes
SKINR - New Feature: Sharing Saved Designs
Drag and Drop SKIN Designs
- To Be Determined - 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
- To Be Determined - 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.
- To Be Determined - 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
- To Be Determined - 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.
Patch Notes for 2024-08-27.1
Features & Changes
Homefront Operations
Abyssal Artifact Recovery sites have been overhauled:
- To Do - After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.
- To Do - 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.
- To Do - 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.
- To Do - 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.
- To Do - As before, a warp disruption field will be active within the site whenever at least one asteroid is present.
- To Do - The longer the site progresses, the greater the rewards and challenges become!
- To Do - The repair amounts of logistics NPCs appearing in all sites have been decreased.
- To Do - Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.
PVE
- To Do - 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.
Patch Notes for 2024-08-22.1
Patch Notes for 2024-08-20.1
Features & Changes
Miscellaneous
- Updated - In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.
Patch Notes for 2024-08-15.1
Features & Changes
Ship SKINR
- To Be Determined - 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.
- To Be Determined - 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
- Ignore - Removed an unused duplicated Hedbergite ore type from the market.
Patch Notes for 2024-08-07.2
Patch Notes for 2024-08-01.1
Patch Notes for 2024-07-31.1
Patch Notes for 2024-07-30.1
Features & Changes
Project Discovery
The release of Project Discovery Phase Four!
- To Be Determined - Expanded research focus on critical immune system diseases, including cancer.
- To Be Determined - Enhanced mini-game with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques.
- To Be Determined - More complex scatterplot samples for players to gate a larger variety of diseases.
- To Be Determined - Updated rewards to include exclusive SKINR customization colors.
- To Be Determined - Additional quality of life improvements to make gating and submitting samples more user friendly.
Patch Notes for 2024-07-25.1
Features & Changes
Corporation Projects
- To Be Determined - An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.
Graphics
- To Be Determined - Updated Ancestral Fireclay Design Elements to proper shade of red.
Market
- Updated - Marketplace taxes reduced to 4.5%. Down from 8%.
Daily Goals
- Updated - The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.
- Updated - The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.
- Updated - 4 Daily Goal types have been removed:
- Scan 2 Combat Sites
- Scan 2 Data Sites
- Scan 2 Relic Sites
- Scan 2 Wormholes
Paragon Services
- Updated - Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.
- Updated - 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
- Updated - Added new skill "Paragon Relations" for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
User Interface
- Ignore - Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.
Patch Notes for 2024-07-23.1
Features & Changes
NES (item & price)
- To Be Determined - Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.
Patch Notes for 2024-07-18.1
Features & Changes
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.
- To Be Determined - 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.
- Updated - Isogen Prospecting Array (Griemeer Deposit)
- Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.
- Updated - Megacyte Prospecting Array (Ueganite Deposit)
- Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.
- Updated - Mexallon Prospecting Array (Kylxium Deposit)
- Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.
- Updated - Nocxium Prospecting Array (
NoxciteNocxite Deposit)- Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.
- Updated - 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.
- Updated - Tritanium Prospecting Array (Veldspar Deposit)Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.
- Updated - 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.
- To Be Determined - 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.
- To Be Determined - Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)
- Escalation Expiration timer from 24 hours to 72 hours.
- To Be Determined - 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:
- To Be Determined - Non-Drone Regions See CCP patch notes for details.
- To Be Determined - Drone Regions See CCP patch notes for details.
Patch Notes for 2024-07-16.1
Patch Notes for 2024-07-12.1
Patch Notes For 2024-07-11.1
Features & Changes
Ship SKINR
- To Be Determined - Updated SKIN License Tier indicators for better clarity.
- To Be Determined - Enhanced the Sequencing panel for design elements and sequence binder requirements.
- To Be Determined - SKIN listings from the Paragon Hub are now linkable.
- To Be Determined - Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.
- Updated - Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.
- To Be Determined - Added sequencing time information to the design creation page.
- To Be Determined - Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.
- To Be Determined - Design Elements can now be filtered by finish for easier navigation.
- Ignore - Updated the Sequencing button to "Finalize Design" for clearer action.
- Ignore - The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.
- Ignore - Moved pagination controls to the bottom of the page in "View All" sections for better usability.
Sovereignty
- To Be Determined - 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.
Patch Notes For 2024-07-09.1
Patch Notes For 2024-07-05.1
Patch Notes For 2024-07-04.1
Features & Changes
Structures & Deployables
- To Be Determined - Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.
Patch Notes For 2024-07-03.1
Patch Notes For 2024-07-02.1
Features & Changes
Structures & Deployables
- To Be Determined - Skyhooks now have a 15 minute repair timer instead of 5 minutes.
User Interface
- Ignore - 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.
