Greetings,
The following page will list patch notes for all updates within this release (Version 23.01). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2025-05-27 Last update: 2025-07-01
🤝 - Indicates a change inspired by the player's feedback or suggestions.
Fixed a bug which could cause some players signed up for the Pirate FW faction through non Direct Enlistment methods (I.e. whole corp/alliance in the militia, or the player in the Commando Guri/Malakim Zealots NPC corporations) to not get warned and kicked for going below -2.0 standings.
Any corps or players who now are under -2.0 will get a warning after the day of this deployment, and kicked if not fixed within 24 hours at tomorrows downtime.
Fixed damage decals flickering in some situations.
Fixed a crash that could occur on some old Intel onboard GPUs. If you use an Intel GPU, making sure you’re on the latest drivers can improve stability significantly. We recommend that you use the driver update tool from Intel: Download Intel Drivers and Software.
Resolved an issue where certain columns in the Compare Tool displayed incorrect information.
Fixed a bug causing some filters selected in the Compare Tool to appear active in the Fitting Window.
Fixed an issue in the Compare Tool preventing the cogwheel menu from opening in horizontal view mode.
Added a new filter to toggle attribute visibility in both horizontal and vertical views of the Compare Tool.
Additional adjustments to Rogue Drone standings values have been made.
Notably, Rogue Drone Battleship, Carrier, and Supercarrier NPCs have had their standings values increased significantly.
Rogue Drone battleships will now appear more frequently within Incipient Drone Swarm sites.
The addition of site standings rewards (and their derived negatives to EDENCOM) has made Incipient Drone Swam sites less useful to those trying to maintain EDENCOM standing. The above changes give players a more consistent high-value target so standings can be kept net positive.
Liminal Zirnitra NPCs within Observatory Flashpoint and Accelerator Flashpoint sites have been adjusted:
Their Entropic Disintegators will now have spooling damage.
Their standings values have been increased.
They now deal Explosive/Thermal damage rather than EM/Thermal.
EDENCOM dreadnought NPCs within Observatory Flashpoint sites will now orbit the Stellar Observatory more closely.
Sleeper NPCs within Torpid Drone Hive sites will no longer attack other Sleepers.
Fixed an issue where NPCs within smaller-scale Pochven sites could sometimes fail to locate a target.
Fixed an issue which would cause the ‘Local Locations' window to always reopen whenever you undocked or changed systems.
Fixed an issue which would cause the ‘local locations’ window to not remember whether you had decided to hide the search filter or not when you closed it and reopened it.
It’s no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.
Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.
🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.
Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.
🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.
LP Reward: 15,000 LP
Victory Points Reward: 40
🤝 It’s now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.
Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.
Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.
We are increasing the threshold at which corruption spreads to hopefully contain the insurgency to fewer systems initially, which should focus the fighting a bit more and give empire players more time to react to contain the insurgency if they wish.
To partially address team killing aka 'awoxing' issues within the pirate militias, we are planning on raising the standing requirements to join them from -2.0 to 0.0, just like the empire militias. This will be done in the legion major update which will most likely be released sometime at the end of summer/early fall. We are communicating this now so that corps and players have time to fix standings if needed ahead of time.
We are also investigating other small potential adjustments to prevent team killing/awoxing in the pirate militias.
The lower requirement to join the pirate militias made sense when we released insurgencies in the Havoc expansion, due to most characters having bad guristas/angel standings through normal PVE gameplay and we expected the pirate militias to be the underdogs in the warzones, however, pirates have dominated the insurgencies and players have now had 18 months to fix their standings, and the vast vast majority of awoxing incidents that occur in FW are specifically from the pirate militias, so we feel comfortable making this change.
Increased the signature radius of Filament traces to 45 (from 30).
Traces will now take less time to scan down. This should make them more tempting targets for hunters without adding any additional time for players waiting at for the trace to open.
🤝 It’s now possible to re-order members of the watch list by dragging and dropping characters from other chat windows. For example, from channel member lists like your logistics channel or from a linked character in the chat etc.
🤝 Added a suppressible warning message when giving a character in a fleet the boss.
🤝 Separated the ‘Kick Member From Fleet’ and the ‘Make Boss’ options, so it’s harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.
🤝 It is now possible to import prices directly into the multisell window from the clipboard to update the price on several types you are planning to sell at once.
For example, If you wanted to sell veldspar at 10 ISK per unit, scordite at 20 ISK per unit and plagioclase at 30 ISK per unit. You could open a multisell with those asteroids in your hangar by selecting them all and then you could import the following from your clipboard to update all of their prices instead of adjusting each one manually.
Syntax is (Name of the Type, i.e. Veldspar) followed by the price.
Veldspar 10
Scordite 20
Plagioclase 30
This is a huge timesaver when planning to sell and seed multiple items!
🤝 It is now possible to delete multiple contracts at once.
🤝 Auction contracts will no longer ‘require attention’ that you win, after you’ve claimed your items/ISK, when the other party hasn’t collected their rewards, so you’ll no longer get a notification about it.
🤝 It is now possible to ‘Forget Contract’ for an auction contract which currently ‘Requires Attention’ so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn’t collected their rewards yet. This can be done by right clicking the contract under the ‘Requires Attention’ section and choosing the ‘Ignore Contract’ option.
🤝 When making a contract that is requesting items from a player, it’s now possible to import your clipboard for the requested items, similar to multibuy.
🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they’re active, and how long it will take in seconds for them to reach their maximum spool.
🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.
The universe has been experiencing a lack of pyerite. This seems to mostly be a consequence of Metenox Moon Drills replacing manual mining from Athanors/Tataras for R4 Ores which provide pyerite as a secondary product. As a response to this issue, we will be increasing the refining yield of scordite to increase its pyerite amount. This aims to empower highsec miners to act on the pyerite shortage, hopefully increasing interest and value for miners in highsec. Mordunium has been increased slightly in order to keep up with scordite.
