by EVE Online Team11:00am on Tuesday 17th December 2024
Greetings,
The following page will list patch notes for all updates within this release (Version 22.02). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2024-11-12 Last update: 2024-12-17
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Removed the standings loss when destroying Dazh Liminality Locus and Entropic Disintegrator Werpost structures.
Increased the signature radius of Dazh Liminality Locus structures.
Added localization fix of the quote, attribution and designer information for the Bifrost.
Added localization fix of the quote attribution and designer information for the Mammoth.
Emblem slots have now been enabled on the most recent Alliance Tournament ships.
The Triglavian Invasion section of the Opportunities window will now refresh more frequently.
Fixed an issue which would prevent pins from being able to be decomissioned after saving a template.
The following changes aim to equalize the amount of information capsuleers have access to within Pochven while offering more counterplay to intelligence-gathering methods.
A new Triglavian Invasion section has been added to the Opportunities window
This page can only be viewed while within Pochven
This page will show all instances of select sites within the region, regardless of range
The selected sites are Observatory Flashpoints, World Ark Assault Flashpoints, and Stellar Fleet Deployment Sites
Note: Observatory Flashpoint sites will no longer appear within the Combat Anomalies sections of the Agency or Opportunities window
Dazh Liminality Locus structures will now periodically emit pulses that can disrupt the cloaking devices of players within their solar system
Increased the EHP of Dazh Liminality Locus structures
Added link to SKINR in show info window for design elements.
Added a ‘Skill Points Required’ section to the skill training panel in relevant information windows and tooltips.
Warping animation SFX on the Kikimora hasbeen restored.
Decloaking SFX on the Zarzakh jumpgates has been restored.
Breacher audio (From Breacher Pods) can now be heard on capitals and supercapitals.
The Caldari Freighter Skillbook is now being sold by NPCs in Caldari School stations again.
Roaming NPCs should once again be able to warp to the Acceleration Vector area of these sites.
Subpylon proximity counters should now correctly update when multiple capsuleers enter or leave at the same time.
The beacon that spawns during a Capital Escalation can no longer be collided with.
Note: The new ‘Local Beacon’ group used by this beacon may need to be added to your Overview if using non-default settings
Front spotlights on Vedmak no longer detached from ship when in attack mode
Concord Victory SKINs rotating sirens move smoother
Floating gas jet VFX on several hulls have been fixed
Bustard standard VFX now correctly affected by armor, shield, hull values of the ship and colored by faction
Floating particles on Rorqual during siege mode have been fixed
Unique Loggerhead registry decals have been added (previously using Minokawa decals)
Removed extra hidden decals within the Crane model
The stripe decal on Whiptail is projected on all intended geometry of the model
Fixed a texture seam on the Rifter, Wolf, Jaguar, Freki, and Geri engine boosters
The tech I versions of the Templar, Equite and Cenotaph should no longer have the Tech II pip on their icon.
Addressed an issue where black decals on multiple SKINs were displaying as red
The Cenotaph is now properly centered in the fitting window preview
Lighting has been reduced during the cinematic ship boarding sequence in FOBs
It is no longer possible to play the cinematic ship reveal while undocking
Minor fixes and adjustments to various ships during the cinematic boarding sequence
Fixed the quote, attribution and designer information for the Bifrost.
Fixed the quote attribution and designer information for the Mammoth.
Fixed an issue in the Skills tab where taking any skill action in a Mastery subtab would automatically open the Requirements subtab directly afterwards.
Players who use a non-standard unicode character in the filepath of the PI template folder can now load and save PI templates.
You are now able to save your current PI setups as a template as a work-in-progress feature. You can opt-in to test out these templates using the feature previews tab in the settings menu (by pressing 'Esc'). This allows you to share them with other players and your other characters and then import them, allowing you to set up multiple new planetary colonies with much less hassle! Please provide your feedback in this forum thread and suggest additional improvements you'd like to see for this new feature.
We have made adjustments to the base payout ratio and to the components included in Dreadnought reprocessing to increase the insurance payouts for Dreadnoughts closer to their real value. Our current aim is for a Dreadnought to pay about 70-75% of the ship hull value with platinum insurance on death rather than around 15%, which it currently does.
NOTE: These changes will not take effect until after the game recalculates insurance payouts, which may take up to 90 days. The Zirnitra has not been included in these changes for now.
Updated the icons used for the agency boosters to include the level of the booster.
Activity Tracker has been disabled.
We have lowered the loyalty point cost for Serpentis and Blood NET Resonators from 1000LP to 750LP.
Several LP stores which had some faction ammo offers removed earlier in the year have had them restored.
Video Fragments from previous events, such as EVE Operation: Epiphany (Finding the Zarzakh gates), will no longer drop from Angel and Guristas NPCs.
When the compact mode is enabled, the sidebar no longer expands on hover.
When the compact mode is disabled, the sidebar now collapses immediately when clicking an entry in the sidebar.
Removed the super-small-width version of the show-info window.
The completion UI has been added to the subtab navigation buttons in the Skills tab, which are in the compact layout of the window.
The character’s skill status for the ship has been added to the top of the Skills tab in the compact layout of the window.
The Skills tab now always opens on the Requirements subtab.
Removed the empty skill squares from the skill entries in the Skills tab.
The Variations tab’s ‘Compare All’ button is now anchored and always visible at the bottom of the window.
Skill tooltips now always display their training time.
The Opportunities window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
The Corporation window’s sidebar now collapses immediately when clicking an entry in the sidebar, unless the sidebar is locked expanded.
Fixed a bug which would have a Skyhook turn back on straight away after you decided to turn it off.
Destroying a mercenary den will now update the available workforce on the skyhook for the client UI. It was functioning correctly before, but the updated value wouldn’t show until a new merc den was put down, or the player left the system and came back in, or relogged.
Improved the handling of timeouts for mercenary dens.
