Greetings,
The following page will list patch notes for all updates within this release (Version 22.02). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-11-12 Last update: 2024-11-19
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Subpylons are once again destructible, with the following additions:
Subpylons can now be repaired.
Subpylon armor, structure, and signature radius values have been increased.
The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.
When destroyed, subpylons will now have an explosion effect.
EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.
The site’s beacon will now remain until the site has been despawned.
NPCs will no longer combat warp.
NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.
Removed the minimum contribution requirement for payout eligibility.
Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.
The number of commodities dropped by the Stellar Observatory will now always be 400.
NPC Dreadnoughts
Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.
Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.
Added an option to enable/disable ‘compact mode’ in the Ship Info window settings.
When enabled:
The 3D ship model preview is not displayed.
The window icon in the header is not displayed.
The option to enable/disable ‘Light Background’ functions properly.
Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.
Added number field manipulation at the end of sliders in SKINR studio.
SKINR share option can now be clicked and saved to clipboard.
Pattern Projection in SKINR has been renamed to Projection Presets.
Updated pattern area toggles in the SKINR for improved usability.
Improved Help Pointers:
Added the following Help Pointers:
Opportunity rewards
Active opportunities
Opportunities browser
Opportunities filter
Find new corp
Corp Projects
Fleet Chat
Fleet Chat Settings
Reload Fleet motd
Corporation Chat
Corporation Chat Settings
Reload Corporation Chat motd
My Wallet Tab
Wallet Transactions
Wallet Market Transactions
SKINR Studio
Paragon Hub
SNINR Collection
Fitting Hardware
We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.
Various help pointer icons have been added and updated.
Fixed an issue where ISK deposit refunds for private contracts in citadels could occur incorrectly when a citadel was destroyed.
Fixed an issue where the Apply button for an activated SKIN in the Collection would disappear when boarding a newly packaged ship for which the SKIN applies.
Phoenix dreadnoughts will now gain the same bonus damage as other dreadnought variants during their “super siege” phase.
Roaming NPCs will more commonly visit the site.
Warping to a 100% probe result that you already had of a ship that is now cloaked/docked/left the system somehow, from the probe scanner window will now work and no longer fail.
It’s no longer possible to take infomorphs from Mercenary Dens which have been reinforced before a downtime, after the downtime which it was reinforced.
Fixed a rounding error when trying to take infomorphs - You can now always take the maximum amount of infomorphs and it won’t fail if you have spare cargo which is a multiplier of 0.1m3 but not enough to hold them all.
Fixed an issue where killmarks could be displayed for off-grid ships through d-scan.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when selecting the current tab.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when switching between tabs in the compact-width layout of the window.
Fixed an issue where the Ctrl+Tab shortcut (also Ctrl+Shift+Tab) could fail to work if a Ship Info window was open.
Fixed an issue where the Neocom Ship Info icon could become incorrect if a Ship Info window was minimized while in the smallest-width layout.
Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don’t have to login for all 14 days to get the biggest reward.
With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.
To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.
Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.
This results in the following total average bounty increases for these popular Nullsec anomalies:
Hubs: 28.40%
Rally Points: 28.50%
Patrols: 30.20%
Havens: 31.70%
Forsaken Hubs: 34.50%
Hordes: 34.70%
Sanctums: 35.70%
Forsaken Sanctums & Teeming Hordes: 36.00%
Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don’t have to be so close to it/inside the 3D Asset).
Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.
It’s now possible to black ops bridge and take conduit jumps with the Tholos and Cenotaph.
Added missing German translation for some ship quotes and attributions in the Ship Information Window.
Added missing German translation for a couple of words and tooltips in the Ship Information Window.
Fixed an issue where the SKINR shortcut and the ship name could be missing from the SKINs subtab of the Personalization section in the Fitting window.
Increased the site timeout timer to 45 minutes (from 30).
Monitors are no longer permitted to activate the acceleration gate.
Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.
Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.
Threshold Werposts will now occasionally switch targets.
Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.
Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.
Zirnitra Blueprint Data Vault crates now use the hacking display when opened.
Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.
Subpylons are now indestructible and will despawn when the site ends.
