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UniWiki:Patch Notes/Patch Notes - Version 23.01: Difference between revisions

From EVE University Wiki
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🤝 - Indicates a change inspired by the player's feedback or suggestions.
🤝 - Indicates a change inspired by the player's feedback or suggestions.
: Empty patch note sections had defect fixes only.
: Empty patch note sections had defect fixes only.
== Patch Notes for 2025-11-04.1 ==
=== Features & Changes ===
==== Events/Crimson Harvest ====
Chrimson Harvest has now ended.
* {{PatchNoteStatus|tbd|90% loot drop has been disabled and returned to normal values.}}
* {{PatchNoteStatus|tbd|50% implant drop has been disabled.}}
== Patch Notes for 2025-10-29.1 ==
== Patch Notes for 2025-10-28.1 ==
=== Features & Changes ===
==== Balancing ====
* {{PatchNoteStatus|done|Cruor
** Small Energy Turret Damage role bonus increased from 100% to 125%.
** New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
** New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.}}
* {{PatchNoteStatus|done|Ashimmu
** Medium Energy Turret Damage role bonus increased from 100% to 125%.
** New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
** New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.}}
==== Events ====
===== Crimson Harvest =====
* {{PatchNoteStatus|done|New rewards have been added to the Seasonal Reward Track!}}
* {{PatchNoteStatus|done|Class 3 Biocybernetic Incident sites can now be discovered in high-security space.}}
* {{PatchNoteStatus|tbd|Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.}}
* {{PatchNoteStatus|done|Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.}}
== Patch Notes for 2025-10-17.1 ==
=== Features & Changes ===
==== Crimson Harvest ====
* {{PatchNoteStatus|tbd|Fixed an issue where Biocybernetic sites didn't despawn correctly after the boss appeared, even if no players were present.}}
* {{PatchNoteStatus|tbd|Fixed an issue where Formidable Orthrus NPCs could remain on Biocybernetic Incident sites after completion.}}
* {{PatchNoteStatus|tbd|Class 1 & 2 Biocybernetic Incident sites have been rebalanced.}}
* {{PatchNoteStatus|tbd|Increased the spawn frequency of Automated Extraction Shuttles on all Biocybernetic sites.}}
* {{PatchNoteStatus|tbd|Difficulty adjusted for standard hacking sites to improve accessibility across different space types.}}
* {{PatchNoteStatus|tbd|Removed celestial beacon visibility from the new escalation sites so they no longer appear on overview to other players.}}
== Patch Notes for 2025-10-15.1 ==
== Patch Notes for 2025-10-14.1 ==
=== Features & Changes ===
==== Crimson Harvest ====
* {{PatchNoteStatus|tbd|Fixed incorrectly expired booster from Twitch drops.}}
* {{PatchNoteStatus|tbd|Added a fix to prevent event sites from not clearing up correctly.}}
== Patch Notes for 2025-10-10.1 ==
=== Features & Changes ===
==== Crimson Harvest ====
* {{PatchNoteStatus|tbd|Loot drop rates for destroyed capsuleer ships are now set to 90% across all areas of space,excluding Highsec, where standard drop rates remain in effect.}}
== Patch Notes for 2025-10-09.1 ==
=== Features & Changes ===
==== Vanguard Nemesis Event ====
* {{PatchNoteStatus|tbd|Item Traders from this event have been removed.}}
== Patch Notes for 2025-10-08.1 ==
=== Features & Changes ===
==== Vanguard Nemesis Event ====
* {{PatchNoteStatus|tbd|Per downtime on 9 October, Item Traders from this event will be removed. Trade in your items now or forever have them take up space in your hangers!}}