Double-clicking a skill entry in the Skills tab will now open its info window.
Fixed an issue where the window background could update incorrectly when enabling compact mode.
Fixed an issue in the Paragon Hub Collection which caused the preview information of design elements to not get cleared.
Fixed issue with missing localization on Winter Nexus.
We are thrilled to announce the Cinematic Ship Introduction to make your experience of boarding a ship for the first time more immersive, exciting, and memorable. Acquiring a new ship is a significant achievement and this feature transforms this milestone into a visual cinematic moment, highlighting the ship’s design, scale and importance within the game.
Key Updates:
Players have full control over how they interact with this feature.
Skip Options: Skip the cinematic or turn off the auto-play completely in the settings.
Replay Feature: Replay the cinematic while docked by clicking on in the ship context menu, especially useful for showcasing new SKINs or upgrades.
Winter Nexus Event!
The Winter Nexus event has returned to New Eden! This ingame event will run until downtime on January 7th 2025.
Volatile Ice Storms have begun to appear across highsec, lowsec, and nullsec space. These ice storms spread out across the stargate network two jumps from a central system, and occasionally move from system to system just like metaliminal storms. These storms provide bonuses to ship thermal resistances and module overheating for all capsuleers flying within them. Sansha's Nation and Outer Ring Excavations have both mobilized to take advantage of the novel forms of stellar ice found within these storms.
Wightstorm combat anomalies have begun appearing within the Volatile Ice Storms. These sites are full of hostile Sansha's nation vessels, and CONCORD advises capsuleers bring a battlecruiser ship or better when attempting to engage with these forces. The Wightstorm Forward Base site found within storms that originate in highsec space appears to be guarded by the weakest Sansha fleets, with the nullsec Wightstorm Transit Site posing an intermediate challenge and the lowsec-based Wightstorm Muster Point offering the greatest challenge for the greatest rewards.
Wightstorm data signatures can also be found within Volatile Ice Storms. These Sansha's Nation data sites can be hacked by enterprising capsuleers equipped with scan probes and data analyzer modules.
Volatile Ice Field anomalies can also be discovered within Volatile Ice Storms. These fields of newly discovered stellar ice have recently been captured by ORE and Mordu's Legion forces who have driven away the Sansha harvesting fleets. These ice fields can be accessed through a special ORE-commandeered acceleration gate that only allows medium and small mining and hauling ships to enter (Expedition Frigates, Mining Barges, Exhumers, Industrial Ships, Blockade Runners, Deep Space Transports, and the Porpoise). The volatile ice found within these fields cannot be reprocessed by standard facilities, however Outer Ring Excavations has set up mobile ice collection operations within each of these ice fields, and is willing to trade with capsuleers who contribute to their mining operation. Capsuleers can trade seven units of volatile ice with the ORE representatives in the ice fields to receive a package of valuable salvage and items that ORE forces collected from the wrecks of Sansha ships. Rumors suggest that other valuable Sansha salvage has frozen directly into some of the ice chunks and can be occasionally picked up along with the ice by normal mining activities.
Rewards that can be found by capsuleers within all of these sites include valuable Overseers' Effects, hundreds of festive ship SKINs, limited-time Cerebral Accelerators, character apparel, special Sansha's nation combat boosters, Sansha's Nation pirate implant blueprints, and rare faction modules.
Limited-time Ice Storm filaments are now available that will instantly transport capsuleers into one of these volatile ice storms. Each filament clearly states in its description how many capsuleers it can transport and whether it will take them to a highsec, lowsec, or nullsec storm.
A new Yoiul Festival seasonal challenge track can be found within the Agency. These challenges can be completed over the course of the event by engaging with the combat, hacking, and ice mining sites within the Volatile Ice Storms. Completing these challenges will provide players with points that will progress them along a reward track consisting of new exclusive Aurora Universalis skins, SKINR nanocoatings and patterns, PLEX, Sansha combat boosters, ice storm jump filaments, skill points, and a Cerebral Accelerator.
A new set of daily login gifts are available over the course of the Winter Nexus event including snowballs, ice storm jump filaments, new Aurora Universalis skins, SKINR nanocoatings and patterns, Sansha combat boosters, EverMarks and up to 650.000 skill points. Players can receive all of these rewards by logging in everyday between now and January 7th.
A new and exclusive SKINR pattern available on the Paragon Hub for the duration of the event.
In addition to the above fantastic gifts, an expert system has been included which will allow all players, including alpha accounts, the ability to fly an Endurance and fit an Ice Mining Laser to mine ice for 4 days.
Winter Nexus Themed Character Select.
Mercenary Tactical Operation sites now show players progress through Objectives in the Info Panel.
Increased the radius of Stellar Observatories to reduce the likelihood of colliding with it while orbiting.
Added the option to UNDO and REDO in studio SKINR.
Improved highlight animation for new design elements in your SKINR collection.
Fixed an issue that caused black rendered icons in SKINR.
Increased the number of Upgraded Avengers in Unsecured Core Backup Array sites from 3 to 4.
Winter Nexus Themed Wreck Icons:
In preparation for Winter Nexus, the present icons tag wrecks of your helpless victims as you claim your bounties!
CONCORD Victory SKIN now has the correct description.
Ship Insurance Contribution Method:
Fixed an issue when setting the value at 100% on the Corp Project for Ship Insurance which auto adjusted from 100% to 10% once it was created.
It’s no longer possible to retire from direct enlistment while in space in a ship. You now must either be in a capsule, if in space, or docked up in an NPC station or a Structure.
‘Simulate’ button has been added to the sidebar.
The Fitting tab now displays fitted subsystems for your assembled strategic cruisers.
The Fitting tab now displays the available subsystems for all strategic cruisers.
The 3D ship preview is now always displayed in the SKINs tab, even with compact mode enabled.
The SKINs tab content can now become more compact depending on the window’s width and compact mode status.
