Greetings,
The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-06-11 Last update: 2024-10-03
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Events:
The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Tuesday November 5th 2024.
Limited time combat and hacking sites are appearing all over Highsec, Lowsec, Nullsec, W-space, and Pochven, belonging to the opposing forces of the Blood Raider Covenant and the Order of St Tetrimon.
Crimson Gauntlet and Tetrimon Base combat sites can be found in most areas of space. These sites should be approached with caution, and capsuleers are advised to fly a battlecruiser, battleship, heavy assault cruiser, or even more powerful vessels if they wish to investigate these locations. Rewards for looting the battleship NPCs found at the end of the sites include items that can be traded for ISK, SKINs, boosters, apparel and more!
Crimson Harvest Network Node and Tetrimon Network Node data sites are also appearing across New Eden. These hacking sites contain network node structures that can be accessed for more great rewards!
The Blood Raiders are capitalizing on the chaos erupting all over New Eden and are setting up more advanced bases in the warzone, Tetrimon loyalists are also deploying in the area to match their forces. These advanced versions of the combat and hacking sites can only be found within the areas containing the most heated fighting between Blood Raider and Tetrimon forces: the Blood Raider controlled systems within the Delve region and within the Eugidi, Angils and Essin constellations of the Metropolis region. These advanced sites are rarer and more challenging than the standard versions of the sites but they provide much greater rewards. Bringing a friend or two helps reduce the risk immensely, but beware of other capsuleers who may be searching for the same loot!
The most elusive and valuable strongholds of the Blood Raiders and Order of Tetrimon can only be found by obtaining a rare escalation from the advanced combat sites.
Both the Blood Raiders and the Order of Tetrimon are willing to reward capsuleers who attack their foes and hack their stash. Each character can choose between two options for the Agency challenges and reward track for this event. You will receive points for shooting and hacking the opposing side to the one you choose in the agency, and you will receive challenges themed around your chosen faction. Be aware that although you will only receive agency challenges and points for shooting and hacking the opposing side to the one you chose, there is no penalty for hitting both sides and taking the loot from both their sites.
Every day of the Crimson Harvest will bring devilish login rewards. Alpha and Omega players get separate rewards, with Omegas enjoying both sets every day, and upgrading at any time during the event unlocks all previous Omega rewards. The tasty treats on offer include boosters, SKINs, SKINR nanocoatings and patterns, EverMarks, a generous amount of skill points and more. Get prepared and plan ahead, as not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with skill points for Omega and for Alpha capsuleers.
Skills:
Added new skill Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
Localization:
Fixed the skyhook reagent window being partially broken in multiple localized languages.
User Interface:
The Character Select screen has been updated to celebrate the upcoming Crimson Harvest event.
Events:
The Crimson Harvest seasonal loot drop buff is arriving a day early! Starting today and lasting until the end of the event on 5 November, loot from destroyed capsuleer ships will drop at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties!
Gameplay:
CONCORD Rogue Analysis Beacons (aka CRAB beacons) are no longer invulnerable, have their in-space UI covered up and no longer have 50% reduced link speed for the owner.
Fixed an issue which could cause players accessing the Orbital Skyhook Reagent window to see incorrect information about how many reagents were inside. (Live hotfix at 16:00 UTC)
Sovereignty:
Skyhooks have now been updated to Upwell’s latest firmware → Equinox Update: Enhanced Skyhooks | EVE Online
Skyhooks now have a Secure Bay and a Surplus Bay, rather than an Immature and Mature Bay.
The Secure bay can be accessed by players on the ACL at any time, and 50% of all the materials harvested from the Skyhook enter into the secure bay.
The Surplus bay can only be accessed through the Skyhook raiding gameplay, and contains the other 50% of the reagents generated.
There is no longer any waste when raiding a Skyhook, you get 100% of the surplus bay contents on a successful raid, the secure bay is not affected.
The Skyhook Reagent silo is now only vulnerable to being attacked during a 1 hour interval, every 3-4 days, the time period for the surplus bay is loosely based on the 6 hour exit window chosen by the Skyhook owner for their reinforcement timer.
It should be noted that while it is likely for a Skyhook theft event to come out in a timezone favorable to the defender, Skyhooks theft events can actually happen at any time of the day. Skyhooks use a gaussian distribution to determine the next vulnerability window.
In this example, a Skyhook has a 68.2% chance to come out sometime in the 17:00 to 23:00 window set by the defenders, but it does have also have a chance to come out at anytime of the day. There is a 27.2% chance that it will instead come out at some time in the 3 hour window before or after their preferred time, a 4.2% chance it will come out 6 hours before or after their preferred 6 hour long time window, or 0.2% chance to end up at a time in the completely opposite timezone.
If a Skyhook is not raided during it’s 1 hour interval, then it will reschedule a new time, and the materials in the surplus bay will remain inside and effectively roll over, meaning the next time it’s vulnerable, if it was raided, it would have 6-8 days worth of reagents inside and so on.
If a Skyhook is successfully raided, then its vulnerability will end early and reschedule, so any vulnerable Skyhook you raid will be guaranteed to have 3-4 days worth of reagents in it at minimum.
If the Skyhook owner changes the reinforcement timer of a Skyhook, then the current scheduled vulnerability will not change, and the new reinforcement timer will only have an influence on the Skyhook when the next Skyhook theft vulnerability window is chosen.
Skyhook owners can no longer offline or turn off Skyhooks on reagent planets (Ice/Lava).
Skyhook owners with the Station Manager or Director roles can see the vulnerability timers of their Skyhooks remotely using the my Skyhook page on the structure browser.
Skyhooks which are currently vulnerable can be seen by any player using the world map Vulnerable Skyhooks filter or by using the Colony Resources page in the Agency and choosing to view theft vulnerable Skyhooks.
All Players can also see the vulnerability schedule of a Skyhook if they warp to the Skyhook grid.
The Link period for players who are on the Skyhook Reagent ACL has been reduced to 5 minutes instead of 10 minutes.
Skyhooks will immediately alert everyone within 2 jumps of a Skyhook if a "friendly theft" is activated, just like the notification which would happen if a regular raid was at the 5 minute mark.
Skyhooks have a 50% chance to drop all of the contents in their Secure and Surplus bays when killed (just like regular player ships).
Missions & NPCs:
Increased the damage per second of the Blood Raiders officer frigate Makra Ozman.
PvE:
The Drifters have been unsuccessful in the Siege of Zarzakh. Horizon Siege Point sites and roaming Drifter/Sleeper fleets will no longer appear.
Sovereignty:
Adjusted the locations of several asteroids in the small mining sites so that they aren’t so far away from the warp in location.
Gameplay:
The Capital Clone Vat Blueprint has been corrected so that it now uses 10% less Mexallon rather than 10% less Tritanium from the patch on the 18th September.
The mineral prospecting array 1 upgrades are now respawning as intended.
Industry: In Yesterday’s patch, we reduced the inputs and outputs of the Genetic Safeguard, Genetic Lock Preserver, Genetic Structure Repairer and Genetic Mutation Inhibitor blueprints by a factor of 20, but did not change the blueprint manufacturing or copying attributes, which may have unintentionally throttled the construction of these items more on job time. We are, therefore, making the following changes:
Genetic Lock Preserver Blueprint
Max Runs for blueprint copies increased from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds.
Genetic Safeguard Filter Blueprint
Max Runs for blueprint copies from 10 to 100.
Manufacturing time reduced from 32000 seconds to 3200 seconds.
Copying time reduced from 25600 seconds to 2560 seconds.
Genetic Structure Repairer Blueprint
Max Runs for blueprint copies from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds .
Genetic Mutation Inhibitor Blueprint
Max Runs for blueprint copies from 40 to 400.
Manufacturing time reduced from 16000 seconds to 1600 seconds.
Copying time reduced from 12800 seconds to 1280 seconds.
PVE:
Only characters within 100km of the Horizon Breach Engine will be considered eligible for payouts in Horizon Siege Point sites.
User Interface:
Fixed an issue which could cause the Zarzakh Emanation error message to show an incorrect, incredibly high number when trying to use a gate you’re not locked to while having an Emanation timer.
Fixed an issue where Structure SKINR licenses were not being displayed on the Corporation Administration page for the Structure SKINR.
Industry:
Several adjustments have been made to Capital Ship Manufacturing. The goal of these changes are streamlining capital manufacturing so that it’s easier for smaller producers to get involved as well as a slight reduction to the cost of building capital ships.
Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene have been removed from Capital Construction Components.
The amounts of Isogen and Mexallon required for construction of Capital Clone Vat Bay, Capital Doomsday Weapon Mount and Capital Jump Bridge Array have been reduced by 10%.
The amounts of Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene required for the manufacture of FTL Interlinks have been significantly increased.
Reinforced Carbon Fibre, Megacyte, Zydrine, Fullerides, Noxium, Isogen, Tritanium, Mexallon, Pyerite, Phenolic Composites and Racial Carbides have been removed from the manufacture of FTL Interlinks.
The amount of Auto-Integrity Preservation Seals and Life Support Backup Units needed to manufacture Titans are increased by 100%.
The amount of Trigger Neurolink Conduits needed to manufacture Titans are increased by 50%.
The amount of Capital Core Regulators needed to manufacture Titans is increased by 25%.
Genetic Lock Preserver Blueprints, Genetic Structure Repairer Blueprints, Genetic Mutation Inhibitor Blueprints and Genetic Safeguard Filter Blueprints have had their input materials reduced to 5 and output reduced to 1 (reduced by a factor of 20 for both) to make it easier to create them in smaller batches.
A small amount of tweaks has been made to Tech 1 Battleship Blueprints to bring down their current costs to make them more affordable, reduce the current Isogen bottleneck (which currently makes up almost 50% of their cost), and also make them more cost efficient than Navy Battleships which currently cost only 20-25% more than Tech 1 Battleships.
Adjustments made to Tech 1 Battleships (does not include Navy or Pirate blueprints)
The amount of Isogen required is reduced from 400,000 to 200,000.
The amount of Nocxium required is increased from 12,000 to 24,000.
This represents, at the time of writing, an approximate 75 million ISK reduction to the cost of producing a Tech 1 Battleship from a ME:0 blueprint in an NPC station.
Adjustments made to the Scorpion
The amount of Isogen required is reduced from 300,000 to 150,000.
The amount of Nocxium required is increased from 9,000 to 18,000.
We have also made some adjustments to the cost to produce Marauders and Black Ops. The main intention here is to keep their current price mostly the same or slightly higher, since both Black Ops and Marauders are incredibly strong right now and we don't want to unintentionally make them even more powerful by lowering their price. We are, therefore, increasing the amount of Reactor Units used in their blueprints, to make it so that they use primarily more R64 moon materials. This means that controlling valuable moons is more important for the production of Tech 2 Battleships.
Adjustments made to Marauder Blueprints
The amount of Reactor Units required is increased from 225 to 675.
This represents a cost increase of approximately 60 million ISK at the time of writing these patch notes.
Adjustments made to Black Ops Blueprints
The amount of Reactor Units required is increased from 150 to 450.
This represents a cost increase of approximately 40 million ISK at the time of writing these patch notes. Note that because the cost reduction of the Tech 1 Battleships used for production, the cost should remain roughly the same. It is possible that higher demand or market speculation for R64 materials may increase the costs in the future.
LP Stores:
New LP Store Offers have been added for military corporation LP stores - offering Navy Ship BPCs in exchange for LP and Nexus Chips, rather than LP and ISK.
Modules:
Smartbombs have undergone a full balance pass. All smartbombs in the game have been brought up to parity with the current EMP Smartbomb stats, which were better than the other damage types.
Meta "Named" Smartbomb modules are now 'Compact' and use less powergrid.
All compact meta smartbomb damage types now use the same 20% reduced CPU requirements that EM Smartbombs have.
Added Storyline variations for the Kinetic and Thermal Smartbomb damage types which were missing before.
Players can obtain blueprint copies for these smartbombs from exploration content such as Data Sites, like most current storyline module blueprints.
Explosive Storyline Smartbombs have been buffed to now have the same values as the EM ones.
Storyline Smartbombs have received very small fitting buffs to keep them as the easiest to fit modules with the changes to Meta Smartbombs becoming the Compact variation.
Faction and Officer smartbombs of non-EMP damage types have had their stats brought up to parity with EMP stats. We aim to not only bring the other smartbomb damage types up to par with EM, but to also make more interesting choices between the smartbomb damage types at Faction and Officer levels. Thus, after bringing them up to parity, the following changes were made:
Thermal Smartbombs: +20% range, -20% damage.
Explosive Smartbombs: +20% damage, -20% range.
Kinetic Smartbombs: -20% capacitor cost, -20% CPU cost, +20% cycle time.
There now are 36 new Mutaplasmid types available to further customize and modify Smartbombs.
Smartbomb Mutaplasmids can modify the damage, range, cycle time, capacitor cost, CPU and powergrid requirements of Smartbombs.
Players can obtain these Mutaplasmids by completing regular Abyssal Filaments. The type of Filament that drops each Mutaplasmid type is based on the damage type associated with that Filament.
EMP (EM) Smartbomb Mutaplasmids - dropped in Electrical Filament Abyss.
Plasma (Thermal) Smartbomb Mutaplasmids - dropped in Firestorm Filament Abyss.
Proton (Explosive) Smartbomb Mutaplasmids - dropped in Gamma Filament Abyss.
Graviton (Kinetic) Smartbomb Mutaplasmids - dropped in Exotic Filament Abyss.
We will keep a close eye on the balance of missile "firewalling" strategies, Interdictor Bubble hitpoints for tackling Supercarriers and Titans, PVE Smartbomb balance, and Smartbomb gatecamps following these changes.
Frigate and Cruiser Officers and Officer modules
New Officer Frigate and Officer Cruiser NPCs have been added to the game.
Officer Frigates can appear incredibly rarely in 0.5 rated high security space asteroid belts.
Officer Cruisers can appear incredibly rarely in 0.1 and 0.2 rated low security space asteroid belts.
50+ New Officer modules have been added to the game.
1mn and 10mn Afterburners
5mn and 50mn MWDs
Small and Medium Energy Neutralizers
Small and Medium Energy Nosferatus
Small and Medium Armor Repairers and Shield Boosters
ECM modules and Signal Distortion Amplifiers
Micro Auxiliary Power Cores
200mm and 425mm Autocannons, Light and Heavy Neutron Blasters, Small Focused and Heavy Pulse Lasers, Rocket and Heavy Assault Missile launchers.
Assault Damage Controls
Warp Disruption Field Generator
And more!
Gistii B-type and Gistum B-type shield boosters
Increased shield boost amount so that they now bridge the gap between C-type and A-type, rather than barely being better than the C-type while using more capacitor. This means they now follow the same precedent set by the large and x-large shield boosters.
Gistii B-type Small Shield Booster shield boost amount: increased to 48 from 41.
Gistum B-type Medium Shield Booster shield boost amount: increased to 144 from 124.
Pochven:
Mobile Observatory deployables can now be deployed in Pochven.
Rebalanced the web strength of several Minmatar EDENCOM NPCs which had stronger than 100% webs.
Sovereignty:
New Sovereignty Mining Upgrades
7 Small Mining Upgrades have been added, one for each mineral type. These new upgrades cost significantly less Power and Workforce than the current mining upgrades, making them far more flexible. They also respawn significantly faster, with 1 hour long respawn times, and they utilize the same mechanics as the Equinox Combat Upgrades where they can respawn instantly if the time between the last spawn was long enough. These new upgrades provide about 1⁄8th of the ore of the existing upgrades, and do not escalate to the Mining Escalation, nor have a chance to spawn Mercoxit sites, which is being kept as an exclusive for the existing mining upgrades.
Tritanium Prospecting Array 1 - 500,000 m3 of Tritanium providing ores.
Pyerite Prospecting Array 1 - 1,000,000 m3 of Pyerite providing ores.
Mexallon Prospecting Array 1 - 375,000 m3 of Mexallon providing ores.
Isogen Prospecting Array 1 - 325,000 m3 of Isogen providing ores.
Nocxium Prospecting Array 1 - 325,000 m3 of Nocxium providing ores.
Zydrine Prospecting Array 1 - 750,000 m3 of Zydrine providing ores.
Megacyte Prospecting Array 1 - 500,000 m3 of Megacyte providing ores.
Power Cost: 500
Workforce Cost: 6400
Additionally, several asteroids added in Equinox have had their 3D model sizes increased so they look more impressive.
Major Threat Detection Array 1 & 2
We've increased the number of sites provided by the level 1 and level 2 upgrades, especially for low truesec bands. See the tables below for the exact changes
Pirate Space
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 |
---|---|---|
0.0 to -0.25 | 2x Hub 3x Hidden Hub (+1) 2x Forsaken Hub (+1) | 3x Hub 3x Hidden Hub (+1) 2x Forsaken Hub 2x Forlorn Hub 1x Haven |
-0.25 to -0.45 | 2x Hub 2x Hidden Hub (+1) 2x Forsaken Hub (+1) 1x Forlorn Hub | 2x Hub 3x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 2x Haven |
-0.45 to -0.65 | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub (+1) 1x Haven | 3x Hidden Hub 3x Forsaken Hub (+1) 3x Forlorn Hub 3x Haven |
-0.65 to -0.85 | 2x Hidden Hub (+1) 2x Forsaken Hub 2x Forlorn Hub (+1) 2x Haven | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 4x Haven 2x Sanctum |
-0.85 to -1.0 | 3x Forsaken Hub (+1) 2x Forlorn Hub 2x Haven 1x Sanctum | 3x Forsaken Hub 2x Forlorn Hub 5x Haven 2x Sanctum |
Drone Space
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 |
---|---|---|
0.0 to -0.25 | 4x Drone Herd (+1) 3x Drone Squad (+1) | 5x Drone Herd 5x Drone Squad (+1) 1x Drone Patrol |
-0.25 to -0.45 | 3x Drone Herd (+1) 4x Drone Squad (+1) | 4x Drone Herd 4x Drone Squad 3x Drone Patrol |
-0.45 to -0.65 | 5x Drone Squad (+1) 2x Drone Patrol | 5x Drone Squad (+1) 6x Drone Patrol 1x Drone Horde |
-0.65 to -0.85 | 4x Drone Squad (+1) 4x Drone Patrol (+1) | 2x Drone Squad 6x Drone Patrol 4x Drone Horde |
-0.85 to -1.0 | 3x Drone Squad (+1) 4x Drone Patrol 1x Drone Horde | 1x Drone Squad 7x Drone Patrol 5x Drone Horde |
Rebalanced Sov Upgrade Resource Costs As part of this update, we're also making significant changes to the Equinox Sov Upgrade costs, almost all upgrades are being reduced in Colony Resource costs.
