Salutations,
The following page will list patch notes for all updates within this release (Version 20.06). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2022-06-28
Last update: 2022-06-28
🤝 - Indicates a change inspired by player's feedback or suggestions.
RELEASES: 2022-06-28.1 |  NEW |
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Features & Changes
Defect Fixes
Air Career Program
A feature allowing new Capsuleers to explore various career paths, try out different play styles, and find suitable content to improve their skills by completing goals associated with each career. The rewards in the feature are available to new and veteran players alike.
The feature can be accessed from the NeoCom. The icon is at the top of the NeoCom by default, but it can be moved to another position or removed entirely.
Goals
Goals are categorized into Activities which are grouped in Careers.
A Goal can be tracked which will display its progress in the Info Panel outside of the AIR Career Program window, but tracking isn't required to complete goals since they progress "passively" during normal gameplay.
All Capsuleers start the program from the beginning. Previous records are not included. The Air Career Program will always direct Capsuleers to the nearest available agent. Since you can complete Career missions only once, if the designated agent does not have any jobs for you (☹), please set destination to another agent to complete the mission.
Rewards
There are rewards for completing particular goals but also for graduating from a career by completing 75% of its goals, and for reaching certain milestones in the overall program.
Career Points - each goal provides some amount of Career Points which are used as the measurement of progression in each Career and the AIR Career Program overall. There are 4,000 CP to collect, 1,000 in each career.
Skill Points: 750,000 SP in total
New SKINs for graduating from a Career
Additional rewards include free Expert Systems for each Career. Each Expert System provides the skills for ships, modules, and activities for all 4 Empires. These Expert Systems expire after 3 days from redeeming. Below is a list of the AIR Expert Systems available:
New Boosters for completing some of the Goals
Various ships, modules, and skills are all useful in a specific Career choice. Some of the rewards are intentionally associated with a different Empire than the character who claims them is.
ISK rewards for every goal
All rewards from the AIR Career Program are provided through the Redeeming window and are an addition to the standard rewards like bounties, loot, LP, etc.
Aura Assistance
Each goal has a section in which Aura provides tips and guidance in the form of links to fittings, modules, skills, specific locations, and pointers to relevant UI windows.
For this release, we have rolled out significant updates that affect all textures in EVE Online.
Material | Old | New |
---|---|---|
Isogen | 183,100 | 6,000 |
Tritanium | 1,316,000 | 1,400,000 |
Pyerite | 402,000 | 400,000 |
Zydrine | 2,440 | 10,000 |
Broadcast Node | 2 | 2 |
Self-Harmonizing Power Core | 1 | 1 |
Wetware Mainframe | 1 | 1 |
Sterile Conduits | 1 | 1 |
Megacyte | 420 | 10,000 |
The Gallente Federation has constructed two new stations to house key government offices. The new Parchanier IV - President Bureau and Bereye III - Supreme Court Tribunal stations will serve as relocated headquarters for their respective government branches, moving these key Federal facilities into high security space. Capsuleer available industrial facilities and office slots will be added to these stations in the near future as the final construction work is completed on the remaining station areas.
Photon UI:
Photon UI:
Salutations,
The following page will list patch notes for all updates within this release (Version 20.05). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2022-05-10
Last update: 2022-06-16
🤝 - Indicates a change inspired by player's feedback or suggestions.
RELEASES: 2022-05-10.1 |  2022-05-17.1 |  2022-05-24.1 |  2022-05-31.1 |  2022-06-07.1 |  2022-06-16.1 NEW |
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The Gallente Federation Day events have begun including the the Federation Grand Prix! This is the 239th Federation Day, an annual celebration of the founding of the Federated Union of Gallente Prime. The festivities across Federation space will run until downtime on June 28nd.
The Federation Grand Prix has returned! Head to the starting line site above Gallente Prime in the Luminaire system to join in!
Daily Login Gifts are available to all capsuleers including skillpoints, skins, fireworks, and a special Gallente Federation Day Expert System that allows everyone to try out Gallente ships!
