m Update status. |
m Update status. |
||
| Line 137: | Line 137: | ||
''The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.'' | ''The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.'' | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Apocalypse | ||
** Removed 7.5% Large Energy Turret Tracking bonus per level. | ** Removed 7.5% Large Energy Turret Tracking bonus per level. | ||
** Large Energy Turret optimal range bonus improved from 7.5% to 10% per level. | ** Large Energy Turret optimal range bonus improved from 7.5% to 10% per level. | ||
** Added 5% Large Energy Turret damage per level. | ** Added 5% Large Energy Turret damage per level. | ||
** Added 10% reduction in Large Energy Turret capacitor cost per level.}} | ** Added 10% reduction in Large Energy Turret capacitor cost per level.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Apocalypse Navy Issue | ||
** Removed 7.5% Large Energy Turret Tracking bonus per level. | ** Removed 7.5% Large Energy Turret Tracking bonus per level. | ||
** Large Energy Turret optimal range bonus improved from 7.5% to 10% per level. | ** Large Energy Turret optimal range bonus improved from 7.5% to 10% per level. | ||
| Line 151: | Line 151: | ||
''The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn't hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.'' | ''The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn't hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.'' | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Maelstrom | ||
** Highslots reduced from 8 to 7. | ** Highslots reduced from 8 to 7. | ||
** Turrets reduced from 8 to 6. | ** Turrets reduced from 8 to 6. | ||
| Line 160: | Line 160: | ||
''Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alphastrike capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.'' | ''Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alphastrike capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.'' | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Megathron Navy Issue | ||
** Tracking bonus improved from 7.5% to 10% per level. | ** Tracking bonus improved from 7.5% to 10% per level. | ||
** Added 15% reduction in Armor Plate mass penalty per level. | ** Added 15% reduction in Armor Plate mass penalty per level. | ||
| Line 166: | Line 166: | ||
''Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets since the bonus has worked well on other ships like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue.'' | ''Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets since the bonus has worked well on other ships like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue.'' | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Cenotaph | ||
** Ladar Sensor Strength reduced from 25 to 15. | ** Ladar Sensor Strength reduced from 25 to 15. | ||
** Armor Hitpoints reduced from 5,000 to 3,500 (-1500). | ** Armor Hitpoints reduced from 5,000 to 3,500 (-1500). | ||
| Line 174: | Line 174: | ||
** Max Velocity Improved from 160 to 170m/s. | ** Max Velocity Improved from 160 to 170m/s. | ||
** Agility improved from 0.6x to 0.55x.}} | ** Agility improved from 0.6x to 0.55x.}} | ||
* {{PatchNoteStatus| | * {{PatchNoteStatus|done|Tholos | ||
** Ladar Sensor Strength reduced from 16 to 8.}} | ** Ladar Sensor Strength reduced from 16 to 8.}} | ||
''We're hearing about complaints of the Cenotaphs strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations, and where Cenotaphs can survive even with 3 slot armor tank setups. In this environment things like range and speed don't matter as much. We are making a set of adjustments to the Cenotaph to try and retain it's strength in other areas of space where it's not as dominant while also adding more meaningful counterplay options to the deathless ships as a whole.'' | ''We're hearing about complaints of the Cenotaphs strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations, and where Cenotaphs can survive even with 3 slot armor tank setups. In this environment things like range and speed don't matter as much. We are making a set of adjustments to the Cenotaph to try and retain it's strength in other areas of space where it's not as dominant while also adding more meaningful counterplay options to the deathless ships as a whole.'' | ||
Revision as of 08:53, 13 September 2025
Patch Notes - Version 23.01 are sourced from Patch Notes - Version 23.01.
Online forums:
🤝 - Indicates a change inspired by the player's feedback or suggestions.
- Empty patch note sections had defect fixes only.
Patch Notes for 2025-09-11.1
Features and Changes
Triglavian Invasions
To Be Determined - Roaming NPCs will now only warp to the following sites:
- Observatory Flashpoints, Vigilance Points, World Ark Proving Grounds, Accelerator Flashpoints, Stellar Fleet Deployment Sites, and Stellar Observation Posts.
To Be Determined - Roaming NPCs will no longer warp to destructible effect beacons.
To Be Determined - Roaming NPCs will weigh warping to sites more consistently.
Previously, some fleets were able to enter certain sites (e.g. EDENCOM Field Bases) and alter the intended balance of that site. Now, these NPCs will only go to sites that feature a lobby area. In addition, roamers will now more evenly split their attention between sites and other locations.
Note that these changes apply to all Triglavian Invasion roamers, including those spawned in Pochven, minor victory systems, EDENCOM Fortress systems, and NPCs spawned from Pochven wormholes.
User Interface
To Be Determined - Added Icons to the market tooltips for your orders and orders that are on your route.
Patch Notes for 2025-09-10.1
Patch Notes for 2025-09-09.1
Legion Major Update
The Legion Major Update is now live!
Features and Changes
Balancing:🤝
To Be Determined - Reduced the Maximum Number of drones that can be assigned to a character from 50 drones to 20 drones.
We're cutting down on the number of drones that can be assigned to a single character at a time from 50 to 20 drones. There are things that we really like about drone assistance - There is a skillful element of assigning drones to someone else when you are jammed, damped or out of range. There is also some niche gameplay such as assigning drones to an interceptor to decloak players at gatecamps, assigning light drones to a dedicated anti-frigate ship in PVE such as incursions or PVP and you can assign drones if you're doing some specialized task like Logistics, or if you're a new player you can assign drones to your more knowledgeable friends/corp mates so you can focus on piloting your own ship.
We feel like dropping down to 20 drones will still keep most of these cool use cases intact, while cutting down on undesirable gameplay.
To Be Determined - Sentry DronesIncreased Signature Radius on all sentry drones from 100m to 300m.
Increasing the signature radius on Sentry Drones to Battlecruiser size so that they take more damage from Missiles, Bombs and Vorton Projectors, and are faster to lock so that they can be countered more effectively.
To Do - Armor Rigs
- Changed the drawback from Armor Rigs to be Agility instead of Max Velocity.
Updated - New Skill added - Advanced Armor Layering
- Grants 2% reduction to the mass penalty of armor plates per level.
- Rank 5 skill.
- Available in all empire school stations to purchase for 15,000,000 ISK, or from the character sheet for 19,500,000 ISK.
- Skill Requirements
- Armor Layering IV
- Mechanics V
- Hull Upgrades V
We've heard concerns that shields are dominating and armor doesn't feel great for skirmishing now. To help address this, we're introducing a new advanced skill to shave off a bit more mass from armor plates and changing the drawback on most armor rigs to be a penalty to Agility instead of Max Velocity. This will still keep the original design intent and tradeoff that exists with armor/shield rigs in that they reduce some of your ability to mitigate damage in exchange for more tank, since losing turning speed and handling means you won't be able to orbit as tightly or get as high angular velocity as before but you now won't also be giving up range control anymore which should make them feel much better on the field.
We hope that this will make armor more viable especially at smaller scales and help promote more ships that have fallen out of favor such as AHACs.
Updated - Encounter Surveillance System site
- Increased the range that players are unable to cloak in the main bank room from 150km to 500km.
Cutting down on some frustrating gameplay where snipers could enter and then cloak in the site and then be in position and decloak when a player enters the ESS.
Updated - Marauders
- Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.
Updated - Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.
To Be Determined - 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.
We're making another small adjustment to the Vargur because it is still an outlier. This set of changes should still keep them as Apex PVE and PVP ships and the undisputed kings of Firepower and Defense, but allow for more space and timing windows when it comes to existing on grids with them at range.
Additionally, we are experimenting by blocking them from the ESS main bank room. This should hopefully lead to a more diverse meta for ESS engagements and allow other battleship and battlecruiser hulls to shine. We'll be keeping an eye on this change to see if it leads to a healthier ecosystem overall.
Updated - Bastion Module
- Armor Repair and Shield Boost Amount Reduced from 100% to 60% while active.
- Added new bonus, 20% reduction in cycle time and capacitor cost for Armor Repairers and Shield Boosters while active.
This retains the current repair effectiveness over time values as now without increasing the capacitor cost per second.
Current = 1 * 2 = 2 repairer effectiveness over time.
New = ((1 * 1.6)/ 0.8) = 2 repairer effectiveness over time.