Scordite Pyerite Reprocessing amount improved by approximately 10%.
Scordite - Pyerite reprocessing amount increased from 90 to 99.
Condensed Scordite - Pyerite reprocessing amount increased from 95 to 103.
Massive Scordite - Pyerite reprocessing amount increased from 99 to 110.
Glossy Scordite - Pyerite reprocessing amount increased from 104 to 114.
Mordunium - Pyerite Reprocessing amount improved by approximately 5%.
Mordunium - Pyerite reprocessing amount increased from 84 to 88.
Plum Mordunium - Pyerite reprocessing amount increased from 88 to 92.
Prize Mordunium - Pyerite reprocessing amount increased from 92 to 97.
Plunder Mordunium - Pyerite reprocessing amount increased from 98 to 101.
With the introduction of the Tier 3 mining upgrades and the improvements we made to Tier 2 mining upgrades in the Revenant major update, we ended up overcorrecting the amount of morphite supply available making it more plentiful than we would like, and so we are making adjustments to the respawn time and the availability of the mercoxit deposits tied to Level 2 and 3 sov mining upgrades.
Level 2 mining upgrades:
Average Mercoxit Deposit chance to spawn has been slightly decreased.
Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.
Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.
Level 3 mining upgrades:
Large Mercoxit Deposit chance to spawn has been slightly decreased.
Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.
Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.
🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.
Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.
After seeing the impacts of both short and long decloaking pulses, we are happier with the results of the former. These quick pulses make Pochven CCTV (cloaked alts used to monitor player movements) much more involved and overall seems to be healthy for the region.
Smaller-scale sites have been significantly reworked:
Reworked sites include Incipient Drone Swarms, Convocation Watchposts, EDENCOM Scout Fleets, and Torpid Sleeper Hives.
All reworked sites have had their payouts and distribution amounts adjusted.
Players must now be within 100km of the site’s center on completion to be eligible for rewards.
NPCs that were outliers in terms of time-to-kill (e.g. Overmind Broodlords) have been removed from these sites.
Added objectives to the Info Panel that track a site’s progress.
NPCs will now remember players who have been aggressive to their allies between waves.
A new hackable container has been added to each site:
These containers require a data analyzer to access.
This container becomes hackable after the site has been completed.
Loot includes commodities that can be sold to NPC buy orders.
This is an optional addition and is not required to complete the site.
EDENCOM Scout Fleets sites can now spawn with variants for each EDENCOM faction:
These factions are weighted based on the owner of the system prior to Pochven’s formation.
Celestial Beacons have been added to the sites to support salvaging.
NPCs will now return to the site’s center if kited too far away.
These sites are now deadspace grids, with their warp-in points moved closer to the NPC spawn location.
These changes aim to make the small fleet sites within Pochven worth the time and effort. Players can start with the easy Incipient Drone Swarms and work up to the much more difficult (and rewarding) Torpid Sleeper Hives. With more groups running these sites, the region should be more alive and inviting to smaller gang playstyles.
Vigilance Point sites have been updated:
A key is now required to open the acceleration gate:
Only 1 key will be required to open the gate for a time.
This key can be found within Observatory Infiltration Drifter Collections, smaller-scale site hackable containers, and Deepflow Rift Glorified Deepflow Adaptive Canisters.
Resonance items used within the site can now be found inside Deepflow Rift Glorified Deepflow Adaptive Canisters.
Payouts for this site within Pochven are now from the Convocation of Triglav.
Players have been able to “reroll” the location of these sites by forcing it to fail. The addition of a key adds a cost to do so. In addition, acquiring key gives an additional incentive for smaller fleets to run content within the region.
Several aspects of Observatory Flashpoint sites have been adjusted:
Entering the site will no longer require a key:
The previous keys will no longer drop from CONCORD Stellar Observatories or be purchasable from NPC sell orders.
The previous keys can be traded at Triglavian LP stores for the new Vigilance Point key at a 3:1 ratio.
6 instances of the site can now be found within the region.
A short respawn timer has been added to the site.
ISK payouts and red loot found within the CONCORD Stellar Observatories have been reduced:
A total of 2.25 billion ISK can be gained within the site.
The frequency of EWAR using EDENCOM NPCs, excluding those with warp scrambles, has been reduced.
The Caldari EDENCOM dreadnought has been replaced with a Karura.
The addition of personal keys to the site was intended to disincentive groups from going beyond 15 players. This did not have the desired effect and so they are being removed.
Payouts have been reduced to allow for more instances of the site within the region. Having the value spread across Pochven should make it more difficult for a single 50+ character fleet to maintain control.
The Phoenix has been swapped with the Karura to help balance the site against the other empire variants.
Observatory Infiltration sites have had minor improvements:
Sites are now accessible with Pirate and Navy Cruisers.
Payouts for the Pochven variant have been slightly increased.
Lockdown NPCs will take significantly longer to respawn when destroyed.
Triglavian and EDENCOM standings can now be gained by destroying NPCs within Vigilance Point, Observatory Infiltration, Deepflow Rift, and Drifter Crisis sites.
Standings can now be gained with Triglavian corporations when completing specific sites:
Sites include Incipient Drone Swarms, EDENCOM Scout Fleets, Torpid Sleeper Hives, Observatory Flashpoints, Observatory Infiltrations, and Vigilance Points.
Standings are granted immediately on site completion and do not impact standings ticks.
These standings will lower brokers' fees and reprocessing fees within Triglavian stations. This allows characters with high standings to operate within Pochven more efficiently, and reduces some of the friction within the region’s ecosystem.
Many NPCs found throughout Pochven have been rebalanced:
EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.
Some NPCs have had EWAR added or removed for consistency.
Various other tweaks have been made to NPCs found throughout the region.
