Rampant capsuleers,

The Gallente Election was your first chance to experience Rampant Drone Fabricator sites.

Thanks to your feedback they are now being made permanently available in C1-C6 wormholes, with a couple of changes, specifically tailored to wormhole space.

Face escalating waves of Rogue Drones, with the threat level now building based on a point system known as “Rampancy”. The escalating threats are determined by the ships in proximity to the Fabricator.

The more waves you destroy, the bigger your rewards will be. Not only that, but because you were so good at these, we had to up the ante and increase the wave cap from 30 to 100. Translation: It’s hard!

Can you prove your worth? Who will be the first to outlast all 100 waves?

The extremely brave can attempt to tackle the sites solo (at least the first half – you’re unlikely to survive past 40 waves or so), but they are tailored for small teams to tackle together. Push your luck and see how long you can hold out, but know that you can fleewith the loot you’ve acquired at any time, or keep going and hope to survive for even more!

For more details, refer to the patch notes.

We hope you enjoy this addition to wormhole space, and look forward to bringing more improvements in the near future.

Happy hunting, capsuleers!

Tournament enjoying capsuleers,

It's official, the rules and format post is here, planning can start, and Thunderdome is open for action!

ATXXIII-Geddon

Signups for Alliance Tournament XXII (ATXXII) are now open. Below is the full list of rules and signup instructions. All hopeful competitors, please take your time and review everything carefully.

As usual, there have been some alterations to the overall ruleset, so pay close attention. For any questions or clarifications, you may post in the tournaments section of the EVE Discord server.

Note that the format and match rules are subject to change at Fenris Creations’ discretion. Participants are strongly advised to regularly check the Tournament forums and Discord for the most up-to-date information.


Highlights of changes from ATXXI (2025)

  • The Cenotaph, Odysseus, Pioneer, Pioneer Consortium Issue, Venture Consortium Issue, and Outrider will not be allowed in this tournament.

  • The Talwar Fleet Issue, Dragoon Navy Issue, Corax Navy Issue, and Algos Navy Issue will be allowed in this tournament.

  • The “Hybrid Drones” that featured in the Rampant Drone Fabrication sites will not be allowed.

  • As the Amarr are this year's sponsor, a selection of Amarr ships will receive an additional point discount.

  • The Amarr love inflation! The points inflation rule has been reintroduced with a twist: duplicate hulls that match specifically receive variable point increases depending on hull size. (Between 0 and +4)

  • The maximum number of ships of a given hull size that a team can field will remain as 3, with the exception of Battleships, which have been reduced to 2. (Flagships are exempt and can be used to push this to 3)

  • Battleships now also have a limitation of 1 Armor Plate OR 2 Shield extenders of any size.

  • All uniques previously eligible as flagships have been removed from flagship status and are now subject to regular fit limitations and limited to once per round in the best-of series.

    • For example, if you use a unique in round 1 of a best-of-3, then you cant use it again in round 2 or 3. If you didn't use it in rounds 1 and 2 you can bring it in round 3.

  • A potential additional round of bans has been added specifically for the use of “uniques” in the final best-of series. (More on that in the best of series below)

  • The Amarr Empire hast decreed that the Bhaalgorn shalt be added to the list of prohibited flagships. No notes, no further explanation.

ATXXII - Bhaals Out

Format

The Alliance Tournament XXII is a 16-team, best-of-series tournament hosted on the Tranquility server. The Tournament will culminate in a best-of-five finale, with the matches prior being a best-of-three series.

The 16 entry slots will be from the preliminary tournament (see “Preliminary Tournament” below).

For ATXXII, the following alliances have received direct invitations to the prelims tournament based on their final positions of the previous tournament and will be invited back with no entry fee:

  1. The Tuskers Co.

  2. Meta Reloaded

  3. Evasive Maneuvering.

  4. Psychokids.

Teams that have been awarded an entry slot must still register for Alliance Tournament XXII. Unused slots will be reallocated to the preliminary tournament.

The seeding for ATXXII, which determines which teams will play against each other, will be based on finishing positions in the preliminary tournament.


Alliance Lock And Team Registration

Alliances wishing to participate in the tournament must be created by 23:59 UTC on 29 July and remain active for the duration of the tournament - remember to pay those alliance bills!

The registration cost for Alliance Tournament XXII is 4,000 PLEX, contracted to “C C P” corporation with the ticker -CCP- (For the final year!). Entries contracted to any other variations, Engineering Corp or otherwise, will NOT be accepted.

PLEX must be contracted from the alliance executor.

To register a team, the alliance executor must fill out the following form, nominate a team captain (and co-captain if they wish), and set a passphrase. The team captain may also be the alliance executor. When a captain/co-captain submits the team roster, they will be prompted for the passphrase to ensure they are a valid alliance representative. Registration closes at 11:00 UTC on 30 July. 

