EVE Online patch-notes

  • Patch Notes - Version 23.02

    21. November 2025 11:00


    Greetings,

    The following page will list patch notes for all updates within this release (Version 23.02). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2025-11-18 Last update: 2025-11-21

    🤝 - Indicates a change inspired by the player's feedback or suggestions.

    Patch Notes for 2025-11-21.1

    Defect Fixes:

    Map:

    • The color bar in the Filter Visualization now produce changes in the colors of the Solar System dots for the filter folders “Services” and “Planets”.

    • Ore type locations is now visible for Vitrium, Mordunium, Ducinium and Eifyrium.

    • Insurgency map works again and shows the solar system dots.

    • Alliance is now visible in the 2D map.

    User Interface:

    • An issue that was preventing you from rearranging your targets is now fixed.


    Patch Notes for 2025-11-20.1

    Features & Changes:

    Factional Warfare:

    • Defending a complex will reward the same amount of LP as capturing one offensively.

      • Both the base 25% penalty and system contested percentage scaling have been removed.

    • Added NPCs of both attacking and defending factions to the 4 Open Complex sites.

      • These NPCs function the same as those added to standard Complex sites.

    Fractured Legacy Epic Arc

    • Decreased the amount of ore required in mission 2.

    • Increase the amount of ore available to be mined in mission 2.

    • Added a highlight on the Mining Surveyor UI button during the initial mission 2 transmission.

    • Added the relevant hackable structure to the looting objectives in missions 1 and 3.

    • Added an objective that lists any missing required modules in all three missions.

    • Items retrieved from the end of mission 3 can now be sold to NPC buy orders.

    • Improved handling for when to show the skill training conversation in mission 1.

    • Improved handling for when to show fitting recommendation conversations in all three missions.

    Pirate Strongholds:

    • Decreased the volume of strong boxes dropped by the structure to 50,000 m3 from 400,000 m3.

    Defect Fixes:

    Audio:

    • Cleaned up spamming audio messages in LogLite related to mining scan sound effects

    • Adjusted audio of phase anchor and fixed clipping with fracture visual effects in the Fractured Legacy Epic Arc

    Gameplay:

    • Fixed an issue which caused the Paragon LP store to not have any emblems for sale.

    Fractured Legacy

    • Fixed an issue causing objective values to not update correctly in all three missions.

    • Fixed Becker's Rorqual bracket and group in mission 1.

    • Fixed Becker speaking an Elias line in mission 3.

    • Fixed the Travel objective’s progress sometimes resetting.

    • Fixed some in-site objectives failing to appear in rare cases.

    • Fixed a graphic effect appearing on one of the hackable structures in mission 3.

    Factional Warfare:

    • NPCs will now spawn correctly in Gallente Small NVY-1 Complex sites.

    • Thrasher NPCs will now use their correct model in Small Complex sites.

    • NPCs will now immediately contest sites when entering the capture point range.

    Graphics:

    • Added another corporation emblem location on the Odysseus

    • Fixed some bad UVs on the rear of the Odysseus

    • Adjusted placement of faction decals on the Odysseus

    • Increased time of highlight on asteroids scanned with mining scanner

    • Adjusted placement of alliance emblems, killmarks, decals, and lights on various ships with the Refined Resourcer SKIN. SLYCE approves.

    • Reinstated missing visual effects on Nidhoggur’s Hrada Oki SKIN

    • Fixed an issue where lights and blinkies on mining destroyers were not turning off during the ship boarding cinematic. ORE electricians properly reprimanded.

    • The Pulse Activated Nexus Invulnerability Core (PANIC) module now encompasses the entire Rorqual when using the Capital Industrial Core module.

    User Interface:

    • Updated the Phased Fields agency page to clarify that phased field sites last between 20-40 hours, not 2-3 days.

    • Fixed a tpyo in the description of the Infomorph Decryption Key

    • UI elements from the fighter bay hold in the ship inventory window no longer overflow out of the window if the player chooses to decrease the width.

    • Added brackets to Mobile Phase Anchors

    • Adjusted the image for Phased Asteroids in the User Manual info window.

    AIR Rewards:

    • Occasionally the ISK reward for completing an AIR Daily Goal was not properly sent. We have identified the issue and have retroactively awarded any missing rewards.


    Patch Notes for 2025-11-19.1

    Defect Fixes:

    Gameplay:

    • Fixed an Issue which prevented the Odysseus Blueprint from being able to be manufactured in stations and player structures.

    • Players are now able to obtain the Mining Efficiency Charge from ORE NPC stations and the blueprint is now fixed.

    • Fixed an issue which could cause Epic Arc missions to overlap with each other or celestials like stargates.

    • Temporarily reverted the Mining Barge skill needing Mining Destroyer level 3, it now requires Mining Frigate level 3 again to fix issues with pausing players skill queues.

    • Restored attribute implants, like +3 learning implants, to the Caldari Navy, Gallente Navy, and Republic Fleet LP stores.

    User Interface:

    • Fixed an issue where some custom UI settings didn't get saved and loaded correctly.


    Patch Notes for 2025-11-18.1

    The Catalyst expansion is out!

    Full overview of the contents of the expansion can be found here: Catalyst Expansion Notes!

    Features and Changes:

    Miscellaneous:

    • Brand new Refined Resourcer SKINs line has been released.

    Defect Fixes:

    Gameplay:

    • Added Astrogeology level 1 skill requirements to Strip Miner I and Ore Strip Miner since they can effectively only be fitted on Mining Barges which also require Astrogeology to add the Omega Only icon to them so alpha clones better understand they cannot use them.

    • Added missing traits and elements to the Boobook.

    • Freighters now show they require Advanced Spaceship Command V in the ship tree.

    • Fixed an issue which could cause the Serpentis Vigil site to not be able to be completed and the acceleration gate to get stuck in a state where no player could reach the final room of the site.

    • Several set bonus implant blueprints are no longer incorrectly categorized as tech II and are now in the faction meta group instead.

    • Fixed several issues with skillbooks being priced incorrectly in the Command Guri LP store.

    • Sensor Warfare Resistance (AKA sensor damp resistance) is now shown in the show info window for all ships. Players could get this resistance from some sources, like the electronic hardening command burst effect or T3D sharpshooter mode and it wouldn’t be displayed in the ship info which made it unintentionally hidden.

    • Several sleeper/drifter NPCs that spawned in Pochven or outside wormhole space have had the activity difficulty chance for salvaging updated to -5 instead of 1e-06.

    • Made some adjustments to Forsaken Hub and Haven dungeons to try and fix a very rare defect in where NPCs could become stuck and not warp in and the anomaly not able to be finished.

    Localization:

    • All Afocal Meta named lasers which were named “Masers” in their name and description has been changed to “Laser” to stop confusing players.

    • Fixed several mission text defects.

    • Fixed the description of nocxium incorrectly mentioning ores found through sovereignty upgrades that do not provide nocxium.

    • Clarified that only offensive module usage breaks your invulnerability when returning from an abyssal filament.

  • Catalyst: Expansion Notes

    14. November 2025 15:55


    Greetings expansion enthusiasts!

    The Catalyst expansion is arriving next week at 11:00 UTC 18 November! We are delivering the patch notes early so you can absorb everything that's coming next Tuesday. We invite you to join the player discussion about the content of this release on the EVE Online Discord and the EVE Online Forums.

    Expansion Notes 23.02 - EVE Online: Catalyst

    Map Improvements

    New 2D Map

    A brand-new 2D map is now available! You can access it through the 2D toggle button in the bottom-right corner of the map window.

    The 2D map comes with two distinct visual modes depending on your zoom level:

    • Heatmap view when zoomed out, for an overview of the universe data.

    • Tube/Subway-style map when zoomed in, for a clearer look at systems and connections.

    You can also decide how much data to display: use the eye-shaped toggle above the 2D button to switch between always-visible data or focusing only around your cursor area.

    Catalyst - 2d Map - 1

    Improved Data Visualisation

    We’ve improved how data is displayed on both the 2D and 3D maps. The new visualisation now aligns more closely with player expectations, drawing inspiration from the classic map’s behaviour. Filters now use logarithmic scaling, which makes it easier to distinguish increments in lower-end values, even when big outliers appear on the map.

    A legend has been added to help interpret the data shown on the map. By interacting with the tuning icon on the legend, you can open the new filter editing panel, where you can:

    • Adjust the data range displayed.

    • Switch between logarithmic and linear scaling.

    • Customise the colours used for visualisation.

    Your changes will be saved per filter, allowing you to tailor how data appears and focus on what’s most relevant to your needs.

    Catalyst - 2d Map - 2

    Jump Range Visualisation

    Pilots flying ships equipped with jump drives can now toggle the jump range display on or off on both the 3D and 2D map via the jump icon in the bottom-right corner.

    In the 2D view, reachable systems are highlighted, and in the tube/subway map mode, reachable nodes change their shape from circles to diamonds. Hovering over a system provides information about jump range, fuel consumption and fatigue incurred after the jump.

    New Filters

    We’ve expanded the range of filters available on both 2D and 3D maps! Under the new Mining category, you can now choose from:

    • Ore Anomalies - displayed as pins, showing nearby anomalies within a 5-jump range.

    • Ore Distribution - showing where ore belts are located across New Eden.

    • Specific Ores - highlighting systems where particular ores can be found.

    This is also where we’re introducing a new information sidebar that appears alongside the map. It provides extra context about the selected filter, helping you explore ore data and learn more about the resources you’re seeing.

    Quality of Life Improvements

    The following quality of life improvements have been added:

    • Pilots can now search for landmarks directly in the map’s search field.

    • Directional arrows have been added to the 2D map to make regional connections clearer and easier to identify.

    Mining UI/UX Improvements

    Integrated Mining Surveyor with Overlay Toggle

    All ORE mining ships and all basic empire corvettes now come equipped with a built-in Mining Surveyor, providing immediate access to in-space resource data without requiring a separate module.

    The Mining Surveyor introduces a dynamic overlay, displaying colour-coded visual indicators of asteroid value directly in space. The overlay can be toggled ON or OFF via the scanner button on the HUD.

    • Turning Overlay ON: By clicking the Scan button, your ship performs a mining scan and displays colour-coded visual overlays on nearby asteroids. These overlays highlight relative value tiers and estimated ISK to give players an immediate, at-a-glance view of the most profitable targets in range.

      • Clicking the scan button again will re-scan your surroundings.

    • Turn Overlay OFF: Player can also right-click the scan button to disable the overlay. All the current scan data will be retained within the survey scan result window until player re-scan.

    Mining Survey Chipset Module

    The Mining Survey Chipset is a passive mid-slot module that enhances the mining surveyor with detailed information on the number of units of ore available in nearby asteroids. It also provides bonuses to mining critical success chance and mining critical success bonus yield, as well as a reduction in mining residue chance.

    • Only one mining survey chipset module can be fit at a time.

    • The mining survey chipset is available in Basic, Tech 1, Compact, and Tech 2 versions.

    • Existing survey scanner modules have been converted into mining survey chipset modules.

    Mining Surveyors can be upgraded with a Mining Survey Chipset to reveal additional information, such as a total value and remaining quantity.

    ORE Industrial Command ships can provide upgraded Mining Surveyor functionality fleet-wide through any Mining Foreman Burst, granting members access to the same enhanced survey data provided by the Mining Survey Chipset module.

    Cargo Hold Capacity Indicator

    While the mining surveyor overlay is active, a new icon will display the current capacity of your mining hold in the space scene behind your ship to make this information accessible at a glance.

    Faster Mining Cycles

    Mining lasers and strip miners now will have 4x faster cycles, and gas cloud harvesters will have 2x faster cycles, making mining operations more responsive. The yield per cycle, capacitor usage, and mining crystal volatility damage has been adjusted proportionally to maintain the same overall mining yield over time.

    Mining Crits

    Mining lasers, strip miners, and ice harvesters can now experience critical successes, granting bonus yield without reducing the remaining ore in the asteroids. The chance of a critical success starts at 1% and the bonus yield from a critical success starts at 200% of the standard yield of that cycle, with both values able to be increased through skills, modules, and mining foreman bursts. Critical success notification will appear on-screen with added audio and visual cues to inform players when a crit occurs.

    Miningcrits

    New Mining Critical Success Skills

    Two new skills have been added to benefit the mining critical success system:

    • Mining Precision is a new rank 2 skill that provides a 10% bonus to mining laser and ice harvester critical success chance per skill level.

    • Mining Exploitation is a new rank 6 skill that provides a 5% bonus to mining laser and ice harvester critical success bonus yield per skill level.

    Changes to Mining Cycle Rounding

    The rounding system used for mining yields has been adjusted so that the amount of ore you receive over time while mining will more closely match the estimated values of your modules. Previously, any remainder of less than one whole unit of ore that was left over after the ore unit volume was divided into the mining cycle yield volume would be rounded down and lost. Now we have implemented a system of stochastic rounding so that each cycle will have a chance of receiving one additional unit of ore, so that over time your overall yield will tend towards the yield that would be expected from your module attributes and bonuses.

    One-key Compression Shortcut

    A bindable hotkey can be assigned to compress all ore, ice, and gas in your ship at once when you have access to compression in space through a mining foreman ship in fleet.

    Mining Laser Efficiency Mining Foreman Burst Charge

    A new Mining Laser Efficiency charge for the mining foreman burst module has been added.

    This new charge provides a base bonus of +50% mining critical success chance and -15% mining residue chance to fleetmates within range. These bonuses scale with pilot skills, ship bonuses, and mindlinks just like other mining foreman bursts.

    All of the mining foreman burst charges provide enhanced mining surveyor functionality to all affected fleet members that are piloting ships with an integrated mining surveyor, allowing them to track the remaining number of units of ore in nearby asteroids.

    New Introductory Message When Entering Asteroid Fields

    When warping into asteroid belts and mining anomalies, a new introductory message will appear in the bottom third of the screen that lets players know the name of the location they just arrived at, as well as an estimate of how depleted or fresh the asteroid field is. This should be especially helpful to players in high-traffic space to indicate at a glance whether a field is mostly picked clean by other players or not.

