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  • Save 20% on PLEX + Free Amarr Themed SKINs

    23. August 2025 11:00


    Devout capsuleer, 

    Get ready to grow your wealth and show your faith with a brand new deal on PLEX, with free Amarr SKINs thrown in. Save 20% on PLEX packages and get up to 6 free Khanid Cyber Knight SKINs to sweeten the deal. 

    WARP TO THE STORE

    Don’t miss this opportunity to celebrate Amarr Foundation Day and grow your war chest and SKIN collection at the same time. 

    The offer:

    • 1000 PLEX + Magnate Navy Issue Khanid Cyber Knight SKIN

    • 1500 PLEX + Magnate Navy Issue, Coercer Navy Issue Khanid Cyber Knight SKINs

    • 3000 PLEX + Magnate Navy Issue, Coercer Navy Issue, Harbinger Navy Issue Khanid Cyber Knight SKINs

    • 6000 PLEX + Magnate Navy Issue, Coercer Navy Issue, Harbinger Navy Issue, Devoter Khanid Cyber Knight SKINs

    • 12000 PLEX + Magnate Navy Issue, Coercer Navy Issue, Harbinger Navy Issue, Devoter, Armageddon Khanid Cyber Knight SKINs

    • 20000 PLEX + Magnate Navy Issue, Coercer Navy Issue, Harbinger Navy Issue, Devoter, Armageddon, Revelation Navy Issue Khanid Cyber Knight SKINs

    Act fast! This offer is valid until 31 August. 

  • Smoke, Fire & Smart Lights

    22. August 2025 11:00


    Today, we're diving into what team TriLambda, EVE Online’s Art team has been cooking up behind the scenes in the vibrant world of EVE Online's visual effects, while supporting all the expansion features and updates we continue to deliver.

    It's no small thing to be working on a game that’s in its third decade of live operation, and to make sure we continue to be able to do so, in an ever improving way each year, then one of our core goals continues to be: delivering a more modern, dynamic, and reactive visual experience, an experience that not only looks incredible, but one that reflects your impact on the universe. We might not always reach it, but having goals like this, gives us something to continually strive towards, and as always, it's all about delivering the best thing we can, in the time we have.

    So here for your enjoyment, and imminent arrival in the game client itself, are a couple of the things currently making their way through our celestial cookery.

    Lighting the Future: Smarter FX for Smarter Spaceships

    Over the past year, we’ve been reworking the fundamentals of how the base VFX pass given to any given ship looks and behaves in space. You may have noticed our updated frigates, with enhanced lighting and visual responsiveness a while ago, where frigate VFX began to change visually based on context; like entering warp or docking, bringing more immersion and fidelity to the moment-to-moment experience.

    image-20250730-141109Lights

    Originally, our plan was to extend this reactivity across all ships. However, the existing methods were cumbersome to author and expensive in terms of performance. So, we went back to the drawing board and created something new: “Smart-Light-System

    This Smart-Light-System is designed to:

    • Be more efficient on your system.

      • As things are batch rendered.

      • As we no longer require legacy systems to trigger an ever increasing amount of parameter bindings (now all that functionality is built in to automatically apply to things in this new system).

    • Be easier for us to implement on a broader scale.

      • As for each race/faction we can now author shared recipes with built in (much more performant) logic that can trigger off of whatever triggers we might send to them, for example, “in warp”, “in station”, “in combat” etc.

    • Support new visual storytelling tools like the ability to animate instanced meshes, which can be used for future improvements to space scenes like adding debris fields, enhanced debris in explosions, or entirely new VFX concepts.

    instancedMeshesgfxProto

    It also does a lot more than just lights, it handles every component required to make a beautiful light prefab, that can be spawned onto the intended locations on a ship.

    • Including for example; a flare or two, a pointlight, a cone light, a long stretchy beam etc – and the system being based around plug and play components; whatever prefabs groupings of cool combinations of parts we can think of in the future.

    • Then we can share those prefabs, for example what an Amarr lightcaster should look like, across all Amarr ships, once the work is done to position and scale in the locators onto which they should go.

    image-20250731-150957

    Not only do Smart-Light-Sets lay the groundwork for a new standard in authoring EVE spaceship VFX. Thanks to CCP Hank, part of their foundation is also the basis for the next generation of our VFX propagation tool. The previous generation of this tool is already in use in cinematic experiences, such as the ship boarding sequence introduced last year (see: gas jet emissions across ship surfaces as the ships spool up and down during takeoff and landing in Upwell hangars, and a dozen more implementations around New Eden).

    The Return of Fire – A Long-Awaited Feature

    Let’s rewind to 2019. When we shared a little dream: ships catching fire when taking hull damage, like they did in the early days of EVE.

    image-20250730-142243

    It’s taken us a while to find a way to do this, but we’re happy to say that, after a couple mass tests to test the feature with as many people as possible (as well as to iron out any game crashing edge cases we could find (Who seriously changes skins while in the middle of going through a jumpgate!), this long-awaited feature is now on track to release on 26 August 2025. And thanks again to all of the pod pilots that showed up to our mass tests for this feature, your assistance is invaluable in helping us test these kinds of features.

    ff25 SmokeAndFIRE(1080)

    Here’s what to expect:

    • On high shader quality settings, Fires will explode into existence and trail behind ships when ships enter hull damage, providing immediate and intuitive visual feedback during combat.

      • When you go to medium or low settings, this system will not load onto spaceships, this is of course for fleet fight performance when needed, something we are ever conscious of.

    • Fires will respond dynamically to movement, stretching when speed-boosting, adding drama to your already heightened heart rate.

    • We are also happy to announce that since EVE Fanfest we have also added a structure fire system onto most structures that made sense to start with; Citadels, Refineries, Moon Miners, Skyhooks, Navigation Structures, Industrial Arrays and Outposts.

      • Here there are 10 fires per structure, roughly linked to happen at each 10% of hull damage.

    image-20250731-140025

    “I've seen things... seen things you little people wouldn't believe. Attack ships on fire off the shoulder of Orion bright as magnesium...”

    image-20250730-142324

    Fires across ship classes:

    • Frigates will show 1 fire effect (much larger in relation to the ship)

    • Cruisers and battleships get around 2–3, and the larger the ship is, the smaller the fire. These also show up progressively as your ship takes more hull damage

    • Capitals and Titans will have up to 7, giving a real sense of scale, while not going overboard!

    ShipFireScaleRelationship

    The addition of smoke and fire effects on damaged ships isn’t just about visual flair, it’s also about enhancing situational awareness and atmospheric storytelling during gameplay. In the chaos of fleet battles or fast-moving skirmishes, these effects provide a clear, intuitive signal that a ship is in hull damage, without needing to lock it or go through the overview. Not to mention it also being more enjoyable to see your enemies driven before you… on fire.

