by EVE Online Team11:00am on Wednesday 28th August 2024
Greetings,
The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-06-11 Last update: 2024-08-28
🤝 - Indicates a change inspired by the player's feedback or suggestions.
SKINR - New Feature: Sharing Saved Designs
Drag and Drop SKIN Designs:
Players can now drag their saved SKIN Designs directly from the Saved Designs list on SKINR’s main page into chat for easy sharing.
Link Icon for Saved Designs:
When selecting a saved SKIN Design on the main page, a link icon will appear. Drag this icon into chat to instantly share your design with others.
Opening Shared SKIN Designs:
Clicking on a shared SKIN Design link in chat will now open SKINR directly in Studio mode. The design will load with all details filled in as per the original, ready for you to edit.
Design Ownership Display:
Upon opening a shared design, the original creator's name will be displayed. Players can then modify the design and rename it, making it their own unique creation.
Graphics:
Archon now correctly maps materials to the tech slot within the SKINR and previously sequenced SKINs should now match the designed SKIN.
Extra pattern projections on some ships (eg. Crane) are now correctly removed from SKINR when designing and on the resulting SKIN, and previously sequenced SKINs should now match the designed SKIN.
Wormhole auras should be the correct color again.
Shaders will now render SSAO correctly where a tiling texture is being used.
User Interface:
Fixed an issue where the Back button did not function correctly in the SKINR Paragon Hub and Collections tabs.
Resolved overflow issues on the Studio page in the SKINR when using smaller window sizes.
Homefront Operations:
Abyssal Artifact Recovery sites have been overhauled:
After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.
Payouts will now be received if all asteroids are depleted when the timer ends.
If successful, there will be a short cooldown before another wave of asteroids appears.
If unsuccessful, no additional waves will appear, and the site will end.
Following the arrival of every wave are unpredictable effects and hostile NPCs determined to disrupt your progress.
Hostile NPCs within the site will no longer target drones.
The damage of Triglavian NPCs has been reduced.
Faulty Triglavian Caches now have a chance to appear whenever an asteroid is depleted.
These caches are now destructible with lootable wrecks, like in Abyssal Deadspace.
The contents of the caches have been greatly increased.
Be quick! Caches will be lost if an asteroid appears in their place, and their wrecks do not last long in the chaotic environment.
As before, a warp disruption field will be active within the site whenever at least one asteroid is present.
The longer the site progresses, the greater the rewards and challenges become!
The repair amounts of logistics NPCs appearing in all sites have been decreased.
Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.
PVE:
Deepflow Rift sites
Mysterious rifts, seemingly connected to the depths of the Triglavian abyss, have begun appearing throughout the cluster and beyond. Though they are untraversable by capsuleers, a tractor beam may be able to dredge up items of interest from the other side.
Graphics:
Some objects like ice asteroids have had their texture scaling fixed.
Homefront Operations:
Fixed an issue causing conversations to not appear when arriving at a site that was already completed.
Gameplay:
Escalations which last longer than 72 hours such as the Capital escalations added in Equinox, that a player had already visited but did not return to it for 24+ hours, will no longer incorrectly despawn.
The EDENCOM Vorton Projector weapons can now be used on Custom Gantries, POCOs and Skyhooks.
Graphics:
Fixed the Upwell industrial ships ship exhaust VFX after warping.
Fixed missing laser beams in Rattlesnake King’s Ransom SKIN.
Localization:
The Omega restricted message for monthly goals is now correctly displaying in Chinese.
Fixed the Social description which was replaced by the SKINR sequencing skill description.
User Interface:
Skyhooks and what planet they are at will now appear in the fleet broadcast history and last broadcast message when players broadcast a Skyhook
Fixed a client-side exception, and It’s now possible to shift drag drones from your hangar into a simulated ships drone bay.
Viewing solar systems in the colony resources agency page which do not have any workforce will no longer have a ‘no workforce label’ error instead of the workforce icon. Instead, in systems with no workforce, the icon will be hidden from view.
Fixed UI elements overflowing with the Metenox moon drill mining details page when there are more than 4 moon materials being mined.
Fixed an issue where the tooltip would not appear when a player moused over the last broadcast message in a fleet if the person who broadcasted left the fleet.
Fixed a missing tooltip label when mousing over the Skyhook Icon in the solar system info panel which appears when a raid is taking place in the solar system.
Increased the width of the quantity field in the NES, so that now 2 digits are shown clearly.
Fixed an erroneous tooltip warning that would appear when attempting to place a command center on a planet for PI in an Upwell Hauler when they had command centers in their Infrastructure Hold stating that the command center was not found in the cargo hold.
The industry window is no longer case sensitive when sorting through owned blueprints. I.e. EM Pulse Generator blueprint will now no longer be displayed above Electrolytic Capacitor Unit Blueprint when sorting by name ascending.
Fixed the width on the industry window dropdown filters so they are now large enough to include the full name instead of being cut off.
Miscellaneous:
In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.
User Interface:
Fixed an issue where selecting a Pattern in the SKINR design creator did not automatically apply the default color.
Ship SKINR:
All design elements, owned or unowned, are now available to preview in the SKINR Studio. Unowned design elements that are available in the Paragon Hub can now be purchased directly during design creation.
Can toggle between limited/unlimited versions (if owned) on a design element in slot in the SKINR Studio.
Can now directly activate nanocoatings/patterns/metallics when purchasing them from the Paragon Hub.
Nanocoatings are now automatically sorted by hue in the SKINR Studio when creating SKIN designs.
All nanocoatings and metallic design elements can be placed into all slots including the Tech area.
A popup on hover is now present for all design elements in the designer slot panels with the element name and rarity information.
Now have the option to cancel their own ongoing SKIN listings.
Upon cancelling, only the escrowed SKIN licenses are refunded - the currency spent for the HUB Listing Costs are not.
