UniWiki:Patch Notes/Patch Notes - Version 22.02

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Patch Notes - Version 22.02 are sourced from Patch Notes - Version 22.02.

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🀝 - Indicates a change inspired by the player's feedback or suggestions.


Patch Notes for 2025-03-13.1

Features & Changes

Drifter Crisis

The challenges for the Race for the Hives event did not complement the group-focused nature of the content. Some roles were underserved, and some challenges acted as roadblocks. As such, we have decided on an overhaul.

  • Question.png To Be Determined   - New Race for the Hives challenges have been added:
    • These replace the existing challenges.
    • Each of the 5 Crisis sites and the Deepflow Rift site have been given a 'Complete Site' challenge:
      • Only characters eligible for a site's payout will be counted as completing the challenge.
      • The points value of each challenge varies, but the overall points per challenge have increased significantly.
    • All 6 challenges will be active simultaneously, allowing players to pick the content that suits them.
    • Note: existing faction and event track progress will not be affected by these changes.
  • Question.png To Be Determined   - Contribution earned when salvaging Battle Wreckage within Field Rescue sites has been greatly increased.
    • Note: the top contributing fleet will earn the site's payout.}}

User Interface

  • Question.png To Be Determined   - 🀝 It's now possible to use Broadcast Repair Target from the right click menu in the watchlist.


Patch Notes for 2025-03-12.1

Features & Changes

Ansiblex Gates & Force Projection

  • Question.png To Be Determined   - Ansiblex Jump Gates
    • It's no longer possible to use an Ansiblex while warp disrupted or inside a bubble.
      • Small Info.png To Do   - Ansiblex Jump Gates have been renamed to Ansiblex Jump Bridges for more clarity on not being able to use them while warp disrupted anymore.
    • Question.png To Be Determined   - Reduced the Radius attribute on the Ansiblex Jump Bridge from 13,000m to 7,000m.
      • This will mean that it now takes up much less volume/area in space and will be easier to camp with warp disruptors and bubbles.}}
    • Question.png To Be Determined   - Ansiblex Bridges no longer auto-repair, no longer have a damage cap and now use the same reinforcement flow as Metenox Moon Drills.
      • Ansiblex HP values and resistances have been rebalanced following this change, to provide an increase to their total EHP while giving them higher resistances and lower flat HP to make them easier to remote repair for logistics pilots.
        • Shield HP and Armor reduced from 750,000 HP to 500,000 HP.
          • (Note: These are increased by 4x when it is high power).
        • Shield and Armor Resistances increased from 20% to 75%.
        • Structure Hitpoints increased from 3,000,000 HP to 12,000,000 HP.}}
    • Question.png To Be Determined   - Ansiblex Bridges can no longer be placed closer than 100,000km to stargates.
      • Existing Ansiblex Bridges will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.

We're making a number of changes to Ansiblex Bridges to limit their force projection power. We're doing that primarily through giving players more agency by making them more difficult or dangerous to use in contested space, removing the damage cap and requiring them to be manually repaired just like Metenox Moon drills, and requiring new Ansiblex bridges to be placed off grid from stargates to make scouting from the gate harder, rather than introducing new systems or mechanics which limits their use such as jump fatigue.

Our goal with these changes is to make sure nullsec line members and sov holders are still able to use Ansiblex bridges to access the core space that their alliance controls, so that they can still efficiently do daily activities such as mining, ratting, PI, Mercenary Dens, refueling and logistics work without impeding them with a system like fatigue. While opening up more gameplay options to counter force projection, such as delaying responses and fleets with defensive Interdictor and bubble usage, making them more dangerous through increasing the ability for players to setup traps like bombing runs and pipebombs, and to give more options to raiders and roaming gangs by making them easier to camp, and increasing the burden of maintaining distant Ansiblex gates outside of the alliances core space.

Ship Warp Speed Changes

  • The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.

Overtime, we've adjusted and rebalanced different ship class warp speeds, most recently in 2019 and they are now fairly inconsistent with some ships like Heavy Assault Cruisers having the same warp speed as Stealth Bomber Frigates and Tech 1 Destroyers, while industrial ships such as haulers and mining barges which are also the same size (M) are slower than some battleships.

This can make it difficult for new players to understand the relationship of warp speeds between different size classes of ships and Tech II ships currently have faster warp speeds than Tech I ships, even when it doesn't always make sense for their specialized role, like the above-mentioned heavy assault cruisers warping faster than regular cruisers. Tech II ships from the size above are also competing with the tech I and navy size below for warp speeds, which makes it is harder to justify bringing smaller classes of ships. This also contributes to unhealthy 'force projection' since stronger, more powerful ships, are also able to cross the universe faster.

|We have made the following changes to address these issues.

  • Small Info.png To Do   - Grouped up all ships based on their size, such as Small, Medium, Large and Capital. Removing the 10% or +0.5AU/s bonus from Tech II ships.
  • Ships that are slightly bigger than this size category, such as Destroyers for small, Battlecruisers and Haulers for Medium etc. are placed in a plus sized group.
    • This leaves us with just 7 base warp speed tiers rather than the current 13!
  • Tech II ships which need the increased warp speed for performing their specialization, such as Interceptors and Interdictors, have been given role bonuses to warp speed to keep their current warp speeds about the same while making these ships easier to identify for new players.
  • The Net result from these changes are that Titans, Freighters, Mining Barges, Exhumers, Haulers will now warp 10-15% faster, The Porpoise and the Orca get improvements of 25-30% and most Tech II ships which are not specialized will warp slightly slower.

Below is a table with the new warp speeds for every class and size of ships:

Table removed see: Patch Notes - Version 22.02


  • Question.png To Be Determined   - Additionally, Capsules will now warp at 4.0 AU/s to match cruisers, which is what they did before the 2019 warp speed increase for Cruisers.
    • We are not buffing the warp speed of corvettes at this time, which still warp at 3.0 AU/s, to make sure we do not obsolete shuttles and tech I frigates as travel options.

Filaments

  • Question.png To Be Determined   - A spool-up timer has been added to all travel filaments (Triglavian Space, Needlejack, and Ice Storm).
  • Question.png To Be Determined   - A Filament Trace will appear next to the travel filament's owner on activation:
    • Nearby fleet members without capsuleer log-off timers will become linked to the trace as it appears.
    • Characters will unlink from a trace if they cloak, change ship, or go beyond 30km of the trace.
      • A link cannot be reestablished once broken.
    • If the filament's owner unlinks from the trace, it immediately closes.
    • Traces can be scanned with combat probes or d-scan.
  • Question.png To Be Determined   - After the spool-up completes, the filament's owner can jump all characters which remain linked to it:
    • Warp disrupted players will not be jumped.
      • Filament owners will be given a confirmation prompt if characters will be left behind.
    • Traces will close after 15 minutes have passed since it first appeared.
  • Question.png To Be Determined   - Travel filaments can no longer be used on a deadspace grid.

Filaments have long been a powerful tool for both fast travel and escaping dangerous situations. The addition of a spool-up timer and scannable traces aims to add risk and enable counterplay.

Below is a table with the new filament spool-up timers:

Table removed see: Patch Notes - Version 22.02

Balancing

  • Tick.png Updated - Eos
    • 10% bonus to drone damage and hitpoints per level of Gallente battlecruiser has now been split into 2 separate bonuses.
      • 10% bonus to heavy drone, medium drone, and light drone hitpoints and damage.
      • 5% bonus to sentry drone damage and hitpoints.
    • 7.5% bonus to drone tracking per level of command ships has now been split into 2 separate bonuses.
      • 7.5% bonus to heavy drone, medium drone and light drone tracking.
      • 5% bonus to sentry drone tracking.

We're making some adjustments to the Eos to specifically target the amount of damage and tracking that it has with sentry drones, while avoiding nerfing regular drone fits. This makes it more similar to the Ishtar which also has lower bonuses for sentry drones.


  • Tick.png Updated - Orca
    • Agility multiplier improved from 2.6x to 2.0x

The Orca had a higher align time than the Rorqual, so we are correcting this by giving it a significant buff to agility which should have it now be more comparable to the Rorqual and a reinforced bulkhead fitted Bowhead. We need to be careful not to obsolete Freighters, Deep Space Transports as hauling platforms but we feel like we can make this change now since both of those classes are also receiving warp speed boosts at the same time.