🤝 We now show you the number of blueprints that match a filter in the footer of the industry window. This would be very useful when manufacturing from BPCs (tech 2 for example) to track how many blueprints are remaining.
🤝 Added the option to keybind a shortcut to open the “Infrastructure Hold” found on the Upwell Haulers and the Avalanche.
Meta-Molecular Combiners and Isotropic Deposition Guides have been added as rare drops to the Data and Relic site escalations which come exclusively from the new exploration sovereignty upgrades.
🤝 Increased the duration of the mining escalation obtained from the Level 2 and Level 3 sovereignty upgrades from 6 hours to 24 hours.
🤝 The length of time the ‘Orbital Skyhook Management’ window can be opened and used, which is where players can choose to capture or destroy skyhooks after claiming sovereignty in the solar system, has been increased from 1 hour to 24 hours so executor corp directors don’t have to be immediately available in the solar system when sov is captured.
🤝 Added options to interact with Skyhooks, Sovereignty Hubs and Mercenary Dens to the selected items window.
🤝 It is now possible to search for system and region names in the alliance sovereignty hubs window.
Sovereignty Hubs can now be hacked with Data and Relic Analyzer modules, if successful, then players are given a list of all upgrades currently installed in the Sov Hub, their priority and if they are online or offline.
Increased the time that Skyhooks are raidable from 1 hour to 2 hours.
Note: This will only take effect for existing Skyhooks after any existing vulnerability timers have already ended and the next one scheduled. It will therefore take until this upcoming Saturday downtime for every single Skyhook to have the 2 hour vulnerability window.
Skyhooks which are about to become vulnerable will now show in the updated world map and the agency, up to 2 hours before they become vulnerable. In the ‘Raidable Skyhooks’ filter under Sovereignty
Large red circle: Skyhook will become raidable in <10 minutes.
Orange medium circles: Raidable in 10 minutes to 1 hour.
Small yellow circles: Raidable in 1 to 2 hours.
Sovereignty combat sites spawned by the major and minor threat arrays and the Level 1 mining sites have been moved over to our new method of distributing sites. This will mean that they will no longer instantly spawn when turning their upgrade on/off at the sovereignty hub, and will now wait their 12 minute/1 hour respawn timers before they first appear.
The sites spawned by these upgrades will now always respect the time when the last site was completed. This means that the combat sites will continue to instantly respawn as long as the previous site was around for 12 minutes, and the mining sites will still instantly respawn if the previous site was around for 1 hour.
Metenox Moon Drills now require 3 days (72 hours) to unanchor instead of 45 minutes like other FLEX structures.
Metenox Moon Drills now give a 20 second ‘warp disabled’ debuff when a player damages or activates a module on one, much like other upwell structures.
🤝 POS (Starbases) and Custom Offices now show their reinforcement timestamp in the select items window which you can then copy to the clipboard, just like with upwell structures and skyhooks.
🤝 In the structure browser, on the ‘My Skyhooks’ page, it’s now possible to copy information here to the clipboard.
🤝 You can now see labels that have been assigned to a character/corp/alliance in the show info window, an icon has been added to the portrait that you can hover the mouse cursor over to get the label name in the tooltip.
🤝 In the corporation window you can now copy member standings that are contributing to corp standings.
🤝 The ‘next destination’ color in the overview for stargates/stations etc. has been made brighter so it’s clearer and more noticeable.
🤝 It’s now possible to copy member entries (Characters/Corporations/Alliances etc) to the clipboard from Access Lists (ACLs).
🤝 We no longer show the ‘Unallocated Skill points available’ pointer when you log in to the game, and now only show it when you gain unallocated skillpoints (like after using a skill injector)
🤝 When right clicking a wormhole in space or from the overview - the “Enter Wormhole” option has now been placed near the top at the same location where “Jump” is for stargates, rather than the very bottom option.
🤝 Characters that have Omega status can now optionally remove the full interactable ‘skill details’ tooltip that appears when you mouse over some modules/ships that you don’t have the skills to use and just show a much smaller non-interactable tooltip with basic information instead. This can be done in the inventory menu settings menu found in the right corner.
🤝 Added a new text filter to the locations in current solar system pop-out window which can be optionally disabled, the locations in system window should also no longer ‘eat keyboard shortcuts’ while the window is focused now unless you are typing into the text filter.
The Compare tool has undergone a significant redesign. The new layout enables users to locate items directly within the window, eliminating the need to search elsewhere. This improvement simplifies the process of finding the right tools to meet your objectives. Now, comparing items requires less effort, and the distinctions between the attributes being evaluated are clearer. Additionally, the updated layout introduces features for searching, grouping, filtering, and more, further enhancing user experience.
When a corporation with an offensive war creates an alliance, misleading notifications are no longer sent to all parties involved erroneously claiming that the aggressor is now defending for them.
The Praxis Media Miasma Skin is now correctly in the special battleships market group rather than the Black Ops battleships group.
Several combat sites, such as pochven, FW battlefields and all sovereignty sites have been moved over to our updated way of distributing sites.
Celes Aguard is no longer misgendered in the President NPC corporation description.
Updated the colony resources sovereignty upgrades so that they now also explain that they only provide local resources to the upgrades lower in priority than them.
Updated the right click menu of the route function from ‘Jump through jumpgate’ to ‘Jump through jumpbridge’ for Ansiblex.
Fixed a typo in the mission briefing for “The Govenor’s Ball” storyline mission
Fixed a typo in the Gallente COSMOS constellation of Algintal landmark description.
Fixed an issue causing World Ark sites to spawn with too many NPCs following a downtime.
Observatory Flashpoint EDENCOM dreadnought NPCs can no longer be made to drift outside the Threshold Werpost boundary.
NPCs within smaller-scale sites will no longer ignore players until one of their fleet members is destroyed.
Additional NPCs will no longer spawn within smaller-scale sites following a downtime.