Improved performance when loading transmission conversations.
It’s now possible to show info on an Item Trader and view what recipes it has and what it requires for each.
Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.
It’s no longer possible to take encrypted infomorphs from a Mercenary Den that passively regenerated enough shields to go over 50% while reinforced.
Standard combat NPCs will no longer occasionally select drones as primary targets.
EDENCOM dreadnought NPCs will now always warp in within 40km of the Stellar Observatory.
Triglavian NPCs will now attack EDENCOM NPCs unprovoked within the Assault Vector area.
Raptor NPCs will now use railguns rather than pulse lasers.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
Fixed the name of the item trader site name in Zarzakh.
Added a missing tooltip for the Ship Insurance icon.
Fixed an issue where the Ship Insurance icon was missing from the Overview tab for the character’s assembled ships.
Fixed an issue where the character info was missing from the sidebar and the Overview tab for the character’s assembled ships
It’s now possible to view the Planets section of the Agency in Wormhole space, so that you can view the Planetary Industry card.
Balancing:
Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.
Ship Information Window:
Added the option to filter out acquired skills in the Mastery subtabs.
Added the option to collapse all skill groups in a Mastery subtab.
The Mastery skill groups will now remember their collapsed state during the session.
Slightly increased the minimum width of the window.
Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.
Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.
Added quotes, attributions and designers for the remaining ships.
Audio:
Breacher SFX is now behaving correctly when shields are active.
Gameplay:
Fixed an issue where time remaining on the secure column for My Orbital Skyhooks in the Structure Browser was sorting alphabetically and not sorting numerically.
Supercarrier close range fighter missile abilities will now apply full damage to mercenary dens.
The Cenotaph now correctly warps at 3.5AU/s instead of 2.7AU/s.
The Shield boost bonus per level of Caldari Battlecruiser is now correctly applying instead of always being at level 1 level of 7.5%.
The projectile and missile optimal and falloff role bonus is now being correctly applied at 25% instead of 7.5%.
Graphics:
SKINR live rendered icon caching has been refactored, and now correctly caches previously viewed icons to improve loading times within the SKINR Studio, Paragon Hub, and Collection.
Fixed an issue where a non-interactable rock formation was a selectable item.
Fixed an issue where some asteroids within dungeons had low resolution textures and UV stretching.
Fixed an issue where some decorative ship wrecks had misplaced or missing fire particles.
Gallente dreads and certain rogue dungeon NPCs no longer flicker from a distance.
Localization:
Removed a whitespace which was at the start of a sentence in the ‘confirm bid’ window for auction contracts.
Added a traits to the Metenox Moon Drill so that it’s easy to access the service module and include information about the Metenox getting a reinforcement cycle and 4x more hitpoints while in full power mode.
Added the fact that the Rorqual PANIC module gives 10x bonus to shield regeneration time to the module description.
Fixed text being cut off in several places and the take items field being too small to display more than 5 figures in the Korean language.
Fixed the Mercenary Den Management skill not having a description.
Ship Information Window:
Fixed an issue in the Skills tab, where rapidly switching between Mastery subtabs before all skill groups finish rendering could result in the unrendered ones being displayed in the wrong Mastery subtab.
Fixed an issue where the ship preview was not displaying fitted subsystems on Strategic Cruisers (fixed for your active ship and ships on grid).
Fixed an issue where skill-training buttons in the Skills tab could be fully hidden when the window’s width was very small.
Fixed an issue where some translations were causing UI issues and text overlaps, especially when the Ship Information Window’s width was very small.
Added missing translations for a couple of words.
Fixed typos and punctuation in some quotes and attributions.
Fixed an issue where the ‘Show in Ship Tree’ button was displayed for a few ships that are not present in the Ship Tree.
Corrected the background faction logo for a few ships.
Fixed an issue where, when UI Scaling was not 100%, the contents in the window’s large view were scaling incorrectly with the window’s width.
Fixed an issue where the Fitting tab of the Primae would fail to render.
Fixed an issue where the contents of the window would fail to render if it was opened by clicking the Info icon of a ship in a contract.
User Interface:
Fixed an issue where players who had a market group opened which was removed would no longer be able to open the market without resetting their settings.