We are doing this to help improve active armor Marauders which could sometimes end up repairing for most, or even exceeding their maximum Armor Hitpoints when using Asklepian Implants, Exile, Hardshell, other Implants, X types and Mutaplasmids etc. which limits how much you can effectively push them with ISK. It also made them require a much higher skill cap than shield marauders since armor repairers rep at the end of the cycle and have much longer cycle times, making it difficult to gauge how much you should delay repping to not over-rep or end up taking too much damage.
This will make Armor Repairers easier to use without over-repping on armor Marauders and limit them less when it comes to high-end fits that push the limits.
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.
To Be Determined - Tactical Destroyers
- 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.
Updated - Confessor
- New Defense Mode Bonus: 33% bonus to Remote Armor Repairer amount, and reduction in activation cost.
- Damage per level of Tactical Destroyer increased from 5% to 7.5%.
- Max Velocity increased from 230m/s to 250m/s.
Updated - Svipul
- New Defense Mode Bonus: 33% bonus to Remote Shield Booster amount, and reduction in activation cost.
- Damage per level of Tactical Destroyer increased from 5% to 7.5%.
- Max Velocity increased from 220m/s to 240m/s.
Both the Confessor and Svipul are suffering a bit, The Confessor has a bit too much overlap with the Retribution right now, which has significantly better mitigation while also having high damage with a range bonus, with the Confessors only strengths over the Retribution being the probe launcher utility and the added damage and ewar resistance in sharpshooter mode. The Svipul has also struggled with other new ships entering the game like the Thrasher Fleet Issue and buffs to the Stabber, Navy Cruisers and medium Autocannons.
The Hecate and Jackdaw are doing very well right now and are some of the most used ships in the game, so We're giving both the Confessor and Svipul a bit more base damage and speed to hopefully make them stand out a bit more. We're also adding a Remote Armor/Shield Booster bonus to them in defensive mode, to give them some more utility to potentially open up some spider tanking fleet options in PVP and PVE to give them more versatility over other assault frigates and destroyers and to highlight their additional utility highslot over the Hecate/Jackdaw.
Updated - Ferox Navy Issue
- Medium Hybrid Damage per level bonus reduced from 10% to 7.5%.
- Medium Hybrid Tracking per level bonus reduced from 7.5% to 5.0%.
- Powergrid Reduced from 1250 to 1150 (same as regular Ferox).
- CPU reduced from 565 to 515 (same as regular Ferox).
- Reduction in Shield Booster power and CPU requirements per level bonus improved from 7.5% to 10%.
We're making some adjustments specifically to the Ferox Navy Issue to address its dominance in the fleet meta. Specifically, we are reducing the damage, tracking and reducing the Powergrid and CPU that it has, setting it back to the same values that the regular Tech 1 Ferox has. This should still mean it is viable but make it harder to fit a 5-6 slot tank and a DLA with railguns without fitting modules. At the same time we are improving the shield booster fitting bonus that it has which should compensate active tanking fits with a fitting reduction to make up for the loss in base PG and CPU.
Additionally, we know there are concerns about the dominance of other railgun ships that may just simply replace the FNI as the top meta railgun ship, with those being the Vulture, Ferox (t1), Naga and Rokh. So we are going to make some adjustments to all rails overall.
To Be Determined - Medium and Large Railguns
- Tracking Reduced by 10%.
- Optimal Range and Falloff Reduced by 10%.
Railguns are dominating at all sizes, so we're going to reduce their tracking and optimal/falloff slightly for medium and large railguns. Medium Railguns have been very strong for a very long time now, while Large Railguns have recently taken the top spot since the Viridian expansion where we gave a significant buff to the Rokh and made the following change to Large Railguns:
+15% bonus to Tracking Speed
+15% bonus to Rate of fire.
This will mean that most of the Tracking Speed bonus for Large Railguns got rolled back, maintaining about 3.5% of it, but they'll keep the rate of fire bonus they received. We hope this will mean that Large Rails will land in a good spot between now (Super Dominant) and pre-Viridian (Considered weak).
We will continue to keep a close eye on the Vulture, Ferox, Ferox Navy Issue, Rokh and Naga after this set of changes and make further adjustments in the upcoming expansion if needed, if they continue to dominate or end up too weak.
Updated - Naglfar
- Midslots improved from 6 to 7.
- Lowslots reduced from 6 to 5.
Updated - Naglfar Fleet Issue
- Midslots improved from 6 to 7.
- Lowslots reduced from 6 to 5.
Improving the shield tank effectiveness of the Naglfar line by improving the number of midslots they have available at the cost of a lowslot. This should mean the Naglfar can take advantage of the shield booster bonus a bit more effectively in HAW setups and open the door for stronger shield based anti-capital turret dreadnoughts. While we do think we are trading some of the unique versatility of the Naglfar hull here, the dreadnought meta has been heavily dominated by Revelations for the last half-decade, and the T1 Phoenix (that the T1 Naglfar now shares a slot layout with) are missile based so we feel comfortable making this change.
Updated - Sin
- Removed 10% bonus to logistic drone transfer amount per level.
- Added 10% bonus to Warp Scrambler range per level.
- Added +1 bonus to Warp Scrambler strength per level.
- These bonuses only apply to Warp Scramblers and not Warp Disruptors.
The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.
Updated - Apocalypse
- Removed 7.5% Large Energy Turret Tracking bonus per level.
- Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.
- Added 5% Large Energy Turret damage per level.
- Added 10% reduction in Large Energy Turret capacitor cost per level.
Updated - Apocalypse Navy Issue
- Removed 7.5% Large Energy Turret Tracking bonus per level.
- Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.
- Added 7.5% Large Energy Turret damage per level.
- Added 10% reduction in Large Energy Turret capacitor cost per level.
Reworking the Apocalypse. There is a lot of competition for large energy turret ships with the Apoc, Apoc Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy Issue and Oracle all fighting for the same space. Currently, the Apocalypse feels weak due to lack of a damage bonus, while the tracking bonus doesn't feel particularly strong because a lot of other laser ships are better in applying damage in practice, such as the Bhaalgorn (Webs+Neut), Nightmare (Superior mobility and same tracking bonus), Armageddon/Armageddon Navy Issue (Ranged neuts and can fit Rapid Heavys/Bonused Drones) and the Oracles superior mobility allowing it to get better tracking through managing traversal. The unique selling point of the Apocalypse hull is the optimal range bonus, however the damage is still underwhelming.
The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn't hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.
Updated - Maelstrom
- Highslots reduced from 8 to 7.
- Turrets reduced from 8 to 6.
- Midslots increased from 6 to 7.
- Removed 5% bonus to Large Projectile Turret rate of fire bonus per level.
- Added 10% bonus to Large Projectile Turret damage per level.
- Powergrid reduced from 21000 to 18000.
Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alphastrike capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.
Updated - Megathron Navy Issue
- Tracking bonus improved from 7.5% to 10% per level.
- Added 15% reduction in Armor Plate mass penalty per level.
- Maximum Velocity improved from 130m/s to 135m/s.
Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets since the bonus has worked well on other ships like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue.
Updated - Cenotaph
- Ladar Sensor Strength reduced from 25 to 15.
- Armor Hitpoints reduced from 5,000 to 3,500 (-1500).
- Structure Hitpoints improved from 6,000 to 7,500 (+1500).
- Low Slots reduced from 3 to 2.
- Role bonus to Medium Projectile Turret and Heavy Assault Missile damage improved from 100% to 125%.
- Max Velocity Improved from 160 to 170m/s.
- Agility improved from 0.6x to 0.55x.
Updated - Tholos
- Ladar Sensor Strength reduced from 16 to 8.
We're hearing about complaints of the Cenotaphs strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations, and where Cenotaphs can survive even with 3 slot armor tank setups. In this environment things like range and speed don't matter as much. We are making a set of adjustments to the Cenotaph to try and retain it's strength in other areas of space where it's not as dominant while also adding more meaningful counterplay options to the deathless ships as a whole.
We are nerfing the deathless ships sensor strength to be the weakest racially (Cenotaph is now -1 less than Cyclone, Tholos is now -1 less than Thrasher) to make ECM a very effective counter against them, especially in wormhole environments where their very close range missiles are not at as much as a disadvantage as they are in other areas of space. This should hopefully allow wormholers to counter them a lot more reliably with ECM ships while preserving a lot of their strength in other environments, where it is very difficult to ever get close to their maximum potential paper DPS output. ECM also is not very punishing in situations where you only have a DoT on 1-2 targets (since as long as you get a lock every 75 seconds then you can keep up the damage), but ECM is very effective at lowering the total DPS across the whole field since even a 25% chance to jam results in dropping the number of pods spread in optimal scenarios from 7 to 5.