A special warp velocity bonus will apply to all capsuleers travelling within the Gallente Federation regions.
The Federation Navy parades have returned and can be found within the Luminaire, Villore, Dodixie, Lirsautton, Alentene, Orvolle, and Octanneve systems. Capsuleers can receive skill points for completing daily challenges to visit these parades and launch fireworks alongside the other revelers.
Federal Mining Expedition sites have returned and can be found within the Kiartanne, Algintal, Osnins, and Mallugier constellations for the duration of this event
To celebrate Federation Day, new Strategic Materiel Defender SKINs for the Gallente industrial ships have been added to the Federal Strategic Materiel loyalty point store
A new Gallente landmark site can be found within the Ratillose system, and the Operation Highlander Battlefield site in Luminaire has been updated.
A special Gallente Federation Day abyssal proving ground event will be running from June 24th to June 27th, with a Thorax FFA format
Join the community-run celebrations in Luminaire starting at 18:00 EVE Time on Saturday June 25th.
The voting period for the 17th Council of Stellar Management has begun and will run until 11:00 UTC on June 14th! All Omega accounts more than 60 days old are eligible to vote. Learn all about the candidates and vote here.
Added the "Copy to Clipboard" option that was unintentionally removed back to the fitting management window.
Features & Changes
Defect Fixes
Upwell Structures have undergone two major updates to their reinforcement gameplay mechanics. FLEX Structures and NPC Structures remain unchanged in mechanics and gameplay.
For all Upwell Structures, the Damage Cap limit for Shields has effectively been removed through an increase of the limit.
For all Medium Upwell Structures, the Hull Reinforcement phase has been removed. This means that medium structures will have a maximum of 1 reinforcement cycle after a successful attack depleting the structures shields. After depletion of the Armor HP during its armor vulnerable phase, the structure will immediately enter the hull vulnerable phase and continue to sustain damage from an attacking fleet.
The armor reinforcement timers have been updated to the following durations:
Structure Size | Wormholes | Nullsec | Lowsec | Highsec |
---|---|---|---|---|
Medium | Defenders next chosen hour after 2.5 days ± 1.5 hours | Defenders next chosen hour after 3.5 days ± 1.5 hours | Defenders next chosen hour after 3.5 days ± 1.5 hours | Defenders next chosen hour after 4.5 days ± 1.5 hours |
Large | Defenders next chosen hour after 24 hours ± 3 hours | Defenders next chosen hour after 24 hours ± 3 hours | Defenders next chosen hour after 24 hours ± 3 hours | Defenders next chosen hour after 24 hours ± 3 hours |
FLEX | N/A | None | N/A | N/A |
The hull reinforcement timers have been updated to the following durations:
Structure Size | Wormholes | Nullsec | Lowsec | Highsec |
---|---|---|---|---|
Medium | None | None | None | None |
Large | Defenders next chosen hour after 1.5 days ± 3 hours | Defenders next chosen hour after 2.5 days ± 3 hours | Defenders next chosen hour after 2.5 days ± 3 hours | Defenders next chosen hour after 4.5 days ± 3 hours |
FLEX | N/A | Defenders next chosen hour after 30 minutes ± 30 minutes | N/A | N/A |
Developer Comment:
🤝 After inviting players to discuss the upcoming changes for the Siege Green update, we've added an additional 24 hours onto the reinforcement time for medium structures in Wormholes, Pochven, Low-Sec, and Null-Sec. We have also heard your feedback on the 'jitter' randomness of the end result of the vulnerable window and we're reducing the random jitter time from +/- 3 hours down to +/- 1.5 hours for the medium structure armor reinforcement timer.