The Revenant expansion is out!
Full overview of the contents of the expansion can be found here: Revenant Expansion Notes!
NES:
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.
Gameplay:
The Capital Jump Portal Generation skill now only applies to Carrier Conduit Jumps, and no longer incorrectly increases the passenger limit for Black Ops and Rorqual conduits.
Fixed a very rare race condition which could result in a Skyhook skipping the armor reinforcement timer.
PVE:
Fixed a bug which prevented some NPC dreadnoughts and titans from using their warp disruptor abilities.
Hello expansion enjoyers!
The Revenant expansion is arriving next week at 11:00 UTC 12 November! As has become tradition now, 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 mercenary den is a brand-new deployable structure anchorable at skyhooks on temperate planets. Blueprints to build the mercenary den can be purchased in Zarzakh from the market in the Fulcrum. To deploy one, you’ll need to train the new mercenary den management skill, which allows a character to control 1 mercenary den per level, for a total of 5 per character with max skills. Only 1 mercenary den can be at the same skyhook at a time.
Once a mercenary den has been successfully placed, it will passively generate encrypted infomorphs every hour. These items can either be sold on the market to other players or taken to Zarzakh to exchange for rewards with the deathless item traders. Those include the new deathless ships, breacher pod launchers, breacher pods, skillbooks and exclusive SKINR components.
Mercenary dens can only be accessed by the character which owns them; however, they are vulnerable to attack. Mercenary dens have a single 24h reinforcement timer with a 6-hour jitter which the owner has no control over. While reinforced, mercenary dens will continue to produce infomorphs, but they won’t be able to be removed from the mercenary den until it leaves reinforced mode and has been repaired above 50% shields. Note that it automatically regenerates shields over a long time if no one comes to finish it off, but it can also be manually repaired to full. If a mercenary den is destroyed, it has a 50% chance to drop the encrypted infomorphs inside.
Mercenary Tactical Operations (MTOs)
Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.
Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy.
Development is generated over time, and when successfully completing mercenary den tactical operations. Higher Development levels will cause the mercenary den to increase production yield of infomorphs over time.
Anarchy is also generated over time and decreased when successfully completing mercenary den tactical operations. Higher Anarchy levels will cause the Skyhook it’s placed on to siphon workforce production, preventing the workforce from being used by the sov owner.
Two new deathless ships are being released with the Revenant expansion. Deathless ships are exclusively able to fit the new breacher pod launcher damage over time weapons, they also feature high amounts of mid-slots for extensive utility and flexibility, active shield tanking bonuses, average speed but have powerful web resistance bonuses, large drone bays for their class and damage bonuses to both projectile weapons and close range missiles allowing them to do extensive DPS up close even without the breacher pod weapon, and finally the ability to fit covert ops cloaking devices.
Tholos
Cenotaph
The Deathless ships are available exclusively as blueprint copies from Deathless item traders, which can be found in Zarzakh. Players can turn in Atavums found in exploration sites, and Encrypted Infomorphs from mercenary dens to purchase them.
Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it’ll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc.
The damage over time effect from breacher pods does not use signature radius or tracking like other weapon systems in the game, instead, they apply damage every second based on the targets total hitpoints (raw Shield, Armor and Hull HP combined) or a flat damage cap number, whichever one of those two is lower. This means that a ship with incredibly high hitpoints like a Titan will always take the flat damage cap, but a ship with low hitpoints like a Corvette would always take the % HP damage instead.
The damage over time effect lasts between 50 and 75 seconds depending on the users skill level, and once hit, it will not clear until a player leaves the solarsystem or docks up. It can continue doing damage while the player is in warp or while the player is tethered. The damage over time effect also completely ignores resistances, which means the effect will apply full damage to ships which have used modules like the Assault Damage Control and the Emergency damage Control. It also can apply damage to Rorquals and ships under the effect of the PANIC module.
A player ship can only be affected by one damage over time effect at once. Getting hit with additional breacher pods will just add another effect which will take over when the previous one expires. Much like Command Bursts, if two players shoot the same target with breacher pods, then the player who has the strongest breacher pod effect will deal damage to the target, and the other one will remain inert unless the stronger effect expires.
