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  • Show your faith with a new Foundation Day pack

    1. August 2025 11:00


    Faithful capsuleer,

    The holiest celebration of the year is upon us, as the people of the Amarr empire come together to honor Foundation Day. To mark this inspiring occasion, the EVE Store is offering a brand new Foundation of Faith pack, allowing capsuleers to save big on PLEX, SP, SKINs, design elements, and more.

    Warp to the EVE StoreOracleSKIN 1920x1080

    Get ready to show your faith in style, speed up your training, and grow your wealth with this amazing pack, containing 1,500 PLEX, 500,000 SP, Expert ‘Boost’ Cerebral Accelerator, stunning SKINs and rare design elements.

    This offer is valid until 7 August.

    Save on SKINS in NES

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    The savings continue in the New Eden Store, with 30% off select SKINs. Act before 23:59 UTC on 7 August and secure rare SKINs from the Crown and Sword and Imperial Jubilee lines at a fantastic discount.

    WARP TO NEW EDEN

  • Patch Notes - Version 23.01

    31. July 2025 11:00


    Greetings,

    The following page will list patch notes for all updates within this release (Version 23.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2025-05-27 Last update: 2025-08-01

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

    Patch Notes for 2025-08-01.1

    Defect Fixes:

    Gameplay:

    • The medium-sized Mordunium Deposits will now rarely appear in lowsec non-FW systems instead of the Small Mordunium Deposit, as it was meant to be.

    • Additionally, the Small Mordunium Deposit will now rarely appear in highsec 0.5 systems which border lowsec.

    • Sites that were already spawned before downtime may remain in their incorrect locations until they are mined out.

    The Mordunium yearns to be mined. In yesterday's update, the Mordunium Deposits and the Small Mordunium spawn locations were flipped. The additional larger sites will now be spawning in lowsec, with the smaller additional sites in highsec.


    Patch Notes for 2025-07-31.1

    Features & Changes:

    Balancing:

    Pyerite Balance

    • 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.

    Item

    Old Reprocessing Amount

    New Reprocessing Amount

    Scordite

    99

    110

    Condensed Scordite

    103

    114

    Massive Scordite

    110

    119

    Glossy Scordite

    114

    125

    Mordunium

    88

    97

    Plum Mordunium

    92

    101

    Prize Mordunium

    97

    107

    Plunder Mordunium

    101

    112


    Patch Notes for 2025-07-17.1

    Features & Changes:

    Balancing:

    • Fewer proximity mines will now spawn within AEGIS Capital Ship Security Facility sites on average.

    • 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.

    • The chance for players to receive capital control items has been increased in Lesser and Standard Covert Research Sites (Ghost Sites).

    • Dented Storage Depots found in Sleeper Cache exploration sites now have a very rare chance to drop capital control items.

    • The volume of the Counter-Subversion Sensor Array item has been lowered from 20m3 to 2m3.

    • The volume of the Nanoscale Filter Plate item has been lowered from 5m3 to 1m3.

    • 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:

    • Deliver Jobs now include a warning if the job issuer is asking for a delivery in a location you can’t dock at.

    • Deliver Jobs now include a comparison between the set reward price per delivered item and the average universal price.

    Science & Industry:

    • 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.

    Defect Fixes:

    Freelance Jobs:

    • Fixed an issue where tracked Freelance jobs would automatically become untracked and disappear from the Opportunities info panel.

    • Fixed an issue where searching for Assets in Capsuleer Deliveries through the Corporation window would fail to work.

    • Fixed an issue in the Create Freelance Job form where already-selected locations were still available for selection in the dropdown options for Destination and Available Broadcast Locations.

    • Updated and clarified a few error messages.

    Graphics:

    • Fixed an issue where the strip miner impact VFX was clipping with asteroids.

    • Fixed an issue where the orbit camera for the Babaroga was misaligned.

    • Fixed an issue were the Alliance Emblem placement on the Lachesis hull was misplaced.


    Patch Notes for 2025-07-16.1

    Defect Fixes:

    Graphics:

    • Fixed an issue with the Hyperlane Weave pattern that caused it to repeat horizontally instead of vertically.


    Patch Notes for 2025-07-15.1

    Features & Changes:

    DLI:

    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.

    Defect Fixes:

    Gameplay:

    • The following capital modules will now have a volume of 1,000m3 when repackaged like other capital modules in the game.

      • Consortium Capital Tractor Beam.

      • Capital Micro Jump Drive.

      • Capital Micro Jump Drive Field Generator.

      • Strategos' Modified Siege Module.

      • Xarasier Capital Micro Jump Drive.

      • Xarasier Capital Ancillary Shield Booster.

      • Xarasier Capital Ancillary Armor Repairer.


    Patch Notes for 2025-07-14.1

    Defect Fixes:

    Freelance Jobs:

    • Fixed an issue where it was possible to create Deliver jobs for unsupported item categories.


    Patch Notes for 2025-07-10.1

    Features & Changes:

    Freelance Jobs:

    • 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.

    • 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:

    • 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.

    Defect Fixes:

    User Interface:

    • Fixed issue with market filters that caused global PLEX market orders to not show.


    Patch Notes for 2025-07-09.1

    Defect Fixes:

    Gameplay:

    • Fixed an issue where there was no ambient sound in some stations.


    Patch Notes for 2025-07-08.1

    Defect Fixes:

    Localization:

    • Fixed missing localization for error messages in the global PLEX market.


    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.

    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

    Defect Fixes:

    Gameplay:

    • Fixed a bug which could cause some players signed up for the Pirate FW faction through non Direct Enlistment methods (I.e. whole corp/alliance in the militia, or the player in the Commando Guri/Malakim Zealots NPC corporations) to not get warned and kicked for going below -2.0 standings.

      • Any corps or players who now are under -2.0 will get a warning after the day of this deployment, and kicked if not fixed within 24 hours at tomorrows downtime.

    Graphics:

    • Fixed damage decals flickering in some situations.

    Technical:

    • Fixed a crash that could occur on some old Intel onboard GPUs. If you use an Intel GPU, making sure you’re on the latest drivers can improve stability significantly. We recommend that you use the driver update tool from Intel: Download Intel Drivers and Software.

    User Interface:

    • Resolved an issue where certain columns in the Compare Tool displayed incorrect information.

    • Fixed a bug causing some filters selected in the Compare Tool to appear active in the Fitting Window.

    • Fixed an issue in the Compare Tool preventing the cogwheel menu from opening in horizontal view mode.

    • Added a new filter to toggle attribute visibility in both horizontal and vertical views of the Compare Tool.


    Patch Notes for 2025-06-26.1

    Features & Changes:

    Pochven:

    • 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.

    • 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.

    • Liminal Zirnitra NPCs within Observatory Flashpoint and Accelerator Flashpoint sites have been adjusted:

      • Their Entropic Disintegators will now have spooling damage.

      • Their standings values have been increased.

      • They now deal Explosive/Thermal damage rather than EM/Thermal.

    Defect Fixes:

    Pochven:

    • EDENCOM dreadnought NPCs within Observatory Flashpoint sites will now orbit the Stellar Observatory more closely.

    • Sleeper NPCs within Torpid Drone Hive sites will no longer attack other Sleepers.

    • Fixed an issue where NPCs within smaller-scale Pochven sites could sometimes fail to locate a target.

    User Interface:

    • Fixed an issue which would cause the ‘Local Locations' window to always reopen whenever you undocked or changed systems.

    • 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:

    • 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.

    • 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:

    • 🤝 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.

    • Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.

    • 🤝 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

    • 🤝 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.

    • 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 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:

    • 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:

    • 🤝 It’s now possible to re-order members of the watch list by dragging and dropping characters from other chat windows. For example, from channel member lists like your logistics channel or from a linked character in the chat etc.

    • 🤝 Added a suppressible warning message when giving a character in a fleet the boss.