    Phased Asteroid Field

    PhasedFields (2)
    • Phased Fields are high-value mining sites featuring unique mechanics. They spawn randomly in low and null-security space, and must initially be discovered using probe scanning. They contain a valuable new ore - Prismaticite, which can be mined from Phased Asteroids within the site and which requires the use of industrial command ships to mine efficiently.

    • In addition to the incredibly valuable Prismaticite, there are also several high-value asteroids of superior grades present which can be mined at any time as normal.

    • These sites contain a hyperspace fracture which will slowly move across space, breaching any Phased Asteroids along its path.

      • Once breached, Phased Asteroids are phased-out and can be mined for prismaticite at 10% efficiency immediately.

        • After deploying a Mobile Phase Anchor and connecting it to industrial command ships, the asteroid will phase-in and can then be mined at 100% efficiency.

        • This persists until it phases-out over time or the fracture moves away, collasping the asteroid.

    • Mobile Phase Anchors require 100 energy to phase-in the Phased Asteroids. Rorquals provide 100, Orcas 50, and Porpoises 35.

      • Mobile Phase Anchor Blueprints are available for 140 million ISK in the following locations: Ytiri, Propel Dynamics, Eifyr & Co., Freedom Extension, Zoar & Sons, Ducia Foundry, Impetus, Chemal Tech, Mordu's Legion, ORE, and Intaki Bank Stations.

    • Once the fracture has moved halfway across the site, a beacon is spawned revealing the site. Once revealed, the site’s location is visible to everyone in the solar system, and it also becomes visible on the Star Map.

    • Prismaticite is resource-rich, but it is also the first in a new type of ore called Erratic. When Prismaticite is reprocessed, each reprocessing batch will randomly become 1 of the 8 possible mineral types and provide a variable quantity of that mineral.

    • Capsuleers can control the mineral output of Prismaticite by running Unrefined Mineral Reactions. These reactions require Compressed Prismaticite and Atmospheric Gases.

      • Reactions for the Unrefined Minerals can be purchased from most Upwell Consortium member corporations for 50 million ISK.

      • Unrefined Mineral Reactions require Standup Composite Reactor.

      • Unrefined Minerals can be reprocessed into their respective Minerals with variable output quantity.

    Rorqual mining Prismaticite - In focus - Catalyst - 1

    Mining Content

    • Revamped the ‘Asteroid Belt Remnants' site found in all starter systems and career agent systems. It has instead been replaced by an empire managed asteroid belt instead with enhanced visuals and NPCs.

      • Number of sites reduced from 3 to 1 to make it more likely for new players to meet each other in the sites.

      • New site uses an acceleration gate which only lets the standard Venture and empire corvettes inside (Impairor, Ibis, Velator and Reaper).

      • Veldspar size in the site increased by 10-12x.

    • Kernite and Omber anomalies will now spawn rarely in all high security space between 0.5 and 0.8 security rating as they once did before the resource distribution update.

    • Kernite and Omber anomalies have had a full visual pass.

    • Kernite and Omber anomalies will have a slightly higher chance to spawn in high security space within 3 jumps of Empire Militia FW War HQ systems.

    • Kernite and Omber anomalies have a very small chance to get an escalation to a brand new highsec exclusive mining escalation, the shrouded asteroid belt.

    • Hidden Omber Deposits which need to be probed down with scanner probes will also appear rarely between 0.5 and 0.8 security rating systems. This site contains some +15% Platinoid Omber and a higher chance to get the mining escalation.

    • Highsec mining anomalies such as the Kernite and Omber sites, Rare Border sites, Ice Belts and the new managed asteroid belts will now spawn a beacon into space on the overview when a player first warps to them (like FW sites) to give better visibility to newer players and showcase mining activity in highsec. These beacons have been added to the default mining overview.

      • We have not added these beacons to anomalies in lowsec/nullsec/w-space for now since miners in these areas of space might want to hide their activity.

      • The hidden omber site (found with scanner probes) and the highsec mining escalation do not spawn a beacon when warped to as players may want to keep the location to themselves.

    • Added a system wide buff effect into Empire Miltia FW War HQ systems that grants a 10% mining speed bonus.

    • NPC mining ships will now spawn much more frequently in their factions respective FW War HQ systems.

    • Veldspar Deposits will now spawn in Empire Militia FW War HQ systems.

      • The War HQ systems are where the shipcasters are located for each empire militia and are listed below.

        • Amarr - Mehatoor

        • Caldari - Onnamon

        • Gallente - Intaki

        • Minmatar - Amo

    We are adding back the Omber and Kernite anomalies that were taken away from High Security space when the Resource Distribution update took place 5 years ago. Specifically, we are only adding back the Kernite and Omber anomalies (and not the ones containing Jaspet or Hemorphite) to keep Nocxium a more low-sec focused mineral. We want to bring back a source of Omber and Kernite to highsec so that players are able to mine it for level 3 and level 4 storyline trade missions that require it, and also add more valuable sites that are slightly less predictable than the rare border sites which spawn in the same locations. Additionally, we are adding a highsec escalation as a rare jackpot for highsec miners.

    To help encourage mining in FW empire war HQ systems (and help encourage them to become market/trade hubs and good places for producers to buy minerals from and stock ships, which they can then sell to FW players) we are weighting the chance of the Kernite and Omber anomalies to have a higher chance of spawning in and around the War HQ systems. We’re also adding a small mining boost effect in these systems and then adding in a Veldspar Deposit as a more reliable source of highsec minerals in the War HQ systems, as Amo and Mehatoor specifically only had 4 asteroid belts, and Intaki had special asteroid belts that only respawned infrequently which made it hard to get consistant mining going there.

    • Improved the visuals of lowsec Asteroid Belts.

    • Lowsec mining anomalies can no longer spawn multiple copies of the same site in the same solar system. For example, 2x Small Gneiss Deposits can no longer share the same system. This means they will be more spread out and more widely available and won’t congregate as much in a single system.

    • Rare Border Sites that could spawn in 0.5 high security systems that border lowsec, nullsec that borders lowsec and Blue A0 sites which could spawn in systems with blue A0 suns in wormhole space and nullsec can no longer spawn multiple copies of the same site in the same solar system.

    • Adjusted the Medium Jaspet Deposit and renamed to Average Jaspet Deposit to match the naming scheme of similar anomalies. It no longer spawns in every lowsec system, and will now instead appear uncommonly throughout lowsec. Increased the size of the asteroids, increased the amount of asteroids by approximately 4x and added +5% and +10% Jaspet variations so that the site should at least feel more rewarding.

    • Doubled the chance of the small variation of mining deposits from appearing in lowsec.

    • Removed rogue drone NPCs from lowsec small anomalies, so that they are a bit easier to ninja mine with ventures/prospects etc. The standard asteroid belt NPCs can still show up at the anomalies.

    • Added new variations of the small mining deposits as ‘hidden’ versions that need to be discovered with scanner probes. These variations have higher quality ore and a much higher chance to get the new lowsec mining escalation. We’re adding just the small ones for now to see how players respond to them in low security space, we’re hoping the extra safety of needing to discover the site first and higher quality ore make them attractive to miners and will lead to more mining ships in space overall in lowsec.

    • All lowsec anomalies now have a small chance to escalate to a new exclusive lowsec escalation, the Veiled Asteroid Field.

    • The Veiled Asteroid Field has a similar amount of minerals found in the Large Crokite, Dark Ochre and Gneiss anomalies, but they are condensed into far fewer asteroids at higher tiers. It has the added advantage of other players needing to combat probe you to find the site.

    Mining Generic1

    Mining Missions

    • All mining missions have had an enhanced visual pass.

    • All Level 1 and Level 2 mining missions have had their ISK and LP Payouts increased by 50%.

    • We’ve made sure to do a QoL pass on many of the sites too, making sure the mission asteroids are usually within 20km of the warp in point for the mission so the mission ore can always be found with the on board scanner and players don’t have to move far away to be able to mine the ore, now that everything has been replaced with non-interactable objects to the mission ore should always be at the top of the overview if you sort by range closest to you.

    Mining Mutaplasmids

    • New Mutaplasmids have been added that can mutate:

      • Mining Lasers

      • Strip Miners

      • Ice Mining Lasers

      • Ice Harvesters

      • Gas Cloud Scoops

      • Gas Cloud Harvesters

      • Mining Drones

      • Ice Harvesting Drones

    These new mining module Mutaplasmids can be found in Abyssal Deadspace, while the mining drone mutaplasmids are potential rewards from CONCORD Rogue Analysis Beacon sites.

    New Ships

    Catalyst introduces 4 new mining ships along with the Sisters of EVE Expedition Command Ship the Odysseus!

    ORE Mining Destroyer - Pioneer

    Catalyst - Pioneer 1
    • Pioneer Skill Bonuses:

      • Mining Destroyer: (per skill level)

        • 10% bonus to Mining yield

        • 20% bonus to Mining range

        • 5% reduction in Gas Cloud Scoop duration

      • Role Bonus:

        • 50% bonus to Mining yield

        • 25% reduction in Gas Cloud Scoop duration

    • Blueprint Originals for the Pioneer can be purchased from Outer Ring Excavations (ORE) stations in Outer Ring.

    • Alpha Clones are able to train the new Mining Destroyer skill to level 2.

    ORE Command Destroyer - Outrider

    • Outrider Skill Bonuses:

      • Mining Destroyer:

        • 15% bonus to Mining yield

        • 10% bonus to Drone hitpoints and damage

        • 6% bonus to all shield resistances

      • Command Destroyer:

        • 5% reduction in Micro Jump Field Generator spool up time

        • 2% bonus to Shield Command and Mining Foreman Burst effect strength and duration

      • Role Bonus:

        • 95% reduction in powergrid requirements for Command Bursts

        • 50% reduction in Microwarpdrive signature radius penalty

        • 50% reduction in reactivation delay for Defender Launcher

        • Can fit Micro Jump Field Generators

        • Can fit one Command Burst module

        • 75% bonus to tractor beam range

        • 30% bonus to Tractor Beam velocity

    • Blueprint Copies of the Outrider can be obtained by performing Invention jobs on blueprint copies of the Pioneer.

    ORE Navy Mining Frigate - Venture Consortium Issue

    • Venture Consortium Issue Skill Bonuses:

      • Mining Frigate: (per skill level)

        • 5% bonus to Mining yield

        • 5% reduction in Gas Cloud Scoop duration

        • 10% bonus to Shield Booster amount

      • Role Bonus:

        • 100% bonus to Mining and Gas Cloud Scoop yield

        • 2+ bonus to ship warp core strength

        • 50% reduction in Industrial Cynosural Field Generator liquid ozone consumption

        • 50% bonus to Mining critical hit chance

        • 10+ bonus to Salvage Drone salvage chance

    • Blueprint Copies for the Venture Consortium Issue can be obtained from Upwell Consortium member corporations LP stores for the price of 10 million ISK and 10,000 Loyalty Points.

      • This includes Chemal Tech, Ducia Foundry, Eifyr and Co, Freedom Extension, Impetus, Intaki Bank, Mordus Legion, Propel Dynamics, Ytiri and Zoar and Sons corporations.

      • ORE offers a 60% discount in their LP store, at a price of 4 million ISK and 4,000 Loyalty Points.

    ORE Navy Mining Destroyer - Pioneer Consortium Issue

    • Pioneer Consortium Issue Skill Bonuses:

      • Mining Destroyer: (per skill level)

        • 10% bonus to Mining yield

        • 20% bonus to Mining range

        • 10% bonus to Shield Booster amount

        • 5% reduction in Gas Cloud Scoop duration

      • Role Bonus:

        • 50% bonus to Mining yield

        • 50% bonus to Mining critical hit chance

        • 25% reduction in Gas Cloud Scoop duration

        • 10+ bonus to Salvage Drone salvage chance

    • Blueprint Copies for the Pioneer Consortium Issue can be obtained from Upwell Consortium member corporations LP stores for the price of 30 million ISK and 30,000 Loyalty Points.

      • This includes Chemal Tech, Ducia Foundry, Eifyr and Co, Freedom Extension, Impetus, Intaki Bank, Mordus Legion, Propel Dynamics, Ytiri and Zoar and Sons corporations.

      • ORE offers a 60% discount in their LP store, at a price of 12 million ISK and 12,000 Loyalty Points.

    SOE Expedition Command Ship - Odysseus

    odysseus
    • Odysseus Skill Bonuses:

      • Amarr Battlecruiser: (per skill level)

        • 4% bonus to Armor Resistances

      • Gallente Battlecruiser: (per skill level)

        • 10% bonus to Light, Medium and Heavy Drone damage

      • Expedition Command Ships: (per skill level)

        • 50% bonus to Data Analyzer and Relic Analyzer optimal range

        • 5% reduction in gas cloud scoop duration

        • 3% bonus to the strength and duration of exploration command bursts

        • 1% bonus to the strength and duration of armor command bursts

      • Role Bonus:

        • 100% bonus to the duration of Expedition Command Bursts

        • 50% bonus to the range of command burst modules

        • 50% bonus to Medium Energy Turret Optimal Range

        • 50% Reduction in CPU cost of Gas Cloud Scoops

        • 37.5% bonus to Scan Probe Strength

        • 10+ bonus to Relic and Data analyzers

        • Can fit Covert Ops Cloaking Device

        • Can fit two command burst modules

        • Cloaking reactivation delay reduced to 15 seconds

        • Can fit Zero-Point Mass Entangler

        • This ship can recieve bonus effects depending on the environment.

    • Blueprint Copies for the Odysseus can be obtained from the Servant Sisters of EVE faction member corporations for the price of 250,000 LP and 250,000,000 ISK.

      • This includes The Sanctuary, Food Relief and the Sisters of EVE corporations.

    Modules

    • Added new Expedition Command Burst modules, these modules can be activated to give you and nearby fleet members bonuses to hacking, scanning and salvaging.

    • These modules can be loaded with 1 of 3 charges.

      • Expedition Strength Charge - improves scanning strength and virus coherence of all analyzer modules.

