Greetings,

The following page will list patch notes for all updates within this release (Version 21.05#2). We invite you to join the player discussion about the content of this release on EVE Online forums:

Initial Release Date: 2023-06-13 Last update: 2023-10-03

ūü§Ě - Indicates a change inspired by player's feedback or suggestions.

Patch Notes For 2023-10-03.1

Features & Changes:

User Interface:

The Character Select Screen has been updated to the Crimson Harvest theme for the upcoming Event.

Events:

  • In addition to the Character Select Screen update, PvP kills will drop loot at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties!

Zarzakh:

  • The Deathless continue to gain influence and mastery over the system of Zarzakh and have erected Deathless Retribution Emplacements around the ancient jovian stargates, The Fulcrum and the Deathless Construction Site at the sun. These new missile battery based sentry towers will attack any capsuleer with a retribution timer in their presence. The emplacements also have a limited amount of electronic warfare ability, and will target paint and attempt to break the locks of ships which incur their wrath.


Patch Notes For 2023-09-28.1

Features & Changes:

Events:

The Deathless is asking for help from Capsuleers to power up ‚ÄėThe Fulcrum‚Äô and unlock more of Zarzakh‚Äôs secrets. Capsuleers who choose to assist him will be given Deathless circle reward tokens which can be exchanged in loyalty point stores for early access to the new destroyer designs recently completed by the Guristas Pirates and the Angel Cartel, or sold for a profit at Angel Cartel and Guristas Pirates NPC stations.

  • Venture into drifter hives, destroy the ancient drifter guardians at the end and collect elements from different hives to combine them into Coalesced Elements. Be aware that these sites are intended for groups of well equipped capsuleers and are very dangerous. Alternatively, entrepreneurs may be able to acquire them from the market from capsuleers who have already adventured deep into these hives.

  • In all classes of wormhole space, probe down sleeper relic and data sites using the ‚ÄúForgotten‚ÄĚ and ‚ÄúUnsecured‚ÄĚ site name prefix, and acquire Element Containment Vessels from relic sites, and Element Control Data from data sites. Be aware that these sites are guarded by Sleeper NPCs unlike other relic and data cosmic signatures so be prepared for combat.

  • Once you have a Coalesced Element, an Element Containment Vessel and an Element Control Data item, travel to Zarzakh, and use the ‚Äėaccess‚Äô option now available to deposit all 3 together into the Fulcrum to recieve your reward - a deathless circle loyalty token.

  • Your Deathless circle loyalty token can then be taken to any Angel Cartel or Guristas Pirates station, and used in the Loyalty point store for a 1 run BPC of the Mekubal or Mamba respectively.

  • Alternatively, The Angel Cartel and Guristas Pirates will also reward capsuleers 5 million ISK for each Element Containment Vessel and Element Control Data they sell to them inside their stations, or 50 million ISK for each Deathless Circle Loyalty token.

  • For those who wish to oppose The Deathless - The Society of Conscious Thought is also awarding 5 million ISK for each Element Containment Vessel and Element Control Data brought to their stations in Geminate.

Defect Fixes:

Gameplay:

  • Escalations can no longer spawn in Zarzakh.

    • Note that it‚Äôs still possible for an escalation to take you through Zarzakh, escalations should always at most be 10 jumps from your destination. You may need to travel through Zarzakh if you see an escalation with an unusually high amount of jumps, we‚Äôre hoping to have a fix for this in a later release.


Patch Notes For 2023-09-27.1

Defect Fixes:

Gameplay:

  • EverMarks removed from the Mysterious GalNet Crate. EverMarks as items still remain in capsuleer inventories. Should you want them converted to regular EverMark currency you can contact support.

Localization:

  • Added a number of missing localization for SKINs.


Patch Notes For 2023-09-26.1

Defect Fixes:

Gameplay:

Fixed an issue with the Tech level icons of some Zarzakh NPCs.


Patch Notes For 2023-09-19.1

Features & Changes:

Gameplay:

  • The four ancient Jovian stargates located in the Alsavoinon, G-0Q86, H-PA29, and Turnur systems appear to have connected with their stargate pairs at their destination location. This system has been assigned a system name that was discovered by capsuleers during the investigation: Zarzakh. The system is now viewable on the map.

  • Although the stargates have registered their navigation data with the New Eden fluid router network, and additional information about the system has become available, the stargates remain in a locked state, preventing access to capsuleer traffic.

Ships:

  • Mekubal class Destroyer from the Angel Cartel and the Mamba class Destroyer from the Guristas have been added to the ship tree and can be viewed in game.

User Interface:

  • Increased the minimum width of the Loyalty Point Store UI so that the purchase buttons for offers can no longer be hidden.


Patch Notes For 2023-09-18.1

Defect Fixes:

Technical:

  • Mac client: Full screen clients are no longer being forced into native resolution at client start or entering full screen through Option + Enter.


Patch Notes For 2023-09-14.1

Defect Fixes:

Technical:

  • We've made improvements to the chat service which increases its stability.


Patch Notes For 2023-09-13.1

Defect Fixes:

Technical:

  • Fullscreen clients on a Mac with a notch for the camera will no longer be cut off at the bottom due to it being shifted downwards.


Patch Notes For 2023-09-12.1

Features & Changes:

Economy:

  • The SCC surcharge for all industrial activities, such as manufacturing and invention, has been increased from 0.75% to 1.5%.

  • We have adjusted the System Cost Index formula to make it more volatile.¬†

Defect Fixes:

Info Panel:

  • Tracked Homefront Operations and Combat Anomalies will now stay tracked after jumping to their system.

Opportunities:

  • Anomalies in the current system to will no longer disappear from the Opportunities window, the Info Panel, and the Agency while in a station.


Patch Notes For 2023-09-06.1

Defect Fixes:

Homefront Operations:

  • Removing debug text that could appear in Metaliminal Meteoroid Amarr Mining sites.

  • Selecting Homefront Operations entries in the Agency will no longer add them to the Homefront Operations list in the Opportunities window.

Info Panel:

  • Tracked Combat Anomalies will now become untracked when two or more systems away.

Opportunities:

  • After completion, Homefront Operations and Combat Anomalies will now be removed immediately from the Agency, the Opportunities window, and the Info Panel of everyone in that system.


Patch Notes For 2023-09-05.1

Features & Changes:

Events:

  • The Shadow War boosters have now expired.

  • The Society of Conscious Thought is now broadcasting the nearby location of the Ancient Jovian Gates to all capsuleers in the Solar Systems of Turnur, Alsavoinon, H-PA29 and G-0Q86.

Defect Fixes:

User Interface:

  • Blueprint icons are showing correctly again.


Patch Notes For 2023-09-04.1

Features & Changes:

Universe:

The Alliance Tournament monument in Manarq has been updated with the winners of Alliance Tournament XIX, Fraternity.


Patch Notes For 2023-08-31.1

Features & Changes:

User Interface:

Made various improvements to the SKINR tool UI:

  • Adjusted font and icon sizes.

  • Added background color for structure listings.

  • Added additional text.

  • Added a toggle for paint names.


Patch Notes For 2023-08-29.1

Features & Changes:

Universe:

  • Upwell Structures can no longer be deployed near the discovered ancient Jovian gates due to extreme gravitational anomalies discovered in the vicinity around the gates.

    • It is recommended that any existing structures already anchored close to the stargates be removed or face potential destruction.

Defect Fixes:

Gameplay:

  • The ‚ÄėCapital Ship Construction‚Äô Skillbook has been returned to the market of all empire school stations.

Graphics:

  • Jovian gates will start out as cloaked if a player enters a grid with them, instead of uncloaking first, then recloaking if a player is out of range of their decloaking radius.

Localization:

  • Removed several unneeded line breaks from the 'accept contract' message.

Technical:

  • Fixed a driver crash for dx12, when trying to move the portrait part of the character sheet outside of the client window.


Patch Notes For 2023-08-24.1

Defect Fixes:

Graphics:

  • The Ishtar Gilded Predator SKIN is displaying its true colors.


Patch Notes For 2023-08-22.1

Features & Changes:

Universe:

EVE Operation: Epiphany begins

  • Further investigations are under way into Jove Observatories and the activities of Angel Cartel and Guristas Pirates commanders.

User Interface:

The Loyalty Point Store UI has been given an overhaul.

  • The LP store window will now have a faction background based on the corporation LP store.

  • ūü§Ě Removed the limit of 100 at a time for offers - now you can buy as many datacores from Factional Warfare Loyalty Point stores as you want in a single transaction!

  • The Loyalty Point, ISK and AK columns have been merged together. If the cost is 0 it will not be shown.

  • There is now a required items column.