== Patch Notes for 2025-10-07.1 ==
== Patch Notes for 2025-10-06.1 ==
=== Features and Changes ===
==== Crimson Harvest ====
The Crimson Harvest has begun! The event will run until downtime on Tuesday, November 4th, 2025. This year's event sees the Blood Raiders and the Order of St. Tetrimon locked in conflict once more, but a catastrophic failure in Upwell's secret clone research shifts the war into a darker chapter.
===== Event Sites =====
====== Combat Sites ======
* {{PatchNoteStatus|tbd|Crimson Gauntlet and Tetrimon Base sites are appearing across New Eden in Highsec, Lowsec, Nullsec, W-space, and Pochven.
* Approach with caution: these sites are balanced for battlecruisers, battleships, heavy assault cruisers, or stronger vessels.
* Defeating the battleship-class NPCs at the end of these sites can yield ISK items, boosters, SKINs, character apparel, and more.}}
====== Hacking Sites ======
* {{PatchNoteStatus|tbd|Crimson Harvest Network Node and Tetrimon Network Node sites are also scattered across New Eden.
* These contain hackable network structures offering valuable rewards.}}
====== Advanced Sites ======
* {{PatchNoteStatus|tbd|Both Blood Raider and Tetrimon forces are escalating their conflict, establishing stronger bases in the warzone.
* These advanced combat and hacking sites appear only in:
** Blood Raider controlled systems in Delve
** The Eugidi, Angils, and Essin constellations
* Advanced sites are rarer, tougher, and offer greater rewards. Bring allies, but beware of rival capsuleers hunting the same prizes.}}
====== Escalations: Now obtainable in standard sites! ======
* {{PatchNoteStatus|tbd|The most elusive and valuable strongholds of both factions can only be discovered through rare escalations,now from both standard or advanced combat sites. These escalations can now trigger from nullsec,lowsec, and highsec. When this happens, a mysterious Dark Blood structure will appear after the site has been completed. Destroying it will lead to the escalation.}}
===== Biocybernetic Incident Sites =====
This year introduces a new twist. Upwell's experiments with cloning technology, in special biocybernetics facilities, have gone terribly wrong. Jump instead of bridge kind of wrong. The locations of these incidents are now combat sites across all space.
* {{PatchNoteStatus|tbd|Class 1: Highsec - balanced for new players in basic Tech I frigates}}
* {{PatchNoteStatus|tbd|Class 2: All areas - for experienced players in Tech I destroyers, Tech II frigates, and lower.}}
* {{PatchNoteStatus|tbd|Class 3: Lowsec, nullsec, wormholes, and Pochven - for veterans flying up to Tech III destroyers}}
The sites require pilots to stay within a designated perimeter for a certain period of time, fighting waves of enemies, and ultimately taking on an even more formidable foe. Keep the Opportunities Info Panel open to see how much time is left, and watch out for shuttles attempting to leave the site laden with valuable loot. Destroy them before they escape to make these sites even more lucrative.
====== Encounters:======
These sites also tie into the broader event: Blood Raider and Tetrimon sites now have a chance to contain narrative-related encounters, offering both danger and lucrative rewards.
===== Increased Loot Drops =====
* {{PatchNoteStatus|tbd|For the duration of the event, capsuleers who are podded have a chance of dropping any implants they have installed. The implant drop rate is 50%}}
* {{PatchNoteStatus|tbd|The Blood Raiders have bribed the Loot Fairy and,starting October 10, player ships outside of highsec will drop 90% of their loot for the duration of the event.}}