Until August 21st, a special set of login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Gameplay:
Removed an unused duplicated Hedbergite ore type from the market.
Gameplay:
During downtime today we deployed a small server-side tools patch. However, it appears that this caused an issue with the AIR NPE making it no longer possible to continue after finishing part 1 (Baptism by Fire). This has now been fixed.
Gameplay:
Fixed an issue that was causing changes to currently installed Rogue Drone combat anomaly related sov upgrades to not take effect. It will take until downtime on 2 August for changes to be fully corrected.
Gameplay:
Reverted a change which prevented cap booster 25s from being loaded into small ancillary modules.
Multi-Part escalations are now given to the character that completes them, rather than the original owner of the escalation.
Project Discovery:
The release of Project Discovery Phase Four!
Expanded research focus on critical immune system diseases, including cancer
Enhanced minigame with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques
More complex scatterplot samples for players to gate a larger variety of diseases
Updated rewards to include exclusive SKINR customization colors
Additional quality of life improvements to make gating and submitting samples more user friendly
Corporation Projects:
An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.
Graphics:
Updated Ancestral Fireclay Design Elements to proper shade of red.
Market:
Marketplace taxes reduced to 4.5%. Down from 8%.
Daily Goals:
The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.
The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.
4 Daily Goal types have been removed:
Scan 2 Combat Sites
Scan 2 Data Sites
Scan 2 Relic Sites
Scan 2 Wormholes
Paragon Services:
Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.
Reduced Sequencing Time and Cost when sequencing new SKINs in SKINR.
We will monitor the effect this has on the Daily Goals, Paragon HUB and SKINR market and continue to adjust and balance this as we've been doing with everything else that launched with Equinox.
Skills:
Added new skill “Paragon Relations” for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.
User Interface:
Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.
Gameplay:
Fixed a bug where if a player died to or took damage from a Rogue Drone NPC in an asteroid belt or at a stargate, it wouldn’t appear on the killmail and the killmail would be partially broken with empty icons where the NPC should have been.
Multiple implant sets will now give FW LP when an enemy faction capsule is killed with those fitted. This affects the Asklepian, Savior, Nirvana, Mimesis, Rapture and the Hydra sets.
User Interface:
Small Ancillary Shield Booster and Small Remote Ancillary Shield Boosters will now display their size as "small" rather than as "None noLabel".
NES (item & price):
Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.
Mining Upgrades:
🤝 We’re making several adjustments to the mining sites provided by the new Equinox sovereignty upgrades based on player and CSM feedback over the last few weeks. We’re increasing the quantity of ore available in all of the sites, especially for the Zydrine and Megacyte Prospecting Array upgrades which competed with the existing colossal asteroid cluster site the most directly. We’re also combining many of the smaller asteroids in all of the sites so that the size of each asteroid is large enough to take multiple cycles from strip miners to mine out. We’re also completely overhauling the mining escalation by making it far more likely for players to get the escalation, more than doubling it in size and replacing the existing asteroids with Spodumain, Abyssal Asteroids and Mercoxit. So it will now be vastly more exciting and the most rewarding mining site in the game.
All Prospecting Array upgrades
Several asteroids have been combined so that the majority of asteroids in each location require multiple strip miner cycles to mine out.
Isogen Prospecting Array (Griemeer Deposit)
Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.
Megacyte Prospecting Array (Ueganite Deposit)
Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.
Mexallon Prospecting Array (Kylxium Deposit)
Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.
Nocxium Prospecting Array (Noxcite Deposit)
Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.
Pyerite Prospecting Array (Mordunium Deposit)
Total Ore Volume increased from 4,500,000 m3 to 6,000,000 m3.
Rebalanced the ore content of the site to a smaller overall percentage of Mordunium asteroids and more Omber and Hedbergite to improve the average isk/hr of mining in the site.
Tritanium Prospecting Array (Veldspar Deposit)
Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.
Zydrine Prospecting Array (Hezorime Deposit)
Total ore Volume increased from 2,015,799 m3 to 5,970,000 m3.
The size of several asteroids have been vastly increased to make this site very comparable to the Colossal Asteroid Cluster, with 24+ asteroids bigger than 100,000m3 and a behemoth 600,000m3 asteroid.
Mining Escalation
Shrouded Asteroid Cluster has been overhauled and is now the Interstitial Ore Deposit.
The chance of acquiring the mining escalation has been greatly increased.
Total Ore Volume increased from 3,750,000 to 8,480,000 m3.
All asteroids have been replaced with Spodumain, Abyssal Asteroids and a small amount of Mercoxit.
Combat Upgrades:
🤝 We’re making a few tweaks to the combat upgrades provided by the Minor and Major Threat Detection Arrays. Firstly, we’re greatly decreasing the maximum possible respawn time for the sites spawned from their upgrades from 20 minutes to 12 minutes. For context, the old sovereignty upgrade sites respawned between 20 to 12 minutes based on the level of upgrade that spawned them, for an average respawn time of 16 minutes. This now means that there is no single case where a site from the old system could respawn faster than the same site in the new system, and the maximum possible respawn time is now 25% faster than the old average respawn time before you even factor in the improved respawning logic that the new sites use - where the time the site was spawned is used to determine the respawning time, rather than when the site was completed. Additionally, we’re also increasing the number of combat sites provided by most upgrades by 1, and also increasing the expiration time for the new capital focused escalations based on feedback we got from players struggling to complete or sell them in time due to fatigue/logistics of moving capitals.
Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)
Escalation Expiration timer from 24 hours to 72 hours.
Minor and Major Threat Detection Arrays.
Maximum Respawn Time reduced from 20 minutes to 12 minutes
An additional combat anomaly has been added to most upgrades
Adjusted anomalies spawned by Major Threat Detection Arrays in drone space to increase the amount of Drone Horde and Drone Patrol sites by replacing some or all of the Squad and Herd sites.