  • When hovering over an offer, ISK/Loyalty Point/AK or specific required items you do not have will be highlighted in red.

  • ūü§Ě You can now see the estimated item value of the Loyalty Point offer item when hovering the mouse cursor over it.

Defect Fixes:

User Interface:

  • Packaged ships can now be multifit with alliance fittings using the right click menu.

  • The SCC surcharge is now included in the cost total in the buy window when placing a buy order in a citadel.

  • You can now apply saved filters in the hypernet window.

  • 'Edit Profile Used by Structure' now opens on the right tab.

  • Fixed an exception when a player is in control of a Citadel and opens a conversation with an Agent and looks at ship restrictions for the mission.

  • Filtering industry blueprints by name should now be more responsive and no longer get stuck in some cases.

  • Fixed the column sorting behavior in the industry window.

Greetings,

The following page will list patch notes for all updates within this release (Version 21.05). We invite you to join the player discussion about the content of this release on EVE Online forums:

Initial Release Date: 2023-06-13 Last update: 2023-08-10

ūü§Ě - Indicates a change inspired by player's feedback or suggestions.


Patch Notes For 2023-08-10.1

Features & Changes:

Structures & Deployables:

  • Nanocoating Designs on Upwell structures will no longer be revoked if a structure enters a low-power or abandoned mode but will not be displayed until the structure is back to full power. ūü§Ě

  • Nanocoating Induction License duration will not be affected by structure state changes.ūü§Ě

  • Authorized corporation members can now revoke Nanocoating Licenses, including licenses for structures in low power and abandoned mode.

  • When a Nanocoating License is revoked, there are no EverMarks refunded for the remaining duration.

  • Personalization Tab has been removed from Neocom. ūü§Ě

  • SKINR is now accessible from a new tab called SKINR Licenses in the Corporation Window that can be accessed only by Corporation CEOs, Directors, and Brand Managers.

  • Authorized Corporation members can now view all active Nanocoating Induction Licenses per structure and their duration.


Patch Notes For 2023-08-09.1

Defect Fixes:

Technical:

  • Antialiasing is no longer leading to pixelated graphics in the fitting window and ship preview windows.

  • Reduced the VRAM usage of shadows, especially with open fitting window.

Patch Notes For 2023-08-08.1

Features & changes:

Universe:

  • New Billboard adverts added to the rotation.

  • A new batch of Alliance logos have been added to the game.¬†

Defect Fixes:

Homefront Operations:

  • A payout will now be given after mining out the last asteroid within Abyssal Artifact Recovery sites.

  • Drifter battleships within Abyssal Artifact Recovery sites will now warp off if the site is fully mined out.

  • Fixed various issues which could cause transmissions and Info Panel objectives within Abyssal Artifact Recovery sites to give incorrect information if entered after completion.

  • Unmined asteroids within abandoned Abyssal Artifact Recovery sites will now be despawned immediately after cleanup starts.

  • Fixed an issue which could cause the asteroid within Metaliminal Meteoroid sites to fail to spawn.

  • The 'Activate Acceleration Gate' Info Panel objective will no longer appear when entering a site that is completed.

Corporation Project:

  • PLEX can now be delivered directly from the PLEX Vault to the Corporation Office Projects folder if there are active Delivery Projects in the Corporation window with PLEX as contribution method.


Patch Notes For 2023-08-02.1

Features & Changes:

Homefront Operations:

  • Sites will now be redistributed to other systems after they have been completed.

  • Players will now gain a suspect flag when taking aggressive actions against allied Structures in Emergency Aid sites and allied Dreadnoughts in Dread Assault sites.

  • Enemy Haulers within Raid sites can no longer be remote repaired.

  • Adjusted the ECM values of all NPCs appearing within these sites. In most cases, the effectiveness has been greatly reduced.

  • Asteroid mining progress is now displayed within the Info Panel objective for Metaliminal Meteoroid sites.

Defect Fixes:

Career Agents:

  • The info panel button for Career Agents' Complete Mission objective now displays "Start Conversation" instead of the agent's name.

Homefront Operations:

  • Fixed an issue causing the Dreadnought in Dread Assault sites to occasionally fail to fire its lance super weapon.

  • Fixed an issue causing Abyssal Artifact Recovery enemies to respawn if they were part of the most recently spawned wave.

  • Clarified text shown in some Abyssal Artifact Recovery conversations.

Opportunities:

  • Fixed various typos.

  • Improved performance when changing far-away destinations.

  • The displayed number of jumps left now updates in an open Opportunity Details window when jumping.

  • The track button now disappears immediately for a corporation project that is completed/closed/deleted.

User Interface:

  • The Corporation Project's New Project window is now removed from the screen when cancelling a new project.

  • Info panel Travel objectives now update according to route preference settings.

  • Agent missions' All Objectives Completed info panel status is now updated correctly when boarding/unboarding a ship containing the required mission items.

  • Anomaly Training Sites are no longer listed as Combat Anomalies in the Opportunities and Agency windows.

  • Fixed issues that could cause a tracked Opportunity to not appear correctly in the info panel.


Patch Notes For 2023-08-01.1

Features & Changes:

Factional Warfare:

"With the Uprising expansion, factional warfare space needed to be ready to handle a sudden influx of players looking to try out the new content, and so the availability of sites was tuned to prepare for that. This worked out nicely for the initial expansion as we didn’t run out of things for people to do. In the following months the initial wave settled into the new and healthy baseline of players we see today, and so we’re making some adjustments to the total number of sites in FW space to better fit the current environment. With this rebalance of site availability, we’re adjusting the relative frequency of Advanced to Navy sites, bringing those numbers a bit closer to even so it doesn’t feel so difficult to find things to do for those players looking to fly T2 or Pirate Faction ships in FW space. We’re also adjusting VP values to increase the relative value of larger complexes over smaller ones, as this should better reward the increased investment these sites often involve and drive conflicts over systems to a smaller number of critical objectives, encouraging fights and conflicts between factions looking to seize control."

Update Details

  • Battlefield Victory Point value increased from 500 to 2,000.

  • Victory Point Values of FW complexes have been adjusted to increase the relative value of larger complexes compared to smaller ones.

    • Scout and Small complexes have had their VP decreased slightly, while VP from Mediums and Large complexes has been greatly increased.

  • Distribution of FW complexes has been updated.

    • Large and Medium NVY-1 sites are now roaming spawns. This should make it easier for a group to clear out the sites in a system for a little while without being overwhelmed by respawn rates.

    • Ratio of NVY to ADV sites spawns have been adjusted from a frequency of approximately 3:1 to slightly below 2:1. This should help to make it feel better to bring T2 and pirate faction ships into faction warfare space, increasing variety while still preserving the lower investment niche offered by the NVY sites.

    • The number of 5-player complex spawns has been reduced.

    • Overall quantity of FW complex dungeon spawns has been reduced by approximately 30%. For a given set of frontline systems, this will lead to an approximate average of 6.5 FW complexes per system, down from 8.5.

  • Respawn rates of FW complexes have been increased from 15 minutes to 20 minutes in frontline systems, 40 minutes in Command Operations, and 60 minutes in Rearguard systems. Combined with overall increased Victory Point values, theoretical minimum system capture time remains about the same for frontline systems.

  • LP Value multiplier in Rearguard systems has been reduced from 0.5x to 0.01x. Complexes in rearguard systems are primarily intended to be tactical objectives rather than profitable ones and this change should help to discourage automation (bots) without decreasing the tactical value of these sites.

  • Distribution of Operations Centers has been greatly increased, there will now be approximately 2x as many in space. This should make it much easier to find these sites and acquire the items needed to construct propaganda beacons and listening posts.

Victory Point Changes

  • Scout NVY: reduced to 25 from 50

  • Small NVY: reduced to 50 from 60

  • Small ADV: reduced to 75 from 80

  • Medium NVY: increased to 150 from 100

  • Medium ADV: increased to 175 from 110

  • Large NVY: increased to 250 from 120

  • Large ADV: increased to 300 from 150

  • Open Complex: increased to 350 from 200

  • Battlefield: increased to 2000 from 500

Miscellaneous:

  • LP and EM Personal Donations¬†

    • We are pleased to announce that players can donate LP to any player-owned corporation.

    • Players can also donate EverMarks directly to their corporation or Executive Corporation of an Alliance if the corporation belongs to one. Donations are only possible if the player has been a corporation member for at least 30 days.

    • The same 30 days rule applies to Executive corporation donations. The corporation and the Executive corporation must be part of the same Alliance for at least 30 days to unlock EM transfers.

    • LP and EM donation functionalities are accessible via respectable Wallets.

    • Players cannot donate LPs or EMs to NPC Corporations.


