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  • Patch Notes - Version 24.01
    published on June 10th, 2026 at 11:00 AM

    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: 2026-06-10

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

    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.


  • Cradle of War: Expansion Notes
    published on June 5th, 2026 at 11:00 AM

    Greetings expansion enjoyers!

    The Cradle of War expansion is arriving next week on Tuesday, 9 June at 11:00 UTC! We are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.

    Expansion Notes 24.01 - EVE Online: Cradle of War

    Starter Space: Exordium

    The previously introduced 53 new systems and their associated region, Exordium, is now fully operational as New Eden’s new starting region, and construction of the Manifest V - AIR Laboratories Trade Center has been completed.

    Air Station

    All newly created capsuleers will now begin their journey in this starter region, where they will have access to introductory missions, career agents, exploration opportunities, and cooperative activities designed to introduce EVE's core gameplay systems.

    Players can continue their progress within Exordium or opt to venture into the wider cluster through the stargate connecting the Exordium hub system of Manifest with Yulai.

    As a reminder, systems within Exordium have a dedicated 1.0 security class designed to prevent all forms of PvP.

    Exordium Map -

    Within Exordium:

    • Safety settings are permanently locked to green.

    • War Declarations and Factional Warfare combat are disabled.

    • Duels cannot be initiated.

    • Killrights cannot be activated.

    • Characters with combat flags such as suspect, criminal, and limited engagements cannot jump into Exordium or undock within the region until their timer expires.

    • Players cannot freely attack other capsuleers.

    • Upwell Structures cannot be deployed.

    • Deployables and anchored containers cannot be placed.

    Starter Space Economic Balancing

    Exordium is intended as a starting environment for new capsuleers. Economic activities within the region have reduced payouts compared to standard highsec space.

    • Mission ISK rewards, LP rewards, and NPC bounties reduced by 20%.

    • Additional 5% market fees added to non-instant orders.

    • Industry installation fees increased by 5% for manufacturing , material efficiency research, time efficiency research and invention.

    • Ores found within Exordium are of a new “Grade 0” type with lower mineral yield than their standard variants.

    • Exploration sites within Exordium contain distinct loot tables with lower value loot and items optimized for new players.

    • Homefront Operations within Exordium have reduced difficulty, as well as reduced rewards.

    Agents & Mission Content within Exordium

    Exordium includes a broad range of empire-aligned agents designed to introduce new players to mission running, mining, security gameplay, and faction identity.

    The following agents are now available for interactions:

    • Level 1 and Level 2 Security agents.

    • Level 1 and Level 2 Mining agents.

    • Sisters of EVE agents.

    • Paragon agents.

    Shipcasters

    The empire shipcaster network within Exordium is now active.

    Shipcaster2
    • After completing their initial onboarding experience, new capsuleers can use shipcasters located within the empire embassy constellations to travel directly to their chosen empire's high-security space. These shipcasters provide a faster path into New Eden and are intended to help players begin exploring the wider universe and connect with their preferred faction. The shipcasters provide a one-time use, one-way travel, from Exordium into empire space.

    New Chapter

    The four shipcasters are:

    • State Rookie Shipcaster:

      • Tatrys to Onnamon

    • Federation Rookie Shipcaster:

      • Mondaekus to Intaki

    • Republic Rookie Shipcaster:

      • Dettisolin to Amo

    • Imperial Rookie Shipcaster:

      • Ichorah to Mehatoor

    Four new stargate pairs have been constructed in order to improve connectivity for new players travelling out of Exordium towards key locations in around highsec. The new stargate connections are:

    • Kassigainen <-> Pakhshi

    • Kemerk <-> Bania

    • Rayeret <-> Jakri

    • Mehatoor <-> Akes

    Military Campaigns

    Military Campaigns are a new type of time-limited content where capsuleers can come to the assistance of each of the four empires as they pursue their goals which will have a lasting impact on New Eden.

    Military Campaigns

    Each empire has its own campaign which will lead to different changes in the universe upon its success or failure - it’s up to the capsuleers to come together and help their chosen empire.

    Each campaign will have a total of 44 objectives that capsuleers can contribute to, initially starting with only two objectives available and the other 42 becoming available over time. For a campaign to be successful, capsuleers must complete at least 30 objectives.

    Your individual contribution to a given objective and its overall progress are tracked separately. As an individual, every valid contribution will yield rewards that can be claimed directly from the campaign's dashboard. These rewards include ISK, loyalty points (LP) and standings gains. The LP gained will either be with your empire’s faction militia if it's a PvP objective or the empire’s Navy if it's a PvE objective. Additionally, the standings gain is always with the Empire itself and does not include any derived standings loss.

    As we designed and balanced this feature, our initial intention is that these objective rewards are not the main purpose or motivation to participate, but rather an added bonus to encourage capsuleers to join together in helping their empire achieve their goals.

    Limited Time Campaign Content

    With the introduction of the first military campaigns comes new campaign content which will persist through the duration of the Cradle of War expansion. This includes both new content in the existing Factional Warfare warzones, as well as new content which will spawn in newly designated highsec Bulwark systems.

    Bulwark Systems are high-security systems that are not directly part of the warzone and cannot be captured or influenced. They represent strategically significant high security systems that are neighbouring or close to the warzone and include the faction's War HQ and shipcaster. Additional content that is relevant to each faction's ambitions and military campaigns will appear here.

    Bulwark systems can be found on the world map factional warfare filter under warzone status and are visible on the factional warfare dashboard map.

    Limited Time FW Complexes

    • These complexes will partially or completely take the place of similar existing sized complexes for the duration of the Cradle of War expansion. They have slightly better rewards for their size and provide far more victory points (VP).

    • In general, we are increasing the amount of VP that can be earned per hour, especially in specific systems, by increasing the amount of static complexes and reducing the number of roaming ones.

    FW Complex site for Battlecruisers and smaller

    • Moderate NVY-3

      • A new 3 person complex which spawns exclusively in frontlines. This site awards a very large amount of VP but has a slower respawn time.

      • Allows Navy Battlecruisers and below to enter. The first ‘Moderate’ sized complex.

      • Features a unique effect inside the capture point room which improves the skill bonuses per level of all Battlecruiser hulls by 20% - i.e. if you have the Battlecruiser skill trained to level V, it functionally gives you hull bonuses as if you had Battlecruiser trained to level VI!

      • Static complex.

      • 15 minute capture timer.

      • 40 minute respawn time.

      • 35,000 LP Base (52,500 LP in a Frontline before suppression bonuses).

      • 600 Victory Points.

    FW BC 6
    • The Medium NVY-3 and Medium ADV-3 complexes will no longer be spawning in frontline systems for the duration that this complex is spawning.

    FW Complex for T3 Destroyers and smaller with wild effects

    • Contested Field Research Facility

      • A new 10 person complex which spawns exclusively in frontline systems. This site has a unique twist where there will be random effects applied to all players inside. There are 20 effects total, of which 3 will be applied.

      • Some examples include setting all players lock ranges to 30km no matter what, or polarized resistances: setting them all to zero! You can also find bonuses to specific turret types and increasing web range but reducing web strength.

      • Almost 400 unique combinations of random effects.

      • The first “Elite” tech restriction complex - All ships of the size including T3s can enter.

      • Allows T3 Destroyers and below to enter.

      • Roaming complex.

      • 10 minute capture timer.

      • 1 hour respawn time.

      • 30,000 LP Base (45,000 LP in a Frontline before suppression bonuses).

      • 300 Victory Points.

    FW Chaos
    • The Small NVY-2 and Small ADV-2 complexes will no longer be spawning in frontline systems for the duration that this complex is spawning.

    FW Complex for Interceptors

    • Small Interceptor -1

      • A new complex which spawns exclusively in Command Operations systems. This site only allows Interceptors to enter. Despite being in a Command Ops, it pays out as well as similar sized plexes in Frontlines!

      • Static complex.

      • 10 minute capture timer.

      • 40 minute respawn time.

      • 25,000 LP Base.

      • 150 Victory Points.

    • The Small ADV-1 complex will no longer be spawning in command ops systems for the duration that this complex is spawning.

    FW Complex for Tech 1 Frigates

    • Scout BSC-1

      • A new 1 person complex which spawns exclusively in frontlines.

      • Allows Tech 1 attack and combat frigates to enter.

      • 5 minute capture timer instead of 10 minutes, with a faster respawn time of 10 minutes.

      • NPCs guarding the complex spawn twice as frequently, and are far more likely to have warp disruptors, keeping the level of danger just as high despite the lower capture time.

      • 7,500 LP Base (11,250 LP in a Frontline before suppression bonuses).

      • 50 Victory Points.

    • The regular Scout NVY-1 complex will no longer be static and now has a much lower chance to spawn while the Scout BSC-1 is spawning. No more than 1 Scout NVY-1 will be able to spawn in a single system to keep complex counts low.

    Limited Time Mining Anomalies

    • New mining anomalies can be found in each faction's highsec Bulwark systems:

      • Amarr Bulwark - Imperial Raspite Reserve.

      • Caldari Bulwark - State Polycrase Reserve.

      • Gallente Bulwark - Federal Moissanite Reserve.

      • Minmatar Bulwark - Republic Kangite Reserve.

    • These anomalies can be seen on the world map anywhere in New Eden by going to the Bulwark Mining site filter.

    Mining
    • These new ores will give players similar minerals when reprocessed as if they had been mining regular Scordite ore, but additionally, will also provide a new resource in the form of crystalline faction minerals. These minerals can be turned in at item traders which can all be found outside each faction's Navy Anchorage Station which were added during the Shadow War event. These stations are all present in each faction's War HQ shipcaster system.

      • Amarr - Mehatoor - Amarr Navy Anchorage.

      • Caldari - Onnamon - Caldari Navy Anchorage.

      • Gallente - Intaki - Federation Navy Anchorage.

      • Minmatar - Amo - Republic Fleet Anchorage.

    • These item traders will provide players with boosters, new faction modules, SKINs and SKINR components for the duration of the Cradle of War expansion.

    Limited Time Hacking Sites

    • New hacking sites will start appearing in Bulwark systems belonging to the enemy faction, based on the data sites from the Shadow War campaign.

      • Amarr Bulwark - Republic Intelligence Exfil.

      • Caldari Bulwark - Federal Intelligence Exfil.

      • Gallente Bulwark - State Intelligence Exfil.

      • Minmatar Bulwark - Imperial Intelligence Exfil.

    • Hack exfiltration containers to shut them down and receive rewards such as boosters, Navy Scanning Upgrade blueprintes, new Penumbral Shadows SKINs, SKINR components and more.

    • These hacking sites have Scout NVY restrictions, so only navy and T1 frigates can enter.

    • Activating the acceleration gate to enter the site will give all capsuleers a suspect timer! So beware.

    • There are hostile NPCs guarding the site, and it is recommended to bring a navy exploration frigate fit for combat and hacking.

    Hacking

    Shipcaster HQ Anchorage Stations

    • Level 1 through 4 security agents have been added to the following anchorage stations which were built during the Shadow War campaign. Level 1 Mining and Level 1 Distribution agents have also been added:

      • Amarr - Mehatoor III - Amarr Navy Anchorage.

      • Caldari - Onnamon VII - Caldari Navy Anchorage.

      • Gallente - Intaki V (Intaki Prime) - Federation Navy Anchorage.

      • Minmatar - Amo III - Republic Fleet Anchorage.

    Changes to Existing Factional Warfare Content

    • 🤝 Factional Warfare (FW) and Insurgency Complexes now have a subheader separating them from regular combat sites in the right click warp to menu in space.

    • 🤝 Factional Warfare and Insurgency Complexes now have their own group in the probe scanner window, so sorting the group column makes it easier to see all the complexes in the system.

    • Existing FW Plexes

      • 🤝 Spawns from the occupying faction will now undock from the capture point structures, rather than warping in.

      • Tightened the leash range on how far FW NPCs should venture off the capture point. They will now orbit the control points much more closely.

      • FW NPCs should now, in general, be more aggressive to player ships, targeting them more frequently.

    • Supply Depots and Supply Caches

      • NPCs guarding these objectives now have omni resistance profiles similar to NPCs found in FW Complexes.

        • 60% resistances for primary tank.

        • 40% resistances for off-tank type.

        • 0% resistances for structure.

      • Adjusted the aggro range on the NPCs guarding the objectives so that they can no longer be safely shot at 100km+ by sniper ships without the NPCs responding.

      • Frigate NPCs have been adjusted to be faster so they are more threatening to glass cannon sniper ships attempting to complete the objectives while ignoring the NPCs. Signature radius of the frigates has also been adjusted so they aren’t made harder to track.

        • Maximum Velocity increased from 2500m/s to 4000m/s.

        • Signature Radius increased from 40m to 80m.

      • All supply depots/caches now use omni resistance profiles similar to NPCs found in FW complexes.

      • Minmatar Supply depot/cache HP values rebalanced to be similar to other factions now they have higher shield resistances.

        • Armor HP reduced from 20,000 to 10,000.

        • Shield HP increased from 20,000 to 30,000.

    • Rendezvous Points

      • NPCs now use uniform resistance profiles similar to those found in other FW content.

      • NPCs now warp in faster when the previous wave of NPCs were killed.

    • Listening Post and Propaganda Beacons

      • NPCs now use uniform resistance profiles similar to those found in other FW content.

      • Increased the time for NPCs to respawn between waves so that they will be a bit faster to complete.

    • Small NVY-1 Complex

      • This is now is a static complex again (i.e. always respawns in the same system after being completed) rather than a roaming complex.

    • Battlefields

      • The resistances of all NPCs in battlefields has been set to the typical omni-resist profiles found by FW NPCs in other complexes

      • Rebalanced the payout structure of battlefield sites to help combat seagulling.

        • LP Payout has been reduced from 150,000 LP to 50,000 LP

        • The removed LP value of rewards has been placed inside NPC freighters which will now spawn on the control points as each faction progresses the site. These freighters will contain FW ‘blue loot’ that can be sold at militia NPC stations for ISK, a new token which can be used in combination with LP and ISK to buy multiple run navy ship blueprint offers. Additionally, they will also now contain boosters, new faction modules, SKINs and SKINR components for the Cradle of War expansion.

        • Freighter wrecks have a 20km warp disruption radius around them which prevents warping. Making them dangerous for seagulls to ninja loot.

    By shifting most of the rewards to lootable items, we hope that this will solve the majority of seagulling complaints, as now the group doing the work on the control points and killing the NPCs will be able to collect the majority of the rewards from the site. The fleet/players who do the most damage to the Hauler NPCs will get the usual rights to loot them. Any seagulls attempting to ninja loot these wrecks will face a suspect timer and the disruption radius around the wrecks means that they have a chance to be killed.

    At the same time, the remaining 50,000 LP of rewards still feels good to new players and players not in a group who are just trying to help out their faction while not being part of the dominant force inside the complex. Seagulls relying on this payment will now only get 1/3rd of the rewards from before. We hope that this drastic loss in payment for seagulls will also cause many of them to find other more efficient activities instead.

    FW Missions

    • Reduced the hitpoints on FW mission haulers by 50%.

    Changes to Existing Insurgency Content

    • Insurgency Mining Ambush ADV-10

      • Increased the number of NPCs which need to be killed to complete the site by approximately 50%.

      • Sites will no longer spawn in high security space so they can no longer be completed by neutral characters un-enrolled in FW for either side.

    • Insurgency Sites

      • All 1-man sites now provide double the amount of standings when captured for empire and pirate militia corporations. This is to help pirates gain promotions more easily as they do not have FW missions. The standing gains for multiple payout sites remains the same.

      • Tightened the leash range on how far Insurgency NPCs should venture off the capture point. They will now orbit the control points much more closely.

    • Roaming Pirate / Enforcer NPCs

      • The regular roaming spawns that start at corruption and suppression levels 4 and 5 will no longer visit stargates. Only the Corruption 2 and Corruption & Suppression 3 spawns will now visit Stargates.

      • The Counter-Insurgency Sentry Guns from Suppression 5 will no longer get built around stargates. They will now be built in asteroid belts and at highsec ore anomalies instead.

      • Note: Existing sentry guns from pirate insurgencies before Cradle of War will remain around stargates until they naturally decay or are destroyed.

    • Pirate FOBs

      • Reduced the tethering range on the pirate FOBs from 50km to 30km.

    Changes to Corp Enlistment in Factional Warfare to combat Awoxing

    • As we mentioned in the Standings & Awoxing Update Dev Blog from March, we’re making some adjustments to shut down loop holes that players are using to team kill (aka "Awox") their own faction in factional warfare.

    • When a corporation applies to join Factional Warfare, all characters in that corporation now need to be above -5.0 standings to the faction they are attempting to enlist with.

      • If any member is below -5.0 at time of application, those members will be listed, and the corporation can choose to kick those characters from the corporation if they want to continue with enlistment, or apply again at a later date once those characters fix their standings.

        • This closes a loophole where players would constantly create brand new corporations to get around the existing corporation standing requirements, awox for a week, and then create another corporation.

    • When a character tries to join an already enlisted player corporation, they will now need to be above -5.0 standings to the faction in order to be accepted into the corporation.

    • If a character ever falls below -5.0 standings while being in a corporation or an alliance enlisted with FW, they will be issued with a warning at downtime, and then in 24 hours if their standings have not been fixed, they will be removed from the player corporation.

      • Note: If the player is the CEO of the corporation, or a CEO in a Corporation in an Alliance, then we kick the entire corporation or alliance from FW instead.

    • The overall 0.00 standing requirements for corps and alliances still needs to be maintained.

    Heraldry

    To celebrate the launch of Cradle of War a special set of login rewards will be available each day that players log into the game for the first 17 days after the expansion launches.

    Achievements

    Achievements are coming to EVE Online! The new Achievements window can be found in the Neocom under Paragon Services.

    The main overview page will show recently progressed Achievements along with any that have been recently completed. In the side navigation bar you can select between Achievement categories each with their own initial set of Achievements.

    Achievements

    Achievements can have multiple milestones that can be progressed, with each of them able to provide their own rewards, including Skill Points, Titles, and SKINs, with more reward types coming in the future. Completing Achievements (non time-limited) will also provide the player with an Achievement Score.

    Achievements can be Tracked, which will keep them in the HUD to keep an eye on progress, and can also be added to a Pinned section to keep an eye on any specific ones.

    Titles

    You can now equip titles that will appear by your capsuleer's name in various places throughout the UI and are visible to others. Titles are displayed in a character's Show Info window and can be seen by hovering your mouse cursor over a capsuleer's name in chat windows, station guest listings, and the overview if you select another capsuleer while out in space.

    Titles and Achievements

    The title to be displayed for your character can be equipped from the new Titles tab in the Decorations section of the Character Sheet. Unearned titles are also shown there and if you see a title you like and want to know how to obtain it there will be a button that takes you to the specific Achievement that grants it.

    New Ships

    Navy Destroyers

    The four new navy destroyers, Dragoon Navy issue, Corax Navy Issue, Algos Navy Issue, and Talwar Fleet Issue are now available in FW militia LP stores. These ships were available for a limited time before the Cradle of War expansion through the Capsuleer Day XXIII reward track and their stats can be found here: Patch Notes - Version 23.02 | EVE Online

    Navy-Destroyers-Screenshot NoCopy 1920x1080

    Command Carriers

    The Cradle of War expansion brings four new capital-scale command platforms, built to become the core around which major fleets operate. Command destroyers serve small engagements. Command ships anchor mid-sized fleets. Command carriers are the next step: flagships designed to project powerful fleet support into some of the most consequential fights in EVE Online.

    Command carriers specialize in utility over raw damage. Each hull can fit up to three Command Burst modules and brings the strongest boosts available in the game, amplifying fleet performance through armor, shield, skirmish, and information effects. They also improve on the support fighter role of Tech I carriers, offering greater range and effectiveness, with up to four flights of support fighters for control, disruption, and battlefield command.

    Caldari Command Carrier: Simurgh

    Simurgh Longboi
    • Simurgh: Skill Bonuses

      • Caldari Carrier bonuses (per skill level):

        • 4% bonus to all shield resistances

        • 20% bonus to Support Fighter Shield Hitpoints

        • 10% bonus to Scarab Support Fighter ECM strength and optimal range

        • 20% increase in Conduit Jump capacity

      • Command Carriers bonuses (per skill level)

        • 5% bonus to Shield Command and Information Command burst strength and duration

        • 5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up

    • Role Bonuses

      • Can fit Integrated Sensor Array

      • Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator

      • Can fit three command burst modules

      • 200% bonus to Command Burst area of effect range

      • 20% bonus to Capital Micro Jump Field Generator maximum ship jump cap

      • Can launch Light and Support Fighters

      • Can lock at Extended ranges

      • Conduit Jump Capable

      • 5x penalty to Entosis link duration

    • Slot Layout

      • 6 High Power Slots

      • 8 Medium Power Slots

      • 4 Low power Slots

      • 2 X-Large Rig Slots

    • Fighter Tubes

      • 4 Fighter Tubes

        • 4 Support Fighter Limit

        • 2 Light Fighter Limit

    • Ship Hold Capacity

      • Cargo Bay - 3,310m3

      • Fleet Hanger - 10,000m3

      • Ship Maintenance Bay - 2,000,000m3

      • Fuel Bay - 7,500m3

    • Maximum Jump Range

      • 3.75ly

    Amarr Command Carrier: Salvation

    Salvation Longboi
    • Salvation: Skill Bonuses

      • Amarr Carrier bonuses (per skill level):

        • 4% bonus to all armor resistances

        • 20% bonus to Support Fighter Shield Hitpoints

        • 10% bonus to Cenobite Support Fighter Neutralization strength and optimal range

        • 20% increase in Conduit Jump capacity

      • Command Carriers bonuses (per skill level)

        • 5% bonus to Armored Command and Information Command burst strength and duration

        • 5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up

    • Role Bonuses

      • Can fit Integrated Sensor Array

      • Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator

      • Can fit three command burst modules

      • 200% bonus to Command Burst area of effect range

      • 20% bonus to Capital Micro Jump Field Generator maximum ship jump cap

      • Can launch Light and Support Fighters

      • Can lock at Extended ranges

      • Conduit Jump Capable

      • 5x penalty to Entosis link duration

    • Slot Layout

      • 6 High Power Slots

      • 4 Medium Power Slots

      • 8 Low power Slots

      • 2 X-Large Rig Slots

    • Fighter Tubes

      • 4 Fighter Tubes

        • 4 Support Fighter Limit

        • 2 Light Fighter Limit

    • Ship Hold Capacity

      • Cargo Bay - 2,925m3

      • Fleet Hanger - 10,000m3

      • Ship Maintenance Bay - 2,000,000m3

      • Fuel Bay - 7,500m3

    • Maximum Jump Range

      • 3.75ly

    Gallente Command Carrier: Gaia

    Gaia Longboi
    • Gaia: Skill Bonuses

      • Gallente Carrier bonuses (per skill level):

        • 30% bonus to Support Fighter Shield Hitpoints

        • 10% bonus to Siren Support Fighter warp disruption range

        • 10% bonus to Siren Support Fighter Afterburner speed bonus

        • 20% increase in Conduit Jump capacity

      • Command Carriers bonuses (per skill level)

        • 5% bonus to Armored Command and Skirmish Command burst strength and duration

        • 5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up

    • Role Bonuses

      • Can fit Integrated Sensor Array

      • Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator

      • Can fit three command burst modules

      • 200% bonus to Command Burst area of effect range

      • 20% bonus to Capital Micro Jump Field Generator maximum ship jump cap

      • Can launch Light and Support Fighters

      • Can lock at Extended ranges

      • Conduit Jump Capable

      • 5x penalty to Entosis link duration

    • Slot Layout

      • 6 High Power Slots

      • 5 Medium Power Slots

      • 7 Low power Slots

      • 2 X-Large Rig Slots

    • Fighter Tubes

      • 4 Fighter Tubes

        • 4 Support Fighter Limit

        • 2 Light Fighter Limit

    • Ship Hold Capacity

      • Cargo Bay - 3,625m3

      • Fleet Hanger - 10,000m3

      • Ship Maintenance Bay - 2,000,000m3

      • Fuel Bay - 7,500m3

    • Maximum Jump Range

      • 3.75ly

    Minmatar Command Carrier: Ymir

    Ymir Longboi
    • Ymir: Skill Bonuses

      • Minmatar Carrier bonuses (per skill level):

        • 10% bonus to Support Fighter Velocity

        • 20% bonus to Support Fighter Shield Hitpoints

        • 10% bonus to Dromi Support Fighter stasis webification strength and range

        • 20% increase in Conduit Jump capacity

      • Command Carriers bonuses (per skill level)

        • 5% bonus to Shield Command and Skirmish Command burst strength and duration

        • 5% reduction in Capital Micro Jump Drive and Capital Micro Jump Field Generator spool up

    • Role Bonuses

      • Can fit Integrated Sensor Array

      • Can fit Capital Micro Jump Drive and Capital Micro Jump Field Generator

      • Can fit three command burst modules

      • 200% bonus to Command Burst area of effect range

      • 20% bonus to Capital Micro Jump Field Generator maximum ship jump cap

      • Can launch Light and Support Fighters

      • Can lock at Extended ranges

      • Conduit Jump Capable

      • 5x penalty to Entosis link duration

    • Slot Layout

      • 6 High Power Slots

      • 7 Medium Power Slots

      • 5 Low power Slots

      • 2 X-Large Rig Slots

    • Fighter Tubes

      • 4 Fighter Tubes

        • 4 Support Fighter Limit

        • 2 Light Fighter Limit

    • Ship Hold Capacity

      • Cargo Bay - 3,775m3

      • Fleet Hanger - 10,000m3

      • Ship Maintenance Bay - 2,000,000m3

      • Fuel Bay - 7,500m3

    • Maximum Jump Range

      • 3.75ly

    Carrier Changes

    • Reduced the Jump Portal Generation level requirements for the Capital Jump Portal Generation skill to 3, down from 5.

    Fighters

    • Tech II Fighters will now require and benefit from Fighter Specialization skills.

    New Rewards

    MODULES

    The following new modules will drop from battlefield hauler NPCs and can be traded for using resources gained from mining in Bulwark systems by handing those resources to item traders in each factions War HQ.

    • Faction Guidance Enhancers and Computers for both Caldari Navy and Republic Fleet.

    • New Heat Sinks and Magnetic Field Stabilizers which boost both turret and drone damage, based on the C3-A and C3-X Ballistic control systems from Amarr and Gallente.

    • Large Remote Repair modules for all factions.

    • New prototype ‘Pluto’ excavators which have reduced yield but lower waste and a new small faction web drone for Gallente.

    • An upgraded mining survey chipset for Minmatar.

    • Imperial Navy tracking enhancer which also reduces the activation cost for lasers for Amarr.

    • Upgraded Signal Dispersion Amplifier for Caldari.

    SKINS

    • New Penumbral Shadows SKINs are available from achievements which can be earned by completing objectives in each factions military campaign.

    PS Skins
    • Additionally, more Penumbral Shadow SKINs are available from the bulwark hacking content as rare drops. These SKINs also have a rare chance to be dropped from Battlefield hauler NPCs.

    • The previous Penumbral Shadow SKINs which were soulbound rewards from the Shadow War campaign have been added to FW LP stores as a luxury priced item.

      • Cruiser SKINs - 500k LP + 500 million ISK.

      • Battleship SKINs - 1000k LP + 1 billion ISK.

    • One new Penumbral Shadows SKIN is exclusive to the FW LP store for the following ships; Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet and Republic Fleet Firetail for 100k LP + 100 million ISK.

    Ship Balance Changes

    • All Angel Cartel Ships

      • Added new role bonus: 75% reduction to projectile weapon reload time.

    • Dramiel

      • Warp Speed bonus improved from 25% to 50%

        • This improves it from 6.25 AU/s to 7.5 AU/s before additional modifiers.

    • Mekubal

      • Warp Speed bonus improved from 25% to 50%

        • This improves it from 5.625 AU/s to 6.75 AU/s before additional modifiers.

    • Cynabal

      • Warp Speed bonus improved from 25% to 50%

        • This improves it from 5 AU/s to 6 AU/s before additional modifiers.

    • Chremoas

      • Warp Speed bonus improved from 60% to 140%

        • This improves it from 8 AU/s to 12 AU/s before additional modifiers.

    • Moracha

      • Warp Speed bonus added at 50%

        • This improves it from 4 AU/s to 6 AU/s before additional modifiers.

    Angel Cartel ships had the least unique bonus across all the pirate factions, since a 25% bonus to warp speed could be achieved on any ship by fitting a Tech II Hyperspatial Velocity Optimizer rig. To make Angel Cartel ships feel more special, we’re adding a new bonus which reduces the reload time of Projectile weapons by 75%. This will allow them to swap ammo types with much less opportunity cost, increasing their versatility when it comes to changing damage types and range, allowing knowledgeable players the ability to take advantage of such situations while skirmishing and promoting active gameplay.

    Additionally, we’re boosting the warp speed bonus on the Dramiel, Mekubal and Cynabal back up to 50%. This was reduced in 2019 to go along with a large increase to warp speeds of battleships, battlecruisers and cruisers. Since the speed of frigates and destroyers didn’t change in this update, the Dramiel ended up catching a stray! Both the Mekubal and Cynabal could also use some help to make them feel more unique to their competition (i.e. the Thrasher Fleet Issue and the Vagabond respectively).

    We’re avoiding boosting the Khizriel, Machariel and Angel Cartel capital warp speed at this time due to ongoing concerns around force projection, since these ships are more powerful and more suited to being doctrine ships and also because these hulls are doing much better overall (the Machariel is the most used pirate battleship in the game overall, and #3 for PVP just a hair behind the Nightmare and Barghest).

    • Merlin

      • Max Velocity increased from 310m/s to 320m/s

    The Merlin is quite slow for a brawling ship with no range bonus, this should help it get into range when brawling slightly more effectively.

    • Maulus Navy Issue

      • Max Velocity increased from 325m/s to 335m/s

      • Turret Hardpoints increased from 2 to 3

      • Powergrid increased from 38 to 40

      • CPU increased from 150 to 155.

    The Maulus Navy Issue is currently considered to be the weakest Navy frigate. Giving it a small speed boost, as well as an additional turret hardpoint. This will allow the Maulus Navy Issue to brawl more effectively. Additionally adding some small fitting improvements to account for the extra turret.

    • Griffin Navy Isue

      • Max Velocity increased from 325m/s to 335m/s

      • Drone Damage penalty role bonus increased from -85% to -70%

    Giving a small amount of love to the Griffin Navy Issue, giving it a small speed boost and reducing the damage penalty it has to drones. This means it will go from having 0.75 to 1.5 effective combat drones. Notably, this should make the new combat/ewar hybrid drones more effective options for the Griffin Navy Issue.

    • Cormorant Navy Issue

      • Small Hybrid Damage per level of Caldari Destroyer increased from 5% to 7.5%

    The Cormorant Navy issue has the lowest damage of the 4 turret navy destroyers and is the least used of the original 4. Bringing it up to 7.5% per level to match the Coercer Navy Issue.

    • Augoror Navy Issue

      • Maximum Capacitor increased from 1500.0 GJ to 1625.0 GJ

      • Capacitor Recharge time improved from 7m 55s to 7m 45s.

      • Maximum Velocity Increased from 215 to 245

      • Agility Improved from 0.48x to 0.38x

      • Mass increased from 10,650,000 to 13,150,000

    The Augoror Navy Issue is currently the least used navy cruiser so giving it some love. Improving the base capacitor and capacitor regeneration time, setting them to be the same as the Maller. Also increasing the mass of the Augoror Navy Issue to the same as the maller, and then improving the agility and maximum velocity to keep align times and prop on speeds the same as now or slightly better.

    This speed adjustment will make the Augoror Navy Issue faster when scrammed, improving range control and tracking while brawling. It will also mean that 1600mm plated fits will be both faster and more agile than before as plates will slow it down less.

    • Stabber Fleet Issue

      • CPU Output improved from 310 to 340

    The Stabber Fleet could run into CPU issues when fitting artillery or shield fits. Setting it to 340 which is the same value that the regular Stabber has.

    • Deimos

      • Max Velocity improved from 230 to 250

    Adding the same bonus to maximum velocity that the Thorax got in the Legion Expansion to the Deimos.

    • Cenotaph

      • Breacher Pod M Maximum HP Damage per second reduced from 0.8% to 0.6% (from 1% to 0.75% with max skills).

    The Cenotaph still feels too oppressive in certain environments so we are setting the Medium Breacher Pod maximum HP damage per second value to now be the same as the Breacher Pod S. Breacher Pod Ms will still do up to 3x more damage than Breacher Pod Ss against bigger targets. This will mean that the Cenotaph is less effective at damaging most subcapital ships with the breacher pod weapon.

    • All Command Ships

      • Improved Cargohold Capacity on all Command Ships so they can more easily carry spare command bursts/charges, or just more cap boosters for the active tanking focused ones, as many of them had lower capacity than T1 cruisers and HACs.

    • Claymore

      • 5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire bonus improved to 7.5% bonus to Heavy Missile and Heavy Assault Missle Damage per level of Minmatar Battlecruiser.

    This is a small DPS improvement (from 33.3% DPS to 37.5%) and means the Claymore will not go through missiles as quickly improving it in extended PVP engagements and PVE.

    • Astarte

      • 7.5% bonus to Medium Hybrid Turret rate of fire bonus improved to 10% bonus to

        Medium Hybrid Turret damage per level of Command Ships.

      • 7.5% bonus to Medium Hybrid Turret damage bonus improved from 7.5% to 10%.

      • Agility improved from 0.7x to 0.69x (NICE!)

    This is a small DPS improvement (from 11 effective turrets to 11.25), however, it will be a large improvement for the Astarte in PVP and PVE by consuming much less capacitor and ammo to fire.

    The small agility tweak will also bring it below an 8s align time if it doesn’t have a plate or non-active tanking armor rigs fitted.

    • Armageddon Navy Issue

      • Added 5% bonus to Nosferatu and Energy Neutralizer falloff bonus per level

    Armageddon Navy Issue is the least used battleship (outside of the alliance tournament). It did not inherit the falloff bonus to neuts from the base Armageddon so adding that as a small bonus to throw it a space bone.

    • Maelstrom

      • Max Velocity increased from 115m/s to 120m/s

      • Signature Radius reduced from 460m to 400m

      • Agility improved from 0.136x to 0.111x

      • Drone Capacity improved from 100m3 to 125m3

    We made several tweaks to the Maelstrom to improve it’s fleet viability in the Legion Major Update which have been largely successful in increasing its usage. We wanted to give it some further tweaks to help it more in a solo/small gang environment (without improving it directly for fleets like improving the alpha strike), so we’re giving it some small mobility related changes and giving it a spare set of light drones, which should make it feel closer to the ‘Shield Hyperion’ vision.

    Drone and Module Balance Changes

    • Web Drones

      • Berserker SW-900

        • Maximum Velocity improved from 1500m/s to 2000m/s

      • Valkyrie SW-600

        • Maximum Velocity improved from 2000m/s to 2750m/s

        • Shield Hitpoints increased from 50 to 100

        • Signature Radius increased from 53 to 75

      • Warrior SW-300

        • Maximum Velocity improved from 2400m/s to 3200m/s

        • Shield Hitpoints increased from 25 to 75

        • Hull Hitpoints increased from 60 to 80

        • Signature Radius reduced from 26 to 25

    Regular Web Drones had lower speed than all other EWAR drone types such as neut drones and TP drones, and also the smaller versions had lower hitpoints as well. Bringing the web drones up to other EWAR drone types to make more viable as an option.

    Microwarpdrives

    Enduring MWDs

    • 5MN Cold-Gas Enduring Microwarpdrive activation cost reduced from 35 to 30

    • 50MN Cold-Gas Enduring Microwarpdrive activation cost reduced from 160 to 130

    • 500MN Cold-Gas Enduring Microwarpdrive activation cost reduced from 280 to 220

    • 50000MN Cold-Gas Enduring Microwarpdrive activation cost reduced from 9000 to 7000

    Tech II MWDS

    • All Tech II MWDs signature radius penalty reduced from 500% to 475%

    • 5MN Microwarpdrive II activation cost reduced from 50 to 40

    • 50MN Microwarpdrive II activation cost reduced from 200 to 160

    • 500MN Microwarpdrive II activation cost reduced from 350 to 290

    • 50000MN Microwarpdrive II activation cost reduced from 11000 to 9000

    Enduring MWDs were almost always a non-choice over the Restrained MWDs, because the lower capacitor penalty from the restrained MWDs usually provided close to the same capacitor benefit as the Enduring one did while also providing the reduced signature radius penalty, so we are lowering their activation costs so they are now the clear winner when choosing to specialize in lower capacitor costs.

    Tech II MWDs were also in a bad spot, they currently offer a very minor speed boost for increased fittings and higher activation costs. So we are lowering their activation costs, and also the sig bloom penalty on them, to make them a more general upgrade if you are willing to pay the fitting cost for them (while not being better at any individual meta variation at their specialized attribute).

    • All Caldari Navy Hybrid ammo LP store offers have been removed.

    Currently there is an imbalance with LP stores, in that Caldari currently have two different navy ammo types, while all the other factions have just one. And Gallente shares theirs with Caldari, causing Federation Navy ammo to be saturated and not as valuable.

    This will leave each faction with one type of navy ammo each (Amarr - Frequency Crystals, Caldari - Missiles, Gallente - Hybrid Ammo and Minmatar - Projectile Ammo.)

    We will eventually convert existing Caldari Navy hybrid ammo to Federation Navy at a later point.

    Needlejack Filament Blueprints

    • Manufacturing time per run before any skills/bonuses reduced from 9000 seconds to 900 seconds for 15-person filaments, and 1500 seconds for 25-person filaments.

    • Signal-15 Blueprint

      • Now uses 150 Fullerene Intercelated Graphite (from 1500) per run

      • Now uses 3x Signal-5 needjack filaments (from 1) per run

    • Noise-15 Blueprint

      • Now uses 150 Fullerene Intercelated Graphite (from 1000) per run

      • Now uses 3x Noise-5 needlejack filaments (from 1) per run)

    • Signal-25 Blueprint

      • Now uses 250 Fullerene Intercelated Graphite (from 2500) per run

      • Now uses 5x Signal-5 needjack filaments (instead of 1 Signal-15) per run

    • Noise-25 Blueprint

      • Now uses 250 Fullerene Intercelated Graphite (from 2000) per run

      • Now uses 5x Noise-5 needjack filaments (Instead of 1 Noise-15) per run

    • Signal-15 Blueprint LP Offer

      • Blueprint Runs increased to 10 runs from 5 runs

      • ISK Cost increased to 15 million ISK from 7.5 million ISK

      • LP Cost reduced to 1,500 LP from 35,000 LP

    • Noise-15 Blueprint LP Offer

      • Blueprint Runs increased to 10 runs from 5 runs

      • ISK Cost increased to 15 million ISK from 5 million ISK

      • LP Cost reduced to 1,500 LP from 20,000 LP

    • Signal-25 and Noise-25 Blueprint LP Offer (NEW)

      • 10 Run Blueprint Copy

      • 25 Million ISK

      • 2,500 LP

    Adding evergreen sources of the 25 fleet member needlejack filaments, and then reducing the costs of the filaments down to more reasonable levels.

    needlejack-jump-filaments-yeet-no-copy

    Wormholes

    • The regular ore mining anomalies in wormhole space have had a small gameplay balance pass.

      • All asteroids in these wormhole space anomalies have been upgraded to the highest yield variation (IV-Grade)

      • A small visual pass has been done on these sites.

      • The asteroids in most sites have been placed closer together, and closer to the warp in point, to improve quality of life.


    Screenshot Copy 3840x2160

    We're excited to see what you do with the updates coming in the Cradle of War expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.

    o7


  • Patch Notes - Version 23.02
    published on June 5th, 2026 at 11:00 AM

    Greetings,

    The following page will list patch notes for all updates within this release (Version 23.02). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2025-11-18 Last update: 2026-06-05

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

    Patch Notes for 2026-06-05.1

    Defect Fixes:

    Gameplay:

    • Fixed an issue in starter space where NPCs would not retaliate against players.

      • This fixes an issue affecting missions such as "The Stand" in the Soldier of Fortune career agent arc.


    Patch Notes for 2026-06-02.1

    Capsuleer Day:

    • Capsuleer Day XXIII: Warpath has concluded.

    • Quartermaster Traders will remain in space for an additional week, until June 9.


    Patch Notes for 2026-06-01.1

    Features & Changes:

    Exordium:

    • Eight new sets of Career Agents have been added the Exordium starter region, providing new players with additional opportunities to explore EVE's career paths.

      • All existing Career Agents remain available and unchanged.

    Misc:

    • New character backgrounds have been added.

    Defect Fixes:

    Exordium:

    • Added clearer feedback when actions against other capsuleers are blocked by Starter Space safety restrictions, including when using modules & drones.

    • Fixed an issue on the starmap where the Ore Anomalies map filter could highlight systems with no ore anomalies.


    Patch Notes for 2026-05-29.1

    Features & Changes:

    Miscellaneous:

    • Svipul Stark Strategist SKIN has been added.


    Patch Notes for 2026-05-27.1

    Features & Changes:

    Miscellaneous:

    • Default SKINs behaviour has been extended to apply when entering a pod. If no default is set, the previously used SKIN will be applied.


    Patch Notes for 2026-05-26.1

    Features & Changes:

    Capsuleer Day XXIII: Warpath:

    Seasonal Track:

    • The point cap has been increased, and new rewards have been added to the seasonal track.

    • The capstone reward is a token that can be exchanged at Quartermaster Traders for new navy destroyer blueprint copies.

    Challenges:

    • Challenges have been added for Warpath: Capital Mayday sites.

    Site distribution:

    • Warpath: War Grid, Warpath: Strategic Infiltration, and Warpath: Capital Mayday sites can now be found in highsec.

    Warpath: Defense Complex:

    • A lobby with an acceleration gate has been added to site.

    Ships:

    • The Four new navy destroyers are now available for a limited time before the Cradle of War expansion launches on June 9th through capsuleer day item traders. Completing the reward track will reward players with a token that can be used for a single 1 run BPC copy of the navy destroyers.

    • When Cradle of War launches, blueprint copies for the destroyers will be available from FW militia LP stores.

    Amarr - Dragoon Navy Issue

    • Dragoon Navy Issue: Skill Bonuses

      • Amarr Destroyer: (per skill level)

        • 10% bonus to drone hitpoints and damage

        • 10% bonus to Rocket, Light Missile and Energy Turret damage

        • 20% bonus to Energy Nosferatu and Energy Neutralizer optimal range

        • 10% bonus to Energy Nosferatu and Energy Neutralizer falloff range

      • Role Bonus:

        • 25% bonus to drone max velocity

    • Slot Layout

      • Highslots: 5

        • 3 Turret and 3 Missile Hardpoints

      • Midslots: 3

      • Lowslots: 4

      • Drone Bandwidth and Bay (25m3/75m3)

    Caldari - Corax Navy Issue

    • Corax Navy Issue: Skill Bonuses

      • Caldari Destroyer: (per skill level)

        • 10% bonus to kinetic Light Missile and Rocket damage

        • 5% bonus to EM, Thermal and explosive light missile and rocket damage

        • 5% reduction to light missile and rocket explosion radius

      • Role Bonus:

        • 50% bonus to missile velocity

    • Slot Layout

      • Highslots: 6

        • 6 Missile Hardpoints

      • Midslots: 5

      • Lowslots: 2

    Gallente - Algos Navy Issue

    • Algos Navy Issue: Skill Bonuses

      • Gallente Destroyer: (per skill level)

        • 10% bonus to drone hitpoints and damage

        • 10% bonus to small hybrid weapon damage and tracking

        • 10% bonus to Stasis Webifier Drone factor of velocity decrease and hitpoints

      • Role Bonus:

        • 25% bonus to drone max velocity

    • Slot Layout

      • Highslots: 5

        • 4 Turret Hardpoints

      • Midslots: 3

      • Lowslots: 4

      • Drone Bandwidth and Bay (35m3/100m3)

    Minmatar - Talwar Fleet Issue

    • Talwar Fleet Issue: Skill Bonuses

      • Minmatar Destroyer: (per skill level)

        • 7.5% bonus to Light Missile and Rocket Launcher rate of fire

        • 7.5% bonus to shield booster amount

        • 7.5% bonus to Light Missile and Rocket Explosion Velocity

      • Role Bonus:

        • 50% bonus to missile velocity

    • Slot Layout

      • Highslots: 6

        • 5 Missile Hardpoints

      • Midslots: 4

      • Lowslots: 3

    Defect Fixes:

    Capsuleer Day:

    • Fixed an issue that allowed destroyers to complete Warpath: Defense Complex sites.

    • Fixed an issue that excluded some battleships, namely marauders, from defending certain complexes in Warpath: War Grid sites.

    • Titans within Capital Mayday sites will now slowly orbit within the site.

    • Titans within Capital Mayday can no longer be remotely repaired.

    • Freighters within Capital Mayday sites will now warp away if a site ends in failure.


    Patch Notes for 2026-05-22.1

    Gameplay:

    • The safety setting no longer automatically resets to green state when a character logs in.


    Patch Notes for 2026-05-21.1

    Defect Fixes:

    Gameplay:

    • AIR Career Program’s Career Missions updates its progression correctly when completing AIR Career Missions.

    • Selling orders when the limit is reached will no longer trigger the safety market tax in Exordium.


    Patch Notes for 2026-05-19.1

    Features & Changes:

    Introducing Exordium:

    With today’s deployment, the previously introduced 53 new systems and their associated region, Exordium, are now accessible through the Manifest gate in Yulai.

    As discussed back in April, Exordium is a dedicated new-player region designed to provide a safer introduction to EVE Online while still introducing players to the game’s core systems, progression paths, and faction identities before they move into the wider cluster. We are opening up Exordium and its features in stages ahead of the Cradle of War expansion.

    This deployment introduces the first iteration of the new starter space security class (1.0), along with several pieces of new content aimed at newer players.

    At this time Exordium is still in a “work in progress” state, and the new AIR Trade Center station in Manifest can be seen in its partially-constructed form. New players will not be sent to Exordium until the Cradle of War expansion releases on June 9th.

    Elevated Security

    Systems within Exordium now use a dedicated 1.0 security class designed to prevent all forms of PvP.

    As part of this update:

    • All Exordium systems have been set to security class 1.0

    • Existing 1.0 systems across New Eden have been adjusted to 0.9

      • This does not meaningfully impact CONCORD response times in those systems.

    • Security tooltips and the starmap now support the new security tier classification.

    Within Exordium:

    • Safety settings are permanently locked to green

    • War Declarations and Factional Warfare combat are disabled

    • Duels cannot be initiated

    • Killrights cannot be activated

    • Characters with combat flags such as suspect, criminal, and limited engagements cannot jump into Exordium or undock within the region until their timer expires

    • Players cannot freely attack other capsuleers

    • Upwell Structures cannot be deployed

    • Deployables and anchored containers cannot be placed

    Starter Space Economic Balancing

    Exordium is intended as a starting environment for new capsuleers. Economy activity within the region has been adjusted to have reduced payouts compared to standard highsec space.

    • Mission ISK rewards, LP rewards, and NPC bounties reduced by 20%

    • Additional 5% market fees added to non-instant orders.

    • Industry installation fees increased by 5% for manufacturing , material efficiency research, time efficiency research and invention

    Additional balancing changes now active within Exordium include:

    • Ores found within Exordium are new “Grade 0” versions with lower mineral yield than their standard variants.

    • Exploration sites within Exordium contain distinct loot tables with lower value loot and items optimized for new players.

    • Homefront Operations within Exordium have reduced difficulty, as well as reduced rewards.

    Agents & Mission Content within Exordium

    Exordium now includes a broad range of empire-aligned agents designed to introduce new players to mission running, mining, security gameplay, and faction identity.

    The following agents are now available for interactions:

    • Level 1 and Level 2 Security agents

    • Level 1 and Level 2 Mining agents

    • Sisters of EVE agents

    • Paragon agents

    A few additional updates and NPC behavior improvements are also included in this deployment:

    • Improved Homefront Operations NPC behaviors

    • Improved NPC officer AI in Vigilance Point sites

    • Added an overshield to Tyrannos Basileus in Abyssal Artifact Recovery sites

    New content has been added throughout Exordium, including:

    • Mining sites

    • Combat anomalies

    • Data & Relic sites

    • Cooperative objective-based encounters

    • Empire mining belts

    • Pirate Hideaways

    • Rogue Drone combat sites

    • Metaliminal Meteoroid encounters

    • Emergency Aid encounters

    • Relic and data hacking sites

    Additional Changes:

    • Several exploration sites have also received updated visuals, objectives, and environment improvements, including updated hackable containers and site cleanup improvements after completion.

    • Tier 0 Abyssal Filaments have been adjusted to be usable in 0.9 and 1.0 security systems.

    UI & Map Updates

    Additional UI support has been added for Exordium security classes:

    • Security tooltips now link directly to additional safety information through the starmap

    • The starmap now includes a security tier filter option

    • A new security filter side panel has been added to the map UI

    • Security tier information can now be viewed directly on the map

    Miscellaneous:

    Capsule Forever Creative SKIN now supports the Genolution 'Auroral' 197-variant capsule


    Patch Notes for 2026-05-13.1

    Features & Changes:

    Miscellaneous:

    • Players can set any SKIN as a default one. SKINs will be applied to all newly unpackaged ships (does not apply to already assembled ships).