Taking into the account the 25% warp speed buff that it is getting, it should feel significantly more mobile when travelling between systems and mining locations.


  • Tick.png Updated - Heavy Interdiction Cruisers
    • All HICs can now fit the regular Cynosural Field Generator.
  • Question.png To Be Determined   - Interdictors
    • Reduced the web strength of the Stasis Webification Probes launched by Interdictors from 40% to 20%, to reduce how effective they are against brawlers and sig tanking fleet compositions.
  • Question.png To Be Determined   - Burst Jammers (ECM Burst)
    • Can now only be fitted to Battleship Hulls, Hauler Hulls and Command Ships.
  • Question.png To Be Determined   - A009 C13 Wormholes reduced lifetime from 16h to 4.5h.


Factional Warfare & Pirate Insurgencies

  • Question.png To Be Determined   - The Pirate FOB will now drop 1.5 billion ISK in average in loot.
  • Question.png To Be Determined   - Regular pirate insurgency roaming NPCs now have a small chance to drop scorched navigation log items which can be turned in at FW LP stores in conjunction with some ISK and LP for a crate containing blueprints for new navy scanning upgrade modules.
  • Question.png To Be Determined   - Rebalanced the number of pilots that get paid when completing multiplayer reward complexes. The new Schema is as follows:
    • Scouts and Smalls are now NVY-2/ PIR-2
    • Mediums are now NVY-3/ PIR-3
    • Larges are now NVY-4/ PIR-4
    • And Opens remain at paying up to 5 players before splitting the rewards.
  • Question.png To Be Determined   - Players will now need to be inside a FW Battlefield site, and within 200km of the entrance beacon to the site for at least 3 minutes to get paid LP.
  • Question.png To Be Determined   - Moved structures which were very close to the Amarr FW warp in for the Minmatar Battlefield so they will no longer bump off from it if trying to approach the central capture point.

Fleet Improvements

  • Question.png To Be Determined   - 🀝 Added an option for the boss to disband the fleet.
  • Question.png To Be Determined   - 🀝 It's now possible to flag yourself as exempt from conduit jumps and the regroup command.
  • Question.png To Be Determined   - 🀝 It's now possible to set a max fleet size, and save max fleet size and default squad settings to saved fleet setups
  • Question.png To Be Determined   - 🀝 Added a new broadcast command - Repair Target, which can be used in situations when you want your fleet members to remote repair a deployable structure or a player/npc not in your fleet etc.

Graphics

  • Question.png To Be Determined   - 🀝 The 4 racial Isotopes from ice products used in fuel and capital ships, such as Oxygen Isotopes, now all have distinct colored icons so you can easily tell what empire they are associated with at a glance.
  • Question.png To Be Determined   - Added new unique icons for the remaining combat boosters which did not have them.
  • Question.png To Be Determined   - New unique icons have been added for Sensor Boosters, Remote Sensor Boosters, Signal Amplifiers, Auto-Targeting systems, Passive Targeting Systems and the Networked Sensor Array.
  • Question.png To Be Determined   - Added new unique icons for the sovereignty hub combat and mining upgrades.

Mining

  • Question.png To Be Determined   - New Tier 3 sovereignty mining upgrades have been added! The tier 3 mining locations are designed with Rorquals and large mining fleets in mind, with smaller numbers of asteroids but all of them are very high in volume. Each site contains just under 4x the total ore overall compared to the tier 2 mining sites.
  • Question.png To Be Determined   - Tier 3 sites have a 10 hour respawn timer.
    • Power Cost: 1800
    • Workforce Cost: 18100
    • Blueprints are available for purchase for 1 billion ISK.
  • Question.png To Be Determined   - Large Veldspar Deposit
    • Total site ore volume = 17,000,000 m3
  • Question.png To Be Determined   - Large Mordunium Deposit
    • Total site ore volume = 25,000,000 m3
  • Question.png To Be Determined   - Large Kylixium Deposit
    • Total site ore volume = 13,000,000 m3
  • Question.png To Be Determined   - Large Griemeer Deposit
    • Total site ore volume = 13,000,000 m3
  • Question.png To Be Determined   - Large Nocxite Deposit
    • Total site ore volume = 13,000,000 m3
  • Question.png To Be Determined   - Large Hezorime Deposit
    • Total site ore volume = 23,000,000 m3
  • Question.png To Be Determined   - Large Ueganite Deposit:
    • Total site ore volume = 16,000,000 m3
  • Question.png To Be Determined   - The Power cost of Tier 1 and Tier 2 upgrades have been reduced by approximately 10% each.
    • Tier 2 Power Cost reduced from 1350 to 1220
    • Tier 1 Power Cost reduced from 500 to 450
  • Question.png To Be Determined   - The Tier 2 nullsec sovereignty hub mining upgrade sites, such as the Grimeer Deposit, have been refactored so that approximately 40% of the asteroids in each site have been removed and their ore contents added to existing asteroids in the site, we have prioritized removing the lower quantity asteroids and tried to make sure there is at least one very large asteroid in each site, we've also compacted the asteroid belts to move more asteroids closer together.
  • Question.png To Be Determined   - Additionally, after this refactor, the amount of ore in the Tier 2 sites has then also been increased by approximately 10-15%.
    • This means that now, the average asteroid size in all of the sites has been significantly increased.
  • Question.png To Be Determined   - The Tier 1 mining upgrade sites have also had their ore contents increased by approximately 10%.
  • Question.png To Be Determined   - Increased the chance of getting the mining escalation from Tier 2 mining sites by 1.5x
  • Question.png To Be Determined   - The new Tier 3 sites have approximately 2.5x chance over the improved Tier 2 mining sites to get the mining escalation.
  • Question.png To Be Determined   - Content missing
  • Question.png To Be Determined   - Tier 3 mining upgrades will give a guaranteed Enormous Mercoxit Deposit into the system with a 12 hour respawn time.
  • Question.png To Be Determined   - Tier 2 mining upgrades now will also give a guaranteed Large Mercoxit Deposit into the system rather than it being a chance-based spawn, which has an 8 hour respawn time.
  • Question.png To Be Determined   - Tier 3 mining upgrades now also give a chance to spawn the 'Large Mercoxit Deposit' in addition to the guaranteed Enormous Mercoxit Deposit site.
  • Question.png To Be Determined   - Tier 2 mining upgrades now also give a chance to spawn the 'Average Mercoxit Deposit' in addition to the guaranteed Large Mercoxit Deposit site.
  • Question.png To Be Determined   - Added a new faction ORE Deep Core Strip Miner module which has 0% waste as an option for mining Mercoxit with mining barges and exhumers. It can be obtained from ORE corporation LP stores.
    • Cost/Materials to Purchase:
    • 37,500,000 ISK
    • 56,250 LP
    • 1x Modulated Deep Core Strip Miner II
  • Question.png To Be Determined   - Increased the amount of Pyerite that Mordunium gives when reprocessed.
    • Mordunium: 80 β†’ 84
    • Plum Mordunium: 84 β†’ 88
    • Prize Mordunium: 88 β†’ 92
    • Plunder Mordinium: 92 β†’ 96
  • Question.png To Be Determined   - To help allieviate pressure on R4s and increase the value of Athanors - The magmatic gas fuel cost per hour for a Metenox Moon Drill has been increased from 110 units to 150 units.
  • Question.png To Be Determined   - Most Mining sites spawned by upgrades will now persist their respawn time across downtimes (i.e. they won't always respawn at downtime even if they were mined out at 10:59).


Missions & NPCs

  • Question.png To Be Determined   - The bounties for NPCs which were increased in the update following Revenant before the NPC warp ins were fixed have now been returned to slightly higher than their original numbers, with the exception for the buffs we made to the NPCs that are exclusive to the Forsaken Sanctum and Teeming Horde sites, which are retaining their approximate total site 36% bounty increase.
  • Question.png To Be Determined   - the Objectives Infopanel has been added to abyssal deadspace encounters, so you can now track what room you are in and how many NPCs are remaining.

