Greetings,

The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

Initial Release Date: 2024-06-11 Last update: 2024-07-23

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

Patch Notes for 2024-07-23.1

Features & Changes:

NES (item & price):

  • Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.


Patch Notes for 2024-07-18.1

Features & Changes:

Mining Upgrades:

🤝 We’re making several adjustments to the mining sites provided by the new Equinox sovereignty upgrades based on player and CSM feedback over the last few weeks. We’re increasing the quantity of ore available in all of the sites, especially for the Zydrine and Megacyte Prospecting Array upgrades which competed with the existing colossal asteroid cluster site the most directly. We’re also combining many of the smaller asteroids in all of the sites so that the size of each asteroid is large enough to take multiple cycles from strip miners to mine out. We’re also completely overhauling the mining escalation by making it far more likely for players to get the escalation, more than doubling it in size and replacing the existing asteroids with Spodumain, Abyssal Asteroids and Mercoxit. So it will now be vastly more exciting and the most rewarding mining site in the game.

  • All Prospecting Array upgrades

    • Several asteroids have been combined so that the majority of asteroids in each location require multiple strip miner cycles to mine out.

  • Isogen Prospecting Array (Griemeer Deposit)

    • Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.

  • Megacyte Prospecting Array (Ueganite Deposit)

    • Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.

  • Mexallon Prospecting Array (Kylxium Deposit)

    • Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.

  • Nocxium Prospecting Array (Noxcite Deposit)

    • Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.

  • Pyerite Prospecting Array (Mordunium Deposit)

    • Total Ore Volume increased from 4,500,000 m3 to 6,000,000 m3.

    • Rebalanced the ore content of the site to a smaller overall percentage of Mordunium asteroids and more Omber and Hedbergite to improve the average isk/hr of mining in the site.

  • Tritanium Prospecting Array (Veldspar Deposit)

    • Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.

  • Zydrine Prospecting Array (Hezorime Deposit)

    • Total ore Volume increased from 2,015,799 m3 to 5,970,000 m3.

    • The size of several asteroids have been vastly increased to make this site very comparable to the Colossal Asteroid Cluster, with 24+ asteroids bigger than 100,000m3 and a behemoth 600,000m3 asteroid.

  • Mining Escalation

    • Shrouded Asteroid Cluster has been overhauled and is now the Interstitial Ore Deposit.

    • The chance of acquiring the mining escalation has been greatly increased.

    • Total Ore Volume increased from 3,750,000 to 8,480,000 m3.

    • All asteroids have been replaced with Spodumain, Abyssal Asteroids and a small amount of Mercoxit.

Combat Upgrades:

🤝 We’re making a few tweaks to the combat upgrades provided by the Minor and Major Threat Detection Arrays. Firstly, we’re greatly decreasing the maximum possible respawn time for the sites spawned from their upgrades from 20 minutes to 12 minutes. For context, the old sovereignty upgrade sites respawned between 20 to 12 minutes based on the level of upgrade that spawned them, for an average respawn time of 16 minutes. This now means that there is no single case where a site from the old system could respawn faster than the same site in the new system, and the maximum possible respawn time is now 25% faster than the old average respawn time before you even factor in the improved respawning logic that the new sites use - where the time the site was spawned is used to determine the respawning time, rather than when the site was completed. Additionally, we’re also increasing the number of combat sites provided by most upgrades by 1, and also increasing the expiration time for the new capital focused escalations based on feedback we got from players struggling to complete or sell them in time due to fatigue/logistics of moving capitals.

  • Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)

    • Escalation Expiration timer from 24 hours to 72 hours.

  • Minor and Major Threat Detection Arrays.

    • Maximum Respawn Time reduced from 20 minutes to 12 minutes

    • An additional combat anomaly has been added to most upgrades

    • Adjusted anomalies spawned by Major Threat Detection Arrays in drone space to increase the amount of Drone Horde and Drone Patrol sites by replacing some or all of the Squad and Herd sites.

The new sets of sites spawned by each upgrade tier in each security band are as follows:

  • Non-Drone Regions

System Security Rating

Minor Threat Detection Array 1

Minor Threat Detection Array 2

Minor Threat Detection Array 3

0.0 to -0.25

2x Refuge

2x Den

1x Hidden Den

1x Refuge

3x Den

1x Hidden Den

1x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Refuge

4x Den

3x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

-0.25 to -0.45

1x Refuge

2x Den

1x Hidden Den

1x Forsaken Den

1x Refuge

3x Den

2x Hidden Den

1x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Refuge

4x Den

2x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

2x Hidden Rally Point

1x Forsaken Rally Point

-0.45 to -0.65

1x Refuge

2x Den

2x Hidden Den

1x Forsaken Den

1x Refuge

2x Den

2x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

1x Refuge

4x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Forsaken Rally Point

1x Forlorn Rally Point

-0.65 to -0.85

2x Den

1x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

3x Rally Point

1x Hidden Rally Point

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

4x Rally Point

2x Hidden Rally Point

2x Forsaken Rally Point

2x Forlorn Rally Point

-0.85 to -1.0

2x Den

1x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Forsaken Rally Point

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

3x Hidden Rally Point

3x Forsaken Rally Point

3x Forlorn Rally Point

System Security Rating

Major Threat Detection Array 1

Major Threat Detection Array 2

Major Threat Detection Array 3

0.0 to -0.25

2x Hub

2x Hidden hub

1x Forsaken Hub

3x Hub

2x Hidden hub

2x Forsaken Hub

2x Forlorn Hub

1x Haven

4x Hub

3x Hidden hub

3x Forsaken Hub

3x Forlorn Hub

2x Haven

-0.25 to -.045

2x Hub

1x Hidden Hub

1x Forsaken Hub

1x Forlorn Hub

2x Hub

3x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

2x Haven

2x Hub

3x Hidden Hub

3x Forsaken Hub

3x Forlorn Hub

4x Haven

1x Sanctum

-0.45 to -0.65

2x Hidden Hub

2x Forsaken Hub

1x Forlorn Hub

1x Haven

3x Hidden Hub

2x Forsaken Hub

3x Forlorn Hub

3x Haven

3x Hidden Hub

3x Forsaken Hub

3x Forlorn Hub

6x Haven

2x Sanctum

-0.65 to -0.85

1x Hidden Hub

2x Forsaken Hub

1x Forlorn Hub

2x Haven

2x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

4x Haven

2x Sanctum

2x Hidden Hub

3x Forsaken Hub

2x Forlorn Hub

7x Haven

3x Sanctum

1x Forsaken Sanctum

-0.85 to -1.0

2x Forsaken Hub

2x Forlorn Hub

2x Haven

1x Sanctum

3x Forsaken Hub

2x Forlorn Hub

5x Haven

2x Sanctum

2x Forsaken Hub

2x Forlorn Hub

8x Haven

4x Sanctum

3x Forsaken Sanctum

  • Drone Regions

System Security Rating

Minor Threat Detection Array 1

Minor Threat Detection Array 2

Minor Threat Detection Array 3

0.0 to -0.25

3x Drone Assembly

2x Drone Gathering

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

2x Drone Menagerie

2x Drone Assembly

4x Drone Gathering

5x Drone Surveillance

3x Drone Menagerie

1x Drone Herd

-0.25 to -0.45

2x Drone Assembly

2x Drone Gathering

1x Drone Surveillance

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

3x Drone Menagerie

2x Drone Assembly

4x Drone Gathering

4x Drone Surveillance

3x Drone Menagerie

3x Drone Herd

-0.45 to -0.65

2x Drone Assembly

3x Drone Gathering

1x Drone Surveillance

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

2x Drone Menagerie

1x Drone Herd

2x Drone Assembly

3x Drone Gathering

4x Drone Surveillance

4x Drone Menagerie

3x Drone Herd

1x Drone Squad

-0.65 to -0.85

1x Drone Assembly

2x Drone Gathering

2x Drone Surveillance

1x Drone Menagerie

1x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

3x Drone Menagerie

2x Drone Herd

1x Drone Assembly

3x Drone Gathering

4x Drone Surveillance

4x Drone Menagerie

4x Drone Herd

2x Drone Squad

-0.85 to -1.0

2x Drone Gathering

2x Drone Surveillance

3x Drone Menagerie

3x Drone Gathering

3x Drone Surveillance

3x Drone Menagerie

3x Drone Herd

1x Drone Squad

3x Drone Gathering

3x Drone Surveillance

5x Drone Menagerie

4x Drone Herd

3x Drone Squad

System Security Rating

Major Threat Detection Array 1

Major Threat Detection Array 2

Major Threat Detection Array 3

0.0 to -0.25

3x Drone Herd

2x Drone Squad

5x Drone Herd

4x Drone Squad

1x Drone Patrol

4x Drone Herd

6x Drone Squad

3x Drone Patrol

2x Drone Horde

-0.25 to -0.45

2x Drone Herd

3x Drone Squad

4x Drone Herd

4x Drone Squad

3x Drone Patrol

2x Drone Herd

4x Drone Squad

5x Drone Patrol

5x Drone Horde

-0.45 to -0.65

4x Drone Squad

2x Drone Patrol

4x Drone Squad

6x Drone Patrol

1x Drone Horde

2x Drone Squad

8x Drone Patrol

7x Drone Horde

-0.65 to -0.85

3x Drone Squad

3x Drone Patrol

2x Drone Squad

6x Drone Patrol

4x Drone Horde

8x Drone Patrol

9x Drone Horde

1x Teeming Drone Horde

-0.85 to -1.0

2x Drone Squad

4x Drone Patrol

1x Drone Horde

1x Drone Squad

7x Drone Patrol

5x Drone Horde

6x Drone Patrol

10x Drone Horde

3x Teeming Drone Horde


Patch Notes for 2024-07-16.1

Defect Fixes:

Gameplay:

  • Adjusted the fitting warning message that appears for the Bowhead and Avalanche that warned you against fitting propulsion modules to them such as a 500mn MicrowarpDrive and advising you to fit capital sized propulsion modules (10000mn, 50000mn) which neither ship could fit. Instead, it now warns you that it could be inefficient to fit propulsion modules to the ships and may give less of a speed boost than you expect.

Localization:

  • Removed "Metallic" from being appended to the end of some Design Elements to make them uniform with others.


Patch Notes for 2024-07-12.1

Defect Fixes:

  • Fixed an issue that was causing respawn timers of certain combat anomalies to be too low.

    • The combat anomaly sites spawned by the new sovereignty hub upgrades are intended to respawn faster than anomalies spawned by older upgrades when completed at average speeds, providing a better experience for the vast majority of players. In Equinox, the respawn timers for these sites were adjusted to begin counting down when the previous site spawned instead of when the previous site was completed, causing the effective wait time for the next site to be variable depending on how quickly you completed the previous site. This means that instant respawns of sites are intended to happen in some cases, but not when chaining sites extremely quickly using multiple ships and optimal tactics.

    • In today's patch, we have partially addressed an issue that had been causing the intended cooldowns to not apply properly. This issue was most significantly affecting systems where the combat anomalies were being chain completed in a very short period due to hyper-optimized tactics with multiple characters. Respawn times can still be instant in some situations, especially when the sites are being run at average speeds, but they will no longer be instant every time when the sites are being completed very quickly.


Patch Notes For 2024-07-11.1

Features & Changes:

Ship SKINR:

  • Updated SKIN License Tier indicators for better clarity.

  • Enhanced the Sequencing panel for design elements and sequence binder requirements.