Skills tab’s subtab navigation section is now anchored at the top of the tab in the compact window layout.
Skills tab’s skill options section is now anchored at the bottom of the tab in the compact window layout.
Ship quotes have been added for:
Capsule
Genolution ‘Auroral’ 197-variant Capsule
Boobook
InterBus Shuttle
Victorieux Luxury Yacht
Zephyr
Paying EM to complete Air Daily Goals:
We are continuing to refine the Air Daily Goals system and with this update, player now have the option to complete Air Daily Goals with EverMarks. This added flexibility makes earning the Daily Bonus SP and progressing through the Monthly Reward Track faster and easier - perfect for players with limited playtime.
Key Updates:
Streamlined Daily Goals: The total number of goals per day has been reduce from 8 to 4, with one goal from each career path.
Unique Goals Every Day: No duplicate goals are distributed on a given day, making sure that each of the 4 goals offered each day is different.
Career Pool Adjustments:
The “Manufacture an Item” goal has been removed from the Explorer Career pool.
The “Scan 5 Signatures” goal has been removed from the Industrialist Career pool.
Ship Insurance Contribution Method:
We’re excited to introduce the new Ship Insurance Contribution Method, a powerful new tool designed to improve how corporations manage Ship Replacement Program (SRP). Improving on the functionality of the previous Ship Loss project type, this feature offers greater flexibility and customization to enable corporations to effectively reimburse members of their losses for all or only specific ships as well as implants.
Key Features:
Automatic evaluation of ISK lost: Compensation is automatically calculated using the ISK Total Worth from the Kill Report which includes the sum of the average market price of all items lost.
Fitting and cargo coverage: The ISK loss value used for compensation includes the ship hull, fittings, and cargo, all based on the Kill Report.
Implants coverage: Corporations can choose whether to compensate members for implant losses tied to Capsule destruction.
If enabled, all Capsule losses are covered, regardless of which ship loss they follow.
Implants compensation is calculated using the Kill Report’s Total Worth, similar to ships.
One Project for All Ship Types: Manage coverage for multiple ship types or ship groups within a single project, reducing complexity and improving efficiency.
Compensation for PVP or PVE losses: Decide whether to cover the losses from only PvP engagements or including the PvE activities as well.
Filtering by Attacker: Cover losses caused by specific characters, corporations, alliances, factions, or even by anyone.
Filtering by Location: Cover losses that happened in specific solar systems, constellations, regions, or provide coverage for losses across all locations.
Coverage Percentage: Set the coverage rate between 10% and 200% of the Kill Report value, allowing for partial compensation or even overcompensation to incentivize participation.
Limit the coverage per member: Define a maximum ISK limit that each individual corporation member can receive from the project, ensuring fair distribution of resources.
Limit the coverage per loss: Set a limit for the maximum ISK amount reimbursed for a single loss, helping manage the corporation´s SRP budget.
While the Ship Insurance is an improvement over the Ship Loss contribution method, the latter will remain available in the game for now but may be removed in a future update.
Repositioned warp-in and NPC spawn locations in all C4 sites.
These locations should always be within 40km of the site’s central structure.
Sleepless Defender NPCs will now only spawn when a ship is near the Deserted Talocan Cruiser container in C4 Data and Relic sites.
MTOs will now show the correct time they activate for players in timezones that are ahead of the eve server.
Example: An MTO mission will spawn at 12:00, but a person is in Tokyo, Japan, and their PC is set up to that timezone (UTC+9). From their perspective, they would see the mission would spawn at 03:00 (9 hours earlier than from when it should spawn), and it will then look like it just disappeared from the UI at 03:00, until when it actually spawns, at 12:00.
Drifter Recon Battleships will now correctly use their energy neutralizers.
Drifter battleships can now spawn in Core Stronghold sites.
Capital Escalations can now correctly occur in Strange Energy Readings and The Mirror sites.
Rorquals can no longer cause capital escalations to occur.
Fixed formatting error for the Japanese language related to the Daily Goals duration section.
The duration icon is now visible in the list view of the Air Opportunities page.
Only Corporations where clients can earn loyalty points can be added for the "Earn Loyalty Points" contribution method.
Harvesting gas no longer counts towards the Mine Materials contribution method in Corp Projects.
Duplicates of Shattered Paradigm SKINs are removed from the game.
Added missing tooltips when hovering over skills in the Skills tab.
Inventory ship cards and Ship Info window background now correctly display the Intaki Syndicate logo for:
Victorieux Luxury Yacht
Zephyr
Fixed some typos.
Fixed an issue where the Ship Insurance banner animation could glitch when UI Scaling was not 100%.
Fixed an issue where the Ship Insurance banner text could overflow the banner in some languages.
Fixed an issue where the Ship Info icon in the Neocom could become unresponsive when closing one of multiple open Ship Info windows.
Fixed an issue where applying/previewing SKINs on active strategic cruisers could remove the fitted subsystems from the 3D ship preview in the window.
Fixed an issue where 3rd party SKINs could not be deselected in the SKINs tab.
Fixed an issue where the Fitting tab could fail to load correctly in the Ship Info window of an assembled ship in Asset Safety or Fleet Hangar.
Fixed an issue where the maximum number of subsystem slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the maximum number of Hi, Med, and Low slots could be displayed as zero in the Fitting tab of strategic cruisers.
Fixed an issue where the Show Info option was missing for type entries in the Attributes tab.
Fixed an issue where the ship type name would not update correctly in the SKINs subtab in the Personalization tab of the Fitting window when boarding another ship.
The Deathless Circle has ceased its deployment of Trustbreaker Arrays.
Deathless Trustbreaker Under Attack sites are no longer available.
Until December 1st, To celebrate the Vanguard Groundbreak Operation, a special set of daily login rewards will be available. Rewards include Vanguard themed nanocoatings and patterns, EverMarks and skill points.