      • Expedition Pinpointing Charge - improves scanning scan deviation and cycle time of salvager modules.

      • Expedition Reach Charge - Improves the range of Analyzer modules, Salvager modules and directional scanner range.

    • Blueprints of the Expedition Command Burst modules and charges can be found in Servant Sisters of EVE member corporation stations for sale.

    • A faction variation of the Expedition Command burst can be found in the Servant Sisters of EVE member corporation LP stores.

    • An expedition command mindlink can be found in CONCORD LP stores and purchased for 20 million ISK and 20,000 LP.

    • The sisters expedition command mindlink, which combines the effects of the Armor and Expedition mindlink, can be purchased from Servant Sisters of EVE member corporations for 100,000,000 ISK and 100,000 LP.

    • Added a new Integrated Sensor Array - Carrier only module. More about that below.

    Carriers

    Carriers
    • Decreased build costs by approximately 30%.

    • Decreased build times by 10%.

    The cost of Carrier construction has been brought down significantly. The reduction represents around 1 billion ISK per hull at time of writing. At this new price point, these ships will be somewhere between a Marauder and a Dreadnought. This allows a player to make a more meaningful choice when selecting their ship.

    • Carriers can now have an additional Support Fighter squad active:

      • Increased the Support Fighter Squad limit to 2 (from 1).

      • Increased the total number of Fighter Squad Tubes to 4 (from 3).

    • Added new Support Fighter effectiveness bonuses:

      • Archon: +2% bonus (per level) to Cenobite Support Fighter neutralization strength.

      • Chimera: +2% bonus (per level) to Scarab Support Fighter ECM strength.

      • Thanatos: +2% bonus (per level) to Siren Support Fighter afterburner speed bonus.

      • Nidhoggur: +2% bonus (per level) to Dromi Support Fighter stasis webification strength.

    • Increased Fighter Bay Capacities:

      • Archon: 60,000 → 65,000 m3.

      • Chimera: 55,000 → 60,000 m3.

      • Thanatos: 70,000 → 75,000 m3.

      • Nidhoggur: 65,000  → 70,000 m3.

    These changes aim to strengthen the Carrier’s long range EWAR niche. A Carrier pilot can now field an additional Support Fighter, giving them additional utility with no loss of DPS. They will also have the option to field 2 Support and 2 Light Fighters at the same time if the need arises.

    Support Fighters themselves are now more powerful when used by a Carrier. Each faction will be able to make the most out of their respective Support Fighters, with an up-to 10% bonus to effectiveness.

    carrier-takeoff4
    • Increased Ship Maintenance Bays to 2,000,000 m3 (from 1,000,000 m3).

    Part of the expectation of a Carrier is the ability to move a large number of ships. As such, the SMB of all Carriers has been doubled. This brings these ships to the same ballpark as a Bowhead.

    • Decreased max target ranges:

      • Archon: 3,950 → 315 km.

      • Chimera: 4,620 → 350 km.

      • Thanatos: 3,670 → 300 km.

      • Nidhoggur: 3,760 → 305 km.

    • Added a max target range cap of 750 km.

    • Can fit the new Integrated Sensor Array:

      • Functionally identical to Networked Sensor Arrays, other than the following:

        • Multiplies max target range by 12.

        • Removes the max target range cap.

        • Has a 2-minute duration.

        • Adds a -30% bonus to repair module duration and capacitor use.

        • Does not disable MJD or MJFG.

        • No increase in EWAR capacitor costs.

        • Uses the visual effect of a Triage module.

        • Cannot be fit to Supercarriers.

        • Note: You can still receive remote repairs when this is active, just like the NSA.

      • Build costs and blueprint availability are the same as those of Networked Sensor Arrays.

      • Networked Sensor Array can be traded in for Integrated Sensor Arrays at all LP stores.

    The above changes aim to tackle “skynetting” Carriers. Carriers will no longer be able to engage at their previous extreme ranges without an active Integrated Sensor Array. While this module is active, the Carrier will be unable to warp, dock, or tether. This provides counterplay for those attacking into Carriers within tether range of a structure.

    The Integrated Sensor Array is a much more powerful variant of the Networked Sensor Array. The MJD and MJFG restrictions are not present on this variant, allowing the ships more mobility. Active tanking is also buffed when using the Integrated Sensor Array. Lastly, the EWAR capacitor cost increases of the Networked Sensor Array are not present to allow more flexibility in fitting.

    Note that Carriers will still be able to fit a Networked Sensor Array until early next year. After this time, the Networked Sensor Array will be made exclusive to Supercarriers.

    Carriers2

    Support Fighters:

    • Increased Scarab Support Fighter ECM strengths:

      • Scarab I to 2.4 (from 1.6).

      • Navy Scarab to 2.7 (from 1.95).

      • Scarab II to 3.0 (from 2.3).

    • Increase Cenobite Support Fighter Energy Neutralizer amounts:

      • Cenobite I to 70 GJ (from 60 GJ).

      • Navy Cenobite to 80 GJ (from 70 GJ).

      • Cenobite II to 90 GJ (from 80 GJ).

    The Scarab and Cenobite are the least popular Support Fighters by a noticable margin. Increasing their effectiveness helps make the bonuses found on the Archon and Chimera feel impactful. Having more viable options for a Carrier also gives them better flexibility.

    Supercarriers:

    • All Supercarriers can now Conduit jump with the same mechanics as a Carrier:

      • Can jump with a maximum of 30 other capsuleers.

      • All sub-capital combat ships are eligible to be jumped.

    The addition of a Conduit jump to Supercarriers gives them extra utility and some nice QoL when flying in a smaller fleet.

    Force Auxiliaries

    • Increased the Fuel Bay of all Force Auxiliary ships to 6,000 m3.

    Force Auxilary ships are often more fuel hungry than other ships with the same sized bay. Increasing the Fuel Bays for these ships should make the experience of flying them more enjoyable.

    Balancing

    • Molok

      • Blueprint Copy added to the Blood Raider LP store at 165 billion ISK and 165 million LP.

    • Chemosh

      • Blueprint Copy added to the Blood Raider LP store at 15 billion ISK and 15 million LP.

    • Dagon

      • Blueprint Copy added to the Blood Raider LP store at 15 billion ISK and 15 million LP.

    • Loggerhead

      • Blueprint Copy ISK and LP cost reduced from 25 billion ISK and 25 million LP to 15 billion ISK and 15 million LP.

    MolokChemoshDagonLoggerhead

    We’re adding the Blood Raider capital ships to the Blood Raider LP store, as we are unhappy with the state of NPC Sotiyos and to get parity with the other pirate factions. We are adding them at a slightly higher cost (+10% of the others) to carefully monitor them, and we’ll slowly adjust them down when we’re satisfied, although we know that this is likely too high of a cost, and the other pirate dreadnoughts are likely still too expensive as well.

    Additionally. we are reducing the cost of the Loggerhead at the same time to match the Dagon at 15 billion ISK and 15 million LP. We want to monitor pirate FAX being more available before reducing them to the dreadnought values, since they may be overpowered in some niche areas of space such as wormholes if they are easier to replace and more available.

    • Cenotaph

      • Breacher Pod M Damage Duration reduced from 50s to 40s. (From 75s to 60s with max skills).

      • Breacher Pod M Maximum Damage reduced from 800 to 600 (from 1000 DPS to 750 DPS with max skills).

      • This is a large reduction to the total amount of damage done per breacher pod, especially against larger ships, with max skills this is a reduction from 75,000 to 45,000 maximum damage per pod.

    • Tholos

      • Breacher Pod S Damage Duration reduced from 50s to 40s. (From 75s to 60s with max skills).

      • Breacher Pod S Maximum Damage increased from 160 to 200 (from 200 to 250 DPS with max skills).

      • This maintains the total amount of damage done per breacher pod against large ships, at 15,000 damage per pod.

    The Cenotaph is still too strong despite our attempts to add more counterplay to it in the Legion Major Update. We are reducing the maximum damage duration of pods with max skills from 75 seconds to 60 seconds, and lowering the maximum potential flat damage output that the breacher pod outputs. This comes close to halfing the total damage per pod (a 40% reduction overall). Which we think will still leave it in a very strong place against high resistance targets, but reduce the overall pressure it provides when spreading multiple pods over multiple ships at once.

    We are also adjusting the Tholos a little for consistency, so that all breacher pods now last 60 seconds with max skills. We are lowering the total damage duration of the pod but then compensating it by increasing the flat damage, keeping the damage per pod the same as now. This will see it increase from 200 to 250 DPS against larger targets it is focusing a few pods on, but it will see a small reduction of damage if spreading multiple pods over smaller targets.

    • Stratios

      • Added 50% Medium Energy Turret damage role bonus.

      • Reduced Number of Turrets from 4 to 3.

    Even though the Stratios was bonused for Medium Energy Turrets, they were frequently ignored for other weapons or energy neutralizers and felt weak despite the bonus. We’re giving it a large 50% damage role bonus, but then taking away a turret. This should make the lasers feel better to use with most stratios fits since you can fit 3 bonused lasers alongside a cloak and a probe launcher at the same time, and it also reduces the fitting and capacitor costs needed for full gun fits, while providing a small boost in damage as now the 3 turrets will outdamage the old Stratios with 4 turrets fitted.

    • Mamba

      • Guristas NET Resonators required to build the Mamba reduced from 40 to 30.

    • Mekubal

      • Angel NET Resonators required to build the Mekubal reduced from 40 to 30.

    • Venture

      • The Venture Blueprint no longer requires Isogen to be able to manufacture a Venture.

    • Porpoise

      • Medium Industrial Core I

        • Shield Booster cycle time bonus improved from 10% to 20%.

        • Shield Booster amount bonus improved from 10% to 20%.

      • Medium Industrial Core II

        • Shield Booster cycle time bonus improved from 10% to 20%.

        • Shield Booster amount bonus improved from 15% to 25%.

    • Orca

      • Large Industrial Core I

        • Shield Booster cycle time bonus improved from 30% to 40%.

        • Shield Booster amount bonus improved from 20% to 40%.

      • Large Industrial Core II

        • Shield Booster cycle time bonus improved from 30% to 40%.

        • Shield Booster amount bonus improved from 30% to 50%.

    Giving a small boost to the active tanking capabilities of the Porpoise and the Orca while they are using the industrial core modules.

    PLEX Transaction Logs

    PLEX

    New PLEX Transaction Logs are now available through the Wallet. There are 2 tabs available Overview and Transactions.

    • The Overview tab shows a Pie Chart of either Income or Expenses.

    • The Transactions tab will show the latest 2000 entries.

    • Description of transaction includes which Character interacted with PLEX balance.

    • Entries can be sorted by date, ascending or descending.

    • Transactions can be copied to clipboard in CSV format for easy pasting in your workbook software of choice.

    Epic Arc

    • A New Epic Arc — Fractured Legacy — has been added!

      • Consisting of three mining-focused missions, this new Epic Arc is meant for new and returning players.

        • The Arc showcases Catalyst features, including a gorgeous Phased Field!

      • The latest Epic Arc in nearly 16 years, it is short and experimental compared to its predecessors.

        • It is estimated to be completable in the length of a normal session.

      • Earn novel rewards, such as the new ORE Mining Destroyer, the Pioneer!

        • Other rewards include other new expansion goodies, such as modules and BPCs.

      • To get started on this ORE Epic Arc, go to the AIR Laboratories station in

        Kisogo VII and speak to Elias Peltonnen.

    Air Opportunities - Freelance Jobs Visibility Update

    We’ve updated Freelance Job tab in Air Opportunities to only display jobs that the current character is eligible to participate in.

    Factional Warfare:

    • New NPCs have been added to most FW Complex sites:

      • NPCs of both the occupying and attacking factions will be present.

      • NPCs will fight based on factional allegiances and can contest sites.

      • Some NPCs may be fitted with warp disruption.

      • NPCs can still drop tags, but at a lower rate given their increased presence.

      • Scout, Small, Medium, and Large Complex sites have all been updated.

    These changes borrow strongly from the mechanics found in Pirate Insurgency sites. Capsuleers will always be able to take part in a small scale skirmish when entering a complex.

    Having NPCs of both factions present will also mean a capsuleer will want to be fit for combat even when defending. Keeping track of pointing NPCs will also be necessary if a player wants to be ready to a quick getaway.

    Pirate Strongholds:

    • The rewards for destroying a Pirate Strongholds (sometimes referred to as Pirate FOBs) have been rebalanced:

      • A 10-pilot fleet will now be optimal for the maximum payout.

      • Up to 1 billion ISK can be earned per Stronghold.

    • Roaming NPCs spawned by the Pirate Stronghold will no longer attack player structures.

    The rewards for Pirate Strongholds did not fit the expected risk/reward within low-sec. There has also been some demand for 10-pilot content within these systems. The FOBs have been rebalanced to provide rewarding content for medium scale low-sec pilots. Note that the drops from the FOB have been unchanged.

    The roaming Pirate NPCs have been causing frustration for those who have structures within those systems. This was especially true with Metanox Moon Drills, where their frequent brief attacks meant constant upkeep. As such, these NPCs will no longer shoot at structures. However, they may still visit them looking for other targets!


    Feature Slide Catalyst

    We're excited to see what you do with the updates coming in the Catalyst expansion, and we'd love for you to get involved with the discussion on the EVE Online Discord and the EVE Online Forums.

    o7

  • Patch Notes - Version 23.01

    6. November 2025 11:00


    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: 2025-11-06

    🤝 - Indicates a change inspired by the player's feedback or suggestions.

    Patch Notes for 2025-11-06.1

    Miscellaneous:

    • Kitsune Shattered Paradigm SKIN enters New Eden.


    Patch Notes for 2025-11-04.1

    Features & Changes:

    Events/Crimson Harvest:

    Crimson Harvest has now ended.

    • 90% loot drop has been disabled and returned to normal values.

    • 50% implant drop has been disabled.


    Patch Notes for 2025-10-29.1

    Defect Fixes:

    Audio:

    • Audio will now correctly follow beam based weapons along their entire length, eg: Mining lasers, Vorton Projector.