    Logical next steps…. What Happens When You Dock While on Fire?

    Well... we couldn’t just let you sit there burning forever, right?

    Enter: fire BOBs.

    2025 Firebobs (1080P) HQ

    These autonomous drones “BOBs” handle all your hangar-based fire emergencies. They'll zoom in to extinguish the blaze upon docking, ensuring your flaming wreck doesn’t compromise the station’s structural integrity (or aesthetic).

    Once the fire's out, lingering smoke will start to emit from the locations that were on fire, serving as a reminder that while the flames may be gone, the damage remains.

    image-20250730-144034

    And yes… if you undock without repairing, the fires will reignite.

    A Growing Family of BOBs

    Fire BOBs are joining a growing family of utility drones adding life to New Eden:

    • Technical BOBs have been seen quietly doing their jobs around Upwell hangars since their release in 2022

    • Inspector BOBs have already been checking out your ships since December in all hangars

    • Security BOBs have been spotted in faction warfare stations when suppression levels go up

    • And now, with fire BOBs on the way, we couldn’t help but think some repair BOBs should show up when you fully repair your ship

    2025 HangarRepairDrones HQ

    These repair BOBs come in two different sizes (Large BOBs and Mini-BOBs), as well as a distinct visual look for each faction's hangar.

    Slide32Slide33

    Contrasting these against the repair BOBs the fire BOBs are all kitted out in the colors of a certain country’s fire trucks (Iceland), and include specialized canisters of fire retardant on their sides (which can also be described as “a repair bob with a fire extinguisher strapped to it”).

    image-20250731-144341

    These small moments. BOB inspections, fire BOBs coming to put out fires, repair BOBs massing to repair your ship, help add depth and atmosphere to your ship hangars, not to mention that little bit of polish we love to see.

    Note:

    These changes don’t affect gameplay timings at all. If you repair and undock immediately, then you will be fully repaired when you emerge outside the station as before.

    Coming Soon

    This next visual update is scheduled for release on 26 August 2025, as part of the Legion Expansion Era. It includes:

    • The "Smoke and Fire" system for ships in hull damage

    • The "Smoke and Fire" system for player owned structures in hull damage

    • The introduction of fire and repair BOBs to all hangars

    • The first batch of ships equipped with Smart-Light-Sets

    We're excited to bring this new layer of immersion to EVE Online and look forward to seeing your ship battle-scarred, smoldering or still on fire and alive and kicking in the depths of space.

    Fly safe (or don’t… those fires aren’t going to burn themselves).

    - The EVE Online Art Team

  • New Skill Boost Bundles

    21. August 2025 13:00


    Dear players, 

    Since the introduction Skill Points have been one of the most important currencies in New Eden. They shape careers, unlock ships and mastery, and define your progression as a capsuleer. At the same time Skill Injectors are a cornerstone of the player-driven market, empowering new and veteran players to participate in the value exchange.

    Since the concept of Boost Bundles that gave you instant Skill Points (SP) were introduced, they have gone through several iterations of design and targeting experiments. One of the latest additions was coupling the convenience of instant SP with cerebral accelerators (CA), which would allow you to gain additional SP over time.

    Apprentice bundle - accelerator - 1920x1080

    The performance and player feedback has been analyzed for each iteration, and while the financial results were satisfactory, it became clear that the value proposition of the bundles themselves wasn’t clear enough: SP amounts were not anchored to anything meaningful, the variety of accelerators complicated the process of counting the actual SP you get, there was no clear way of comparing its value to Omega training or player-made injectors, and so on.

    We have since worked on addressing this, leaning into learnings from recent changes to the Value Packs, Omega, PLEX and MCT. A decision was made to redesign these from the ground up, keeping the following principles in mind:

    • Clarity: make bundles easier to understand by creating a relationship between the new bundles and additional Skill Points trained as Omega:

    Omega time (months)

    Additional SP trained (with no attribute boosts or implants)

    1 month

    648,000

    3 months 

    1,944,000

    6 months 

    3,888,000

    12 months 

    7,776,000

    • Flexibility: introduce larger bundles and split them into equal buckets, so you can distribute the purchased SP between characters on the same account if needed (using 1 month Omega equivalent of additional SP trained as the smallest bucket)

    • Balance: avoid competing against player-generated SP and Skill Injector market, at the same time ensuring value makes sense for both new and high-SP pilots:

    Character Level

    Character SP Amount

    Injected SP from Large Skill Injector

    New Player

    <5,000,000

    500,000

    Recruit

    5,000,000 - 50,000,000

    400,000

    Intermediate

    50,000,000 - 80,000,000

    300,000

    Veteran

    80,000,000+

    150,000

    • Simplicity: cut down the variety of accelerators and focus on clean, useful value

    • Fairness: single purchase per account, but with more instant SP than before

    As a result, each new Boost Bundle matches the amount of SP you’d additionally train as Omega over 1, 3, 6, or 12 months. As a free bonus, you will receive Genius ‘Boost’ Cerebral Accelerators to speed up your training even more:

    2025 Boost Bundles

    (Target Audience)

    Instant SP

    Genius Accelerators

    Price

    Undock (New Player)

    648,000

    1

    $16

    Afterburn (Recruit)

    3 x 648,000 (1,944,000)

    2

    $48

    Warp (Intermediate)

    6 x 648,000 (3,888,000)

    2

    $96

    Jump (Veteran)

    12 x 648,000 (7,776,000)

    2

    $192

    The total SP gained from these packs will depend on you and your training efficiency!

    Alongside the Global PLEX Market and Omega bundle updates, new Skill Boost Bundles are part of creating a healthier and more intuitive economy.

    As always, we are eager to hear from you. What do you think of these changes? We’ll be monitoring feedback closely, so let us know what you think on Discord, the forums, through your CSM, or wherever you fly.

    Train smart,

    o7

    Warp to the Store

  • Monthly Economic Report - July 2025

    18. August 2025 11:55


    Economic Capsuleers!

    The Monthly Economic Report for July 2025 is now available!

    • The MER was delayed due to some data processing issues. We’re reviewing our pipeline for the MER.

    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.

  • Upscaling & Ray-traced Shadows – Now Live!

    18. August 2025 11:00


    Greetings, capsuleers!

    CCP is thrilled to introduce two major graphical enhancements now live for EVE Online, delivering elevated visual fidelity and improved performance.

    Advanced Upscaling: Modern Solutions, Enhanced Performance

    Upscaling is an innovative graphics technique that boosts game performance by rendering at a lower resolution and intelligently enhancing the image quality to match your display's native resolution. This allows for smoother gameplay, higher frame rates, and significantly reduced graphics card load without sacrificing visual clarity. In mobile environments, upscaling also helps extend battery life, offering a great experience wherever you play.

