Greetings,
The following page will list patch notes for all updates within this release (Version 22.02). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-11-12 Last update: 2025-03-21
🤝 - Indicates a change inspired by the player's feedback or suggestions.
7 new billboard ads have been added to the rotation.
Some Intel integrated graphics cards with outdated drivers had stability issues or would not launch after a recent update. A workaround has been implemented that forces these cards to use DirectX 11, regardless of the setting in the EVE Launcher. If you experience a problem with the client not opening, please update your graphics card drivers. This has resolved the issue in almost all cases. You can usually find the latest drivers on the graphics card manufacturer's website (NVIDIA, AMD, Intel). If you have an older system, you should also check the computer manufacturer's website (Dell, Lenovo, HP, etc.)
Fleets larger than 2x a site’s optimal size will no longer receive payouts or complete challenges.
Optimal fleet sizes are shown within a site's Opportunities page.
For example, if a Lancer Counter Offensive fleet is larger than 10 people, no rewards will be given.
Increased the rift closing timer within Deepflow Rift sites to 18 minutes (from 15).
Added a bonus payout when players retrieve all possible canisters within a Deepflow Rift site.
Increased the amount of points awarded when completing a Vigilant Dreamer challenge.
Sites will now appear when a Sov Hub upgrade is activated, and you will no longer need to wait until the next downtime for them to spawn - but they will only start to appear after their usual respawn timer.
For example, if you install a Major Threat III Upgrade, then the sites will start appearing 12 minutes after you have installed and onlined the upgrade.
An Isogen Prospecting Array II upgrade would take just over 4 hours for the Griemeer deposit to spawn, and 10 hours for the guaranteed Large Mercoxit Deposit to spawn.
Turning off a Sov Hub upgrade before its site spawns will cancel the pending spawn.
Sites will now be removed if their Sov Hub upgrade is turned off, regardless of whether it's in space or pending spawn.
Deepflow Rift challenges will now progress when a site is completed.
In this release we are bringing a GPU Driven Pipeline to EVE, allowing for better performance in busy scenes. Read more in the devblog here: EVE Evolved: More FPS for less CPU | EVE Online
To accomplish this, we have made several major low level changes to our graphics engine, Trinity. We have tested this in 3 separate masstests with hundreds of people, along with internal testing across many different configurations, but if you notice anything that looks wrong please press F12 in the client and file a bug report.
We strongly recommend that you update your graphics card drivers to the latest available version.
🤝 The Medium Mercoxit Mining Crystal Optimization I has been renamed to Medium Deep Core Mining Optimization I and now provides a bonus to all Deep Core Miners rather than just Mercoxit Mining Crystals specifically. This will still mean that Deep Core Miners will mine less than standard strip miners for regular ore, but now the bonus will be applied to the new ORE Deep Core Strip Miner which can’t load mining crystals.
Paragon Hub - Targeted only at me is now Exclusive Listings.
It’s now possible to set a hotkey for broadcast - Repair Target.
It's now possible to see pinned stations in the asset search window, and hidden stations are now ignored and not shown. (Note: Pinned stations will not always be shown if they don’t meet the criteria of the search, i.e. you have a caldari navy station pinned but search for federation navy).
Image stability when using anti-aliasing has been significantly improved. This reduces the flickering effect that can be seen on thin geometry in the game.
Some small weapons like the Light Neutron Blaster no longer have shadows that occasionally flicker.
When using an IntelARC graphics card and DirectX11, an issue that caused the scene to flicker will no longer happen. Please ensure you’re on the latest graphics drivers for this issue to be resolved completely.
Various client stability improvements.
Fixed an issue which could cause sites to have a longer respawn time than intended the first time they respawn after being installed.
It’s now possible to store a fleet as a fleet member (It was only working for the boss before).
Travel Filaments can no longer be activated on a deadspace grid.
Fixed issue in which saving an existing SKIN design with a new hull did not update the icon in SKINR.
Fixed an issue that caused excessive brightness on windows when transparency was reduced.
The challenges for the Race for the Hives event did not complement the group-focused nature of the content. Some roles were underserved, and some challenges acted as roadblocks. As such, we have decided on an overhaul.
New Race for the Hives challenges have been added:
These replace the existing challenges.
Each of the 5 Crisis sites and the Deepflow Rift site have been given a ‘Complete Site’ challenge:
Only characters eligible for a site’s payout will be counted as completing the challenge.
The points value of each challenge varies, but the overall points per challenge have increased significantly.
All 6 challenges will be active simultaneously, allowing players to pick the content that suits them.
Note: existing faction and event track progress will not be affected by these changes.
Contribution earned when salvaging Battle Wreckage within Field Rescue sites has been greatly increased.
Note: the top contributing fleet will earn the site’s payout.
🤝 It’s now possible to use Broadcast Repair Target from the right click menu in the watchlist.
Fixed an issue that could cause Obliviating NPCs to not attack within Deathless Research Outpost sites.
Fixed not being able to swap to Invention jobs in the Industry window.
The Navy Scan Rangefinding Array module now correctly has a variations tab.
Ansiblex Jump Gates
It’s no longer possible to use an Ansiblex while warp disrupted or inside a bubble.
Ansiblex Jump Gates have been renamed to Ansiblex Jump Bridges for more clarity on not being able to use them while warp disrupted anymore.
Reduced the Radius attribute on the Ansiblex Jump Bridge from 13,000m to 7,000m.
This will mean that it now takes up much less volume/area in space and will be easier to camp with warp disruptors and bubbles.
Ansiblex Bridges no longer auto-repair, no longer have a damage cap and now use the same reinforcement flow as Metenox Moon Drills.
Ansiblex HP values and resistances have been rebalanced following this change, to provide an increase to their total EHP while giving them higher resistances and lower flat HP to make them easier to remote repair for logistics pilots.
Shield HP and Armor reduced from 750,000 HP to 500,000 HP.
(Note: These are increased by 4x when it is high power).
Shield and Armor Resistances increased from 20% to 75%.
Structure Hitpoints increased from 3,000,000 HP to 12,000,000 HP.
Ansiblex Bridges can no longer be placed closer than 100,000km to stargates.
Existing Ansiblex Bridges will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.
We’re making a number of changes to Ansiblex Bridges to limit their force projection power. We’re doing that primarily through giving players more agency by making them more difficult or dangerous to use in contested space, removing the damage cap and requiring them to be manually repaired just like Metenox Moon drills, and requiring new Ansiblex bridges to be placed off grid from stargates to make scouting from the gate harder, rather than introducing new systems or mechanics which limits their use such as jump fatigue.
Our goal with these changes is to make sure nullsec line members and sov holders are still able to use Ansiblex bridges to access the core space that their alliance controls, so that they can still efficiently do daily activities such as mining, ratting, PI, Mercenary Dens, refueling and logistics work without impeding them with a system like fatigue. While opening up more gameplay options to counter force projection, such as delaying responses and fleets with defensive Interdictor and bubble usage, making them more dangerous through increasing the ability for players to setup traps like bombing runs and pipebombs, and to give more options to raiders and roaming gangs by making them easier to camp, and increasing the burden of maintaining distant Ansiblex gates outside of the alliances core space.
The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.
Overtime, we’ve adjusted and rebalanced different ship class warp speeds, most recently in 2019 and they are now fairly inconsistent with some ships like Heavy Assault Cruisers having the same warp speed as Stealth Bomber Frigates and Tech 1 Destroyers, while industrial ships such as haulers and mining barges which are also the same size (M) are slower than some battleships.
This can make it difficult for new players to understand the relationship of warp speeds between different size classes of ships and Tech II ships currently have faster warp speeds than Tech I ships, even when it doesn’t always make sense for their specialized role, like the above-mentioned heavy assault cruisers warping faster than regular cruisers. Tech II ships from the size above are also competing with the tech I and navy size below for warp speeds, which makes it is harder to justify bringing smaller classes of ships. This also contributes to unhealthy ‘force projection’ since stronger, more powerful ships, are also able to cross the universe faster.
We have made the following changes to address these issues.
Grouped up all ships based on their size, such as Small, Medium, Large and Capital. Removing the 10% or +0.5AU/s bonus from Tech II ships.
Ships that are slightly bigger than this size category, such as Destroyers for small, Battlecruisers and Haulers for Medium etc. are placed in a plus sized group.
This leaves us with just 7 base warp speed tiers rather than the current 13!
Tech II ships which need the increased warp speed for performing their specialization, such as Interceptors and Interdictors, have been given role bonuses to warp speed to keep their current warp speeds about the same while making these ships easier to identify for new players.
The Net result from these changes are that Titans, Freighters, Mining Barges, Exhumers, Haulers will now warp 10-15% faster, The Porpoise and the Orca get improvements of 25-30% and most Tech II ships which are not specialized will warp slightly slower.
Below is a table with the new warp speeds for every class and size of ships:
Size | Ship Class | Warp Speed | Notes |
S | All Frigates and shuttles | 5.0 AU/s | Covert Ops & Interceptors gain 60% warp speed role bonus |
S+ | All Destroyers | 4.5 AU/s | Interdictors gain 25% warp speed role bonus |
M | All Cruisers | 4.0 AU/s |
|
M+ | All Haulers, Mining Barges, Exhumers, Battlecruisers, Porpoise | 3.5 AU/s | Agility focused Haulers get 30% warp speed role bonus Blockade Runners gain 75% warp speed role bonus |
L | All Battleships | 3.0 AU/s |
|
L+ | Orca | 2.5 AU/s |
|
Cap | All Caps | 1.5 AU/s |
|
Included below are the old warp speed tiers for reference:
Ship Sizes | Ship Groups | Warp Speed |
S | Interceptor, Covert Ops | 8.0 AU/s |
M | Blockade Runner | 6.0 AU/s |
S / S+ | Assault Frigate, Electronic Attack Frigate, Expedition Frigate, Logistics Frigate, Interdictor, Command Destroyer | 5.5 AU/s |
S | Frigate, Mining Frigate, Shuttle | 5.0 AU/s |
S / S+ / M | Stealth Bomber, Destroyer, Tactical Destroyer, Heavy Assault Cruiser, Heavy Interdictor, Recon Ship, Logistics Cruiser, Agility focused haulers | 4.5 AU/s |
M / M+ | Cruiser, Command Ship, Stategic Cruiser | 4.0 AU/s |
M+ / L | Battlecruiser, Black Ops | 3.5 AU/s |
M | Deep Space Transport, Exhumer | 3.3 AU/s |
M / L | Mining Barge, Capacity and specialized bay Hauler, Battleship, Marauder | 3.0 AU/s |
M+ | Porpoise | 2.7 AU/s |
L+, Cap | Orca, Lancer Dread | 2.0 AU/s |
Cap | Dreadnought, Carrier, FAX, Supercarrier, Jump Freighter, Rorqual | 1.5 AU/s |
Cap+ | Freighter, Titan | 1.37 AU/s |
Additionally, Capsules will now warp at 4.0 AU/s to match cruisers, which is what they did before the 2019 warp speed increase for Cruisers.
We are not buffing the warp speed of corvettes at this time, which still warp at 3.0 AU/s, to make sure we do not obsolete shuttles and tech I frigates as travel options.
A spool-up timer has been added to all travel filaments (Triglavian Space, Needlejack, and Ice Storm).
A Filament Trace will appear next to the travel filament’s owner on activation:
Nearby fleet members without capsuleer log-off timers will become linked to the trace as it appears.
Characters will unlink from a trace if they cloak, change ship, or go beyond 30km of the trace.
A link cannot be reestablished once broken.
If the filament’s owner unlinks from the trace, it immediately closes.
Traces can be scanned with combat probes or d-scan.
After the spool-up completes, the filament’s owner can jump all characters which remain linked to it:
Warp disrupted players will not be jumped.
Filament owners will be given a confirmation prompt if characters will be left behind.
Traces will close after 15 minutes have passed since it first appeared.
Travel filaments can no longer be used on a deadspace grid.
Filaments have long been a powerful tool for both fast travel and escaping dangerous situations. The addition of a spool-up timer and scannable traces aims to add risk and enable counterplay.
