Greetings,
The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-06-11 Last update: 2024-10-01
🤝 - Indicates a change inspired by the player's feedback or suggestions.
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!
Features & Changes: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.
What's that you see? Is it a Condor? Is it an Archon? No, it's just Friday hitting; you like a gang of suspect Catalysts warping to you, but, on the upside, it also means it's time for a new Community Beat to read whilst that death animation plays out!
While contemplating what ship to pick next, have you ever considered the crew in the situation you put them in? THINK ABOUT THE FAMILIES ONBOARD! All those precious souls don't get to reclone back to their homes.. WELL, ANYWAY, did you know there's a tool to show you an estimated number of the total lives lost on ships you've lost versus ships you've destroyed? Not only that, but it hits you right in the heart by telling you some of the names of the lost people and their roles on board. Throw the URL into your Zkill STATS page and let the tool do the calculation.
Personally, if I were looking for a new ship to join the crew on, having a successful kill metric might be something many consider worthwhile. Still, the question should be, have you saved or destroyed more lives than you've lost.. right?!
Speaking of mass loss of baseliners, some ships with the largest crews (but also most considerable survival rates because they usually die so slowly) are Titans! We've seen a few alliances build the beautiful croissant crescent that is the Azariel, the Angel Cartel Titan, but as for the loss of one, we hadn't witnessed it yet.
Over in the system of K7D-II, Brave Collective was having a "Pirate Day", which usually results in a few acts of piracy and "Frienemy fire" occurring, but this time an Azariel was on the menu. So the first loss of this ship was piloted by a pilot from Brave.. and killed by Brave..? You know, a first is a first, even if it does seem like a beautiful work of art to lose - you can watch its final moments here:
Also, on firsts - back on 18 September, a series of officer Cruisers and Frigates started appearing all over the universe, dropping new officer swag. We were keenly watching for you all to encounter one of these, and one of the EVE Partners, Chaos1298, managed to kill one! Kindly reported by a member of his community, he acted on the intel fast, swept in and grabbed the kill! It wasn't without its high pulse moments either, with the officer burning straight towards him, another player coming in just as he was getting close to finishing off the officer before finally overshooting the wreck and enacting the ancient ritual of loot-and-scoot.
Chaos lootingGetting away with 2 of the new officer mods among a bundle of other loot, Chaos was nice enough to return the bulk of the loot to the person who reported the intel and kept a mod for himself. Nice!
Veteran EVE artist Lloyd George has been working on a Titanic art piece: painting a beautiful Erebus, which is well in tune for the tournament season and as it's coloured to match in the Alliance tournament organiser, the IGC's colours.
Being streamed over the last few weeks, we've been watching the progress of it over time - It is unusually very zen compared to the rest of the chaos of New Eden, but if you get a chance, we'd recommend dropping by on one of his streams and have a watch!
One of the other artists, Cpt Armarlio, does a lot of fantastic "Wireframe" type designs and drawings and Evifreyalp over on the EVE Discord in the #eve-art channel as well has been laser etching the designs into wood, which look incredible.
It's also always interesting to see when features get added to the game, and new sub-communities and professions are spun up. New roles occasionally get created in the universe - when we added SKINR for structures, the role of "Brand Manager" was created, making individuals responsible for the corp themes. But with SKINR, on an individual level there was different management involved, the role of "SKINR Artist" was spawned when people could start making their designs and entire skinlines. Offering varieties of skin designs, colours, and costs for their work, some even go so far as to spin up their marketing methods on social media platforms. We came across this one on Instagram:
Check them out over here - They go into a bunch of detail with each picture, showing multiple angles and then the design name if you're interested in picking it up!
Lastly, we finish up some lovely pictures from EVE North - It was shared over on EVE Discord by NeoShocker - it looks like it was a fantastic time:
EVE meets are always great for meeting like-minded space nerds worldwide, and we all have other common interests. How many of you play different games together in your community? I bet there's a D&D enjoyer or a board game enjoyer in there! We all secretly have stories we love sharing and hearing from other spacefriends about who we are or something we did. We regularly feature upcoming meets in the beat, so keep an eye out here for future meets where you could be having a blast like this group!