Specific items received from an Xordazh Invasion Caches will no longer be unpackaged.
Border Bezdnacine Field sites are now deadspaced like other Pochven mining sites.
Fixed the orientation of the Ascending/Descending triangles in the directional scanner window.
Moved the spawn location for Capital Escalations Drifters back to the structure.
Three old billboard ads have been removed from the rotation, and three new billboard ads have been added to the rotation.
The systems behind Tech 3 ships have been refactored so that they are now comparable to the graphical performance and load of other ships in the game.
Tech 3 ships have always had a higher performance cost than other ships in the game, especially when they are first loaded, and client stuttering can occur. With today's patch, we've been able to reduce the impact these ships have on the game engine to a level that matches most of the other ships in New Eden!
Resolved an issue where Mac clients would sometimes experience graphical artifacts.
Fixed several instances of sounds getting ‘stuck’, where they continued to play and follow the ship / camera when they should have stopped.
The client could become unresponsive under a set of rare conditions that required DX12, resizing the client window, and changing graphical settings; this has been adjusted.
Several broken decal effects have been fixed.
Boosters used in the Capsuleer Day event have been updated (being marked as expired, removed from search and market groups)
When clicking through the show info window, a visual query indicator will be generated on the list of SKINS.
The suffix “Metallic” was removed from all nanocoatings listed in the metallics section.
The UI of the ACP window will no longer shrink when transitioning from full screen to floating and back.
Some users of onboard Intel GPUs were experiencing a black screen caused by the driver crashing. Changes have been made to try to work around this problem. Please file a bug report from within the launcher if you still experience a black screen issue after this patch.
In situations where a PC was under heavy load or ran out of VRAM, or on occasions where the GPU resources were limited, the client could crash with a "GPU Device Removed" error. The handling of these situations has been improved.
Lowered VRAM use in heavier scenes. This also helps reduce crashes when close to the VRAM limit of your graphics card.
Equinox Sov Blueprint Reimbursement.
All of the old defunct Aegis Sovereignty blueprints have been converted over into new Equinox Blueprints.
The conversion list can be found below:
Old Blueprint Name | New Blueprint Name |
Defunct Territorial Claim Unit Blueprint | Orbital Skyhook Blueprint |
Defunct Cynosural Navigation Blueprint | Cynosural Navigation Blueprint |
Defunct Cynosural Suppression Blueprint | Cynosural Suppression Blueprint |
Defunct Advanced Logistics Network Blueprint | Advanced Logistics Network Blueprint |
Defunct Supercapital Construction Facilities Blueprint | Supercapital Construction Facilities Blueprint |
Defunct Entrapment Array 1 Blueprint | Minor Threat Detection Array 1 Blueprint |
Defunct Entrapment Array 2 Blueprint | Minor Threat Detection Array 1 Blueprint |
Defunct Entrapment Array 3 Blueprint | Minor Threat Detection Array 2 Blueprint |
Defunct Entrapment Array 4 Blueprint | Minor Threat Detection Array 2 Blueprint |
Defunct Entrapment Array 5 Blueprint | Minor Threat Detection Array 3 Blueprint |
Defunct Pirate Detection Array 1 Blueprint | Major Threat Detection Array 1 Blueprint |
Defunct Pirate Detection Array 2 Blueprint | Major Threat Detection Array 1 Blueprint |
Defunct Pirate Detection Array 3 Blueprint | Major Threat Detection Array 2 Blueprint |
Defunct Pirate Detection Array 4 Blueprint | Major Threat Detection Array 2 Blueprint |
Defunct Pirate Detection Array 5 Blueprint | Major Threat Detection Array 3 Blueprint |
Defunct Ore Prospecting Array 1 Blueprint | Pyerite Prospecting Array 1 Blueprint |
Defunct Ore Prospecting Array 2 Blueprint | Pyerite Prospecting Array 2 Blueprint |
Defunct Ore Prospecting Array 3 Blueprint | Nocxium Prospecting Array 2 Blueprint |
Defunct Ore Prospecting Array 4 Blueprint | Megacyte Prospecting Array 2 Blueprint |
Defunct Ore Prospecting Array 5 Blueprint | Megacyte Prospecting Array 3 Blueprint |
Defunct Survey Networks 1 Blueprint | Exploration Detector 1 Blueprint |
Defunct Survey Networks 2 Blueprint | Exploration Detector 1 Blueprint |
Defunct Survey Networks 3 Blueprint | Exploration Detector 2 Blueprint |
Defunct Survey Networks 4 Blueprint | Exploration Detector 2 Blueprint |
Defunct Survey Networks 5 Blueprint | Exploration Detector 3 Blueprint |
Defunct Quantum Flux Generator 1 Blueprint | Tritanium Prospecting Array 1 Blueprint |
Defunct Quantum Flux Generator 2 Blueprint | Tritanium Prospecting Array 2 Blueprint |
Defunct Quantum Flux Generator 3 Blueprint | Isogen Prospecting Array 2 Blueprint |
Defunct Quantum Flux Generator 4 Blueprint | Zydrine Prospecting Array 2 Blueprint |
Defunct Quantum Flux Generator 5 Blueprint | Zydrine Prospecting Array 3 Blueprint |
It’s no longer possible for the exploration sovereignty upgrades to spawn sites inside Zarzakh.
We’re working on a fix for preventing the sites being spawned “through” Zarzakh which we’ll be releasing in a future update.
Adjusted the glow intensity based on color brightness and luminosity for brand banner on Freelance Project Cards.
Fixed the new ‘Triplot Scan Acquisition Array' module and blueprint having the wrong spelling of Acquisition.
Fixed missing space and formatting issues for several Skills in the tooltip.
The directional scanner slider should no longer get into a bad state when a player enters a system with a bonus to dscan range (Electrical Stability Generator) and then leaves.