Reverted the ‘Excavator’ Ice Harvester drone max velocity increase made in 2024-11-26.1 based on player feedback.
‘Excavator’ Ice Harvesting drones returned to 90m/s Max Velocity from 125m/s.
Rebalanced the maximum velocity of all NPCs that appear in Homefront Operations and Deathless Trustbreaker sites.
Notably, DPS destroyer NPCs have been made significantly slower.
Equalized the collision radius of structures that appear in Emergency Aid and Deathless Trustbreaker sites.
Reduced the volume of Contraband Data commodities found in Traffic Stop sites.
A series of changes have been made to C5 and C6 sites. These have been made with the goal of promoting the use of capital ships while still keeping the space rewarding for all players. We will be monitoring the impact of these changes and iterating where necessary.
The rules which cause a Drifter Response Battleship spawn have been changed:
A beacon (visible only on-grid) appears at the warp-in location as the initial NPC fleet is destroyed.
The beacon will despawn if there is no capital ship within 100km of it.
If the beacon is not present when the structure is attacked, the Drifter Response Battleship is ineligible to spawn.
A new Drifter Recon Battleship will spawn in the place of the Drifter Response Battleship if it is not eligible.
This variant of the battleship has less EHP, lower damage, less neutralizer pressure, and drops a reduced number of commodities on destruction.
The loot value of Upgraded Avenger NPCs has been increased.
In Data or Relic sites with Upgraded Avenger NPCs, a beacon (visible only on-grid) will appear the first time a capital ship is within 100km of the warp-in location.
The beacon will despawn if there is no capital ship within 100km of it.
A beacon can only be spawned once per site.
Upgraded Avenger NPCs will appear and remain on-grid only while a beacon is present.
Upgraded Avenger NPCs will only spawn once per site rather than for each capital ship group.
It’s now possible to compress multiple groups of resources while having multiple compression modules activated. Previously it would only be successful on one type if a player was trying to compress multiple groups at once, such as attempting to compress ice and gas at the same time.
The Zirnitra dreadnought will once again attack the Stellar Observatory.
Drifter Battleships will no longer immediately despawn when there are no capital ships within their original site.
Fixed various issues that could allow Upgraded Avenger NPCs to be avoided or have Drifter Battleships warp off prematurely.
Vanguard themed Character Select Screen.
In celebration of the upcoming Vanguard Groundbreak Operation - taking place 28 Nov- 9 Dec the Character Select Screen is now in EVE Vanguard theme.
Mercenary Dens now have 2 new attributes, Anarchy and Development. Both Anarchy and Development values will slowly increase over time, approximately 5 levels per day (24 hours). Eventually, when the level hits a certain threshold, the Anarchy or Development for that mercenary den will level up, which can have certain affects.
While a Mercenary Den is reinforced, passive Anarchy and Development are paused.
Added a dedicated window for viewing all your mercenary dens which can be found via the neocom under Industry, or from the mercenary den agency page.
Anarchy Amount: 0-19 - Level 0 - 0% reduction to Skyhook Workforce
Anarchy Amount: 20-39 - Level 1 - 0% reduction to Skyhook Workforce
Anarchy Amount: 40-69 - Level 2 - 10% reduction to Skyhook Workforce
Anarchy Amount: 70-99 - Level 3 - 20% reduction to Skyhook Workforce
Anarchy Amount: 100 - Level 4 - 40% reduction to Skyhook Workforce
This means that if left alone, it will take 8 days for a mercenary den to start to negatively impact a Skyhook.
Development Amount: 0-19 - Level 0 - Regular Informorph Production rate
Development Amount: 20-39 - Level 1 - 15% bonus to Infomorph Production Rate
Development Amount: 40-69 - Level 2 - 25% bonus to Infomorph Production Rate
Development Amount: 70-99 - Level 3 - 35% bonus to Infomorph Production Rate
Development Amount: 100 - Level 4 - 50% bonus to Infomorph Production Rate
Approximately every 3 days, a mercenary den tactical operation (MTO) will become available. MTOs are new PVE content designed for a single player in a cruiser. These sites are behind an acceleration gate that only lets in T1 and faction cruisers, or any destroyer/frigate. Once an MTO has been warped to, a beacon will appear in space which anyone can warp to, even hostile players. MTOs are very rewarding and will drop on average around 80-100 million ISK in loot, and if they are successfully completed, they will decrease anarchy by 20 points, and increase development by 10 points. Since it takes 4 days for anarchy to increase by 20 points, this means that running a MTO once every 3-4 days (when it becomes avaliable) will be enough for Mercenary Den owners to maintain their dens to prevent any adverse affect on the Skyhook if they so wish.
To Start an MTO, you will need to be undocked in the solarsystem where the mercenary den is located, and then start it from the Opportunities window, or from the Mercenary Den window. MTO sites always spawn in the same solarsystem as where the Mercenary Den is located. A Mercenary Den can have a maximum of up to 3 MTOs at once, and MTOs last for 4 days after being offered.
If a Mercenary Den is already maxed out at level 4 Development, completing a MTO will create 500 bonus infomorphs directly into the mercenary den on completion in place of the development reward.
Ferox Navy Issue
Signature Radius increased from 300m to 325m
Agility nerfed from 0.66x to 0.69x
Max Targeting Range reduced from 67500m to 60000m
The Ferox Navy Issue is overperforming, so we’re increasing the signature radius back up to the regular T1 Ferox amount and then nerfing the agility and targeting range slightly. We’re hoping the combination of sig and agility reduction will make them a bit more vulnerable to battleships and stealth bombers in fleet encounters. The Ferox Navy Issue loses the optimal bonus the regular T1 Ferox has so we are shaving a bit of max targeting range off as well.
Eos
Drone Optimal range per level reduced from 10% to 5%
Toning down the Eos somewhat. It has 11 mid-slots and low-slots combined, unlike all other Command Ships which have 10, which is even more powerful when you consider it is a drone ship. Seeing it start to become a little unhealthy in some places so we’re reducing the power of sentry drone fits slightly.