The new sets of sites spawned by each upgrade tier in each security band are as follows:
Non-Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Refuge 2x Den 1x Hidden Den | 1x Refuge 3x Den 1x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 3x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point |
-0.25 to -0.45 | 1x Refuge 2x Den 1x Hidden Den 1x Forsaken Den | 1x Refuge 3x Den 2x Hidden Den 1x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 2x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 2x Hidden Rally Point 1x Forsaken Rally Point |
-0.45 to -0.65 | 1x Refuge 2x Den 2x Hidden Den 1x Forsaken Den | 1x Refuge 2x Den 2x Hidden Den 2x Forsaken Den 1x Forlorn Den 2x Rally Point 1x Hidden Rally Point | 1x Refuge 4x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point 1x Forlorn Rally Point |
-0.65 to -0.85 | 2x Den 1x Hidden Den 2x Forsaken Den 1x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 3x Rally Point 1x Hidden Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 4x Rally Point 2x Hidden Rally Point 2x Forsaken Rally Point 2x Forlorn Rally Point |
-0.85 to -1.0 | 2x Den 1x Hidden Den 2x Forsaken Den 2x Forlorn Den | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 1x Hidden Rally Point 2x Forsaken Rally Point | 2x Den 2x Hidden Den 2x Forsaken Den 2x Forlorn Den 2x Rally Point 3x Hidden Rally Point 3x Forsaken Rally Point 3x Forlorn Rally Point |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 2x Hub 2x Hidden hub 1x Forsaken Hub | 3x Hub 2x Hidden hub 2x Forsaken Hub 2x Forlorn Hub 1x Haven | 4x Hub 3x Hidden hub 3x Forsaken Hub 3x Forlorn Hub 2x Haven |
-0.25 to -.045 | 2x Hub 1x Hidden Hub 1x Forsaken Hub 1x Forlorn Hub | 2x Hub 3x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 2x Haven | 2x Hub 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 4x Haven 1x Sanctum |
-0.45 to -0.65 | 2x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 1x Haven | 3x Hidden Hub 2x Forsaken Hub 3x Forlorn Hub 3x Haven | 3x Hidden Hub 3x Forsaken Hub 3x Forlorn Hub 6x Haven 2x Sanctum |
-0.65 to -0.85 | 1x Hidden Hub 2x Forsaken Hub 1x Forlorn Hub 2x Haven | 2x Hidden Hub 2x Forsaken Hub 2x Forlorn Hub 4x Haven 2x Sanctum | 2x Hidden Hub 3x Forsaken Hub 2x Forlorn Hub 7x Haven 3x Sanctum 1x Forsaken Sanctum |
-0.85 to -1.0 | 2x Forsaken Hub 2x Forlorn Hub 2x Haven 1x Sanctum | 3x Forsaken Hub 2x Forlorn Hub 5x Haven 2x Sanctum | 2x Forsaken Hub 2x Forlorn Hub 8x Haven 4x Sanctum 3x Forsaken Sanctum |
Drone Regions
System Security Rating | Minor Threat Detection Array 1 | Minor Threat Detection Array 2 | Minor Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Assembly 2x Drone Gathering | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 5x Drone Surveillance 3x Drone Menagerie 1x Drone Herd |
-0.25 to -0.45 | 2x Drone Assembly 2x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie | 2x Drone Assembly 4x Drone Gathering 4x Drone Surveillance 3x Drone Menagerie 3x Drone Herd |
-0.45 to -0.65 | 2x Drone Assembly 3x Drone Gathering 1x Drone Surveillance | 2x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 2x Drone Menagerie 1x Drone Herd | 2x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 3x Drone Herd 1x Drone Squad |
-0.65 to -0.85 | 1x Drone Assembly 2x Drone Gathering 2x Drone Surveillance 1x Drone Menagerie | 1x Drone Assembly 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 2x Drone Herd | 1x Drone Assembly 3x Drone Gathering 4x Drone Surveillance 4x Drone Menagerie 4x Drone Herd 2x Drone Squad |
-0.85 to -1.0 | 2x Drone Gathering 2x Drone Surveillance 3x Drone Menagerie | 3x Drone Gathering 3x Drone Surveillance 3x Drone Menagerie 3x Drone Herd 1x Drone Squad | 3x Drone Gathering 3x Drone Surveillance 5x Drone Menagerie 4x Drone Herd 3x Drone Squad |
System Security Rating | Major Threat Detection Array 1 | Major Threat Detection Array 2 | Major Threat Detection Array 3 |
---|---|---|---|
0.0 to -0.25 | 3x Drone Herd 2x Drone Squad | 5x Drone Herd 4x Drone Squad 1x Drone Patrol | 4x Drone Herd 6x Drone Squad 3x Drone Patrol 2x Drone Horde |
-0.25 to -0.45 | 2x Drone Herd 3x Drone Squad | 4x Drone Herd 4x Drone Squad 3x Drone Patrol | 2x Drone Herd 4x Drone Squad 5x Drone Patrol 5x Drone Horde |
-0.45 to -0.65 | 4x Drone Squad 2x Drone Patrol | 4x Drone Squad 6x Drone Patrol 1x Drone Horde | 2x Drone Squad 8x Drone Patrol 7x Drone Horde |
-0.65 to -0.85 | 3x Drone Squad 3x Drone Patrol | 2x Drone Squad 6x Drone Patrol 4x Drone Horde | 8x Drone Patrol 9x Drone Horde 1x Teeming Drone Horde |
-0.85 to -1.0 | 2x Drone Squad 4x Drone Patrol 1x Drone Horde | 1x Drone Squad 7x Drone Patrol 5x Drone Horde | 6x Drone Patrol 10x Drone Horde 3x Teeming Drone Horde |
Gameplay:
Adjusted the fitting warning message that appears for the Bowhead and Avalanche that warned you against fitting propulsion modules to them such as a 500mn MicrowarpDrive and advising you to fit capital sized propulsion modules (10000mn, 50000mn) which neither ship could fit. Instead, it now warns you that it could be inefficient to fit propulsion modules to the ships and may give less of a speed boost than you expect.