  • SKIN listings from the Paragon Hub are now linkable.

  • Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.

  • Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.

  • Added sequencing time information to the design creation page.

  • Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.

  • Design Elements can now be filtered by finish for easier navigation.

  • Updated the Sequencing button to "Finalize Design" for clearer action.

  • The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.

  • Moved pagination controls to the bottom of the page in "View All" sections for better usability.

Sovereignty:

workforce transit
  • It’s now possible to visually see workforce transit, and sovereignty hub workforce configurations from the World Map.

    • To enable this option you will need to have the Station Manager, Director or CEO role in your corporation and be part of an alliance.

    • It can be turned on by going to Markers in the world map settings and then checking the Sovereignty Hub's box.

    • You can only see the status of Sovereignty Hubs that your corporation owns. Ones that belong to your alliance but not your corporation will show up as grey.

    • Sovereignty Hubs can be configured from this map view by right clicking on the sovhub workforce icon and then choosing the 'edit configuration' option.

Defect Fixes:

Graphics:

  • VFX glow color on SOE ships are now correctly blue again (instead of lime green).

  • Removed a clipping rock from an acceleration gate on “Vengeance” mission site.

  • Turrets now correctly oriented on Khizriel.

  • Shipcaster construction containers now dynamically fills based on capacity loaded into the container by player.

  • Smoke VFX on warp from Gallente Frigates adjusted to be more transparent.

  • Police SKIN fixes for Coercer Navy Issue, Crusader, Skybreaker, Stormbringer, Stabber, Thunderchild, Cormorant, & Omen.

User Interface:

  • Added the Tax Rate for Orbital Skyhooks to the Show Info window for them to create parity with POCOs.

  • Improved clarity on the World Map, by making lines between systems brighter when choosing to show all lines.


Patch Notes For 2024-07-09.1

Defect Fixes:

Gameplay:

  • It’s now possible to deploy command centers on planets for Planetary Industry directly from the Infrastructure Hold, just like the Command Center hold.

  • Removed the right click → Scoop to Infrastructure Hold option for items that could not be scooped there, like Drones and Control Towers.

Localization:

  • Fixed several elements in the item trader window not being correctly localized.

  • Fixed several cases where localized text was overlapping or overflowing in the item trader window.

User Interface:

  • It’s now possible to expand the columns in the Sovereignty Hub configuration window.

  • The Recipe drop down list in the item trader window should be clearer and easier to understand.

  • Added a tooltip for when the trade is disabled because you are missing the required items in the item trader window.

  • Fixed a client side exception when simulating a fit, moving the drone quantity down to 0, and then moving it back up again.


Patch Notes For 2024-07-05.1

Defect Fixes:

Gameplay:

  • Reduced the minimum distance that Skyhooks can be deployed next to stargates and structures from 100,000km to 1,000km. This range was rarely and sporadically blocking skyhooks from being able to be deployed on planets which were very close to stargates/structures.


Patch Notes For 2024-07-04.1

Features & Changes:

Structures & Deployables:

  • Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.

Defect Fixes:

Gameplay:

  • Upwell Structure related ammo items in the charge category will now more consistently move into the Infrastructure Hold, such as Standup Bombs, Flak Ammo, Standup ECM Scripts, Structure Anticapital and Structure Anticapital missiles.

  • Fixed an Issue which could cause the Metenox moon drill (And all FLEX structures to a lesser extent) to have much shorter reinforcement timers than intended.

  • It’s now possible to open the configuration window of a Sovereignty Hub that had the Fuel Access ACL list deleted.


Patch Notes For 2024-07-03.1

Defect Fixes:

Gameplay:

  • Fixed an issue where it was not possible to list a SKIN License for sale in the Paragon Hub for a price higher than 2.1 billion.


Patch Notes For 2024-07-02.1

Features & Changes:

Structures & Deployables:

  • Skyhooks now have a 15 minute repair timer instead of 5 minutes.

User Interface:

  • Added a notification and timer in the Info Panel when a Skyhook is being hacked, this timer shows when an active hacking is occurring, when it is successful, and when it is unsuccessful.

Defect Fixes:

Gameplay:

  • Skyhooks and Metenox Moon Drills can now be found on the directional scanner and be probed with combat scanner probes.

Localization:

  • Fixed a typo in the description of Nocxium.

  • Fixed a typo in the description of the Sansha's Nation Occupied Mine escalation message.

User Interface:

  • It’s no longer possible to try and configure a Skyhook while you have it in your inventory / cargo, or while it’s still onlining.

  • The sovhub configuration menu will no longer let you drag an upgrade in from location that is not your ship and will display a user error when you try. (It would let you before in the simulation but would fail when trying to save).

  • Fixed an exception which occurred when closing the Sov Hub window from the corporation management window.


Patch Notes For 2024-06-28.1

Defect Fixes:

Gameplay:

  • Fixed an issue which caused strategic upgrades installed in sovereignty hubs running in the new system to continue to provide their effects until downtime if the sovereignty hub was destroyed.

User Interface:

  • Fixed an issue which caused lines between connecting systems to be missing from Insurgency map.


Patch Notes For 2024-06-27.1

Features & Changes:

Sovereignty Transition

  • Check out this devblog for more information on Sovereignty Updates: Transition & Upgrades | EVE Online

  • Players with the appropriate roles in the corp which owns the Sovereignty Hub (Director or CEO) will now be able to choose to transition their sovereignty hub over to the new system.

  • All outstanding bills will need to be paid for a sov hub before it can transition.

  • When choosing to transition, a snapshot is taken of all of the current Strategic Upgrades installed in the sov hub (such as cynosural suppression and advanced logistics network) and these will remain active and functional until the next downtime, this means that players can transition to the new system and won’t have to worry about structures such as Tenebrex Cyno Jammers and Ansiblex Jump Gates going offline after transitioning, and they’ll stay online the entire time if they’re able to install and turn on the new equivalent upgrades before the next downtime.