Overview of the changes:
All Previously Existing Mining Upgrades (Now Prospecting Array 2)
Power cost reduced from 1750 to 1350
Workforce cost reduced from 14000 to 12700
Major Threat Detection Array 1
Power cost reduced from 450 to 400
Major Threat Detection Array 3
Power cost reduced from 1450 to 1300
Workforce cost reduced from 8700 to 7300
Minor Threat Detection Array 1
Power cost reduced from 270 to 200
Workforce cost reduced from 1890 to 1800
Minor Threat Detection Array 2
Power cost reduced from 550 to 500
Workforce cost reduced from 3850 to 3800
Minor Threat Detection Array 3
Power cost reduced from 850 to 700
Workforce cost reduced from 5950 to 5400
Advanced Logistics Network (Enables Ansiblex Gates)
Power cost reduced from 1250 to 500
Workforce cost reduced from 25000 to 18100
Ice cost per hour reduced from 40 to 25 units
Startup cost reduced from 2750 to 1770 units
Cynosural Suppression (Enables Tenebrex Cynosural Jammer)
Power cost reduced from 500 to 250
Workforce cost reduced from 5000 to 4500
Magmatic Gas cost per hour reduced from 2480 units to 205 units
Startup cost reduced from 170,000 units to 82600 units
Cynosural Navigation (Enables Pharolux Cyno Beacon)
Magmatic Gas cost per hour reduced from 1095 units to 205 units
startup cost reduced from 75000 units to 62000 units
Supercapital Construction Facilities
Superionic Ice cost per hour reduced from 145 units to 90 units
Startup cost reduced from 10000 units to 5305 units
Miscellaneous changes
Players no longer need to pay existing Sovereignty bills to transition their Sovereignty Hubs to the Equinox Sov mode.
Reduced the amount of Structure Acceleration Coils needed to manufacture a Skyhook from 2 to 1. This represents around a 20% cost reduction for the manufacturing costs for Skyhooks.
Increased the signature radius on the Metenox Moon Drill, Skyhook and Custom Office types from 14,000m to 32,000m so that all supercarriers and capital weapons can apply full damage to them.
Supercarrier Close Range Fighter Missile Abilities will now apply full damage to Skyhooks, Metenox Moon Drills, all existing FLEX structures, Custom Offices and the forcefield/control towers in the new Equinox pirate/infested starbase escalation.
User Interface:
The tabs stacked in one window can now be reordered with drag & drop.
Chat window improvements
The hierarchy of the context menu has been improved to indicate settings applicable to the specific channel and to all channels.
The context menu is now available from both the chat options menu (three dots) and the chat tab right-click menu.
It is now possible to automatically hide messages containing specific phrases by using filters.
Multi-line chat messages can now be automatically collapsed if longer than the chosen number of lines.
The following chat channels no longer allow referral links:
Local chat in starter systems.
Local chat in Career Agent systems.
Corporation chat for NPC starter corporations.
Premade channels, e.g. Rookie Help, Spanish Recruitment.
Minimized chat windows will now remain minimized after restarting the client.
Gameplay:
Increased the meta levels of Officer modules dropped from Horizon Siege Point sites.
Increased the bounty values of named Drifter NPCs in Horizon Siege Point sites.
Audio:
Very loud jumpgate atmo is no longer sticking to users' ships.
Gameplay:
Fixed an issue which would prevent Metenox Moon Drills from being successfully anchored on incredibly large moons.
Homefront Operations:
The mine objective no longer appears during the initial set-up timer in Abyssal Artifact Recovery sites.
User Interface:
Info Panel objective timers will now take time dilation into account and no longer become desynced with the server.
Allecto's Modified Medium Multispectrum Smartbomb will now appear within the Officer section of the market.
Fixed meta level and group information not appearing correctly for Officer modules dropped from Horizon Siege Point sites.
PVE:
The deepflow has stabilized. Deepflow Rift sites will no longer appear.
Gameplay:
Megaera's Modified Medium Energy Nosferatu can now be used with Medium Nosferatu Mutaplasmids.
Graphics:
Improved performance in systems containing multiple Skyhooks.
Localization:
Fixed the type names of some of the new officer modules using smart quotes rather than a normal apostrophe.
Gameplay:
Horizon Siege Point
Fixed an issue where Info Panel objectives could become incorrectly ordered
Homefront Operations:
Increased the bonus percentages for Abyssal Artifact Recovery weather effects to 20% (from 10%).
Penalty percentages for Abyssal Artifact Recovery weather effects will now scale with the difficulty tier.
Increase the initial setup timer in Abyssal Artifact Recovery sites to 90 seconds (from 60).
Increase the escape timer in Abyssal Artifact Recovery sites to 60 seconds (from 45).
Decreased the collision radius of Destabilizing Array objects in Stabilize Rift sites.
Zarzakh:
Due to a mysterious surprise attack from the Drifters, The Fulcrum has activated an “Emanation lock” on the stargates into Zarzakh and within the system of Zarzakh, preventing the Drifters from accessing Zarzakh by any means; this has temporarily stalled the drifter attack for now…
Whenever a player enters Zarzakh from a stargate, they will become locked to that stargate and get an emanation lock timer for 6 hours. Players will only be able to leave Zarzakh through the stargate they are locked to for the next 6 hours.
Players can always leave Zarzakh through the Deathless Shipcaster, Clone Jumping or being pod killed, even with an Emanation lock.
If players do not have an Emanation lock timer, they can leave through any gate.
The Emanation lock is only given when entering Zarzakh, not when leaving it.
If a player is outside Zarzakh with an Emanation lock timer, they can enter through any gate (It only prevents you from leaving Zarzakh). Entering Zarzakh from any gate will overwrite any old emanation lock timer with a new timer. You can only be locked to one gate at any time.
Being pod killed into Zarzakh (If you have your home station set there) or clone jumping into Zarzakh is always possible regardless of Emanation Lock status.
Warp Disruption Probes (From Interdiction Sphere Launcher modules fitted to Interdictors) and unscripted warp disruption field generator modules (from Heavy Interdictors) can no longer be used in Zarzakh.
Escalations can no longer route a player through Zarzakh.
Autopilot will no longer route a player through Zarzakh.
If a player is inside Zarzakh with an Emanation lock, then Autopilot will consider the players Emanation lock and not route them through a gate they cannot use.
Zarzakh is under siege! Drifter and Sleeper forces have begun launching attacks within the four systems connecting to Zarzakh.
Horizon Siege Point sites have begun appearing within the connecting systems. Capsuleers must keep the Drifter siege engine from becoming fully online within these sites. The device is only vulnerable while it is active. Be warned! While in this state, the engine will call for Drifter and Sleeper reinforcements.
Roaming fleets of hostiles patrol these systems, targeting any capsuleers they find.
Homefront Operations:
Info Panel objectives will now reappear if warp is started and then cancelled within ongoing sites.
Mine and escape Info Panel objectives will now appear when arriving at an ongoing Abyssal Artifact Recovery site.
Fixed a minor formatting issue in Traffic Stop site Operational Intel text.
Drifter NPCs in Abyssal Artifact Recovery sites will now have their shield hitpoints applied correctly.
Sovereignty:
Territorial Control Units (TCUs) and old deprecated sovereignty upgrades have had their reprocessing amounts adjusted to provide double the materials, so they now will provide a full refund in the components used to build them to players who choose to reprocess them.
Deepflow Rift:
Increased the rate at which Deepflow Adaptive Canisters can be found.
Instability will now stack when multiple tractor beams are activated simultaneously. Each tractor beam will be applied separately.
As each tractor beam will cause instability, manage your modules carefully so as to not disturb what lies beyond the rift. Be sure to have the opportunities window opened to best gauge rift instability.
Deepflow Rift:
Deepflow Adaptive Canisters can no longer be found once the 27 canister limit is reached.
Electron Spin Resonance items now use their correct icon.
User Interface:
Fixed an issue where SKIN previews in the Paragon Hub did not display when first opening SKINR after logging in.
Fixed an issue where design elements appeared duplicated in the Slot Customization UI when activating a limited component in SKINR. Additionally, the "Metallic" component list no longer incorrectly switches to the "Basic" list after activating a design element.
Fixed an issue where sorting saved SKIN designs by name did not function correctly.
SKINR - New Feature: Sharing Saved Designs
Drag and Drop SKIN Designs:
Players can now drag their saved SKIN Designs directly from the Saved Designs list on SKINR’s main page into chat for easy sharing.
Link Icon for Saved Designs:
When selecting a saved SKIN Design on the main page, a link icon will appear. Drag this icon into chat to instantly share your design with others.
Opening Shared SKIN Designs:
Clicking on a shared SKIN Design link in chat will now open SKINR directly in Studio mode. The design will load with all details filled in as per the original, ready for you to edit.
Design Ownership Display:
Upon opening a shared design, the original creator's name will be displayed. Players can then modify the design and rename it, making it their own unique creation.
Graphics:
Archon now correctly maps materials to the tech slot within the SKINR and previously sequenced SKINs should now match the designed SKIN.
Extra pattern projections on some ships (eg. Crane) are now correctly removed from SKINR when designing and on the resulting SKIN, and previously sequenced SKINs should now match the designed SKIN.
Wormhole auras should be the correct color again.
Shaders will now render SSAO correctly where a tiling texture is being used.
User Interface:
Fixed an issue where the Back button did not function correctly in the SKINR Paragon Hub and Collections tabs.
Resolved overflow issues on the Studio page in the SKINR when using smaller window sizes.
Homefront Operations:
Abyssal Artifact Recovery sites have been overhauled:
After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.
Payouts will now be received if all asteroids are depleted when the timer ends.
If successful, there will be a short cooldown before another wave of asteroids appears.
If unsuccessful, no additional waves will appear, and the site will end.
Following the arrival of every wave are unpredictable effects and hostile NPCs determined to disrupt your progress.
Hostile NPCs within the site will no longer target drones.
The damage of Triglavian NPCs has been reduced.
Faulty Triglavian Caches now have a chance to appear whenever an asteroid is depleted.
These caches are now destructible with lootable wrecks, like in Abyssal Deadspace.
The contents of the caches have been greatly increased.
Be quick! Caches will be lost if an asteroid appears in their place, and their wrecks do not last long in the chaotic environment.
As before, a warp disruption field will be active within the site whenever at least one asteroid is present.
The longer the site progresses, the greater the rewards and challenges become!
The repair amounts of logistics NPCs appearing in all sites have been decreased.
Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.
PVE:
Deepflow Rift sites
Mysterious rifts, seemingly connected to the depths of the Triglavian abyss, have begun appearing throughout the cluster and beyond. Though they are untraversable by capsuleers, a tractor beam may be able to dredge up items of interest from the other side.
Graphics:
Some objects like ice asteroids have had their texture scaling fixed.
Homefront Operations:
Fixed an issue causing conversations to not appear when arriving at a site that was already completed.
Gameplay:
Escalations which last longer than 72 hours such as the Capital escalations added in Equinox, that a player had already visited but did not return to it for 24+ hours, will no longer incorrectly despawn.
The EDENCOM Vorton Projector weapons can now be used on Custom Gantries, POCOs and Skyhooks.
Graphics:
Fixed the Upwell industrial ships ship exhaust VFX after warping.
Fixed missing laser beams in Rattlesnake King’s Ransom SKIN.
Localization:
The Omega restricted message for monthly goals is now correctly displaying in Chinese.
Fixed the Social description which was replaced by the SKINR sequencing skill description.
User Interface:
Skyhooks and what planet they are at will now appear in the fleet broadcast history and last broadcast message when players broadcast a Skyhook
Fixed a client-side exception, and It’s now possible to shift drag drones from your hangar into a simulated ships drone bay.
Viewing solar systems in the colony resources agency page which do not have any workforce will no longer have a ‘no workforce label’ error instead of the workforce icon. Instead, in systems with no workforce, the icon will be hidden from view.
Fixed UI elements overflowing with the Metenox moon drill mining details page when there are more than 4 moon materials being mined.
Fixed an issue where the tooltip would not appear when a player moused over the last broadcast message in a fleet if the person who broadcasted left the fleet.
Fixed a missing tooltip label when mousing over the Skyhook Icon in the solar system info panel which appears when a raid is taking place in the solar system.
Increased the width of the quantity field in the NES, so that now 2 digits are shown clearly.
Fixed an erroneous tooltip warning that would appear when attempting to place a command center on a planet for PI in an Upwell Hauler when they had command centers in their Infrastructure Hold stating that the command center was not found in the cargo hold.
The industry window is no longer case sensitive when sorting through owned blueprints. I.e. EM Pulse Generator blueprint will now no longer be displayed above Electrolytic Capacitor Unit Blueprint when sorting by name ascending.
Fixed the width on the industry window dropdown filters so they are now large enough to include the full name instead of being cut off.
Miscellaneous:
In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.
User Interface:
Fixed an issue where selecting a Pattern in the SKINR design creator did not automatically apply the default color.
Ship SKINR:
All design elements, owned or unowned, are now available to preview in the SKINR Studio. Unowned design elements that are available in the Paragon Hub can now be purchased directly during design creation.
Can toggle between limited/unlimited versions (if owned) on a design element in slot in the SKINR Studio.
Can now directly activate nanocoatings/patterns/metallics when purchasing them from the Paragon Hub.
Nanocoatings are now automatically sorted by hue in the SKINR Studio when creating SKIN designs.
All nanocoatings and metallic design elements can be placed into all slots including the Tech area.
A popup on hover is now present for all design elements in the designer slot panels with the element name and rarity information.
Now have the option to cancel their own ongoing SKIN listings.
Upon cancelling, only the escrowed SKIN licenses are refunded - the currency spent for the HUB Listing Costs are not.
Until August 21st, a special set of login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Gameplay:
Removed an unused duplicated Hedbergite ore type from the market.
Gameplay:
During downtime today we deployed a small server-side tools patch. However, it appears that this caused an issue with the AIR NPE making it no longer possible to continue after finishing part 1 (Baptism by Fire). This has now been fixed.
Gameplay:
Fixed an issue that was causing changes to currently installed Rogue Drone combat anomaly related sov upgrades to not take effect. It will take until downtime on 2 August for changes to be fully corrected.
Gameplay:
Reverted a change which prevented cap booster 25s from being loaded into small ancillary modules.
Multi-Part escalations are now given to the character that completes them, rather than the original owner of the escalation.
Project Discovery:
The release of Project Discovery Phase Four!
Expanded research focus on critical immune system diseases, including cancer
Enhanced minigame with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques
More complex scatterplot samples for players to gate a larger variety of diseases
Updated rewards to include exclusive SKINR customization colors
Additional quality of life improvements to make gating and submitting samples more user friendly
Corporation Projects:
An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.
Graphics:
Updated Ancestral Fireclay Design Elements to proper shade of red.
Market:
Marketplace taxes reduced to 4.5%. Down from 8%.
Daily Goals:
The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.
The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.
4 Daily Goal types have been removed:
Scan 2 Combat Sites
Scan 2 Data Sites
Scan 2 Relic Sites
Scan 2 Wormholes
Paragon Services:
Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.
Reduced Sequencing Time and Cost when sequencing new SKINs in SKINR.
We will monitor the effect this has on the Daily Goals, Paragon HUB and SKINR market and continue to adjust and balance this as we've been doing with everything else that launched with Equinox.
Skills:
Added new skill “Paragon Relations” for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
User Interface:
Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.
Gameplay:
Fixed a bug where if a player died to or took damage from a Rogue Drone NPC in an asteroid belt or at a stargate, it wouldn’t appear on the killmail and the killmail would be partially broken with empty icons where the NPC should have been.
Multiple implant sets will now give FW LP when an enemy faction capsule is killed with those fitted. This affects the Asklepian, Savior, Nirvana, Mimesis, Rapture and the Hydra sets.
User Interface:
Small Ancillary Shield Booster and Small Remote Ancillary Shield Boosters will now display their size as "small" rather than as "None noLabel".
NES (item & price):
Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.
Mining Upgrades:
🤝 We’re making several adjustments to the mining sites provided by the new Equinox sovereignty upgrades based on player and CSM feedback over the last few weeks. We’re increasing the quantity of ore available in all of the sites, especially for the Zydrine and Megacyte Prospecting Array upgrades which competed with the existing colossal asteroid cluster site the most directly. We’re also combining many of the smaller asteroids in all of the sites so that the size of each asteroid is large enough to take multiple cycles from strip miners to mine out. We’re also completely overhauling the mining escalation by making it far more likely for players to get the escalation, more than doubling it in size and replacing the existing asteroids with Spodumain, Abyssal Asteroids and Mercoxit. So it will now be vastly more exciting and the most rewarding mining site in the game.
All Prospecting Array upgrades
Several asteroids have been combined so that the majority of asteroids in each location require multiple strip miner cycles to mine out.
Isogen Prospecting Array (Griemeer Deposit)
Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.
Megacyte Prospecting Array (Ueganite Deposit)
Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.
Mexallon Prospecting Array (Kylxium Deposit)
Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.
Nocxium Prospecting Array (Noxcite Deposit)
Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.
Pyerite Prospecting Array (Mordunium Deposit)
Total Ore Volume increased from 4,500,000 m3 to 6,000,000 m3.
Rebalanced the ore content of the site to a smaller overall percentage of Mordunium asteroids and more Omber and Hedbergite to improve the average isk/hr of mining in the site.
Tritanium Prospecting Array (Veldspar Deposit)
Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.
Zydrine Prospecting Array (Hezorime Deposit)
Total ore Volume increased from 2,015,799 m3 to 5,970,000 m3.
The size of several asteroids have been vastly increased to make this site very comparable to the Colossal Asteroid Cluster, with 24+ asteroids bigger than 100,000m3 and a behemoth 600,000m3 asteroid.
Mining Escalation
Shrouded Asteroid Cluster has been overhauled and is now the Interstitial Ore Deposit.
The chance of acquiring the mining escalation has been greatly increased.
Total Ore Volume increased from 3,750,000 to 8,480,000 m3.
All asteroids have been replaced with Spodumain, Abyssal Asteroids and a small amount of Mercoxit.
Combat Upgrades:
🤝 We’re making a few tweaks to the combat upgrades provided by the Minor and Major Threat Detection Arrays. Firstly, we’re greatly decreasing the maximum possible respawn time for the sites spawned from their upgrades from 20 minutes to 12 minutes. For context, the old sovereignty upgrade sites respawned between 20 to 12 minutes based on the level of upgrade that spawned them, for an average respawn time of 16 minutes. This now means that there is no single case where a site from the old system could respawn faster than the same site in the new system, and the maximum possible respawn time is now 25% faster than the old average respawn time before you even factor in the improved respawning logic that the new sites use - where the time the site was spawned is used to determine the respawning time, rather than when the site was completed. Additionally, we’re also increasing the number of combat sites provided by most upgrades by 1, and also increasing the expiration time for the new capital focused escalations based on feedback we got from players struggling to complete or sell them in time due to fatigue/logistics of moving capitals.
Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)
Escalation Expiration timer from 24 hours to 72 hours.
Minor and Major Threat Detection Arrays.
Maximum Respawn Time reduced from 20 minutes to 12 minutes
An additional combat anomaly has been added to most upgrades
Adjusted anomalies spawned by Major Threat Detection Arrays in drone space to increase the amount of Drone Horde and Drone Patrol sites by replacing some or all of the Squad and Herd sites.