Below is a table with the new filament spool-up timers:
Filament | Spool-up Timer |
Standard 1-character filaments | 15 seconds |
Standard 5-character filaments | 30 seconds |
Standard 15-character filaments | 60 seconds |
Standard 25-character filaments | 90 seconds |
Pochven ‘Extraction’ 5-character filaments | 120 seconds |
Pochven ‘Extraction’ 15-character filaments | 180 seconds |
Pochven ‘Devana' 1-character filaments | 60 seconds |
Pochven ‘Devana' 5-character filaments | 90 seconds |
Pochven ‘Devana' 15-character filaments | 150 seconds |
Eos
10% bonus to drone damage and hitpoints per level of Gallente battlecruiser has now been split into 2 separate bonuses.
10% bonus to heavy drone, medium drone, and light drone hitpoints and damage.
5% bonus to sentry drone damage and hitpoints.
7.5% bonus to drone tracking per level of command ships has now been split into 2 separate bonuses.
7.5% bonus to heavy drone, medium drone and light drone tracking.
5% bonus to sentry drone tracking.
We’re making some adjustments to the Eos to specifically target the amount of damage and tracking that it has with sentry drones, while avoiding nerfing regular drone fits. This makes it more similar to the Ishtar which also has lower bonuses for sentry drones.
Orca
Agility multiplier improved from 2.6x to 2.0x
The Orca had a higher align time than the Rorqual, so we are correcting this by giving it a significant buff to agility which should have it now be more comparable to the Rorqual and a reinforced bulkhead fitted Bowhead. We need to be careful not to obsolete Freighters, Deep Space Transports as hauling platforms but we feel like we can make this change now since both of those classes are also receiving warp speed boosts at the same time.
Taking into the account the 25% warp speed buff that it is getting, it should feel significantly more mobile when travelling between systems and mining locations.
Heavy Interdiction Cruisers
All HICs can now fit the regular Cynosural Field Generator.
Interdictors
Reduced the web strength of the Stasis Webification Probes launched by Interdictors from 40% to 20%, to reduce how effective they are against brawlers and sig tanking fleet compositions.
Burst Jammers (ECM Burst)
Can now only be fitted to Battleship Hulls, Hauler Hulls and Command Ships.
A009 C13 Wormholes reduced lifetime from 16h to 4.5h.
The Pirate FOB will now drop 1.5 billion ISK in average in loot.
Regular pirate insurgency roaming NPCs now have a small chance to drop scorched navigation log items which can be turned in at FW LP stores in conjunction with some ISK and LP for a crate containing blueprints for new navy scanning upgrade modules.
Rebalanced the number of pilots that get paid when completing multiplayer reward complexes. The new Schema is as follows:
Scouts and Smalls are now NVY-2 / PIR-2
Mediums are now NVY-3 / PIR-3
Larges are now NVY-4 / PIR-4
And Opens remain at paying up to 5 players before splitting the rewards.
Players will now need to be inside a FW Battlefield site, and within 200km of the entrance beacon to the site for at least 3 minutes to get paid LP.
Moved structures which were very close to the Amarr FW warp in for the Minmatar Battlefield so they will no longer bump off from it if trying to approach the central capture point.
🤝 Added an option for the boss to disband the fleet.
🤝 It’s now possible to flag yourself as exempt from conduit jumps and the regroup command.
🤝 It’s now possible to set a max fleet size, and save max fleet size and default squad settings to saved fleet setups
🤝 Added a new broadcast command - Repair Target, which can be used in situations when you want your fleet members to remote repair a deployable structure or a player/npc not in your fleet etc.
🤝 The 4 racial Isotopes from ice products used in fuel and capital ships, such as Oxygen Isotopes, now all have distinct colored icons so you can easily tell what empire they are associated with at a glance.
Added new unique icons for the remaining combat boosters which did not have them.
New unique icons have been added for Sensor Boosters, Remote Sensor Boosters, Signal Amplifiers, Auto-Targeting systems, Passive Targeting Systems and the Networked Sensor Array.
Added new unique icons for the sovereignty hub combat and mining upgrades.
New Tier 3 sovereignty mining upgrades have been added! The tier 3 mining locations are designed with Rorquals and large mining fleets in mind, with smaller numbers of asteroids but all of them are very high in volume. Each site contains just under 4x the total ore overall compared to the tier 2 mining sites.
Tier 3 sites have a 10 hour respawn timer.
Power Cost: 1800
Workforce Cost: 18100
Blueprints are available for purchase for 1 billion ISK.
Large Veldspar Deposit
Total site ore volume = 17,000,000 m3
Large Mordunium Deposit
Total site ore volume = 25,000,000 m3
Large Kylixium Deposit
Total site ore volume = 13,000,000 m3
Large Griemeer Deposit
Total site ore volume = 13,000,000 m3
Large Nocxite Deposit
Total site ore volume = 13,000,000 m3
Large Hezorime Deposit
Total site ore volume = 23,000,000 m3
Large Ueganite Deposit:
Total site ore volume = 16,000,000 m3
The Power cost of Tier 1 and Tier 2 upgrades have been reduced by approximately 10% each.
Tier 2 Power Cost reduced from 1350 to 1220
Tier 1 Power Cost reduced from 500 to 450
The Tier 2 nullsec sovereignty hub mining upgrade sites, such as the Grimeer Deposit, have been refactored so that approximately 40% of the asteroids in each site have been removed and their ore contents added to existing asteroids in the site, we have prioritized removing the lower quantity asteroids and tried to make sure there is at least one very large asteroid in each site, we’ve also compacted the asteroid belts to move more asteroids closer together.
Additionally, after this refactor, the amount of ore in the Tier 2 sites has then also been increased by approximately 10-15%.
This means that now, the average asteroid size in all of the sites has been significantly increased.
The Tier 1 mining upgrade sites have also had their ore contents increased by approximately 10%.
Increased the chance of getting the mining escalation from Tier 2 mining sites by 1.5x
The new Tier 3 sites have approximately 2.5x chance over the improved Tier 2 mining sites to get the mining escalation.
We have a created a new ‘Enormous Mercoxit Deposit’ site which has 4x the amount of Mercoxit in it than the Large Mercoxit Deposit, and much larger asteroids.
Total site ore volume = 960,000 m3
Tier 3 mining upgrades will give a guaranteed Enormous Mercoxit Deposit into the system with a 12 hour respawn time.
Tier 2 mining upgrades now will also give a guaranteed Large Mercoxit Deposit into the system rather than it being a chance-based spawn, which has an 8 hour respawn time.
Tier 3 mining upgrades now also give a chance to spawn the ‘Large Mercoxit Deposit’ in addition to the guaranteed Enormous Mercoxit Deposit site.
Tier 2 mining upgrades now also give a chance to spawn the ‘Average Mercoxit Deposit’ in addition to the guaranteed Large Mercoxit Deposit site.
Added a new faction ORE Deep Core Strip Miner module which has 0% waste as an option for mining Mercoxit with mining barges and exhumers. It can be obtained from ORE corporation LP stores.
Cost/Materials to Purchase:
37,500,000 ISK
56,250 LP
1x Modulated Deep Core Strip Miner II
Increased the amount of Pyerite that Mordunium gives when reprocessed.
Mordunium: 80 → 84
Plum Mordunium: 84 → 88
Prize Mordunium: 88 → 92
Plunder Mordinium: 92 → 96
To help allieviate pressure on R4s and increase the value of Athanors - The magmatic gas fuel cost per hour for a Metenox Moon Drill has been increased from 110 units to 150 units.
Most Mining sites spawned by upgrades will now persist their respawn time across downtimes (i.e. they won’t always respawn at downtime even if they were mined out at 10:59).
The bounties for NPCs which were increased in the update following Revenant before the NPC warp ins were fixed have now been returned to slightly higher than their original numbers, with the exception for the buffs we made to the NPCs that are exclusive to the Forsaken Sanctum and Teeming Horde sites, which are retaining their approximate total site 36% bounty increase.
the Objectives Infopanel has been added to abyssal deadspace encounters, so you can now track what room you are in and how many NPCs are remaining.
🤝 It’s now possible to restart extractors for a planet from the Planetary Industry window.
To do this, the extractors need to have finished their cycle already, it cannot be done to refresh an ongoing extraction which hasn’t completed yet.
PI Templates are no longer an opt-in feature preview and have been added as a feature for everyone.
Several improvements have been made to the filters for PI Templates.
Improved the search function for PI Templates.
It’s now possible to rename PI Templates.
Using a PI Template with a higher command center level than your character has, will now just upgrade it to your max skill level and try to add as much as it can from the template before running out of resources.
🤝 We now store the height of the window for each tab, so we are not constantly shrinking the windows when you switch tabs and back to them. This applies only to those tabs that do not have max height.
🤝 The sort order of templates is now alphabetical.
🤝 It’s now possible to select multiple pins by holding shift and then swap multiple schematics at once.
The routes tab shows the short names for the pins.
The text for the transiting routes in the 'Routes' tab is now using a secondary color.
Added origin/destination to the 'Routes' tab.
Sales Tax has been increased from 4% to 7.5%.
Mercenary Dens base Infomorph generation has been lowered from 80-115 (avg 100) to 65-100 (avg 82.5).
MTOs now only give 350 bonus infomorphs instead of 500 when completing a MTO for a max development mercenary den.
Existing MTOs which have already been generated will still give 500 bonus Infomorphs.
The Development levels of Mercenary Dens have been decreased to the following: Development 1, 5%.
Development 2, 10%.
Development 4, 15%.
Development 5, 20%.
We are reducing the cost of all capital ships and tech 1 battleships and reducing the costs of T1 Dreadnoughts even further.
The Manufacturing cost of All Tech 1 Dreads has been decreased as follows:
Revelation:
Capital Propulsion Engines required have been reduced from 5 to 4.
Capital Armor Plates required have been reduced from 5 to 4.
Capital Ship Maintenance Bays required have been reduced from 5 to 4.
Capital Turret Hardpoints required have been reduced from 20 to 15.
Capital Siege Array required have been reduced from 20 to 15.
Phoenix:
Capital Propulsion Engines required have been reduced from 5 to 4.
Capital Shield Emitters required have been reduced from 5 to 4.
Capital Ship Maintenance Bays required have been reduced from 5 to 4.
Capital Turret Hardpoints required have been reduced from 20 to 15.
Capital Siege Array required have been reduced from 20 to 15.
Moros:
Capital Sensor Clustes required have been reduced from 4 to 3.
Capital Armor Plates required have been reduced from 4 to 3.
Capital Propulsion Engines required have been reduced from 5 to 4.
Capital Ship Maintenance Bays required have been reduced from 5 to 4.
Capital Turret Hardpoints required have been reduced from 20 to 15.
Capital Siege Array required have been reduced from 20 to 15.
Naglfar:
Capital Shield Emitters required have been reduced from 4 to 3.
Capital Computer Systems required have been reduced from 4 to 3.
Capital Propulsion Engines required have been reduced from 5 to 4.
Capital Ship Maintenance Bays required have been reduced from 5 to 4.
Capital Turret Hardpoints required have been reduced from 20 to 15.
Capital Siege Array required have been reduced from 20 to 15.
The Input Materials of all Tech 1 Battleships have been decreased by approximately 25%.
Tritanium required has been reduced from 8,000,000 to 5,200,000.
Pyerite required has been reduced from 4,000,000 to 2,600,000.
Mexallon required has been reduced from 600,000 to 390,000.
Isogen required has been reduced from 200,000 to 130,000.
Nocxium required has been reduced from 24,000 to 15,600.
Zydrine required has been reduced from 6,000 to 3,900.
Megacyte required has been reduced from 3,000 to 1,950.
Auto-Integrity Presevation Seals required has been reduced from 200 to 150.
Life Support Backup Unit required has been reduced from 100 to 75.
The Input Materials of the Scorpion has been decreased by approximately 25%.
Tritanium required has been reduced from 6,000,000 to 3,900,000.
Pyerite required has been reduced from 3,000,000 to 1,950,000.
Mexallon required has been reduced from 450,000 to 292,500.
Isogen required has been reduced from 150,000 to 97,500.
Nocxium required has been reduced from 18,000 to 11,700.
Zydrine required has been reduced from 4,500 to 2,925.
Megacyte required has been reduced from 2,250 to 1,463.
Auto-Integrity Presevation Seals required has been reduced from 150 to 112.
Life Support Backup Unit required has been reduced from 75 to 56.
The Input Materials of Capital Components have been decreased by approximately 25%.