Hitpoint values of Upwell Structures have been adjusted by the following values:
Structure Name | Shield Hitpoints |
---|---|
Astrahus | 3,600,000 (previously 1,800,000) |
Raitaru | 2,400,000 (previously 1,200,000) |
Athanor | 2,400,000 (previously 1,200,000) |
Structure Name | Shield Hitpoints |
---|---|
Fortizar | 6,750,000 (previously 5,400,000) |
Keepstar | 33,750,000 (previously 27,000,000) |
Azbel | 4,500,000 (previously 3,600,000) |
Sotiyo | 22,500,000 (previously 18,000,000) |
Tatara | 4,500,000 (previously 3,600,000) |
'Draccous' Fortizar | 6,750,000 (previously 5,400,000) |
'Horizon' Fortizar | 10,125,000 (previously 8,100,000) |
'Marginis' Fortizar | 6,750,000 (previously 5,400,000) |
'Prometheus' Fortizar | 10,125,000 (previously 8,100,000) |
Upwell Palatine Keepstar | 67,500,000 (previously 54,000,000) |
Structure Name | Hull Hitpoints |
---|---|
Astrahus | 1,800,000 (previously 7,200,000) |
Raitaru | 1,200,000 (previously 4,800,000) |
Athanor | 1,200,000 (previously 4,800,000) |
Several Construction Components have had their blueprints updated. These components are used in the manufacture of Faction ships, Capital, and Supercapital ships.
Outcome quantity has been increased for the following blueprints:
Input quantity has been reduced for the following blueprints:
Component Blueprint | Input type & Quantity |
---|---|
Core Temperature Regulator | Water: 100 units (previously 1250) |
Capital Core Temperature Regulator | Core Temperature Regulator: 70 units (previously 250) |
Programmable Purification Membrane | Hermetic Membranes: 100 units (previously 350), Gel-Matrix Biopaste: 300 units (previously 1000) |
Neurolink Protection Cell | Miniature Electronics: 100 units (previously 2000), Genetic Safeguard Filter: 5 units (previously 20) |
A significant update to the build material requirements of ship blueprints has been made. This update affects the blueprints of Faction, Pirate, Capital, and Supercapital ships in the following way:
Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.
Trigger Neurolink Conduit(s) input requirements have been reduced to 4 (previously 10) per type.
Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.
Trigger Neurolink Conduit input requirements have been reduced to 8 (previously 20).
Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.
Trigger Neurolink Conduit input requirements have been reduced to 16 (previously 50) per type.
Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.
Core Temperature Regulator inputs have been reduced for the Orca to 25. (previously 50)
Trigger Neurolink Conduit input requirements for Tech 1 Freighters have been reduced to 16 (previously 50).
Trigger Neurolink Conduit input requirements for Jump Freighters have been reduced to 32 (previously 100).
All Capital input types required to construct the Rorqual have been reduced, aside from the Capital Core Temperature Regulator which remains at 1.
Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced for Carriers to 200/400. (previously 800/1600)
Trigger Neurolink Conduit(s) input requirements for Carriers have been reduced to 32 (previously 100).
Interlink Communicator(s) input requiremens for Carriers have been reduced to 2 (previously 5).
Life Support Backup Unit & Auto-Integrity Preservation Seal input have been significantly reduced to 200/400 for all Dreadnoughts, this includes pirate faction variants and the Zirnitra.
Trigger Neurolink Conduit(s) input requirements for Dreadnoughts have been significantly reduced to 16 (previously 100).
Trigger Neurolink Conduit(s) input requirements for Pirate Faction Dreadnoughts have been significantly reduced to 8 (previously 100) per type.
Interlink Communicator(s) input requirements for all Dreadnoughts have been reduced to 2 (previously 5) per type.
All Capital input types required for the construction of most Dreadnoughts have been significantly reduced, aside from the Capital Core Temperature Regulator and the Neurolink Protection Cell which remains at 1.
For all non-pirate faction or the Zirnitra, the following change applies:
Phoenix
Naglfar
Moros
Revelation
Caiman
Chemosh
Vehement
Zirnitra
Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 200/400 for all Force Auxiliaries, this includes pirate faction variants.
Trigger Neurolink Conduit(s) input requirements for Force Auxiliaries have been reduced to 32 (previously 75).