Fixed an issue where resizing the Structure SKINR tab in the Corporation window could cause UI elements to overlap, particularly when the corporation owned at least one structure with an active SKIN.
When selecting the find type option, the Modules Tab opens automatically, displaying the types of Modules without the need for manual selection.
Fixed a few Freelance jobs text defects.
Fixed an issue where currently committed Freelance jobs were not visible in the Active tab if the contribution limit had been reached and the reward also claimed.
Fixed an issue where Freelance jobs could not be duplicated from the History tab.
The Cynosural Field Generator effect is now a higher resolution.
The Deluge and Torrent Sponsored Security SKINs' holograms above the turrets no longer intersect turrets when docked in a new station.
The Squall Sponsored Security SKIN holograms that run along the front of the hull now smoothly turn off in sequence when undocking.
Fixed an issue that caused the Sanguinary Savant SKIN to have overlapping skull decals on multiple ships.
Fixed an issue that caused the Skybreaker base textures to have an unexpected material area.
Fixed the spotlights on the Cynabal Blackbody Drift SKIN.
Fixed an issue that caused the Cheetah hull to maintain the camouflage pattern that is otherwise removed when using the same color in slots one and two of SKINR.
Fixed an issue that caused the Omega Benefits Window to display the incorrect clone Status.
Fixed an issue that cause the Omega icon to display in the Neocom for Omega users.
Fixed an issue with search where case sensitivity caused it to fail.
Existing Freelance jobs can now be duplicated.
Added Freelance jobs History tab for admins.
Added an X button to remove participants from jobs in the Participants view.
Replaced ‘Remaining ISK in Job’ field with ‘Coverage limit per loss’ in the Details view of Ship Insurance jobs.
Added ‘Show All' and ‘Hide All’ options to the ‘Manage filter categories’ menu.
Improving the progress bar UI in the Air Career Program.
Introducing an Omega Reward track. Omega rewards you with double Skill Point rewards; both graduation rewards from career paths and the Air Career Programs overall career point track rewards are doubled up to 1.5 million Skill Points.
Players that have previously claimed their ACP Rewards will automatically receive these bonus points retroactively starting from 11:30 UTC.
Fixed various Freelance jobs text defects.
Fixed a Freelance job issue where non-ASCII job names could not be 3-4 characters long.
Fixed incorrect formatting of the Ship Insurance job creation form.
Fixed an issue where setting the Capsuleer Age Min & Max as 0 was not working correctly.
Fixed a rare defect which could cause a character to not be able to jump to a cynosural field if the last time the character cyno jumped was over 8 years ago.
Fixed a rare defect which could cause a character to become stuck and unable to load and recieve a ‘fatal error’ popup.
Fixed an issue with rogue drone relic sites which could cause them to become stuck in a non completeable state until they expired if a player failed every single can twice so they all exploded.
Fixed an issue that could sometimes cause the new exploration sites from the new upgrades to fail to respawn.
The Sarathiel now has the faction metagroup icon/pip.
Fixed the Harbinger Navy Issues new Medium Laser Capacitor Bonus per level increasing cap instead of reducing it.
Fixed the Komodos 50% bonus to Kinetic and Thermal XL Torpedos and XL Cruise Missiles no longer applying.
🤝Vargur siege to warp animation transitions smoothly now after deactivation of Bastion module and warping immediately.
Added missing translation for ‘Transit’ in the sovereignty hub and sovereignty windows.
Fixed an issue where the Favorite button icon could disappear from the applied filter UI.
Fixed an issue where the Layout menu could overlap the Filter bar resulting in Layout menu buttons not being easily clickable in the map’s floating window mode.
Fixed an issue where PLEX purchases from the Character Selection Screen could occasionally fail.
The Legion expansion is out!
Full overview of the contents of the expansion can be found here: Legion Expansion Notes!
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Structures in Highsec Corruption 5 systems are now able to be used to attack players who are shooting the structure.
Factional Warfare Infrastructure Hubs will now correctly payout LP again when a system is captured to players who shot the Ihub on grid.
You no longer need to have to have safety set to red to activate the Capital Emergency Hull Energizer modules in low security space.
The Leviathan and Komodo no longer have a bonus to Battleship Sized Torpedoes.
The "My Mercenary Dens" window will now be remembered if a player adds it to the left panel in the Neocom after restarting the client.
Missing help pointers for modules and charges in fitting window have been added.
A number of text defects in the Sovereignty Hub window have been fixed.
The TCU slot in the Sovereignty Hub UI has been removed.
Powerful capsuleers,
EVE Online is fundamentally about creation, trade, destruction, and the friendships forged along the way. Our strategy leans into the themes of Ultimate Science Fiction, Strong Organizations, Future of War, and Unbridled Agency, threads that run through everything we build in the game.
Through Unbridled Agency in particular, we aim to support personal ambition in a hyper-capitalistic future society, where players freely choose their path, express personal and group identity, and shape the universe through their actions. Player organisations run the show, as on the battlefields, so on the tradefields, fully embracing the omni-progression of the sandbox MMO.
So today, we want to share the next chapter in our economic vision for New Eden, one centered around friction-free trade, fairer access to utility goods, and the future of PLEX as a liquid currency that powers gameplay and EVE Online’s free-to-play business model.
TLDR: A major update to PLEX trading is coming soon with the introduction of a Global PLEX Market, a new global market region integrated into the existing market, allowing capsuleers to buy and sell PLEX from anywhere in New Eden. This friction-free system aims to boost liquidity, enable a fair market equilibrium, and support EVE's evolving economy. Test the changes on Singularity and prepare for launch. As part of the release to Tranquility, all existing orders will be cancelled and fees reimbursed. The exact date will be announced ahead of release.
The long-term goal is to ensure the EVE economy works for everyone: veterans, newcomers, and everyone in between. This means reducing artificial barriers, minimizing rent-seeking behavior, and improving access to goods that support your progression, convenience, and identity in the game.