  • All currently installed Military and Industrial upgrades will also continue to provide their sites until the next downtime. It should be noted that the new mining and combat upgrades will not have their sites appear until the downtime after they have been installed.

  • When a player chooses to transfer over to the new system, all of the old currently installed upgrades in the sovereignty hub will be moved to the HQ station delivery hangar of the corp which owns the sov hub for future reimbursement, when the sov hub also usurps the sovereignty claim from the TCU, the TCU will also be returned to the owning corporations HQ system delivery hangar.

  • It’s no longer possible for old sovereignty upgrades to be manufactured again. In the coming months, reimbursement will come to players who own the old upgrades, TCUs and their blueprints, this may come in the form of NPC buy orders, updating the refining costs to 100% build cost or converting old types into new types where it makes sense, more firm details will be provided at a later date.

Transitory Structure Rig Amnesty

  • All currently existing structures in sov nullsec will temporarily be able to remove their rigs without destroying them during the transition period which is from now until the next expansion which is scheduled for November.

  • This will only apply to rigs on structures anchored before 27 June.

  • Only players with the Station Manager role (Or Director/CEO) of the corporation which owns the structure will be able to take the rigs off.

  • Special rigs which are fitted to any remaining old nullsec converted outposts which became the special faction fortizars are not able to be removed, while other normal rigs can be removed from faction fortizars.

  • This only applies to structures in sov nullsec which can be claimed by player alliances. (even if it’s unclaimed or owned by a different alliance). This does not apply to structures which are located in other ‘lawless’ systems with a negative security rating such as NPC Nullsec or Wormhole space.

Upgrade Balance Adjustments

  • Adjusted the power provided by suns, so that the lowest power suns now start at 500 TW, rather than at 150 TW, the amount of power that the best suns still provide is 1000 TW. Suns that had power values between 150 TW and 1000 TW have had their amount provided increased to match the new scaling between 500 and 1000 TW of power.

  • The power, workforce and reagent costs of several upgrades have been adjusted

  • Advanced Logistics Network (Enables Ansiblex Jump Gates)

    • Power cost reduced from 1500 to 1250

    • Workforce cost increased from 18000 to 25000

    • Superionic Ice consumption cost increased from 33 to 40 units per hour

    • Superionic Ice fuel startup cost increased from 2250 to 2750 units

  • Supercapital Construction Facilities (Enables Standup Supercapital Shipyard)

    • Power cost reduced from 2000 to 1750

    • Workforce cost reduced from 20000 to 17500

    • Superionic Ice consumption cost reduced from 220 to 145 units per hour

    • Superionic Ice fuel startup cost reduced from 15000 to 10000 units

  • Cynosural Suppression (Enables Tenebrex Cyno Jammer)

    • Power cost reduced from 800 to 500

    • Workforce cost reduced from 6400 to 5000

    • Magmatic Gas consumption cost increased from 1750 to 2480 units per hour

    • Magmatic Gas fuel startup cost increased from 120000 to 170000 units

  • Cynosural Navigation (Enables Pharolux Cyno Beacon)

    • Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour

  • Minor Threat Detection Array 1

    • Workforce cost reduced from 2700 to 1890

Mining Upgrade Adjustments:

Changes made to new Ore types provided by the new mining upgrades.

  • All variations of Kylixium

    • Volume reduced from 1.5m3 to 1.2m3

  • All variations of Griemeer

    • Volume reduced from 1m3 to 0.8m3

  • All variations of Noxcite

    • Volume reduced from 6m3 to 4m3

  • All variations of Ueganite

    • Volume reduced from 8m3 to 5m3

  • Hezorime

    • Volume reduced from 8m3 to 5m3

    • Tritanium from refining 100 units increased from 1600 to 2000

    • Isogen from refining 100 units increased from 80 to 120

  • Dull Hezorime

    • Volume reduced from 8m3 to 5m3

    • Tritanium from refining 100 units increased from 1680 to 2100

    • Isogen from refining 100 units increased from 84 to 126

  • Serrated Hezorime

    • Volume reduced from 8m3 to 5m3

    • Tritanium from refining 100 units increased from 1760 to 2200

    • Isogen from refining 100 units increased from 88 to 132

  • Sharp Hezorime

    • Volume reduced from 8m3 to 5m3

    • Tritanium from refining 100 units increased from 1840 to 2300

    • Isogen from refining 100 units increased from 92 to 138

Additionally, all mining upgrades will now also have a small chance of spawning a Large Mercoxit Cluster Site.

These changes will make the new ore types more valuable than before, reducing the volume of the ores will make them provide higher minerals per hour when mined (Because mining yields are based on m3) and therefore higher ISK per hour.

  • TCUs no longer provide a flat 25% bonus to fuel bays of control towers.

  • TCUs no longer provide an evemail notification to the corporation which owns it when a control tower is anchored in their space

    • (Both of these have been in effect since Equinox launched)

User Interface:

  • The number of results in the Colony Resource’s section of the Agency has increased from a maximum of 30 to a maximum of 120.

  • Added the option to filter Colony Resource’s Per-system or Per-planet.

Miscellaneous:

  • Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.

  • Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.

Defect Fixes:

Gameplay:

  • It’s now possible to command drones to attack skyhook reagent silos.


Patch Notes For 2024-06-26.1

Features & Changes:

Corporation Project:

It is now possible to select the Capsule as the Ship Type parameter for following contribution methods:

  • Damage Capsuleers

  • Destroy Capsuleer's Ship

  • Remote Boost Shield

  • Remote Repair Armor

  • Ship Loss

Note: the “Golden Pod” variant provided by Genolution 'Auroral' AU-79 implant will not be recognized as a Capsule for contribution purposes for now.