===== Agency Challenges & Rewards =====
Both Blood Raiders and the Order of St. Tetrimon are calling for capsuleer support.
* {{PatchNoteStatus|tbd|Each character must choose a faction allegiance in the Agency.}}
* {{PatchNoteStatus|tbd|You'll earn points by attacking and hacking the opposing faction. The Biocybernetic Incident sites are an exception, granting points to both factions for participation.}}
* {{PatchNoteStatus|tbd|There is no penalty for engaging both factions' sites, but Agency progress only advances by hitting the opposition. Engaging with the new Biocybernetic Incident sites will yield progress for both sides.}}
* {{PatchNoteStatus|tbd|Rewards include 100 PLEX, Skill Points, seasonal boosters, Deathglow Remnant SKINs and more.}}
* {{PatchNoteStatus|tbd|The reward track expands in the final week with rewards too good to miss.}}
===== Daily Login Rewards =====
Log in throughout Crimson Harvest for devilish rewards:
* {{PatchNoteStatus|tbd|Alpha and Omega pilots receive separate reward tracks
* Omegas claim both tracks daily, and upgrading to Omega unlocks all past Omega rewards retroactively}}
* {{PatchNoteStatus|tbd|Rewards include:
** Boosters
** SKINs and SKINR nanocoatings & patterns
** EverMarks
** Skill Points
** And more!}}
Don't miss out: the 24th login during the event grants a special Skill Point bonus for both Omega and Alpha capsuleers.
== Patch Notes for 2025-10-01.1 ==
== Patch Notes for 2025-09-29.1 ==
=== Features and Changes ===
==== Vanguard Nemesis Event ====
* {{PatchNoteStatus|tbd|The Vanguard are finding even more Upwell Convoys being discovered throughout New Eden, with four convoys in each security band appearing for a total of 12.
* Upwell Convoys are now hauling more loot.}}
== Patch Notes for 2025-09-26.2 ==
== Patch Notes for 2025-09-25.1 ==
== Patch Notes for 2025-09-24.1 ==
=== Features and Changes ===
==== Vanguard Nemesis Event ====
* {{PatchNoteStatus|tbd|Completion of the Community Track within EVE Vanguard now reveals the location of 9 Upwell convoys in EVE Online. (Number of convoys increased)}}
== Patch Notes for 2025-09-23.1 ==
== Patch Notes for 2025-09-18.1 ==
=== Features and Changes ===
==== Vanguard Nemesis Event ====
{{PatchNoteStatus|tbd|Updated item description for the Sealed Projects Container to include the systems where they can be traded in:
* Uttindar
* Perimeter
* IZ-AOB
* Hedion
* Hemin
* FWST-8
* Botane
* 9IPC-E
* UT-UZB}}
== Patch Notes for 2025-09-17.1 ==
== Patch Notes for 2025-09-16.1 ==
=== Features and Changes ===
=== Vanguard Nemesis Event ===
Nemesis is live!
Log in daily from September 16th until October 2nd to gain valuable rewards with a DLI giving out SKINr Design Elements, Boosters, SKINs and Skillpoints.
This event is all about completing expedition assignments in Vanguard that contribute to the new global track in EVE Online. Once that is filled, it will reveal secret Upwell Convoys across the universe. Hunting them down and destroying the haulers will give juicy rewards including PLEX and Sealed Projects Containers with a chance to earn Implants, SKINS or Boosters.
Sealed Projects Containers can be taken to a Deathless Wraith Trader, which are located throughout New Eden to trade for new Design Elements, SKINs, and even Small Skill Injectors!
Players also earn personal rewards through a personal reward track unlocking SKINs, Design Elements, and Sealed Projects Containers. Your actions in Vanguard can shape the EVE universe.
== Patch Notes for 2025-09-12.1 ==