Localization:
Removed "Metallic" from being appended to the end of some Design Elements to make them uniform with others.
Fixed an issue that was causing respawn timers of certain combat anomalies to be too low.
The combat anomaly sites spawned by the new sovereignty hub upgrades are intended to respawn faster than anomalies spawned by older upgrades when completed at average speeds, providing a better experience for the vast majority of players. In Equinox, the respawn timers for these sites were adjusted to begin counting down when the previous site spawned instead of when the previous site was completed, causing the effective wait time for the next site to be variable depending on how quickly you completed the previous site. This means that instant respawns of sites are intended to happen in some cases, but not when chaining sites extremely quickly using multiple ships and optimal tactics.
In today's patch, we have partially addressed an issue that had been causing the intended cooldowns to not apply properly. This issue was most significantly affecting systems where the combat anomalies were being chain completed in a very short period due to hyper-optimized tactics with multiple characters. Respawn times can still be instant in some situations, especially when the sites are being run at average speeds, but they will no longer be instant every time when the sites are being completed very quickly.
Ship SKINR:
Updated SKIN License Tier indicators for better clarity.
Enhanced the Sequencing panel for design elements and sequence binder requirements.
SKIN listings from the Paragon Hub are now linkable.
Added the option to purchase multiple stacks of design elements directly from the Paragon Hub.
Introduced new skills to increase the number of allowed saved designs in the Ship SKINR.
Added sequencing time information to the design creation page.
Ship type is now displayed when viewing a design in the Paragon Hub or the Collection.
Design Elements can now be filtered by finish for easier navigation.
Updated the Sequencing button to "Finalize Design" for clearer action.
The Paragon Hub now displays 3 rows with 4 SKIN Licenses each for a more organized view.
Moved pagination controls to the bottom of the page in "View All" sections for better usability.
Sovereignty:
It’s now possible to visually see workforce transit, and sovereignty hub workforce configurations from the World Map.
To enable this option you will need to have the Station Manager, Director or CEO role in your corporation and be part of an alliance.
It can be turned on by going to Markers in the world map settings and then checking the Sovereignty Hub's box.
You can only see the status of Sovereignty Hubs that your corporation owns. Ones that belong to your alliance but not your corporation will show up as grey.
Sovereignty Hubs can be configured from this map view by right clicking on the sovhub workforce icon and then choosing the 'edit configuration' option.
Graphics:
VFX glow color on SOE ships are now correctly blue again (instead of lime green).
Removed a clipping rock from an acceleration gate on “Vengeance” mission site.
Turrets now correctly oriented on Khizriel.
Shipcaster construction containers now dynamically fills based on capacity loaded into the container by player.
Smoke VFX on warp from Gallente Frigates adjusted to be more transparent.
Police SKIN fixes for Coercer Navy Issue, Crusader, Skybreaker, Stormbringer, Stabber, Thunderchild, Cormorant, & Omen.
User Interface:
Added the Tax Rate for Orbital Skyhooks to the Show Info window for them to create parity with POCOs.
Improved clarity on the World Map, by making lines between systems brighter when choosing to show all lines.
Gameplay:
It’s now possible to deploy command centers on planets for Planetary Industry directly from the Infrastructure Hold, just like the Command Center hold.
Removed the right click → Scoop to Infrastructure Hold option for items that could not be scooped there, like Drones and Control Towers.
Localization:
Fixed several elements in the item trader window not being correctly localized.
Fixed several cases where localized text was overlapping or overflowing in the item trader window.
User Interface:
It’s now possible to expand the columns in the Sovereignty Hub configuration window.
The Recipe drop down list in the item trader window should be clearer and easier to understand.
Added a tooltip for when the trade is disabled because you are missing the required items in the item trader window.
Fixed a client side exception when simulating a fit, moving the drone quantity down to 0, and then moving it back up again.
Gameplay:
Reduced the minimum distance that Skyhooks can be deployed next to stargates and structures from 100,000km to 1,000km. This range was rarely and sporadically blocking skyhooks from being able to be deployed on planets which were very close to stargates/structures.
Structures & Deployables:
Skyhooks now have ingame notifications when they are deployed, go online, are attacked, are reinforced and are destroyed.
Gameplay:
Upwell Structure related ammo items in the charge category will now more consistently move into the Infrastructure Hold, such as Standup Bombs, Flak Ammo, Standup ECM Scripts, Structure Anticapital and Structure Anticapital missiles.
Fixed an Issue which could cause the Metenox moon drill (And all FLEX structures to a lesser extent) to have much shorter reinforcement timers than intended.
It’s now possible to open the configuration window of a Sovereignty Hub that had the Fuel Access ACL list deleted.
Gameplay:
Fixed an issue where it was not possible to list a SKIN License for sale in the Paragon Hub for a price higher than 2.1 billion.
Structures & Deployables:
Skyhooks now have a 15 minute repair timer instead of 5 minutes.
User Interface:
Added a notification and timer in the Info Panel when a Skyhook is being hacked, this timer shows when an active hacking is occurring, when it is successful, and when it is unsuccessful.
Gameplay:
Skyhooks and Metenox Moon Drills can now be found on the directional scanner and be probed with combat scanner probes.
Localization:
Fixed a typo in the description of Nocxium.
Fixed a typo in the description of the Sansha's Nation Occupied Mine escalation message.
User Interface:
It’s no longer possible to try and configure a Skyhook while you have it in your inventory / cargo, or while it’s still onlining.
The sovhub configuration menu will no longer let you drag an upgrade in from location that is not your ship and will display a user error when you try. (It would let you before in the simulation but would fail when trying to save).
Fixed an exception which occurred when closing the Sov Hub window from the corporation management window.