Below is a table with the Capital Components changes:
Component | Material | Old Requirement | New Requirement |
Capital Core Temperature Regulator TypeID: 57487 BlueprintID: 57524 | Integrity Response Drones | 25 | 20 |
Self-Harmonizing Power Core | 25 | 20 | |
Core Temperature Regulator | 50 | 35 | |
Neurolink Protection Cell TypeID: 57488 BlueprintID: 57525 | Meta-Operant Neurolink Enhancer | 20 | 10 |
Miniature Electronics | 100 | 75 | |
Synthetic Synapses | 400 | 300 | |
Enhanced Neurolink Protection Cell TypeID: 57489 BlueprintID: 57526 | Nano Regulation Gate | 25 | 20 |
Genetic Safeguard Filter | 100 | 75 | |
Meta-Operant Neurolink Enhancer | 200 | 150 | |
Synthetic Synapses | 4000 | 3000 | |
Miniature Electronics | 20000 | 15000 | |
Capital Capacitor Battery TypeID: 21019 BlueprintID: 21020 | Megacyte | 370 | 278 |
Zydrine | 730 | 548 | |
Nocxium | 1500 | 1125 | |
Isogen | 15000 | 11250 | |
Tritanium | 52000 | 39000 | |
Mexallon | 52000 | 39000 | |
Pyerite | 190000 | 142500 | |
Capital Shield Emitter TypeID: 21023 BlueprintID: 21024 | Megacyte | 410 | 308 |
Zydrine | 820 | 615 | |
Nocxium | 1600 | 1200 | |
Isogen | 16000 | 12000 | |
Tritanium | 60000 | 45000 | |
Mexallon | 60000 | 45000 | |
Pyerite | 210000 | 157500 | |
Capital Jump Drive TypeID: 21025 BlueprintID: 21026 | Megacyte | 560 | 420 |
Zydrine | 1200 | 900 | |
Nocxium | 2250 | 1688 | |
Isogen | 22500 | 16875 | |
Tritanium | 80000 | 60000 | |
Mexallon | 80000 | 60000 | |
Pyerite | 288000 | 216000 | |
Capital Computer System TypeID: 21035 BlueprintID: 21036 | Megacyte | 380 | 285 |
Zydrine | 760 | 570 | |
Nocxium | 1500 | 1125 | |
Isogen | 15000 | 11250 | |
Tritanium | 54000 | 40500 | |
Mexallon | 54000 | 40500 | |
Pyerite | 195000 | 146250 | |
Capital Construction Parts TypeID: 21037 BlueprintID: 21038 | Megacyte | 280 | 210 |
Zydrine | 550 | 413 | |
Nocxium | 1000 | 750 | |
Isogen | 12000 | 9000 | |
Tritanium | 40000 | 30000 | |
Mexallon | 40000 | 30000 | |
Pyerite | 140000 | 105000 | |
Capital Corporate Hangar Bay TypeID: 24560 BlueprintID: 24561 | Megacyte | 530 | 398 |
Zydrine | 1050 | 788 | |
Nocxium | 2200 | 1650 | |
Isogen | 22000 | 16500 | |
Tritanium | 75000 | 56250 | |
Mexallon | 75000 | 56250 | |
Pyerite | 270000 | 202500 | |
Capital Sensor Cluster TypeID: 21013 BlueprintID: 21014 | Megacyte | 380 | 285 |
Zydrine | 760 | 570 | |
Nocxium | 1500 | 1125 | |
Isogen | 15000 | 11250 | |
Tritanium | 54000 | 40500 | |
Mexallon | 54000 | 40500 | |
Pyerite | 195000 | 146250 | |
Capital Propulsion Engine TypeID: 21010 BlueprintID: 21009 | Megacyte | 380 | 285 |
Zydrine | 760 | 570 | |
Nocxium | 1500 | 1125 | |
Isogen | 15000 | 11250 | |
Tritanium | 54000 | 40500 | |
Mexallon | 54000 | 40500 | |
Pyerite | 195000 | 146250 | |
Capital Armor Plates TypeID: 21017 BlueprintID: 21008 | Megacyte | 410 | 308 |
Zydrine | 820 | 615 | |
Nocxium | 1600 | 1200 | |
Isogen | 16000 | 12000 | |
Tritanium | 60000 | 45000 | |
Mexallon | 60000 | 45000 | |
Pyerite | 210000 | 157500 | |
Capital Ship Maintenance Bay TypeID: 24558 BlueprintID: 24559 | Megacyte | 500 | 375 |
Zydrine | 1000 | 750 | |
Nocxium | 2000 | 1500 | |
Isogen | 20000 | 15000 | |
Tritanium | 72000 | 54000 | |
Mexallon | 72000 | 54000 | |
Pyerite | 256000 | 192000 | |
Capital Turret Hardpoint TypeID: 21011 BlueprintID: 21012 | Megacyte | 250 | 188 |
Zydrine | 520 | 390 | |
Nocxium | 1000 | 750 | |
Isogen | 10000 | 7500 | |
Tritanium | 37000 | 27750 | |
Mexallon | 38000 | 28500 | |
Pyerite | 135000 | 101250 | |
Capital Siege Array TypeID: 21011 BlueprintID: 21012 | Megacyte | 250 | 188 |
Zydrine | 520 | 390 | |
Nocxium | 1000 | 750 | |
Isogen | 10000 | 7500 | |
Tritanium | 37000 | 27750 | |
Mexallon | 38000 | 28500 | |
Pyerite | 135000 | 101250 | |
Capital Launcher Hardpoint TypeID: 21041 BlueprintID: 21042 | Megacyte | 250 | 188 |
Zydrine | 520 | 390 | |
Nocxium | 1000 | 750 | |
Isogen | 10000 | 7500 | |
Tritanium | 37000 | 27750 | |
Mexallon | 38000 | 28500 | |
Pyerite | 135000 | 101250 | |
Capital Drone Bay TypeID: 21030 BlueprintID: 21029 | Megacyte | 230 | 173 |
Zydrine | 450 | 338 | |
Nocxium | 900 | 675 | |
Isogen | 9000 | 6750 | |
Tritanium | 32500 | 24375 | |
Mexallon | 32500 | 24375 | |
Pyerite | 120000 | 90000 | |
Capital Absorption Thruster Array TypeID: 53037 BlueprintID: 53034 | Megacyte | 302 | 227 |
Zydrine | 604 | 453 | |
Nocxium | 2110 | 1583 | |
Isogen | 6938 | 5204 | |
Pyerite | 41994 | 31496 | |
Mexallon | 110416 | 82812 | |
Tritanium | 457050 | 342788 | |
Capital Radiation Conversion Unit TypeID: 53036 BlueprintID: 53033 | Megacyte | 334 | 251 |
Zydrine | 728 | 546 | |
Nocxium | 2191 | 1643 | |
Isogen | 7491 | 5618 | |
Tritanium | 45621 | 34216 | |
Mexallon | 110413 | 82810 | |
Pyerite | 510149 | 382612 | |
Capital Ultratidal Entropic Mounting TypeID: 53035 BlueprintID: 53032 | Megacyte | 386 | 290 |
Zydrine | 876 | 657 | |
Nocxium | 2358 | 1769 | |
Isogen | 7760 | 5820 | |
Mexallon | 45010 | 33758 | |
Pyerite | 113826 | 85370 | |
Tritanium | 546912 | 410184 | |
Capital Clone Vat Bay TypeID: 24547 BlueprintID: 24548 | Megacyte | 650 | 488 |
Zydrine | 1275 | 956 | |
Nocxium | 2500 | 1875 | |
Isogen | 22500 | 16875 | |
Mexallon | 81000 | 60750 | |
Pyerite | 90000 | 67500 | |
Tritanium | 325000 | 243750 | |
Capital Jump Bridge Array TypeID: 24545 BlueprintID: 24546 | Megacyte | 1500 | 1125 |
Zydrine | 3000 | 2250 | |
Nocxium | 6000 | 4500 | |
Isogen | 49500 | 37125 | |
Mexallon | 180000 | 135000 | |
Tritanium | 200000 | 150000 | |
Pyerite | 660000 | 495000 | |
Capital Doomsday Weapon Mount TypeID: 24556 BlueprintID: 24557 | Megacyte | 1000 | 750 |
Zydrine | 2000 | 1500 | |
Nocxium | 4000 | 3000 | |
Isogen | 36000 | 27000 | |
Mexallon | 121500 | 91125 | |
Tritanium | 135000 | 101250 | |
Pyerite | 500000 | 375000 | |
Radar-FTL Interlink Communicator TypeID: 57474 BlueprintID: 57511 | Fermionic Condensates | 50 | 40 |
Scandium Metallofullerene | 175 | 130 | |
PPD Fullerene Fibers | 250 | 190 | |
Methanofullerene | 250 | 190 | |
Lanthanum Metallofullerene | 250 | 190 | |
C3-FTM Acid | 350 | 260 | |
Carbon-86 Epoxy Resin | 500 | 380 | |
Fullerene Intercalated Graphite | 525 | 390 | |
Graphene Nanoribbons | 750 | 560 | |
Terahertz Metamaterials | 750 | 560 | |
Fulleroferrocene | 875 | 660 | |
Gravimetric-FTL Interlink Communicator TypeID: 57475 BlueprintID: 57512 | Fermionic Condensates | 50 | 40 |
Scandium Metallofullerene | 175 | 130 | |
PPD Fullerene Fibers | 250 | 190 | |
Methanofullerene | 250 | 190 | |
Lanthanum Metallofullerene | 250 | 190 | |
C3-FTM Acid | 350 | 260 | |
Carbon-86 Epoxy Resin | 500 | 380 | |
Fullerene Intercalated Graphite | 525 | 390 | |
Graphene Nanoribbons | 750 | 560 | |
Nonlinear Metamaterials | 750 | 560 | |
Fulleroferrocene | 875 | 660 | |
Magnetometric-FTL Interlink Communicator TypeID: 57476 BlueprintID: 57513 | Fermionic Condensates | 50 | 40 |
Scandium Metallofullerene | 175 | 130 | |
PPD Fullerene Fibers | 250 | 190 | |
Methanofullerene | 250 | 190 | |
Lanthanum Metallofullerene | 250 | 190 | |
C3-FTM Acid | 350 | 260 | |
Carbon-86 Epoxy Resin | 500 | 380 | |
Fullerene Intercalated Graphite | 525 | 390 | |
Graphene Nanoribbons | 750 | 560 | |
Photonic Metamaterials | 750 | 560 | |
Fulleroferrocene | 875 | 660 | |
Ladar-FTL Interlink Communicator TypeID: 57477 BlueprintID: 57514 | Fermionic Condensates | 50 | 40 |
Scandium Metallofullerene | 175 | 130 | |
PPD Fullerene Fibers | 250 | 190 | |
Methanofullerene | 250 | 190 | |
Lanthanum Metallofullerene | 250 | 190 | |
C3-FTM Acid | 350 | 260 | |
Carbon-86 Epoxy Resin | 500 | 380 | |
Fullerene Intercalated Graphite | 525 | 390 | |
Graphene Nanoribbons | 750 | 560 | |
Plasmonic Metamaterials | 750 | 560 | |
Fulleroferrocene | 875 | 660 |
Combat Battlecruisers and Attack Battlecruisers have had their reprocessed materials updated to the same inputs as the blueprint, so they will now have more accurate (higher) insurance payouts.
The Estimated Item Value for multiple items in the game in the manufacturing cost breakdown should now more accurately reflect the value of the finished product.
🤝 Show number of skill points in queue.
Showcases how many skill injectors may be needed.
🤝 Added state icons to drones in drone window.
Increased the readability of drone states in the drone window.
🤝 Market orders in the Market window are default ordered by:
Sell orders are lowest to highest.
Buy order are highest to lowest.
🤝 Make double-clicking in Orders History bring up market details.
🤝 You can now pin stations to the top of your personal assets window. It is also possible to hide assets.
🤝 You can now jump through Ansiblex’s via the radial menu.
🤝 Added the ability to open multiple fixed item crates.
These are crates that always contain the same items and don’t have random loot.
🤝 Buy Orders will now always buy items from the market at the lowest possible value sale orders first at those prices, instead of always buying everything at the buy order price even when there are already existing valid sell orders at a lower price.
For example, there might be 3 sell orders for a unit of Tritanium in a station, 1 for 6 isk, 1 for 8 isk, and 1 for 10 isk.