    Patch Notes for 2026-05-12.1

    Features & Changes:

    New Eden:

    • The system of Jita has become independent from the Caldari.

      • The system will be administered by CONCORD, who will control sovereignty within the system, in collaboration with EverMore.

      • EverMore has stepped in as the acting police force, managing piracy and customs enforcement within the system.

      • As a result, capsuleers with poor standings or at war with the Caldari will no longer be attacked while in Jita.

    • New Trade Embassies for the Amarr, Gallente, and Minmatar have been established around Jita III, Jita VIII, and Jita II, respectively.

      • These stations include Factional Warfare enlistment services!

    • The Caldari Navy retains control over the station at Jita IV-4, and taxes in the station are unaffected.

    • A Clone Bay service has been made available in the Jita IV-4 Caldari Navy Assembly Plant.

      • Other Assembly Plant stations have also been given access to this service.


    Patch Notes for 2026-05-07.1

    Features & Changes:

    Capsuleer Day:

    Warpath: Capital Mayday

    The struggle between the empires continues as Titan clashes erupt across the cluster!

    • Mayday signals will be received via the Interstellar Events section of the Opportunities window, alerting Capsuleers to these battles wherever they emerge.

    • On-site, two titans slug it out. Both have extremely impaired systems, but neither will concede the field.

    • Capsuleers must haul specialised capacitor boosters from allied freighters to the cargo bays of defending Titans.

    • Empire forces are on-site to assist their Titan, so Haulers will require protection as they work.

    • Once fueled, defending titans will unleash their Doomsday against the invader to chip away at its defences.

    • Capsuleers will be rewarded each time the defending Doomsday fires, with up to 30 pilots eligible for the optimal reward.

    • The invading Titan will periodically reply in kind; once either Titan is destroyed, the site will end.

    • Only tech 2 battleships and smaller are permitted within the site.


    Patch Notes for 2026-05-05.1

    Features & Changes:

    Capsuleer Day:

    • Caldari claim Sovereignty throughout Syndicate region as they are no longer willing to suffer the dishonor of the Intaki Syndicate.

    • Warpath: Intelligence Cache sites now spawn in low-sec.

    • Scanning difficulty reduced for Warpath: Strategic Infiltration sites.

    Miscellaneous:

    • New Mandate of Faith, Presidential Agent and Stark Strategist SKIN lines have been added for the Ishkur, Wolf, Vagabond, Pontifex and Hyperion.

    Defect Fixes:

    Capsuleer Day:

    • War Grid, Defense Grid, and Defense Complex sites no longer spawn in non-empire space in a broken state.

    • Reward containers will now spawn correctly in Minmatar Defence Complex sites.

    • The Loot Complex info panel objective will now appear correctly in Defence Complex sites.

    • Reward containers in Defense Complex sites can now be looted from a longer range.

    • Successfully hacking the bottom container in a Minmatar Strategic Infiltration site will no longer cause a lockdown.

    • Fixed an issue that could cause overlapping faction variants in exploration sites.

    • Corrected the wreck type of Yosuke’s Phantasm.

    • Fixed various text issues.

    User Interface:

    • Fixed an issue with the map UI that would prevent the selecting of celestial objects and structures close to the star.


    Patch Notes for 2026-05-01.1

    Capsuleer Day XXIII - Warpath

    Gameplay:

    • Improved the Info Panel objectives that appear while in War Grid and Defense Grid sites.

    • Sentries within Strategic Infiltration sites will no longer attack capsules.

    Defect Fixes:

    • Securing all three complexes in Defense Grid sites will now grant their full reward.

    • Fixed an issue causing Intelligence Cache sites to not be despawned correctly.

    • Added missing icons for new SKINs.

    • Removed the acceleration gates from War Grid and Defense Grid Extraction areas.

    • Fixed various incorrect names and descriptions.

    SKINs:

    • New SKIN lines for each empire are added

      • Mandate of Faith

      • State Regulator

      • Presidential Agent

      • Stark Strategist

    • Lavacore Imperial SKIN extended to Omen and Revelation Navy Issue


    Patch Notes for 2026-04-30.1

    Capsuleer Day XXIII - Warpath

    All-out war has erupted, reaching highsec, leading to danger and opportunity throughout the cluster. From today until 2 June, dive into the conflict for unique encounters and rewards including all-new officer and faction modules, SKINs, SP, PLEX, and more. 

    Every day will see login rewards, including up to 665,000 SP, SKINs, SKINR components and more

    Seasonal Challenges & Rewards:

    The Capsuleer Day XXIII seasonal challenge track offers trader tokens, PLEX, SoCT ships, SP, and other excellent loot. Progress through the track by completing the following challenges:

    • Complete Security Missions for empires.

    • Mine Crokite or Plagioclase in empire space.

    • Kill Elite Mercenaries in new combat sites

    • Hack Strategic or Intelligence Databanks in new exploration sites

    • Make a trade with Quartermaster Traders

    • Capture or Defend FW Complexes

    Challenges feature five tiers, ranging from Hireling to Warpath Master. Completing each tier awards tokens which can be exchanged with Quartermaster Traders. These Quartermaster Traders are the empires’ primary tool for winning Capsuleer loyalty. Earn war tokens by participating in event activities, then exchange them at empire-specific item traders found widely throughout each empire’s space for your choice of various rewards.

    Items from the Quartermaster Traders include:

    • Combat Boosters

    • Glamorex Boosters

    • Cerebral Accelerators

    • Capsuleer Day SKINs

    • SKINR Components

    • New Officer Modules

      • Revelli’s Modified Integrated Analyzer

      • xer Qosh’s Modified Expanded Cargohold

      • Torigo’s Modified Capacitor Flux Coil

      • Filmir’s Modified Mining Laser Upgrade

    • New Faction Modules

      • Caldari Navy Bastion Module

      • Federation Navy Bastion Module

      • Imperial Navy Bastion Module

      • Republic Fleet Bastion Module

    Quartermaster Traders are located in the following systems:

    • Amarr, Gergish, Tash-Murkon Prime, Nare, Mehatoor, Kor-Azor Prime

    • New Caldari, Ikao, Onnamon, Malkalen

    • Dodixie, Luminaire, Intaki, Faurent

    • Rens, Hek, Pator, Amo

    New Content

    Combat Sites:

    Enemy forces are attacking up to three complexes that control this system’s War Grid, a network of local combat installations.

    Defend and secure as many complexes as you can before the operational window closes. Once a complex has been secured, an extraction point will become available to warp to containing compensation & rewards. The value of supply caches increases with the number of complexes secured. There are three different variants to these sites:

    • Warpath: War Grid:

      • Found in low-security space.

      • Can be captured by Battleships and below

    • Warpath: Defense Grid:

      • Found in low-security space and high-security space

      • Can be captured by T2, Navy, Pirate , and T1 cruisers and below

    • Warpath: Defense Complex:

      • Found in high security space

      • Can be captured by T2, Navy, Pirate, and T1 frigates

    Exploration Sites:

    Explorers can seek out exploration sites, which can be found in highsec, lowsec, and wormhole space. The containers must be hacked, but any mistake that triggers lockdown will bring the sentry guns online, forcing you to hack the Master Security Node to disable the lockdown before operations can continue safely. Proximity mines add another layer of danger, so the utmost caution is advised.

    A more methodical approach is also possible: by hacking all sentry guns before going for the containers, lockdown becomes far less threatening, as the guns will not activate even if an error is made. Our suggestion: just don't make a mistake!

    • Warpath: Intelligence Cache

      • Found in high-security space, null-sec space, wormhole space, and Pochven. This offers exploration content with less risk and fewer rewards. Great for newer explorers and veterans alike.

    • Warpath: Strategic Infiltration

      • Found in low-security space, null-sec space, wormhole space, and Pochven. This incredibly difficult hacking site requires Capsuleers to navigate through sentry guns and mines to gain rewards.

    New System-wide Bonuses

    The empires aren't just looking for your support, they're encouraging Capsuleers to fly their ships. When flying a ship in its own empires' space, you can benefit from unique bonuses.

    • Imperial Warpath Zeal

      • Applies to Amarr ships in space controlled by the Amarr Empire

      • +7.5% Energy Turret Damage

      • +7.5% Armor Hit Points

      • +10% Warp Speed

    • State Warpath Discipline

      • Applies to Caladri ships in space controlled by the Caldari State

      • +7.5% Missile Launcher Rate of Fire

      • +7.5% Shield HP

      • +10% Warp Speed

    • Federal Warpath Fervor

      • Applies to Gallente ships in space controlled by the Gallente Federation

      • +7.5% Hybrid Turret Tracking

      • +7.5% Local Armor Repair

      • +10% Warp Speed

    • Republic Warpath Pride

      • Applies to Minmatar ships in space controlled by the Minmatar Republic

      • 7.5% Projectile Turret Falloff

      • +7.5% Velocity

      • +10% Warp Speed

    SKINs

    • Various police SKINs are 30% off in the New Eden Store

      • Woop woop that's the sound of the space police!


    Patch Notes for 2026-04-29.1

    Defect Fixes:

    Gameplay:

    • Adjusted the calculation of Project Discovery submissions to improve fairness in scoring.

    User Interface:

    • Added better visibility of Aura Guidance for players in the test group.


    Patch Notes for 2026-04-23.1

    Gallente Elections:

    • The Capsuleer Outreach Centers for candidates Moreau, Tenzin, and Rodin have been removed from Dodixie

    • Filings have been updated and President Alix Moreau is officially listed as the new President of the Gallente Federation.

      • Presidential hairdresser, previously appointed by Celes Aguard, has been dismissed. 🤝


    Patch Notes for 2026-04-21.1

    Features & Changes:

    Factional Warfare:

    • A one time Amnesty has been applied to all characters that are currently enlisted in a corporation in Factional Warfare (including pirates). Any character that had below -4.5 standings to the faction they are enrolled for has had their standings set to -4.5.

      • This will mean that these characters will not be kicked with the planned standings changes for the summer expansion. Standings & Awoxing Update | EVE Online.

      • This value will still mean that these characters will once again meet the threshold for being kicked if they awox again in FW after this amnesty.

    Defect Fixes:

    Gameplay:

    • Fixed a recent defect which caused the pirate tackle NPCs to not warp away when the Anti-Pirates killed enough pirate ransomer NPCs in the Insurgency Mining Op Ambush ADV-10 site.

    Graphics:

    • Adjusted godrays to look less compressed and noisy.


    Patch Notes for 2026-04-16.1

    Features & Changes:

    Factional Warfare:

    • All Level 2 and Level 3 FW Missions have been updated:

      • New NPCs have been added to replace the previous ones. Players will no longer lose faction standings for killing them and these NPCs now care about faction allegiance.

      • Mission objective structures that needed to be killed to complete some level FW missions have had standing penalties removed from them.

      • Structures, which were non-essential for completing the mission, have been replaced with non-interactable objects.

      • All Level 2 missions with acceleration gates have had their ship restrictions changed to FW Medium Navy restrictions. They will now spawn a FW Medium Navy beacon into space as well, rather than a defunct beacon that lied to players about the ship restrictions.

      • All Level 3 missions with acceleration gates have had their ship restrictions changed to FW Large Navy restrictions. They will now spawn a FW Large Navy beacon into space as well, rather than a defunct beacon that lied to players about the ship restrictions.

    • Battleship NPCs found inside FW Level 4 missions have been adjusted:

      • Tracking Values reduced by 33%.

      • Damage Multipliers for most NPCs reduced by 20%.

    Gallente Election:

    • The Gallente Election Event has concluded.

      • Note: The Rampant Drone Fabricator will return to wormholes after some additional tweaks and improvements!

    • Capsuleer Outreach Centers will remain active in Dodixie until April 23, giving capsuleers one final week to trade in their Political Favors and Presidential Candidate Favors.

    User Interface:

    • The Factional Warfare Agency section has been updated with a new Factional Warfare Guide. Accessible via Encounters > Factional Warfare > Factional Warfare Guide, this page presents key information on the conflicts, enlistment process, and core mechanics - such as Advantage, System Upgrades, and System Capture - in a clearer and more digestible format.

    Defect Fixes:

    User Interface:

    • Fixed a graphical defect with the probe formation after using the “Center on Me” button.


    Patch Notes for 2026-04-15.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that caused bounty information to not show for NPCs in their show info window.

    • Fixed an issue in the show info window that caused character and corporation information/employment history to be cropped.

    • Fixed an issue that caused the previous and next arrows to become greyed out when stacking show info windows with ship show info windows

    • Fixed an issue with stacked info windows that could sometimes cause the top section of the window to disappear after resetting the window to its default position.


    Patch Notes for 2026-04-14.1

    Features & Changes:

    User Interface:

    • Introduction text now appears on the lower third of the screen when warping to stations, displaying the name of the station.

    World:

    • As part of today’s deployment, the previously introduced 53 new systems and their associated region are now visible on the star map. While you can now see them in the EVE client, they’re still not accessible and can’t be entered just yet. This phase continues the setup and iteration of the new player starter space, including station placement and ongoing adjustments to the overall layout of the region. These changes are part of our ongoing work to improve the New Player Experience (NPE), with this region planned to become the starting area for new characters in the future. We’ll be sharing more updates in the coming weeks and months as we get closer to Fanfest and the summer expansion.

    Miscellaneous:

    • New apparel 'Humanitarian' T-shirt YC 128 is added.

    Defect Fixes:

    Gameplay:

    • Fixed an issue where the "Claim All" button remained highlighted after all rewards were collected in AIR NPE.

    • Fixed an issue causing Vesper Calytrix’s VO audio to play twice in AIR NPE.

    • Fixed client freeze when selecting the Manufacturing Cost Index filter in the classic star map.

    • Fixed an issue that prevented the Gallente Election Daily Login Reward from being claimed. To compensate affected players, the subsequent reward has been upgraded and the login campaign has been extended by one day.


    Patch Notes for 2026-04-09.1

    Features & Changes:

    Seasonal Tracks:

    • The seasonal point cap has been increased to 1,500 for the final week of the election, giving players more opportunity to support their candidates.

    • New rewards have been added to the seasonal reward track, with the capstone reward being Presidential Candidate Favors, which can be traded for officer modules at candidates’ Capsuleer Outreach Centers.

    Rampant Drone Fabricator:

    • Rampant Drone Fabricator sites have been upgraded with a Capital escalation!

      • The difficulty of the site will be ramped up significantly, but so too are the rewards!

      • This escalation is unlocked by having any Capital ship, excluding the Rorqual, present at the start of a wave.

      • All Capitals, excluding the Rorqual, are now considered valid by the site's perimeter.

      • NPCs will deal additional damage when attacking a Capital ship:

        • +50% damage to Carriers.

        • +100% damage to other Capitals.

      • NPCs will no longer attack Fighters.

      • Space Superiority Fighters will now deal their full damage to NPCs, Nanoswarms, and the Fabricator itself.

    The Capital escalation provides extremely rewarding content that pushes even the most powerful ships in EVE to their limits! More ISK, more hybrid drones, and vastly more enemies await you within.

    Several tweaks have also been made to ensure Carriers are a viable option, even giving Dreadnoughts a run for their money. Do not sleep on Space Superiority Fighters. This should hopefully give Carrier pilots a fun and lucrative content source within wormhole space.

    • NPCs within Rampant Drone Fabricator sites will now scale their damage based on the system's reward tier:

      • NPCs will deal less damage in C1-C3 systems.

      • NPCs will deal additional damage in C5/C6 systems.

    The rewards found within these sites varied by system type, though the difficulty did not. This was intended to reflect additional risk, but failed to provide an on-ramp for those wanting to try the content. Now, players running sites in lower-tier systems can practice mechanics with difficulty better matching the potential rewards.

    • Improved the Info Panel UI for Rampant Drone Fabricator sites.

    Defect Fixes:

    Gameplay:

    • Fixed an issue where a Serenity-Only SKIN could be looted from a Gallente Election YC128 SKINs Crate.


    Patch Notes for 2026-04-08.1

    Defect Fixes:

    Technical:

    • In an edge cases, claiming multiple Skillpoints Rewards at once was only accounted correctly after the next downtime. This should now be fixed.


    Patch Notes for 2026-03-31.1

    Features & Changes:

    Balancing:

    • The Panther’s Black Ops bonuses have been adjusted:

      • The 7.5% Large Projectile Turret tracking bonus has been returned.

      • The 15% Heavy Stasis Grappler Falloff bonus has been removed.

      • A 20% Heavy Stasis Grappler Optimal Range bonus has been added.

    The loss of the tracking bonus hit the Panther much harder than intended, and as such it has been reverted. The Heavy Stasis Grappler falloff bonus was also not proving to be worth the mid slot, so this has been swapped with an optimal range bonus instead. This bonus should provide the Panther with a strong control option when the module is overheated.

    • Accelerator Flashpoint sites have been updated as follows:

      • Sites will now spawn exclusively within low-sec EDENCOM Fortress systems.

      • Sites will now appear within the Combat Anomalies section of the Opportunities window.

      • The low-sec spawn rate of sites has been increased.

    Accelerator Flashpoints are very lucrative sites, but their discoverability was extremely limited. Their level of risk to reward was also disproportionate when the site spawned in a high-sec system.

    By adding the sites to the Opportunities window, they can be much more easily discovered. Limiting them to low-sec EDENCOM Fortresses (which are fairly evenly spread across these regions) also concentrates the sites more, and allows them to be properly contested.

    • Significantly increased the drop rate of the Capital Disintegrator Specialization skillbook from the following locations:

      • Zirnitra Blueprint Data Vault crates found within Observatory Flashpoint sites.

      • Liminal Zirnitra wrecks found within Accelerator Flashpoint sites.

      • Triglavian Stellar Accelerator wrecks found within Accelerator Flashpoint sites.

    This availability of this skillbook was too limited in its initial release. The increased drop chance coupled with more accessible Accelerator Flashpoint sites should provide more opportunities for players to acquire it. Note that Accelerator Flashpoint sites will now drop this skillbook more often than its Observatory Flashpoint counterpart.

    Defect Fixes:

    Gallente Election:

    • Fixed inconsistent naming for some of the new hybrid drones.

    • Added missing duration and EWAR resistance attributes to some of the new hybrid drones.

    User Interface:

    • Corrected the Market category for Mystic and Occult XL ammo.


    Patch Notes for 2026-03-27.1

    Features & Changes:

    Localization:

    • Added missing localization for new boosters and crate.


    Patch Notes for 2026-03-26.1

    Features & Changes:

    Balancing:

    • Ultratidal Entropic Disintegrator I Damage Modifier reduced from 0.8 to 0.667.

    • Ultratidal Entropic Disintegrator II Damage Modifier reduced from 0.96 to 0.8.

    • CONCORD Rogue Analysis Beacons can no longer be deployed within 10,000 km of an Asteroid.

    CRABs will no longer be deployable within range of anything within the Asteroid category, including ice. This (hopefully) closes the loop on using a P.A.N.I.C module to run this content.

    Gallente Election:

    • Increased the quantity of Rampancy Data Dump commodities accrued within Rampant Drone Fabricator sites:

      • Low-tier: +50%

      • Medium-tier: +33%

      • High-tier: +25%

    • Slightly decreased the drop chance for hybrid drones in Rampant Drone Fabricator sites.

    • The frequency of Rampant Drone Fabricator sites has been increased within all wormhole systems.

    This site’s value is currently very dependent on market rate of the hybrid drones that can be found within. The floor value of the site has been adjusted to decrease variance and to guard against market volatility. These changes also shrink the relative value differences between the tiers, ensuring even low-class wormhole systems are well rewarded for their efforts.

    Miscellaneous:

    • New Cryptic Ecdysis SKIN for Guristas ships have been added.

    • New Historic Carrier SKINs crate has been released.

    • New Guristas Damage Booster III has been released.

    • New SKINR pattern - Rage of the 7, inspired by the Anger Games, has been added.

    Defect Fixes:

    Gallente Election:

    • Fixed an issue where Gallente Election Campaign Buses were unable to activate stargates leading to Zarzakh.

    Graphics:

    • Fixed an issue where certain rocket explosions would flicker and flash on impact.

    • Fixed an issue where the Docking lights on the Blackbird and Scimitar were visible before the lights were turned on in Cinematic Reveal.


    Patch Notes for 2026-03-24.1

    Features & Changes:

    Balancing:

    • Increased the maximum duration of Carrier CRABs.

    • NPCs spawned by Carrier CRABs will now take noticeably longer to respawn.

    The new CONCORD-Carrier Rogue Analysis Beacon was significantly overtuned, making completing it in a Carrier extremely difficult. Players will now have more time to run the beacon as well as a less stressful time doing so.

    Gallente Election:

    Gallente Election Campaign Buses:

    • Mass reduced to 1,000,000 kg.

    • Cargo capacity reduced to 30 m3.

    Opux Dragoon Yacht and Opux Luxury Yacht:

    • Can fit Covert Ops Cloaking Device.

    • Can fit Interdiction Nullifier.

    Defect Fixes:

    Gallente Election:

    • Rampant Drone Fabricator rewards within low-sec sites will now correctly give medium-tier rewards instead of low-tier.

    • Remote repair bonuses within Rampant Drone Fabricator sites will now apply to Capital-sized repair modules.

    • Stasis Drone Augmentor rigs will now apply their bonus to hybrid Stasis Webifier drones.

    • Skill requirements for all new hybrid drones have been made consistent with their related DPS and EWAR types.

    • Added the faction tag to the Moreau YC128 Campaign Bus.

    • Changed the tag on the Presidential Skirmish Command Burst module from officer to faction.

    • The correct bracket icon will now appear for Gallente Election Campaign Buses.

    • Gallente Election Campaign Buses have been added to the default overview.

    Pochven:

    • The remote repair bonus from Triglavian system effects will once again be applied to Mutadaptive Remote Armor Repairers.

    • Adjusted the warp-in location for the main combat area in Observatory Flashpoint sites to avoid bumping.

    Graphics:

    • Resolved an issue where mining scanner FX was not showing correctly.


    Patch Notes for 2026-03-19.1

    Features & Changes:

     Gallente Election:

    The YC128 Gallente Election is underway! Capsuleers can participate until downtime on Thursday, April 16, 2026. Choose a presidential candidate and support them by completing event challenges.

    Support your candidate:

    Choose a candidate to support and complete challenges to influence the election outcome. The candidate whose supporters have earned the most combined seasonal points at the end of the event will be declared President of the Gallente Federation.

    Your candidate selection choice will not limit the rewards you can receive. Throughout the event, regardless of your choice, you will receive Political Favor which can be exchanged at Capsuleer Outreach Centers in Dodixie for any of the rewards. Support the candidate you want to without worrying about the rewards.

    * The campaign bus at the end of the Presidential race will be visually different for each of the 3 candidates, but the rest of the rewards are the same.

    New Content:

    Rampant Drone Fabricator:

    Test both your fitting and combat prowess in this push-your-luck site!

    • Players must defeat waves of increasingly difficult Rogue Drones.

    • Each wave adds additional loot to the Fabricator structure in increasing quantities.

    • After each wave, players can choose to destroy the Fabricator and claim their current rewards or press on to the next wave.

      • Current rewards can be checked at any time using a Cargo Scanner.

    • Be warned: if you are unable to complete a wave, you will lose everything you’ve earned so far!

    • If the standard variant proves too easy, try bringing a battleship. The dangers are increased, but so are the rewards!

    • The sites rewards also scale based on where it is located, in three distinct tiers:

      • Low tier: C1-C3 wormhole systems.

      • Medium tier: C4, Pochven, and low-sec systems.

      • Highest tier: C5 and C6 wormhole systems.

    • There are several hidden quirks and tricks for players to discover while they run the site.

      • It is highly recommended to keep the Info Panel section visible!

    • Only permitted ships can keep the site stable. Leaving proximity can quickly cause the site to become forfeit.

      • Permitted ships include combat-capable ships from T1 Frigates all the way to Marauders.

    • The site is a cosmic signature, requiring it to be scanned down.

    • The grid is not deadspaced; do with this information as you see fit.

    Drone Iteration Depot:

    Former industrial depots that have been converted into data stockpiles by Rogue Drones.

    • Hacking site.

    • Can be found in highsec, lowsec, and nullsec.

    • Highsec version contains Iteration Databanks. Lowsec and nullsec versions contain the more valuable Iteration Vaults.

    Notable Rewards:

    The event features a wide range of great rewards, including exciting new additions.

    New Combined Damage and EWAR Drones:

    These combined drones primarily use the base stats of tech-1 combat drones. However, they also gain the EWAR capabilities of EWAR drones.

    • All 6 types of EWAR are available in all 3 sizes.

    • Some drones can be bought from Capsuleer Outreach Centers, while others are exclusive to the Rampant Drone Fabricator site.

    New Officer Modules:

    Each candidate offers a unique officer module, available for acquisition at their respective Capsuleer Outreach Center. These modules are:

    • Tenzin’s Modified Guidance Disruptor

    • Moreau’s Modified Expanded Scan Probe Launcher

    • Roden’s Modified Nanofiber Internal Structure

    New Faction Modules:

    Candidates also offer faction modules at their Capsuleer Outreach Centers:

    • Presidential Skirmish Command Burst

    • Presidential Information Command Burst

    • Presidential Mining Foreman Burst

    New Character Backgrounds:

    The event features new Gallente character backgrounds, available at each candidate’s Capsuleer Outreach Center.

    Capsuleer Outreach Centers:

    Each candidate operates a Capsuleer Outreach Center in Dodixie. Earn Political Favors and Presidential Candidate Favors, then exchange them for a range of items, including:

    • Boosters

    • SKINR Components

    • Character Portrait Backgrounds

    • Combined Damage and EWAR Drones

    • Faction Modules

    • Officer Modules

    Agency Challenges and Rewards

    Support your candidate by completing a range of challenges:

    • Complete Gallente security missions.

    • Capture or defend Factional Warfare complexes for Gallente.

    • Complete Homefront Operations in Gallente space.

    • Mine Scordite or Gneiss in Gallente space.

    • Hack Iteration Databanks and Vaults in Drone Iteration Depots found in highsec, lowsec, and nullsec.

    • Kill Fabricator Rogue Drones in Rampant Drone Fabricator sites found in lowsec, wormholes, and Pochven.

    • Make a trade at a candidate’s Capsuleer Outreach Center in Dodixie.

    • Go on the Campaign Trail.

    Tiered Challenge Rewards:

    • Challenges feature five tiers, ranging from Supporter to Lobbyist.

    • Completing each tier awards tokens that can be exchanged at Capsuleer Outreach Centers, with the fifth tier granting a Presidential Candidate Favor used to acquire powerful officer modules.

    Complete challenges to earn points and unlock rewards in the seasonal track, including:

    • 75 PLEX

    • Skill Points

    • Political Favors used to make a trade in Capsuleer Outreach Centers.

    • Campaign Buses

    Daily Login Rewards

    Log in throughout the event for great rewards:

    • Alpha and Omega pilots receive separate reward tracks

    • Omegas claim both tracks daily, and upgrading to Omega unlocks all past Omega rewards retroactively

    • Rewards include:

      • Boosters

      • SKINR Components

      • EverMarks

      • Generous Skill Points

      • And more!


    Patch Notes for 2026-03-18.1

    Catalyst Major Update

    Features & Changes:

    CONCORD Rogue Analysis Beacons:

    • A new Carrier-specific CONCORD Rogue Analysis Beacon has been added:

      • Spawned Rogue Drones NPCs will not attack Drones or Fighters.

      • The scanning phase lasts 16 minutes (instead of 10), with rewards scaled to match.

      • Linking requires fewer Complex Encryption Qubits, allowing 4 links to be made per character per day.

      • Less Signal Interference is generated per use.

      • BPCs can be bought from CONCORD LP stores for the same cost as the standard variant.

    • CONCORD Rogue Analysis Beacons can no longer be deployed within Asteroid Belts.

    The Carrier CRAB gives players who are willing to accept greater difficulty in exchange for a significantly higher reward ceiling.

    Blocking deployment within belts will prevent Rorquals from using PANIC modules while running a CRAB beacon.

    Carriers:

    • Networked Sensor Arrays can no longer be fit to Carriers.

    • Carrier cargo bay capacity has been increased by the following stats:

    Archon:

    • Increased Cargo Bay capacity from 825m3 to 2175m3.

    Chimera:

    • Increased Cargo Bay capacity from 870m3 to 2600m3.

    Thanatos:

    • Increased Cargo Bay capacity from 875m3 to 2800m3.

    Nidhoggur:

    • Increased Cargo Bay capacity from 860m3 to 3000m3.

    Carriers now have a significantly larger cargo bay capacity than battleships.

    Fighters:

    Einherji I:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2190 HP to 3285 HP.

    • Autocannon Explosive Damage increased from 62 HP to 93 HP.

    • Heavy Rocket Salvo Explosive Damage increased from 113 HP to 169.5 HP.

    Einherji II:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2420 HP to 3630 HP.

    • Autocannon Explosive Damage increased from 68 HP to 102 HP.

    • Heavy Rocket Salvo Explosive Damage increased from 124 HP to 186 HP.

    Republic Fleet Einherji:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 3630 HP to 5445 HP.

    • Autocannon Explosive Damage increased from 65 HP to 97.5 HP.

    • Heavy Rocket Salvo Explosive Damage increased from 118.5 HP to 178 HP.

    Templar I:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2190 HP to 3285 HP.

    • Pulse Cannon EM Damage increased from 65 HP to 97.5 HP.

    • Heavy Rocket Salvo EM Damage increased from 119 HP to 178.5 HP.

    Templar II:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2420 HP to 3630 HP.

    • Pulse Cannon EM Damage increased from 72 HP to 108 HP.

    • Heavy Rocket Salvo EM Damage increased from 131 HP to 196.5 HP.

    Imperial Navy Templar:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 3630 HP to 5445 HP.

    • Pulse Cannon EM Damage increased from 68.5 HP to 103 HP.

    • Heavy Rocket Salvo EM Damage increased from 125 HP to 187.5 HP.

    Dragonfly I:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2190 HP to 3285 HP.

    • Blaster Cannon Kinetic Damage increased from 72 HP to 108 HP.

    • Heavy Rocket Salvo Kinetic Damage increased from 131 HP to 250 HP.

    Dragonfly II:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2420 HP to 3630 HP.

    • Blaster Cannon Kinetic Damage increased from 79 HP to 158 HP.

    • Heavy Rocket Salvo Kinetic Damage increased from 146 HP to 219 HP.

    Caldari Navy Dragonfly:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 3630 HP to 5445 HP.

    • Blaster Cannon Kinetic Damage increased from 75.5 HP to 113.5 HP.

    • Heavy Rocket Salvo Kinetic Damage increased from 138 HP to 208 HP.

    Firbolg I:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2190 HP to 3285 HP.

    • Blaster Cannon Thermal Damage increased from 75 HP to 112.5 HP.

    • Heavy Rocket Salvo Thermal Damage increased from 138 HP to 207 HP.

    Firbolg II:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 2420 HP to 3630 HP.

    • Blaster Cannon Thermal Damage increased from 83 HP to 124.5 HP.

    • Heavy Rocket Salvo Thermal Damage increased from 152 HP to 228 HP.

    Federation Navy Firbolg:

    • Squadron Size reduced from 9 to 6.

    • Shield Capacity increased from 3630 HP to 5445 HP.

    • Blaster Cannon Thermal Damage increased from 79 HP to 118.5 HP.

    • Heavy Rocket Salvo Thermal Damage increased from 145 HP to 217.5 HP.

    We’ve reduced the amount of fighters that can be deployed in a light fighter squad from 9 → 6. However we’ve increased the total health and damage of each fighter by 50% to compensate. This way a fighter squad has the same health and damage as before, however each individual fighter now has more health, which means that the sustainability of the individual fighter is now increased.

    Force Auxiliaries:

    Apostle:

    • 20% bonus to Capacitor Booster amount per Amarr Carrier skill level added.

    Minokawa:

    • 20% bonus to Capacitor Booster amount per Caldari Carrier skill level added.

    Ninazu:

    • 7.5% bonus to Capacitor Booster amount per Gallente Carrier skill level improved to 30%.

    Lif:

    • 7.5% bonus to Capacitor Booster amount per Minmatar Carrier skill level improved to 30%.

    Dagon:

    • 20% bonus to Capacitor Booster amount per Amarr Carrier skill level added.

    Loggerhead:

    • 20% bonus to Capacitor Booster amount per Gallente Carrier skill level added.

    Force auxiliaries had a heavy nerf in the surgical strike with the Cap booster limit. In order to bring some of that power back we’ve added a bonus to all FAX that increased the amount of capacitor the booster provides which should mean that FAX are less likely to be neuted out. The Lif and Ninazu have an increased bonus to keep their flavour and uniqueness.

    SoCT:

    Metamorphosis:

    • 100% DPS Role Bonus reduced to 80% for all weapon types (not Drones).

    Sunesis:

    • 25% DPS Role Bonus reduced to 20% for all weapon types (not Drones).

    • Reduce Cargo Bay from 600m3 to 450m3.

    • Mass increased from 1,500,000 kg to 1,550,000 kg.

    • Increased Inertia Modifier from 2x to 2.85x, increasing align time from 4.16s to 6.12s.

    Gnosis:

    • 25% DPS Role Bonus reduced to 20% for all weapon types (not Drones).

    Praxis:

    • 25% DPS Role Bonus reduced to 20% for all weapon types (not Drones).

    We felt that SoCT were too dominant considering their cost and skill requirements. Bringing them down in dps output allows us more freedom to give them out for Capsuleer Day in future.

    The Sunesis in particular had a very large cargo bay and small align time which we’ve adjusted.

    Recon Ships

    Curse:

    • Maximum Targeting Range reduced from 130km to 110.5km.

    Pilgrim:

    • Maximum Targeting Range reduced from 104km to 88.4km.

    Rook:

    • Maximum Targeting Range reduced from 150km to 127.5km.

    Falcon:

    • Maximum Targeting Range reduced from 120km to 102km.

    Lachesis:

    • Maximum Targeting Range reduced from 140km to 119km.

    Arazu:

    • Maximum Targeting Range reduced from 112km to 95.2km.

    Huginn:

    • Maximum Targeting Range reduced from 125km to 112km.

    Rapier:

    • Maximum Targeting Range reduced from 100km to 90km.

    In conversations during the CSM summit we identified that recon lock range was a bit too strong for it’s role and purpose. We’ve reduced it by 15% across the board.

    Black Ops:

    Redeemer:

    • Removed 50% Armor Plate Bonus.

    • Removed 100% Shield Extender Bonus.

    • Removed 1 Turret Hard Point.

    Panther:

    • Removed 50% Armor Plate Bonus.

    • Removed 100% Shield Extender Bonus.

    • Removed 7.5% Tracking Bonus.

    • Added 15% Heavy Stasis Grappler Falloff bonus per Black Ops skill level.

    Widow:

    • Removed 50% Armor Plate Bonus.

    • Removed 100% Shield Extender Bonus.

    • Increased rate of fire bonus from 7.5% to 10%.

    Sin:

    • Removed 50% Armor Plate Bonus.

    • Removed 100% Shield Extender Bonus.

    • Increased Hybrid damage bonus from 10% to 20%.

    Black Ops were too tanky with the extender & plate bonuses, for the Blops gangs we were seeing operate all over New Eden. We didn't touch the Marshal or Python at this time, but we'll monitor if everyone swaps to Marshals now, which are considerably more expensive.

    Modules:

    Ultratidal Entropic Disintegrator I:

    • Reduced Damage Modifier from 1.0 to 0.8.

    New - Ultratidal Disintegrator II:

    • Created new T2 variant of the Ultratidal Disintegrator I.

    • Damage Modifier 0.96.

    • Optimal Range 57km.

    • Required Skills:

      • Gunnery V.

      • Capital Precursor Weapon V.

      • Capital Disintegration Specialization I.

    Meson Exotic Plasma XL:

    • Reduced Range bonus from 80% to 60%.

    New - Mystic Exotic Plasma XL:

    • Range bonus 50%.

    • Tracking Speed 0.5.

    • Thermal Damage 2590.

    • Explosive Damage 1295.

    New - Occult Exotic Plasma XL:

    • Range bonus -40%.

    • Tracking Speed 0.75.

    • Thermal Damage 3150.

    • Explosive Damage 2240.

    Skills:

    New - Capital Disintegrator Specialization Skill:

    • New Skill created and added as a requirement for Ultratidal Disintegrator II.

    • Adds 2% bonus per skill level to damage.

    • Requirements:

      • Motion Prediction V.

      • Capital Precursor Weapon V.

    • Skillbook added to the Dreadnought Skills loot table (Observatory Flashpoint).

    New - Amarr Fighter Specialization:

    • Specialization in the operation of advanced Amarr fighters. 2% bonus per skill level to the damage of fighters requiring Amarr Fighter Specialization.

    New - Caldari Fighter Specialization:

    • Specialization in the operation of advanced Caldari fighters. 2% bonus per skill level to the damage of fighters requiring Caldari Fighter Specialization.

    New - Gallente Fighter Specialization:

    • Specialization in the operation of advanced Gallente fighters. 2% bonus per skill level to the damage of fighters requiring Gallente Fighter Specialization.

    New - Minmatar Fighter Specialization:

    • Specialization in the operation of advanced Minmatar fighters. 2% bonus per skill level to the damage of fighters requiring Minmatar Fighter Specialization.

    Fighters don’t currently follow the same convention as drones, so to start that roll out we’re introducing the racial specialization skill in a later update we’ll be locking T2 fighters behind the specialization skill.

    Pochven:

    • Ships will now drop 60% of their loot when destroyed within the region.

    • Pochven and Triglavian Minor Victory system effect penalties no longer affect Triglavian ships.

    Triglavian ships, both T1 and T2, will be immune to the warp speed and max target lock penalties. This should give players more reason to fly these ships within Triglavian occupied systems.

    • Locator Agents are no longer able to give the location of Capsuleers within Pochven.

      • A new message appears stating they are within the region but cannot be pinned down.

    • T2 Triglavian salvage can now be purchased within Triglavian LP stores.

      • Offers require either Hyper-Vigilance Cores or Stellar Surveillance Data and a set amount of ISK.

    With the Hospodar NPC spawning bug closed, T2 Triglavian salvage needed a new faucet. Pochven players will now be able to provide these materials when running pro-Triglavian content. This gives another way for Triglavian aligned players to earn salvage without destroying Triglavian NPCs. Importantly, this change also gives an alternative use for red loot that is not an ISK faucet.

    • C729 wormholes must now be scanned down within Pochven and will connect out to k-space.

      • EDENCOM NPCs will still spawn at the Pochven side, and Triglavian NPCs on the k-space side.

      • All 4 empire variants of EDENCOM NPCs can now spawn, weighted to the faction which owned the system prior to Pochven’s formation.

    • The combat mechanics of all extra-Pochven wormholes have been reworked:

      • Payouts and NPC fleet difficulties have been rebalanced for 6 players.

      • Phases will now progress after 60 minutes from the previous phases' completion.

      • Sites within high-sec systems cannot progress past phase 2.

      • The final phase of a site will loop, offering the same payout each time.

      • Information on the site’s current state is shown within the Info Panel.

      • NPC AI has been improved.

      • Players must be within 100km of the wormhole to receive a payout.

      • Warp-in points have been moved closer to the wormhole.

    • Roaming fleets spawned from Pochven wormholes have been reworked:

      • These fleets will only spawn after their corresponding phase has been completed.

      • EDENCOM fleets will no longer roam to Stargates or NPC stations.

      • Drifter and Rogue Drone fleets will roam to Stargates.

      • Triglavian fleets will only be hostile to those with negative standings or those who engage them.

      • EDENCOM and Triglavian fleets will remember if you’ve attacked any ally NPCs spawned from their wormhole.

    Inverting the origin locations of C729s gives Pochven residents more control over access points to their space. These persistent exits allow the spool-times for outbound filaments to be increased, heightening the risk of using the Pochven highway.

    The combat mechanics of these wormholes have been updated to make them both more consistent and easier to understand. The new roamer AI and spawning rules gives coordinated groups control over the NPC chaos in the region.

    EDENCOM camps caused a strange environment where even Triglavian aligned felt the need to keep their standings positive. The roaming fleets will now ignore gates and stations to no longer punish true triangle purists. Rogue Drone and Drifter fleets have instead moved to take their place, making the space equally dangerous for all.

    • The Reliable Lifetime of all extra-Pochven wormholes has been adjusted:

      • The timer has increased from 6 to 12 hours for C729 wormholes.

      • The timer has decreased from 16 to 12 hours for F216, R081, U372, and X450 wormholes.

    • New inter-Pochven wormholes have been added:

      • These wormholes are limited to medium-sized ships.

      • Each wormhole connects to a system within a neighbouring Krai.

      • The Reliable Lifetime of these wormholes is 4.5 hours.

      • The new types are I078, L687, and O546.

    These wormholes give smaller groups an alternate way around the triangle. Organized groups can also use these to sneak between constellations and get behind gate camps.

    • A number of changes have been made to Observatory Flashpoint sites:

      • The maximum number of sites within the region is once again 3 (from 6).

      • The site respawn timer has been removed.

      • The quantity of Stellar Surveillance Data commodities dropped by CONCORD Stellar Observatories has increased to 250 (from 150).

      • NPCs no longer attack drones.

      • The Monitor and Odysseus are now permitted to enter the main combat area.

      • The playable area of the main combat area has increased to a 60km radius (from 50km).

        • A new visual effect marks the boundary.

      • Threshold Werposts have had a number of tweaks:

        • Their base damage and damage bonus per cycle have been significantly increased.

        • They will now only attack Interdictor and Interceptor ships if no other target is available.

        • They will no longer periodically swap targets.

        • They will deal 15x damage when targeting a Monitor.

      • MJFGs are no longer blocked within the lobby area.

      • The power of EDENCOM NPC fleets has been increased during the Dreadnought and CONCORD Stellar Observatory stages.

      • Empire Dreadnought and CONCORD Stellar Observatory wrecks have had their HP increased to 30k.

      • The warp disruption radius of Empire Dreadnoughts has decreased to 15km.

    The attempt to increase site instances at the cost of lower payouts did not have the intended effect. As such, the site has been reverted to the previous values.

    Many of this site’s changes aim to open up more viable fleet compositions. Drone aggression appears to no longer be needed with the changes to assignment. The 60km boundary radius is intended to increase the playable volume of the site without bringing back the kiting meta. The boundary itself has also been made more obvious with a dedicated perimeter light ring.

    Thresold Werposts have been updated to be much more punishing. Tackle are also now able to freely push into any ships hiding out-of-bounds. FCs (who know who they are) are free to bring a Monitor, but should be very careful around the boundary.

    • A number of changes have been made to Vigilance Point sites:

      • Each tier of payout has been increased.

      • The site respawn timer has been removed.

      • NPC AI has been improved.

      • NPCs have had a number of balance changes, notably:

        • The amount of alpha damage has been decreased.

        • The average DPS within the site has increased.

        • Strategos will take longer to lock with her doomsday weapon.

        • Strategos can no longer be warp-disrupted.

      • Hyper-Vigilance Cores have replaced the blue loot dropped by Officer NPCs and the Vigilance Spire:

        • This new commodity can be sold to CONCORD, DED, and Secure Commerce Commission stations.

        • The quantity of this commodity is now always a fixed value rather than being variable.

      • Vigilance Resonance Keys now have a unique icon.

      • The site will no longer begin until there are sufficient ships within proximity of the Vigilance Spire.

      • Electron Spin Resonance keys can no longer be found within Abyssal Artifact Recovery sites.

    Vigilance Points are being rebalanced to make them a more viable alternative to Observatory Flashpoint sites.

    The alpha damage was causing wild swings in difficulty for late waves. This has been reduced, with the overall DPS of the site increased to maintain the previous average level of difficulty.

    The mechanics of the Strategos doomsday were very punishing, even for organized groups. They’ve been toned down to ensure some level of counterplay is available to coordinated fleets.

    • The activation range of World Ark Flashpoint acceleration gates has been increased to 30km.

    • The quantity of commodities within hackable containers in Convocation Watchpost, Incipient Drone Swarm, EDENCOM Scout Fleet, and Torpid Sleeper Hive sites has been doubled.

    Sacrificing a slot for a data analyzer was not seen as worth the additional reward. These rewards have been increased to make it a more viable option.

    • Reduced the difficulty of enemy fleets within Torpid Sleeper Hive sites.

    • Improved NPC AI for low-tier Pochven sites.

    • The quantity of Observatory Spectrography commodities within Observatory Infiltration Drifter Collection containers has been increased.

    • Spectral Emission Slices can no longer be found within Observatory Infiltration Collection containers.

    • Overmind Nursery sites will no longer appear as Data Sites within the scanning window.

    • Destroying an Overmind Nursery structure now grants Triglavian and EDENCOM standings.

    • Ship Insurance services are now available at all NPC stations within Pochven.

    Forgetting to insure a ship before entering Pochven caused unnecessary friction, and added little to the region’s playstyle. No standings are required if the character is able to dock at the station.

    • The bracket icon for Dazh Liminality Locus structures has been updated.

    • Increased the number of NPC buy orders for Stellar Surveillance Data and Triglavian Survey Database commodities.

    Travel Filaments:

    • The spool-up timers for outbound Pochven filaments have been increased, while the timers for other filaments have been decreased:

    Filament Type

    Old Timer (s)

    New Timer (s)

    Needlejack, Pochven Inbound, and Ice Storm 15-character

    60

    45

    Needlejack 25-character

    90

    60

    Pochven ‘Devana' 5-character

    90

    120

    Pochven ‘Devana' 15-character

    150

    180

    Pochven ‘Extraction' 5-character

    120

    150

    Pochven ‘Extraction' 15-character

    180

    210

    The spool-up timers on Needlejack, Pochven Inbound, and Ice Storm filaments are being reduced as they were acting as a barrier to content.

    The outbound Pochven filaments have had their timers increased to heighten the Pochven highway’s risk.

    Wormholes:

    • The EHP of Drifter Recon Battleship NPCs has been decreased significantly.

    This change reduces the Recon Drifter’s effort to reward ratio to match that of the Drifter Response Battleship, making it much more worth destroying.

    • Changing “Lifetime” to “Reliable Lifetime” within Wormhole Information windows.

    • Added an “Expired” state to the Reliable Lifetimes entry of Wormhole Information windows.

      • This appears when the guaranteed lifespan of a wormhole has ended, and the wormhole could close at any moment.

    The messaging around a wormhole’s remaining lifetime could be somewhat misleading as they have always referred to the earliest time a it could close. Adding “Reliable” implies there is variance involved with this mechanic, and the “Expired” message makes it clear when a wormhole is in that state.

    • Sentry Towers within Ordinary Perimeter Reservoir sites have been replaced with Sizeable Perimeter Reservoir NPCs.

    This site was abnormally difficult for its value. By making it more consistent with other similar sites, wormholes will have another valuable site to run.

    • Wormholes that connect to Drifter wormhole systems no longer appear automatically and must be scanned down.

    Requiring these wormholes to be scanned adds a level of effort for those wanting to map routes through Drifter wormhole systems.

    PvE:

    • Field Rescue sites within Tabbetzur have had their payouts increased.

    The value of this site did not suitably reflect the increased risk it has over it’s high-sec equivalant.

    Homefront Operations:

    • Payouts for all sites have been adjusted:

      • 5-character sites (excluding Abyssal Artifact Recovery and Metaliminal Mining) now have an optimal payout of 15m ISK per character.

      • 3-character sites now have an optimal payout of 12m ISK per character.

      • Metaliminal Mining sites now have an optimal payout of 12m ISK per character.

      • Abyssal Artifact Recovery payouts have been increased as follows:

        • Minimal Threat: 5m ISK per character.

        • Moderate Threat: 7.5m ISK per character.

        • Severe Threat: 10m ISK per character.

      • Payout scaling has been adjusted to be less punishing for fleets not at the optimal size.

    • The amount of ore within the Metalminal Mining asteroid has been increased to 5,000 units (from 3,500).

    • The amount of ore within each Abyssal Artifact Recovery asteroid has been increased to 30 units (from 24).

    With the arrival of the Pioneer and other changes in the Catalyst expansion, the mining focused Homefront Operations were made easier. The amount of ore required to be mined has been increased to compensate for this.

    The Metaliminal Mining site specifically has long been the easiest Homefront Operation. The new payout structure means a greater portion of the site’s value is now in selling the ore to NPC buy orders. This both adds to the overall time the gameplay loop takes while better mimicking normal miner gameplay.

    • The number of items that must be delivered within Raid sites has been increased to 4 (from 3).

    • The EHP of structures within Suspicious Signal sites has increased to 350k (from 337.5k).

    Raid and Suspicious Signal sites are two of the shorter Homefront Operations. These changes will bring them more inline with the other sites.

    • Smuggler NPCs will now each drop 6 Contraband Data within Traffic Stop sites.

    • The volume of Contraband Data has been reduced to 0.01 m3 (from 5).