Heavy Assault Cruisers
50% reduction in Microwarpdrive signature radius penalty Role Bonus added back
In the Uprising expansion, we made significant changes to HACs by removing or reducing long range bonuses and completely reworking the Muninn which was the most dominant ship in the game at the time. We feel like the meta has shifted now with more Battleships and Navy Battlecruisers being viable so that we can now add back the 50% MWD signature radius role bonus to HACs which we removed in early 2021.
Ashimmu
Drone Bay and Drone Bandwidth increased from 40 Mbit/sec to 50 Mbit/sec
Max Velocity increased from 208 to 215m/s
Agility improved from 0.58x to 0.55x
The Ashimmu has lower usage than the other pirate cruisers, so giving it the ability to field 5 medium drones, or 2 flights of light drones. And giving it some small speed improvements.
Scythe
CPU increased from 285tf to 300tf
Powergrid increased from 345MW to 375MW
Max Velocity increased from 250m/s to 260m/s
Agility improved from 0.6x to 0.57x
The Scythe has fitting issues, especially since it’s an entry level support cruiser so giving it a small amount of love there. Also boosting the mobility of the Scythe a bit to try and help it stand out from the Osprey more by improving its strengths.
Vengeance
Rocket Damage Per Level of Amarr Frigate increased from 5% to 7.5%
Powergrid increased from 43MW to 46MW
The Vengeance has low usage, so we’re giving it a small facelift with some extra damage (But still keeping the Hawk on top with kinetic damage missiles) and a bit more powergrid to help give it some more options.
Cruor
Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
Max Velocity increased from 330m/s to 340m/s
Agility improved from 3.6x to 3.4x
The Cruor is underperforming relative to its peers. We’re giving it an extra drone to bump up its damage potential a bit, but have that DPS be destructible. We are then improving the Cruor’s mobility so it can better use the long-range web for catching kiting ships.
Maulus Navy Issue
Highslots increased from 2 to 3
Powergrid increased from 35MW to 38MW
Max Velocity incrased from 315m/s to 325m/s
The Maulus Navy Issue currently has 1 less total slot than the other Navy EWAR Frigates, so we’re correcting that by giving it an extra high slot. The hope here is that this will improve its versatility and open up options like triple neut setups that its brother in spirit Tristan is capable of. Small PG boost to help fill that high slot, and then a small mobility improvement since it currently is the slowest navy frigate.
Rorqual
'Excavator' Mining Drone base velocity increased from 175m/s to 250m/s
‘Excavator’ Ice Harvesting Drone base velocity increased from 90m/s to 125m/s
All Exhumers
Max Locked Targets improved from 6 to 8
Skiff
Agility improved from 0.8x to 0.64x
Midslots increased from 4 to 5
All Mining Barges
Max Locked Targets improved from 5 to 6
Procurer
Agility improved from 0.8x to 0.64x
Midslots increased from 2 to 3
We’re giving all mining barges and exhumers an extra few locked targets to improve quality of life when mining. Specifically, the Procurer and Skiff are getting a significant agility buff, which will bring down their align times by several seconds each, and an extra midslot. During the 2022 rebalance, the Procurer and Skiff both lost a slot each total, while the Covetor and Hulk gained one, when we rebalanced them around all having the same total number of slots. The Procurer and Skiff also had their agility nerfed a bit too much and so we are now correcting this and giving them back the slot they lost. Finally, we are improving the speed of Excavators to increase their effectiveness when mining, especially when mining further away asteroids, since the Rorqual is now a more supporting role and excavators are balanced around high wastage.
Navy Faction Light Fighters
Heavy Rocket ability charge count increased from 12 to 15.
Small buff to navy fighters doing longer PVE encounters like the Forsaken Sanctums and Teeming Hordes. Without obsoleting T2 Fighters which still have slightly higher DPS.
Standard Cerebral Accelerator
Removed 20% turret damage boost and 20% missile rate of fire boost.
Increased attributes from +3 to +5.
Was being abused by new freshly injected characters to take advantage of the 20% damage boost in ships like Marauders and Dreadnoughts, or PVP smurf accounts rather than being used by new players. Removing the damage bonuses and increasing the attributes on it from +3 to +5, to compensate it, which should make it actually more useful for new players and remove the abuse cases.
Respawn time for NPCs has been significantly increased
In Equinox we fixed battlefields being cheesed by holding a single battlecruiser NPC alive, however with that fix, players feel like Battlefields are now too tedious and not rewarding enough and this has caused a reduction in fighting and PVP in and around battlefields. To address this, we are approximately doubling the time between NPC waves.
Drop rates of Encoder Splice and Decoded Packages from FW Operation Centers (Rearguard Data Sites) has been approximately doubled.
Doubled the effectiveness on advantage of the Propaganda Broadcast Structure and the Listening Post objective deployables.
Propaganda Broadcast Structures and Listening Outposts advantage deployables are not being used outside of key system sieges. We’re trying to improve this by increasing their availability and effectiveness.
Tether Radius on the Pirate FOBs has been dropped from 100km to 50km
A key complaint from anti-pirate players in insurgencies is that the Pirate FOBs have such huge tether ranges that it makes it incredibly difficult to siege as pirate aligned players can remain tethered and invulnerable until they want to engage while close to their ships even in long range setups, so we’re bringing it down to a value that should still feel very comfortable for players coming in from the shipcaster, but less powerful as a tool used against players trying to siege the FOB.
Reduced the number of Factional Warfare Small NVY-5 and Small ADV-5 sites. A slightly increased amount of Small NVY-1s and Small ADV-1s will appear in their place to keep the potential number of victory points generated per day the same.
Reduced the total number of the insurgency Small ADV-5 sites, their chance to spawn has been rolled into increasing the number of Medium and Large ADV-5 sites which spawn instead.