    Graphics:

    • Fixed an issue where lighting on some ships would sometimes render incorrectly when certain weapons were fitted.

    • Ghosting on Plasma planets when using anti-aliasing or upscaling has been vastly improved.

    Technical:

    • Certain wrecks causing the client to crash has been resolved.

    • The client will no longer stop responding when using DLSS and jumping through a series of stargates or wormholes.


    Patch Notes for 2025-10-28.1

    Features & Changes:

    Balancing:

    • Cruor

      • Small Energy Turret Damage role bonus increased from 100% to 125%.

      • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.

      • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

    • Ashimmu

      • Medium Energy Turret Damage role bonus increased from 100% to 125%.

      • New bonus, +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.

      • New bonus, +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.

    Events:

    Crimson Harvest:

    • New rewards have been added to the Seasonal Reward Track!

    • Class 3 Biocybernetic Incident sites can now be discovered in high-security space.

    • Spawn delays for standard Blood Raider, standard Tetrimon, and Biocybernetic Incident sites have been significantly reduced.

    • Advanced Blood Raider and Tetrimon sites can now be discovered in the Hed, Jayai, and Semou constellations.


    Patch Notes for 2025-10-17.1

    Features & Changes:

    Crimson Harvest:

    • Fixed an issue where Biocybernetic sites didn’t despawn correctly after the boss appeared, even if no players were present.

    • Fixed an issue where Formidable Orthrus NPCs could remain on Biocybernetic Incident sites after completion.

    • Class 1 & 2 Biocybernetic Incident sites have been rebalanced.

    • Increased the spawn frequency of Automated Extraction Shuttles on all Biocybernetic sites.

    • Difficulty adjusted for standard hacking sites to improve accessibility across different space types.

    • Removed celestial beacon visibility from the new escalation sites so they no longer appear on overview to other players.


    Patch Notes for 2025-10-15.1

    Defect Fixes:

    User Interface:

    • Fixed an issue where the EverMark donation tab was visible immediately after moving corporations, despite ineligibility.

    • Fixed a text cutoff in the Emblems tab of the Fitting Window when using the Spanish client.

    • Fixed an issue where metallic design elements incorrectly displayed matte and gloss subcategories.

    • Fixed a bug where hotkeys didn’t work if the Probe Launcher window was fullscreen with a docked filter window.

    • Fixed a misleading tooltip in the ACP window that suggested incorrect SP totals for Omega Graduation Rewards.

    • Fixed an issue where if one Info Panel failed, it could prevent other panels from updating system info.

    • Fixed issue in NES that caused the popup window to hang when trying to buy PLEX.


    Patch Notes for 2025-10-14.1

    Features & Changes:

    Crimson Harvest:

    • Fixed incorrectly expired booster from Twitch drops.

    • Added a fix to prevent event sites from not clearing up correctly.

    Defect Fixes:

    Graphics:

    • Sanguinary Savant SKINs now feature correct Bloodraider decals.


    Patch Notes for 2025-10-10.1

    Features & Changes:

    Crimson Harvest:

    • Loot drop rates for destroyed capsuleer ships are now set to 90% across all areas of space, excluding Highsec, where standard drop rates remain in effect.

    Defect Fixes:

    User Interface:

    • Fixed incorrect name for “Dr. Hwung Rudolfo” in Cybernetic neural lattices description.


    Patch Notes for 2025-10-09.1

    Features & Changes:

    Vanguard Nemesis Event:

    • Item Traders from this event have been removed.

    Defect Fixes:

    Graphics:

    • Drones previously stuck in Old Man Star system at Villore gate are moving again.

    • The brightness of some volumetric clouds have been adjusted to be darker.

    • Missing VFX on various Arkombine Arisen SKINs have been added again.

    • The Zealot and Sacrilege War for the Empire SKINs had minor decal adjustments for better visibility.


    Patch Notes for 2025-10-08.1

    Features & Changes:

    Vanguard Nemesis Event:

    • Per downtime on 9 October, Item Traders from this event will be removed. Trade in your items now or forever have them take up space in your hangers!


    Patch Notes for 2025-10-07.1

    Defect Fixes:

    Events:

    • Fixed an issue where Biocybernetic Incident Sites could fail if another ship joined the site during an on going session.

    • Fixed an issue where an expired booster was dropping from event sites.

    Technical:

    • AMD FSR has been updated to version 3.1.4


    Patch Notes for 2025-10-06.1

    Features and Changes:

    Crimson Harvest

    The Crimson Harvest has begun! The event will run until downtime on Tuesday, November 4th, 2025. This year’s event sees the Blood Raiders and the Order of St. Tetrimon locked in conflict once more, but a catastrophic failure in Upwell’s secret clone research shifts the war into a darker chapter.

    Event Sites

    Combat Sites

    • Crimson Gauntlet and Tetrimon Base sites are appearing across New Eden in Highsec, Lowsec, Nullsec, W-space, and Pochven.

    • Approach with caution: these sites are balanced for battlecruisers, battleships, heavy assault cruisers, or stronger vessels.

    • Defeating the battleship-class NPCs at the end of these sites can yield ISK items, boosters, SKINs, character apparel, and more.

    Hacking Sites

    • Crimson Harvest Network Node and Tetrimon Network Node sites are also scattered across New Eden.

    • These contain hackable network structures offering valuable rewards.

    Advanced Sites

    • Both Blood Raider and Tetrimon forces are escalating their conflict, establishing stronger bases in the warzone.

    • These advanced combat and hacking sites appear only in:

      • Blood Raider controlled systems in Delve

      • The Eugidi, Angils, and Essin constellations

    • Advanced sites are rarer, tougher, and offer greater rewards. Bring allies, but beware of rival capsuleers hunting the same prizes.

    Escalations: Now obtainable in standard sites!

    • The most elusive and valuable strongholds of both factions can only be discovered through rare escalations, now from both standard or advanced combat sites. These escalations can now trigger from nullsec, lowsec, and highsec. When this happens, a mysterious Dark Blood structure will appear after the site has been completed. Destroying it will lead to the escalation.

    Biocybernetic Incident Sites

    This year introduces a new twist. Upwell’s experiments with cloning technology, in special biocybernetics facilities, have gone terribly wrong. Jump instead of bridge kind of wrong. The locations of these incidents are now combat sites across all space.

    • Class 1: Highsec - balanced for new players in basic Tech I frigates

    • Class 2: All areas - for experienced players in Tech I destroyers, Tech II frigates, and lower.

    • Class 3: Lowsec, nullsec, wormholes, and Pochven - for veterans flying up to Tech III destroyers

    The sites require pilots to stay within a designated perimeter for a certain period of time, fighting waves of enemies, and ultimately taking on an even more formidable foe. Keep the Opportunities Info Panel open to see how much time is left, and watch out for shuttles attempting to leave the site laden with valuable loot. Destroy them before they escape to make these sites even more lucrative.

    Encounters:

    These sites also tie into the broader event: Blood Raider and Tetrimon sites now have a chance to contain narrative-related encounters, offering both danger and lucrative rewards.

    Increased Loot Drops

    • For the duration of the event, capsuleers who are podded have a chance of dropping any implants they have installed. The implant drop rate is 50%

    • The Blood Raiders have bribed the Loot Fairy and, starting October 10, player ships outside of highsec will drop 90% of their loot for the duration of the event.

    Agency Challenges & Rewards

    Both Blood Raiders and the Order of St. Tetrimon are calling for capsuleer support.

    • Each character must choose a faction allegiance in the Agency.

    • You’ll earn points by attacking and hacking the opposing faction. The Biocybernetic Incident sites are an exception, granting points to both factions for participation.

    • There is no penalty for engaging both factions’ sites, but Agency progress only advances by hitting the opposition. Engaging with the new Biocybernetic Incident sites will yield progress for both sides.

    • Rewards include 100 PLEX, Skill Points, seasonal boosters, Deathglow Remnant SKINs and more.

    • The reward track expands in the final week with rewards too good to miss.

    Daily Login Rewards

    Log in throughout Crimson Harvest for devilish rewards:

    • Alpha and Omega pilots receive separate reward tracks

    • Omegas claim both tracks daily, and upgrading to Omega unlocks all past Omega rewards retroactively

    • Rewards include:

      • Boosters

      • SKINs and SKINR nanocoatings & patterns

      • EverMarks

      • Skill Points

      • And more!

    Don’t miss out: the 24th login during the event grants a special Skill Point bonus for both Omega and Alpha capsuleers.


    Patch Notes for 2025-10-01.1

    Defect Fixes:

    Gameplay:

    • Changed name of Fulleride Reaction Formula to Fullerides Reaction Formula

    • The mission, A Demonstration, which is part of the Minmatar Epic Arc, will no longer spawn in the system of Ammold


    Patch Notes for 2025-09-29.1

    Features and Changes:

    Vanguard Nemesis Event:

    • The Vanguard are finding even more Upwell Convoys being discovered throughout New Eden, with four convoys in each security band appearing for a total of 12.

    • Upwell Convoys are now hauling more loot.


    Patch Notes for 2025-09-26.2

    Defect Fixes:

    Technical:

    • Resolved an issue where EDENCOM ships, fitted with a Vorton Projector would sometimes crash when jumping through a stargate.


    Patch Notes for 2025-09-25.1

    Defect Fixes:

    Graphics:

    • The client will perform better in situations where there is a lot of lights present in the scene

    Technical:

    • The ‘blip’ sounds which could sometimes be heard when a client is entering space has been fixed.

    • Fixed some old Windows 10 OS versions not correctly launching the client. This includes:

      • Any Windows 10 install not patched to at least version 1703, released back in 2017

      • Windows 10 Enterprise 2016 LTSB 64-bit

      • Windows 10 Enterprise 2015 Long-Term Service Plan


    Patch Notes for 2025-09-24.1

    Features and Changes:

    Vanguard Nemesis Event:

    • Completion of the Community Track within EVE Vanguard now reveals the location of 9 Upwell convoys in EVE Online. (Number of convoys increased)


    Patch Notes for 2025-09-23.1

    Defect Fixes:

    User Interface:

    • Fixed the enlistment flow, incorrectly telling you that you need to be -2.0 to join the pirate militias instead of 0.0 as of the Legion major update.

    • It’s now possible to search for ships and modules in contracts that had errors (Such as Exequror Navy Issue)


    Patch Notes for 2025-09-18.1

    Features and Changes:

    Vanguard Nemesis Event:

    Updated item description for the Sealed Projects Container to include the systems where they can be traded in:

    • Uttindar

    • Perimeter

    • IZ-AOB

    • Hedion

    • Hemin

    • FWST-8

    • Botane

    • 9IPC-E

    • UT-UZB


    Patch Notes for 2025-09-17.1

    Defect Fixes:

    User Interface:

    • Fixed an issue that showed an advert for Capsuleer Day in the Air Opportunities.


    Patch Notes for 2025-09-16.1

    Features and Changes:

    Vanguard Nemesis Event:

    Nemesis is live! Log in daily from September 16th until October 2nd to gain valuable rewards with a DLI giving out SKINr Design Elements, Boosters, SKINs and Skillpoints.

    This event is all about completing expedition assignments in Vanguard that contribute to the new global track in EVE Online. Once that is filled, it will reveal secret Upwell Convoys across the universe. Hunting them down and destroying the haulers will give juicy rewards including PLEX and Sealed Projects Containers with a chance to earn Implants, SKINS or Boosters.

    Sealed Projects Containers can be taken to a Deathless Wraith Trader, which are located throughout New Eden to trade for new Design Elements, SKINs, and even Small Skill Injectors!

    Players also earn personal rewards through a personal reward track unlocking SKINs, Design Elements, and Sealed Projects Containers. Your actions in Vanguard can shape the EVE universe.

    Defect Fixes:

    Technical:

    • DLSS will no longer experience freezing or stuttering that could occur in some situations.

    • Godrays will now always render as intended.


    Patch Notes for 2025-09-12.1

    Defect Fixes:

    Gameplay:

    • Fixed the Hrada-Oki Atavum Transport item trader in the rare wormhole Hrada-Oki Bivouac site having some trade offers for Infomorph Decryption Keys instead of Atavums.


    Patch Notes for 2025-09-11.1

    Features and Changes:

    Triglavian Invasions:

    • Roaming NPCs will now only warp to the following sites:

      • Observatory Flashpoints, Vigilance Points, World Ark Proving Grounds, Accelerator Flashpoints, Stellar Fleet Deployment Sites, and Stellar Observation Posts.

    • Roaming NPCs will no longer warp to destructible effect beacons.

    • Roaming NPCs will weigh warping to sites more consistently.

    Previously, some fleets were able to enter certain sites (e.g. EDENCOM Field Bases) and alter the intended balance of that site. Now, these NPCs will only go to sites that feature a lobby area. In addition, roamers will now more evenly split their attention between sites and other locations.

    Note that these changes apply to all Triglavian Invasion roamers, including those spawned in Pochven, minor victory systems, EDENCOM Fortress systems, and NPCs spawned from Pochven wormholes.

    User Interface:

    • Added Icons to the market tooltips for your orders and orders that are on your route.

    Defect Fixes:

    Gameplay:

    • Skyhooks can be warped to again from the ‘My Orbital Skyhook’ window.

    Pochven:

    • Roaming NPCs will no longer warp to small-scale sites within Pochven.


    Patch Notes for 2025-09-10.1

    Defect Fixes:

    Gameplay:

    • The Bastion Module no longer requires safety being set to red to use in Empire space.


    Patch Notes for 2025-09-09.1

    Legion Major Update

    The Legion Major Update is now live!

    Features and Changes:

    Balancing: 🤝

    • Reduced the Maximum Number of drones that can be assigned to a character from 50 drones to 20 drones.