    Previously, AMD FSR 1 offered a solid performance improvement, albeit with visual compromises. This update advances visual quality and performance even further with new state-of-the-art upscaling technologies:

    • AMD FSR 3

      AMD’s powerful upscaling solution, providing near native quality and smoother frame rates.

    • NVIDIA DLSS

      DLSS upscaling technology from NVIDIA features advanced frame generation for exceptional image quality and optimized performance on NVIDIA GPUs.

    • Intel XeSS

      Intel’s sophisticated upscaling technology, expanding compatibility and enhancing overall performance.

    • MetalFX for macOS

      Specialized support for Apple Silicon macOS users, ensuring all capsuleers enjoy breathtaking graphics.

    Unlike traditional shader-based methods such as FSR 1, these advanced solutions utilize sophisticated algorithms that deliver significantly improved image quality while optimizing performance. Each upscaler offers multiple quality settings, allowing you to fine-tune your visual experience based on your GPU capabilities and preferences. Only the upscalers supported by your system will appear as selectable options. If your system supports multiple technologies, feel free to experiment and find the best match for your setup.

    Ray-traced Shadows: Superior Accuracy and Immersion

    In 2023, EVE's shadow system received a significant upgrade to cascaded shadows, dramatically enhancing visual depth compared to the older system, which had not seen updates for many years.

    CCP are now excited to introduce ray-traced shadows, offering unparalleled accuracy in shadow rendering. Leveraging dedicated hardware found in modern graphics cards, ray-traced shadows can even outperform traditional methods in certain scenes.

    Ray-traced shadows are generated using a sophisticated rendering technique, which simulates the physical behavior of light. It calculates the precise paths rays of light take from the game's primary light source (the star in each solar system) through the scene, accurately determining how those rays interact with surfaces and objects. Unlike traditional shadow-rendering methods, ray-traced shadows precisely replicate how shadows form based on object positions, distances, angles, and surface textures.

    For example, consider sunlight hitting a ship orbiting a station. With ray-traced shadows, the shadows cast by that ship onto nearby structures like the station will dynamically change based on the relative positions of objects, creating sharp, more believable shadows that enhance visual realism and depth. While the existing shadow system can provide shadows in these situations, ray-traced shadows raise the quality significantly. EVE Online is particularly suited to benefit from ray-traced shadows due to its visually striking environments dominated by a single, strong primary light source—the local star.

    While ray tracing as a technology can potentially provide additional visual enhancements, such as reflections or global illumination, EVE Online will currently utilize raytracing exclusively for shadows. This focused implementation allows us to ensure optimal performance and fidelity. Future adoption of other ray tracing features could be explored later, but for now, ray-traced shadows represent the next exciting step toward integrating modern advanced rendering techniques.

    Technical Considerations

    Both advanced upscaling and ray-traced shadows depend on compatible software and hardware. If you do not see an expected option in the settings page of the game, you should:

    Update your OS. Windows 10 version 1809 (October 2018 Update) and macOS Ventura are the minimum supported versions for some of these features.

    Update your GPU drivers. Old drivers may not support these features.

    Check hardware compatibility. Ray tracing requires the client running in DX12 with a DirectX ray tracing supported graphics card and certain upscaling solutions are locked to a manufacturer or GPU generation.

    If you’re uncertain why a specific option isn’t available in the client after checking these, please post on our forums here.

    Fly safe and immerse yourself in the enhanced beauty of New Eden!

  • Patch Notes - Version 23.01

    18. August 2025 11:00


    Greetings,

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

    Initial Release Date: 2025-05-27 Last update: 2025-08-18

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

    Patch Notes for 2025-08-18.1

    Features & Changes:

    Graphics:

    Upscaling

    Upscaling is a rendering technique that allows the game to be drawn at a lower resolution and then intelligently scaled up to match your display’s native resolution. This reduces the workload on your graphics card, helping to improve performance while maintaining high-quality visuals. The result is smoother gameplay with higher frame rates, particularly valuable in large fleet fights or other demanding scenarios where your system may be limited by GPU performance. Upscaling is particularly effective for players using lower- and mid-range graphics cards who want to run at higher resolutions or graphical settings than would otherwise be viable.

    Frame generation takes the upscaling process one step further by creating an additional frame where possible, increasing the frame rate further.

    Modern upscaling techniques have come a long way since we since we introduced FSR 1 with Uprising in 2022. This update brings more up-to-date solutions from NVIDIA, AMD, Intel and Apple.

    Beyond performance improvements, upscaling can also reduce power usage. By lowering the load on the GPU, it helps keep systems cooler and, on mobile or portable setups such as laptops, can extend battery life. This makes upscaling not only a performance booster but also a useful tool for players who want to balance visual fidelity with system efficiency.

    Windows

    The client must be running in DX12 for the following upscalers to work. The available upscalers are:

    • NVIDIA DLSS Super Resolution with Frame Generation. The version of DLSS Super Resolution that is available will depend on your NVIDIA hardware and OS settings. If your system has a GeForce RTX 50 Series GPU, then the latest DLSS 4 Super Resolution is supported. DLSS is an NVIDIA only solution that is recommended for NVIDIA users.

    • FSR 3 with Frame Generation. It supports the AMD Radeon™ RX 5000 Series and above, NVIDIA GeForce RTX 20 Series and above and Intel Arc Alchemist GPUs. FSR 3 is recommended for AMD based GPUs.

      • If you have a slightly older GPU, then FSR 3 without frame generation will work on the AMD Radeon™ RX 590 and above and the NVIDIA GeForce® GTX 10 Series and above.

    • Intel XeSS 2 is supported by the Intel Arc Alchemist series, Intel Xe-LP integrated graphics, AMD Radeon RX 6000 Series and above, and the NVIDIA GeForce® GTX 10 Series and above. XeSS is recommended for Intel based GPUs.

    • The existing AMD FSR 1 solution. This provides a basic upscaling option for older hardware and operating systems that don’t have the required features to support a more modern solution. It is available in both DirectX 11 and 12.

    macOS

    • macOS 13 (Ventura) and above has a high performance upscaler supplied by Apple called “MetalFX”. While available for both Intel and Apple Silicon based systems, Apple Silicon benefits from a more advanced version that has a higher quality output.

    • FSR 1 has been deprecated on macOS systems - on some systems you may need to manually select MetalFX.

    General upscaling notes

    • Some settings such as Anti-Aliasing will be disabled by some upscalers. This is intended, as this happens as part of the upscaling process.

    • Upscaling can only give you more FPS when the GPU is the limiting factor in your system.

    • There is no ‘best’ upscaling technique that is recommended for every client due to the vast number of computer configurations and in-game activities. We encourage you to experiment with the different upscaling solutions and choose one you are happy with.

