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  • Alliance Tournament XXII Begins This Weekend!
    published on August 28th, 2026 at 03:00 PM

    Arena-enjoying capsuleers, the wait is almost over.

    Tomorrow, Saturday 29 August, the first ships will enter the arena as Alliance Tournament XXII begins three weekends of preliminary competition, with the first match kicking off at 13:30 UTC on the Fenris Creations Twitch channel.

    This year, 58 teams from across New Eden have signed up to test their pilots, theorycrafters, fleet commanders, and probably a frankly unreasonable number of spreadsheets against some of the best competitive PvP players in EVE.

    And unlike previous years, everyone is going to get plenty of opportunities to fight.

    Seven Rounds. Sixteen Survivors.

    Alliance Tournament XXII introduces a Swiss-style preliminary tournament, giving every participating team seven matches to prove they deserve a place among the final 16.

    Rather than an early loss immediately sending a team tumbling towards elimination, Swiss pairings increasingly match teams against opponents with similar results as the tournament progresses. Win your early games and you'll find yourself facing other successful teams. Have a rough start and you'll meet opponents fighting their own way back up the standings.

    hyperion shooting

    It means more matches, more opponents, and considerably more opportunities for teams to recover from an early upset - while consistently successful teams will find the competition getting tougher around them.

    After seven rounds, the top 16 teams in the standings will advance to the Alliance Tournament XXII finals, taking place on 31 October and 1 November.

    As a quick recap: Every match can feature up to ten pilots per team, with captains constructing their lineups from ships carrying different tournament point values and staying at or beneath a 200-point limit. Once the countdown finishes, they have just ten minutes to turn hundreds of hours of practice, theorycrafting, intelligence-gathering research, counter-theorycrafting, and no doubt frantic last-minute fitting changes into a victory. Read the full rules and regulations here.

    Expect everything from aggressive rush setups and heavy brawlers to long-range compositions, electronic warfare, logistics, drones, tackle, and whatever deeply cursed strategy somebody has been quietly hiding on Thunderdome (the tournament server) for the last few weeks… because this is the Alliance Tournament, making things weird and unpredictable means your opponent won’t know how to react. Or better yet... “how can my enemy know what I’m doing if I don’t?”

    AT Trophy

    Three Weekends of Spaceship Violence

    The preliminary tournament will run across six broadcast days over three consecutive weekends, with the first matches beginning at 13:30 UTC each day:

    • 29 & 30 August - Preliminary Weekend 1

    • 5 & 6 September - Preliminary Weekend 2

    • 12 & 13 September - Preliminary Weekend 3

    Every round will make the picture a little clearer. Early victories will put teams in strong positions, losses will make every remaining match increasingly important, and by the final weekend the fight for those last few top 16 positions should be very real indeed.

    All of the action will be broadcast live on the Fenris Creations Twitch channel, with a crew of experienced EVE players, tournament veterans, analysts, commentators, observers, and other competitive spaceship enjoyers on hand to explain what's happening in the arena - and occasionally attempt to work out exactly what a team was thinking when ten unexpected ships appear on screen.

    The goal is simple: whether you've spent weeks analyzing the point spreadsheet or you're tuning into an Alliance Tournament for the first time, we'll make sure you know what matters when the ships start exploding.

    arena

    Put Your Channel Points Where Your Mouth Is

    Of course, merely watching other people make difficult decisions isn't nearly as entertaining as making some questionable decisions yourself.

    Throughout the broadcast, viewers will be able to use Twitch channel points to predict the winner of each match. Back the right team and you can build up your points, with opportunities to exchange them for SKIN rewards along the way.

    So listen carefully to the analyst desk… or completely ignore them and vote for whichever team has the coolest sounding name - both are time-honored Alliance Tournament strategies.

    There will also be Twitch Drops available each weekend of the broadcast featuring booster crates, SKINR materials and ship SKINs!

    Glory - And Some Very Shiny Spaceships

    For the competitors, making the top 16 also puts them within reach of some of the rarest prizes in New Eden.

    With the Amarr Empire sponsoring Alliance Tournament XXII, two new limited-edition ships await this year's highest-placing teams: the Herald and the Penitence. (Headphone warning: loud wubs)

    The Herald is an electronic attack frigate based on the Sentinel, incorporating technology from the Retribution and Vengeance. The Penitence takes the Curse combat recon cruiser and combines it with heavy interdiction tech inspired by the Devoter. A total of 140 of each hull will ultimately be distributed among the top 16 teams, with the tournament champions taking home 40 of each. Explore the Alliance Tournament XXII prizes.

    There are also Amarr Victory SKINs on the line for match victories, meaning every win across the tournament carries something worth fighting for (including the matches in the preliminaries!).

    But before anyone can start worrying about the finals, there are seven rounds of preliminary matches standing between 58 hopeful teams and those coveted 16 positions.

    Some familiar names will rise to the top. Some favorites will stumble. Somebody will unveil a composition nobody expected. And somewhere, almost certainly, a frigate pilot is going to survive with an absolutely unreasonable amount of structure remaining.

    There's only one way to find out.

    Alliance Tournament XXII begins Saturday 29 August, with the first match at 13:30 UTC.

    Grab some Quafe, pick a team, spend those channel points irresponsibly, and join us live on the Fenris Creations Twitch channel.


  • GM Week returns 2026
    published on August 28th, 2026 at 03:00 PM

    GM Week returns on September 28, 2026!

    This upcoming 28th of September, the Game Masters (GMs) will be unleashed. They will show up in your systems, roam around your space, and generally look up from their day-to-day duty of handling support tickets to celebrate the unique community they have the privilege of supporting and their relationship with the players.

    As is tradition, during the week, there will be a plethora of shenanigans happening all over New Eden as well as on our official Fenris Twitch channel, with a lot of new features to incorporate into the fun.

    You can look forward to returning favorites with new twists, along with fresh ideas to break up our normal, everyday ticket life!

    Orbital Stash
    • Orbital Stash

    • GM Patrol

    • Scavenger Hunt

    Freelance-Job-3840x2160
    • Freelance Projects for the Game Masters corporation

    • Competitions run on the official EVE Online forums

    8d.00 18 02 01.Still015
    • Achievements & Titles to be earned

    Only Cans
    • OnlyCans

    Bot bash
    • Traditional Bot Abuse

    • On-stream pub quiz*

    • Recorded Q&A with GMs

    Roam
    • GM & ISD Volunteers Roam

    • Live2Feed - GM Week edition

    More details will be posted as we get closer to Sep 28, 2026. In the meantime, check out Fenris Creations on Twitch for entertainment until GM Week starts.

     *Did you know that Poitot is the only named system in Syndicate?


  • Community Beat for 28 August
    published on August 28th, 2026 at 03:00 PM

    Hello nerds and welcome to the Community Beat!

    This is our bi-weekly dive into community videos, art, blogs, and cool things we can point a spotlight on!


    The first thing we want to highlight is a sick fight posted by Nanobrain. The action takes place in Turnur, where STRIX & friends fight off a CONDI fleet. Pay close attention to the comms, as they masterfully dissect the enemies ECM heavy scorpions, and then their logi & DPS while maintaining tackle on the carrier which started the fight. A true masterclass in communication & on-grid performance!

    Next up, we'd like to spotlight Down the Chain with their most recent video which a fantastic compilation of recent-ish changes to EVE. It's a "What happened while you were gone" type video, superb for returning or new players to get caught up with a lot of different topics. Great work putting this together!

    For a very different type of video, EF Apps presents 19 years of EVE Online sovereignty changes, compressed into just over six minutes. Enjoy the ebb and flow of sov battles while listening to a remixed t.A.T.u song.

    Next up we want to highlight a really cool forum post which shows this practice tool for hacking! Whether you are a seasoned explorer or new to the game, everyone can benefit from practicing their skills or warming up before heading out into space! Check it out: A Practice Tool for Hacking! - Exploration Gameplay Center / Known Space - EVE Online Forums

    HackingPic1

    Something cool that caught our attention is that players are organizing to push for empire objectives. For example this Gallente Federation Contest, which incentivizes you with PLEX & ISK to help push Operation Rogue Edge. Check it out over on reddit: Gallente Federation Contest 2026 The 20obj and 9,5k Update : r/Eve

    gallente federation contest 2026

    Speaking of Reddit, we saw someone was cleaning out their parents attic & found an old Eve Strategic Maps binder! This ancient relic must be from the before times, back when you had to warp uphill both ways everywhere you travelled. Eve Strategic Maps... why the hell did I buy this...? : r/Eve

    Pretty neat though!

    eve strategic maps

    Back into some action! Gmoney Mcswaggins posted an ESS fight where he's piloting a dual rep Hyperion. He ends up fighting several other t1 battleships who catch him in the ESS right after he yoinks the 400m in there. Gotta love battleship brawls!