ATXXII - TeamInArena

Team Participation & Registration

Players may only compete for a single alliance and team, regardless of how many accounts they have. Likewise, there shall be no sharing of in-game assets, information, or services with the intent to participate in or assist multiple teams. As a reminder, the regular rules and restrictions still apply, so account sharing, for example, is not permitted. More on this in the “Collusion Rules” section.

Teams:

  • Each team can field up to 10 pilots at any time, from a maximum roster of 40.

  • All registered team members are eligible to compete in any match in which their team is taking part; team lineups do not have to remain the same between games.

  • A maximum of 10 of the 40 allowable team members can be mercenaries. More on mercenary rules below.

  • If a team wants to forego mercenaries entirely and draft all 40 team members from their alliance, they can do so.

Team captains must submit a roster for their team. The form here will open on 31 July at 11:00 UTC and remain open until the first roster lock deadline at 23:59 UTC on 17 August. Players are free to change alliances until the roster lock date, at which point they will be considered ‘locked in’ to their team. Joining a participating alliance (other than the one the player represents) will prevent the player from participating in the tournament. Moving to different corps within the same alliance after this date is allowed. Team captains will be advised by 18 August if there are any issues with their team members that need adjustment. On 19 August, the full team rosters will be made public and locked.

The form will re-open after the preliminary tournament on 16 September and close again on 2 October at 23:59 UTC. The final Team rosters will be made public by 5 October.

When the form reopens, new team members may be added to the team roster, as long as they were already in the alliance on the first roster lock date (17 August) or, in the case of mercenaries, have not been in a participating alliance.

No more than three additional mercenaries, or 10 regular alliance members, can be added during the second roster lock, and the total team size must still not exceed 40.

For the duration of the Tournament, the captain or co-captain will serve as the point of contact for their alliance's participation.

Players who require a tournament account and access to Thunderdome can request them here.


Mercenary Rules

Sponsors of Alliance Tournament XVII and one of New Eden’s most notorious mercenary outfits, Mordu’s Legion, persuaded the Interstellar Gaming Commission to allow each alliance the option of employing the services of mercenaries, unaffiliated pilots who exhibit a keen propensity for competitive play. The IGC has offered the following guidelines as it pertains to the use of Mercenaries.

  • Mercenaries must not be Team Captains

  • Mercenaries may only compete with the team that registered the use of their services.

  • Teams may not leverage the mercenary rules to create B-teams. The Collusion Rules (see below) still apply.

  • Teams may not register more than 10 mercenaries on their roster.

The mercenary must submit their name to the IGC via this form (opens 31 July) to formally register their services. Team captains employing mercenaries must also inform the IGC of the arrangement via this form (opens 31 July). The mercenary will not be complete unless both steps are completed. Mercenary submissions will remain open until the first roster lock deadline of 17 August at 23:59 UTC. The form will re-open after the conclusion of the preliminary tournament on 16 September and close again on 2 October at 23:59 UTC. Mercenaries found intentionally sabotaging their teams will be permanently banned from all future tournaments. Fenris Creations has final adjudication in such matters. Members of alliances competing in Alliance Tournament XXII may not offer their services as mercenaries. Mercenaries are free to change corporations or alliances at any time during the tournament, provided they do not join another alliance registered in the ATXXII. They are, however, allowed to join the alliance they’ve enlisted with at any time.

Once the roster lock is lifted following the preliminary tournament, mercenaries may not enlist with a new team if they have played for or been enrolled in an alliance that participated (or is still participating) in ATXXII. Teams may, however, enlist the services of mercenaries who have not been signed up with any other team, or been a part of any participating alliance, since 17 August. Anyone interested in enlisting as a mercenary should check the full list of teams participating in this year's tournament on Discord after the registrations close, to ensure that their alliance hasn't submitted a team.

Alliance tournament captains may petition the IGC (Via an EVEMail to the character "IGC Alliance Tournament") to alter their team’s name to more aptly reflect the new identity their mercenaries may have imparted. The IGC is a strict arbiter and requests that all names be identifiable and representative of the group; not all names may be accepted. Consider the following example scenarios: NPSI community wishes to have their team’s name reflect their community name: Deathless Net. The IGC is amenable to this. A nullsec PvP alliance expands its ranks with a mercenary from a lowsec alliance, requesting a name change to Strange Pilots Exude Reactive Gas. The IGC would not consider this a valid name.

ATXXII - Tdeeze

Preliminary Tournament

The preliminary tournament will occur on 29 & 30 August, and 5, 6, 12 & 13 September.

The full details of the preliminary tournament will be announced on 31 July alongside the live match draw. As shared in the recent announcement article the exact format will be based on the number of entrants, and ideally reflect a “Swiss” format and ending with a top 16 that will progress into the finals. (A full explainer on what a Swiss format is can be found here).

The rules in the Preliminary Tournament mirror those of the finals tournament, with the following exceptions:

  • The preliminary tournament will take place on the Thunderdome tournament server instead of the Tranquility live server.

    • Pilot names on Thunderdome should correspond to their character on Tranquility and the name the captain registers in the roster.