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.
To Do - Cyclone Fleet Issue
- Max Velocity reduced from 190m/s to 180m/s.
- 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.
To Do - Harbinger Navy Issue
- 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.
To Do - Myrmidon Navy Issue
- 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.
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.
To Do - Tornado
- Agility Nerfed from 0.475 to 0.54.
- Max Velocity increased from 225m/s to 250m/s.
- Falloff bonus per level improved from 5% to 7.5%.
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.
To Do - Talos
- 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.
To Do - Deimos
- 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.
To Do - Zealot
- 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.
To Do - Mamba
- New role bonus added, 25% bonus to drone max velocity.
- * Maximum Velocity improved from 245m/s to 255m/s.
To Do - Mekubal
- 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.
To Do - Magnate Navy Issue
- Capacitor Improved from 325 to 500.
- Capacitor Recharge Time increased from 180 seconds to 250 seconds.
To Do - Heron Navy Issue
- Capacitor Improved from 245 to 300.
- Capacitor Recharge Time increased from 135 seconds to 150 seconds.
To Do - Imicus Navy Issue
- Capacitor Improved from 270 to 400.
- Capacitor Recharge Time increased from 150 seconds to 200 seconds.
To Do - Probe Fleet Issue
- Capacitor Improved from 235 to 280.
- 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.
To Do - Skybreaker
- An additional high slot has been added.
To Do - Stormbringer
- 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.
Updated - Outpost Construction Skill
- Now gives 1% reduction per level in manufacturing time for items that require the skill.
Making the outpost construction skill worth training to higher levels since currently no item in the game requires it to be higher than level 3 to build, and the vast majority of items only require it at level 1.
Factional Warfare
Updated - The minimum requirement to join the Pirate FW Factions (Angel Cartel and Guristas) has been raised from -2.0 to 0.0 to match the four empire militias.
We are raising the standing requirements for players and corporations to enlist with pirate insurgency factions from -2.0 to 0.0 as we said we would in the earlier patch notes released on the 26th of June.
We are doing this to address concerns with team killing (Awoxing) in the pirate militias, which happens significantly more frequently in the pirate factions than the empire factions which already have a standings requirement of 0.0.
By raising the minimum to 0.0, corporations can no longer add fresh characters to bring their corp standings up below -2.0 as was previously the case.
We know this isn't going to completely fix the problem with team killing in factional warfare, but we hope it will reduce the number of incidents in pirate militias for the time being.
Updated - Insurgency Balance
- Reduced the base amount of systems needed to be won from 7 to 5.
- Increased the ambition modifier cap from +13 to +15 (so winning 20 systems is still the maximum difficulty cap).
- Increased the weighting of Frontline and Command Ops systems for the Insurgency FOB when choosing a system for a new insurgency so that it is more likely to choose those systems.
- Increased the weighting of dominant control (when a side owns 66% or more of the warzone) so that the Insurgency FOB is more likely to choose those systems.
To Be Determined - Insurgency Mining Ambush Sites
- Increased the signature radius of the Hijacker Taipans and Hijacker Echos from 25m to 80m (which is the same as the ORE Safeguard Atrons) so that they are much easier to track for players and the NPCs.
- Increased the shield hitpoints of the pirate and mordus battleship NPCs by 50% to increase the time it takes to run the sites a bit and give more opportunities for players to get caught while running the site.
The pirate tackle frigates had very low signature radius when compared to the ore tackle frigates, and were very hard to track for both players and NPCs. Additionally, the sites were getting run a bit faster than we would like so we're increasing the time slightly by increasing the HP of the battleships.
Character Resculpt Update
To Be Determined - It's now possible to swap between the Male and Female body models using a Pilot's Body Resculpt Certificate available from the NES.
To Be Determined - As part of the update, every capsuleer receives a free character resculpt token that is bundled with the weekly 15,000 free Skill Points available in the New Eden Store. This is normally an Omega only benefit, but until 16 September only, it is available to Alphas as well! The resculpt token has been upgraded to allow a gender change for your character.
Capsuleer Safety in Highsec
To Be Determined - Autothysian Lancers:
- In the aftermath of the Drifter Crisis, the Autothysian Lancers no longer have a presence in high security space.
To Be Determined - Forward Operating Bases:
- Forward Operating bases that would previously spawn in highsec are now spawning in lowsec, and at a higher rate.
We've been looking into the subject of capsuleer safety in highsec, and as part of our investigation we've noticed that new players do lose ships to Autothysian Lancers and 'diamond rats' (from the FOBs). While the new player journey should include the experience of ship loss, destruction at the hands of Autothysian Lancers and diamond rats does not adequately teach new players about how to improve their survivability.
The issue of highsec safety is an ongoing discussion that will require further time and continuing feedback.
Missions & NPCs
To Be Determined - Significantly increased NPC buy order quantities for the following commodities:
- Rogue Drone Infestation Data.
- Neural Network Analyzer.
- Sleeper Data Library.
- Ancient Coordinates Database.
- Sleeper Drone AI Nexus.
The new buy order quantities will mean no more stack splitting for all but the most determined of hoarders. These quantities have been split more equally across all applicable stations, meaning you can expect a consistent experience no matter which Corporation you choose to sell to.
New Contribution Methods for Freelance Jobs
To Be Determined - Freelance Jobs now include three new contribution methods, giving more options for corporations.
- Destroy Capsuleer: Project Managers can now set up Freelance Jobs that reward destroying specific capsuleers or organizations.
- Remote Boost Shield: Earn rewards by boosting allies' shields through Freelance Jobs.
- Remote Repair Armor: Earn rewards by repairing allies' armor through Freelance Jobs.
Pochven
To Be Determined - Smaller-scale sites have had some mechanical tweaks:
- All such sites will now appear within the Triglavian Invasions Opportunities page.
- NPCs within EDENCOM Scout Fleets will no longer have mixed factions (e.g. Amarr NPCs will no longer appear with Caldari).
- Battleship NPCs will no longer spawn during the first wave in these sites.
- Moved NPC spawn locations to reduce bumping with the hackable container.
- Various improvements to how NPCs within these sites handle idling and swapping targets.
- NPCs will now make more consistent use of their microwarpdrives.
- A Rogue Drone battleship will now always spawn during the 2nd or 3rd wave of an Incipient Drone Swarm site.
Adding the sites to the Triglavian Invasions page has their location visible at any range within the region. This should promote more purposeful movement around the triangle while also offering a way for hunters to locate potential targets.
Separating the EDENCOM subfactions will mean there are less types of EWAR to deal with per instance. This should bring the difficulty of the site more in-line with that of the Convocation Watchpost.
Lastly, battleships spawning in the initial wave could result in swings in difficulty and time requirements. This was especially true for Incipient Drone Swarms, which could take far longer when multiple battleships spawned. Now, battleships will only spawn during the 2nd or 3rd wave. A battleship spawn is guaranteed in Incipient Drone Swarm sites, both to supply standings gains and to ensure the site runtime is a decent length.
To Be Determined - Rebalanced Torpid Sleeper Hives distribution and rewards:
- Increased the number of sites present within the region to 6 (from 3).
- Decreased the optimal per-pilot ISK payout to 27m (from 33m).
- Decreased the average number of Stability Telemetry commodities within the hackable container.
To Be Determined - Increased the optimal per-pilot ISK payout earned within Convocation Watchpost and EDENCOM Scout Fleet sites to 18m (from 15m).
Three instances of this site proved to not be enough to meet demand, so the number of sites has been doubled. Rewards have been rebalanced to compensate for the greater potential faucet.
Convocation Watchpost and EDENCOM Scout Fleet sites continue to be less appealing than Incipient Drone Swarms and Torpid Sleeper Hives due to their negative standings effects. The payout increase aims to reward those who are willing to put up with the additional dangers these standings hits cause.
To Be Determined - Optimal per-pilot payouts for Observatory Flashpoint sites have been increased to 150m ISK (from 120m ISK).
To Be Determined - Micro Jump Drives can no longer be activated within the lobby area of Observatory Flashpoint sites.
To Be Determined - The Observatory Flashpoint failure timer will now only start after the initial guard NPCs are destroyed within the main combat area.
The previous change to site rewards had an outsized effect on groups running non-Marauder setups. We are adjusting the payout values of the site so it is still valuable for these groups.
To compensate for the reward reversion, a Micro Jump Drive block has been added to the lobby of these sites. This is intended to reduce the usefulness of Marauders within that area.