== Patch Notes for 2025-09-11.1 ==
== Patch Notes for 2025-09-11.1 ==
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** Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.}}
** Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.}}
** {{PatchNoteStatus|done|Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.}}
** {{PatchNoteStatus|done|Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.}}
** {{PatchNoteStatus|tbd|Marauders are now unable to access the main bank room of the ESS.}}
** {{PatchNoteStatus|done|Marauders are now unable to access the main bank room of the ESS.}}
''Marauders continue to be dominant and oppressive at smaller scales of PVP - Marauders currently have incredible damage that projects well, incredible tank and incredible mobility. We're making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for outstanding defense and offense and making the bastion module their core identity.''
''Marauders continue to be dominant and oppressive at smaller scales of PVP - Marauders currently have incredible damage that projects well, incredible tank and incredible mobility. We're making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for outstanding defense and offense and making the bastion module their core identity.''


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''Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We've heard a lot of frustration from the playerbase about multiple XLASB shield fit marauders (Looking at you Vargur!) since they're both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.''
''Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We've heard a lot of frustration from the playerbase about multiple XLASB shield fit marauders (Looking at you Vargur!) since they're both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.''


* {{PatchNoteStatus|tbd|Tactical Destroyers
* {{PatchNoteStatus|done|Tactical Destroyers
** Can now enter the main bank room of the ESS.}}
** Can now enter the main bank room of the ESS.}}
''Giving Tactical Destroyers some more roaming utility by allowing them to enter the ESS site and to change the meta up a bit. Like with Marauders, we're experimenting a little here to mix things up, we'll make changes if things end up going in an unhealthy direction like with 10mn T3Ds becoming meta or becoming too hard to catch.''
''Giving Tactical Destroyers some more roaming utility by allowing them to enter the ESS site and to change the meta up a bit. Like with Marauders, we're experimenting a little here to mix things up, we'll make changes if things end up going in an unhealthy direction like with 10mn T3Ds becoming meta or becoming too hard to catch.''
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''Additionally, we are shifting some hitpoints from Armor away into Structure to make armor tanked Cenotaphs more vulnerable, and taking away a low slot, which should make heavy armor cenotaphs much less viable. To compensate it for the lost lowslot and buff it in situations where it isn't using the lowslots for tank, we are improving the damage role bonus and also giving it some extra speed and aglity to partially compensate the potential loss of modules such as nanofibers and gyrostabilizers/ballistic controls.''
''Additionally, we are shifting some hitpoints from Armor away into Structure to make armor tanked Cenotaphs more vulnerable, and taking away a low slot, which should make heavy armor cenotaphs much less viable. To compensate it for the lost lowslot and buff it in situations where it isn't using the lowslots for tank, we are improving the damage role bonus and also giving it some extra speed and aglity to partially compensate the potential loss of modules such as nanofibers and gyrostabilizers/ballistic controls.''


* {{PatchNoteStatus|todo|Cyclone Fleet Issue
* {{PatchNoteStatus|done|Cyclone Fleet Issue
** Max Velocity reduced from 190m/s to 180m/s.}}
** Max Velocity reduced from 190m/s to 180m/s.
** Signature Radius reduction per level bonus reduced from 5% to 3%.}}
** Signature Radius reduction per level bonus reduced from 5% to 3%.}}
''The Cyclone Fleet Issue is a bit healthier than the Ferox Navy Issue, but still overperforming somewhat. We're reducing the speed slightly and also reducing the signature radius reduction bonus to the same as the Hyena to remove some of the mitigation it has.''
''The Cyclone Fleet Issue is a bit healthier than the Ferox Navy Issue, but still overperforming somewhat. We're reducing the speed slightly and also reducing the signature radius reduction bonus to the same as the Hyena to remove some of the mitigation it has.''


* {{PatchNoteStatus|todo|Harbinger Navy Issue
* {{PatchNoteStatus|done|Harbinger Navy Issue
** Powergrid increased from 1550 MW to 1625 MW.}}
** Powergrid increased from 1550 MW to 1625 MW.}}
''Harbinger Navy Issue is underused, we're giving it some PG to open up a few more fits. Combined with the changes to armor rigs and the other dominant battlecruisers being knocked down a bit, we hope this will make this a more attractive pick.''
''Harbinger Navy Issue is underused, we're giving it some PG to open up a few more fits. Combined with the changes to armor rigs and the other dominant battlecruisers being knocked down a bit, we hope this will make this a more attractive pick.''


* {{PatchNoteStatus|todo|Myrmidon Navy Issue
* {{PatchNoteStatus|done|Myrmidon Navy Issue
** Drone Capacity increased from 250m3 to 300m3.
** Drone Capacity increased from 250m3 to 300m3.
** Now additionally gets a 10% bonus to drone tracking per level just like the Vexor Navy Issue does.}}
** Now additionally gets a 10% bonus to drone tracking per level just like the Vexor Navy Issue does.}}
''Myrmidon Navy Issue is still the least used battlecruiser in the game. We're giving it a powerful tracking bonus to match the VNI, and then improving the drone capacity on it so that it has more options and is harder to defang, and can afford to include more utility drones like the web drones it has a bonus to.''
''Myrmidon Navy Issue is still the least used battlecruiser in the game. We're giving it a powerful tracking bonus to match the VNI, and then improving the drone capacity on it so that it has more options and is harder to defang, and can afford to include more utility drones like the web drones it has a bonus to.''


