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UniWiki:Patch Notes/Patch Notes - Version 22.01: Difference between revisions

From EVE University Wiki
Add patch notes for 2024-09-11.1 and 2024-09-12.1. Transform and Clean-up.
Add patch notes for 2024-09-17.1 and 2024-09-18.1. Transform and Clean-up.
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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.
== 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 ==
== Patch Notes for 2024-09-12.1 ==