    • 🤝 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:

    • 🤝 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.

    1. Veldspar 10

    2. Scordite 20

    3. Plagioclase 30

    This is a huge timesaver when planning to sell and seed multiple items!

    • 🤝 It is now possible to delete multiple contracts at once.

    • 🤝 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.

    • 🤝 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.

    • 🤝 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:

    • 🤝 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.

    • 🤝 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.

    • 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.

    • 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.

    • 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.

      • 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:

    • 🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.

    Pochven:

    • 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.

      • All reworked sites have had their payouts and distribution amounts adjusted.

      • Players must now be within 100km of the site’s center on completion to be eligible for rewards.

      • NPCs that were outliers in terms of time-to-kill (e.g. Overmind Broodlords) have been removed from these sites.

      • Added objectives to the Info Panel that track a site’s progress.

      • NPCs will now remember players who have been aggressive to their allies between waves.

      • 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.

      • 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.

      • Celestial Beacons have been added to the sites to support salvaging.

      • NPCs will now return to the site’s center if kited too far away.

      • 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.

    • 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.

    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.

    • 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.

    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 Phoenix has been swapped with the Karura to help balance the site against the other empire variants.

    • 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.

    • Triglavian and EDENCOM standings can now be gained by destroying NPCs within Vigilance Point, Observatory Infiltration, Deepflow Rift, and Drifter Crisis sites.

    • 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.

    • 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:

    • 🤝 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:

    • 🤝 Added the option to keybind a shortcut to open the “Infrastructure Hold” found on the Upwell Haulers and the Avalanche.

    Sovereignty:

    • 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.

    • 🤝 Increased the duration of the mining escalation obtained from the Level 2 and Level 3 sovereignty upgrades from 6 hours to 24 hours.

    • 🤝 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.

    • 🤝 Added options to interact with Skyhooks, Sovereignty Hubs and Mercenary Dens to the selected items window.

    • 🤝 It is now possible to search for system and region names in the alliance sovereignty hubs window.

    • 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.

    • 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.

    • 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 in 10 minutes to 1 hour.

      • Small yellow circles: Raidable in 1 to 2 hours.

    • 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:

    • Metenox Moon Drills now require 3 days (72 hours) to unanchor instead of 45 minutes like other FLEX structures.

    • 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.

    • 🤝 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.

    • 🤝 In the structure browser, on the ‘My Skyhooks’ page, it’s now possible to copy information here to the clipboard.

    User Interface:

    • 🤝 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.

    • 🤝 In the corporation window you can now copy member standings that are contributing to corp standings.

    • 🤝 The ‘next destination’ color in the overview for stargates/stations etc. has been made brighter so it’s clearer and more noticeable.

    • 🤝 It’s now possible to copy member entries (Characters/Corporations/Alliances etc) to the clipboard from Access Lists (ACLs).

    • 🤝 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)

    • 🤝 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.

    • 🤝 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.

    • 🤝 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:

    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.

    Defect Fixes:

    Gameplay:

    • When a corporation with an offensive war creates an alliance, misleading notifications are no longer sent to all parties involved erroneously claiming that the aggressor is now defending for them.

    • The Praxis Media Miasma Skin is now correctly in the special battleships market group rather than the Black Ops battleships group.

    • Several combat sites, such as pochven, FW battlefields and all sovereignty sites have been moved over to our updated way of distributing sites.

    Localization:

    • Celes Aguard is no longer misgendered in the President NPC corporation description.

    • Updated the colony resources sovereignty upgrades so that they now also explain that they only provide local resources to the upgrades lower in priority than them.

    • Updated the right click menu of the route function from ‘Jump through jumpgate’ to ‘Jump through jumpbridge’ for Ansiblex.

    • Fixed a typo in the mission briefing for “The Govenor’s Ball” storyline mission

    • Fixed a typo in the Gallente COSMOS constellation of Algintal landmark description.

    Pochven:

    • Fixed an issue causing World Ark sites to spawn with too many NPCs following a downtime.

    • Observatory Flashpoint EDENCOM dreadnought NPCs can no longer be made to drift outside the Threshold Werpost boundary.

    • NPCs within smaller-scale sites will no longer ignore players until one of their fleet members is destroyed.

    • Additional NPCs will no longer spawn within smaller-scale sites following a downtime.

    • Specific items received from an Xordazh Invasion Caches will no longer be unpackaged.

    • Border Bezdnacine Field sites are now deadspaced like other Pochven mining sites.

    User Interface:

    • Fixed the orientation of the Ascending/Descending triangles in the directional scanner window.

    Wormhole Capital Escalations:

    • Moved the spawn location for Capital Escalations Drifters back to the structure.


    Patch Notes for 2025-06-16.1

    Features & Changes:

    Miscellaneous:

    • Three old billboard ads have been removed from the rotation, and three new billboard ads have been added to the rotation.

    Technical:

    • 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!

    Defect Fixes:

    Technical:

    • Resolved an issue where Mac clients would sometimes experience graphical artifacts.

    • Fixed several instances of sounds getting ‘stuck’, where they continued to play and follow the ship / camera when they should have stopped.

    • The client could become unresponsive under a set of rare conditions that required DX12, resizing the client window, and changing graphical settings; this has been adjusted.

    • Several broken decal effects have been fixed.


    Patch Notes for 2025-06-12.1

    Features & Changes:

    Miscellaneous:

    • Boosters used in the Capsuleer Day event have been updated (being marked as expired, removed from search and market groups)

    Defect Fixes:

    User Interface:

    • When clicking through the show info window, a visual query indicator will be generated on the list of SKINS.

    • The suffix “Metallic” was removed from all nanocoatings listed in the metallics section.

    • The UI of the ACP window will no longer shrink when transitioning from full screen to floating and back.


    Patch Notes for 2025-06-11.1

    Defect Fixes:

    Technical:

    • Some users of onboard Intel GPUs were experiencing a black screen caused by the driver crashing. Changes have been made to try to work around this problem. Please file a bug report from within the launcher if you still experience a black screen issue after this patch.


    Patch Notes for 2025-06-10.1

    Defect Fixes:

    Technical:

    • In situations where a PC was under heavy load or ran out of VRAM, or on occasions where the GPU resources were limited, the client could crash with a "GPU Device Removed" error. The handling of these situations has been improved.

    • Lowered VRAM use in heavier scenes. This also helps reduce crashes when close to the VRAM limit of your graphics card.


    Patch Notes for 2025-06-05.1

    Features & Changes:

    Sovereignty:

    • 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 Blueprint

    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

    Defect Fixes:

    Gameplay:

    • It’s no longer possible for the exploration sovereignty upgrades to spawn sites inside Zarzakh.

      • We’re working on a fix for preventing the sites being spawned “through” Zarzakh which we’ll be releasing in a future update.

    Graphics:

    • Adjusted the glow intensity based on color brightness and luminosity for brand banner on Freelance Project Cards.

    Localization:

    • Fixed the new ‘Triplot Scan Acquisition Array' module and blueprint having the wrong spelling of Acquisition.

    • Fixed missing space and formatting issues for several Skills in the tooltip.

    User Interface:

    • The directional scanner slider should no longer get into a bad state when a player enters a system with a bonus to dscan range (Electrical Stability Generator) and then leaves.

    • Fixed an issue where resizing the Structure SKINR tab in the Corporation window could cause UI elements to overlap, particularly when the corporation owned at least one structure with an active SKIN.

    • When selecting the find type option, the Modules Tab opens automatically, displaying the types of Modules without the need for manual selection.


    Patch Notes for 2025-06-04.1

    Defect Fixes:

    Freelance Jobs:

    • Fixed a few Freelance jobs text defects.

    • Fixed an issue where currently committed Freelance jobs were not visible in the Active tab if the contribution limit had been reached and the reward also claimed.

    • Fixed an issue where Freelance jobs could not be duplicated from the History tab.