Patch Notes For 2024-06-28.1
Patch Notes For 2024-06-27.1
Features & Changes
Sovereignty Transition
To Be Determined -
- Check out this devblog for more information on Sovereignty Updates: Transition & Upgrades
- Players with the appropriate roles in the corp which owns the Sovereignty Hub (Station Manager, 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
To Be Determined -
- 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
- To Be Determined - 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.
- To Be Determined - 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.
- To Be Determined - 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
- To Be Determined - 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
- To Be Determined - 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
- To Be Determined - Cynosural Navigation (Enables Pharolux Cyno Beacon)
- Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour
- To Be Determined - 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.
- To Be Determined - All variations of Kylixium
- Volume reduced from 1.5m3 to 1.2m3
- To Be Determined - All variations of Griemeer
- Volume reduced from 1m3 to 0.8m3
- To Be Determined - All variations of Noxcite
- Volume reduced from 6m3 to 4m3
- To Be Determined - All variations of Ueganite
- Volume reduced from 8m3 to 5m3
- To Be Determined - 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
- To Be Determined - 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
- To Be Determined - Serrated Hezorime
- Volume reduced from 8m3 to 5m3
- To Be Determined - Sharp Hezorime
- Volume reduced from 8m3 to 5m3
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.
- To Be Determined - TCUs no longer provide a flat 25% bonus to fuel bays of control towers.
- To Be Determined - 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
- To Be Determined - 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.
- To Be Determined - Added the option to filter Colony Resource's Per-system or Per-planet.
Miscellaneous
- To Be Determined - Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.
- To Be Determined - Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.
Patch Notes For 2024-06-26.1
Features & Changes
Corporation Project
To Be Determined - 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
- To Be Determined - "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
- Updated - Target value for 'Salvage Wreck' has been changed to 5.
Homefront Operations
- To Be Determined - Additional sites can now spawn near Hek.
- To Be Determined - Increased the minimum contribution amount required to be rewarded in Salvage Research sites.
- To Be Determined - The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.
- To Be Determined - Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.
- To Be Determined - Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.
Patch Notes For 2024-06-25.1
Features & Changes
User Interface
- Ignore - 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.
Patch Notes For 2024-06-21.1
Patch Notes For 2024-06-20.1
Features & Changes
Homefront Operations
To Do - 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.
To Do - 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.
To Do - 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.
To Do - 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
To Be Determined - 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
- Updated - 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 .
- Ignore - 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.
- Ignore - Research/Copying and buying new blueprints is still disabled
- Ignore - the planned date for manufacturing to be disabled again is June 27th.
Ships
- To Be Determined - The Infrastructure Hold can now contain Command Centers.
- To Be Determined - Standup Fighters are now able to be stored in the Infrastructure Hold again.
Patch Notes For 2024-06-14.1
Features & Changes
Miscellaneous
- Updated - Equinox DLI Day 6 Alpha reward has been updated to Basic Cerebral Accelerator.
Missions & NPCs
- To Be Determined - 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.
Patch Notes For 2024-06-13.1
Features & Changes
Missions & NPCs
- To Be Determined - Adjusted the Infested/Shielded starbase escalation's Forcefield and Control Tower Signature Radius from ,000m to 32,000m 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
- To Be Determined - Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.
- To Be Determined - Metenox Moon Drills can now be bought and sold on the market.
- To Be Determined - 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.
- To Be Determined - Carriers:
- Conduit jump fuel cost per LY reduced from 21,000 to 3,000.
- Updated - Squall:
- Powergrid Output increased from 215 to 250.
- Updated - Deluge:
- Powergrid Output increased from 180 to 190.
- Updated - Torrent:
- Powergrid Output increased from 230 to 265.
Patch Notes For 2024-06-12.1
Features & Changes
Air Daily Goals & Reward Track
- To Do - When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.
Insurgencies
- To Be Determined - 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
- To Be Determined - 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
- Ignore - The new navy fighters will now appear in the faction and storyline drop down section for the market.
Science & Industry
- To Be Determined - Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.
- To Be Determined - 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.
- Updated - 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.
- Updated - 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.
- Updated - Deluge
- Powergrid Reduced from 430 to 180
- CPU Reduced from 400 to 300
- Agility increased from 0.51x to 0.59x
- Updated - Torrent
- Powergrid Reduced from 460 to 230
- CPU Reduced from 420 to 305
- To Be Determined - 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)
- To Be Determined - It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.
Structures & Deployables
- To Be Determined - The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.
User Interface
- To Be Determined - 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.
Patch Notes For 2024-06-11.1
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 !
Features & Changes
NES
- To Be Determined - FREE 7 Days Omega is back until 20 June.
- Updated - Added Mining Drone Operation lvl3 skill to Mining Barge Operations Expert System.