Patch Notes For 2023-07-25.1

Defect Fixes:

Gameplay:

  • Manufacturing Lancer Dreadnoughts will now be counted in the activity tracker for T2 Extra Large Ship Manufacturing.

Localization:

  • Fixed a typo in the Advanced Capital Ship Construction skill.

  • Added traits to the Stratios Emergency Responder

  • Corrected the Dagon traits to include missing 5% Armor Repair amount per level from Minmatar Carrier. It has always had this bonus, it was just missing from the traits.

  • Removed obsolete information from traits on the Entosis link modules that suggested fitting one would increase your base mass. This was an old penalty which was removed a while ago.

  • Adjusted Orca traits slightly to be more consistent. -5% reduction in cost changed to 5% reduction in cost to match the consistency of how other traits are displayed.


Patch Notes For 2023-07-18.1

Defect Fixes:

Gameplay:

  • The Samanuni ‚ÜĒ Athounon gate connection has been removed from autopilot routes.


Patch Notes For 2023-07-13.1

Features & Changes:

Homefront Operations:

  • Dread Assault sites have been reworked:

    • The charge required for the Dreadnought to enter Siege Mode and fire its lance has been reduced.

    • The total number of lance attacks for the target structure to be destroyed has increased.

    • The duration of the Dreadnought‚Äôs Siege Mode - during which it cannot have charge transferred to it - has been reduced to 90 seconds from 300 seconds.

    • The amount of charge neutralized by ‚ÄėFocused‚Äô enemies has been increased significantly.

    • The effective hitpoints of ‚ÄėFocused‚Äô and dedicated ECM enemies have been reduced.

  • Contributing players within Emergency Aid sites will now receive additional rewards when their protection target is kept alive at 5 and 10 minutes.

  • The reboot time of arrays within Suspicious Signal sites has been reduced to 90 seconds from 120 seconds.

  • Data fragments can now be looted from hacked arrays within Suspicious Signal sites. These items can be sold to NPC buy orders.

  • Hacking an array within a Suspicious Signal site will have its time until reboot show within the Info Panel.

  • Added additional enemy types that can appear within Abyssal Artifact Recovery sites.

  • Enemies will no longer attack capsules within Abyssal Artifact Recovery sites.

  • Some Sleeper and Rogue Drone enemies within Abyssal Artifact Recovery sites will now target and prioritize drones.

  • The minimum amount a player must contribute to be rewarded within a site has been increased.

  • The respawn time for enemies within all sites has been greatly increased.

  • Rebalanced the energy neutralization amount inflicted by combat NPCs within all relevant sites. Notably, cruiser NPCs have had their values significantly reduced.

  • The orbit ranges of enemies within all sites have been adjusted to better match their weapon ranges.

  • Conversations within all sites have been reworked:

    • If the site is ongoing, instructions on how to complete it now appear when arriving within the area containing the acceleration gate. A more concise reminder is given when arriving within the main combat area.

    • If the site is complete, players will be informed of its state when arriving within the area containing the acceleration gate.

Missions & NPCs:

  • Added indicators for when mission objectives are complete within the Info Panel.

Opportunities:

  • Any set filters will now persist when the window is closed and re-opened.

  • Added an Expiry timer to mission cards and pages.

  • The mission agent's portrait will now appear in mission cards and their name will display when hovered over.

  • Mission cards will now indicate whether they are offered, active, expired or have all their objectives completed.

Universe:

  • Full industry services and office slots have been added to the stations in empire war HQ systems that were built during the Shadow War.

    • Onnamon VI - Caldari Navy Anchorage

    • Mehatoor III - Amarr Navy Anchorage

    • Amo III - Republic Fleet Anchorage

Defect Fixes:

Homefront Operations:

  • Fixed an issue causing the Info Panel objective information to appear with incorrect or missing values.

  • The items delivered counter in the Info Panel will now update correctly when depositing multiple items simultaneously within Raid sites.

  • Added ‚ÄėFocused‚Äô to the names of enemies which use energy neutralizers within Minmatar Dread Assault sites.

  • Fixed various typos.

User Interface:

  • Agent missions can once again be linked while in a fleet.

  • Completed missions will now be correctly removed from the Opportunities window.

  • Added a missing icon for Corporation Projects in the Opportunities window and Info Panel.

  • Corporation Projects can now be tracked via the Opportunities window.


Patch Notes For 2023-07-11.1

Features & Changes:

Localization:

  • Added localized nanocoating names in Chinese, Japanese and Korean.

Miscellaneous:

  • Expired Capsuleer Day XX boosters.

Defect Fixes:

User Interface:

  • Fixed an issue where structure paint license information wasn't displayed correctly in some places in Japanese.


Patch Notes For 2023-07-06.1

Features & Changes:

Ecosystem:

  • The flat NPC SCC fee for all industry jobs such as Manufacturing, ME & TE research, Copying and Invention has been increased from 0.25% to 0.75%

  • The Temporary 50% Sales Tax Discount from Viridian has now ended. Sales Tax will now be back to the default value of 8% without skills, or 3.6% with perfect skills.

  • Adjusted the Estimated Item Value calculation for T2 Triglavian ships when they are being manufactured so they will now have more realistic values to match the cost of the input materials.

Defect Fixes:

Gameplay:

  • It's now possible to put Quafe Hyper and Spiked Quafe in Quafe bays on ships such as the special edition Miasmos ships.

Localization:

  • Fixed a typo for the fitting tab on all modules that require a turret slot.

  • Fixed a typo in the sales tax tooltip.

  • Added Missing space in the description next to time remaining under Deliver Assets in the Asset Safety window.


Patch Notes For 2023-07-03.1

Features & Changes:

User Interface:

  • Fixed loading issue with Evermarks Donation Tab in the Corporation Wallet.

Defect Fixes:

Paragon's Personalization Introduction Experience:

  • Experience now correctly exists on its completion.

  • Added guidance UI blinks for both 'Redeem To Current Station' and 'Hangars' tab buttons.


Patch Notes For 2023-06-29.1

Features & Changes:

Universe:

  • We have updated the in-game billboards with recently submitted player advertisements and removed old advertisements from the rotation.

Defect Fixes:

Localization:

  • Fixed an issue with some of the T2 Lance modules and blueprints using smart quotes rather than apostrophes.

User Interface:

  • Cleaned up outdated elements in the bug reporting interface, such as references to the old bug reporting website.


Patch Notes For 2023-06-28.1

Features & Changes:

Miscellaneous:

Tranquility Trading Tower Landmark

  • Added a new landmark in Perimeter near the Jita gate.

Defect Fixes:

Homefront Operations:

  • Rogue Drone enemies once again favor EM and Thermal for their damage and resist types.

  • Dedicated ECM enemies within Dread Assault sites now have HP values in-line with others of their hull type.

  • 'Focused' neutralizing enemies within the Minmatar Dread Assault site are now correctly shield-tanked rather than armor.


Patch Notes For 2023-06-27.1

Defect Fixes:

Localization:

  • Fixed a typo on the Gallente Shipcaster landmark sensor overlay bracket.


Patch Notes For 2023-06-22.1

Features & Changes:

Dedicated LP Tax Rate

  • We have added the ability to set Loyalty Point and NPC Bounty tax rates separately.

EverMarks Corporation Donations

  • Added the ability for corporations within alliances to donate corporation EverMarks to the executive corporation of the alliance they belong to, as long as the corporation has been part of the alliance for at least 30 days.

  • Added the ability for executive corporations to transfer EverMarks to any other corporation that has belonged to their alliance for at least 30 days, allowing holding corporations within alliances that may be responsible for structure management to use SKINR and apply nanocoatings to structures.

SKINR

  • Added an addition of "select all" functionality when selecting which structures to apply nanocoatings to.

Homefront Operations

  • Adjusted the damage and HP values of enemies to better differentiate ship classes, remove outliers, and increase consistency across factions.

  • Some enemies have begun targeting drones deployed by capsuleers within these sites.

  • Enemies should now take noticeably longer to be replaced after a ship within their group is destroyed.

  • Enemies within Dread Assault sites have begun fielding ECM fit ships in an attempt to disrupt capsuleer efforts.

  • Enemy haulers within Raid sites will now undock much more quickly if the previous hauler managed to escape the site.

  • Enemy haulers within Raid sites will take slightly longer to undock if the previous hauler was destroyed.

  • Items dropped by enemy haulers within Raid sites will now be removed from a ship‚Äôs cargo hold when entering or exiting the site.

  • Added restrictions to prevent the items dropped by enemy Haulers within Raid sites from being placed in any container other than the allied Freighters.

  • Moved the undock location of enemy Haulers within Raid sites to reduce the likelihood of them bumping into their structure.

  • Structures within Suspicious Signal sites should now have higher overall HP.