In addition, the site must now be fully in-progress before the failure timer begins ticking down. This is to prevent players rerolling the site spawn without any effort.
To Be Determined - NPCs within Vigilance Point sites have had a number of balance changes:
- NPCs will now utilize microwarpdrives to close distances.
- NPCs will move more slowly when within their optimal orbit range.
- Inertia modifiers and mass values have been adjusted to make NPCs more agile.
- Optimal weapon ranges have been increased and falloff ranges have been added.
- Weapon tracking has been improved significantly.
- Shield and armor resistances have been reduced.
- Signature radii for Frigates, Destroyers, and Cruisers have been increased.
- Signature radii for Battleships have been decreased.
To Be Determined - Drifter officers within Vigilance Point sites must now be destroyed before the next wave spawns to increase the Destroy Drifter Commanders counter.
To Be Determined - Vigilance Point site beacons will now appear within their lobby area instead of the combat area.
To Be Determined - Vigilance Point site beacons will now persist after the site is completed.
To Be Determined - Vigilance Point acceleration gates will now be accessible without a key after the site is completed.
A common solution to this site has been kiting NPCs and largely ignoring them, which goes against the intended gameplay loop. As such, outrunning these NPCs has been made much more difficult. NPCs will now be more of a threat, but are also easier to destroy.
The change to when Drifter officers must be destroyed aims to increase the challenge when attempting to draw out Strategos. This also prevents Allecto's blind fury being used as a tool to help clear multiple waves.
The beacon and acceleration gate behavior has been made consistent with Observatory Flashpoint sites. This prevents them being usable as safe locations following the site's completion.
To Be Determined - Overmind Nursery Groves have been partially rebalanced:
- Replaced the Triglavian Survey Databases found when salvaging an Overmind Nursery Nest with Triglavian salvage materials.
- Reduced the maximum number of sites to 9 (from 10).
- A beacon will now spawn in the site's lobby area when the site completes.
Replacing the red loot with Triglavian salvage gives a way to acquire these materials without damage to Triglavian standings.
The average value for this site has increased fairly significantly with this change, resulting in a small tweak to the number of sites available. Also, the number is now divisible by 3.
Like with Vigilance Point sites, the beacon has been added to prevent the site being a safe haven once the site ends.
Science & Industry
To Be Determined - Increased metenox daily consumptionfrom 3600 to 4800 (from 150 hourly to 200).
To Be Determined - Decreased magmatic gas volumefrom 0.1 to 0.01.
We are actively working towards a stronger long-term solution for the Metenox and its impact. These changes are meant to be short-term iterations to nudge the Metenox in the right direction, while we take the time we need to find a better long-term solution.
Sovereignty
To Be Determined - 🤝It's now possible to configure Skyhooks while they activating (during the 30 minute window).
To Be Determined - 🤝It's now possible to configure Skyhooks remotely through the 'My Orbital Skyhooks' page.
Wormholes
Updated - Wandering k-space wormhole connections have been added to C4 wormhole systems:
- S047 will connect to high-sec systems.
- N290 will connect to low-sec systems.
- K329 will connect to null-sec systems.
- Each of these new wormholes will be battleship-sized.
- These wormholes will be significantly rarer than those found in C5 and C6 systems.
To Be Determined - Z142 and C248 wormholes will now spawn more frequently.
To Be Determined - Scan levels for certain wormholes have been changed:
- Wandering wormholes Z647, D382, U574, V753, V911, and W237 from level 1 to level 2.
- Wandering wormholes O477, Y683, E175, and Z457 from level 2 to level 1.
- Wandering wormholes R474 and B274 from level 3 to level 2.
- Wormhole S199 within low-sec from level 2 to level 3.
- Wormhole M267 from level 3 to level 2.
To Be Determined - J492 wormholes will now appear within wormhole systems.
The goal for these new(-ish) C4 wormholes and increased frequency of Z142 and C248 wormholes is to give residents access to more content opportunities. In addition, those in C4s may occasionally luck into a direct to high-sec connection!
Scan levels have been tweaked for both consistency and usability. Any wormhole that can appear as both static and wandering will now use different scan levels so they are more easily distinguishable.
To Be Determined - Information window descriptions for wormholes have been updated:
- The messages for the wormhole's destination, maximum ship size, lifetime, and mass stability have been simplified.
- Lifetime and Mass Stability messages now include colour for improved readability.
- A 1-hour remaining lifetime message has been added.
- A Drifter wormhole destination message has been added.
- A C13 wormhole destination message has been added.
This change aims to improve the readability of wormhole messaging and remove an unintuitive barrier for newer players. Messages will no longer need to be decoded and can now be read as plain text. The new destination messages have been added to make them more clearly distinct from C1-C3 wormholes. These additions should still leave plenty of room for mastery, such as learning to narrow down locations further via wormhole names or appearances.
The 1-hour remaining message gives players a bit more clarity to the level of risk they are taking when jumping through a wormhole near its end of life. This should be especially useful for those jumping through frigate wormholes.
To Be Determined - The warp-in and spawn points within C2 cosmic anomaly sites have been adjusted.
To Be Determined - The targeting prioritization for Capital Escalation site Drifter NPCs is now much more varied.
To Be Determined - The value of loot dropped from Upgraded Avenger NPCs has increased to 50m ISK (from 35m).
To Be Determined - Deepflow Rift sites will no longer spawn within wormholes.
Many of the spawn points found in C2 cosmic anomaly sites were extremely far apart. This resulted in a lot of time within the site being dedicated to just moving between locations. Having the spawns closer together makes running these sites more enjoyable and rewarding.
Capital Escalation site Drifters often focused logistics ships when present, making it easier for higher value ships to avoid danger. These NPCs are now much more likely to vary the kinds of ships they target.
Upgraded Avenger NPCs will only appear and remain within a Capital Escalation site that has been escalated. Increasing the rewards earned by defeating these NPCs further encourages the use of capitals for this content, creating more juicy targets out in space.
Deepflows Rifts have generally been considered out-of-place within the wormhole ecosystem and as such have been removed. Already existing sites will remain but will not respawn once completed.
Patch Notes for 2025-09-08.1
Patch Notes for 2025-09-01.1
Features & Changes
Technical
Ignore - We've updated the way our physics engine, Destiny, sends updates to clients. This won't have any effect on current performance, but will better enable us to make further optimization of Destiny updates in the future.- This update was rolled back to version 2025-08-27.1 at 12:52 after a graphical issue was discovered. Will keep you updated on when it returns!
Patch Notes for 2025-08-27.1
Features & Changes
Audio
Ignore - The Visual Damage System and hangar Fire BOBs are accompanied by audio, so you can enjoy the sound of your ship as it burns, ignites or gets extinguished. Fire audio adapts to ship speed.
Graphics
Smart-Light-System
Ignore - Introduction of the new Smart-Light-System to improve ship lighting performance and reactivity.
- Smart-Light-Sets handle all components for light prefabs, including flares, point lights, cone lights, and beam effects.
- They inherit colors from SOF and can change dynamically based on variables and states they are authored to.
- Optimized for better system performance and fewer draw calls.
- Allows shared visual "recipes" per race/faction, triggered by ship state (e.g., warp, docking, combat).
- Supports animated instanced meshes for future space scene effects such as debris fields and enhanced explosion debris.
- The first batch of ships utilizing the Smart-Light-System in this update is: all cruisers.
- Smart-Light-Sets handle all components for light prefabs, including flares, point lights, cone lights, and beam effects.
Visual Damage System
Ignore - Smoke & Fire VFX have finally returned for ships in hull damage (player ships as well as NPC's), their last known sighting was sometime pre-EVE: Trinity expansion.
- Fires appear at specific hull thresholds and respond dynamically to ship movement (always starting though when entering hull damage).
- Fire VFX are disabled on Medium/Low shader settings to maintain fleet fight performance, and do not load at all.
- Smaller ships have larger fires in relation to ship size, and the larger the ship, the more fires there are (smaller in size in relation to the ship), going up to 7 fires on a titan.
Ignore - Smoke & Fire VFX have also now been added to structures that made sense to start with: Citadels, Refineries, Moon Miners, Skyhooks, Navigation Structures, Industrial Arrays, and Outposts.
- Here 10 fires will appear, roughly corresponding to each 10% of Hull damage (as there is a chance a fire can spawn twice in one location).
- As with Ship fires, these exist only on High Shader Quality.