    Traffic Stop sites have a fixed timer, and as such the lowest reward to time spent of the 3-pilot Homefront Operation sites. Increasing the number of sellable commodities makes it more competitive with the other sites. The more Smugglers a group has to deal with, the better their reward.

    Science & Industry:

    • Unrefined Tritanium Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Pyerite Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Mexallon Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Isogen Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Nocxium Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Zydrine Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Megacyte Formula:

      • Reduced reaction time from 3600s to 360s.

    • Unrefined Morphite Formula:

      • Reduced reaction time from 3600s to 360s.

    We're reducing the reaction time for Prismaticite reactions from 60 minutes/run to 6 minutes/run. This will make it easier for players to utilize their reserves of Prismaticite more quickly when needing to convert the Prismaticite into minerals.

    Converting Prismaticite into your desired mineral should not come at the cost of blocking reaction slots.

    User Interface:

    • Players will no longer be informed when they have attempted to invite an offline player to a fleet.

      • Such invites will be handled the same as if they were ignored.

    Fleet invites were being used as a way to check if a character was logged in. Now, players will have to find out the old fashioned way.

    Little Things:

    🤝 Added a splitter between the capacity gauge and the Search field in the Inventory so the search bar can be made bigger. The search field will always try to be at least 120 pixels wide, but can become smaller if there is less area than that available.

    🤝 Changed the global search field so the text is not cleared automatically when search is performed. Add “clear” button to the search field.

    🤝 Added a right click menu option on a skill in the Skills window that allows you to put all level of a skill in the skill queue.

    🤝 Changed the Inventory sorting in the inventory so the setting is stored per character rather than per user like it is now.

    🤝 The cost of non-destructible implants will no longer be included in the warning you get when self-destructing. This applies to, for example, the golden pod (Genolution 'Auroral' AU-79) and Aurora implants(Aurora Alpha).

    🤝 Added ALT+O as default shortcut for the market order window.

    🤝 Added a shortcut (not bound) to approach and open wrecks/cargo containers in space. It should work like the Target shortcurt, if you have the wreck/container selected in the overview and have focus on the Overview, using the shortcut should approach and open it. If the focus is not in the Overview, holding down the shortcut and clicking on the item will activate the shorcut.

    🤝 Added an “x” icon in the search fields history entry that allows you to remove that entry from the history.

    🤝Add “clear” button to the Asset search field.

    Miscellaneous:

    • In preparation for the Gallente elections, the new Pride of the Federation SKINs and Select Freedom Combat Suits were added.

    Defect Fixes:

    Pochven:

    • Hospodar NPCs within Pochven wormhole sites will no longer infinitely respawn.

    • Fixed a typo in the Vigilance Point warp-in transmission.

    • Wormhole NPCs (including roamers) will no longer remain inactive when a player enters the grid.

    • Wormhole combat sites will now be correctly cleaned up after the wormhole collapses.

    • NPCs in low-tier Pochven sites will no longer warp to players who are in warp.

    • NPCs in low-tier Pochven sites will no longer approach cloaked players.


    Patch Notes for 2026-03-12.1

    Features & Changes:

    User Interface:

    • Improved UI for character Show Info windows.

    Defect Fixes:

    Graphics:

    • In certain situations, the client would show incorrect icons. We believe the root cause for this has been found and fixed. If you see this problem going forward, please press F12 in the client and file a bug report with the word “icons” included. We would like to thank the community for all the bug reports that have been sent, they were invaluable in helping find the cause of this issue.

    Localization:

    • Chinese: Some ore names have been reverted to the previous translations that include their associated corporation names.

    User Interface:

    • The upcoming Exordium region is no longer visible in the classic map.


    Patch Notes for 2026-03-10.1

    Features & Changes:

    Factional Warfare:

    • All Level 4 FW Missions have been updated.

      • New NPCs have been added to replace the previous ones. Players will no longer lose faction standings for killing them and these NPCs now care about faction allegiance.

      • Mission objective structures that needed to be killed to complete some level 4 FW missions have had standing penalties removed from them.

      • Structures, which were non-essential for completing the mission, have been replaced with non-interactable objects.

      • All Level 4 missions with acceleration gates have had their ship restrictions changed to FW Large Advanced restrictions. They will now spawn a Large Advanced beacon into space instead of a defunct beacon type.

    • We've introduced a new modular standings mechanic. Standing hits for friendly fire (Awoxing) are now double what they were inside factional warfare and insurgency sites, but halved for outside these locations.

      • You can read more about these changes in the latest FW Devblog.

    Miscellaneous:

    • 10th Anniversary Project Discovery SKIN rewards have been added.

    • New Zydrine Burn SKINs have been added.

    Defect Fixes:

    User Interface:

    • Fixed an issue where the Aura Guidance button would duplicate in the Neocom if "pin to Neocom" option was selected when the Aura Guidance chat window was open.

    • Fixed an issue where the Aura Guidance fixed Neocom button would take the wrong colour.


    Patch Notes for 2026-03-05.1

    Features & Changes:

    Balancing:

    As part of today's deployment, 53 new systems have been added to the Tranquility database, although they have not yet been added to the game world of New Eden itself. These systems and the region they comprise are not yet accessible to players or visible on the star map and won't be for a while yet.

    This new region of space will eventually form the area where newly created characters take their first steps in EVE Online as part of continued improvements to the New Player Experience (NPE).

    While these systems aren't apparent from within the EVE client we know that inquisitive players would have unearthed their presence through other means and so to temper some speculation we wanted to provide you with this brief explanation.

    Over the coming weeks and months as we approach Fanfest and the summer expansion, we will be providing detailed information about our plans for this new area of space.

    - EVE Online Dev Team


    Patch Notes for 2026-03-03.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that prevented switching between SKIN previews if the ship info window was open.

    • Fixed an issue that caused inconsistent navigation between show info windows.

    • Fixed wrong market group on the Augoror Navy Issue Ardishapur SKIN, which wasn't located in its correct group under Navy Faction for Amarr.

    • Added missing “limited” in the name for “Twilight Treasure Gloss Limited” component.


    Patch Notes for 2026-02-27.1

    Features & Changes:

    Localization:

    • Added localization for the Unbridled Glory SKINs and Crate.

    Defect Fixes:

    Graphics:

    • Added correct color to heat vent lighting on the Exequror and Oneiros.

    • Fixed an issue where lighting elements on ships using the smartlight system would remain on while docked in Upwell hangars.

    • Corrected some floating VFX docking lights and blinkies on the Babaroga.

    • Fixed an issue that caused flashing/flickering effects when using certain missile types.


    Patch Notes for 2026-02-26.1

    Defect Fixes:

    Gameplay:

    • Large and extra large mouse cursor sizes now work for Project Discovery.

    Technical:

    • On Nvidia GeForce RTX 50 series graphics cards, icons in the UI would sometimes be incorrect. This would often happen on the ship fitting window. We have attempted to implement a work around for this issue. If you see it again after this patch, please file a bug report from within the client (F12) when it happens.

    User Interface:

    • Fixed an issue that caused the information window for wormholes to not update correctly.

    • Fixed an issue where text could overlap in the Aura Guidance chat window.

    • Fixed an issue where the nested help pointer generated from clicking a link in the Aura Guidance responses would disappear almost immediately.


    Patch Notes for 2026-02-25.1

    Features & Changes:

    Career Agents:

    • The final mission for each career agent, i.e. Making Mountains of Molehills (10 of 10) has had the faction standing bonus changed when completing the mission to no longer trigger derived standings, just like epic arcs. This will mean players will no longer lose standings to empire factions when completing the career agent missions.

      • It should be noted that players who have already started or previously talked to a specific career agent will still get the derived standing standings from their final mission.

    We are primarily making this change to help new players to better enlist in Factional Warfare. For example, if you started out as Minmatar, played through the career agents, and then made friends who want to join Amarr FW or you want to enlist with Amarr for their military campaign, you aren’t locked out because you happened to complete the career agents for Minmatar.

    Unlike other storyline missions, the career agent missions did not warn you that the mission would have an important impact on your standings.

    Faction Warfare:

    • All Level 1 Faction Warfare Missions have been updated:

      • New NPCs have been added to replace the previous ones. Players will no longer lose faction standings for killing them and these NPCs now care about faction allegiance.

      • Mission objective structures that needed to be killed to complete some Level 1 FW missions have had standing penalties removed from them.

      • Structures, which were non-essential for completing the mission, have been replaced with non-interactable objects.

      • All Level 1 missions with acceleration gates have had their ship restrictions changed to FW Small Navy restrictions. They will now spawn a FW Small Navy beacon into space as well, rather than a defunct beacon that lied to players about the ship restrictions.

    In 2012 we removed all the standing penalties from the NPCs that spawned in the capture sites, and in the Uprising expansion, the new content such as Battlefields, Supply Depots and Rendezvous Points purposely did not include standing penalties. We are now starting to remove the standing penalties from FW missions. Our plan is to slowly roll this out for other FW Mission agent levels. This will eventually mean that FW missions will no longer cause any standing penalties and combined with the changes to promotions we have already made, there will no longer be any way to lose standings taking part in factional warfare gameplay outside of friendly fire against friendly militia members.

    This should make the missions much more attractive as a source of generating tags needed for LP store offers and standings for players who are enlisted in FW, giving more purpose to the missions as well.


    Patch Notes for 2026-02-24.1

    Features & Changes:

    Graphics:

    Mineable Asteroid Renovation:

    Mineable asteroids have undergone a visual-only update.

    • Mineable asteroids have been fully rebuilt with new high-fidelity models and textures.

    • Unique small, medium, and large asteroids variants have been added.

      • A dynamic size-based model selection system will be used for more natural asteroid fields.

    • Greater visual variety across ore types.

      • With improved realism, surface detail, and ore / crystal definition.

    VFX & Lighting Updates on ORE ships:

    The Venture, Prospect, Endurance, Porpoise, Noctis and Primae have gotten VFX and lighting updates.

    • Updated lighting systems across the above ORE ship hulls.

    • Modernized visual effects to current graphical standards.

    • Improved material readability and surface definition.

    • Enhanced visual clarity and overall ship presence in space.

    Miscellaneous:

    • The following cosmic anomalies have gotten a visual update and Objectives added to them.

      • Angel Hideaway

      • Blood Hideaway

      • Guristas Hideaway

      • Sansha Hideaway

      • Serpentis Hideaway


    Patch Notes for 2026-02-23.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that prevented ordering stats in the compare tool.


    Patch Notes for 2026-02-20.1

    Defect Fixes:

    Localization:

    • Fixed an issue with Japanese localization that caused timers to display incorrectly.

    User Interface:

    • Fixed an issue with PLEX logs not loading in the PLEX wallet.


    Patch Notes for 2026-02-19.1

    Defect Fixes:

    Gameplay:

    • In Factional Warfare: Players attempting to warp while inside a warp disruption bubble, while in a corruption level V system, will no longer cause the person who bubbled to lose standings with the NPC corporation or faction that the player belongs to. This means that players in FW will no longer get standing hits from allied members of their militia trying to warp in their bubbles.

    • Larger mouse cursor sizes now works for Planetary Interaction and Project Discovery.

    • Reduced the volatility of Mercoxit mining crystals to bring them back into line with the equivalent crystal types for mining other ores.

    User Interface:

    • Fixed an issue where Enter Moving Mode for Messages didn't work.


    Patch Notes for 2026-02-18.1

    Features & Changes:

    Miscellaneous:

    • New Lunar New Year SKINs line called Unbridled Glory.

    • New Lunar New Year SKINR components added.

    Defect Fixes:

    Localization:

    • Updated “Save x%” in the Omega Upgrade window for CN localisation.


    Patch Notes for 2026-02-17.1

    Features & Changes:

    Factional Warfare:

    • Being promoted in factional warfare will no longer trigger derived standing gains, meaning that FW rank promotions now work like epic arc standing rewards, where you will now only get positive standings to the FW faction you are promoted for, rather than postive and negative standings. This means that it is no longer possible to lose standings when getting promoted in FW.

    Aura Guidance (Beta):

    Aura Guidance is a new in-client assistant designed to help new players navigate their early experience in New Eden. It is currently available as a beta to a limited number of new players on English language clients.

    • Aura Guidance answers common rookie questions using responses sourced from Rookie Help chat, ISD volunteers, and official game information.

    • Answers are context-aware, taking into account your current location, ship, and recent activity.

    • Responses include interactive links to ships and items, and can highlight relevant UI elements in the client.

    • When Aura is not confident in an answer, it will redirect players to Rookie Help chat.

    • Aura Guidance is optional and can be closed or removed from the Neocom at any time.

    • This feature does not affect gameplay or client performance.

    Rollout plan:

    • This initial release targets a subset of new players on English language clients as a controlled test.

    • If results are positive, availability will expand to all new players on English clients.

    • Multilingual support is planned for a later phase.

    • The knowledge base is being updated daily and will continue to expand based on real player questions.

    Known limitations:

    • Some questions will not receive an answer and will be redirected to Rookie Help.

    • Responses may occasionally feel generic, miss the specific context of your situation or be factually incorrect.

    Defect Fixes:

    Graphics:

    • An issue in Zarzakh that caused station interiors and ship models to appear invisible when docking or logging in has been addressed.

    Technical:

    • Audio in Zarzakh stations now plays correctly.

    User Interface:

    • Fixed an issue where bounty information was not displaying in NPC’s Show Info window.

    • Courier contracts with less than one day remaining now show time left correctly.

    • Phased Anchor’s User Manual tab now displays correctly in the item’s Show Info window.

    • Fixed an issue where NPC Corporations info was getting cut off in the show info window.


    Patch Notes for 2026-02-11.1

    Features & Changes:

    User Interface:

    • Added a search bar at the top of the Neocom to quickly locate items, actions, and tools that are currently grouped within Neocom categories.

    • Three different Mouse cursor sizes are now available on PC.

    Neocom:

    • Neocom Icons can now be customized with colors.

      • some icons can´t be customized: plex, omega subscription, quit, help etc.

    Corp Palette:

    • Corp palette is now visible in:

      • Station offices

      • Character info

      • Corporation info

      • Corporation panel

    Defect Fixes:

    Gameplay:

    • Fixed homefront dungeon issue where players couldn't use stargate if dungeon was spawned to close to the stargate.

    • The correct mining scanner button icon is shown when obtaining the upgraded scanner through mining foreman bursts.

    • Removed the ability to experience critical successes when mining certain mission-specific ores, so that the amount of ore available in the site will once again match the ore required by the missions exactly.

    • Adjusted the Expedition strength and Expedition Pinpointing charges so they will now apply their effects to ships more consistently.

    Freelance Job:

    • Project Managers receive a notification mail for jobs if an ACL has been deleted from the job.

    • Coverage Ratio on a Ship Insurance Freelance jobs is shown as percentage instead of ISK.

    Technical:

    • Made corrections to the scoring algorithm used for sample submissions in Project Discovery.

    User Interface:

    • Fixed sound issue where gas cloud harvesting had the same sound as mining ore.

    • the Probe Scanner window now shows bonuses to scan strength and scan deviation from boosters and other sources.

    • The correct amount of tax is now calculated when batch reprocessing prismaticite.


    Patch Notes for 2026-02-05.1

    Features & Changes:

    Miscellaneous:

    • Historic Gallente SKINs crate added.

    Defect Fixes:

    Graphics:

    • Previous disabled spotlight beam meshes are visible again on ships using Smartlight technology.

    • Added code to only update hidden visual effects when they are visible for minor performance improvements.

    • Updated Archon, Thanatos, Nidhoggur, and Chimera visual effects and lighting for minor performance improvements.


    Patch Notes for 2026-02-04.1

    Features & Changes:

    User Interface:

    • Typo change in Audio Engine Settings to “Use Combat music outside of combat sites”.

    • Fixed misspelled typo in Agent conversation for mission “Cash Flow for Capsuleers (3 of 10)”, word changed to “receive”.

    • URL links for killmails has been updated and no longer show “V1” or V2” in the links.

    Defect Fixes:

    Graphics:

    • Unintended flickering that could happen on wormholes and some VFX has been fixed.


    Patch Notes for 2026-01-29.1

    Features & Changes:

    Market:

    • Multiple Pilot Training Certificate has been retired from the market. Players can still trade it directly or via contracts.


    Patch Notes for 2026-01-26.1

    Defect Fixes:

    Graphics:

    • Implemented a small performance improvement for all assets to lower update frequency when the camera is further away.


    Patch Notes for 2026-01-21.1

    Defect Fixes:

    Gameplay:

    • Fixed an issue which regressed with Ori-Okada Atavum item trader having offers which required Infomorph keys instead of Atavums.


    Patch Notes for 2026-01-20.1

    Features & Changes:

    Project Discovery:

    • Increased diversity of training tasks for Project Discovery.

    • Increased impact of submitting multiple incorrect submissions in a row.

    Defect Fixes:

    Audio:

    • Hacking containers in Drifter sites no longer spams audio events repeatedly when zooming the camera in and out.

    • Structure module effects are now affected by ship effect/ship ambience audio settings.

    • Adjusted the volume of the Serpentis pirate radio SFX.

    • Fixed an issue with the Smartbomb SFX.

    • Fixed an issue that caused the Race selector buttons during Character Creation to not have audio.

    Graphics:

    • Fixed texture issues on various drones and fighters.

    • Added back missing pattern to Stabber Deathglow Remnant SKIN.

    • Adjusted brightness of Odysseus visual effects at max ship speed.

    • Fixed incorrect texture on a small mesh area of the Outrider and Perseverance.

    • Fixed incorrect normals on the mesh surface of the Odysseus.

    • Fixed issue with the docking lights on the Scythe that were floating off the hull.

    • Fixed multiple issues with the Hrada-Oki Offender SKIN.

    • Fixed VFX issues on the Perseverance.

    • Fixed issues with the GalNEt StreamCast Unit SKIN for the Pioneer, Ishkur, Vargur, Stratios, Jackdaw, Stiletto, and Exequror.

    • Fixed an issue with the warp animation on the Venture.

    • On older GPUs, FSR usage could lead to a black screen, which has now been addressed.


    Patch Notes for 2026-01-14.1

    Defect Fixes:

    Localization:

    • 🤝 Adjusted and updated our Chinese language localization, including asteroid, ore, and module names among others. We want to thank those who reached out to share feedback for errant localization, and we continue to strive to improve localization across all languages.


    Patch Notes for 2026-01-13.1

    Market:

    • The Special Edition Commodities market group has been redesigned for better navigation and search.

    Miscellaneous:

    • The Friendship League and Media Miasma SKINlines have been extended. The best ship, remains, friendship.

    Defect Fixes:

    Gameplay:

    • The Praxis GalNet StreamCast Unit SKIN was moved into the correct market group.


    Patch Notes for 2026-01-12.1

    Events:

    • Winter Nexus has ended, and the respective storms are gone. May your Perseverance's persevere!


    Patch Notes for 2026-01-09.1

    User Interface:

    • Fixed an issue causing the ‘Safe Logoff’ window to close too quickly.


    Patch Notes for 2026-01-08.1

    Defect Fixes:

    Gameplay:

    • Fixed the Anhinga no longer getting the bonus to micro jump drive cooldown while in the tertiary mode.

    • Fixed the Mutated Drone Specialization skill not applying the 2% bonus to mining amount bonus per level to all types of mutated mining drones.

    • Fixed the Mining Destroyer Operations expert system having a link to the store page that failed to work because it is not sold in the NES.

    • Resolved errors affecting cargo capacity calculations and distance displays in systems without valid travel paths.

    Localization:

    • A whole bunch of typos and formatting errors across multiple languages were fixed.

    • When mining gas and getting residue, the residue message will no longer refer to gas clouds being ‘asteroids’.

    • Fixed multiple Freelance Jobs issues, including duplicated jobs, incorrect escrow handling, missing tooltips, translation gaps, and errors when contributing or delivering jobs.

    Technical:

    • Fixed multiple stability issues and backend errors to improve logging and reliability.

    User Interface:

    • Fixed several SKINR and ship design UI issues, including incorrect centering, cut-off names, missing tooltips, and layout problems at high resolutions.

    • Multiple UI fixes, including text, icons, tooltips, or layout elements that were missing, misaligned, overlapping, or incorrectly scaling.

    • Fixed issues with the Colony Resources window, including a broken Warp button and missing reagent icons and statuses.


    Patch Notes for 2026-01-06.1

    Defect Fixes:

    Gameplay:

    • Made some adjustments to the Skua and Anhinga AT ship modes so that some of the mode bonuses are no longer stacking penalized with module bonuses.


    Patch Notes for 2026-01-05.1

    Features & Changes:

    Miscellaneous:

    Extension of the GalNet StreamCast Unit SKIN line, adding SKINs for the Gila, Malediction, Pioneer, Praxis and Vexor.

    Balancing:

    • Succubus

      • New role bonus, 50% reduction in Small Energy Turret activation cost.

      • Powergrid increased from 44 MW to 50 MW.

      • Capacitor Capacity increased from 450 GJ to 525 GJ.

      • Max Targeting Range increased from 32 km to 40 km.

    Events:

    • Winter Nexus:

      • New rewards have been added to the Seasonal Reward Track.

      • Yoiul LADs have a significantly higher chance of dropping Cryotech when destroyed.


    Patch Notes for 2025-12-17.1

    Features & Changes:

    Balancing:

    Winter Nexus Loot Drop Adjustments:

    Communications Relay:

    • Nation Stormhive Shard:

      • Drop chance changed from 50% to 75%

    Shielded Signaling Relay:

    • Nation Stormhive Shard

      • Drop chance changed from 50% to 100%

    Shielded Cryptoanalytic Array:

    • Nation Stormhive Shard

      • Quantity changed from 1-2 to 2-3

    ORE Green Salvage Package:

    • Nation Stormhive Shard

      • Drop change changed from 75% to 100%

    Peculiar Icebound Salvage:

    • Nation Stormhive Shard

      • Changed from weighted loot type to fixed loot type.

    Sansha's Deathwight Stormlord:

    • Adjusted drop rate of various items.

    Defect Fixes:

    Gameplay:

    • Fixed an issue that caused the activation window to stop updating when activating multiple expert systems at a time.

    • Fixed issue with winter nexus expert system not having the correct auto redeem icon and tooltip that now correctly states auto apply.

    User Interface:

    • Healthbars in a two-column watchlist will now behave when users activate MWDs/MJDs.


    Patch Notes for 2025-12-16.1

    Defect Fixes:

    Audio:

    • Resolved an issue where music would not play in some circumstances.

    User Interface:

    • The special edition commodities group in the market should be performing better.


    Patch Notes for 2025-12-15.1

    Features & Changes:

    Balancing:

    • Increased Cryo Tech drop rates from Yoiul LADs in lowsec and nullsec.

    • Increased the spawn rate of Express Yoiul LADs.

    Defect Fixes:

    User Interface:

    • Fixed an issue that caused the NES to not load from the Character Select Screen.


    Patch Notes for 2025-12-12.1

    Defect Fixes:

    User Interface:

    • Updated the expiry time order for bookmarks.


    Patch Notes for 2025-12-11.1

    Features & Changes:

    Little Things:

    🤝 Added formatting to the amount in the Storage section for the PI window.

    🤝 Added known site names to the tooltip in the Probe scan window.

    🤝 Added security status in front of the Location Station and the Destination Station (if there is one) in the contract window.

    🤝 Added the reinforcement timer to the Selected Item window for Mercenary Dens.

    🤝 Added “Simulate from Clipboard” to the Fitting window.

    🤝 Players can now drag from the Compare Tool to the Fitting Window to simulate a fit.

    🤝 Added the type name behind the “Divide Stack” text in the header of the dialog box when splitting stacks.

    🤝 Added the closest dockable location to the “Closest Loyalty Point Store” column for the LP Corp Wallet.

    🤝 Added Neocom icons for drones, probe, and directional scanner.

    🤝 When multiple entries are selected in the watchlist, there will be a menu option to “Sort by Name”. That will sort the entries selected in place. Note: This will trigger a one time sort, not to set a sort order.

    🤝 We are simplifying and removing the extra step from the “Import from Clipboard” button so that it does not have the Multibuy and Contract requests submenu, but rather just executes on this in one click, as it’s the only available option. We have updated the hint on the button to be a combination of the text and hint of the old submenu option.

    🤝 Added 24h as an expiry option for bookmarks.

    🤝 Changed the 3h bookmark option to 4h.

    🤝 Added settings to allow a player to show or hide specific fleet broadcast icons.

    The above settings will be next to the scope button, and the scope settings will also be moved into this setting, rather than having to click on the icon to toggle through the options. The scope icon will only be there to display the current scope. Currently most players will only be using a few of the available broadcast buttons, and allowing them to filter the others out will reduce the mental load when trying click the correct button while stressed. Currently, when all buttons are visible, they need to be made smaller as the window gets smaller, making it harder to click on the correct button. By allowing the player to reduce the number of buttons visible, the buttons can remain big even though the window is narrow.

    🤝 When joining a fleet, the watch list will now automatically open.

    This will help newer players to discover this powerful tool and be less annoying for older players to add members to it. Currently, you either need to open it with a shortcut, or add 1 member to it by right clicking > Add to watchlist and from there you can drag players into it. After this change, the player can just drag members into the window right away. Since the watchlist can be closed if no one is in it, we will also add an option under the “More” for the window that open the Watch List.

    🤝 If you are rejoining a fleet, the last known watchlist will be restored.

    This will be especially useful if you disconnect. This will be store in settings, so it will only work on that computer with that character, and if settings are wiped, it will be unable to restore it. It will only restore the fleet members that are in the fleet when you join, if someone has left the fleet but are still store in the settings, they will not be in the watch list and are not automatically added once they themselves rejoin. The watchlist should be restored even though you have joined another fleet between the time you left the original fleet and rejoined. The setting works on fleetID, so if a fleet is disbanded and another one is created, there will be no restoring of the watchlist.

    🤝 Added another column to the fleet watch list.

    This column can be added to the watchlist window from an option in the “More” options for the watchlist window. When there are 2 columns, the minimum width of the window is slightly bigger. When a column has been added, it appears on the left side and is empty. Once members have been added to the new column, and the setting is turned off, the watchlist column are moved to the first column, in the order they were in. If the settings is changed again, the extra column is added again, but now it should be empty. Players can either drag existing watchlist members in the extra column to move them there, or drop new fleet members there to add them to the watchlist.

    The player is able to select mulitple characters in the watchlist by holding down the SHIFT. It is not an option to use CTRL, becuase that is the command for targeting. The player can then move multiple members around in the watchlist, either within the same column or to the new column. When dropping them in between other memebers in the list, they should be moved there, in the same order as before.

    Players can drop characters from other places (such as chat) into the watchlist. However, when the characters are being dropped from outside the watchlist, it will NOT move the characters that are already in the watchlist to that position UNLESS only one character is dropped. The reason for this is that a player might have most of their watchlist set up, and then drop their whole fleet in there and we don’t want to mess up the setup they have already done.

    🤝 Added an option when you have multiple characters that will show “Invite to fleet (numCharIDs).” This option will invite all the members as squad members, and work in the same as when right clicking multiple members and do “From Fleet with.”

    🤝 Added a Help Pointer for the Guest tab in the Station Service/Lobby window.

    🤝 Changed the header in Courier Contracts to only have 1 decimal.

    🤝 If the cargo deposit for a structure fails, we have updated the window so that only the items that were successfully moved are cleared. This will make it easier for players to try again to deposit the items.

    🤝 Added Total/Refund to the bottom of the Modify Order window.

    Currently it’s difficult to see what the change you are making will cost you because the cost is not summed up, and there are differences between buy and sell orders:

    • When modifying buy order: the total you pay is the difference between the new price and the previous price + broker’s fee and SCC surcharge. This means if you are lowering the price, you are getting refunded.

    • When modifying sell orders: the total is only the sum of broker’s fee and SCC surcharge.

    We will be adding a summary at the bottom. If you are getting refunded, the text will be green and the text on the left hand side will say “Refund“. If you need to pay money, the text is white and the label will say “Total“ (this is the same as when creating orders).

    🤝 Added a shortcut for “Abort Undock.”

    This will function as if clicking on the Undock button. Undocking triggers the banner that says undocking and when Aborting undock that banner will disappear. If Abort Undock shortcut is used when passed the point of no return in undocking, it will do nothing. Note that there exists a shortcut for Undocking, it’s called “Exit station.”

    🤝 Added an option to the right click menu of a deployed mobile depot to allow the player in a ship with Mobile Depot hold to scoop it directly into the hold rather than the cargo (to scoop it in to the cargo you’d have to have space for it)

    🤝 Contract managers for Corps can now multi delete contracts from the Corp.

    🤝 Updated the visuals for the Skyhook Secured and Surplus Gauges to be more straightforward.

    User Interface:

    • Updated EVE Online Developer Credits.

    • Visually updated the buttons in the PLEX Wallet Overview page.

    • Updated fanfare graphics when becoming Omega.

    • Added audio in the Omega Subscription window.

    Alliance Tournament:

    • Alliance tournament prizes (Skua, Anhinga & SKINS) have been added to the game.

    • The Monument in Manarq has been updated.

    Defect Fixes:

    Gameplay:

    • Fixed an issue that caused IRIS to not contact players when reaching 750 CP in the AIR Career Program.

    • Fixed an issue that caused mutated combat sites in Winter Nexus to not complete after killing the boss.

    • Fixed an issue that caused the Odysseus ship to not enter combat sites in Winter Nexus.

    • Sorted an issue where drones were trying to mine depleted asteroids.

    • Sorted an issue where the mining surveyor was trying to scan depleted asteroids.

    Graphics:

    • Fixed bumpy normals on mining destroyer meshes (Pioneer, Pioneer Consortium Issue, Outrider).

    • Optimised how LODs are loaded, which results in VRAM savings when not using the highest setting.

    • Added additional screen size loading for VFX on cruisers to hide small details when ships are viewed at a distance.

    • Fixed texture compression artifacts on Vargur siege mode VFX.

    Localization:

    • Exchange LP window now opens again when French regional settings are on.

    User Interface:

    • Attributes tab is no longer busted when simulating a ship with a ship maintenance bay.

    • Output location is now included when copying contents of the industry window.

    • Sov hub map markers are no longer hidden by system labels.

    • “Set Filter For Slot” will now automatically switch the tab to modules in the fitting window.

    • The “selected system” panel is no longer blank after resizing the warzone control menu.


    Patch Notes for 2025-12-10.1

    Defect Fixes:

    Gameplay

    • Fixed issue on Seasonal challenge “ Snowball fight” that was awarding expired filaments.

    • Added missing localization for all languages for Winter Nexus

    Misc:

    • Updated EVE Online Developer Credits


    Patch Notes for 2025-12-09.1

    Features & Changes:

    Winter Nexus

    Winter Nexus is live! The event runs until downtime on January 12, 2026, bringing the return of the Volatile Ice Storms and their signature mix of combat, hacking, and mining sites. This winter brings a twist: InterBus’ newly deployed Yoiul LAD drones roam the storms under the guise of traveler safety, yet whispers spread that their true purpose may be far more alarming.

    Volatile Ice Storms

    • Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.

    • Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.

    Event Sites

    • Wightstorm combat anomalies are now appearing inside Volatile Ice Storms, filled with hostile Sansha vessels. CONCORD recommends bringing at least a battlecruiser. Difficulty scales by space:

      • Highsec: Wightstorm Forward Base (easiest)

      • Nullsec: Wightstorm Transit Site (medium)

      • Lowsec: Wightstorm Muster Point (hardest, best rewards)

    • Wightstorm data sites also spawn in the storms and can be hacked using scan probes and a data analyzer.

    • Volatile Ice Fields can be found within storms as well. ORE and Mordu’s Legion have secured these sites, accessible via an ORE-commandeered gate allowing only medium and small mining/hauling ships (Expedition Frigates, Barges, Exhumers, Industrials, Blockade Runners, DSTs, Porpoise). The volatile ice harvested here cannot be refined, but ORE will trade 7 units for a bundle of valuable Sansha salvage. Additional rare salvage may be mined directly from ice chunks.

    • Across all storm sites, capsuleers can earn Nation Stormhive Shards, festive ship SKINs, Cerebral Accelerators, apparel, Sansha combat boosters, pirate implant BPCs, and rare faction modules.

    Yoiul LADs

    • Roam exclusively within Volatile Ice Storm systems.

    • Locate them using combat probes—make sure InterBus Yoiul LADs are enabled in your overview.

    • Destroying them yields Verity Cryo Tech, an item used to unlock enhanced versions of event content and increase rewards.

    Using Verity Cryo Tech

    • Combat Sites:

      • Deposit Verity Cryo Tech into a Sansha’s Transit Modulator to reroute the acceleration gate to a hidden high-difficulty pocket in space with greater rewards.

      • Normally, Marauders cannot enter highsec sites, but they can enter if the gate is rerouted.

    • Data Sites:

      • Use Verity Cryo Tech in a Sansha’s Stormfield Projector to unlock an additional data relay, providing extra loot opportunities.

    • Mining Sites:

      • Trade Verity Cryo Tech alongside volatile ice at the on-site item traders to receive an upgraded salvage package.

    Agency Challenges & Rewards

    • Complete the seasonal reward track to earn the Perseverance ice-mining destroyer BPC, new for this year’s Winter Nexus.

    • Earn Agency points by engaging in combat, hacking, and ice-mining sites within the Volatile Ice Storms.

    • Snowball challenges make their return for bonus points.

    • New Yoiul LAD hunting challenges are available—track down all variants to earn the Odysseus Aurora Universalis SKIN.

    • Additional rewards will be added to the track during the final week of the event, so stay tuned!

    Daily Login Rewards

    • A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR components, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 12th.

    • ⚠️ Don’t miss out: the 26th login during the event grants a special Skill Point bonus for both Omega and Alpha capsuleers.

    Defect Fixes:

    Map:

    • Fixed an issue where a few Class I and III ore filters were not highlighting their possible locations on the map.


    Patch Notes for 2025-12-08.1

    Features & Changes:

    User Interface:

    Updated EVE Online Developer Credits.

    Defect Fixes:

    Gameplay:

    • We have changed the asset safety valuations for items with low trade volume, specifically targeting Titans and Supercarriers. This should make their asset safety recovery fee more consistent.

      • This primarily addresses the Avatar, which was ~200% higher than the rest of the titans, and the Ragnarok, which was ~100% higher.

      • The Leviathan and Erebus have had their asset safety fees increased, along with faction titans.

      • Extremely rare items, such as AT ships, may still display inconsistency in their recovery fees. The fees generally favor the player, by being considerably cheaper than the fees for items with more regular trade volume.

      • For more information, including for reimbursement information, please visit this thread: https://forums.eveonline.com/t/update-on-asset-safety-values-for-supers-titans/502331


    Patch Notes for 2025-12-05.1

    Defect Fixes:

    User Interface:

    • Added additional guidance to the AIR New Player Experience that will help users claim their reward and advance the tutorial after being pod-killed.

    • The Omega icon has been removed from the root of the ORE ship tree.


    Patch Notes for 2025-12-04.1

    Features & Changes:

    User Interface:

    • The method of price estimation used by the mining surveyor UI has been updated to use an estimate of the value of the minerals obtained by reprocessing the ore when possible, rather than entirely relying on the market price history of the ore itself. This should allow the UI to present more accurate estimates in a large number of situations, especially with ores that are less commonly traded on the market directly.

    Defect Fixes:

    Freelance Jobs:

    • Fixed an issue where the Freelancing skill was not available on the market.

    User Interface:

    • Fixed an issue where the ‘Establishing Warp Vector’ progress bar could overlap effect icons.


    Patch Notes for 2025-12-03.1

    Defect Fixes:

    Graphics:

    • Minor adjustments and improvements for the Refined Resourcer SKIN line.

    • Minor adjustments and lighting changes for the Eros Blossom SKIN line.

    • Fixed an issue where flame vent VFX were not cloaking properly on Cruor Sanguinary Savant SKIN.

    • Fixed an issue where decals would flicker if attached to moving areas on ships.

    • Fixed a UV texturing issue on the Kikimora.

    • Fixed some floating blinkies on the Ishtar and Vexor.

    • Fixed a hole in the mesh geometry of the Sovereignity Hub.

    • Fixed an issue where the Rorqual would flicker when viewed from a distance.


    Patch Notes for 2025-12-02.1

    Features & Changes:

    Freelance Job Access Lists (ACLs)

    Freelance Jobs now support Access Lists (ACLs), giving corporations and job creators the ability to define exactly who can view and accept the job postings. This update provides better control and privacy and a more tailored collaboration for corporations.

    • ACLs allow visibility restrictions at three identity levels:

      • Character – specific characters.

      • Corporation – all members of selected corporations.

      • Alliance – all members of corporations within selected alliances.

    • Creating Jobs with ACL:

      • You can select which ACL to use during job creation, and once assigned, a job’s ACL cannot be swapped, but the contents of the ACL may be edited at any time.

      • Changes to ACL affect job visibility and participation but will not remove existing participants.

      • If an ACL that’s attached to a freelance job is deleted, only the active participants of the job are able to contribute. No other capsuleers can accept the job.

      • Blocked characters can’t see or access relevant job listings, even with a direct link.

      • The job creator and corporation project managers always retain full access regardless of restrictions.

    New Skill: Freelancing

    • A new Freelancing skill has been introduced.

      • Each level increases the number of concurrent Freelance Jobs a character can accept, up to maximum of 11.

    Freelance Job Cost Adjusted

    To make the job creation more sustainable, two cost reductions have been applied:

    • Duration fee reduced by 25%.

    • Broadcasting Fee reduced by 33%.

    Freelance Job : Alliance Column in Participant view

    A new Alliance column has been added to the Participant view for Freelance Jobs. Project managers will now be able to view and sort participants by alliance membership.

    • Clicking the Alliance column header sorts the participants alphabetically by alliance name and clicking again reverses the order.

    • If a participant does not belong to an alliance, a “-” symbol will be shown.

    Map:

    • Changed the ore price preview from ‘price per unit’ to ‘price per m3’ in the Ore Distribution filter’s overview.

    Defect Fixes:

    Gameplay:

    • Slash commands via chat have been disabled.

    Map:

    • Added missing localization for the legends of a few Factional Warfare filters.

    User Interface:

    • Fixed an issue where the ‘Copy’ context menu option was not available in Info windows.

    • Fixed an issue where the Mining Surveyor button was visible during some cutscenes in the New Player Experience.


    Patch Notes for 2025-11-27.1

    Features & Changes:

    Miscellaneous:

    • A new batch of Refined Resourcer SKINs enters New Eden.

    Defect Fixes:

    Map:

    • Fixed an issue with the placement of some systems on the 2D map, where it was not fully clear which systems were actually connected to each other.


    Patch Notes for 2025-11-26.1

    Defect Fixes:

    Audio:

    • Fixed an issue where the beam sound of the phased fields linking effects sometimes weren’t playing.

    Gameplay:

    • Soulbound items can no longer be transferred using a structure’s “Deliver To” feature.

    Graphics:

    • Smoke and fire visual effects now follow Rorquals movement when using the Capital Industrial Core modules.

    • Reduced overdraw on Rorqual visual effects for slight performance improvement.

    • Added missing visual effects from the Odysseus Yoiul Festival YC121 SKIN.

    • Adjusted Marshal Red Stargazer SKIN visual effects to create more symmetrical particle emission.

    • Fixed banners clipping inside the Thanatos ship geometry on Dos Rouvenor’s Bequest SKIN.

    • Added missing collision to Phased Prismaticite in the Fractured Legacy Epic Arc missions.

    User Interface:

    • Fixed an issue where volume was not correctly reported on Prismaticite and Compressed Prismaticite’s Show Info page.

    • Generally reorganized how volume and reprocessing info is displayed on the Show Info tab for most mineables.

      • Types that can be reprocessed will show batch size (if > 1) and special reprocessing skill (if it exists).

      • Harvestable clouds and Prismaticite will show volume and, when viewed in space, harvested output type.

      • Materials will show volume.

      • All other mineables will show harvested output type.


    Patch Notes for 2025-11-25.1

    Features & Changes:

    Balancing:

    Citadel “stand-up” Fighters can no longer decloak ships.

    Map:

    • Added the option to Exclude Ineligible Systems from the Jump Range Visualization.

    User Interface:

    • Added pointers for various Map UI elements.

    Defect Fixes:

    Map:

    • Fixed an issue where some map filters had their default upper range set below their maximum value.

    • Fixed an issue where the tooltip was missing for the 2D Layout toggle button.

    • Fixed an issue where the EverMore icon was missing on the 2D map.

    • Fixed an issue where 2D map icons were too small.

    • Fixed an issue where the 2D map’s ‘Persistent Data View’ was not the default setting.

    • Fixed an issue where the ‘Average Pilots’ filters were displaying decimal numbers on the 2D map.

    • Fixed an issue where systems were not being highlighted correctly with Jump Range Visualization in some situations.


    Patch Notes for 2025-11-24.1

    Features & Changes:

    Miscellaneous:

    • Odysseus receives a cosmetic uplift with SKIN extensions for the many historic SOE ships SKIN lines.

    Defect Fixes:

    Gameplay:

    • Fixed Lowsec FOBs from being able to spawn in the system of Intaki, which is a high security system.

    • Defending a complex in a Stable FW system no longer grants any LP.

    • Corrected the reprocessing values on the new Expedition Command Burst Charges.


    Patch Notes for 2025-11-21.1

    Defect Fixes:

    Map:

    • The color bar in the Filter Visualization now produce changes in the colors of the Solar System dots for the filter folders “Services” and “Planets”.

    • Ore type locations is now visible for Vitrium, Mordunium, Ducinium and Eifyrium.

    • Insurgency map works again and shows the solar system dots.

    • Alliance is now visible in the 2D map.

    User Interface:

    • An issue that was preventing you from rearranging your targets is now fixed.


    Patch Notes for 2025-11-20.1

    Features & Changes:

    Factional Warfare:

    • Defending a complex will reward the same amount of LP as capturing one offensively.

      • Both the base 25% penalty and system contested percentage scaling have been removed.

    • Added NPCs of both attacking and defending factions to the 4 Open Complex sites.

      • These NPCs function the same as those added to standard Complex sites.

    Fractured Legacy Epic Arc

    • Decreased the amount of ore required in mission 2.

    • Increase the amount of ore available to be mined in mission 2.

    • Added a highlight on the Mining Surveyor UI button during the initial mission 2 transmission.

    • Added the relevant hackable structure to the looting objectives in missions 1 and 3.

    • Added an objective that lists any missing required modules in all three missions.

    • Items retrieved from the end of mission 3 can now be sold to NPC buy orders.

    • Improved handling for when to show the skill training conversation in mission 1.

    • Improved handling for when to show fitting recommendation conversations in all three missions.

    Pirate Strongholds:

    • Decreased the volume of strong boxes dropped by the structure to 50,000 m3 from 400,000 m3.

    Defect Fixes:

    Audio:

    • Cleaned up spamming audio messages in LogLite related to mining scan sound effects

    • Adjusted audio of phase anchor and fixed clipping with fracture visual effects in the Fractured Legacy Epic Arc

    Gameplay:

    • Fixed an issue which caused the Paragon LP store to not have any emblems for sale.

    Fractured Legacy

    • Fixed an issue causing objective values to not update correctly in all three missions.

    • Fixed Becker's Rorqual bracket and group in mission 1.

    • Fixed Becker speaking an Elias line in mission 3.

    • Fixed the Travel objective’s progress sometimes resetting.

    • Fixed some in-site objectives failing to appear in rare cases.

    • Fixed a graphic effect appearing on one of the hackable structures in mission 3.

    Factional Warfare:

    • NPCs will now spawn correctly in Gallente Small NVY-1 Complex sites.

    • Thrasher NPCs will now use their correct model in Small Complex sites.

    • NPCs will now immediately contest sites when entering the capture point range.

    Graphics:

    • Added another corporation emblem location on the Odysseus

    • Fixed some bad UVs on the rear of the Odysseus

    • Adjusted placement of faction decals on the Odysseus

    • Increased time of highlight on asteroids scanned with mining scanner

    • Adjusted placement of alliance emblems, killmarks, decals, and lights on various ships with the Refined Resourcer SKIN. SLYCE approves.

    • Reinstated missing visual effects on Nidhoggur’s Hrada Oki SKIN

    • Fixed an issue where lights and blinkies on mining destroyers were not turning off during the ship boarding cinematic. ORE electricians properly reprimanded.

    • The Pulse Activated Nexus Invulnerability Core (PANIC) module now encompasses the entire Rorqual when using the Capital Industrial Core module.

    User Interface:

    • Updated the Phased Fields agency page to clarify that phased field sites last between 20-40 hours, not 2-3 days.

    • Fixed a tpyo in the description of the Infomorph Decryption Key

    • UI elements from the fighter bay hold in the ship inventory window no longer overflow out of the window if the player chooses to decrease the width.

    • Added brackets to Mobile Phase Anchors

    • Adjusted the image for Phased Asteroids in the User Manual info window.

    AIR Rewards:

    • Occasionally the ISK reward for completing an AIR Daily Goal was not properly sent. We have identified the issue and have retroactively awarded any missing rewards.


    Patch Notes for 2025-11-19.1

    Defect Fixes:

    Gameplay:

    • Fixed an Issue which prevented the Odysseus Blueprint from being able to be manufactured in stations and player structures.

    • Players are now able to obtain the Mining Efficiency Charge from ORE NPC stations and the blueprint is now fixed.

    • Fixed an issue which could cause Epic Arc missions to overlap with each other or celestials like stargates.

    • Temporarily reverted the Mining Barge skill needing Mining Destroyer level 3, it now requires Mining Frigate level 3 again to fix issues with pausing players skill queues.

    • Restored attribute implants, like +3 learning implants, to the Caldari Navy, Gallente Navy, and Republic Fleet LP stores.

    User Interface:

    • Fixed an issue where some custom UI settings didn't get saved and loaded correctly.


    Patch Notes for 2025-11-18.1

    The Catalyst expansion is out!

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

    Features and Changes:

    Miscellaneous:

    • Brand new Refined Resourcer SKINs line has been released.

    Defect Fixes:

    Gameplay:

    • Added Astrogeology level 1 skill requirements to Strip Miner I and Ore Strip Miner since they can effectively only be fitted on Mining Barges which also require Astrogeology to add the Omega Only icon to them so alpha clones better understand they cannot use them.

    • Added missing traits and elements to the Boobook.

    • Freighters now show they require Advanced Spaceship Command V in the ship tree.

    • Fixed an issue which could cause the Serpentis Vigil site to not be able to be completed and the acceleration gate to get stuck in a state where no player could reach the final room of the site.

    • Several set bonus implant blueprints are no longer incorrectly categorized as tech II and are now in the faction meta group instead.

    • Fixed several issues with skillbooks being priced incorrectly in the Command Guri LP store.

    • Sensor Warfare Resistance (AKA sensor damp resistance) is now shown in the show info window for all ships. Players could get this resistance from some sources, like the electronic hardening command burst effect or T3D sharpshooter mode and it wouldn’t be displayed in the ship info which made it unintentionally hidden.

    • Several sleeper/drifter NPCs that spawned in Pochven or outside wormhole space have had the activity difficulty chance for salvaging updated to -5 instead of 1e-06.

    • Made some adjustments to Forsaken Hub and Haven dungeons to try and fix a very rare defect in where NPCs could become stuck and not warp in and the anomaly not able to be finished.

    Localization:

    • All Afocal Meta named lasers which were named “Masers” in their name and description has been changed to “Laser” to stop confusing players.

    • Fixed several mission text defects.

    • Fixed the description of nocxium incorrectly mentioning ores found through sovereignty upgrades that do not provide nocxium.

    • Clarified that only offensive module usage breaks your invulnerability when returning from an abyssal filament.


  • Catalyst: Expansion Notes
    published on November 14th, 2025 at 11:00 AM

    Greetings expansion enthusiasts!

    The Catalyst expansion is arriving next week at 11:00 UTC 18 November! We are delivering the patch notes early so you can absorb everything that's coming next Tuesday. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.

    Expansion Notes 23.02 - EVE Online: Catalyst

    Map Improvements

    New 2D Map

    A brand-new 2D map is now available! You can access it through the 2D toggle button in the bottom-right corner of the map window.

    The 2D map comes with two distinct visual modes depending on your zoom level:

    • Heatmap view when zoomed out, for an overview of the universe data.

    • Tube/Subway-style map when zoomed in, for a clearer look at systems and connections.

    You can also decide how much data to display: use the eye-shaped toggle above the 2D button to switch between always-visible data or focusing only around your cursor area.

    Catalyst - 2d Map - 1

    Improved Data Visualisation

    We’ve improved how data is displayed on both the 2D and 3D maps. The new visualisation now aligns more closely with player expectations, drawing inspiration from the classic map’s behaviour. Filters now use logarithmic scaling, which makes it easier to distinguish increments in lower-end values, even when big outliers appear on the map.

    A legend has been added to help interpret the data shown on the map. By interacting with the tuning icon on the legend, you can open the new filter editing panel, where you can:

    • Adjust the data range displayed.

    • Switch between logarithmic and linear scaling.

    • Customise the colours used for visualisation.

    Your changes will be saved per filter, allowing you to tailor how data appears and focus on what’s most relevant to your needs.