The Respawn time of all insurgency ADV-5 sites has been increased (slowed down) to keep LP and Corruption generation rates similar with an increased number of Medium and large ADV-5 sites spawning.
Another common complaint with FW and Insurgencies is the amount of multiboxing destroyers in the warzone. We’re trying to address this by shifting the FW sites back towards 1-man sites and the insurgency 5-person sites away from Smalls and into Mediums and Larges. We’re doing this because it’s fairly difficult to contest 5 Destroyers inside smalls with less than 5 pilots, but much easier in Mediums and Larges where 2-3 Navy Cruisers/HACs or 1-2 BCs can engage them. Having slower responding but larger, more rewarding 5-person sites will hopefully also increase the number of them that are contested.
Added appropriate salvage to the Angel and Guristas FOB wreck.
Drone Relic Sites can now appear in class 1-3 Wormhole space at a similar rate to the existing pirate faction relic sites.
Drone Relic Sites can now drop Atavums.
Lowered the overall drop rate of Atavums from Relic Sites.
Structure-bashing NPCs in Emergency Aid sites will now orbit their targets at a closer range.
Repair effects are now less effective on structures within Emergency Aid sites.
We continue our work on the Little Things, the small quality of life improvements requested by you, the players, through various channels. To post your own improvement suggestion please visit: Little things / Small QoL suggestions
🤝 It’s now possible to cancel all repairs in the right click menu when you are repairing multiple modules with nanite repair paste.
🤝 Capsule killmails with implants now have a ‘Buy All’ button if you want to multibuy the implants.
🤝 The names of player corpse items will now be shown in contracts and show info windows, rather than just the generic corpse type.
🤝 You can now compress resources such as ore, gas and ice directly from the right click option, instead of opening the compression window.
🤝 While undocked, assets in your current system will now be highlighted in the assets window.
🤝 Double clicking on a transaction in the “market transactions” tab of the wallet, now opens up the regional market window for that item.
🤝 You can now drag buy or sell orders from the “Your Market Orders” window straight to the market quickbar.
🤝 Added a new Output Location column for the industry window, so that you can now see what container and which office hangar (If it’s a corp job) your jobs will be outputted to.
🤝 Added a “mark as Read” option to mails and notifications.
🤝 The yield, range and cycle time for gas cloud scoops and gas cloud harvesters has been added to the tooltip of the modules.
🤝 Corporations that you have 0 LP within your personal wallet or corp wallet are now hidden.
🤝 Added a dedicated neocom icon for the overview, so you can now more easily see it in the neocom and the ctrl+tab window when you have it minimized.
🤝 The input fields for courier contracts have been made bigger, and the left panel can now be expanded, so you can see larger values more easily.
🤝 Added checkboxes to courier contract filters so you can now more easily search for unfiltered results, without having to delete the info from the filter fields.
🤝 You can now copy names of item types in info windows and the market window.
🤝 You can now edit bookmarks through the radial menu while using the solarsystem map.
🤝 Added the number of jumps a system which is a point in your current autopilot route is if you mouse over it.
🤝 You can now drag and drop items onto the neocom item hangar icon to move them.
🤝 You are now able to buy from more than one sell order at a time from the ‘buy this type’ window.
🤝 You can now deliver corp items to yourself in the ‘deliver to’ right click menu.
🤝 Multiple skills can now be moved around in the skill queue.
🤝 Multibuy can now interpret ‘1x item name’.
The Deathless Circle has deployed Planetary Trustbreaker Arrays to steal passkeys for planetary defense networks ahead of Vanguard assaults. These sites have fallen under attack by Drifter forces!
Deathless Trustbreaker Under Attack sites are appearing in pirate Insurgency FOB systems.
Capsuleer fleets can choose to protect the Trustbreaker Array for the duration to receive a reward from the Deathless. 5 capsuleers are recommended for this challenge.
Alternatively, those who do not wish to support the Deathless can wait for the structure to generate PDN passkeys before destroying it. Many groups would pay handsomely for any such commodities seized from the wreckage!
Regardless of their motivations, capsuleers are limited to bringing standard T1 cruisers or below within the site.
Sequencing is returning to its original time duration.
Added an indicator for new SKINs in your Paragon Hub collection.
Added indicators for new design elements in your collection in SKINR.
Adjusted the placement of the randomize button in studio SKINR.
Improved communication for insufficient design elements in studio SKINR.
Fixed an issue which could cause sites to fail to progress within the Stellar Observatory area.
Any lingering NPCs or subpylons will now be despawned following a downtime.
Acceleration Vectors will now always re-lock following a downtime.
Fixed an issue with the SKINR pattern gizmo not fully reaching -90 degrees on Vertical Orbit when using the pattern manipulation shortcuts.
Fixed an issue where the SKINR button in the Ship Info window always opened the SKINR for the currently boarded ship.
Fixed an issue where own branded listings incorrectly displayed a warning about insufficient EverMarks.
We have adjusted and refactored NPC warp in behavior and spawners in some nullsec anomalies to make their warp ins much more compact, which will make these anomalies much better for AOE farming (Stormbringer, Thunderchild and Smartbombing).
All Havens (Both the Stargate ‘Rock’ Haven and the Chemical Factory ‘Gas’ Haven variation).
All Drone Hordes and Patrol sites.
The Regular base version of the Rally Points.
Last week, we increased NPC bounties to counteract the income reduction caused by NPC's warping in instead of spawning in place.
We are maintaining the 30-40% NPC bounty increase we made last week, which has already increased total nullsec bounties to higher than what they were before Revenant, however, with the addition of this set of changes we will be monitoring the economy and we will potentially make adjustments to bounties or anomalies if needed in the future.
The site’s beacon has been moved back to the Acceleration Vector area.
Subpylon models will once again appear correctly.