    • The “Upscaling Setting” will allow you to vary the image quality against performance. It is normal to get small visual differences between non-upscaled and upscaled renders. In some situations, frame generation may introduce some small artifacts but allow for a higher frame rate.

    • If V-sync does not behave as you expect, try toggling ‘hardware-accelerated GPU scheduling’ in Windows. Let us know on the forum if this impacts you.

    Ray tracing

    Ray tracing is a modern rendering technique that simulates the physical behavior of light. Instead of relying on approximations, it calculates how rays of light travel from a source, interact with objects, and ultimately reach the camera. This makes lighting and shadows appear more natural, precise, and consistent with how light behaves in the real world.

    For EVE Online, ray tracing is applied specifically to shadows, further improving the shadow system introduced in 2023. Raytraced shadows provide far greater accuracy than older methods, producing sharper edges, smoother gradients, and dynamic changes that reflect the movement of ships, stations, and other objects.

    Raytraced shadows are an optional feature that can be enabled in the client’s graphics settings by selecting “Raytraced” under “Shadow Quality.” It is supported on the following systems:

    Windows

    • Windows 10, October 2018 Update (version 1809) and above

    • Windows 11

    • A GPU which supports DirectX Raytracing (DXR)

      • NVIDIA RTX 20 Series and above

      • AMD Radeon RX 6000 series and above

      • Intel Arc Alchemist series

    macOS

    • macOS 12 Monterey or above

    • An Apple Silicon based system


    Patch Notes for 2025-08-14.1

    Defect Fixes:

    Gameplay:

    • Fixed not being able to use the ‘board my corvette’ button, if you just logged into a station without changing ships or undocking at some point earlier.


    Patch Notes for 2025-08-12.1

    Features & Changes:

    Air Daily Goal:

    • 5th Air Daily Goal

    As part of the refinement for the Air Daily Goal System, we are adding a new daily goal “Complete 3 jumps”. This goal will appear as the 5th daily goal that is always available, repeating every day alongside the four career-specific goals. Unlike other goals, it isn't tied to a specific career.

    The goal is simple and universal, so it's easier for players - new or experienced - to reach their daily bonus SP and progress on the monthly reward track.

    Objective: Jump between systems in space 3 times.

    • How it works:

      • Each jump contributes to the goal, whether it’s to a new system or back and forth between the same systems.

    • Jump Types That Count:

      • Stargates

      • Ansiblex Jump Gates

      • Shipcasters

      • Wormholes

      • Jump Drives

      • Jump Filaments (Such as needlejack, pochven or event filaments)

    You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.

    Defect Fixes:

    Gameplay:

    • Fixed the Meta Level and the Tech Level of the Babaroga being incorrect in static data and the compare tool.

    • Fixed Simulated ships not showing hardpoints being filled if clicking the show info button in the fitting simulation window and looking at the fitting tab, and also added the status bars for fittings.

    Graphics:

    • Potentially fixed an issue where visual effects for remote repairs (ie. remote armor repair, shield boosters, etc.) would persist after the repairing player or NPC is destroyed.

    Technical:

    • A randomly occurring rare crash during warp and jumping has been fixed.

    • CPU performance has been improved for areas that contain a large amount of ships.

    • The number of threads a background client uses has been adjusted. This can result in better overall performance in situations where several applications are competing for CPU time. On some systems, this can help when running lots of game clients at the same time.

    • General performance has been improved on higher end Apple Silicon systems, such as the M1 Max.

    User Interface:

    • Removed the 'Recruitment' UI Pointer as that window no longer exists.

    • The 'Favourites' Map Filter UI Pointer now says: "This element is not on your screen" if you click on it with the world map open, and no favourites set, instead of leading to random places.

    • Fixed UI Pointers tooltip text being duplicated if the window did not have enough width to display the full pointer name.


    Patch Notes for 2025-08-01.1

    Defect Fixes:

    Gameplay:

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

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

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

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


    Patch Notes for 2025-07-31.1

    Features & Changes:

    Balancing:

    Pyerite Balance

    • Scordite - Pyerite reprocessing amount has been improved by approximately 10%.

    • Mordunium - Pyerite reprocessing amount has been improved by approximately 10%.

    • Small Mordunium Deposits will now appear in non FW lowsec systems as an uncommon site.

    • Medium Mordunium Deposits will now rarely appear in 0.5 systems bordering low security space.

    In a continuing effort to curb the current price and supply trend of Pyerite, we're making a few more small tweaks to the ecosystem. We're happy with the previous change to the yield of Scordite and Mordunium as they were helpful without creating any destabilization, so we're going to keep nudging it up a little further.

    However, that won't solve the universes needs for Pyerite alone so we're going to add a few more sources of Mordunium to Highsec border systems and to non-Factional Warfare Lowsec systems.

    We anticipate this will require further iteration and not be just a quick fix. As always we'll be monitoring and looking for further opportunities to tune in the future.

    Item

    Old Reprocessing Amount

    New Reprocessing Amount

    Scordite

    99

    110

    Condensed Scordite

    103

    114

    Massive Scordite

    110

    119

    Glossy Scordite

    114

    125

    Mordunium

    88

    97

    Plum Mordunium

    92

    101

    Prize Mordunium

    97

    107

    Plunder Mordunium

    101

    112


    Patch Notes for 2025-07-17.1

    Features & Changes:

    Balancing:

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

    • Ghost Sites have had a number of updates:

      • NPC guards will now take longer to arrive on average.

      • The variance in NPC guard arrival times has been decreased significantly.

      • The time between NPC guard arrival and container detonation is now always 30 seconds.

      • Added info Panel objectives to show hacking progress and time-to-detonation on NPC guard arrival.

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

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

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

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

    • The Overmind Nursery Nest Wreck found in Pochven no longer drops Enhanced Electro-Neural Signallers when salvaged, and now drops red loot instead.

    As we look to alleviate bottlenecks which currently affect capital and supercapital industry, we are updating exploration sites which drop these industry's components. The aim of these changes is to make such sites more accessible and consistent for players.

    Additionally, we have also rebalanced the drop chances and amounts of these items. We will continue to monitor the impact of these changes and respond with any other changes that may be necessary. Additionally, Enhanced Electro-Neural Signallers have been removed from Overmind Nursery Groves sites within Pochven and replaced with red loot of equivalent value. This component can still be found in other sites.

    Lastly, as exploration activities thrive on jackpot-moments, we have added capital and supercapital components as rare bonus loot in all sleeper caches!

    Freelance Jobs:

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

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

    Science & Industry:

    • The SCC charge for research jobs is now 50% of the baseline SCC charge.

      • This means that, instead of the 4% SCC charge, research jobs will now cost 2% SCC charge.