  • A transmission will now appear informing those within Abyssal Artifact Recovery sites when the warp disruption effect has ended.

Defect Fixes:

Homefront Operations

  • Arrival transmissions will no longer appear after canceling a warp within a site.

  • Fixed an issue causing the Info Panel instruction to activate the acceleration gate lingering after the gate was activated.

  • The Energy Neutralizing range of the Focused Sanguinary Dragoon has been increased to be consistent with other ships of its size.

  • Fixed an issue causing more than one Mutanite asteroid to be present within Metaliminal Meteoroid sites.

  • Fixed various typos in transmissions and type names.

  • The Stratios Emergency Responder is no longer permitted within these sites.

Corporation Project

  • Buttons now work when pinning the Corporation and Opportunities window to one window.

  • Project contributions now sort correctly.

AIR Opportunities

  • Gallente Explorer career agents will not give out mission 5 / 5 at start.

  • Accepted agent missions is now added to Opportunities Active tab.

User Interface:

  • Filtering for Corporation 'Affordable items' in Loyalty Point stores will now take less time to load.

  • 'Use Corporation Accounts' checkbox in Loyalty Points stores now correctly updates on role changes.

  • Labels for a successful/failed LP transfer are now correctly removed in the Corporation Wallet when changing tabs.

  • Fixed a defect with the fitting window no longer remembering which attribute panels you had expanded and¬†collapsed.

  • Reward Crates from the AIR Career Program now has a x-icon in the corner of the image.


Patch Notes For 2023-06-21.1

Features & Changes:

Shadow War:

Thanks to the efforts of loyalist capsuleers, the Gallente Federation has completed construction of their Interstellar Shipcaster!

  • The Federation Interstellar Shipcaster is located in the Gallente FW HQ system of Intaki, Near Planet IV.

  • To power the activation of the shipcaster, a new Federation Stellar Transmuter has been brought online in the nearby Gisleres system.

  • The Gallente Federation will begin automatically placing Federation Shipcaster Beacon Constructors in warzone systems to enable the construction of Federation Shipcaster Beacons.

    • To construct the Shipcaster Beacons in the target systems, capsuleers can deposit¬†Nanotransistors,¬†Smartfab Units,¬†

      Photon Microprocessors and Self-Harmonizing Power Cores to the Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Federal Defense Union loyalty points.

  • When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for Capsuleers enlisted with the Gallente to jump through the shipcaster

With the big 4 empires having successfully completed their shipcaster projects, the Shadow War is coming to a close.

  • The locations of Nesosilicate Rakovene Fields and Vila Allopoiesis Nodes are no longer being broadcasted to Capsuleers by Federal pochven scouting patrols.

  • The empires have expressed low interest in conducting additional research into Stellar Transmuter and TransportRrelay technology, and have spooled down most of their research programs, additionally,¬†mercenaries are no longer being offered lucrative contracts to raid these locations, as such, Research Data Nodes, Waylaid Couriers and Besieged Laboratory sites will no longer appear.

  • Buy Orders for Transport Relay and Stellar Transmuter Datacores, Their components, Mutadaptive Construction Components and Neo-Jadarite have started appearing on black markets throughout the Curse, Venal and Fountain regions.

  • The Shadow War Event UI will be disabled on Thursday; if you still have yet to claim all your rewards from the shadow war event track, please do so now!

Structures & Deployables:

  • Adjusted the Minimum Broker Fees that a structure owner could set from 0.5% to 0.0% now that the 0.5% Minimum SCC charge exists.

    • There is a minimum fee of 100 ISK for broker fees charged, even at 0%.


Defect Fixes:

Audio:

  • Sound effects from NPCs, especially the radio-chatter sound are no longer sticking around after the NPCs have been killed.¬†

Gameplay:

  • Mining drones will no longer destroy ore they have mined if they are told to mine another asteroid while returning with ore, they will now always complete the return trip first if they are full.

  • Mining drones will now record their progress on the current asteroid they've been mining if they're sent to mine another asteroid.

  • Both of these defect fixes will result in far less mining missions being incompleteable due to not enough ore. Ore can still be lost if the drones are destroyed or your cargo/mining hold is full.

  • Refitting a Strategic Cruiser with the fitting window will now correctly swap out the rigs.

  • Fixed an issue where Null Security Blue A0 Sun Asteroid Belts had a chance to spawn in Jove space, which caused one or two sites a week to appear in an inaccessible solar system. They will now only spawn in player accessible nullsec.

Graphics:

  • Antialiasing is no longer causing explosions to have green artifacts.

Technical:

  • Reduced the memory consumption of shadows in scenes without shadows.

User Interface:

  • It's now possible to jump through a bridge opened up by a Rorqual with the Industrial Jump Portal Generator using the radial menu

  • It's now possible to search for contracts within 0 jumps of you using the max jumps filter.

  • Your maximum locked targets displayed in the fitting window will now accurately display your actual max locked targets when in a system affected by Triglavian system effects.

  • If you undock from a Upwell Structure with the multibuy window open, the 'current station' status will now update.

  • Ship Trait Icons will now always appear consistently in the same order.

  • The 'Blue Ghost' item will now correctly disappear when you start dragging an item in the fitting simulation window.

  • Fixed the tooltips in the corporation window for the standings and wars tabs which were not accurate.

  • Made the transition between simulating a ship, and then a structure in the fitting window smoother.


Patch Notes For 2023-06-20.1

Features & Changes:

Shadow War

Thanks to the efforts of loyalist Capsuleers, the Gallente Federation has completed construction of their Interstellar Shipcaster!

  • The Federation Interstellar Shipcaster is located in the Gallente FW HQ system of Intaki, Near Planet IV.

  • To power the activation of the Shipcaster, a new Federation Stellar Transmuter has been brought online in the nearby Gisleres system.

  • The Gallente Federation will begin automatically placing Federation Shipcaster Beacon Constructors in warzone systems to enable the construction of Federation Shipcaster Beacons.

    • To construct the Shipcaster Beacons in the target systems, Capsuleers can deposit¬†Nanotransistors,¬†Smartfab Units,¬†Photon Microprocessors and¬†Self-Harmonizing Power Cores to the¬†Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Federal Defense Union loyalty points.

  • When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for Capsuleers enlisted with the Gallente to jump through the shipcaster.

With the big 4 empires having successfully completed their shipcaster projects, the Shadow War is coming to a close.

  • The locations of Nesosilicate Rakovene Fields and Vila Allopoiesis Nodes are no longer being broadcasted to Capsuleers by empire pochven scouting patrols.

  • The empires have expressed low interest in conducting additional research into stellar transmuter and transport relay technology, and have spooled down most of their research programs, additionally,¬†mercenaries are no longer being offered lucrative contracts to raid these locations, as such, Research Data Nodes, Waylaid Couriers and Besieged Laboratory sites will no longer appear.

  • Buy Orders for Transport Relay and Stellar Transmuter Datacores, their components, Mutadaptive Construction Components and Neo-Jadarite have started appearing on black markets throughout the Curse, Venal and Fountain regions.

  • The Shadow War Event UI will be disabled on Thursday; if you still have yet to claim all your rewards from the shadow war event track, please do so now!

Structures & Deployables:

  • Adjusted the Minimum Broker Fees that a structure owner could set from 0.5% to 0.0% now that the 0.5% Minimum SCC charge exists.

    • Note: There is a minimum fee of 100 ISK for broker fees charged, even at 0%.

Defect Fixes:

Audio:

  • Sound effects from NPCs (especially the radio-chatter sound) are no longer sticking around after the NPCs have been killed.¬†

Gameplay:

  • Mining drones will no longer destroy ore they have mined if they are told to mine another asteroid while returning with ore, they will now always complete the return trip first if they are full.

  • Mining drones will now record their progress on the current asteroid they've been mining if they're sent to mine another asteroid.

  • Both of these defect fixes should result in far less mining missions being incompleteable due to not enough ore. (Note: Ore can still be lost if the drones are destroyed or your cargo/mining hold is full).

  • Refitting a Strategic Cruiser with the fitting window will now correctly swap out the rigs.

  • Fixed a Defect with the Nullsec Blue A0 Sun Asteroid Belts having a chance to spawn in jove blue sun systems, they will now always respawn and be available in player accessible nullsec.

Graphics:

  • Antialiasing is no longer causing explosions to have green artifacts.

Technical:

  • Reduced the memory consumption of shadows in scenes without shadows.

User Interface:

  • It's now possible to jump through a bridge opened up by a Rorqual with the Industrial Jump Portal Generator using the radial menu.

  • It's now possible to search for contracts within 0 jumps of you using the max jumps filter.