Gameplay:
Fixed an issue which caused strategic upgrades installed in sovereignty hubs running in the new system to continue to provide their effects until downtime if the sovereignty hub was destroyed.
User Interface:
Fixed an issue which caused lines between connecting systems to be missing from Insurgency map.
Sovereignty Transition
Check out this devblog for more information on Sovereignty Updates: Transition & Upgrades | EVE Online
Players with the appropriate roles in the corp which owns the Sovereignty Hub (Director or CEO) will now be able to choose to transition their sovereignty hub over to the new system.
All outstanding bills will need to be paid for a sov hub before it can transition.
When choosing to transition, a snapshot is taken of all of the current Strategic Upgrades installed in the sov hub (such as cynosural suppression and advanced logistics network) and these will remain active and functional until the next downtime, this means that players can transition to the new system and won’t have to worry about structures such as Tenebrex Cyno Jammers and Ansiblex Jump Gates going offline after transitioning, and they’ll stay online the entire time if they’re able to install and turn on the new equivalent upgrades before the next downtime.
All currently installed Military and Industrial upgrades will also continue to provide their sites until the next downtime. It should be noted that the new mining and combat upgrades will not have their sites appear until the downtime after they have been installed.
When a player chooses to transfer over to the new system, all of the old currently installed upgrades in the sovereignty hub will be moved to the HQ station delivery hangar of the corp which owns the sov hub for future reimbursement, when the sov hub also usurps the sovereignty claim from the TCU, the TCU will also be returned to the owning corporations HQ system delivery hangar.
It’s no longer possible for old sovereignty upgrades to be manufactured again. In the coming months, reimbursement will come to players who own the old upgrades, TCUs and their blueprints, this may come in the form of NPC buy orders, updating the refining costs to 100% build cost or converting old types into new types where it makes sense, more firm details will be provided at a later date.
Transitory Structure Rig Amnesty
All currently existing structures in sov nullsec will temporarily be able to remove their rigs without destroying them during the transition period which is from now until the next expansion which is scheduled for November.
This will only apply to rigs on structures anchored before 27 June.
Only players with the Station Manager role (Or Director/CEO) of the corporation which owns the structure will be able to take the rigs off.
Special rigs which are fitted to any remaining old nullsec converted outposts which became the special faction fortizars are not able to be removed, while other normal rigs can be removed from faction fortizars.
This only applies to structures in sov nullsec which can be claimed by player alliances. (even if it’s unclaimed or owned by a different alliance). This does not apply to structures which are located in other ‘lawless’ systems with a negative security rating such as NPC Nullsec or Wormhole space.
Upgrade Balance Adjustments
Adjusted the power provided by suns, so that the lowest power suns now start at 500 TW, rather than at 150 TW, the amount of power that the best suns still provide is 1000 TW. Suns that had power values between 150 TW and 1000 TW have had their amount provided increased to match the new scaling between 500 and 1000 TW of power.
The power, workforce and reagent costs of several upgrades have been adjusted
Reminder that you can see the full details in the Equinox System Resource Data spreadsheet.
Advanced Logistics Network (Enables Ansiblex Jump Gates)
Power cost reduced from 1500 to 1250
Workforce cost increased from 18000 to 25000
Superionic Ice consumption cost increased from 33 to 40 units per hour
Superionic Ice fuel startup cost increased from 2250 to 2750 units
Supercapital Construction Facilities (Enables Standup Supercapital Shipyard)
Power cost reduced from 2000 to 1750
Workforce cost reduced from 20000 to 17500
Superionic Ice consumption cost reduced from 220 to 145 units per hour
Superionic Ice fuel startup cost reduced from 15000 to 10000 units
Cynosural Suppression (Enables Tenebrex Cyno Jammer)
Power cost reduced from 800 to 500
Workforce cost reduced from 6400 to 5000
Magmatic Gas consumption cost increased from 1750 to 2480 units per hour
Magmatic Gas fuel startup cost increased from 120000 to 170000 units
Cynosural Navigation (Enables Pharolux Cyno Beacon)
Magmatic Gas consumption cost decreased from 1100 to 1095 units per hour
Minor Threat Detection Array 1
Workforce cost reduced from 2700 to 1890
Mining Upgrade Adjustments:
Changes made to new Ore types provided by the new mining upgrades.
All variations of Kylixium
Volume reduced from 1.5m3 to 1.2m3
All variations of Griemeer
Volume reduced from 1m3 to 0.8m3
All variations of Noxcite
Volume reduced from 6m3 to 4m3
All variations of Ueganite
Volume reduced from 8m3 to 5m3
Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1600 to 2000
Isogen from refining 100 units increased from 80 to 120
Dull Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1680 to 2100
Isogen from refining 100 units increased from 84 to 126
Serrated Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1760 to 2200
Isogen from refining 100 units increased from 88 to 132
Sharp Hezorime
Volume reduced from 8m3 to 5m3
Tritanium from refining 100 units increased from 1840 to 2300
Isogen from refining 100 units increased from 92 to 138
Additionally, all mining upgrades will now also have a small chance of spawning a Large Mercoxit Cluster Site.
These changes will make the new ore types more valuable than before, reducing the volume of the ores will make them provide higher minerals per hour when mined (Because mining yields are based on m3) and therefore higher ISK per hour.
TCUs no longer provide a flat 25% bonus to fuel bays of control towers.
TCUs no longer provide an evemail notification to the corporation which owns it when a control tower is anchored in their space
(Both of these have been in effect since Equinox launched)
User Interface:
The number of results in the Colony Resource’s section of the Agency has increased from a maximum of 30 to a maximum of 120.
Added the option to filter Colony Resource’s Per-system or Per-planet.
Miscellaneous:
Removed the non-functional "Sort by Name" option from the Ship SKINR Paragon Hub's "Current Ship SKINs" and "All SKINs" sections.
Changed the "Sort by Date" option in the Ship SKINR Paragon Hub to now sort by time remaining.