Corporation Project + Daily Goals:

  • “Salvage Wreck” contribution method for both the Corporation Projects and AIR Daily Goals will now count any successful salvage attempts, even if the wreck didn’t yield any salvage materials.

Daily Goals:

  • Target value for ‘Salvage Wreck’ has been changed to 5.

Homefront Operations:

  • Additional sites can now spawn near Hek.

  • Increased the minimum contribution amount required to be rewarded in Salvage Research sites.

  • The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.

  • Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.

  • Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.

Defect Fixes:

Agency:

  • Fixed an issue where the Cosmic Signatures Agency page results could show systems (besides the current system in certain situations) with 0 signatures.

Corporation Project:

  • The Rewards tab window in AIR Opportunities now displays the amount of ISK for Corporation Projects claimable rewards instead of the numbers of contributions.

Daily Goals:

  • AIR Daily Goal for earning Loyalty Points now recognizes the amount of LP earned before the player corporation LP tax takes effect. This allows members of corporations with 100% LP tax to complete the Earn LP Daily Goal.

Homefront Operations:

  • Payment can no longer be received after failing a Traffic Stop site.

  • Fixed an issue that could cause no Wreckages to appear within a Salvage Research site.

  • Fixed an issue that could cause some Traffic Stop and Stabilize Rift sites to spawn with missing assets.

  • Characters can receive rewards in Stabilize Rift sites even if they only neutralize arrays.

  • Contraband Data from Traffic Stop sites can now be sold to NPC buy orders.

  • Damaged Werpost and non-interactable wrecks within Salvage Research sites will no longer explode or despawn on successful site completion.

  • Wreckages within Salvage Research sites will now use the empty wreck icon.

  • Station wreck explosions will now be better synced with the Salvage Research failure timer.

  • Leshaks within Stabilize Rift sites will now remain invulnerable.

  • Noncombative drone NPCs within Gallente Traffic Stop sites will now remain invulnerable.

PVE:

  • Adjusted the warp-in points for Strange Energy Readings and Core Stronghold anomalies.

Ship Tree

  • Added missing translations for the Ship Tree’s 'New Unlocks' button and title.


Patch Notes For 2024-06-25.1

Features & Changes:

User Interface:

  • Fitting Icon for Ship Cards

    • To assess the load to the server, we will be adding the fitting icon for all ships in the hangar in 'Ship Card' view, for a subset of players, and gathering data this week.

Defect Fixes:

Gameplay:

  • Removed Collision from the Skyhook Reagent Silo. This should result in far less players bumping off what seems to be an invisible hitbox and should resolve some NPCs getting bumped away at high speeds when warping to the Skyhook.


Patch Notes For 2024-06-21.1

Defect Fixes:

SKINR:

  • Reward Track SKINR Milestone now shows the text "SKINR".


Patch Notes For 2024-06-20.1

Features & Changes:

Homefront Operations:

Three new Homefront Operations sites have begun appearing throughout empire-owned High Security systems. Like existing Homefront Operations, these sites will primarily be found near trade hubs and Career Agent systems.

Unlike existing Homefront Operations, these sites will only permit standard T1 Destroyers and T1 Frigates. Their rewards are also optimized towards a smaller fleet of 3 pilots.

Traffic Stop

  • Smugglers disguised as legitimate transports are using this location to hide the trafficking of Contraband Data. Scan the cargo holds of vessels on site to identify the smugglers and destroy them before they dock without disturbing innocent civilians.

Stabilize Rift

  • Sleepers are attempting to collapse an Abyssal rift we have been ordered to keep open. Drain the capacitors of their Destabilizing Arrays to foil their plans.

Salvage Research

  • Ashes of Turnur extremists have attacked a research facility. Salvage wreckage to secure Encrypted ‘Istina’ Data before the site's reactor explodes and they are lost forever.

SKIN Selling in Paragon Hub:

Players can now sell the SKINs they create in the Paragon Hub through the Collection.

Selling Options

  • Players can set both the price and the currency (PLEX or ISK) for their SKINs.

  • A brokerage fee, always charged in ISK, is required to list a SKIN for sale. This fee is based on the selected listing duration, in line with current Marketplace standards.

  • Pricing can only be set in whole numbers and must be greater than 0.

  • Brokerage fees are displayed to the player based on the chosen listing duration.

  • Required skills must be met to list SKINs on the storefront.

Taxation

  • Sales are taxed in the currency chosen (PLEX or ISK).

  • Taxes are rounded up to the nearest whole number.

Listing Duration

  • Players can choose from various listing durations:

  • 1 Day

  • 3 Days

  • 1 Week

  • 2 Weeks

  • 1 Month

  • 3 Months

Get ready to expand your in-game business by selling your unique SKINs and managing your listings directly in the Paragon Hub!

🤝 The Ship SKINR is located in a new folder - Paragon Services in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!

Sovereignty:

  • The planned date for allowing Sovereignty Hubs to transition to the new system, and for new Sov Hubs deployed to be operating in the new system, has been delayed 1 week from June 20th to June 27th. We outline why we're delaying it here.

  • Blueprints for old “defunct/deprecated” sov upgrades can be manufactured once again to make sure there are still enough old upgrades around with this small delay.

    • Research/Copying and buying new blueprints is still disabled

    • the planned date for manufacturing to be disabled again is June 27th.

Ships:

  • The Infrastructure Hold can now contain Command Centers.

  • Standup Fighters are now able to be stored in the Infrastructure Hold again.

Defect Fixes:

Agency:

  • Fixed an issue where search results could show systems with 0 available sites in some Agency pages.

AIR Opportunities:

  • Non-item rewards will now be claimed after pressing the ‘Claim All’ button in the ‘Rewards’ tab of the AIR Opportunities even if there are item rewards that are not claimed because of no redeeming location being selected in the process.