    The last thing we want to show you is a bit of a meme. Drake Iddon, over on his Flea Harvey Oswald YT channel, takes you through a journey of deliberately burning out all your midlots as fast as possible. This must be what happens to your mind if you spend too much time in Pochven.


    That about does it for this week's Community Beat!

    See you again in a couple of weeks! o7


  • 50% Off Skill Boost Bundles in NES
    published on August 27th, 2026 at 03:00 PM

    Skillful capsuleers, 

    Training your capsuleer makes all the difference in your New Eden career, and the faster you do it, the more of an edge you gain.  

    Until 2 September (23:59 UTC), you can save 50% on these Skill Point bundles, giving you a fantastic opportunity to skyrocket your skills. These bundles can be bought once per account, so if you haven’t already done so, now is the chance, before the upcoming reset: 

     

    Boost Bundles (Target Audience) 

    Instant SP 

    Genius Accelerators 

    Price in PLEX 

    Undock (New Player) 

    648,000 (1 month worth of basic Alpha training) 

    500 → 250 

    Afterburn (Recruit) 

    3 x 648,000 (1,944,000 SP, 3 months worth of basic Alpha training) 

    1,500 → 750 

    Warp (Intermediate) 

    6 x 648,000 (3,888,000 SP, 6 months worth of basic Alpha training) 

    3,000 → 1,500 

    Jump (Veteran) 

    12 x 648,000 (7,776,000 SP, 12 months worth of basic Alpha training) 

    6,000 → 3,000 

     

    Also, if you don’t mind the wait and prefer even lower cost per SP, there is an ongoing 30% discount on Multi Character Training in the New Eden Store as well, making it easier than ever to empower your alts. 

    The ongoing 20% PLEX discount in the EVE Store is there to not only make these deals more attractive but to ensure the PLEX supply on the Global PLEX Market doesn’t run out. So if you have PLEX but don’t need SP right now, this is a good opportunity to sell it for ISK and help fellow capsuleers get access to the deal.  

    SAVE NOW


  • 30% Off MCT in NES
    published on August 27th, 2026 at 03:00 PM

    Capsuleers, 

    Multiple Character Training (MCT) allows you to train up to three characters on a single account: your main Omega pilot, plus two additional characters training simultaneously. This expands your options in New Eden, from industry and hauling to scanning, exploration, or cyno support, without distracting your main from what you’re focused on right now. 

    Until 2 September (23:59 UTC) is the perfect time to start training your alts, as the New Eden Store is offering a 30% discount on MCT packages: 

    Multiple Character Training package 

    Price in PLEX 

    Price per month in PLEX 

    1 Month 

    350 → 245  

    350 → 245  

    2 Months 

    600 → 420 

    300 → 210 

    3 Months 

    800 → 560 

    267 → 187 

    6 Months 

    1,500 → 1,050  

    250 → 175 

    12 Months 

    2,700 → 1,890 

    225 → 158 

    24 Months 

    4,600 → 3,220 

    192 → 134 

    • MCT is account-bound and non-tradeable. 

    There is a farewell sale on Skill Boost Bundles, so if you want to skip the wait and direct massive amounts of Skill Points directly into your characters, now is the chance to save 50% on these bundles, before they are reset. 

    In addition, there is an ongoing PLEX discount in the EVE Store, making this deal even more attractive! You can get a great deal on PLEX in the store, and of course, you can also source it on the global PLEX market. 

    SAVE NOW


  • Evolution, not revolution
    published on August 26th, 2026 at 03:00 PM

    Hey everyone,

    In this second HUD blog, we go deeper into some areas of improvement we have identified with the current HUD, how we want to tackle them, and introduce some of the new functionality we want to add.

    One of our main goals is to make the HUD easier to read and interact with while making sure that the changes also allow us to add new capabilities that are welcome for players who have spent the time to build muscle memory around the current HUD but would want more capabilities. We are not in a rush to a full release; we will start with an opt-in phase, take time to gather your feedback, and iterate in the opt-in phase before moving to an opt-out phase, and eventually fully transition to the new HUD.

    We take any change to this established core interface seriously and have done extensive research sessions with both new players and veterans. We brought in a group of new players to monitor how they interact with the game and identify their pain points. It’s always eye-opening to watch a newer player interact with our game, since we often forget the struggles they experience because we are so used to the UI as it is. We also spoke with veterans to understand their needs and had great sessions with the CSM to get their perspective. Then at Fanfest we ran a workshop session with players in addition to getting feedback at our UI booth.

    New HUD - WIP

    After watching how players interact with the HUD, what they understood, where they struggled, and where they could benefit from added capabilities. A few common themes started to emerge. We would like to review these themes and discuss how we want to improve them.

    Internally, we often talk about cognitive coins. We want our players to spend their cognitive coins on meaningful gameplay, not on fighting usability quirks in our user interface. Every coin players spend navigating these quirks adds up and, in the end, makes the main user interface harder to learn than it needs to be.

    Current HUD

    Grouping of elements

    One quirk of the current HUD is that we group elements that have very different functions. In some cases, we also give those elements similar shapes and visual treatment.

    This relates to the Gestalt principles of proximity and similarity: when things are placed close together or look similar, we tend to read them as being related.

    Medallion

    The medallion is a good example. It contains four distinct concepts within a single circular element: ship health, speed, capacitor, and rack heat.

    Utility Buttons

    The utility buttons have a similar problem. They look and feel like one group, but they do very different things. One activates autopilot, another opens a submenu, while others provide access to different tools. Our goal is to make these relationships clearer, so we are making the following changes.

    Speed

    It was really telling watching players try to set the speed for their ship, many didn’t understand that you can set an exact speed and confused the full speed button with incremental speed increase.

    We plan to move the speed controls out of the medallion and make them their own part of the HUD.

    Speed

    Moving this out of the medallion circle makes speed controls easier to understand for new players while also providing greater fidelity for veteran players to execute complex maneuvers that require manual speed control, such as kiting. Setting the speed for your ship should feel like a cool thing to do, and tie into the fantasy of playing a science fiction game.

    Health

    Shield, armor, and hull will remain together around the capacitor.

    Health Medallion

    We want to improve how this information is displayed and make it easier to understand the proportions of your ship’s defenses at a glance. We are also exploring options to show more detailed values and adding ticks to make the circular display easier to read.

    If you've ever been in a situation where your Drake Navy Issue’s shields are getting low, and you start aligning out only to watch in dismay as your armor and hull evaporate in a few seconds. It's probably because you forgot just how much of your precious HP was in those shields compared to the other two defense layers. With this change, you will now have a clearer picture of how much HP you have left, and maybe you'll align sooner and warp out in time!

    Capacitor

    In EVE Online cap is life, so it’s essential to be able to evaluate the state of your capacitor at a glance, especially during combat.

    Capacitor & Consumption meter

    With the new design, we'll add a gauge that shows how quickly you are gaining or losing energy. Currently, you don’t see how fast you are regenerating energy based on your consumption, so this will give you clearer feedback on your cap status.

    Energy Consumption

    Since the capacitor design feels like an iconic piece of EVE’s identity, we wanted to keep its circular shape intact.

    Rack heat

    We noticed that players had a really hard time understanding the relationship between the different overload components because they are spread across three different places of the HUD.

    We are moving the rack heat indicators to the side of the medallion and making their purpose clearer with improved iconography.

    Rack heat

    Because heat is directly tied to modules and racks, we want these elements to feel more closely connected. The rack heat indicators will also be oriented toward the rack they belong to, making that relationship easier to read. By doing this we group all the overload interaction and information in one place. We’ll go into the overload interaction in more detail below.

    Utility buttons

    We want to group utility buttons with the parts of the HUD they relate to instead of keeping them all in one place. We're turning the cargo button into a nested button similar to other utility buttons. Soon you'll be able to access your cargo, drone bay or mining hold from the same button.

    We are also moving the scanner controls so they can live alongside the minimap, where the connection between those features is clearer.

    Security status

    Security status will stay in roughly the same place.

    What we want to improve is the interaction itself. During our research, new players often did not realize that this element was a button or that they could use it to change their safety setting.

    Security status

    We want to make both of those things clearer. And now hopefully that one guy in your fleet who always has their safety green when you try to filament will finally give you a break.

    Module feedback

    Module buttons have a difficult job. They need to communicate a lot of information in a very small space. One of the biggest issues we identified was feedback. Modules have several states and interactions specific to EVE, so new players cannot always rely on what they have learned from other games.