Gameplay:
It’s now possible to command drones to attack skyhook reagent silos.
Corporation Project:
It is now possible to select the Capsule as the Ship Type parameter for following contribution methods:
Damage Capsuleers
Destroy Capsuleer's Ship
Remote Boost Shield
Remote Repair Armor
Ship Loss
Note: the “Golden Pod” variant provided by Genolution 'Auroral' AU-79 implant will not be recognized as a Capsule for contribution purposes for now.
Corporation Project + Daily Goals:
“Salvage Wreck” contribution method for both the Corporation Projects and AIR Daily Goals will now count any successful salvage attempts, even if the wreck didn’t yield any salvage materials.
Daily Goals:
Target value for ‘Salvage Wreck’ has been changed to 5.
Homefront Operations:
Additional sites can now spawn near Hek.
Increased the minimum contribution amount required to be rewarded in Salvage Research sites.
The passive capacitor recharge amount for Destabilizing Arrays in Stabilize Rift sites has been reduced.
Capacitor Transmitting NPCs within Stabilize Rift sites will linger on their targets for longer and transmit more capacitor.
Drone NPCs within Traffic Stop sites will no longer focus their fire on player-owned drones.
Agency:
Fixed an issue where the Cosmic Signatures Agency page results could show systems (besides the current system in certain situations) with 0 signatures.
Corporation Project:
The Rewards tab window in AIR Opportunities now displays the amount of ISK for Corporation Projects claimable rewards instead of the numbers of contributions.
Daily Goals:
AIR Daily Goal for earning Loyalty Points now recognizes the amount of LP earned before the player corporation LP tax takes effect. This allows members of corporations with 100% LP tax to complete the Earn LP Daily Goal.
Homefront Operations:
Payment can no longer be received after failing a Traffic Stop site.
Fixed an issue that could cause no Wreckages to appear within a Salvage Research site.
Fixed an issue that could cause some Traffic Stop and Stabilize Rift sites to spawn with missing assets.
Characters can receive rewards in Stabilize Rift sites even if they only neutralize arrays.
Contraband Data from Traffic Stop sites can now be sold to NPC buy orders.
Damaged Werpost and non-interactable wrecks within Salvage Research sites will no longer explode or despawn on successful site completion.
Wreckages within Salvage Research sites will now use the empty wreck icon.
Station wreck explosions will now be better synced with the Salvage Research failure timer.
Leshaks within Stabilize Rift sites will now remain invulnerable.
Noncombative drone NPCs within Gallente Traffic Stop sites will now remain invulnerable.
PVE:
Adjusted the warp-in points for Strange Energy Readings and Core Stronghold anomalies.
Ship Tree
Added missing translations for the Ship Tree’s 'New Unlocks' button and title.
User Interface:
Fitting Icon for Ship Cards
To assess the load to the server, we will be adding the fitting icon for all ships in the hangar in 'Ship Card' view, for a subset of players, and gathering data this week.
Gameplay:
Removed Collision from the Skyhook Reagent Silo. This should result in far less players bumping off what seems to be an invisible hitbox and should resolve some NPCs getting bumped away at high speeds when warping to the Skyhook.
SKINR:
Reward Track SKINR Milestone now shows the text "SKINR".
Homefront Operations:
Three new Homefront Operations sites have begun appearing throughout empire-owned High Security systems. Like existing Homefront Operations, these sites will primarily be found near trade hubs and Career Agent systems.
Unlike existing Homefront Operations, these sites will only permit standard T1 Destroyers and T1 Frigates. Their rewards are also optimized towards a smaller fleet of 3 pilots.
Traffic Stop
Smugglers disguised as legitimate transports are using this location to hide the trafficking of Contraband Data. Scan the cargo holds of vessels on site to identify the smugglers and destroy them before they dock without disturbing innocent civilians.
Stabilize Rift
Sleepers are attempting to collapse an Abyssal rift we have been ordered to keep open. Drain the capacitors of their Destabilizing Arrays to foil their plans.
Salvage Research
Ashes of Turnur extremists have attacked a research facility. Salvage wreckage to secure Encrypted ‘Istina’ Data before the site's reactor explodes and they are lost forever.
SKIN Selling in Paragon Hub:
Players can now sell the SKINs they create in the Paragon Hub through the Collection.
Selling Options
Players can set both the price and the currency (PLEX or ISK) for their SKINs.
A brokerage fee, always charged in ISK, is required to list a SKIN for sale. This fee is based on the selected listing duration, in line with current Marketplace standards.
Pricing can only be set in whole numbers and must be greater than 0.
Brokerage fees are displayed to the player based on the chosen listing duration.
Required skills must be met to list SKINs on the storefront.
Taxation
Sales are taxed in the currency chosen (PLEX or ISK).
Taxes are rounded up to the nearest whole number.
Listing Duration
Players can choose from various listing durations:
1 Day
3 Days
1 Week
2 Weeks
1 Month
3 Months
Get ready to expand your in-game business by selling your unique SKINs and managing your listings directly in the Paragon Hub!
🤝 The Ship SKINR is located in a new folder - Paragon Services in the NEOCOM. But we are sure you will want to put a shortcut to it in the main NEOCOM Bar!
Sovereignty:
The planned date for allowing Sovereignty Hubs to transition to the new system, and for new Sov Hubs deployed to be operating in the new system, has been delayed 1 week from June 20th to June 27th. We outline why we're delaying it here.
Blueprints for old “defunct/deprecated” sov upgrades can be manufactured once again to make sure there are still enough old upgrades around with this small delay.
Research/Copying and buying new blueprints is still disabled
the planned date for manufacturing to be disabled again is June 27th.
Ships:
The Infrastructure Hold can now contain Command Centers.
Standup Fighters are now able to be stored in the Infrastructure Hold again.
Agency:
Fixed an issue where search results could show systems with 0 available sites in some Agency pages.