Gameplay:

  • Sequence Binder welcome package can now be moved between inventories.

  • Sequencing skills group is now shown in the Market.

  • Fixed an issue where if a Metenox Moon Drill was transferred between corporations then the moon material bay would not show the old materials that belonged to the old corporation owner, and it would mine there until downtime.

PvE:

  • Fixed players being decloaked by an invisible object in C5 & C6 sites.

Ship Tree:

  • Alpha capsuleers with trained Omega skills will now be able to see them as yellow-colored tiles in the Ship Tree.

User Interface:

  • Fixed an issue where limited design elements appeared as deselected in the Ship SKIN design editor after running a sequencing job for it.

  • Fixed various UI overlaps on smaller window sizes in the Ship SKINR.

  • Fixed an issue where the UI remained visible under custom SKIN designs after activating a SKIN license.

  • Fixed an issue where the Hull Type filter didn't reset correctly when navigating away from the Paragon Hub tab in the Ship SKINR.

  • Fixed an issue where an Expert Systems' ‘View in Store' button was slightly cropped in the Requirements tab of a ship’s Information window.

  • Fixed an issue where progress bars in Info Panel objectives could be missing their displayed current/goal value when no progress had been made.

  • Fixed an issue where item icons would be missing when dragging items from the Redeem Items queue on the character selection screen.


Patch Notes For 2024-06-14.1

Features & Changes:

Miscellaneous:

  • Equinox DLI Day 6 Alpha reward has been updated to Basic Cerebral Accelerator.

Missions & NPCs:

  • Adjusted the Force field in the Infested/Shielded Starbase escalation to have less regeneration so Dreadnoughts with less optimal fittings can kill it.

    • Shield Hitpoints: 300,000 → 400,000.

    • Shield Regeneration Time: 60s → 120s.

    • Peak Shield Regeneration: 12,500 HP per second → 8,333 HP per second.

Defect Fixes:

User Interface:

  • Fixed an issue causing the search panel in the ‘Find New Corporation’ tab to become unusable after searching once.

  • Fixed an issue that blocked players in structures from boarding Omega ships unlocked by Expert Systems.


Patch Notes For 2024-06-13.1

Features & Changes:

Missions & NPCs:

  • Adjusted the Infested/Shielded starbase escalation’s Forcefield and Control Tower Signature Radius from 1000m to 32000m so that all capital weapons (Such as T2 XL Torpedo’s and close-range heavy fighters will now be able to apply full damage).

Science & Industry:

  • Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.

  • Metenox Moon Drills can now be bought and sold on the market.

  • Skyhook Blueprints now get benefits for manufacturing from engineering complex structure rigs that provide bonuses to structures, such as the Standup XL Set Structure and Component Manufacturing Efficiency I rig.

Ships:

🤝 Further tweaks based on player feedback.

  • Carriers:

    • Conduit jump fuel cost per LY reduced from 21,000 to 3,000.

  • Squall:

    • Powergrid Output increased from 215 to 250.

  • Deluge:

    • Powergrid Output increased from 180 to 190.

  • Torrent:

    • Powergrid Output increased from 230 to 265.

Defect Fixes:

Corporation Window:

  • Bulletins now show in the Corporation Window for all members of the corporation.

Gameplay:

  • Standup Fighters will now function again.

  • As a side effect of rolling back a change, Standup Fighters can no longer be included in the Infrastructure Hold, we’re working on getting a fix for this in the coming week.

Graphics:

  • Fixed icons for Metenox Moon Drill and Avalanche wrecks.

Homefront Operations:

  • Homefront Operation sites will now periodically check if the current owner is within the combat area and reassign ownership if not.

New Player Experience:

  • Added missing highlights and blinks.

User Interface:

  • Fixed an issue where the filters for Power and Workforce in the Colony Resources section of the Agency did not work.

  • The input fields for Power and Workforce filters in the Colony Resources section of the Agency have been made larger so that four digit numbers can now be easily read.

  • The SKINR Collection will now load all design components correctly in languages that use non-ASCII characters (ie. Chinese, Japanese, Korean, and Russian).

  • The PLEX icon in the SKINR Studio is no longer overlapped by the price text.

  • The SKIN Name text in the SKINR Studio is no longer cut off at various UI scaling settings.

  • Opening the Design Components page in the Market will no longer cause an FPS drop.

  • Fixed an issue preventing inventories from loading in stations/structures with Asset Safety containers.

  • Fixed incorrect padding between items in inventory windows.


Patch Notes For 2024-06-12.1

Features & Changes:

Air Daily Goals & Reward Track:

  • When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.

Insurgencies:

  • Counter-Insurgency Sentry Guns have had a 30 day decay timer added to them, so they will now disappear after 30 days from being deployed. Existing ones will also disappear after 30 days from now if they aren’t destroyed by players.

Login Rewards:

  • Until June 20th a special set of Expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.

Market:

  • The new navy fighters will now appear in the faction and storyline drop down section for the market.

Science & Industry:

  • Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.

  • Magmatic Gas has had it’s volume adjusted from 1.5m3 to 0.1m3.

Ships:

The Upwell Haulers were a little too strong if they were fit for max tank (ignoring the missile bonus completely), so we’re rebalancing them by bringing their powergrid and CPU requirements closer to existing ships in their class, and giving them a huge fitting reduction bonus to medium missile launchers.

  • Added a new role bonus to the Squall, Deluge and Torrent: 90% reduction in heavy missile launcher, heavy assault missile launcher and rapid light missile launcher powergrid and CPU fitting requirements.

  • Squall

    • Powergrid Reduced from 400 to 215

    • CPU Increased from 380 to 395

    • Base price adjusted so it no longer insures for more than the build cost.