You setup a buy order in that station for several units at 10 ISK.
Previously, you would have bought all 3 units of tritanium from the 3 sell orders for the buy order price of 10 ISK after setting up the order.
You will now, pay 6 ISK for the 1st, 8 ISK for the 2nd, and then 10 ISK only for the last unit and any units after that, that players sell to you.
Fixed extra columns in inventory window.
Allowing players to show extra columns in the inventory window, which previously wasn’t functional.
Missing Slot Categories in Inventory Window.
Slot category in the inventory was not functional, we’ve fixed it so that players can now see what slot the item occupies on your ship (if applicable).
Fixed the ability to simulate the fit of ships in the corp hanger.
The Rorqual is now able to get upright again while using the industrial siege modules.
🤝 The order of input materials across different blueprints that have similar should now be more consistent.
The Race for the Hives has begun!
10 factions are vying for Drifter Wormhole control.
Pick your favorite and complete challenges on the reward track.
Gain points by completing challenges relating to Drifter Crisis sites.
Claim volatile boosters, Drifter SKINR components, and the Drifter Plugsuit.
The Top 5 will occupy a Drifter Wormhole system at the event’s end (11:00 UTC, April 3rd, 2025).
Note: Points gained after the reward track is completed will continue to be tallied for your chosen faction.
Stayed tuned to the New Eden News to learn how well, or how badly, your faction is doing.
Warden Connection Harmonics can now be turned in to LP stores as an alternative to NPC buy orders:
Search for 'Gratuity for Warden Connection Harmonics' within LP stores of the relevant corporations.
These gratuity items can then be sold to NPC order for the standard price.
Drifter Crisis Field Rescue sites and Salvage Research Homefront Operation sites have been rebalanced:
Wrecks are now significantly easier to salvage.
Note: This should be most noticeable for players with lower salvaging skill levels.
The number of wrecks within a site has been increased to 30 (from 18).
Drifter Crisis Lancer Counter Offensive sites and Dread Assault Homefront Operation sites have been rebalanced:
Focused neutralizer NPCs will no longer respawn after being destroyed.
Focused neutralizer fleets are now weighted towards Cruisers.
Additional focused neutralizer fleets will spawn during the first and second Dreadnought siege cycles.
Target structure EHP values and allied Dreadnought damage values have been increased to make directly damaging the structure less viable.
NPCs equipped with ECM have been added to Drifter Crisis Lancer Counter Offensive sites.
Battle Wreckage within Fleet Rescue sites will now use the empty wreck icon.
Triglavian invasion notifications should no longer appear when entering Tabbetzur.
Reduced the amount of minerals gained from reprocessing all abyssal smartbombs.
NPCs can no longer spawn at expired desolate asteroid belt locations.
We’re fairly confident that we’ve fixed the root cause for a rare timing defect which could cause some ships to teleport to random locations in space instead of the undock, when undocking from a citadel in a system with heavy load.
We would like to give a huge thanks to the ISD ECAID volunteer bug hunter team who were instrumental in being able to reproduce this on our test environment.
It’s no longer possible to activate a disruptive lance from lancer dreadnoughts while inside a POS shield.
Fixed the name of the “Modified Sleeper Corpse” item.
Info Panel objectives for sites will no longer persist when leaving a site unless it has been tracked manually.
Tracked opportunities now show 'Undock' instead of 'Warp to Site' button when docked in a structure.
Fixed objectives panel closing prematurely when a dungeon was completed.
Winter nexus boosters have expired.
SKINR
Fixed an issue that caused lines to sequencers to not update when purchasing unlimited design elements in sequencing page.
Fixed an issue that did not permit to open the right click menu with limited design elements in the sequencing page.
Hacking attempts will now automatically fail after 90 seconds within 'Crisis Resolution: Vigilant Dreamer' sites.
Increased the radius of the mercenary den so that players can no longer have issues accessing or ending up inside the model when warping to a mercenary den bookmark if they land on the side facing away from the Skyhook.
Fixed an issue with the rogue drone MTO sometimes spawning a 2nd wave on top of the wave of NPCs normally present with the boss.
Correcting the warp-in location within 'Crisis: Observatory Infiltration' sites.
Remove the failure timer from ‘Crisis Resolution: Vigilant Dreamer’ sites.
Decreasing the rate of Influence decay over time within high-security Crisis systems.
Influence can now be gained incrementally within certain Crisis sites.
For example, successfully hacking a Drifter Collection will now give a share of that site’s influence rather than all on completion.
Only players within 100km of a Crisis site’s focal point will be considered eligible for payouts. The focal points are as follows:
Crisis: Field Rescue — The celestial beacon.
Crisis: Observatory Infiltration — The Unmoored Jovian Observatory.
Crisis: Deathless Research Outpost — The Wormhole Research Outpost.
Crisis: Lancer Counter Offensive — The Destructive Scrutinizer.
Crisis Resolution: Vigilant Dreamer — The Vigilant Dreamer.
Increasing the maximum number of sites available within each Crisis system.
NPCs within Drifter Crisis and Homefront Operation sites can no longer be kited beyond a specific range of their spawn points.
🤝Fixed an issue where chat text from EVE System was white instead of red.
Fixed an issue where certain sounds were not heard, even though they were in range of the camera.
Drifter Crisis:
Added a Patient Beacon which will spawn within a 'Crisis: Observatory Infiltration' site when the lockdown defense fleet modifier is active.
This object can be hacked to disable the defense fleet from appearing during a lockdown.
Added a minimum amount of contribution capsuleers will need to meet to be considered for a 'Crisis: Observatory Infiltration' site's payout.
Added an Info Panel objective which states if the site is in lockdown within the acceleration gate area of a 'Crisis: Observatory Infiltration' site.
Observatory Flashpoints:
Added an Info Panel objective that tracks the current progress of an Observatory Flashpoint site within the acceleration gate area.
For example: an alert will appear in the info panel after the EDENCOM dreadnought is destroyed.
Wormholes:
Moved the warp-in location (and capital escalation area) within The Mirror sites significantly closer to the NPC spawn points.
Local Chat Migration:
We are migrating the Local Chat system to Quasar (external services) to address ongoing performance issues and improve the overall reliability of the system.
SKINR:
Added reroll filter for the randomize in SKINR that will allow selection of specific slots.
New banner in Paragon Hub Corp Listing section for players in NPC corporations that offers a direct link to Player Corporations search.
Added a new color slot highlight when entering SKINR.
Drifter Crisis:
'Focused' NPCs will now correctly use their energy neutralizers on the lancer dreadnought within 'Crisis: Lancer Counter Offensive' sites.
Observatory Flashpoints:
The Assault Vector gate will now correctly unlock 60 seconds after the site has been completed.
Wormhole Capital Escalations:
Drifters within C5/C6 combat sites will no longer occasionally warp off immediately after spawning.
Drifters spawned within C5/C6 combat sites will no longer disappear when their originating site is despawned.
Added planetary traffic visual effects which were missing from Barren, Oceanic, and Temperate planets.
Influence has been adjusted:
Removed Influence loss when failing certain Crisis sites
Increased Influence gained when completing Crisis sites
'Crisis Resolution: Vigilant Dreamer' sites will only appear if at least 2 days have passed within a Crisis system
Greatly increased the number of Observatory Spectrography items found within 'Crisis: Observatory Infiltration' sites
Added a 30-minute failure timer which will start during a lockdown if the short lockdown timer modifier is not active within a 'Crisis: Observatory Infiltration' site
Roaming NPCs within Drifter Crisis systems will no longer attack capsules
The maximum number of canisters available within a Deepflow Rift site will now scale based on the system's security:
High-sec: 21 canisters maximum
Null-sec and Wormholes: 27 canisters maximum
Low-sec and Pochven: 33 canisters maximum
Shield resistance penalties will be correctly applied within Drifter Crisis systems
Fixed an issue causing Influence values to not display correctly
Fixed an incorrect name being shown in the Hack objective shown within 'Crisis: Observatory Infiltration' sites
Fixed and issue that prevented the application of colors on structures.
Drifter-controlled forces have begun launching attacks on all four empires throughout high and low-security space! The first systems will become available between 19:00 and 21:00 tonight, with more following as the crisis continues.
Systems under attack can be found in the new ‘Interstellar Events’ section of the AIR Opportunities window.
Complete ‘Crisis’ sites to weaken the grip the Drifters have on these systems.
There are 4 varieties of Crisis site, with a 5th Crisis Resolution site available once the Drifter forces have been sufficiently weakened.
Each site requires teamwork and strategy, with specific roles needing to be fulfilled for success:
Crisis: Field Rescue — Salvage the wreckage left behind following an empire assault on a Drifter facility to locate any survivors. It is recommended that at least 3 capsuleers tackle this rescue mission. T1 frigates and standard T1 destroyers are permitted.
Crisis: Observatory Infiltration — Scan down this site to retrieve valuable relics from the remains of an emergent Jovian Observatory. Bring up to 2 other capsules to maximize rewards, but be wary of any traps the Drifters may have left behind! T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
Crisis: Deathless Research Outpost — A Deathless research base is under attack by Drifter forces. Use remote repair modules to keep the structure alive until it can be secured. Alternatively, destroy it yourself and sell the accrued Hyperspace Telemetry data to the highest bidder. 5 capsuleers are recommended to aid the site; less may be required to destroy it. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
Crisis: Lancer Counter Offensive — An empire-owned Lancer dreadnought has been deployed to aid a civilian structure. Help it destroy the Drifter presence before its nefarious task can be completed. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.
Crisis Resolution: Vigilant Dreamer — To resolve the crisis within the system, 10 capsuleers are required to bring an end to the Vigilant Dreamer. Using data analyzers, the defensive array protecting this Drifter facility can be disabled allowing it to be destroyed. T1 frigates, destroyers, cruisers, and standard T1 battlecruisers are permitted to enter.
Payouts from these sites are awarded to the top contributing fleet alone.
Deepflow Rifts have reemerged across the cluster and wormhole space! Intrepid capsuleers should tread carefully; both the rewards and difficulty of the site have been increased.
Remote capacitor transmission is now less effective on allied Dreadnought NPCs within Dread Assault sites.
The effectiveness of enemy NPCs which energy neutralize allied Dreadnought NPCs within Dread Assault sites has been greatly increased.
Added a delay to the initial enemy hauler spawn within Raid sites.
Increased the variance and average spawn time of enemy haulers within Raid sites.
Decreased the access difficulty of salvaging wrecks in Salvage Research sites.
Increased the number of enemy NPCs within Salvage Research sites.
🤝 It’s now possible to open multiple crates at once.
Once you’ve opened your first crate, there will be an option to open up to 30 additional crates in the crate window.
Fixed an issue that affected certain SKINR patterns to appear incorrectly.
Resolved a crash on macOS when using certain graphical settings.
Fixed an issue where SKINR designs were not saving correctly when using the 'Save As' option.
Fixed an issue where tag text in NES offers appeared blurry when hovering over banners.
Fixed an issue where the "Complete Now" button remained clickable despite insufficient PLEX.
The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.
Assault Vector gates now require the use of Observatory Resonance Keys:
Each character will need their own key to unlock the gate.
A key is consumed on use.
Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.
15x Keys will drop as loot from CONCORD Stellar Observatories.
Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.
Gates will become unlocked for all characters 60 seconds after a site is complete.
Payouts have been adjusted:
The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).
Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).
Stellar Surveillance Data now belongs to the new EDENCOM data item group.
Greatly increased the number of NPC buy orders for Stellar Surveillance Data.
Threshold Werposts will now have a significantly longer cooldown between target switches.
Threshold Werposts will now always attack the same target as each other.
To help make Pochven more accessible, the minimum standings requirements for certain actions have been reduced.
Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).
Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).
Home system stargate requirements have been reduced to 6.00 (from 7.00).
Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.
Standings will no longer be gained or lost when destroying a Stellar Observation Post site’s Stellar Observatory structure.
Last month's change to the Dazh Liminality Locus negatively impacted some playstyles in unintended ways, and as such has been softened significantly. The change also incentivized removing system effects which help make Pochven feel unique, so these have now been split off from the structure.
The Dazh Liminality Locus structure has been reworked:
Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).
Increased the decloaking pulse chance to 60% (from 30%).
Removed the system-wide buffs and penalties.