Planetary Interaction

  • Question.png To Be Determined   - 🀝 It's now possible to restart extractors for a planet from the Planetary Industry window.
    • To do this, the extractors need to have finished their cycle already, it cannot be done to refresh an ongoing extraction which hasn't completed yet.
  • Question.png To Be Determined   - PI Templates are no longer an opt-in feature preview and have been added as a feature for everyone.
  • Question.png To Be Determined   - Several improvements have been made to the filters for PI Templates.
  • Question.png To Be Determined   - Improved the search function for PI Templates.
  • Question.png To Be Determined   - It's now possible to rename PI Templates.
  • Question.png To Be Determined   - Using a PI Template with a higher command center level than your character has, will now just upgrade it to your max skill level and try to add as much as it can from the template before running out of resources.
  • Question.png To Be Determined   - 🀝 We now store the height of the window for each tab, so we are not constantly shrinking the windows when you switch tabs and back to them. This applies only to those tabs that do not have max height.
  • Question.png To Be Determined   - 🀝 The sort order of templates is now alphabetical.
  • Question.png To Be Determined   - 🀝 It's now possible to select multiple pins by holding shift and then swap multiple schematics at once.
  • Question.png To Be Determined   - The routes tab shows the short names for the pins.
  • Question.png To Be Determined   - The text for the transiting routes in the 'Routes' tab is now using a secondary color.
  • Question.png To Be Determined   - Added origin/destination to the 'Routes' tab.

Science & Industry

  • Tick.png Updated - Sales Tax has been increased from 4% to 7.5%.
  • Question.png To Be Determined   - Mercenary Dens base Infomorph generation has been lowered from 80-115 (avg 100) to 65-100 (avg 82.5).
  • Question.png To Be Determined   - MTOs now only give 350 bonus infomorphs instead of 500 when completing a MTO for a max development mercenary den.
    • Existing MTOs which have already been generated will still give 500 bonus Infomorphs.
  • Question.png To Be Determined   - The Development levels of Mercenary Dens have been decreased to the following:
    • Development 1, 5%.
    • Development 2, 10%.
    • Development 4, 15%.
    • Development 5, 20%.
  • We are reducing the cost of all capital ships and tech 1 battleships and reducing the costs of T1 Dreadnoughts even further.
  • The Manufacturing cost of All Tech 1 Dreads has been decreased as follows:
    • Question.png To Be Determined   - Revelation:
      • Capital Propulsion Engines required have been reduced from 5 to 4.
      • Capital Armor Plates required have been reduced from 5 to 4.
      • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
      • Capital Turret Hardpoints required have been reduced from 20 to 15.
      • Capital Siege Array required have been reduced from 20 to 15.
    • Question.png To Be Determined   - Phoenix:
      • Capital Propulsion Engines required have been reduced from 5 to 4.
      • Capital Shield Emitters required have been reduced from 5 to 4.
      • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
      • Capital Turret Hardpoints required have been reduced from 20 to 15.
      • Capital Siege Array required have been reduced from 20 to 15.
    • Question.png To Be Determined   - Moros:
      • Capital Sensor Clustes required have been reduced from 4 to 3.
      • Capital Armor Plates required have been reduced from 4 to 3.
      • Capital Propulsion Engines required have been reduced from 5 to 4.
      • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
      • Capital Turret Hardpoints required have been reduced from 20 to 15.
      • Capital Siege Array required have been reduced from 20 to 15.
    • Question.png To Be Determined   - Naglfar:
      • Capital Shield Emitters required have been reduced from 4 to 3.
      • Capital Computer Systems required have been reduced from 4 to 3.
      • Capital Propulsion Engines required have been reduced from 5 to 4.
      • Capital Ship Maintenance Bays required have been reduced from 5 to 4.
      • Capital Turret Hardpoints required have been reduced from 20 to 15.
      • Capital Siege Array required have been reduced from 20 to 15.
  • Question.png To Be Determined   - The Input Materials of all Tech 1 Battleships have been decreased by approximately 25%.
    • Tritanium required has been reduced from 8,000,000 to 5,200,000.
    • Pyerite required has been reduced from 4,000,000 to 2,600,000.
    • Mexallon required has been reduced from 600,000 to 390,000.
    • Isogen required has been reduced from 200,000 to 130,000.
    • Nocxium required has been reduced from 24,000 to 15,600.
    • Zydrine required has been reduced from 6,000 to 3,900.
    • Megacyte required has been reduced from 3,000 to 1,950.
    • Auto-Integrity Presevation Seals required has been reduced from 200 to 150.
    • Life Support Backup Unit required has been reduced from 100 to 75.
  • Question.png To Be Determined   - The Input Materials of the Scorpion has been decreased by approximately 25%.
    • Tritanium required has been reduced from 6,000,000 to 3,900,000.
    • Pyerite required has been reduced from 3,000,000 to 1,950,000.
    • Mexallon required has been reduced from 450,000 to 292,500.
    • Isogen required has been reduced from 150,000 to 97,500.
    • Nocxium required has been reduced from 18,000 to 11,700.
    • Zydrine required has been reduced from 4,500 to 2,925.
    • Megacyte required has been reduced from 2,250 to 1,463.
    • Auto-Integrity Presevation Seals required has been reduced from 150 to 112.
    • Life Support Backup Unit required has been reduced from 75 to 56.
  • Question.png To Be Determined   - The Input Materials of Capital Components have been decreased by approximately 25%.


Below is a table with the Capital Components changes:==== Component ====

Table removed see: Patch Notes - Version 22.02


  • Question.png To Be Determined   - Combat Battlecruisers and Attack Battlecruisers have had their reprocessed materials updated to the same inputs as the blueprint, so they will now have more accurate (higher) insurance payouts.
  • Question.png To Be Determined   - The Estimated Item Value for multiple items in the game in the manufacturing cost breakdown should now more accurately reflect the value of the finished product.

Little Things

  • Chatchannel.png Ignore - 🀝 Show number of skill points in queue​.
    • Showcases how many skill injectors may be needed​.
  • Chatchannel.png Ignore - 🀝 Added state icons to drones in drone window​.
  • Chatchannel.png Ignore - 🀝 Market orders in the Market window are default ordered by:
    • Sell orders are lowest to highest.
    • Buy order are highest to lowest.
  • Chatchannel.png Ignore - 🀝 Make double-clicking in Orders History bring up market details.
  • Chatchannel.png Ignore - 🀝 You can now pin stations to the top of your personal assets window. It is also possible to hide assets.
  • Chatchannel.png Ignore - 🀝 You can now jump through Ansiblex's via the radial menu.
  • Chatchannel.png Ignore - 🀝 Added the ability to open multiple fixed item crates.
    • These are crates that always contain the same items and don't have random loot.
  • Chatchannel.png Ignore - 🀝 Buy Orders will now always buy items from the market at the lowest possible value sale orders first at those prices, instead of always buying everything at the buy order price even when there are already existing valid sell orders at a lower price.
    • For example, there might be 3 sell orders for a unit of Tritanium in a station, 1 for 6 isk, 1 for 8 isk, and 1 for 10 isk.
    • You setup a buy order in that station for several units at 10 ISK.
    • Previously, you would have bought all 3 units of tritanium from the 3 sell orders for the buy order price of 10 ISK after setting up the order.
    • You will now, pay 6 ISK for the 1st, 8 ISK for the 2nd, and then 10 ISK only for the last unit and any units after that, that players sell to you.


Patch Notes for 2025-03-11.1

Features & Changes

Drifter Crisis

The Race for the Hives has begun!

  • Question.png To Be Determined   - 10 factions are vying for Drifter Wormhole control.
  • Question.png To Be Determined   - Pick your favorite and complete challenges on the reward track.
    • Gain points by completing challenges relating to Drifter Crisis sites.
    • Claim volatile boosters, Drifter SKINR components, and the Drifter Plugsuit.
  • Question.png To Be Determined   - The Top 5 will occupy a Drifter Wormhole system at the event's end (11:00 UTC, April 3rd, 2025).
    • Stayed tuned to the New Eden News to learn how well, or how badly, your faction is doing.}}
  • Question.png To Be Determined   - Warden Connection Harmonics can now be turned in to LP stores as an alternative to NPC buy orders:
    • Search for 'Gratuity for Warden Connection Harmonics' within LP stores of the relevant corporations.
    • These gratuity items can then be sold to NPC order for the standard price.
  • Question.png To Be Determined   - Drifter Crisis Field Rescue sites and Salvage Research Homefront Operation sites have been rebalanced:
    • Wrecks are now significantly easier to salvage.
      • Note: This should be most noticeable for players with lower salvaging skill levels.
    • The number of wrecks within a site has been increased to 30 (from 18).
  • Question.png To Be Determined   - Drifter Crisis Lancer Counter Offensive sites and Dread Assault Homefront Operation sites have been rebalanced:
    • Focused neutralizer NPCs will no longer respawn after being destroyed.
    • Focused neutralizer fleets are now weighted towards Cruisers.
    • Additional focused neutralizer fleets will spawn during the first and second Dreadnought siege cycles.
    • Target structure EHP values and allied Dreadnought damage values have been increased to make directly damaging the structure less viable.
  • Question.png To Be Determined   - NPCs equipped with ECM have been added to Drifter Crisis Lancer Counter Offensive sites.