    Catalyst - 2d Map - 2

    Jump Range Visualisation

    Pilots flying ships equipped with jump drives can now toggle the jump range display on or off on both the 3D and 2D map via the jump icon in the bottom-right corner.

    In the 2D view, reachable systems are highlighted, and in the tube/subway map mode, reachable nodes change their shape from circles to diamonds. Hovering over a system provides information about jump range, fuel consumption and fatigue incurred after the jump.

    New Filters

    We’ve expanded the range of filters available on both 2D and 3D maps! Under the new Mining category, you can now choose from:

    • Ore Anomalies - displayed as pins, showing nearby anomalies within a 5-jump range.

    • Ore Distribution - showing where ore belts are located across New Eden.

    • Specific Ores - highlighting systems where particular ores can be found.

    This is also where we’re introducing a new information sidebar that appears alongside the map. It provides extra context about the selected filter, helping you explore ore data and learn more about the resources you’re seeing.

    Quality of Life Improvements

    The following quality of life improvements have been added:

    • Pilots can now search for landmarks directly in the map’s search field.

    • Directional arrows have been added to the 2D map to make regional connections clearer and easier to identify.

    Mining UI/UX Improvements

    Integrated Mining Surveyor with Overlay Toggle

    All ORE mining ships and all basic empire corvettes now come equipped with a built-in Mining Surveyor, providing immediate access to in-space resource data without requiring a separate module.

    The Mining Surveyor introduces a dynamic overlay, displaying colour-coded visual indicators of asteroid value directly in space. The overlay can be toggled ON or OFF via the scanner button on the HUD.

    • Turning Overlay ON: By clicking the Scan button, your ship performs a mining scan and displays colour-coded visual overlays on nearby asteroids. These overlays highlight relative value tiers and estimated ISK to give players an immediate, at-a-glance view of the most profitable targets in range.

      • Clicking the scan button again will re-scan your surroundings.

    • Turn Overlay OFF: Player can also right-click the scan button to disable the overlay. All the current scan data will be retained within the survey scan result window until player re-scan.

    Mining Survey Chipset Module

    The Mining Survey Chipset is a passive mid-slot module that enhances the mining surveyor with detailed information on the number of units of ore available in nearby asteroids. It also provides bonuses to mining critical success chance and mining critical success bonus yield, as well as a reduction in mining residue chance.

    • Only one mining survey chipset module can be fit at a time.

    • The mining survey chipset is available in Basic, Tech 1, Compact, and Tech 2 versions.

    • Existing survey scanner modules have been converted into mining survey chipset modules.

    Mining Surveyors can be upgraded with a Mining Survey Chipset to reveal additional information, such as a total value and remaining quantity.

    ORE Industrial Command ships can provide upgraded Mining Surveyor functionality fleet-wide through any Mining Foreman Burst, granting members access to the same enhanced survey data provided by the Mining Survey Chipset module.

    Cargo Hold Capacity Indicator

    While the mining surveyor overlay is active, a new icon will display the current capacity of your mining hold in the space scene behind your ship to make this information accessible at a glance.

    Faster Mining Cycles

    Mining lasers and strip miners now will have 4x faster cycles, and gas cloud harvesters will have 2x faster cycles, making mining operations more responsive. The yield per cycle, capacitor usage, and mining crystal volatility damage has been adjusted proportionally to maintain the same overall mining yield over time.

    Mining Crits

    Mining lasers, strip miners, and ice harvesters can now experience critical successes, granting bonus yield without reducing the remaining ore in the asteroids. The chance of a critical success starts at 1% and the bonus yield from a critical success starts at 200% of the standard yield of that cycle, with both values able to be increased through skills, modules, and mining foreman bursts. Critical success notification will appear on-screen with added audio and visual cues to inform players when a crit occurs.

    Miningcrits

    New Mining Critical Success Skills

    Two new skills have been added to benefit the mining critical success system:

    • Mining Precision is a new rank 2 skill that provides a 10% bonus to mining laser and ice harvester critical success chance per skill level.

    • Mining Exploitation is a new rank 6 skill that provides a 5% bonus to mining laser and ice harvester critical success bonus yield per skill level.

    Changes to Mining Cycle Rounding

    The rounding system used for mining yields has been adjusted so that the amount of ore you receive over time while mining will more closely match the estimated values of your modules. Previously, any remainder of less than one whole unit of ore that was left over after the ore unit volume was divided into the mining cycle yield volume would be rounded down and lost. Now we have implemented a system of stochastic rounding so that each cycle will have a chance of receiving one additional unit of ore, so that over time your overall yield will tend towards the yield that would be expected from your module attributes and bonuses.

    One-key Compression Shortcut

    A bindable hotkey can be assigned to compress all ore, ice, and gas in your ship at once when you have access to compression in space through a mining foreman ship in fleet.

    Mining Laser Efficiency Mining Foreman Burst Charge

    A new Mining Laser Efficiency charge for the mining foreman burst module has been added.

    This new charge provides a base bonus of +50% mining critical success chance and -15% mining residue chance to fleetmates within range. These bonuses scale with pilot skills, ship bonuses, and mindlinks just like other mining foreman bursts.

    All of the mining foreman burst charges provide enhanced mining surveyor functionality to all affected fleet members that are piloting ships with an integrated mining surveyor, allowing them to track the remaining number of units of ore in nearby asteroids.

    New Introductory Message When Entering Asteroid Fields

    When warping into asteroid belts and mining anomalies, a new introductory message will appear in the bottom third of the screen that lets players know the name of the location they just arrived at, as well as an estimate of how depleted or fresh the asteroid field is. This should be especially helpful to players in high-traffic space to indicate at a glance whether a field is mostly picked clean by other players or not.

    Phased Asteroid Field

    PhasedFields (2)
    • Phased Fields are high-value mining sites featuring unique mechanics. They spawn randomly in low and null-security space, and must initially be discovered using probe scanning. They contain a valuable new ore - Prismaticite, which can be mined from Phased Asteroids within the site and which requires the use of industrial command ships to mine efficiently.

    • In addition to the incredibly valuable Prismaticite, there are also several high-value asteroids of superior grades present which can be mined at any time as normal.

    • These sites contain a hyperspace fracture which will slowly move across space, breaching any Phased Asteroids along its path.

      • Once breached, Phased Asteroids are phased-out and can be mined for prismaticite at 10% efficiency immediately.

        • After deploying a Mobile Phase Anchor and connecting it to industrial command ships, the asteroid will phase-in and can then be mined at 100% efficiency.

        • This persists until it phases-out over time or the fracture moves away, collasping the asteroid.

    • Mobile Phase Anchors require 100 energy to phase-in the Phased Asteroids. Rorquals provide 100, Orcas 50, and Porpoises 35.

      • Mobile Phase Anchor Blueprints are available for 140 million ISK in the following locations: Ytiri, Propel Dynamics, Eifyr & Co., Freedom Extension, Zoar & Sons, Ducia Foundry, Impetus, Chemal Tech, Mordu's Legion, ORE, and Intaki Bank Stations.

    • Once the fracture has moved halfway across the site, a beacon is spawned revealing the site. Once revealed, the site’s location is visible to everyone in the solar system, and it also becomes visible on the Star Map.

    • Prismaticite is resource-rich, but it is also the first in a new type of ore called Erratic. When Prismaticite is reprocessed, each reprocessing batch will randomly become 1 of the 8 possible mineral types and provide a variable quantity of that mineral.

    • Capsuleers can control the mineral output of Prismaticite by running Unrefined Mineral Reactions. These reactions require Compressed Prismaticite and Atmospheric Gases.

      • Reactions for the Unrefined Minerals can be purchased from most Upwell Consortium member corporations for 50 million ISK.

      • Unrefined Mineral Reactions require Standup Composite Reactor.

      • Unrefined Minerals can be reprocessed into their respective Minerals with variable output quantity.

    Rorqual mining Prismaticite - In focus - Catalyst - 1

    Mining Content

    • Revamped the ‘Asteroid Belt Remnants' site found in all starter systems and career agent systems. It has instead been replaced by an empire managed asteroid belt instead with enhanced visuals and NPCs.

      • Number of sites reduced from 3 to 1 to make it more likely for new players to meet each other in the sites.

      • New site uses an acceleration gate which only lets the standard Venture and empire corvettes inside (Impairor, Ibis, Velator and Reaper).

      • Veldspar size in the site increased by 10-12x.

    • Kernite and Omber anomalies will now spawn rarely in all high security space between 0.5 and 0.8 security rating as they once did before the resource distribution update.

    • Kernite and Omber anomalies have had a full visual pass.

    • Kernite and Omber anomalies will have a slightly higher chance to spawn in high security space within 3 jumps of Empire Militia FW War HQ systems.

    • Kernite and Omber anomalies have a very small chance to get an escalation to a brand new highsec exclusive mining escalation, the shrouded asteroid belt.

    • Hidden Omber Deposits which need to be probed down with scanner probes will also appear rarely between 0.5 and 0.8 security rating systems. This site contains some +15% Platinoid Omber and a higher chance to get the mining escalation.

    • Highsec mining anomalies such as the Kernite and Omber sites, Rare Border sites, Ice Belts and the new managed asteroid belts will now spawn a beacon into space on the overview when a player first warps to them (like FW sites) to give better visibility to newer players and showcase mining activity in highsec. These beacons have been added to the default mining overview.

      • We have not added these beacons to anomalies in lowsec/nullsec/w-space for now since miners in these areas of space might want to hide their activity.

      • The hidden omber site (found with scanner probes) and the highsec mining escalation do not spawn a beacon when warped to as players may want to keep the location to themselves.

    • Added a system wide buff effect into Empire Miltia FW War HQ systems that grants a 10% mining speed bonus.

    • NPC mining ships will now spawn much more frequently in their factions respective FW War HQ systems.

    • Veldspar Deposits will now spawn in Empire Militia FW War HQ systems.

      • The War HQ systems are where the shipcasters are located for each empire militia and are listed below.

        • Amarr - Mehatoor

        • Caldari - Onnamon

        • Gallente - Intaki

        • Minmatar - Amo

    We are adding back the Omber and Kernite anomalies that were taken away from High Security space when the Resource Distribution update took place 5 years ago. Specifically, we are only adding back the Kernite and Omber anomalies (and not the ones containing Jaspet or Hemorphite) to keep Nocxium a more low-sec focused mineral. We want to bring back a source of Omber and Kernite to highsec so that players are able to mine it for level 3 and level 4 storyline trade missions that require it, and also add more valuable sites that are slightly less predictable than the rare border sites which spawn in the same locations. Additionally, we are adding a highsec escalation as a rare jackpot for highsec miners.

    To help encourage mining in FW empire war HQ systems (and help encourage them to become market/trade hubs and good places for producers to buy minerals from and stock ships, which they can then sell to FW players) we are weighting the chance of the Kernite and Omber anomalies to have a higher chance of spawning in and around the War HQ systems. We’re also adding a small mining boost effect in these systems and then adding in a Veldspar Deposit as a more reliable source of highsec minerals in the War HQ systems, as Amo and Mehatoor specifically only had 4 asteroid belts, and Intaki had special asteroid belts that only respawned infrequently which made it hard to get consistant mining going there.

    • Improved the visuals of lowsec Asteroid Belts.

    • Lowsec mining anomalies can no longer spawn multiple copies of the same site in the same solar system. For example, 2x Small Gneiss Deposits can no longer share the same system. This means they will be more spread out and more widely available and won’t congregate as much in a single system.

    • Rare Border Sites that could spawn in 0.5 high security systems that border lowsec, nullsec that borders lowsec and Blue A0 sites which could spawn in systems with blue A0 suns in wormhole space and nullsec can no longer spawn multiple copies of the same site in the same solar system.

    • Adjusted the Medium Jaspet Deposit and renamed to Average Jaspet Deposit to match the naming scheme of similar anomalies. It no longer spawns in every lowsec system, and will now instead appear uncommonly throughout lowsec. Increased the size of the asteroids, increased the amount of asteroids by approximately 4x and added +5% and +10% Jaspet variations so that the site should at least feel more rewarding.

    • Doubled the chance of the small variation of mining deposits from appearing in lowsec.

    • Removed rogue drone NPCs from lowsec small anomalies, so that they are a bit easier to ninja mine with ventures/prospects etc. The standard asteroid belt NPCs can still show up at the anomalies.

    • Added new variations of the small mining deposits as ‘hidden’ versions that need to be discovered with scanner probes. These variations have higher quality ore and a much higher chance to get the new lowsec mining escalation. We’re adding just the small ones for now to see how players respond to them in low security space, we’re hoping the extra safety of needing to discover the site first and higher quality ore make them attractive to miners and will lead to more mining ships in space overall in lowsec.

    • All lowsec anomalies now have a small chance to escalate to a new exclusive lowsec escalation, the Veiled Asteroid Field.

    • The Veiled Asteroid Field has a similar amount of minerals found in the Large Crokite, Dark Ochre and Gneiss anomalies, but they are condensed into far fewer asteroids at higher tiers. It has the added advantage of other players needing to combat probe you to find the site.

    Mining Generic1

    Mining Missions

    • All mining missions have had an enhanced visual pass.

    • All Level 1 and Level 2 mining missions have had their ISK and LP Payouts increased by 50%.

    • We’ve made sure to do a QoL pass on many of the sites too, making sure the mission asteroids are usually within 20km of the warp in point for the mission so the mission ore can always be found with the on board scanner and players don’t have to move far away to be able to mine the ore, now that everything has been replaced with non-interactable objects to the mission ore should always be at the top of the overview if you sort by range closest to you.

    Mining Mutaplasmids

    • New Mutaplasmids have been added that can mutate:

      • Mining Lasers

      • Strip Miners

      • Ice Mining Lasers

      • Ice Harvesters

      • Gas Cloud Scoops

      • Gas Cloud Harvesters

      • Mining Drones

      • Ice Harvesting Drones

    These new mining module Mutaplasmids can be found in Abyssal Deadspace, while the mining drone mutaplasmids are potential rewards from CONCORD Rogue Analysis Beacon sites.

    New Ships

    Catalyst introduces 4 new mining ships along with the Sisters of EVE Expedition Command Ship the Odysseus!

    ORE Mining Destroyer - Pioneer

    Catalyst - Pioneer 1
    • Pioneer Skill Bonuses:

      • Mining Destroyer: (per skill level)

        • 10% bonus to Mining yield

        • 20% bonus to Mining range

        • 5% reduction in Gas Cloud Scoop duration

      • Role Bonus:

        • 50% bonus to Mining yield

        • 25% reduction in Gas Cloud Scoop duration

    • Blueprint Originals for the Pioneer can be purchased from Outer Ring Excavations (ORE) stations in Outer Ring.

    • Alpha Clones are able to train the new Mining Destroyer skill to level 2.

    ORE Command Destroyer - Outrider

    • Outrider Skill Bonuses:

      • Mining Destroyer:

        • 15% bonus to Mining yield

        • 10% bonus to Drone hitpoints and damage

        • 6% bonus to all shield resistances

      • Command Destroyer:

        • 5% reduction in Micro Jump Field Generator spool up time

        • 2% bonus to Shield Command and Mining Foreman Burst effect strength and duration

      • Role Bonus:

        • 95% reduction in powergrid requirements for Command Bursts

        • 50% reduction in Microwarpdrive signature radius penalty

        • 50% reduction in reactivation delay for Defender Launcher

        • Can fit Micro Jump Field Generators

        • Can fit one Command Burst module

        • 75% bonus to tractor beam range

        • 30% bonus to Tractor Beam velocity

    • Blueprint Copies of the Outrider can be obtained by performing Invention jobs on blueprint copies of the Pioneer.

    ORE Navy Mining Frigate - Venture Consortium Issue

    • Venture Consortium Issue Skill Bonuses:

      • Mining Frigate: (per skill level)

        • 5% bonus to Mining yield

        • 5% reduction in Gas Cloud Scoop duration

        • 10% bonus to Shield Booster amount

      • Role Bonus:

        • 100% bonus to Mining and Gas Cloud Scoop yield

        • 2+ bonus to ship warp core strength

        • 50% reduction in Industrial Cynosural Field Generator liquid ozone consumption

        • 50% bonus to Mining critical hit chance

        • 10+ bonus to Salvage Drone salvage chance

    • Blueprint Copies for the Venture Consortium Issue can be obtained from Upwell Consortium member corporations LP stores for the price of 10 million ISK and 10,000 Loyalty Points.

      • This includes Chemal Tech, Ducia Foundry, Eifyr and Co, Freedom Extension, Impetus, Intaki Bank, Mordus Legion, Propel Dynamics, Ytiri and Zoar and Sons corporations.

      • ORE offers a 60% discount in their LP store, at a price of 4 million ISK and 4,000 Loyalty Points.

    ORE Navy Mining Destroyer - Pioneer Consortium Issue

    • Pioneer Consortium Issue Skill Bonuses:

      • Mining Destroyer: (per skill level)

        • 10% bonus to Mining yield

        • 20% bonus to Mining range

        • 10% bonus to Shield Booster amount

        • 5% reduction in Gas Cloud Scoop duration

      • Role Bonus:

        • 50% bonus to Mining yield

        • 50% bonus to Mining critical hit chance

        • 25% reduction in Gas Cloud Scoop duration

        • 10+ bonus to Salvage Drone salvage chance

    • Blueprint Copies for the Pioneer Consortium Issue can be obtained from Upwell Consortium member corporations LP stores for the price of 30 million ISK and 30,000 Loyalty Points.

      • This includes Chemal Tech, Ducia Foundry, Eifyr and Co, Freedom Extension, Impetus, Intaki Bank, Mordus Legion, Propel Dynamics, Ytiri and Zoar and Sons corporations.

      • ORE offers a 60% discount in their LP store, at a price of 12 million ISK and 12,000 Loyalty Points.

    SOE Expedition Command Ship - Odysseus

    odysseus
    • Odysseus Skill Bonuses:

      • Amarr Battlecruiser: (per skill level)

        • 4% bonus to Armor Resistances

      • Gallente Battlecruiser: (per skill level)

        • 10% bonus to Light, Medium and Heavy Drone damage

      • Expedition Command Ships: (per skill level)

        • 50% bonus to Data Analyzer and Relic Analyzer optimal range

        • 5% reduction in gas cloud scoop duration

        • 3% bonus to the strength and duration of exploration command bursts

        • 1% bonus to the strength and duration of armor command bursts

      • Role Bonus:

        • 100% bonus to the duration of Expedition Command Bursts

        • 50% bonus to the range of command burst modules

        • 50% bonus to Medium Energy Turret Optimal Range

        • 50% Reduction in CPU cost of Gas Cloud Scoops

        • 37.5% bonus to Scan Probe Strength

        • 10+ bonus to Relic and Data analyzers

        • Can fit Covert Ops Cloaking Device

        • Can fit two command burst modules

        • Cloaking reactivation delay reduced to 15 seconds

        • Can fit Zero-Point Mass Entangler

        • This ship can recieve bonus effects depending on the environment.

    • Blueprint Copies for the Odysseus can be obtained from the Servant Sisters of EVE faction member corporations for the price of 250,000 LP and 250,000,000 ISK.

      • This includes The Sanctuary, Food Relief and the Sisters of EVE corporations.

    Modules

    • Added new Expedition Command Burst modules, these modules can be activated to give you and nearby fleet members bonuses to hacking, scanning and salvaging.

    • These modules can be loaded with 1 of 3 charges.

      • Expedition Strength Charge - improves scanning strength and virus coherence of all analyzer modules.

      • Expedition Pinpointing Charge - improves scanning scan deviation and cycle time of salvager modules.

      • Expedition Reach Charge - Improves the range of Analyzer modules, Salvager modules and directional scanner range.

    • Blueprints of the Expedition Command Burst modules and charges can be found in Servant Sisters of EVE member corporation stations for sale.

    • A faction variation of the Expedition Command burst can be found in the Servant Sisters of EVE member corporation LP stores.

    • An expedition command mindlink can be found in CONCORD LP stores and purchased for 20 million ISK and 20,000 LP.

    • The sisters expedition command mindlink, which combines the effects of the Armor and Expedition mindlink, can be purchased from Servant Sisters of EVE member corporations for 100,000,000 ISK and 100,000 LP.

    • Added a new Integrated Sensor Array - Carrier only module. More about that below.

    Carriers

    Carriers
    • Decreased build costs by approximately 30%.

    • Decreased build times by 10%.

    The cost of Carrier construction has been brought down significantly. The reduction represents around 1 billion ISK per hull at time of writing. At this new price point, these ships will be somewhere between a Marauder and a Dreadnought. This allows a player to make a more meaningful choice when selecting their ship.

    • Carriers can now have an additional Support Fighter squad active:

      • Increased the Support Fighter Squad limit to 2 (from 1).

      • Increased the total number of Fighter Squad Tubes to 4 (from 3).

    • Added new Support Fighter effectiveness bonuses:

      • Archon: +2% bonus (per level) to Cenobite Support Fighter neutralization strength.

      • Chimera: +2% bonus (per level) to Scarab Support Fighter ECM strength.

      • Thanatos: +2% bonus (per level) to Siren Support Fighter afterburner speed bonus.

      • Nidhoggur: +2% bonus (per level) to Dromi Support Fighter stasis webification strength.

    • Increased Fighter Bay Capacities:

      • Archon: 60,000 → 65,000 m3.

      • Chimera: 55,000 → 60,000 m3.

      • Thanatos: 70,000 → 75,000 m3.

      • Nidhoggur: 65,000  → 70,000 m3.

    These changes aim to strengthen the Carrier’s long range EWAR niche. A Carrier pilot can now field an additional Support Fighter, giving them additional utility with no loss of DPS. They will also have the option to field 2 Support and 2 Light Fighters at the same time if the need arises.

    Support Fighters themselves are now more powerful when used by a Carrier. Each faction will be able to make the most out of their respective Support Fighters, with an up-to 10% bonus to effectiveness.

    carrier-takeoff4
    • Increased Ship Maintenance Bays to 2,000,000 m3 (from 1,000,000 m3).

    Part of the expectation of a Carrier is the ability to move a large number of ships. As such, the SMB of all Carriers has been doubled. This brings these ships to the same ballpark as a Bowhead.

    • Decreased max target ranges:

      • Archon: 3,950 → 315 km.

      • Chimera: 4,620 → 350 km.

      • Thanatos: 3,670 → 300 km.

      • Nidhoggur: 3,760 → 305 km.

    • Added a max target range cap of 750 km.

    • Can fit the new Integrated Sensor Array:

      • Functionally identical to Networked Sensor Arrays, other than the following:

        • Multiplies max target range by 12.

        • Removes the max target range cap.

        • Has a 2-minute duration.

        • Adds a -30% bonus to repair module duration and capacitor use.

        • Does not disable MJD or MJFG.

        • No increase in EWAR capacitor costs.

        • Uses the visual effect of a Triage module.

        • Cannot be fit to Supercarriers.

        • Note: You can still receive remote repairs when this is active, just like the NSA.

      • Build costs and blueprint availability are the same as those of Networked Sensor Arrays.

      • Networked Sensor Array can be traded in for Integrated Sensor Arrays at all LP stores.

    The above changes aim to tackle “skynetting” Carriers. Carriers will no longer be able to engage at their previous extreme ranges without an active Integrated Sensor Array. While this module is active, the Carrier will be unable to warp, dock, or tether. This provides counterplay for those attacking into Carriers within tether range of a structure.

    The Integrated Sensor Array is a much more powerful variant of the Networked Sensor Array. The MJD and MJFG restrictions are not present on this variant, allowing the ships more mobility. Active tanking is also buffed when using the Integrated Sensor Array. Lastly, the EWAR capacitor cost increases of the Networked Sensor Array are not present to allow more flexibility in fitting.

    Note that Carriers will still be able to fit a Networked Sensor Array until early next year. After this time, the Networked Sensor Array will be made exclusive to Supercarriers.

    Carriers2

    Support Fighters:

    • Increased Scarab Support Fighter ECM strengths:

      • Scarab I to 2.4 (from 1.6).

      • Navy Scarab to 2.7 (from 1.95).

      • Scarab II to 3.0 (from 2.3).

    • Increase Cenobite Support Fighter Energy Neutralizer amounts:

      • Cenobite I to 70 GJ (from 60 GJ).

      • Navy Cenobite to 80 GJ (from 70 GJ).

      • Cenobite II to 90 GJ (from 80 GJ).

    The Scarab and Cenobite are the least popular Support Fighters by a noticable margin. Increasing their effectiveness helps make the bonuses found on the Archon and Chimera feel impactful. Having more viable options for a Carrier also gives them better flexibility.

    Supercarriers:

    • All Supercarriers can now Conduit jump with the same mechanics as a Carrier:

      • Can jump with a maximum of 30 other capsuleers.

      • All sub-capital combat ships are eligible to be jumped.

    The addition of a Conduit jump to Supercarriers gives them extra utility and some nice QoL when flying in a smaller fleet.

    Force Auxiliaries

    • Increased the Fuel Bay of all Force Auxiliary ships to 6,000 m3.

    Force Auxilary ships are often more fuel hungry than other ships with the same sized bay. Increasing the Fuel Bays for these ships should make the experience of flying them more enjoyable.

    Balancing

    • Molok

      • Blueprint Copy added to the Blood Raider LP store at 165 billion ISK and 165 million LP.

    • Chemosh

      • Blueprint Copy added to the Blood Raider LP store at 15 billion ISK and 15 million LP.

    • Dagon

      • Blueprint Copy added to the Blood Raider LP store at 15 billion ISK and 15 million LP.

    • Loggerhead

      • Blueprint Copy ISK and LP cost reduced from 25 billion ISK and 25 million LP to 15 billion ISK and 15 million LP.

    MolokChemoshDagonLoggerhead

    We’re adding the Blood Raider capital ships to the Blood Raider LP store, as we are unhappy with the state of NPC Sotiyos and to get parity with the other pirate factions. We are adding them at a slightly higher cost (+10% of the others) to carefully monitor them, and we’ll slowly adjust them down when we’re satisfied, although we know that this is likely too high of a cost, and the other pirate dreadnoughts are likely still too expensive as well.

    Additionally. we are reducing the cost of the Loggerhead at the same time to match the Dagon at 15 billion ISK and 15 million LP. We want to monitor pirate FAX being more available before reducing them to the dreadnought values, since they may be overpowered in some niche areas of space such as wormholes if they are easier to replace and more available.

    • Cenotaph

      • Breacher Pod M Damage Duration reduced from 50s to 40s. (From 75s to 60s with max skills).

      • Breacher Pod M Maximum Damage reduced from 800 to 600 (from 1000 DPS to 750 DPS with max skills).

      • This is a large reduction to the total amount of damage done per breacher pod, especially against larger ships, with max skills this is a reduction from 75,000 to 45,000 maximum damage per pod.

    • Tholos

      • Breacher Pod S Damage Duration reduced from 50s to 40s. (From 75s to 60s with max skills).

      • Breacher Pod S Maximum Damage increased from 160 to 200 (from 200 to 250 DPS with max skills).

      • This maintains the total amount of damage done per breacher pod against large ships, at 15,000 damage per pod.

    The Cenotaph is still too strong despite our attempts to add more counterplay to it in the Legion Major Update. We are reducing the maximum damage duration of pods with max skills from 75 seconds to 60 seconds, and lowering the maximum potential flat damage output that the breacher pod outputs. This comes close to halfing the total damage per pod (a 40% reduction overall). Which we think will still leave it in a very strong place against high resistance targets, but reduce the overall pressure it provides when spreading multiple pods over multiple ships at once.

    We are also adjusting the Tholos a little for consistency, so that all breacher pods now last 60 seconds with max skills. We are lowering the total damage duration of the pod but then compensating it by increasing the flat damage, keeping the damage per pod the same as now. This will see it increase from 200 to 250 DPS against larger targets it is focusing a few pods on, but it will see a small reduction of damage if spreading multiple pods over smaller targets.

    • Stratios

      • Added 50% Medium Energy Turret damage role bonus.

      • Reduced Number of Turrets from 4 to 3.

    Even though the Stratios was bonused for Medium Energy Turrets, they were frequently ignored for other weapons or energy neutralizers and felt weak despite the bonus. We’re giving it a large 50% damage role bonus, but then taking away a turret. This should make the lasers feel better to use with most stratios fits since you can fit 3 bonused lasers alongside a cloak and a probe launcher at the same time, and it also reduces the fitting and capacitor costs needed for full gun fits, while providing a small boost in damage as now the 3 turrets will outdamage the old Stratios with 4 turrets fitted.

    • Mamba

      • Guristas NET Resonators required to build the Mamba reduced from 40 to 30.

    • Mekubal

      • Angel NET Resonators required to build the Mekubal reduced from 40 to 30.

    • Venture

      • The Venture Blueprint no longer requires Isogen to be able to manufacture a Venture.

    • Porpoise

      • Medium Industrial Core I

        • Shield Booster cycle time bonus improved from 10% to 20%.

        • Shield Booster amount bonus improved from 10% to 20%.

      • Medium Industrial Core II

        • Shield Booster cycle time bonus improved from 10% to 20%.

        • Shield Booster amount bonus improved from 15% to 25%.

    • Orca

      • Large Industrial Core I

        • Shield Booster cycle time bonus improved from 30% to 40%.

        • Shield Booster amount bonus improved from 20% to 40%.

      • Large Industrial Core II

        • Shield Booster cycle time bonus improved from 30% to 40%.

        • Shield Booster amount bonus improved from 30% to 50%.

    Giving a small boost to the active tanking capabilities of the Porpoise and the Orca while they are using the industrial core modules.

    PLEX Transaction Logs

    PLEX

    New PLEX Transaction Logs are now available through the Wallet. There are 2 tabs available Overview and Transactions.

    • The Overview tab shows a Pie Chart of either Income or Expenses.

    • The Transactions tab will show the latest 2000 entries.

    • Description of transaction includes which Character interacted with PLEX balance.

    • Entries can be sorted by date, ascending or descending.

    • Transactions can be copied to clipboard in CSV format for easy pasting in your workbook software of choice.

    Epic Arc

    • A New Epic Arc — Fractured Legacy — has been added!

      • Consisting of three mining-focused missions, this new Epic Arc is meant for new and returning players.

        • The Arc showcases Catalyst features, including a gorgeous Phased Field!

      • The latest Epic Arc in nearly 16 years, it is short and experimental compared to its predecessors.

        • It is estimated to be completable in the length of a normal session.

      • Earn novel rewards, such as the new ORE Mining Destroyer, the Pioneer!

        • Other rewards include other new expansion goodies, such as modules and BPCs.

      • To get started on this ORE Epic Arc, go to the AIR Laboratories station in

        Kisogo VII and speak to Elias Peltonnen.

    Air Opportunities - Freelance Jobs Visibility Update

    We’ve updated Freelance Job tab in Air Opportunities to only display jobs that the current character is eligible to participate in.

    Factional Warfare:

    • New NPCs have been added to most FW Complex sites:

      • NPCs of both the occupying and attacking factions will be present.

      • NPCs will fight based on factional allegiances and can contest sites.

      • Some NPCs may be fitted with warp disruption.

      • NPCs can still drop tags, but at a lower rate given their increased presence.

      • Scout, Small, Medium, and Large Complex sites have all been updated.

    These changes borrow strongly from the mechanics found in Pirate Insurgency sites. Capsuleers will always be able to take part in a small scale skirmish when entering a complex.

    Having NPCs of both factions present will also mean a capsuleer will want to be fit for combat even when defending. Keeping track of pointing NPCs will also be necessary if a player wants to be ready to a quick getaway.

    Pirate Strongholds:

    • The rewards for destroying a Pirate Strongholds (sometimes referred to as Pirate FOBs) have been rebalanced:

      • A 10-pilot fleet will now be optimal for the maximum payout.

      • Up to 1 billion ISK can be earned per Stronghold.

    • Roaming NPCs spawned by the Pirate Stronghold will no longer attack player structures.

    The rewards for Pirate Strongholds did not fit the expected risk/reward within low-sec. There has also been some demand for 10-pilot content within these systems. The FOBs have been rebalanced to provide rewarding content for medium scale low-sec pilots. Note that the drops from the FOB have been unchanged.

    The roaming Pirate NPCs have been causing frustration for those who have structures within those systems. This was especially true with Metanox Moon Drills, where their frequent brief attacks meant constant upkeep. As such, these NPCs will no longer shoot at structures. However, they may still visit them looking for other targets!


    Feature Slide Catalyst

    We're excited to see what you do with the updates coming in the Catalyst expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.

    o7


  • Patch Notes - Version 23.01
    published on November 6th, 2025 at 11:00 AM

    Greetings,

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

    Initial Release Date: 2025-05-27 Last update: 2025-11-06

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

    Patch Notes for 2025-11-06.1

    Miscellaneous:

    • Kitsune Shattered Paradigm SKIN enters New Eden.


    Patch Notes for 2025-11-04.1

    Features & Changes:

    Events/Crimson Harvest:

    Crimson Harvest has now ended.

    • 90% loot drop has been disabled and returned to normal values.

    • 50% implant drop has been disabled.


    Patch Notes for 2025-10-29.1

    Defect Fixes:

    Audio:

    • Audio will now correctly follow beam based weapons along their entire length, eg: Mining lasers, Vorton Projector.

    Graphics:

    • Fixed an issue where lighting on some ships would sometimes render incorrectly when certain weapons were fitted.

    • Ghosting on Plasma planets when using anti-aliasing or upscaling has been vastly improved.

    Technical:

    • Certain wrecks causing the client to crash has been resolved.

    • The client will no longer stop responding when using DLSS and jumping through a series of stargates or wormholes.


    Patch Notes for 2025-10-28.1

    Features & Changes:

    Balancing:

    • Cruor

      • Small Energy Turret Damage role bonus increased from 100% to 125%.

      • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.

      • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

    • Ashimmu

      • Medium Energy Turret Damage role bonus increased from 100% to 125%.

      • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.

      • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

    Events:

    Crimson Harvest:

    • New rewards have been added to the Seasonal Reward Track!

    • Class 3 Biocybernetic Incident sites can now be discovered in high-security space.

    • Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.

    • Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.


    Patch Notes for 2025-10-17.1

    Features & Changes:

    Crimson Harvest:

    • Fixed an issue where Biocybernetic sites didn’t despawn correctly after the boss appeared, even if no players were present.

    • Fixed an issue where Formidable Orthrus NPCs could remain on Biocybernetic Incident sites after completion.

    • Class 1 & 2 Biocybernetic Incident sites have been rebalanced.

    • Increased the spawn frequency of Automated Extraction Shuttles on all Biocybernetic sites.

    • Difficulty adjusted for standard hacking sites to improve accessibility across different space types.

    • Removed celestial beacon visibility from the new escalation sites so they no longer appear on overview to other players.


    Patch Notes for 2025-10-15.1

    Defect Fixes:

    User Interface:

    • Fixed an issue where the EverMark donation tab was visible immediately after moving corporations, despite ineligibility.

    • Fixed a text cutoff in the Emblems tab of the Fitting Window when using the Spanish client.

    • Fixed an issue where metallic design elements incorrectly displayed matte and gloss subcategories.

    • Fixed a bug where hotkeys didn’t work if the Probe Launcher window was fullscreen with a docked filter window.

    • Fixed a misleading tooltip in the ACP window that suggested incorrect SP totals for Omega Graduation Rewards.

    • Fixed an issue where if one Info Panel failed, it could prevent other panels from updating system info.

    • Fixed issue in NES that caused the popup window to hang when trying to buy PLEX.


    Patch Notes for 2025-10-14.1

    Features & Changes:

    Crimson Harvest:

    • Fixed incorrectly expired booster from Twitch drops.

    • Added a fix to prevent event sites from not clearing up correctly.

    Defect Fixes:

    Graphics:

    • Sanguinary Savant SKINs now feature correct Bloodraider decals.


    Patch Notes for 2025-10-10.1

    Features & Changes:

    Crimson Harvest:

    • Loot drop rates for destroyed capsuleer ships are now set to 90% across all areas of space, excluding Highsec, where standard drop rates remain in effect.

    Defect Fixes:

    User Interface:

    • Fixed incorrect name for “Dr. Hwung Rudolfo” in Cybernetic neural lattices description.


    Patch Notes for 2025-10-09.1

    Features & Changes:

    Vanguard Nemesis Event:

    • Item Traders from this event have been removed.

    Defect Fixes:

    Graphics:

    • Drones previously stuck in Old Man Star system at Villore gate are moving again.

    • The brightness of some volumetric clouds have been adjusted to be darker.

    • Missing VFX on various Arkombine Arisen SKINs have been added again.

    • The Zealot and Sacrilege War for the Empire SKINs had minor decal adjustments for better visibility.


    Patch Notes for 2025-10-08.1

    Features & Changes:

    Vanguard Nemesis Event:

    • Per downtime on 9 October, Item Traders from this event will be removed. Trade in your items now or forever have them take up space in your hangers!


    Patch Notes for 2025-10-07.1

    Defect Fixes:

    Events:

    • Fixed an issue where Biocybernetic Incident Sites could fail if another ship joined the site during an on going session.

    • Fixed an issue where an expired booster was dropping from event sites.

    Technical:

    • AMD FSR has been updated to version 3.1.4


    Patch Notes for 2025-10-06.1

    Features and Changes:

    Crimson Harvest

    The Crimson Harvest has begun! The event will run until downtime on Tuesday, November 4th, 2025. This year’s event sees the Blood Raiders and the Order of St. Tetrimon locked in conflict once more, but a catastrophic failure in Upwell’s secret clone research shifts the war into a darker chapter.

    Event Sites

    Combat Sites

    • Crimson Gauntlet and Tetrimon Base sites are appearing across New Eden in Highsec, Lowsec, Nullsec, W-space, and Pochven.

    • Approach with caution: these sites are balanced for battlecruisers, battleships, heavy assault cruisers, or stronger vessels.

    • Defeating the battleship-class NPCs at the end of these sites can yield ISK items, boosters, SKINs, character apparel, and more.

    Hacking Sites

    • Crimson Harvest Network Node and Tetrimon Network Node sites are also scattered across New Eden.

    • These contain hackable network structures offering valuable rewards.

    Advanced Sites

    • Both Blood Raider and Tetrimon forces are escalating their conflict, establishing stronger bases in the warzone.

    • These advanced combat and hacking sites appear only in:

      • Blood Raider controlled systems in Delve

      • The Eugidi, Angils, and Essin constellations

    • Advanced sites are rarer, tougher, and offer greater rewards. Bring allies, but beware of rival capsuleers hunting the same prizes.

    Escalations: Now obtainable in standard sites!

    • The most elusive and valuable strongholds of both factions can only be discovered through rare escalations, now from both standard or advanced combat sites. These escalations can now trigger from nullsec, lowsec, and highsec. When this happens, a mysterious Dark Blood structure will appear after the site has been completed. Destroying it will lead to the escalation.

    Biocybernetic Incident Sites

    This year introduces a new twist. Upwell’s experiments with cloning technology, in special biocybernetics facilities, have gone terribly wrong. Jump instead of bridge kind of wrong. The locations of these incidents are now combat sites across all space.

    • Class 1: Highsec - balanced for new players in basic Tech I frigates

    • Class 2: All areas - for experienced players in Tech I destroyers, Tech II frigates, and lower.

    • Class 3: Lowsec, nullsec, wormholes, and Pochven - for veterans flying up to Tech III destroyers

    The sites require pilots to stay within a designated perimeter for a certain period of time, fighting waves of enemies, and ultimately taking on an even more formidable foe. Keep the Opportunities Info Panel open to see how much time is left, and watch out for shuttles attempting to leave the site laden with valuable loot. Destroy them before they escape to make these sites even more lucrative.

    Encounters:

    These sites also tie into the broader event: Blood Raider and Tetrimon sites now have a chance to contain narrative-related encounters, offering both danger and lucrative rewards.

    Increased Loot Drops

    • For the duration of the event, capsuleers who are podded have a chance of dropping any implants they have installed. The implant drop rate is 50%

    • The Blood Raiders have bribed the Loot Fairy and, starting October 10, player ships outside of highsec will drop 90% of their loot for the duration of the event.

    Agency Challenges & Rewards

    Both Blood Raiders and the Order of St. Tetrimon are calling for capsuleer support.

    • Each character must choose a faction allegiance in the Agency.

    • You’ll earn points by attacking and hacking the opposing faction. The Biocybernetic Incident sites are an exception, granting points to both factions for participation.

    • There is no penalty for engaging both factions’ sites, but Agency progress only advances by hitting the opposition. Engaging with the new Biocybernetic Incident sites will yield progress for both sides.

    • Rewards include 100 PLEX, Skill Points, seasonal boosters, Deathglow Remnant SKINs and more.

    • The reward track expands in the final week with rewards too good to miss.

    Daily Login Rewards

    Log in throughout Crimson Harvest for devilish rewards:

    • Alpha and Omega pilots receive separate reward tracks

    • Omegas claim both tracks daily, and upgrading to Omega unlocks all past Omega rewards retroactively

    • Rewards include:

      • Boosters

      • SKINs and SKINR nanocoatings & patterns

      • EverMarks

      • Skill Points

      • And more!

    Don’t miss out: the 24th login during the event grants a special Skill Point bonus for both Omega and Alpha capsuleers.


    Patch Notes for 2025-10-01.1

    Defect Fixes:

    Gameplay:

    • Changed name of Fulleride Reaction Formula to Fullerides Reaction Formula

    • The mission, A Demonstration, which is part of the Minmatar Epic Arc, will no longer spawn in the system of Ammold


    Patch Notes for 2025-09-29.1

    Features and Changes:

    Vanguard Nemesis Event:

    • The Vanguard are finding even more Upwell Convoys being discovered throughout New Eden, with four convoys in each security band appearing for a total of 12.

    • Upwell Convoys are now hauling more loot.


    Patch Notes for 2025-09-26.2

    Defect Fixes:

    Technical:

    • Resolved an issue where EDENCOM ships, fitted with a Vorton Projector would sometimes crash when jumping through a stargate.


    Patch Notes for 2025-09-25.1

    Defect Fixes:

    Graphics:

    • The client will perform better in situations where there is a lot of lights present in the scene

    Technical:

    • The ‘blip’ sounds which could sometimes be heard when a client is entering space has been fixed.

    • Fixed some old Windows 10 OS versions not correctly launching the client. This includes:

      • Any Windows 10 install not patched to at least version 1703, released back in 2017

      • Windows 10 Enterprise 2016 LTSB 64-bit

      • Windows 10 Enterprise 2015 Long-Term Service Plan


    Patch Notes for 2025-09-24.1

    Features and Changes:

    Vanguard Nemesis Event:

    • Completion of the Community Track within EVE Vanguard now reveals the location of 9 Upwell convoys in EVE Online. (Number of convoys increased)


    Patch Notes for 2025-09-23.1

    Defect Fixes:

    User Interface:

    • Fixed the enlistment flow, incorrectly telling you that you need to be -2.0 to join the pirate militias instead of 0.0 as of the Legion major update.

    • It’s now possible to search for ships and modules in contracts that had errors (Such as Exequror Navy Issue)


    Patch Notes for 2025-09-18.1

    Features and Changes:

    Vanguard Nemesis Event:

    Updated item description for the Sealed Projects Container to include the systems where they can be traded in:

    • Uttindar

    • Perimeter

    • IZ-AOB

    • Hedion

    • Hemin

    • FWST-8

    • Botane

    • 9IPC-E

    • UT-UZB


    Patch Notes for 2025-09-17.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that showed an advert for Capsuleer Day in the Air Opportunities.


    Patch Notes for 2025-09-16.1

    Features and Changes:

    Vanguard Nemesis Event:

    Nemesis is live! Log in daily from September 16th until October 2nd to gain valuable rewards with a DLI giving out SKINr Design Elements, Boosters, SKINs and Skillpoints.

    This event is all about completing expedition assignments in Vanguard that contribute to the new global track in EVE Online. Once that is filled, it will reveal secret Upwell Convoys across the universe. Hunting them down and destroying the haulers will give juicy rewards including PLEX and Sealed Projects Containers with a chance to earn Implants, SKINS or Boosters.

    Sealed Projects Containers can be taken to a Deathless Wraith Trader, which are located throughout New Eden to trade for new Design Elements, SKINs, and even Small Skill Injectors!

    Players also earn personal rewards through a personal reward track unlocking SKINs, Design Elements, and Sealed Projects Containers. Your actions in Vanguard can shape the EVE universe.

    Defect Fixes:

    Technical:

    • DLSS will no longer experience freezing or stuttering that could occur in some situations.

    • Godrays will now always render as intended.


    Patch Notes for 2025-09-12.1

    Defect Fixes:

    Gameplay:

    • Fixed the Hrada-Oki Atavum Transport item trader in the rare wormhole Hrada-Oki Bivouac site having some trade offers for Infomorph Decryption Keys instead of Atavums.


    Patch Notes for 2025-09-11.1

    Features and Changes:

    Triglavian Invasions:

    • Roaming NPCs will now only warp to the following sites:

      • Observatory Flashpoints, Vigilance Points, World Ark Proving Grounds, Accelerator Flashpoints, Stellar Fleet Deployment Sites, and Stellar Observation Posts.

    • Roaming NPCs will no longer warp to destructible effect beacons.

    • Roaming NPCs will weigh warping to sites more consistently.

    Previously, some fleets were able to enter certain sites (e.g. EDENCOM Field Bases) and alter the intended balance of that site. Now, these NPCs will only go to sites that feature a lobby area. In addition, roamers will now more evenly split their attention between sites and other locations.

    Note that these changes apply to all Triglavian Invasion roamers, including those spawned in Pochven, minor victory systems, EDENCOM Fortress systems, and NPCs spawned from Pochven wormholes.

    User Interface:

    • Added Icons to the market tooltips for your orders and orders that are on your route.

    Defect Fixes:

    Gameplay:

    • Skyhooks can be warped to again from the ‘My Orbital Skyhook’ window.

    Pochven:

    • Roaming NPCs will no longer warp to small-scale sites within Pochven.


    Patch Notes for 2025-09-10.1

    Defect Fixes:

    Gameplay:

    • The Bastion Module no longer requires safety being set to red to use in Empire space.


    Patch Notes for 2025-09-09.1

    Legion Major Update

    The Legion Major Update is now live!

    Features and Changes:

    Balancing: 🤝

    • Reduced the Maximum Number of drones that can be assigned to a character from 50 drones to 20 drones.

    We’re cutting down on the number of drones that can be assigned to a single character at a time from 50 to 20 drones. There are things that we really like about drone assistance: there is a skillful element of assigning drones to someone else when you are jammed, damped or out of range. There is also some niche gameplay such as assigning drones to an interceptor to decloak players at gatecamps, assigning light drones to a dedicated anti-frigate ship in PVE such as incursions or PVP, and you can assign drones if you’re doing some specialized task like Logistics. Further, if you’re a new player you can assign drones to your more knowledgeable friends & fleet mates so you can focus on piloting your own ship.

    We feel like dropping down to 20 drones will still keep most of these cool use cases intact, while cutting down on undesirable gameplay.

    • Sentry Drones

      • Increased Signature Radius on all sentry drones from 100m to 300m.

    Increasing the signature radius on Sentry Drones to Battlecruiser size so that they take more damage from Missiles, Bombs and Vorton Projectors, and are faster to lock so that they can be countered more effectively.

    • Armor Rigs

      • Changed the drawback from Armor Rigs to be Agility instead of Max Velocity.

    • New Skill added - Advanced Armor Layering

      • Grants 2% reduction to the mass penalty of armor plates per level.

      • Rank 5 skill.

      • Available in all empire school stations to purchase for 15,000,000 ISK, or from the character sheet for 19,500,000 ISK.

      • Skill Requirements

        • Armor Layering IV

        • Mechanics V

        • Hull Upgrades V

    We’ve heard concerns that shield setups are dominating and armor doesn’t feel great for skirmishing now. To help address this, we’re introducing a new advanced skill to shave off a bit more mass from armor plates and changing the drawback on most armor rigs to be a penalty to Agility instead of Max Velocity. This will still keep the original design intent and tradeoff that exists with armor/shield rigs in that they reduce some of your ability to mitigate damage in exchange for more tank. Losing turning speed and handling means you won’t be able to orbit as tightly or get as high angular velocity as before, but you now won’t also be giving up range control anymore which should make them feel much better on the field.

    We hope that this will make armor more viable especially at smaller scales and help promote more ships that have fallen out of favor such as AHACs.

    • Encounter Surveillance System site

      • Increased the range that players are unable to cloak in the main bank room from 150km to 500km.

    Cutting down on some frustrating gameplay where snipers could enter the ESS and then cloak in the site to ambush players as they come in.

    • Marauders

      • Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.

      • Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.

      • Marauders are now unable to access the main bank room of the ESS.

    Marauders continue to be dominant and oppressive at smaller scales of PVP. Marauders currently have incredible damage, high projection, a durable tank, and incredible mobility. We’re making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for improved offense and defensive capabilities, and making the Bastion Module their core identity.

    We’re making another small adjustment to the Vargur because it is still an outlier. This set of changes should still keep them as apex PVE and PVP ships and the undisputed kings of firepower and defense, but allow for counterplay opportunities when it comes to facing them on grid.