The new sets of sites spawned by each upgrade tier in each security band are as follows:
Non-Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Refuge 2x Den 1x Hidden Den | 1x Refuge 3x Den 1x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 3x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point |
-0.25 to -0.45 | 1x Refuge 2x Den 1x Hidden Den 1x Forsaken Den | 1x Refuge 3x Den 2x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 2x Hidden Rally Point 1x Forsaken Rally Point |
-0.45 to -0.65 | 1x Refuge 2x Den 2x Hidden Den 1x Forsaken Den | 1x Refuge 2x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 1x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point 1x Forlorn Rally Point |
-0.65 to -0.85 | 2x Den 1x Hidden Den 2x Forsaken Den 1x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 3x Rally Point 1x Hidden Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 4x Rally Point 2x Hidden Rally Point 2x Forsaken Rally Point 2x Forlorn Rally Point |
-0.85 to -1.0 | 2x Den 1x Hidden Den 2x Forsaken Den 2x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 3x Hidden Rally Point 3x Forsaken Rally Point 3x Forlorn Rally Point |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Hub 2x Hidden hub 1x Forsaken Hub | 3x Hub 2x Hidden hub 2x Forsaken Hub 2x Forlorn Hub 1x Haven | 4x Hub 3x Hidden hub 3x Forsaken Hub 3x Forlorn Hub 2x Haven |
-0.25 to -.045 | 2x Hub 1x Hidden Hub 1x Forsaken Hub 1x Forlorn Hub | 2x Hub 3x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 2x Haven | 2x Hub 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 4x Haven 1x Sanctum |
-0.45 to -0.65 | 2x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 1x Haven | 3x Hidden Hub 2x Forsaken Hub 3x Forlorn Hub 3x Haven | 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 6x Haven 2x Sanctum |
-0.65 to -0.85 | 1x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 2x Haven | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 4x Haven 2x Sanctum | 2x Hidden Hub 3x Forsaken Hub 2x Forlorn Hub 7x Haven 3x Sanctum 1x Forsaken Sanctum |
-0.85 to -1.0 | 2x Forsaken Hub 2x Forlorn Hub 2x Haven 1x Sanctum | 3x Forsaken Hub 2x Forlorn Hub 5x Haven 2x Sanctum | 2x Forsaken Hub 2x Forlorn Hub 8x Haven 4x Sanctum 3x Forsaken Sanctum |
Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Assembly 2x Drone Gathering | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 5x Drone Surveillance 3x Drone Menagerie 1x Drone Herd |
-0.25 to -0.45 | 2x Drone Assembly 2x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 4x Drone Surveillance 3x Drone Menagerie 3x Drone Herd |
-0.45 to -0.65 | 2x Drone Assembly 3x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie 1x Drone Herd | 2x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 3x Drone Herd 1x Drone Squad |
-0.65 to -0.85 | 1x Drone Assembly 2x Drone Gathering 2x Drone Surveillance 1x Drone Menagerie | 1x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 2x Drone Herd | 1x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 4x Drone Herd 2x Drone Squad |
-0.85 to -1.0 | 2x Drone Gathering 2x Drone Surveillance 3x Drone Menagerie | 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 3x Drone Herd 1x Drone Squad | 3x Drone Gathering 3x Drone Surveillance 5x Drone Menagerie 4x Drone Herd 3x Drone Squad |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Herd 2x Drone Squad | 5x Drone Herd 4x Drone Squad 1x Drone Patrol | 4x Drone Herd 6x Drone Squad 3x Drone Patrol 2x Drone Horde |
-0.25 to -0.45 | 2x Drone Herd 3x Drone Squad | 4x Drone Herd 4x Drone Squad 3x Drone Patrol | 2x Drone Herd 4x Drone Squad 5x Drone Patrol 5x Drone Horde |
-0.45 to -0.65 | 4x Drone Squad 2x Drone Patrol | 4x Drone Squad 6x Drone Patrol 1x Drone Horde | 2x Drone Squad 8x Drone Patrol 7x Drone Horde |
-0.65 to -0.85 | 3x Drone Squad 3x Drone Patrol | 2x Drone Squad 6x Drone Patrol 4x Drone Horde | 8x Drone Patrol 9x Drone Horde 1x Teeming Drone Horde |
-0.85 to -1.0 | 2x Drone Squad 4x Drone Patrol 1x Drone Horde | 1x Drone Squad 7x Drone Patrol 5x Drone Horde | 6x Drone Patrol 10x Drone Horde 3x Teeming Drone Horde |
Gameplay:
Adjusted the fitting warning message that appears for the Bowhead and Avalanche that warned you against fitting propulsion modules to them such as a 500mn MicrowarpDrive and advising you to fit capital sized propulsion modules (10000mn, 50000mn) which neither ship could fit. Instead, it now warns you that it could be inefficient to fit propulsion modules to the ships and may give less of a speed boost than you expect.
Localization:
Removed "Metallic" from being appended to the end of some Design Elements to make them uniform with others.
Fixed an issue that was causing respawn timers of certain combat anomalies to be too low.
The combat anomaly sites spawned by the new sovereignty hub upgrades are intended to respawn faster than anomalies spawned by older upgrades when completed at average speeds, providing a better experience for the vast majority of players. In Equinox, the respawn timers for these sites were adjusted to begin counting down when the previous site spawned instead of when the previous site was completed, causing the effective wait time for the next site to be variable depending on how quickly you completed the previous site. This means that instant respawns of sites are intended to happen in some cases, but not when chaining sites extremely quickly using multiple ships and optimal tactics.
In today's patch, we have partially addressed an issue that had been causing the intended cooldowns to not apply properly. This issue was most significantly affecting systems where the combat anomalies were being chain completed in a very short period due to hyper-optimized tactics with multiple characters. Respawn times can still be instant in some situations, especially when the sites are being run at average speeds, but they will no longer be instant every time when the sites are being completed very quickly.
Ship SKINR:
Updated SKIN License Tier indicators for better clarity.
Enhanced the Sequencing panel for design elements and sequence binder requirements.
SKIN listings from the Paragon Hub are now linkable.
Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.
Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.
Added sequencing time information to the design creation page.
Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.
Design Elements can now be filtered by finish for easier navigation.
Updated the Sequencing button to "Finalize Design" for clearer action.
The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.
Moved pagination controls to the bottom of the page in "View All" sections for better usability.
Sovereignty:
It’s now possible to visually see workforce transit, and sovereignty hub workforce configurations from the World Map.
To enable this option you will need to have the Station Manager, Director or CEO role in your corporation and be part of an alliance.
It can be turned on by going to Markers in the world map settings and then checking the Sovereignty Hub's box.
You can only see the status of Sovereignty Hubs that your corporation owns. Ones that belong to your alliance but not your corporation will show up as grey.
Sovereignty Hubs can be configured from this map view by right clicking on the sovhub workforce icon and then choosing the 'edit configuration' option.
Graphics:
VFX glow color on SOE ships are now correctly blue again (instead of lime green).
Removed a clipping rock from an acceleration gate on “Vengeance” mission site.
Turrets now correctly oriented on Khizriel.
Shipcaster construction containers now dynamically fills based on capacity loaded into the container by player.
Smoke VFX on warp from Gallente Frigates adjusted to be more transparent.
Police SKIN fixes for Coercer Navy Issue, Crusader, Skybreaker, Stormbringer, Stabber, Thunderchild, Cormorant, & Omen.
User Interface:
Added the Tax Rate for Orbital Skyhooks to the Show Info window for them to create parity with POCOs.
Improved clarity on the World Map, by making lines between systems brighter when choosing to show all lines.
Gameplay:
It’s now possible to deploy command centers on planets for Planetary Industry directly from the Infrastructure Hold, just like the Command Center hold.
Removed the right click → Scoop to Infrastructure Hold option for items that could not be scooped there, like Drones and Control Towers.
Localization:
Fixed several elements in the item trader window not being correctly localized.
Fixed several cases where localized text was overlapping or overflowing in the item trader window.
User Interface:
It’s now possible to expand the columns in the Sovereignty Hub configuration window.
The Recipe drop down list in the item trader window should be clearer and easier to understand.
Added a tooltip for when the trade is disabled because you are missing the required items in the item trader window.
Fixed a client side exception when simulating a fit, moving the drone quantity down to 0, and then moving it back up again.
Gameplay:
Reduced the minimum distance that Skyhooks can be deployed next to stargates and structures from 100,000km to 1,000km. This range was rarely and sporadically blocking skyhooks from being able to be deployed on planets which were very close to stargates/structures.
Structures & Deployables:
Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.
Gameplay:
Upwell Structure related ammo items in the charge category will now more consistently move into the Infrastructure Hold, such as Standup Bombs, Flak Ammo, Standup ECM Scripts, Structure Anticapital and Structure Anticapital missiles.
Fixed an Issue which could cause the Metenox moon drill (And all FLEX structures to a lesser extent) to have much shorter reinforcement timers than intended.
It’s now possible to open the configuration window of a Sovereignty Hub that had the Fuel Access ACL list deleted.
Gameplay:
Fixed an issue where it was not possible to list a SKIN License for sale in the Paragon Hub for a price higher than 2.1 billion.
Structures & Deployables:
Skyhooks now have a 15 minute repair timer instead of 5 minutes.
User Interface:
Added a notification and timer in the Info Panel when a Skyhook is being hacked, this timer shows when an active hacking is occurring, when it is successful, and when it is unsuccessful.
Gameplay:
Skyhooks and Metenox Moon Drills can now be found on the directional scanner and be probed with combat scanner probes.
Localization:
Fixed a typo in the description of Nocxium.
Fixed a typo in the description of the Sansha's Nation Occupied Mine escalation message.
User Interface:
It’s no longer possible to try and configure a Skyhook while you have it in your inventory / cargo, or while it’s still onlining.
The sovhub configuration menu will no longer let you drag an upgrade in from location that is not your ship and will display a user error when you try. (It would let you before in the simulation but would fail when trying to save).
Fixed an exception which occurred when closing the Sov Hub window from the corporation management window.
Gameplay:
Fixed an issue which caused strategic upgrades installed in sovereignty hubs running in the new system to continue to provide their effects until downtime if the sovereignty hub was destroyed.
User Interface:
Fixed an issue which caused lines between connecting systems to be missing from Insurgency map.
Sovereignty Transition
Check out this devblog for more information on Sovereignty Updates: Transition & Upgrades | EVE Online
Players with the appropriate roles in the corp which owns the Sovereignty Hub (Director or CEO) will now be able to choose to transition their sovereignty hub over to the new system.
All outstanding bills will need to be paid for a sov hub before it can transition.
When choosing to transition, a snapshot is taken of all of the current Strategic Upgrades installed in the sov hub (such as cynosural suppression and advanced logistics network) and these will remain active and functional until the next downtime, this means that players can transition to the new system and won’t have to worry about structures such as Tenebrex Cyno Jammers and Ansiblex Jump Gates going offline after transitioning, and they’ll stay online the entire time if they’re able to install and turn on the new equivalent upgrades before the next downtime.
All currently installed Military and Industrial upgrades will also continue to provide their sites until the next downtime. It should be noted that the new mining and combat upgrades will not have their sites appear until the downtime after they have been installed.
When a player chooses to transfer over to the new system, all of the old currently installed upgrades in the sovereignty hub will be moved to the HQ station delivery hangar of the corp which owns the sov hub for future reimbursement, when the sov hub also usurps the sovereignty claim from the TCU, the TCU will also be returned to the owning corporations HQ system delivery hangar.
It’s no longer possible for old sovereignty upgrades to be manufactured again. In the coming months, reimbursement will come to players who own the old upgrades, TCUs and their blueprints, this may come in the form of NPC buy orders, updating the refining costs to 100% build cost or converting old types into new types where it makes sense, more firm details will be provided at a later date.
Transitory Structure Rig Amnesty
All currently existing structures in sov nullsec will temporarily be able to remove their rigs without destroying them during the transition period which is from now until the next expansion which is scheduled for November.
This will only apply to rigs on structures anchored before 27 June.
Only players with the Station Manager role (Or Director/CEO) of the corporation which owns the structure will be able to take the rigs off.
Special rigs which are fitted to any remaining old nullsec converted outposts which became the special faction fortizars are not able to be removed, while other normal rigs can be removed from faction fortizars.
This only applies to structures in sov nullsec which can be claimed by player alliances. (even if it’s unclaimed or owned by a different alliance). This does not apply to structures which are located in other ‘lawless’ systems with a negative security rating such as NPC Nullsec or Wormhole space.
Upgrade Balance Adjustments
Adjusted the power provided by suns, so that the lowest power suns now start at 500 TW, rather than at 150 TW, the amount of power that the best suns still provide is 1000 TW. Suns that had power values between 150 TW and 1000 TW have had their amount provided increased to match the new scaling between 500 and 1000 TW of power.
The power, workforce and reagent costs of several upgrades have been adjusted
Reminder that you can see the full details in the Equinox System Resource Data spreadsheet.
Advanced Logistics Network (Enables Ansiblex Jump Gates)
Power cost reduced from 1500 to 1250
Workforce cost increased from 18000 to 25000
Superionic Ice consumption cost increased from 33 to 40 units per hour
Superionic Ice fuel startup cost increased from 2250 to 2750 units
Supercapital Construction Facilities (Enables Standup Supercapital Shipyard)
Power cost reduced from 2000 to 1750
Workforce cost reduced from 20000 to 17500
Superionic Ice consumption cost reduced from 220 to 145 units per hour
Superionic Ice fuel startup cost reduced from 15000 to 10000 units
Cynosural Suppression (Enables Tenebrex Cyno Jammer)
Power cost reduced from 800 to 500
Workforce cost reduced from 6400 to 5000
Magmatic Gas consumption cost increased from 1750 to 2480 units per hour
Magmatic Gas fuel startup cost increased from 120000 to 170000 units
Cynosural Navigation (Enables Pharolux Cyno Beacon)
Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour
Minor Threat Detection Array 1
Workforce cost reduced from 2700 to 1890
Mining Upgrade Adjustments:
Changes made to new Ore types provided by the new mining upgrades.
All variations of Kylixium
Volume reduced from 1.5m3 to 1.2m3
All variations of Griemeer
Volume reduced from 1m3 to 0.8m3
All variations of Noxcite
Volume reduced from 6m3 to 4m3
All variations of Ueganite
Volume reduced from 8m3 to 5m3
Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1600 to 2000
Isogen from refining 100 units increased from 80 to 120
Dull Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1680 to 2100
Isogen from refining 100 units increased from 84 to 126
Serrated Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1760 to 2200
Isogen from refining 100 units increased from 88 to 132
Sharp Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1840 to 2300
Isogen from refining 100 units increased from 92 to 138
Additionally, all mining upgrades will now also have a small chance of spawning a Large Mercoxit Cluster Site.
These changes will make the new ore types more valuable than before, reducing the volume of the ores will make them provide higher minerals per hour when mined (Because mining yields are based on m3) and therefore higher ISK per hour.
TCUs no longer provide a flat 25% bonus to fuel bays of control towers.
TCUs no longer provide an evemail notification to the corporation which owns it when a control tower is anchored in their space
(Both of these have been in effect since Equinox launched)
User Interface:
The number of results in the Colony Resource’s section of the Agency has increased from a maximum of 30 to a maximum of 120.
Added the option to filter Colony Resource’s Per-system or Per-planet.
Miscellaneous:
Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.
Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.
Gameplay:
It’s now possible to command drones to attack skyhook reagent silos.
Corporation Project:
It is now possible to select the Capsule as the Ship Type parameter for following contribution methods:
Damage Capsuleers
Destroy Capsuleer's Ship
Remote Boost Shield
Remote Repair Armor
Ship Loss
Note: the “Golden Pod” variant provided by Genolution 'Auroral' AU-79 implant will not be recognized as a Capsule for contribution purposes for now.
Corporation Project + Daily Goals:
“Salvage Wreck” contribution method for both the Corporation Projects and AIR Daily Goals will now count any successful salvage attempts, even if the wreck didn’t yield any salvage materials.
Daily Goals:
Target value for ‘Salvage Wreck’ has been changed to 5.
Homefront Operations:
Additional sites can now spawn near Hek.
Increased the minimum contribution amount required to be rewarded in Salvage Research sites.
The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.
Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.
Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.
Agency:
Fixed an issue where the Cosmic Signatures Agency page results could show systems (besides the current system in certain situations) with 0 signatures.
Corporation Project:
The Rewards tab window in AIR Opportunities now displays the amount of ISK for Corporation Projects claimable rewards instead of the numbers of contributions.
Daily Goals:
AIR Daily Goal for earning Loyalty Points now recognizes the amount of LP earned before the player corporation LP tax takes effect. This allows members of corporations with 100% LP tax to complete the Earn LP Daily Goal.
Homefront Operations:
Payment can no longer be received after failing a Traffic Stop site.
Fixed an issue that could cause no Wreckages to appear within a Salvage Research site.
Fixed an issue that could cause some Traffic Stop and Stabilize Rift sites to spawn with missing assets.
Characters can receive rewards in Stabilize Rift sites even if they only neutralize arrays.
Contraband Data from Traffic Stop sites can now be sold to NPC buy orders.
Damaged Werpost and non-interactable wrecks within Salvage Research sites will no longer explode or despawn on successful site completion.
Wreckages within Salvage Research sites will now use the empty wreck icon.
Station wreck explosions will now be better synced with the Salvage Research failure timer.
Leshaks within Stabilize Rift sites will now remain invulnerable.
Noncombative drone NPCs within Gallente Traffic Stop sites will now remain invulnerable.
PVE:
Adjusted the warp-in points for Strange Energy Readings and Core Stronghold anomalies.
Ship Tree
Added missing translations for the Ship Tree’s 'New Unlocks' button and title.
User Interface:
Fitting Icon for Ship Cards
To assess the load to the server, we will be adding the fitting icon for all ships in the hangar in 'Ship Card' view, for a subset of players, and gathering data this week.
Gameplay:
Removed Collision from the Skyhook Reagent Silo. This should result in far less players bumping off what seems to be an invisible hitbox and should resolve some NPCs getting bumped away at high speeds when warping to the Skyhook.
SKINR:
Reward Track SKINR Milestone now shows the text "SKINR".
Homefront Operations:
Three new Homefront Operations sites have begun appearing throughout empire-owned High Security systems. Like existing Homefront Operations, these sites will primarily be found near trade hubs and Career Agent systems.
Unlike existing Homefront Operations, these sites will only permit standard T1 Destroyers and T1 Frigates. Their rewards are also optimized towards a smaller fleet of 3 pilots.
Traffic Stop
Smugglers disguised as legitimate transports are using this location to hide the trafficking of Contraband Data. Scan the cargo holds of vessels on site to identify the smugglers and destroy them before they dock without disturbing innocent civilians.
Stabilize Rift
Sleepers are attempting to collapse an Abyssal rift we have been ordered to keep open. Drain the capacitors of their Destabilizing Arrays to foil their plans.
Salvage Research
Ashes of Turnur extremists have attacked a research facility. Salvage wreckage to secure Encrypted ‘Istina’ Data before the site's reactor explodes and they are lost forever.
SKIN Selling in Paragon Hub:
Players can now sell the SKINs they create in the Paragon Hub through the Collection.
Selling Options
Players can set both the price and the currency (PLEX or ISK) for their SKINs.
A brokerage fee, always charged in ISK, is required to list a SKIN for sale. This fee is based on the selected listing duration, in line with current Marketplace standards.
Pricing can only be set in whole numbers and must be greater than 0.
Brokerage fees are displayed to the player based on the chosen listing duration.