Added the removed buffs and penalties as permanent system-wide effects within Pochven:
Increased the remote repair bonuses to 30% (from 25%).
Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:
Reduced the remote repair bonuses to 15%.
Removed the warp speed penalty.
All Acceleration Gates which consume a key per character activating it have been improved:
When a key is consumed, the gate will remain unlocked for that character for the duration of the site.
Note: This persists when a character leaves the location or logs out, but resets after a downtime.
No keys will be consumed when activating a gate already unlocked for that character.
The following changes hope to refine last November's changes to capital escalation rules.
A combat site can now escalate at any time before the second wave spawns.
A combat site will only de-escalate if there is no capital within range after the second wave spawns.
In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.
Fixed an issue that could cause the incorrect Drifter battleship to spawn following a downtime.
Removed text from some DED combat sites that mention keys needed to get into the next room when you actually just need to kill all the NPCs in the room.
New unique icons have been added for the Power Diagnostic System and the Reactor Control Unit modules.
Numerical icons have been added for the Blue Pill, Frentix and Mind Flood boosters.
Blueprint copies for the Rapture Implant Set have now been added to the Sansha LP Store.
Added a PLEX purchase pop-up window for the marketplace or NES. It can be accessed through tooltips across SKINR sequencing page, sequencing jobs or complete now, and buy buttons for SKINS/elements in the Paragon Hub.
Fixed an issue in the Paragon Hub that caused rows to have empty spaces instead of empty slot cards once an entry was created.
Fixed an issue where some items such as Skillbooks were not being sold by NPCs in Caldari Space.
Winter Nexus has now ended. Thanks for participating.
A special offer from Paragon:
25% off SKIN sequencing in the Paragon Hub until January 3rd.
Removed the standings loss when destroying Dazh Liminality Locus and Entropic Disintegrator Werpost structures.
Increased the signature radius of Dazh Liminality Locus structures.
Added localization fix of the quote, attribution and designer information for the Bifrost.
Added localization fix of the quote attribution and designer information for the Mammoth.
Emblem slots have now been enabled on the most recent Alliance Tournament ships.
The Triglavian Invasion section of the Opportunities window will now refresh more frequently.
Fixed an issue which would prevent pins from being able to be decomissioned after saving a template.
The following changes aim to equalize the amount of information capsuleers have access to within Pochven while offering more counterplay to intelligence-gathering methods.
A new Triglavian Invasion section has been added to the Opportunities window
This page can only be viewed while within Pochven
This page will show all instances of select sites within the region, regardless of range
The selected sites are Observatory Flashpoints, World Ark Assault Flashpoints, and Stellar Fleet Deployment Sites
Note: Observatory Flashpoint sites will no longer appear within the Combat Anomalies sections of the Agency or Opportunities window
Dazh Liminality Locus structures will now periodically emit pulses that can disrupt the cloaking devices of players within their solar system
Increased the EHP of Dazh Liminality Locus structures
Added link to SKINR in show info window for design elements.
Added a ‘Skill Points Required’ section to the skill training panel in relevant information windows and tooltips.
Warping animation SFX on the Kikimora hasbeen restored.
Decloaking SFX on the Zarzakh jumpgates has been restored.
Breacher audio (From Breacher Pods) can now be heard on capitals and supercapitals.
The Caldari Freighter Skillbook is now being sold by NPCs in Caldari School stations again.
Roaming NPCs should once again be able to warp to the Acceleration Vector area of these sites.
Subpylon proximity counters should now correctly update when multiple capsuleers enter or leave at the same time.
The beacon that spawns during a Capital Escalation can no longer be collided with.
Note: The new ‘Local Beacon’ group used by this beacon may need to be added to your Overview if using non-default settings
Front spotlights on Vedmak no longer detached from ship when in attack mode
Concord Victory SKINs rotating sirens move smoother
Floating gas jet VFX on several hulls have been fixed
Bustard standard VFX now correctly affected by armor, shield, hull values of the ship and colored by faction
Floating particles on Rorqual during siege mode have been fixed
Unique Loggerhead registry decals have been added (previously using Minokawa decals)
Removed extra hidden decals within the Crane model
The stripe decal on Whiptail is projected on all intended geometry of the model
Fixed a texture seam on the Rifter, Wolf, Jaguar, Freki, and Geri engine boosters
The tech I versions of the Templar, Equite and Cenotaph should no longer have the Tech II pip on their icon.
Addressed an issue where black decals on multiple SKINs were displaying as red
The Cenotaph is now properly centered in the fitting window preview
Lighting has been reduced during the cinematic ship boarding sequence in FOBs
It is no longer possible to play the cinematic ship reveal while undocking
Minor fixes and adjustments to various ships during the cinematic boarding sequence
Fixed the quote, attribution and designer information for the Bifrost.
Fixed the quote attribution and designer information for the Mammoth.
Fixed an issue in the Skills tab where taking any skill action in a Mastery subtab would automatically open the Requirements subtab directly afterwards.
Players who use a non-standard unicode character in the filepath of the PI template folder can now load and save PI templates.
You are now able to save your current PI setups as a template as a work-in-progress feature. You can opt-in to test out these templates using the feature previews tab in the settings menu (by pressing 'Esc'). This allows you to share them with other players and your other characters and then import them, allowing you to set up multiple new planetary colonies with much less hassle! Please provide your feedback in this forum thread and suggest additional improvements you'd like to see for this new feature.
We have made adjustments to the base payout ratio and to the components included in Dreadnought reprocessing to increase the insurance payouts for Dreadnoughts closer to their real value. Our current aim is for a Dreadnought to pay about 70-75% of the ship hull value with platinum insurance on death rather than around 15%, which it currently does.
NOTE: These changes will not take effect until after the game recalculates insurance payouts, which may take up to 90 days. The Zirnitra has not been included in these changes for now.
Updated the icons used for the agency boosters to include the level of the booster.
Activity Tracker has been disabled.
We have lowered the loyalty point cost for Serpentis and Blood NET Resonators from 1000LP to 750LP.
Several LP stores which had some faction ammo offers removed earlier in the year have had them restored.
Video Fragments from previous events, such as EVE Operation: Epiphany (Finding the Zarzakh gates), will no longer drop from Angel and Guristas NPCs.
When the compact mode is enabled, the sidebar no longer expands on hover.
When the compact mode is disabled, the sidebar now collapses immediately when clicking an entry in the sidebar.
Removed the super-small-width version of the show-info window.
The completion UI has been added to the subtab navigation buttons in the Skills tab, which are in the compact layout of the window.
The character’s skill status for the ship has been added to the top of the Skills tab in the compact layout of the window.
The Skills tab now always opens on the Requirements subtab.
Removed the empty skill squares from the skill entries in the Skills tab.
The Variations tab’s ‘Compare All’ button is now anchored and always visible at the bottom of the window.
Skill tooltips now always display their training time.
The Opportunities window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
The Corporation window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
Fixed a bug which would have a Skyhook turn back on straight away after you decided to turn it off.
Destroying a mercenary den will now update the available workforce on the skyhook for the client UI. It was functioning correctly before, but the updated value wouldn’t show until a new merc den was put down, or the player left the system and came back in, or relogged.
Improved the handling of timeouts for mercenary dens.
Double-clicking a skill entry in the Skills tab will now open its info window.
Fixed an issue where the window background could update incorrectly when enabling compact mode.
Fixed an issue in the Paragon Hub Collection which caused the preview information of design elements to not get cleared.
Fixed issue with missing localization on Winter Nexus.
We are thrilled to announce the Cinematic Ship Introduction to make your experience of boarding a ship for the first time more immersive, exciting, and memorable. Acquiring a new ship is a significant achievement and this feature transforms this milestone into a visual cinematic moment, highlighting the ship’s design, scale and importance within the game.
Key Updates:
Players have full control over how they interact with this feature.
Skip Options: Skip the cinematic or turn off the auto-play completely in the settings.
Replay Feature: Replay the cinematic while docked by clicking on in the ship context menu, especially useful for showcasing new SKINs or upgrades.
Winter Nexus Event!
The Winter Nexus event has returned to New Eden! This ingame event will run until downtime on January 7th 2025.
Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.
Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.
Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.
Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields, and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.
Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules.
Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.
A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, SKINR nanocoatings and patterns, PLEX, Sansha combat boosters, ice storm jump filaments, skill points, and a Cerebral Accelerator.
A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR nanocoatings and patterns, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 7th.
A new and exclusive SKINR pattern available on the Paragon Hub for the duration of the event.
In addition to the above fantastic gifts, an expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.
Winter Nexus Themed Character Select.
Mercenary Tactical Operation sites now show players progress through Objectives in the Info Panel.
Increased the radius of Stellar Observatories to reduce the likelihood of colliding with it while orbiting.
Added the option to UNDO and REDO in studio SKINR.
Improved highlight animation for new design elements in your SKINR collection.
Fixed an issue that caused black rendered icons in SKINR.
Increased the number of Upgraded Avengers in Unsecured Core Backup Array sites from 3 to 4.
Winter Nexus Themed Wreck Icons:
In preparation for Winter Nexus, the present icons tag wrecks of your helpless victims as you claim your bounties!
CONCORD Victory SKIN now has the correct description.
Ship Insurance Contribution Method:
Fixed an issue when setting the value at 100% on the Corp Project for Ship Insurance which auto adjusted from 100% to 10% once it was created.
It’s no longer possible to retire from direct enlistment while in space in a ship. You now must either be in a capsule, if in space, or docked up in an NPC station or a Structure.
‘Simulate’ button has been added to the sidebar.
The Fitting tab now displays fitted subsystems for your assembled strategic cruisers.
The Fitting tab now displays the available subsystems for all strategic cruisers.
The 3D ship preview is now always displayed in the SKINs tab, even with compact mode enabled.
The SKINs tab content can now become more compact depending on the window’s width and compact mode status.
Skills tab’s subtab navigation section is now anchored at the top of the tab in the compact window layout.
Skills tab’s skill options section is now anchored at the bottom of the tab in the compact window layout.
Ship quotes have been added for:
Capsule
Genolution ‘Auroral’ 197-variant Capsule
Boobook
InterBus Shuttle
Victorieux Luxury Yacht
Zephyr
Paying EM to complete Air Daily Goals:
We are continuing to refine the Air Daily Goals system and with this update, player now have the option to complete Air Daily Goals with EverMarks. This added flexibility makes earning the Daily Bonus SP and progressing through the Monthly Reward Track faster and easier - perfect for players with limited playtime.
Key Updates:
Streamlined Daily Goals: The total number of goals per day has been reduce from 8 to 4, with one goal from each career path.
Unique Goals Every Day: No duplicate goals are distributed on a given day, making sure that each of the 4 goals offered each day is different.
Career Pool Adjustments:
The “Manufacture an Item” goal has been removed from the Explorer Career pool.
The “Scan 5 Signatures” goal has been removed from the Industrialist Career pool.
Ship Insurance Contribution Method:
We’re excited to introduce the new Ship Insurance Contribution Method, a powerful new tool designed to improve how corporations manage Ship Replacement Program (SRP). Improving on the functionality of the previous Ship Loss project type, this feature offers greater flexibility and customization to enable corporations to effectively reimburse members of their losses for all or only specific ships as well as implants.
Key Features:
Automatic evaluation of ISK lost: Compensation is automatically calculated using the ISK Total Worth from the Kill Report which includes the sum of the average market price of all items lost.
Fitting and cargo coverage: The ISK loss value used for compensation includes the ship hull, fittings, and cargo, all based on the Kill Report.
Implants coverage: Corporations can choose whether to compensate members for implant losses tied to Capsule destruction.
If enabled, all Capsule losses are covered, regardless of which ship loss they follow.
Implants compensation is calculated using the Kill Report’s Total Worth, similar to ships.
One Project for All Ship Types: Manage coverage for multiple ship types or ship groups within a single project, reducing complexity and improving efficiency.
Compensation for PVP or PVE losses: Decide whether to cover the losses from only PvP engagements or including the PvE activities as well.
Filtering by Attacker: Cover losses caused by specific characters, corporations, alliances, factions, or even by anyone.
Filtering by Location: Cover losses that happened in specific solar systems, constellations, regions, or provide coverage for losses across all locations.
Coverage Percentage: Set the coverage rate between 10% and 200% of the Kill Report value, allowing for partial compensation or even overcompensation to incentivize participation.