    Patch Notes for 2025-06-03.1

    Defect Fixes:

    Graphics:

    • The Cynosural Field Generator effect is now a higher resolution.

    • The Deluge and Torrent Sponsored Security SKINs' holograms above the turrets no longer intersect turrets when docked in a new station.

    • The Squall Sponsored Security SKIN holograms that run along the front of the hull now smoothly turn off in sequence when undocking.

    • Fixed an issue that caused the Sanguinary Savant SKIN to have overlapping skull decals on multiple ships.

    • Fixed an issue that caused the Skybreaker base textures to have an unexpected material area.

    • Fixed the spotlights on the Cynabal Blackbody Drift SKIN.

    • Fixed an issue that caused the Cheetah hull to maintain the camouflage pattern that is otherwise removed when using the same color in slots one and two of SKINR.


    Patch Notes for 2025-05-30.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that caused the Omega Benefits Window to display the incorrect clone Status.

    • Fixed an issue that cause the Omega icon to display in the Neocom for Omega users.

    • Fixed an issue with search where case sensitivity caused it to fail.


    Patch Notes for 2025-05-28.1

    Features & Changes:

    Freelance Jobs:

    • 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:

    • Added ‘Show All' and ‘Hide All’ options to the ‘Manage filter categories’ menu.

    Air Career Program:

    • 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.

    Defect Fixes:

    Freelance Jobs:

    • Fixed various Freelance jobs text defects.

    • Fixed a Freelance job issue where non-ASCII job names could not be 3-4 characters long.

    • Fixed incorrect formatting of the Ship Insurance job creation form.

    • Fixed an issue where setting the Capsuleer Age Min & Max as 0 was not working correctly.

    Gameplay:

    • Fixed a rare defect which could cause a character to not be able to jump to a cynosural field if the last time the character cyno jumped was over 8 years ago.

    • Fixed a rare defect which could cause a character to become stuck and unable to load and recieve a ‘fatal error’ popup.

    • Fixed an issue with rogue drone relic sites which could cause them to become stuck in a non completeable state until they expired if a player failed every single can twice so they all exploded.

    • Fixed an issue that could sometimes cause the new exploration sites from the new upgrades to fail to respawn.

    • The Sarathiel now has the faction metagroup icon/pip.

    • Fixed the Harbinger Navy Issues new Medium Laser Capacitor Bonus per level increasing cap instead of reducing it.

    • Fixed the Komodos 50% bonus to Kinetic and Thermal XL Torpedos and XL Cruise Missiles no longer applying.

    Graphics:

    • 🤝Vargur siege to warp animation transitions smoothly now after deactivation of Bastion module and warping immediately.

    Localization:

    • Added missing translation for ‘Transit’ in the sovereignty hub and sovereignty windows.

    Map:

    • Fixed an issue where the Favorite button icon could disappear from the applied filter UI.

    • Fixed an issue where the Layout menu could overlap the Filter bar resulting in Layout menu buttons not being easily clickable in the map’s floating window mode.

    User Interface:

    • Fixed an issue where PLEX purchases from the Character Selection Screen could occasionally fail.


    Patch Notes for 2025-05-27.1

    The Legion expansion is out!

    Full overview of the contents of the expansion can be found here: Legion Expansion Notes!

    Features & Changes:

    NES:

    • Omega capsuleers can claim a gift of 10 PLEX.

    • Added an offer of 7 days Omega for 10 PLEX.

    Defect Fixes:

    Gameplay:

    • Structures in Highsec Corruption 5 systems are now able to be used to attack players who are shooting the structure.

    • Factional Warfare Infrastructure Hubs will now correctly payout LP again when a system is captured to players who shot the Ihub on grid.

    • You no longer need to have to have safety set to red to activate the Capital Emergency Hull Energizer modules in low security space.

    • The Leviathan and Komodo no longer have a bonus to Battleship Sized Torpedoes.

    User Interface:

    • The "My Mercenary Dens" window will now be remembered if a player adds it to the left panel in the Neocom after restarting the client.

    • Missing help pointers for modules and charges in fitting window have been added.

    • A number of text defects in the Sovereignty Hub window have been fixed.

    • The TCU slot in the Sovereignty Hub UI has been removed.

  • Value Over FOMO: Omega, You, and Store Clean Up

    25. July 2025 00:00


    Valued players, 

    In our most recent blog about monetization in EVE Online, we talked about the global PLEX market, system goods, and our broader effort to reduce friction in the economy. Today, we want to revisit the Omega side of the equation and look at its value (especially for new players), players' purchasing patterns and product structure. In addition, we would like to delve into the details of some cleanup work that this has triggered on the product catalogue in general and the Multi Character Training (MCT) product in particular. 

    Our previous blogs have created some great conversations and given us a lot to work with, so we want to continue and dive a bit deeper into the reasoning behind it for our more detail-oriented readers. 

    Omega "Metagame"

    Over time, the way we have run monetization LiveOps in EVE has resulted in the creation of a separate "meta", especially around the purchasing of Omega. This is the pattern of buying discounted PLEX during sales then using it to buy Omega in the in-game New Eden Store when it is on discount - stacking deals, timing purchases, and optimizing the system like a spreadsheet. It is perhaps not surprising that this level of efficiency has been exhibited by expert players of a game that now has an official Microsoft Excel Add-in, extracting the most value from our cycle of sales and prices. 

    This clever tactic has mostly been utilized by our veteran community who often have the in-game resources to make speculative investments in things like PLEX and/or Skill Extractors. The exact details of how it is done are not so widely known, but the dream of grinding for cheaper Omega is corroding the minds of less established players. And sadly, often chasing this dream costs them their enjoyment of the game. Many players have openly shared that they dislike the feeling of being forced into playing the waiting game to access consistent progression or convenience, and we agree. On one hand, it works in our favor, but on the other it hampers what we are aiming to achieve with EVE’s economic health and player happiness.

    The most common suggestion we hear is “just lower the prices” or “run fewer sales” — and we understand why. However, pricing in today’s global economy, especially in a single-shard game with a player-driven market, isn’t that straightforward. Fluctuating exchange rates, global platform regulations, and shifting player behaviors all play a role.  

    At the same time, it's no more challenging than EVE. And we're committed to trying new things and providing meaningful choices and options based on your feedback. 

    1M Omega + Bonus Items

    You have probably already noticed our first step: 1 Month Omega in both the EVE Store and NES now comes with a few handy extras, at no extra cost: 

    • 100,000 Skill Points 

    • Advanced 'Boost' Cerebral Accelerator 

    • Basic Glamourex Booster 

    • 2 Agency Support Drops 

    We primarily designed this with both new and returning players in mind, including bonus items that help them progress quicker and get more fun out of their Omega time early on. We want to see if this approach works better than simply offering discounts, as the results from those tend to be hard to quantify, they encourage “bad” purchasing habits, and open the door for abuse.  

    The alt Omega discount will remain the same for now, as it appears to fulfil the purpose of providing cheaper Omega to customers with multiple accounts, but please do share what you think of it in light of the above.  

    We’ve already discussed our ongoing efforts to develop the next starter product for complete beginners. Stay tuned! Our next step will be career-themed starter packs, designed to help new players get started quickly with all the essentials they need for their chosen profession, coming later this summer. 

    New Omega + PLEX Bundles

    At the end of June, we tested bundling longer Omega subscriptions with PLEX. The design is inspired by one of the frequently requested features. The experiment was targeted, but we observed solid conversion and got good feedback, so now we’re scaling it up. New bundles will be available globally for two weeks (not through resellers, though), allowing us to gather more data and reactions. 

    This is how it compares to the existing Omega options:

    What you are all used to  

    $ Price

    What we are trying out 

    $ Price

    3 months 

    $47.98 

    3 months + 250 PLEX 

    $48 

    6 months 

    $86.95 

    6 months + 500 PLEX 

    $84 

    12 months 

    $149.9 

    12 months + 1000 PLEX 

    $144 

    24 months 

    $270.99 

    24 months + 1500 PLEX 

    $264 

    Yes, you read that right — this is not a typo! The prices of new bundles are lower than the old packs, and they also contain PLEX.