Required skills must be met to list SKINs on the storefront.
Taxation
Sales are taxed in the currency chosen (PLEX or ISK).
Taxes are rounded up to the nearest whole number.
Listing Duration
Players can choose from various listing durations:
1 Day
3 Days
1 Week
2 Weeks
1 Month
3 Months
Get ready to expand your in-game business by selling your unique SKINs and managing your listings directly in the Paragon Hub!
🤝 The Ship SKINR is located in a new folder - Paragon Services in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!
Sovereignty:
The planned date for allowing Sovereignty Hubs to transition to the new system, and for new Sov Hubs deployed to be operating in the new system, has been delayed 1 week from June 20th to June 27th. We outline why we're delaying it here.
Blueprints for old “defunct/deprecated” sov upgrades can be manufactured once again to make sure there are still enough old upgrades around with this small delay.
Research/Copying and buying new blueprints is still disabled
the planned date for manufacturing to be disabled again is June 27th.
Ships:
The Infrastructure Hold can now contain Command Centers.
Standup Fighters are now able to be stored in the Infrastructure Hold again.
Agency:
Fixed an issue where search results could show systems with 0 available sites in some Agency pages.
AIR Opportunities:
Non-item rewards will now be claimed after pressing the ‘Claim All’ button in the ‘Rewards’ tab of the AIR Opportunities even if there are item rewards that are not claimed because of no redeeming location being selected in the process.
Gameplay:
Sequence Binder welcome package can now be moved between inventories.
Sequencing skills group is now shown in the Market.
Fixed an issue where if a Metenox Moon Drill was transferred between corporations then the moon material bay would not show the old materials that belonged to the old corporation owner, and it would mine there until downtime.
PvE:
Fixed players being decloaked by an invisible object in C5 & C6 sites.
Ship Tree:
Alpha capsuleers with trained Omega skills will now be able to see them as yellow-colored tiles in the Ship Tree.
User Interface:
Fixed an issue where limited design elements appeared as deselected in the Ship SKIN design editor after running a sequencing job for it.
Fixed various UI overlaps on smaller window sizes in the Ship SKINR.
Fixed an issue where the UI remained visible under custom SKIN designs after activating a SKIN license.
Fixed an issue where the Hull Type filter didn't reset correctly when navigating away from the Paragon Hub tab in the Ship SKINR.
Fixed an issue where an Expert Systems' ‘View in Store' button was slightly cropped in the Requirements tab of a ship’s Information window.
Fixed an issue where progress bars in Info Panel objectives could be missing their displayed current/goal value when no progress had been made.
Fixed an issue where item icons would be missing when dragging items from the Redeem Items queue on the character selection screen.
Miscellaneous:
Equinox DLI Day 6 Alpha reward has been updated to Basic Cerebral Accelerator.
Missions & NPCs:
Adjusted the Force field in the Infested/Shielded Starbase escalation to have less regeneration so Dreadnoughts with less optimal fittings can kill it.
Shield Hitpoints: 300,000 → 400,000.
Shield Regeneration Time: 60s → 120s.
Peak Shield Regeneration: 12,500 HP per second → 8,333 HP per second.
User Interface:
Fixed an issue causing the search panel in the ‘Find New Corporation’ tab to become unusable after searching once.
Fixed an issue that blocked players in structures from boarding Omega ships unlocked by Expert Systems.
Missions & NPCs:
Adjusted the Infested/Shielded starbase escalation’s Forcefield and Control Tower Signature Radius from 1000m to 32000m so that all capital weapons (Such as T2 XL Torpedo’s and close-range heavy fighters will now be able to apply full damage).
Science & Industry:
Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.
Metenox Moon Drills can now be bought and sold on the market.
Skyhook Blueprints now get benefits for manufacturing from engineering complex structure rigs that provide bonuses to structures, such as the Standup XL Set Structure and Component Manufacturing Efficiency I rig.
Ships:
🤝 Further tweaks based on player feedback.
Carriers:
Conduit jump fuel cost per LY reduced from 21,000 to 3,000.
Squall:
Powergrid Output increased from 215 to 250.
Deluge:
Powergrid Output increased from 180 to 190.
Torrent:
Powergrid Output increased from 230 to 265.
Corporation Window:
Bulletins now show in the Corporation Window for all members of the corporation.
Gameplay:
Standup Fighters will now function again.
As a side effect of rolling back a change, Standup Fighters can no longer be included in the Infrastructure Hold, we’re working on getting a fix for this in the coming week.
Graphics:
Fixed icons for Metenox Moon Drill and Avalanche wrecks.
Homefront Operations:
Homefront Operation sites will now periodically check if the current owner is within the combat area and reassign ownership if not.
New Player Experience:
Added missing highlights and blinks.
User Interface:
Fixed an issue where the filters for Power and Workforce in the Colony Resources section of the Agency did not work.
The input fields for Power and Workforce filters in the Colony Resources section of the Agency have been made larger so that four digit numbers can now be easily read.
The SKINR Collection will now load all design components correctly in languages that use non-ASCII characters (ie. Chinese, Japanese, Korean, and Russian).
The PLEX icon in the SKINR Studio is no longer overlapped by the price text.
The SKIN Name text in the SKINR Studio is no longer cut off at various UI scaling settings.
Opening the Design Components page in the Market will no longer cause an FPS drop.
Fixed an issue preventing inventories from loading in stations/structures with Asset Safety containers.
Fixed incorrect padding between items in inventory windows.
Air Daily Goals & Reward Track:
When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.
Insurgencies:
Counter-Insurgency Sentry Guns have had a 30 day decay timer added to them, so they will now disappear after 30 days from being deployed. Existing ones will also disappear after 30 days from now if they aren’t destroyed by players.
Login Rewards:
Until June 20th a special set of Expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Market:
The new navy fighters will now appear in the faction and storyline drop down section for the market.
Science & Industry:
Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.
Magmatic Gas has had it’s volume adjusted from 1.5m3 to 0.1m3.
Ships:
The Upwell Haulers were a little too strong if they were fit for max tank (ignoring the missile bonus completely), so we’re rebalancing them by bringing their powergrid and CPU requirements closer to existing ships in their class, and giving them a huge fitting reduction bonus to medium missile launchers.
Added a new role bonus to the Squall, Deluge and Torrent: 90% reduction in heavy missile launcher, heavy assault missile launcher and rapid light missile launcher powergrid and CPU fitting requirements.
Squall
Powergrid Reduced from 400 to 215
CPU Increased from 380 to 395
Base price adjusted so it no longer insures for more than the build cost.
Deluge
Powergrid Reduced from 430 to 180
CPU Reduced from 400 to 300
Agility increased from 0.51x to 0.59x
Torrent
Powergrid Reduced from 460 to 230
CPU Reduced from 420 to 305
It is now possible to put Standup Fighters, Upwell Structure ammo and bombs inside the infrastructure hold of the Upwell Hauling ships (Squall, Deluge, Torrent and Avalanche)
It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.
Structures & Deployables:
The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.
User Interface:
Added a ‘Create Skill Plan’ button to the Confirm Skill Purchase window that pops up after clicking the new ‘Buy and train’ button for required skills.
Air Daily Goals & Reward Track:
The glow around Omega rewards is now in sync after hovering the icons in the Daily Goals tab for Alpha players.
The Reward Track and / or Daily Goals are now showing up when first opening the Air Opportunities Homepage.
Claim All button is now visible in the Daily Goals Reward Track page after completing one Daily Goal.
Claim All button no longer reappears after being used.
The Reward Track’s milestone for SP is now showing correct information.
Audio:
SFX for the Metenox Moon Drill now triggers and loops properly.
Corporation Projects:
Corporation Window no longer displays duplicated Offices in “My Corporation”.
Gameplay:
Long-Range Heavy Fighters can now use their Micro Jump Drive ability again.
Mobile Micro Jump Units are functional again.
Graphics:
Molok material maps have been intentionally adjusted (less metallic veins on the ship).
Some ships now have 3 customization slots in the SKINR instead of 4:
Triglavian ships
Bane
Rhea
Charon
Pattern settings are now carried over when selecting a new hull within the SKINR (mirroring, pattern display toggle).
Structure SKIN is now displayed correctly in the fitting window.
Alphabetical filtering in the SKINR is no longer case sensitive.
Quantity of activated and unactivated SKINs is now updated after activating a SKIN from the SKINR Collection.
Temporary SKIN license is no longer active on boarded ship after expiring.
Sequencing in Progress count now updates correctly after starting a sequencing job in the SKINR Studio.
Sequencing max jobs count now updates immediately in regards to skill levels.
3D ship preview in SKINR resets to active ship after using “Complete Now” on sequence job.
Pattern display toggle updates correctly for 3 slot ship configurations in the SKINR Studio.
Create New Design resets to active ship after viewing a design for another hull.
SKIN icon cards no longer appear with black background as it did for some.
Activating a SKIN license from the Collection no longer reloads the entire Collection.
Fitting Window Personalization tab optimized to load quicker when loading custom SKINs.
Correct description added for the Batch Sequencing skill in the Show Info window.
Correct highlighting appears on stack of unactivated SKIN licenses when a copy was previously activated from the stack.
Limited Metallic Nanocoatings are referred to correctly in Show Info window.
SKINR instantly updates with account clone state changes.
There is now indication in the SKINR Collection when one SKIN license is activated from a stack of multiple licenses.
Expandable panels no longer overlap Customization Slot and Back button in SKINR Studio on smaller window sizes.
Studio page optimizations to handle situations after many Sequencing in Progress jobs are running and interacting with UI.
Ambient traffic no longer appears outside of an unanchored Skyhook.
Fixed an imbalance in the beam brightness on the Skyhook's lower platform.
Cleaned up floating lights and z-fighting on the Skyhook wreck.
Restored missing decals on the Cyno Beacon.
Metenox Moon Drill now has collision.
Mining beam no longer disappears when warping away from Metenox Moon Drill and returning.
Fixed clipping issues and floating lights on Metenox Moon Drill.
Ship Tree:
The Ship Tree’s ship group icon tooltips will now work correctly when the required skill(s) is only trained with Expert Systems.
The Neocom Ship Tree icon will no longer start to blink again after viewing a ship unlock in the Ship Tree’s ‘New Unlocks’ section.
User Interface:
The Agency page for Colony Resources will now show results when opening for the first time and after pressing the ‘Reset All’ button. Also, the sorting of the results is now correct when using the filters.
Fixed an issue that prevented the Show Info window for stars to show correctly.
Faction names are no longer bleeding out of their Ship Tree info box on some UI Scaling settings.
The ‘Add all skills to Skill queue’ button now correctly does not appear after completing the ‘Buy and train’ flow in the Mastery tab of a ship’s Information window.
Packaged items now display their correct volume per unit in the on-hover tooltip and elsewhere.
The Equinox expansion is out!
Full overview of the contents of the expansion can be found here: Equinox Expansion Notes!
Additionally, for those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!
NES:
FREE 7 Days Omega is back until 20 June.
🤝 Added Mining Drone Operation III skill to Mining Barge Operations Expert System.
Gameplay:
The Triglavian Encryption Methods skillbook was incorrectly giving a 1/30 bonus per level to invention success chance, rather than 1/40 like all other Encryption Method skillbooks. This has been corrected.
The result is that all triglavian tech II ships and modules will now have slightly lower invention success chances.
Hornet EC-300’s will now appear as being unlocked by Electronic Warfare level IV when looking at the Electronic Warfare skill show info window.
Homefront Operations:
Logistics NPCs within Abyssal Artifact Recovery sites will no longer become inactive after their initial spawn.
Info Panel objectives will now appear correctly if the character is already within a site on log-in.
Prevented some environmental objects within Metaliminal Mining sites from appearing within the wrong weather type.
Fixed a rare issue causing some Metaliminal Mining sites to appear without an asteroid present.
Fixed a rare issue that could cause the Drifter Battleship to appear when first entering an Abyssal Artifact Recovery site.
Triglavian Battleships within Abyssal Artifact Recovery sites now use correct turret duration and HP values.
Hello spacefriends!
The Equinox expansion is just around the corner, arriving at 11:00 UTC 11 June! As with previous expansions, we are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.
The Equinox expansion introduces significant updates to nullsec sovereign space, with Upwell structures, notably the Orbital Skyhook, Sovereignty Hub, and Metenox Moon Drill.
Orbital Skyhooks, replacing Customs Offices, will be essential for extracting new resources like Power, Workforce, and Reagents from planets. However, this also introduces a new vulnerability as some of these structures can be hacked, and all of them can be destroyed by players, creating new opportunities for conflict and resource theft. Furthermore, their presence attracts pirate attention, adding another layer of risk.
The Sovereignty Hub replaces existing territorial structures and introduces upgrades to enhance player-controlled nullsec systems. These upgrades offer strategic choices for specializing controlled systems, leading to territorial conflicts and dynamic gameplay. For instance, the Pirate Detection Array upgrade can reveal high-value combat sites with escalation potential, while other upgrades unlock hidden ore deposits. Additionally, the Metenox Moon Drill, a new deployable structure, allows automated moon mining in lowsec, nullsec, and wormhole space, opening up resource opportunities for smaller groups and creating new targets for aggressors.
Replacing the Customs Office, the Orbital Skyhook takes the form of an anchor, and will be required to extract resources from planets. It not only replaces but retains the functionality of the Customs Office as a resource interface for planetary industry, but also enables the extraction of new colony resources introduced with Equinox. Skyhooks can be attached to all planet types, but only within player-owned sovereign nullsec space, and only one can be placed in orbit of each planet.
Power - Power is provided by the sun, with larger blue suns giving the most power, and small orange suns giving the least power, it is also provided by gas, storm and plasma planets. Power cannot be moved and is local to the solar system.
Workforce - Workforce is provided by the working population available on suitable planets, which are barren, oceanic and temperate planets. Workforce can be imported and exported via the Sov Hub through different solar systems that the same alliance controls, as long as the systems are directly connected together.
Reagents - Reagents come from ice and lava planets and have to be manually collected and moved.
Magmatic Gas - Is provided by lava planets and is used to fuel the Metenox moon drill, as well as the Cynosural Navigation (Pharolux cyno beacon) and the Cynosural Suppression (Tenebrex cyno jammer) upgrades.
Superionic Ice - Is provided by ice planets and is used to fuel the Advanced Logistics Network (Ansiblex Jump Gate) and the Supercapital Construction Facilities upgrades.
Take Access to the Reagent Bay is governed by an ACL on the Skyhook, which can be set by players with the Station Config Manager role, Directors or the CEO of a corporation.
Immature Reagents will be produced over time from Skyhooks anchored at lava and ice planets, and will slowly become mature, at which point they can be extracted by players. Skyhook maturation yield will gradually improve over time as their immature bay fills up. If a Skyhook is stolen from, then the thief will steal 40% of both the immature and mature bay contents and will destroy the rest. This loss resets the improved ramping maturation yield, making defending Skyhooks important.
Reagents can be stolen by linking to the Skyhook Reagent Silo which is present at Skyhooks that are harvesting reagents from ice and lava planets. To link to a Silo, players will need to shoot it to below 10% Shield HP first, and then will need to link to it using a ship which is cruiser sized or larger including Capital ships but excluding Freighters and Jump Freighters. While linked, players cannot warp, use micro jump drives, cloak or tether, and their maximum velocity is capped at 1000m/s. Additionally, starting a theft on a Skyhook Silo will send a notification to all players in the solar system, and after 2 minutes, all pilots 1 jump away, and finally, after 5 minutes, an additional notification to all pilots within 2 jumps. After 10 minutes have passed, the theft will succeed, and a cargo bay will eject loot from the Silo for anyone to collect.
The Orbital Skyhook has a single reinforcement cycle, with similar hitpoints, resistances and damage cap to existing upwell medium structures, such as the Raitaru and Athanor.
Corporations who own a Customs Office at a planet can replace it with a Skyhook by going to their Customs Office and deploying a Skyhook. The Customs Office will then be replaced with a Skyhook and all the PI commodities inside the custom office will automatically be transferred into the Skyhook.
If a corporation wants to deploy a Skyhook at a planet which contains another corporations Customs Office, they will need to destroy the Customs Office before they can deploy a Skyhook.
Pirate Asteroid Belt NPCs can show up at Skyhooks.
Blueprint Originals for the Skyhook can be obtained from all Upwell Consortium corporation member NPC stations for an ISK cost of 5.5 billion ISK.
For those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!
skyhook ice 03Orbital Skyhook Input Material Requirements:
Structure Construction Parts | 1 |
Structure Storage Bay | 2 |
Structure Reprocessing Plant | 1 |
Structure Office Center | 1 |
Structure Acceleration Coils | 2 |
A new modular structure that is dedicated to governing a star system and the colonies and infrastructure it contains. The Sovereignty Hub will be the center of operations for capsuleer alliances for the control of nullsec systems.
The Sovereignty Hub is placed around the star in a system and is the central location for installing and managing sovereignty upgrades. Authorized capsuleers can interact with the Sovereignty Hub to allocate colony resources to installed upgrades.
On expansion day, all existing Infrastructure Hubs will be replaced with the new SovHubs graphics, name and description, and their location will automatically be moved 2,000,000km from the sun.
TCUs will continue to represent the legacy claim in a system that hasn't yet had a Sovereignty Hub deployed, or where the IHub hasn't yet transitioned.
New TCUs can no longer be deployed or captured if they were previously deployed but not captured.
Any ongoing TCU campaigns will be cancelled.
TCUs can no longer be targeted by entosis and so cannot be used to remove a claim.
Instead, an attacker must usurp the claim by capturing the Sovereignty Hub in the system.
Sovereignty Upgrades provide the primary use for the new Colony Resources: Power, Workforce, and Reagents, as Colony Resources are required to online these upgrades.
All of the Sov Upgrades BPOs for the Sov Hub in the new Sovereignty mode will be available for purchase on the market on expansion day and can be built ahead of time.
They will not, however, be able to be installed or functional until the Sov Transition is enabled on 20 June 2024. - more on that later in the blog.
Veldspar Deposit - Contains an abundance of Veldspar.
Mordunium Deposit - Contains a new ore Mordunium that is abundant in Pyerite.
Kylixium Deposit - Contains a new ore Kylixium that is abundant in Mexallon and contains amounts of Tritanium and Pyerite.
Griemeer Deposit - Contains a new ore Griemeer that is abundant in Isogen and Tritanium.
Nocxite Deposit - Contains a new ore Nocxite that is abundant in Nocxium and contains amounts of Tritanium and Pyerite.
Hezorime Deposit - Contains a new ore Hezorime that is abundant in Zydrine and contains amounts of Tritanium and Isogen.
Ueganite Deposit - Contains a new ore Ueganite that is abundant in Megacyte and Tritanium.
These new Ore Deposits will not require new skills to mine.
Additionally, players completing any of the above asteroid belts have a small chance to get the first ever mining escalation! This site contains a massive amount of all types of Ore.
A set of new more challenging and rewarding combat anomalies have been added and are exclusively available through the new Major Threat Detection Array upgrades at the Sovereignty Hub. These sites are known as Forsaken Sanctums for the main pirate factions, and Teeming Drone Hordes for the Rogue Drones.