New Hangar Visualizations
To Be Determined - Fire BOBs: When a ship enters a hangar with hull damage and thereby with fires, Fire BOBs will fly into the rescue to put out the fires, making sure your egregious lack of proper fire containment safety protocol does not spread to the rest of the station.
- If you undock without repairing hull damage, then fires will re-ignite.
- Extinguished fires will continue to emit gas/smoke until such a time you repair the ship.
To Be Determined - Repair BOBs: When you utilize in-hangar repair, Repair BOBs will fly in from all directions and repair your ship over a period of 30 seconds.
- This is purely visual, if you undock immediately after the repair goes through then you will undock repaired.
- This will only happen for full repairs, partial repairs will not trigger animations.
To Be Determined - Repair and Fire BOBs have models and color schemes corresponding to the station owner's faction. Fire BOBs (of course) all have the fire engine color scheme of Iceland.
Patch Notes for 2025-08-18.1
Features & Changes
Graphics
Upscaling
Upscaling is a rendering technique that allows the game to be drawn at a lower resolution and then intelligently scaled up to match your display's native resolution. This reduces the workload on your graphics card, helping to improve performance while maintaining high-quality visuals. The result is smoother gameplay with higher frame rates, particularly valuable in large fleet fights or other demanding scenarios where your system may be limited by GPU performance. Upscaling is particularly effective for players using lower- and mid-range graphics cards who want to run at higher resolutions or graphical settings than would otherwise be viable.
Frame generation takes the upscaling process one step further by creating an additional frame where possible, increasing the frame rate further.
Modern upscaling techniques have come a long way since we since we introduced FSR 1 with Uprising in 2022. This update brings more up-to-date solutions from NVIDIA, AMD, Intel and Apple.
Beyond performance improvements, upscaling can also reduce power usage. By lowering the load on the GPU, it helps keep systems cooler and, on mobile or portable setups such as laptops, can extend battery life. This makes upscaling not only a performance booster but also a useful tool for players who want to balance visual fidelity with system efficiency.
Windows
The client must be running in DX12 for the following upscalers to work. The available upscalers are:
- NVIDIA DLSS Super Resolution with Frame Generation. The version of DLSS Super Resolution that is available will depend on your NVIDIA hardware and OS settings. If your system has a GeForce RTX 50 Series GPU, then the latest DLSS 4 Super Resolution is supported. DLSS is an NVIDIA only solution that is recommended for NVIDIA users.
- FSR 3 with Frame Generation. It supports the AMD Radeon™ RX 5000 Series and above, NVIDIA GeForce RTX 20 Series and above and Intel Arc Alchemist GPUs. FSR 3 is recommended for AMD based GPUs.
- If you have a slightly older GPU, then FSR 3 without frame generation will work on the AMD Radeon™ RX 590 and above and the NVIDIA GeForce® GTX 10 Series and above.
- Intel XeSS 2 is supported by the Intel Arc Alchemist series, Intel Xe-LP integrated graphics, AMD Radeon RX 6000 Series and above, and the NVIDIA GeForce® GTX 10 Series and above. XeSS is recommended for Intel based GPUs.
- The existing AMD FSR 1 solution. This provides a basic upscaling option for older hardware and operating systems that don't have the required features to support a more modern solution. It is available in both DirectX 11 and 12.
macOS
- macOS 13 (Ventura) and above has a high performance upscaler supplied by Apple called "MetalFX". While available for both Intel and Apple Silicon based systems, Apple Silicon benefits from a more advanced version that has a higher quality output.
- FSR 1 has been deprecated on macOS systems - on some systems you may need to manually select MetalFX.
General upscaling notes
- Some settings such as Anti-Aliasing will be disabled by some upscalers. This is intended, as this happens as part of the upscaling process.
- Upscaling can only give you more FPS when the GPU is the limiting factor in your system.
- There is no 'best' upscaling technique that is recommended for every client due to the vast number of computer configurations and in-game activities. We encourage you to experiment with the different upscaling solutions and choose one you are happy with.
- The "Upscaling Setting" will allow you to vary the image quality against performance. It is normal to get small visual differences between non-upscaled and upscaled renders. In some situations, frame generation may introduce some small artifacts but allow for a higher frame rate.
- If V-sync does not behave as you expect, try toggling 'hardware-accelerated GPU scheduling' in Windows. Let us know on the forum if this impacts you.
Ray tracing
Ray tracing is a modern rendering technique that simulates the physical behavior of light. Instead of relying on approximations, it calculates how rays of light travel from a source, interact with objects, and ultimately reach the camera. This makes lighting and shadows appear more natural, precise, and consistent with how light behaves in the real world.
For EVE Online, ray tracing is applied specifically to shadows, further improving the shadow system introduced in 2023 . Raytraced shadows provide far greater accuracy than older methods, producing sharper edges, smoother gradients, and dynamic changes that reflect the movement of ships, stations, and other objects.
Raytraced shadows are an optional feature that can be enabled in the client's graphics settings by selecting"Raytraced"under"Shadow Quality."It is supported on the following systems:
Windows
- Windows 10, October 2018 Update (version 1809) and above
- Windows 11
- A GPU which supports DirectX Raytracing (DXR)NVIDIA RTX 20 Series and above
- AMD Radeon RX 6000 series and above
- Intel Arc Alchemist series
macOS
- macOS 12 Monterey or above
- An Apple Silicon based system
Patch Notes for 2025-08-14.1
Patch Notes for 2025-08-12.1
Features & Changes
Air Daily Goal
5th Air Daily Goal
Updated - As part of the refinement for the Air Daily Goal System, we are adding a new daily goal "Complete 3 jumps".
This goal will appear as the 5th daily goal that is always available, repeating every day alongside the four career-specific goals. Unlike other goals, it isn't tied to a specific career.
The goal is simple and universal, so it's easier for players - new or experienced - to reach their daily bonus SP and progress on the monthly reward track.
Objective: Jump between systems in space 3 times.
- How it works
- Each jump contributes to the goal, whether it's to a new system or back and forth between the same systems.
- Jump Types That Count
- Stargates
- Ansiblex Jump Gates
- Shipcasters
- Wormholes
- Jump Drives
- 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.
Patch Notes for 2025-07-31.1
Features & Changes
Balancing
Pyerite Balance
Updated -
- Scordite - Pyerite reprocessing amount has been improved by approximately 10%.
- Mordunium - Pyerite reprocessing amount has been improved by approximately 10%.
- Small Mordunium Deposits will now appear in non FW lowsec systems as an uncommon site.
- Medium Mordunium Deposits will now rarely appear in 0.5 systems bordering low security space.
In a continuing effort to curb the current price and supply trend of Pyerite, we're making a few more small tweaks to the ecosystem. We're happy with the previous change to the yield of Scordite and Mordunium as they were helpful without creating any destabilization, so we're going to keep nudging it up a little further.
However, that won't solve the universes needs for Pyerite alone so we're going to add a few more sources of Mordunium to Highsec border systems and to non-Factional Warfare Lowsec systems.
We anticipate this will require further iteration and not be just a quick fix. As always we'll be monitoring and looking for further opportunities to tune in the future.
Patch Notes for 2025-07-17.1
Features & Changes
Balancing
To Be Determined - Fewer proximity mines will now spawn within AEGIS Capital Ship Security Facility sites on average.
To Be Determined - Ghost Sites have had a number of updates:
- NPC guards will now take longer to arrive on average.
- The variance in NPC guard arrival times has been decreased significantly.
- The time between NPC guard arrival and container detonation is now always 30 seconds.
- Added info Panel objectives to show hacking progress and time-to-detonation on NPC guard arrival.
To Be Determined - The chance for players to receive capital control items has been increased in Lesser and Standard Covert Research Sites (Ghost Sites).
To Be Determined - Dented Storage Depots found in Sleeper Cache exploration sites now have a very rare chance to drop capital control items.
To Be Determined - The volume of the Counter-Subversion Sensor Array item has been lowered from 20m3 to 2m3.
To Be Determined - The volume of the Nanoscale Filter Plate item has been lowered from 5m3 to 1m3.
To Be Determined - The Overmind Nursery Nest Wreck found in Pochven no longer drops Enhanced Electro-Neural Signallers when salvaged, and now drops red loot instead.
As we look to alleviate bottlenecks which currently affect capital and supercapital industry, we are updating exploration sites which drop these industry's components. The aim of these changes is to make such sites more accessible and consistent for players.
Additionally, we have also rebalanced the drop chances and amounts of these items. We will continue to monitor the impact of these changes and respond with any other changes that may be necessary. Additionally, Enhanced Electro-Neural Signallers have been removed from Overmind Nursery Groves sites within Pochven and replaced with red loot of equivalent value. This component can still be found in other sites.