AIR Opportunities:
Non-item rewards will now be claimed after pressing the ‘Claim All’ button in the ‘Rewards’ tab of the AIR Opportunities even if there are item rewards that are not claimed because of no redeeming location being selected in the process.
Gameplay:
Sequence Binder welcome package can now be moved between inventories.
Sequencing skills group is now shown in the Market.
Fixed an issue where if a Metenox Moon Drill was transferred between corporations then the moon material bay would not show the old materials that belonged to the old corporation owner, and it would mine there until downtime.
PvE:
Fixed players being decloaked by an invisible object in C5 & C6 sites.
Ship Tree:
Alpha capsuleers with trained Omega skills will now be able to see them as yellow-colored tiles in the Ship Tree.
User Interface:
Fixed an issue where limited design elements appeared as deselected in the Ship SKIN design editor after running a sequencing job for it.
Fixed various UI overlaps on smaller window sizes in the Ship SKINR.
Fixed an issue where the UI remained visible under custom SKIN designs after activating a SKIN license.
Fixed an issue where the Hull Type filter didn't reset correctly when navigating away from the Paragon Hub tab in the Ship SKINR.
Fixed an issue where an Expert Systems' ‘View in Store' button was slightly cropped in the Requirements tab of a ship’s Information window.
Fixed an issue where progress bars in Info Panel objectives could be missing their displayed current/goal value when no progress had been made.
Fixed an issue where item icons would be missing when dragging items from the Redeem Items queue on the character selection screen.
Miscellaneous:
Equinox DLI Day 6 Alpha reward has been updated to Basic Cerebral Accelerator.
Missions & NPCs:
Adjusted the Force field in the Infested/Shielded Starbase escalation to have less regeneration so Dreadnoughts with less optimal fittings can kill it.
Shield Hitpoints: 300,000 → 400,000.
Shield Regeneration Time: 60s → 120s.
Peak Shield Regeneration: 12,500 HP per second → 8,333 HP per second.
User Interface:
Fixed an issue causing the search panel in the ‘Find New Corporation’ tab to become unusable after searching once.
Fixed an issue that blocked players in structures from boarding Omega ships unlocked by Expert Systems.
Missions & NPCs:
Adjusted the Infested/Shielded starbase escalation’s Forcefield and Control Tower Signature Radius from 1000m to 32000m so that all capital weapons (Such as T2 XL Torpedo’s and close-range heavy fighters will now be able to apply full damage).
Science & Industry:
Blueprints for the Metenox Moon Drill are now available in all Upwell Consortium Member Corporations for 6 billion ISK.
Metenox Moon Drills can now be bought and sold on the market.
Skyhook Blueprints now get benefits for manufacturing from engineering complex structure rigs that provide bonuses to structures, such as the Standup XL Set Structure and Component Manufacturing Efficiency I rig.
Ships:
🤝 Further tweaks based on player feedback.
Carriers:
Conduit jump fuel cost per LY reduced from 21,000 to 3,000.
Squall:
Powergrid Output increased from 215 to 250.
Deluge:
Powergrid Output increased from 180 to 190.
Torrent:
Powergrid Output increased from 230 to 265.
Corporation Window:
Bulletins now show in the Corporation Window for all members of the corporation.
Gameplay:
Standup Fighters will now function again.
As a side effect of rolling back a change, Standup Fighters can no longer be included in the Infrastructure Hold, we’re working on getting a fix for this in the coming week.
Graphics:
Fixed icons for Metenox Moon Drill and Avalanche wrecks.
Homefront Operations:
Homefront Operation sites will now periodically check if the current owner is within the combat area and reassign ownership if not.
New Player Experience:
Added missing highlights and blinks.
User Interface:
Fixed an issue where the filters for Power and Workforce in the Colony Resources section of the Agency did not work.
The input fields for Power and Workforce filters in the Colony Resources section of the Agency have been made larger so that four digit numbers can now be easily read.
The SKINR Collection will now load all design components correctly in languages that use non-ASCII characters (ie. Chinese, Japanese, Korean, and Russian).
The PLEX icon in the SKINR Studio is no longer overlapped by the price text.
The SKIN Name text in the SKINR Studio is no longer cut off at various UI scaling settings.
Opening the Design Components page in the Market will no longer cause an FPS drop.
Fixed an issue preventing inventories from loading in stations/structures with Asset Safety containers.
Fixed incorrect padding between items in inventory windows.
Air Daily Goals & Reward Track:
When clicking on a milestone in the Air Opportunities window the players will be sent to AIR Daily Goals page.
Insurgencies:
Counter-Insurgency Sentry Guns have had a 30 day decay timer added to them, so they will now disappear after 30 days from being deployed. Existing ones will also disappear after 30 days from now if they aren’t destroyed by players.
Login Rewards:
Until June 20th a special set of Expansion login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.
Market:
The new navy fighters will now appear in the faction and storyline drop down section for the market.
Science & Industry:
Reduced the amount of Serpentis Modified Capital Microprocessors from 1,500 to 75 for the Vendetta.
Magmatic Gas has had it’s volume adjusted from 1.5m3 to 0.1m3.
Ships:
The Upwell Haulers were a little too strong if they were fit for max tank (ignoring the missile bonus completely), so we’re rebalancing them by bringing their powergrid and CPU requirements closer to existing ships in their class, and giving them a huge fitting reduction bonus to medium missile launchers.
Added a new role bonus to the Squall, Deluge and Torrent: 90% reduction in heavy missile launcher, heavy assault missile launcher and rapid light missile launcher powergrid and CPU fitting requirements.
Squall
Powergrid Reduced from 400 to 215
CPU Increased from 380 to 395
Base price adjusted so it no longer insures for more than the build cost.