    The current overload control is one example. The small green indicator above a module acts as both an overload control and an indicator. During testing, some players assumed the green light meant the module was ready or available.

    Module activation can also be difficult to read. Players sometimes struggled to tell whether a module was active and how its cycle was progressing.

    Module activation

    We want to make those states clearer.

    • Overload moves into its own interaction instead of sharing space with the normal module controls.

    • Active and inactive states will be easier to distinguish, and a moving indicator gives clearer feedback on module cycles.

    • Module shortcuts will be easier to discover as hovering will clearly show its shortcut.

    The goal is to reduce the amount of information each module button must communicate at once, without removing the information experienced players need.

    Overload

    Overload

    Overloading modules is an important part of EVE combat, but it is not particularly easy to discover or learn. We want to make it easier to understand without slowing down players who already know how to use it. We plan to bring the different overload interactions together in one place. There will be an overload control next to the module racks, with rack heat indicators pointing toward the racks they belong to.

    Overload 2

    Activating the overload control puts the module area in an overload state. From there, you can choose to overload an individual module or an entire rack.

    We also want to preserve the existing Shift-click interaction. Holding Shift will take you directly into the overload state, allowing experienced players to continue Shift-clicking modules to overload them.

    Overload 3

    When hovering over a rack control, the HUD will also show which modules belong to that rack. This is useful when you have rearranged the modules on your module bar, since their visual position does not necessarily match their rack position.

    Situational awareness

    Another thing we saw during our research was difficulty understanding where things are located in space.

    The Overview does a great job of telling you what is around you, but it is harder to use it to understand spatial relationships. An object might be close by, but from the Overview alone it is not always obvious whether it is above you, behind you, or on the other side of the grid.

    A minimap is a common way to convey this kind of information, so we are exploring how one could enhance situational awareness in EVE. Our current direction has three different minimap states.

    On-grid

    On-grid

    The on-grid view is a visual representation of the entities around you. It allows you to quickly understand where ships and other objects are positioned on the grid. You will also be able to interact with the map and apply filters to control what is shown. This view is mainly intended to help with spatial awareness and get an overview of a fight.

    Metro map

    Metro map

    The metro map gives you a simplified view of nearby systems and the stargates connecting them. The goal is to make it easier to quickly understand the systems around you and decide where you want to go next without opening a larger map. This view is mainly intended for navigation while moving through space and should be especially helpful when roaming in hostile space to not get caught in dead-end systems. In this view, just like others, the filters from your star map are applied, so the color indicates what you have selected in the main star map, such as pilots in space, active cynos or Triglavian minor victory systems.

    System view

    System view

    The system view shows the current solar system and the major locations within it. This is mainly intended to give you better context for where you are within a system and to help with activities such as mission running. This could also be useful for quickly finding a celestial to warp to when making an escape, or something to bounce off and approach a stargate from unusual angle to avoid drag bubbles. The idea is that you can right click entities in space and warp to them. And in the future to show you the d-scan range and angle. These views are still being developed, and we expect them to change as we continue testing.

    Boosters

    Booster management

    Boosters are an important element of PvP and especially critical for small-gang and solo combat where booster selection and timing can have a significant impact on the fight. Right now, to have quick access to boosters players need to keep a cargo window open on their screen, taking up valuable screen space. We are exploring a dedicated part of the HUD where players can place consumables and activate them directly with shortcuts.

    Booster management 2

    The idea is that you could prepare your booster setup in advance and place the consumables you need in these slots, making them easier to use when you need them. Over time, we could also explore supporting other useful consumables through the same system.

    Customization

    We know how important UI customization is in EVE. The current HUD is relatively fixed. You can move the whole HUD between the bottom and top of the screen, and modules can be rearranged, but the individual parts of the HUD cannot be positioned independently.

    Entire HUD

    We want to move toward treating the HUD as a set of components. That could mean moving modules into a vertical layout next to your Overview, using a smaller version of the medallion, or hiding parts of the HUD you do not need. Don't want the minimap? Hide it. Want a more compact HUD? That should be possible too.

    However, this level of customization will not be part of the first iteration. We are still gathering ideas and looking at which parts of the HUD should be customizable, so this is an area where your feedback will be especially useful.

    Screen real estate

    We are being careful about how much screen space the new HUD uses. The goal is not to make everything larger or add more UI for the sake of it. We want each part of the HUD to use as little space as it reasonably can while still being readable and useful.

    Some new elements, such as the minimap and booster controls, do take up additional space. That is one of the reasons customization and the ability to hide parts of the HUD are important.

    You should be able to decide what information you need to pilot your ship in New Eden.

    First impressions matter

    One piece of feedback that came up consistently in our new player interviews was that the HUD felt dated compared with the rest of EVE’s UI. First impressions matter, and an interface that felt modern ten years ago can naturally start to feel out of place over time. As part of this work, we want to bring the HUD closer to the visual quality of the rest of EVE, with more modern interactions, animation that brings the interface to life, and a visual style that feels distinctly EVE.

     full new HUD

    Feedback we are hearing from you already

    Screen real estate & Customization We are aware that these topics are important for players and are actively taking those into consideration like mentioned above.

    Saving HUD layouts We hear you, and this is something we want to explore in the future, in what capacity or when is uncertain at the moment. We would like to hear more about what you need here.

    Opting out Similar to when the Photon UI was being developed, you’ll be able to opt out while the HUD is in development. We expect the opt-out phase to be quite long. Once a high adoption rate is achieved, we will move into the final release phase. At that stage, we hope that we’ve built something together that we all agree works better.

    Future capabilities We see ideas around future capabilities and are monitoring that. For example, one request is to integrate the drone UI more deliberately into the HUD, we agree and that’s something we’d like to do later.

    Join the conversation

    We want to be clear that this project is still in its early stages. Production has started, and we are currently aiming to have the first version ready around the next expansion. This is going to be a long project; we will release in multiple stages, test, listen, and react.

    This will all be done through feature preview, so you can opt in and out at your will, during the development of the new HUD. For the first iteration, we are focusing on getting the foundation right, so we will be tackling the medallion, overload, and modules first. In the following releases, we’ll focus on the mini map, then the boosters, and then on customizability.

    We are showing you the designs early so we can have the conversation with you as soon as possible. That way, we can get your thoughts and ideas as we develop the feature and can iterate based on your feedback. Some of what you have seen above will change as we continue to build and test it with you.

    For the third and final blog in this series on the HUD, we will look further ahead. Exploring what comes after the feature work covered here, this includes ideas on improving immersion with better space interactions and even more ways to customize you experience.

    We are opening a Discord thread and a forum thread specifically for the HUD, so please join us there and let us know what you think. We are especially interested in what information you rely on today, what interactions you do not want to lose, and what parts of the HUD you would like more control over.

    Thanks for reading.


  • Patch Notes - Version 24.01
    published on August 26th, 2026 at 03:00 PM

    Greetings,

    The following page will list patch notes for all updates within this release (Version 24.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2026-06-09 Last update: 2026-08-26

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

    Patch Notes for 2026-08-26.1

    Localization:

    • Various text and localization fixes.


    Patch Notes for 2026-08-25.1

    Features and Changes:

    Technical:


    Patch Notes for 2026-08-20.1

    Features and Changes:

    Rampant Drone Fabricator:

    • The Fabricator will now be invulnerable until wave 5 has been completed.

    • The Fabricator, Nanoswarms, and NPCs will now be immune to Smartbomb damage.

    • Disruptive Lances will now deal only 5% damage to the Fabricator, Nanoswarms, and NPCs.

    • Vorton Projectors will now deal 10% damage to the Fabricator, Nanoswarms, and NPCs.

    • Nanoswarms can now be repaired.

    Smartbombs were previously disabled within these sites. They were enabled again with a signficant damage penalty so they could be used in pvp scenarios. Unfortunately, this led to performance issues as players were incentivized to spam Smartbombs to overcome the damage reduction. NPCs have now been made fully immune so Smartbomb spam is no longer encouraged.

    Disruptive Lances were missed when other AoE effects were being nerfed within the site so have been given the same damage reduction as Bombs.

    Vorton Projectors are a much more limited AoE effect, and as such have had their damage reduction scaled back a little. The site mechanics play strongly into their niche, so we will continue to monitor and adjust so they can feel powerful without entirely trivialising the content.

    Defect Fixes:

    User Interface:

    • When creating a corporation or alliance the UI window updates again as expected.


    Patch Notes for 2026-08-19.1

    Features and Changes:

    Missions & NPCs:

    • Updated backend data processing for agent missions.