These new sites include larger numbers of higher difficulty NPCs than the existing Sanctum and Drone Horde anomalies, and some of the new NPCs will shoot at drones and fighters more readily than the NPCs in existing nullsec combat anomalies. These sites are especially well suited to be defeated by capsuleers flying battleships and marauders.
dungeon 01"A combat site where the player will encounter a.."
For an in-depth explanation of the SovHub transition, you can visit the Sovereignty, Structures & Transition devblog.
The Sovereignty Hub’s capabilities grow as upgrades are added for coordinating defense, industry, resources, and logistics. Each dedicated upgrade requires a mix of colony resources in the form of workforce, power, and reagents, and apart from the base power generated from the stellar flux, these must be provided by planetary exploitation through the new Orbital Skyhooks.
The Sovereignty Hub will generate some amount of energy for the system. The amount of energy generated by this structure is determined by an attribute on the star.
When a SovHub registers the claim (either a new one, or due to transition) any TCU in the system will be destroyed.
Once an alliance has deployed a new Sov Hub in Sov Hub mode or chosen to transition their Sov Hub from IHub Mode to Sov Hub Mode, they are then able to install the new upgrades listed above.
Upgrades cannot be installed if the energy cost of installed upgrades (regardless of state) would exceed the potential energy which the system could produce (assuming all planets had skyhooks installed).
Upgrades cannot be uninstalled once installed. They can be turned offline, but the only way to remove them is to destroy them like a ship rig, which is only doable by capsuleers with the appropriate roles to do.
Upgrades can be prioritized, capsuleers with the appropriate roles can do this. Higher priority upgrades are served first for available colony resources (energy, population and consumables). This gives the player control over which upgrades go offline first in case of resource shortfall where all installed upgrades do not have the necessary resources to run. An example of where a shortfall could happen would be a skyhook being destroyed.
Another deployable structure being introduced is the Metenox Moon Drill. Fueled in part by fuel blocks and also by Magmatic Gas harvested from lava planets. This structure can be deployed at moon mining points in lowsec, nullsec, and wormhole space. The Metenox will be less efficient than manual extraction by players using an Athanor or Tatara, but instead, it slowly collects the resources obtained from mining and refining moon ores over time at a rate of 40% efficiency. Players can control who has access to take the moon materials it harvests with an ACL.
The Metenox Moon Drill features a unique reinforcement flow. Once it has been deployed, the Metenox will not have automatic repairs like other Upwell Structures, instead, players will need to manually repair the shield and armor if it gets attacked. The Metenox has a single reinforcement cycle in Hull, once it leaves reinforcement, it will need to be repaired to 100% Shield OR 100% Armor HP in order to fully repair itself and gain the reinforcement cycle back and be able to have the service module turned on again, the Metenox does not have a damage cap like other Upwell Structures, and instead behaves a lot more like an old moon mining POS prior to the Lifeblood expansion.
Shield HP: 1,000,000 (4,000,000 when high power), 75% resists.
Armor HP: 1,000,000 (4,000,000 high power), 75% resists.
Hull HP: 24,000,000, 0% resists
The Metenox provides no defenses, weaponry or tether ability.
Only a single Metenox, Athanor or Tatara can be at the same moon mining location at any time.
If a Metenox is reinforced, the moon materials it has in the Moon Mineral hangar are trapped and will be dropped as loot when it is destroyed.
Metenox moon Drills will require an Integrated Moon Drill Armature to be built, and will always drop it at a 100% rate, this functions as a built in Upwell Quantum Core. The cost of the core is 300 million ISK in Upwell Consortium member stations.
The Metenox Moon Drill blueprint is available from Upwell member NPC stations for 6 billion ISK.
Metenox Moon Drill Blueprint Manufacturing Input Materials:
Structure Construction Parts | 3 |
Structure Storage Bay | 1 |
Structure Reprocessing Plant | 1 |
Structure Office Center | 1 |
Integrated Moon Drill Armature | 1 |
As part of the Equinox expansion, 4 brand new upwell themed industrial ships are being released. These include a Hauler, two additional tech II hauler variations for a blockade runner and deep space transport, as well as a capital-sized Freighter. These ships feature the brand-new Infrastructure hold, high amounts of missile firepower for their size and above average speeds.
The Infrastructure hold is a brand-new type of specialized cargo hangar which is capable of carrying a large number of infrastructure related items. This includes upwell related structures such as citadels and flex structures, structure modules, service modules, fuel related items, sovereignty infrastructure, sovereignty upgrades, reagents, moon materials, planetary commodities and more.
We are adding 3 new skills related to the Upwell Hauling ships, this includes one skill for flying the medium sized hauler and the tech 2 variations, one skill for the Upwell Freighter, and an additional skill for inventing and building the Tech II Variations.
Upwell Haulers [x4]: 2,000,000 ISK at all Upwell Consortium member corporation stations.
Upwell Freighters [x10]: 80,000,000 ISK at all Upwell Consortium member corporation stations.
Upwell Starship Engineering [x5]: 10,000,000 ISK and 15,000 LP at Factional Warfare Empire Militia LP Stores.
Upwell Haulers is required to fly the Squall Tech 1 Hauler at level 1 and needs to be trained to level 5 in order to fly the Deluge and Torrent Tech II Transport Ships.
Upwell Freighters is required to fly the Avalanche Freighter.
Upwell Starship Engineering is required to run an invention job on a Squall blueprint copy and needed to manufacture tech II blueprint copies of the Deluge and Torrent Transport Ships.
Carriers have been struggling to find a healthy spot in the ecosystem for quite a while now. They were incredibly powerful in the past when they had godlike application that made them the best option to always bring even over other sub-capital counters, and it was often better to bring a Carrier to counter a group of a frigates rather than destroyers or rapid light cruisers etc. After the application nerf, and adjustments to the cost of capital ships they’ve struggled because they don’t have a well-defined role. Revamped Marauders and Dreadnoughts have made those the superior PVE options for CRAB beacons and Haven/Sanctum ratting and the better choice for PVP when it comes to fighting both sub-capitals and capitals, pushing carriers out of the meta.
Our aim here is to give them a more defined role as a platform that specializes in fleet/troop transport and shaping the battlefield through powerful positioning tools.
Carriers will now have the capability of using a Conduit jump to take 5-30 players in the jump tunnel with them. The Number of players which are passengers for the jump is increased by a new skill, Capital Jump Portal Generation, which increases the limit by 5 per level. This is built into Carriers and does not require a module to be fitted.
Prerequisite will be Jump Portal Generation V, with a training multiplier of 14x. Purchase location will be in the standard empire schools for the price of 250m.
Ships which can be passengers for a conduit jump include all variations (Including Faction, T2, T3 etc.) of Corvettes, Frigates, Destroyers, Cruisers, Battlecruisers and Battleships.
Carriers will gain the ability to fit new capital sized versions of the Micro Jump Drive and the Micro Jump Drive Field Generator, both of these modules will require a new skill, Capital Micro Jump Drive Operation.
The Capital Micro Jump Drive jumps a Carrier 250km in whatever direction it is facing.
The Capital Micro Jump Field Generator will jump a Carrier, 50 extra sub-capitals, and up to 4 capitals around it (Capitals are counted separately to sub-capitals) 250km in whatever direction it is facing.
This can move ships which are in siege! Such as Sieged Dreads, Triage mode FAX and Rorquals with cores active!
After the jump completes, all ships moved by the jump are scrammed for 5 seconds and unable to be moved again by MJD / MJFG until the effect expires.
Both modules can be stopped by warp scramblers and scripted Heavy Interdictor Warp Disruption Field Generators.
The Networked Sensor Array will block the activation of a CMJD / CMJFG module by the ship it is activated on. A carrier may still be moved by another ship activating a CMJFG while its NSA is active.
The skill books are located in all empire school stations and can be purchased from the character sheet directly.
Cost: 250 million ISK from an empire school stations, or 325 million ISK from the character sheet.
Blueprints for both new modules will be found in Data sites.
Only one of these modules can be fit on a Carrier at any given time.
12 New Faction Light and Support Fighters have been added to the game. Navy Faction fighters feature significantly higher hitpoints than Tech 1 and Tech II fighters, but have slightly lower firepower and ewar strength than tech II fighters. Blueprint copies for the fighters can be found exclusively in empire Factional Warfare militia LP stores.
Imperial Navy Templar Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / 24th Imperial Crusade
Caldari Navy Dragonfly Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / State Protectorate
Federation Navy Firbolg Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Federation Defense Union
Republic Fleet Einherji Blueprint (10x runs), 150,000 LP, 150,000,000 ISK / Tribal Liberation Force
Imperial Navy Equite Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / 24th Imperial Crusade
Caldari Navy Locust Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / State Protectorate
Federation Navy Satyr Blueprint (15x runs), 180,000 LP, 180,000,000 ISK / Federation Defense Union
Republic Fleet Gram Blueprint (15x runs),180,000 LP, 180,000,000 ISK / Tribal Liberation Force
Imperial Navy Cenobite Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / 24th Imperial Crusade
Caldari Navy Scarab Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / State Protectorate
Federation Navy Siren Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Federation Defense Union
Republic Fleet Dromi Blueprint (5x runs), 100,000 LP, 100,000,000 ISK / Tribal Liberation Force
Damage increased from 1 million to 2 million.
This means that a max skilled Titan Doomsday goes from 1.5m to 3m damage.
As capital ship EHP values have increased in recent years, particularly with the addition of navy faction dreadnoughts, we want to bring the doomsday damage back up to a state where it can remain respected and feared.
The Yacht has seen some abuse as a nigh uncatchable Wormhole rolling ship. We aim to remove it as a viable roller with the following changes.
PG reduced from 300 to 100.
Mass reduced from 10,000,000 to 1,000,000.
Agility adjusted from 0.4 to 4.0 to keep align time the same after these changes.
With the Avalanche having a heavy focus on Auto-Targeting Missiles, faction variations of existing Auto-Targeting Missiles have been renamed to ‘Legion’ Auto-Targeting Missiles and are now obtainable in the Mordu’s Legion LP Store for LP and ISK costs of existing missiles of the same size.
The FOB Spawning rules have been adjusted so that the FOBs are far more likely to be placed in Command Operation Systems, Adjacent to Frontlines, rather than in the rearguard solar systems of winning factions.
The Aim of this change is to try and promote more fighting and less farming in the backlines by having the chosen location of the FOB be in a location where current factional warfare militias are duking it out, it’ll also make the FOB solar system more relevant to current militia group campaigns and concentrate the PVP opportunities in factional warfare lowsec.
Small NVY-1 complexes are no longer “Static” guaranteed respawns in Rearguard, Command Operations and Frontline solar systems and will now roam instead. In their place Medium ADV-1 complexes will now be static and there will always be 1 guaranteed assuming it hasn’t been completed recently.
The aim here is to promote a little more diversity and help make bigger ship types be more relevant to factional warfare system control over time. It also makes it a bit easier to de-contest rearguard solarsystems.
FW Battlefield NPCs will now spawn more slowly between waves and will now orbit the capture points much closer than before.
Our intention here is to make killing the NPCs the optimal path for progress on the capture points, rather than keeping a single battlecruiser NPC alive outside of the capture point.
Added a new faction command mindlink which gives a bonus to Information and Skirmish command bursts - Guri Malakim Command Mindlink. It is available in the Commando Guri and Malakim Zealot LP stores, which are located in Zarzakh or the insurgency FOBs. Cost is identical to other faction command mindlinks : 100,000 LP, 100,000,000 ISK and 1x Skirmish Command Mindlink, 1x Information Command Mindlink.
Added new faction and officer variants for the Signature Radius Suppression modules. Blueprints for these modules are exclusively obtained as rare drops from the pirate laundering center reward crates.
Domination Signature Radius Suppressor
Dread Guristas Signature Radius Suppressor
Zohar’s Modified Signature Radius Suppressor
Hakuzosu’s Modified Signature Radius Suppressor
Blueprints for the Vehement and Vendetta have been updated to reduce their build material requirements and be closer to other pirate faction capitals.
Updated build costs will be:
Graphical renovation to bomb impact VFX, increasing graphical fidelity to the different types to better present game play effects and readability.
Upwell Citadels, namely Athanor, Tatara, Raitaru, Azbel, Sotiyo, Ansiblex Jump Gate, Pharalux Cyno Beacon and Tenerex Cyno Jammer, have undergone an FX and lighting pass. Lights and effects have been added to enhance the visual appeal of these structures.
Structure explosions have also been made more visually enjoyable in Tidi!
All planets have received a considerable graphics overhaul. Included in this pass, is a resolution increase and rework of all planetary textures. Planet shader parameters have received updates, adding more vibrancy, variation and detail to planet surfaces. Furthermore different new effects and details, have been added to specific planet types. Planets with workforce capacity, will start to visually reflect this, with orbiting traffic visuals.
Paragon is proud to announce that capsuleers can now create fully customized SKINs for their ships using SKINR. Express your identity in New Eden like never before, as a new extension to SKINR unleashes a universe of possibilities by empowering creative capsuleers to design their own ship SKINs. Make each ship or fleet a declaration of your identity, explore a new career path, and strengthen the collective identity of your corporation or fleet. Through SKINR, the art of war takes on a new hue, allowing for unparalleled expression of identity in the theater of space.
The new SKINR interface can be accessed from anywhere in Space! Getting bored while gate camping? Sequence a new SKIN! Does your FC have you sitting in staging for too long? Design a new masterpiece! With the new SKINR Paragon introduces a robust palette of Design Elements, consisting of Basic and Metallic Nanocoatings as well as Patterns to Pilots across the Universe. Each SKIN design includes five customization slots: four for Nanocoatings and one for Patterns. Patterns also have a slot nested in them to add a Nanocoating onto the Pattern. Each Design Element comes in 2 flavors: Unlimited or Limited usage. The Unlimited Design Elements will require new Sequencing Binder items to be in your current Inventory. New Design Elements can be bought and sold on the Local Market, acquired in Events, Daily Goals, and through Loot Drops in various locations in game.
Players name their custom skins during the design process, including the option to add them to a SKIN line. Use your creations to express your unique identity and share them with other capsuleers. Players can also save up to 5 designs for future manufacturing.
Gathering design elements and sequence binders allows capsuleers to sequence ship SKINs for themselves or to sell to other pilots. Sequencing costs are based on a tier system and calculated in PLEX based on the rarity of design elements and complexity of the SKIN. Sequence Binders can be bought and sold on the local market, acquired in events, daily goals, and through loot drops in various locations in game just like their design element counterparts.
If you have the new skill Mass Sequencing trained up, you will be able to sequence multiple copies of the same SKIN at once. Skill levels determine the quantity allowed. You will also need to have enough Design Elements and/or Sequencing Binders for the amount of SKINs being sequenced.
What if you want to sequence a few different SKINs at once? Look no further than the new skill Parallel Sequencing and Multi-Thread Sequencing: These allow the sequencing of multiple SKIN designs simultaneously. Skill levels determine the number of simultaneous jobs.
There are a total of 11 new skills for those interested in specializing as SKIN builders. While having a build time for an item is nothing new for New Eden, we recognize that this represents a new paradigm for cosmetic items. To cater to those seeking instant delivery for ships SKINs, we've added an option to speed up the sequencing for an additional cost, varying on how much time remains, regardless of how many skins are in the sequencing job. This system is designed such that SKINs created with the additional cost remain balanced and do not disrupt market dynamics for those who specialize in the field of SKIN creation.
There is a new set of Skills that will elevate your SKIN Sequencing playstyle. These are all found under the new Category called “SEQUENCING”.
Sequencing Time Modifier Skills:
Basic Induction: Reduces sequencing time. First-tier skill with a 1x training multiplier and costs 5m.
Induction Efficiency: Reduces sequencing time. Second-tier skill with a 3x training multiplier of and costs 15m.
Advanced Induction Efficiency: Reduces sequencing time. Third-tier skill with a 5x training multiplier and costs 25m.
Peak Induction Acceleration: Reduces sequencing time. Fourth-tier skill with an 8x training multiplier of and costs 45m.
Mass Sequencing Skills:
Batch Sequencing: Allows sequencing of multiple copies of a design. First-tier skill with a 3x training multiplier and costs 1m.
Mass Sequencing: Allows sequencing of multiple copies of a design. Second-tier skill with a 6x training multiplier and costs 20m.
Industrial Sequencing: Allows sequencing of multiple copies of a design. Third-tier skill with a 9x training multiplier and costs 250m.
Multi-SKIN Sequencing Skills
Parallel Sequencing: Allows the sequencing of multiple different designs at once. First-tier skill with a 2x training multiplier and costs 40m.
Multi-thread Sequencing: Allows the sequencing of multiple different designs at once. Second-tier skill with a 6x training multiplier and costs 200m.
SKIN Selling Skills:
Hub Promotion: Allows the listing of more SKINs on the Hub. First-tier skill with a 1x training multiplier and costs 30m.
Hub Algorithm Optimization: Allows the listing of more SKINs on the Hub. Second-tier skill with a 5x training multiplier and costs 75m.
Each of these skills can be purchased straight from the Skill Window and needs to be trained to level 4 before being able to train the next tier.
These are new items that are required when using Unlimited use Design Elements.
Kerr Sequencer: Consumed by basic Nanocoatings when sequencing a SKIN.
Fermionic Sequencer: Consumed by Metallic Nanocoatings when sequencing a SKIN.
Alignment Sequencer: Consumed by Patterns when sequencing a SKIN.
A new cosmetics collection makes it simple to keep track of SKINR Made SKINs, Nanocoating's, and Patterns where you can apply SKINR made SKINs and filter through your collection.
Players can buy Basic Nanocoatings, Metallic Nanocoatings, and Patterns at the Paragon Hub. Soon after the expansion, players can choose to sell their created SKINs in the Paragon Hub. Listing options include duration (day, 3 days, week, etc.). HUB Listing Costs are charged in ISK, and the SKINR Service Fee apply to sales and are charged in the currency chosen for the sale of the SKIN.
Alpha accounts can sequence SKINs for all hulls that an Alpha account can pilot. Omega accounts however can sequence skins for any hull that is currently supported by the SKINR tool.
The Ship SKINR is located in the Utilities section in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!
Show Info now displays Ship Preview with your applied skin.
Clicking the Ship Preview in Show Info will open the Ship Preview Window with your applied skin.
Until June 17th a special set of expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
With Equinox, we will continue to build out the library of player activities that Corporations can author Corporation Projects for.
Introduced three new contribution methods to the Corporation Projects:
Ship Loss
Earn LP
Salvage Wreck
This update increases the total number of contribution methods available to 15.
These new contribution methods empower Corporations to:
Create Automated Ship Replacement programs:
Corporations can now automate SRPs using the Ship Loss contribution method in their projects, streamlining a previously manual process that often had to be handled outside of the game.
Incentivize Loyalty Point activities:
Corporations can incentivize activities that earn LP, particularly valuable for Factional Warfare (FW) corporations and their pilots.
LP Buyback Programs:
Corporations can set up LP buyback programs with ISK payouts by creating Earn LP projects and setting the LP tax to 100%.
Incentive Salvaging:
Corporations can now incentivize salvaging activities, offering a valuable income source for new players and promoting cooperation.