    This marks another step in moving away from discount-chasing and FOMO cycles. We want to reward longer-term commitment with genuine value, and at the same time, ease pressure on the in-game PLEX float and trading. This will make more of it available to players who play for free, or for things like war funding, ship replacements, and, again, fun. 

    Store Catalogue Cleanup (MCT -50%!)

    Perhaps when looking at the table above, you’ve got the same feeling as we did when working on this — a simpler, more honest and less digit-heavy price catalogue is quite neat. ASMR-level neat.  

    To not waste this good energy, we went all-in and did some rebalancing on the global product catalogue across EVE Store and NES, with a few principles guiding the way: 

    • Simplifying pricing by removing outdated “.99” endings across the board 

    • Rebalancing $ and PLEX prices based on recent exchange rate shifts and market realities 

    • Better catering to lower-priced offerings for new players (for example, 250 PLEX for $12.49 is now 200 PLEX for $10)

    • Cleaning up old, unpopular products

    Some of these changes result in slightly lower prices — but we’re not waving flags about it. This is about cleaning up and modernizing our approach, not running clickbait campaigns. 

    The price reduction is most pronounced with Multi Character Training (MCT), an important element of the Omega value proposition, as it requires Omega to be used and unlocks some more advanced account features. The new prices, reduced by up to 56%, are inspired by the popularity of the Omega+MCT sale that we run regularly: 

     Product

    Old $ price per month (total) 

    New $ price per month (total)

    1 MCT 

    $14.99 / month ($14.99) 

    $10 / month ($10) 

    2 MCT 

    $14.25 / month ($28.49) 

    $9 / month ($18) 

    3 MCT 

    $13.66 / month ($40.99) 

    $8 / month ($24) 

    6 MCT 

    $12.99 / month ($77.99) 

    $7 / month ($42) 

    12 MCT 

    $11.99 / month ($143.90) 

    $6 / month ($72) 

    24 MCT 

    $11.24 / month ($269.90) 

    $5 / month ($120) 

    We hope this will lead to more people using this product, training more characters to fly through space. 

    Next steps

    In addition to the true starter packs mentioned above, we’re also working on supporting more global currencies soon. This change will bring Canadian, Australian and some other dollars into the mix of currencies we support, allowing more capsuleers to engage fairly and easily from their region.  

    Global PLEX market, Omega experiments, prices rebalance, and friction-free trade are all connected. We’re continuing to untangle some of the trickier knots in how real-world pricing interacts with EVE’s economy.  

    We’re doing this thoughtfully, step by step — and we’ll keep you in the loop the whole way. 

    As always, we welcome your feedback — in the forums, on Discord, or out in space. 

    Fly dangerously, 

    o7 

    Warp to the Store

  • Upgrade for Less in NES

    24. July 2025 11:00


    Ambitious capsuleers,

    Now’s your chance to upgrade to Omega for less. Until 31 July, grab 1 month of Omega at 15% off (425 PLEX) or 3 months at 10% off (360 PLEX/month) available for a limited time, only in the New Eden Store.

    NES - 2025.07.24 - Omega Flash sale

    Save on Omega 

    Omega gives you access to faster skill training, advanced ships, more EverMarks and full gameplay freedom. Whether you're building, exploring, or dominating the stars, Omega takes you farther.

    Pair your Omega discount with the Minmatar PLEX sale and take off in full force!

    Warp to the New Eden Store before 31 July to claim these amazing offers.

  • Fire & Smoke Mass Test Returns!

    22. July 2025 11:00


    Explosive capsuleers,

    It’s that special time again – a time to rain fire on your friends and enemies. On 24 July, from 17:00 to 19:00 UTC, we’re calling on all intrepid capsuleers to join a mass test on the Singularity server. This is a continuation of our first mass test from June where we premiered new damage state visuals, primarily the new smoke and fire trails as ships enter hull damage.

    So why do another test? Well, there are still a few kinks to work out. Some players experienced crashes in the previous mass test when warping. This mass test introduces a fix for that, which we hope to validate with your help.

    [Join the discussion and get your test instructions here.]

    After the initial test, the server will remain open for extended testing over the weekend, so be generous with your powers of destruction!

    Test Date & Time

    • When: 24 July, 17:00-19:00 UTC

    • Where: Singularity test server (FD-MLJ system)

    Instructions To Join Mass Test

    How to connect to Singularity for this test:

    • Change the server from Tranquility to Singularity in the top right corner of the launcher and log in as normal.

    • More detailed instructions are available here.

    Test Instructions:

    • Join the in-game channel masstesting. Instructions are in the MOTD.

    • Move yourself to FD-MLJ (type /moveme in any chat window and then select FD-MLJ the list)

    • Join fleet W or X through fleet finder

    • Wait for the test to start for further instructions

    What else should I know?

    • Run the highest graphical settings your system is able to (all the better to bask in the glory of your devastation!)

    • Large Skill Injectors will be placed on the market in FD-MLJ.

    • We strongly recommend updating to the latest GPU drivers. For macOS, please use the latest OS version that you are able to run.

    • There is no set release date for Tranquillity, but we’ll keep you posted on

      eveonline.com

    Light it up, capsuleers! See you on Singularity.

    o7

  • Get 20% off PLEX + New Minmatar SKINS

    19. July 2025 11:00


    Fierce Capsuleers,

    Continue to celebrate Minmatar Liberation Day and get a 20% discount on PLEX with the brand new spikey Hrada-Oki Offender SKINs for select Minmatar ships.

    WARP TO THE STORE

    Show your spirit and stand out with exclusive SKINs in the EVE Store, available until 26 July. These exclusive designs are available for the Cheetah, Svipul, Stabber Fleet Issue, Cyclone Fleet Issue, Nidhoggur, and Naglfar Fleet Issue — each reimagined in fierce, symbolic style.

    This is your chance to stock up on PLEX and fly your colors with pride. Whether you’re a freedom fighter, ship SKIN collector, or you simply want a reason to roam the stars in style, this is your moment.

    The offer:

    • 1,000 PLEX + Cheetah Hrada-Oki Offender SKIN

    • 1,500 PLEX + Cheetah, Svipul Hrada-Oki Offender SKINs

    • 3,000 PLEX + Cheetah, Svipul, Stabber Fleet Issue Hrada-Oki Offender SKINs

    • 6,000 PLEX + Cheetah, Svipul, Stabber Fleet Issue, Cyclone Fleet Issue Hrada-Oki Offender SKINs

    • 12,000 PLEX + Cheetah, Svipul, Stabber Fleet Issue, Cyclone Fleet Issue, Nidhoggur Hrada-Oki Offender SKINs

    • 20,000 PLEX + Cheetah, Svipul, Stabber Fleet Issue, Cyclone Fleet Issue, Nidhoggur, Naglfar Fleet Issue Hrada-Oki Offender SKINs

    Act fast! These Liberation deals won’t last long.

  • Exploration & Industry Balance Rework

    18. July 2025 15:00


    Exploring Capsuleers, 

    Over the past several months, we've been tracking the impact of capital ship demand on both the industrial economy and the exploration landscape. With the July 17th Legion update, we took a targeted step toward addressing what we consider an important balance issue: the relationship between exploration sites, rare component acquisition, and the bottlenecks affecting capital and supercapital production

    This isn’t a sweeping overhaul — yet — but rather a focused intervention intended to smooth a few key pain points, while opening the door for a richer, more rewarding exploration experience. 