    Additionally, we are experimenting by blocking Marauders from the ESS main bank room. This should hopefully lead to a more diverse meta for ESS engagements and allow other battleship and battlecruiser hulls to shine. We’ll be keeping an eye on this change to see if it leads to a healthier ecosystem overall.

    • Bastion Module

      • Armor Repair and Shield Boost Amount Reduced from 100% to 60% while active.

      • Added new bonus, 20% reduction in cycle time and capacitor cost for Armor Repairers and Shield Boosters while active.

    This retains the current repair effectiveness over time values as now without increasing the capacitor cost per second.

    We are doing this to help improve active armor Marauders which could sometimes end up repairing for most, or even exceeding their maximum Armor Hitpoints when using Asklepian Implants, boosters, x-type hardeners, et cetera. This would limit the ability of armor Marauders like the Kronos and Paladin when outfitted with high-end modules. It also made them require a disproportionally higher skill cap relative to shield Marauders given how armor repairers apply their reps at the end of the cycle.

    This will make Armor Repairers easier to use without over-repping on armor Marauders and limit them less when it comes to high-end fits that push the limits.

    Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We’ve heard a lot of frustration from the playerbase about multiple XLASB shield fit Marauders (Looking at you Vargur!) since they’re both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time, this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.

    • Tactical Destroyers

      • Can now enter the main bank room of the ESS.

    We're giving Tactical Destroyers some more roaming utility by allowing them to enter the ESS site. Like with Marauders, we’re experimenting a little here to mix things up, we’ll make changes if things end up going in an unhealthy direction like with 10mn T3Ds becoming meta or becoming too hard to catch.

    • Confessor

      • New Defense Mode Bonus: 33% bonus to Remote Armor Repairer amount, and reduction in activation cost.

      • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

      • Max Velocity increased from 230m/s to 250m/s.

    • Svipul

      • New Defense Mode Bonus: 33% bonus to Remote Shield Booster amount, and reduction in activation cost.

      • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

      • Max Velocity increased from 220m/s to 240m/s.

    Both the Confessor and Svipul are suffering a bit in usability. The Confessor has a bit too much overlap with the Retribution right now, which has significantly better mitigation while also having high damage with a range bonus. The Confessor's only strengths over the Retribution is the added utility, commonly used as a probe launcher, and the added damage and ewar resistance in sharpshooter mode. The Svipul has also struggled with other new ships entering the game like the Thrasher Fleet Issue and buffs to the Stabber, Navy Cruisers and medium Autocannons.

    The Hecate and Jackdaw are doing very well right now and are some of the most used ships in the game, so we’re giving both the Confessor and Svipul a bit more base damage and speed to hopefully make them stand out a bit more. We’re also adding a Remote Armor/Shield Booster bonus to them in defensive mode, to give them some more utility to potentially open up some spider tanking fleet options in PVP and PVE.

    • Ferox Navy Issue

      • Medium Hybrid Damage per level bonus reduced from 10% to 7.5%.

      • Medium Hybrid Tracking per level bonus reduced from 7.5% to 5.0%.

      • Powergrid Reduced from 1250 to 1150 (same as regular Ferox).

      • CPU reduced from 565 to 515 (same as regular Ferox).

      • Reduction in Shield Booster power and CPU requirements per level bonus improved from 7.5% to 10%.

    We’re making some adjustments specifically to the Ferox Navy Issue to address its dominance in the fleet meta. Specifically, we are reducing the damage, tracking and reducing the Powergrid and CPU that it has, setting it back to the same values that the regular Tech 1 Ferox has. This should still mean it is viable but make it harder to fit a 5-6 slot tank and a DLA with railguns without fitting modules. At the same time we are improving the shield booster fitting bonus that it has which should compensate active tanking fits with a fitting reduction to make up for the loss in base PG and CPU.

    Additionally, we know there are concerns about the dominance of other railgun ships that may just simply replace the FNI as the top meta railgun ship, with those being the Vulture, Ferox (t1), Naga and Rokh. So we are going to make some adjustments to all rails overall.

    • Medium and Large Railguns

      • Tracking Reduced by 10%.

      • Optimal Range and Falloff Reduced by 10%.

    Railguns are dominating at all sizes, so we’re going to reduce their tracking and optimal & falloff slightly for medium and large railguns. Medium Railguns have been very strong for a very long time now, while Large Railguns have recently taken the top spot since the Viridian expansion where we gave a significant buff to the Rokh with a tracking and rate of fire bonus.

    This will mean that most of the Tracking Speed bonus for Large Railguns got rolled back, maintaining about 3.5% of it, but they’ll keep the rate of fire bonus they received. We hope this will mean that Large Rails will land in a good spot between now (Super Dominant) and pre-Viridian (Considered weak).

    We will continue to keep a close eye on the Vulture, Ferox, Ferox Navy Issue, Rokh and Naga after this set of changes and make further adjustments in the upcoming expansion if needed, whether they continue to dominate or end up too weak.

    • Naglfar

      • Midslots improved from 6 to 7.

      • Lowslots reduced from 6 to 5.

    • Naglfar Fleet Issue

      • Midslots improved from 6 to 7.

      • Lowslots reduced from 6 to 5.

    Improving the shield tank effectiveness of the Naglfar line by improving the number of midslots they have available at the cost of a lowslot. This should mean the Naglfar can take advantage of the shield booster bonus a bit more effectively in HAW setups and open the door for stronger shield based anti-capital turret dreadnoughts. While we do think we are trading some of the unique versatility of the Naglfar hull here, the dreadnought meta has been heavily dominated by Revelations for the last half-decade, and the T1 Phoenix (that the T1 Naglfar now shares a slot layout with) are missile based so we feel comfortable making this change.

    • Sin

      • Removed 10% bonus to logistic drone transfer amount per level.

      • Added 10% bonus to Warp Scrambler range per level.

      • Added +1 bonus to Warp Scrambler strength per level.

        • These bonuses only apply to Warp Scramblers and not Warp Disruptors.

    The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.

    • Apocalypse

      • Removed 7.5% Large Energy Turret Tracking bonus per level.

      • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

      • Added 5% Large Energy Turret damage per level.

      • Added 10% reduction in Large Energy Turret capacitor cost per level.

    • Apocalypse Navy Issue

      • Removed 7.5% Large Energy Turret Tracking bonus per level.

      • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

      • Added 7.5% Large Energy Turret damage per level.

      • Added 10% reduction in Large Energy Turret capacitor cost per level.

    Reworking the Apocalypse. There is a lot of competition for large energy turret ships with the Apoc, Apoc Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy Issue and Oracle all fighting for the same space. Currently, the Apocalypse feels weak due to lack of a damage bonus, while the tracking bonus doesn’t feel particularly strong because a lot of other laser ships are better in applying damage in practice, such as the Bhaalgorn (Webs+Neut), Nightmare (Superior mobility and same tracking bonus), Armageddon/Armageddon Navy Issue (Ranged neuts and can fit Rapid Heavys/Bonused Drones) and the Oracles superior mobility allowing it to get better tracking through managing traversal. The unique selling point of the Apocalypse hull is the optimal range bonus, however the damage is still underwhelming.

    The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn’t hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.

    • Maelstrom

      • Highslots reduced from 8 to 7.

      • Turrets reduced from 8 to 6.

      • Midslots increased from 6 to 7.

      • Removed 5% bonus to Large Projectile Turret rate of fire bonus per level.

      • Added 10% bonus to Large Projectile Turret damage per level.

      • Powergrid reduced from 21000 to 18000.

    Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alpha capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.

    • Megathron Navy Issue

      • Tracking bonus improved from 7.5% to 10% per level.

      • Added 15% reduction in Armor Plate mass penalty per level.

      • Maximum Velocity improved from 130m/s to 135m/s.

    Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets. This bonus has worked well on other ships, like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue, so we're excited to see the effect this will have on the Navy Mega.

    • Cenotaph

      • Ladar Sensor Strength reduced from 25 to 15.

      • Armor Hitpoints reduced from 5,000 to 3,500 (-1500).

      • Structure Hitpoints improved from 6,000 to 7,500 (+1500).

      • Low Slots reduced from 3 to 2.

      • Role bonus to Medium Projectile Turret and Heavy Assault Missile damage improved from 100% to 125%.

      • Max Velocity Improved from 160 to 170m/s.

      • Agility improved from 0.6x to 0.55x.

    • Tholos

      • Ladar Sensor Strength reduced from 16 to 8.

    We’re hearing about complaints of the Cenotaph's strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations. These fits allow the Cenotaph to survive even with a 3 slot tank. In this environment things like range and speed don’t matter as much. We are making a set of adjustments to the Cenotaph to try and retain its strength in other areas of space where it’s not as dominant, while also adding more meaningful counterplay options to the Deathless ships as a whole.

    We are reducing the sensor strength of the Deathless ships to make ECM a very effective counter against them, especially in wormhole environments where their very close range missiles are not at as much as a disadvantage as they are in other areas of space. This should hopefully allow wormholers to more reliably counter while preserving a lot of their strength in other environments, where it is very difficult to ever get close to their maximum potential paper DPS output. ECM also is not very punishing in situations where you only have a DoT on 1-2 targets (since as long as you get a lock every 75 seconds then you can keep up the damage), but ECM is very effective at lowering the total DPS across the whole field since even a 25% chance to jam results in dropping the number of pods spread in optimal scenarios from 7 to 5.

    Additionally, we are shifting some hitpoints from Armor away into Structure to make armor tanked Cenotaphs more vulnerable, and taking away a low slot, which should make heavy armor cenotaphs much less viable. To compensate it for the lost lowslot and buff it in situations where it isn’t using the lowslots for tank, we are improving the damage role bonus and also giving it some extra speed and agility to partially compensate the potential loss of modules such as nanofibers and gyrostabilizers/ballistic controls.

    • Cyclone Fleet Issue

      • Max Velocity reduced from 190m/s to 180m/s.

      • Signature Radius reduction per level bonus reduced from 5% to 3%.

    The Cyclone Fleet Issue is a bit healthier than the Ferox Navy Issue, but still overperforming somewhat. We’re reducing the speed slightly and also reducing the signature radius reduction bonus to the same as the Hyena to remove some of the mitigation it has.

    • Harbinger Navy Issue

      • Powergrid increased from 1550 MW to 1625 MW.

    The Harbinger Navy Issue is underused so we’re giving it some PG to open up a few more fits. Combined with the changes to armor rigs and the other dominant battlecruisers being knocked down a bit, we hope this will make this a more attractive pick.

    • Myrmidon Navy Issue

      • Drone Capacity increased from 250m3 to 300m3.

      • Now additionally gets a 10% bonus to drone tracking per level just like the Vexor Navy Issue does.

    Myrmidon Navy Issue is still the least used battlecruiser in the game. We’re giving it a powerful tracking bonus to match the VNI, and then improving the drone capacity on it so that it has more options and is harder to defang, and can afford to include more utility drones like the web drones it has a bonus to.

    • Tornado

      • Agility Nerfed from 0.475 to 0.54.

      • Max Velocity increased from 225m/s to 250m/s.

      • Falloff bonus per level improved from 5% to 7.5%.

    We’ve heard frustrations when it comes to dealing with low align time, warp speed rigged, artillery fit Tornados “Windrunners”. So we’re making an adjustment to the Tornado which should hurt it in this role, but buff it in other roles. We’re nerfing the agility enough so that it will be much harder to get an under 4 second align time on the Tornado, making this type of fit a lot more vulnerable to being caught. To compensate it for this nerf, we’re buffing the base speed of the Tornado and also improving the falloff bonus per level that it has. The net outcome of this hopefully is that Windrunner fits are less effective and can be caught more easily, but Tornados that are staying on the field feel stronger.

    • Talos

      • Max Velocity improved from 220 m/s to 235m/s.

    Giving the Talos a little love since it’s underused outside of structure grinding and ganking.

    • Deimos

      • Signature Radius reduced from 150m to 120m.

    The Deimos had a very large signature radius for a brawling focused armor HAC, moving it down to 120m which places it between the Vagabond (115m) and Zealot (125m), so that it can mitigate more damage. This should help it when brawling and in AHAC roles.

    • Zealot

      • 5% Rate of Fire bonus replaced with 7.5% bonus to medium energy turret damage.

    This is a very small damage bump (from 33.3% to 37.5% more damage) but will help the Zealot a lot more with cap stability, since the guns will no longer be consuming as much capacitor per second, and also means the crystals will last longer before they break.

    • Mamba

      • New role bonus added, 25% bonus to drone max velocity.

      • Maximum Velocity improved from 245m/s to 255m/s.

    • Mekubal

      • New role bonus added, 50% bonus to small projectile falloff.

    The Mamba and Mekubal aren’t quite at the power level expected from a Pirate Destroyer and their current price point. We’re buffing them up by giving them an extra role bonus which currently all other T1 Destroyers and Navy Destroyers in the game get. The Mamba is getting the drone speed role bonus which the Algos has, and a bit more speed since it’s a bit too slow right now while the Mekubal is getting an additional falloff bonus, which will stack with its per level bonus, just like the Khizriel.

    • Magnate Navy Issue

      • Capacitor Improved from 325 to 500.

      • Capacitor Recharge Time increased from 180 seconds to 250 seconds.

    • Heron Navy Issue

      • Capacitor Improved from 245 to 300.

      • Capacitor Recharge Time increased from 135 seconds to 150 seconds.

    • Imicus Navy Issue

      • Capacitor Improved from 270 to 400.

      • Capacitor Recharge Time increased from 150 seconds to 200 seconds.

    • Probe Fleet Issue

      • Capacitor Improved from 235 to 280.

      • Capacitor Recharge Time increased from 130 seconds to 140 seconds.

    Setting the Navy Scanning Frigates base capacitor amounts and capacitor recharge time to the same values as their navy racial counterparts. This will result in them having much higher base capacitor pools and slightly higher capacitor per second rates. It was difficult to use them in PVP because of how low their capacitor pool was since they were unchanged from the base exploration frigates so this should improve them.

    • Skybreaker

      • An additional high slot has been added.

    • Stormbringer

      • An additional high slot has been added.

    Giving these ships a utility slot allows them a chance to escape their current niches and see more use in other areas of the game. Powergrid and CPU values have not been changed, so their new modules must fit within current fitting constraints.

    • Outpost Construction Skill

      • Now gives 1% reduction per level in manufacturing time for items that require the skill.

    Making the outpost construction skill worth training to higher levels since currently no item in the game requires it to be higher than level 3 to build, and the vast majority of items only require it at level 1.

    Factional Warfare:

    • The minimum requirement to join the Pirate FW Factions (Angel Cartel and Guristas) has been raised from -2.0 to 0.0 to match the four empire militias.

    We are raising the standing requirements for players and corporations to enlist with pirate insurgency factions from -2.0 to 0.0 as we said we would in the earlier patch notes released on the 26th of June.

    We are doing this to address concerns with team killing (Awoxing) in the pirate militias, which happens significantly more frequently in the pirate factions than the empire factions which already have a standings requirement of 0.0.

    By raising the minimum to 0.0, corporations can no longer add fresh characters to bring their corp standings up below -2.0 as was previously the case.

    We know this isn’t going to completely fix the problem with team killing in factional warfare, but we hope it will reduce the number of incidents in pirate militias for the time being.

    • Insurgency Balance

      • Reduced the base amount of systems needed to be won from 7 to 5.

      • Increased the ambition modifier cap from +13 to +15 (so winning 20 systems is still the maximum difficulty cap).

      • Increased the weighting of Frontline and Command Ops systems for the Insurgency FOB when choosing a system for a new insurgency so that it is more likely to choose those systems.

      • Increased the weighting of dominant control (when a side owns 66% or more of the warzone) so that the Insurgency FOB is more likely to choose those systems.

    • Insurgency Mining Ambush Sites

      • Increased the signature radius of the Hijacker Taipans and Hijacker Echos from 25m to 80m (which is the same as the ORE Safeguard Atrons) so that they are much easier to track for players and the NPCs.

      • Increased the shield hitpoints of the pirate and Mordus battleship NPCs by 50% to increase the time it takes to run the sites a bit and give more opportunities for players to get caught while running the site.

    The pirate tackle frigates had very low signature radius when compared to the ore tackle frigates, and were very hard to track for both players and NPCs. Additionally, the sites were getting run a bit faster than we would like so we’re increasing the time slightly by increasing the HP of the battleships.

    Character Resculpt Update:

    • It’s now possible to swap between the Male and Female body models using a Pilot’s Body Resculpt Certificate available from the NES.

    • As part of the update, every capsuleer receives a free character resculpt token that is bundled with the weekly 15,000 free Skill Points available in the New Eden Store. This is normally an Omega only benefit, but until 16 September only, it is available to Alphas as well!

    Capsuleer Safety in Highsec:

    • Autothysian Lancers:

      • In the aftermath of the Drifter Crisis, the Autothysian Lancers no longer have a presence in high security space.

    • Forward Operating Bases:

      • Forward Operating bases that would previously spawn in highsec are now spawning in lowsec, and at a higher rate.

    We’ve been looking into the subject of capsuleer safety in highsec, and as part of our investigation we've noticed that new players do lose ships to Autothysian Lancers and 'diamond rats' (from the FOBs). While the new player journey should include the experience of ship loss, destruction at the hands of Autothysian Lancers and diamond rats does not adequately teach new players about how to improve their survivability. The issue of highsec safety is an ongoing discussion that will require further time and continuing feedback.

    Missions & NPCs:

    • Significantly increased NPC buy order quantities for the following commodities:

      • Rogue Drone Infestation Data.

      • Neural Network Analyzer.

      • Sleeper Data Library.

      • Ancient Coordinates Database.

      • Sleeper Drone AI Nexus.

    The new buy order quantities will mean no more stack splitting for all but the most determined of hoarders. These quantities have been split more equally across all applicable stations, meaning you can expect a consistent experience no matter which Corporation you choose to sell to.

    New Contribution Methods for Freelance Jobs:

    Freelance Jobs now include three new contribution methods, giving more options for corporations.

    • Destroy Capsuleer: Project Managers can now set up Freelance Jobs that reward destroying specific capsuleers or organizations.

    • Remote Boost Shield: Earn rewards by boosting allies’ shields through Freelance Jobs.

    • Remote Repair Armor: Earn rewards by repairing allies’ armor through Freelance Jobs.

    Pochven:

    • Smaller-scale sites have had some mechanical tweaks:

      • All such sites will now appear within the Triglavian Invasions Opportunities page.

      • NPCs within EDENCOM Scout Fleets will no longer have mixed factions (e.g. Amarr NPCs will no longer appear with Caldari).

      • Battleship NPCs will no longer spawn during the first wave in these sites.

      • Moved NPC spawn locations to reduce bumping with the hackable container.

      • Various improvements to how NPCs within these sites handle idling and swapping targets.

      • NPCs will now make more consistent use of their microwarpdrives.

      • A Rogue Drone battleship will now always spawn during the 2nd or 3rd wave of an Incipient Drone Swarm site.

    Adding the sites to the Triglavian Invasions page has their location visible at any range within the region. This should promote more purposeful movement around the triangle while also offering a way for hunters to locate potential targets.

    Separating the EDENCOM subfactions will mean there are less types of EWAR to deal with per instance. This should bring the difficulty of the site more in-line with that of the Convocation Watchpost.

    Lastly, battleships spawning in the initial wave could result in swings in difficulty and time requirements. This was especially true for Incipient Drone Swarms, which could take far longer when multiple battleships spawned. Now, battleships will only spawn during the 2nd or 3rd wave. A battleship spawn is guaranteed in Incipient Drone Swarm sites, both to supply standings gains and to ensure the site runtime is a decent length.

    • Rebalanced Torpid Sleeper Hives distribution and rewards:

      • Increased the number of sites present within the region to 6 (from 3).

      • Decreased the optimal per-pilot ISK payout to 27m (from 33m).

      • Decreased the average number of Stability Telemetry commodities within the hackable container.

    • Increased the optimal per-pilot ISK payout earned within Convocation Watchpost and EDENCOM Scout Fleet sites to 18m (from 15m).

    Three instances of this site proved to not be enough to meet demand, so the number of sites has been doubled. Rewards have been rebalanced to compensate for the greater potential faucet.

    Convocation Watchpost and EDENCOM Scout Fleet sites continue to be less appealing than Incipient Drone Swarms and Torpid Sleeper Hives due to their negative standings effects. The payout increase aims to reward those who are willing to put up with the additional dangers these standings hits cause.

    • Optimal per-pilot payouts for Observatory Flashpoint sites have been increased to 150m ISK (from 120m ISK).

    • Micro Jump Drives can no longer be activated within the lobby area of Observatory Flashpoint sites.

    • The Observatory Flashpoint failure timer will now only start after the initial guard NPCs are destroyed within the main combat area.

    The previous change to site rewards had an outsized effect on groups running non-Marauder setups. We are adjusting the payout values of the site so it is still valuable for these groups.

    To compensate for the reward reversion, a Micro Jump Drive block has been added to the lobby of these sites. This is intended to reduce the usefulness of Marauders within that area.

    In addition, the site must now be fully in-progress before the failure timer begins ticking down. This is to prevent players rerolling the site spawn without any effort.

    • NPCs within Vigilance Point sites have had a number of balance changes:

      • NPCs will now utilize microwarpdrives to close distances.

      • NPCs will move more slowly when within their optimal orbit range.

      • Inertia modifiers and mass values have been adjusted to make NPCs more agile.

      • Optimal weapon ranges have been increased and falloff ranges have been added.

      • Weapon tracking has been improved significantly.

      • Shield and armor resistances have been reduced.

      • Signature radii for Frigates, Destroyers, and Cruisers have been increased.

      • Signature radii for Battleships have been decreased.

    • Drifter officers within Vigilance Point sites must now be destroyed before the next wave spawns to increase the Destroy Drifter Commanders counter.

    • Vigilance Point site beacons will now appear within their lobby area instead of the combat area.

    • Vigilance Point site beacons will now persist after the site is completed.

    • Vigilance Point acceleration gates will now be accessible without a key after the site is completed.

    A common solution to this site has been kiting NPCs and largely ignoring them, which goes against the intended gameplay loop. As such, outrunning these NPCs has been made much more difficult. NPCs will now be more of a threat, but are also easier to destroy.

    The change to when Drifter officers must be destroyed aims to increase the challenge when attempting to draw out Strategos. This also prevents Allecto’s blind fury being used as a tool to help clear multiple waves.

    The beacon and acceleration gate behavior has been made consistent with Observatory Flashpoint sites. This prevents them being usable as safe locations following the site’s completion.

    • Overmind Nursery Groves have been partially rebalanced:

      • Replaced the Triglavian Survey Databases found when salvaging an Overmind Nursery Nest with Triglavian salvage materials.

      • Reduced the maximum number of sites to 9 (from 10).

      • A beacon will now spawn in the site’s lobby area when the site completes.

    Replacing the red loot with Triglavian salvage gives a way to acquire these materials without damage to Triglavian standings.

    The average value for this site has increased fairly significantly with this change, resulting in a small tweak to the number of sites available. Also, the number is now divisible by 3.

    Like with Vigilance Point sites, the beacon has been added to prevent the site being a safe haven once the site ends.

    Science & Industry:

    • Increased metenox daily consumption from 3600 to 4800 (from 150 hourly to 200).

    • Decreased magmatic gas volume from 0.1 to 0.01.

    We are actively working towards a stronger long-term solution for the Metenox and its impact. These changes are meant to be short-term iterations to nudge the Metenox in the right direction, while we take the time we need to find a better long-term solution.

    Sovereignty:

    • 🤝 It’s now possible to configure Skyhooks while they activating (during the 30 minute window).

    • 🤝 It’s now possible to configure Skyhooks remotely through the ‘My Orbital Skyhooks’ page.

    Wormholes:

    • Wandering k-space wormhole connections have been added to C4 wormhole systems:

      • S047 will connect to high-sec systems.

      • N290 will connect to low-sec systems.

      • K329 will connect to null-sec systems.

      • Each of these new wormholes will be battleship-sized.

      • These wormholes will be significantly rarer than those found in C5 and C6 systems.

    • Z142 and C248 wormholes will now spawn more frequently.

    • Scan levels for certain wormholes have been changed:

      • Wandering wormholes Z647, D382, U574, V753, V911, and W237 from level 1 to level 2.

      • Wandering wormholes O477, Y683, E175, and Z457 from level 2 to level 1.

      • Wandering wormholes R474 and B274 from level 3 to level 2.

      • Wormhole S199 within low-sec from level 2 to level 3.

      • Wormhole M267 from level 3 to level 2.

    • J492 wormholes will now appear within wormhole systems.

    The goal for these new(-ish) C4 wormholes and increased frequency of Z142 and C248 wormholes is to give residents access to more content opportunities. In addition, those in C4s may occasionally luck into a direct to high-sec connection!

    Scan levels have been tweaked for both consistency and usability. Any wormhole that can appear as both static and wandering will now use different scan levels so they are more easily distinguishable.

    • Information window descriptions for wormholes have been updated:

      • The messages for the wormhole’s destination, maximum ship size, lifetime, and mass stability have been simplified.

      • Lifetime and Mass Stability messages now include color for improved readability.

      • A 1-hour remaining lifetime message has been added.

      • A Drifter wormhole destination message has been added.

      • A C13 wormhole destination message has been added.

    This change aims to improve the readability of wormhole messaging and remove an unintuitive barrier for newer players. Messages will no longer need to be decoded and can now be read as plain text. The new destination messages have been added to make them more clearly distinct from C1-C3 wormholes. These additions should still leave plenty of room for mastery, such as learning to narrow down locations further via wormhole names or appearances.

    The 1-hour remaining message gives players a bit more clarity to the level of risk they are taking when jumping through a wormhole near its end of life. This should be especially useful for those jumping through frigate wormholes.

    • The warp-in and spawn points within C2 cosmic anomaly sites have been adjusted.

    • The targeting prioritization for Capital Escalation site Drifter NPCs is now much more varied.

    • The value of loot dropped from Upgraded Avenger NPCs has increased to 50m ISK (from 35m).

    • Deepflow Rift sites will no longer spawn within wormholes.

    Many of the spawn points found in C2 cosmic anomaly sites were extremely far apart. This resulted in a lot of time within the site being dedicated to just moving between locations. Having the spawns closer together makes running these sites more enjoyable and rewarding.

    Capital Escalation site Drifters often focused logistics ships when present, making it easier for higher value ships to avoid danger. These NPCs are now much more likely to vary the kinds of ships they target.

    Upgraded Avenger NPCs will only appear and remain within a Capital Escalation site that has been escalated. Increasing the rewards earned by defeating these NPCs further encourages the use of capitals for this content, creating more juicy targets out in space.

    Deepflows Rifts have generally been considered out-of-place within the wormhole ecosystem and as such have been removed. Already existing sites will remain but will not respawn once completed.

    Defect Fixes:

    Gameplay:

    • Rorquals, FAX and Jump Freighters will now be blocked from sites which disallow other capital ships from entering.

    • The Retriever is now shown on the Astrogeology skill as ‘required for’ at level 3 like the other 2 mining barges.

    • Fixed a Sansha NPC showing up in the Serpentis Variation of the ‘Violent Expulsion’ level 1 mission.

    • Fixed Angel Sentry towers being used in the Serpentis Rally Point instead of Serpentis sentry towers.

    Localization:

    • Fixed a typo in the name of the Consortium Vorton Tuning System.

    • Fixed a typo in the name of the Ship Restrictions for the Pirate Interception missions.

    • Fixed the name of Mordu’s Legion in the Outer Ring region description.

    • Fixed a typo in the Delve region description.

    Pochven:

    • Fixed a very rare issue where a second Gallente Dreadnought could appear within Observatory Flashpoint sites.

    • NPCs within Observatory Flashpoints and smaller-scale sites will now correctly orbit within their EWAR effect ranges.

    • Drifter and Sleeper NPCs with remote repair effects can now repair their allies.


    Patch Notes for 2025-09-08.1

    Defect Fixes:

    Graphics:

    • Fixed an issue on the Hrada Oki Offender, Sponsored Security, and Azdaja Extirpated SKIN lines where various VFX were missing.

    • Ship previews in the Paragon Hub no longer appear misaligned.

    Technical:

    • Fixed a Mac client crash when trying to display some corp descriptions or character biographies.

    User Interface:

    • Fixed an issue that caused the UI to overlap on fast checkout.

    • Fixed an issue that caused the cinematic Omega screen to trigger in space while extending Omega status. This screen should now only appear when upgrading from Alpha to Omega.


    Patch Notes for 2025-09-01.1

    Features & Changes:

    Technical

    • We've updated the way our physics engine, Destiny, sends updates to clients. This won't have any effect on current performance, but will better enable us to make further optimization of Destiny updates in the future.

      • This update was rolled back to version 2025-08-27.1 at 12:52 after a graphical issue was discovered. Will keep you updated on when it returns!


    Patch Notes for 2025-08-27.1

    Features & Changes:

    Audio:

    • The Visual Damage System and hangar Fire BOBs are accompanied by audio, so you can enjoy the sound of your ship as it burns, ignites or gets extinguished. Fire audio adapts to ship speed.

    Graphics:

    Smart-Light-System

    • Introduction of the new Smart-Light-System to improve ship lighting performance and reactivity.

      • Smart-Light-Sets handle all components for light prefabs, including flares, point lights, cone lights, and beam effects.

        • They inherit colors from SOF and can change dynamically based on variables and states they are authored to.

        • Optimized for better system performance and fewer draw calls.

        • Allows shared visual “recipes” per race/faction, triggered by ship state (e.g., warp, docking, combat).

        • Supports animated instanced meshes for future space scene effects such as debris fields and enhanced explosion debris.

      • The first batch of ships utilizing the Smart-Light-System in this update is: all cruisers.

    Visual Damage System

    • Smoke & Fire VFX have finally returned for ships in hull damage (player ships as well as NPC’s), their last known sighting was sometime pre-EVE: Trinity expansion.

      • Fires appear at specific hull thresholds and respond dynamically to ship movement (always starting though when entering hull damage).

      • Fire VFX are disabled on Medium/Low shader settings to maintain fleet fight performance, and do not load at all.

      • Smaller ships have larger fires in relation to ship size, and the larger the ship, the more fires there are (smaller in size in relation to the ship), going up to 7 fires on a titan.

    • Smoke & Fire VFX have also now been added to structures that made sense to start with: Citadels, Refineries, Moon Miners, Skyhooks, Navigation Structures, Industrial Arrays, and Outposts.

      • Here 10 fires will appear, roughly corresponding to each 10% of Hull damage (as there is a chance a fire can spawn twice in one location).

      • As with Ship fires, these exist only on High Shader Quality.

    New Hangar Visualizations

    • Fire BOBs: When a ship enters a hangar with hull damage and thereby with fires, Fire BOBs will fly into the rescue to put out the fires, making sure your egregious lack of proper fire containment safety protocol does not spread to the rest of the station.

      • If you undock without repairing hull damage, then fires will re-ignite.

      • Extinguished fires will continue to emit gas/smoke until such a time you repair the ship.

    • Repair BOBs: When you utilize in-hangar repair, Repair BOBs will fly in from all directions and repair your ship over a period of 30 seconds.

      • This is purely visual, if you undock immediately after the repair goes through then you will undock repaired.

      • This will only happen for full repairs, partial repairs will not trigger animations.

    • Repair and Fire BOBs have models and color schemes corresponding to the station owner’s faction. Fire BOBs (of course) all have the fire engine color scheme of Iceland.


    Patch Notes for 2025-08-18.1

    Features & Changes:

    Graphics:

    Upscaling

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

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

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

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

    Windows

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

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

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

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

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

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

    macOS

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

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

    General upscaling notes

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

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

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

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

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

    Ray tracing

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

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

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

    Windows

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

    • Windows 11

    • A GPU which supports DirectX Raytracing (DXR)

      • NVIDIA RTX 20 Series and above

      • AMD Radeon RX 6000 series and above

      • Intel Arc Alchemist series

    macOS

    • macOS 12 Monterey or above

    • An Apple Silicon based system


    Patch Notes for 2025-08-14.1

    Defect Fixes:

    Gameplay:

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


    Patch Notes for 2025-08-12.1

    Features & Changes:

    Air Daily Goal:

    • 5th Air Daily Goal

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

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

    Objective: Jump between systems in space 3 times.

    • How it works:

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

    • Jump Types That Count:

      • Stargates

      • Ansiblex Jump Gates

      • Shipcasters

      • Wormholes

      • Jump Drives

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

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

    Defect Fixes:

    Gameplay:

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

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

    Graphics:

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

    Technical:

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

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

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

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

    User Interface:

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

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

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


    Patch Notes for 2025-08-01.1

    Defect Fixes:

    Gameplay:

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

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

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

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


    Patch Notes for 2025-07-31.1

    Features & Changes:

    Balancing:

    Pyerite Balance

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

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

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

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

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

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

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

    Item

    Old Reprocessing Amount

    New Reprocessing Amount

    Scordite

    99

    110

    Condensed Scordite

    103

    114

    Massive Scordite

    110

    119

    Glossy Scordite

    114

    125

    Mordunium

    88

    97

    Plum Mordunium

    92

    101

    Prize Mordunium

    97

    107

    Plunder Mordunium

    101

    112


    Patch Notes for 2025-07-17.1

    Features & Changes:

    Balancing:

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

    • Ghost Sites have had a number of updates:

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

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

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

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

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

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

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

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

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

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

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

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

    Freelance Jobs:

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

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

    Science & Industry:

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

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

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

    Defect Fixes:

    Freelance Jobs:

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

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

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

    • Updated and clarified a few error messages.

    Graphics:

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

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

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


    Patch Notes for 2025-07-16.1

    Defect Fixes:

    Graphics:

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


    Patch Notes for 2025-07-15.1

    Features & Changes:

    DLI:

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

    • 50% sequencing in SKINR.

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

      • Hyperlane Weave pattern.

      • Sunken Plating material.

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

    Defect Fixes:

    Gameplay:

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

      • Consortium Capital Tractor Beam.

      • Capital Micro Jump Drive.

      • Capital Micro Jump Drive Field Generator.

      • Strategos' Modified Siege Module.

      • Xarasier Capital Micro Jump Drive.

      • Xarasier Capital Ancillary Shield Booster.

      • Xarasier Capital Ancillary Armor Repairer.


    Patch Notes for 2025-07-14.1

    Defect Fixes:

    Freelance Jobs:

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


    Patch Notes for 2025-07-10.1

    Features & Changes:

    Freelance Jobs:

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

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

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

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

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

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

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

    • New corporation hangar - “Capsuleer Deliveries”.

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

      • Director and Project Manager roles can access this hangar.

    Freelance Jobs Known Issues:

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

    Defect Fixes:

    User Interface:

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


    Patch Notes for 2025-07-09.1

    Defect Fixes:

    Gameplay:

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


    Patch Notes for 2025-07-08.1

    Defect Fixes:

    Localization:

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


    Patch Notes for 2025-07-07.1

    Features & Changes:

    Market:

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

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

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

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


    Patch Notes for 2025-07-01.1

    Defect Fixes:

    Gameplay:

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

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

    Graphics:

    • Fixed damage decals flickering in some situations.

    Technical:

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

    User Interface:

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

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

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

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


    Patch Notes for 2025-06-26.1

    Features & Changes:

    Pochven:

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

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

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

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

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

      • Their Entropic Disintegators will now have spooling damage.

      • Their standings values have been increased.

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

    Defect Fixes:

    Pochven:

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

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

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

    User Interface:

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

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


    Patch Notes for 2025-06-24.1

    Features & Changes:

    Empire Wars:

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

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

    Factional Warfare & Insurgencies:

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

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

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

      • LP Reward: 15,000 LP

      • Victory Points Reward: 40

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

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

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

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

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

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

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

    Filaments:

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

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

    Fleets:

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

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

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

    Market & Contracts:

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

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

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

    1. Veldspar 10

    2. Scordite 20

    3. Plagioclase 30

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

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

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

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

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

    Modules:

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

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

    Mining:

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

    • Scordite Pyerite Reprocessing amount improved by approximately 10%.

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

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

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

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

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

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

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

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

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

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

    • Level 2 mining upgrades:

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

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

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

      • Level 3 mining upgrades:

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

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

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

    Planetary Interaction:

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

    Pochven:

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

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

    • Smaller-scale sites have been significantly reworked:

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

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

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

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

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

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

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

        • These containers require a data analyzer to access.

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

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

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

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

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

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

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

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

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

    • Vigilance Point sites have been updated:

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

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

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

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

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

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

    • Several aspects of Observatory Flashpoint sites have been adjusted:

      • Entering the site will no longer require a key:

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

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

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

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

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

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

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

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

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

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

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

    • Observatory Infiltration sites have had minor improvements:

      • Sites are now accessible with Pirate and Navy Cruisers.

      • Payouts for the Pochven variant have been slightly increased.

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

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

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

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

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

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

    • Many NPCs found throughout Pochven have been rebalanced:

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

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

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

    Science & Industry:

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

    Ships:

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

    Sovereignty:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Structures & Deployables:

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

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

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

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

    User Interface:

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

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

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

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

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

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

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

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

    Compare Tool:

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

    Defect Fixes:

    Gameplay:

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

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

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

    Localization:

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

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

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

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

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

    Pochven:

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

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

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

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

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

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

    User Interface:

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

    Wormhole Capital Escalations:

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


    Patch Notes for 2025-06-16.1

    Features & Changes:

    Miscellaneous:

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

    Technical:

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

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

    Defect Fixes:

    Technical:

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

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

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

    • Several broken decal effects have been fixed.


    Patch Notes for 2025-06-12.1

    Features & Changes:

    Miscellaneous:

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

    Defect Fixes:

    User Interface:

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

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

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


    Patch Notes for 2025-06-11.1

    Defect Fixes:

    Technical:

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


    Patch Notes for 2025-06-10.1

    Defect Fixes:

    Technical:

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

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


    Patch Notes for 2025-06-05.1

    Features & Changes:

    Sovereignty:

    • Equinox Sov Blueprint Reimbursement.

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

      • The conversion list can be found below:

    Old Blueprint Name

    New Blueprint Name

    Defunct Territorial Claim Unit Blueprint

    Orbital Skyhook Blueprint

    Defunct Cynosural Navigation Blueprint

    Cynosural Navigation Blueprint

    Defunct Cynosural Suppression Blueprint

    Cynosural Suppression Blueprint

    Defunct Advanced Logistics Network Blueprint

    Advanced Logistics Network Blueprint

    Defunct Supercapital Construction Facilities Blueprint

    Supercapital Construction Facilities Blueprint

    Defunct Entrapment Array 1 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 2 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 3 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 4 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 5 Blueprint

    Minor Threat Detection Array 3 Blueprint

    Defunct Pirate Detection Array 1 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 2 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 3 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 4 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 5 Blueprint

    Major Threat Detection Array 3 Blueprint

    Defunct Ore Prospecting Array 1 Blueprint

    Pyerite Prospecting Array 1 Blueprint

    Defunct Ore Prospecting Array 2 Blueprint

    Pyerite Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 3 Blueprint

    Nocxium Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 4 Blueprint

    Megacyte Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 5 Blueprint

    Megacyte Prospecting Array 3 Blueprint

    Defunct Survey Networks 1 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 2 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 3 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 4 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 5 Blueprint

    Exploration Detector 3 Blueprint

    Defunct Quantum Flux Generator 1 Blueprint

    Tritanium Prospecting Array 1 Blueprint

    Defunct Quantum Flux Generator 2 Blueprint

    Tritanium Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 3 Blueprint

    Isogen Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 4 Blueprint

    Zydrine Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 5 Blueprint

    Zydrine Prospecting Array 3 Blueprint

    Defect Fixes:

    Gameplay:

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

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

    Graphics:

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

    Localization:

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

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

    User Interface:

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

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

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


    Patch Notes for 2025-06-04.1

    Defect Fixes:

    Freelance Jobs:

    • Fixed a few Freelance jobs text defects.

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

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


    Patch Notes for 2025-06-03.1

    Defect Fixes:

    Graphics:

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

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

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

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

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

    • Fixed the spotlights on the Cynabal Blackbody Drift SKIN.

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


    Patch Notes for 2025-05-30.1

    Defect Fixes:

    User Interface:

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

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

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


    Patch Notes for 2025-05-28.1

    Features & Changes:

    Freelance Jobs:

    • Existing Freelance jobs can now be duplicated.

    • Added Freelance jobs History tab for admins.

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

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

    Map:

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

    Air Career Program:

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

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

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

    Defect Fixes:

    Freelance Jobs:

    • Fixed various Freelance jobs text defects.

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

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

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

    Gameplay:

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

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

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

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

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

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

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

    Graphics:

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

    Localization:

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

    Map:

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

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

    User Interface:

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


    Patch Notes for 2025-05-27.1

    The Legion expansion is out!

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

    Features & Changes:

    NES:

    • Omega capsuleers can claim a gift of 10 PLEX.

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

    Defect Fixes:

    Gameplay:

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

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

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

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

    User Interface:

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

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

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

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


  • Legion: Expansion Notes
    published on May 23rd, 2025 at 11:00 AM

    Greetings expansion enjoyers!

    The Legion expansion is arriving next week at 11:00 UTC 27 May! We are delivering the patch notes early so you can absorb everything that's coming next Tuesday. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.

    Expansion Notes 23.01 - EVE Online: Legion

    Freelance Jobs

    A new way to earn ISK, explore gameplay, and get on the radar of powerful corporations— Freelance Jobs are now available across New Eden. Freelance Jobs are tasks created by player-run corporations which are open to pilots outside of their own ranks.

    Freelance - Corporations - Management - Big screen

    Finding your perfect job

    • Available through AIR Opportunities and the Corporation Show Info window.

    • Capsuleers can browse nearby jobs in the Opportunities window (jobs are visible from up to 5 jumps away from the job’s broadcast locations).

    • In the Corporation Show Info window you can see all active Freelance Jobs issued by that corporation.

    • Real-time updates as new jobs become available in range.

    • You can have up to 3 freelance jobs active at the same time, but you can resign from them at any time and accept new ones.

    • After accepting a job and contributing to it, you earn the ISK rewards assigned by the job creator automatically.

    • Earned rewards need to be claimed from the Rewards tab in Opportunities or from each job’s details view.

    Freelance jobs - Corp window

    Creating and Managing Freelance Jobs

    • Job Creation

      • Job creation interface similar to existing Corporation Projects.

      • Project Manager role required for job creation.

      • Corporations can have up to 100 Freelance Jobs active at the same time.

      • For your job to be visible in the Opportunities window, you have to set the job broadcast location to one of your corp’s offices. The Job will be broadcasted within 5 jumps of your office.

      • Each job can have up to 20 broadcast locations.

      • Issuing a new job has a cost of 100,000 ISK per day of job’s duration.

      • Broadcasting a new job has a cost of 150,000 ISK per day per broadcasting location.

    • Administrative Controls

      • Removing capsuleers from jobs.

      • Participant view to track contributions.

    • Job Lifecycle Management

      • The minimum job duration is 15 minutes.

      • The maximum job duration is 1 year.

    • Security and Access Control

      • Age-based restriction - you can restrict your job so that only characters of a certain (EVE) age can access it.

      • This is useful for creating jobs that target new players for recruitment purposes or only older characters if needed.

    Freelance Jobs window

    Available contribution methods:

    • Ship Insurance

    • Mine Materials

    • Damage Capsuleers

    • Capture FW Complex

    • Defend FW Complex

    • Destroy Non-Capsuleers

    More contribution methods to come soon.

    Corporation Palette

    Tired of blending into the void? This is the time for your corporation to stand out above all. Introducing the Corporation Palette - the first steps into allowing corporations to bring their unique identity into New Eden.

    corp palette
    • Brand Managers will be able to assign between 1 to 3 custom colors to represent their corporation.

    • These colors will be represented in two key places: Corporation Window and Freelance Jobs (only those created by corporations).

    • A new Brand Management section in the Corporation Window. You'll find anything related to your corp's visual identity here: logos, structure SKINR, and now Corporation Palette.

    Paragon Hub

    • Base Sequencing Times in SKINR are temporarily set to 10 Minutes. These are still affected by Skills. Times will go back to their original times on June 16th.

    Paint your legacy and let New Eden know who your corporation is!


    Omega Benefits Window

    A new look at Omega - Know your clone status

    Introducing the Omega Benefits Window giving Omega a fresh new look designed to help Capsuleers understand and take full advantage of the Omega Clone State.

    Omega Screen Legion
    • A detailed breakdown of Omega Benefits.

    • A streamlined offers section, where you can view and purchase Omega time and subscriptions, whether it's real currency or PLEX.

    • Your clone state status, so you always know where you stand.

    Omega in Neocom

    • A direct access to the benefits window from the Neocom.

    • This will be visible to:

      • Alpha clones, as a persistent reminder of what Omega can offer.

      • Omega clones nearing expiration, giving a timely reminder.

    • Fully subscribed Omega Capsuleers can still access the benefits window through the Neocom menu.


    New Eden Map

    The New Eden map has received a usability update focused on making its features easier to access and interact with. Filters are now quicker to reach, map tools are more visible, and new quick action buttons have been added to streamline common tasks. While more changes are planned for the future, this iteration aims to improve day-to-day interaction with the map, reduce friction, and update the underlying UX foundation to better support future improvements.

    Legion - New Map

    What has changed:

    • Filters can now be accessed through a new Filter Bar located at the bottom center of the map, replacing the previous dropdown menu in the map header.

    • Players can now add filters to their favorites and quickly access or switch between them.

    • The filter bar can be customized by right-clicking it and selecting Manage Filter Categories, letting players choose which filter groups are shown.

    • Two new Quick Action buttons have been added to the bottom right of the map. Players can use them to instantly refocus the camera on either their current location or their home station.

    • A View Mode toggle (shown as a circled "A" icon) lets players switch between the standard 3D view and a more abstract, flattened view of the map.

    • A new Layout Panel in the bottom left corner gives players more control over how the map is displayed. Options include:

      • Grouping the map by system, constellation, or region.

      • Highlighting connection lines between systems at different levels.

      • Choosing which jump bridge links are visible on the map.

    • The selected location is shown at the top center of the map. From there, players can focus on a higher-level location or quickly set destination and add waypoint using new quick action buttons.

    • The map interface is now responsive, with improvements to how it behaves in minimized, floating, or fullscreen modes.

    • The Pointer Window now allows players to browse available filters and share them in chat with other capsuleers.


    Sovereignty / Equinox Expanded

    • Upgrades that you can install in a sovereignty hub are no longer limited by the maximum potential power in the solar system. This means that you could for example, have all 7 mineral type upgrades installed now, and swap between them through re-prioritizing or offline/onlining them, rather than needing to destroy them to install new ones.

    New Exploration Upgrades

    We are introducing a new sov upgrade that can generate undetected relic and data signatures.

    Legion Sov Hub Site Detection Upgrades
    • Exploration Detector 1, 2 and 3.

      • These three tiers of Exploration Upgrades will have a combination of data and relic sites and will be available from the Angel Cartel, Blood Raiders, Guristas Pirates, Sansha Nation, Serpentis and Rogue Drone factions.

      • These exploration upgrades have a guaranteed chance to spawn several exploration sites between 0 and 5 jumps from the solar system where the upgrade is installed.

      • Exploration sites spawned from the sov upgrades all have a small chance to escalate to a brand-new data and relic escalation with the potential for high rewards.

        • Exclusive rewards from the data escalation include blueprint copies for the powerful new “Xarasier” storyline modules for micro jump drives, reactive armor hardeners, ancillary shield boosters and armor repairers, the new hacking focused ‘Wedge’ implant set and the triplot scan acquisition array.

      • The higher tier upgrades have an increased number of sites and faster respawn times.

    The Exploration Upgrades cost:

    Legion Sov Hub Site Detection Upgrades cost

    Resource Generation Upgrades

    We are introducing two new sov upgrades that can generate colony resources by utilizing other colony resources.

    Legion Sov Power and Workforce Upgrades
    • Workforce Mecha-Tooling upgrade, available in 3 tiers, which costs power and generates workforce.

    • Power Monitoring Division upgrades, available in 3 tiers, which costs workforce and generates power.

      • Upgrades are mutually exclusive and it’s not possible to have both workforce and power upgrades installed at the same time.

    The Resource Generation Upgrades cost:

    Legion Sov Power and Workforce Upgrades Cost

    System Effect Generator Upgrades

    We are introducing a new type of upgrade with Legion which players can install in sovereignty hubs to provide a set of bonuses to all ships in the solar system. The upgrades have a very low daily upkeep but a very high onlining cost to discourage swapping them out and toggling them on/off frequently.

    Legion Sov System Effect Generators
    • Electric Stability Generator

      • This generator produces system-wide effects similar to those encountered in Electric environments within Abyssal Deadspace.

      • All ships in system: 25% bonus to Capacitor recharge rate, +25% targeting range and Directional Scanner range.

    • Exotic Stability Generator

      • This generator produces system-wide effects similar to those encountered in Exotic environments within Abyssal Deadspace.

      • All ships in system: +25% scan resolution, +2 AU/s warp speed.

    • Gamma Stability Generator

      • This generator produces system-wide effects similar to those encountered in Gamma environments within Abyssal Deadspace.

      • All ships in system: +5% Shield HP, 5% Shield Booster Effectiveness, +10% Capacitor capacity.