    We’re making an adjustment to the SCC tax specifically for blueprint research jobs to help new industrialists catch up to existing ones that already have fully researched blueprints.

    Defect Fixes:

    Freelance Jobs:

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

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

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

    • Updated and clarified a few error messages.

    Graphics:

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

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

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


    Patch Notes for 2025-07-16.1

    Defect Fixes:

    Graphics:

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


    Patch Notes for 2025-07-15.1

    Features & Changes:

    DLI:

    A reward track for Solar Fest has been made active. Claim new rewards every day from 15-22 July.

    • 50% sequencing in SKINR.

    • Limited time offer. Components while not be available after event.

      • Hyperlane Weave pattern.

      • Sunken Plating material.

    • Component offers raging from 20% - 60% off regular price.

    Defect Fixes:

    Gameplay:

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

      • Consortium Capital Tractor Beam.

      • Capital Micro Jump Drive.

      • Capital Micro Jump Drive Field Generator.

      • Strategos' Modified Siege Module.

      • Xarasier Capital Micro Jump Drive.

      • Xarasier Capital Ancillary Shield Booster.

      • Xarasier Capital Ancillary Armor Repairer.


    Patch Notes for 2025-07-14.1

    Defect Fixes:

    Freelance Jobs:

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


    Patch Notes for 2025-07-10.1

    Features & Changes:

    Freelance Jobs:

    • New contribution method “Deliver” added to Freelance Jobs.

      • New method that allows creating Freelance Jobs asking other capsuleers to deliver items to your corporation.

      • Corporations can set any station or structure with a rented office as a delivery location.

      • Multiple delivery locations can be selected at the same time.

      • Corporations can specify item type or group to be delivered.

      • Delivery is connected to a specific job, allowing for concurrent jobs to deliver the same item type, this makes sure that the same contribution isn’t counted for multiple jobs at the same time.

      • Freelancers complete deliveries by dragging desired items into the Freelance Job window’s drop box.

    • New corporation hangar - “Capsuleer Deliveries”.

      • This hangar will contain any items capsuleers have delivered to your corporation via the “Deliver” freelance job.

      • Director and Project Manager roles can access this hangar.

    Freelance Jobs Known Issues:

    • In the Create Freelance Job window it's possible to set the delivery location to structures that are abandoned or low power, which will prevent the job from being created.

    Defect Fixes:

    User Interface:

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


    Patch Notes for 2025-07-09.1

    Defect Fixes:

    Gameplay:

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


    Patch Notes for 2025-07-08.1

    Defect Fixes:

    Localization:

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


    Patch Notes for 2025-07-07.1

    Features & Changes:

    Market:

    Introducing the Global PLEX Market, a unified, galaxy-wide market to make PLEX accessible from nearly anywhere in space.

    All PLEX buy and sell orders are now pooled into a single global order book, dramatically improving liquidity and price transparency. Purchases are delivered directly to your Vault, eliminating the need for travel or regional market friction. This change streamlines PLEX trading across New Eden, making it faster, simpler, and more efficient than ever.

    Global PLEX market prices will be visible in private structures (e.g. citadels and keepstars) across New Eden, but trading from private structures with ACL restrictions will remain the same; you will not be able to buy items from, or sell items to, orders in stations that you cannot access. Listing taxes are still based on standings and location, no changes here. 

    All outstanding PLEX orders were cancelled, and fees will be reimbursed within a few days.  


    Patch Notes for 2025-07-01.1

    Defect Fixes:

    Gameplay:

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

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

    Graphics:

    • Fixed damage decals flickering in some situations.

    Technical:

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

    User Interface:

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

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

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

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


    Patch Notes for 2025-06-26.1

    Features & Changes:

    Pochven:

    • Additional adjustments to Rogue Drone standings values have been made.

      • Notably, Rogue Drone Battleship, Carrier, and Supercarrier NPCs have had their standings values increased significantly.

    • Rogue Drone battleships will now appear more frequently within Incipient Drone Swarm sites.

    The addition of site standings rewards (and their derived negatives to EDENCOM) has made Incipient Drone Swam sites less useful to those trying to maintain EDENCOM standing. The above changes give players a more consistent high-value target so standings can be kept net positive.

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

      • Their Entropic Disintegators will now have spooling damage.

      • Their standings values have been increased.

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

    Defect Fixes:

    Pochven:

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

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

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

    User Interface:

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

    • Fixed an issue which would cause the ‘local locations’ window to not remember whether you had decided to hide the search filter or not when you closed it and reopened it.


    Patch Notes for 2025-06-24.1

    Features & Changes:

    Empire Wars:

    • It’s no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.

    • Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.

    Factional Warfare & Insurgencies:

    • 🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.

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

    • 🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.

      • LP Reward: 15,000 LP

      • Victory Points Reward: 40

    • 🤝 It’s now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.

      • Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.

    • Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.

    We are increasing the threshold at which corruption spreads to hopefully contain the insurgency to fewer systems initially, which should focus the fighting a bit more and give empire players more time to react to contain the insurgency if they wish.

    • To partially address team killing aka 'awoxing' issues within the pirate militias, we are planning on raising the standing requirements to join them from -2.0 to 0.0, just like the empire militias. This will be done in the legion major update which will most likely be released sometime at the end of summer/early fall. We are communicating this now so that corps and players have time to fix standings if needed ahead of time.

      • We are also investigating other small potential adjustments to prevent team killing/awoxing in the pirate militias.

    The lower requirement to join the pirate militias made sense when we released insurgencies in the Havoc expansion, due to most characters having bad guristas/angel standings through normal PVE gameplay and we expected the pirate militias to be the underdogs in the warzones, however, pirates have dominated the insurgencies and players have now had 18 months to fix their standings, and the vast vast majority of awoxing incidents that occur in FW are specifically from the pirate militias, so we feel comfortable making this change.

    Filaments:

    • Increased the signature radius of Filament traces to 45 (from 30).

    Traces will now take less time to scan down. This should make them more tempting targets for hunters without adding any additional time for players waiting at for the trace to open.

    Fleets:

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

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

    • 🤝 Separated the ‘Kick Member From Fleet’ and the ‘Make Boss’ options, so it’s harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.

    Market & Contracts:

    • 🤝 It is now possible to import prices directly into the multisell window from the clipboard to update the price on several types you are planning to sell at once.

      • For example, If you wanted to sell veldspar at 10 ISK per unit, scordite at 20 ISK per unit and plagioclase at 30 ISK per unit. You could open a multisell with those asteroids in your hangar by selecting them all and then you could import the following from your clipboard to update all of their prices instead of adjusting each one manually.

      • Syntax is (Name of the Type, i.e. Veldspar) followed by the price.