Limit the coverage per member: Define a maximum ISK limit that each individual corporation member can receive from the project, ensuring fair distribution of resources.
Limit the coverage per loss: Set a limit for the maximum ISK amount reimbursed for a single loss, helping manage the corporation´s SRP budget.
While the Ship Insurance is an improvement over the Ship Loss contribution method, the latter will remain available in the game for now but may be removed in a future update.
Repositioned warp-in and NPC spawn locations in all C4 sites.
These locations should always be within 40km of the site’s central structure.
Sleepless Defender NPCs will now only spawn when a ship is near the Deserted Talocan Cruiser container in C4 Data and Relic sites.
MTOs will now show the correct time they activate for players in timezones that are ahead of the eve server.
Example: An MTO mission will spawn at 12:00, but a person is in Tokyo, Japan, and their PC is set up to that timezone (UTC+9). From their perspective, they would see the mission would spawn at 03:00 (9 hours earlier than from when it should spawn), and it will then look like it just disappeared from the UI at 03:00, until when it actually spawns, at 12:00.
Drifter Recon Battleships will now correctly use their energy neutralizers.
Drifter battleships can now spawn in Core Stronghold sites.
Capital Escalations can now correctly occur in Strange Energy Readings and The Mirror sites.
Rorquals can no longer cause capital escalations to occur.
Fixed formatting error for the Japanese language related to the Daily Goals duration section.
The duration icon is now visible in the list view of the Air Opportunities page.
Only Corporations where clients can earn loyalty points can be added for the "Earn Loyalty Points" contribution method.
Harvesting gas no longer counts towards the Mine Materials contribution method in Corp Projects.
Duplicates of Shattered Paradigm SKINs are removed from the game.
Added missing tooltips when hovering over skills in the Skills tab.
Inventory ship cards and Ship Info window background now correctly display the Intaki Syndicate logo for:
Victorieux Luxury Yacht
Zephyr
Fixed some typos.
Fixed an issue where the Ship Insurance banner animation could glitch when UI Scaling was not 100%.
Fixed an issue where the Ship Insurance banner text could overflow the banner in some languages.
Fixed an issue where the Ship Info icon in the Neocom could become unresponsive when closing one of multiple open Ship Info windows.
Fixed an issue where applying/previewing SKINs on active strategic cruisers could remove the fitted subsystems from the 3D ship preview in the window.
Fixed an issue where 3rd party SKINs could not be deselected in the SKINs tab.
Fixed an issue where the Fitting tab could fail to load correctly in the Ship Info window of an assembled ship in Asset Safety or Fleet Hangar.
Fixed an issue where the maximum number of subsystem slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the maximum number of Hi, Med, and Low slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the Show Info option was missing for type entries in the Attributes tab.
Fixed an issue where the ship type name would not update correctly in the SKINs subtab in the Personalization tab of the Fitting window when boarding another ship.
The Deathless Circle has ceased its deployment of Trustbreaker Arrays.
Deathless Trustbreaker Under Attack sites are no longer available.
Until December 1st, To celebrate the Vanguard Groundbreak Operation, a special set of daily login rewards will be available. Rewards include Vanguard themed nanocoatings and patterns, EverMarks and skill points.
Reverted the ‘Excavator’ Ice Harvester drone max velocity increase made in 2024-11-26.1 based on player feedback.
‘Excavator’ Ice Harvesting drones returned to 90m/s Max Velocity from 125m/s.
Rebalanced the maximum velocity of all NPCs that appear in Homefront Operations and Deathless Trustbreaker sites.
Notably, DPS destroyer NPCs have been made significantly slower.
Equalized the collision radius of structures that appear in Emergency Aid and Deathless Trustbreaker sites.
Reduced the volume of Contraband Data commodities found in Traffic Stop sites.
A series of changes have been made to C5 and C6 sites. These have been made with the goal of promoting the use of capital ships while still keeping the space rewarding for all players. We will be monitoring the impact of these changes and iterating where necessary.
The rules which cause a Drifter Response Battleship spawn have been changed:
A beacon (visible only on-grid) appears at the warp-in location as the initial NPC fleet is destroyed.
The beacon will despawn if there is no capital ship within 100km of it.
If the beacon is not present when the structure is attacked, the Drifter Response Battleship is ineligible to spawn.
A new Drifter Recon Battleship will spawn in the place of the Drifter Response Battleship if it is not eligible.
This variant of the battleship has less EHP, lower damage, less neutralizer pressure, and drops a reduced number of commodities on destruction.
The loot value of Upgraded Avenger NPCs has been increased.
In Data or Relic sites with Upgraded Avenger NPCs, a beacon (visible only on-grid) will appear the first time a capital ship is within 100km of the warp-in location.
The beacon will despawn if there is no capital ship within 100km of it.
A beacon can only be spawned once per site.
Upgraded Avenger NPCs will appear and remain on-grid only while a beacon is present.
Upgraded Avenger NPCs will only spawn once per site rather than for each capital ship group.
It’s now possible to compress multiple groups of resources while having multiple compression modules activated. Previously it would only be successful on one type if a player was trying to compress multiple groups at once, such as attempting to compress ice and gas at the same time.
The Zirnitra dreadnought will once again attack the Stellar Observatory.
Drifter Battleships will no longer immediately despawn when there are no capital ships within their original site.
Fixed various issues that could allow Upgraded Avenger NPCs to be avoided or have Drifter Battleships warp off prematurely.
Vanguard themed Character Select Screen.
In celebration of the upcoming Vanguard Groundbreak Operation - taking place 28 Nov- 9 Dec the Character Select Screen is now in EVE Vanguard theme.
Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.
While a Mercenary Den is reinforced, passive Anarchy and Development are paused.
Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.
Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce
Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce
Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce
Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce
Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce
This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.
Development Amount: 0-19 - Level 0 - Regular Informorph Production rate
Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate
Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate
Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate
Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate
Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.
To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.
If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.
Ferox Navy Issue
Signature Radius increased from 300m to 325m
Agility nerfed from 0.66x to 0.69x
Max Targeting Range reduced from 67500m to 60000m
The Ferox Navy Issue is overperforming, so we’re increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We’re hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.
Eos
Drone Optimal range per level reduced from 10% to 5%
Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we’re reducing the power of sentry drone fits slightly.
Heavy Assault Cruisers
50% reduction in Microwarpdrive signature radius penalty Role Bonus added back
In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.
Ashimmu
Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec
Max Velocity increased from 208 to 215m/s
Agility improved from 0.58x to 0.55x
The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.
Scythe
CPU increased from 285tf to 300tf
Powergrid increased from 345MW to 375MW
Max Velocity increased from 250m/s to 260m/s
Agility improved from 0.6x to 0.57x
The Scythe has fitting issues, especially since it’s an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.
Vengeance
Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%
Powergrid increased from 43MW to 46MW
The Vengeance has low usage, so we’re giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.
Cruor
Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
Max Velocity increased from 330m/s to 340m/s
Agility improved from 3.6x to 3.4x
The Cruor is underperforming relative to its peers. We’re giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor’s mobility so it can better use the long-range web for catching kiting ships.
Maulus Navy Issue
Highslots increased from 2 to 3
Powergrid increased from 35MW to 38MW
Max Velocity incrased from 315m/s to 325m/s
The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we’re correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.
Rorqual
'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s
‘Excavator’ Ice Harvesting Drone base velocity increased from 90m/s to 125m/s
All Exhumers
Max Locked Targets improved from 6 to 8
Skiff
Agility improved from 0.8x to 0.64x
Midslots increased from 4 to 5
All Mining Barges
Max Locked Targets improved from 5 to 6
Procurer
Agility improved from 0.8x to 0.64x
Midslots increased from 2 to 3
We’re giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.
Navy Faction Light Fighters
Heavy Rocket ability charge count increased from 12 to 15.
Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.
Standard Cerebral Accelerator
Removed 20% turret damage boost and 20% missile rate of fire boost.
Increased attributes from +3 to +5.
Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.
Respawn time for NPCs has been significantly increased
In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.
Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.
Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.
Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We’re trying to improve this by increasing their availability and effectiveness.
Tether Radius on the Pirate FOBs has been dropped from 100km to 50km
A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we’re bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.
Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.
Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.
The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.
Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We’re trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We’re doing this because it’s fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.
Added appropriate salvage to the Angel and Guristas FOB wreck.
Drone Relic Sites can now appear in class 1-3 Wormhole space at a similar rate to the existing pirate faction relic sites.
Drone Relic Sites can now drop Atavums.
Lowered the overall drop rate of Atavums from Relic Sites.
Structure-bashing NPCs in Emergency Aid sites will now orbit their targets at a closer range.
Repair effects are now less effective on structures within Emergency Aid sites.
We continue our work on the Little Things, the small quality of life improvements requested by you, the players, through various channels. To post your own improvement suggestion please visit: Little things / Small QoL suggestions
🤝 It’s now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.
🤝 Capsule killmails with implants now have a ‘Buy All’ button if you want to multibuy the implants.
🤝 The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.
🤝 You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.
🤝 While undocked, assets in your current system will now be highlighted in the assets window.
🤝 Double clicking on a transaction in the “market transactions” tab of the wallet, now opens up the regional market window for that item.
🤝 You can now drag buy or sell orders from the “Your Market Orders” window straight to the market quickbar.
🤝 Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it’s a corp job) your jobs will be outputted to.
🤝 Added a “mark as Read” option to mails and notifications.
🤝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.
🤝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.
🤝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.
🤝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.
🤝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.
🤝 You can now copy names of item types in info windows and the market window.
🤝 You can now edit bookmarks through the radial menu while using the solarsystem map.
🤝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.
🤝 You can now drag and drop items onto the neocom item hangar icon to move them.
🤝 You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.
🤝 You can now deliver corp items to yourself in the ‘deliver to’ right click menu.
🤝 Multiple skills can now be moved around in the skill queue.
🤝 Multibuy can now interpret ‘1x item name’.
The Deathless Circle has deployed Planetary Trustbreaker Arrays to steal passkeys for planetary defense networks ahead of Vanguard assaults. These sites have fallen under attack by Drifter forces!
Deathless Trustbreaker Under Attack sites are appearing in pirate Insurgency FOB systems.
Capsuleer fleets can choose to protect the Trustbreaker Array for the duration to receive a reward from the Deathless. 5 capsuleers are recommended for this challenge.
Alternatively, those who do not wish to support the Deathless can wait for the structure to generate PDN passkeys before destroying it. Many groups would pay handsomely for any such commodities seized from the wreckage!
Regardless of their motivations, capsuleers are limited to bringing standard T1 cruisers or below within the site.
Sequencing is returning to its original time duration.
Added an indicator for new SKINs in your Paragon Hub collection.
Added indicators for new design elements in your collection in SKINR.
Adjusted the placement of the randomize button in studio SKINR.
Improved communication for insufficient design elements in studio SKINR.
Fixed an issue which could cause sites to fail to progress within the Stellar Observatory area.
Any lingering NPCs or subpylons will now be despawned following a downtime.
Acceleration Vectors will now always re-lock following a downtime.
Fixed an issue with the SKINR pattern gizmo not fully reaching -90 degrees on Vertical Orbit when using the pattern manipulation shortcuts.
Fixed an issue where the SKINR button in the Ship Info window always opened the SKINR for the currently boarded ship.
Fixed an issue where own branded listings incorrectly displayed a warning about insufficient EverMarks.
We have adjusted and refactored NPC warp in behavior and spawners in some nullsec anomalies to make their warp ins much more compact, which will make these anomalies much better for AOE farming (Stormbringer, Thunderchild and Smartbombing).
All Havens (Both the Stargate ‘Rock’ Haven and the Chemical Factory ‘Gas’ Haven variation).
All Drone Hordes and Patrol sites.
The Regular base version of the Rally Points.
Last week, we increased NPC bounties to counteract the income reduction caused by NPC's warping in instead of spawning in place.
We are maintaining the 30-40% NPC bounty increase we made last week, which has already increased total nullsec bounties to higher than what they were before Revenant, however, with the addition of this set of changes we will be monitoring the economy and we will potentially make adjustments to bounties or anomalies if needed in the future.
The site’s beacon has been moved back to the Acceleration Vector area.
Subpylon models will once again appear correctly.
Structure targeting NPCs within Emergency Aid sites have been reworked:
Increased the DPS of Structure targeting NPCs.