SCARAB Breacher Pod S
Max Range: 4km (6km with max skills)
HP Damage per second: 0.60% (0.75% with max skills)
Maximum Damage per second: 160 (200 with max skills)
SCARAB Breacher Pod M
Max Range: 8km (12km with max skills)
HP Damage per second: 0.60% (1% with max skills)
Maximum Damage per second: 800 (1000 with max skills)
Small Breacher Pod Launcher
Rate of Fire: 24 seconds (12 seconds with max skills)
Medium Breacher Pod Launcher
Rate of Fire: 20 seconds (10 seconds with max skills)
It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once.
Much like the Deathless Ships, blueprint copies for Breacher Pod Launchers and SCARAB breacher pod ammo can be obtained by trading Atavums, found from exploration, or Encrypted Infomorphs, generated from Mercenary Dens, in Zarzakh.
5 new skillbooks are avaliable to improve the effectiveness of breacher pod launchers, and can be obtained by trading in Zarzakh.
Breacher Pod Launcher Operation - Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level. 3x training time multiplier.
Breacher Pod Clone Efficacity - Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level. 5x training time multiplier.
Breacher Pod Projection - Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level. 5x training time multiplier.
Breacher Pod Rapid Firing - Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level. 5x training time multiplier.
Breacher Pod Clone Longevity - Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level. 7x training time multiplier.
Paragon is proud to announce that capsuleers can now target skin listings to specific characters, corporations, or alliances when creating a public or private listings.
New filter options allow you to search for SKIN listings targeted at:
Your Character: Listings that are directly aimed at you.
Your Corporation and Alliance:
Listings from any player.
Listings from members of your corporation or alliance.
Listings from any Brand Manager within your corporation or alliance.
Create SKIN Listing Window: A new availability dropdown has been added, allowing you to specify which character, corporation, or alliance your listing is aimed at.
My Own Listings Section: Now displays your public and targeted listings in a more organized fashion.
SKIN Listing Cards: Updated with relevant targeting information to clarify who can view and purchase the SKIN.
New Categories in the Paragon Hub
SKINS for Current ship
All SKINs
Corporation SKINs
Alliance SKINs
SKINs listed at you
My Own Listings
Creation of Branded Listings:
If the listing is targeted at your own corporation or your own alliance and the seller has the Brand Manager role, no SKINR Service Fee or HUB Listing Fee will be applied.
The listing will be marked as a Branded Listing.
Purchasing Branded Listings:
Buyers will not have to pay any SKINR Service Fees on a Branded Listing. However, an EverMark fee will be charged per SKIN, based on the SKIN tier.
Loss of Brand Manager Role:
If a seller loses their Brand Manager role for any reason, all of their branded listings targeted to their corporation or alliance will be automatically cancelled and licenses returned to the seller’s Collection.
Elevate Your SKIN Designs
Enjoying your personal SKIN creations, but wishing it could just have a little more? Bring that inspiration and enhance your designs or create new ones with the new SKINR additions.
The new SKINR additions introduce the use of a second pattern as well as new pattern controls and modifications. Each SKIN design will now include 2 new customizations slots: secondary pattern and Nanocoatings for it.
Design Element Controls and Modifications
Second pattern modifications:
Blend modes: modify the layering effect between patterns
Switch: modify the patterns hierarchy
Design element controls:
Reset pattern: Reset pattern modifications to its default value
Done through a Right Mouse click menu
Reset all slots: Remove selected design elements from all slots
Done through a Right Mouse click menu
Don't know where to start? Feeling lost in the vast space of SKIN designs? Fret no more and make use of the Randomizer. Paint your empty ship into a masterpiece within seconds or find inspiration with the many combinations and make it into your own.
Randomize-2To celebrate the expansion, over 40 new patterns have been added. These can be found through gameplay in various locations around New Eden.
Until November 26th a special set of Revenant Expansion login rewards will be available for players who log on. Rewards include Expert Systems for Deathless ships, Patterns and Nanocoatings for SKINR Ship Personalization, up to 450K skill points, 10K of EverMarks, and Boosters.