Until next time! Fly it like you stole it!
o7
Your career is about to really take off, as you have the chance to jumpstart your path with 20% off all Career Packs in the EVE store. Each pack is designed to cater to different playstyles, from the law-bringing Enforcer to the exploration-focused Explorer. Equip yourself with essential skills, accelerators, Omega time, and more at a discounted price:
Enforcer Career Pack - 20% off
Soldier of Fortune Career Pack - 20% off
Explorer Career Pack - 20% off
Industrialist Career Pack - 20% off
Build your legacy, enhance your capabilities, and chart your course across New Eden with these valuable packs, until 3 October.
*Each pack can be purchased once per account.
SAVE NOWFor a limited time, get 50% off HyperCores and maximize your earning potential in New Eden! With this deal, you can create more HyperNet Relay offers for less, opening up a whole new way to turn your rare items into serious ISK. This is perfect for those looking to avoid traditional market sales and instead make more profit through the thrill of HyperNet raffles. Don’t miss this opportunity to experiment with new ways to trade and profit.
Head to the New Eden Store and grab your discounted HyperCores now!
HEAD TO THE NESThe foreboding season of Crimson Harvest draws near, promising a month filled with sinister opportunities and shadowy deeds across New Eden. This year's event, from 3 October to 5 November, is set to be a chilling saga of loyalty, conflict, and dark rewards.
Prepare for hellish loot drops, brutal battles, and bloody challenges throughout the event period. Embrace the spirit of the Harvest and sink your teeth into the chaotic carnage awaiting in New Eden.
During Crimson Harvest, capsuleers are thrust into the deadly feud between the Blood Raider Covenant and the Order of Tetrimon. From 3 October to 5 November, pilots inhabiting highsec, lowsec, nullsec, and wormhole space can tackle a variety of combat and hacking sites, with the most valuable spoils lurking in lowsec’s Derelik and Blood Raider-occupied Delve. Those who brave the rarest of these sites take heed, though, as they may escalate for an even bigger challenge and greater reward.
To take part in this bloody conflict, align yourself with either side through the Agency and undertake unique missions that will test your resolve and reward your cunning.
Crimson Harvest is a season of slaughter. During the event, PvP kills will reward you with a 90% loot drop rate, rather than the usual 50%. Look for the pumpkin-marked wrecks of those who dared to challenge you and seize their hoards. Stay vigilant, however, for there may be devious fiends lying in ambush who could strike when least expected.
In addition to getting rewarded for your chosen side's unique set of challenges, every day of Crimson Harvest offers unholy login rewards. Upgrading to Omega at any point during the event grants all prior Omega rewards. Among the treats awaiting you are boosters, SKINs, EverMarks, generous Skill Points, horrific SKINR components, and more. The 25th day holds a particularly devilish delight - 250,000 Skill Points for Omegas and 75,000 for Alphas. This means 650,000 SP for Omega pilots, so start your reign of terror on day one!
Dive into Darkness!The Upwell Consortium has closely monitored the performance of its revolutionary Equinox suite, and following extensive feedback from power users, significant enhancements are set to be rolled out in an orbital skyhook security update coming in early October. A certain vulnerability to raiding will be addressed, taking some of the advantage away from attackers seeking to raid skyhooks. These changes will bolster the attractiveness of the structures by improving their output while also reducing the logistical burdens placed on their owners.
To address the imbalance in raid dynamics, orbital skyhooks will only be vulnerable to raids during specific windows that are visible to all pilots. These periods are based on the structure owner’s preference, but feature a significant randomized offset, introducing an element of unpredictability. As a result, defenders will have better opportunities to plan their defenses, while raiders must operate within tighter, more strategic timeframes. This shift will reduce the constant pressure on skyhook owners, who will no longer need to be on high alert around the clock, while still preserving the opportunities for intense, tactical conflict.
An important adjustment to orbital skyhooks coming with this update is the employment of a dual storage system that splits resource output between a secure bay and a surplus bay. The secure bay will ensure that half of all produced reagents (magmatic gas or superionic ice) are protected, available only to the owner and their approved access list, or upon the destruction of the skyhook. This ensures a stable flow of resources for owners without overwhelming loss to raids. Meanwhile, the surplus bay will hold the other half, which will be vulnerable during the raiding windows. Attackers can claim the entire contents of the surplus bay, which has a 100% drop rate during raids, offering significant rewards while maintaining the competitive drive in nullsec.