  • Flagships are not allowed in the preliminary tournament.

  • Each team in the preliminary tournament will have three bans per match instead of four.


Match Rules

  • Teams may field up to 10 pilots in the arena. Each ship is given a point value (listed below), and teams must not exceed 200 points in total.

  • Fights are limited to ten minutes. If the time runs out, the team that has earned the highest total points will be declared the winner. See “Victory Conditions” below.

  • Intentional pod killing is NOT allowed. All pod kills will be reimbursed (except those where the pilot opted to self-destruct).

  • The match simulation is taken as-is. Teams are advised to use their preparation time to verify that ships and modules are fully operational. There will be no replays.

  • Teams may not forfeit or ask a referee to end the match early. If a team wishes to end the match early, the boundary calls for your sacrifice!

  • Referees will make every effort to prevent rule violations before matches, but the final responsibility for any violations lies with the participating team.

  • Due to the damage-over-time aspect of Deathless Breacher Pods, upon completion of a match, all ships will be repaired. All match participants are required to cease combat.

  • If a ship is destroyed after the match, logs will be reviewed, and if it shows repeated aggression after the conclusion of the match, a penalty may be applied to the offending player and/or team.

ATXXII - KirinSuntan

 


Penalties

Any player found to be in violation of the Alliance Tournament rules may be penalized to various degrees, depending on the severity of the offense. All penalties are imposed at the referee's discretion during the tournament, and all decisions are final. Penalties may include, but are not limited to:

  • Points deduction

  • Reducing ship HP and capacitor

  • Moving the ship to a different warp-in

  • Complete removal from the fight

  • Match forfeit

  • Ban from competing in one or more matches

Referees and tournament administrators may nullify a match or void a team's win if they believe the team is not competing sincerely or is attempting to manipulate the match outcome.

Repeat offenses may incur escalating penalties (Likely multiple comments of varying severity from the casters and analyst desk too!)


Ship Rules

Each team may have up to 10 ships on the battlefield, for a maximum total of 200 points.

Teams are limited to a maximum of three ships of a given hull size in the arena, with the exception of those categorized as a Battleship, whereby they are limited to a maximum of two. For example, no more than three battlecruisers are allowed (two Nighthawks and one Claymore is permitted, but two Sleipnirs and two Hurricanes are not). All logistics ships, including both T1 and T2 variants of cruiser and frigate sizes, are exempt from this rule. Therefore, three Orthrus and one Scimitar would be allowed, as would two Vengeances and two Inquisitors.

Teams may field a maximum of one logistics cruiser, one T1 support cruiser, or two T1/T2 logistics/support frigates per match.

With the exception of the Praxis, Gnosis, Sunesis and Metamorphosis, special edition ships are banned. The current list is as follows:

Apocalypse Imperial Issue

Armageddon Imperial Issue

Megathron Federate Issue

Raven State Issue

Tempest Tribal Issue

Guardian-Vexor

Mimir

Adrestia

Vangel

Etana

Moracha

Chameleon

Fiend

Rabisu

Stratios Emergency Responder

Gold Magnate

Freki

Silver Magnate

Utu

Malice

Cambion

Chremoas

Whiptail

Imp

Caedes

Victor

Virtuoso

Hydra

Tiamat

Python

Raiju

Laelaps

  • Nestor, Odysseus, Marshal, Enforcer, Pacifier, and Monitor are NOT allowed

  • All ORE ships and ships categorized as larger than a battleship are NOT allowed.

  • The use of the frigate escape bay is NOT allowed.


Ship Point Values

As the number of uniquely pointed ships has grown this year, rather than listing all uniquely pointed ships, we recommend reviewing the points within the Quick Comp Creator under the "New Static Values" tab. If a ship has both a class point value and an individual point value, the more specific value applies. Ships without a point value, by omission, are not allowed.

A new Inflation rule is in effect. Every additional copy of a ship adds points, depending on the ship's size, to the specific hull's point cost.

For Frigates, it’s +0 (with the exception of Logistics and T1 Support Frigates which get a +1)

for Destroyers +1

for Cruisers and Industrials +2

for Battlecruisers +3

for Battleships +4 

ATXXII - ZoryaHug

Place & Tactics

Captains (and/or co-captains) must be online and available 45 minutes prior to the match to make their ban choices. Alliance Tournament XXI will feature a new alternating ban system. Further details on bans can be found in the subsection Ships Bans.

Participants should be prepared, in their chosen ships, and in a fleet, 20 minutes before their scheduled fight time. If you are not ready within this time allocation, you will be disqualified from the match and the opposing team will be given an automatic win. All pilots must be docked in a station, not in an Upwell structure or undocked in space. Teams will be brought into a solar system in uncharted space by a Referee. Once they’ve arrived, referees will continue to communicate in local; teams are required to monitor that channel at all times. You will be given approximately one minute to check over your modules to ensure everything is correct.