  • Your maximum locked targets displayed in the fitting window will now accurately display your actual max locked targets when in a system affected by Triglavian system effects.

  • If you undock from a citadel with the multibuy window open, the 'current station' status will now update.

  • Ship Trait Icons will now always appear consistently in the same order.

  • The 'blue ghost' item will now correctly disappear when you start dragging an item in the fitting simulation window.

  • Fixed tooltips in the corporation window for the standings and wars tabs.

  • Made the transition between simulating a ship, and then a structure in the fitting window smoother.


Patch Notes For 2023-06-19.1

Features & Changes:

Shadow War

  • The Gallente Federation has completed the research phase of their shadow war effort, and can now begin work on the construction of an Interstellar Shipcaster.

  • The Federation¬†will reward capsuleers who bring Mutadaptive Construction Components to their component deposit yards located in the Federal Shipcaster Construction Site in Intaki, and the Federal Stellar Construction Site in Gisleres.


Patch Notes For 2023-06-16.1

Features & Changes:

Shadow War:

Thanks to the efforts of loyalist capsuleers, the Minmatar Republic has completed construction of the third interstellar Shipcaster!

  • The Republic Interstellar Shipcaster is located in the Minmatar FW HQ system of Amo, Near Planet III, Close to the Republic Fleet Anchorage Station.

  • To power the activation of the shipcaster, a new Republic Stellar Transmuter has been brought online in the nearby Barkrik system.

  • The Minmatar Republic will begin automatically placing Republic Shipcaster Beacon Constructors in warzone systems to enable the construction of Republic Shipcaster Beacons.

    • To construct the Shipcaster Beacons in the target systems, Capsuleers can deposit¬†Nanotransistors,¬†Smartfab Units,¬†Nanomechanical Microprocessors, and¬†Self-Harmonizing Power Cores to the¬†Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with Tribal Liberation Front loyalty points.

  • When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for capsuleers enlisted with the Minmatar to jump through the shipcaster.

Universe:

  • We have added a new Scope billboard Ad into the billboard rotation.

Patch Notes For 2023-06-15.2

Defect Fixes:

User Interface:

  • Removed the Combat Anomalies section in the Opportunities window temporarily to resolve an issue. Removed the option to track Combat Anomalies in the info panel.


Patch Notes For 2023-06-15.1

Defect Fixes:

Audio:

  • Missile impact sound effects are now more limited so they can be heard more often when large volumes of impact sound effects are triggered.

Gameplay:

  • Minmatar Shipcaster location in Amo system adjusted to be further away from the nearby station.

Graphics:

  • Ikitursa texture artifacts were removed on lower shader settings.

  • Added to the textures and visual effects on the Omen Serenity Electric SKIN.

  • Scythe and Scimitar sail textures are no longer see through from one side.

  • Bright yellow station interiors/hangars with unintended Triglavian effects appearing has been resolved.

  • We made minor adjustments to Minmatar propaganda billboard placement on select station exteriors.

Localization:

  • Fixed a typo in the "Advanced Capital Ship Construction" skill.


Patch Notes For 2023-06-14.1

Features & Changes:

Shadow War

Thanks to the efforts of loyalist Capsuleers, the Amarr Empire has completed construction of the second Interstellar Shipcaster.

  • To power the activation of the shipcaster, a new Imperial Stellar Transmuter has been brought online in the nearby Ohide system.

  • The Amarr Empire will begin automatically placing Imperial Shipcaster Beacon Constructors in warzone systems to enable the construction of Imperial Shipcaster Beacons.

    • To construct the Shipcaster Beacons in the target systems, capsuleers can deposit¬†Nanotransistors,¬†Smartfab Units, Nanoelectrical Microprocessors, and¬†Self-Harmonizing Power Cores to the¬†Beacon Constructors. Capsuleers who deposit construction resources will be rewarded with loyalty points.

  • When at least one Shipcaster Beacon is connected to the Shipcaster, it will become possible for capsuleers enlisted with the Amarr to jump through the shipcaster

The Minmatar Republic has completed the research phase of their shadow war effort, and can now begin work on the construction of an Interstellar Shipcaster.

  • The Republic will reward capsuleers who bring Mutadaptive Construction Components to their component deposit yards located in the Republic Shipcaster Construction Site in Amo, and the Republic Stellar Construction Site in Barkrik.

Homefront Operations:

  • Hauler wrecks within Raid sites can no longer by tractor beamed or destroyed.

  • Updated the Dread Assault info panel UI for clarity by removing unnecessary details.

  • The array objects listed in Suspicious Signal sites will now be ordered alphabetically.

  • The Dreadnoughts within Dread Assault sites will now use their AOE neutralizing effect.

Miscellaneous:

  • EverMarks can now be awarded when Daily Challenges are completed for various activities. Three can be completed a day and they can also include Skill Points as rewards as they did previously.

Structures & Deployables:

  • Keepstars and Sotiyos, can no longer be anchored in High-Security space.

  • Existing XL Structures will be fully functional, however once they have been unanchored or destroyed they will not be able to be replaced.

Universe:

  • We have updated the in-game billboards with recently submitted player advertisements.


Defect Fixes:

Gameplay:

  • Items purchased with Corporation LP are now delivered to the Corporation Deliveries hangar.

Technical:

  • Mac client: Various graphical effects have been restored that were previously not being displayed for example turrets, smartbombs and wormhole effects.

Corporation Projects and AIR Opportunities:

  • While creating a Corporation Project, searching for a wormhole in the solar system bar now yields results as intended.

  • The AIR Opportunities window will now update automatically when a new Project is created.

  • The AIR Opportunities window will now update correctly when speaking with a Career Agent.

  • Opportunities will now be sorted correctly by closest distance in the Opportunities browsing window.

  • The contribution notification between "your own" and "overall" progress will show the same result when using multiple missiles or drones

  • Progress is now counting when the Militia is entered into the Damage Capsuleers project for Corporation Projects.

Homefront Operations:

  • Selecting a Homefront Operations site in the current system in the Agency window will now stop popping up an error message.

  • Homefront Operations' Warp to Site button in the info panel will now work even if the Opportunities window is closed.

  • When setting a destination to a solar system with available Homefront Operations, the Homefront Operations list in the Opportunities window will now immediately populate with those operations. Clearing a destination will immediately remove those operations from the list.

  • Objective counter now updates correctly in the Gallente Raid site.

  • The 'Narcotics Lab' structure in the Gallente Raid site now has a type icon.

  • Reduced the time it takes for the Minmatar target to uncloak in the Suspicious Signal site.

  • NPCs should no longer switch targets in Dread Assault site.

  • Fixed some typos in the Homefront Operation sites.

  • Fixed an issue with the 'Metaliminal Meteroid - Mining' sites sometimes paying out multiple times.

User Interface:

  • Loyalty Point are now formatted correctly in the wallet.

  • Selecting 'Read Details' will now correctly progress the Career Agent introduction during the AIR NPE.


Patch Notes For 2023-06-13.2

Defect Fixes:

Technical:

  • The information panel will now display correctly whilst in Homefront Operation sites.

Salutations,  

The following page will list patch notes for feature updates & changes in the Viridian Expansion - 11:00 UTC 13 June. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums. 

Expansion Notes 21.05 - EVE Online: Viridian

Corporation Projects

In this expansion we are targeting the corporations and their abilities to better manage themselves and to better express their identity. 

We are adding a new tool to to be able to give directions to their members where individual contributions can be tracked as the corporations works towards their collective goals.

The projects and their progress are visible to every member of the corporation and the progress for each of the goals are updated automatically when it progresses for most tasks or manually for custom projects which are called Manual projects.

  • The following projects are available:¬†

    • Manual - A free form type project that is an empty canvas; it is flexible and can be used for any purpose, with the caveat that the tracking of progress is manual.¬†

    • Deliver Item - Members can be mobilized to deliver items to the corporation, for the purpose of anything from buyback programs to the corporation acquiring materials for large manufacturing jobs.¬†

    • Destroy Non-Capsuleers - Contributions to this type of project are made by destroying Non-Capsuleers, optionally in a specific solar system.¬†

    • Damage Capsuleers - In a PVP fight, a member can contribute to this project by dealing damage to another player; thus being recognized and rewarded for their effort without having to strike the final blow.¬†

    • Mine Ore - A project that can be used to incentivize mining in a specific solar system to for example raise its Industrial Index.¬†

  • Corporation CEO‚Äôs and Directors have access to the Project Creation Tool which they can use to create up to 100 active projects. They also have access to a special tab for each project that displays each member's individual progress towards the goal of an active project and how much they contributed when the project is completed.