Patch Notes for 2025-02-27.1

Features & Changes

Science & Industry

  • Question.png To Be Determined   - Reduced the amount of minerals gained from reprocessing all abyssal smartbombs.


Patch Notes for 2025-02-20.1

Patch Notes for 2025-02-19.1

Patch Notes for 2025-02-18.1

Patch Notes for 2025-02-13.1

Features & Changes

User Interface

  • Question.png To Be Determined   - Winter nexus boosters have expired.


Patch Notes for 2025-02-12.1

Features & Changes

Drifter Crisis

  • Question.png To Be Determined   - Hacking attempts will now automatically fail after 90 seconds within 'Crisis Resolution: Vigilant Dreamer' sites.


Patch Notes for 2025-02-11.1

Features & Changes

Drifter Crisis

  • Question.png To Be Determined   - Remove the failure timer from 'Crisis Resolution: Vigilant Dreamer' sites.
  • Question.png To Be Determined   - Decreasing the rate of Influence decay over time within high-security Crisis systems.
  • Question.png To Be Determined   - Influence can now be gained incrementally within certain Crisis sites.
    • For example, successfully hacking a Drifter Collection will now give a share of that site's influence rather than all on completion.
  • Question.png To Be Determined   - Only players within 100km of a Crisis site's focal point will be considered eligible for payouts. The focal points are as follows:
    • Crisis: Field Rescue β€” The celestial beacon.
    • Crisis: Observatory Infiltration β€” The Unmoored Jovian Observatory.
    • Crisis: Deathless Research Outpost β€” The Wormhole Research Outpost.
    • Crisis: Lancer Counter Offensive β€” The Destructive Scrutinizer.
    • Crisis Resolution: Vigilant Dreamer β€” The Vigilant Dreamer.
  • Question.png To Be Determined   - Increasing the maximum number of sites available within each Crisis system.

PvE

  • Question.png To Be Determined   - NPCs within Drifter Crisis and Homefront Operation sites can no longer be kited beyond a specific range of their spawn points.


Patch Notes for 2025-02-10.1

Patch Notes for 2025-02-06.1

Features & Changes:

Gameplay

Drifter Crisis
  • Question.png To Be Determined   - Added a Patient Beacon which will spawn within a 'Crisis: Observatory Infiltration' site when the lockdown defense fleet modifier is active.
    • This object can be hacked to disable the defense fleet from appearing during a lockdown.
  • Question.png To Be Determined   - Added a minimum amount of contribution capsuleers will need to meet to be considered for a 'Crisis: Observatory Infiltration' site's payout.
  • Question.png To Be Determined   - Added an Info Panel objective which states if the site is in lockdown within the acceleration gate area of a 'Crisis: Observatory Infiltration' site.
Observatory Flashpoints
  • Question.png To Be Determined   - Added an Info Panel objective that tracks the current progress of an Observatory Flashpoint site within the acceleration gate area.
    • For example: an alert will appear in the info panel after the EDENCOM dreadnought is destroyed.
Wormholes
  • Question.png To Be Determined   - Moved the warp-in location (and capital escalation area) within The Mirror sites significantly closer to the NPC spawn points.

Technical

Local Chat Migration
  • Question.png To Be Determined   - We are migrating the Local Chat system to Quasar (external services) to address ongoing performance issues and improve the overall reliability of the system.

User Interface

SKINR
  • Question.png To Be Determined   - Added reroll filter for the randomize in SKINR that will allow selection of specific slots.
  • Question.png To Be Determined   - New banner in Paragon Hub Corp Listing section for players in NPC corporations that offers a direct link to Player Corporations search.
  • Question.png To Be Determined   - Added a new color slot highlight when entering SKINR.
  • Question.png To Be Determined   - Added planetary traffic visual effects which were missing from Barren, Oceanic, and Temperate planets.


Patch Notes for 2025-02-05.1

Features & Changes:

Balancing: Drifter Crisis

  • Question.png To Be Determined   - Influence has been adjusted:
    • Removed Influence loss when failing certain Crisis sites
    • Increased Influence gained when completing Crisis sites
    • 'Crisis Resolution: Vigilant Dreamer' sites will only appear if at least 2 days have passed within a Crisis system
  • Question.png To Be Determined   - Greatly increased the number of Observatory Spectrography items found within 'Crisis: Observatory Infiltration' sites
  • Question.png To Be Determined   - Added a 30-minute failure timer which will start during a lockdown if the short lockdown timer modifier is not active within a 'Crisis: Observatory Infiltration' site
  • Question.png To Be Determined   - Roaming NPCs within Drifter Crisis systems will no longer attack capsules

PVE

  • Question.png To Be Determined   - The maximum number of canisters available within a Deepflow Rift site will now scale based on the system's security:
  • Question.png To Be Determined   - High-sec: 21 canisters maximum
  • Question.png To Be Determined   - Null-sec and Wormholes: 27 canisters maximum
  • Question.png To Be Determined   - Low-sec and Pochven: 33 canisters maximum


Patch Notes for 2025-01-31.1

Patch Notes for 2025-01-30.1

Features & Changes

Drifter Crisis: Drifter Crisis Systems

Question.png To Be Determined   - Drifter-controlled forces have begun launching attacks on all four empires throughout high and low-security space! The first systems will become available between 19:00 and 21:00 tonight, with more following as the crisis continues.

  • Systems under attack can be found in the new 'Interstellar Events' section of the AIR Opportunities window.
  • Complete 'Crisis' sites to weaken the grip the Drifters have on these systems.
  • There are 4 varieties of Crisis site, with a 5th Crisis Resolution site available once the Drifter forces have been sufficiently weakened.
  • Each site requires teamwork and strategy, with specific roles needing to be fulfilled for success:
    • Crisis: Field Rescue β€” Salvage the wreckage left behind following an empire assault on a Drifter facility to locate any survivors. It is recommended that at least 3 capsuleers tackle this rescue mission. T1 frigates and standard T1 destroyers are permitted.
    • Crisis: Observatory Infiltration β€” Scan down this site to retrieve valuable relics from the remains of an emergent Jovian Observatory. Bring up to 2 other capsules to maximize rewards, but be wary of any traps the Drifters may have left behind! T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
    • Crisis: Deathless Research Outpost β€” A Deathless research base is under attack by Drifter forces. Use remote repair modules to keep the structure alive until it can be secured. Alternatively, destroy it yourself and sell the accrued Hyperspace Telemetry data to the highest bidder. 5 capsuleers are recommended to aid the site; less may be required to destroy it. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
    • Crisis: Lancer Counter Offensiveβ€” An empire-owned Lancer dreadnought has been deployed to aid a civilian structure. Help it destroy the Drifter presence before its nefarious task can be completed. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
    • Crisis Resolution: Vigilant Dreamer β€” To resolve the crisis within the system, 10 capsuleers are required to bring an end to the Vigilant Dreamer. Using data analyzers, the defensive array protecting this Drifter facility can be disabled allowing it to be destroyed. T1 frigates, destroyers, cruisers, and standard T1 battlecruisers are permitted to enter.
  • Payouts from these sites are awarded to the top contributing fleet alone.

Deepflow Rifts

Deepflow Rifts have reemerged across the cluster and wormhole space! Intrepid capsuleers should tread carefully; both the rewards and difficulty of the site have been increased.

Homefront Operations

  • Question.png To Be Determined   - Remote capacitor transmission is now less effective on allied Dreadnought NPCs within Dread Assault sites.
  • Question.png To Be Determined   - The effectiveness of enemy NPCs which energy neutralize allied Dreadnought NPCs within Dread Assault sites has been greatly increased.
  • Question.png To Be Determined   - Added a delay to the initial enemy hauler spawn within Raid sites.
  • Question.png To Be Determined   - Increased the variance and average spawn time of enemy haulers within Raid sites.
  • Question.png To Be Determined   - Decreased the access difficulty of salvaging wrecks in Salvage Research sites.
  • Question.png To Be Determined   - Increased the number of enemy NPCs within Salvage Research sites.