Trigger Neurolink Conduit(s) input requirements for Pirate Faction Force Auxiliaries have been reduced to 16 (previously 75) per type.
Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 400/800 for all Supercarriers, this includes the Revenant and Vendetta.
Capital Core Temperature Regulator input amount reduced to 10 (previously 15)
Trigger Neurolink Conduit(s) input requirements for Supercarriers have been reduced to 64 (previously 250).
Trigger Neurolink Conduit(s) input requirements for Revenant and Vendetta have been reduced to 32 (previously 250) per type.
Interlink Communicator(s) input requiremens for all Supercarriers aside from the Vendetta have been reduced to 125 (previously 250) per type.
Interlink Communicator(s) input requiremens for Vendetta has been reduced to 75 (previously 250) per type.
Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 800/1600 for all Titans, this includes pirate faction variants.
Capital Core Temperature Regulator input amount reduced to 20 (previously 40)
Trigger Neurolink Conduit(s) input requirements for Titans have been reduced to 128 (previously 500).
Trigger Neurolink Conduit(s) input requirements for Komodo, Vanquisher and Molok have been reduced to 64 (previously 500) per type.
Interlink Communicator(s) input requiremens for all Titans have been reduced to 250 (previously 500).
Many Capital input types required for the construction of Titans have been reduced.
For non-Pirate Faction Titans the following change applies:
Komodo
Vanquisher
Molok
Ship boosters are now looking a bit better (less flat) at low graphical settings (with low shader quality).
Saluations,
The following page will list patch notes for all updates within this release (Version 20.04). We invite you to join the player discussion about the content of this release on EVE Online forums:
Initial Release Date: 2022-04-05
Last update: 2022-05-06
🤝 - Indicates a change inspired by player's feedback or suggestions.
RELEASES: 2022-04-05.1 |  2022-04-06.1 | 2022-04-07.1 |  2022-04-12.1 |  2022-04-19.1 |  2022-04-26.1 |  2022-05-03.1 |  2022-05-04.1 |  2022-05-06.1 |  NEW |
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The mysterious figure known only as "The Deathless" has broadcast a message to Capsuleers across New Eden challenging them to side with his smuggling organization against CONCORD, and has shared the information required to find CONCORD-occupied sites in all areas of space.
A new agency challenge track has become available, giving Capsuleers the option of receiving rewards for attacking SARO instead of attacking the smugglers. Each Capsuleer can now make a choice between the CONCORD challenges and the Smuggler challenges when they log on and open the Encounters section of the Agency. If you have already completed challenges from the CONCORD side you can freely choose to continue that track or switch to the Smuggler side for the duration of this event.
The first of Capsuleer Day Abyssal Proving Grounds events has begun!
Fixed the drop rate of the Capsuleer Day XIX Hoodies in the Capsuleer Day event sites.
The Capsuleer Day XIX event has begun! This celebration of EVE Online's 19th birthday runs from today until downtime on May 24th.
Until May 24th a special set of Capsuleer Day celebration login rewards will be available for logging in each day. Rewards include new SKINs, up to 450k skillpoints, limited time combat boosters, and a set of Society of Conscious Thought starship hulls: the Apotheosis Shuttle, Sunesis Destroyer, Gnosis Battlecruiser, and Praxis Battleship!
Special Capsuleer Day themed Abyssal Proving Grounds events will run from May 6th to 9th and from May 20th to 23rd. The format of the first event is 2v2 Navy Frigates, and the second event is a 4 player Sunesis FFA.
Photon UI
The Hunt Event has begun! This Guristas themed event will run until downtime on April 19th.
Colorful Mysterious Capsules can be found all across New Eden warping between celestial objects such as planets, moons, asteroid belts, suns, and stargates.
Guristas Hunt Outpost combat sites are appearing all over New Eden. These sites can be found using the anomaly scanner and may only be entered by T1, Faction, and T2 Frigates and Destroyers.