    1. Veldspar 10

    2. Scordite 20

    3. Plagioclase 30

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

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

    • 🤝 Auction contracts will no longer ‘require attention’ that you win, after you’ve claimed your items/ISK, when the other party hasn’t collected their rewards, so you’ll no longer get a notification about it.

    • 🤝 It is now possible to ‘Forget Contract’ for an auction contract which currently ‘Requires Attention’ so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn’t collected their rewards yet. This can be done by right clicking the contract under the ‘Requires Attention’ section and choosing the ‘Ignore Contract’ option.

    • 🤝 When making a contract that is requesting items from a player, it’s now possible to import your clipboard for the requested items, similar to multibuy.

    Modules:

    • 🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they’re active, and how long it will take in seconds for them to reach their maximum spool.

    • 🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.

    Mining:

    The universe has been experiencing a lack of pyerite. This seems to mostly be a consequence of Metenox Moon Drills replacing manual mining from Athanors/Tataras for R4 Ores which provide pyerite as a secondary product. As a response to this issue, we will be increasing the refining yield of scordite to increase its pyerite amount. This aims to empower highsec miners to act on the pyerite shortage, hopefully increasing interest and value for miners in highsec. Mordunium has been increased slightly in order to keep up with scordite.

    • Scordite Pyerite Reprocessing amount improved by approximately 10%.

      • Scordite - Pyerite reprocessing amount increased from 90 to 99.

      • Condensed Scordite - Pyerite reprocessing amount increased from 95 to 103.

      • Massive Scordite - Pyerite reprocessing amount increased from 99 to 110.

      • Glossy Scordite - Pyerite reprocessing amount increased from 104 to 114.

    • Mordunium - Pyerite Reprocessing amount improved by approximately 5%.

      • Mordunium - Pyerite reprocessing amount increased from 84 to 88.

      • Plum Mordunium - Pyerite reprocessing amount increased from 88 to 92.

      • Prize Mordunium - Pyerite reprocessing amount increased from 92 to 97.

      • Plunder Mordunium - Pyerite reprocessing amount increased from 98 to 101.

    With the introduction of the Tier 3 mining upgrades and the improvements we made to Tier 2 mining upgrades in the Revenant major update, we ended up overcorrecting the amount of morphite supply available making it more plentiful than we would like, and so we are making adjustments to the respawn time and the availability of the mercoxit deposits tied to Level 2 and 3 sov mining upgrades.

    • Level 2 mining upgrades:

      • Average Mercoxit Deposit chance to spawn has been slightly decreased.

      • Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.

      • Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.

      • Level 3 mining upgrades:

        • Large Mercoxit Deposit chance to spawn has been slightly decreased.

        • Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.

        • Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.

    Planetary Interaction:

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

    Pochven:

    • Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.

    After seeing the impacts of both short and long decloaking pulses, we are happier with the results of the former. These quick pulses make Pochven CCTV (cloaked alts used to monitor player movements) much more involved and overall seems to be healthy for the region.

    • Smaller-scale sites have been significantly reworked:

      • Reworked sites include Incipient Drone Swarms, Convocation Watchposts, EDENCOM Scout Fleets, and Torpid Sleeper Hives.

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

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

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

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

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

      • A new hackable container has been added to each site:

        • These containers require a data analyzer to access.

        • This container becomes hackable after the site has been completed.

        • Loot includes commodities that can be sold to NPC buy orders.

        • This is an optional addition and is not required to complete the site.

      • EDENCOM Scout Fleets sites can now spawn with variants for each EDENCOM faction:

        • These factions are weighted based on the owner of the system prior to Pochven’s formation.

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

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

      • These sites are now deadspace grids, with their warp-in points moved closer to the NPC spawn location.

    These changes aim to make the small fleet sites within Pochven worth the time and effort. Players can start with the easy Incipient Drone Swarms and work up to the much more difficult (and rewarding) Torpid Sleeper Hives. With more groups running these sites, the region should be more alive and inviting to smaller gang playstyles.

    • Vigilance Point sites have been updated:

      • A key is now required to open the acceleration gate:

        • Only 1 key will be required to open the gate for a time.

        • This key can be found within Observatory Infiltration Drifter Collections, smaller-scale site hackable containers, and Deepflow Rift Glorified Deepflow Adaptive Canisters.

      • Resonance items used within the site can now be found inside Deepflow Rift Glorified Deepflow Adaptive Canisters.

      • Payouts for this site within Pochven are now from the Convocation of Triglav.

    Players have been able to “reroll” the location of these sites by forcing it to fail. The addition of a key adds a cost to do so. In addition, acquiring key gives an additional incentive for smaller fleets to run content within the region.

    • Several aspects of Observatory Flashpoint sites have been adjusted:

      • Entering the site will no longer require a key:

        • The previous keys will no longer drop from CONCORD Stellar Observatories or be purchasable from NPC sell orders.

        • The previous keys can be traded at Triglavian LP stores for the new Vigilance Point key at a 3:1 ratio.

      • 6 instances of the site can now be found within the region.

      • A short respawn timer has been added to the site.

      • ISK payouts and red loot found within the CONCORD Stellar Observatories have been reduced:

        • A total of 2.25 billion ISK can be gained within the site.

      • The frequency of EWAR using EDENCOM NPCs, excluding those with warp scrambles, has been reduced.

      • The Caldari EDENCOM dreadnought has been replaced with a Karura.

    The addition of personal keys to the site was intended to disincentive groups from going beyond 15 players. This did not have the desired effect and so they are being removed.

    Payouts have been reduced to allow for more instances of the site within the region. Having the value spread across Pochven should make it more difficult for a single 50+ character fleet to maintain control.

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

    • Observatory Infiltration sites have had minor improvements:

      • Sites are now accessible with Pirate and Navy Cruisers.

      • Payouts for the Pochven variant have been slightly increased.

      • Lockdown NPCs will take significantly longer to respawn when destroyed.

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

    • Standings can now be gained with Triglavian corporations when completing specific sites:

      • Sites include Incipient Drone Swarms, EDENCOM Scout Fleets, Torpid Sleeper Hives, Observatory Flashpoints, Observatory Infiltrations, and Vigilance Points.

      • Standings are granted immediately on site completion and do not impact standings ticks.

    These standings will lower brokers' fees and reprocessing fees within Triglavian stations. This allows characters with high standings to operate within Pochven more efficiently, and reduces some of the friction within the region’s ecosystem.

    • Many NPCs found throughout Pochven have been rebalanced:

      • EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.

      • Some NPCs have had EWAR added or removed for consistency.

      • Various other tweaks have been made to NPCs found throughout the region.

    Science & Industry:

    • 🤝 We now show you the number of blueprints that match a filter in the footer of the industry window. This would be very useful when manufacturing from BPCs (tech 2 for example) to track how many blueprints are remaining.