Little Things

  • Question.png To Be Determined   - 🀝 It's now possible to open multiple crates at once.
    • Once you've opened your first crate, there will be an option to open up to 30 additional crates in the crate window.


Patch Notes for 2025-01-21.1

Patch Notes for 2025-01-20.1

Patch Notes for 2025-01-16.1

Features & Changes

Pochven & Triglavian Invasions

Observatory Flashpoints

The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.

  • Question.png To Be Determined   - Assault Vector gates now require the use of Observatory Resonance Keys:
    • Each character will need their own key to unlock the gate.
    • A key is consumed on use.
    • Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.
    • 15x Keys will drop as loot from CONCORD Stellar Observatories.
      • Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.
    • Gates will become unlocked for all characters 60 seconds after a site is complete.
  • Question.png To Be Determined   - Payouts have been adjusted:
    • The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).
    • Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).
    • Stellar Surveillance Data now belongs to the new EDENCOM data item group.
    • Greatly increased the number of NPC buy orders for Stellar Surveillance Data.
  • Question.png To Be Determined   - Threshold Werposts will now have a significantly longer cooldown between target switches.
  • Question.png To Be Determined   - Threshold Werposts will now always attack the same target as each other.

Standings

Question.png To Be Determined   - To help make Pochven more accessible, the minimum standings requirements for certain actions have been reduced.

  • Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).
  • Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).
  • Home system stargate requirements have been reduced to 6.00 (from 7.00).
  • Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.
  • Standings will no longer be gained or lost when destroying a Stellar Observation Post site's Stellar Observatory structure.

System-Wide Effects

Last month's change to the Dazh Liminality Locus negatively impacted some playstyles in unintended ways, and as such has been softened significantly. The change also incentivized removing system effects which help make Pochven feel unique, so these have now been split off from the structure.

  • Question.png To Be Determined   - The Dazh Liminality Locus structure has been reworked:
    • Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).
    • Increased the decloaking pulse chance to 60% (from 30%).
    • Removed the system-wide buffs and penalties.
  • Question.png To Be Determined   - Added the removed buffs and penalties as permanent system-wide effects within Pochven:
    • Increased the remote repair bonuses to 30% (from 25%).
  • Question.png To Be Determined   - Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:
    • Reduced the remote repair bonuses to 15%.
    • Removed the warp speed penalty.

PVE

Question.png To Be Determined   - All Acceleration Gates which consume a key per character activating it have been improved:

  • When a key is consumed, the gate will remain unlocked for that character for the duration of the site.
    • Note: This persists when a character leaves the location or logs out, but resets after a downtime.
  • No keys will be consumed when activating a gate already unlocked for that character.

Wormhole Capital Escalations

The following changes hope to refine last November's changes to capital escalation rules.

  • Question.png To Be Determined   - A combat site can now escalate at any time before the second wave spawns.
  • Question.png To Be Determined   - A combat site will only de-escalate if there is no capital within range after the second wave spawns.

In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.


Patch Notes for 2025-01-15.1

Features & Changes

Graphics

  • Question.png To Be Determined   - New unique icons have been added for the Power Diagnostic System and the Reactor Control Unit modules.
  • Question.png To Be Determined   - Numerical icons have been added for the Blue Pill, Frentix and Mind Flood boosters.

Implants & Boosters

  • Question.png To Be Determined   - Blueprint copies for the Rapture Implant Set have now been added to the Sansha LP Store.

SKINR & Paragon Hub

  • Question.png To Be Determined   - Added a PLEX purchase pop-up window for the marketplace or NES. It can be accessed through tooltips across SKINR sequencing page, sequencing jobs or complete now, and buy buttons for SKINS/elements in the Paragon Hub.


Patch Notes for 2025-01-14.1

Features & Changes

Gameplay

  • Question.png To Be Determined   - Fixed an issue where some items such as Skillbooks were not being sold by NPCs in Caldari Space.


Patch Notes for 2025-01-07.1

Events

Chatchannel.png Ignore - Winter Nexus has now ended. Thanks for participating.

Patch Notes for 2024-12-23.1

Features & Changes

Events

A special offer from Paragon:

  • Question.png To Be Determined   - 25% off SKIN sequencing in the Paragon Hub until January 3rd.


Patch Notes for 2024-12-17.1

Features & Changes

Triglavian Invasions

  • Question.png To Be Determined   - Removed the standings loss when destroying Dazh Liminality Locus and Entropic Disintegrator Werpost structures.
  • Question.png To Be Determined   - Increased the signature radius of Dazh Liminality Locus structures.


Patch Notes for 2024-12-16.1

Features & Changes

Ships

  • Question.png To Be Determined   - Emblem slots have now been enabled on the most recent Alliance Tournament ships.

Patch Notes for 2024-12-13.1

Features & Changes

Triglavian Invasions

  • Question.png To Be Determined   - The Triglavian Invasion section of the Opportunities window will now refresh more frequently.


Patch Notes for 2024-12-12.1

Triglavian Invasions

The following changes aim to equalize the amount of information capsuleers have access to within Pochven while offering more counterplay to intelligence-gathering methods.

  • Question.png To Be Determined   - A new Triglavian Invasion section has been added to the Opportunities window
    • This page can only be viewed while within Pochven
    • This page will show all instances of select sites within the region, regardless of range
    • The selected sites are Observatory Flashpoints, World Ark Assault Flashpoints, and Stellar Fleet Deployment Sites
      • Note: Observatory Flashpoint sites will no longer appear within the Combat Anomalies sections of the Agency or Opportunities window
  • Question.png To Be Determined   - Dazh Liminality Locus structures will now periodically emit pulses that can disrupt the cloaking devices of players within their solar system
  • Question.png To Be Determined   - Increased the EHP of Dazh Liminality Locus structures

User Interface

  • Question.png To Be Determined   - Added link to SKINR in show info window for design elements.
  • Question.png To Be Determined   - Added a 'Skill Points Required' section to the skill training panel in relevant information windows and tooltips.

Ship Information Window:

  • Tick.png Updated - Fixed the quote, attribution and designer information for the Bifrost.
  • Tick.png Updated - Fixed the quote attribution and designer information for the Mammoth.


Patch Notes for 2024-12-10.1

PI Templates

  • Question.png To Be Determined   - You are now able to save your current PI setups as a template as a work-in-progress feature. This allows you to share them with other players and your other characters and then import them, allowing you to set up multiple new planetary colonies with much less hassle! Please provide your feedback in this forum thread and suggest additional improvements you'd like to see for this new feature.

Balancing

  • Question.png To Be Determined   - We have made adjustments to the base payout ratio and to the components included in Dreadnought reprocessing to increase the insurance payouts for Dreadnoughts closer to their real value. Our current aim is for a Dreadnought to pay about 70-75% of the ship hull value with platinum insurance on death rather than around 15%, which it currently does.
    • NOTE: These changes will not take effect until after the game recalculates insurance payouts, which may take up to 90 days. The Zirnitra has also not been included in these changes for now.

Implants/ Boosters

  • Question.png To Be Determined   - Updated the icons used for the agency boosters to include the level of the booster.

Miscellaneous:

  • Question.png To Be Determined   - Activity Tracker has been disabled.

Missions & NPCs:

  • Question.png To Be Determined   - We have lowered the loyalty point cost for Serpentis and Blood NET Resonators from 1000LP to 750LP.
  • Question.png To Be Determined   - Several LP stores which had some faction ammo offers removed earlier in the year have had them restored.
  • Question.png To Be Determined   - Video Fragments from previous events, such as EVE Operation: Epiphany (Finding the Zarzakh gates), will no longer drop from Angel and Guristas NPCs.

Ship Information Window:

  • Question.png To Be Determined   - When the compact mode is enabled, the sidebar no longer expands on hover.
  • When the compact mode is disabled, the sidebar now collapses immediately when clicking an entry in the sidebar.
  • Removed the super-small-width version of the show-info window.
  • The completion UI has been added to the subtab navigation buttons in the Skills tab, which are in the compact layout of the window.
  • The character's skill status for the ship has been added to the top of the Skills tab in the compact layout of the window.
  • The Skills tab now always opens on the Requirements subtab.
  • Removed the empty skill squares from the skill entries in the Skills tab.
  • The Variations tab's 'Compare All' button is now anchored and always visible at the bottom of the window.