    We’re cutting down on the number of drones that can be assigned to a single character at a time from 50 to 20 drones. There are things that we really like about drone assistance: there is a skillful element of assigning drones to someone else when you are jammed, damped or out of range. There is also some niche gameplay such as assigning drones to an interceptor to decloak players at gatecamps, assigning light drones to a dedicated anti-frigate ship in PVE such as incursions or PVP, and you can assign drones if you’re doing some specialized task like Logistics. Further, if you’re a new player you can assign drones to your more knowledgeable friends & fleet mates so you can focus on piloting your own ship.

    We feel like dropping down to 20 drones will still keep most of these cool use cases intact, while cutting down on undesirable gameplay.

    • Sentry Drones

      • Increased Signature Radius on all sentry drones from 100m to 300m.

    Increasing the signature radius on Sentry Drones to Battlecruiser size so that they take more damage from Missiles, Bombs and Vorton Projectors, and are faster to lock so that they can be countered more effectively.

    • Armor Rigs

      • Changed the drawback from Armor Rigs to be Agility instead of Max Velocity.

    • New Skill added - Advanced Armor Layering

      • Grants 2% reduction to the mass penalty of armor plates per level.

      • Rank 5 skill.

      • Available in all empire school stations to purchase for 15,000,000 ISK, or from the character sheet for 19,500,000 ISK.

      • Skill Requirements

        • Armor Layering IV

        • Mechanics V

        • Hull Upgrades V

    We’ve heard concerns that shield setups are dominating and armor doesn’t feel great for skirmishing now. To help address this, we’re introducing a new advanced skill to shave off a bit more mass from armor plates and changing the drawback on most armor rigs to be a penalty to Agility instead of Max Velocity. This will still keep the original design intent and tradeoff that exists with armor/shield rigs in that they reduce some of your ability to mitigate damage in exchange for more tank. Losing turning speed and handling means you won’t be able to orbit as tightly or get as high angular velocity as before, but you now won’t also be giving up range control anymore which should make them feel much better on the field.

    We hope that this will make armor more viable especially at smaller scales and help promote more ships that have fallen out of favor such as AHACs.

    • Encounter Surveillance System site

      • Increased the range that players are unable to cloak in the main bank room from 150km to 500km.

    Cutting down on some frustrating gameplay where snipers could enter the ESS and then cloak in the site to ambush players as they come in.

    • Marauders

      • Removed -70% Micro Jump Drive reactivation cooldown role bonus from all Marauders.

      • Vargur: 7.5% Falloff bonus per Minmatar Battleship level reduced to 5%.

      • Marauders are now unable to access the main bank room of the ESS.

    Marauders continue to be dominant and oppressive at smaller scales of PVP. Marauders currently have incredible damage, high projection, a durable tank, and incredible mobility. We’re making an adjustment here to reign them in a bit while solidifying their role as ships which trade mobility for improved offense and defensive capabilities, and making the Bastion Module their core identity.

    We’re making another small adjustment to the Vargur because it is still an outlier. This set of changes should still keep them as apex PVE and PVP ships and the undisputed kings of firepower and defense, but allow for counterplay opportunities when it comes to facing them on grid.

    Additionally, we are experimenting by blocking Marauders from the ESS main bank room. This should hopefully lead to a more diverse meta for ESS engagements and allow other battleship and battlecruiser hulls to shine. We’ll be keeping an eye on this change to see if it leads to a healthier ecosystem overall.

    • Bastion Module

      • Armor Repair and Shield Boost Amount Reduced from 100% to 60% while active.

      • Added new bonus, 20% reduction in cycle time and capacitor cost for Armor Repairers and Shield Boosters while active.

    This retains the current repair effectiveness over time values as now without increasing the capacitor cost per second.

    We are doing this to help improve active armor Marauders which could sometimes end up repairing for most, or even exceeding their maximum Armor Hitpoints when using Asklepian Implants, boosters, x-type hardeners, et cetera. This would limit the ability of armor Marauders like the Kronos and Paladin when outfitted with high-end modules. It also made them require a disproportionally higher skill cap relative to shield Marauders given how armor repairers apply their reps at the end of the cycle.

    This will make Armor Repairers easier to use without over-repping on armor Marauders and limit them less when it comes to high-end fits that push the limits.

    Additionally, this change will help reduce the power of Ancillary Shield Booster Marauders a bit in PVP. We’ve heard a lot of frustration from the playerbase about multiple XLASB shield fit Marauders (Looking at you Vargur!) since they’re both very cheap and bypass the normal weakness that active tank marauder fits have against capacitor warfare. By moving some of the power of the bastion module into cycle time, this specifically hurts ancillary shield booster fits since they mostly just want raw boost amount to get the most effectiveness out of each charge and clip, rather than cycle time and the capacitor cost reduction.

    • Tactical Destroyers

      • Can now enter the main bank room of the ESS.

    We're giving Tactical Destroyers some more roaming utility by allowing them to enter the ESS site. Like with Marauders, we’re experimenting a little here to mix things up, we’ll make changes if things end up going in an unhealthy direction like with 10mn T3Ds becoming meta or becoming too hard to catch.

    • Confessor

      • New Defense Mode Bonus: 33% bonus to Remote Armor Repairer amount, and reduction in activation cost.

      • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

      • Max Velocity increased from 230m/s to 250m/s.

    • Svipul

      • New Defense Mode Bonus: 33% bonus to Remote Shield Booster amount, and reduction in activation cost.

      • Damage per level of Tactical Destroyer increased from 5% to 7.5%.

      • Max Velocity increased from 220m/s to 240m/s.

    Both the Confessor and Svipul are suffering a bit in usability. The Confessor has a bit too much overlap with the Retribution right now, which has significantly better mitigation while also having high damage with a range bonus. The Confessor's only strengths over the Retribution is the added utility, commonly used as a probe launcher, and the added damage and ewar resistance in sharpshooter mode. The Svipul has also struggled with other new ships entering the game like the Thrasher Fleet Issue and buffs to the Stabber, Navy Cruisers and medium Autocannons.

    The Hecate and Jackdaw are doing very well right now and are some of the most used ships in the game, so we’re giving both the Confessor and Svipul a bit more base damage and speed to hopefully make them stand out a bit more. We’re also adding a Remote Armor/Shield Booster bonus to them in defensive mode, to give them some more utility to potentially open up some spider tanking fleet options in PVP and PVE.

    • Ferox Navy Issue

      • Medium Hybrid Damage per level bonus reduced from 10% to 7.5%.

      • Medium Hybrid Tracking per level bonus reduced from 7.5% to 5.0%.

      • Powergrid Reduced from 1250 to 1150 (same as regular Ferox).

      • CPU reduced from 565 to 515 (same as regular Ferox).

      • Reduction in Shield Booster power and CPU requirements per level bonus improved from 7.5% to 10%.

    We’re making some adjustments specifically to the Ferox Navy Issue to address its dominance in the fleet meta. Specifically, we are reducing the damage, tracking and reducing the Powergrid and CPU that it has, setting it back to the same values that the regular Tech 1 Ferox has. This should still mean it is viable but make it harder to fit a 5-6 slot tank and a DLA with railguns without fitting modules. At the same time we are improving the shield booster fitting bonus that it has which should compensate active tanking fits with a fitting reduction to make up for the loss in base PG and CPU.

    Additionally, we know there are concerns about the dominance of other railgun ships that may just simply replace the FNI as the top meta railgun ship, with those being the Vulture, Ferox (t1), Naga and Rokh. So we are going to make some adjustments to all rails overall.

    • Medium and Large Railguns

      • Tracking Reduced by 10%.

      • Optimal Range and Falloff Reduced by 10%.

    Railguns are dominating at all sizes, so we’re going to reduce their tracking and optimal & falloff slightly for medium and large railguns. Medium Railguns have been very strong for a very long time now, while Large Railguns have recently taken the top spot since the Viridian expansion where we gave a significant buff to the Rokh with a tracking and rate of fire bonus.

    This will mean that most of the Tracking Speed bonus for Large Railguns got rolled back, maintaining about 3.5% of it, but they’ll keep the rate of fire bonus they received. We hope this will mean that Large Rails will land in a good spot between now (Super Dominant) and pre-Viridian (Considered weak).

    We will continue to keep a close eye on the Vulture, Ferox, Ferox Navy Issue, Rokh and Naga after this set of changes and make further adjustments in the upcoming expansion if needed, whether they continue to dominate or end up too weak.

    • Naglfar

      • Midslots improved from 6 to 7.

      • Lowslots reduced from 6 to 5.

    • Naglfar Fleet Issue

      • Midslots improved from 6 to 7.

      • Lowslots reduced from 6 to 5.

    Improving the shield tank effectiveness of the Naglfar line by improving the number of midslots they have available at the cost of a lowslot. This should mean the Naglfar can take advantage of the shield booster bonus a bit more effectively in HAW setups and open the door for stronger shield based anti-capital turret dreadnoughts. While we do think we are trading some of the unique versatility of the Naglfar hull here, the dreadnought meta has been heavily dominated by Revelations for the last half-decade, and the T1 Phoenix (that the T1 Naglfar now shares a slot layout with) are missile based so we feel comfortable making this change.

    • Sin

      • Removed 10% bonus to logistic drone transfer amount per level.

      • Added 10% bonus to Warp Scrambler range per level.

      • Added +1 bonus to Warp Scrambler strength per level.

        • These bonuses only apply to Warp Scramblers and not Warp Disruptors.

    The Sin is the least used Black Ops, and the logistics drone transfer amount bonus is fairly weak. We are replacing this with a 10% bonus to the range of Warp Scramblers, and then a +1 bonus to strength per level to Warp Scramblers. This bonus should be a lot more desirable and makes more sense for the role of Black Ops. We hope this bonus will improve the Sins utility in drops by making it more powerful at holding targets, and give it a niche in super hunting with the extra point strength.

    • Apocalypse

      • Removed 7.5% Large Energy Turret Tracking bonus per level.

      • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

      • Added 5% Large Energy Turret damage per level.

      • Added 10% reduction in Large Energy Turret capacitor cost per level.

    • Apocalypse Navy Issue

      • Removed 7.5% Large Energy Turret Tracking bonus per level.

      • Large Energy Turret optimal range bonus improved from 7.5% to 10% per level.

      • Added 7.5% Large Energy Turret damage per level.

      • Added 10% reduction in Large Energy Turret capacitor cost per level.

    Reworking the Apocalypse. There is a lot of competition for large energy turret ships with the Apoc, Apoc Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy Issue and Oracle all fighting for the same space. Currently, the Apocalypse feels weak due to lack of a damage bonus, while the tracking bonus doesn’t feel particularly strong because a lot of other laser ships are better in applying damage in practice, such as the Bhaalgorn (Webs+Neut), Nightmare (Superior mobility and same tracking bonus), Armageddon/Armageddon Navy Issue (Ranged neuts and can fit Rapid Heavys/Bonused Drones) and the Oracles superior mobility allowing it to get better tracking through managing traversal. The unique selling point of the Apocalypse hull is the optimal range bonus, however the damage is still underwhelming.

    The aim here is to move the Apocalypse more towards a sniper attack role, focusing it more on ranged damage. so we are removing the tracking bonus of the Apocalypse, while giving it more damage, giving it a cap reduction bonus for lasers so that it doesn’t hurt as much running a MWD while shooting, and then improving the optimal range bonus slightly. We feel like this should make the Apocalypse stand out more in the lineup of Amarr Battleships.

    • Maelstrom

      • Highslots reduced from 8 to 7.

      • Turrets reduced from 8 to 6.

      • Midslots increased from 6 to 7.

      • Removed 5% bonus to Large Projectile Turret rate of fire bonus per level.

      • Added 10% bonus to Large Projectile Turret damage per level.

      • Powergrid reduced from 21000 to 18000.

    Reworking the Maelstrom to be a shield mirror of the Hyperion. This should help make it much more viable as a small gang brawler and PVE platform with the extra utility high and the extra midslot, while also making it more attractive in fleets by being a bit easier to fit with a pure artillery fit and increasing the alpha capability slightly at the cost of some DPS. We hope this will make it stand out a bit more from other Minmatar projectile ships like the Tempest Fleet Issue by leaning it more towards alpha strike damage and less towards rate of fire in fleets as an alternative option, and making it more viable as a counterpart to the Rokh.

    • Megathron Navy Issue

      • Tracking bonus improved from 7.5% to 10% per level.

      • Added 15% reduction in Armor Plate mass penalty per level.

      • Maximum Velocity improved from 130m/s to 135m/s.

    Giving some extra tracking to the Megathron Navy Issue to compensate it for the adjustment to large railguns, which will also mean a direct improvement to it with blasters fitted. Also adding a small speed boost and an armor plate mass reduction bonus to the Megathron Navy Issue to improve it for nano/skirmish armor fleets. This bonus has worked well on other ships, like the Oneiros, Eris, Catalyst Navy and Exequror Navy Issue, so we're excited to see the effect this will have on the Navy Mega.

    • Cenotaph

      • Ladar Sensor Strength reduced from 25 to 15.

      • Armor Hitpoints reduced from 5,000 to 3,500 (-1500).

      • Structure Hitpoints improved from 6,000 to 7,500 (+1500).

      • Low Slots reduced from 3 to 2.

      • Role bonus to Medium Projectile Turret and Heavy Assault Missile damage improved from 100% to 125%.

      • Max Velocity Improved from 160 to 170m/s.

      • Agility improved from 0.6x to 0.55x.

    • Tholos

      • Ladar Sensor Strength reduced from 16 to 8.

    We’re hearing about complaints of the Cenotaph's strength from wormholers and to a lesser extent other areas of space where very expensive, high resistance ships are used at very close range around fixed locations. These fits allow the Cenotaph to survive even with a 3 slot tank. In this environment things like range and speed don’t matter as much. We are making a set of adjustments to the Cenotaph to try and retain its strength in other areas of space where it’s not as dominant, while also adding more meaningful counterplay options to the Deathless ships as a whole.