  • Corporations with an office in either a Station or an Upwell Structure will have a new hangar called Projects. This hangar can have items dropped into it that are required to progress the Deliver Items project. Unlike other corporation hangars, this one does not have configurable access and is only accessible to either the corporation‚Äôs CEO or Directors. Other members have drop access only.¬†

  • Projects can be linked in chat and other text fields by dragging and dropping.¬†

Air Opportunities 

This is a new interface which replaces the old Journal and is intended to be a counterpart to The Agency. Where The Agency is a catalog of content, Opportunities is the presentation of content available now and could be of interest to you. 

  • The Projects Tab and the AIR Opportunities window are inherently linked. Clicking a Project within the Projects tab brings a member to the Project‚Äôs entry in the AIR Opportunities window.¬†

  • For a corporation member simply looking for a Project to work on, the AIR Opportunities window will be their primary means of accessing Corp Projects.¬†

Corporation Loyalty Points

  • Corporation Taxes which previously were only contributed by members via NPC bounties¬†will now also automatically levy Loyalty Point payouts at the same rates as set by the corporation. Loyalty Points are contributed for all Loyalty Point payouts such as those granted through Factional Warfare, Incursions or mission rewards.¬†

    • EverMarks are excluded from this as they are granted to corporations at¬†a 1 to 1 ratio when a corporation‚Äôs member receives EverMarks by any means.

  • Corporations now have their own Loyalty Point wallet to account for their Loyalty Points. Loyalty Points can be spent in Loyalty Point stores by either the CEO or Directors and works in the same way as normal Loyalty Point Store purchases except the Loyalty Points and any required ISK are deducted from the Corporation Loyalty Point wallet or Corporation ISK Wallet respectively. Where an LP store purchase being made by a corporation requires the provision of an item in addition to an LP payment, that item must be located in the personal Item Hangar of the character making the transaction.

  • Loyalty Points in corporation Loyalty Point wallets can be donated to any other corporation.¬†

    • EverMarks are excluded from being traded between corporations.

SKINR - Super-Kerr Induced Nanocoating Resequencer

structure skin
  • A new in game customization tool, the allows CEO‚Äôs, Directors, and the newly created role of Brand Managers to create Nanocoating designs by applying Nanocoating's of their choosing to different areas of Upwell Structures. Nanocoating designs can¬†then be applied to any of the Upwell Structure that the corporation owns in exchange for EverMarks for a limited duration.¬†

  • Once the purchase is complete, Nanocoating Designs are then applied to all selected structures for all capsuleers to enjoy, or not.¬†

  • The Brand Manager role has access to all corporation customization options, for now that is SKINR and the ability to spend EverMarks through those options.¬†

  • Starting in the week of the expansion there will be a new way to acquire EverMarks through the Daily Challenges which use a similar cyclical fashion of various activities you are used¬†where those previously only rewarded Skill Points. This adds a more passive but less direct yielding way than Paragon Missions¬†to acquire them.

Tax Reforms

We are making a series of changes to how some taxes are calculated to increase the value of corporation infrastructure as an income source. They will be in the following areas: 

  1. Broker’s fee in Upwell Structures. Instead of a percentage cut, a fixed rate will be taken by the SCC, providing more ISK for facility owners.

  2. Industry Job Installation Fee. Taxes will be applied directly on the estimated item value, allowing facility owners to have a meaningful income stream even in low indexed systems. 

  3. NPC Stations / Monuments: Manufacturing and Research factors removal. Leveling the field and encouraging industry spread across systems.

Broker’s Fee in Upwell Structures  The goal of this change is to give more control, increase the value of income sources to corporations and to increase the competitiveness of facility owners with the market. 

  • There will no longer be a 50% cut taken¬†from the total broker‚Äôs fee paid in¬†structure facilities. Instead, this will be reduced to a fixed rate of 0.5%.

Example: if you were to make an order of a cost at 100,000 ISK in a structure, where the owner has set the broker’s fee at 10%, the following amounts would be going to the following wallets: 

Old Formula 

Percentage on order

Amount Paid 

Facility Owner Wallet 

5% 

5,000 

Economic Circulation 

SCC Wallet 

5% 

5,000 

Economic Sink 

New Formula 

Percentage on order

Amount Paid 

Facility Owner Wallet 

10%

10,000 

Economic Circulation 

SCC Wallet 

0.5% 

500 

Economic Sink 

Industry Job Installation Fee  Investing in industrial infrastructure is very expensive, this is felt especially by new corporations that are starting to make their mark on New Eden. Established groups have little incentive to grant access to their very costly infrastructure due to the income from such a bargain being mostly meaningless to them.

The goal of this change is to address both of those problems, to create options for newer corporations to access infrastructure without having to fork out for it fully and to give incentive to those that decide to do so. 

  • All taxes for industry jobs will be applied directly to the Estimated Item Value instead of the System Cost Index adjusted Estimated Item Value.¬†

This change means that facility owners in a low indexed system can set their taxes to a very low value but still gain a meaningful income while still staying competitive. 

  • Adjusted industry facility tax in NPC stations to 0.25% from 10%.¬†

  • Adjusted Alpha clone tax to 0.25% from 2%.¬†

  • Added a 0.25% tax that goes to the SCC.¬†

  • The maximum tax that can be set for industry services will be capped at 10%.¬†

  • You can now adjust your fees to 2 decimal places rather than being limited to 1.¬†

  • We will be setting all current Player Ownership Tax profiles to 0.25%. This will need to be adjusted by facility owners as they see fit.

This will vastly increase competitiveness for facility owners. Even with it set at 0.25% the fee will earn the facility owner substantially more ISK.

The Formula  The general formula changes to: 

TIF = EIV * ((SCI * bonuses) + FacilityTax + SCC + AlphaClone) 

Where: 

  • TIF: Total Installation Fee¬†

  • EIV: Estimated Item Value, the value upon which the fees are calculated¬†

  • SCI: System Cost Index¬†

  • Bonuses: Any bonuses that are applicable¬†

  • Facility Tax: Fixed tax for NPC stations set to 0.25%¬†or tax rate set by facility owner.

  • SCC: SCC surcharge, this is a fixed value and cannot be affected by anything¬†

  • AlphaClone: Tax applicable to alpha clones, set at 0.25%¬†

The following tables represent the ISK flow in both Player Owned and NPC Facilities:

Player Owned:

Fee Equation Component

Wallet

Amount

Type

EIV * SCI * Bonuses

NPC

Dynamic

Economic Sink

EIV * Facility Tax

Player

Set by player

Economic Circulation

EIV * SCC

NPC

0.25%

Economic Sink

EIV * Alpha Clone

NPC

0.25%

Economic Sink

NPC Owned

Fee Equation Component

Wallet

Amount

Type

EIV & SCI * Bonuses

NPC

Dynamic

Economic Sink

EIV * NPC Ownership Tax

NPC

0.25%

Economic Sink

EIV * SCC

NPC

0.25%

Economic Sink

EIV * Alpha Clone

NPC

0.25%

Economic Sink

NPC Stations & Monuments  System Index Cost modifiers have existed since the creation of the Industry index system, but they are difficult to understand and identify through in-game means. Every NPC station capable of industry reduces the System Cost Index by a percent, while Sov Null Security Outposts granted their system a large permanent reduction depending on their type.

This powerful bonus invisibly shaped player behavior, while largely remaining out of sight for those not familiar with the System Cost Index modifiers. Our goal with this change is to create more opportunities for aspiring industrialists.

  • Removed all System Index Cost modifiers. This includes removing the bonuses that extra stations provided to a system, and the Upwell Support facility bonuses which were present in Null Security systems that had an Outpost prior to being converted to a faction Fortizar in 2016.

Temporary Sales Tax Holiday  The previously mentioned changes will have an impact where in the short term the installation cost to manufacture will be out of balance. To counter this impact, we are temporarily lowering the Sales Tax for all market transactions.

  • Reduced Sales Tax for all market transactions by 50% from 8% to 4%.

image27

Lancer Dreadnoughts

We are introducing a brand-new Tech II Dreadnought class: . These powerful behemoths are capable of firing the type exclusive Disruption Lances.

  • Lancer Dreadnoughts have been added to the default overview settings, those who are using a custom overview will have to add Lancer Dreadnaughts to their overview settings.

Bane

image-Bane

Karura

image

Hubris

image33

Valravn

image31

Lances  Each Lancer Dreadnought will be able to equip a racially specific Disruptive Lance. Disruptive Lances are a smaller version of the Titan Lances, doing about 1/3rd of the base damage of a Titan lance.

  • Disruptive Lances apply a suite of debuffs to any ship that it hits, including:

    • Not being able to tether.

    • Not being able to warp out, dock, jump, or use a stargate.