As stewards of New Eden's economy, CCP acts as both custodian and regulator, a central bank of sorts. And just like central banks in the real world, we care about economic health, access, and stability, tirelessly working on reducing economic friction and uncertainty.
PLEX plays a foundational role in this system. But over time, as discussed in a previous blog, its function has drifted. It’s increasingly treated as a long-term investment or speculative asset, rather than a flexible, fluid currency meant to empower player choice. That dynamic distorts pricing, limits access, and creates artificial scarcity that benefits a few at the expense of many.
We’re committed to fixing that, without resorting to harsh measures like inventory taxes, price hikes, or product removals. Instead, we're focused on system-level changes that move us closer to a healthy, fair market equilibrium.
Every change made is grounded in EVE's core monetization pillars:
Progression – enabling you to move forward at your own pace
Convenience – making essential systems intuitive and accessible
Identity – giving you meaningful ways to express who you are
This philosophy has guided past changes such as:
Introducing soulbound MCT to reduce hoarding and speculation
Making Skill Books globally accessible to support new players and those specializing in their chosen careers
Taking early steps toward regulated LP trading
Unlocking a path for Artisan SKINdustrialists, enabling careers in personalization via SKINs, logos, and design assets
Making select Expert Systems tradable on the Regional Market
Each of these steps has helped remove friction and outdated bottlenecks that no longer serve the modern EVE experience.
At the heart of EVE is its player-driven economy, a web of interconnected value chains. Every feature should strive to be a part of it while being exposed to ever-present risk, from exploration and harvesting of raw materials, to industrial research and production, to hauling and trade, to solo PvP and massive fleet fights. Every step adds value, creates emergent gameplay, and generates derived opportunities across and within that ecosystem, rare loot for explorers, margins for industrialists and in the end satisfaction to the end user. Trading then drives the value exchange of labor across multiple currencies.
But not all goods in EVE follow the same lifecycle, there are a lot of moving parts in this value exchange. Over time, we’ve developed internal classifications for the various types of economic objects in New Eden. Let’s break it down a bit:
Player-Made Goods Ships, modules, rigs, boosters - anything manufactured and value-added by you from the ground up. These items reflect skill, risk, and market interaction, with the desired and expected utility, fairly estimated item value, and transparent price.
Utility Goods Items like PLEX, Skill Books, MCT, Skill Extractors, and Expert Systems, introduced by CCP and tradable, when not soulbound. They carry little to no player-added value, yet often generate profit through arbitrage and speculative investment. This is not part of the value chain - it extracts margin without contributing. These goods should be as accessible as their utility demands, which means eliminating unnecessary trading friction. Skip to the next chapter if we’ve got your attention here 😉
Digital Goods These represent identity and expression: apparel, logos, CCP-made SKINs and design elements. Many digital goods suffer from limited discoverability because they are treated like physical items. And here there is an important distinction between physical goods, the manufactured items that need to be hauled, fitted, and may be lost, versus personalization assets that confer no combat advantage by being available on-demand in the universe. If you want to swap a logo, put on leather boots and a pair of sunglasses, or find a legacy SKIN you’ve always dreamt of on the market without spending an hour acquiring it, you should be able to.
Singletons A term for player-made items that have a unique identity. These include artisan SKINs, abyssal rolled (mutaplasmid-mutated) items, packaged ship fittings, and more. Artisan SKINs are traded in Paragon Hub, while others are currently traded through contracts, and their complexity limits trade volume. By elevating these items and making them easier to discover and use, we can drive those specific value chains, such as blueprint research and invention, abyssal, and more. Paragon Hub plays a huge role in this, with its vision of becoming an intuitive, easy-access platform for trade, for things that are, in many ways, an overhaul of Contracts from a user interaction and experience point of view. It’s intended not only for trade goods, but also for ideas, concepts, and support materials that are often hard to find. These can also be player-made guides and useful objects such as Ship Fittings and Skill Plans, where the Hub can act as a modern browsable and searchable e-commerce platform, with voting, favorites, recommendations, and eventually even third-party integration. While we’re not replacing Contracts anytime soon, our long-term vision is to connect systems like Contracts and the Market with Paragon Hub, giving you better tools to find and share what you need.
Currencies and quasi-currencies ISK, LP, PLEX, and Skill Points are not only used for trade but are also traded themselves. The long-term goal is to support regulated currency exchange with depth and liquidity, eliminating the need to manually wrangle multiple orders or exploit Contracts to avoid fees.
Each category comes with its own challenges. We prioritize reforms based on their friction, economic impact, and player feedback. Which category causes the most friction for you? Let us know on Discord, the forums, in space, or through your elected CSM representative.
PLEX is unique in gaming history. From its inception to its role as New Eden’s foundational currency, it represents one of the boldest experiments in player-driven economy design, and CCP’s commitment to supporting it. PLEX is also a cornerstone of EVE’s free-to-play model and the most frequently traded utility item. However, its market is not as effective as we would like, due to several factors:
It’s a safety investment, much like gold, having both intrinsic and extrinsic value, being the only item in the game directly tied to real-world currencies.
It lives in the Vault and is usable from anywhere, but could only be bought regionally.
It behaves like a currency in design, but like a speculative asset in practice. It does not bear any cost of capital, CCP has no interest rates on debt, wealth taxes, nor inventory costs, and there is no competition for investment like the stock market or bond markets.
Its market is shallow, clustered in trade hubs like The Forge, Domain, Metropolis, Sinq Laison, and Heimatar.
It’s simply the easiest and best way to store capital, in both the short and the long run.
We’ve started increasing PLEX supply through Daily Goals, events, and other means, but one structural issue remained: capsuleers couldn’t easily buy or fairly sell PLEX outside major hubs.