    We are reducing the sensor strength of the Deathless ships to make ECM a very effective counter against them, especially in wormhole environments where their very close range missiles are not at as much as a disadvantage as they are in other areas of space. This should hopefully allow wormholers to more reliably counter while preserving a lot of their strength in other environments, where it is very difficult to ever get close to their maximum potential paper DPS output. ECM also is not very punishing in situations where you only have a DoT on 1-2 targets (since as long as you get a lock every 75 seconds then you can keep up the damage), but ECM is very effective at lowering the total DPS across the whole field since even a 25% chance to jam results in dropping the number of pods spread in optimal scenarios from 7 to 5.

    Additionally, we are shifting some hitpoints from Armor away into Structure to make armor tanked Cenotaphs more vulnerable, and taking away a low slot, which should make heavy armor cenotaphs much less viable. To compensate it for the lost lowslot and buff it in situations where it isn’t using the lowslots for tank, we are improving the damage role bonus and also giving it some extra speed and agility to partially compensate the potential loss of modules such as nanofibers and gyrostabilizers/ballistic controls.

    • Cyclone Fleet Issue

      • Max Velocity reduced from 190m/s to 180m/s.

      • Signature Radius reduction per level bonus reduced from 5% to 3%.

    The Cyclone Fleet Issue is a bit healthier than the Ferox Navy Issue, but still overperforming somewhat. We’re reducing the speed slightly and also reducing the signature radius reduction bonus to the same as the Hyena to remove some of the mitigation it has.

    • Harbinger Navy Issue

      • Powergrid increased from 1550 MW to 1625 MW.

    The Harbinger Navy Issue is underused so we’re giving it some PG to open up a few more fits. Combined with the changes to armor rigs and the other dominant battlecruisers being knocked down a bit, we hope this will make this a more attractive pick.

    • Myrmidon Navy Issue

      • Drone Capacity increased from 250m3 to 300m3.

      • Now additionally gets a 10% bonus to drone tracking per level just like the Vexor Navy Issue does.

    Myrmidon Navy Issue is still the least used battlecruiser in the game. We’re giving it a powerful tracking bonus to match the VNI, and then improving the drone capacity on it so that it has more options and is harder to defang, and can afford to include more utility drones like the web drones it has a bonus to.

    • Tornado

      • Agility Nerfed from 0.475 to 0.54.

      • Max Velocity increased from 225m/s to 250m/s.

      • Falloff bonus per level improved from 5% to 7.5%.

    We’ve heard frustrations when it comes to dealing with low align time, warp speed rigged, artillery fit Tornados “Windrunners”. So we’re making an adjustment to the Tornado which should hurt it in this role, but buff it in other roles. We’re nerfing the agility enough so that it will be much harder to get an under 4 second align time on the Tornado, making this type of fit a lot more vulnerable to being caught. To compensate it for this nerf, we’re buffing the base speed of the Tornado and also improving the falloff bonus per level that it has. The net outcome of this hopefully is that Windrunner fits are less effective and can be caught more easily, but Tornados that are staying on the field feel stronger.

    • Talos

      • Max Velocity improved from 220 m/s to 235m/s.

    Giving the Talos a little love since it’s underused outside of structure grinding and ganking.

    • Deimos

      • Signature Radius reduced from 150m to 120m.

    The Deimos had a very large signature radius for a brawling focused armor HAC, moving it down to 120m which places it between the Vagabond (115m) and Zealot (125m), so that it can mitigate more damage. This should help it when brawling and in AHAC roles.

    • Zealot

      • 5% Rate of Fire bonus replaced with 7.5% bonus to medium energy turret damage.

    This is a very small damage bump (from 33.3% to 37.5% more damage) but will help the Zealot a lot more with cap stability, since the guns will no longer be consuming as much capacitor per second, and also means the crystals will last longer before they break.

    • Mamba

      • New role bonus added, 25% bonus to drone max velocity.

      • Maximum Velocity improved from 245m/s to 255m/s.

    • Mekubal

      • New role bonus added, 50% bonus to small projectile falloff.

    The Mamba and Mekubal aren’t quite at the power level expected from a Pirate Destroyer and their current price point. We’re buffing them up by giving them an extra role bonus which currently all other T1 Destroyers and Navy Destroyers in the game get. The Mamba is getting the drone speed role bonus which the Algos has, and a bit more speed since it’s a bit too slow right now while the Mekubal is getting an additional falloff bonus, which will stack with its per level bonus, just like the Khizriel.

    • Magnate Navy Issue

      • Capacitor Improved from 325 to 500.

      • Capacitor Recharge Time increased from 180 seconds to 250 seconds.

    • Heron Navy Issue

      • Capacitor Improved from 245 to 300.

      • Capacitor Recharge Time increased from 135 seconds to 150 seconds.

    • Imicus Navy Issue

      • Capacitor Improved from 270 to 400.

      • Capacitor Recharge Time increased from 150 seconds to 200 seconds.

    • Probe Fleet Issue

      • Capacitor Improved from 235 to 280.

      • Capacitor Recharge Time increased from 130 seconds to 140 seconds.

    Setting the Navy Scanning Frigates base capacitor amounts and capacitor recharge time to the same values as their navy racial counterparts. This will result in them having much higher base capacitor pools and slightly higher capacitor per second rates. It was difficult to use them in PVP because of how low their capacitor pool was since they were unchanged from the base exploration frigates so this should improve them.

    • Skybreaker

      • An additional high slot has been added.

    • Stormbringer

      • An additional high slot has been added.

    Giving these ships a utility slot allows them a chance to escape their current niches and see more use in other areas of the game. Powergrid and CPU values have not been changed, so their new modules must fit within current fitting constraints.

    • Outpost Construction Skill

      • Now gives 1% reduction per level in manufacturing time for items that require the skill.

    Making the outpost construction skill worth training to higher levels since currently no item in the game requires it to be higher than level 3 to build, and the vast majority of items only require it at level 1.

    Factional Warfare:

    • The minimum requirement to join the Pirate FW Factions (Angel Cartel and Guristas) has been raised from -2.0 to 0.0 to match the four empire militias.

    We are raising the standing requirements for players and corporations to enlist with pirate insurgency factions from -2.0 to 0.0 as we said we would in the earlier patch notes released on the 26th of June.

    We are doing this to address concerns with team killing (Awoxing) in the pirate militias, which happens significantly more frequently in the pirate factions than the empire factions which already have a standings requirement of 0.0.

    By raising the minimum to 0.0, corporations can no longer add fresh characters to bring their corp standings up below -2.0 as was previously the case.

    We know this isn’t going to completely fix the problem with team killing in factional warfare, but we hope it will reduce the number of incidents in pirate militias for the time being.

    • Insurgency Balance

      • Reduced the base amount of systems needed to be won from 7 to 5.

      • Increased the ambition modifier cap from +13 to +15 (so winning 20 systems is still the maximum difficulty cap).

      • Increased the weighting of Frontline and Command Ops systems for the Insurgency FOB when choosing a system for a new insurgency so that it is more likely to choose those systems.

      • Increased the weighting of dominant control (when a side owns 66% or more of the warzone) so that the Insurgency FOB is more likely to choose those systems.

    • Insurgency Mining Ambush Sites

      • Increased the signature radius of the Hijacker Taipans and Hijacker Echos from 25m to 80m (which is the same as the ORE Safeguard Atrons) so that they are much easier to track for players and the NPCs.

      • Increased the shield hitpoints of the pirate and Mordus battleship NPCs by 50% to increase the time it takes to run the sites a bit and give more opportunities for players to get caught while running the site.

    The pirate tackle frigates had very low signature radius when compared to the ore tackle frigates, and were very hard to track for both players and NPCs. Additionally, the sites were getting run a bit faster than we would like so we’re increasing the time slightly by increasing the HP of the battleships.

    Character Resculpt Update:

    • It’s now possible to swap between the Male and Female body models using a Pilot’s Body Resculpt Certificate available from the NES.

    • As part of the update, every capsuleer receives a free character resculpt token that is bundled with the weekly 15,000 free Skill Points available in the New Eden Store. This is normally an Omega only benefit, but until 16 September only, it is available to Alphas as well!

    Capsuleer Safety in Highsec:

    • Autothysian Lancers:

      • In the aftermath of the Drifter Crisis, the Autothysian Lancers no longer have a presence in high security space.

    • Forward Operating Bases:

      • Forward Operating bases that would previously spawn in highsec are now spawning in lowsec, and at a higher rate.

    We’ve been looking into the subject of capsuleer safety in highsec, and as part of our investigation we've noticed that new players do lose ships to Autothysian Lancers and 'diamond rats' (from the FOBs). While the new player journey should include the experience of ship loss, destruction at the hands of Autothysian Lancers and diamond rats does not adequately teach new players about how to improve their survivability. The issue of highsec safety is an ongoing discussion that will require further time and continuing feedback.

    Missions & NPCs:

    • Significantly increased NPC buy order quantities for the following commodities:

      • Rogue Drone Infestation Data.

      • Neural Network Analyzer.

      • Sleeper Data Library.

      • Ancient Coordinates Database.

      • Sleeper Drone AI Nexus.

    The new buy order quantities will mean no more stack splitting for all but the most determined of hoarders. These quantities have been split more equally across all applicable stations, meaning you can expect a consistent experience no matter which Corporation you choose to sell to.

    New Contribution Methods for Freelance Jobs:

    Freelance Jobs now include three new contribution methods, giving more options for corporations.

    • Destroy Capsuleer: Project Managers can now set up Freelance Jobs that reward destroying specific capsuleers or organizations.

    • Remote Boost Shield: Earn rewards by boosting allies’ shields through Freelance Jobs.

    • Remote Repair Armor: Earn rewards by repairing allies’ armor through Freelance Jobs.

    Pochven:

    • Smaller-scale sites have had some mechanical tweaks:

      • All such sites will now appear within the Triglavian Invasions Opportunities page.

      • NPCs within EDENCOM Scout Fleets will no longer have mixed factions (e.g. Amarr NPCs will no longer appear with Caldari).

      • Battleship NPCs will no longer spawn during the first wave in these sites.

      • Moved NPC spawn locations to reduce bumping with the hackable container.

      • Various improvements to how NPCs within these sites handle idling and swapping targets.

      • NPCs will now make more consistent use of their microwarpdrives.

      • A Rogue Drone battleship will now always spawn during the 2nd or 3rd wave of an Incipient Drone Swarm site.

    Adding the sites to the Triglavian Invasions page has their location visible at any range within the region. This should promote more purposeful movement around the triangle while also offering a way for hunters to locate potential targets.

    Separating the EDENCOM subfactions will mean there are less types of EWAR to deal with per instance. This should bring the difficulty of the site more in-line with that of the Convocation Watchpost.

    Lastly, battleships spawning in the initial wave could result in swings in difficulty and time requirements. This was especially true for Incipient Drone Swarms, which could take far longer when multiple battleships spawned. Now, battleships will only spawn during the 2nd or 3rd wave. A battleship spawn is guaranteed in Incipient Drone Swarm sites, both to supply standings gains and to ensure the site runtime is a decent length.

    • Rebalanced Torpid Sleeper Hives distribution and rewards:

      • Increased the number of sites present within the region to 6 (from 3).

      • Decreased the optimal per-pilot ISK payout to 27m (from 33m).

      • Decreased the average number of Stability Telemetry commodities within the hackable container.

    • Increased the optimal per-pilot ISK payout earned within Convocation Watchpost and EDENCOM Scout Fleet sites to 18m (from 15m).

    Three instances of this site proved to not be enough to meet demand, so the number of sites has been doubled. Rewards have been rebalanced to compensate for the greater potential faucet.

    Convocation Watchpost and EDENCOM Scout Fleet sites continue to be less appealing than Incipient Drone Swarms and Torpid Sleeper Hives due to their negative standings effects. The payout increase aims to reward those who are willing to put up with the additional dangers these standings hits cause.

    • Optimal per-pilot payouts for Observatory Flashpoint sites have been increased to 150m ISK (from 120m ISK).

    • Micro Jump Drives can no longer be activated within the lobby area of Observatory Flashpoint sites.

    • The Observatory Flashpoint failure timer will now only start after the initial guard NPCs are destroyed within the main combat area.

    The previous change to site rewards had an outsized effect on groups running non-Marauder setups. We are adjusting the payout values of the site so it is still valuable for these groups.

    To compensate for the reward reversion, a Micro Jump Drive block has been added to the lobby of these sites. This is intended to reduce the usefulness of Marauders within that area.

    In addition, the site must now be fully in-progress before the failure timer begins ticking down. This is to prevent players rerolling the site spawn without any effort.

    • NPCs within Vigilance Point sites have had a number of balance changes:

      • NPCs will now utilize microwarpdrives to close distances.

      • NPCs will move more slowly when within their optimal orbit range.

      • Inertia modifiers and mass values have been adjusted to make NPCs more agile.

      • Optimal weapon ranges have been increased and falloff ranges have been added.

      • Weapon tracking has been improved significantly.

      • Shield and armor resistances have been reduced.

      • Signature radii for Frigates, Destroyers, and Cruisers have been increased.

      • Signature radii for Battleships have been decreased.

    • Drifter officers within Vigilance Point sites must now be destroyed before the next wave spawns to increase the Destroy Drifter Commanders counter.

    • Vigilance Point site beacons will now appear within their lobby area instead of the combat area.

    • Vigilance Point site beacons will now persist after the site is completed.

    • Vigilance Point acceleration gates will now be accessible without a key after the site is completed.

    A common solution to this site has been kiting NPCs and largely ignoring them, which goes against the intended gameplay loop. As such, outrunning these NPCs has been made much more difficult. NPCs will now be more of a threat, but are also easier to destroy.

    The change to when Drifter officers must be destroyed aims to increase the challenge when attempting to draw out Strategos. This also prevents Allecto’s blind fury being used as a tool to help clear multiple waves.

    The beacon and acceleration gate behavior has been made consistent with Observatory Flashpoint sites. This prevents them being usable as safe locations following the site’s completion.

    • Overmind Nursery Groves have been partially rebalanced:

      • Replaced the Triglavian Survey Databases found when salvaging an Overmind Nursery Nest with Triglavian salvage materials.

      • Reduced the maximum number of sites to 9 (from 10).

      • A beacon will now spawn in the site’s lobby area when the site completes.