To celebrate the new additions to the SKINR tool, Paragon has reduced the Sequencing time for new SKINs by 50%. (Until Tuesday November 26th)
Added new skill Executive Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
For Revenant, we are continuing the improvements on the Corporation Projects system to enable corporation leadership to have a more active corporation and achieve more ambitious goals.
With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.
Expanded Project Parameters functionality enables:
Multi-value parameters: Project creators can select up to ten values per supported parameter.
Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship)
Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer’s Ship)
Material Types or Groups (Mine Materials)
Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer’s Ship)
Organizations (Earn Loyalty Points)
Mixed-hierarchy parameters: Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported.
Locations parameter: Solar Systems, Constellations, and Regions.
Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)
Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)
We aim to bring Expanded Project Parameter functionality to all contribution methods currently supported.
Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.
Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.
The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form.
The window retains all the old window´s functionality while adding the following:
Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.
Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.
Immersive Additions: In-universe information on the ship's designer and attributed quotes related to the hull have been added to flesh out its place in New Eden.
Overview Tab: The Traits and Description tabs have been combined along with the previous header information to create the Overview tab. This provides all the most basic information for the ship in one place. In addition, you can view accrued killmarks for your ship within this tab.
Attribute Tab: The information within this tab has been reorganized to help players navigate it more easily. In addition, derived values such as EHP and align time are displayed here to help provide context to related attributes.
Skills Tab: The Skill Requirements and Masteries tabs have been combined. Any skill a player might need to fly a ship effectively can be found here.
Fittings Tab: A shortcut has been added which opens the Fitting window in simulation mode, showing the ship and its applied fitting.
Variations Tab: Variants within this tab now have links that open that hull within the Ship Tree.
SKINs Tab: Players are now able to preview and apply SKINs directly from this tab. In addition, a shortcut has been added to open that ship's SKINR Paragon Hub page.
All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don’t have the results that you were hoping for or aren’t able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling!
Marauders
100% bonus to Shield Extender hitpoints removed
50% bonus to Armor Plate hitpoints removed
5% additional bonus to Reinforced Bulkhead hitpoints removed
Marauders continue to be incredibly dominant in all areas of space, so we’re removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently.
Vargur
Falloff Bonus reduced from 10% per level to 7.5% per level.
CPU output Reduced from 625 to 600
Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we’re cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had.
Absolution
10% bonus to energy turret damage increased to 20%
5% rate of fire bonus for energy turrets removed
The Absolution is struggling a little with usage so we’re giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better.
Myrmidon Navy Issue
Armor Repairer amount per level increased from 7.5% to 10%
Base velocity increased from 155 m/s to 160 m/s
Agility improved from 0.7x to 0.67x
The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we’re making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn’t very valuable in PVE and if they only use drones and don’t rely on its higher damage hybrid weapons it’s not as attractive of an upgrade, and in PVP it’s fairly slow so can be difficult to use blasters so we’re hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP.
Harbinger Navy Issue
Powergrid increased from 1,495 MW to 1,550 MW
The Harbinger Navy currently has low usage, so we’re increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on.
Cyclone Fleet Issue
Powergrid reduced from 1,215 MW to 1100 MW
Rate of fire bonus for missiles reduced from 9% to 7.5% per level
The Cyclone Fleet Issue is incredibly dominant right now, so we’re making some adjustments to bring it back in line. We’re reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we’re also lowering the rate of fire bonus to tone down the damage it can put out.
Exequror Navy Issue
Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level
Base velocity reduced from 280 m/s to 270 m/s
Agility nerfed from 0.4x to 0.44x
Signature Radius increased from 110m to 120m
The Exequror Navy is still incredibly dominant and the most used navy ship in the game, so we’re making a small suite of changes, reducing the falloff bonus and then hitting it’s mobility slightly and increasing the signature radius, so it’ll be worse at mitigating damage and can’t project as far as before.
Stabber Fleet Issue
New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level
The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we’re extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility.
The following module types have been given unique icons to help differentiate them:
Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers
Capacitor Rechargers, Capacitor Flux Coils, and Capacitor Power Relays
Shield Rechargers, Shield Flux Coils, and Shield Power Relays
All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to.