Structure targeting NPCs within Emergency Aid sites have been reworked:
Increased the DPS of Structure targeting NPCs.
Structure targeting NPCs no longer respawn when destroyed.
Additional waves of Structure targeting NPCs will now arrive at set intervals.
The size of Structure targeting NPC waves has been reduced.
Fixed a client lock-up if a player boarded a FLEX structure from a capsule.
Subpylons are once again destructible, with the following additions:
Subpylons can now be repaired.
Subpylon armor, structure, and signature radius values have been increased.
The info panel objective for entering subpylon range will be removed if both subpylons are destroyed.
When destroyed, subpylons will now have an explosion effect.
EDENCOM dreadnoughts will now only wait 30 seconds before first entering siege mode.
The site’s beacon will now remain until the site has been despawned.
NPCs will no longer combat warp.
NPCs within the Acceleration Vector area will now return to the center of that area if pulled too far away from it.
Removed the minimum contribution requirement for payout eligibility.
Reduced the explosion radius of missiles fired by Phoenix dreadnoughts.
The number of commodities dropped by the Stellar Observatory will now always be 400.
NPC Dreadnoughts
Reduced the Warp Disrupt range of all NPC Dreadnoughts by approximately 20%, except the Serpentis ones which were used as the starting point, so they all now have lower than 100km point ranges.
Lowered the Scan Resolution on the common variation of the NPC Dreadnoughts so they will now take a longer time to lock.
Added an option to enable/disable ‘compact mode’ in the Ship Info window settings.
When enabled:
The 3D ship model preview is not displayed.
The window icon in the header is not displayed.
The option to enable/disable ‘Light Background’ functions properly.
Increased the opacity of the background overlay (behind the content, in front of the ship model preview) in the small-width layouts.
Added number field manipulation at the end of sliders in SKINR studio.
SKINR share option can now be clicked and saved to clipboard.
Pattern Projection in SKINR has been renamed to Projection Presets.
Updated pattern area toggles in the SKINR for improved usability.
Improved Help Pointers:
Added the following Help Pointers:
Opportunity rewards
Active opportunities
Opportunities browser
Opportunities filter
Find new corp
Corp Projects
Fleet Chat
Fleet Chat Settings
Reload Fleet motd
Corporation Chat
Corporation Chat Settings
Reload Corporation Chat motd
My Wallet Tab
Wallet Transactions
Wallet Market Transactions
SKINR Studio
Paragon Hub
SNINR Collection
Fitting Hardware
We have added the Locations/Bookmarks pointer again, it points to the tab in the Locations window.
Various help pointer icons have been added and updated.
Fixed an issue where ISK deposit refunds for private contracts in citadels could occur incorrectly when a citadel was destroyed.
Fixed an issue where the Apply button for an activated SKIN in the Collection would disappear when boarding a newly packaged ship for which the SKIN applies.
Phoenix dreadnoughts will now gain the same bonus damage as other dreadnought variants during their “super siege” phase.
Roaming NPCs will more commonly visit the site.
Warping to a 100% probe result that you already had of a ship that is now cloaked/docked/left the system somehow, from the probe scanner window will now work and no longer fail.
It’s no longer possible to take infomorphs from Mercenary Dens which have been reinforced before a downtime, after the downtime which it was reinforced.
Fixed a rounding error when trying to take infomorphs - You can now always take the maximum amount of infomorphs and it won’t fail if you have spare cargo which is a multiplier of 0.1m3 but not enough to hold them all.
Fixed an issue where killmarks could be displayed for off-grid ships through d-scan.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when selecting the current tab.
Fixed an issue where ship rotation sound effects (switching between tabs) could play when switching between tabs in the compact-width layout of the window.
Fixed an issue where the Ctrl+Tab shortcut (also Ctrl+Shift+Tab) could fail to work if a Ship Info window was open.
Fixed an issue where the Neocom Ship Info icon could become incorrect if a Ship Info window was minimized while in the smallest-width layout.
Revenant DLI rewards for Day 10 and Day 14 have been swapped so players don’t have to login for all 14 days to get the biggest reward.
With the renovation update to Nullsec anomalies, and bug fixes for the NPC dreadnoughts released in Revenant, we did not intend to significantly impact Nullsec income with the changes to the NPCs warping in instead of spawning in place. We also have not made any intentional changes to the AI used by the NPCs which would cause them to attack drones more frequently.
To address these concerns, we are increasing several Battleship and Battlecruiser NPC bounties found primarily in Nullsec by between 30-40% to compensate for the reductions in efficiency for AoE farming (Smartbomb, Stormbringer and Thunderchild ratting) due to the NPCs warping in and potentially requiring higher level of activity for increased drone management for drone setups. We are also happy for this to be a significant boost for more active forms of ratting that were not as directly impacted, such as Marauder ratting.
Increased the bounties on several NPCs found primarily in Nullsec Anomalies by 30-40%.
This results in the following total average bounty increases for these popular Nullsec anomalies:
Hubs: 28.40%
Rally Points: 28.50%
Patrols: 30.20%
Havens: 31.70%
Forsaken Hubs: 34.50%
Hordes: 34.70%
Sanctums: 35.70%
Forsaken Sanctums & Teeming Hordes: 36.00%
Increased the Radius of the Zarzakh Raitaru item traders to be the same as a regular Raitaru (So players don’t have to be so close to it/inside the 3D Asset).
Increased the minimum interaction range needed to trade with the item traders from 2.5km to 10km.
It’s now possible to black ops bridge and take conduit jumps with the Tholos and Cenotaph.
Added missing German translation for some ship quotes and attributions in the Ship Information Window.
Added missing German translation for a couple of words and tooltips in the Ship Information Window.
Fixed an issue where the SKINR shortcut and the ship name could be missing from the SKINs subtab of the Personalization section in the Fitting window.
Increased the site timeout timer to 45 minutes (from 30).
Monitors are no longer permitted to activate the acceleration gate.