Deluge
Powergrid Reduced from 430 to 180
CPU Reduced from 400 to 300
Agility increased from 0.51x to 0.59x
Torrent
Powergrid Reduced from 460 to 230
CPU Reduced from 420 to 305
It is now possible to put Standup Fighters, Upwell Structure ammo and bombs inside the infrastructure hold of the Upwell Hauling ships (Squall, Deluge, Torrent and Avalanche)
It is now possible to scoop deployables and structures directly to the infrastructure hold of the Upwell Hauling ships.
Structures & Deployables:
The Maximum deployment range for upwell structures around Sovereignty Hubs has been increased from 1,000km to 10,000km.
User Interface:
Added a ‘Create Skill Plan’ button to the Confirm Skill Purchase window that pops up after clicking the new ‘Buy and train’ button for required skills.
Air Daily Goals & Reward Track:
The glow around Omega rewards is now in sync after hovering the icons in the Daily Goals tab for Alpha players.
The Reward Track and / or Daily Goals are now showing up when first opening the Air Opportunities Homepage.
Claim All button is now visible in the Daily Goals Reward Track page after completing one Daily Goal.
Claim All button no longer reappears after being used.
The Reward Track’s milestone for SP is now showing correct information.
Audio:
SFX for the Metenox Moon Drill now triggers and loops properly.
Corporation Projects:
Corporation Window no longer displays duplicated Offices in “My Corporation”.
Gameplay:
Long-Range Heavy Fighters can now use their Micro Jump Drive ability again.
Mobile Micro Jump Units are functional again.
Graphics:
Molok material maps have been intentionally adjusted (less metallic veins on the ship).
Some ships now have 3 customization slots in the SKINR instead of 4:
Triglavian ships
Bane
Rhea
Charon
Pattern settings are now carried over when selecting a new hull within the SKINR (mirroring, pattern display toggle).
Structure SKIN is now displayed correctly in the fitting window.
Alphabetical filtering in the SKINR is no longer case sensitive.
Quantity of activated and unactivated SKINs is now updated after activating a SKIN from the SKINR Collection.
Temporary SKIN license is no longer active on boarded ship after expiring.
Sequencing in Progress count now updates correctly after starting a sequencing job in the SKINR Studio.
Sequencing max jobs count now updates immediately in regards to skill levels.
3D ship preview in SKINR resets to active ship after using “Complete Now” on sequence job.
Pattern display toggle updates correctly for 3 slot ship configurations in the SKINR Studio.
Create New Design resets to active ship after viewing a design for another hull.
SKIN icon cards no longer appear with black background as it did for some.
Activating a SKIN license from the Collection no longer reloads the entire Collection.
Fitting Window Personalization tab optimized to load quicker when loading custom SKINs.
Correct description added for the Batch Sequencing skill in the Show Info window.
Correct highlighting appears on stack of unactivated SKIN licenses when a copy was previously activated from the stack.
Limited Metallic Nanocoatings are referred to correctly in Show Info window.
SKINR instantly updates with account clone state changes.
There is now indication in the SKINR Collection when one SKIN license is activated from a stack of multiple licenses.
Expandable panels no longer overlap Customization Slot and Back button in SKINR Studio on smaller window sizes.
Studio page optimizations to handle situations after many Sequencing in Progress jobs are running and interacting with UI.
Ambient traffic no longer appears outside of an unanchored Skyhook.
Fixed an imbalance in the beam brightness on the Skyhook's lower platform.
Cleaned up floating lights and z-fighting on the Skyhook wreck.
Restored missing decals on the Cyno Beacon.
Metenox Moon Drill now has collision.
Mining beam no longer disappears when warping away from Metenox Moon Drill and returning.
Fixed clipping issues and floating lights on Metenox Moon Drill.
Ship Tree:
The Ship Tree’s ship group icon tooltips will now work correctly when the required skill(s) is only trained with Expert Systems.
The Neocom Ship Tree icon will no longer start to blink again after viewing a ship unlock in the Ship Tree’s ‘New Unlocks’ section.
User Interface:
The Agency page for Colony Resources will now show results when opening for the first time and after pressing the ‘Reset All’ button. Also, the sorting of the results is now correct when using the filters.
Fixed an issue that prevented the Show Info window for stars to show correctly.
Faction names are no longer bleeding out of their Ship Tree info box on some UI Scaling settings.
The ‘Add all skills to Skill queue’ button now correctly does not appear after completing the ‘Buy and train’ flow in the Mastery tab of a ship’s Information window.
Packaged items now display their correct volume per unit in the on-hover tooltip and elsewhere.
The Equinox expansion is out!
Full overview of the contents of the expansion can be found here: Equinox Expansion Notes!
Additionally, for those interested in seeing the values for Power, Workforce and Reagents for all the nullsec systems in New Eden + SOV upgrade costs, you can download a spreadsheet with all that juicy info here: Equinox System Resource Data!
NES:
FREE 7 Days Omega is back until 20 June.
🤝 Added Mining Drone Operation III skill to Mining Barge Operations Expert System.
Gameplay:
The Triglavian Encryption Methods skillbook was incorrectly giving a 1/30 bonus per level to invention success chance, rather than 1/40 like all other Encryption Method skillbooks. This has been corrected.
The result is that all triglavian tech II ships and modules will now have slightly lower invention success chances.
Hornet EC-300’s will now appear as being unlocked by Electronic Warfare level IV when looking at the Electronic Warfare skill show info window.
Homefront Operations:
Logistics NPCs within Abyssal Artifact Recovery sites will no longer become inactive after their initial spawn.
Info Panel objectives will now appear correctly if the character is already within a site on log-in.
Prevented some environmental objects within Metaliminal Mining sites from appearing within the wrong weather type.
Fixed a rare issue causing some Metaliminal Mining sites to appear without an asteroid present.
Fixed a rare issue that could cause the Drifter Battleship to appear when first entering an Abyssal Artifact Recovery site.
Triglavian Battleships within Abyssal Artifact Recovery sites now use correct turret duration and HP values.