User Interface:

  • Question.png To Be Determined   - Skill tooltips now always display their training time
  • Question.png To Be Determined   - The Opportunities window's sidebar now collapses immediately when clicking an entry in the sidebar (unless the sidebar is locked expanded)
  • Question.png To Be Determined   - The Corporation window's sidebar now collapses immediately when clicking an entry in the sidebar (unless the sidebar is locked expanded)


Patch Notes for 2024-12-06.1

Patch Notes for 2024-12-05.1

Features & Changes

Cinematic Ship Introduction

We are thrilled to announce the Cinematic Ship Introduction to make your experience of boarding a ship for the first time more immersive, exciting, and memorable. Acquiring a new ship is a significant achievement and this feature transforms this milestone into a visual cinematic moment, highlighting the ship's design, scale and importance within the game.

Key Updates

Players have full control over how they interact with this feature.

  • Skip Options: Skip the cinematic or turn off the auto-play completely in the settings.
  • Replay Feature: Replay the cinematic while docked by clicking on in the ship context menu, especially useful for showcasing new SKINs or upgrades.

Events

Winter Nexus Event!

  • Tick.png Updated - The Winter Nexus event has returned to New Eden! This ingame event will run until downtime on January 7th 2025.
  • Question.png To Be Determined   - Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.
    • Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.
    • Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.
    • Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields, and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.
    • Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules.
  • Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.
  • Small Info.png To Do   - A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, SKINR nanocoatings and patterns, PLEX, Sansha combat boosters, ice storm jump filaments, skill points, and a Cerebral Accelerator.
  • Tick.png Updated - A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR nanocoatings and patterns, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 7th.
  • Question.png To Be Determined   - A new and exclusive SKINR pattern available on the Paragon Hub for the duration of the event.
  • Question.png To Be Determined   - In addition to the above fantastic gifts, an expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.
  • Question.png To Be Determined   - Winter Nexus Themed Character Select.

Mercenary Dens

  • Question.png To Be Determined   - Mercenary Tactical Operation sites now show players progress through Objectives in the Info Panel.

Observatory Flashpoints

  • Question.png To Be Determined   - Increased the radius of Stellar Observatories to reduce the likelihood of colliding with it while orbiting.

User Interface

  • Question.png To Be Determined   - Added the option to UNDO and REDO in studio SKINR.
  • Question.png To Be Determined   - Improved highlight animation for new design elements in your SKINR collection.


Patch Notes for 2024-12-04.1

Features & Changes

Winter Nexus

  • Chatchannel.png Ignore - Winter Nexus Themed Wreck Icons:
    • In preparation for Winter Nexus, the present icons tag wrecks of your helpless victims as you claim your bounties!


Patch Notes for 2024-12-03.1

Features & Changes

Factional Warfare

  • Question.png To Be Determined   - It's no longer possible to retire from direct enlistment while in space in a ship. You now must either be in a capsule, if in space, or docked up in an NPC station or a Structure.

Ship Information Window

  • Question.png To Be Determined   - 'Simulate' button has been added to the sidebar.
  • The Fitting tab now displays fitted subsystems for your assembled strategic cruisers.
  • The Fitting tab now displays the available subsystems for all strategic cruisers.
  • The 3D ship preview is now always displayed in the SKINs tab, even with compact mode enabled.
  • The SKINs tab content can now become more compact depending on the window's width and compact mode status.
  • Skills tab's subtab navigation section is now anchored at the top of the tab in the compact window layout.
  • Skills tab's skill options section is now anchored at the bottom of the tab in the compact window layout.
  • Ship quotes have been added for:
    • Question.png To Be Determined   - Capsule
    • Question.png To Be Determined   - Genolution 'Auroral' 197-variant Capsule
    • Tick.png Updated - Boobook
    • Tick.png Updated - InterBus Shuttle
    • Tick.png Updated - Victorieux Luxury Yacht
    • Tick.png Updated - Zephyr

Air Daily Goals

Paying EM to complete Air Daily Goals

Tick.png Updated - We are continuing to refine the Air Daily Goals system and with this update, player now have the option to complete Air Daily Goals with EverMarks. This added flexibility makes earning the Daily Bonus SP and progressing through the Monthly Reward Track faster and easier - perfect for players with limited playtime.

Key Updates

  • Tick.png Updated - Streamlined Daily Goals: The total number of goals per day has been reduce from 8 to 4, with one goal from each career path.
  • Unique Goals Every Day: No duplicate goals are distributed on a given day, making sure that each of the 4 goals offered each day is different.
  • Career Pool Adjustments
    • The "Manufacture an Item" goal has been removed from the Explorer Career pool.
    • The "Scan 5 Signatures" goal has been removed from the Industrialist Career pool.

Corporation Projects

Ship Insurance Contribution Method

Question.png To Be Determined   - We're excited to introduce the new Ship Insurance Contribution Method, a powerful new tool designed to improve how corporations manage Ship Replacement Program (SRP). Improving on the functionality of the previous Ship Loss project type, this feature offers greater flexibility and customization to enable corporations to effectively reimburse members of their losses for all or only specific ships as well as implants.

Key Features

  • Question.png To Be Determined   - Automatic evaluation of ISK lost: Compensation is automatically calculated using the ISK Total Worth from the Kill Report which includes the sum of the average market price of all items lost.
  • Fitting and cargo coverage: The ISK loss value used for compensation includes the ship hull, fittings, and cargo, all based on the Kill Report.
  • Implants coverage: Corporations can choose whether to compensate members for implant losses tied to Capsule destruction.
    • If enabled, all Capsule losses are covered, regardless of which ship loss they follow.
    • Implants compensation is calculated using the Kill Report's Total Worth, similar to ships.
  • One Project for All Ship Types: Manage coverage for multiple ship types or ship groups within a single project, reducing complexity and improving efficiency.
  • Compensation for PVP or PVE losses: Decide whether to cover the losses from only PvP engagements or including the PvE activities as well.
  • Filtering by Attacker: Cover losses caused by specific characters, corporations, alliances, factions, or even by anyone.
  • Filtering by Location: Cover losses that happened in specific solar systems, constellations, regions, or provide coverage for losses across all locations.
  • Coverage Percentage: Set the coverage rate between 10% and 200% of the Kill Report value, allowing for partial compensation or even overcompensation to incentivize participation.
  • Limit the coverage per member: Define a maximum ISK limit that each individual corporation member can receive from the project, ensuring fair distribution of resources.
  • Limit the coverage per loss: Set a limit for the maximum ISK amount reimbursed for a single loss, helping manage the corporationΒ΄s SRP budget.

While the Ship Insurance is an improvement over the Ship Loss contribution method, the latter will remain available in the game for now but may be removed in a future update.

Wormholes

  • Question.png To Be Determined   - Repositioned warp-in and NPC spawn locations in all C4 sites.
    • These locations should always be within 40km of the site's central structure.
  • Question.png To Be Determined   - Sleepless Defender NPCs will now only spawn when a ship is near the Deserted Talocan Cruiser container in C4 Data and Relic sites.


Patch Notes for 2024-12-02.1

Features & Changes

PvE

  • Question.png To Be Determined   - The Deathless Circle has ceased its deployment of Trustbreaker Arrays.
    • Deathless Trustbreaker Under Attacksites are no longer available.


Patch Notes for 2024-11-28.1

Features & Changes

Until December 1st, To celebrate the Vanguard Groundbreak Operation, a special set of daily login rewards will be available. Rewards include Vanguard themed nanocoatings and patterns, EverMarks and skill points.

Balance

  • Question.png To Be Determined   - Reverted the 'Excavator' Ice Harvester drone max velocity increase made in 2024-11-26.1 based on player feedback.'Excavator' Ice Harvesting drones returned to 90m/s Max Velocity from 125m/s.

PvE

  • Question.png To Be Determined   - Rebalanced the maximum velocity of all NPCs that appear in Homefront Operations and Deathless Trustbreaker sites.
    • Notably, DPS destroyer NPCs have been made significantly slower.
  • Question.png To Be Determined   - Equalized the collision radius of structures that appear in Emergency Aid and Deathless Trustbreaker sites.
  • Question.png To Be Determined   - Reduced the volume of Contraband Data commodities found in Traffic Stop sites.