    We want to walk you through what changed, why we changed it, and what we’re watching closely as things develop. Read below and/or watch CCP Swift chatting about the changes with CCP Kestrel and CCP Okami here:  

    Capital Bottlenecks 

    Capital production is one of New Eden’s most complex economic chains — and with that complexity come pressure points, many of which are tied to solo explorers who supply critical inputs. To support both explorers and industrialists, we’ve revisited exploration site mechanics and increased drop rates, helping solo players earn more ISK while fueling the capital economy. 

    A key issue has been the inconsistent availability of Capital Control Items, which are essential for capital ship construction. These components weren’t entering the ecosystem at sufficient volume, especially after major destruction events like dread brawls. These items are mainly sourced through exploration, and the feedback was clear: The sites weren’t consistent enough relative to their rarity and difficulty. Some were too hard, some were too punishing, and in many cases, the risk-to-reward ratio just didn’t justify the trip

    Enhanced Neurolink Protection Cell

    Enhanced Neurolink Protection Cell — one of the major bottlenecks relieved  Source: Ravworks 

    Our aim with this update is to reduce friction — both in acquiring these components and in moving them back to market — without eliminating the challenge entirely. 

    Exploration Sites and Loot Drop Tuning 

    We’ve taken a fresh pass on Covert Research Sites (Ghost Sites), which have long been one of the more intimidating forms of exploration content. The changes here were surgical: 

    • Timer ranges tightened: Players should experience more consistency in site behaviour, with a tilt toward more time to complete them 

    • Danger-to-reward rebalanced: Ghost sites remain risky, but the payout is now more aligned with the hazard 

    • Component volume reduced: Several Capital Control Items (such as Life Support Backup Units and Power Couplings) had their volume reduced, allowing explorers to carry more in frigate-sized hulls 

    • Minefields in Aegis Capital Sites have been reduced for smoother navigation 

    The thrill of hacking a can and finding a big payday is infectious and a core part of exploration. To facilitate more of this, we have also added Capital Control Items as rare bonus loot in all Sleeper Caches.  These refinements aim to ensure explorers can engage more directly with New Eden’s high-tier industrial economy. 

    Industry Tax Relief – SCC Surcharge Cut 

    In parallel, we made a precision adjustment to industry taxes, specifically targeting the SCC surcharge applied to blueprint research: 

    • The SCC surcharge is now calculated as 50% of the baseline, which effectively reduces it from 4% to 2% for both Material Efficiency and Time Efficiency research 

    This makes R&D and blueprint scaling more accessible to solo, small-group, and newer producers aiming to enter larger manufacturing workflows. While temporary, this change is part of a broader industry review to come. 

    Iteration and Feedback 

    These updates are part of our ongoing initiative to iterate quickly and meaningfully, reacting to real-time player data and feedback. Recent improvements to Pyerite refine rates, exploration spawns, and item distribution have been guided by your input, and we’re not stopping here. 

    Join the conversation, hear directly from CCP Okami, and participate in brainstorming threads — hop into the EVE Online Discord and share your insights!  

    Aye aye and goodbye, 

    o7 

    Read Full Patch Notes

  • Alliance Tournament XXI Rules and Regulations

    17. July 2025 17:45


    Tournament enjoying capsuleers,

    It's official, the rules and format post is here, planning can start, and Thunderdome is open for action!

    Signups for Alliance Tournament XXI are now open. Below is the full list of rules and signup instructions. All hopeful competitors, please take your time and review everything carefully.

    Following last year's increase to the total points pool, many values have been adjusted, but it should still feel close to what you’ve come to expect from the Alliance Tournament. There have been some alterations to the overall ruleset, so pay close attention. For any questions or clarifications, you may post in the tournaments section of the EVE Discord server.

    Note that the format and match rules are subject to change at CCP Games’ discretion. Participants are strongly advised to regularly check the Tournament forums and Discord for the most up-to-date information.


    Highlights of changes from ATXX (2024)

    • In Alliance Tournament XX, a team's total points were increased from 100 to 200 for the first time, and many ship values were adjusted. The number of ships with unique point values has been increased again.

    • Ship points have been further adjusted, and the point cost of many more ships has been reduced to allow for greater composition opportunity.

    • The Babaroga, Tholos and Cenotaph will be allowed in this tournament.

    • As the Caldari are this year's sponsor, a selection of Caldari ships will receive an additional point discount.

    • The point inflation rule (the rule that increased point values when more than one of an identical ship was fielded) has been suppressed.

    • The maximum number of ships of a given hull size that a team can field has been adjusted from 4 to 3.

    • An alternating ban system has been implemented.

    • Restrictions on the number of the same hull types that can be banned per side have been reduced from 3 to 2.

    • The Widow has been added to the list of available flagships, alongside the Cobra and Sidewinder. The match limitation rules applying to flagship Alliance Tournament cruisers and frigates have been removed.

    Screenshot 2025-03-29 192411

    Format

    The Alliance Tournament XXI is a 32-team, double-elimination tournament hosted on the Tranquility server. The Tournament will culminate in a best-of-five finale, with the semi-final matches being a best-of-three series. The 32 entry slots will be decided in the following fashion:

    • 4 slots are reserved for the winning alliances from Alliance Tournament XX.

    • 28 slots from the feeder tournament (see “Feeder Tournament” below).

    For ATXXI, the following alliances have received direct invitations:

    1. The Tuskers Co.

    2. TRUTH. HONOUR. LIGHT.

    3. Platinum Sensitivity.

    4. Ragequit Cancel Sub

    Teams that have been awarded an entry slot must still register for Alliance Tournament XXI. Unused slots will be ceded and allocated to the feeder tournament allocation.

    The seeding for ATXXI, which determines which teams will play against each other, will be based on a combination of last year's tournament position. The first four seeded positions are listed above, and the remaining positions will be based on the outcome of the feeder tournament.


    Alliance Lock And Team Registration

    Alliances wishing to participate in the tournament must be created by 23:59 UTC on 24 July and remain active for the duration of the tournament - remember to pay those alliance bills!

    The registration cost for Alliance Tournament XXI is 4,000 PLEX, contracted to “C C P” corporation with the ticker -CCP-. Entries contracted to any other variations, Engineering Corp or otherwise, will NOT be accepted.

    PLEX must be contracted from the alliance executor.

    To register a team, the alliance executor must fill out the following form, nominate a team captain (and co-captain if they wish), and set a passphrase. The team captain may also be the alliance executor. When a captain/co-captain submits the team roster, they will be prompted for the passphrase to ensure they are a valid alliance representative. Registration closes at 23:59 UTC on 25 July.

    The spokesperson system will be making a return to the Alliance Tournament after some hilarious entries last year. We’re currently exploring the opportunities this system presents to the teams and CCP - we’ll have more to share about it soon.

    2024.08.24.18.06.46

    Team Participation & Registration

    Players may only compete for a single alliance and team, regardless of how many accounts they have. Likewise, there shall be no sharing of in-game assets, information, or services with the intent to participate in or assist multiple teams. As a reminder, the regular rules and restrictions still apply, so things like account sharing are not permitted. More on this in the “Collusion Rules” section.

    Teams:

    • Each team can field a maximum of 10 pilots at any time, from a maximum roster of 40.

    • All registered team members are eligible to compete in any match in which their team is taking part; team lineups do not have to remain the same between games.

    • A maximum of 10 of the 40 allowable team members can be mercenaries. More on mercenary rules below.

    • If a team wants to forego mercenaries entirely and draft all 40 team members from their alliance, they can do so.

    Team captains will submit a roster for their team here. Submissions (and the form) will open on 30 July and remain open until the first roster lock deadline at 23:59 UTC on 21 August. Players are free to change alliances until the roster lock date, at which point they will be considered ‘locked in’ to their team. Team captains will be advised by 22 August if there are any issues with their team members that need adjustment. On 26 August, full team rosters will be made public.

    The form will re-open after the feeder tournament on 11 September and close again on 25 September at 23:59 UTC. The final Team rosters will be made public on 29 September.