    • Plasma Stability Generator

      • This generator produces system-wide effects similar to those encountered in Plasma environments within Abyssal Deadspace.

      • All ships in system: +5% Armor HP, 5% Armor Repairer Effectiveness, +10% bonus to the benefits of overloading modules.

    The Stability Generator Upgrades cost:

    Legion Sov System Effect Generators Cost

    Skyhook Cost of Conquest

    Upon destroying a Sov Hub and conquering a system in Null Sec, players now have the choice to pay ISK to convert any remaining skyhooks within their newly acquired system for the first hour after claiming sov by selecting the ‘manage skyhooks’ option on the sovereignty hub.

    For a while now, conquering a system has been very expensive as players must raze it to the ground and then build it back up from 0, and with Equinox, we added another layer to the rebuilding costs in the form of skyhooks. This is aimed to save players time and money to combat some of the rebuilding costs that they are incurring upon system capture.

    Equinox Blueprint Conversion

    We are converting all old, defunct blueprints from Aegis Sovereignty to be updated with new blueprints applicable to Equinox Sov. This will happen automatically after downtime on May 27th.

    The conversion list can be found below:

    Old Blueprint Name

    New Blueprint Name

    Defunct Territorial Claim Unit Blueprint

    Orbital Skyhook Blueprint

    Defunct Cynosural Navigation Blueprint

    Cynosural Navigation Blueprint

    Defunct Cynosural Suppression Blueprint

    Cynosural Suppression Blueprint

    Defunct Advanced Logistics Network Blueprint

    Advanced Logistics Network Blueprint

    Defunct Supercapital Construction Facilities Blueprint

    Supercapital Construction Facilities Blueprint

    Defunct Entrapment Array 1 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 2 Blueprint

    Minor Threat Detection Array 1 Blueprint

    Defunct Entrapment Array 3 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 4 Blueprint

    Minor Threat Detection Array 2 Blueprint

    Defunct Entrapment Array 5 Blueprint

    Minor Threat Detection Array 3 Blueprint

    Defunct Pirate Detection Array 1 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 2 Blueprint

    Major Threat Detection Array 1 Blueprint

    Defunct Pirate Detection Array 3 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 4 Blueprint

    Major Threat Detection Array 2 Blueprint

    Defunct Pirate Detection Array 5 Blueprint

    Major Threat Detection Array 3 Blueprint

    Defunct Ore Prospecting Array 1 Blueprint

    Pyerite Prospecting Array 1 Blueprint

    Defunct Ore Prospecting Array 2 Blueprint

    Pyerite Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 3 Blueprint

    Nocxium Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 4 Blueprint

    Megacyte Prospecting Array 2 Blueprint

    Defunct Ore Prospecting Array 5 Blueprint

    Megacyte Prospecting Array 3 Blueprint

    Defunct Quantum Flux Generator 1 Blueprint

    Tritanium Prospecting Array 1 Blueprint

    Defunct Quantum Flux Generator 2 Blueprint

    Tritanium Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 3 Blueprint

    Isogen Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 4 Blueprint

    Zydrine Prospecting Array 2 Blueprint

    Defunct Quantum Flux Generator 5 Blueprint

    Zydrine Prospecting Array 3 Blueprint

    Defunct Survey Networks 1 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 2 Blueprint

    Exploration Detector 1 Blueprint

    Defunct Survey Networks 3 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 4 Blueprint

    Exploration Detector 2 Blueprint

    Defunct Survey Networks 5 Blueprint

    Exploration Detector 3 Blueprint


    New Triglavian Marauder - Babaroga

    Barbaroga
    • Babaroga: Skill Bonuses

      • Precursor Battleship:

        • 7.5 % Supratidal Entropic Disintegrator optimal range.

        • 7.5 % Supratidal Entropic Disintegrator tracking speed.

      • Marauders:

        • 7.5% bonus to Armor Repairer repair amount.

        • 20.0% bonus Supratidal Entropic Disintegrator maximum damage multiplier bonus.

      • Role Bonus:

        • 100% bonus to Remote Armor Repairer range.

        • 50% reduced Energy Neutralizer capacitor need.

        • 50% reduced Remote Armor Repairer capacitor need.

        • 50% reduced Smart Bomb capacitor need.

        • 100% bonus to Tractor Beam range and velocity.

        • 70% reduction to Micro Jump Drive reactivation delay.

        • Can fit Bastion Modules.

    • Blueprint Copies of the Babaroga can be obtained by performing Invention Jobs on Leshak blueprint copies.

      • The invention job requires High Energy Physics, Triglavian Quantum Engineering and Triglavian Encryption Method skills.

      • Datacores Required for the invention job:

        • 32 x Datacore - High Energy Physics.

        • 32 x Datacore - Triglavian Quantum Engineering.


    New Angel Dreadnought - Sarathiel

    Sarathiel
    • Sarathiel: Skill Bonuses

      • Gallente Dreadnought:

        • 10% bonus to Capital Projectile Turret falloff.

      • Minmatar Dreadnought:

        • 10% bonus to Capital Projectile Turret damage.

      • Role Bonus:

        • Can fit a Siege Module.

        • Can move at 10% velocity while in Siege mode.

        • Can fit a Capital Micro Jump Drive.

        • Can activate Capital Micro Jump Drive while in Siege mode.

        • 25% bonus to Warp Speed and Warp Acceleration.

        • 25% bonus to Capital Projectile Turret damage.

        • 5x Penalty to Entosis Link cycle time.

    • Blueprint Copies of the Sarathiel can be obtained from the Malakim Zealots LP store, which can be found in Zarzakh or in the Angel Pirate Insurgency FOB.


    Balance Changes

    Pirate Faction Dreadnoughts

    • Reduced the LP and ISK cost of the Caiman and Vehement BPC offers by 50% from 25,000,000,000 ISK and 25,000,000 LP to 12,500,000,000 ISK and 12,500,000 LP.

    • Caiman:

      • Number of Fighter Tubes increased from 1 to 2.

      • Number of Light Fighters supported increased from 1 to 2.

      • Shield Hitpoints increased from 150,000 to 185,000 HP.

      • Armor Hitpoints decreased from 120,000 to 107,000 HP.

      • Fighter Capacity increased from 25,000 to 40,000.

    • Chemosh:

      • New Role Bonus Added: Capital Energy Nosferatu fitted to this ship ignores target signature resolution.

      • Role Bonus for Capital Energy Turret Damage increased from 25% to 37.5%.

      • Armor Hitpoints increased from 169,000 to 185,000.

      • Structure Hitpoints decreased from 169,000 to 153,150.

    • Vehement:

      • Role Bonus for Capital Hybrid Turret Damage increased from 37.5% to 50%.

    Remote Repairers

    • Added a +10% bonus when heating all Remote Armor, Shield and Mutadaptive repairers. (This is in addition to the cycle time bonus they currently have while heated).

    • This bonus is improved to +15% on T3Cs with the offensive - support processor subsystem from the heat bonus with level 5 skills.

    Logistics Cruisers

    • Oneiros:

      • New Bonus - 15% reduction in Armor Plate Mass Penalty per level of Logistics.

      • Base Velocity increased from 230 m/s to 245 m/s.

      • Agility improved from 0.615x to 0.56x.

      • Signature Radius reduced from 70 to 65.

    • Scimitar:

      • New Bonus - 15% reduction in Shield Extender signature radius penalty per level of Logistics.

    • Basilisk:

      • New Bonus - 7.5% bonus to Shield Hitpoints gained from Shield Extenders per level of Logistics.

      • Base speed increased from 192 m/s to 205 m/s.

      • Signature Radius reduced from 90 to 70.

    • Guardian:

      • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

    • Zarmazd:

      • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

    • Etana:

      • New Bonus - 7.5% bonus to Shield Hitpoints gained from Shield Extenders per level of Logistics.

    • Rabisu:

      • New Bonus - 7.5% bonus to Armor Hitpoints gained from Armor Plates per level of Logistics.

    Strategic Cruiser Offensive Support Subsystems

    In addition to getting more powerful overheating on remote reps, we’re also adding some extra fitting space to the Support Processor subsystems for T3 cruisers.

    • Legion Offensive - Support Processor Subsystem:

      • +75 Powergrid.

    • Tengu Offensive - Support Processor Subsystem:

      • +60 Powergrid.

    • Proteus Offensive - Support Processor Subsystem:

      • +75 Powergrid.

    • Loki Offensive - Support Processor Subsystem:

      • +60 Powergrid.

    Savior Implant Set

    • Now grants an equal amount of reduced capacitor need for remote repairers alongside the reduced cycle time bonus it already has. This will mean that Saviors will no longer increase the capacitor cost per second needed to sustain the higher remote repair throughput they provide to subcapital remote repair modules.

    The Savior Implant set was powerful in some circumstances on some specific ships (Nestor and Zarmazd specifically) but was difficult to utilize on other remote repair support ships due to increasing the capacitor burden to maintain their remote reps and had too high of an opportunity cost since you were giving up other potentially useful set implants you could have in their place like Snakes, Amulets, Nirvanas etc. This should make them a more viable option on a lot more logistic ships.

    Remote Repair Diminishing Returns Adjustment

    • We’ve relaxed the diminishing returns formula so that the formula is now slightly less aggressive, and so ships will now receive a higher amount of HP per second when getting repaired by multiple logistics ships at once.

    • Included below is a graph showing the updated formula in Legion compared to TQ. The graph shows total incoming HP per second for a ship which is receiving T2 Remote Capital Reps from a Triage’d FAX.

    Remote Repair Diminishing Returns Adjustment
    • As an example

      • For a target getting remote repaired by 100 Capital T2 Remote Repair Modules (33 FAXes and some change)

        • TQ = 78440 HP per second incoming.

        • Legion = 97850 HP per second incoming.

        • Which is an increase of just under 25%


    Cruisers

    Thorax

    • Powergrid Output improved from 820 to 860 MW.

    • Maximum Velocity improved from 240 to 250 m/s.

    We’re giving the Thorax a bit more thrust and making fitting it feel less tight by improving the powergrid output it has so it’ll be easier to fit higher caliber weapons and have an easier time getting in range for blasters.

    Rupture

    • Medium Projectile damage bonus per level of Minmatar Cruiser increased from 5% to 10%.

    • Medium Projectile rate of fire per bonus of Minmatar Cruiser replaced with 7.5% bonus to Medium Projectile Tracking Speed per level.

    • Drone Bay and Bandwidth improved from 30m3 and 30 Mbit/sec to 40m3 and 40 Mbit/sec.

    The Rupture felt too similar to the Stabber and was overshadowed by it in most cases, despite having two damage bonuses it actually dealt less DPS overall than the Stabber since the Stabber has a falloff bonus and the Stabber also had an additional missile hardpoint. So we’re slightly reworking the Rupture by replacing the projectile rate of fire bonus with a tracking bonus, and rolling the rate of fire damage bonus into the direct damage bonus it has. This should make the Rupture a more viable alternative to the Stabber when comparing short range AutoCannon fits by giving it a tracking advantage when brawling and improves on the existing strength that it had with artillery fits by improving the alpha and giving it a tracking bonus.

    Exequror Navy Issue

    • Damage bonus per level of Gallente Cruiser reduced from 20% to 17.5% per level.

    The Exequror Navy Issue is still overperforming and is still the most used navy cruiser hull even after adjustments in Revenant. So we’re giving it a small slap on the wrist now and will continue to monitor it.

    Battlecruisers

    Myrmidon Navy Issue

    • Cargo Capacity increased from 400m3 to 560m3.

    • Bonus to the strength of web drones now also grants a 10% bonus to web drone hitpoints per level of Gallente Battlecruiser.

    Harbinger Navy Issue

    • Added a new bonus, 10% reduction to the capacitor cost of medium energy turrets per level of Amarr Battlecruiser.

    Both the Myrmidon Navy Issue and Harbinger Navy Issue are still being flown much less than all other Navy Combat Battlecruisers even after a small set of buffs we made in Revenant so we’re giving them some more love. The Myrmidon Navy Issue had a smaller cargo-hold than many cruisers despite having a big focus on active tanking so we’re giving it room for a lot more cap charges or whatever else you might like, and adding some more hitpoints to web drones so they can’t be killed off so fast. The Harbinger Navy on the other hand loses the energy turret cap bonus from the regular Harbinger hull which can make it a lot more reliant on capacitor so by bringing the bonus back as an extra 3rd bonus we’re hoping it’ll be more attractive for both PVE and PVP.

    Mining Barges

    • Updated the reprocessed materials on mining barges so they now match the ship blueprints. This will mean that Mining Barges will have more accurate and better insurance payouts.

    Factional Warfare & Insurgencies

    • Reduced the amount of scorched navigation log items needed to turn in for the Navy Scanning Upgrade blueprint copy crates from 100 to 10.

    Quality of Life Improvements

    • 🤝 It’s now possible to see how damaged a laser crystal is in your inventory in the tooltip by hovering your mouse cursor over it.

    Surgical Strike

    • Increased the resistances of Energized Membranes, Armor Coatings, Armor Hardeners, Shield Hardeners, and Shield Amplifiers by ~11%.

      • Note: This is a full rollback of the Surgical Strike resistance nerfs.

    Titans and Supercarriers

    • Increased the damage of single target Titan Doomday weapons to 2,400,000 (from 2,000,000).

    • Added a new skillbook, Advanced Doomsday Operation, which increases the damage of Titan super weapons by 7.5% per skill level. Note: This increases damage of single target DD, lance, reaper & boson, but does not increase Lancer dread lance damage.

    • Increased the Titan Armor Plate and Shield Extender role bonus to 500% (from 300%).

    • Increased the Supercarrier Armor Plate and Shield Extender role bonus to 400% (from 200%).

    • Increased the number of salvos a fighter has as follows:

      • T1 and T2 Light Fighters: from 12 to 18.

      • Faction Light Fighters: from 15 to 20.

      • T1 and T2 Heavy Fighters: from 6 to 9.

      • T1 Long Range Fighters: from 2 to 3.

      • T2 Long Range Fighters: from 3 to 5.

    • Reduced the damage applied by Space Superiority fighters attacking non-drones and non-fighters to 95% (from 80%).

    Legion - Doomsday

    Titan Doomsday weapons have not kept up with the metagame and have therefore been given a significant buff. The survivability of Titans and Supercarriers has also been increased with stronger Armor Plate and Shield Extender bonuses. Combined, there should be more opportunities for the game’s largest ships to take the field and make a difference.

    Fighters will now be more sustainable during engagements, decreasing the time they spend being recalled and rearmed. Space Superiority fighters were applying too well to sub-capital ships and have therefor had their damage to these ships decreased without impacting their anti-fighter role.


    Art

    Redesigned Cruisers:

    Five T1 cruisers and their eleven variants have been graphically redesigned.

    Cruiser-Updates 1920x1080

    List of the redesigned cruisers:

    • Amarr Maller and the T2 variants, Sacrilege and Devoter.

    • Amarr Omen and the faction & T2 variants, Omen Navy Issue and Zealot

    • Gallente Thorax, the pirate faction, special edition & T2 variants, Vigilant, Cybele, Deimos and Phobos.

    • Gallente Celestis and the T2 variants, Arazu and Lachesis.

    • Minmatar Scythe and the T2 variant Scimitar.


    Audio

    Updated audio for ship effects

    Improved audio for the following ship modules:

    • Armor Repairer & Remote Armor Repairer.

    • Hull Repairer & Remote Hull Repairer (new effect added).

    • Shield Booster & Remote Shield Booster.

    • Armor Hardener.

    • Shield Hardener.

    1. Module sounds now play, loop, and stop correctly based on usage.

    2. Fixed issues with sfx attenuation during camera zoom.

    3. Remote module system improved to accommodate better audio integration.

    4. Increased variation on repeating sounds.


    We're excited to see what you do with the updates coming in the Legion expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.

    o7


  • Patch Notes - Version 22.02
    published on May 15th, 2025 at 11:00 AM

    Greetings,

    The following page will list patch notes for all updates within this release (Version 22.02). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2024-11-12 Last update: 2025-05-15

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

    Patch Notes for 2025-05-15.1

    Features & Changes:

    Nexus Reckoning:

    The Nexus Reckoning has concluded, with all 5 occupying factions in firm control of their respective wormholes.

    • Select sites from the event will continue to appear:

      • Vigilance Point sites will remain within Pochven.

      • Observatory Infiltration sites will appear within low-security Empire space and Pochven.

      • Deepflow Rift sites will continue to appear across New Eden and in wormholes, though their frequency outside Pochven has been reduced.

      • Field Rescue and Deathless Research Outpost sites will remain within the Drifter-occupied Tabbetzur system.

    • Allecto Tyrannos will now more aggressively use its smartbomb within Vigilance Point sites.

    • Enemies and rewards within Deepflow Rift sites have been updated.

    • The payouts received when completing Field Rescue and Deathless Research Outpost sites have been reduced.

    • Skybreaker Tyrantbreaker SKINs and Drifter Plugsuits can now be sold on the market.

    Defect Fixes:

    Nexus Reckoning:

    • The occupation site within Sentinel MZ is no longer a deadspace grid.


    Patch Notes for 2025-05-14.1

    Features & Changes:

    Sovereignty:

    • Updated the backend sovereignty service in preparation for the legion expansion. Most of these changes should be invisible but the following change will come into effect today.

      • Upgrades that are offlined through player actions in the sovereignty hub (like reprioritizing upgrades) will now cause them to go into the Offline state instead of the Low power state. This will mean that players will have to pay the fuel startup costs again on upgrades that are moved offline this way.

      • Upgrades that are offlined through external forces, such as running out of resources froma a Skyhook being destroyed, or mercenary den anarchy, will still continue to go into low power mode.

    Defect Fixes:

    Gameplay:

    • Sovereignty hub upgrades will now correctly consume the hourly fuel they would have used up since the last time the sov hub was simulated if they are destroyed through player choice, instead of returning the reagents to the sovhub after destruction.

    • Sovereignty upgrades will now correctly be turned offline if the sovereignty hub runs out of fuel and the sovhub has not been simulated recently.


    Patch Notes for 2025-05-12.1

    Defect Fixes:

    Graphics:

    • Client stuttering has been reduced when Tech 3 ships are in the scene and the client is running with DirectX11.


    Patch Notes for 2025-05-08.1

    Defect Fixes:

    Graphics:

    • Fixed and issue where cloaking would occasionally turn you completely invisible for yourself.

    • Fixed a rendering crash that could randomly happen for some players when logging in.


    Patch Notes for 2025-05-07.1

    Defect Fixes:

    Nexus Reckoning:

    • Reckoning Hoard structures within Drifter Wormhole Labyrinth Complex sites will now correctly become vulnerable once Ladon Tyrannos is destroyed.


    Patch Notes for 2025-05-06.1

    Features & Changes:

    Wrath of Tyrannos:

    While New Eden factions maintain their occupation within wormhole space, Drifter forces attempt to open new fronts and strike back at the cluster! This escalation of the ongoing Nexus Reckoning event invites capsuleers to try out the previously wormhole-exclusive content while offering new rewards and increased opportunities!

    • The seasonal reward track has been expanded with new rewards!

    • A high-sec variant of the Labyrinth Complex site has emerged:

      • Earn keys that grant entry to the Wrath: Locus Point site.

      • Locate the secret Triglavian trader for additional rewards (including the exclusive Skybreaker Tyrantbreaker SKIN!)

      • Find tokens that can be redeemed for items at faction traders within either Drifter wormholes or the following systems:

        • Amarr, Pator, New Caldari, Raravoss, and Yulai.

        • Note: The best deals can still be found within the Drifter wormholes!

      • Like before, these sites are intended for groups as large as 10 in ships no larger than a T2 Battlecruiser.

    • The Wrath: Locus Point, a variant of the Nexus Point site, has begun appearing within Empire-controlled low-security space:

      • The longer your fleet holds against the Drifter onslaught, the greater the rewards!

      • Bring Amplifier and/or Limiter keys to augment the site’s level of challenge.

      • The truly bravest fleets may discover Officer modules within the wreckage!

      • These sites are intended for 15 characters and restricted to T2 Battlecruisers and below.

    • Respawn times for the following sites have been greatly reduced:

      • Reckoning: Sleeper Foundry

      • Reckoning: Drifter Stockpile

      • Reckoning: Sleeper Forge

      • Reckoning: Sleeper Reserve

    • The following sites can now also be found in null-security space:

      • Reckoning: Sleeper Foundry

      • Reckoning: Drifter Stockpile


    Patch Notes for 2025-05-05.1

    Defect Fixes:

    Capsuleer Day/Nexus Reckoning:

    • Fixed issue that caused combat sites to appear empty after server downtime.

    • Reckoning: Sleeper Forge and Reckoning: Sleeper Foundry now correctly appear in the overview when occupied by a player.


    Patch Notes for 2025-04-23.1

    Features & Changes:

    Nexus Reckoning:

    • Decreased the rate of Influence decay within Drifter wormhole systems to 1% (from 3%).

    • Completing a Labyrinth Complex site will now increase the system's Influence.

    • Additional Influence will now be gained when an Amplifier or Limiter is used within a Nexus Point site.

    • Text for these Interstellar Events has been updated to be clearer about the occupation’s goals.

    • Increased the optimal per-pilot payout for Labyrinth Complex sites to 50m (from 10m).

    • Increased the number of Nexus Cyphers dropped within a Labyrinth Complex site to 3 (from 1).

    • Increased the drop rate of Execution and Dominance Command Unit tokens within Labyrinth Complex sites.

    • Increased the drop rate of Strategos Officer modules within Nexus Point sites.

    • Reordered the modifiers when using Amplifiers and Limiters in Nexus Point sites:

      • Narrowband Emission Amplifiers and Limiters will now affect the number of Drifter Hoplites launched by the Dreadnought.

      • Midband Emission Amplifiers and Limiters will now affect the Dreadnought's damage.

      • Wideband Emission Amplifiers and Limiters will now affect the Dreadnought's resistances.

    • Adjusted the modifier strength of Amplifiers and Limiters in Nexus Point sites.

    • The Nexus Point dreadnought will no longer fire its doomsday after being defeated in the final wave.

    • The disruption bubble within Nexus Point sites is now positioned at the center of the site.

    • Buffed the effectiveness of the Strategos' Modified Multispectrum Shield Hardener module:

      • This module will now be equivalent to meta 13 (from 11).

    • Changed the icon used by tokens dropped within Labyrinth Complex and Nexus Point sites.

    • The occupying faction will now appear in the Interstellar Events page for each Drifter wormhole system.

    • Volatile boosters can now be sold on the market.

    • Reckoning: Sleeper Forge and Reckoning: Sleeper Foundry enemies will no longer warp away when players enter the sites.

    • Improved the distribution of Reckoning: Sleeper Forge, Reckoning: Sleeper Foundry, Reckoning: Sleeper Reserve, and Reckoning: Drifter Stockpile sites to ensure a more even spread across space.

    • Reduced the point rewards for repeating landmark challenges.

    Defect Fixes:

    Nexus Reckoning:

    • The Dreadnought within Nexus Point sites will no longer drift outside payout range.

    • The main combat area of Nexus Point sites will no longer rarely end up within the system's sun.

    • Vortex Transmitters within Nexus Point sites will now be despawned when their relevant wave ends.

    • The Info Panel objective which appears when using an Amplifier within a Nexus Point site will no longer be removed when the bar is full.

    • NPCs left within a Labyrinth Complex site will now warp away when the site is despawned.

    • Strategos Officer modules can now be augmented with mutaplasmids where applicable.

    • Solution Capacitors within Labyrinth Complex sites will now correctly play an effect when unhacked.

    • Drifter wormhole filament blueprints will now use the correct icon.


    Patch Notes for 2025-04-16.1

    Features & Changes:

    Graphics:

    • Updated the visual effects of the older Drifter ships.


    Patch Notes for 2025-04-15.1

    Features & Changes:

    PvE:

    Capsuleer Day XXII: Nexus Reckoning is live! This in-game event runs until downtime on May 15th, 2025.

    The Drifter Crisis is entering its final stages. In the aftermath of the Race for the Hives - where five factions secured control of Drifter wormholes - those same factions now call on capsuleers to help push their advantage against the Drifter threat.

    This event features high-end fleet encounters within the now-occupied Drifter wormholes, alongside a variety of content outside them. Players can expect challenging group content designed for coordinated fleets as well as more accessible activities in line with the seasonal content capsuleers are familiar with.

    The core gameplay loop revolves around engaging with sites outside the hives to gather materials and blueprints, which can be used to craft items that grant access to - and provide advantages within - the Drifter wormholes themselves.

    • A brand-new seasonal challenge track is now available in The Agency. Complete challenges by engaging with a variety of content, including high-end fleet encounters, solo combat and hacking sites, mining and manufacturing. Progress through the reward track to unlock exclusive Drifter-themed SKINs, SKINR components, PLEX and SOCT ships!

    • Daily login rewards are also active throughout the event! Log in each day to claim Drifter-themed SKINs and SKINR components, boosters, EverMarks, and up to 650,000 Skill Points. Make sure to log in daily from now until May 15th to collect them all!

    • All 5 Drifter wormholes are now under the control of a Race for the Hives winner. Their grip on these systems is tenuous, relying on the aid of capuleers to help put an end to the Drifter’s machinations. As control wanes, the presence of the Drifters increases. Keep the systems out of their hands at all costs!

    • Within the occupied systems, the Drifter Hive sites have been replaced with the Reckoning: Labyrinth Complex. Within these sites, a fleet must traverse a randomised path of increasingly difficult challenges to reach their goal. Only through the labyrinth can the nexus be accessed. Keep your eyes peeled and be prepared for some surprises! For those who wish to reach the deepest depths of the maze, a group of 10 pilots is recommended. Up to and including T2 Battlecruisers are permitted within.

    • The Reckoning: Nexus Point is the true test for those who wish to organise against the Drifter forces. While it promises great rewards to the well-prepared, the threats within may push capsuleers to their limits. A group of 15 pilots is recommended. Like the Labyrinth Complex, T2 Battlecruisers are the largest ship type permitted within this site.

    • Capsuleers can deliver items to occupation sites within Drifter wormhole systems in return for faction-based rewards!

    • New landmark sites marking the old Drifter Hive locations have been added to each Drifter wormhole system.

    • The popular Horizon Siege Point site returns in the form of the Reckoning: Vigilance Point. This site, appearing within Pochven and Shattered Wormhole systems, features several improvements to help foster good fights: drones are now targeted by specific NPCs, the payout range has been reduced to 50km, and micro jump drives no longer function while the wave is active.

    • New Ore Sites will be spawning in high, low, null security space and Pochven. Refine Tyranite into Eleutrium to be traded for hive system Filaments, Volatile Boosters, and used to manufacture Emission Amplifiers and Limiters.

    • Sleeper Drone Manufacturing Sites have begun appearing across New Eden. These hostile-infested zones are designed for solo Capsuleers seeking a challenge. Reckoning: Sleeper Forge sites can be found in high-security space and present a lower threat level, though a Battlecruiser is still recommended for safety. Reckoning: Sleeper Foundry sites found in low-security space are significantly more dangerous, and Capsuleers are advised to bring at least a Heavy Assault Cruiser before engaging.

    • Sleeper relic sites have also begun emerging across New Eden. Reckoning: Sleeper Reserve (high-security space) and Reckoning: Drifter Stockpile (low-security space) conceal valuable relics waiting to be uncovered. Skilled and well-equipped capsuleers—armed with scan probes and relic analyzers—can hack these sites to claim their hidden treasures.

    • While the Drifter Crisis Interstellar Events are now gone, their Crisis: Field Rescue and Crisis: Observatory Infiltration sites can now be found across Empire-controlled systems. Crisis: Deathless Research Outpost sites can also be found there and within null-security space.

    • Rewards that can be found by capsuleers within these solo combat and relic sites include valuable Sleeper Protocol Subverter, Drifter themed SKINs and SKINR components, historic capsuleer day SKINs and apparel, limited-time Cerebral Accelerators, boosters and implants.

    Defect Fixes:

    Graphics:

    • Fixed an issue where POS shield was appearing yellow/green.


    Patch Notes for 2025-04-10.1

    Features & Changes:

    PvE:

    • Several improvements have been made to the code that manages site distributions and respawning. These changes are mostly invisible and will enable new content distribution methods in the future, but there is one change to two sets of sites that will be visible immediately:

      • Rogue Drone combat anomalies spawned randomly in highsec and Mercoxit mining sites spawned from sovereignty prospecting upgrades will both cluster in unvisited systems less often than before, which will have the effect of increasing the practical visibility of both sets of sites during normal gameplay.


    Patch Notes for 2025-04-09.1

    Features & Changes:

    Zarzakh

    • Construction complex around the Deathless Shipcaster in Zarzakh has been removed.

    • Infomorph Decryption Trader and Atavum Research Trader, at Warden site in Zarzakh, have had their graphics updated, to better reflect its Deathless origin.

    Defect Fixes:

    Graphics:

    • Fixed an issue with flickering decals on the Enforcer while fitted with the Empyrean Outlaw SKIN.

    • Fixed spotlights on various Shattered Paradigm SKINs so that their brightness is increased correctly with ship speed.

    • Fixed flickering smoke trail visual effects on Triglavian Generator wreck.

    • Various issues with the Aegis, Federal Police, Imperial Police, Republic Police, and State Police SKINs have been fixed: all non-Gallente hulls now have the latest Police VFX and geometry, lights now blink correctly in idle vs. warp state, lights floating off the ship hulls are now attached correctly to the ship.

    Technical:

    • MacOS systems with an AMD GPU and certain graphic settings will no longer crash.

    • General stability improvements.


    Patch Notes for 2025-04-02.1

    Defect Fixes:

    Technical:

    • Fixed failing client start by providing proper VC library version.


    Patch Notes for 2025-03-31.1

    Defect Fixes:

    Graphics:

    • Fixed an issue on Mac where the tactical overlay was broken with FSR1 enabled.

    • Fixed an issue where killmarks wouldn’t show on Tech 3 Strategic Cruisers.

    • Fixed a transparency issue with certain hair styles.

    • Fixed a rare situation where the client may become unresponsive.

    Localization:

    • Removed trailing whitespaces, and extra whitespaces from several eve types.

    User Interface:

    • Fixed issue that caused expert systems rewarded from the Air Career Program to be non-consumable. Expert systems should now be consumable from the inventory.


    Patch Notes for 2025-03-27.1

    Defect Fixes:

    Gameplay:

    • Fixed an issue that allowed boosters and expert systems claimed through the ACP to be tradeable on the market and contracts.


    Patch Notes for 2025-03-26.1

    Features & Changes:

    Air Career Program:

    • Migrating rewards from the redeem queue to being character bound. Item rewards will be delivered to ship cargo, home station or to the current station the character is currently in. Skill Point and ISK Rewards will be automatically redeemed to the Characters account.

    Defect Fixes:

    Graphics:

    • When using the star map on macOS, with low shader settings, the image will now render correctly on all GPUs.

    User Interface:

    • Thousand separators are now properly showing on Win11 computers using French settings.


    Patch Notes for 2025-03-25.1

    Features & Changes:

    Graphics:

    • Updated several event booster icons so the numerals are now on the left side rather than the right side.

    Defect Fixes:

    Gameplay:

    • When changing the reinforcement time of an upwell structure or flex structure, the mail sent will now correctly state that it takes 30 days instead of 7 days.

    • Added a warning for someone attempting to open a filament while a fleet member is coming out of warp or in warp invulnerability, which would prevent them from becoming linked to the trace.

    Graphics:

    • Updated the icons for scripts which can be loaded into sensor boosters and remote sensor boosters so that they now use the updated icons.

    • Energy and Workforce Skyhook graphics now display correctly according to type of Skyhook.


    Patch Notes for 2025-03-24.1

    Defect Fixes:

    Graphics:

    • FSR 1.0 now works correctly on macOS

    • Due to a cloning accident, some capsuleers received an unintended beard shave, resulting in an outbreak of "capsuleer babyface." Clone bay engineers have identified and fixed the cause of the missing beards. They extend their thanks to ‘Redbeard XIII’ for reporting the issue—who now has their handsome looks restored.


    Patch Notes for 2025-03-21.1

    Features & Changes:

    Miscellaneous:

    • 7 new billboard ads have been added to the rotation.

    Defect Fixes:

    Technical:

    • Some Intel integrated graphics cards with outdated drivers had stability issues or would not launch after a recent update. A workaround has been implemented that forces these cards to use DirectX 11, regardless of the setting in the EVE Launcher. If you experience a problem with the client not opening, please update your graphics card drivers. This has resolved the issue in almost all cases. You can usually find the latest drivers on the graphics card manufacturer's website (NVIDIA, AMD, Intel). If you have an older system, you should also check the computer manufacturer's website (Dell, Lenovo, HP, etc.)


    Patch Notes for 2025-03-19.1

    Features & Changes:

    Drifter Crisis:

    • Fleets larger than 2x a site’s optimal size will no longer receive payouts or complete challenges.

      • Optimal fleet sizes are shown within a site's Opportunities page.

      • For example, if a Lancer Counter Offensive fleet is larger than 10 people, no rewards will be given.

    • Increased the rift closing timer within Deepflow Rift sites to 18 minutes (from 15).

    • Added a bonus payout when players retrieve all possible canisters within a Deepflow Rift site.

    • Increased the amount of points awarded when completing a Vigilant Dreamer challenge.

    Sov Anomalies:

    • Sites will now appear when a Sov Hub upgrade is activated, and you will no longer need to wait until the next downtime for them to spawn - but they will only start to appear after their usual respawn timer.

      • For example, if you install a Major Threat III Upgrade, then the sites will start appearing 12 minutes after you have installed and onlined the upgrade.

      • An Isogen Prospecting Array II upgrade would take just over 4 hours for the Griemeer deposit to spawn, and 10 hours for the guaranteed Large Mercoxit Deposit to spawn.

    • Turning off a Sov Hub upgrade before its site spawns will cancel the pending spawn.

    • Sites will now be removed if their Sov Hub upgrade is turned off, regardless of whether it's in space or pending spawn.

    Defect Fixes:

    Drifter Crisis:

    • Deepflow Rift challenges will now progress when a site is completed.


    Patch Notes for 2025-03-18.1

    Features & Changes:

    Graphics:

    In this release we are bringing a GPU Driven Pipeline to EVE, allowing for better performance in busy scenes. Read more in the devblog here: EVE Evolved: More FPS for less CPU | EVE Online

    To accomplish this, we have made several major low level changes to our graphics engine, Trinity. We have tested this in 3 separate masstests with hundreds of people, along with internal testing across many different configurations, but if you notice anything that looks wrong please press F12 in the client and file a bug report.

    We strongly recommend that you update your graphics card drivers to the latest available version.

    Balancing:

    • 🤝 The Medium Mercoxit Mining Crystal Optimization I has been renamed to Medium Deep Core Mining Optimization I and now provides a bonus to all Deep Core Miners rather than just Mercoxit Mining Crystals specifically. This will still mean that Deep Core Miners will mine less than standard strip miners for regular ore, but now the bonus will be applied to the new ORE Deep Core Strip Miner which can’t load mining crystals.

    Localization:

    • Paragon Hub - Targeted only at me is now Exclusive Listings.

    User Interface:

    • It’s now possible to set a hotkey for broadcast - Repair Target.

    • It's now possible to see pinned stations in the asset search window, and hidden stations are now ignored and not shown. (Note: Pinned stations will not always be shown if they don’t meet the criteria of the search, i.e. you have a caldari navy station pinned but search for federation navy).

    Defect Fixes:

    Graphics:

    • Image stability when using anti-aliasing has been significantly improved. This reduces the flickering effect that can be seen on thin geometry in the game.

    • Some small weapons like the Light Neutron Blaster no longer have shadows that occasionally flicker.

    • When using an IntelARC graphics card and DirectX11, an issue that caused the scene to flicker will no longer happen. Please ensure you’re on the latest graphics drivers for this issue to be resolved completely.

    • Various client stability improvements.

    Gameplay:

    • Fixed an issue which could cause sites to have a longer respawn time than intended the first time they respawn after being installed.

    • It’s now possible to store a fleet as a fleet member (It was only working for the boss before).

    • Travel Filaments can no longer be activated on a deadspace grid.

    User Interface:

    • Fixed issue in which saving an existing SKIN design with a new hull did not update the icon in SKINR.

    • Fixed an issue that caused excessive brightness on windows when transparency was reduced.


    Patch Notes for 2025-03-13.1

    Features & Changes:

    Drifter Crisis:

    The challenges for the Race for the Hives event did not complement the group-focused nature of the content. Some roles were underserved, and some challenges acted as roadblocks. As such, we have decided on an overhaul.

    • New Race for the Hives challenges have been added:

      • These replace the existing challenges.

      • Each of the 5 Crisis sites and the Deepflow Rift site have been given a ‘Complete Site’ challenge:

        • Only characters eligible for a site’s payout will be counted as completing the challenge.

        • The points value of each challenge varies, but the overall points per challenge have increased significantly.

      • All 6 challenges will be active simultaneously, allowing players to pick the content that suits them.

      • Note: existing faction and event track progress will not be affected by these changes.

    • Contribution earned when salvaging Battle Wreckage within Field Rescue sites has been greatly increased.

      • Note: the top contributing fleet will earn the site’s payout.

    User Interface:

    • 🤝 It’s now possible to use Broadcast Repair Target from the right click menu in the watchlist.

    Defect Fixes:

    Drifter Crisis:

    • Fixed an issue that could cause Obliviating NPCs to not attack within Deathless Research Outpost sites.

    Gameplay:

    • Fixed not being able to swap to Invention jobs in the Industry window.

    User Interface:

    • The Navy Scan Rangefinding Array module now correctly has a variations tab.


    Patch Notes for 2025-03-12.1

    Features & Changes:

    Ansiblex Gates & Force Projection:

    • Ansiblex Jump Gates

      • It’s no longer possible to use an Ansiblex while warp disrupted or inside a bubble.

        • Ansiblex Jump Gates have been renamed to Ansiblex Jump Bridges for more clarity on not being able to use them while warp disrupted anymore.

      • Reduced the Radius attribute on the Ansiblex Jump Bridge from 13,000m to 7,000m.

        • This will mean that it now takes up much less volume/area in space and will be easier to camp with warp disruptors and bubbles.

      • Ansiblex Bridges no longer auto-repair, no longer have a damage cap and now use the same reinforcement flow as Metenox Moon Drills.

        • Ansiblex HP values and resistances have been rebalanced following this change, to provide an increase to their total EHP while giving them higher resistances and lower flat HP to make them easier to remote repair for logistics pilots.

          • Shield HP and Armor reduced from 750,000 HP to 500,000 HP.

            • (Note: These are increased by 4x when it is high power).

          • Shield and Armor Resistances increased from 20% to 75%.

          • Structure Hitpoints increased from 3,000,000 HP to 12,000,000 HP.

      • Ansiblex Bridges can no longer be placed closer than 100,000km to stargates.

        • Existing Ansiblex Bridges will be grandfathered into their current locations, but once destroyed, they will need to be placed at least 100,000km away from the nearest stargate to be replaced.

    We’re making a number of changes to Ansiblex Bridges to limit their force projection power. We’re doing that primarily through giving players more agency by making them more difficult or dangerous to use in contested space, removing the damage cap and requiring them to be manually repaired just like Metenox Moon drills, and requiring new Ansiblex bridges to be placed off grid from stargates to make scouting from the gate harder, rather than introducing new systems or mechanics which limits their use such as jump fatigue.

    Our goal with these changes is to make sure nullsec line members and sov holders are still able to use Ansiblex bridges to access the core space that their alliance controls, so that they can still efficiently do daily activities such as mining, ratting, PI, Mercenary Dens, refueling and logistics work without impeding them with a system like fatigue. While opening up more gameplay options to counter force projection, such as delaying responses and fleets with defensive Interdictor and bubble usage, making them more dangerous through increasing the ability for players to setup traps like bombing runs and pipebombs, and to give more options to raiders and roaming gangs by making them easier to camp, and increasing the burden of maintaining distant Ansiblex gates outside of the alliances core space.

    Ship Warp Speed Changes:

    • The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.

    Overtime, we’ve adjusted and rebalanced different ship class warp speeds, most recently in 2019 and they are now fairly inconsistent with some ships like Heavy Assault Cruisers having the same warp speed as Stealth Bomber Frigates and Tech 1 Destroyers, while industrial ships such as haulers and mining barges which are also the same size (M) are slower than some battleships.

    This can make it difficult for new players to understand the relationship of warp speeds between different size classes of ships and Tech II ships currently have faster warp speeds than Tech I ships, even when it doesn’t always make sense for their specialized role, like the above-mentioned heavy assault cruisers warping faster than regular cruisers. Tech II ships from the size above are also competing with the tech I and navy size below for warp speeds, which makes it is harder to justify bringing smaller classes of ships. This also contributes to unhealthy ‘force projection’ since stronger, more powerful ships, are also able to cross the universe faster.

    We have made the following changes to address these issues.

    • Grouped up all ships based on their size, such as Small, Medium, Large and Capital. Removing the 10% or +0.5AU/s bonus from Tech II ships.

    • Ships that are slightly bigger than this size category, such as Destroyers for small, Battlecruisers and Haulers for Medium etc. are placed in a plus sized group.

      • This leaves us with just 7 base warp speed tiers rather than the current 13!

    • Tech II ships which need the increased warp speed for performing their specialization, such as Interceptors and Interdictors, have been given role bonuses to warp speed to keep their current warp speeds about the same while making these ships easier to identify for new players.

    • The Net result from these changes are that Titans, Freighters, Mining Barges, Exhumers, Haulers will now warp 10-15% faster, The Porpoise and the Orca get improvements of 25-30% and most Tech II ships which are not specialized will warp slightly slower.

    Below is a table with the new warp speeds for every class and size of ships:

    Size

    Ship Class

    Warp Speed

    Notes

    All Frigates and shuttles

    5.0 AU/s 

    Covert Ops & Interceptors gain 60% warp speed role bonus

    S+

    All Destroyers

    4.5 AU/s

    Interdictors gain 25% warp speed role bonus

    M

    All Cruisers

    4.0 AU/s

     

    M+

    All Haulers, Mining Barges, Exhumers, Battlecruisers, Porpoise

    3.5 AU/s

    Agility focused Haulers get 30% warp speed role bonus

    Blockade Runners gain 75% warp speed role bonus

    L

    All Battleships

    3.0 AU/s

     

    L+ 

    Orca

    2.5 AU/s

     

    Cap

    All Caps

    1.5 AU/s

     

    Included below are the old warp speed tiers for reference:

    Ship Sizes

    Ship Groups

    Warp Speed

    S

    Interceptor, Covert Ops

    8.0 AU/s

    M

    Blockade Runner

    6.0 AU/s

    S / S+ 

    Assault Frigate, Electronic Attack Frigate, Expedition Frigate, Logistics Frigate, Interdictor, Command Destroyer

    5.5 AU/s

    S

    Frigate, Mining Frigate, Shuttle

    5.0 AU/s

    S / S+ / M

    Stealth Bomber, Destroyer, Tactical Destroyer, Heavy Assault Cruiser, Heavy Interdictor, Recon Ship, Logistics Cruiser, Agility focused haulers

    4.5 AU/s

    M / M+

    Cruiser, Command Ship, Stategic Cruiser

    4.0 AU/s

    M+ / L

    Battlecruiser, Black Ops

    3.5 AU/s

    M

    Deep Space Transport, Exhumer

    3.3 AU/s

    M / L

    Mining Barge, Capacity and specialized bay Hauler, Battleship, Marauder

    3.0 AU/s

    M+

    Porpoise

    2.7 AU/s

    L+, Cap

    Orca, Lancer Dread

    2.0 AU/s

    Cap

    Dreadnought, Carrier, FAX, Supercarrier, Jump Freighter, Rorqual

    1.5 AU/s

    Cap+ 

    Freighter, Titan

    1.37 AU/s

    • Additionally, Capsules will now warp at 4.0 AU/s to match cruisers, which is what they did before the 2019 warp speed increase for Cruisers.

      • We are not buffing the warp speed of corvettes at this time, which still warp at 3.0 AU/s, to make sure we do not obsolete shuttles and tech I frigates as travel options.

    Filaments:

    • A spool-up timer has been added to all travel filaments (Triglavian Space, Needlejack, and Ice Storm).

    • A Filament Trace will appear next to the travel filament’s owner on activation:

      • Nearby fleet members without capsuleer log-off timers will become linked to the trace as it appears.

      • Characters will unlink from a trace if they cloak, change ship, or go beyond 30km of the trace.

        • A link cannot be reestablished once broken.

      • If the filament’s owner unlinks from the trace, it immediately closes.

      • Traces can be scanned with combat probes or d-scan.

    • After the spool-up completes, the filament’s owner can jump all characters which remain linked to it:

      • Warp disrupted players will not be jumped.

        • Filament owners will be given a confirmation prompt if characters will be left behind.

      • Traces will close after 15 minutes have passed since it first appeared.

    • Travel filaments can no longer be used on a deadspace grid.

    Filaments have long been a powerful tool for both fast travel and escaping dangerous situations. The addition of a spool-up timer and scannable traces aims to add risk and enable counterplay.

    Below is a table with the new filament spool-up timers:

    Filament

    Spool-up Timer

    Standard 1-character filaments

    15 seconds

    Standard 5-character filaments

    30 seconds

    Standard 15-character filaments

    60 seconds

    Standard 25-character filaments

    90 seconds

    Pochven ‘Extraction’ 5-character filaments

    120 seconds

    Pochven ‘Extraction’ 15-character filaments

    180 seconds

    Pochven ‘Devana' 1-character filaments

    60 seconds

    Pochven ‘Devana' 5-character filaments

    90 seconds

    Pochven ‘Devana' 15-character filaments

    150 seconds

    Balancing:

    • Eos

      • 10% bonus to drone damage and hitpoints per level of Gallente battlecruiser has now been split into 2 separate bonuses.

        • 10% bonus to heavy drone, medium drone, and light drone hitpoints and damage.

        • 5% bonus to sentry drone damage and hitpoints.

      • 7.5% bonus to drone tracking per level of command ships has now been split into 2 separate bonuses.

        • 7.5% bonus to heavy drone, medium drone and light drone tracking.

        • 5% bonus to sentry drone tracking.

    We’re making some adjustments to the Eos to specifically target the amount of damage and tracking that it has with sentry drones, while avoiding nerfing regular drone fits. This makes it more similar to the Ishtar which also has lower bonuses for sentry drones.

    • Orca

      • Agility multiplier improved from 2.6x to 2.0x

    The Orca had a higher align time than the Rorqual, so we are correcting this by giving it a significant buff to agility which should have it now be more comparable to the Rorqual and a reinforced bulkhead fitted Bowhead. We need to be careful not to obsolete Freighters, Deep Space Transports as hauling platforms but we feel like we can make this change now since both of those classes are also receiving warp speed boosts at the same time.

    Taking into the account the 25% warp speed buff that it is getting, it should feel significantly more mobile when travelling between systems and mining locations.

    • Heavy Interdiction Cruisers

      • All HICs can now fit the regular Cynosural Field Generator.

    • Interdictors

      • Reduced the web strength of the Stasis Webification Probes launched by Interdictors from 40% to 20%, to reduce how effective they are against brawlers and sig tanking fleet compositions.

    • Burst Jammers (ECM Burst)

      • Can now only be fitted to Battleship Hulls, Hauler Hulls and Command Ships.

    • A009 C13 Wormholes reduced lifetime from 16h to 4.5h.

    Factional Warfare & Pirate Insurgencies:

    • The Pirate FOB will now drop 1.5 billion ISK in average in loot.

    • Regular pirate insurgency roaming NPCs now have a small chance to drop scorched navigation log items which can be turned in at FW LP stores in conjunction with some ISK and LP for a crate containing blueprints for new navy scanning upgrade modules.

    • Rebalanced the number of pilots that get paid when completing multiplayer reward complexes. The new Schema is as follows:

      • Scouts and Smalls are now NVY-2 / PIR-2

      • Mediums are now NVY-3 / PIR-3

      • Larges are now NVY-4 / PIR-4

      • And Opens remain at paying up to 5 players before splitting the rewards.

    • Players will now need to be inside a FW Battlefield site, and within 200km of the entrance beacon to the site for at least 3 minutes to get paid LP.

    • Moved structures which were very close to the Amarr FW warp in for the Minmatar Battlefield so they will no longer bump off from it if trying to approach the central capture point.

    Fleet Improvements:

    • 🤝 Added an option for the boss to disband the fleet.

    • 🤝 It’s now possible to flag yourself as exempt from conduit jumps and the regroup command.

    • 🤝 It’s now possible to set a max fleet size, and save max fleet size and default squad settings to saved fleet setups

    • 🤝 Added a new broadcast command - Repair Target, which can be used in situations when you want your fleet members to remote repair a deployable structure or a player/npc not in your fleet etc.

    Graphics:

    • 🤝 The 4 racial Isotopes from ice products used in fuel and capital ships, such as Oxygen Isotopes, now all have distinct colored icons so you can easily tell what empire they are associated with at a glance.

    • Added new unique icons for the remaining combat boosters which did not have them.

    • New unique icons have been added for Sensor Boosters, Remote Sensor Boosters, Signal Amplifiers, Auto-Targeting systems, Passive Targeting Systems and the Networked Sensor Array.