Wormhole Capital Escalations

A series of changes have been made to C5 and C6 sites. These have been made with the goal of promoting the use of capital ships while still keeping the space rewarding for all players. We will be monitoring the impact of these changes and iterating where necessary.

  • Question.png To Be Determined   - The rules which cause a Drifter Response Battleship spawn have been changed:
    • A beacon (visible only on-grid) appears at the warp-in location as the initial NPC fleet is destroyed.
    • The beacon will despawn if there is no capital ship within 100km of it.
    • If the beacon is not present when the structure is attacked, the Drifter Response Battleship is ineligible to spawn.
  • Question.png To Be Determined   - A new Drifter Recon Battleship will spawn in the place of the Drifter Response Battleship if it is not eligible.
    • This variant of the battleship has less EHP, lower damage, less neutralizer pressure, and drops a reduced number of commodities on destruction.
  • Question.png To Be Determined   - The loot value of Upgraded Avenger NPCs has been increased.
  • Question.png To Be Determined   - In Data or Relic sites with Upgraded Avenger NPCs, a beacon (visible only on-grid) will appear the first time a capital ship is within 100km of the warp-in location.
    • The beacon will despawn if there is no capital ship within 100km of it.
  • Question.png To Be Determined   - A beacon can only be spawned once per site.
  • Question.png To Be Determined   - Upgraded Avenger NPCs will appear and remain on-grid only while a beacon is present.
  • Question.png To Be Determined   - Upgraded Avenger NPCs will only spawn once per site rather than for each capital ship group.


Patch Notes for 2024-11-27.1

Features & Changes

User Interface

Vanguard themed Character Select Screen.

  • Chatchannel.png Ignore - In celebration of the upcoming Vanguard Groundbreak Operation - taking place 28 Nov- 9 Dec the Character Select Screen is now in EVE Vanguard theme.


Patch Notes for 2024-11-26.1

Features & Changes

Mercenary Dens

  • Question.png To Be Determined   - Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.
  • While a Mercenary Den is reinforced, passive Anarchy and Development are paused.
  • Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.

Anarchy

  • Question.png To Be Determined   - Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce
  • Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce
  • Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce
  • Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce
  • Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce

This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.

Development Amount

  • Question.png To Be Determined   - Development Amount: 0-19 - Level 0 - Regular Informorph Production rate
  • Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate
  • Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate
  • Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate
  • Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate

Mercenary Tactical Operations (MTOs)

Question.png To Be Determined   - Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.

To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.

If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.

Ship and Module Balance

  • Tick.png Updated - Ferox Navy Issue
    • Signature Radius increased from 300m to 325m
    • Agility nerfed from 0.66x to 0.69x
    • Max Targeting Range reduced from 67500m to 60000m

The Ferox Navy Issue is overperforming, so we're increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We're hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.

  • Tick.png Updated - Eos
    • Drone Optimal range per level reduced from 10% to 5%

Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we're reducing the power of sentry drone fits slightly.

  • Tick.png Updated - Heavy Assault Cruisers
    • 50% reduction in Microwarpdrive signature radius penalty Role Bonus added back

In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.

  • Tick.png Updated - Ashimmu
    • Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec
    • Max Velocity increased from 208 to 215m/s
    • Agility improved from 0.58x to 0.55x

The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.

  • Tick.png Updated - Scythe
    • CPU increased from 285tf to 300tf
    • Powergrid increased from 345MW to 375MW
    • Max Velocity increased from 250m/s to 260m/s
    • Agility improved from 0.6x to 0.57x

The Scythe has fitting issues, especially since it's an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.

  • Tick.png Updated - Vengeance
    • Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%
    • Powergrid increased from 43MW to 46MW

The Vengeance has low usage, so we're giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.

  • Tick.png Updated - Cruor
    • Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
    • Max Velocity increased from 330m/s to 340m/s
    • Agility improved from 3.6x to 3.4x

The Cruor is underperforming relative to its peers. We're giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor's mobility so it can better use the long-range web for catching kiting ships.

  • Tick.png Updated - Maulus Navy Issue
    • Highslots increased from 2 to 3
    • Powergrid increased from 35MW to 38MW
    • Max Velocity incrased from 315m/s to 325m/s

The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we're correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.

  • Question.png To Be Determined   - Rorqual
    • 'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s
    • 'Excavator' Ice Harvesting Drone base velocity increased from 90m/s to 125m/s
  • Tick.png Updated - All Exhumers
    • Max Locked Targets improved from 6 to 8
  • Tick.png Updated - Skiff
    • Agility improved from 0.8x to 0.64x
  • Tick.png Updated - All Mining Barges
    • Max Locked Targets improved from 5 to 6
  • Tick.png Updated - Procurer
    • Agility improved from 0.8x to 0.64x
    • Midslots increased from 2 to 3

We're giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.

  • Question.png To Be Determined   - Navy Faction Light Fighters
    • Heavy Rocket ability charge count increased from 12 to 15.

Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.

  • Question.png To Be Determined   - Standard Cerebral Accelerator
    • Removed 20% turret damage boost and 20% missile rate of fire boost.
    • Increased attributes from +3 to +5.

Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.

Factional Warfare and Insurgency Balance

  • Question.png To Be Determined   - Respawn time for NPCs has been significantly increased

In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.

  • Question.png To Be Determined   - Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.
    • Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.

Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We're trying to improve this by increasing their availability and effectiveness.

  • Question.png To Be Determined   - Tether Radius on the Pirate FOBs has been dropped from 100km to 50km

A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we're bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.

  • Question.png To Be Determined   - Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.
    • Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.
    • The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.

Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We're trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We're doing this because it's fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.

  • Question.png To Be Determined   - Added appropriate salvage to the Angel and Guristas FOB wreck.

Exploration

  • Question.png To Be Determined   - Drone Relic Sites can now appear in class 1-3 Wormhole space at a similar rate to the existing pirate faction relic sites.
  • Question.png To Be Determined   - Drone Relic Sites can now drop Atavums.
  • Question.png To Be Determined   - Lowered the overall drop rate of Atavums from Relic Sites.

Homefront Operations

  • Question.png To Be Determined   - Structure-bashing NPCs in Emergency Aid sites will now orbit their targets at a closer range.
  • Question.png To Be Determined   - Repair effects are now less effective on structures within Emergency Aid sites.


🀝 🀝 Little Things:

We continue our work on the Little Things, the small quality of life improvements requested by you, the players, through various channels. To post your own improvement suggestion please visit: Little things/ Small QoL suggestions.

  • Question.png To Be Determined   - 🀝 It's now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.
  • Question.png To Be Determined   - 🀝 Capsule killmails with implants now have a 'Buy All' button if you want to multibuy the implants.
  • Question.png To Be Determined   - 🀝 The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.
  • Question.png To Be Determined   - 🀝 You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.
  • Question.png To Be Determined   - 🀝 While undocked, assets in your current system will now be highlighted in the assets window.
  • Question.png To Be Determined   - 🀝 Double clicking on a transaction in the "market transactions" tab of the wallet, now opens up the regional market window for that item.
  • Question.png To Be Determined   - 🀝 You can now drag buy or sell orders from the "Your Market Orders" window straight to the market quickbar.
  • Question.png To Be Determined   - 🀝 Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it's a corp job) your jobs will be outputted to.
  • Question.png To Be Determined   - 🀝 Added a "mark as Read" option to mails and notifications.
  • Question.png To Be Determined   - 🀝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.
  • Question.png To Be Determined   - 🀝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.
  • Question.png To Be Determined   - 🀝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.
  • Question.png To Be Determined   - 🀝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.
  • Question.png To Be Determined   - 🀝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.
  • Question.png To Be Determined   - 🀝 You can now copy names of item types in info windows and the market window.
  • Question.png To Be Determined   - 🀝 You can now edit bookmarks through the radial menu while using the solarsystem map.
  • Question.png To Be Determined   - 🀝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.
  • Question.png To Be Determined   - 🀝 You can now drag and drop items onto the neocom item hangar icon to move them.
  • Question.png To Be Determined   - 🀝 You are now able to buy from more than one sell order at a time from the 'buy this type' window.
  • Question.png To Be Determined   - 🀝 You can now deliver corp items to yourself in the 'deliver to' right click menu.
  • Question.png To Be Determined   - 🀝 Multiple skills can now be moved around in the skill queue.
  • Question.png To Be Determined   - 🀝 Multibuy can now interpret '1x item name'.