* {{PatchNoteStatus|todo|Tornado
* {{PatchNoteStatus|done|Tornado
** Agility Nerfed from 0.475 to 0.54.
** Agility Nerfed from 0.475 to 0.54.
** Max Velocity increased from 225m/s to 250m/s.
** Max Velocity increased from 225m/s to 250m/s.
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''We've heard frustrations when it comes to dealing with low align time, warp speed rigged, artillery fit Tornados "Windrunners". So we're making an adjustment to the Tornado which should hurt it in this role, but buff it in other roles. We're nerfing the agility enough so that it will be much harder to get an under 4 second align time on the Tornado, even with 4x T2 inertial stabilizers and skirmish command bursts, making this type of Tornado a lot more vulnerable to being caught. To compensate it for this nerf, we're buffing the base speed of the Tornado and also improving the falloff bonus per level that it has. The net outcome of this hopefully is that Windrunner fits are less effective and can be caught more easily, but Tornados that are staying on the field feel stronger.''
''We've heard frustrations when it comes to dealing with low align time, warp speed rigged, artillery fit Tornados "Windrunners". So we're making an adjustment to the Tornado which should hurt it in this role, but buff it in other roles. We're nerfing the agility enough so that it will be much harder to get an under 4 second align time on the Tornado, even with 4x T2 inertial stabilizers and skirmish command bursts, making this type of Tornado a lot more vulnerable to being caught. To compensate it for this nerf, we're buffing the base speed of the Tornado and also improving the falloff bonus per level that it has. The net outcome of this hopefully is that Windrunner fits are less effective and can be caught more easily, but Tornados that are staying on the field feel stronger.''


* {{PatchNoteStatus|todo|Talos
* {{PatchNoteStatus|done|Talos
** Max Velocity improved from 220 m/s to 235m/s.}}
** Max Velocity improved from 220 m/s to 235m/s.}}
''Giving the Talos a little love since it's underused outside of structure grinding and ganking.''
''Giving the Talos a little love since it's underused outside of structure grinding and ganking.''


* {{PatchNoteStatus|todo|Deimos
* {{PatchNoteStatus|done|Deimos
** Signature Radius reduced from 150m to 120m.}}
** Signature Radius reduced from 150m to 120m.}}
''The Deimos had a very large signature radius for a brawling focused armor HAC, moving it down to 120m which places it between the Vagabond (115m) and Zealot (125m), so that it can mitigate more damage. This should help it when brawling and in AHAC roles.''
''The Deimos had a very large signature radius for a brawling focused armor HAC, moving it down to 120m which places it between the Vagabond (115m) and Zealot (125m), so that it can mitigate more damage. This should help it when brawling and in AHAC roles.''


* {{PatchNoteStatus|todo|Zealot
* {{PatchNoteStatus|done|Zealot
** 5% Rate of Fire bonus replaced with 7.5% bonus to medium energy turret damage.}}
** 5% Rate of Fire bonus replaced with 7.5% bonus to medium energy turret damage.}}
''This is a very small damage bump (from 33.3% to 37.5% more damage) but will help the Zealot a lot more with cap stability, since the guns will no longer be consuming as much capacitor per second, and also means the crystals will last longer before they break.''
''This is a very small damage bump (from 33.3% to 37.5% more damage) but will help the Zealot a lot more with cap stability, since the guns will no longer be consuming as much capacitor per second, and also means the crystals will last longer before they break.''


* {{PatchNoteStatus|todo|Mamba
* {{PatchNoteStatus|done|Mamba
** New role bonus added, 25% bonus to drone max velocity.
** New role bonus added, 25% bonus to drone max velocity.
* * Maximum Velocity improved from 245m/s to 255m/s.}}
** Maximum Velocity improved from 245m/s to 255m/s.}}
* {{PatchNoteStatus|todo|Mekubal
* {{PatchNoteStatus|done|Mekubal
** New role bonus added, 50% bonus to small projectile falloff.}}
** New role bonus added, 50% bonus to small projectile falloff.}}
''The Mamba and Mekubal aren't quite at the power level expected from a Pirate Destroyer and their current price point. We're buffing them up by giving them an extra role bonus which currently all other T1 Destroyers and Navy Destroyers in the game get. The Mamba is getting the drone speed role bonus which the Algos has, and a bit more speed since it's a bit too slow right now while the Mekubal is getting an additional falloff bonus, which will stack with its per level bonus, just like the Khizriel.''
''The Mamba and Mekubal aren't quite at the power level expected from a Pirate Destroyer and their current price point. We're buffing them up by giving them an extra role bonus which currently all other T1 Destroyers and Navy Destroyers in the game get. The Mamba is getting the drone speed role bonus which the Algos has, and a bit more speed since it's a bit too slow right now while the Mekubal is getting an additional falloff bonus, which will stack with its per level bonus, just like the Khizriel.''