    Defect Fixes:

    Gameplay:

    • Fixed an issue where users could not swap between crystal ammo and other ammo types.

    Localization:

    • Various text and localization fixes.

    User Interface:

    • Fixes an issue where NPC pirate spawners were visible in the overview.


    Patch Notes for 2026-08-18.1

    Defect Fixes:

    Graphics:

    • Lights on the front of the Phantasm are now angled correctly.

    • Minmatar engineers have requisitioned more duct tape and the floating lights on the Rifter are now positioned correctly on the hull.

    • The Capsule Forever Creative SKIN no longer triggers the burn VFX when docking, and the Aurora VFX now activates gradually instead of turning on abruptly.


    Patch Notes for 2026-08-17.1

    Defect Fixes:

    Technical:

    • Fixed an issue with the character selection screen sometimes breaking and inhibiting players from being able to log in.


    Patch Notes for 2026-08-11.1

    Defect Fixes:

    Gameplay:

    • Conduit jump passengers will now correctly scale with the Capital Jump Portal Generation skill.

    • Adjusted the amount of heat buildup from Tech 2 Entropic Disintegrators and Vorton projectors.

    • The Xarasier Capital Micro Jump Drive can now be fitted to command carriers.

    Localization:

    • Corrected a number of typos around Agent missions.

    PvE:

    • Fixed an issue preventing Anomalies and Signatures from spawning in certain systems.

    User Interface:

    • The Bereye III station’s ShowInfo now indicates that it supports industry, and the industry icon now appears in the station services panel.


    Patch Notes for 2026-08-06.1

    Features and Changes:

    • The Avalon Flotilla has come to Hirtamon. This landmark site houses the Avalon itself, a roaming fortress, forged by the Vanguard to offer all warclones the one thing they most need: a home.

    • The Amarr's Blessed Exchange campaign has received enough support for them to begin construction of the Deaconry of Economic Oversight. Extending from the existing Amarr VIII (Oris) - Emperor Family Academy station it marks the first signs of their potential success.

    • The Deaconry will be visible from orbit, as all modest Amarrian buildings should be.

    Localization:

    • Added localization for the new Khanid Cyber Knights SKINs


    Patch Notes for 2026-08-05.1

    Features and Changes:

    Rampant Drone Fabricator:

    • Increased the staggering time when spawning an NPC wave.

    • Added a new NPC to the site, the Infested Drone Naglfar, with the following behavior:

      • Only spawns during large Severe and Critical threat waves.

      • Is equipped with a Capital Energy Neutralizer.

      • Has far greater EHP and DPS than existing Fabricator NPCs.

      • Is vertical

    Note that this NPC is equivalent to several battleship-tier NPCs. While the overall DPS of a wave will largely remain the same, the Infested Naglfar spawns will be more focused on specific targets rather than being spread out. This, combined with its powerful neutralizer, will mean logi will need to stay on their toes.

    The average number of NPCs spawned during later Severe and Critical threat waves should see around a 10-15% decrease in NPC numbers to compensate for the Infested Naglfar. We've also increased the staggering time when a new wave spawns, and these two changes will help balance the load in later waves where the Rampant Drone Fabricator would sometimes fail to progress.

    We've been really impressed with the various strategies that groups have taken to complete the Rogue Drone Fabricator site, and we're excited to see them further develop. Let the Rogue Drone annihilation continue!

    Miscellaneous:

    • New Khanid Cyber Knight SKINs have been added


    Patch Notes for 2026-07-30.1

    Features & Changes:

    Rampant Drone Fabricator:

    • Added additional staggering when spawning large numbers of NPCs to improve performance.

    Defect Fixes:

    Miscellaneous:

    • Minmatar Pilot Expert System is now displaying the correct icon.


    Patch Notes for 2026-07-28.1

    Features & Changes:

    Operation Avalon:

    • Item traders for Operation Avalon have been removed.

    Rampant Drone Fabricator:

    • Stability can now only be lost from wave 5 onwards.

    Some players were deliberately starting and abandoning sites to force them to despawn. Now, a site can only become abandoned after wave 5 has been started. As a bonus, this change also gives players a chance to leave and refit their ship if they notice they forgot something.

    • Rebalanced NPC spawns to favor larger ships.

    In effect, this lowers the amount of ships in a wave without changing the overall DPS. There should be fewer Frigate and Cruiser NPCs and more Battlecruiser and Battleship NPCs. On average, this should result in a 10-15% decrease in the number of NPCs during later waves.

    Defect Fixes:

    Gameplay:

    • Making Mounts of Molehills (2 of 10) can now be completed by mining Veldspar-0-Grade.

    Rampant Drone Fabricator:

    • Fixed an issue where the site could become stuck after all NPCs are destroyed.

    User Interface:

    • Fixed FPS drop when opening Opportunities Window.

    • Fixed issue that caused titles to obscure a character’s name when looking at their show info window.


    Patch Notes for 2026-07-23.1

    Features & Changes:

    Rampant Drone Fabricator:

    • Added the Rampant Drone Fabricator site back to C1-C6 wormhole systems.

    • Increased the maximum wave to 100 (from 30).

    • The site will now escalate threat level based on a point system, dubbed "Rampancy", determined by the ships in proximity to the Fabricator.

      • The first escalation, equivalent to the previous Battleship Escalation, occurs at 12 Rampancy.

      • The second escalation, acting as a new middle escalation tier, occurs at 36 Rampancy.

      • The final escalation, equivalent to the previous Capital Escalation, occurs at 72 Rampancy.

      • The current Rampancy value will appear in the Info Panel objectives between waves.

      • The threat level of the upcoming wave will now appear in the Info Panel objectives between waves.

      • Each ship will add an amount of Rampancy as shown in the table below:

    Ship

    Rampancy

    Capital (other)

    72

    Force Auxiliary

    36

    Marauder

    12

    Black Ops

    8

    Battleship (other)

    6

    Command Ship

    3

    Battlecruiser (other)

    2

    Strategic Cruiser

    4

    Heavy Assault Cruiser

    2

    Logistics Cruiser

    2

    Cruiser (other)

    1

    Rampancy allows players much more control over the level of risk and reward they want to take on. Given these sites are now exclusive to wormholes, Rampancy also plays into deciding how to make the best use of available mass in wormhole connections. The thresholds have been set so most setups prior to this change will continue to face the same level of difficulty.

    • The total quantity of Fabricator Data accrued within the Fabricator will now appear in the Info Panel objectives.

    • Reduced the ECM strength of NPCs.

    • Destroyer-sized EWAR NPCs will now use Sensor Dampeners rather than ECM.

      • Note: These NPCs will appear with the "Bewildering" prefix.

    • Battlecruiser-sized EWAR NPCs will now use Target Painters rather than Stasis Webifiers.

      • Note: These NPCs will appear with the "Scrutinizer" prefix.

    • Added four new Nanoswarms:

      • Light Squadron Nanoswarm (Light Fighter Damage Bonus).

      • Rapid Squadron Nanoswarm (Fighter Velocity Bonus).

      • Focuser Nanoswarm (Turret Optimal Range Bonus).

      • Prolonging Nanoswarm (Missile Flight Time Bonus).

    • Nanoswarms will now be vulnerable during the following waves:

      • 5, 10, 15, 25, 35, 45, 65, and 85.

    • Drone rewards can now begin dropping from wave 1.

    • Reduced the per-wave drop chance of drones.

    • The average drop quantity of drones will now scale as the wave count increases.

      • Note: In effect, while these drones will drop more rarely, the quantity will scale much higher. The resulting average number of these drones dropped by wave 30 has slightly increased.

    • All sizes of TP-I, SD-I, and TD-I Hybrid drones have been added as possible drops.

      • Note: These drones have a significantly lower drop rate than the existing drone types. They have been added as an addition and will not dilute the existing drone rewards.

    • Increased the damage applied in C5/C6 sites.

    • Smartbombs are no longer blocked within proximity of the Fabricator.

    • Smartbombs, Bombs, and Vorton Projectors will now deal 95% less damage to the site's NPCs, Nanoswarms, and Fabricator.

    Bombs were being used to clear waves almost instantly, regardless of the wave number. To avoid having to block the modules themselves, the damage of AoE effects has been reduced significantly when applied to NPCs and objects within the site. This allows players to use these weapons in any PvP that occurs within the site while still requiring active gameplay to progress it.

    • Decreased the additional damage applied to Carrier ships to 40% (from 50%).

      • Note: Command Carriers will receive the full 100% damage increase like other Capital ships.

    • Decreased the site's respawn timer.

    • The Fabricator can now be repaired.