PvE

The Deathless Circle has deployed Planetary Trustbreaker Arrays to steal passkeys for planetary defense networks ahead of Vanguard assaults. These sites have fallen under attack by Drifter forces!

  • Question.png To Be Determined   - Deathless Trustbreaker Under Attacksites are appearing in pirate Insurgency FOB systems.
  • Question.png To Be Determined   - Capsuleer fleets can choose to protect the Trustbreaker Array for the duration to receive a reward from the Deathless. 5 capsuleers are recommended for this challenge.
  • Question.png To Be Determined   - Alternatively, those who do not wish to support the Deathless can wait for the structure to generatePDN passkeysbefore destroying it. Many groups would pay handsomely for any such commodities seized from the wreckage!
  • Question.png To Be Determined   - Regardless of their motivations, capsuleers are limited to bringing standard T1 cruisers or below within the site.

SKINR - Sequencing

  • Question.png To Be Determined   - Sequencing is returning to its original time duration.

User Interface

  • Question.png To Be Determined   - Added an indicator for new SKINs in your Paragon Hub collection.
  • Question.png To Be Determined   - Added indicators for new design elements in your collection in SKINR.
  • Question.png To Be Determined   - Adjusted the placement of the randomize button in studio SKINR.
  • Question.png To Be Determined   - Improved communication for insufficient design elements in studio SKINR.


Patch Notes for 2024-11-22.1

Features & Changes

Missions & NPCs

  • We have adjusted and refactored NPC warp in behavior and spawners in some nullsec anomalies to make their warp ins much more compact, which will make these anomalies much better for AOE farming (Stormbringer, Thunderchild and Smartbombing).
    • Question.png To Be Determined   - All Havens (Both the Stargate 'Rock' Haven and the Chemical Factory 'Gas' Haven variation).
    • Question.png To Be Determined   - All Drone Hordes and Patrol sites.
    • Question.png To Be Determined   - The Regular base version of the Rally Points.

Last week, we increased NPC bounties to counteract the income reduction caused by NPC's warping in instead of spawning in place.

  • Question.png To Be Determined   - We are maintaining the 30-40% NPC bounty increase we made last week, which has already increased total nullsec bounties to higher than what they were before Revenant, however, with the addition of this set of changes we will be monitoring the economy and we will potentially make adjustments to bounties or anomalies if needed in the future.

Observatory Flashpoint

  • Question.png To Be Determined   - The site's beacon has been moved back to the Acceleration Vector area.


Patch Notes for 2024-11-20.1

Features & Changes

Homefront Operations

  • Question.png To Be Determined   - Structure targeting NPCs within Emergency Aid sites have been reworked:
    • Increased the DPS of Structure targeting NPCs.
    • Structure targeting NPCs no longer respawn when destroyed.
    • Additional waves of Structure targeting NPCs will now arrive at set intervals.
    • The size of Structure targeting NPC waves has been reduced.


Patch Notes for 2024-11-19.1

Features & Changes

Observatory Flashpoint

  • Question.png To Be Determined   - Subpylons are once again destructible, with the following additions:
    • Subpylons can now be repaired.
    • Subpylon armor, structure, and signature radius values have been increased.
    • The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.
    • When destroyed, subpylons will now have an explosion effect.
  • Question.png To Be Determined   - EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.
  • Question.png To Be Determined   - The site's beacon will now remain until the site has been despawned.
  • Question.png To Be Determined   - NPCs will no longer combat warp.
  • Question.png To Be Determined   - NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.
  • Question.png To Be Determined   - Removed the minimum contribution requirement for payout eligibility.
  • Question.png To Be Determined   - Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.
  • Question.png To Be Determined   - The number of commodities dropped by the Stellar Observatory will now always be 400.

Missions & NPCs

  • Question.png To Be Determined   - NPC Dreadnoughts
    • Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.
    • Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.

Ship Information Window

  • Question.png To Be Determined   - Added an option to enable/disable 'compact mode' in the Ship Info window settings.
    • When enabled:
      • The 3D ship model preview is not displayed.
      • The window icon in the header is not displayed.
      • The option to enable/disable 'Light Background' functions properly.
  • Question.png To Be Determined   - Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.

User Interface

  • Question.png To Be Determined   - Added number field manipulation at the end of sliders in SKINR studio.
  • Question.png To Be Determined   - SKINR share option can now be clicked and saved to clipboard.
  • Question.png To Be Determined   - Pattern Projection in SKINR has been renamed to Projection Presets.
  • Question.png To Be Determined   - Updated pattern area toggles in the SKINR for improved usability.
  • Improved Help Pointers:
    • Question.png To Be Determined   - Added the following Help Pointers:
      • Opportunity rewards
      • Active opportunities
      • Opportunities browser
      • Opportunities filter
      • Find new corp
      • Corp Projects
      • Fleet Chat
      • Fleet Chat Settings
      • Reload Fleet motd
      • Corporation Chat
      • Corporation Chat Settings
      • Reload Corporation Chat motd
      • My Wallet Tab
      • Wallet Transactions
      • Wallet Market Transactions
      • SKINR Studio
      • Paragon Hub
      • SNINR Collection
      • Fitting Hardware
    • Question.png To Be Determined   - We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.
    • Question.png To Be Determined   - Various help pointer icons have been added and updated.


Patch Notes for 2024-11-15.1

Features & Changes

Miscellaneous

  • Tick.png Updated - Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don't have to login for all 14 days to get the biggest reward.

Missions & NPCs

With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.

To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.

  • Question.png To Be Determined   - Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.
  • Question.png To Be Determined   - This results in the following total average bounty increases for these popular Nullsec anomalies:
    • Hubs: 28.40%
    • Rally Points: 28.50%
    • Patrols: 30.20%
    • Havens: 31.70%
    • Forsaken Hubs: 34.50%
    • Hordes: 34.70%
    • Sanctums: 35.70%
    • Forsaken Sanctums & Teeming Hordes: 36.00%

Zarzakh

  • Question.png To Be Determined   - Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don't have to be so close to it/inside the 3D Asset).
  • Question.png To Be Determined   - Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.


Patch Notes for 2024-11-14.1

Features & Changes

Pochven - Observatory Flashpoint

  • Question.png To Be Determined   - Increased the site timeout timer to 45 minutes (from 30).
  • Question.png To Be Determined   - Monitors are no longer permitted to activate the acceleration gate.
  • Question.png To Be Determined   - Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.
  • Question.png To Be Determined   - Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.
  • Question.png To Be Determined   - Threshold Werposts will now occasionally switch targets.
  • Question.png To Be Determined   - Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.
  • Question.png To Be Determined   - Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.
  • Question.png To Be Determined   - Zirnitra Blueprint Data Vault crates now use the hacking display when opened.
  • Question.png To Be Determined   - Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.
  • Question.png To Be Determined   - Subpylons are now indestructible and will despawn when the site ends.
  • Question.png To Be Determined   - Improved performance when loading transmission conversations.

User Interface

  • Question.png To Be Determined   - It's now possible to show info on an Item Trader and view what recipes it has and what it requires for each.
  • Question.png To Be Determined   - Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.


Patch Notes for 2024-11-13.1

Features & Changes

Balancing

  • Question.png To Be Determined   - Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.

Ship Information Window

  • Question.png To Be Determined   - Added the option to filter out acquired skills in the Mastery subtabs.
  • Question.png To Be Determined   - Added the option to collapse all skill groups in a Mastery subtab.
  • Question.png To Be Determined   - The Mastery skill groups will now remember their collapsed state during the session.
  • Question.png To Be Determined   - Slightly increased the minimum width of the window.
  • Question.png To Be Determined   - Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.
  • Question.png To Be Determined   - Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.
  • Question.png To Be Determined   - Added quotes, attributions and designers for the remaining ships.


Patch Notes for 2024-11-12.1

The Revenant expansion is out!

Full overview of the contents of the expansion can be found here: https://www.eveonline.com/news/view/patch-notes-version-22-02Revenant Expansion Notes !]

Features & Changes

NES

  • Question.png To Be Determined   - Omega capsuleers can claim a gift of 10 PLEX.
  • Question.png To Be Determined   - Added an offer of 7 days Omega for 10 PLEX.
  • Question.png To Be Determined   - Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.