    When the form reopens, new team members may be added to the team roster, as long as they were already in the alliance on the first roster lock date (21 August).

    No more than three additional mercenaries, or 10 regular alliance members, can be added during the second roster lock, and the total team size must still not exceed 40.

    For the duration of the Tournament, the captain or co-captain will be considered the point of contact regarding their alliance's participation in the tournament.

    Players requiring a tournament account and access to Thunderdome can request it here.


    Mercenary Rules

    Sponsors of Alliance Tournament XVII and one of New Eden’s most notorious mercenary outfits, Mordu’s Legion, persuaded the Interstellar Gaming Commission to allow each alliance the option of employing the services of mercenaries, unaffiliated pilots who exhibit a keen propensity for competitive play. The IGC has offered the following guidelines as it pertains to the use of Mercenaries.

    • Mercenaries must not be Team Captains

    • Mercenaries may only compete with the team that registered the use of their services.

    • Teams may not leverage the mercenary rules to create B-teams. The Collusion Rules (see below) still apply.

    • Teams may not register more than 10 mercenaries on their roster.

    The mercenary must submit their name to the IGC via this form (opens 30 July) to formally register their services. Team captains employing mercenaries must also inform the IGC of the arrangement via this form (opens 30 July). The mercenary may not compete unless both steps are completed. Mercenary submissions will remain open until the first roster lock deadline of 21 August at 23:59 UTC. The form will re-open after the conclusion of the feeder tournament on 11 September and close again on 25 September at 23:59 UTC. Mercenaries found intentionally sabotaging their teams will be permanently banned from all future tournaments. CCP has final adjudication in such matters. Members of alliances competing in Alliance Tournament XXI may not offer their services as mercenaries. Mercenaries are free to change corporations or alliances at any time during the tournament, provided they do not join another alliance registered in the ATXXI. They are, however, allowed to join the alliance they’ve enlisted with at any time.

    Once the roster lock is lifted following the feeder tournament, mercenaries may not enlist with a new team if they have played for or been enrolled in an alliance that participated (or is still participating) in ATXXI. Teams may, however, enlist the services of mercenaries who have not been signed up with any other team, or been a part of any participating alliance, since 21 August. Anyone interested in enlisting as a mercenary should check the full list of teams participating in this year's tournament on Discord after the registrations close, to ensure that their alliance hasn't submitted a team.

    Alliance tournament captains may petition the IGC (Via an EVEMail to the character "IGC Alliance Tournament") to alter their team’s name to more aptly reflect the new identity their mercenaries may have imparted. The IGC are strict arbiters and request that all names be identifiable and representative of the group; not all names may be accepted. Consider the following example scenarios: NPSI community wishes to have their team’s name reflect their community name: Deathless Net. The IGC is amenable to this. A nullsec PvP alliance expands its ranks with a mercenary from a lowsec alliance, requesting a name change to Strange Pilots Exude Reactive Gas. The IGC would not consider this a valid name.

    2024.08.24.18.02.14

    Feeder Tournament

    The feeder tournament will occur on 30 & 31 August, and 6 & 7 September.

    The full details of the feeder tournament will be announced on 1 August alongside the match draw. Match times for both the feeder tournament and the main tournament will be revealed during this broadcast as well. The exact format will be based on the number of entrants, and is likely to mirror that of ATXX with the following exceptions:

    • The feeder tournament will take place on the Thunderdome tournament server instead of the Tranquility live server. Pilot names on Thunderdome should correspond to their character on Tranquility and the name the captain registers in the roster.

    • Flagships are not allowed in the Feeder Tournament.

    • Each team in the Feeder Tournament will have three bans per match instead of four.


    Match Rules

    Teams may field up to 10 pilots in the arena. Each ship is given a point value (listed below), and teams must not exceed 200 points in total. Fights are limited to ten minutes. If the time runs out, the team that has earned the highest total points will be declared the winner. See “Victory Conditions” below. Intentional pod killing is NOT allowed. All pod kills will be reimbursed. The match simulation is taken as-is. Teams are advised to spend their preparation time verifying that ships and modules are completely operational. There will be no replays. Teams may not forfeit or ask a referee to end the match early. If a team wishes to end the match early, the boundary calls for your sacrifice! Referees will make every effort to prevent rule violations before matches, but the final responsibility for any violations lies with the participating team.

    New for ATXXI: Due to the high damage of Deathless Breacher Pods, upon completion of a match, all ships will be repaired. Upon conclusion of the match, all match participants are required to cease combat. If a ship is destroyed after the match, logs will be reviewed, and if it shows repeated aggression after the conclusion of the match, a penalty may be applied to the offending player and/or team.

    2024.08.24.18.05.42

    Penalties

    Any player found to be in violation of the Alliance Tournament rules may be penalized to various degrees, depending on the severity of the offense. All penalties are imposed at the referee's discretion during the tournament, and all decisions are final. Penalties may include, but are not limited to:

    • Points deduction

    • Reducing ship HP and capacitor

    • Moving the ship to a different warp-in

    • Complete removal from the fight

    • Match forfeit

    • Ban from competing in one or more matches

    Referees and tournament administrators may nullify a match or void a team's win if they believe the team is not competing sincerely or is attempting to manipulate the match outcome.

    Repeat offenses may incur escalating penalties (Likely multiple comments of varying severity from the casters and analyst desk too!)


    Ship Rules

    Each team may have up to 10 ships on the battlefield, for a maximum total of 200 points. This calculator should come in handy when planning your team composition.

    Teams are limited to a maximum of three ships of a given hull size in the arena. For example, no more than three battlecruisers are allowed (two Nighthawks and one Claymore is permitted, but two Sleipnirs and two Hurricanes are not). All logistics ships, including both T1 and T2 variants of cruiser and frigate sizes, are exempt from this rule. Therefore, three Orthrus and one Scimitar are allowed, as are two Vengeances and two Inquisitors.

    Teams may field a maximum of one logistics cruiser, one T1 support cruiser, or two T1/T2 logistics/support frigates per match.

    With the exception of the Praxis, Gnosis, Sunesis and Metamorphosis, special edition ships are banned. The current list is as follows:

    Apocalypse Imperial Issue

    Armageddon Imperial Issue

    Megathron Federate Issue

    Raven State Issue

    Tempest Tribal Issue

    Guardian-Vexor

    Mimir

    Adrestia

    Vangel

    Etana

    Moracha

    Chameleon

    Fiend

    Rabisu

    Stratios Emergency Responder

    Gold Magnate

    Freki

    Silver Magnate

    Utu

    Malice

    Cambion

    Chremoas

    Whiptail

    Imp

    Caedes

    Victor

    Virtuoso

    Hydra

    Tiamat

    Python

    • Nestor, Marshal, Enforcer, Pacifier, and Monitor are NOT allowed

    • The use of the frigate escape bay is NOT permitted.


    Ship Point Values

    As the number of uniquely pointed ships has grown this year, rather than listing all uniquely pointed ships, we recommend reviewing the points within the Quick Comp Creator under the "New Static Values" tab. If a ship has both a class point value and an individual point value, the more specific value applies. Ships without a point value are not allowed.

    2022.10.02.16.50.04

    Place & Tactics

    Captains (and/or co-captains) must be online and available 45 minutes prior to the match to make their ban choices. Alliance Tournament XXI will feature a new alternating ban system. Further details on bans can be found in the subsection Ships Bans.

    Participants should be prepared, in their chosen ships, and in a fleet, 20 minutes before their scheduled fight time. If you are not ready within this time allocation, you will be disqualified from the match and the opposing team will be given an automatic win. All pilots must be docked in a station, not in an Upwell structure or undocked in space. Teams will be brought into a solar system in uncharted space by a Referee. Once they’ve arrived, referees will continue to communicate in local, teams are required to monitor that channel at all times. You will be given approximately one minute to check over your modules to ensure everything is correct.