Eight entry locations in the system serve as starting locations. Four of these are marked for the Red Team, and four are marked for the Blue Team. Teams will be moved to the entry location of their captain's choosing, A, B, C, D (The referee will ask while the match is being set up). A celestial beacon in the overview will mark the arena center where teams will be able to warp between 0-50km.

Here's a short clip from the previous Alliance Tournament about this process:

Info Arena 1 (1)

Once the word is given, teams warp to the specified arena beacon, at a range of their choosing, up to a maximum of 50 km. Team members are allowed to warp in at different ranges. Point formation is the only allowed fleet formation type.

Once instructed to warp by the Referee, all team members must warp promptly to the arena. Shortly after allowing teams to warp, the referee will lock the warp functions again. Any team members who have not initiated warp by that time will be subject to penalties at the referee’s discretion.

The arena will have a radius of 125 km centered on the central celestial beacon.

The arena contains nine Mobile Micro Jump Unit structures: one at the center and eight positioned 87 km from the center, aligned with each of the eight team beacons. These outer structures form a cube around the arena's center, with each side approximately 100 km long. The Mobile Micro Jump Units are indestructible and usable by all.

The referee will begin a countdown. When the countdown ends, the host will break the target locks of all ships in the arena.

If a player warps out or leaves the arena, their ship will be destroyed. This includes disconnection emergency warps. This rule is in effect before and during the match.

Deploying cargo containers, anchorable items, Upwell structures or mobile structures into space is NOT allowed. Ships cannot contain deployable cargo containers. Dropping regular jettison containers is allowed. Drones should not be deployed until match start, dropping drones earlier than this will result in them being unrecoverable.

The use of combat probes in tournament systems is NOT allowed.

Upon conclusion of the match, the team will be returned back to the station they were docked in.


Arenas

Players are likely to experience unique arena designs during the Tournament. These will be positioned to minimize the impact on tournament play and will be adjusted if required.

The following restrictions are in place after teams have warped to the arena beacon until the match begins:

  • Warping within the arena is NOT allowed.

  • Locking on to players before the match starts is NOT allowed.

  • Boarding a ship during the match is NOT allowed.

  • Activating aggressive or targeted modules before the match starts is NOT allowed.

  • Launching drones before the match starts is NOT allowed.

  • Moving before the match starts is NOT allowed.

  • Beginning the activation cycle of a Micro Jump Drive or Mobile Micro Jump Unit before the match starts is NOT allowed.

  • Activating command bursts before the match starts is allowed.

  • Activating any targeting computers or hardeners is allowed.


Fitting Restrictions

All T1 and T2 modules are allowed, with the following exceptions:

  • All Remote Armor Repair modules and Remote Shield Transfer modules are prohibited, except on ONE of the following: a Logistics Ship, a Tech I Support Cruiser, or up to TWO Tech II Logistics Frigates or Tech I Support Frigates.

  • A combination of T1 and T2 repair frigates is allowed. For example, one T2 logistics frigate and one T1 support frigate may be fielded together.

  • The Zarmazd is limited to ONLY having the mutadaptive remote repairer in the high slot

  • Strategic cruisers are NOT allowed to fit remote repair modules.

  • Only ONE Remote Capacitor Transmitter module is allowed per ship.

  • The Ancillary Shield Boost module is restricted to a maximum of one per ship. Using both an Ancillary Shield Booster and a regular Shield Booster is permitted.

  • ECM modules, including ECM Bursts and Meta 1-4, may only be fitted to ships with an ECM bonus. These ships include the Ibis, Griffin, Kitsune, Blackbird, Rook, Falcon, Tengu (with Obfuscation Manifold), Scorpion, and Widow. The Griffin Navy Issue is not permitted to fit ECM.

    • No ships without these hull bonuses may equip these modules.

  • Sensor Dampeners, Tracking Disruptors, and Guidance Disruptors may only be fitted to ships with a hull bonus for these modules, up to a maximum Meta level of 4. For Sensor Dampeners, this includes the Maulus, Keres, Velator, Celestis, Lachesis, and Arazu. For Weapon Disruption, this includes the Pilgrim, Arbitrator, Impairor, Sentinel, Curse, Crucifier, and Crucifier Navy Issue.

    • No ships without these hull bonuses may equip these modules.

  • Warp Disruption Field Generators are restricted to a maximum of one per ship and Warp Disruption Field Generator scripts are allowed.

  • Battleships now also have a limitation of 1 Armor Plate OR 2 Shield extenders of any size.

  • Micro-jump field generators are NOT allowed.

  • The Bastion Module is NOT allowed.

  • Cloaking devices are NOT allowed.

  • Faction, COSMOS, dead space, and officer modules are NOT allowed (except within specified groups on a flagship).

  • Abyssal (Mutated) modules are NOT allowed (including Mutated Drones).

  • ML-EKP "Polybolos” Ballistic Control System is not allowed.

  • "Atonement" Remote Shield Boosters are not allowed.