    Replacing the red loot with Triglavian salvage gives a way to acquire these materials without damage to Triglavian standings.

    The average value for this site has increased fairly significantly with this change, resulting in a small tweak to the number of sites available. Also, the number is now divisible by 3.

    Like with Vigilance Point sites, the beacon has been added to prevent the site being a safe haven once the site ends.

    Science & Industry:

    • Increased metenox daily consumption from 3600 to 4800 (from 150 hourly to 200).

    • Decreased magmatic gas volume from 0.1 to 0.01.

    We are actively working towards a stronger long-term solution for the Metenox and its impact. These changes are meant to be short-term iterations to nudge the Metenox in the right direction, while we take the time we need to find a better long-term solution.

    Sovereignty:

    • 🤝 It’s now possible to configure Skyhooks while they activating (during the 30 minute window).

    • 🤝 It’s now possible to configure Skyhooks remotely through the ‘My Orbital Skyhooks’ page.

    Wormholes:

    • Wandering k-space wormhole connections have been added to C4 wormhole systems:

      • S047 will connect to high-sec systems.

      • N290 will connect to low-sec systems.

      • K329 will connect to null-sec systems.

      • Each of these new wormholes will be battleship-sized.

      • These wormholes will be significantly rarer than those found in C5 and C6 systems.

    • Z142 and C248 wormholes will now spawn more frequently.

    • Scan levels for certain wormholes have been changed:

      • Wandering wormholes Z647, D382, U574, V753, V911, and W237 from level 1 to level 2.

      • Wandering wormholes O477, Y683, E175, and Z457 from level 2 to level 1.

      • Wandering wormholes R474 and B274 from level 3 to level 2.

      • Wormhole S199 within low-sec from level 2 to level 3.

      • Wormhole M267 from level 3 to level 2.

    • J492 wormholes will now appear within wormhole systems.

    The goal for these new(-ish) C4 wormholes and increased frequency of Z142 and C248 wormholes is to give residents access to more content opportunities. In addition, those in C4s may occasionally luck into a direct to high-sec connection!

    Scan levels have been tweaked for both consistency and usability. Any wormhole that can appear as both static and wandering will now use different scan levels so they are more easily distinguishable.

    • Information window descriptions for wormholes have been updated:

      • The messages for the wormhole’s destination, maximum ship size, lifetime, and mass stability have been simplified.

      • Lifetime and Mass Stability messages now include color for improved readability.

      • A 1-hour remaining lifetime message has been added.

      • A Drifter wormhole destination message has been added.

      • A C13 wormhole destination message has been added.

    This change aims to improve the readability of wormhole messaging and remove an unintuitive barrier for newer players. Messages will no longer need to be decoded and can now be read as plain text. The new destination messages have been added to make them more clearly distinct from C1-C3 wormholes. These additions should still leave plenty of room for mastery, such as learning to narrow down locations further via wormhole names or appearances.

    The 1-hour remaining message gives players a bit more clarity to the level of risk they are taking when jumping through a wormhole near its end of life. This should be especially useful for those jumping through frigate wormholes.

    • The warp-in and spawn points within C2 cosmic anomaly sites have been adjusted.

    • The targeting prioritization for Capital Escalation site Drifter NPCs is now much more varied.

    • The value of loot dropped from Upgraded Avenger NPCs has increased to 50m ISK (from 35m).

    • Deepflow Rift sites will no longer spawn within wormholes.

    Many of the spawn points found in C2 cosmic anomaly sites were extremely far apart. This resulted in a lot of time within the site being dedicated to just moving between locations. Having the spawns closer together makes running these sites more enjoyable and rewarding.

    Capital Escalation site Drifters often focused logistics ships when present, making it easier for higher value ships to avoid danger. These NPCs are now much more likely to vary the kinds of ships they target.

    Upgraded Avenger NPCs will only appear and remain within a Capital Escalation site that has been escalated. Increasing the rewards earned by defeating these NPCs further encourages the use of capitals for this content, creating more juicy targets out in space.

    Deepflows Rifts have generally been considered out-of-place within the wormhole ecosystem and as such have been removed. Already existing sites will remain but will not respawn once completed.

    Defect Fixes:

    Gameplay:

    • Rorquals, FAX and Jump Freighters will now be blocked from sites which disallow other capital ships from entering.

    • The Retriever is now shown on the Astrogeology skill as ‘required for’ at level 3 like the other 2 mining barges.

    • Fixed a Sansha NPC showing up in the Serpentis Variation of the ‘Violent Expulsion’ level 1 mission.

    • Fixed Angel Sentry towers being used in the Serpentis Rally Point instead of Serpentis sentry towers.

    Localization:

    • Fixed a typo in the name of the Consortium Vorton Tuning System.

    • Fixed a typo in the name of the Ship Restrictions for the Pirate Interception missions.

    • Fixed the name of Mordu’s Legion in the Outer Ring region description.

    • Fixed a typo in the Delve region description.

    Pochven:

    • Fixed a very rare issue where a second Gallente Dreadnought could appear within Observatory Flashpoint sites.

    • NPCs within Observatory Flashpoints and smaller-scale sites will now correctly orbit within their EWAR effect ranges.

    • Drifter and Sleeper NPCs with remote repair effects can now repair their allies.


    Patch Notes for 2025-09-08.1

    Defect Fixes:

    Graphics:

    • Fixed an issue on the Hrada Oki Offender, Sponsored Security, and Azdaja Extirpated SKIN lines where various VFX were missing.

    • Ship previews in the Paragon Hub no longer appear misaligned.

    Technical:

    • Fixed a Mac client crash when trying to display some corp descriptions or character biographies.

    User Interface:

    • Fixed an issue that caused the UI to overlap on fast checkout.

    • Fixed an issue that caused the cinematic Omega screen to trigger in space while extending Omega status. This screen should now only appear when upgrading from Alpha to Omega.


    Patch Notes for 2025-09-01.1

    Features & Changes:

    Technical

    • We've updated the way our physics engine, Destiny, sends updates to clients. This won't have any effect on current performance, but will better enable us to make further optimization of Destiny updates in the future.

      • This update was rolled back to version 2025-08-27.1 at 12:52 after a graphical issue was discovered. Will keep you updated on when it returns!


    Patch Notes for 2025-08-27.1

    Features & Changes:

    Audio:

    • The Visual Damage System and hangar Fire BOBs are accompanied by audio, so you can enjoy the sound of your ship as it burns, ignites or gets extinguished. Fire audio adapts to ship speed.

    Graphics:

    Smart-Light-System

    • Introduction of the new Smart-Light-System to improve ship lighting performance and reactivity.

      • Smart-Light-Sets handle all components for light prefabs, including flares, point lights, cone lights, and beam effects.

        • They inherit colors from SOF and can change dynamically based on variables and states they are authored to.

        • Optimized for better system performance and fewer draw calls.

        • Allows shared visual “recipes” per race/faction, triggered by ship state (e.g., warp, docking, combat).

        • Supports animated instanced meshes for future space scene effects such as debris fields and enhanced explosion debris.

      • The first batch of ships utilizing the Smart-Light-System in this update is: all cruisers.

    Visual Damage System

    • Smoke & Fire VFX have finally returned for ships in hull damage (player ships as well as NPC’s), their last known sighting was sometime pre-EVE: Trinity expansion.

      • Fires appear at specific hull thresholds and respond dynamically to ship movement (always starting though when entering hull damage).

      • Fire VFX are disabled on Medium/Low shader settings to maintain fleet fight performance, and do not load at all.

      • Smaller ships have larger fires in relation to ship size, and the larger the ship, the more fires there are (smaller in size in relation to the ship), going up to 7 fires on a titan.

    • Smoke & Fire VFX have also now been added to structures that made sense to start with: Citadels, Refineries, Moon Miners, Skyhooks, Navigation Structures, Industrial Arrays, and Outposts.

      • Here 10 fires will appear, roughly corresponding to each 10% of Hull damage (as there is a chance a fire can spawn twice in one location).

      • As with Ship fires, these exist only on High Shader Quality.

    New Hangar Visualizations

    • Fire BOBs: When a ship enters a hangar with hull damage and thereby with fires, Fire BOBs will fly into the rescue to put out the fires, making sure your egregious lack of proper fire containment safety protocol does not spread to the rest of the station.

      • If you undock without repairing hull damage, then fires will re-ignite.

      • Extinguished fires will continue to emit gas/smoke until such a time you repair the ship.

    • Repair BOBs: When you utilize in-hangar repair, Repair BOBs will fly in from all directions and repair your ship over a period of 30 seconds.

      • This is purely visual, if you undock immediately after the repair goes through then you will undock repaired.

      • This will only happen for full repairs, partial repairs will not trigger animations.

    • Repair and Fire BOBs have models and color schemes corresponding to the station owner’s faction. Fire BOBs (of course) all have the fire engine color scheme of Iceland.


    Patch Notes for 2025-08-18.1

    Features & Changes:

    Graphics:

    Upscaling

    Upscaling is a rendering technique that allows the game to be drawn at a lower resolution and then intelligently scaled up to match your display’s native resolution. This reduces the workload on your graphics card, helping to improve performance while maintaining high-quality visuals. The result is smoother gameplay with higher frame rates, particularly valuable in large fleet fights or other demanding scenarios where your system may be limited by GPU performance. Upscaling is particularly effective for players using lower- and mid-range graphics cards who want to run at higher resolutions or graphical settings than would otherwise be viable.

    Frame generation takes the upscaling process one step further by creating an additional frame where possible, increasing the frame rate further.

    Modern upscaling techniques have come a long way since we since we introduced FSR 1 with Uprising in 2022. This update brings more up-to-date solutions from NVIDIA, AMD, Intel and Apple.

    Beyond performance improvements, upscaling can also reduce power usage. By lowering the load on the GPU, it helps keep systems cooler and, on mobile or portable setups such as laptops, can extend battery life. This makes upscaling not only a performance booster but also a useful tool for players who want to balance visual fidelity with system efficiency.

    Windows

    The client must be running in DX12 for the following upscalers to work. The available upscalers are:

    • NVIDIA DLSS Super Resolution with Frame Generation. The version of DLSS Super Resolution that is available will depend on your NVIDIA hardware and OS settings. If your system has a GeForce RTX 50 Series GPU, then the latest DLSS 4 Super Resolution is supported. DLSS is an NVIDIA only solution that is recommended for NVIDIA users.

    • FSR 3 with Frame Generation. It supports the AMD Radeon™ RX 5000 Series and above, NVIDIA GeForce RTX 20 Series and above and Intel Arc Alchemist GPUs. FSR 3 is recommended for AMD based GPUs.

      • If you have a slightly older GPU, then FSR 3 without frame generation will work on the AMD Radeon™ RX 590 and above and the NVIDIA GeForce® GTX 10 Series and above.

    • Intel XeSS 2 is supported by the Intel Arc Alchemist series, Intel Xe-LP integrated graphics, AMD Radeon RX 6000 Series and above, and the NVIDIA GeForce® GTX 10 Series and above. XeSS is recommended for Intel based GPUs.

    • The existing AMD FSR 1 solution. This provides a basic upscaling option for older hardware and operating systems that don’t have the required features to support a more modern solution. It is available in both DirectX 11 and 12.

    macOS

    • macOS 13 (Ventura) and above has a high performance upscaler supplied by Apple called “MetalFX”. While available for both Intel and Apple Silicon based systems, Apple Silicon benefits from a more advanced version that has a higher quality output.

    • FSR 1 has been deprecated on macOS systems - on some systems you may need to manually select MetalFX.

    General upscaling notes

    • Some settings such as Anti-Aliasing will be disabled by some upscalers. This is intended, as this happens as part of the upscaling process.

    • Upscaling can only give you more FPS when the GPU is the limiting factor in your system.

    • There is no ‘best’ upscaling technique that is recommended for every client due to the vast number of computer configurations and in-game activities. We encourage you to experiment with the different upscaling solutions and choose one you are happy with.

    • The “Upscaling Setting” will allow you to vary the image quality against performance. It is normal to get small visual differences between non-upscaled and upscaled renders. In some situations, frame generation may introduce some small artifacts but allow for a higher frame rate.

    • If V-sync does not behave as you expect, try toggling ‘hardware-accelerated GPU scheduling’ in Windows. Let us know on the forum if this impacts you.

    Ray tracing

    Ray tracing is a modern rendering technique that simulates the physical behavior of light. Instead of relying on approximations, it calculates how rays of light travel from a source, interact with objects, and ultimately reach the camera. This makes lighting and shadows appear more natural, precise, and consistent with how light behaves in the real world.

    For EVE Online, ray tracing is applied specifically to shadows, further improving the shadow system introduced in 2023. Raytraced shadows provide far greater accuracy than older methods, producing sharper edges, smoother gradients, and dynamic changes that reflect the movement of ships, stations, and other objects.

    Raytraced shadows are an optional feature that can be enabled in the client’s graphics settings by selecting “Raytraced” under “Shadow Quality.” It is supported on the following systems:

    Windows

    • Windows 10, October 2018 Update (version 1809) and above

    • Windows 11

    • A GPU which supports DirectX Raytracing (DXR)

      • NVIDIA RTX 20 Series and above

      • AMD Radeon RX 6000 series and above

      • Intel Arc Alchemist series

    macOS

    • macOS 12 Monterey or above

    • An Apple Silicon based system


    Patch Notes for 2025-08-14.1

    Defect Fixes:

    Gameplay:

    • Fixed not being able to use the ‘board my corvette’ button, if you just logged into a station without changing ships or undocking at some point earlier.


    Patch Notes for 2025-08-12.1

    Features & Changes:

    Air Daily Goal:

    • 5th Air Daily Goal

    As part of the refinement for the Air Daily Goal System, we are adding a new daily goal “Complete 3 jumps”. This goal will appear as the 5th daily goal that is always available, repeating every day alongside the four career-specific goals. Unlike other goals, it isn't tied to a specific career.

    The goal is simple and universal, so it's easier for players - new or experienced - to reach their daily bonus SP and progress on the monthly reward track.