Structure targeting NPCs no longer respawn when destroyed.
Additional waves of Structure targeting NPCs will now arrive at set intervals.
The size of Structure targeting NPC waves has been reduced.
Fixed a client lock-up if a player boarded a FLEX structure from a capsule.
Subpylons are once again destructible, with the following additions:
Subpylons can now be repaired.
Subpylon armor, structure, and signature radius values have been increased.
The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.
When destroyed, subpylons will now have an explosion effect.
EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.
The site’s beacon will now remain until the site has been despawned.
NPCs will no longer combat warp.
NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.
Removed the minimum contribution requirement for payout eligibility.
Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.
The number of commodities dropped by the Stellar Observatory will now always be 400.
NPC Dreadnoughts
Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.
Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.
Added an option to enable/disable ‘compact mode’ in the Ship Info window settings.
When enabled:
The 3D ship model preview is not displayed.
The window icon in the header is not displayed.
The option to enable/disable ‘Light Background’ functions properly.
Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.
Added number field manipulation at the end of sliders in SKINR studio.
SKINR share option can now be clicked and saved to clipboard.
Pattern Projection in SKINR has been renamed to Projection Presets.
Updated pattern area toggles in the SKINR for improved usability.
Improved Help Pointers:
Added the following Help Pointers:
Opportunity rewards
Active opportunities
Opportunities browser
Opportunities filter
Find new corp
Corp Projects
Fleet Chat
Fleet Chat Settings
Reload Fleet motd
Corporation Chat
Corporation Chat Settings
Reload Corporation Chat motd
My Wallet Tab
Wallet Transactions
Wallet Market Transactions
SKINR Studio
Paragon Hub
SNINR Collection
Fitting Hardware
We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.
Various help pointer icons have been added and updated.
Fixed an issue where ISK deposit refunds for private contracts in citadels could occur incorrectly when a citadel was destroyed.
Fixed an issue where the Apply button for an activated SKIN in the Collection would disappear when boarding a newly packaged ship for which the SKIN applies.
Phoenix dreadnoughts will now gain the same bonus damage as other dreadnought variants during their “super siege” phase.
Roaming NPCs will more commonly visit the site.
Warping to a 100% probe result that you already had of a ship that is now cloaked/docked/left the system somehow, from the probe scanner window will now work and no longer fail.
It’s no longer possible to take infomorphs from Mercenary Dens which have been reinforced before a downtime, after the downtime which it was reinforced.
Fixed a rounding error when trying to take infomorphs - You can now always take the maximum amount of infomorphs and it won’t fail if you have spare cargo which is a multiplier of 0.1m3 but not enough to hold them all.
Fixed an issue where killmarks could be displayed for off-grid ships through d-scan.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when selecting the current tab.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when switching between tabs in the compact-width layout of the window.
Fixed an issue where the Ctrl+Tab shortcut (also Ctrl+Shift+Tab) could fail to work if a Ship Info window was open.
Fixed an issue where the Neocom Ship Info icon could become incorrect if a Ship Info window was minimized while in the smallest-width layout.
Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don’t have to login for all 14 days to get the biggest reward.
With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.
To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.
Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.
This results in the following total average bounty increases for these popular Nullsec anomalies:
Hubs: 28.40%
Rally Points: 28.50%
Patrols: 30.20%
Havens: 31.70%
Forsaken Hubs: 34.50%
Hordes: 34.70%
Sanctums: 35.70%
Forsaken Sanctums & Teeming Hordes: 36.00%
Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don’t have to be so close to it/inside the 3D Asset).
Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.
It’s now possible to black ops bridge and take conduit jumps with the Tholos and Cenotaph.
Added missing German translation for some ship quotes and attributions in the Ship Information Window.
Added missing German translation for a couple of words and tooltips in the Ship Information Window.
Fixed an issue where the SKINR shortcut and the ship name could be missing from the SKINs subtab of the Personalization section in the Fitting window.
Increased the site timeout timer to 45 minutes (from 30).
Monitors are no longer permitted to activate the acceleration gate.
Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.
Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.
Threshold Werposts will now occasionally switch targets.
Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.
Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.
Zirnitra Blueprint Data Vault crates now use the hacking display when opened.
Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.
Subpylons are now indestructible and will despawn when the site ends.
Improved performance when loading transmission conversations.
It’s now possible to show info on an Item Trader and view what recipes it has and what it requires for each.
Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.
It’s no longer possible to take encrypted infomorphs from a Mercenary Den that passively regenerated enough shields to go over 50% while reinforced.
Standard combat NPCs will no longer occasionally select drones as primary targets.
EDENCOM dreadnought NPCs will now always warp in within 40km of the Stellar Observatory.
Triglavian NPCs will now attack EDENCOM NPCs unprovoked within the Assault Vector area.
Raptor NPCs will now use railguns rather than pulse lasers.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
Fixed the name of the item trader site name in Zarzakh.
Added a missing tooltip for the Ship Insurance icon.
Fixed an issue where the Ship Insurance icon was missing from the Overview tab for the character’s assembled ships.
Fixed an issue where the character info was missing from the sidebar and the Overview tab for the character’s assembled ships
It’s now possible to view the Planets section of the Agency in Wormhole space, so that you can view the Planetary Industry card.
Balancing:
Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.
Ship Information Window:
Added the option to filter out acquired skills in the Mastery subtabs.
Added the option to collapse all skill groups in a Mastery subtab.
The Mastery skill groups will now remember their collapsed state during the session.
Slightly increased the minimum width of the window.
Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.
Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.
Added quotes, attributions and designers for the remaining ships.
Audio:
Breacher SFX is now behaving correctly when shields are active.
Gameplay:
Fixed an issue where time remaining on the secure column for My Orbital Skyhooks in the Structure Browser was sorting alphabetically and not sorting numerically.
Supercarrier close range fighter missile abilities will now apply full damage to mercenary dens.
The Cenotaph now correctly warps at 3.5AU/s instead of 2.7AU/s.
The Shield boost bonus per level of Caldari Battlecruiser is now correctly applying instead of always being at level 1 level of 7.5%.
The projectile and missile optimal and falloff role bonus is now being correctly applied at 25% instead of 7.5%.
Graphics:
SKINR live rendered icon caching has been refactored, and now correctly caches previously viewed icons to improve loading times within the SKINR Studio, Paragon Hub, and Collection.
Fixed an issue where a non-interactable rock formation was a selectable item.
Fixed an issue where some asteroids within dungeons had low resolution textures and UV stretching.
Fixed an issue where some decorative ship wrecks had misplaced or missing fire particles.
Gallente dreads and certain rogue dungeon NPCs no longer flicker from a distance.
Localization:
Removed a whitespace which was at the start of a sentence in the ‘confirm bid’ window for auction contracts.
Added a traits to the Metenox Moon Drill so that it’s easy to access the service module and include information about the Metenox getting a reinforcement cycle and 4x more hitpoints while in full power mode.
Added the fact that the Rorqual PANIC module gives 10x bonus to shield regeneration time to the module description.
Fixed text being cut off in several places and the take items field being too small to display more than 5 figures in the Korean language.
Fixed the Mercenary Den Management skill not having a description.
Ship Information Window:
Fixed an issue in the Skills tab, where rapidly switching between Mastery subtabs before all skill groups finish rendering could result in the unrendered ones being displayed in the wrong Mastery subtab.
Fixed an issue where the ship preview was not displaying fitted subsystems on Strategic Cruisers (fixed for your active ship and ships on grid).
Fixed an issue where skill-training buttons in the Skills tab could be fully hidden when the window’s width was very small.
Fixed an issue where some translations were causing UI issues and text overlaps, especially when the Ship Information Window’s width was very small.
Added missing translations for a couple of words.
Fixed typos and punctuation in some quotes and attributions.
Fixed an issue where the ‘Show in Ship Tree’ button was displayed for a few ships that are not present in the Ship Tree.
Corrected the background faction logo for a few ships.
Fixed an issue where, when UI Scaling was not 100%, the contents in the window’s large view were scaling incorrectly with the window’s width.
Fixed an issue where the Fitting tab of the Primae would fail to render.
Fixed an issue where the contents of the window would fail to render if it was opened by clicking the Info icon of a ship in a contract.
User Interface:
Fixed an issue where players who had a market group opened which was removed would no longer be able to open the market without resetting their settings.
The Revenant expansion is out!
Full overview of the contents of the expansion can be found here: Revenant Expansion Notes!
NES:
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.
Gameplay:
The Capital Jump Portal Generation skill now only applies to Carrier Conduit Jumps, and no longer incorrectly increases the passenger limit for Black Ops and Rorqual conduits.
Fixed a very rare race condition which could result in a Skyhook skipping the armor reinforcement timer.
PVE:
Fixed a bug which prevented some NPC dreadnoughts and titans from using their warp disruptor abilities.
Rapid capsuleers,
Revenant just got a , and the evolution continues. New Eden now moves faster, flows smoother, and feels more vibrant than ever. The new is now live, boosting performance and unlocking a more responsive, immersive experience for DirectX 12 and macOS. Battles unfold with greater fluidity, your ship reacts with razor-sharp precision, and the vastness of space stretches before you with even greater clarity.
This is not just an upgrade – it’s evolution in motion. With an average of 10-30% higher FPS in busy scenes, every decision, every dogfight, and every daring escape is now sharper, faster, and more thrilling than ever. And this is only the beginning, paving the way for even more graphical enhancements in the future.
EXPERIENCE THE EVOLUTIONThat Friday feeling has arrived, which also occasionally means it's Community Beat Day!
We wanted to celebrate the educators in New Eden for this edition of the Community Beat as the people who help us understand the universe can sometimes go urecognised for their efforts, so we wanted to give a small thank you to those who have helped players across the universe. Learning takes many forms in New Eden, for example, videos to help educate players who have been away for an extended period of time, and you want to help them get caught up. Say no more, this video from BushidoMaru caught our attention to help with exactly that!
Or, more infographic visual examples for our visual learners from Qymm Phyton explaining which ships can activate what Cynos particular ships can use and jump to following this weeks major update:
Or Minmatar Fleet goes back to basics of reminding us about different types of (projectile) ammo. Most things in the universe have particular strengths and weaknesses to varying types of damage, and understanding what type of damage to apply can make the difference in your target getting destroyed or surviving:
However, the EVE University Wiki is one of the most commonly used resources. EVE University is celebrating a whopping 21 years of existence, and as part of that celebration, they're running a Jobs Fair on Saturday and Sunday, March 22 and 23, from 1800 UTC to 1930 UTC. They've got over 2,400 members in their Discord who are students they'd really like to graduate and find new homes for. So, if you want to come along and pitch why one of their students might be interested in joining your corp or alliance in under 10 minutes, you should check them out!
EVE University is also launching "Project Firebird" - an effort to update some of the outdated wiki pages and improve navigation around their wiki. They're also adding new Community Guides (more on that later) and upgrading the tech and tools everyone uses on the site. EVE Uni fully embraces the "Better Together" concepts for their wiki, and they're looking for people to help with the project and join their Discord. So, if you're an experienced player, FC, industrialist, lore nerd, or someone who wants to help make a wiki for people in the universe to help them understand things more, check out their #wiki channel!
Talking about Community guides earlier, another fantastic third-party website project that just launched is the "CapsuleerKit"
It serves as a hub for some of the community's day-to-day tools and external websites and is a great recommendation to anyone starting out who wants to get up to speed with some of the tricks of the trade. I used to keep a bookmark for each of these pages separately when I needed them, but now I have the CapsuleerKit! Not only that, but Alia Collins is also open to adding more third-party apps to the list, so if there's something you think is essential and should be added, drop them a mail in the game and let them know. I'm looking forward to learning about new and upcoming apps being used in the community here as they emerge!
On the topic of up-and-coming, the next few weeks are busy with player events both in and out of the game! This coming weekend, we have the feeder rounds of The Charity Cup 6v6 PvP Tournament, battling to see who will advance to the group stages later this month. You can catch that on Twitch this Saturday and Sunday from 1700 UTC.
Following that, going from in-game to out-of-game, we have EVE New Orleans (NOLA) on March 21 - 23. Last year, the biggest buzz in town was joined by CCP Bee, who highly recommended the gathering for its rich cultural background and some cool EVE nerds (honestly, the first meeting with the Community team when he came back, he spoke non-stop for at least 20 minutes about it). This time, joining the Crawfish Boil will be CCP Convict, so drop by and say hello! They have Discord with all the information too!