    Ships:

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

    Sovereignty:

    • Meta-Molecular Combiners and Isotropic Deposition Guides have been added as rare drops to the Data and Relic site escalations which come exclusively from the new exploration sovereignty upgrades.

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

    • 🤝 The length of time the ‘Orbital Skyhook Management’ window can be opened and used, which is where players can choose to capture or destroy skyhooks after claiming sovereignty in the solar system, has been increased from 1 hour to 24 hours so executor corp directors don’t have to be immediately available in the solar system when sov is captured.

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

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

    • Sovereignty Hubs can now be hacked with Data and Relic Analyzer modules, if successful, then players are given a list of all upgrades currently installed in the Sov Hub, their priority and if they are online or offline.

    • Increased the time that Skyhooks are raidable from 1 hour to 2 hours.

      • Note: This will only take effect for existing Skyhooks after any existing vulnerability timers have already ended and the next one scheduled. It will therefore take until this upcoming Saturday downtime for every single Skyhook to have the 2 hour vulnerability window.

    • Skyhooks which are about to become vulnerable will now show in the updated world map and the agency, up to 2 hours before they become vulnerable. In the ‘Raidable Skyhooks’ filter under Sovereignty

      • Large red circle: Skyhook will become raidable in <10 minutes.

      • Orange medium circles: Raidable in 10 minutes to 1 hour.

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

    • Sovereignty combat sites spawned by the major and minor threat arrays and the Level 1 mining sites have been moved over to our new method of distributing sites. This will mean that they will no longer instantly spawn when turning their upgrade on/off at the sovereignty hub, and will now wait their 12 minute/1 hour respawn timers before they first appear.

      • The sites spawned by these upgrades will now always respect the time when the last site was completed. This means that the combat sites will continue to instantly respawn as long as the previous site was around for 12 minutes, and the mining sites will still instantly respawn if the previous site was around for 1 hour.

    Structures & Deployables:

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

    • Metenox Moon Drills now give a 20 second ‘warp disabled’ debuff when a player damages or activates a module on one, much like other upwell structures.

    • 🤝 POS (Starbases) and Custom Offices now show their reinforcement timestamp in the select items window which you can then copy to the clipboard, just like with upwell structures and skyhooks.

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

    User Interface:

    • 🤝 You can now see labels that have been assigned to a character/corp/alliance in the show info window, an icon has been added to the portrait that you can hover the mouse cursor over to get the label name in the tooltip.

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

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

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

    • 🤝 We no longer show the ‘Unallocated Skill points available’ pointer when you log in to the game, and now only show it when you gain unallocated skillpoints (like after using a skill injector)

    • 🤝 When right clicking a wormhole in space or from the overview - the “Enter Wormhole” option has now been placed near the top at the same location where “Jump” is for stargates, rather than the very bottom option.

    • 🤝 Characters that have Omega status can now optionally remove the full interactable ‘skill details’ tooltip that appears when you mouse over some modules/ships that you don’t have the skills to use and just show a much smaller non-interactable tooltip with basic information instead. This can be done in the inventory menu settings menu found in the right corner.

    • 🤝 Added a new text filter to the locations in current solar system pop-out window which can be optionally disabled, the locations in system window should also no longer ‘eat keyboard shortcuts’ while the window is focused now unless you are typing into the text filter.

    Compare Tool:

    The Compare tool has undergone a significant redesign. The new layout enables users to locate items directly within the window, eliminating the need to search elsewhere. This improvement simplifies the process of finding the right tools to meet your objectives. Now, comparing items requires less effort, and the distinctions between the attributes being evaluated are clearer. Additionally, the updated layout introduces features for searching, grouping, filtering, and more, further enhancing user experience.

    Defect Fixes:

    Gameplay:

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

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

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

    Localization:

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

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

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

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

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

    Pochven:

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

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

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

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

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

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

    User Interface:

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

    Wormhole Capital Escalations:

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


    Patch Notes for 2025-06-16.1

    Features & Changes:

    Miscellaneous:

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

    Technical:

    • The systems behind Tech 3 ships have been refactored so that they are now comparable to the graphical performance and load of other ships in the game.

    Tech 3 ships have always had a higher performance cost than other ships in the game, especially when they are first loaded, and client stuttering can occur. With today's patch, we've been able to reduce the impact these ships have on the game engine to a level that matches most of the other ships in New Eden!

    Defect Fixes:

    Technical:

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

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

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

    • Several broken decal effects have been fixed.


    Patch Notes for 2025-06-12.1

    Features & Changes:

    Miscellaneous:

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

    Defect Fixes:

    User Interface:

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

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

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


    Patch Notes for 2025-06-11.1

    Defect Fixes:

    Technical:

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


    Patch Notes for 2025-06-10.1

    Defect Fixes:

    Technical:

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

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


    Patch Notes for 2025-06-05.1

    Features & Changes:

    Sovereignty:

    • Equinox Sov Blueprint Reimbursement.

      • All of the old defunct Aegis Sovereignty blueprints have been converted over into new Equinox Blueprints.

      • The conversion list can be found below:

    Old Blueprint Name

    New Blueprint Name

    Defunct Territorial Claim Unit Blueprint

    Orbital Skyhook Blueprint

    Defunct Cynosural Navigation Blueprint

    Cynosural Navigation Blueprint

    Defunct Cynosural Suppression Blueprint

    Cynosural Suppression Blueprint

    Defunct Advanced Logistics Network Blueprint

    Advanced Logistics Network Blueprint

    Defunct Supercapital Construction Facilities Blueprint

    Supercapital Construction Facilities Blueprint

    Defunct Entrapment Array 1 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 2 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 3 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 4 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 5 Blueprint

    Minor Threat Detection Array 3 Blueprint

    Defunct Pirate Detection Array 1 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 2 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 3 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 4 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 5 Blueprint

    Major Threat Detection Array 3 Blueprint

    Defunct Ore Prospecting Array 1 Blueprint

    Pyerite Prospecting Array 1 Blueprint

    Defunct Ore Prospecting Array 2 Blueprint

    Pyerite Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 3 Blueprint

    Nocxium Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 4 Blueprint

    Megacyte Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 5 Blueprint

    Megacyte Prospecting Array 3 Blueprint

    Defunct Survey Networks 1 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 2 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 3 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 4 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 5 Blueprint

    Exploration Detector 3 Blueprint

    Defunct Quantum Flux Generator 1 Blueprint

    Tritanium Prospecting Array 1 Blueprint

    Defunct Quantum Flux Generator 2 Blueprint

    Tritanium Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 3 Blueprint

    Isogen Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 4 Blueprint

    Zydrine Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 5 Blueprint

    Zydrine Prospecting Array 3 Blueprint

    Defect Fixes:

    Gameplay:

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

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

    Graphics:

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

    Localization:

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

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

    User Interface:

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

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

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


    Patch Notes for 2025-06-04.1

    Defect Fixes:

    Freelance Jobs:

    • Fixed a few Freelance jobs text defects.