Lastly, as exploration activities thrive on jackpot-moments, we have added capital and supercapital components as rare bonus loot in all sleeper caches!
Freelance Jobs
To Be Determined - Deliver Jobs now include a warning if the job issuer is asking for a delivery in a location you can't dock at.
To Be Determined - Deliver Jobs now include a comparison between the set reward price per delivered item and the average universal price.
Science & Industry
To Be Determined - The SCC charge for research jobs is now 50% of the baseline SCC charge.
- This means that, instead of the 4% SCC charge, research jobs will now cost 2% SCC charge.
We're making an adjustment to the SCC tax specifically for blueprint research jobs to help new industrialists catch up to existing ones that already have fully researched blueprints.
Patch Notes for 2025-07-16.1
Patch Notes for 2025-07-15.1
Features & Changes
DLI
To Be Determined - A reward track for Solar Fest has been made active. Claim new rewards every day from 15-22 July.
- 50% sequencing in SKINR.
- Limited time offer. Components while not be available after event.
- Hyperlane Weave pattern.
- Sunken Plating material.
- Component offers raging from 20% - 60% off regular price.
Patch Notes for 2025-07-14.1
Patch Notes for 2025-07-10.1
Features & Changes
Freelance Jobs
To Be Determined - New contribution method "Deliver" added to Freelance Jobs.
- New method that allows creating Freelance Jobs asking other capsuleers to deliver items to your corporation.
- Corporations can set any station or structure with a rented office as a delivery location.
- Multiple delivery locations can be selected at the same time.
- Corporations can specify item type or group to be delivered.
- Delivery is connected to a specific job, allowing for concurrent jobs to deliver the same item type, this makes sure that the same contribution isn't counted for multiple jobs at the same time.
- Freelancers complete deliveries by dragging desired items into the Freelance Job window's drop box.
To Be Determined - New corporation hangar - "Capsuleer Deliveries".
- This hangar will contain any items capsuleers have delivered to your corporation via the "Deliver" freelance job.
- Director and Project Manager roles can access this hangar.
Freelance Jobs Known Issues
To Be Determined - In the Create Freelance Job window it's possible to set the delivery location to structures that are abandoned or low power, which will prevent the job from being created.
Patch Notes for 2025-07-09.1
Patch Notes for 2025-07-08.1
Patch Notes for 2025-07-07.1
Features & Changes
Market
Introducing the Global PLEX Market, a unified, galaxy-wide market to make PLEX accessible from nearly anywhere in space.
To Be Determined - All PLEX buy and sell orders are now pooled into a single global order book, dramatically improving liquidity and price transparency. Purchases are delivered directly to your Vault, eliminating the need for travel or regional market friction. This change streamlines PLEX trading across New Eden, making it faster, simpler, and more efficient than ever.
Global PLEX market prices will be visible in private structures (e.g. citadels and keepstars) across New Eden, but trading from private structures with ACL restrictions will remain the same; you will not be able to buy items from, or sell items to, orders in stations that you cannot access. Listing taxes are still based on standings and location, no changes here.
All outstanding PLEX orders were cancelled, and fees will be reimbursed within a few days.
Patch Notes for 2025-07-01.1
Patch Notes for 2025-06-26.1
Features & Changes
Pochven
To Be Determined - Additional adjustments to Rogue Drone standings values have been made.
- Notably, Rogue Drone Battleship, Carrier, and Supercarrier NPCs have had their standings values increased significantly.
To Be Determined - Rogue Drone battleships will now appear more frequently within Incipient Drone Swarm sites.
The addition of site standings rewards (and their derived negatives to EDENCOM) has made Incipient Drone Swam sites less useful to those trying to maintain EDENCOM standing. The above changes give players a more consistent high-value target so standings can be kept net positive.
To Be Determined - Liminal Zirnitra NPCs within Observatory Flashpoint and Accelerator Flashpoint sites will now spool its disintegrator damage.
Pochven
To Be Determined - EDENCOM dreadnought NPCs within Observatory Flashpoint sites will now orbit the Stellar Observatory more closely.
Ignore - Sleeper NPCs within Torpid Drone Hive sites will no longer attack other Sleepers.
Ignore - Fixed an issue where NPCs within smaller-scale Pochven sites could sometimes fail to locate a target.
User Interface
Ignore - Fixed an issue which would cause the 'Local Locations' window to always reopen whenever you undocked or changed systems.
Ignore - Fixed an issue which would cause the 'local locations' window to not remember whether you had decided to hide the search filter or not when you closed it and reopened it.
Patch Notes for 2025-06-24.1
Features & Changes
Empire Wars
To Be Determined - It's no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.
To Be Determined - Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.
Factional Warfare & Insurgencies
To Be Determined - 🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.
To Be Determined - Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.
To Be Determined - 🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.
- LP Reward: 15,000 LP
- Victory Points Reward: 40
To Be Determined - 🤝 It's now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.
- Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.
To Be Determined - Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.
We are increasing the threshold at which corruption spreads to hopefully contain the insurgency to fewer systems initially, which should focus the fighting a bit more and give empire players more time to react to contain the insurgency if they wish.
To Be Determined - To partially address team killing aka 'awoxing' issues within the pirate militias, we are planning on raising the standing requirements to join them from -2.0 to 0.0, just like the empire militias. This will be done in the legion major update which will most likely be released sometime at the end of summer/early fall. We are communicating this now so that corps and players have time to fix standings if needed ahead of time.
- We are also investigating other small potential adjustments to prevent team killing/awoxing in the pirate militias.
The lower requirement to join the pirate militias made sense when we released insurgencies in the Havoc expansion, due to most characters having bad guristas/angel standings through normal PVE gameplay and we expected the pirate militias to be the underdogs in the warzones, however, pirates have dominated the insurgencies and players have now had 18 months to fix their standings, and the vast vast majority of awoxing incidents that occur in FW are specifically from the pirate militias, so we feel comfortable making this change.
Filaments
To Be Determined - Increased the signature radius of Filament traces to 45 (from 30).
Traces will now take less time to scan down. This should make them more tempting targets for hunters without adding any additional time for players waiting at for the trace to open.
Fleets
To Be Determined - 🤝 It's now possible to drag and drop characters to the watchlist from several other places rather than just the fleet window (For example, from channel member lists like your logistics channel or from a linked character in the chat etc.)
To Be Determined - 🤝 Added a suppressable warning message when giving a character in a fleet the boss.
To Be Determined - 🤝 Separated the 'Kick Member From Fleet' and the 'Make Boss' options, so it's harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.
Market & Contracts
To Be Determined - 🤝 It is now possible to import prices directly into the multisell window from the clipboard to update the price on several types you are planning to sell at once.
- For example, If you wanted to sell veldspar at 10 ISK per unit, scordite at 20 ISK per unit and plagioclase at 30 ISK per unit. You could open a multisell with those asteroids in your hangar by selecting them all and then you could import the following from your clipboard to update all of their prices instead of adjusting each one manually.
- Syntax is (Name of the Type, i.e. Veldspar) followed by the price.
Veldspar 10 Scordite 20 Plagioclase 30
This is a huge timesaver when planning to sell and seed multiple items!
To Be Determined - 🤝 It is now possible to delete multiple contracts at once.
To Be Determined - 🤝 Auction contracts will no longer 'require attention' that you win, after you've claimed your items/ISK, when the other party hasn't collected their rewards, so you'll no longer get a notification about it.
To Be Determined - 🤝 It is now possible to 'Forget Contract' for an auction contract which currently 'Requires Attention' so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn't collected their rewards yet. This can be done by right clicking the contract under the 'Requires Attention' section and choosing the 'Ignore Contract' option.
To Be Determined - 🤝 When making a contract that is requesting items from a player, it's now possible to import your clipboard for the requested items, similar to multibuy.
Modules
To Be Determined - 🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they're active, and how long it will take in seconds for them to reach their maximum spool.
To Be Determined - 🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.
Mining
The universe has been experiencing a lack of pyerite. This seems to mostly be a consequence of Metenox Moon Drills replacing manual mining from Athanors/Tataras for R4 Ores which provide pyerite as a secondary product. As a response to this issue, we will be increasing the refining yield of scordite to increase its pyerite amount. This aims to empower highsec miners to act on the pyerite shortage, hopefully increasing interest and value for miners in highsec. Mordunium has been increased slightly in order to keep up with scordite.