    • Added new unique icons for the sovereignty hub combat and mining upgrades.

    Mining:

    • New Tier 3 sovereignty mining upgrades have been added! The tier 3 mining locations are designed with Rorquals and large mining fleets in mind, with smaller numbers of asteroids but all of them are very high in volume. Each site contains just under 4x the total ore overall compared to the tier 2 mining sites.

    • Tier 3 sites have a 10 hour respawn timer.

      • Power Cost: 1800

      • Workforce Cost: 18100

      • Blueprints are available for purchase for 1 billion ISK.

    • Large Veldspar Deposit

      • Total site ore volume = 17,000,000 m3

    • Large Mordunium Deposit

      • Total site ore volume = 25,000,000 m3

    • Large Kylixium Deposit

      • Total site ore volume = 13,000,000 m3

    • Large Griemeer Deposit

      • Total site ore volume = 13,000,000 m3

    • Large Nocxite Deposit

      • Total site ore volume = 13,000,000 m3

    • Large Hezorime Deposit

      • Total site ore volume = 23,000,000 m3

    • Large Ueganite Deposit:

      • Total site ore volume = 16,000,000 m3

    • The Power cost of Tier 1 and Tier 2 upgrades have been reduced by approximately 10% each.

      • Tier 2 Power Cost reduced from 1350 to 1220

      • Tier 1 Power Cost reduced from 500 to 450

    • The Tier 2 nullsec sovereignty hub mining upgrade sites, such as the Grimeer Deposit, have been refactored so that approximately 40% of the asteroids in each site have been removed and their ore contents added to existing asteroids in the site, we have prioritized removing the lower quantity asteroids and tried to make sure there is at least one very large asteroid in each site, we’ve also compacted the asteroid belts to move more asteroids closer together.

    • Additionally, after this refactor, the amount of ore in the Tier 2 sites has then also been increased by approximately 10-15%.

      • This means that now, the average asteroid size in all of the sites has been significantly increased.

    • The Tier 1 mining upgrade sites have also had their ore contents increased by approximately 10%.

    • Increased the chance of getting the mining escalation from Tier 2 mining sites by 1.5x

    • The new Tier 3 sites have approximately 2.5x chance over the improved Tier 2 mining sites to get the mining escalation.

    • We have a created a new ‘Enormous Mercoxit Deposit’ site which has 4x the amount of Mercoxit in it than the Large Mercoxit Deposit, and much larger asteroids.

      • Total site ore volume = 960,000 m3

    • Tier 3 mining upgrades will give a guaranteed Enormous Mercoxit Deposit into the system with a 12 hour respawn time.

    • Tier 2 mining upgrades now will also give a guaranteed Large Mercoxit Deposit into the system rather than it being a chance-based spawn, which has an 8 hour respawn time.

    • Tier 3 mining upgrades now also give a chance to spawn the ‘Large Mercoxit Deposit’ in addition to the guaranteed Enormous Mercoxit Deposit site.

    • Tier 2 mining upgrades now also give a chance to spawn the ‘Average Mercoxit Deposit’ in addition to the guaranteed Large Mercoxit Deposit site.

    • Added a new faction ORE Deep Core Strip Miner module which has 0% waste as an option for mining Mercoxit with mining barges and exhumers. It can be obtained from ORE corporation LP stores.

      • Cost/Materials to Purchase:

      • 37,500,000 ISK

      • 56,250 LP

      • 1x Modulated Deep Core Strip Miner II

    • Increased the amount of Pyerite that Mordunium gives when reprocessed.

      • Mordunium: 80 → 84

      • Plum Mordunium: 84 → 88

      • Prize Mordunium: 88 → 92

      • Plunder Mordinium: 92 → 96

    • To help allieviate pressure on R4s and increase the value of Athanors - The magmatic gas fuel cost per hour for a Metenox Moon Drill has been increased from 110 units to 150 units.

    • Most Mining sites spawned by upgrades will now persist their respawn time across downtimes (i.e. they won’t always respawn at downtime even if they were mined out at 10:59).

    Missions & NPCs:

    • The bounties for NPCs which were increased in the update following Revenant before the NPC warp ins were fixed have now been returned to slightly higher than their original numbers, with the exception for the buffs we made to the NPCs that are exclusive to the Forsaken Sanctum and Teeming Horde sites, which are retaining their approximate total site 36% bounty increase.

    • the Objectives Infopanel has been added to abyssal deadspace encounters, so you can now track what room you are in and how many NPCs are remaining.

    Planetary Interaction:

    • 🤝 It’s now possible to restart extractors for a planet from the Planetary Industry window.

      • To do this, the extractors need to have finished their cycle already, it cannot be done to refresh an ongoing extraction which hasn’t completed yet.

    • PI Templates are no longer an opt-in feature preview and have been added as a feature for everyone.

    • Several improvements have been made to the filters for PI Templates.

    • Improved the search function for PI Templates.

    • It’s now possible to rename PI Templates.

    • Using a PI Template with a higher command center level than your character has, will now just upgrade it to your max skill level and try to add as much as it can from the template before running out of resources.

    • 🤝 We now store the height of the window for each tab, so we are not constantly shrinking the windows when you switch tabs and back to them. This applies only to those tabs that do not have max height.

    • 🤝 The sort order of templates is now alphabetical.

    • 🤝 It’s now possible to select multiple pins by holding shift and then swap multiple schematics at once.

    • The routes tab shows the short names for the pins.

    • The text for the transiting routes in the 'Routes' tab is now using a secondary color.

    • Added origin/destination to the 'Routes' tab.

    Science & Industry:

    • Sales Tax has been increased from 4% to 7.5%.

    • Mercenary Dens base Infomorph generation has been lowered from 80-115 (avg 100) to 65-100 (avg 82.5).

    • MTOs now only give 350 bonus infomorphs instead of 500 when completing a MTO for a max development mercenary den.

      • Existing MTOs which have already been generated will still give 500 bonus Infomorphs.

    • The Development levels of Mercenary Dens have been decreased to the following: Development 1, 5%.

      Development 2, 10%.

      Development 4, 15%.

      Development 5, 20%.

    • We are reducing the cost of all capital ships and tech 1 battleships and reducing the costs of T1 Dreadnoughts even further.

    • The Manufacturing cost of All Tech 1 Dreads has been decreased as follows:

      • Revelation:

        • Capital Propulsion Engines required have been reduced from 5 to 4.

        • Capital Armor Plates required have been reduced from 5 to 4.

        • Capital Ship Maintenance Bays required have been reduced from 5 to 4.

        • Capital Turret Hardpoints required have been reduced from 20 to 15.

        • Capital Siege Array required have been reduced from 20 to 15.

      • Phoenix:

        • Capital Propulsion Engines required have been reduced from 5 to 4.

        • Capital Shield Emitters required have been reduced from 5 to 4.

        • Capital Ship Maintenance Bays required have been reduced from 5 to 4.

        • Capital Turret Hardpoints required have been reduced from 20 to 15.

        • Capital Siege Array required have been reduced from 20 to 15.

      • Moros:

        • Capital Sensor Clustes required have been reduced from 4 to 3.

        • Capital Armor Plates required have been reduced from 4 to 3.

        • Capital Propulsion Engines required have been reduced from 5 to 4.

        • Capital Ship Maintenance Bays required have been reduced from 5 to 4.

        • Capital Turret Hardpoints required have been reduced from 20 to 15.

        • Capital Siege Array required have been reduced from 20 to 15.

      • Naglfar:

        • Capital Shield Emitters required have been reduced from 4 to 3.

        • Capital Computer Systems required have been reduced from 4 to 3.

        • Capital Propulsion Engines required have been reduced from 5 to 4.

        • Capital Ship Maintenance Bays required have been reduced from 5 to 4.

        • Capital Turret Hardpoints required have been reduced from 20 to 15.

        • Capital Siege Array required have been reduced from 20 to 15.

    • The Input Materials of all Tech 1 Battleships have been decreased by approximately 25%.

      • Tritanium required has been reduced from 8,000,000 to 5,200,000.

      • Pyerite required has been reduced from 4,000,000 to 2,600,000.

      • Mexallon required has been reduced from 600,000 to 390,000.

      • Isogen required has been reduced from 200,000 to 130,000.

      • Nocxium required has been reduced from 24,000 to 15,600.

      • Zydrine required has been reduced from 6,000 to 3,900.

      • Megacyte required has been reduced from 3,000 to 1,950.

      • Auto-Integrity Presevation Seals required has been reduced from 200 to 150.

      • Life Support Backup Unit required has been reduced from 100 to 75.

    • The Input Materials of the Scorpion has been decreased by approximately 25%.

      • Tritanium required has been reduced from 6,000,000 to 3,900,000.

      • Pyerite required has been reduced from 3,000,000 to 1,950,000.

      • Mexallon required has been reduced from 450,000 to 292,500.

      • Isogen required has been reduced from 150,000 to 97,500.

      • Nocxium required has been reduced from 18,000 to 11,700.

      • Zydrine required has been reduced from 4,500 to 2,925.

      • Megacyte required has been reduced from 2,250 to 1,463.

      • Auto-Integrity Presevation Seals required has been reduced from 150 to 112.

      • Life Support Backup Unit required has been reduced from 75 to 56.

    • The Input Materials of Capital Components have been decreased by approximately 25%.

    Below is a table with the Capital Components changes:

    Component

    Material

    Old Requirement

    New Requirement

    Capital Core Temperature Regulator

    TypeID: 57487 BlueprintID: 57524

    Integrity Response Drones

    25

    20

    Self-Harmonizing Power Core

    25

    20

    Core Temperature Regulator

    50

    35

    Neurolink Protection Cell

    TypeID: 57488 BlueprintID: 57525

    Meta-Operant Neurolink Enhancer

    20

    10

    Miniature Electronics

    100

    75

    Synthetic Synapses

    400

    300

    Enhanced Neurolink Protection Cell

    TypeID: 57489 BlueprintID: 57526

    Nano Regulation Gate

    25

    20

    Genetic Safeguard Filter

    100

    75

    Meta-Operant Neurolink Enhancer

    200

    150

    Synthetic Synapses

    4000

    3000

    Miniature Electronics

    20000

    15000

    Capital Capacitor Battery

    TypeID: 21019 BlueprintID: 21020

    Megacyte

    370

    278

    Zydrine

    730

    548

    Nocxium

    1500

    1125

    Isogen

    15000

    11250

    Tritanium

    52000

    39000

    Mexallon

    52000

    39000

    Pyerite

    190000

    142500

    Capital Shield Emitter

    TypeID: 21023 BlueprintID: 21024

    Megacyte

    410

    308

    Zydrine

    820

    615

    Nocxium

    1600

    1200

    Isogen

    16000

    12000

    Tritanium

    60000

    45000

    Mexallon

    60000

    45000

    Pyerite

    210000

    157500

    Capital Jump Drive

    TypeID: 21025 BlueprintID: 21026

    Megacyte

    560

    420

    Zydrine

    1200

    900

    Nocxium

    2250

    1688

    Isogen

    22500

    16875

    Tritanium

    80000

    60000

    Mexallon

    80000

    60000

    Pyerite

    288000

    216000

    Capital Computer System

    TypeID: 21035 BlueprintID: 21036

    Megacyte

    380

    285

    Zydrine

    760

    570

    Nocxium

    1500

    1125

    Isogen

    15000

    11250

    Tritanium

    54000

    40500

    Mexallon

    54000

    40500

    Pyerite

    195000

    146250

    Capital Construction Parts

    TypeID: 21037 BlueprintID: 21038

    Megacyte

    280

    210

    Zydrine

    550

    413

    Nocxium

    1000

    750

    Isogen

    12000

    9000

    Tritanium

    40000

    30000

    Mexallon

    40000

    30000

    Pyerite

    140000

    105000

    Capital Corporate Hangar Bay

    TypeID: 24560 BlueprintID: 24561

    Megacyte

    530

    398

    Zydrine

    1050

    788

    Nocxium

    2200

    1650

    Isogen

    22000

    16500

    Tritanium

    75000

    56250

    Mexallon

    75000

    56250

    Pyerite

    270000

    202500

    Capital Sensor Cluster

    TypeID: 21013 BlueprintID: 21014

    Megacyte

    380

    285

    Zydrine

    760

    570

    Nocxium

    1500

    1125

    Isogen

    15000

    11250

    Tritanium

    54000

    40500

    Mexallon

    54000

    40500

    Pyerite

    195000

    146250

    Capital Propulsion Engine

    TypeID: 21010 BlueprintID: 21009

    Megacyte

    380

    285

    Zydrine

    760

    570

    Nocxium

    1500

    1125

    Isogen

    15000

    11250

    Tritanium

    54000

    40500

    Mexallon

    54000

    40500

    Pyerite

    195000

    146250

    Capital Armor Plates

    TypeID: 21017 BlueprintID: 21008

    Megacyte

    410

    308

    Zydrine

    820

    615

    Nocxium

    1600

    1200

    Isogen

    16000

    12000

    Tritanium

    60000

    45000

    Mexallon

    60000

    45000

    Pyerite

    210000

    157500

    Capital Ship Maintenance Bay

    TypeID: 24558 BlueprintID: 24559

    Megacyte

    500

    375

    Zydrine

    1000

    750

    Nocxium

    2000

    1500

    Isogen

    20000

    15000

    Tritanium

    72000

    54000

    Mexallon

    72000

    54000

    Pyerite

    256000

    192000

    Capital Turret Hardpoint

    TypeID: 21011 BlueprintID: 21012

    Megacyte

    250

    188

    Zydrine

    520

    390

    Nocxium

    1000

    750

    Isogen

    10000

    7500

    Tritanium

    37000

    27750

    Mexallon

    38000

    28500

    Pyerite

    135000

    101250

    Capital Siege Array

    TypeID: 21011 BlueprintID: 21012

    Megacyte

    250

    188

    Zydrine

    520

    390

    Nocxium

    1000

    750

    Isogen

    10000

    7500

    Tritanium

    37000

    27750

    Mexallon

    38000

    28500

    Pyerite

    135000

    101250

    Capital Launcher Hardpoint

    TypeID: 21041 BlueprintID: 21042

    Megacyte

    250

    188

    Zydrine

    520

    390

    Nocxium

    1000

    750

    Isogen

    10000

    7500

    Tritanium

    37000

    27750

    Mexallon

    38000

    28500

    Pyerite

    135000

    101250

    Capital Drone Bay

    TypeID: 21030 BlueprintID: 21029

    Megacyte

    230

    173

    Zydrine

    450

    338

    Nocxium

    900

    675

    Isogen

    9000

    6750

    Tritanium

    32500

    24375

    Mexallon

    32500

    24375

    Pyerite

    120000

    90000

    Capital Absorption Thruster Array

    TypeID: 53037 BlueprintID: 53034

    Megacyte

    302

    227

    Zydrine

    604

    453

    Nocxium

    2110

    1583

    Isogen

    6938

    5204

    Pyerite

    41994

    31496

    Mexallon

    110416

    82812

    Tritanium

    457050

    342788

    Capital Radiation Conversion Unit

    TypeID: 53036 BlueprintID: 53033

    Megacyte

    334

    251

    Zydrine

    728

    546

    Nocxium

    2191

    1643

    Isogen

    7491

    5618

    Tritanium

    45621

    34216

    Mexallon

    110413

    82810

    Pyerite

    510149

    382612

    Capital Ultratidal Entropic Mounting

    TypeID: 53035 BlueprintID: 53032

    Megacyte

    386

    290

    Zydrine

    876

    657

    Nocxium

    2358

    1769

    Isogen

    7760

    5820

    Mexallon

    45010

    33758

    Pyerite

    113826

    85370

    Tritanium

    546912

    410184

    Capital Clone Vat Bay

    TypeID: 24547 BlueprintID: 24548

    Megacyte

    650

    488

    Zydrine

    1275

    956

    Nocxium

    2500

    1875

    Isogen

    22500

    16875

    Mexallon

    81000

    60750

    Pyerite

    90000

    67500

    Tritanium

    325000

    243750

    Capital Jump Bridge Array

    TypeID: 24545 BlueprintID: 24546

    Megacyte

    1500

    1125

    Zydrine

    3000

    2250

    Nocxium

    6000

    4500

    Isogen

    49500

    37125

    Mexallon

    180000

    135000

    Tritanium

    200000

    150000

    Pyerite

    660000

    495000

    Capital Doomsday Weapon Mount

    TypeID: 24556 BlueprintID: 24557

    Megacyte

    1000

    750

    Zydrine

    2000

    1500

    Nocxium

    4000

    3000

    Isogen

    36000

    27000

    Mexallon

    121500

    91125

    Tritanium

    135000

    101250

    Pyerite

    500000

    375000

    Radar-FTL Interlink Communicator

    TypeID: 57474 BlueprintID: 57511

    Fermionic Condensates

    50

    40

    Scandium Metallofullerene

    175

    130

    PPD Fullerene Fibers

    250

    190

    Methanofullerene

    250

    190

    Lanthanum Metallofullerene

    250

    190

    C3-FTM Acid

    350

    260

    Carbon-86 Epoxy Resin

    500

    380

    Fullerene Intercalated Graphite

    525

    390

    Graphene Nanoribbons

    750

    560

    Terahertz Metamaterials

    750

    560

    Fulleroferrocene

    875

    660

    Gravimetric-FTL Interlink Communicator

    TypeID: 57475 BlueprintID: 57512

    Fermionic Condensates

    50

    40

    Scandium Metallofullerene

    175

    130

    PPD Fullerene Fibers

    250

    190

    Methanofullerene

    250

    190

    Lanthanum Metallofullerene

    250

    190

    C3-FTM Acid

    350

    260

    Carbon-86 Epoxy Resin

    500

    380

    Fullerene Intercalated Graphite

    525

    390

    Graphene Nanoribbons

    750

    560

    Nonlinear Metamaterials

    750

    560

    Fulleroferrocene

    875

    660

    Magnetometric-FTL Interlink Communicator

    TypeID: 57476 BlueprintID: 57513

    Fermionic Condensates

    50

    40

    Scandium Metallofullerene

    175

    130

    PPD Fullerene Fibers

    250

    190

    Methanofullerene

    250

    190

    Lanthanum Metallofullerene

    250

    190

    C3-FTM Acid

    350

    260

    Carbon-86 Epoxy Resin

    500

    380

    Fullerene Intercalated Graphite

    525

    390

    Graphene Nanoribbons

    750

    560

    Photonic Metamaterials

    750

    560

    Fulleroferrocene

    875

    660

    Ladar-FTL Interlink Communicator

    TypeID: 57477 BlueprintID: 57514

    Fermionic Condensates

    50

    40

    Scandium Metallofullerene

    175

    130

    PPD Fullerene Fibers

    250

    190

    Methanofullerene

    250

    190

    Lanthanum Metallofullerene

    250

    190

    C3-FTM Acid

    350

    260

    Carbon-86 Epoxy Resin

    500

    380

    Fullerene Intercalated Graphite

    525

    390

    Graphene Nanoribbons

    750

    560

    Plasmonic Metamaterials

    750

    560

    Fulleroferrocene

    875

    660

    • Combat Battlecruisers and Attack Battlecruisers have had their reprocessed materials updated to the same inputs as the blueprint, so they will now have more accurate (higher) insurance payouts.

    • The Estimated Item Value for multiple items in the game in the manufacturing cost breakdown should now more accurately reflect the value of the finished product.

    Little Things:

    • 🤝 Show number of skill points in queue​.

      • Showcases how many skill injectors may be needed​.

    • 🤝 Added state icons to drones in drone window​.

      • Increased the readability of drone states in the drone window​.

    • 🤝 Market orders in the Market window are default ordered by:

      • Sell orders are lowest to highest.

      • Buy order are highest to lowest.

    • 🤝 Make double-clicking in Orders History bring up market details.

    • 🤝 You can now pin stations to the top of your personal assets window. It is also possible to hide assets.

    • 🤝 You can now jump through Ansiblex’s via the radial menu.

    • 🤝 Added the ability to open multiple fixed item crates.

      • These are crates that always contain the same items and don’t have random loot.

    • 🤝 Buy Orders will now always buy items from the market at the lowest possible value sale orders first at those prices, instead of always buying everything at the buy order price even when there are already existing valid sell orders at a lower price.

      • For example, there might be 3 sell orders for a unit of Tritanium in a station, 1 for 6 isk, 1 for 8 isk, and 1 for 10 isk.

      • You setup a buy order in that station for several units at 10 ISK.

      • Previously, you would have bought all 3 units of tritanium from the 3 sell orders for the buy order price of 10 ISK after setting up the order.

      • You will now, pay 6 ISK for the 1st, 8 ISK for the 2nd, and then 10 ISK only for the last unit and any units after that, that players sell to you.

    Defect Fixes:

    Gameplay:

    • Fixed extra columns in inventory window.

      • Allowing players to show extra columns in the inventory window, which previously wasn’t functional.

    • Missing Slot Categories in Inventory Window.

      • Slot category in the inventory was not functional, we’ve fixed it so that players can now see what slot the item occupies on your ship (if applicable).

    • Fixed the ability to simulate the fit of ships in the corp hanger.

    Graphics:

    • The Rorqual is now able to get upright again while using the industrial siege modules.

    User Interface:

    • 🤝 The order of input materials across different blueprints that have similar should now be more consistent.


    Patch Notes for 2025-03-11.1

    Features & Changes:

    Drifter Crisis:

    The Race for the Hives has begun!

    • 10 factions are vying for Drifter Wormhole control.

    • Pick your favorite and complete challenges on the reward track.

      • Gain points by completing challenges relating to Drifter Crisis sites.

      • Claim volatile boosters, Drifter SKINR components, and the Drifter Plugsuit.

    • The Top 5 will occupy a Drifter Wormhole system at the event’s end (11:00 UTC, April 3rd, 2025).

      • Note: Points gained after the reward track is completed will continue to be tallied for your chosen faction.

      • Stayed tuned to the New Eden News to learn how well, or how badly, your faction is doing.

    • Warden Connection Harmonics can now be turned in to LP stores as an alternative to NPC buy orders:

      • Search for 'Gratuity for Warden Connection Harmonics' within LP stores of the relevant corporations.

      • These gratuity items can then be sold to NPC order for the standard price.

    • Drifter Crisis Field Rescue sites and Salvage Research Homefront Operation sites have been rebalanced:

      • Wrecks are now significantly easier to salvage.

        • Note: This should be most noticeable for players with lower salvaging skill levels.

      • The number of wrecks within a site has been increased to 30 (from 18).

    • Drifter Crisis Lancer Counter Offensive sites and Dread Assault Homefront Operation sites have been rebalanced:

      • Focused neutralizer NPCs will no longer respawn after being destroyed.

      • Focused neutralizer fleets are now weighted towards Cruisers.

      • Additional focused neutralizer fleets will spawn during the first and second Dreadnought siege cycles.

      • Target structure EHP values and allied Dreadnought damage values have been increased to make directly damaging the structure less viable.

    • NPCs equipped with ECM have been added to Drifter Crisis Lancer Counter Offensive sites.

    Defect Fixes:

    Drifter Crisis:

    • Battle Wreckage within Fleet Rescue sites will now use the empty wreck icon.

    • Triglavian invasion notifications should no longer appear when entering Tabbetzur.


    Patch Notes for 2025-02-27.1

    Features & Changes:

    Science & Industry:

    • Reduced the amount of minerals gained from reprocessing all abyssal smartbombs.

    Defect Fixes:

    Gameplay:

    • NPCs can no longer spawn at expired desolate asteroid belt locations.


    Patch Notes for 2025-02-20.1

    Defect Fixes:

    Gameplay:

    • We’re fairly confident that we’ve fixed the root cause for a rare timing defect which could cause some ships to teleport to random locations in space instead of the undock, when undocking from a citadel in a system with heavy load.

      • We would like to give a huge thanks to the ISD ECAID volunteer bug hunter team who were instrumental in being able to reproduce this on our test environment.


    Patch Notes for 2025-02-19.1

    Defect Fixes:

    Gameplay:

    • It’s no longer possible to activate a disruptive lance from lancer dreadnoughts while inside a POS shield.


    Patch Notes for 2025-02-18.1

    Defect Fixes:

    Localization:

    • Fixed the name of the “Modified Sleeper Corpse” item.

    User Interface:

    • Info Panel objectives for sites will no longer persist when leaving a site unless it has been tracked manually.

    • Tracked opportunities now show 'Undock' instead of 'Warp to Site' button when docked in a structure.

    • Fixed objectives panel closing prematurely when a dungeon was completed.


    Patch Notes for 2025-02-13.1

    Features & Changes:

    User Interface:

    • Winter nexus boosters have expired.

    Defect Fixes:

    User Interface:

    SKINR

    • Fixed an issue that caused lines to sequencers to not update when purchasing unlimited design elements in sequencing page.

    • Fixed an issue that did not permit to open the right click menu with limited design elements in the sequencing page.


    Patch Notes for 2025-02-12.1

    Features & Changes:

    Drifter Crisis:

    • Hacking attempts will now automatically fail after 90 seconds within 'Crisis Resolution: Vigilant Dreamer' sites.

    Defect Fixes:

    Gameplay:

    • Increased the radius of the mercenary den so that players can no longer have issues accessing or ending up inside the model when warping to a mercenary den bookmark if they land on the side facing away from the Skyhook.

    • Fixed an issue with the rogue drone MTO sometimes spawning a 2nd wave on top of the wave of NPCs normally present with the boss.

    Drifter Crisis:

    • Correcting the warp-in location within 'Crisis: Observatory Infiltration' sites.


    Patch Notes for 2025-02-11.1

    Features & Changes:

    Drifter Crisis:

    • Remove the failure timer from ‘Crisis Resolution: Vigilant Dreamer’ sites.

    • Decreasing the rate of Influence decay over time within high-security Crisis systems.

    • Influence can now be gained incrementally within certain Crisis sites.

      • For example, successfully hacking a Drifter Collection will now give a share of that site’s influence rather than all on completion.

    • Only players within 100km of a Crisis site’s focal point will be considered eligible for payouts. The focal points are as follows:

      • Crisis: Field Rescue — The celestial beacon.

      • Crisis: Observatory Infiltration — The Unmoored Jovian Observatory.

      • Crisis: Deathless Research Outpost — The Wormhole Research Outpost.

      • Crisis: Lancer Counter Offensive — The Destructive Scrutinizer.

      • Crisis Resolution: Vigilant Dreamer — The Vigilant Dreamer.

    • Increasing the maximum number of sites available within each Crisis system.

    PvE:

    • NPCs within Drifter Crisis and Homefront Operation sites can no longer be kited beyond a specific range of their spawn points.

    Defect Fixes:

    User Interface:

    • 🤝Fixed an issue where chat text from EVE System was white instead of red.


    Patch Notes for 2025-02-10.1

    Defect Fixes:

    Technical:

    • Fixed an issue where certain sounds were not heard, even though they were in range of the camera.


    Patch Notes for 2025-02-06.1

    Features & Changes:

    Gameplay:

    Drifter Crisis:

    • Added a Patient Beacon which will spawn within a 'Crisis: Observatory Infiltration' site when the lockdown defense fleet modifier is active.

      • This object can be hacked to disable the defense fleet from appearing during a lockdown.

    • Added a minimum amount of contribution capsuleers will need to meet to be considered for a 'Crisis: Observatory Infiltration' site's payout.

    • Added an Info Panel objective which states if the site is in lockdown within the acceleration gate area of a 'Crisis: Observatory Infiltration' site.

    Observatory Flashpoints:

    • Added an Info Panel objective that tracks the current progress of an Observatory Flashpoint site within the acceleration gate area.

      • For example: an alert will appear in the info panel after the EDENCOM dreadnought is destroyed.

    Wormholes:

    • Moved the warp-in location (and capital escalation area) within The Mirror sites significantly closer to the NPC spawn points.

    Technical:

    Local Chat Migration:

    • We are migrating the Local Chat system to Quasar (external services) to address ongoing performance issues and improve the overall reliability of the system.

    User Interface:

    SKINR:

    • Added reroll filter for the randomize in SKINR that will allow selection of specific slots.

    • New banner in Paragon Hub Corp Listing section for players in NPC corporations that offers a direct link to Player Corporations search.

    • Added a new color slot highlight when entering SKINR.

    Defect Fixes:

    Gameplay:

    Drifter Crisis:

    • 'Focused' NPCs will now correctly use their energy neutralizers on the lancer dreadnought within 'Crisis: Lancer Counter Offensive' sites.

    Observatory Flashpoints:

    • The Assault Vector gate will now correctly unlock 60 seconds after the site has been completed.

    Wormhole Capital Escalations:

    • Drifters within C5/C6 combat sites will no longer occasionally warp off immediately after spawning.

    • Drifters spawned within C5/C6 combat sites will no longer disappear when their originating site is despawned.

    Graphics:

    • Added planetary traffic visual effects which were missing from Barren, Oceanic, and Temperate planets.


    Patch Notes for 2025-02-05.1

    Features & Changes:

    Balancing: Drifter Crisis

    • Influence has been adjusted:

      • Removed Influence loss when failing certain Crisis sites

      • Increased Influence gained when completing Crisis sites

      • 'Crisis Resolution: Vigilant Dreamer' sites will only appear if at least 2 days have passed within a Crisis system

    • Greatly increased the number of Observatory Spectrography items found within 'Crisis: Observatory Infiltration' sites

    • Added a 30-minute failure timer which will start during a lockdown if the short lockdown timer modifier is not active within a 'Crisis: Observatory Infiltration' site

    • Roaming NPCs within Drifter Crisis systems will no longer attack capsules

    PVE:

    • The maximum number of canisters available within a Deepflow Rift site will now scale based on the system's security:

      • High-sec: 21 canisters maximum

      • Null-sec and Wormholes: 27 canisters maximum

      • Low-sec and Pochven: 33 canisters maximum

    Defect Fixes:

    Gameplay: Drifter Crisis

    • Shield resistance penalties will be correctly applied within Drifter Crisis systems

    • Fixed an issue causing Influence values to not display correctly

    • Fixed an incorrect name being shown in the Hack objective shown within 'Crisis: Observatory Infiltration' sites


    Patch Notes for 2025-01-31.1

    Defect Fixes:

    Structure SKINR:

    • Fixed and issue that prevented the application of colors on structures.


    Patch Notes for 2025-01-30.1

    Features & Changes:

    Drifter Crisis: Drifter Crisis Systems

    Drifter-controlled forces have begun launching attacks on all four empires throughout high and low-security space! The first systems will become available between 19:00 and 21:00 tonight, with more following as the crisis continues.

    • Systems under attack can be found in the new ‘Interstellar Events’ section of the AIR Opportunities window.

    • Complete ‘Crisis’ sites to weaken the grip the Drifters have on these systems.

    • There are 4 varieties of Crisis site, with a 5th Crisis Resolution site available once the Drifter forces have been sufficiently weakened.

    • Each site requires teamwork and strategy, with specific roles needing to be fulfilled for success:

      • Crisis: Field Rescue — Salvage the wreckage left behind following an empire assault on a Drifter facility to locate any survivors. It is recommended that at least 3 capsuleers tackle this rescue mission. T1 frigates and standard T1 destroyers are permitted.

      • Crisis: Observatory Infiltration — Scan down this site to retrieve valuable relics from the remains of an emergent Jovian Observatory. Bring up to 2 other capsules to maximize rewards, but be wary of any traps the Drifters may have left behind! T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

      • Crisis: Deathless Research Outpost — A Deathless research base is under attack by Drifter forces. Use remote repair modules to keep the structure alive until it can be secured. Alternatively, destroy it yourself and sell the accrued Hyperspace Telemetry data to the highest bidder. 5 capsuleers are recommended to aid the site; less may be required to destroy it. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

      • Crisis: Lancer Counter Offensive — An empire-owned Lancer dreadnought has been deployed to aid a civilian structure. Help it destroy the Drifter presence before its nefarious task can be completed. T1 frigates, destroyers, and standard T1 cruisers are permitted to enter.

      • Crisis Resolution: Vigilant Dreamer — To resolve the crisis within the system, 10 capsuleers are required to bring an end to the Vigilant Dreamer. Using data analyzers, the defensive array protecting this Drifter facility can be disabled allowing it to be destroyed. T1 frigates, destroyers, cruisers, and standard T1 battlecruisers are permitted to enter.

    • Payouts from these sites are awarded to the top contributing fleet alone.

    Deepflow Rifts

    Deepflow Rifts have reemerged across the cluster and wormhole space! Intrepid capsuleers should tread carefully; both the rewards and difficulty of the site have been increased.

    Homefront Operations:

    • Remote capacitor transmission is now less effective on allied Dreadnought NPCs within Dread Assault sites.

    • The effectiveness of enemy NPCs which energy neutralize allied Dreadnought NPCs within Dread Assault sites has been greatly increased.

    • Added a delay to the initial enemy hauler spawn within Raid sites.

    • Increased the variance and average spawn time of enemy haulers within Raid sites.

    • Decreased the access difficulty of salvaging wrecks in Salvage Research sites.

    • Increased the number of enemy NPCs within Salvage Research sites.

    Little Things:

    • 🤝 It’s now possible to open multiple crates at once.

      • Once you’ve opened your first crate, there will be an option to open up to 30 additional crates in the crate window.

    Defect Fixes:

    SKINR:

    • Fixed an issue that affected certain SKINR patterns to appear incorrectly.


    Patch Notes for 2025-01-21.1

    Defect Fixes:

    Technical:

    • Resolved a crash on macOS when using certain graphical settings.


    Patch Notes for 2025-01-20.1

    Defect Fixes:

    User Interface:

    • Fixed an issue where SKINR designs were not saving correctly when using the 'Save As' option.

    • Fixed an issue where tag text in NES offers appeared blurry when hovering over banners.

    • Fixed an issue where the "Complete Now" button remained clickable despite insufficient PLEX.


    Patch Notes for 2025-01-16.1

    Features & Changes:

    Pochven & Triglavian Invasions:

    Observatory Flashpoints:

    The following changes aim to counteract the efficiency of over-filling a site by adding a net loss when more than 15 characters are present. The payouts for the site have been adjusted to offset the additional setup time and risk.

    • Assault Vector gates now require the use of Observatory Resonance Keys:

      • Each character will need their own key to unlock the gate.

      • A key is consumed on use.

      • Keys can be bought via NPC sell orders within Pochven stations for 30m ISK each.

      • 15x Keys will drop as loot from CONCORD Stellar Observatories.

        • Note: Spare keys cannot be sold to NPCs, but can be sold or traded to other characters.

      • Gates will become unlocked for all characters 60 seconds after a site is complete.

    • Payouts have been adjusted:

      • The total optimal payout of the site has been increased to 3.3b ISK (from 3b ISK).

      • Stellar Surveillance Data will now make up 30% of the optimal reward (from 40%).

      • Stellar Surveillance Data now belongs to the new EDENCOM data item group.

      • Greatly increased the number of NPC buy orders for Stellar Surveillance Data.

    • Threshold Werposts will now have a significantly longer cooldown between target switches.

    • Threshold Werposts will now always attack the same target as each other.

    Standings:

    To help make Pochven more accessible, the minimum standings requirements for certain actions have been reduced.

    • Fitting and Repair requirements have been reduced to -0.05 (from 1.00 and 2.00, respectively).

    • Manufacturing and Corporation Office requirements have been reduced to 3.00 (from 4.00).

    • Home system stargate requirements have been reduced to 6.00 (from 7.00).

    • Standings will no longer be gained or lost when destroying either type of EDENCOM GunStar.

    • Standings will no longer be gained or lost when destroying a Stellar Observation Post site’s Stellar Observatory structure.

    System-Wide Effects:

    Last month's change to the Dazh Liminality Locus negatively impacted some playstyles in unintended ways, and as such has been softened significantly. The change also incentivized removing system effects which help make Pochven feel unique, so these have now been split off from the structure.

    • The Dazh Liminality Locus structure has been reworked:

      • Increased the decloaking pulse cooldown timer to 60 minutes (from 6 minutes).

      • Increased the decloaking pulse chance to 60% (from 30%).

      • Removed the system-wide buffs and penalties.

    • Added the removed buffs and penalties as permanent system-wide effects within Pochven:

      • Increased the remote repair bonuses to 30% (from 25%).

    • Added a lesser version of the Pochven system-wide effects to Triglavian Minor Victory systems:

      • Reduced the remote repair bonuses to 15%.

      • Removed the warp speed penalty.

    PVE:

    All Acceleration Gates which consume a key per character activating it have been improved:

    • When a key is consumed, the gate will remain unlocked for that character for the duration of the site.

      • Note: This persists when a character leaves the location or logs out, but resets after a downtime.

    • No keys will be consumed when activating a gate already unlocked for that character.

    Wormhole Capital Escalations:

    The following changes hope to refine last November's changes to capital escalation rules.

    • A combat site can now escalate at any time before the second wave spawns.

    • A combat site will only de-escalate if there is no capital within range after the second wave spawns.

    In summary, a combat site will escalate if a capital ship enters within a 100km range of the warp-in point before the second wave spawns. After that spawn, the site will deescalate if no capital is within range. The Drifter Response Battleship will spawn if the site is escalated when the Decloaked Transmission Relay is attacked. Otherwise, the Drifter Recon Battleship will spawn. A beacon appears while the site is escalated to help players keep track of that state.

    Defect Fixes:

    Wormhole Capital Escalations:

    • Fixed an issue that could cause the incorrect Drifter battleship to spawn following a downtime.

    Localization:

    • Removed text from some DED combat sites that mention keys needed to get into the next room when you actually just need to kill all the NPCs in the room.


    Patch Notes for 2025-01-15.1

    Features & Changes:

    Graphics:

    • New unique icons have been added for the Power Diagnostic System and the Reactor Control Unit modules.

    • Numerical icons have been added for the Blue Pill, Frentix and Mind Flood boosters.

    Implants & Boosters:

    • Blueprint copies for the Rapture Implant Set have now been added to the Sansha LP Store.

    SKINR & Paragon Hub:

    • Added a PLEX purchase pop-up window for the marketplace or NES. It can be accessed through tooltips across SKINR sequencing page, sequencing jobs or complete now, and buy buttons for SKINS/elements in the Paragon Hub.

    Defect Fixes:

    User Interface:

    • Fixed an issue in the Paragon Hub that caused rows to have empty spaces instead of empty slot cards once an entry was created.


    Patch Notes for 2025-01-14.1

    Features & Changes:

    Gameplay:

    • Fixed an issue where some items such as Skillbooks were not being sold by NPCs in Caldari Space.


    Patch Notes for 2025-01-07.1

    Events:

    Winter Nexus has now ended. Thanks for participating.


    Patch Notes for 2024-12-23.1

    Features & Changes:

    Events:

    A special offer from Paragon:

    • 25% off SKIN sequencing in the Paragon Hub until January 3rd.


    Patch Notes for 2024-12-17.1

    Features & Changes:

    Triglavian Invasions:

    • Removed the standings loss when destroying Dazh Liminality Locus and Entropic Disintegrator Werpost structures.

    • Increased the signature radius of Dazh Liminality Locus structures.

    Defect Fixes:

    Ship Information Window:

    • Added localization fix of the quote, attribution and designer information for the Bifrost.

    • Added localization fix of the quote attribution and designer information for the Mammoth.


    Patch Notes for 2024-12-16.1

    Features & Changes:

    Ships:

    Emblem slots have now been enabled on the most recent Alliance Tournament ships.


    Patch Notes for 2024-12-13.1

    Features & Changes:

    Triglavian Invasions:

    • The Triglavian Invasion section of the Opportunities window will now refresh more frequently.

    Defect Fixes:

    PI Templates:

    • Fixed an issue which would prevent pins from being able to be decomissioned after saving a template.


    Patch Notes for 2024-12-12.1

    Features & Changes:

    Triglavian Invasions:

    The following changes aim to equalize the amount of information capsuleers have access to within Pochven while offering more counterplay to intelligence-gathering methods.

    • A new Triglavian Invasion section has been added to the Opportunities window

      • This page can only be viewed while within Pochven

      • This page will show all instances of select sites within the region, regardless of range

      • The selected sites are Observatory Flashpoints, World Ark Assault Flashpoints, and Stellar Fleet Deployment Sites

        • Note: Observatory Flashpoint sites will no longer appear within the Combat Anomalies sections of the Agency or Opportunities window

    • Dazh Liminality Locus structures will now periodically emit pulses that can disrupt the cloaking devices of players within their solar system

    • Increased the EHP of Dazh Liminality Locus structures

    User Interface:

    • Added link to SKINR in show info window for design elements.

    • Added a ‘Skill Points Required’ section to the skill training panel in relevant information windows and tooltips.

    Defect Fixes:

    Audio:

    • Warping animation SFX on the Kikimora hasbeen restored.

    • Decloaking SFX on the Zarzakh jumpgates has been restored.

    • Breacher audio (From Breacher Pods) can now be heard on capitals and supercapitals.

    Gameplay:

    • The Caldari Freighter Skillbook is now being sold by NPCs in Caldari School stations again.

    Observatory Flashpoints:

    • Roaming NPCs should once again be able to warp to the Acceleration Vector area of these sites.

    • Subpylon proximity counters should now correctly update when multiple capsuleers enter or leave at the same time.

    Wormhole Capital Escalations:

    • The beacon that spawns during a Capital Escalation can no longer be collided with.

      • Note: The new ‘Local Beacon’ group used by this beacon may need to be added to your Overview if using non-default settings

    Graphics:

    • Front spotlights on Vedmak no longer detached from ship when in attack mode

    • Concord Victory SKINs rotating sirens move smoother

    • Floating gas jet VFX on several hulls have been fixed

    • Bustard standard VFX now correctly affected by armor, shield, hull values of the ship and colored by faction

    • Floating particles on Rorqual during siege mode have been fixed

    • Unique Loggerhead registry decals have been added (previously using Minokawa decals)

    • Removed extra hidden decals within the Crane model

    • The stripe decal on Whiptail is projected on all intended geometry of the model

    • Fixed a texture seam on the Rifter, Wolf, Jaguar, Freki, and Geri engine boosters

    • The tech I versions of the Templar, Equite and Cenotaph should no longer have the Tech II pip on their icon.

    • Addressed an issue where black decals on multiple SKINs were displaying as red

    • The Cenotaph is now properly centered in the fitting window preview

    • Lighting has been reduced during the cinematic ship boarding sequence in FOBs

    • It is no longer possible to play the cinematic ship reveal while undocking

    • Minor fixes and adjustments to various ships during the cinematic boarding sequence

    Ship Information Window:

    • Fixed the quote, attribution and designer information for the Bifrost.

    • Fixed the quote attribution and designer information for the Mammoth.

    • Fixed an issue in the Skills tab where taking any skill action in a Mastery subtab would automatically open the Requirements subtab directly afterwards.

    User Interface:

    • Players who use a non-standard unicode character in the filepath of the PI template folder can now load and save PI templates.


    Patch Notes for 2024-12-10.1

    Features & Changes:

    PI Templates:

    • You are now able to save your current PI setups as a template as a work-in-progress feature. You can opt-in to test out these templates using the feature previews tab in the settings menu (by pressing 'Esc'). This allows you to share them with other players and your other characters and then import them, allowing you to set up multiple new planetary colonies with much less hassle! Please provide your feedback in this forum thread and suggest additional improvements you'd like to see for this new feature.

    Balancing:

    • We have made adjustments to the base payout ratio and to the components included in Dreadnought reprocessing to increase the insurance payouts for Dreadnoughts closer to their real value. Our current aim is for a Dreadnought to pay about 70-75% of the ship hull value with platinum insurance on death rather than around 15%, which it currently does.

      • NOTE: These changes will not take effect until after the game recalculates insurance payouts, which may take up to 90 days. The Zirnitra has not been included in these changes for now.

    Implants / Boosters:

    • Updated the icons used for the agency boosters to include the level of the booster.

    Miscellaneous:

    • Activity Tracker has been disabled.

    Missions & NPCs:

    • We have lowered the loyalty point cost for Serpentis and Blood NET Resonators from 1000LP to 750LP.

    • Several LP stores which had some faction ammo offers removed earlier in the year have had them restored.

    • Video Fragments from previous events, such as EVE Operation: Epiphany (Finding the Zarzakh gates), will no longer drop from Angel and Guristas NPCs.

    Ship Information Window:

    • When the compact mode is enabled, the sidebar no longer expands on hover.

    • When the compact mode is disabled, the sidebar now collapses immediately when clicking an entry in the sidebar.

    • Removed the super-small-width version of the show-info window.

    • The completion UI has been added to the subtab navigation buttons in the Skills tab, which are in the compact layout of the window.

    • The character’s skill status for the ship has been added to the top of the Skills tab in the compact layout of the window.

    • The Skills tab now always opens on the Requirements subtab.

    • Removed the empty skill squares from the skill entries in the Skills tab.

    • The Variations tab’s ‘Compare All’ button is now anchored and always visible at the bottom of the window.

    User Interface:

    • Skill tooltips now always display their training time.

    • The Opportunities window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.

    • The Corporation window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.

    Defect Fixes:

    Gameplay:

    • Fixed a bug which would have a Skyhook turn back on straight away after you decided to turn it off.

    • Destroying a mercenary den will now update the available workforce on the skyhook for the client UI. It was functioning correctly before, but the updated value wouldn’t show until a new merc den was put down, or the player left the system and came back in, or relogged.

    • Improved the handling of timeouts for mercenary dens.

    Ship Information Window:

    • Double-clicking a skill entry in the Skills tab will now open its info window.

    • Fixed an issue where the window background could update incorrectly when enabling compact mode.

    User Interface:

    • Fixed an issue in the Paragon Hub Collection which caused the preview information of design elements to not get cleared.


    Patch Notes for 2024-12-06.1

    Defect Fixes:

    Localization:

    • Fixed issue with missing localization on Winter Nexus.


    Patch Notes for 2024-12-05.1

    Features & Changes:

    Cinematic Ship Introduction:

    We are thrilled to announce the Cinematic Ship Introduction to make your experience of boarding a ship for the first time more immersive, exciting, and memorable. Acquiring a new ship is a significant achievement and this feature transforms this milestone into a visual cinematic moment, highlighting the ship’s design, scale and importance within the game.

    Key Updates:

    Players have full control over how they interact with this feature.

    • Skip Options: Skip the cinematic or turn off the auto-play completely in the settings.

    • Replay Feature: Replay the cinematic while docked by clicking on in the ship context menu, especially useful for showcasing new SKINs or upgrades.

    Events:

    Winter Nexus Event!

    • The Winter Nexus event has returned to New Eden! This ingame event will run until downtime on January 7th 2025.

    • Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.

      • Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.

      • Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.

      • Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields, and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.

      • Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules. 

    • Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.

    • A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, SKINR nanocoatings and patterns, PLEX, Sansha combat boosters, ice storm jump filaments, skill points, and a Cerebral Accelerator.

    • A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR nanocoatings and patterns, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 7th.

    • A new and exclusive SKINR pattern available on the Paragon Hub for the duration of the event.

    • In addition to the above fantastic gifts, an expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.

    • Winter Nexus Themed Character Select.

    Mercenary Dens:

    • Mercenary Tactical Operation sites now show players progress through Objectives in the Info Panel.

    Observatory Flashpoints:

    • Increased the radius of Stellar Observatories to reduce the likelihood of colliding with it while orbiting.

    User Interface:

    • Added the option to UNDO and REDO in studio SKINR.

    • Improved highlight animation for new design elements in your SKINR collection.

    Defect Fixes:

    User Interface:

    • Fixed an issue that caused black rendered icons in SKINR.

    Wormhole Capital Escalations:

    • Increased the number of Upgraded Avengers in Unsecured Core Backup Array sites from 3 to 4.


    Patch Notes for 2024-12-04.1

    Features & Changes:

    Winter Nexus:

    • Winter Nexus Themed Wreck Icons:

      • In preparation for Winter Nexus, the present icons tag wrecks of your helpless victims as you claim your bounties!

    Defect Fixes:

    Graphics:

    • CONCORD Victory SKIN now has the correct description.

    Corporation Projects:

    • Ship Insurance Contribution Method:

      • Fixed an issue when setting the value at 100% on the Corp Project for Ship Insurance which auto adjusted from 100% to 10% once it was created.


    Patch Notes for 2024-12-03.1

    Features & Changes:

    Factional Warfare:

    • It’s no longer possible to retire from direct enlistment while in space in a ship. You now must either be in a capsule, if in space, or docked up in an NPC station or a Structure.

    Ship Information Window:

    • ‘Simulate’ button has been added to the sidebar.

    • The Fitting tab now displays fitted subsystems for your assembled strategic cruisers.

    • The Fitting tab now displays the available subsystems for all strategic cruisers.

    • The 3D ship preview is now always displayed in the SKINs tab, even with compact mode enabled.

    • The SKINs tab content can now become more compact depending on the window’s width and compact mode status.

    • Skills tab’s subtab navigation section is now anchored at the top of the tab in the compact window layout.

    • Skills tab’s skill options section is now anchored at the bottom of the tab in the compact window layout.