    • Improved the visuals of the site.

    • Updated the icon for Rampancy Data Dump commodities.

    • Updated various messages for better clarity and to reflect the site's evergreen status.

    • Fabricator NPCs are now separated into overview groups based on their hull sizes.

      • Note: These groups are part of the default Overview, but will need to be enabled for existing custom Overview settings.

    Universe:

    • As the Minmatar Republic’s ‘Starkmanir Restoration’ campaign starts to show early signs of initial success, the first group containing the most hopeful Starkmanir settlers have arrived in the Minmatar War HQ system of Amo, preparing to eventually resettle their historic home of Starkman Prime (Currently registered as Arzad II) if their campaign is a success. The other six tribes have pledged escort fleets to Starkmanir’s settlers, providing security to any Starkmanir pilgrims traveling to Amo, and will eventually escort them to Arzad if the campaign is a success.

    Pochven:

    • The site of the Urhinichi Continental has been given a permanent landmark to commemorate the best view in the region.

    3rd Party Developers:

    ESI:

    • Fixed an issue where newly created characters, corporations, or alliances could be incorrectly reported as non-existent on ESI until the next server downtime if their ID had previously been queried via ESI.

    Defect Fixes:

    Rampant Drone Fabricator:

    • Fixed an issue where escalations could occur without the required prerequisites.

    PvE:

    • Fixed some Homefront Operations NPCs incorrectly attacking drones and other NPCs.

    • Bombs will no longer apply damage to many non-interactable objects within sites.

    User Interface:

    • Fixed an issue that caused the Sovereignty Hub's fuel bay status to be displayed incorrectly in certain cases.

    • Fixed an issue where incorrect text strings had replaced the Ymir, certain boosters, and Epic Arc mission text.


    Patch Notes for 2026-07-22.1

    Defect Fixes:

    Graphics:

    • The Strategos Dreadnought wreck now has the correct icon.

    • The drones that fly around the under-construction Stargates now correctly fire their lasers at the intended locations on the structure.

    • Fixed an issue where ship animations would jump between normal and warping whilst docking.

    Localization:

    • Corrected a number of typos around Agent missions.

    PvE:

    • Fixed an issue with Mercenary Tactical Operation sites being unreachable.


    Patch Notes for 2026-07-21.1

    Defect Fixes:

    User Interface:

    • Fixed an issue where the NES icon would not appear in the NEOCOM panel for some players.


    Patch Notes for 2026-07-20.1

    Features & Changes:

    Operation Avalon:

    • Operation Avalon has come to an end!

    • The item traders will remain for another week, departing on the 28th of July.


    Patch Notes for 2026-07-16.1

    Features & Changes:

    Factional Warfare:

    • NPCs found in Moderate NVY-3, ELT-5 and BSC-1 complexes now have a small chance to drop tier II and tier III boosters, and a much smaller chance to drop Penumbral Shadow SKINs.

    Defect Fixes:

    Gameplay:

    • Added traits for the Opux and Dragoon Yachts.

    • Added fighter specialization skills to the fighter mastery certificate.

    • Fixed skill requirements of the Ultratidal Entropic Disintegrator II needing level I instead of level V Capital Precursor Weapon.

    Localization:

    • Fixed several typos throughout the game.


    Patch Notes for 2026-07-14.1

    Features & Changes:

    Universe:

    • The Caldari ‘State Corridor Initiative’ celebrates early success as they reach 11 of the 30 completed objectives needed to realize their campaign ambitions. Stargate projects in the systems of Ienakkamon and T-LIWS have started entering the construction phase.

    • The Gallente Federation’s ‘Operation Rogue Edge’ equally celebrates similar success, almost achieving 10 of the 30 completed objectives needed to get a firmer grasp on rogue drone technology. Stargate construction in Renyn has also entered the construction phase, with potential pair locations being surveyed in the Ellmay and Jufvitte solar systems.


    Patch Notes for 2026-07-09.1

    Features & Changes:

    Balancing:

    • Increased the Orca’s Drone HP bonus from 10% to 15% per level of Industrial Command Ships to match the actual damage per level bonus it has.

    Defect Fixes:

    Gameplay:

    • Updated the traits of the Orca to clarify it gets 15% bonus to damage per level and not 10%. This was always the case since 2021, but the traits had the wrong value listed.

    User Interface:

    • The two-column watchlist now tallies correctly.


    Patch Notes for 2026-07-08.1

    Defect Fixes:

    Gameplay:

    Operation Avalon:

    • Fixed an issue where AEGIS Squall ships were not respawning after being destroyed.

    Graphics:

    • Fixed a bug in the Arkombine Arisen SKIN line where visual effects would disappear when zooming the camera far out from the ship.

    • Fixed the Alligator Arkombine Arisen SKIN visual effects color being incorrect on warping.

    • Fixed a floating flare light on the Probe and Probe Fleet Issue.

    • Fixed more floating flare lights on the Thanatos, Nyx, and Gaia.

    • Fixed a bug where a few module sound effects were not being triggered, including some shield boosters, armor repairers, and hull repairers.

    • Fixed the Rifter booster areas which were missing textures.

    User Interface:

    • The equipped title is not visible anymore in the selected item window of a structure that’s being controlled.


    Patch Notes for 2026-07-07.1

    Features & Changes:

    Operation Avalon is here!

    Avalon Investigations:

    Avalon Investigations will begin appearing throughout Empire space, from high to null-security systems. Additional investigations can be activated by Vanguard warclones as they complete Expeditions. Ongoing investigations appear both in the Map and the Opportunities window, under the Interstellar Events category.

    Roaming Haulers and Hidden POIs:

    Within these investigated systems roaming haulers, AEGIS Squalls, will travel between new sites and hidden POIs. Haulers have a variety of valuable loot in their cargoholds. Hidden Points of Interests include:

    • Hacking sites

    • Salvaging sites

    • Combat sites

    Hidden POIs can only be located by scanning down haulers as they visit these locations, and contain much more valuable rewards.

    Standard Sites:

    In addition to the hidden POIs, standard versions of these sites can be found both as anomalies and cosmic signatures. While their rewards are not as high as their hidden variants, they are much more common and make for a reliable way to increase influence within the system.

    Influence will be increased with every site completed. Once 100% influence is achieved, a special site containing additional rewards will appear. Completing this site will bring the investigation within the system to an end. Keep an eye out for the AEGIS Director and their exclusive Aralez combat drones!

    Avalon Traders:

    Vanguard Resonant Cyphers can be found in all sites and the roaming haulers. These tokens are highly sought after by Avalon traders, who will be more than happy to exchange them for unique rewards! These traders can be found throughout New Eden in the following systems:

    • Amarr

    • Sifilar

    • New Caldari

    • Kinakka

    • Poitot*

    • Dodixie

    • Ostingele

    • Rens

    • Hadozeko

    • SL-YBS

    *Did you know Poitot is the only named system in Syndicate?

    The items that can be acquired from traders include:

    • Volatile Boosters - extremely short-duration boosters with powerful effects.

    • Poteque 'Prospector' Salvaging SV-906 - an Implant that boosts Salvage retrieval by 6%.

    • New Vanguard-themed SKINR components.

    • Breach Control - A new faction damage control that can be activated in a pinch to reduce incoming Breacher pod damage for 120s.

    • A Unique Vanguard-themed character background.

    Seasonal Challenges:

    Capsuleers can complete various challenges to progress the Season reward track. Rewards for progression include Skill Points, Arkombine Arisen SKINs, boosters, and more. The final reward provides a Capsuleer with a Ranking Vanguard Resonant Cypher. This special token can be exchanged at the previously mentioned traders for additional rewards:

    • Salvation Arkombine Arisen SKIN.

    • Aeon Arkombine Arisen SKIN.

    • Lorharyth’s Modified Inertial Stabilizer - a brand new Officer Inertial Stabilizer!

    Daily Login Rewards:

    Each day, capsuleers can log in to receive additional rewards. These include more Skill Points, Arkombine Arisen SKINs, boosters, and more!

    Graphics:

    The Exordium region has seen a few minor updates:

    • The environment nebulae color variation between the 4 empire and CONCORD constellations have had a technical update that fixes small glitches in the application of the nebulae color variation.

    • The 8 border gates that mark the entry and exits between the 4 empire constellations and the central CONCORD constellations have all received an environment upgrade with additional infrastructure.

    • The Paragon Fulfilment Center in Manifest has received a graphical upgrade with additional infrastructure.

    • The 4 CONCORD stations in Couth, Manifest, Forte and Rationate have each received a CONCORD SKIN to properly communicate their ownership.