  • T1 rigs are allowed. T2 rigs are NOT allowed.

  • Stasis Webification Probes (Wubbles) are allowed.

  • Navy Cap Boosters are allowed.

  • Micro-jump drives are allowed.

  • Polarized weapons are allowed.

  • Stasis Grapplers are allowed.

  • Command bursts are allowed.

  • Signature radius suppressors are allowed.

  • Target painters may be up to (and including) Meta 5 and can be fitted to any ship.

All T1 and T2 ammunition, missiles, and charges are allowed, with the following exceptions:

  • Remote Sensor Dampener and Weapon Disruptor Scripts are (still) allowed.

  • Navy faction ammunition, missiles, and capacitor boosters are allowed.

  • Pirate faction ammunition is NOT allowed.

  • T1 and Navy Faction combat and sentry drones are allowed.

  • Hybrid drones are NOT allowed. Hybrid drones are defined as electronic warfare drones with damage capabilities.

  • T2, augmented and integrated combat, mutated, and sentry drones are NOT allowed.

  • The Gecko and Aralez are NOT allowed.

  • Only T1 logistics drones are allowed.

    • T2 logistics drones are NOT allowed.

  • Electronic warfare drones are allowed (Including “EV-300/600/900” Drones), their “Faction” and hybrid variants are NOT allowed.

  • Attribute enhancers that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.

  • Genolution "CA-" implants are NOT allowed.

  • ONLY Hardwiring with names ending in "01", "02", or "03" are allowed (e.g., EG-603 is legal, but EG-605 is not).

  • All Leadership mindlinks (including navy and Guri Malakim mindlinks) are allowed.

Boosters (drugs) are NOT allowed, with the exception of:

  • Cerebral Accelerators that impact only attributes. ("Standard Cerebral Accelerator" is NOT allowed)

    • Expert Cerebral Accelerator

    • Basic 'Boost' Cerebral Accelerator

    • Standard 'Boost' Cerebral Accelerator

    • Advanced 'Boost' Cerebral Accelerator

    • Specialist 'Boost' Cerebral Accelerator

    • Expert 'Boost' Cerebral Accelerator

    • Master-at-Arms Cerebral Accelerator

    • Genius 'Boost' Cerebral Accelerator

    • Advanced Cerebral Accelerator

    • Prototype Cerebral Accelerator

    • Basic 'Radiance' Cerebral Accelerator

    • Potent 'Radiance' Cerebral Accelerator

    • Extended 'Radiance' Cerebral Accelerator

  • Basic Glamourex Booster

  • AIR Mining Range Booster I

  • AIR Mining Range Booster II

  • AIR Mining Yield Booster I

  • AIR Mining Yield Booster II

  • AIR Mining Yield Booster III

  • AIR Astro-Rangefinding II Booster

  • AIR Astro-Pinpointing II Booster

  • AIR Astro-Acquisition II Booster

Any prohibited boosters pending claim in your redeeming queue will prevent you from entering the arena, and you will be asked to remove them. Use them before the tournament!

Expert Systems are Legal


Note on changes to ship and module balance

Changes to ship and module balance for EVE follow their own schedule, independent of the tournament schedule, and will not be delayed to accommodate the tournament. This means that major changes and new releases can occur between the release of the tournament rules and the tournament itself, or even during the tournament. All teams are impacted equally by such changes, and the ability to quickly adjust to them is part of what separates the best tournament teams from the rest. Where appropriate, ship point values may be updated/changed, and new modules banned, and will be communicated via the tournament-announcements channel on the EVE Online Discord and in the versioning of the comp-creator spreadsheet.

Teams should keep this in mind when making their plans and keep a close eye on Fenris Creations' communications for the earliest look at potential changes that may impact their teams during the tournament.


Flagships

Any pointed T1 battleship, T2 battleship, or faction battleship may be designated as a flagship, with the exception of the Bhaalgorn, which is prohibited.

Team captains must inform the host managing their match if they intend to use their flagship in any given match, and who will be piloting it.

Flagships may ignore meta-level restrictions for certain module types, allowing them to fit faction, officer, COSMOS, and deadspace versions (Abyssal modules are prohibited).

These module types include:

  • Turrets and missile launchers

  • Stasis webifiers

  • Smartbombs

  • Afterburners, Microwarpdrives and Micro Jump Drives

  • Warp scramblers, warp disruptors, and stasis grapplers

  • Target painters

  • Sensor boosters and signal amplifiers

  • Overdrives, nanofiber internal structures, and inertial stabilizers

  • Weapon and drone upgrade modules

  • Armor plates and shield extenders

  • Damage controls (Including Breach Control)

ONE shield booster (Ancil or otherwise) or up to TWO armor repairers (e.g., if your flagship has XLASB + LSB + LSB, one of the three can ignore meta restrictions).

Flagship ship types must be decided in advance and Team Captains must submit their selection via the Flagship submission form no later than 23:59 UTC on 9 October. The fittings for a flagship do not have to be disclosed. The names of flagships do not have to be disclosed or remain consistent. Fittings may also be changed from match to match.