Later this summer, we will be launching a region-agnostic market for PLEX. That means:
All PLEX buy and sell orders are pooled into a global region, a single virtual location accessible from everywhere; no travelling required.
Bought PLEX is still delivered to your Vault, no hauling needed, as before.
Location and standings based listing tax and fees won’t change for now
Trading from private structures will remain the same for now (you can only trade/sell/buy within that structure)
This will make it much easier to acquire PLEX from anywhere, whether it's to buy Omega, manufacture SKINs or buy anything from the New Eden Store, while making it much likelier that there is a competitive market for those who want to sell their PLEX, especially in smaller amounts. We expect this change to:
Boost PLEX liquidity
Enable conditions that move us closer to a healthy, fair market equilibrium
Encourage broader PLEX adoption across the game
Reduce price disparities and improve availability
We recognize that this change will reduce some regional arbitrage and speculation opportunities, but we believe the benefits far outweigh the drawbacks, so we will closely monitor the outcomes and be prepared to adjust as needed. The Global PLEX Market will be available on Singularity for testing from 16:00 UTC on 27 June until 12:00 UTC on 30 June. Please jump in and share your feedback.
IMPORTANT: As part of the release to Tranquility, all existing orders will be cancelled and fees reimbursed. The exact date will be announced ahead of release. So, we invite everyone to test orders creation, modification and cancellation in stations and structures across all New Eden on Singularity to get prepared to fully benefit from the unified market when it arrives.
We believe that there are more ways to reduce overall trade friction in New Eden, and we will continue to explore those. The Global Market for PLEX is both a stepping stone and a learning opportunity, which always goes well together, with your feedback shared on Discord, the forums, or wherever you fly. Come join the conversation!
Fly smart, o7
Illustrious capsuleers,
The next phase of the Legion expansion has arrived, rooted in your choices and your feedback. This update to Legion delivers a swath of improvements, largely based on capsuleer input, designed to power your purpose. Whether you’re engaging in Factional Warfare, raiding skyhooks, or simply navigating the Neocom with newfound ease, every enhancement serves to deepen your control over your unique journey in New Eden.
One of the goals with iterative expansion releases is to be responsive to the pulse of the cluster, which is reflected in the latest series of quality-of-life improvements, many directly informed by capsuleer insights shared at the Little Things panel during Fanfest 2025 and in the official forums.
These suggestions, collected from passionate discussions and direct feedback, have now become real enhancements. Among these are the ability to delete multiple contracts simultaneously upon expiry, easily importing price information from the clipboard to the sell window, and more clarity in the UI about the performance of Triglavian weapons.
Capsuleers are encouraged to continue contributing via the Little Things forum thread. Your input helps shape the future of New Eden. We have begun the process of reclaiming our sofa by implementing the index card tips, and it’s up to you to fill it up again! Details on these changes can be found in the patch notes.
Multiple adjustments and additions have also been made based on input from the CSM and wider EVE community. Skyhooks that will enter a vulnerable state within the next two hours will now be highlighted on the new, optimized map, offering enhanced clarity for raiding and making it easier to plan and strike with precision. The raiding window has been extended, giving room for tactical aggression and coordinated assaults.
PvP enthusiasts will discover more conflict opportunities around Metenox sites, with changes that close loopholes previously used to avoid engagements. Owners can no longer unanchor their structures to escape a fight, making each deployment a true commitment.
Nullsec aggression gets more strategic as capsuleers gain the ability to hack sovereignty hubs with Data and Relic Analyzer modules to gather intel. This enables skilled scouts to access important information about the sovereignty hub, including which upgrades are installed and which are online, allowing for more informed decisions when identifying opportune targets.
When it comes to Pirate Insurgencies, capsuleers who wish to align with the Guristas or Angel Cartel can now sign on from Zarzakh, which lowers the barrier of entry, especially for newcomers looking to embrace a darker path.
Miners will rejoice as pyerite yields have been increased from scordite, answering a long-standing call to bolster resource availability. This aims to empower highsec miners to act on the pyerite shortage. Meanwhile, Pochven has seen various improvements, including a reworking of smaller-scale sites to adjust balance and add more rewards, with opportunities tailored for agile cruiser teams to make their mark.
And in the spirit of fairness in warfare, wardec loopholes have been sealed, leveling the playing field between aggressive corporations and those rising up against them.
The Compare tool is being revamped with a new layout that allows you to find items within the window, rather than needing to be found elsewhere, making it easier than ever to find the right tools for your space adventures. Comparing will require less effort, and the differences between the attributes being compared will be clearer than before. In addition, the new layout offers options for search, grouping, filtering, and more.
Capsuleer ambition is constantly reshaping New Eden. Here are some of the key moments of the Legion era so far, captured in data:
With each step forward, EVE Online evolves, adapts, and improves, fueled by the will of capsuleers. These new updates are extensions of your agency, crafted in collaboration with those who thrive on New Eden’s chaos.
Explore the changes, strategize your next move, and claim your place in the evolving saga.
WARP TO NEW EDENWelcome back, spacefriends, to the Community Beat – your regular resource for the what’s going on in New Eden and a look at all the amazing things that you do! This week we’ve got epic battles, creative ship names, stellar art, and a peek at what the devs have been up to! Pop open some Quafe, or some Starsi Blast if you’re so inclined, strap in, and let’s go!
Lowsec turned high drama as a massive brawl unfolded in the system of Lantorn, with losses totaling a jaw-dropping 3.2 trillion ISK! BearThatCares from Minmatar Fleet dropped a detailed battlereport over on the EVE Subreddit explaining what went down.
Want to see the action? DJBuntin captured the carnage in motion with a brilliant video! The sounds you aren’t hearing are the cheers from industrialists all across the cluster - the market's going to feel this one.
There must be something in the water, because the EVE artists have been pumping out amazing content lately! In our last issue we showcased some of the new water colors from Lloyd George, and this week CptArmarlio has shared some of his new cell-shaded ship illustrations, including the Paladin, Gila, and Astero.