    • The Exordium region open asteroid belts have received some graphical updates.

    Defect Fixes:

    Gameplay:

    • It’s now possible to activate the ‘Republic Iconic - Unlimited' SKINR Pattern.

    PvE:

    • Fixed an issue causing NPCs in Homefront Operation sites to prioritize incorrect targets.

    User Interface:

    • Fixed an overlap in the Achievements window with the dropdown arrow in the side menu.

    • Fixed an issue where the Character Sheet portrait info bar could overlap with the status icon and window controls.

    • The Achievement milestone bar now correctly updates on progress when the window is open upon completion.


    Patch Notes for 2026-07-03.1

    Features & Changes:

    Miscellaneous:

    • Celebrate the upcoming Liberation Day with some of the new items added to New Eden. These include a Minmatar Pilot Expert System and a celebratory crate with a new background.

    • Icons have been swapped for Tranquil and Calm Abyssal Filament crates, making them look as they should.

    Localization:

    • Localization for some of the previously released items was added.


    Patch Notes for 2026-07-02.1

    Features & Changes:

    Miscellaneous:

    • 53 new billboard advertisements have been added to the rotation.

    User Interface:

    • The pop-out list of viable systems in the Opportunities window now lists the objective it’s connected to and refreshes when jumping through stargates.

    Defect Fixes:

    User Interface:

    • Cleaned up wording and tpyos typos across a number of menus.

    • Fixed an issue where the compare tool showed lower inertia values as red instead of green.

    • Bonuses for the Imperial Navy 'Atonement' Tracking Enhancer are properly removed when the module is turned offline.

    • Fixed an issue where some Angel Cartel NPCs displayed the incorrect cruiser icon class.

    • Campaign objectives that have been globally completed no longer appear in the Active tab.


    Patch Notes for 2026-07-01.1

    Features & Changes:

    Balancing:

    • Several Adjustments have been made to the ELT-10 site in factional warfare.

      • The payout scaling for maximum number of players before rewards are shared has been reduced from 10 characters to 5 characters. The site is now ELT-5.

      • Reduced the number of NPCs present from 6 NPCs to 4 NPCs.

      • The NPCs will now take more than twice as long to respawn.

      • Added a new effect to the site, which will always be present, which gives all Tactical Destroyers a +500 bonus to Shield, Armor and Structure hitpoints so players are more incentivized to bring them over other destroyer hulls without limiting smaller ships through gate restrictions.

    • Battlefields have been reverted to their previous state before the Cradle of War expansion.

      • Freighters will no longer spawn.

      • LP payout increased from 50k to 150k.

    • Slightly increased the NPC respawn timers for the scout BSC-1 occupier spawner, with a slower respawn time for NPCs when Offensive plexing for a better balanced Oplex vs Dplex time.

    • You no longer need to set safety to red to use Micro Jump Field Generator modules in lowsec, since these module effects don’t cause suspect or criminal flags even when they effect other players. They are now usuable with full green safety.

    Miscellaneous:

    Fanfest SKINs (Forever Creative) are out and soon to be delivered to the ticket holders.

    Defect Fixes:

    Gameplay:

    • Fixed an issue where saving a new custom probing formation would break the probe scanner window account wide.

    Graphics:

    • 🤝 The Alliance and Corporation emblems have been added to the Shapash and Cybele.


    Patch Notes for 2026-06-25.1

    Features & Changes:

    Balancing:

    • We are continuing to closely monitor how the Military Campaigns have been progressing and have decided to make further adjustments for upcoming Objectives. In general, the rate of how much a individual can personally contribute to an objective's community progress is being increased, allowing for players who want to commit more effort to their faction to be able to make meaningful progress. Additionally, the rewards for each individual contribution are being increased, and the overall amount of contributions needed on the community level is being decreased, which will make it easier to complete objectives.

    Defect Fixes:

    User Interface:

    • Cleaned up some typos and phrasing on various campaign objectives.

    • Fixed an issue where campaigns wouldn’t untrack after resigning from them.

    • Decorations & Titles can now be linked with the pointer window.

    • The Top Achievements widget on the Theaters of War dashboard now correctly displays your most-progressed achievement.


    Patch Notes for 2026-06-23.1

    Features & Changes:

    FW and Insurgencies:

    • Added sig bloom to all FW Scout Complex NPCs when they MWD so they are easier to apply damage to, especially for newer players.

    • It’s no longer possible to cloak within 500km of the main room in the Ice Heist dungeon.

    • Adjusted the mass of the HISC-99 Ice Heist Tankers so that they are now much harder to bump far away in the site.

    • Adjusted the agility of the HISC-99 Ice Heist Tankers so they have similar acceleration times as now when linking to the objective and guiding it to the goals with the additional mass.

    Military Campaigns:

    • Slightly increased the amount of Imperial and Republic Intelligence Exfil sites available for Amarr and Minmatar bulwark systems to account for them having slightly fewer bulwark systems. They now have the same amount of sites as Caldari and Gallente available.

    Balancing:

    • We are continuing to closely monitor how the Military Campaigns have been progressing and have decided to make further adjustments for upcoming Objectives, in general, the amount that an individual can personally contribute to an objectives community progress is being increased, and the rewards are being increased as well.

    Defect Fixes:

    Audio:

    • Fixed spamming audio errors in the damaged hangar within Turnur.

    Gameplay:

    • The final 3 freighters now spawn slightly earlier at 98% in FW battlefields, to fix a rare issue with them sometimes not spawning if the site is captured on the same tick.

    • Fixed the Average Frontier Deposit wormhole mining site sometimes having the asteroids much further away than intended based on the direction of the sun in the system.

    • Fixed the non-interactable asteroid in the Isolated Core Deposit wormhole mining site having a larger radius than the model size, which was stopping players from cloaking in the dungeon while not being close to the asteroid.

    • Fixed defect with the Vision of Greatness causing NPCs to spawn very far away.

    Graphics:

    • Adjusted lighting and reflections of darkhull areas to be slightly brighter within the AIR Hub hangar.

    • Reduced the brightness of lighting on various fireworks.

    • Fixed a bug where docking platforms in the AIR Hub hangar would sometimes not animate again when cancelling an undocking request.

    • Fixed a bug where parts of cruiser ships were missing in various empire navy harbors.

    • Fixed a bug where the Hound had floating docking lights.

    • Fixed overlapping and floating VFX in certain states on various ORE ships (with the Equinox Era and Refined Resourcer SKINs).

    • Fixed some texture seams and grainy texturing on various asteroids.

    • Fixed a bug where flame vents on the Talos President Agent SKIN would float off the hull during warp.

    • Fixed some slight z-fighting between the visual effects and the geometry on the Corax Navy Issue.

    • Fixed an issue where the Zarmazd Azdaja Extirpated SKIN visual effects elements would not turn red while attacking.


    Patch Notes for 2026-06-19.1

    Features & Changes:

    Balancing:

    We've been closely monitoring how Military Campaigns have been progressing and processing the feedback you've provided. We have decided to make some adjustments for upcoming Objectives.

    We've changed the values in future Objectives to require fewer total participants. This means that we've also redistributed the payouts so that an individual completing their personal contribution will make more ISK.

    This update will only apply to new Objectives revealed over the course of the Campaign, starting with those appearing from 20 June.

    Overall we're really happy with the commitment and engagement we're seeing from Capsuleers and want to ensure that Campaigns feel interesting, fair and rewarding. Since this a new and fairly dynamic system we'll continue monitoring feedback to see if there are any other adjustments needed going forward.

    Miscellaneous:

    • New Pride of the Federation SKINs added to the NES

    • New Gallente Pilot Expert System has been permanently added and is available in the NES

    • New Federation Day Celebration Crate added, claim it in NES before 23:59 UTC, 26 June 2026

    Visions of Greatness (Epic Arc):

    • Improved text in the Caldari Breakout and Battle of Pator simulation sites.

    • Additional tweaks to NPC attributes.

    Defect Fixes:

    Gameplay:

    • Subcapital Operations Expert System now contains Medium and Large gun skills

    Localization:

    • Fixed the description of the Subcapital Operations Expert System


    Patch Notes for 2026-06-16.1

    Features & Changes:

    Exordium:

    • A new Grade-0 variant of Pyroxeres with 50% of the mineral yield of standard Pyroxeres has been added, and can now be found within mining locations in the Exordium region

    Military Campaigns:

    • Added a new beacon outside of the navy anchorage stations on top of the item trader locations for Crystalline Raspite, Crystalline Polycrase, Crystalline Moissanite, and Crystalline Kangite, so it’s easier to locate them.