  • Deluge

    • Powergrid Reduced from 430 to 180

    • CPU Reduced from 400 to 300

    • Agility increased from 0.51x to 0.59x

  • Torrent

    • Powergrid Reduced from 460 to 230

    • CPU Reduced from 420 to 305

  • It is now possible to put Standup Fighters, Upwell Structure ammo and bombs inside the infrastructure hold of the Upwell Hauling ships (Squall, Deluge, Torrent and Avalanche)

  • It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.

Structures & Deployables:

  • The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.

User Interface:

  • Added a ‘Create Skill Plan’ button to the Confirm Skill Purchase window that pops up after clicking the new ‘Buy and train’ button for required skills.

Defect Fixes:

Air Daily Goals & Reward Track:

  • The glow around Omega rewards is now in sync after hovering the icons in the Daily Goals tab for Alpha players.

  • The Reward Track and / or Daily Goals are now showing up when first opening the Air Opportunities Homepage.

  • Claim All button is now visible in the Daily Goals Reward Track page after completing one Daily Goal.

  • Claim All button no longer reappears after being used.

  • The Reward Track’s milestone for SP is now showing correct information.

Audio:

  • SFX for the Metenox Moon Drill now triggers and loops properly.

Corporation Projects:

  • Corporation Window no longer displays duplicated Offices in “My Corporation”.

Gameplay:

  • Long-Range Heavy Fighters can now use their Micro Jump Drive ability again.

  • Mobile Micro Jump Units are functional again.

Graphics:

  • Molok material maps have been intentionally adjusted (less metallic veins on the ship).

  • Some ships now have 3 customization slots in the SKINR instead of 4:

    • Triglavian ships

    • Bane

    • Rhea

    • Charon

  • Pattern settings are now carried over when selecting a new hull within the SKINR (mirroring, pattern display toggle).

  • Structure SKIN is now displayed correctly in the fitting window.

  • Alphabetical filtering in the SKINR is no longer case sensitive.

  • Quantity of activated and unactivated SKINs is now updated after activating a SKIN from the SKINR Collection.

  • Temporary SKIN license is no longer active on boarded ship after expiring.

  • Sequencing in Progress count now updates correctly after starting a sequencing job in the SKINR Studio.

  • Sequencing max jobs count now updates immediately in regards to skill levels.

  • 3D ship preview in SKINR resets to active ship after using “Complete Now” on sequence job.

  • Pattern display toggle updates correctly for 3 slot ship configurations in the SKINR Studio.

  • Create New Design resets to active ship after viewing a design for another hull.

  • SKIN icon cards no longer appear with black background as it did for some.

  • Activating a SKIN license from the Collection no longer reloads the entire Collection.

  • Fitting Window Personalization tab optimized to load quicker when loading custom SKINs.

  • Correct description added for the Batch Sequencing skill in the Show Info window.

  • Correct highlighting appears on stack of unactivated SKIN licenses when a copy was previously activated from the stack.

  • Limited Metallic Nanocoatings are referred to correctly in Show Info window.

  • SKINR instantly updates with account clone state changes.

  • There is now indication in the SKINR Collection when one SKIN license is activated from a stack of multiple licenses.

  • Expandable panels no longer overlap Customization Slot and Back button in SKINR Studio on smaller window sizes.

  • Studio page optimizations to handle situations after many Sequencing in Progress jobs are running and interacting with UI.

  • Ambient traffic no longer appears outside of an unanchored Skyhook.

  • Fixed an imbalance in the beam brightness on the Skyhook's lower platform.

  • Cleaned up floating lights and z-fighting on the Skyhook wreck.

  • Restored missing decals on the Cyno Beacon.

  • Metenox Moon Drill now has collision.

  • Mining beam no longer disappears when warping away from Metenox Moon Drill and returning.

  • Fixed clipping issues and floating lights on Metenox Moon Drill.

Ship Tree:

  • The Ship Tree’s ship group icon tooltips will now work correctly when the required skill(s) is only trained with Expert Systems.

  • The Neocom Ship Tree icon will no longer start to blink again after viewing a ship unlock in the Ship Tree’s ‘New Unlocks’ section.

User Interface:

  • The Agency page for Colony Resources will now show results when opening for the first time and after pressing the ‘Reset All’ button. Also, the sorting of the results is now correct when using the filters.

  • Fixed an issue that prevented the Show Info window for stars to show correctly.

  • Faction names are no longer bleeding out of their Ship Tree info box on some UI Scaling settings.

  • The ‘Add all skills to Skill queue’ button now correctly does not appear after completing the ‘Buy and train’ flow in the Mastery tab of a ship’s Information window.

  • Packaged items now display their correct volume per unit in the on-hover tooltip and elsewhere.


Patch Notes For 2024-06-11.1

The Equinox expansion is out!

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

Additionally, for those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!

Features & Changes:

NES:

  • FREE 7 Days Omega is back until 20 June.

  • 🤝 Added Mining Drone Operation III skill to Mining Barge Operations Expert System.

Defect Fixes:

Gameplay:

  • The Triglavian Encryption Methods skillbook was incorrectly giving a 1/30 bonus per level to invention success chance, rather than 1/40 like all other Encryption Method skillbooks. This has been corrected.

    • The result is that all triglavian tech II ships and modules will now have slightly lower invention success chances.

  • Hornet EC-300’s will now appear as being unlocked by Electronic Warfare level IV when looking at the Electronic Warfare skill show info window.

Homefront Operations:

  • Logistics NPCs within Abyssal Artifact Recovery sites will no longer become inactive after their initial spawn.

  • Info Panel objectives will now appear correctly if the character is already within a site on log-in.

  • Prevented some environmental objects within Metaliminal Mining sites from appearing within the wrong weather type.

  • Fixed a rare issue causing some Metaliminal Mining sites to appear without an asteroid present.