We can’t get enough of them, and they’re available on his Etsy page if you’re looking to adorn the walls of your IRL captains quarters.
Meanwhile, DuesofAces went full capital with a 3D-printed and hand-painted Hel, recreated in stunning detail. No duct tape, no rust, but still all Minmatar. Well done!
Sure you need skillpoints, knowledge, and fittings to undock a ship – but a name can be just as important! Just has an active bounty asking just that! Rifter McRifterface is good, but Cryfox has shared their go-to Flycatcher name: Michael Buble. Golfclap. There are quite a few entries which you can check out and contribute to.
Just has some amazing rewards that are active and a great way to share your EVE story and get involved with creating content. We’re really looking forward to reading the submissions for the Greatest EVE Campfire Story and, for those a little more involved, the greatest Real Life Tribute to EVE.
Fanfest is over, but we’re still missing you! Luckily there have been a few community podcasts and shows which have invited CCPers on to chat and join on roams. Creative director and Angry CONCORD Guy™ CCP Burger joined the Federation Frontline Report for an in-depth conversation on Legion now that it’s been out for a bit. What’s landed, what’s evolving, and a few hints about what’s still cloaked on the horizon.
Game Design Director CCP Okami sat down with The Oz to break down the most recent Monthly Economic Report, discussing market movements, ISK sinks, where the state of mining, and more. It was, in a word, beardtastic™
And lastly, Kekbur Network has released their Fanfest Blitz interview that took devs through a gauntlet of rapid-fire questions; from favorite ships and first losses to some more unexpected fare. We love it!
If you’re looking to change up your gameplay loop, some recent third-party updates might be just what your Neocom needs! The famed EVE Pandora has rolled out a new campaign specifically tailored for Federation Day. For those seeking ISK, challenge, and purpose. Whether you're part of a faction warfare corp or a solo explorer, there's content worth chasing and reward to match.
Meanwhile, Capsuleer Kit by Alia Collins is a neatly organized toolkit for aspiring and veteran pilots alike. It features a collection of helpful custom-built utilities and curated links to many of the most-used tools across the EVE ecosystem.
That’s it for this round of the Community Beat! If you’ve spotted something awesome out in in space, or made something you’re proud of, we’d love to have you in the next Community Beat. Head on over to the EVE Discord and share it with us in the Community team. We’re always watching, and we love shining a spotlight on what you do.
Until next time, fly safe (unless you're about to hop into a dread brawl!)
In honor of Gallente Federation Day, returning packs are available in the EVE Store, containing all the essentials you need to start your design empire, profit from your artistic skills, and fly your true colors in New Eden.
20 Days Omega
50 PLEX
2 Standard ‘Boost’ Cerebral Accelerator
3 Villore Viridescent Nanocoatings
3 Old Man’s Sunset Nanocoatings
3 Intaki Emerald Metallics
3 Liberty’s Wings Patterns
600 PLEX
Expert 'Boost' Cerebral Accelerator
9 Villore Viridescent Nanocoatings
9 Old Man’s Sunset Nanocoatings
9 Intaki Emerald Metallics
9 Liberty’s Wings Patterns
5,000 Kerr Sequencers
4,000 Fermionic Sequencers
4,000 Alignment Sequencers
Below is how the SKINR components appear in-game, as demonstrated by the Barghest.
Please note that each pack can only be purchased once per account in the EVE Store.
SAVE NOWNot only that, but the NES is hosting a sale on last year’s Federation Day SKINs, so now is your chance to add any you might have missed to your collection for 30% less.
Visit the New Eden Store today and get a great deal on the packs above, and fantastic discounts on the Luminaire Rising SKINs for the Catalyst Navy Issue, Maulus Navy Issue, Nemesis, Brutix Navy Issue, Megathron Navy Issue, and Hubris.
To further add to the celebration, watch out for Twitch drops between 19 and 26 June, containing nanocoatings for SKINR. Make sure you’ve connected your Twitch account and stay tuned.
Warp to the New Eden StoreSkilled capsuleer,
You can now boost your skills and skyrocket your career in New Eden faster than ever, and for a lot less than usual! For a limited time, you can get 2 Boost Bundles for the price of 1 in the New Eden Store.
This offer is valid for the Graduate, Prodigy, and Master Bundles, and is valid until 24 June, so don’t hesitate. Stock up on SP and Cerebral Accelerators, and get 2 for 1!
WARP TO THE STOREAct now and save 20% on PLEX, and get amazing, free Luminaire Rising SKINs thrown into the bargain!
Get PLEX + SKINsThese stunning SKINs are the perfect way to celebrate Gallente pride early by honoring Luminaire Rising.
Use your PLEX to grow your wealth, sequence your custom SKINs in SKINR, or shop in the NES.
Hurry, though, because this offer expires at 23:59 UTC on 20 June.
Fiery capsuleers,
Get ready to unleash damage in a more striking way than ever before.
On 12 June, from 17:00 to 19:00 UTC, capsuleers are called on to join a mass test on the Singularity server. The goal? To put new damage state visuals, including smoke and fire effects that intensify with more damage, through their paces in large-scale combat.
This is your chance to help by simply shooting each other and basking in the firery destruction you bring. Whether you’re there for the smoking hot visuals, the chaos, or just the chance to wreck your friends on Singularity, you are invited.
Join the discussion and get your test instructions here.
After the initial test, the server will remain open for extended testing over the weekend, allowing further data collection and refinements. Large Skill Injectors will be available on Singularity, so there will be plenty of fun to be had during the testing window and opportunities to try something new.
When: 12 June, 17:00-19:00 UTC
Where: Singularity test server (FD-MLJ system)
How: Join the in-game channel “masstesting”, follow the MOTD instructions, fleet up, and light each other up!
See you on Singularity! o7
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