All flagship hull types will be published in Discord and on the EVE Online Alliance Tournament section of the EVE Online website following the flagship submission deadline.

A flagship may be fielded in any match, even if its ship type has been banned, and counts as a normal ship in every way other than the ones defined above.

Flagships must still adhere to all non-meta level-based fitting restrictions, including any bans on module types or limits on the number of certain modules that can be fitted.

A flagship costs the same point value as a regular ship of its type and is still considered a regular hull in all other considerations. Flagships may be used to bypass the restriction on limited battleship hulls, allowing them to used alongside 2 additional Battleships.

You are not required to field your flagship in any given match.

If your flagship is destroyed, it may not be fielded again during the tournament.

Flagships can only be fielded during the main tournament, and are prohibited from the preliminary tournament.

When a flagship is fielded, it must be announced before the match starts and declared by the team during match preparation. The procedure is as follows:

During the pre-match conversation with the referee, declare your intention to field the flagship and provide the intended fit for final checks.

The flagship check is part of the regular ship-check cycle and must be ready at the scheduled ship-check time outlined in the schedule.

The flagship status (ship type and pilot ONLY) will be shared with the players on the field (in local chat and with the commentary/analyst team) once warping has been locked, prior to the final 30 second match countdown.

ATXXII - Flagship

Victory Conditions

During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship. The team that destroys the entire opposing team, or has the most points at the conclusion of the match, is declared the winner.

If a team chooses to field fewer than 200 points, non-fielded points count toward the opponent's score.

If a fight is tied after 10 minutes, time dilation will be used to progressively speed up the tournament solar system and encourage a prompt end to the match.

In the unlikely event of a tie after 15 minutes, victory will be awarded to the team with the higher collective potential team DPS at the beginning of the match, as measured by the tournament's automated “attack bar.”


Ships Bans

Each captain will have four total bans. A tournament referee will contact the competing team captains in-game 15 to 60 minutes before their scheduled match time.

During the match draw/seeding, teams will be allocated a side of Red or Blue. When the ban window opens, the team captain will be provided with a unique URL for their match, which will take them to a new ban selection screen. Once each captain confirms via the tool that they’re connected ban selection will begin. For the main tournament the ban sequence will proceed as follows:

Red will pick a single ban first Blue will follow by selecting 2 bans Red will follow by selecting 2 bans Blue will follow with a single ban Red will follow by a single ban Blue will finish with a single ban

Each "round" lasts 1 minute and during the preliminary tournament, the last round of each side is excluded.

Each ban targets a specific ship type and not a ship class or other hull. For example, banning the Harpy would not exclude the Hawk or frigates in general.

All bans apply to both teams equally.

During the best-of series, teams will alternate starting sides and subsequently, bans. Round 3 of the best-of-3 series is being decided via a coin flip. During the best-of-5, round 5 will also be decided via a coin flip.

Teams should aim to have multiple ship setups available, as bans may affect their primary team composition. No additional time will be given if eligible ships are not available.

Only three of the same hull type can be banned by each side. Once three of the same hull type have been banned, no more of that group will be bannable. Ships in the logistics category remain at a cap of two.

As a point of clarity, ships flagged as "Logistics" are in a category of their own. Therefore, only two of the following may be banned:

Deacon

Kirin

Thalia

Scalpel

Augoror

Osprey

Exequror

Scythe

Guardian

Basilisk

Oneiros

Scimitar

Rodiva

Zarmazd

Inquisitor

Bantam

Navitas

Burst

ATXXII-FancyLogi

Additional Rule Variation For The Best of Series

As many Alliance Tournament XXII matches are built around the best-of series, there will be an additional rule adjustment for the best-of-three bracket final series and the best-of-five grand final.

Best-of series:

Uniques:

Use of previous Alliance Tournament unique ships: Geri, Bestla, Cybele, Shapash, Cobra, Sidewinder, Skua, and Anhinga will be available for use during the main tournament weekends' best-of series, with the following conditions in mind:

  • Their points have been adjusted to be in line with ships at the top of their respective ship size categories

  • They observe the same fitting restrictions as regular ships, as outlined in the section above.

  • A maximum of one of the ships listed above can be fielded at any one time.

  • They may be used once per round of best-of-three matches, and twice during the best-of-five matches.

Their usage will be prompted by a question from the referees after the regular ban sequence completes.

If a team declares that they desire to bring a unique when prompted by the referee, it will provide the opposing team the option of two additional bans. One that follows the regular ban restrictions/applicable to the regular ship pool and a second that has just the uniques available in the tournament.

It should be noted that declaring the desire to field a unique is not conditional; if you initially declare the desire to field a unique and then decide after the two additional bans not to field one, there are no further repercussions.