The UI navigation pattern has been updated to follow the navigational pattern established by the AIR Opportunities Window.
Tooltips have been added to each section describing its purpose and listing the roles required to access it
We have received a lot of positive sentiment on how the AIR Daily Goals improved on the, now deprecated, Daily Challenges system last December. For Equinox we will continue building out its capabilities and make it more engaging through a monthly reward track and improved interface in AIR Opportunities.
New AIR Daily Goals:
Earn 50 LP (Enforcer/Industrialist/Soldier of Fortune lines)
Salvage 15 Wrecks (Industrialist/Enforcer lines)
Monthly Progress Rewards: Progress by earning daily SP bonuses. There are four milestones in your monthly progress, and new rewards are unlocked at each one. Rewards include extra SP, PLEX, SKINR design elements and sequence binders, and EverMarks. Collect twelve daily SP bonuses and earn all your monthly rewards. Omega players earn an additional superior award at every milestone.
Daily SP Bonus Reward Changes: Completing two distinct goals daily will now grant 5000 SP, with additional SP rewards available through your Monthly Progress.
The standard DLI campaign at Character Selection has been replaced by the new AIR Daily Goals.
We want to make interacting with and progressing through ships in New Eden more digestible and inspiring. To that end we have implemented a variety of improvements for Equinox:
Assemble and Board action: The new default action when double-clicking on a packaged ship, which makes taking your new ship out for a spin just a bit easier.
Ship Unlock notifications: A new section in the Ship Tree shows off the ships you’ve recently managed to unlock, with badges indicating new entries until they are viewed.
Default Ship Naming: The rename ship popup now appears when assembling a ship, and default names are restructured to show the ship type name first.
Ship Card view: A new inventory view that displays the ship group, characteristics, and type name of your ships more clearly.
Skill Requirement Panel: Allows players to add skills to the queue, create skill plans, allocate skill points, and buy missing skillbooks. The component appears in the Fitting Window, Show Info, Ship Tree and Hangar views.
Added pages for the Society of Conscious Thought and CONCORD ship lines to the Ship Tree.
Faction logos shown within the Ship Tree have been updated.
We want to make it more digestible for players before they head out to space what type of restrictions are on dungeons.
Ships are now sorted into collapsable sections by their group.
Ship icons are now shown alongside ships' names.
Ship entries can now be interacted with (e.g. right-click to open the Information window or Market details).
Only ships within the Ship Tree will be listed.
Added an option to search for a specific ship from those listed.
Added a filter option to show only ships that the current character can fly.
Added an option to show restricted ships but highlight them as unusable.
A Ship Restrictions warning will now appear in the Info Panel objectives of relevant sites or missions tracked via AIR Opportunities:
Double-clicking this warning will open the Ship Restrictions window.
The warning will appear when en-route to a site or when within a site’s lobby area.
We aim to make some of the less popular sites more attractive while addressing common pain points.
Acceleration Gates within these sites will now become partially restricted when activated:
The character that first activates the gate will be considered the “owner” of that site.
Anyone outside the owner’s current fleet will receive a suspect timer when activating the gate.
If the current owner leaves the combat area of a site, another character within their fleet and the combat area will be selected as the new owner.
If no fleet member is present within the combat area, another character within the combat area will be selected as the owner instead.
If no owner is found, the gate will be reset and become unrestricted until it is next activated.
Emergency Aid payouts have been reworked.
The additional payouts received at 5 and 10 minutes have been removed.
The sites will now complete and grant their main payout after 10 minutes, reduced from 15 minutes.
All sites, excluding Abyssal Artifact Recovery, have had their payouts reduced.
All payout values based on the number of contributors have been adjusted.
For example, with a group of 5, the payout will now be 15.49 million ISK each, reduced from 17.14 million.
The overall bounty values of NPCs within these sites have been greatly increased.
Only characters within the combat area of a site will be eligible for payouts.
Empire Faction Cruisers are no longer permitted to enter the combat area of these sites.
NPC combat fleet compositions, excluding those in Abyssal Artifact Recovery sites, have been adjusted.
Less EWAR NPCs now appear on average, instead replaced with DPS NPCs.
Some extreme cases at both ends of the difficulty curve are no longer possible.
Combat fleet NPCs within all sites will now take longer to respawn when destroyed.
Dedicated ECM using NPCs within Dread Assault sites will now take significantly longer to respawn when destroyed.
Site failure timers in all applicable sites have been reduced to 20 minutes.
The average DPS of NPCs using missiles has been decreased.
The repair amounts of logistics NPCs have been decreased.
Drifter NPCs within Abyssal Artifact Recovery sites will now show their piloting characters.
When a site ends unsuccessfully, the relevant conversation will appear even if it has been viewed before.
When arriving at a site that has been completed, the relevant conversation will appear even if it has been viewed before.
An Info Panel objective will now appear when the character is in warp.
Improved consistency for when conversations and Info Panel objectives are displayed.
Added new Paragon Missions to request additional Frigates, Navy Frigates, additional Destroyers, Navy Destroyers, T1 Cruisers and Faction Ammo.
Mothership sites within High and Low Security space now have a minimum amount of time before they can appear. Null Security space is unaffected by this change.
High-Security space: the Mothership will not appear until at least 3 days have passed.
Low-Security space: the Mothership will not appear until at least 1 day has passed.
Activation range for the gate to the observatory has been increased to 25KM.
Players present in the first pocket of the site when the site pays out will not receive a share of the rewards.
NPCs will now take into account the presence of drones and prioritize them as targets.
A capital ship must be present in sites prior to the appearance of the Decloaked Transmission Relay to trigger the Arithmos Tyrannos spawn in C5/6 Cosmic Anomalies.
Any escalation waves, including the Arithmos Tyrannos, will despawn if capital ships leave the site, or strays further than 100KM of a site’s warp-in point.
Lancer Dreadnoughts will now trigger escalation waves in Cosmic Anomalies and Cosmic Signatures.
Entropic Disintegrator Werposts and their deployment fleets will no longer consider players with 0 standing with The Triglavian Collective as hostile.
Weapon damage ramp-up time for Entropic Disintegrator Werposts has been lengthened.
Entropic Disintegrator Werposts now feature a bounty upon destruction
Reinforcement fleets for Entropic Disintegrator Werposts have been scaled back in difficulty.
The interval at which new Werposts will be deployed has been increased.
The Triglavian Collective will no longer deploy Entropic Disintegrator Werposts at Stargates, Stations and Upwell structures in Minor Victory systems.
Reduced amount of Megacyte required for manufacturing by 50%
Removed all Ship Hulls from LP Stores.
Added new manufacturing component, NET Resonator, for each Pirate Faction for the manufacture of sub-capital hulls.
Changed LP Offers for pirate hull BPCs.
Sub-capital Pirate Hulls
Removed Neurolink Conduits from sub-capital pirate ship manufacturing.
Added new component, NET Resonators, to sub-capital pirate ship manufacturing.
T2 Capital Guns
Reduced amount of Morphite or Robotics required for manufacturing T2 Capital Guns by 50%.
Genetic Mutation Inhibitors
A new skill, Mutagenic Stabilization, has been added as a requirement to build Genetic Mutation Inhibitors. The skill gives a 2% reduction in manufacturing time for all items requiring it per level. The skillbook has a training multiplier of 2x and can be found in the standard empire schools for the price of 15m.
That about sums it up!
We're excited to see what you do with the updates coming in the Equinox expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.
o7
Greetings,
The following page will list patch notes for all updates within this release (Version 21.06). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2023-11-14 Last update: 2024-06-03
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Technical:
SKIN application pipeline migration:
We've successfully migrated the SKIN application pipeline from the main game server to our new Quasar ecosystem.
This migration results in no functional changes to SKINs, ensuring your experience remains seamless and uninterrupted.
Performance enhancements:
Main server optimization:
By offloading the SKIN application pipeline, we've freed up significant space on the main game server.
This optimization allows the main server to execute more operations, enhancing overall game performance.
Increased load capacity:
The new Quasar ecosystem can handle additional load for the SKIN application pipeline.
This means we can scale up without negatively impacting game performance, ensuring a smoother and more efficient experience for all players.
To learn more about Quasar, check out this Dev Blog.
Capsuleer Day XXI:
The Capsuleer Day XXI event has concluded. Thank you for participating.
Audio:
Optimized the delivery mechanism for audio files. As a result, changes to audio related assets such as music will require significantly less downloading with future patches. This requires a one off re-downloading of some audio assets with today's patch.
Technical:
Due to optimizations in how audio is handled in the client, RAM use has been reduced significantly. For example, a client docked in Jita will now use approximately 750MB less RAM.
Graphics:
Resolved a rare issue where certain particle system would not display as intended.
Miscellaneous:
5 new Billboards ads have been added to the rotation.
Technical:
Fixed an issue where some players would experience a client crash upon unexpected disconnect.
Audio:
After experiencing an unexpected disconnect, client sound will now persist until closing the client.
Technical:
Fixed an issue with icon images on the CDN appearing corrupted.
Corp Projects:
Improved Corporation Projects loading times, resulting in faster response times for capsuleers.
Enhanced Corporation Project history functionality. Players can now access past goals within a specified timeframe. All goals within the designated range will be fetched with a default sort order, with subsequent filtering and sorting performed by capsuleers.
AIR Opportunities:
Neocom now features a notification indicator within the AIR Opportunities icon, alerting players to unclaimed rewards for Corporation Projects and Daily Goals.
AIR Daily Goals
Fixed an issue where the Daily Goal Completed notification was missing in some instances.
Gameplay:
Increased the chance of Abyssal Battlefields sites dropping filament blueprints and materials for the same tier.
Increased the chance to discover EDENCOM Expedition Debris in Tier 4 Abyssal Battlefields combat sites.
Increased the baseline value of Tier 2 & 3 Abyssal Battlefields relic sites by decreasing the variance of certain loot drops.
Technical:
Fixed an issue where Shackling Leshaks were appearing to attack twice per five seconds, instead of once as intended.
Missions and NPCs:
The Upwell Consortium will no longer offer reward crates for drone parts in Auviken. Upwell would like to thank all capsuleers who participated.
Miscellaneous:
Billboards ads for the recent Anger Games 6 and Frigate Free 4 All have been removed from the rotation.
Capsuleer Day XXI
Adjusted loot drops for EDENCOM Scout Stash.
Reduced the time it takes for enemies to react when a player is no longer invulnerable in Abyssal Battlefields sites.
Capsuleer Day XXI
Fixed an issue where the Capsuleer Day XXI Capsule SKIN couldn't be applied to Genolution 'Auroral' 197-variant Capsules.
Capsuleer Day XXI - April 30th to May 30th!
The Capsuleer Day XXI event has begun!
Society of Conscious Thought are beckoning capsuleers to brave the depths of newly surfaced collapsed conduits strewn across New Eden and Wormhole space. Your mission? Unearth precious data and technology while seizing every chance to plunge into the Abyssal Battlefields, where the unyielding clash between the Triglavian Collective and Drifters rages on.
Uncover Treacherous Collapsed Conduit combat sites with your ship's built-in anomaly scanner. Despite the devastation wrought by collapse, reports from these sites suggest lingering Triglavian survivors nearby. Though deemed low-threat, the SoCT advises deploying a cruiser for added preparedness.
Explore the desolate remnants of Collapsed Conduit hacking sites, areas utterly ravaged by collapse, and locate them using scanning probes. Equip your ship with a relic analyzer to unlock the valuable technology and data hidden within the wreckage of these sites.
Manufacture filaments using blueprints and materials discovered within Collapsed Conduit sites, enabling access to Abyssal Battlefields where increasingly challenging encounters await players of varying skill levels.
Embark on your journey into Abyssal Battlefields aboard a T1 Cruiser, whether solo or with a companion, and confront the victors of the recent clash between the Triglavians and the Drifters. Utilize the abyssal environment to outmaneuver your foes, secure victory, and seize your spoils before the pocket collapses.
For those inclined towards hacking, opt for an exploration or covert ops frigate outfitted with a relic analyzer to delve into relic Abyssal Battlefields. Navigate through abandoned wreckage fields from the intense clash between the Triglavians and the Drifters, endeavoring to recover as many valuables as possible before time runs out.
Complete a variety of combat, exploration, and manufacturing challenges to unlock rewards including SKINs, boosters, filament crates, and a coveted Glamourex Booster Crate.
The loot drop rate for all player ships and Player Owned Structures has been bumped up from 50% to 75%. It's as if the Abyss itself is cheering us on!
Until 30 May a special set of Capsuleer Day login rewards will be available for players who log on. Rewards include new SKINs, up to 650K skill points, 26.5K EverMarks, limited time combat boosters, a set of Society of Conscious Thought starship hulls: the Apotheosis Shuttle, Sunesis Destroyer, Gnosis Battlecruiser, Praxis Battleship and the exploration frigate the Metamorphosis.
Gameplay:
Partially Corrupted Crychips and Drone Graviton Emitters will no longer drop from NPCs or FW hackable containers. Remaining Drone Graviton Emitters can be traded at the Upwell Prototype Facility in Auviken until 7 May, 11:00 UTC.
Capsuleer Day XXI:
In preparation for Capsuleer Day XXI, the Character Select Screen is updated to celebrate the event!
In addition to the Character Select Screen update, the loot drop rate for all player ships and Player Owned Structures has been bumped up from 50% to 75%. It's as if the Abyss itself is cheering us on!
AIR Daily Goals & Corp Project Rewards:
Implemented an automatic redemption system for stored AIR Daily Goal rewards and Corporation Projects; unclaimed reward entitlements older than 30 days will now be auto redeemed, ensuring players will receive their rewards in a timely manner.
As part of the rollout, all entitlements existing prior to 23 April will be auto redeemed.
Entitlements acquired after 23 April will follow a 30-day redemption period if not claimed by the player within that timeframe.
Gameplay:
The Upwell Prototype Facility in Auviken is no longer deadspace/warp disrupted, so players will be able to warp to objects close by such as the customs office at planet VI.
Graphics:
Various hulls have had slight improvements to lighting visual effects.
Graphics:
Fixed an issue where shadows were not cast correctly for some assets.
Miscellaneous:
New Billboard ads have been added into the rotation for the upcoming Anger Games and Frigate-Free-For-all.
User Interface:
The new Item Trader now displays input amounts correctly.
Gameplay:
Fixed an issue where item traders could take more items from players than intended when trading with them.
Item traders have been turned back on through-out the universe.
Universe:
The Upwell Consortium are calling for capsuleer assistance providing materials for a project at their Applied Gravitation Research Center in the Auviken solar system.
Upwell are asking for capsuleers to bring them Rogue Drone Components contained in the wrecks of advanced sentient AI rogue drones that have been spotted throughout the known cluster.
In particular, Upwell are seeking Drone Graviton Emitters. Sentient rogue drone strains throughout high-security space have recently started adopting and using them.
Upwell will reward capsuleers who donate a selection of these components with reward crates containing loyalty tokens that are exchangeable for ISK at any station belonging to a member corporation of the Upwell Consortium. Additionally, crates may include new limited prototype blueprint copies for small tractor beams, capital tractor beams and a mobile tractor unit that have been enhanced by Upwell thanks to their latest discoveries in graviton research.
Gameplay:
Meta variations of the Interdiction Nullifier modules now have a small cost to manufacture instead of 0 isk cost.
The Skybreaker and Stormbringer basic mastery certificates now require Vorton Projector Operation IV instead of III, since this is needed for the Vorton Power Amplification I requirement.
Graphics:
The Standup Flak Round now has the Standup Decal in the top left corner of it’s icon like all other Upwell Structure Ammo types.
Localization:
Fixed a leading space in front of the name of the “Infinite Celebrations Firework” item.
Armor Compensation skill descriptions now refer to Energized Membranes rather than Energized Platings which were renamed to the former in the previous tiericide pass.
Fixed a typo in the description of the Ultratidal Entropic Disintegrator module.
User Interface:
The Caedes ship will no longer show 3 rig slots on the fitting tab of the show info page, it now shows 2 to match the rig slots it actually has.
Mutated Sentry Drones now have a sentry drone bracket for the overview rather than the default combat drone bracket.
User Interface:
Fixed "View in Store" button for Expert Systems, so that it opens the Expert Systems tab in the New Eden Store.
Insurgencies:
The EVE Vanguard: First Strike March event begins today and runs until March 25th! During the March First Strike event, players in Vanguard will now be able to affect Suppression in EVE Online whenever they complete contracts. Players logged into the EVE Online client can see the effect that players in Vanguard are having on the Suppression levels through the insurgency UI.
Billboards:
Billboard rotations have been updated.
Graphics:
Addressed texture issues with the Tempest Fleet Issue.
Various SKIN and VFX fixes on the Kikimora, Cynabal and Vindicator.
Astero's icons have been tweaked to look better.
Fixed animation issues with T3C's in Upwell hangars.
User Interface:
Updated EVE Online Developer credits.
New Eden Store:
Enforcer Operations Expert System
🤝 Added Missile Projection III
🤝 Added Warhead Upgrade III
Faction Warfare Expert System
🤝 Added Missile Projection III
🤝 Added Warhead Upgrade III
🤝 Added Shield Upgrades IV
🤝 Adjusted EM, Explosive, Kinetic and Thermal Shield Compensation from IV to III
🤝 Adjusted Trajectory Analysis from IV to III
AIR Opportunities:
Fixed an issue that caused long text blocks to overflow in the Opportunity Details sections.
When refreshing in the window, the Daily Goals will now retry loading, if they failed to load initially.
The 'Claim All' button in the Rewards tab is now only displayed when there is more than one reward.
Epic Arcs that have become replayable are now displayed in the Opportunities window.
User Interface:
The Reset Settings menu is now scrollable.
Fixed typo issue for the Agent Exploration mission Data Scanning (3 of 5).
Removed Noctis from the list of ships that are affected by the Hauler Operations Expert System.
Technical:
Minor shadow improvements on structures.
LP Donations:
🤝 LP donations from characters to corporations, and from corporations to corporations, is now possible again.
An LP donation tax might be introduced in the future. We will monitor how the LP market is affected in the coming months.
Winter Balance Update
In this balance pass, we are hoping to address some long-standing community concerns with projection and overpowered weapon systems - while also cutting down and boosting some outliers to hopefully promote alternative options for a more vibrant death and destruction filled ecosystem.
Weapon Systems:
Entropic Disintegrators
Triglavian weapons have been very powerful for a long time, especially since they feature medium ranges with better than blaster tracking, while in many cases, pre-ramp DPS can also be on par or close to other ships which operate at the same range. While we originally looked into reducing their tracking, we decided that the better alternative was to lean into their identity as a ramping damage weapon. Triglavian weapons are being adjusted to have slightly lower base damage, but they will retain the same damage at max spool as they have now by increasing the maximum ramp multiplier. The Mimesis implant set and Nergal/Ikitursa will end up having a small damage increase at max spool. We are also increasing the damage multiplier per cycle so it will still take around 30 cycles of the weapon to reach max ramp.
Base damage reduced by 20%
Damage multiplier per cycle increased from 5% to 7%
Damage multiplier max increased from 2.5x to 3.125x
This should make them weaker at killing tackle ships, since the initial damage when target swapping is lower. This will also help other alternative options that fill the same role stand out more, like in the case of the Omen Navy Issue vs the Vedmak, with the Omen Navy Issue now offering much better initial DPS.