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

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


    Patch Notes for 2025-06-03.1

    Defect Fixes:

    Graphics:

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

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

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

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

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

    • Fixed the spotlights on the Cynabal Blackbody Drift SKIN.

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


    Patch Notes for 2025-05-30.1

    Defect Fixes:

    User Interface:

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

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

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


    Patch Notes for 2025-05-28.1

    Features & Changes:

    Freelance Jobs:

    • Existing Freelance jobs can now be duplicated.

    • Added Freelance jobs History tab for admins.

    • Added an X button to remove participants from jobs in the Participants view.

    • Replaced ‘Remaining ISK in Job’ field with ‘Coverage limit per loss’ in the Details view of Ship Insurance jobs.

    Map:

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

    Air Career Program:

    • Improving the progress bar UI in the Air Career Program.

    • Introducing an Omega Reward track. Omega rewards you with double Skill Point rewards; both graduation rewards from career paths and the Air Career Programs overall career point track rewards are doubled up to 1.5 million Skill Points.

      • Players that have previously claimed their ACP Rewards will automatically receive these bonus points retroactively starting from 11:30 UTC.

    Defect Fixes:

    Freelance Jobs:

    • Fixed various Freelance jobs text defects.

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

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

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

    Gameplay:

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

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

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

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

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

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

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

    Graphics:

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

    Localization:

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

    Map:

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

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

    User Interface:

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


    Patch Notes for 2025-05-27.1

    The Legion expansion is out!

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

    Features & Changes:

    NES:

    • Omega capsuleers can claim a gift of 10 PLEX.

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

    Defect Fixes:

    Gameplay:

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

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

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

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

    User Interface:

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

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

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

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

  • Community Beat for 16 August

    16. August 2025 14:00


    Greetings, spacefriends! Welcome back to the Community Beat, your regular round-up from across New Eden. We've got a lot to talk about, so let's dive straight in.


    Clear Skies: Remastered

    For the uninitiated, Clear Skies is a legendary three-piece EVE short film series by Ian Chisholm. It follows the crew of the Tempest class battleship "Clear Skies" on their adventures. When part 1 was first released back in 2008, it quickly became a cornerstone of EVE player creativity. Part 2 (2009) and part 3 (2011) were received just as well and now, thanks to the efforts of ZenCraft Studio, we can look forward to a remastered version! Whether you're revisiting or seeing it for the first time, this is a true classic.

    Coverage of the Battle in Hoth

    In the recent NERDS podcast, CCP Jötunn gave us the rundown of a recent battle in J121006, or as its local inhabitants used to call it, Hoth. Hoth played host to The Forsaken Few, the last vestiges of what was named "The War in Heaven". The declared victors of that war, a combination of high-class wormhole alliances, decided to finish "tidying up" by evicting The Forsaken Few from the system. It resulted in just under a trillion ISK lost in a single battle as well as the second most expensive Sotiyo Killmail in EVE history. Adan Dimalou from Hard Knocks, one of the attacking alliances, assembled a video covering the build-up and battle from their point of view.

    Battle over Siseide Fortizar

    Around the time The Forsaken Few got evicted, a Sedition Fortizar in Siseide was the centerpiece in one of battles of the so-called Waifu Wars. Altof Harevy reports for The Cope:

    When Escalation Goes Too Far

    We’ve featured videos from Warlock Industries before in a few previous beats. The editing and narrative work on their videos is next level! This time, the story follows the "Bureau Inferno" in their deployment of a bunch of Phoenixes and Revelations covering their efforts to take out an Angel capital escalation. Explosions ensued, cinematic shots were captured, escalations were completed, and rewards... well... that part didn’t quite go as expected!

    Who? What? When? Where? How?

    Sov Maps have been out for a long while now. What's a Sov Map, you ask? Well, it's a map of the galaxy, but coloured to reflect sov holding entities, showing the geography of the galaxy. You can see them on a per-Alliance level, Coalition level, and a Faction Warfare variant too. Verite has been providing that information on an up-to-date basis. If you visit the website on any day, you can see the information as it stands on that day. But! A new 3rd party service emerged that also provides these maps on a historical level. Want to see the evolution of space ownership over time? Now you can! BBey de Massiac created a website that allows you to enter two dates and a simple play button to see the evolution over time. Very helpful to any of the documentarians or historians out there. It even has a Faction Warfare variant!

    Are We There Yet?

    Sticking to the topic of maps... If you've visited the map section of Zkillboard recently, you'll find a very cool map design of the universe designed by Axium Cog! Essentially, it serves as a live feed of kills across the universe, including all of wormhole space, that are fed into Zkillboard. It's a great tool that lets you look at a system to then see any kills in nearby systems to give you an idea of activity nearby. Helpful in planning if you need to move, going to raid a Skyhook, or if you're just looking for a fight!

    Your Capsuleer Companion

    EVE Buddy App

    Speaking of tools, 3rd party developers tend to keep updating their products and Erik Kalkoken, recently updated his EVE Buddy companion app. It's designed to bring essential EVE info straight to your phone or web browser. Think quick access to your characters, skills, and wallet data, along with notifications and handy utilities. It’s lightweight, open-source, and built with players in mind. A neat way to keep connected to New Eden when you’re away from your computer.

    The Art of Competition

    Alliance Tournament Art Competition - a submission

    We're only a few weeks away from the Alliance Tournament Feeders and Nora Maldoran is feeling the hype. To share their excitement, they have announced an art contest with 5,000 PLEX up for grabs. Submissions can be anything from posters to digital paintings inspired by the tournament, and the first entries are already rolling in. If you’ve got an artistic streak, now’s your time to shine.

    The Little Ship That Could

    Few ships are as iconic as the Venture, the humble mining frigate that has ferried countless capsuleers through their first moments among the starts. In this new documentary, Rixx Javix takes a closer look at the ship in its natural habitat. Mining peacefully... until it isn't.


    That wraps this Community Beat. Thanks for reading and see you in space!

    o7

  • Get Free Omega with MCT

    13. August 2025 15:00


    Greetings capsuleer,

    Training your characters properly can make or break your career in New Eden. EVE Online is a complex game with many different activities, each requiring a different set of skills.

    Multiple Character Training (MCT) coupled with Omega status allows you to train up to three characters on a single account, giving you the flexibility to explore different careers and activities.

    For a limited time, the EVE Store is offering a free Omega time with select MCT. And thanks to a recent price drop, you can train multiple characters simultaneously and get all the benefits of Omega for free, to maximize your potential in New Eden.

    WARP TO THE STORE