  • Fixed a rare issue that could cause the Drifter Battleship to appear when first entering an Abyssal Artifact Recovery site.

  • Triglavian Battleships within Abyssal Artifact Recovery sites now use correct turret duration and HP values.

Hello space friends, and welcome to the second Community Beat in July!

This time around we'd like to shine the spotlight on a few awesome videos that caught our attention. Starting off, we have Rist Gaming with his recording of the near 2 Trillion ISK fight that took place in Ignoitton over a Metenox Moon Drill last week. This massive brawl unfolds bit by bit in the vid where you see Rist piloting a Machariel at the start, and then multiboxes two Zirnitras as the fight progresses. Lowsec is popping. Check it out!

Next up, is a shorter video by deimos24, where he flies a Capacitor Flux Coil fit, cap stable Ferox Navy Issue. Gotta love fits that make the enemy think you must be running out of cap boosters soon, but little do they know you haven't chugged a single one!

The third video we'd like to shine a spotlight on is one by the infamous rhiload, who made a name for himself with the "ZKILL GUIDE" videos back in the day. In this video however, he's piloting a Minokowa and doing his best to keep his outnumbered fleetmembers in Ravens alive as they receive volley after volley of missiles from enemy Barghests.

If you're an aspiring Logi pilot you don't want to miss this one.

The Fourth video we'd like to spotlight is a remote repair gang that Pando did on his stream yesterday. In this fight they're using Large Ancillary Remote Shield boosting Squalls, one of his go-to tanky fleetcomps that let you brawl and take the enemy by surprise by the amount of logi you have. Definitely worth a watch!

Next up, there's this clip of roleplaying gone wrong?right? from TalesofLumin.

It's too good, click here and just watch it. :D You won't regret it 😂

Next up, we'd like to shine a spotlight on a pretty cool guide to running exploration sites - specifically the Standard Sleeper Cache. We don't often shoutout reddit posts, but this one was such a comprehensive writeup that we didn't want you to miss it.

Here's the writeup, and then there's also a video to go with it too.

We also want to take the opportunity to shoutout our partners over at JustAbout, where there are constantly bounties up for content where you could make a bit of irl ISK. It's latest bounty is for making a cinematic planet flyby, but it also has bounties for ship fittings, battle reports & stories, killmail of the week, and a grand mystery challenge and more!

Head over to their site to see the Live Bounties they have going on right now, over at JustAbout. Seriously, you could sub an extra account or two or three or four for some of these!

Just About Logo

A Community Beat wouldn't be complete without some art! Luckily, reddit user Rhaps9000 made a neat comic dubbed "The Recycle of Life" to help our newbros to get a hang of Eve.

The Recycle of Life

That's all for this episode of the Community Beat. We're excited to see what you guys do as the summer progresses. Maybe there are some gamers out there doing MJD carrier shenanigans? (please record! we want to see!) I guess time will tell ;)

Until next time!

<3

p.s. we hope you're all as happy as Wallymarts is with the Patch Notes. Just see how happy he is:

Brave capsuleers, 

We want to acknowledge the concerns expressed by the community and CSM regarding the Equinox expansion and associated game changes. We share your passion for EVE Online and we know that everyone has the best wishes for the game at heart. We hear you loud and clear and appreciate the honesty and feedback provided. We have been and continue to actively monitor and discuss the feedback, within CCP and with the CSM, to refine, plan and prioritize the next steps.  

The focus with Equinox was and remains making nullsec exciting and desirable, not just as a battleground, but as a dynamic homefront ripe with opportunities that will enhance the value generated from sovereignty systems (for corporations and alliances as well as for individuals).  

Today sees updates to various aspects of Equinox. Below is a high-level overview of these changes, with further details in the . This is just one of many steps forward, as we will continue to refine and adjust in the weeks ahead, with changes planned for Skyhook raiding and improvements to SKINR for ships, and AIR Daily Goals.  

Enhancing the Value of New Anomalies 

Since Equinox launched, we’ve received valuable feedback on the new sovereignty systems and have made several changes with the aim of making them more lucrative and exciting.  

While the ability to select mineral types was an improvement, the sites themselves felt underwhelming, both in terms of the social experience of mining and in their overall value. A few steps have been taken to address this; first, the smallest asteroids have been removed and the minimum asteroid size has been increased such that it can accommodate multiple strip miner cycles. Additionally, the overall volume of the sites has been significantly increased with the Hezorime (Zydrine) and Mordunium (Pyerite) anomalies seeing the largest increase. For asteroid size, we wanted to make sure there was an improved experience compared to old Colossal spawns. The Hezorime deposit will now include significantly larger asteroids, with a single 600k m^3 behemoth asteroid and several dozen with a volume larger than 100k m^3. 

The mining escalation has also become a more significant objective to take on and complete. The total volume has increased significantly, and the less valuable asteroids have been replaced with spodumain, various Abyssal asteroids, and mercoxit, greatly increasing both the mineral yield and value. You’ll also be seeing them more often, as the escalation rate has been increased significantly. 

Mining Ships flying - Capital

Mining anomalies are only part of the equation, as combat anomalies are also being reevaluated. The number of anomalies the threat detection arrays spawn has also been increased, allowing groups to maintain a larger population for PVE, even while running hyper-optimized blitzing setups. To reward those pilots committing larger ships and more optimized setups, the spawn time has been reduced by 40%. This still utilizes the new spawning paradigm, meaning that in all cases the new sites will respawn significantly faster. 

We want to thank everyone who has taken the time to express their feedback and assure you that we are actively listening and taking it into account as we work on upcoming changes in close collaboration with the CSM. Today marks a step forward on the ongoing journey of evolving the new opportunities that Equinox brings, with more to come in the weeks ahead. 

Fly safe. 

o7