    Eight entry locations in the system serve as starting locations. Four of these are marked for the Red Team, and four are marked for the Blue team. Teams will be moved to the entry location of their captain's choosing, A, B, C, D (The referee will ask while the match is being set up). A celestial beacon in the overview will mark the arena center where teams will be able to warp between 0-50km.

    Here's a short clip from the previous Alliance Tournament about this process:

    Info Arena 1 (1)

    Once the word is given, teams warp to the specified arena beacon, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges. Point formation is the only allowed fleet formation type.

    Once instructed to warp by the Referee, all team members must warp promptly to the arena. Shortly after allowing teams to warp, the referee will lock the warp functions again. Any team members who have not initiated warp by that time will be subject to penalties at the referee’s discretion.

    The arena will have a radius of 125 km centered on the central celestial beacon.

    The arena contains nine Mobile Micro Jump Unit structures: one at the center and eight positioned 87 km from the center, aligned with each of the eight team beacons. These outer structures form a cube around the arena's center, with each side approximately 100 km long. The Mobile Micro Jump Units are indestructible and usable by all.

    The referee will begin a countdown. When the countdown ends, the host will break the target locks of all ships in the arena.

    If a player warps out or leaves the arena, their ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.

    Deploying cargo containers, anchorable items, Upwell structures or mobile structures into space is NOT allowed. Ships cannot contain deployable cargo containers. Dropping regular jettison containers is allowed. Drones should not be deployed until match start, dropping drones earlier than this will result in them being unrecoverable.

    The use of combat probes in tournament systems is NOT allowed.

    Upon conclusion of the match, the team will be returned back to the station they were docked in.


    Arenas

    Players are likely to experience unique arena designs during the Tournament. These will be positioned to minimize the impact on tournament play and will be adjusted if required.

    The following restrictions are in place after teams have warped to the arena beacon until the match begins:

    • Warping within the arena is NOT allowed.

    • Locking on to players before the match starts is NOT allowed.

    • Boarding a ship during the match is NOT allowed.

    • Activating aggressive or targeted modules before the match starts is NOT allowed.

    • Launching drones before the match starts is NOT allowed.

    • Moving before the match starts is NOT allowed.

    • Beginning the activation cycle of a Micro Jump Drive or Mobile Micro Jump Unit before the match starts is NOT allowed.

    • Activating command bursts before the match starts is allowed

    • Activating any targeting computers or hardeners is allowed


    Fitting Restrictions

    All T1 and T2 modules are allowed, with the following exceptions:

    • All Remote Armor Repair modules and Remote Shield Transfer modules are prohibited, except on ONE of the following: a Logistics Ship, a Tech I Support Cruiser, or up to TWO Tech II Logistics Frigates or Tech I Support Frigates.

    • A combination of T1 and T2 repair frigates is allowed. For example, one T2 logistics frigate and one T1 support frigate may be fielded together.

    • Strategic cruisers are NOT allowed to fit remote repair modules.

    • Only ONE Remote Capacitor Transmitter module is allowed per ship.

    • The Ancillary Shield Boost module is restricted to a maximum of one per ship. (Using both an Ancillary Shield Booster and a regular Shield Booster is permitted).

    • ECM modules, including ECM Bursts and Meta 1-4, may only be fitted to ships with an ECM bonus. These ships include the Ibis, Griffin, Kitsune, Blackbird, Rook, Falcon, Tengu (with Obfuscation Manifold), Scorpion, and Widow. The Griffin Navy Issue is not permitted to fit ECM.

    • Sensor Dampeners, Tracking Disruptors, and Guidance Disruptors may only be fitted to ships with a hull bonus for these modules, up to a maximum Meta level of 4. For Sensor Dampeners, this includes the Raiju, Maulus, Keres, Velator, Celestis, Lachesis, and Arazu. For Weapon Disruption, this includes the Pilgrim, Arbitrator, Impairor, Sentinel, Curse, Crucifier, and Crucifier Navy Issue.

    • No ships without these hull bonuses may equip these modules.

    • Warp Disruption Field Generators are restricted to a maximum of one per ship and Warp Disruption Field Generator scripts are allowed.

    • Micro-jump field generators are NOT allowed.

    • The Bastion Module is NOT allowed.

    • Cloaking devices are NOT allowed.

    • Faction, COSMOS, dead space, and officer modules are NOT allowed (except within specified groups on a flagship).

    • Abyssal (Mutated) modules are NOT allowed (including Mutated Drones).

    • ML-EKP "Polybolos” Ballistic Control System is not allowed

    • "Atonement" Remote Shield Boosters are not allowed

    • T1 rigs are allowed. T2 rigs are NOT allowed

    • Stasis Webification Probes (Wubbles) are allowed

    • Navy Cap Boosters are allowed.

    • Micro-jump drives are allowed.

    • Polarized weapons are allowed.

    • Stasis Grapplers are allowed.

    • Command bursts are allowed.

    • Signature radius suppressors are allowed.

    • Target painters may be up to (and including) Meta 5 and can be fitted to any ship.

    All T1 and T2 ammunition, missiles, and charges are allowed, with the following exceptions:

    • Remote Sensor Dampener and Weapon Disruptor Scripts are (still) allowed.

    • Navy faction ammunition, missiles, and capacitor boosters are allowed.

    • Pirate faction ammunition is NOT allowed.

    • T1 and Navy Faction combat and sentry drones are allowed.

    • T2, augmented and integrated combat, mutated, and sentry drones are NOT allowed.

    • The Gecko is NOT allowed.

    • Only T1 logistics drones are allowed. T2 logistics drones are NOT allowed.

    • All electronic warfare drones are allowed (Including Combat Utility Drones).

    • Attribute enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.

    • Genolution "CA-" implants are NOT allowed.

    • ONLY Hardwiring with names ending in "01", "02", or "03" are allowed (e.g., EG-603 is legal, but EG-605 is not).

    • All Leadership mindlinks (including navy and Guri Malakim mindlinks) are allowed.

    Boosters (drugs) are NOT allowed, with the exception of:

    • Cerebral Accelerators impacting only attributes. ("Standard Cerebral Accelerator" is NOT allowed)

    • AIR Mining Range Booster

    • AIR Mining Yield Booster

    • Basic Glamourex Booster

    • AIR Astro-Rangefinding Booster

    • AIR Astro-Pinpointing Booster

    • AIR Astro-Acquisition Booster

    Any prohibited boosters pending claim in your redeeming queue will prevent you from entering the arena, and you will be asked to remove them. Use them before the tournament!

    Expert Systems are Legal


    Note on changes to ship and module balance

    Changes to ship and module balance for EVE follow their own schedule, independent of the tournament schedule, and will not be delayed to accommodate the tournament. This means that major changes and new releases can occur in the period between the release of tournament rules and the tournament itself, or even during the tournament period. All teams are impacted equally by such changes and the ability to quickly adjust to them is part of what separates the best tournament teams from the rest. Where appropriate, ship point values may be updated/changed and new modules banned and will be communicated via the tournament-announcements channel on the EVE Online Discord and in the versioning of the comp-creator spreadsheet.

    Teams should keep this in mind when making their plans and keep a close eye on CCP communications for the earliest look at potential changes that may impact their teams during the tournament.


    Flagships

    Any pointed T1 battleship, T2 battleship, or faction battleship may be designated as a flagship.

    Additionally, these previous alliance tournament prize ships are available as Flagships and have been assigned appropriate point values: Shapash, Cybele, Bestla, Geri, Raiju, Laelaps, Cobra and Sidewinder.

    Team captains must inform the host managing their match if they intend to use their flagship in any given match, and who will be piloting it.