The Triglavian AT ships have also been adjusted to maintain their unique quality of reaching max ramp in 20 cycles instead of 30 cycles.
Hydra - Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Covert Ops skill.
Tiamat - Additional damage multiplier per cycle increased from 0.5% to 0.75% per level of the Recon Ships skill.
Note: We have chosen to not adjust the capital weapon variation (Ultratidal) at this time.
Rapid Light Missile Launchers
Rapid Light Missile Launchers have been incredibly powerful for some time, especially when combined with range bonuses. As we re-balanced the Cerberus in the Viridian Expansion last summer, we intentionally removed the light missile range bonuses from the ship. In this balance pass, we are removing all the remaining per level range bonuses to Rapid Light Missiles, to match the precedent set with Rapid Heavy Missiles, which do not increase with Bastion or Spaceship Command skills.
Note that role bonuses from ships will still apply just like with Rapid Heavy Missiles (Mordus Legion Ships and Combat Battlecruisers).
Caracal - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Osprey Navy Issue - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Onyx - Missile velocity bonus now only applies to Heavy and Heavy Assault Missiles.
Ships:
Marauders
While we are happy with the on-grid power of Marauders since the adjustments we made in the Viridian Expansion, Marauders can still feel oppressive in certain scenarios. Marauders currently only warp 12.5% slower than T1, Faction and T3 Cruisers, which doesn’t leave much room for them to out-maneuver Marauders when choosing to avoid them. It also does not give players much reason to choose smaller hulls over a Marauder when travel time is a consideration for PVP and PVE. To tackle this, we’re reducing the warp speed of Marauders down to the same base level as T1 and Faction battleships.
Warp speed for the Marauder Class (Paladin, Golem, Kronos, Vargur) reduced from 3.5 AU/s to 3.0 AU/s.
Black Ops
Cloak Velocity Speed Role bonus increased from 6.5x to 7.5x to match the current stated trait role bonus of 650%.
The trait role bonus wasn't being applied properly.
Field Command Ships
In an earlier balance pass, we removed the Command Burst range bonuses from the Field Command group of Command Ships in exchange for an increase to Command Burst strength. This change, however, has made them feel a bit too difficult to use while skirmishing, so we are re-adding the Command Burst range bonus at Combat Battlecruiser strength.
Added 50% Role Bonus to Command Burst Range to the Field Command subgroup of Command Ships (Absolution, Nighthawk, Astarte, Sleipnir).
Astarte
The Astarte is currently the least used Command Ship and it struggles to compete with the cheaper Brutix Navy Issue hull. We also boosted the Deimos in an earlier balance pass which has made the extra ISK cost for upshipping into the Astarte hull not feel as worthwhile as it once was. To help address this, we are giving the Astarte a small bump in rep power to help it stand out more as a tankier alternative to the Brutix Navy Issue.
Armor Repairer bonus increased from 7.5% to 10% per level of Gallente Battlecruiser skill.
Nighthawk
Because the Nighthawk is overperforming in wormhole space and becoming oppressive, we are toning down on its damage by lowering the Rate of Fire bonus, but partially compensating it by increasing the Kinetic Damage bonus. Our aim here is to slightly lower the Nighthawk’s damage output and shift it more into Kinetic so players have more options to counter them outside of firewalls, such as fitting Kinetic Hardeners, Reactive Hardeners and bringing Tech II Gallente ships.
Rate of Fire bonus for Heavy and Heavy Assault Missiles reduced from 10% to 7.5% per level of Command Ships skill.
Kinetic Damage bonus for Heavy and Heavy Assault Missiles increased from 7.5% to 10% per level of Caldari Battlecruiser skill.
Exequror Navy Issue
The Exequror Navy Issue was the least used faction Cruiser in the game prior to Uprising. We are happy we managed to pull it out of the abyss it was in, but it’s now at the very top of the pile along with the Osprey Navy Issue and has become incredibly dominant.
Medium Hybrid Damage bonus reduced from 25% to 20% per level of Gallente Cruiser skill.
Bellicose
The Bellicose continues to have low usage as both an Ewar Platform and a Combat Cruiser. With the changes made to Rapid Light Missiles, we want to make sure there are strong Tech I options for going all-out with medium missiles. This is why we are increasing the speed and powergrid output of the Bellicose, to help it stand out more against the Caracal as a speedier alternative for shield setups and help enable armor setups.
Max velocity increased from 240m/s to 260m/s.
Powergrid output increased from 700 tw to 780 tw.
Republic Fleet Firetail
Prior to Uprising, all 4 navy Combat Frigates (Comet, Slicer, Hookbill and Firetail) had similar usage, with the Firetail slightly trailing. Post Uprising, the other 3 ships have increased in usage considerably, but the Firetail has been left behind. We are adding a smaller falloff bonus to help boost the Firetail’s versatility, especially for Auto-Cannon setups.
New bonus added, 5% bonus to Small Projectile Falloff per level of Minmatar Frigate skill.
Insurgencies:
The closest Forward Operating Base, or Zarzakh, will now appear in the loyalty points section of the wallet when looking at Malakim Zealots or Commando Guri LP.
Modules:
🤝 It is now possible to pre-overheat modules while under the effects of jump cloak. (This is the temporary invulnerability and cloak you have from recently arriving in a new system from a Stargate, Shipcaster, Ansiblex or Wormhole.)
User Interface:
Changed the fill color of the Corruption bubbles in the Insurgency Window to match the Corruption color of the UI.
Localization:
Voice over has now been added in Spanish.
Gameplay:
Ship Autopilot will now jump through Ansiblex Gates.
Damaged Laser Crystals will no longer be counted as modules for the "repair all" option for Nanite Repair Paste.
It is now possible to import fits for the Avatar.
It is now possible to search for “blueprint” and “officer” in the search New Eden bar.
The quantity field no longer cuts off the numbers of charges in in the Fitting window in simulation mode.
The Zarzakh Toll Cost is no longer rounded up or down to 3 significant figures, and now always shows the correct cost.
The basic Shield Amplifiers will now appear in the Storyline Section of the Market.
Graphics:
Abyssal Mining Crystals now have a red-colored icon to match their red beam.
Complex Mining Crystals now have an orange-colored icon to match their orange beam.
Rare Moon Mining Crystals now have a red beam to match their red icon.
Localization:
The region description of Immensea now uses the correct spelling of “Arkonor”.
User Interface:
The Agency no longer opens with an incorrect tab in focus.
The Show Legend option choice in the Price History tab of the Market window is now preserved when switching between tabs.
Container icons in the Input Material Location drop down menu of the Industry window no longer move to the right when scrolling up and down.
The background of the Factional Warfare Enlistment window now fills the window. We have also removed the header icon and window title.
The Medium Industrial Core link in the "Can Fit Role bonus" for the Porpoise now correctly links to the Medium Industrial Core.
The arrow icons in the Agents category of the Character Sheet now face the correct way after the window has been collapsed.
Factional items in the Loyalty Point Store now correctly show the Faction marks.
The Compression window now correctly opens after choosing the Compress option when the window has been minimized.
The View Inside button tooltip now shows the correct tooltip.
Removed the extra line space in the tooltips in the Insurgency Info Panel.
The Insurgency gauges in the Info Panel are now clearer when viewing them over different backgrounds.
Miscellaneous:
Expired the 2023 Winter Nexus cerebral accelerators and boosters.
Technical:
The support for macOS 10.14 has ended and it is no longer possible to start the client on this operating system. Please upgrade at least to macOS 10.15.
Audio:
Fixed a client freeze/crash from pirate insurgency audio.
Graphics:
Fixed incorrect appearance of Astero icons.
Fixed missing texture on the Deathless Shipcaster.
Fixed missing Upwell Storage Facility icons.
The SCC surcharge component of the Industry Job Installation Fee has been increased from 1.5% to 4%.
To learn more about the Industry Job Installation Fee and how it's calculated, you can check out the Viridian Expansion Notes here or over on the EVE University wiki.
Defect Fixes:
Audio:
Fixed an issue where Police Bobs at suppressed gates, stations, and hangars were heard but not seen.
Fixed an issue where audio for suppressed stations could fail to load
Miscellaneous:
Expired the 2023 Crimson Harvest cerebral accelerators and boosters.
Audio:
Fixed an issue where suppression police “bob” audio was not affected by advanced audio volume sliders or inactive client muting.
Graphics:
Fixed an issue where suppression police “bob” trains emitted extra smoke particles.
Fixed an issue where the cloud around a pirate FOB (Forward Operating Base) would disappear after some time.
Technical:
In some situations, audio would not play correctly in Gallente, Amarr and Pirate hangars. This has been resolved.
Graphics:
Turrets should no longer duplicate on certain ships when changing SKINs.
Corp and alliance banners should now display properly on the Deathglow Remnant SKIN.
Addressed an issue which was sneaking erroneous yellow textures into jumpgates.
Fixed some missing textures and Z-fighting in and around the Fulcrum.
Blinking lights on Bane are no longer going nuts.
Rear engines on Wolf are animated again.
Fixed decal and VFX issues with multiple SKINs.
Insurgencies:
A new balancing mechanic has been added to Insurgencies: The Ambition Modifier.
The Ambition Modifier will change how many corruption 5 or suppression 5 solarsystems a side requires for victory in an insurgency campaign.
Whenever an Insurgency campaign is won by the pirates, or the anti-pirates, that side will increase their ambition modifier by +1 if they currently have equal or more ambition than the other side.
If an Insurgency campaign is won by the side with less ambition, it will reduce the ambition modifier of the other side by -1.
The Ambition Modifier can go as high as +13, requiring a side to fully corrupt or suppress 20 solarsystems for victory or to make the FOB vulnerable.
Information about the Ambition Modifier can be found ingame in the pirate insurgency guide page in the agency.
Added a new insurgency filter to the starmap and the classic starmap.
New Graphics, Audio and VFX have been added to Insurgency solarsystems and the pirate FOB to reflect the corruption and suppression state, campaign state and the Ambition Modifier.
As corruption goes up, stargates and stations will start to feature pirate billboards, electrical faults, fires, smoke, and clouds.
As suppression goes up, stargates and stations will start to feature police drones and “bobs”.
The Pirate FOB will feature additional VFX as the ambition modifier increases.
The Pirate FOB will also feature new VFX on the ‘undocking ports’ of the FOB as the pirates win solarsystems.
Zarzakh:
The Angel Cartel and the Guristas Pirates have increased patrols in the Zarzakh solarsystem.
These new NPCs will attack militia players, but will otherwise be neutral to capsuleers who choose to keep the peace in Zarzakh. They will engage anyone who has a deathless retribution timer.
The Angel Cartel and Guristas Pirates have also deployed new patrols in the surrounding solarsystems of Turnur, G-0Q86 and H-PA29. These NPCs will be friendly to capsuleers who have chosen to enlist with them but will attack anyone else on sight.
Technical:
Fixed a client launching issue on macOS 10.14. Please note that macOS 10.14 will be deprecated soon. You can find more information here: Updated System Requirements - Support for EVE Mac OS 10.14 and Below Ending 8 Feb 2024
Exploration:
We’ve made some changes to DED sites which can spawn in high-security space (Difficulty 1/10 through to 4/10). Some of those DED sites required keys to be acquired in order to activate certain acceleration gates to move on to the next room of the site. We’ve changed those rooms so now those acceleration gates no longer require keys, and now just require all the pirate NPCs to be killed in the room to progress to the next room. We’ve made this change because with the old keys, if a player warped out of the site, or was destroyed in the site, or simply decided to keep the key, then the site would then often be incompletable by other players and would still persist in the solarsystem until it naturally despawned days later, frustrating explorers who put in effort to scan it down. We’ve opted to only do this for 1/10 through to 4/10 for now to avoid altering PVP balance in the higher rated lowsec/nullsec DED complexes where players can get some level of safety in a site once they’ve made it through the gate that requires a key.
The Winter Nexus has concluded. Thank you for participating in the Winter Nexus Event.
Insurgencies:
If you are enlisted with Angels or Guristas, clicking the faction icon on the character sheet will now open the insurgency window instead of the FW one.
Graphics:
Added Premium marker to the many premium SKINs that were missing one.
Localization:
Fixed Pirate Strongholds being referred to as ‘Forward Operating Bases’ in the reward section of the pirate stronghold agency page.
Gameplay:
Fixed an issue with combat scanner probes only tracking the position of a ship or object the first time you scanned it, and not updating to their new position if they moved for subsequent scans.
Gameplay:
When stealing from the ESS Main bank, the buff bar icon above the HUD will now be present again.
A live fix was deployed to the Insurgency backend service yesterday afternoon, Suppression stage 5 will now stop solar systems from progressing or gaining corruption after Corruption level 4.
Localization:
Fixed an error on the Insurgency Guide Page that incorrectly claimed that the suppression 2+ bonus was 3% to LP gains per additional level of suppression instead of the correct amount of 5% LP gains.
Fixed an error with the German and French news window items having swapped text.
The “Always use English voice” option now behaves as intended. You may need to toggle this setting if you have changed it recently.
Graphics:
Added an icon to the Insurgency map for the Ice Refinery Heist when it is available in a system.
Structures & Deployables:
Factional Warfare leaders from all sides have pointed out that the lack of office space in NPC stations has made it difficult to stage adequately, especially where citadels are forbidden. Accordingly we have increased available office space across 69 stations in Factional Warfare systems. 🤝 We thought this would be a nice thing to do heading into the holidays. The stations are as follows:
24th Imperial Crusade
The following stations have increased office space from 16 to 24:
Asghed III - 24th Imperial Crusade Logistic Support
Halmah IV - 24th Imperial Crusade Assembly Plant
Tararan IV - 24th Imperial Crusade Logistic Support
Mehatoor VI - 24th Imperial Crusade Logistic Support
Dihra V - 24th Imperial Crusade Logistic Support
Arzad VIII - 24th Imperial Crusade Logistic Support
Tzvi VI - 24th Imperial Crusade Logistic Support
Huola VI - 24th Imperial Crusade Logistic Support
Kamela V - 24th Imperial Crusade Logistic Support
Kurniainen IX - 24th Imperial Crusade Logistic Support
Oyonata VI - 24th Imperial Crusade Logistic Support
Tannakan VII - 24th Imperial Crusade Logistic Support
Gammel III - 24th Imperial Crusade Logistic Support
Iesa IV - 24th Imperial Crusade Testing Facilities
Myyhera III - 24th Imperial Crusade Logistic Support
Sasiekko III - 24th Imperial Crusade Logistic Support
Sosala IV - 24th Imperial Crusade Logistic Support
Amarr Navy
The following station has increased office space from 24 to 32:
Mehatoor III - Amarr Navy Anchorage
State Protectorate
The following stations have increased office space from 16 to 24:
Onnamon IV - State Protectorate Logistic Support
Eha III - State Protectorate Logistic Support
Innia II - State Protectorate Logistic Support
Aivonen VI - State Protectorate Logistic Support
Enaluri II - State Protectorate Logistic Support
Enaluri V - State Protectorate Assembly Plant
Asakai II - State Protectorate Testing Facilities
Nisuwa VII - State Protectorate Logistic Support
Rakapas II - State Protectorate Logistic Support
Hykanima I - State Protectorate Logistic Support
Elanoda IV - State Protectorate Logistic Support
Nourvukaiken V - State Protectorate Logistic Support
Ishomilken V - State Protectorate Logistic Support
Usi III - State Protectorate Logistic Support
Sujarento IV - State Protectorate Logistic Support
Oshaima IV - State Protectorate Logistic Support
Caldari Navy
The following station has increased office space from 24 to 32:
Onnamon VII - Caldari Navy Anchorage
Federal Defense Union
The following stations have increased office space from 16 to 24:
Fliet III - Federal Defense Union Logistic Support
Caslemon III - Federal Defense Union Logistic Support
Parts I - Federal Defense Union Logistic Support
Villore VI - Federal Defense Union Logistic Support
Esesier IX - Federal Defense Union Logistic Support
Orvolle VII - Federal Defense Union Logistic Support
Covryn III - Federal Defense Union Logistic Support
Uphallant II - Federal Defense Union Logistic Support
Eugales V - Federal Defense Union Assembly Plant
Moclinamaud VII - Federal Defense Union Logistic Support
Mercomesier III - Federal Defense Union Logistic Support
Intaki II - Federal Defense Union Logistic Support
Ostingele IV - Federal Defense Union Testing Facilities
Aidart IV - Federal Defense Union Logistic Support
Jufvitte IV - Federal Defense Union Logistic Support
Costolle V - Federal Defense Union Logistic Support
Ouelletta II - Federal Defense Union Logistic Support
Federation Navy
The following station has increased office space from 24 to 32:
Intaki V (Intaki Prime) - Federation Navy Anchorage
Tribal Liberation Force
The following stations have increased office space from 16 to 24:
Dal I - Tribal Liberation Force Logistic Support
Lulm IV - Tribal Liberation Force Logistic Support
Olfeim IV - Tribal Liberation Force Logistic Support
Abudban IV - Tribal Liberation Force Logistic Support
Ofstold IV - Tribal Liberation Force Logistic Support
Gukarla V - Tribal Liberation Force Logistic Support
Orfrold IV - Tribal Liberation Force Logistic Support
Anher I - Tribal Liberation Force Logistic Support
Hek VII - Tribal Liberation Force Logistic Support
Ebolfer V - Tribal Liberation Force Testing Facilities
Eszur III - Tribal Liberation Force Assembly Plant
Floseswin IV - Tribal Liberation Force Logistic Support
Amo II - Tribal Liberation Force Logistic Support
Auner VI - Tribal Liberation Force Logistic Support
Hadozeko II - Tribal Liberation Force Logistic Support
Republic Fleet
The following station has increased office space from 24 to 32:
Amo III - Republic Fleet Anchorage
User Interface:
Added a new in-game news item highlighting the Ice Refinery Heist and the AIR Daily Goals.
The “start guidance” button in the Selected Item window for the Ice Refinery Heist Guided Entities now provides helpful feedback when the button is disabled.
Gameplay:
Fixed a defect where the Shield effect was disappearing sometimes in the Ice Refinery Heist activity.
Graphics:
Updated collision for some of the assets in the Ice Refinery Heist activity.
Increased brightness on the Data Link in the Ice Refinery Heist Activity.
Fixed typo on Muninn registry decal.
Fixed faction decals from showing up incorrectly on various ships with Deathglow Remnant SKIN fitted.
Fixed incorrect coloring on Deathglow Remnant SKIN license icon.
Fixed incorrect coloring on Hurricane and Vexor Deathglow Hunter SKIN.
Removed erroneous VFX appearing on multiple Rattlesnake SKINs.
Removed censored Guristas decal from appearing on Gila when using Chinese language setting.
Fixed m.isaligned corporation emblem on Bowhead
Fixed missing textures on models for Rokh and Abaddon.
Toggled VFX visibility off for various ship SKINs when Shader Quality settings are Low.
Fixed overlapping Killmarks decal appearing on multiple Gila SKINs.
Fixed registry decal for Mimir which was previously using the Bestla registry decal.