March 29 is also another day of many events! First up, back in the United Kingdom, up in Scotland on March 29, Glasgow Dunlop is hosting another EVE Glasgow meet, a favourite meet for the locals to gather up and share some epic stories around a few pints.
Meanwhile, on the same day, from 1600 UTC, the A Band Aparts Annual Frigate Free For All will be kicking off in Amamake, where members of A Band Apart will be handing out frigates in local to encourage people to grab a ship and just go out and BLAST until 2200 UTC. In addition, the group stages of the aforementioned Charity Cup Tournament will be live on the CCPTV Twitch channel from 1700 UTC, but we'll cover these both a little more in the next edition of the community beat.
We wrap up today as well about another big event coming up - EVE Fanfest! Only 48 days away, starting on May 1.
One of the sponsored projects for Fanfest recently launched over on Justabout where we challenge the playerbase to make a video to be shown at the event, between four and eight minutes long, showing off some of the Beauty of EVE Online. It also comes with a Cash prize! The top entry gets $500, Second place gets $125, 3rd gets $75, and finally, 15 runners up will win $10! Rixx Javix recently posted his entry for the event featured above as a source of inspiration to get your creative juices flowing! Do you have what it takes to show off New Eden in all its glory? Do you see beauty where others fear to go? Then head over to JustAbout, pop in, check out the rules and enter!
That's it for this edition of the Community Beat. Fly it like you stole it!
o7
Fiery capsuleer,
For a limited time, the EVE Store is offering up to 20% off PLEX, and throwing in brand new, fiery Zydrine Burn SKINs. So raise your green glasses high and warp over to the store to snatch the bargain of the year, before the deal expires on 21 March!
BUY NOWFor a limited time, secure one or three months of Omega at a huge discount, and claim St. Patrick’s Day themed components for your SKIN designs.
Design SKINs for all available ships, train skills faster, and maximize your potential, all while improving your custom SKINs. Upgrade before 21 March and craft your unique look.
Warp to New EdenThese SKINR components are also available in the Paragon Hub.
A wave of impactful updates, shaped by community and CSM discussions, has landed in New Eden. Addressing everything from capital ship production costs to Factional Warfare and force projection, these changes set the stage for a more balanced, engaging, and competitive universe.
Capsuleers,
A wave of impactful updates has landed in New Eden, addressing everything from capital ship production costs to Factional Warfare and force projection. These changes, shaped by community feedback and discussions with the CSM, set the stage for a more balanced, engaging, and competitive universe.
Manufacturing capital ships and Tech I battleships is now cheaper, reducing the resource strain and making fleet deployments more feasible. Lower costs mean less risk when bringing these hulls to battle, reinforcing their role in fleet warfare.
Nullsec mining operations are seeing major boosts. Tier 1 and 2 mining sites now provide more ore from fewer but larger asteroids, reducing travel time and inefficiency. A new Tier 3 mining site, designed for capital-scale operations, offers enormous asteroids rich in resources. Mordunium refinement has been buffed to improve Pyerite availability, while Mercoxit yields increase across nullsec. Additionally, a new ORE deep core strip mining laser enhances efficiency for barges and exhumers, giving industrialists a powerful new tool for mining Mercoxit.
A critical fix is coming to Factional Warfare battlefield sites: payouts now require active participation, eliminating passive “seagulling” rewards for those who linger without engaging. This change is being tested on Battlefield sites before expanding to other areas. Additionally, anti-pirates can now claim new rewards, including valuable loot from Forward Operating Bases and roaming NPCs, increasing the stakes in Pirate Insurgencies.
Ansiblex jump gates are becoming more vulnerable, creating new strategic opportunities for those looking to disrupt enemy logistics. Capsuleers using these gates will now land closer upon arrival, making them easier to intercept. Additionally, Ansiblex gates will no longer auto-repair and must be actively repaired like Metenox moon drills. Warp disruptors and interdiction bubbles will now prevent gate use, further limiting force projection and making nullsec movement more tactical.
Capsuleers managing planetary colonies will enjoy major quality-of-life improvements. UI enhancements, multi-select for schematics, and the ability to reset extractors make operations smoother than ever. Hotspots will still shift over time, ensuring active management remains key to maximizing output. One of the reasons this is now moving out of beta is thanks to feedback and participation from capsuleers.
Tactical retreats through Pochven just got harder. Filaments now feature a spool-up time, preventing instant extractions. Additionally, their activation leaves a detectable trace on D-Scan and can be probed with combat scanners, allowing pursuit and counterplay. This is the first step in a broader look at Pochven travel mechanics.
Following discussions at the latest CSM summit, several ship balance adjustments have been made. Heavy interdiction cruisers can now fit cynosural field generators, adding new strategic options for fleet commanders. Also, ECM burst jammer restrictions have been tightened to prevent unintended abuse.
Warp speeds across ship classes are being standardized for more consistent travel mechanics and better fleet balance. Heavy assault cruisers (HACs) will see a slight warp speed reduction to align with their Tech I counterparts, while specialized ships will retain their warp bonuses where appropriate for their roles.
Additionally, fleets will receive new quality-of-life updates, including the ability to disband and reform fleets faster and set maximum fleet sizes. Fleet commanders also gain a new repair beacon mechanic, allowing them to designate non-fleet allies for remote repairs.
Mercenary den infomorph output is being reduced to stabilize the market, and Metenox moon drills now require more magma reagents. This adds new considerations for nullsec industry.
This is just the beginning. Expect more refinement as New Eden continues to evolve. There are also many more things in this update than mentioned here, and you can check out the full details in the patch notes.
The Drifter Crisis is escalating as the empires, corporations, and pirate factions of New Eden push back. Capsuleers are called upon to take up arms in a Race for the Hives, not for personal glory, but to help their chosen faction claim a Drifter wormhole system.
Capsuleers,
The storm is breaking. The time to act is now. The Drifter Crisis is escalating as the empires, corporations, and pirate factions of New Eden push back. Capsuleers are called upon to take up arms in a Race for the Hives, not for personal glory, but to carve out a future for their chosen faction in the war against the Drifters.
A seasonal challenge and reward track has been introduced, giving capsuleers the chance to score points for one of 10 factions as they push back against the Drifter threat. While they share a common goal, these factions are not allies. They are rivals, each seeking to claim power, resources, and strategic footholds in the war, as they race for the Drifter hives.
Align yourself with one of these factions:
Gallente
Amarr
Minmatar
Caldari
Angel Cartel
EverMore
Society of Conscious Thought
Triglavian Collective
Upwell Consortium
EDENCOM
By completing event challenges, you will earn points that can be assigned to your chosen faction. At the end of the event, the top five factions will launch the next phase of the war by directly occupying Drifter wormhole systems.
The outcome of the Race for the Hives will determine which factions gain a foothold in Drifter space. Those who rise to the challenge will reap the rewards, not just in valuable loot, but in faction supremacy over the Drifter threat.
Rewards include a selection of volatile boosters to enhance your combat performance, alongside an exclusive Drifter Plugsuit – a piece of apparel that will mark its owner as a veteran of this critical battle.
This is not just another fight. The factions of New Eden see an opportunity to seize what the Drifters have taken, and they will stop at nothing to secure their claim. The Drifters will not fall easily, and only the strongest factions will have what it takes for what is to come.
Keep an eye on New Eden News for live updates on faction standings and strategic developments as the battle unfolds.
Will you help your faction claim the Drifter Hives?
JOIN THE FIGHTFor a limited time, you can add seven stunning SKINs to your collection with the Crisis Fleet Pack. The pack includes seven spectacular SKINs, each representing a different faction’s power and legacy. Get the battle-scarred Hadean Horror Vedmak, the prestigious Imperial Jubilee Prophecy, the law-enforcing AEGIS Police Stormbringer, and more.
BUY NOWMore than just a SKIN bundle, this is a collection of legends, and the perfect way to look the part as you dominate the Race for the Hives. Whether you want to strike fear, exude authority, or display allegience, the Crisis Fleet Pack lets you do it in style.
Conversational capsuleers,
EVE Fanfest is the ultimate gathering of EVE players; a place where capsuleers from across the cluster come together to celebrate the universe they call home. And no celebration would be complete without a word from the pilots who shape New Eden.
Each year, we shine the spotlight on community members who live and breathe EVE, letting them take to the stage to share their expertise, experiences, and passion. Let’s meet the player presenters for EVE Fanfest 2025:
Colonel Kurtz | Kane Carnifex | Nohus Bluxome |
---|---|---|
Veteran Alliance Tournament pilot, Colonel Kurtz will take you on a journey through the past, present, and future of the Alliance Tournament, sharing behind-the-scenes stories and insider knowledge from years of competition. | Looking for ways to make bounty hunting part of your everyday gameplay? Kane Carnifex breaks down Just Bounties, a system that lets you turn your usual in-game activities into rewarding challenges. | Developer of RIFT and EVE Partner, Nohus takes to the stage to demystify the world of third-party development. Learn how some of your favorite EVE tools are built, and what it takes to develop applications that support EVE’s vast ecosystem. |
Keacte, Kshal Aideron & Sin Alarma |
---|
Long-time NPSI advocate Keacte, former CSM Member and CEO of EVE Rookies Kshal Aideron, and alliance leader and meetup coordinator Sin Alarma will explore the ways players create and sustain content in New Eden, shining a light on the driving forces behind New Eden’s ever-evolving sandbox. |
Rahne Chocolate | The Boojum |
---|---|
EVE has a reputation for being dark, ruthless and unforgiving, but long-time EVE Streamer and EVE Partner Rahne is going to showcase the other side of the coin. She’ll share how the EVE Community rallies together to make a positive impact in the world, from charity fundraisers to community-driven initiatives. | Jumping into EVE Online in April 2024, EVE Partner The Boojum is still a rookie pilot, but that’s exactly what makes his perspective so valuable. He’ll share a new player’s perspective, diving into what it’s like to enter a long-established MMORPG, and how rookies can carve out their own adventures. |
Rixx Javix | ZED-31BRAVO |
---|---|
One of the EVE Community’s most celebrated artists, Rixx will share the creative journey behind EVE: War for New Eden, offering a behind-the-scenes look at how the upcoming board game evolved from concept to production. | ZED-31BRAVO takes to the stage to discuss how professional life and real-world skills translate and shape EVE’s universe. As we all know, EVE is more than a game, and this talk will showcase the blending of the real and virtual worlds. |
There is clearly a lot to look forward to, as Fanfest draws ever closer. Even if you can’t join in person, many of these exciting presentations will be featured on the Fanfest live stream, and all will be recorded and released on the EVE Online YouTube channel, so keep your eyes peeled for that. Lastly, a huge thank you goes out to everyone who submitted an application to present this year! There are always way too many great topics and speakers to choose from, and hopefully you’ll apply again next time. See you in May!
Economic Capsuleers!
The Monthly Economic Report for February 2025 is now available!
Extended scale on Production/Destruction Plot.
Production Value has seen a significant increase (11.2%) in February.
Mining Value has been steady during the Febuary Period, after 3 months of strong growth.
Bounties has seen a 16% increase over February, while the commodity ISK faucet has been steady.
The MPI has been steady!
You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.
To join the player discussion, please visit the official thread on EVE Online forums.
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Tranquility Version: n.a. EVE News 24: Thursday, 5. December 2024 01:41 Warp Echo: Drifters – The Ghosts of New Eden New Eden’s vast expanse is teeming with enigmatic forces, but few rival the Drifters in their mystique and menace. Since their cryptic emergence, these spectral beings have gripped capsuleers’ imaginations [...] Imperium News: Saturday, 17. August 2024 07:00 In Memoriam: Innominate I’ve run out of ways to begin this particular memorial article. I have spent days trying to… Friday, 9. October 2020 17:44 The Scope - Fury at FWST-8 The Scope Galactic News Network Reports on the Fury at FWST-8 Fury at FWST-8 Rages Over PAPI Keepstars Further Reporting from the New Eden Correspondents by ISD Deloro A Foothold in the Fortress - The first fight around a PAPI Keepstar in Delve Up to 3,800 capsuleers and about 1 trillion ISK in damages; the fight over a Keepstar in FWST-8 on October 5th YC122 was an endurance test for capsuleer and [...]KOMER Blog Feeds:
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