Increased the DPS of the State Navy Phoenix which appears in the Caldari variant of the site.
Tractor beams can no longer move Stellar Observatory and dreadnought wrecks.
Threshold Werposts will now occasionally switch targets.
Drone-targeting NPCs will now activate their EWAR on their fleet's primary target while attacking drones.
Drone-targeting NPCs will now attack drones regardless of their standings toward a drone's owner.
Zirnitra Blueprint Data Vault crates now use the hacking display when opened.
Updated the title that appears when opening a Zirnitra Blueprint Data Vault crate.
Subpylons are now indestructible and will despawn when the site ends.
Improved performance when loading transmission conversations.
It’s now possible to show info on an Item Trader and view what recipes it has and what it requires for each.
Elements of Heat Sink, Gyrostabilizer, Entropic Radiation Sink, Magnetic Field Stabilizer, and Biochemical Material icons have been enlarged and repositioned for better readability.
It’s no longer possible to take encrypted infomorphs from a Mercenary Den that passively regenerated enough shields to go over 50% while reinforced.
Standard combat NPCs will no longer occasionally select drones as primary targets.
EDENCOM dreadnought NPCs will now always warp in within 40km of the Stellar Observatory.
Triglavian NPCs will now attack EDENCOM NPCs unprovoked within the Assault Vector area.
Raptor NPCs will now use railguns rather than pulse lasers.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
The primary material slot is now correctly applied to the Bane and Revelation Navy Issue within the SKINR.
Fixed the name of the item trader site name in Zarzakh.
Added a missing tooltip for the Ship Insurance icon.
Fixed an issue where the Ship Insurance icon was missing from the Overview tab for the character’s assembled ships.
Fixed an issue where the character info was missing from the sidebar and the Overview tab for the character’s assembled ships
It’s now possible to view the Planets section of the Agency in Wormhole space, so that you can view the Planetary Industry card.
Balancing:
Increased the signature radius of mercenary dens from 500m to 10000m to improve how much damage capital sized missiles and fighters can apply to them.
Ship Information Window:
Added the option to filter out acquired skills in the Mastery subtabs.
Added the option to collapse all skill groups in a Mastery subtab.
The Mastery skill groups will now remember their collapsed state during the session.
Slightly increased the minimum width of the window.
Clicking ship icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab.
Clicking SKIN icons that previously opened the Preview window will now open the Ship Information window on the SKINs tab with the SKIN applied.
Added quotes, attributions and designers for the remaining ships.
Audio:
Breacher SFX is now behaving correctly when shields are active.
Gameplay:
Fixed an issue where time remaining on the secure column for My Orbital Skyhooks in the Structure Browser was sorting alphabetically and not sorting numerically.
Supercarrier close range fighter missile abilities will now apply full damage to mercenary dens.
The Cenotaph now correctly warps at 3.5AU/s instead of 2.7AU/s.
The Shield boost bonus per level of Caldari Battlecruiser is now correctly applying instead of always being at level 1 level of 7.5%.
The projectile and missile optimal and falloff role bonus is now being correctly applied at 25% instead of 7.5%.
Graphics:
SKINR live rendered icon caching has been refactored, and now correctly caches previously viewed icons to improve loading times within the SKINR Studio, Paragon Hub, and Collection.
Fixed an issue where a non-interactable rock formation was a selectable item.
Fixed an issue where some asteroids within dungeons had low resolution textures and UV stretching.
Fixed an issue where some decorative ship wrecks had misplaced or missing fire particles.
Gallente dreads and certain rogue dungeon NPCs no longer flicker from a distance.
Localization:
Removed a whitespace which was at the start of a sentence in the ‘confirm bid’ window for auction contracts.
Added a traits to the Metenox Moon Drill so that it’s easy to access the service module and include information about the Metenox getting a reinforcement cycle and 4x more hitpoints while in full power mode.
Added the fact that the Rorqual PANIC module gives 10x bonus to shield regeneration time to the module description.
Fixed text being cut off in several places and the take items field being too small to display more than 5 figures in the Korean language.
Fixed the Mercenary Den Management skill not having a description.
Ship Information Window:
Fixed an issue in the Skills tab, where rapidly switching between Mastery subtabs before all skill groups finish rendering could result in the unrendered ones being displayed in the wrong Mastery subtab.
Fixed an issue where the ship preview was not displaying fitted subsystems on Strategic Cruisers (fixed for your active ship and ships on grid).
Fixed an issue where skill-training buttons in the Skills tab could be fully hidden when the window’s width was very small.
Fixed an issue where some translations were causing UI issues and text overlaps, especially when the Ship Information Window’s width was very small.
Added missing translations for a couple of words.
Fixed typos and punctuation in some quotes and attributions.
Fixed an issue where the ‘Show in Ship Tree’ button was displayed for a few ships that are not present in the Ship Tree.
Corrected the background faction logo for a few ships.
Fixed an issue where, when UI Scaling was not 100%, the contents in the window’s large view were scaling incorrectly with the window’s width.
Fixed an issue where the Fitting tab of the Primae would fail to render.
Fixed an issue where the contents of the window would fail to render if it was opened by clicking the Info icon of a ship in a contract.
User Interface:
Fixed an issue where players who had a market group opened which was removed would no longer be able to open the market without resetting their settings.
The Revenant expansion is out!
Full overview of the contents of the expansion can be found here: Revenant Expansion Notes!
NES:
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Returning pilots (who have not logged in for 30 days) can claim 7 days free Omega.
Gameplay:
The Capital Jump Portal Generation skill now only applies to Carrier Conduit Jumps, and no longer incorrectly increases the passenger limit for Black Ops and Rorqual conduits.
Fixed a very rare race condition which could result in a Skyhook skipping the armor reinforcement timer.
PVE:
Fixed a bug which prevented some NPC dreadnoughts and titans from using their warp disruptor abilities.