Bans:

Traditionally, in the best-of-series, a ban system was used, whereby all ships fielded by the winning team were prohibited from the next match, in addition to the regular bans. With the format change this year and the potential for additional bans on uniques, the banning system for the best-of series has been changed to an “Avalanche” system.

The avalanche system works as follows:

Upon conclusion of the first match in the best-of-series:

  • The loser of each match has to ban 2 ships of their opponent's previous fleet composition. The Winner has to ban 1 ship of their opponent's fleet composition

  • These bans:

    • Take place before the regular ban phase.

    • Apply to both teams. Teams are subject to their own selected bans as well as the opposing team’s bans.

    • Are mandatory. Both teams in the series must meet the required number of bans based on the result of the previous match. If the team does not submit their required ban(s) in a timely manner, the referees will provide bans in that team’s place at random.

    • Are blind bans: The losing team will not know which fielded ship the winning team has banned until all mandatory bans are submitted, and vice versa.

    • Do not reset - the bans remain in place for the entire series.

  • Once these blind bans are submitted, the referees will communicate the updated mandatory ban list to each team ahead of the normal ban phase.

  • There are no additional bans for duplicates.

  • This means in the case of Bo3 matches, there can be up to an additional 6 bans from fielded ships going into the third and last match. In the case of the Grand Finals (Bo5), there may be as many as 12 bans from fielded ships going into the fifth and last match.

Flagships are immune to bans still and may continue to be flown in each match until destroyed.


Collusion Rules

  • Each team must be working towards its own victory in each match and in the tournament overall, not the victory of any other team.

  • Two teams may not act as one team, and B-teams are NOT allowed.

  • The Fenris Creations tournament staff is the final authority on all issues of potential collusion. We strongly advise teams not to try to push to the boundaries of what may be considered appropriate. Tournament impropriety will result in swift and severe disciplinary action.

  • Teams may scrimmage against each other in order to practice for the tournament if they wish.

  • Setting up “house rules” for matches in the Alliance Tournament will be considered collusion and is NOT allowed.

  • Shared leadership, shared theory crafting, shared planning, shared logistics, and free sharing of resources between teams are all prohibited.

  • Once a team is disqualified from the tournament, its members are considered neutral parties. They may assist other teams during practice but may not enlist to compete with them.

  • Making deals with other teams to split prizes if either team wins is NOT allowed.

  • Using a mercenary to sabotage a team or throw a match is NOT allowed.

Providing ISK/PLEX to multiple teams for signups is not considered collusion. However, any further financial support or transactions after the signup will be regarded as collusion and is prohibited.


And that concludes today’s update! We look forward to seeing what you cook up this year!

o7

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: 2026-07-23

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

Patch Notes for 2026-07-23.1

Features & Changes:

Rampant Drone Fabricator:

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

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

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

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

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

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

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

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

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

Ship

Rampancy

Capital (other)

72

Force Auxiliary

36

Marauder

12

Black Ops

8

Battleship (other)

6

Command Ship

3

Battlecruiser (other)

2

Strategic Cruiser

4

Heavy Assault Cruiser

2

Logistics Cruiser

2

Cruiser (other)

1

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

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

  • Reduced the ECM strength of NPCs.

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

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

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

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

  • Added four new Nanoswarms:

    • Light Squadron Nanoswarm (Light Fighter Damage Bonus).

    • Rapid Squadron Nanoswarm (Fighter Velocity Bonus).

    • Focuser Nanoswarm (Turret Optimal Range Bonus).

    • Prolonging Nanoswarm (Missile Flight Time Bonus).

  • Nanoswarms will now be vulnerable during the following waves:

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

  • Drone rewards can now begin dropping from wave 1.

  • Reduced the per-wave drop chance of drones.

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

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

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

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

  • Increased the damage applied in C5/C6 sites.

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

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

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

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

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

  • Decreased the site's respawn timer.

  • The Fabricator can now be repaired.

  • Improved the visuals of the site.

  • Updated the icon for Rampancy Data Dump commodities.

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

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

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

Universe:

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

Pochven:

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

3rd Party Developers:

ESI:

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

Defect Fixes:

Rampant Drone Fabricator:

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

PvE:

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

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

User Interface:

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

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


Patch Notes for 2026-07-22.1

Defect Fixes:

Graphics:

  • The Strategos Dreadnought wreck now has the correct icon.

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

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

Localization:

  • Corrected a number of typos around Agent missions.

PvE:

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


Patch Notes for 2026-07-21.1

Defect Fixes:

User Interface:

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


Patch Notes for 2026-07-20.1

Features & Changes:

Operation Avalon:

  • Operation Avalon has come to an end!

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


Patch Notes for 2026-07-16.1

Features & Changes:

Factional Warfare:

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

Defect Fixes:

Gameplay:

  • Added traits for the Opux and Dragoon Yachts.

  • Added fighter specialization skills to the fighter mastery certificate.

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

Localization:

  • Fixed several typos throughout the game.