Updated - Scordite - Pyerite Reprocessing amount improved by approximately 10%.
- Scordite - Pyerite reprocessing amount increased from 90 to 99.
- Condensed Scordite - Pyerite reprocessing amount increased from 95 to 103.
- Massive Scordite - Pyerite reprocessing amount increased from 99 to 110.
- Glossy Scordite - Pyerite reprocessing amount increased from 104 to 114.
Updated - Mordunium - Pyerite Reprocessing amount improved by approximately 5%.
- Mordunium - Pyerite reprocessing amount increased from 84 to 88.
- Plum Mordunium - Pyerite reprocessing amount increased from 88 to 92.
- Prize Mordunium - Pyerite reprocessing amount increased from 92 to 97.
- Plunder Mordunium - Pyerite reprocessing amount increased from 98 to 101.
With the introduction of the Tier 3 mining upgrades and the improvements we made to Tier 2 mining upgrades in the Revenant major update, we ended up overcorrecting the amount of morphite supply available making it more plentiful than we would like, and so we are making adjustments to the respawn time and the availability of the mercoxit deposits tied to Level 2 and 3 sov mining upgrades.
To Be Determined - Level 2 mining upgrades:
- Average Mercoxit Deposit chance to spawn has been slightly decreased.
- Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.
- Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.
To Be Determined - Level 3 mining upgrades:
- Large Mercoxit Deposit chance to spawn has been slightly decreased.
- Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.
- Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.
Planetary Interaction
To Be Determined - 🤝 Added an "Access" (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.
Pochven
To Be Determined - Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.
After seeing the impacts of both short and long decloaking pulses, we are happier with the results of the former. These quick pulses make Pochven CCTV (cloaked alts used to monitor player movements) much more involved and overall seems to be healthy for the region.
- Smaller-scale sites have been significantly reworked:
- Reworked sites include Incipient Drone Swarms, Convocation Watchposts, EDENCOM Scout Fleets, and Torpid Sleeper Hives.
To Be Determined - All reworked sites have had their payouts and distribution amounts adjusted.
To Be Determined - Players must now be within 100km of the site's center on completion to be eligible for rewards.
To Be Determined - NPCs that were outliers in terms of time-to-kill (e.g. Overmind Broodlords) have been removed from these sites.
To Be Determined - Added objectives to the Info Panel that track a site's progress.
To Be Determined - NPCs will now remember players who have been aggressive to their allies between waves.
To Be Determined - A new hackable container has been added to each site:
- These containers require a data analyzer to access.
- This container becomes hackable after the site has been completed.
- Loot includes commodities that can be sold to NPC buy orders.
- This is an optional addition and is not required to complete the site.
To Be Determined - EDENCOM Scout Fleets sites can now spawn with variants for each EDENCOM faction:
- These factions are weighted based on the owner of the system prior to Pochven's formation.
To Be Determined - Celestial Beacons have been added to the sites to support salvaging.
To Be Determined - NPCs will now return to the site's center if kited too far away.
To Be Determined - These sites are now deadspace grids, with their warp-in points moved closer to the NPC spawn location.
These changes aim to make the small fleet sites within Pochven worth the time and effort. Players can start with the easy Incipient Drone Swarms and work up to the much more difficult (and rewarding) Torpid Sleeper Hives. With more groups running these sites, the region should be more alive and inviting to smaller gang playstyles.
To Be Determined - Vigilance Point sites have been updated:
- A key is now required to open the acceleration gate:
- Only 1 key will be required to open the gate for a time.
- This key can be found within Observatory Infiltration Drifter Collections, smaller-scale site hackable containers, and Deepflow Rift Glorified Deepflow Adaptive Canisters.
- Resonance items used within the site can now be found inside Deepflow Rift Glorified Deepflow Adaptive Canisters.
- Payouts for this site within Pochven are now from the Convocation of Triglav.
- A key is now required to open the acceleration gate:
Players have been able to "reroll" the location of these sites by forcing it to fail. The addition of a key adds a cost to do so. In addition, acquiring key gives an additional incentive for smaller fleets to run content within the region.
To Be Determined - Several aspects of Observatory Flashpoint sites have been adjusted:
- Entering the site will no longer require a key:
- The previous keys will no longer drop from CONCORD Stellar Observatories or be purchasable from NPC sell orders.
- The previous keys can be traded at Triglavian LP stores for the new Vigilance Point key at a 3:1 ratio.
- 6 instances of the site can now be found within the region.
- A short respawn timer has been added to the site.
- ISK payouts and red loot found within the CONCORD Stellar Observatories have been reduced:
- A total of 2.25 billion ISK can be gained within the site.
- The frequency of EWAR using EDENCOM NPCs, excluding those with warp scrambles, has been reduced.'
- The Caldari EDENCOM dreadnought has been replaced with a Karura.
- Entering the site will no longer require a key:
The addition of personal keys to the site was intended to disincentive groups from going beyond 15 players. This did not have the desired effect and so they are being removed.
Payouts have been reduced to allow for more instances of the site within the region. Having the value spread across Pochven should make it more difficult for a single 50+ character fleet to maintain control.
The Pheonix has been swapped with the Karura to help balance the site against the other empire variants.
To Be Determined - Observatory Infiltration sites have had minor improvements:
- Sites are now accessible with Pirate and Navy Cruisers.
- Payouts for the Pochven variant have been slightly increased.
- Lockdown NPCs will take significantly longer to respawn when destroyed.
To Be Determined - Triglavian and EDENCOM standings can now be gained by destroying NPCs within Vigilance Point, Observatory Infiltration, Deepflow Rift, and Drifter Crisis sites.
To Be Determined - Standings can now be gained with Triglavian corporations when completing specific sites:
- Sites include Incipient Drone Swarms, EDENCOM Scout Fleets, Torpid Sleeper Hives, Observatory Flashpoints, Observatory Infiltrations, and Vigilance Points.
- Standings are granted immediately on site completion and do not impact standings ticks.
These standings will lower brokers' fees and reprocessing fees within Triglavian stations. This allows characters with high standings to operate within Pochven more efficiently, and reduces some of the friction within the region's ecosystem.
To Be Determined - Many NPCs found throughout Pochven have been rebalanced:
- EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.
- Some NPCs have had EWAR added or removed for consistency.
- Various other tweaks have been made to NPCs found throughout the region.
Science & Industry
To Be Determined - 🤝 We now show you the number of blueprints that match a filter in the footer of the industry window. This would be very useful when manufacturing from BPCs (tech 2 for example) to track how many blueprints are remaining.
Ships
To Be Determined - 🤝 Added the option to keybind a shortcut to open the "Infrastructure Hold" found on the Upwell Haulers and the Avalanche.
Sovereignty
To Be Determined - Meta-Molecular Combiners and Isotropic Deposition Guides have been added as rare drops to the Data and Relic site escalations which come exclusively from the new exploration sovereignty upgrades.
To Be Determined - 🤝 Increased the duration of the mining escalation obtained from the Level 2 and Level 3 sovereignty upgrades from 6 hours to 24 hours.
To Be Determined - 🤝 The length of time the 'Orbital Skyhook Management' window can be opened and used, which is where players can choose to capture or destroy skyhooks after claiming sovereignty in the solar system, has been increased from 1 hour to 24 hours so executor corp directors don't have to be immediately available in the solar system when sov is captured.
To Be Determined - 🤝 Added options to interact with Skyhooks, Sovereignty Hubs and Mercenary Dens to the selected items window.
To Be Determined - 🤝 It is now possible to search for system and region names in the alliance sovereignty hubs window.
To Be Determined - Sovereignty Hubs can now be hacked with Data and Relic Analyzer modules, if successful, then players are given a list of all upgrades currently installed in the Sov Hub, their priority and if they are online or offline.
To Be Determined - Increased the time that Skyhooks are raidable from 1 hour to 2 hours.
- Note: This will only take effect for existing Skyhooks after any existing vulnerability timers have already ended and the next one scheduled. It will therefore take until this upcoming Saturday downtime for every single Skyhook to have the 2 hour vulnerability window.
To Be Determined - Skyhooks which are about to become vulnerable will now show in the updated world map and the agency, up to 2 hours before they become vulnerable. In the 'Raidable Skyhooks' filter under Sovereignty
- Large red circle: Skyhook will become raidable in<10 minutes.
- Orange medium circles: Raidable in10 minutes to 1 hour.
- Small yellow circles: Raidable in1 to 2 hours.