    Objective: Jump between systems in space 3 times.

    • How it works:

      • Each jump contributes to the goal, whether it’s to a new system or back and forth between the same systems.

    • Jump Types That Count:

      • Stargates

      • Ansiblex Jump Gates

      • Shipcasters

      • Wormholes

      • Jump Drives

      • Jump Filaments (Such as needlejack, pochven or event filaments)

    You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.

    Defect Fixes:

    Gameplay:

    • Fixed the Meta Level and the Tech Level of the Babaroga being incorrect in static data and the compare tool.

    • Fixed Simulated ships not showing hardpoints being filled if clicking the show info button in the fitting simulation window and looking at the fitting tab, and also added the status bars for fittings.

    Graphics:

    • Potentially fixed an issue where visual effects for remote repairs (ie. remote armor repair, shield boosters, etc.) would persist after the repairing player or NPC is destroyed.

    Technical:

    • A randomly occurring rare crash during warp and jumping has been fixed.

    • CPU performance has been improved for areas that contain a large amount of ships.

    • The number of threads a background client uses has been adjusted. This can result in better overall performance in situations where several applications are competing for CPU time. On some systems, this can help when running lots of game clients at the same time.

    • General performance has been improved on higher end Apple Silicon systems, such as the M1 Max.

    User Interface:

    • Removed the 'Recruitment' UI Pointer as that window no longer exists.

    • The 'Favourites' Map Filter UI Pointer now says: "This element is not on your screen" if you click on it with the world map open, and no favourites set, instead of leading to random places.

    • Fixed UI Pointers tooltip text being duplicated if the window did not have enough width to display the full pointer name.


    Patch Notes for 2025-08-01.1

    Defect Fixes:

    Gameplay:

    • The medium-sized Mordunium Deposits will now rarely appear in lowsec non-FW systems instead of the Small Mordunium Deposit, as it was meant to be.

    • Additionally, the Small Mordunium Deposit will now rarely appear in highsec 0.5 systems which border lowsec.

    • Sites that were already spawned before downtime may remain in their incorrect locations until they are mined out.

    The Mordunium yearns to be mined. In yesterday's update, the Mordunium Deposits and the Small Mordunium spawn locations were flipped. The additional larger sites will now be spawning in lowsec, with the smaller additional sites in highsec.


    Patch Notes for 2025-07-31.1

    Features & Changes:

    Balancing:

    Pyerite Balance

    • Scordite - Pyerite reprocessing amount has been improved by approximately 10%.

    • Mordunium - Pyerite reprocessing amount has been improved by approximately 10%.

    • Small Mordunium Deposits will now appear in non FW lowsec systems as an uncommon site.

    • Medium Mordunium Deposits will now rarely appear in 0.5 systems bordering low security space.

    In a continuing effort to curb the current price and supply trend of Pyerite, we're making a few more small tweaks to the ecosystem. We're happy with the previous change to the yield of Scordite and Mordunium as they were helpful without creating any destabilization, so we're going to keep nudging it up a little further.

    However, that won't solve the universes needs for Pyerite alone so we're going to add a few more sources of Mordunium to Highsec border systems and to non-Factional Warfare Lowsec systems.

    We anticipate this will require further iteration and not be just a quick fix. As always we'll be monitoring and looking for further opportunities to tune in the future.

    Item

    Old Reprocessing Amount

    New Reprocessing Amount

    Scordite

    99

    110

    Condensed Scordite

    103

    114

    Massive Scordite

    110

    119

    Glossy Scordite

    114

    125

    Mordunium

    88

    97

    Plum Mordunium

    92

    101

    Prize Mordunium

    97

    107

    Plunder Mordunium

    101

    112


    Patch Notes for 2025-07-17.1

    Features & Changes:

    Balancing:

    • Fewer proximity mines will now spawn within AEGIS Capital Ship Security Facility sites on average.

    • Ghost Sites have had a number of updates:

      • NPC guards will now take longer to arrive on average.

      • The variance in NPC guard arrival times has been decreased significantly.

      • The time between NPC guard arrival and container detonation is now always 30 seconds.

      • Added info Panel objectives to show hacking progress and time-to-detonation on NPC guard arrival.

    • The chance for players to receive capital control items has been increased in Lesser and Standard Covert Research Sites (Ghost Sites).

    • Dented Storage Depots found in Sleeper Cache exploration sites now have a very rare chance to drop capital control items.

    • The volume of the Counter-Subversion Sensor Array item has been lowered from 20m3 to 2m3.

    • The volume of the Nanoscale Filter Plate item has been lowered from 5m3 to 1m3.

    • The Overmind Nursery Nest Wreck found in Pochven no longer drops Enhanced Electro-Neural Signallers when salvaged, and now drops red loot instead.

    As we look to alleviate bottlenecks which currently affect capital and supercapital industry, we are updating exploration sites which drop these industry's components. The aim of these changes is to make such sites more accessible and consistent for players.

    Additionally, we have also rebalanced the drop chances and amounts of these items. We will continue to monitor the impact of these changes and respond with any other changes that may be necessary. Additionally, Enhanced Electro-Neural Signallers have been removed from Overmind Nursery Groves sites within Pochven and replaced with red loot of equivalent value. This component can still be found in other sites.

    Lastly, as exploration activities thrive on jackpot-moments, we have added capital and supercapital components as rare bonus loot in all sleeper caches!

    Freelance Jobs:

    • Deliver Jobs now include a warning if the job issuer is asking for a delivery in a location you can’t dock at.

    • Deliver Jobs now include a comparison between the set reward price per delivered item and the average universal price.

    Science & Industry:

    • The SCC charge for research jobs is now 50% of the baseline SCC charge.

      • This means that, instead of the 4% SCC charge, research jobs will now cost 2% SCC charge.

    We’re making an adjustment to the SCC tax specifically for blueprint research jobs to help new industrialists catch up to existing ones that already have fully researched blueprints.

    Defect Fixes:

    Freelance Jobs:

    • Fixed an issue where tracked Freelance jobs would automatically become untracked and disappear from the Opportunities info panel.

    • Fixed an issue where searching for Assets in Capsuleer Deliveries through the Corporation window would fail to work.

    • Fixed an issue in the Create Freelance Job form where already-selected locations were still available for selection in the dropdown options for Destination and Available Broadcast Locations.

    • Updated and clarified a few error messages.

    Graphics:

    • Fixed an issue where the strip miner impact VFX was clipping with asteroids.

    • Fixed an issue where the orbit camera for the Babaroga was misaligned.

    • Fixed an issue were the Alliance Emblem placement on the Lachesis hull was misplaced.


    Patch Notes for 2025-07-16.1

    Defect Fixes:

    Graphics:

    • Fixed an issue with the Hyperlane Weave pattern that caused it to repeat horizontally instead of vertically.


    Patch Notes for 2025-07-15.1

    Features & Changes:

    DLI:

    A reward track for Solar Fest has been made active. Claim new rewards every day from 15-22 July.

    • 50% sequencing in SKINR.

    • Limited time offer. Components while not be available after event.

      • Hyperlane Weave pattern.

      • Sunken Plating material.

    • Component offers raging from 20% - 60% off regular price.

    Defect Fixes:

    Gameplay:

    • The following capital modules will now have a volume of 1,000m3 when repackaged like other capital modules in the game.

      • Consortium Capital Tractor Beam.

      • Capital Micro Jump Drive.

      • Capital Micro Jump Drive Field Generator.

      • Strategos' Modified Siege Module.

      • Xarasier Capital Micro Jump Drive.

      • Xarasier Capital Ancillary Shield Booster.

      • Xarasier Capital Ancillary Armor Repairer.


    Patch Notes for 2025-07-14.1

    Defect Fixes:

    Freelance Jobs:

    • Fixed an issue where it was possible to create Deliver jobs for unsupported item categories.


    Patch Notes for 2025-07-10.1

    Features & Changes:

    Freelance Jobs:

    • New contribution method “Deliver” added to Freelance Jobs.

      • New method that allows creating Freelance Jobs asking other capsuleers to deliver items to your corporation.

      • Corporations can set any station or structure with a rented office as a delivery location.

      • Multiple delivery locations can be selected at the same time.

      • Corporations can specify item type or group to be delivered.

      • Delivery is connected to a specific job, allowing for concurrent jobs to deliver the same item type, this makes sure that the same contribution isn’t counted for multiple jobs at the same time.

      • Freelancers complete deliveries by dragging desired items into the Freelance Job window’s drop box.

    • New corporation hangar - “Capsuleer Deliveries”.

      • This hangar will contain any items capsuleers have delivered to your corporation via the “Deliver” freelance job.

      • Director and Project Manager roles can access this hangar.

    Freelance Jobs Known Issues:

    • In the Create Freelance Job window it's possible to set the delivery location to structures that are abandoned or low power, which will prevent the job from being created.

    Defect Fixes:

    User Interface:

    • Fixed issue with market filters that caused global PLEX market orders to not show.


    Patch Notes for 2025-07-09.1

    Defect Fixes:

    Gameplay:

    • Fixed an issue where there was no ambient sound in some stations.


    Patch Notes for 2025-07-08.1

    Defect Fixes:

    Localization:

    • Fixed missing localization for error messages in the global PLEX market.


    Patch Notes for 2025-07-07.1

    Features & Changes:

    Market:

    Introducing the Global PLEX Market, a unified, galaxy-wide market to make PLEX accessible from nearly anywhere in space.

    All PLEX buy and sell orders are now pooled into a single global order book, dramatically improving liquidity and price transparency. Purchases are delivered directly to your Vault, eliminating the need for travel or regional market friction. This change streamlines PLEX trading across New Eden, making it faster, simpler, and more efficient than ever.

    Global PLEX market prices will be visible in private structures (e.g. citadels and keepstars) across New Eden, but trading from private structures with ACL restrictions will remain the same; you will not be able to buy items from, or sell items to, orders in stations that you cannot access. Listing taxes are still based on standings and location, no changes here. 

    All outstanding PLEX orders were cancelled, and fees will be reimbursed within a few days.  


    Patch Notes for 2025-07-01.1

    Defect Fixes:

    Gameplay:

    • 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.

    Graphics:

    • Fixed damage decals flickering in some situations.

    Technical:

    • 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.

    User Interface:

    • 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.


    Patch Notes for 2025-06-26.1

    Features & Changes:

    Pochven:

    • 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.

    Defect Fixes:

    Pochven:

    • 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.

    User Interface:

    • 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.


    Patch Notes for 2025-06-24.1

    Features & Changes:

    Empire Wars:

    • 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.

    Factional Warfare & Insurgencies:

    • 🤝 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.

    Filaments:

    • 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.

    Fleets:

    • 🤝 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.

    Market & Contracts:

    • 🤝 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.

    1. Veldspar 10

    2. Scordite 20

    3. 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.

    Modules:

    • 🤝 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.

    Mining:

    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.

    Planetary Interaction:

    • 🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.

    Pochven:

    • 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.

    Science & Industry:

    • 🤝 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.

    Ships:

    • 🤝 Added the option to keybind a shortcut to open the “Infrastructure Hold” found on the Upwell Haulers and the Avalanche.

    Sovereignty:

    • 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.

    Structures & Deployables:

    • 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.

    User Interface:

    • 🤝 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.

    Compare Tool:

    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.

    Defect Fixes:

    Gameplay:

    • 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.

    Localization:

    • 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.

    Pochven:

    • 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.

    User Interface:

    • Fixed the orientation of the Ascending/Descending triangles in the directional scanner window.

    Wormhole Capital Escalations:

    • Moved the spawn location for Capital Escalations Drifters back to the structure.


    Patch Notes for 2025-06-16.1

    Features & Changes:

    Miscellaneous:

    • Three old billboard ads have been removed from the rotation, and three new billboard ads have been added to the rotation.

    Technical:

    • 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!

    Defect Fixes:

    Technical:

    • 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.


    Patch Notes for 2025-06-12.1

    Features & Changes:

    Miscellaneous:

    • Boosters used in the Capsuleer Day event have been updated (being marked as expired, removed from search and market groups)

    Defect Fixes:

    User Interface:

    • 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.


    Patch Notes for 2025-06-11.1

    Defect Fixes:

    Technical:

    • 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.


    Patch Notes for 2025-06-10.1

    Defect Fixes:

    Technical:

    • 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.


    Patch Notes for 2025-06-05.1

    Features & Changes:

    Sovereignty:

    • 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

    Defect Fixes:

    Gameplay:

    • 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.

    Graphics:

    • Adjusted the glow intensity based on color brightness and luminosity for brand banner on Freelance Project Cards.

    Localization:

    • 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.

    User Interface:

    • 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.


    Patch Notes for 2025-06-04.1

    Defect Fixes:

    Freelance Jobs:

    • 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.


    Patch Notes for 2025-06-03.1

    Defect Fixes:

    Graphics:

    • 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.


    Patch Notes for 2025-05-30.1

    Defect Fixes:

    User Interface:

    • 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.


    Patch Notes for 2025-05-28.1

    Features & Changes:

    Freelance Jobs:

    • 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.

    Map:

    • Added ‘Show All' and ‘Hide All’ options to the ‘Manage filter categories’ menu.

    Air Career Program:

    • 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.

    Defect Fixes:

    Freelance Jobs:

    • 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.

    Gameplay:

    • 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.

    Graphics:

    • 🤝Vargur siege to warp animation transitions smoothly now after deactivation of Bastion module and warping immediately.

    Localization:

    • Added missing translation for ‘Transit’ in the sovereignty hub and sovereignty windows.

    Map:

    • 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.

    User Interface:

    • Fixed an issue where PLEX purchases from the Character Selection Screen could occasionally fail.


    Patch Notes for 2025-05-27.1

    The Legion expansion is out!

    Full overview of the contents of the expansion can be found here: Legion Expansion Notes!

    Features & Changes:

    NES:

    • Omega capsuleers can claim a gift of 10 PLEX.

    • Added an offer of 7 days Omega for 10 PLEX.

    Defect Fixes:

    Gameplay:

    • 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.

    User Interface:

    • 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.