    • Receiving only 50% of incoming remote repairs.¬†

  • Disruptive Lances will do a 10km AoE energy neutralize around the lancer ship that activates it, like Titan lances.

  • Disruptive Lances will provide a similar set of debuffs to the lancer, such as not being able to tether, cloak, dock or jump for 5 minutes after firing.

  • Disruptive Lances can only be fired while in Siege mode and ships with this module fitted are unable to activate cloaking devices.

Skill Requirements  We are adding 3 new skills with the Lancer Dreadnoughts. 1 for manufacturing them, 1 for flying the ship itself, and 1 skill for the new disruption lancers.

  • Lancer Dreadnoughts [x16]: 2,500,000,000 ISK at all empire school stations¬†

  • Disruptive Lance Operation [x14]: 500,000,000 ISK at all empire school stations¬†

  • Advanced Capital Ship Construction [x16]: 500,000,000 ISK at all empire school stations.¬†

  • The Lancer Dreadnoughts skill book will be required to fly the Dreadnaughts. In addition to the racial Dreadnaught skill at level V.¬†

  • Disruptive Lance Operation is needed to use the new lances, each level of this will reduce capacitor consumption of the lances by 5%¬†

  • Advanced Capital Ship Construction is required to build Lancer Dreadnoughts. Each level will reduce the manufacturing time by 1%.¬†

Industry Information  BPOs for the Lances can be found for 500,000,000 ISK in the appropriate empire school station for the respective racial lance. 

Lance Blueprint Material: Zydrine: 20,000  Megacyte: 25,000  Isogen: 20,000  Nocxium: 25,000  Mexallon: 40,000  Pyerite: 1,000,000  Tritanium: 1,500,000

  • Blueprints to build the Lancer dreadnoughts, are acquired from running invention jobs on existing Tech 1 Dreadnought BPCs.¬†

T2 Dreadnought Material Requirements: T1 Dread - 1 [Factional] Capital Reactor Unit - 1,700  [Factional] Capital Microprocessor - 1,500  [Factional] Capital Capacitor Unit - 1,500  [Factional] Capital Sensor Cluster - 900  [Factional] Capital Thruster - 900  [Factional] Capital Armor Plate - 400  [Factional] Capital Shield Emitter - 400  Morphite - 4000  Construction Blocks - 2000  R.A.M.- Starship Tech - 100

  • Lancer Dreadnoughts will have the same restrictions for Upwell Structures docking as regular Dreadnoughts do.¬†

  • Lancer Dreadnoughts will only be able to be manufactured in Low Security, Null Security in an NPC stations or with an Upwell Capital Manufacturing Service online in Low Security, Null Security or Wormhole space. The same as existing Dreadnoughts.

The following rigs will reduce the materials and time required for Lancer Dreadnought production.

  • Large Structure Rigs¬†

    • Standup L-Set Capital Ship Manufacturing Efficiency I¬†

    • Standup L-Set Capital Ship Manufacturing Efficiency II¬†

  • XL Structure Rigs¬†

    • Standup XL-Set Ship Manufacturing Efficiency I¬†

    • Standup XL-Set Ship Manufacturing Efficiency II¬†

image28

Marauders

Ever since the rework to marauders back in 2021, they have seen a huge increase in use and we are incredibly happy that Marauders feel rewarding to fly and are aspirational to pilots across New Eden. They have however, become very dominant in all areas of space.

In general Marauders have a very potent combination of:

  • High damage.

  • High tank, including allowing it to catch reps even in large scale fleet fights.

  • High mobility, even though the bastion locks them in place, it has a short duration.

  • High range.

  • High application.

  • EWAR resistance which prevents most counterplay options.

This results in them being rather good at everything and lacking in possible counterplay. Faster fleets can’t avoid their damage, smaller fleets struggle to break them, clever FCs can’t bring EWAR counters. The best counter to these ships is a capital escalation, which is not available to many groups, particularly smaller ones or all areas of the game such as wormholes or inside an ESS.

Bastion Module 

Our goal is to create new weaknesses and therefore opportunities for counterplay in PvP for Marauders where they currently do not have many. These changes would lean into the class identity as being strong but immobile and offer smaller ships the chance to play around a Marauder with EWAR tools that are currently often useless in the face of its EWAR resistance bonus. 

  • Duration Increased from 30 seconds to 60 seconds.

  • Removed the electronic warfare resistance bonus to Sensor Dampener, Tracking Disruptor, and Target Painter resistance.¬†

The ship continues to retain its incredible firepower, tank, range and application but will now have a few weaknesses.

Kronos 

The Kronos is currently the weakest performing of the Marauders. We are giving it an additional midslot in exchange for a highslot to give it more utility for close range brawling. We are also making a small tweak to its survivability by shifting some of the structure HP into armor HP.

  • +1 Midslot, -1 Highslot

  • Increased Amor HP from 7,900 to 8,500

  • Decreased Structure HP from 9,500 to 8,900

Vargur

The Vargur is performing the best out of all the Marauders right now for solo and small gang use. We are making adjustments to decrease the power of triple X-Large Ancillary Shield Booster fits by lowering the shield boost bonus slightly, and moving some shield HP into armor HP. At the same time we are improving the flexibility of the Vargur by adding an Armor Repair bonus and an extra lowslot in exchange for a highslot to match the paradigm set by the Kronos. 

  • +1 Lowslot, -1 Highslot¬†

  • Decreased Shield HP from 8,300 to 7,800¬†

  • Increased Armor HP from 7,300 to 7,800¬†

  • 7.5% bonus to Shield Booster amount changed to 5% bonus to Shield Booster and Armor Repair amount¬†

Paladin 

Currently the paladin is extremely dominant compared to other Marauders in very large scale fleet fights. We are lowering the optimal range per level bonus slightly to reduce its dominance.

  • Reduced Optimal Range per level bonus from 7.5% to 5%

Mass Changes to Marauders 

Marauders are particularly dominant in wormholes due to their high power to mass efficiency. We are increasing the mass to be closer to Black Ops battleships. This will mean that players will need to be slightly more cautious about the number of Marauders they can bring to a fight in J-space. 

  • Kronos : 148,000,000 kg (+54,520,000 kg) ¬†

  • Vargur : 150,000,000 kg (+53,480,000 kg)¬†

  • Paladin : 160,000,000 kg (+67,755,000 kg)¬†

  • Golem : 157,000,000 kg (+ 62,665,000 kg)¬†

  • Agility for all Marauders has been improved to keep align times at similar values.¬†

Battleships

We are adding some power to the Maelstrom and the Rokh, as they were both underperforming compared to the Hyperion and Abaddon. 

Rokh 

The Rokh Currently shares the 8/6/5 slot layout with the Maelstrom, which outperforms it as a shield brawler. By increasing it to 7 Mid slots, the goal is to give it more flexibility when Blaster brawling over the Maelstrom. At the same time, we are also giving it a bit more fitting space, and a much bigger Drone Bay, with a smaller increase to Drone Bandwidth, which will add to its utility, especially when up close.

Longer range fits will benefit from the extra utility or tank the 7th Mid slot provides, especially when combined with the Large Railgun buffs.

  • +1 Midslot, -1 Lowslot¬†

  • Increased Drone Bandwidth from 50m3 to 75m3¬†

  • Increased Drone Bay 50m3 to 125m3¬†

  • Increased CPU from 780tf¬†to 810tf¬†

Maelstrom 

We are generally happy with the Maelstrom’s identity as a Shield Boosting brawling projectile platform, it just needs a bit more power. We are improving the Maelstrom's speed, Shield Boost bonus, and Scan Resolution. Both the velocity and scan resolution were a little on the slower side for a Minmatar ship, especially when compared to the Hyperion.

  • Increased Shield Boost bonus from 7,5% to 10% per level¬†

  • Increased Max Velocity from 94m/s to 115m/s¬†

  • Increased Scan Resolution from 117mm to 125mm¬†

Large Railguns 

Large Railguns are severely underperforming compared to other battleship sized weapons. We are Improving them relative to other weapon classes to make them a more viable option and to help improve the viability of several underperforming ships - such as the Rokh and the Kronos.

  • +15% bonus to Tracking Speed¬†

  • +15% bonus to Rate of fire.¬†

The tracking increase will place Large Railguns between Large Beams and Large Artillery for tracking scores, the rate of fire increase will improve their DPS making them more attractive while not increasing their alpha strike capability for large fleet fights. 

Zero-Point Mass Entangler 

There was not a particularly strong reason for disallowing this module in High Security and Low Security as it was a legacy it inherited from the older HIC module.

  • Zero-Point Mass Entangler can be used in High Security and Low Security

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Homefront Operations 

dungeon06

Each requires a group of pilots covering specific roles from hacking to hauling. Be warned; unlike most other sites, Homefront Operations can be lost if your team fails to meet their set objective.