Hunt Data Relay hacking sites can also be found all over New Eden. These sites can be found using scanner probes and a data analyzer module will be required in order to collect the valuable loot inside.
Special Huntmaster versions of both the combat and hacking sites can be found exclusively within Caldari lowsec space and the Venal nullsec region. These Huntmaster sites are more difficult and much more lucrative than the standard event sites.
Encounters with dangerous Guristas Caiman-class vessels have been reported around newly discovered Guristas Capital Forges in Caldari lowsec space and the Venal region.
Loot available in the Hunt event sites include Overseer's Effects, skins, clothing, Guristas faction modules, limited time Hunt combat boosters and cerebral accelerators, rare "C3-" ballistic control systems, 'Valdimar' drone implants, "Hydra" pirate implants, as well as blueprints and meterials to manufacture the legendary "Gecko" superheavy combat drone.
During the Hunt event an agency challenge track will be active, with points awarded for defeating Hunt combat anomalies and hacking signatures, as well as for hunting down the mysterious capsules.
For the duration of the Hunt event, player capsules will have a chance to drop their implants as loot when destroyed.
A new Guristas landmark site can now be found moving from system to system within the Venal region. You will need scan probes to track down this elusive shipyard.
Until April 19th a special set of Hunt login rewards will be available for logging in each day. Rewards include new SKINs, up to 120k skillpoints, and new limited time combat boosters.
A special Hunt themed Abyssal Proving Grounds event will run from April 15th to 18th. The format of this event is 1v1 Assault Frigates with a special Guristas-themed bonus providing 10% more Kinetic and Thermal missile damage.
Features & Changes
Defect Fixes
The Standup Point Defense Battery I has received a damage reduction, and in the future it will require ammunition to cycle:
The Standup Guided Bomb Launcher modules have received a balancing pass:
All standup missile velocities have been increased by 50%
Standup Anti-Capital Missiles have been balanced:
The Standup Arcing Vorton Projector I is longer capable of being activated against subcapital ships.
The Proteus Tech 3 Strategic Cruiser has received a small balance pass with the following changes:
Industrial Jump Portal Generator I
Slot layout | Requires a high power slot |
---|---|
CPU usage | 100.0 tf |
Powergrid Usage | 40000.0 MW |
Activation Cost | 100.0 GJ |
Maximum Velocity Bonus | -100 % |
Volume | 5,000 m3 |
Activation time / duration | 20.00 s |
Disallows Assistance | True |
Cannot Auto Repeat | True |
Can be fitted to | Capital Industrial Ship |
New Blueprints available:
Industrial Jump Portal Generator I
Time per run | 05:15:00 |
---|---|
Tritanium | 1,000,000 |
Pyerite | 5,500,000 |
Mexallon | 100,000 |
Isogen | 550,000 |
Nocxium | 20,000 |
Zydrine | 40,000 |
Megacyte | 150,000 |
Standup Flak Round I
Time per run | 00:25:00 |
---|---|
Units produced per run | 200 |
Pyerite | 40,000 |
Megacyte | 200 |
Strontium Clathrates | 200 |
Behind-the-scenes, an important refactor has been made on how Jump Harmonics works. The overall gameplay experience for using Jump Portals and Conduit Jumps remains the same for all players with no impact expected. This work has been made so that we now have unlocked more potential in the future for different combinations of jumps between ships and cynosural beacons, including the introduction of the Rorqual's Conduit Jump ability.
Developer Comment:
This change has been made to remove one use for the overloaded term "industrial" in EVE, and reduce confusion over the use and application of modules such as the Industrial Cynosural Beacon I and Industrial Jump Portal Generator I
Fixed an issue with the Bomb Deployment skill not correctly applying to reactivation delay. With the Bomb Deployment skill trained to level 5, a Tech II bomber can launch a bomb every 67 seconds instead of 120. A Tech I bomb launcher will have a reactivation delay of 80 seconds, down from 144.
Top Killers | |||||||||||||||||||||||||||||||||||
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