Another important aspect of these skyhook enhancements will result in greater efficiency, leading to a significant increase in the amount of reagents extracted and, therefore, flowing into the market, directly impacting the entire economy of New Eden. The streamlined system will reduce operational friction while boosting overall productivity. Alliances operating in nullsec can expect more consistent resource yields from their orbital skyhooks, as well as less logistical work, making them an even more valuable asset for holding territory and fueling war efforts.
With the upcoming enhancements to skyhook operations, this is a great time to adopt the Equinox sovereignty system. These updates will significantly reduce the daily burden of managing orbital skyhooks while offering greater output, making them more valuable to owners and alliances alike.
In addition, the Upwell Consortium has announced that on 29 October, transitioning to the new system will become mandatory for all capsuleers. Those who have yet to make the switch are encouraged to do so before this deadline to ensure a smooth transition and avoid disruptions.
The siege of Zarzakh has ended! After their attempt to overcome its defenses using strange breach engines in systems with gates to Zarzakh was thwarted by courageous capsuleers, Drifter forces have been pushed back for now.
Subsequently, a shrouded structure of unknown origin, possibly the target of the siege, has appeared in Zarzakh without explanation. Intercepted messages indicate that something of note is set to occur soon, although the exact timing is currently unclear.
Capsuleers are invited to investigate the mysterious structure in Zarzakh for themselves, but as of yet, no official explanation for its sudden appearance has been offered. Furthermore, rumors are circulating that Thukker ships are preparing for maneuvers in the Altrinur system.
The siege of Zarzakh has been bloody and intense, taking its toll on capsuleer fleets as well as enriching the most intrepid pilots. Over 500 ships, worth well over 100 billion ISK, have been lost to Tyrannos Strategos, while Drifter officers have dropped more than 700 modules. At the same time, capsuleers have destroyed well over 3,000 Horizon Breach Engines.
The Drifter forces have been driven back for now, but what is next for Zarzakh?
Warp to New EdenEVE Fanfest is coming to Harpa conference hall in Reykjavik in May 2025, and the stage is set for capsuleers to shine! Step up and captivate the EVE community with your stories, knowledge, and creativity. This is your moment to lead New Eden! Whether you’re an expert in the intricate mechanics of EVE or a passionate capsuleer with a special area of interest - be it play style, community, activity, lore, leadership, or anything else - we want to hear from you!
All players, seasoned veterans, and new pilots alike, are encouraged to seize this opportunity to share their stories, experiences, and knowledge with space friends. To apply, send a detailed outline of your proposed topic to communityteam@ccpgames.com by 1 December 2024.
Presentations should be a maximum of 30 minutes long, with an allotted 15 minutes for Q&A afterward. Any accepted applicant’s PowerPoint presentation must be submitted for review by March 2025.
In addition to the excitement that comes with presenting your passion to your fellow capsuleers, all accepted presenters will receive a free ticket to Fanfest 2025 (or a refund for those who have already purchased one), as well as access to special facilities at the venue to relax and prepare for their appearances. Whether or not you’re looking to present, there’s still room for more space friends at Fanfest! ❤️
Get your tickets while they’re still available! Fly Safe - we’ll see you in space and in Reykjavik next May! o7
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Tranquility Version: 22.01.2701110 - V22.01 EVE News 24: Thursday, 12. September 2024 21:54 Announcement: EVE Frontier! REYKJAVÍK, Iceland – September 12, 2024 – Today, CCP Games is excited to reveal EVE Frontier, a space survival game defined by freedom, challenge, and consequence. You awake from stasis as the last [...] Imperium News: Saturday, 17. August 2024 07:00 In Memoriam: Innominate I’ve run out of ways to begin this particular memorial article. I have spent days trying to… Friday, 9. October 2020 17:44 The Scope - Fury at FWST-8 The Scope Galactic News Network Reports on the Fury at FWST-8 Fury at FWST-8 Rages Over PAPI Keepstars Further Reporting from the New Eden Correspondents by ISD Deloro A Foothold in the Fortress - The first fight around a PAPI Keepstar in Delve Up to 3,800 capsuleers and about 1 trillion ISK in damages; the fight over a Keepstar in FWST-8 on October 5th YC122 was an endurance test for capsuleer and [...]KOMER Blog Feeds:
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