The goal of these sites is to bring new and experienced capsuleers together to do new activities, help to establish social connections and introduce fleet gameplay.

  • Sites are located in empire owned High Security systems, mostly focused around trade hubs or Career Agent systems.

  • The enemies, narrative, and specific goals of a site are dependant on which empire's space it is found within.

  • Some sites introduce hostiles hailing from new traitorous corporations, splintering away from their empire.

Abyssal Artifact Recovery:  Valuable artifacts buried within asteroids have emerged from Abyssal rifts. However, they aren't all that has made its way to the cluster. Break apart the asteroids and grab whatever you can before the dwellers of the Abyss overwhelm you. 

Suspicious Signal:  Your target is protected by an array of specialized emitters. While they're active, it is invulnerable. Hack the array to temporarily disable these defenses and give yourself a chance to take out the target. 

Dread Assault: An allied Dreadnought was dispatched to eliminate a target. Unfortunately, hostile forces are neutralizing its capacitor and preventing it from firing. Boost its charge, keep the enemy at bay, and the dread will take care of the rest. 

Raid: An enemy base has been found containing items your empire would like recovered. Tackle and destroy any hostile haulers that attempt to escape. Bring a hauler of your own to aid in retrieving the items from their smoldering wrecks. 

Emergency Aid: Hostiles are attempting to destroy an allied target. Repair any damage and keep the enemy at bay long enough to secure the site. The hostile forces cannot be allowed to complete their objective. 

Metaliminal Meteoroid: An asteroid comprised of ore valuable to the war effort has slipped into Empire space. Your goal is to mine it out before it plunges back to Abyssal Deadspace. Be careful; hostile forces in the area will attempt to disrupt and delay your efforts. 

Improved Objective System  We have vastly improved the objective system for agent missions and sites. The new objectives have modernized visuals, contain dynamic information, and include helpful interaction states. 

These new objectives are featured in the Homefront Operations and we have also implemented them for all the Career Agent missions, making them much clearer and more accessible. 

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Ecosystem & Industry Changes 

We are making a lot of quality-of-life changes to various aspects of the economy, as well as reducing some of the bottlenecks that currently exist, especially for capital production. 

The changes to the Capital Core Temperature Regulators and Neurolink Enhancers will lower the cost of all Capital Ships. We are also changing the PI consumed by the Life Support Backup Units and Auto-Integrity Preservation Seals from P1 to P2 planetary interaction commodities. This will make hauling the build materials for them much easier. 

Blueprint Changes: 

Capital Core Temperature Regulator Blueprint 

  • Integrity Response Drones: Decreased from 100 to 25¬†

  • Self-Harmonizing Power Core: Decreased from 100 to 25

  • Core Temperature Regulator: Decreased from 70 to 50¬†

Meta-Operant Neurolink Enhancer Blueprint 

  • Hypnagogic Neurolink Enhancers: Decreased from 160 to 80¬†

  • Axosomatic Neurolink Enhancer: Decreased from 160 to 80¬†

  • Cogni-Emotive Neurolink Enhancer: Decreased from 160 to 80¬†

  • Sense-Heuristic Neurolink Enhancer Decreased from 160 to 80¬†

Life Support Backup Unit: 

  • Removed Water: 150 ‚Üí 0¬†

  • Removed Oxygen: 200 ‚Üí 0¬†

  • Added Test Cultures: 8¬†

  • Added Viral Agent: 8¬†

Auto-Integrity Preservation Seal 

  • Removed Bacteria: 80 ‚Üí 0¬†

  • Removed Proteins: 40 ‚Üí 0

  • Added Nanites x 4¬†

  • Added Supertensile Plastics x 4¬†

Jump Freighters already required certain input materials when building the Tech 1 Freighters. We are removing them to both lower the cost of Jump Freighters and lower the demand for these items so that they are more available for other capital ships. 

Ark Blueprint:

  • Removed U-C Trigger Neurolink Conduit:¬†32 ‚Üí 0¬†

  • Removed Radar-FTL Interlink Communicator: 2 ‚Üí 0¬†

  • Removed Auto-Integrity Preservation Seal:¬†400 ‚Üí 0¬†

  • Removed Life Support Backup Unit 200 ‚Üí 0¬†

  • Removed Capital Core Temperature Regulator 1 ‚Üí 0¬†

Rhea Blueprint: 

  • Removed R-O Trigger Neurolink Conduit: 32 ‚Üí 0¬†

  • Removed Gravimetric-FTL Interlink Communicator: 2 ‚Üí 0¬†

  • Removed Auto-Integrity Preservation Seal: 400 ‚Üí 0¬†

  • Removed Life Support Backup Unit: 200 ‚Üí 0¬†

  • Removed Capital Core Temperature Regulator: 1 ‚Üí 0¬†

Anshar Blueprint:

  • Removed S-R Trigger Neurolink Conduit: 32 ‚Üí 0¬†

  • Removed Magnetometric-FTL Interlink Communicator: 2 ‚Üí 0¬†

  • Removed Auto-Integrity Preservation Seal: 400 ‚Üí 0¬†

  • Removed Life Support Backup Unit: 200 ‚Üí 0¬†

  • Removed Capital Core Temperature Regulator: 1 ‚Üí 0¬†

Nomad Blueprint:

  • Removed G-O Trigger Neurolink Conduit: 32 ‚Üí 0¬†

  • Removed Ladar-FTL Interlink Communicator: 2 ‚Üí 0¬†

  • Removed Auto-Integrity Preservation Seal: 400 ‚Üí 0¬†

  • Removed Life Support Backup Unit: 200 ‚Üí 0¬†

  • Removed Capital Core Temperature Regulator: 1 ‚Üí 0¬†

Ecosystem

  • Jump Freighter wrecks now have an access difficulty of -10 to match all other T2 Ships.¬†

We are making Capital Ship Components easier to export and import. 

  • Reduced Volume from 10,000 m3 to 2,000 m3¬†

We are increasing the availability of the content that drops the Capital Ship control items. 

  • Increased spawn chance by 100% for the following sites: AEGIS Capital Ship Security Facility, AEGIS Secure Transfer Facility, AEGIS Capital Construction Forge, Overmind Nursery Grove.

We are making it much easier to haul PI commodities as well as it now requires fewer active inputs to manage since the space of all storage facilities and spaceports is effectively doubled. 

  • Volume of all PI commodities reduced by 50%.

We are adjusting the asteroid belts that we added earlier this year, these are the asteroid belts which can be found in blue A0 star systems in Null Security and Wormhole space. As well as in 0.5 security High Security systems which border Low Security and Null Security systems which border Low Security systems.

  • Ytirium asteroid count increased by 900%

Ytirium is an asteroid which reprocesses into Isogen exclusively. We are increasing the value of these mining sites and increasing the supply of Isogen.

We are making Molecular Condensers more affordable and available by adding them to FW (Factional Warfare) LP (Loyalty Point) stores to act as a price ceiling for them.

  • Price: 1 Million ISK and 600 FW LP. ¬†

  • LM-Composite Molecular Condensers can be purchased in the 24th Imperial Crusade LP Store¬†

  • AG-Composite Molecular Condenser can be purchased in the State Protectorate LP Store¬†

  • CV-Composite Molecular Condenser can be purchased in the Federal Defense Union LP Store¬†

  • AV-Composite Molecular Condenser can be purchased in the Tribal Liberation Force LP Store¬†


Graphics

art updates
  • Volumetric clouds have been introduced in the Homefront Operation sites. These clouds have a three-dimensional appearance, adding depth and realism to the environment.

  • Missile impacts have received updates across all warhead size classes.¬†

    • The missile will now explode outwards in the opposite direction of the impact vector.¬†

    • Missile impacts will illuminate nearby surfaces.¬†

    • The visual effects (VFX) of the impact will be slightly smaller when viewed from closer camera distances, decided on impact spawn ranging from 30km to 10km.¬†

    • Flare brightness has been adjusted based on camera distance to avoid overwhelming players when viewed up close.¬†

    • Improved gameplay readability has been achieved using shape language and differentiation.¬†

  • 68 Frigates of the empire-based factions have received FX (special effects) and lighting updates. This includes the addition of lights and effects to enhance their visual appearance.

  • Marauders have received FX and lighting updates. Lights and effects have been added to improve their visual representation.

  • Upwell Citadels, namely Astrahus, Fortizar, and Keepstar, have undergone an FX and lighting pass. Lights and effects have been added to enhance the visual appeal of these structures.¬†

  • Planets have been added as shadow casters. This means that the planets now contribute to casting shadows in the game, further enhancing the visual fidelity of the environment.¬†