Features & Changes:
Insurgencies:
The Ice Refinery Heist has been added as a new activity in the Pirate Insurgencies.
Large, fleet-oriented sites that will spawn when corruption or suppression reaches stages 3 and 4. The Ice Heist will share the LP reward with up to 30 pilots before being diminished.
The Ice Heist will allow T1, T2 and T3 ships of battleship size and below to enter. Depending on if you’re a pirate, opposing militia member, or a neutral player will determine where you land in the site. Neutral players will get a suspect timer on entering.
To succeed in the Ice Heist, players will need to be within 5,000m of the new guided tanker objects, and using the radial menu, right click menu, or selected items, start ‘guidance’ on the tanker and it will start flying towards their factions' loading bay/scaffolding for extraction.
Groups will earn 1 point for each tanker ship guided back to respective home bases.
The first side to reach 10 points will be rewarded and will increase corruption/suppression accordingly.
A tanker can only be guided by one player. The tanker will stop being guided if the ship guiding it is no longer within 10km or is destroyed.
Be aware that there are opposing NPCs which will focus ships which are guiding tankers.
AIR Daily Goals:
AIR now presents Daily Goals, a perfect opportunity to gain rewards for activities you’re already doing or have something to do when you’re unsure what’s next!
After each downtime, players are assigned a set of four daily goals, each aligning with distinct career paths: Explorer, Industrialist, Enforcer, and Soldier of Fortune.
The set of goals is the same for all players each day.
Successful completion of these goals rewards players with both ISK and EverMarks.
Players who accomplish at least two of the four daily goals are additionally granted Skill Points.
The AIR daily goal interface has been integrated into the AIR Opportunities window.
ISK rewards are taxed by the player’s corporation and EM rewards are duplicated, giving the same amount of EM to the player as well as the player’s corporation.
All unclaimed Corporation Projects and AIR Daily Goals rewards that are older than 30 days will be claimed automatically. This process will start in January 2024.
AIR Daily Goals replaces the Daily Challenges system.
Corporation Projects:
The Scan Signature project type has been updated. Now only the first successful scan of a particular cosmic signature by a particular character is recognized as a contribution to the project. This still allows multiple characters to contribute by scanning the same signature each, but each character can contribute to the project only once per particular signature.
Missions & NPCs:
The Angel Cartel and Guristas Pirates epic arcs have been reset back to their original standing bonuses and cooldowns.
The final end of arc missions are now granting 30% faction standing bonuses again.
The missions are once again on a 90-day cooldown before they can be repeated.
Structures & Deployables:
Zarzakh has gained more office space and now has 64 office slots.
Other:
EVE Vanguard First Strike reward is now available and can be claimed in the NES until 2024-01-15.
Capsule Arkombine Arisen SKIN can be now applied to both regular Capsule and the Genolution 'Auroral' 197-variant.
Defect Fixes:
AIR Opportunities:
Added missing tooltip description for the Pirate Insurgencies feature tag.
Fixed the Epic Arc Opportunity Images sometimes being too bright.
Missions:
Accepted Missions are now automatically tracked in the Info Panel.
Fixed an issue where travel based objective chains would not be available when a mission was tracked in an offered state.
Air Opportunities
AIR Opportunities ore anomalies were temporarily disabled while we investigated an ongoing issue. They have since been re-enabled.
Disabled opening AIR Opportunities on first dock.
Features & Changes:
Factional Warfare:
Fixed an unintended interaction with direct enlistment where you could remote repair or provide remote assistance to someone who is directly enlisted with a militia with a PVP timer in the same corp as you, while you are not direct enlisted in the same faction as them. This is now treated as a criminal action in high security space.
Defect Fixes:
User Interface:
Fixed a defect and exception where the stage value in the guristas FOB system could show an incorrect, very large number after a vanguard contract completed.
Air Opportunities
Update Post Downtime - We have disabled AIR Opportunities ore anomalies temporarily while we investigate an ongoing issue.
Features & Changes:
Insurgencies:
The EVE Vanguard: First Strike event begins today and runs until December 11th!
During the First Strike event players in Vanguard will add corruption to the Guristas insurgency that is centered in Hevrice whenever they complete contracts. Players logged into the EVE Online client can see the effect of the Vanguard on the corruption levels within this Guristas insurgency through the insurgency UI.
Insurgency systems will now use a triangle instead of square at Corruption level 5 in the autopilot route display.
AIR Opportunities:
AIR Opportunities now opens by default when a player is docked for the first time after downtime.
The Opportunity Details page of Pirate Insurgencies now displays Corruption and Suppression information.
The search/filter/sort header now sticks to the top of the page when scrolling.
Feature pages now include an info icon with a tooltip explaining which opportunities are listed there.
Feature tags now include their feature icon.
Factional Warfare and Pirate Insurgencies opportunities no longer show non-relevant faction sites.
Rewards tab introduced with one unified area to claim all unclaimed rewards for opportunities.
AIR Opportunities now displays how many opportunities the player has in their Active and Rewards tabs.
The claim button in the Opportunity Details page of Corporation Projects now plays an animation when players claim their reward.
Corporation Projects:
New Project Hangars role.
Corporation members with this role will have access to their corporation's Project Hangars.
Project Creation summary.
Each collapsed subsection of the project creation form will now display a summary of what was authored in that section.
Updated the details page for Corporation Projects to include a section that shows the ISK value per contribution.
Info panel entries for corporation projects now show their progress even when collapsed.
Homefront Operations:
Unique Transmissions will no longer appear after a character has first viewed it.
Modules:
The cost of Domination Ballistic Control System in the Malakim Zealots Loyalty Store has been increased to 64,000 LP´s and 25,714,300 ISK to match the same price as the Dread Guristas Ballistic Control Systems.
Technical:
The support for Windows 7 and Windows 8 has ended and it is no longer possible to start the client on those operating systems.
User Interface:
Insurgency systems experiencing Level 5 Corruption will show up as triangles in the route instead of squares. Waypoints will still be crosses.
The updated Settings Menu introduced in Havoc is no longer full-screen. It now opens windowed and center aligned.
If players skip the character select screen when logging in and have unclaimed daily gifts, the Daily Login Campaigns Neocom icon will now blink blue momentarily when a player is docked for the first time in a session.
Defect Fixes:
AIR Opportunities:
Agent missions that are in the offered state (not accepted) are no longer auto-tracked after settings are cleared.
Horizontal card scrolling is no longer misaligned for the Epic Arcs and Introductions sections of the Opportunities home page.
Corporation Projects:
Fixed an issue where some players were unable to claim their contribution rewards for Corporation Projects.
New Player Experience:
Improved off-path handling throughout the experience.
Added additional highlight banners to make instructions clearer.
The Dock button in Selected Items will now stop blinking when warping to the station following the mining experience.
Skipping the tutorial during a camera animation will no longer disable camera controls for the remainder of the session.
User Interface:
Fixed an issue where several words were divided in the Settings Window for the German language.
Defect Fixes:
Graphics:
Ship decals no longer misbehave when zooming in and out.
Addressed multiple issues with applying SKINs and switching ships in Upwell hangars.
Faction emblems no longer appear on traitor NPC hulls.
Fixed multiple issues with errant VFX, decals, and blinkies on various SKINs.
Metamorphosis blueprint no longer has an image of the Sunesis.
Minor tweak to audio triggers when other capsuleers enter/exit wormholes.
Fixed an issue where new Alliance Tournament VFX were erroneously appearing on older Alliance Tournament ship models.
Features & Changes:
Events:
Winter Nexus Event!
The Winter Nexus event has returned to New Eden! This in-game event will run until downtime on January 4th 2024.
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, Sansha combat boosters, and ice storm filaments.
A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm filaments, new Aurora Universalis skins, 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 4th.
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.
Universe:
CONCORD has updated the security ratings of Villore, Bereye, Hek, and Parchanier to 0.9, 0.9, 0.8, and 0.9, respectively, following another security audit in these systems. CONCORD does not expect further updates in the foreseeable future.
Several empire intelligence networks have been alerted to reported sightings of high-profile members of Arkombine arriving at The Fulcrum in Zarzakh.
Defect Fixes:
User Interface:
Fixed an exception which prevented the corruption score from updating in the info panel for the solarsystem whenever pirates captured an insurgency site.
Features & Changes:
Events:
Winter Nexus Themed Character Select and Wreck Icons
In preparation for Winter Nexus, the Character Select Screen is updated, and present icons tagging wrecks of your helpless victims as you claim your bounties!
Features & Changes:
Universe:
Office spaces in Zarzakh have been increased from 24 to 48
Defect Fixes:
The Traits tab on the Aligator is once again visible.
Features & Changes:
Universe:
Security audits continue throughout core Gallente space, with CONCORD reporting that the security ratings of Villore, Arnon, and Parchanier have all increased to 0.8. Bereye, the Federation’s Judicial Branch capital, received an increase in Federal garrison numbers and saw its security rating rise to 0.8 as well. In the Minmatar Republic, Hek’s security rating rose to 0.7 as RSS paramilitary police troops arrived in large numbers.
Market:
Evermarks can be donated again
Ships:
Prize ships for Alliance Tournament XIX winners have been added:
The new Assault Ship, named: Shapash
The new Heavy Assault Cruiser, named: Cybele
More details about the ships can be found in the Alliance Tournament XIX Wrap-up news article that will go live shortly.
Defect Fixes:
Technical:
Fixed a minor memory leak.
Fixed a problem where sounds were not playing after enabling audio (without restarting the client).
Features & Changes:
Universe:
The continuing chaos brought upon by the Pirate Insurgencies has encouraged the Gallente Federation to carry on with their security audits, with Villore’s rating increasing further to 0.7. Navy strongholds, installations, and outposts have been constructed in Arnon and Parchanier to increase their defensive power as well, raising their security to 0.7.
The Minmatar Republic, in response to the Angel Cartel insurgencies, has similarly built military facilities in Hek, raising its security status to 0.6.
Defect Fixes:
Gameplay:
Fixed an insurgency bug where after the pirates won, a FW Ihub could be invulnerable until downtime after the pirates gave it back.
Graphics:
Fixed multiple issues with decals and emblems not displaying properly across several ships.
Fixed an issue where Aurora VFX was appearing on other SKINs.
Fixed the glowmap on the Thrasher Fleet Issue’s boosters.
Adjusted the lifetime of GPU particles for missile impact smoke.
Fixed the gold sheen on the Alliance Tournament Monument in Manarq.
Fixed the Praetor I’s shader issues in preview windows.
Features & Changes:
Pirate Insurgencies:
Increased the amount of suppression gained when the empire militias complete insurgency sites by 33%.
Decreased forecasting time for future insurgencies from 48h to 24h.
When a former insurgency FOB system ends the period of pirate occupancy after a pirate victory, it will now start at 100 points over the victory point threshold required to make the IHub vulnerable, instead of 500 points over the threshold.
Pirate insurgencies will now only spread within the empire space controlled by their primary insurgency enemies. This means that the Angel insurgency will no longer spread into Caldari/Gallente regions, and the Guristas insurgency will no longer spread into Amarr/Minmatar regions.
The factional warfare HQ systems for each empire (Onnamon, Intaki, Mehatoor, and Amo) have a base suppression level of 2 and can never drop below that level.
Universe:
The dramatic appearance of the pirate insurgencies has caused the Gallente Federation to begin a security audit of some potentially vulnerable key systems. The Federation Senate headquarters system of Villore has been deemed insufficiently secure given its proximity to the warzone and relatively low security levels. Multiple new Federation Navy facilities have begun appearing in the Villore system and this increased Navy presence has caused the security status of Villore to increase from 0.5 to 0.6.
Defect Fixes:
User Interface:
Fixed a rare issue where solarsystem info panel would fail to display if the corruption/suppression service timed out when a client was trying to connect.
Features & Changes:
Insurgencies:
Insurgency Sites will now give suspect timers to neutral players who are not enlisted with an appropriate militia for the campaign, similar to existing Factional Warfare complexes.
For Angel Insurgencies, players who are not in the Minmatar Militia, Amarr Militia or Angel Cartel will get a suspect timer for entering outpost raid sites.
For Guristas Insurgencies, players who are not in the Caldari Militia, Gallente Militia or Guristas Pirates will get a suspect timer for entering outpost raid sites.
It’s no longer possible to enter a gated insurgency site with a Warp Core Stabilizer fitted.
Added a note that says “There currently are no active Insurgencies” for the Insurgency Systems agency page if no insurgencies are in the active state.
There is now a pop-up warning when activating a stargate which would take you to a corruption 5 pirate insurgency system.
Insurgencies will now display “LAWLESS” next to the security status in the solarsystem info panel when corruption 5 has been reached.
Corruption 5 High and Low Security systems will now appear in bright red on the autopilot route, and Lawless is included in the tooltip.
Science & Industry:
Added missing Nanite Engineering skill requirement to manufacture the Medium Auxiliary Nano Pump II blueprint. The small, large and capital variations all required this skill at 1. This will mean that it will now benefit from the 1% time reduction bonus per level.
Defect Fixes:
Corporation Project:
Corporation Statistics are no longer cut off in Japanese.
Fixed an issue where some clients have been unable to see their contribution progression to Corporation Projects in the UI.
Gameplay:
Faction NPC police will no longer block capture timers for pirate players if they are spawned inside Highsec complexes.
Homefront Operations:
It's no longer possible to remote repair the acceleration gates and receive payouts for it.
Localization:
The Mining Ambush dungeon will no-longer send misleading chatter if the site is contested by both sides fairly equally and one side wins shortly before the other side kills enough cruisers and battleships to cause them to flee.
The evemail message you receive for capturing a dungeon while under the effects of suppression will now correctly contain the bonus LP you got and not just the flat value.
New Player Experience:
Improved off-path handling throughout the experience.
Opportunities:
Removed the QA option from the context menu of enlistment opportunities.
Tracked Homefront Operation, Factional Warfare, and Pirate Insurgency opportunities will no longer be untracked when they become 6 or more jumps away.
The opportunity timer will now visibly count down when the tooltip is open.
Fixed an opportunity info panel issue where the jump count and button could disappear from the entries.
User Interface:
Fixed an Issue where the enlistment window could appear blank if a player has stacked it or docked it in another window.
Fixed text being obscured by the icons to swap factions and to the insurgency dashboard in the FW Map window.
Features & Changes:
Insurgencies:
When a system is at corruption or suppression level 5, more sites will now spawn aside from the Open ADV-1 and Open ADV-5.
Defect Fixes:
Corporation project:
Corporation projects with payment option can now be created with non-ASCII characters.
Links to Corporation projects in the Wallet’s Transaction will now show the correct Project name when using non-ASCII characters.
Gameplay:
The repair service in pirate FOBs is now working as intended.
The Insurgency Dashboard will now use your autopilot avoidance list and safety settings when displaying the ‘number of jumps’ an insurgency system is away from you, instead of always closest.
User Interface:
Font size changes in the Settings Window will update directly without having to relaunch.
Tooltip appears when hovering over a hyperlink.
Fixed elements of the Zarzakh agency page so that it is now formatted correctly, and text doesn’t go out of bounds or overlaps in different languages.
NPE:
Fixed an issue causing the NPE to become unfocused when guided to accept a Career Agent mission.
Players will now be instructed to track a goal during the ACP Career Path introduction.
Features & Changes:
Corporation:
Players will receive an EVE Mail Notification when leaving their player corp on their own volition.
The EVE Mail Notification received when getting kicked out from the corp now includes the information about 30 day auto claim for corporation project rewards.
Missions & NPCs:
The Amarr now mutually dislike The Deathless by -2.0 like all other empire factions.
The Guristas now hate the Caldari state by -9.0, instead of having neutral standings towards them.
Various other law enforcement and pirate organizations have adjusted their standings.
Insurgency Mining Ship has been added to the default overview profiles which include FW and Insurgency NPCs.
Opportunities:
Pirate Insurgencies have been added to the Opportunities interface.
Tracked opportunities now display their ‘tracked’ icon by default within the Opportunities interface.
Universe:
The Caldari State have held military control of the newly built Samanuni to Athounon gate for an extended period of time thanks to the efforts of loyalist capsuleers enlisted with the State Protectorate. Thanks to these efforts, Caldari stargate engineers have managed to upgrade and secure the connection and it will no longer be able to be disrupted by the Federal saboteurs if they are able to seize Athounon.
Samanuni has been removed from the autopilot blacklist.
The FW map has been updated to reflect that the Samanuni → Athounon gate connection is now permanently connected.
Zarzakh:
Players will no longer land inside the deathless shipcaster portal effect in the center when warping to it, and instead land outside it.
Defect Fixes:
Gameplay:
Adding the missing ‘5x penalty to entosis link duration’ to the Azariel traits tab.
Fixed the Alligator Heavy Missile kinetic damage bonus not applying correctly.
Homefront Operations:
Corrected a few typos in conversations.
Hostile homefront NPCs should now show as red again instead of neutral.
Localization:
Fixed Mordu battlecruiser NPCs incorrectly claiming they are based on the Talos instead of the Naga hull.
New Player Experience
Added a missing UI blink in the fitting window in Part 1 of the experience.
Updated the info panel objective at the end of Part 1.
Corrected a highlight banner at the end of Part 1.
Improved off-path handling throughout the experience.
Opportunities:
The entire Info Panel will no longer disappear if the Opportunities info panel section becomes completely empty by traveling out of range of all tracked opportunities.
Changing the UI Scaling settings twice while no opportunities are tracked will no longer make tracking impossible.
The Opportunities home page will now display a consistent order of content sections when opened for the first time after logging in.
Players in stations will now have their Opportunities information updated every five minutes to remove opportunities that are no longer available in their current system.
Clicking the faction icon on Epic Arc opportunity cards will now open the opportunity details as intended.
PVE & NPCs:
Fixed some behavior NPCs being passive or showing as neutral instead of red.
Corporation Project
Factions will be prioritized over character, player corporation and player alliance names in the scroll down menu for Contribution Methods.
Contribution Methods for Defend and Capture FW Complexes now has a drop down menu for faction selection.
Remote Armor Repairing or Shield Boosting a capsuleer associated with a specific faction is now getting counted for projects in which faction is a requirement.
Search Filter for Unclaimed Rewards has been added to the Projects tab in the Corporation window.
Payment in ISK is getting copied over when duplicating a Corporation Project that contains ISK reward.
User Interface:
Fixed the hint when trying to enlist for a pirate faction and not having high enough standings claiming you need 0.0 standings instead of -2.0.
Mutaplasmid Items Show Info window now shows 2 decimal places for attributes they can affect, instead of none and rounding down, so players can easily see in game what the actual mutation numbers are.
Window will no longer scroll up after changing option from the drop-down menu in Settings Window’s "Display & Graphics" tab in the Settings Window
Havoc Expansion Notes were given out early, as is the new custom with Expansions, and they can be found here: Havoc: Expansion Notes.
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Tranquility Version: 22.01.2701110 - V22.01 EVE News 24: Thursday, 12. September 2024 21:54 Announcement: EVE Frontier! REYKJAVÍK, Iceland – September 12, 2024 – Today, CCP Games is excited to reveal EVE Frontier, a space survival game defined by freedom, challenge, and consequence. You awake from stasis as the last [...] 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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