Several Combat Anomaly sites in nullsec have been renovated.
All variations of the Forsaken Sanctums, Sanctums, Havens, Patrol and Horde sites have had full art and asset renovations
Over 100 different nullsec anomaly sites now have an objectives panel. So you can now easily see what wave you are on and how many NPCs remain at a glance!
Several NPC groups now warp in instead of spawning in place where appropriate.
Since volumetric clouds are part of the graphical updates, please note that they can potentially impact performance when multi-boxing. To mitigate this, we’ve added a setting that disables clouds when low shader quality is selected.
New Rogue Drone relic sites have been added.
4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.
A series of changes have been made to Observatory Flashpoint sites:
The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK
On average, 40% of the site’s total value will now be given in the form of new Stellar Surveillance Data commodities
These commodities can be looted from Stellar Observatory wrecks
NPC buy orders for these commodities can be found in CONCORD, DED, and Secure Commerce Commission stations
Only capsuleers within 50km of the Stellar Observatory are considered eligible for payouts
The minimum amount of contribution to be eligible for payouts has been increased
New Threshold Werpost sentry guns will aggress any capsuleer who goes beyond 50km from the Stellar Observatory
Once within the main combat area, capsuleers will now only have 30 minutes to complete the site
Any EDENCOM faction can now appear within the site (weighted toward the empire that owned the system before Pochven’s formation)
NPCs will now behave more intelligently within the site
Specific EDENCOM NPCs will prioritize attacking drones
EDENCOM NPCs will remember which capsuleers have engaged their faction between areas and waves
Triglavian NPCs will only be hostile to capsuleers who have attacked them or their fleet
NPCs will now orbit at ranges more suited to their weaponry
Sites are now visible within the Combat Anomalies section of both the AIR Opportunities and Agency windows
Info Panel objectives will now appear to help players keep track of the site’s current state
The activation range of the Assault Vector gate has been slightly increased
EDENCOM NPCs will now significantly outnumber Triglavians within the Assault Vector area
Cloaking is disabled while within proximity of a Stellar Observatory
Micro Jump Drives and Micro Jump Field Generators are disabled while within proximity of a Stellar Observatory
Warp drives are disabled while within proximity of a Stellar Observatory wreck
Pop-up and local chat messages have been replaced with one-time transmission conversations
Station Atmosphere Update
A new controller has been added that plays atmo for the station based on race. New atmo plays on Amarr, Gallente, Caldari and Minmatar small, medium and large stations.
We're excited to see what you do with the updates coming in the Revenant 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 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: 2024-11-05
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Events:
The Crimson Harvest event has concluded. Thank you so much for participating.
In preparation for the Revenant Expansion on Tuesday, 12 November a Revenant-themed character select background was added.
Structures & Deployables
Skyhooks placed on reagent planets (Lava & Ice) will now show how many colony reagents were dropped or destroyed inside them on killmails.
Gameplay:
Warping to the probe result of a Sovereignty Hub or Skyhook will no longer cause you to land inside them, you’ll now land at the edge as if you warped to it normally.
Bookmarking a Sovereignty hub and then warping to the bookmark will no longer cause you to land inside the sovereignty hub.
Miscellaneous:
Alliance Tournament XX has concluded; congratulations to this year's winners, "The Tuskers Co.".
The following has been updated with the conclusion of the event:
The Alliance Tournament monument in the Manarq system has been updated with the Tuskers Co. alliance logo.
The "Alliance Tournament Cup" has been updated with this year's (and previous years) winners.
The Guristas, sponsors of Alliance Tournament XX, have adapted prizes previously donated by CONCORD. The "Python" is a Black-Ops Battleship based on the Marshal Battleship. The "Cobra" is a Force Recon cruiser based on the Enforcer Cruiser. The "Sidewinder" is a Covert-Ops frigate based on the Pacifier frigate. Further details on these ships can be found on a previously issued prize blog here: Alliance Tournament XX – Live schedule & more! | EVE Online.