    • Ship quotes have been added for:

      • Capsule

      • Genolution ‘Auroral’ 197-variant Capsule

      • Boobook

      • InterBus Shuttle

      • Victorieux Luxury Yacht

      • Zephyr

    Air Daily Goals

    Paying EM to complete Air Daily Goals:

    We are continuing to refine the Air Daily Goals system and with this update, player now have the option to complete Air Daily Goals with EverMarks. This added flexibility makes earning the Daily Bonus SP and progressing through the Monthly Reward Track faster and easier - perfect for players with limited playtime.

    Key Updates:

    • Streamlined Daily Goals: The total number of goals per day has been reduce from 8 to 4, with one goal from each career path.

    • Unique Goals Every Day: No duplicate goals are distributed on a given day, making sure that each of the 4 goals offered each day is different.

    • Career Pool Adjustments:

      • The “Manufacture an Item” goal has been removed from the Explorer Career pool.

      • The “Scan 5 Signatures” goal has been removed from the Industrialist Career pool.

    Corporation Projects

    Ship Insurance Contribution Method:

    We’re excited to introduce the new Ship Insurance Contribution Method, a powerful new tool designed to improve how corporations manage Ship Replacement Program (SRP). Improving on the functionality of the previous Ship Loss project type, this feature offers greater flexibility and customization to enable corporations to effectively reimburse members of their losses for all or only specific ships as well as implants.

    Key Features:

    • Automatic evaluation of ISK lost: Compensation is automatically calculated using the ISK Total Worth from the Kill Report which includes the sum of the average market price of all items lost.

    • Fitting and cargo coverage: The ISK loss value used for compensation includes the ship hull, fittings, and cargo, all based on the Kill Report.

    • Implants coverage: Corporations can choose whether to compensate members for implant losses tied to Capsule destruction.

      • If enabled, all Capsule losses are covered, regardless of which ship loss they follow.

      • Implants compensation is calculated using the Kill Report’s Total Worth, similar to ships.

    • One Project for All Ship Types: Manage coverage for multiple ship types or ship groups within a single project, reducing complexity and improving efficiency.

    • Compensation for PVP or PVE losses: Decide whether to cover the losses from only PvP engagements or including the PvE activities as well.

    • Filtering by Attacker: Cover losses caused by specific characters, corporations, alliances, factions, or even by anyone.

    • Filtering by Location: Cover losses that happened in specific solar systems, constellations, regions, or provide coverage for losses across all locations.

    • Coverage Percentage: Set the coverage rate between 10% and 200% of the Kill Report value, allowing for partial compensation or even overcompensation to incentivize participation.

    • Limit the coverage per member: Define a maximum ISK limit that each individual corporation member can receive from the project, ensuring fair distribution of resources.

    • Limit the coverage per loss: Set a limit for the maximum ISK amount reimbursed for a single loss, helping manage the corporation´s SRP budget.

    While the Ship Insurance is an improvement over the Ship Loss contribution method, the latter will remain available in the game for now but may be removed in a future update.

    Wormholes:

    • Repositioned warp-in and NPC spawn locations in all C4 sites.

      • These locations should always be within 40km of the site’s central structure.

    • Sleepless Defender NPCs will now only spawn when a ship is near the Deserted Talocan Cruiser container in C4 Data and Relic sites.

    Defect Fixes:

    Gameplay:

    • MTOs will now show the correct time they activate for players in timezones that are ahead of the eve server.

    • Example: An MTO mission will spawn at 12:00, but a person is in Tokyo, Japan, and their PC is set up to that timezone (UTC+9). From their perspective, they would see the mission would spawn at 03:00 (9 hours earlier than from when it should spawn), and it will then look like it just disappeared from the UI at 03:00, until when it actually spawns, at 12:00.

    Wormhole Capital Escalations:

    • Drifter Recon Battleships will now correctly use their energy neutralizers.

    • Drifter battleships can now spawn in Core Stronghold sites.

    • Capital Escalations can now correctly occur in Strange Energy Readings and The Mirror sites.

    • Rorquals can no longer cause capital escalations to occur.

    Corporation Project

    • Fixed formatting error for the Japanese language related to the Daily Goals duration section.

    • The duration icon is now visible in the list view of the Air Opportunities page.

    • Only Corporations where clients can earn loyalty points can be added for the "Earn Loyalty Points" contribution method.

    • Harvesting gas no longer counts towards the Mine Materials contribution method in Corp Projects.

    Graphics:

    • Duplicates of Shattered Paradigm SKINs are removed from the game.

    Ship Information Window:

    • Added missing tooltips when hovering over skills in the Skills tab.

    • Inventory ship cards and Ship Info window background now correctly display the Intaki Syndicate logo for:

      • Victorieux Luxury Yacht

      • Zephyr

    • Fixed some typos.

    • Fixed an issue where the Ship Insurance banner animation could glitch when UI Scaling was not 100%.

    • Fixed an issue where the Ship Insurance banner text could overflow the banner in some languages.

    • Fixed an issue where the Ship Info icon in the Neocom could become unresponsive when closing one of multiple open Ship Info windows.

    • Fixed an issue where applying/previewing SKINs on active strategic cruisers could remove the fitted subsystems from the 3D ship preview in the window.

    • Fixed an issue where 3rd party SKINs could not be deselected in the SKINs tab.

    • Fixed an issue where the Fitting tab could fail to load correctly in the Ship Info window of an assembled ship in Asset Safety or Fleet Hangar.

    • Fixed an issue where the maximum number of subsystem slots could be displayed as zero in the Fitting tab of strategic cruisers.

    • Fixed an issue where the maximum number of Hi, Med, and Low slots could be displayed as zero in the Fitting tab of strategic cruisers.

    • Fixed an issue where the Show Info option was missing for type entries in the Attributes tab.

    User Interface:

    • Fixed an issue where the ship type name would not update correctly in the SKINs subtab in the Personalization tab of the Fitting window when boarding another ship.


    Patch Notes for 2024-12-02.1

    Features & Changes:

    PvE:

    • The Deathless Circle has ceased its deployment of Trustbreaker Arrays.

      • Deathless Trustbreaker Under Attack sites are no longer available.


    Patch Notes for 2024-11-28.1

    Features & Changes:

    Until December 1st, To celebrate the Vanguard Groundbreak Operation, a special set of daily login rewards will be available. Rewards include Vanguard themed nanocoatings and patterns, EverMarks and skill points.

    Balance:

    • Reverted the ‘Excavator’ Ice Harvester drone max velocity increase made in 2024-11-26.1 based on player feedback.

      • ‘Excavator’ Ice Harvesting drones returned to 90m/s Max Velocity from 125m/s.

    PvE:

    • Rebalanced the maximum velocity of all NPCs that appear in Homefront Operations and Deathless Trustbreaker sites.

      • Notably, DPS destroyer NPCs have been made significantly slower.

    • Equalized the collision radius of structures that appear in Emergency Aid and Deathless Trustbreaker sites.

    • Reduced the volume of Contraband Data commodities found in Traffic Stop sites.

    Wormhole Capital Escalations:

    A series of changes have been made to C5 and C6 sites. These have been made with the goal of promoting the use of capital ships while still keeping the space rewarding for all players. We will be monitoring the impact of these changes and iterating where necessary.

    • The rules which cause a Drifter Response Battleship spawn have been changed:

      • A beacon (visible only on-grid) appears at the warp-in location as the initial NPC fleet is destroyed.

      • The beacon will despawn if there is no capital ship within 100km of it.

      • If the beacon is not present when the structure is attacked, the Drifter Response Battleship is ineligible to spawn.

    • A new Drifter Recon Battleship will spawn in the place of the Drifter Response Battleship if it is not eligible.

      • This variant of the battleship has less EHP, lower damage, less neutralizer pressure, and drops a reduced number of commodities on destruction.

    • The loot value of Upgraded Avenger NPCs has been increased.

    • In Data or Relic sites with Upgraded Avenger NPCs, a beacon (visible only on-grid) will appear the first time a capital ship is within 100km of the warp-in location.

      • The beacon will despawn if there is no capital ship within 100km of it.

    • A beacon can only be spawned once per site.

    • Upgraded Avenger NPCs will appear and remain on-grid only while a beacon is present.

    • Upgraded Avenger NPCs will only spawn once per site rather than for each capital ship group.

    Defect Fixes:

    Gameplay:

    • It’s now possible to compress multiple groups of resources while having multiple compression modules activated. Previously it would only be successful on one type if a player was trying to compress multiple groups at once, such as attempting to compress ice and gas at the same time.

    Observatory Flashpoints:

    • The Zirnitra dreadnought will once again attack the Stellar Observatory.

    Wormhole Capital Escalations:

    • Drifter Battleships will no longer immediately despawn when there are no capital ships within their original site.

    • Fixed various issues that could allow Upgraded Avenger NPCs to be avoided or have Drifter Battleships warp off prematurely.


    Patch Notes for 2024-11-27.1

    Features & Changes:

    User Interface:

    Vanguard themed Character Select Screen.

    • In celebration of the upcoming Vanguard Groundbreak Operation - taking place 28 Nov- 9 Dec the Character Select Screen is now in EVE Vanguard theme.


    Patch Notes for 2024-11-26.1

    Features & Changes:

    Mercenary Dens

    • Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.

    • While a Mercenary Den is reinforced, passive Anarchy and Development are paused.

    • Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.

    Anarchy

    • Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce

    • Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce

    • Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce

    • Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce

    • Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce

    This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.

    Development Amount

    • Development Amount: 0-19 - Level 0 - Regular Informorph Production rate

    • Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate

    • Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate

    • Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate

    • Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate

    Mercenary Tactical Operations (MTOs)

    Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.

    To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.

    If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.

    Ship and Module Balance

    • Ferox Navy Issue

      • Signature Radius increased from 300m to 325m

      • Agility nerfed from 0.66x to 0.69x

      • Max Targeting Range reduced from 67500m to 60000m

    The Ferox Navy Issue is overperforming, so we’re increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We’re hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.

    • Eos

      • Drone Optimal range per level reduced from 10% to 5%

    Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we’re reducing the power of sentry drone fits slightly.

    • Heavy Assault Cruisers

      • 50% reduction in Microwarpdrive signature radius penalty Role Bonus added back

    In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.

    • Ashimmu

      • Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec

      • Max Velocity increased from 208 to 215m/s

      • Agility improved from 0.58x to 0.55x

    The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.

    • Scythe

      • CPU increased from 285tf to 300tf

      • Powergrid increased from 345MW to 375MW

      • Max Velocity increased from 250m/s to 260m/s

      • Agility improved from 0.6x to 0.57x

    The Scythe has fitting issues, especially since it’s an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.

    • Vengeance

      • Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%

      • Powergrid increased from 43MW to 46MW

    The Vengeance has low usage, so we’re giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.

    • Cruor

      • Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.

      • Max Velocity increased from 330m/s to 340m/s

      • Agility improved from 3.6x to 3.4x

    The Cruor is underperforming relative to its peers. We’re giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor’s mobility so it can better use the long-range web for catching kiting ships.

    • Maulus Navy Issue

      • Highslots increased from 2 to 3

      • Powergrid increased from 35MW to 38MW

      • Max Velocity incrased from 315m/s to 325m/s

    The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we’re correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.

    • Rorqual

      • 'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s

      • ‘Excavator’ Ice Harvesting Drone base velocity increased from 90m/s to 125m/s

    • All Exhumers

      • Max Locked Targets improved from 6 to 8

    • Skiff

      • Agility improved from 0.8x to 0.64x

      • Midslots increased from 4 to 5

    • All Mining Barges

      • Max Locked Targets improved from 5 to 6

    • Procurer

      • Agility improved from 0.8x to 0.64x

      • Midslots increased from 2 to 3

    We’re giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.

    • Navy Faction Light Fighters

      • Heavy Rocket ability charge count increased from 12 to 15.

    Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.

    • Standard Cerebral Accelerator

      • Removed 20% turret damage boost and 20% missile rate of fire boost.

      • Increased attributes from +3 to +5.

    Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.

    Factional Warfare and Insurgency Balance

    • Respawn time for NPCs has been significantly increased

    In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.

    • Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.

    • Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.

    Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We’re trying to improve this by increasing their availability and effectiveness.

    • Tether Radius on the Pirate FOBs has been dropped from 100km to 50km

    A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we’re bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.

    • Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.

    • Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.

    • The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.

    Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We’re trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We’re doing this because it’s fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.

    • Added appropriate salvage to the Angel and Guristas FOB wreck.

    Exploration:

    • Drone Relic Sites can now appear in class 1-3 Wormhole space at a similar rate to the existing pirate faction relic sites.

    • Drone Relic Sites can now drop Atavums.

    • Lowered the overall drop rate of Atavums from Relic Sites.

    Homefront Operations:

    • Structure-bashing NPCs in Emergency Aid sites will now orbit their targets at a closer range.

    • Repair effects are now less effective on structures within Emergency Aid sites.

    🤝 🤝 Little Things:

    We continue our work on the Little Things, the small quality of life improvements requested by you, the players, through various channels. To post your own improvement suggestion please visit: Little things / Small QoL suggestions

    • 🤝 It’s now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.

    • 🤝 Capsule killmails with implants now have a ‘Buy All’ button if you want to multibuy the implants.

    • 🤝 The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.

    • 🤝 You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.

    • 🤝 While undocked, assets in your current system will now be highlighted in the assets window.

    • 🤝 Double clicking on a transaction in the “market transactions” tab of the wallet, now opens up the regional market window for that item.

    • 🤝 You can now drag buy or sell orders from the “Your Market Orders” window straight to the market quickbar.

    • 🤝 Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it’s a corp job) your jobs will be outputted to.

    • 🤝 Added a “mark as Read” option to mails and notifications.

    • 🤝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.

    • 🤝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.

    • 🤝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.

    • 🤝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.

    • 🤝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.

    • 🤝 You can now copy names of item types in info windows and the market window.

    • 🤝 You can now edit bookmarks through the radial menu while using the solarsystem map.

    • 🤝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.

    • 🤝 You can now drag and drop items onto the neocom item hangar icon to move them.

    • 🤝 You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.

    • 🤝 You can now deliver corp items to yourself in the ‘deliver to’ right click menu.

    • 🤝 Multiple skills can now be moved around in the skill queue.

    • 🤝 Multibuy can now interpret ‘1x item name’.

    PvE:

    The Deathless Circle has deployed Planetary Trustbreaker Arrays to steal passkeys for planetary defense networks ahead of Vanguard assaults. These sites have fallen under attack by Drifter forces!

    • Deathless Trustbreaker Under Attack sites are appearing in pirate Insurgency FOB systems.

    • Capsuleer fleets can choose to protect the Trustbreaker Array for the duration to receive a reward from the Deathless. 5 capsuleers are recommended for this challenge.

    • Alternatively, those who do not wish to support the Deathless can wait for the structure to generate PDN passkeys before destroying it. Many groups would pay handsomely for any such commodities seized from the wreckage!

    • Regardless of their motivations, capsuleers are limited to bringing standard T1 cruisers or below within the site.

    SKINR - Sequencing

    • Sequencing is returning to its original time duration.

    User Interface:

    • Added an indicator for new SKINs in your Paragon Hub collection.

    • Added indicators for new design elements in your collection in SKINR.

    • Adjusted the placement of the randomize button in studio SKINR.

    • Improved communication for insufficient design elements in studio SKINR.

    Defect Fixes:

    Observatory Flashpoint:

    • Fixed an issue which could cause sites to fail to progress within the Stellar Observatory area.

    • Any lingering NPCs or subpylons will now be despawned following a downtime.

    • Acceleration Vectors will now always re-lock following a downtime.

    Graphics:

    • Fixed an issue with the SKINR pattern gizmo not fully reaching -90 degrees on Vertical Orbit when using the pattern manipulation shortcuts.

    User Interface:

    • Fixed an issue where the SKINR button in the Ship Info window always opened the SKINR for the currently boarded ship.

    • Fixed an issue where own branded listings incorrectly displayed a warning about insufficient EverMarks.


    Patch Notes for 2024-11-22.1

    Features & Changes:

    Missions & NPCs:

    • We have adjusted and refactored NPC warp in behavior and spawners in some nullsec anomalies to make their warp ins much more compact, which will make these anomalies much better for AOE farming (Stormbringer, Thunderchild and Smartbombing).

      • All Havens (Both the Stargate ‘Rock’ Haven and the Chemical Factory ‘Gas’ Haven variation).

      • All Drone Hordes and Patrol sites.

      • The Regular base version of the Rally Points.

    Last week, we increased NPC bounties to counteract the income reduction caused by NPC's warping in instead of spawning in place.

    • We are maintaining the 30-40% NPC bounty increase we made last week, which has already increased total nullsec bounties to higher than what they were before Revenant, however, with the addition of this set of changes we will be monitoring the economy and we will potentially make adjustments to bounties or anomalies if needed in the future.

    Observatory Flashpoint:

    • The site’s beacon has been moved back to the Acceleration Vector area.

    Defect Fixes:

    Observatory Flashpoint:

    • Subpylon models will once again appear correctly.


    Patch Notes for 2024-11-20.1

    Features & Changes:

    Homefront Operations:

    • Structure targeting NPCs within Emergency Aid sites have been reworked:

      • Increased the DPS of Structure targeting NPCs.

      • Structure targeting NPCs no longer respawn when destroyed.

      • Additional waves of Structure targeting NPCs will now arrive at set intervals.

      • The size of Structure targeting NPC waves has been reduced.

    Defect Fixes:

    Gameplay:

    • Fixed a client lock-up if a player boarded a FLEX structure from a capsule.


    Patch Notes for 2024-11-19.1

    Features & Changes:

    Observatory Flashpoint:

    • Subpylons are once again destructible, with the following additions:

      • Subpylons can now be repaired.

      • Subpylon armor, structure, and signature radius values have been increased.

      • The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.

      • When destroyed, subpylons will now have an explosion effect.

    • EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.

    • The site’s beacon will now remain until the site has been despawned.

    • NPCs will no longer combat warp.

    • NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.

    • Removed the minimum contribution requirement for payout eligibility.

    • Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.

    • The number of commodities dropped by the Stellar Observatory will now always be 400.

    Missions & NPCs:

    • NPC Dreadnoughts

      • Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.

      • Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.

    Ship Information Window:

    • Added an option to enable/disable ‘compact mode’ in the Ship Info window settings.

      • When enabled:

        • The 3D ship model preview is not displayed.

        • The window icon in the header is not displayed.

        • The option to enable/disable ‘Light Background’ functions properly.

    • Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.

    User Interface:

    • Added number field manipulation at the end of sliders in SKINR studio.

    • SKINR share option can now be clicked and saved to clipboard.

    • Pattern Projection in SKINR has been renamed to Projection Presets.

    • Updated pattern area toggles in the SKINR for improved usability.

    • Improved Help Pointers:

      • Added the following Help Pointers:

        • Opportunity rewards

        • Active opportunities

        • Opportunities browser

        • Opportunities filter

        • Find new corp

        • Corp Projects

        • Fleet Chat

        • Fleet Chat Settings

        • Reload Fleet motd

        • Corporation Chat

        • Corporation Chat Settings

        • Reload Corporation Chat motd

        • My Wallet Tab

        • Wallet Transactions

        • Wallet Market Transactions

        • SKINR Studio

        • Paragon Hub

        • SNINR Collection

        • Fitting Hardware

      • We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.

      • Various help pointer icons have been added and updated.

    Defect Fixes:

    Gameplay:

    • Fixed an issue where ISK deposit refunds for private contracts in citadels could occur incorrectly when a citadel was destroyed.

    • Fixed an issue where the Apply button for an activated SKIN in the Collection would disappear when boarding a newly packaged ship for which the SKIN applies.

    Observatory Flashpoint:

    • Phoenix dreadnoughts will now gain the same bonus damage as other dreadnought variants during their “super siege” phase.

    • Roaming NPCs will more commonly visit the site.

    Combat Scanning:

    • Warping to a 100% probe result that you already had of a ship that is now cloaked/docked/left the system somehow, from the probe scanner window will now work and no longer fail.

    Mercenary Dens:

    • It’s no longer possible to take infomorphs from Mercenary Dens which have been reinforced before a downtime, after the downtime which it was reinforced.

    • Fixed a rounding error when trying to take infomorphs - You can now always take the maximum amount of infomorphs and it won’t fail if you have spare cargo which is a multiplier of 0.1m3 but not enough to hold them all.

    Ship Information Window:

    • Fixed an issue where killmarks could be displayed for off-grid ships through d-scan.

    • Fixed an issue where ship rotation sound effects (switching between tabs) could play when selecting the current tab.

    • Fixed an issue where ship rotation sound effects (switching between tabs) could play when switching between tabs in the compact-width layout of the window.

    • Fixed an issue where the Ctrl+Tab shortcut (also Ctrl+Shift+Tab) could fail to work if a Ship Info window was open.

    • Fixed an issue where the Neocom Ship Info icon could become incorrect if a Ship Info window was minimized while in the smallest-width layout.


    Patch Notes for 2024-11-15.1

    Features & Changes:

    Miscellaneous:

    • Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don’t have to login for all 14 days to get the biggest reward.

    Missions & NPCs:

    With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.

    To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.

    • Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.

    • This results in the following total average bounty increases for these popular Nullsec anomalies:

      • Hubs: 28.40%

      • Rally Points: 28.50%

      • Patrols: 30.20%

      • Havens: 31.70%

      • Forsaken Hubs: 34.50%

      • Hordes: 34.70%

      • Sanctums: 35.70%

      • Forsaken Sanctums & Teeming Hordes: 36.00%

    Zarzakh:

    • Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don’t have to be so close to it/inside the 3D Asset).

    • Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.

    Defect Fixes:

    Gameplay:

    • It’s now possible to black ops bridge and take conduit jumps with the Tholos and Cenotaph.

    Localization:

    • Added missing German translation for some ship quotes and attributions in the Ship Information Window.

    • Added missing German translation for a couple of words and tooltips in the Ship Information Window.

    User Interface:

    • Fixed an issue where the SKINR shortcut and the ship name could be missing from the SKINs subtab of the Personalization section in the Fitting window.


    Patch Notes for 2024-11-14.1

    Features & Changes:

    Pochven - Observatory Flashpoint

    • Increased the site timeout timer to 45 minutes (from 30).

    • Monitors are no longer permitted to activate the acceleration gate.

    • Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.

    • Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.

    • Threshold Werposts will now occasionally switch targets.

    • Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.

    • Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.

    • Zirnitra Blueprint Data Vault crates now use the hacking display when opened.

    • Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.

    • Subpylons are now indestructible and will despawn when the site ends.

    • Improved performance when loading transmission conversations.

    User Interface:

    • It’s now possible to show info on an Item Trader and view what recipes it has and what it requires for each.

    • Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.

    Defect Fixes:

    Gameplay:

    • It’s no longer possible to take encrypted infomorphs from a Mercenary Den that passively regenerated enough shields to go over 50% while reinforced.

    Pochven - Observatory Flashpoint:

    • Standard combat NPCs will no longer occasionally select drones as primary targets.

    • EDENCOM dreadnought NPCs will now always warp in within 40km of the Stellar Observatory.

    • Triglavian NPCs will now attack EDENCOM NPCs unprovoked within the Assault Vector area.

    • Raptor NPCs will now use railguns rather than pulse lasers.

    • The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.

    Graphics:

    • The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.

    Localization:

    • Fixed the name of the item trader site name in Zarzakh.

    Ship Information Window:

    • Added a missing tooltip for the Ship Insurance icon.

    • Fixed an issue where the Ship Insurance icon was missing from the Overview tab for the character’s assembled ships.

    • Fixed an issue where the character info was missing from the sidebar and the Overview tab for the character’s assembled ships

    User Interface:

    • It’s now possible to view the Planets section of the Agency in Wormhole space, so that you can view the Planetary Industry card.


    Patch Notes for 2024-11-13.1

    Features & Changes:

    Balancing:

    • Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.

    Ship Information Window:

    • Added the option to filter out acquired skills in the Mastery subtabs.

    • Added the option to collapse all skill groups in a Mastery subtab.

    • The Mastery skill groups will now remember their collapsed state during the session.

    • Slightly increased the minimum width of the window.

    • Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.

    • Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.

    • Added quotes, attributions and designers for the remaining ships.

    Defect Fixes:

    Audio:

    • Breacher SFX is now behaving correctly when shields are active.

    Gameplay:

    • Fixed an issue where time remaining on the secure column for My Orbital Skyhooks in the Structure Browser was sorting alphabetically and not sorting numerically.

    • Supercarrier close range fighter missile abilities will now apply full damage to mercenary dens.

    • The Cenotaph now correctly warps at 3.5AU/s instead of 2.7AU/s.

    • The Shield boost bonus per level of Caldari Battlecruiser is now correctly applying instead of always being at level 1 level of 7.5%.

    • The projectile and missile optimal and falloff role bonus is now being correctly applied at 25% instead of 7.5%.

    Graphics:

    • SKINR live rendered icon caching has been refactored, and now correctly caches previously viewed icons to improve loading times within the SKINR Studio, Paragon Hub, and Collection.

    • Fixed an issue where a non-interactable rock formation was a selectable item.

    • Fixed an issue where some asteroids within dungeons had low resolution textures and UV stretching.

    • Fixed an issue where some decorative ship wrecks had misplaced or missing fire particles.

    • Gallente dreads and certain rogue dungeon NPCs no longer flicker from a distance.

    Localization:

    • Removed a whitespace which was at the start of a sentence in the ‘confirm bid’ window for auction contracts.

    • Added a traits to the Metenox Moon Drill so that it’s easy to access the service module and include information about the Metenox getting a reinforcement cycle and 4x more hitpoints while in full power mode.

    • Added the fact that the Rorqual PANIC module gives 10x bonus to shield regeneration time to the module description.

    • Fixed text being cut off in several places and the take items field being too small to display more than 5 figures in the Korean language.

    • Fixed the Mercenary Den Management skill not having a description.

    Ship Information Window:

    • Fixed an issue in the Skills tab, where rapidly switching between Mastery subtabs before all skill groups finish rendering could result in the unrendered ones being displayed in the wrong Mastery subtab.

    • Fixed an issue where the ship preview was not displaying fitted subsystems on Strategic Cruisers (fixed for your active ship and ships on grid).

    • Fixed an issue where skill-training buttons in the Skills tab could be fully hidden when the window’s width was very small.

    • Fixed an issue where some translations were causing UI issues and text overlaps, especially when the Ship Information Window’s width was very small.

    • Added missing translations for a couple of words.

    • Fixed typos and punctuation in some quotes and attributions.

    • Fixed an issue where the ‘Show in Ship Tree’ button was displayed for a few ships that are not present in the Ship Tree.

    • Corrected the background faction logo for a few ships.

    • Fixed an issue where, when UI Scaling was not 100%, the contents in the window’s large view were scaling incorrectly with the window’s width.

    • Fixed an issue where the Fitting tab of the Primae would fail to render.

    • Fixed an issue where the contents of the window would fail to render if it was opened by clicking the Info icon of a ship in a contract.

    User Interface:

    • Fixed an issue where players who had a market group opened which was removed would no longer be able to open the market without resetting their settings.


    Patch Notes for 2024-11-12.1

    The Revenant expansion is out!

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

    Features & Changes:

    NES:

    • Omega capsuleers can claim a gift of 10 PLEX.

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

    • Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.

    Defect Fixes:

    Gameplay:

    • The Capital Jump Portal Generation skill now only applies to Carrier Conduit Jumps, and no longer incorrectly increases the passenger limit for Black Ops and Rorqual conduits.

    • Fixed a very rare race condition which could result in a Skyhook skipping the armor reinforcement timer.

    PVE:

    • Fixed a bug which prevented some NPC dreadnoughts and titans from using their warp disruptor abilities.


  • Revenant: Expansion Notes
    published on November 8th, 2024 at 11:00 AM

    Hello expansion enjoyers!

    The Revenant expansion is arriving next week at 11:00 UTC 12 November! As has become tradition now, we are delivering the patch notes early so you can absorb everything that's coming. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.

    Expansion Notes 22.02 - EVE Online: Revenant

    Mercenary Dens

    The mercenary den is a brand-new deployable structure anchorable at skyhooks on temperate planets. Blueprints to build the mercenary den can be purchased in Zarzakh from the market in the Fulcrum. To deploy one, you’ll need to train the new mercenary den management skill, which allows a character to control 1 mercenary den per level, for a total of 5 per character with max skills. Only 1 mercenary den can be at the same skyhook at a time.

    Mercenary Den

    Once a mercenary den has been successfully placed, it will passively generate encrypted infomorphs every hour. These items can either be sold on the market to other players or taken to Zarzakh to exchange for rewards with the deathless item traders. Those include the new deathless ships, breacher pod launchers, breacher pods, skillbooks and exclusive SKINR components.

    Mercenary dens can only be accessed by the character which owns them; however, they are vulnerable to attack. Mercenary dens have a single 24h reinforcement timer with a 6-hour jitter which the owner has no control over. While reinforced, mercenary dens will continue to produce infomorphs, but they won’t be able to be removed from the mercenary den until it leaves reinforced mode and has been repaired above 50% shields. Note that it automatically regenerates shields over a long time if no one comes to finish it off, but it can also be manually repaired to full. If a mercenary den is destroyed, it has a 50% chance to drop the encrypted infomorphs inside.

    Additional Features coming after Revenant - Planned for 26 November

    Mercenary Tactical Operations (MTOs)

    • Mercenary dens will occasionally give their owners the opportunity to run MTOs, which are similar to existing PVE content such as missions/escalations. MTOs are aimed for a solo player in a cruiser and successfully completing them will give rewards and also increase the development and decrease the anarchy levels of the associated mercenary den.

    • Shortly after Revenant, mercenary dens will have 2 parameters, Development and Anarchy.

      • Development is generated over time, and when successfully completing mercenary den tactical operations. Higher Development levels will cause the mercenary den to increase production yield of infomorphs over time.

      • Anarchy is also generated over time and decreased when successfully completing mercenary den tactical operations. Higher Anarchy levels will cause the Skyhook it’s placed on to siphon workforce production, preventing the workforce from being used by the sov owner.


    Deathless Ships

    Two new deathless ships are being released with the Revenant expansion. Deathless ships are exclusively able to fit the new breacher pod launcher damage over time weapons, they also feature high amounts of mid-slots for extensive utility and flexibility, active shield tanking bonuses, average speed but have powerful web resistance bonuses, large drone bays for their class and damage bonuses to both projectile weapons and close range missiles allowing them to do extensive DPS up close even without the breacher pod weapon, and finally the ability to fit covert ops cloaking devices.

    Tholos

    Tholos

    Cenotaph

    Cenotaph

    The Deathless ships are available exclusively as blueprint copies from Deathless item traders, which can be found in Zarzakh. Players can turn in Atavums found in exploration sites, and Encrypted Infomorphs from mercenary dens to purchase them.


    Breacher Pod Launchers - Damage Over Time Weapons

    Revenant brings an exciting brand-new weapon system and the first instance of a damage over time effect in EVE Online! Breacher Pod Launchers come in two sizes, small and medium, and can only be fitted on the new deathless ships - the Tholos and Cenotaph. Breacher Pod Launchers do not consume a launcher or turret hardpoint, and fire SCARAB breacher pods at their targets. If a breacher pod hits a ship, then it’ll apply a damage over time effect. The Scarab Breacher pods are similar to missiles, they will not affect their target unless they actually reach and hit, and can be killed with smartbombs before they arrive. Breacher Pods can only be used on player ships and NPCs, they cannot be used against targets such as capsules, structures, stargates etc.

    The damage over time effect from breacher pods does not use signature radius or tracking like other weapon systems in the game, instead, they apply damage every second based on the targets total hitpoints (raw Shield, Armor and Hull HP combined) or a flat damage cap number, whichever one of those two is lower. This means that a ship with incredibly high hitpoints like a Titan will always take the flat damage cap, but a ship with low hitpoints like a Corvette would always take the % HP damage instead.

    The damage over time effect lasts between 50 and 75 seconds depending on the users skill level, and once hit, it will not clear until a player leaves the solarsystem or docks up. It can continue doing damage while the player is in warp or while the player is tethered. The damage over time effect also completely ignores resistances, which means the effect will apply full damage to ships which have used modules like the Assault Damage Control and the Emergency damage Control. It also can apply damage to Rorquals and ships under the effect of the PANIC module.

    A player ship can only be affected by one damage over time effect at once. Getting hit with additional breacher pods will just add another effect which will take over when the previous one expires. Much like Command Bursts, if two players shoot the same target with breacher pods, then the player who has the strongest breacher pod effect will deal damage to the target, and the other one will remain inert unless the stronger effect expires.

    Breacher Pod Launcher and SCARAB

    SCARAB Breacher Pod S

    • Max Range: 4km (6km with max skills)

    • HP Damage per second: 0.60% (0.75% with max skills)

    • Maximum Damage per second: 160 (200 with max skills)

    SCARAB Breacher Pod M

    • Max Range: 8km (12km with max skills)

    • HP Damage per second: 0.60% (1% with max skills)

    • Maximum Damage per second: 800 (1000 with max skills)

    Small Breacher Pod Launcher

    • Rate of Fire: 24 seconds (12 seconds with max skills)

    Medium Breacher Pod Launcher

    • Rate of Fire: 20 seconds (10 seconds with max skills)

    It should be noted that while only one target can take damage from a damage over time effect at any time, you can place several damage over time effects on different player ships concurrently. For example, the Medium Breacher Pod Launcher has a rate of fire of 10 seconds with max skills, and DoTs that it applies will last 75 seconds with max skills, this means that a Cenotaph using the Breacher Pod Launcher could potentially have 7 DoTs applied to 7 different ships at once.

    Much like the Deathless Ships, blueprint copies for Breacher Pod Launchers and SCARAB breacher pod ammo can be obtained by trading Atavums, found from exploration, or Encrypted Infomorphs, generated from Mercenary Dens, in Zarzakh.

    Skills

    5 new skillbooks are avaliable to improve the effectiveness of breacher pod launchers, and can be obtained by trading in Zarzakh.

    Breacher Pod Skills
    • Breacher Pod Launcher Operation - Operation of breacher pod launchers. +5% to the maximum percentage of target HP damaged per second per skill level. 3x training time multiplier.

    • Breacher Pod Clone Efficacity - Specialist combat training of Breacher Pod clones. +5% to the maximum damage per second cap per skill level. 5x training time multiplier.

    • Breacher Pod Projection - Specialist training in the operation of Breacher Pod Launchers. +10% to Breacher Pod maximum velocity per skill level. 5x training time multiplier.

    • Breacher Pod Rapid Firing - Specialist training in the preparation of Breacher Pods. -10% to Breacher Pod Launcher cycle time per skill level. 5x training time multiplier.

    • Breacher Pod Clone Longevity - Specialist research on extending the short lifespans of Breacher Pod clones. +10% to damage effect duration per skill level. 7x training time multiplier.


    SKINR Paragon Updates

    CorpSkins-2

    Corporation Skins & Targeted Listings

    Paragon is proud to announce that capsuleers can now target skin listings to specific characters, corporations, or alliances when creating a public or private listings.

    • New filter options allow you to search for SKIN listings targeted at:

      • Your Character: Listings that are directly aimed at you.

      • Your Corporation and Alliance:

        • Listings from any player.

        • Listings from members of your corporation or alliance.

        • Listings from any Brand Manager within your corporation or alliance.

    User Interface Updates

    • Create SKIN Listing Window: A new availability dropdown has been added, allowing you to specify which character, corporation, or alliance your listing is aimed at.

    • My Own Listings Section: Now displays your public and targeted listings in a more organized fashion.

    • SKIN Listing Cards: Updated with relevant targeting information to clarify who can view and purchase the SKIN.

    • New Categories in the Paragon Hub

      • SKINS for Current ship

      • All SKINs

      • Corporation SKINs

      • Alliance SKINs

      • SKINs listed at you

      • My Own Listings

    corphub-2

    Branded Listings for Brand Managers

    • Creation of Branded Listings:

      • If the listing is targeted at your own corporation or your own alliance and the seller has the Brand Manager role, no SKINR Service Fee or HUB Listing Fee will be applied.

      • The listing will be marked as a Branded Listing.

    • Purchasing Branded Listings:

      • Buyers will not have to pay any SKINR Service Fees on a Branded Listing. However, an EverMark fee will be charged per SKIN, based on the SKIN tier.

    • Loss of Brand Manager Role:

      • If a seller loses their Brand Manager role for any reason, all of their branded listings targeted to their corporation or alliance will be automatically cancelled and licenses returned to the seller’s Collection.

    Secondary and Nested Patterns

    Elevate Your SKIN Designs

    Enjoying your personal SKIN creations, but wishing it could just have a little more? Bring that inspiration and enhance your designs or create new ones with the new SKINR additions.

    The new SKINR additions introduce the use of a second pattern as well as new pattern controls and modifications. Each SKIN design will now include 2 new customizations slots: secondary pattern and Nanocoatings for it.

    Design Element Controls and Modifications

    • Second pattern modifications:

      • Blend modes: modify the layering effect between patterns

      • Switch: modify the patterns hierarchy

    • Design element controls:

      • Reset pattern: Reset pattern modifications to its default value

        • Done through a Right Mouse click menu

      • Reset all slots: Remove selected design elements from all slots

        • Done through a Right Mouse click menu

    Randomize

    Don't know where to start? Feeling lost in the vast space of SKIN designs? Fret no more and make use of the Randomizer. Paint your empty ship into a masterpiece within seconds or find inspiration with the many combinations and make it into your own.

    Randomize-2

    New patterns for SKINR

    • To celebrate the expansion, over 40 new patterns have been added. These can be found through gameplay in various locations around New Eden.

    Revenant Daily Login Rewards

    • Until November 26th a special set of Revenant Expansion login rewards will be available for players who log on. Rewards include Expert Systems for Deathless ships, Patterns and Nanocoatings for SKINR Ship Personalization, up to 450K skill points, 10K of EverMarks, and Boosters.

    Reduced sequencing time for new SKINs by 50%

    • To celebrate the new additions to the SKINR tool, Paragon has reduced the Sequencing time for new SKINs by 50%. (Until Tuesday November 26th)

    Skills

    • Added new skill Executive Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.


    Corporation Projects Improvements

    For Revenant, we are continuing the improvements on the Corporation Projects system to enable corporation leadership to have a more active corporation and achieve more ambitious goals.

    Expanded Project Parameter

    • With the launch of Revenant, project creators can now author the Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship and Earn Loyality Points Contribution Methods with Expanded Project Parameters functionality.

    • Expanded Project Parameters functionality enables:

      • Multi-value parameters: Project creators can select up to ten values per supported parameter.

        • Locations (Mine Materials, Damage Capsuleers, Destroy Capsuleer’s Ship)

        • Ship Types or Groups (Damage Capsuleers, Destroy Capsuleer’s Ship)

        • Material Types or Groups (Mine Materials)

        • Capsuleers or Organizations (Damage Capsuleers, Destroy Capsuleer’s Ship)

        • Organizations (Earn Loyalty Points)

      • Mixed-hierarchy parameters: Project creators can now also select parameter groups that span different hierarchies. Up to ten values supported.

        • Locations parameter: Solar Systems, Constellations, and Regions.

        • Ship Types or Groups parameter : Ship Types (e.g. Rifter, Raven) and Ship Groups (e.g. Frigates, Battleships, Logistic Cruisers)

        • Material Types or Groups: Asteroid Types (e.g. Veldspar, Dense Veldspar, Kernite, Fiery Kernite, Clear Icicle) and Asteroid Groups (e.g. Veldspar, Kernite, Ice)

    ExpParameters-2

    We aim to bring Expanded Project Parameter functionality to all contribution methods currently supported.

    Project Deadline

    • Project creators can now set deadlines for their projects. This improves communication of the project timeline to the corporation members and encourage timely participation.

    Project Participation Limit

    • Project creators can now set limits on contributions per contributor, preventing any single player from completing the majority of a project alone allowing everyone a chance to contribute.


    Ship Information Window

    The information window for ships has been redesigned to both emphasize the hull's uniqueness while improving usability. With a more streamlined layout, players will be able to find the information they need in a more intuitive and immersive form.

    Ship Information Window

    The window retains all the old window´s functionality while adding the following:

    • Ship Display: The selected ship is always at the forefront of this design. A player can take in a 360° look at the hull in all its glory.

    • Compact Mode: The window can now be re-sized to be smaller than the previous version. This allows a player to maximize information density without sacrificing usability.

    • Immersive Additions: In-universe information on the ship's designer and attributed quotes related to the hull have been added to flesh out its place in New Eden.

    • Overview Tab: The Traits and Description tabs have been combined along with the previous header information to create the Overview tab. This provides all the most basic information for the ship in one place. In addition, you can view accrued killmarks for your ship within this tab.

    • Attribute Tab: The information within this tab has been reorganized to help players navigate it more easily. In addition, derived values such as EHP and align time are displayed here to help provide context to related attributes.

    • Skills Tab: The Skill Requirements and Masteries tabs have been combined. Any skill a player might need to fly a ship effectively can be found here.

    • Fittings Tab: A shortcut has been added which opens the Fitting window in simulation mode, showing the ship and its applied fitting.

    • Variations Tab: Variants within this tab now have links that open that hull within the Ship Tree.

    • SKINs Tab: Players are now able to preview and apply SKINs directly from this tab. In addition, a shortcut has been added to open that ship's SKINR Paragon Hub page.


    Glorified Mutaplasmids and Mutaplasmid Residue

    All abyssal modules can now be reprocessed into mutaplasmid residue - this means that modules that you mutate that don’t have the results that you were hoping for or aren’t able to sell are still useful! Mutaplasmid residue can then be used in new blueprints found in regular abyssal content and from CONCORD Rogue Analysis Beacons to create 169 new, improved, glorified abyssal mutaplasmids, which are more powerful versions of the existing mutaplasmids found in the game. Just Keep Rolling!

    Residue and Glorified Mutaplasmid

    Balance Changes

    Marauders

    • 100% bonus to Shield Extender hitpoints removed

    • 50% bonus to Armor Plate hitpoints removed

    • 5% additional bonus to Reinforced Bulkhead hitpoints removed

    Marauders continue to be incredibly dominant in all areas of space, so we’re removing the bonuses which provide additional hitpoints to buffer modules fit to them. The intention here is to focus them more around their specialization of large bonuses to active tanking. Since active tanking requires capacitor, heat and module management, the hope is that this will increase their skill floor and make them harder to use as ships of the line and be more difficult to multibox efficiently.

    Vargur

    • Falloff Bonus reduced from 10% per level to 7.5% per level.

    • CPU output Reduced from 625 to 600

    Vargur

    Even with the above adjustment to all Marauders, the Vargur still stands out as the worst offender amongst them, it currently is the #1 highest damaging ship on average for all killmails in null security and wormhole space. So we’re cutting back a bit of the falloff bonus to reduce projection with AutoCannons and also reducing the CPU output. In the Viridian expansion, we added a 6th lowslot to the Vargur which actually increased its fitting ability by allowing it to fit additional co-processor modules which inadvertently made fitting multiple XLASBs much easier and viable despite us reducing the shield boost bonus per level it had.

    Absolution

    • 10% bonus to energy turret damage increased to 20%

    • 5% rate of fire bonus for energy turrets removed

    Absolution

    The Absolution is struggling a little with usage so we’re giving it a bit of QoL. This change keeps the overall damage per second of the Absolution the same as before, but now that the rate of fire bonus is baked into the damage bonus, it no longer consumes as much capacitor as before to fire which should make it feel better.

    Myrmidon Navy Issue

    • Armor Repairer amount per level increased from 7.5% to 10%

    • Base velocity increased from 155 m/s to 160 m/s

    • Agility improved from 0.7x to 0.67x

    Myrmidon Navy Issue

    The Myrmidon Navy Issue is currently the least used Combat Battlecruiser in the game, so we’re making some improvements to its mobility and repair amount to help it out. Many players doing PVE do not feel like the Myrmidon Navy Issue is worth upgrading to from the Myrmidon, since the stasis webifier drone bonus isn’t very valuable in PVE and if they only use drones and don’t rely on its higher damage hybrid weapons it’s not as attractive of an upgrade, and in PVP it’s fairly slow so can be difficult to use blasters so we’re hoping that the increased repair amount and speed will help it stand out more for both PVE and PVP.

    Harbinger Navy Issue

    • Powergrid increased from 1,495 MW to 1,550 MW

    Harbinger Navy Issue

    The Harbinger Navy currently has low usage, so we’re increasing its base powergrid amount up to the same as the regular Harbinger hull, which was buffed in an earlier balance pass which the HNI missed out on.

    Cyclone Fleet Issue

    • Powergrid reduced from 1,215 MW to 1100 MW

    • Rate of fire bonus for missiles reduced from 9% to 7.5% per level

    Cyclone Fleet Issue

    The Cyclone Fleet Issue is incredibly dominant right now, so we’re making some adjustments to bring it back in line. We’re reducing the powergrid on it so it will have a harder time fitting 100mn afterburners or large cap battery modules for fleet fits, and we’re also lowering the rate of fire bonus to tone down the damage it can put out.

    Exequror Navy Issue

    • Medium Hybrid Falloff Bonus reduced from 10% per level to 7.5% per level

    • Base velocity reduced from 280 m/s to 270 m/s

    • Agility nerfed from 0.4x to 0.44x

    • Signature Radius increased from 110m to 120m

    Exequror Navy Issue

    The Exequror Navy is still incredibly dominant and the most used navy ship in the game, so we’re making a small suite of changes, reducing the falloff bonus and then hitting it’s mobility slightly and increasing the signature radius, so it’ll be worse at mitigating damage and can’t project as far as before.

    Stabber Fleet Issue

    • New Bonus Added: 5% bonus to Medium Projectile Turret Falloff per level

    Stabber Fleet Issue

    The SFI can sometimes feel awkward when upgrading from the regular Stabber by losing the falloff bonus, and the SFI could also use some love! So we’re extending the smaller falloff bonus we added to the Republic Fleet Firetail last winter onto the Stabber Fleet Issue to improve its versatility.

    Distinct Module Icons

    The following module types have been given unique icons to help differentiate them:

    • Heat Sinks, Gyrostabilizers, Entropic Radiation Sinks, and Magnetic Field Stabilizers

    • Capacitor Rechargers, Capacitor Flux Coils, and Capacitor Power Relays

    • Shield Rechargers, Shield Flux Coils, and Shield Power Relays

    Distinct Module Icons

    Biochemical Material Icons

    All biochemical materials now have unique icons. The icons match the color and tier of the booster that they relate to.

    Nullsec Combat Anomaly Graphics and Gameplay Overhaul

    Several Combat Anomaly sites in nullsec have been renovated.

    • All variations of the Forsaken Sanctums, Sanctums, Havens, Patrol and Horde sites have had full art and asset renovations

    • Over 100 different nullsec anomaly sites now have an objectives panel. So you can now easily see what wave you are on and how many NPCs remain at a glance!

    • Several NPC groups now warp in instead of spawning in place where appropriate.

    Since volumetric clouds are part of the graphical updates, please note that they can potentially impact performance when multi-boxing. To mitigate this, we’ve added a setting that disables clouds when low shader quality is selected.

    New Rogue Drone relic sites have been added.

    • 4 new relic sites have been added in rogue drone nullsec, allowing intrepid explorers the opportunity to find and discover ancient salvage materials and other valuable rewards.

    Pochven

    Trig logo

    A series of changes have been made to Observatory Flashpoint sites:

    • The optimal total value of the site has been reduced from 3.5b to an average of 3b ISK

    • On average, 40% of the site’s total value will now be given in the form of new Stellar Surveillance Data commodities

      • These commodities can be looted from Stellar Observatory wrecks

      • NPC buy orders for these commodities can be found in CONCORD, DED, and Secure Commerce Commission stations

    • Only capsuleers within 50km of the Stellar Observatory are considered eligible for payouts

    • The minimum amount of contribution to be eligible for payouts has been increased

    • New Threshold Werpost sentry guns will aggress any capsuleer who goes beyond 50km from the Stellar Observatory

    • Once within the main combat area, capsuleers will now only have 30 minutes to complete the site

    • Any EDENCOM faction can now appear within the site (weighted toward the empire that owned the system before Pochven’s formation)

    • NPCs will now behave more intelligently within the site

      • Specific EDENCOM NPCs will prioritize attacking drones

      • EDENCOM NPCs will remember which capsuleers have engaged their faction between areas and waves

      • Triglavian NPCs will only be hostile to capsuleers who have attacked them or their fleet

      • NPCs will now orbit at ranges more suited to their weaponry

    • Sites are now visible within the Combat Anomalies section of both the AIR Opportunities and Agency windows

    • Info Panel objectives will now appear to help players keep track of the site’s current state

    • The activation range of the Assault Vector gate has been slightly increased

    • EDENCOM NPCs will now significantly outnumber Triglavians within the Assault Vector area

    • Cloaking is disabled while within proximity of a Stellar Observatory

    • Micro Jump Drives and Micro Jump Field Generators are disabled while within proximity of a Stellar Observatory

    • Warp drives are disabled while within proximity of a Stellar Observatory wreck

    • Pop-up and local chat messages have been replaced with one-time transmission conversations

    Audio

    Station Atmosphere Update

    • A new controller has been added that plays atmo for the station based on race. New atmo plays on Amarr, Gallente, Caldari and Minmatar small, medium and large stations.


    We're excited to see what you do with the updates coming in the Revenant expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.

    o7


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