      • The Item Traders will also now show up on your overview anywhere in the system if you have ‘Large Collidable Objects’ added.

    Visions of Greatness (Epic Arc):

    • Added a 50% reduction to Capacitor Recharge time within simulation sites.

    • Added a HUD element to show both the Hull Resistance and Capacitor Recharge bonuses within simulation sites.

    • Travel and fitting transmissions will no longer appear if the active mission is untracked or out of focus in the Info panel.

    • Rebalanced multiple bonus objectives timers during the Epic Arc.

    • Increased the Naglfar's capacitor in the Golgothan Fields simulation site.

    • Megacorp Transports will be grouped more tightly after warping to the next room in the Caldari Prime Breakout simulation site.

    • The Kairiola has been given its proper name, and its hull has been updated in the Caldari Prime Breakout simulation site.

    • The Erebus has now been fitted with Nanofibers and will move more quickly in the Liberation of Intaki simulation site.

    • Tweaked various message timings during the Epic Arc for better transmission pacing.

    • After numerous complaints filed with AIR about bumping, mass values of various NPC types have been adjusted.

    Defect Fixes:

    Gameplay:

    • Industry access icons in the Station Services Window are now available in the Manifest V (Air Laboratories Trade Center).

    • Fixed a bug that had allowed the activation of Abyssal Filaments beyond tier 0 in 0.9 security status systems.

    • Interacting with the first ship in the tutorial now opens the navigation section on the first click.

    • Data and Relics sites in Exordium spawn fewer empty containers.

    • Fixed an issue where a character could get stuck in the Tutorial´s Skill training. The fix only works for character accounts created after this fix.

    • Fixed the Imperial Electronics Booster I, which was incorrectly wired and had a 2% bonus to mining critical chance bonus instead of 4%.

    • The ‘Residue Probability Reduction’ attribute, when comparing items in the compare tool, will now show as green for higher reductions (i.e., 21%) instead of showing them as red as if they were bad.

    Localization:

    • Corrected the description in various Minmatar Theater of War mining Objectives listing incorrect space.

    User Interface:

    • Weapons are once again highlighted by Aura during appropriate moments in the Tutorial

    • During the Tutorial or Career Agent missions, whenever Aura or an NPC has anything to say to the player, the continue button in the dialogue window is once again responsive.

    • The market introduction for the market transaction entry is now highlighted in the tutorial

    • Station introductory title text now appears for stations located next to celestial beacons.

    • The “Skip Tutorial” button now functions correctly if you try to Skip the tutorial after putting the mining module online during the initial mining mission.

    Visions of Greatness:

    • Fixed an issue causing the Destroy Haulers objective to complete early in the Liberation of Intaki simulation site.

    • The correct transmission will now appear when all Megacorp Transports are lost in the Caldari Prime Breakout simulation site.

    • Megacorp Transports will no longer warp away early in the Caldari Prime Breakout simulation site.

    • Fixed various display issues in Info Panel objectives.


    Patch Notes for 2026-06-12.1

    Features & Changes:

    Balancing:

    Visions of Greatness (Epic Arc)

    • Extended times between NPC transmissions to give more time to read them.

    • Enemy NPCs are now easier to kill, orbit at closer ranges, and deal less damage.

    • Ships will now be given in supply crates rather than on completion.

      • The Tristan will be given instead of an Incursus in the Liberation of Intaki mission.

      • Supply crates will now also give basic fittings.

    • A significant bonus to hull resistances has been added when within a simulation site to further improve survivability.

    • Added Info Panel objectives that appear when in an incompatible ship, or a ship without weapons fit.

    • Improved visuals in the Caldari Prime Breakout and Gologthan Fields simulation sites.

    • Corvettes and Destroyers are no longer permitted within simulation sites.

    Miscellaneous

    • 50 billboard advertisements have been removed from rotation, and 3 evergreen, new-player-focused billboards have been added in preparation for a new billboard cycle to begin early July.

    Defect Fixes:

    User Interface:

    • Fixed an issue where the equipped title could overlap the window when changing font sizes.

    Visions of Greatness:

    • Fixed an issue causing some NPCs to attack an incorrect target. Spirits have been removed from their cargohold.

    • Fixed an issue preventing some bonus objectives from failing.

    Miscellaneous

    • The Subcapital Operations expert system is now account-bound, and existing itemized variants have been removed.


    Patch Notes for 2026-06-11.1

    Features & Changes:

    Balancing:

    • Adjusted the NPC respawn timer in Factional Warfare complexes. The respawn timer should now have parity with their previous spawn times.

    Defect Fixes:

    Gameplay:

    • Fixed an issue which caused the Mining Ambush complexes to spawn in the wrong locations.

    • Fixed an issue where NPCs would adopt a life of pacifism once a player reached more than 100km from a Supply Depot or Supply Cache. They have once again discovered their bloodlust, regardless of range.

    • Fixed the warning message for Factional Warfare which incorrectly claimed there was a 48 hour window to fix corporate standings rather than 24 hours.

    User Interface

    • Fixed a Titles display issue when the client UI scaling settings were changed.

    • Fixed an issue causing the More tooltip to linger on the Achievements screen.

    • The Insurgency information in the Theatres of War dashboard now shows correct information.

    • Fixed campaign objective cards in the Opportunities window showing stale information.

    • Fixed an issue on the Theaters of War dashboard causing it to show "No Objectives Found". The Theatres of War dashboard has located the objectives.


    Patch Notes for 2026-06-10.1

    Features & Changes:

    Balancing:

    • Increased the orbit velocity of web drones so they’re less likely to fall behind targets they are webbing when they shut down their MWDs.

    Visions of Greatness:

    A brand new Epic Arc, Visions of Greatness, is available to experience in Exordium!

    • Experience simulated battles from some of the most pivotal moments in the four empires’ history.

      • Get a taste of each of these factions’ unique identity.

      • Be warned; each empire may have taken some “creative liberties” when constructing these simulations!

    • Each simulation features bonus challenges where capsuleers can prove their mettle.

      • Completing these challenges will increase a simulation’s rewards and how those within the simulation react to you!

    • Suitable for both new and returning players.

    • Earn ships, modules, and faction standings that will help kickstart a journey in New Eden.

    • To get started, head to the AIR Laboratories station in Manifest and speak to Cassandra Ahfrim.

    Defect Fixes:

    Gameplay:

    • Added Open-5 as a highsec insurgency corruption/suppression spawn to replace the Mining Ambush which was prevented from spawning in highsec.

    • Fixed a rare issue in the Ice Heist-30 dungeons which could cause only one of the two factions to be able to link to the tanker objects.

    • The Algos Navy Issue now applies both HP bonuses per level to web drones.

    • Fixed an issue where the achievement Epic Initiate was incorrectly granting progress for a single Epic Arc mission instead of completing an entire Epic Arc.

    • Fixed an issue where the Subcapital Operations Expert System was not auto-redeemed from the Redeem Queue.

    • Fixed an issue where Onnamon was missing from the Caldari Bulwark hacking objective.

    • Fixed an issue where ISK rewards were not being taxed when an objective was completed.

    Graphics:

    • Removed most Gallente election propaganda advertisements around stations, hangars, and gates.

    • Fixed a z-fighting issue on the Zephyr Frigate mesh where it would flicker on the sails, often visible in hangars.

    • Fixed a floating antenna on the AIR Hub station.

    • Added some improvements and polish to visual effects within the AIR Hub hangar such as hangar traffic, lighting, and cinematic reveal fixes.

    • Fixed an issue with the Odysseus where some lights were on too early in cinematic reveal.

    • Added new values to colors sets missing entries for various SKINs.

    • Updated killmarks on Sabre Republic Police SKIN to be in the same location as the default Sabre.

    • Fixed floating docking lights visible on the Moros.

    Localization:

    • Corrected the description of Crystalline Kangite.

    User Interface:

    • Fixed an issue where sorting by global progress in the Theaters of War window could get stuck on loading.

    • Restored the missing info icons in the Factional Warfare tab of the Agency.

    • Fixed an issue where campaign panels in the Theaters of War window could show content from other campaigns.

    • Fixed an issue where campaign objectives in the Theaters of War window would not refresh until the Opportunities window was opened.

    • Tweaked and polished various areas of Campaigns UI.

    • Archon blueprints will now show their Invention information correctly in Information windows.

    • Progress bars will no longer overlap with other information in the Epic Arc section of the Agency.


    Patch Notes for 2026-06-09.1

    The Cradle of War expansion is out!

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

    Defect Fixes:

    Gameplay:

    • Fixed an issue which prevented the Victorieux Luxury Yacht from being able to be manufactured.