Patch Notes for 2026-07-14.1

Features & Changes:

Universe:

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

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


Patch Notes for 2026-07-09.1

Features & Changes:

Balancing:

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

Defect Fixes:

Gameplay:

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

User Interface:

  • The two-column watchlist now tallies correctly.


Patch Notes for 2026-07-08.1

Defect Fixes:

Gameplay:

Operation Avalon:

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

Graphics:

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

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

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

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

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

  • Fixed the Rifter booster areas which were missing textures.

User Interface:

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


Patch Notes for 2026-07-07.1

Features & Changes:

Operation Avalon is here!

Avalon Investigations:

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

Roaming Haulers and Hidden POIs:

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

  • Hacking sites

  • Salvaging sites

  • Combat sites

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

Standard Sites:

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

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

Avalon Traders:

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

  • Amarr

  • Sifilar

  • New Caldari

  • Kinakka

  • Poitot*

  • Dodixie

  • Ostingele

  • Rens

  • Hadozeko

  • SL-YBS

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

The items that can be acquired from traders include:

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

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

  • New Vanguard-themed SKINR components.

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

  • A Unique Vanguard-themed character background.

Seasonal Challenges:

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

  • Salvation Arkombine Arisen SKIN.

  • Aeon Arkombine Arisen SKIN.

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

Daily Login Rewards:

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

Graphics:

The Exordium region has seen a few minor updates:

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

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

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

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

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

Defect Fixes:

Gameplay:

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

PvE:

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

User Interface:

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

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

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


Patch Notes for 2026-07-03.1

Features & Changes:

Miscellaneous:

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

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

Localization:

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


Patch Notes for 2026-07-02.1

Features & Changes:

Miscellaneous:

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

User Interface:

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

Defect Fixes:

User Interface:

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

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

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

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

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


Patch Notes for 2026-07-01.1

Features & Changes:

Balancing:

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

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

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

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

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

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

    • Freighters will no longer spawn.

    • LP payout increased from 50k to 150k.

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

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

Miscellaneous:

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

Defect Fixes:

Gameplay:

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

Graphics:

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


Patch Notes for 2026-06-25.1

Features & Changes:

Balancing:

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

Defect Fixes:

User Interface:

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

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

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

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


Patch Notes for 2026-06-23.1

Features & Changes:

FW and Insurgencies:

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

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

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

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

Military Campaigns:

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

Balancing:

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

Defect Fixes:

Audio:

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

Gameplay:

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

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

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

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

Graphics:

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

  • Reduced the brightness of lighting on various fireworks.

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

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

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

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

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

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

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

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


Patch Notes for 2026-06-19.1

Features & Changes:

Balancing:

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

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

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

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

Miscellaneous:

  • New Pride of the Federation SKINs added to the NES

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

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

Visions of Greatness (Epic Arc):

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

  • Additional tweaks to NPC attributes.

Defect Fixes:

Gameplay:

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

Localization:

  • Fixed the description of the Subcapital Operations Expert System


Patch Notes for 2026-06-16.1

Features & Changes:

Exordium:

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

Military Campaigns:

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

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

Visions of Greatness (Epic Arc):

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

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

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

  • Rebalanced multiple bonus objectives timers during the Epic Arc.

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

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

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

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

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

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

Defect Fixes:

Gameplay:

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

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

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

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

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

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

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

Localization:

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

User Interface:

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

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

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

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

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

Visions of Greatness:

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

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

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

  • Fixed various display issues in Info Panel objectives.


Patch Notes for 2026-06-12.1

Features & Changes:

Balancing:

Visions of Greatness (Epic Arc)

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

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

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

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

    • Supply crates will now also give basic fittings.

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

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

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

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

Miscellaneous

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

Defect Fixes:

User Interface:

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

Visions of Greatness:

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

  • Fixed an issue preventing some bonus objectives from failing.

Miscellaneous

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


Patch Notes for 2026-06-11.1

Features & Changes:

Balancing:

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

Defect Fixes:

Gameplay:

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

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

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

User Interface

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

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

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

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

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


Patch Notes for 2026-06-10.1

Features & Changes:

Balancing:

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

Visions of Greatness:

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

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

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

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

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

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

  • Suitable for both new and returning players.

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

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

Defect Fixes:

Gameplay:

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

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

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

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

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

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

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

Graphics:

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

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

  • Fixed a floating antenna on the AIR Hub station.

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

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

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

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

  • Fixed floating docking lights visible on the Moros.

Localization:

  • Corrected the description of Crystalline Kangite.

User Interface:

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

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

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

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

  • Tweaked and polished various areas of Campaigns UI.

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

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


Patch Notes for 2026-06-09.1

The Cradle of War expansion is out!

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

Defect Fixes:

Gameplay:

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

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

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

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

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

  • FW Wrecks in FW complexes can now be destroyed.

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

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

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

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

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

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

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

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

Graphics:

  • Added a rendered icon for the Tetrimon Paladin NPC.

Localization:

  • Several Typos and Grammar mistakes have been fixed.

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

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

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

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

User Interface:

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