🤝 There were a few changes made to the ships based on community feedback that this page will be updated to reflect:
The Python had its Minmatar Projective RoF bonus reduced from 15% per level to 12.5% per level.
🤝 The Sidewinder lock range was increased to 55km from 40km
🤝 The Sidewinder had the attribute “No targeting delay after decloak” added to the role bonus.
A new "CONCORD Victory" SKIN line has been added based on the color scheme used for the Python, Cobra and Sidewinder.
Sovereignty:
All remaining Sovereignty Hubs which were running in Legacy mode have been automatically converted into using the new mode.
It is no longer possible to remove rigs from structures which were eligible for rig removal.
Gameplay:
Insurgencies - Fixed a bug which could cause empire factional warfare HQ solarsystems (Amo, Intaki, Mehatoor and Onnamon) from not starting at suppression level 2.
Insurgencies - Fixed a bug where corruption effects could linger after an insurgency ended.
ESS - It’s no longer possible to place deployables (like Micro Jump Units and Mobile Tractor Units) closer than 1000km to the ESS in the main ESS room.
Balancing:
The bounty rewards for the destroyer, battlecruiser and battleship NPCs which are exclusive to the Forsaken Sanctum/Teeming horde sites have been increased by 20%.
The chance of a Large Mercoxit Deposit spawning in a nullsec sovereignty system with a level 2 Prospecting Array Upgrade present has been increased by 3x
The Magmatic Gas cost to run a Metenox Moon Drill has been increased from 88 to 110 per hour.
Reduced the NPC buy order price of Superionic Ice.
Missions and NPCs:
The SoCT has expanded journal buy orders to Genolution stations, including new buy orders for recently discovered journal entries.
Audio:
Combat music no longer plays over other music.
Gameplay:
Insurgencies - Fixed an issue where the pirate FOB could move from reinforced back to vulnerable again if there was a temporary outage with the external service while it was reinforced.
Fixed an issue where NPC kills would not be counted towards daily goals and events if an NPC was one-shot by a player.
Fixed an issue where NPC kills would not be counted towards daily goals and events if an NPC was killed indirectly with a smartbomb or an EDENCOM vorton projector weapon bounce and wasn’t targeted by any player directly.
Fixed a killmail bug which could occur if a player killed themselves in one shot (Such as dying to their own bomb in a stealth bomber/failing Ghost Site hack etc).
Fixed a killmail bug which could occur if a player got a final blow on a player’s ship, but the damage they did was all in one-shot and they didn’t damage the target previously.
Graphics:
Adjusted the distance from which certain objects are visible in space.
Shattered Paradigm decals no longer clip on the Orthrus.
IGC logo on Shattered Paradigm SKIN is now grey instead of red.
Gameplay:
Fixed an issue which could prevent stargates from being used or selectable on the overview in a solar system.
Fixed an issue which could prevent bounty payments from NPCs being added to the bounty pool.
Fixed an issue which could sometimes prevent insurgency dungeons which have stage requirements from spawning.
Missions & NPCs:
The Society of Conscious Thought are offering capsuleers an ISK reward for Journal Entries recovered from relic sites.
Miscellaneous:
A new engineering structure with an item trader has appeared near the Shrouded Structure in Zarzakh.
Science & Industry:
The magmatic gas cost to run a Metenox moon drill has increased from 55 to 88 per hour. With more gas entering the economy, and the price of low-end moon materials such as R4s dropping in value, we want to increase the fuel cost of Metenox Moon Drills to raise the floor on what is profitable and create increased sinks and demands to meet the new supply of Magmatic Gas.
Gameplay:
It’s now possible to store the Standup Focused Warp Scrambling scripts for upwell structure warp disruption modules inside the infrastructure hold of the upwell haulers.
Graphics:
Improved the placement of the asteroids which were overlapping after the asteroid size increase and did a small beauty pass on the Prospecting Array 2 upgrades.
Technical:
When using the Chinese language on macOS 15 (Sequoia), the client would experience a performance drop due to an expected font being removed in this OS version. As a result, the font used for Chinese on macOS 15 has been updated, which resolves the performance issue and allows the overview to render correctly.
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.
Top Killers | |||||||||||||||||||||||||||||||||||
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