    Flagships may ignore meta-level restrictions for certain module types, allowing them to fit faction, officer, cosmos, and deadspace versions (Abyssal modules are prohibited). These module types include:

    • Turrets and missile launchers

    • Stasis webifiers

    • Smartbombs

    • Afterburners, microwarpdrives and Micro Jump Drives

    • Warp scramblers, warp disruptors, and stasis grapplers

    • Target painters

    • Sensor boosters and signal amplifiers

    • Overdrives, nanofiber internal structures, and inertial stabilizers

    • Weapon and drone upgrade modules

    • Armor plates and shield extenders

    • Damage controls

    ONE shield booster (Ancil or otherwise) or up to TWO armor repairers (e.g. if your flagship has XLASB + LSB + LSB, one of the three can ignore meta restrictions).

    Flagship ship types must be decided in advance and Team Captains must submit their selection via the Flagship submission form no later than 23:59 UTC on 2 October. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain consistent. Fittings may also be changed from match to match.

    All flagship hull types will be published in Discord and on the EVE Online Alliance Tournament section of the EVE Online website following the flagship submission deadline.

    A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.

    Flagships must still adhere to all non-meta level-based fitting restrictions, including any bans on module types or limits on the number of certain modules that can be fitted.

    A flagship costs the same point value as a regular ship of its type and is still considered a regular hull in all other considerations (for example, it contributes to one of the three allowed battleships)

    You are not required to field your flagship in any given match.

    If your flagship is destroyed, it may not be fielded again during the tournament.

    Flagships can only be fielded during the main tournament, and are prohibited from the feeder tournament.

    When a flagship is fielded, it must be announced prior to the match start and declared by the team during match preparation. The procedure is as follows:

    During the pre-match conversation with the referee, declare your intention to field the flagship and provide the intended fit for final checks.

    The flagship check is part of the regular ship check cycle and must be completed no later than 20 minutes before the match (or as soon as possible in the 15-minute later games). If your team is ready before the 20 minute cut-off and you intend to field a flagship, ensure it is also ready for inspection.

    The flagship status (ship type and pilot ONLY) will be shared with the players on the field (in local chat and with the commentary/analyst team) once warping has been locked, prior to the final 30 second match countdown.


    Victory Conditions

    During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that destroys the entire opposing team, or has the most points at the conclusion of the match, is declared the winner.

    If a team chooses to field less than 200 points, non-fielded points count toward the opponent's score.

    If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.

    In the unlikely event of a tie after 15 minutes, victory will be awarded to the team with the higher collective potential team DPS at the beginning of the match, as measured by the tournament's automated “attack bar.”


    Ships Bans

    Each captain will have four total bans. A tournament referee will contact the competing team captains in-game 15 to 60 minutes before their scheduled match time.

    New for ATXXI: During the match draw/seeding, teams will be allocated a side of Red or Blue. When the ban window opens, team captain will be provided with a unique URL for their match which will take them to a new ban selection screen. Once each captain confirms via the tool that they’re connected ban selection will begin. For the main tournament the ban sequence will proceed as follows:

    Red will pick a single ban first Blue will follow by selecting 2 bans Red will follow by selecting 2 bans Blue will follow with a single ban Red will follow by a single ban Blue will finish with a single ban

    Each "round" lasts 1 minute and during the feeders tournament, the last round of each side is excluded.

    Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.

    All bans apply to both teams equally.

    Teams should endeavor to have multiple ship setups available as bans may impact your primary team composition. No additional time will be given if eligible ships are not available.

    Only 2 of the same hull type can be banned by each side. Once two of the same hull type have been banned, no more of that group will be banable.

    As a point of clarity, ships flagged as "Logistics" are in a category of their own. Therefore, only 2 of the following may be banned:

    Deacon

    Kirin

    Thalia

    Scalpel

    Augoror

    Osprey

    Exequror

    Scythe

    Guardian

    Basilisk

    Oneiros

    Scimitar

    Rodiva

    Zarmazd

    Inquisitor

    Bantam

    Navitas

    Burst

    2022.10.02.17.04.22

    Additional Rule Variation For The Final Day

    There will be an additional adjustment to the rules for the first three matches of each of the two series on the final day of the tournament: the best-of-three elimination bracket final series and the best-of-five grand final bans.

    Best-of-five series:

    Anytime a team wins a match, they cannot use any of the ship types they fielded in the previous match.

    For example, if Team 1 wins the first game, they cannot use their winning comp in the second game. If Team 2 wins the second game, they cannot use their winning comp in the third game, and Team 1 cannot use their match 1 winning comp in the third game.

    If the series reaches the fifth match, both teams' lists of banned ships will reset, and all ships will be available.

    Best-of-three series:

    If the series goes to a third match, bans will not carry over, and neither team will have additional bans.

    Flagships are immune to this additional restriction and may continue to be flown in each match until destroyed.


    Collusion Rules

    • Each team must be working towards its own victory in each match and in the tournament overall, not the victory of any other team.

    • Two teams may not act as one team, and B-teams are NOT allowed.

    • The CCP tournament staff is the final authority on all issues of potential collusion. We strongly advise teams not to try to push to the boundaries of what may be considered appropriate. Tournament impropriety will result in swift and severe disciplinary action.

    • Teams may scrimmage against each other in order to practice for the tournament if they wish.

    • Setting up “house rules” for matches in the Alliance Tournament will be considered collusion and is NOT allowed.

    • Shared leadership, shared theory crafting, shared planning, shared logistics, and free sharing of resources between teams are all prohibited.

    • Once a team is disqualified from the tournament, its members are considered neutral parties. They may assist other teams during practice but may not enlist to compete with them.

    • Making deals with other teams to split prizes if either team wins is NOT allowed.

    • Using a mercenary to sabotage a team or throw a match is NOT allowed.

    Providing ISK/PLEX to multiple teams for signups is not considered collusion. However, any further financial support or transactions after the signup will be regarded as collusion and is prohibited.


    ATXXI Video Advertisement Submission Guidelines

    Submissions are now opened for Alliance Tournament ads, which may be aired during broadcast matches. The guidelines for submission are detailed below:

    Deadline for the feeder tournament: 21 August Deadline for main tournament: 2 October

    AT Monument

    General Rules

    • Advertisement must be EVE-related.

    • Advertisements may be for a corporation, alliance, in-game service, third-party tool, or other EVE-related subject.

    • The subject of the advertisement may not be locked behind a pay wall.

    • Adverts must reflect positively on EVE Online.

    • Adverts cannot include copyrighted audio or visuals (except those where the copyright is owned by CCP Games).

    • Adverts must be suitable for all ages, respectable, and suitable for broadcast. No attack ads.

    • Adverts must not contain content that may be construed as racist, sexist, or otherwise exclusionary or demeaning to any group of people.

    • Bad words must be muted/censored.

    • References to “boosters” or “firewater” must be subtle and anchored in-game.

    • Video must adhere to the Twitch community guidelines, particularly the section regarding appropriate content.

    • No Discord or hull/shield/armor alerts or other noises which are designed with the intent to make viewers believe they are coming from another source may be present.

    • Advert content should not be “offensive to the senses” (nothing meant to disgust or irritate).

    • Final approval for all videos is at the discretion of CCP Games.

    Technical rules

    • Adverts must have a resolution of 1920x1080 with a 1:1 pixel aspect ratio. Other resolutions will not be accepted. Adverts should not contain vertical black bars

    • Adverts must be 30 or 60 frames per second.

    • Advert length must be exactly 15 seconds long.

    • If you are using royalty free / Creative Commons audio, the author must be credited somewhere in the end plate of your video if required by the license under which it is made available.

    • In your submission, include the source of your audio in the details, even if you are not required to credit the author.

    • Video codec must be MP4 or MOV with H.264/H.265 as a compressor at 15 to 20Mbps.

    • Please label your video file appropriately with the following pattern: AllianceName_AdTitle_AT21.mp4

    • You can submit multiple adverts however each may be shown less frequently, as frequency will be by author / subject and not by individual video.

    Submission

    To submit your video, please use the Ad submission form.


    And that concludes today’s update! We look forward to seeing what you cook up this year!

    o7