    • Fixed an issue causing all Special Edition Yachts to be 115,000m3 instead of 10,000m3 as previously.

    • Special Edition Yachts can now be combat probed and will now correctly appear on the directional scanner.

    • It’s now possible to probe down Mobile Observatory structures with combat probes and they can now be filtered in the deployables section.

    • Improved Covert Research Facilities (AKA: Ghost Sites) are now classified as data sites rather than combat sites in the drone regions like all other regions.

    • FW Wrecks in FW complexes can now be destroyed.

    • Expired Volatile Boosters from the Drifter Crisis event have been removed from the market.

    • Guristas Caiman Dreadnoughts which appeared from shipyard content can now be targeted by Titan Doomsday weapons.

    • Updated the masteries of the Porpoise, Orca and Rorqual to now include compression modules and the industrial cores for the Porpoise and Orca.

    • Fixed an issue preventing the Kronos Inner Zone Shipping SKIN from being able to be activated.

    • Fixed the Sleeper Small Intermediate Wreck having it’s access difficulty in scientific notation rather than a human readable value.

    • Mutated 'Excavator' Ice Harvesting Drone has been removed from the market as none could be sold as they cannot be repackaged.

    • Updated the fitting advisory on the Vargur to no longer warn you about fitting active armor tanking modules to it, since it now has an armor repairing bonus as of Viridian.

    • Strip Miner Is and Ice Harvester I modules now only require 5m3 like all the variations.

    Graphics:

    • Added a rendered icon for the Tetrimon Paladin NPC.

    Localization:

    • Several Typos and Grammar mistakes have been fixed.

    • Clarified that the Porpoise cannot be moved by regular sized Micro Jump Field Generator modules in the description since it is an Industrial Command Ship, rather than just mentioning the Orca.

    • Clarified that the Standup Reprocessing Facility service module does not allow compression of Gas and Moon Ores.

    • Fixed the Sin traits linking to the drone skills instead of a warp scrambler for one of the warp scrambling bonuses.

    • Updated the text of the Gravid and Unstable mining module mutaplasmids to be correct.

    User Interface:

    • The volume value for courier contracts shown in the header of the contract details window will now always show up to 2 decimal places.


  • The Move to Python 3 Begins!
    published on August 25th, 2026 at 03:00 PM

    Capsuleers, 

    EVE continues to evolve, as a part of the EVE Evolved initiative, and it is time to cast the spotlight on the code itself! 

    Underneath every gate jump, market order, and fleet fight in EVE Online, there is a very large amount of Python. It has run New Eden for more than two decades and now begins its transition to Python 3. For you, that means better tools to fix bugs sooner, room for new features, and a faster EVE over time. 

    The definition of success for this migration is simple: it should be completely unnoticeable, aside from the occasional moment when something runs more smoothly. 

    Many of you have already tested our first steps on Singularity, and those changes were deployed today. This is only the beginning of a long road ahead.

    A Codebase Older Than Some of You 

    EVE launched in 2003, built on Stackless Python, a version of Python whose lightweight "tasklets" let a single server node juggle thousands of pilots at once. Fenris Creations did not just adopt Stackless; it became one of its most significant contributors.  

    Some of you may remember upgrading to Stackless Python 2.5 in 2007, then to Stackless Python 2.7 in 2010. That was the last time EVE changed its Python version. Python 2.7 reached official end of life back in 2020, the rest of the software world moved on, and a whole generation of capsuleers has been born, gone to school, and started flying frigates while EVE stayed on the same language version. It was reliable enough that a large, potentially risky migration never justified itself, until now. 

    Sixteen years on the same version says a lot about how well it worked. The Carbon engine helped massively, but it, too, has moved forward now!

    Why Python 3? Why Now? 

    python logo

    The short version: staying on Python 2 increasingly holds EVE back, and moving to Python 3 means a healthier, better-supported game for you. 

    One reason is performance. Recent Python 3 releases have delivered some of the largest speedups in the history of this language. Over time, that opens the door to a faster EVE, though it is too early to say exactly what that will mean. 

    Another reason is the ecosystem. Modern libraries, debuggers, and profilers are all built for Python 3. Every year we remain on Python 2, more of them slip out of reach, and the more we must maintain ourselves instead of improving the game. Better tools mean we can find and fix problems faster. 

    Python 3 simplifies many of the language's core building blocks.  

    Text is handled through a single, consistent string type, making localization more reliable. Integers no longer have arbitrary size limits, growing automatically when needed. Even Python's class system has been unified, removing legacy behavior and making object-oriented code more consistent. 

    Every character, every skill point, every asset in every hangar, every ISK in every wallet was written in Python 2 code, and all of it must read back under Python 3 exactly as it was. 

    The path ahead is hard, we must update a massive amount of code while EVE keeps running for you, but we know the destination is reachable, because EVE Frontier already runs our Carbon engine on modern Python 3, and it works. 

    The Frontier migration covered twelve minor versions of Python in one go, sixteen years of language evolution in a single project. Tranquility has twenty-three years of accumulated code, and, more importantly, twenty-three years of real player data, the history of capsuleers. And it must keep breathing 23.75 hours out of every 24. 

    Careful… Careful… 

    The EVE codebase consists of 2.4 million lines of Python. A lot of it predates even Python 2.7, written to standards from the 2.3 and 2.5 era that Python 3 refuses to parse at all.  

    So how do you migrate 2.4 million lines of code? 

    Very carefully, and in multiple stages. 

    Some of these stages will use tools developed by the Python community (e.g., Python Futurize), while others will focus more on EVE’s unique features. 

    When we hit key milestones, we will request your help by getting involved in playtests on Singularity, as you did in July, where we can observe how parts of the updated system behave under conditions closer to the Tranquility server. 

    The first stage, where we are now, makes the code Python 3-ready while it still runs on Python 2.7.  

    We use a tool called Python-Future, built on the same code-rewriting machinery (2to3) that Python itself shipped to help exactly this kind of migration. It applies automated "fixers", each of which rewrites one obsolete pattern, into a modern form that both Python 2.7 and Python 3 accept.  

    Once all the code works under both versions, the genuinely hard work begins: the code that runs on both, but behaves differently. 

    Measuring the Mountain (and Watching it Shrink) 

    Measuring the Mountain

    How do you even know how far you are from Python 3?  

    We measure it. Every one of our ~20K Python files is compiled under a real Python 2.7 interpreter and a real Python 3 interpreter, because the compiler is the ground truth for whether code parses. 

    The first scan was a pleasant surprise: 95.9% of files already compiled under both versions. The blocking lines, the ones using syntax rejected by Python 3, numbered about 3,300 out of 2.4 million.  

    The mountain turned out to be a large and very measurable hill: 

    •  ~ 1,500 old-style print statements, 

    •  ~ 800 "long" number literals like 123L,  

    • ~ 600 exception clauses in a syntax deprecated before EVE existed,  

    • 50 uses of <>, a way of writing "not equal" so old that many working Python developers have never seen it. 

    The Challenges Ahead 

    odysseus

    Parsing is the easy part.  

    The same scan counts roughly 20,000 lines of code that compile fine under both versions but behave differently in Python 3. The classic example is division: in Python 2, 1 / 2 is 0; while in Python 3 it is 0.5.  

    In EVE where those numbers might be damage, ISK, or coordinates, each of those lines needs a human decision rather than a mechanical fix. That work is part of Stage 2, which is why Stage 1 comes first: clear the mechanical debris so human attention goes only where humans are needed. 

    What This Means for You 

    In the short term, nothing, and that is by design. Stage 1 changes are meant to be invisible. In the long term, this is some of the most valuable groundwork we can lay for EVE's future: a faster interpreter to power fleet fights and market hubs, modern tooling that helps us find and fix bugs sooner, and a codebase new developers can work on more productively, which means features reach you faster. It is infrastructure for the next twenty years of EVE Online.

    Thank You for Helping Us Prove It 

    Noticing nothing at all is the goal, and you are the ones helping us reach it. 

    At the end of July, you tested the first set of changes on Singularity. Thank you to everyone who took part. 

    We are now deploying these changes to Tranquility. This is where we rely on you: keep doing what you always do, and if anything feels off, please let us know by filing a bug report.  

    In addition, we are preparing the agent mission backend for Python 3, but you should not notice a thing. 

    This is just the first step of many. Clearing the mechanical debris was the easy part. The real work, the code that must be read line by line, is still ahead of us, and that is where we will need you most. 

    Keep an eye on our channels for future tests. If you have ever wanted to tell your corpmates you helped move EVE to Python 3, this is your chance! 

    Fly safe, on whatever version of Python you find yourself.  


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