* {{PatchNoteStatus|todo|Magnate Navy Issue
* {{PatchNoteStatus|done|Magnate Navy Issue
** Capacitor Improved from 325 to 500.
** Capacitor Improved from 325 to 500.
** Capacitor Recharge Time increased from 180 seconds to 250 seconds.}}
** Capacitor Recharge Time increased from 180 seconds to 250 seconds.}}
* {{PatchNoteStatus|todo|Heron Navy Issue
* {{PatchNoteStatus|done|Heron Navy Issue
** Capacitor Improved from 245 to 300.
** Capacitor Improved from 245 to 300.
** Capacitor Recharge Time increased from 135 seconds to 150 seconds.}}
** Capacitor Recharge Time increased from 135 seconds to 150 seconds.}}
* {{PatchNoteStatus|todo|Imicus Navy Issue
* {{PatchNoteStatus|done|Imicus Navy Issue
** Capacitor Improved from 270 to 400.
** Capacitor Improved from 270 to 400.
** Capacitor Recharge Time increased from 150 seconds to 200 seconds.}}
** Capacitor Recharge Time increased from 150 seconds to 200 seconds.}}
* {{PatchNoteStatus|todo|Probe Fleet Issue
* {{PatchNoteStatus|done|Probe Fleet Issue
** Capacitor Improved from 235 to 280.
** Capacitor Improved from 235 to 280.
** Capacitor Recharge Time increased from 130 seconds to 140 seconds.}}
** Capacitor Recharge Time increased from 130 seconds to 140 seconds.}}
''Setting the Navy Scanning Frigates base capacitor amounts and capacitor recharge time to the same values as their navy racial counterparts. This will result in them having much higher base capacitor pools and slightly higher capacitor per second rates. It was difficult to use them in PVP because of how low their capacitor pool was since they were unchanged from the base exploration frigates so this should improve them.''
''Setting the Navy Scanning Frigates base capacitor amounts and capacitor recharge time to the same values as their navy racial counterparts. This will result in them having much higher base capacitor pools and slightly higher capacitor per second rates. It was difficult to use them in PVP because of how low their capacitor pool was since they were unchanged from the base exploration frigates so this should improve them.''


* {{PatchNoteStatus|todo|Skybreaker
* {{PatchNoteStatus|done|Skybreaker
** An additional high slot has been added.}}
** An additional high slot has been added.}}
* {{PatchNoteStatus|todo|Stormbringer
* {{PatchNoteStatus|done|Stormbringer
** An additional high slot has been added.}}
** An additional high slot has been added.}}
''Giving these ships a utility slot allows them a chance to escape their current niches and see more use in other areas of the game. Powergrid and CPU values have not been changed, so their new modules must fit within current fitting constraints.''
''Giving these ships a utility slot allows them a chance to escape their current niches and see more use in other areas of the game. Powergrid and CPU values have not been changed, so their new modules must fit within current fitting constraints.''
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** Jump Filaments(Such as needlejack, pochven or event filaments)
** Jump Filaments(Such as needlejack, pochven or event filaments)
You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.}}
You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.}}
== Patch Notes for 2025-08-01.1 ==
=== Defect Fixes ===
* The medium-sized Mordunium Deposits will now rarely appear in lowsec non-FW systems instead of the Small Mordunium Deposit, as it was meant to be.
* Additionally, the Small Mordunium Deposit will now rarely appear in highsec 0.5 systems which border lowsec.
* Sites that were already spawned before downtime may remain in their incorrect locations until they are mined out.
''The Mordunium yearns to be mined. In yesterday's update, the Mordunium Deposits and the Small Mordunium spawn locations were flipped. The additional larger sites will now be spawning in lowsec, with the smaller additional sites in highsec.''


== Patch Notes for 2025-07-31.1 ==
== Patch Notes for 2025-07-31.1 ==