To Be Determined - Sovereignty combat sites spawned by the major and minor threat arrays and the Level 1 mining sites have been moved over to our new method of distributing sites. This will mean that they will no longer instantly spawn when turning their upgrade on/off at the sovereignty hub, and will now wait their 12 minute/1 hour respawn timers before they first appear.
- The sites spawned by these upgrades will now always respect the time when the last site was completed. This means that the combat sites will continue to instantly respawn as long as the previous site was around for 12 minutes, and the mining sites will still instantly respawn if the previous site was around for 1 hour.
Structures & Deployables
To Be Determined - Metenox Moon Drills now require 3 days (72 hours) to unanchor instead of 45 minutes like other FLEX structures.
To Be Determined - Metenox Moon Drills now give a 20 second 'warp disabled' debuff when a player damages or activates a module on one, much like other upwell structures.
To Be Determined - 🤝 POS (Starbases) and Custom Offices now show their reinforcement timestamp in the select items window which you can then copy to the clipboard, just like with upwell structures and skyhooks.
To Be Determined - 🤝 In the structure browser, on the 'My Skyhooks' page, it's now possible to copy information here to the clipboard.
User Interface
To Be Determined - 🤝 You can now see labels that have been assigned to a character/corp/alliance in the show info window, an icon has been added to the portrait that you can hover the mouse cursor over to get the label name in the tooltip.
To Be Determined - 🤝 In the corporation window you can now copy member standings that are contributing to corp standings.
To Be Determined - 🤝 The 'next destination' color in the overview for stargates/stations etc. has been made brighter so it's clearer and more noticeable.
To Be Determined - 🤝 It's now possible to copy member entries (Characters/Corporations/Alliances etc) to the clipboard from Access Lists (ACLs).
To Be Determined - 🤝 We no longer show the 'Unallocated Skill points available' pointer when you log in to the game, and now only show it when you gain unallocated skillpoints (like after using a skill injector)
To Be Determined - 🤝 When right clicking a wormhole in space or from the overview - the "Enter Wormhole" option has now been placed near the top at the same location where "Jump" is for stargates, rather than the very bottom option.
To Be Determined - 🤝 Characters that have Omega status can now optionally remove the full interactable 'skill details' tooltip that appears when you mouse over some modules/ships that you don't have the skills to use and just show a much smaller non-interactable tooltip with basic information instead. This can be done in the inventory menu settings menu found in the right corner.
To Be Determined - 🤝 Added a new text filter to the locations in current solar system pop-out window which can be optionally disabled, the locations in system window should also no longer 'eat keyboard shortcuts' while the window is focused now unless you are typing into the text filter.
Compare Tool
To Be Determined - The Compare tool has undergone a significant redesign. The new layout enables users to locate items directly within the window, eliminating the need to search elsewhere. This improvement simplifies the process of finding the right tools to meet your objectives. Now, comparing items requires less effort, and the distinctions between the attributes being evaluated are clearer. Additionally, the updated layout introduces features for searching, grouping, filtering, and more, further enhancing user experience.
Patch Notes for 2025-06-16.1
Features & Changes
Miscellaneous
To Be Determined - Three old billboard ads have been removed from the rotation, and three new billboard ads have been added to the rotation.
Technical
To Be Determined - The systems behind Tech 3 ships have been refactored so that they are now comparable to the graphical performance and load of other ships in the game.
Tech 3 ships have always had a higher performance cost than other ships in the game, especially when they are first loaded, and client stuttering can occur. With today's patch, we've been able to reduce the impact these ships have on the game engine to a level that matches most of the other ships in New Eden!
Patch Notes for 2025-06-12.1
Features & Changes
Miscellaneous
To Be Determined - Boosters used in the Capsuleer Day event have been updated (being marked as expired, removed from search and market groups)
Patch Notes for 2025-06-11.1
Patch Notes for 2025-06-10.1
Patch Notes for 2025-06-05.1
Features & Changes
Sovereignty
To Be Determined - Equinox Sov Blueprint Reimbursement.
- All of the old defunct Aegis Sovereignty blueprints have been converted over into new Equinox Blueprints.
- The conversion list can be found below:
| Old Blueprint Name | New Blueprint Name |
|---|---|
| Defunct Territorial Claim Unit | Orbital Skyhook Blueprint |
| Defunct Cynosural Navigation Blueprint | Cynosural Navigation Blueprint |
| Defunct Cynosural Suppression Blueprint | Cynosural Suppression Blueprint |
| Defunct Advanced Logistics Network Blueprint | Advanced Logistics Network Blueprint |
| Defunct Supercapital Construction Facilities Blueprint | Supercapital Construction Facilities Blueprint |
| Defunct Entrapment Array 1 Blueprint | Minor Threat Detection Array 1 Blueprint |
| Defunct Entrapment Array 2 Blueprint | Minor Threat Detection Array 1 Blueprint |
| Defunct Entrapment Array 3 Blueprint | Minor Threat Detection Array 2 Blueprint |
| Defunct Entrapment Array 4 Blueprint | Minor Threat Detection Array 2 Blueprint |
| Defunct Entrapment Array 5 Blueprint | Minor Threat Detection Array 3 Blueprint |
| Defunct Pirate Detection Array 1 Blueprint | Major Threat Detection Array 1 Blueprint |
| Defunct Pirate Detection Array 2 Blueprint | Major Threat Detection Array 1 Blueprint |
| Defunct Pirate Detection Array 3 Blueprint | Major Threat Detection Array 2 Blueprint |
| Defunct Pirate Detection Array 4 Blueprint | Major Threat Detection Array 2 Blueprint |
| Defunct Pirate Detection Array 5 Blueprint | Major Threat Detection Array 3 Blueprint |
| Defunct Ore Prospecting Array 1 Blueprint | Pyerite Prospecting Array 1 Blueprint |
| Defunct Ore Prospecting Array 2 Blueprint | Pyerite Prospecting Array 2 Blueprint |
| Defunct Ore Prospecting Array 3 Blueprint | Nocxium Prospecting Array 2 Blueprint |
| Defunct Ore Prospecting Array 4 Blueprint | Megacyte Prospecting Array 2 Blueprint |
| Defunct Ore Prospecting Array 5 Blueprint | Megacyte Prospecting Array 3 Blueprint |
| Defunct Survey Networks 1 Blueprint | Exploration Detector 1 Blueprint |
| Defunct Survey Networks 2 Blueprint | Exploration Detector 1 Blueprint |
| Defunct Survey Networks 3 Blueprint | Exploration Detector 2 Blueprint |
| Defunct Survey Networks 4 Blueprint | Exploration Detector 2 Blueprint |
| Defunct Survey Networks 5 Blueprint | Exploration Detector 3 Blueprint |
| Defunct Quantum Flux Generator 1 Blueprint | Tritanium Prospecting Array 1 Blueprint |
| Defunct Quantum Flux Generator 2 Blueprint | Tritanium Prospecting Array 2 Blueprint |
| Defunct Quantum Flux Generator 3 Blueprint | Isogen Prospecting Array 2 Blueprint |
| Defunct Quantum Flux Generator 4 Blueprint | Zydrine Prospecting Array 2 Blueprint |
| Defunct Quantum Flux Generator 5 Blueprint | Zydrine Prospecting Array 3 Blueprint |
Patch Notes for 2025-06-04.1
Patch Notes for 2025-06-03.1
Patch Notes for 2025-05-30.1
Patch Notes for 2025-05-28.1
Features & Changes
Freelance Jobs
To Be Determined -
- Existing Freelance jobs can now be duplicated.
- Added Freelance jobs History tab for admins.
- Added an X button to remove participants from jobs in the Participants view.
- Replaced 'Remaining ISK in Job' field with 'Coverage limit per loss' in the Details view of Ship Insurance jobs.
Map
To Be Determined - Added 'Show All' and 'Hide All' options to the 'Manage filter categories' menu.
Air Career Program
To Be Determined -
- Improving the progress bar UI in the Air Career Program.
- Introducing an Omega Reward track. Omega rewards you with double Skill Point rewards; both graduation rewards from career paths and the Air Career Programs overall career point track rewards are doubled up to 1.5 million Skill Points.
- Players that have previously claimed their ACP Rewards will automatically receive these bonus points retroactively starting from 11:30 UTC.
Patch Notes for 2025-05-27.1
Full overview of the contents of the expansion can be found here: Legion Expansion Notes
Features & Changes
NES
To Be Determined - Omega capsuleers can claim a gift of 10 PLEX.
To Be Determined - Added an offer of 7 days Omega for 10 PLEX.