EVE Online feeds

  • Catch up with Fanfest’s glorious return!

    16. May 2022 18:45


    Fanfest-loving Capsuleers,

    Fanfest 2022 has reached its conclusion, and we couldn’t have dreamed of a better event to reunite our community after too many years apart.

    Bringing together so many of the EVE community in-person provided a very special opportunity to catch-up, share memories of the stories we’ve made and played together in New Eden, and get enthused about what is becoming a very exciting future for EVE Online. Fanfest may have ended, but there’s a lot to look forward to in New Eden!

    image

    And aside from the parties, pub-crawls and off-site adventures around Iceland, Fanfest saw all kinds of news stories, announcements, and insights about coming changes that will make EVE even better, as we power towards the third decade.

    Through a series of presentations, developer interviews, roundtables and panels – many of which were watched live on CCP TV by pilots around the world – we got to share our vision of an ever more vibrant New Eden that thrives as a living universe driven by grand new narrative arcs, even more dynamic player-shaped stories, and a fresh generation of expansions.

    You can catch up on all the key news from Fanfest in our stories rounding up Day One and Day Two of the event. In those stories you’ll find all kinds of detail on the new factional warfare system, changes to structures, the return of expansions in an evolved form, ship and structure customization with the all-new heraldry system, the role of the new InterBus credits, significant visual enhancements such as high-definition nebulas in addition to numerous other quality of life improvements, the experiences that greet new players, ambitious plans for multi-year narrative arcs, and plenty more.

    L1330780

    You can still watch the full deep dive from Day Two including the EVE - A Living Universe Presentation and the keynote from Day One as well as catch up on all the presentations and announcements from Fanfest here. It’s far from too late to get a taste of the EVE Fanfest experience.

    If you have any photos, videos or other memories from Fanfest 2022, get them on social media using the hashtag #tweetfleet. We’d love to see what you have to share!

    For now, we’ll see you back in New Eden – and maybe at the next Fanfest in September 2023! More news on Fanfest 2023 is set to come, so keep your eyes locked to EVE News.

    L1340650

  • Monthly Economic Report - April 2022

    13. May 2022 19:00


    Economic Capsuleers!

    The Monthly Economic Report for April 2022 is now available.

    You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.


    0 produced.vs.destroyed

    1 regional.stats

    2 destruction.value.by.region

    3 asteroid ore mined by region

    3 asteroid ore volume history

    3 gas mined by region

    3 gas volume history

    3 ice mined by region

    3 ice volume history

    3 mining.value.by.region

    3 moon ore mined by region

    3 moon ore volume history

    3 npc.bounties.by.region

    4 production.value.by.region

    5 trade.balance.by.region

    5 trade.balance.m3.by.region

    6 trade.value.by.region

    7 imports exports net exports

    9 sinks and faucets

    9 top commodity faucets history

    9 top sinks and faucets history

    9aa services breakdown

    9b money supply

    9c money velocity

    9d economy.indices

    9ea index.value.decomp.ConsumerPriceIndex

    9fa index.value.decomp.MineralPriceIndex

    9ga index.value.decomp.PrimaryProducerPriceIndex

    9ha index.value.decomp.SecondaryProducerPriceIndex

    10a ess regional stats

    10b ess mainbank thefts

    10c ess reservebank thefts

    To join the player discussion, please visit the official thread on EVE Online forums.

  • Photon UI – Iterating and Improving

    13. May 2022 17:00


    Space-conscious Capsuleers,

    Following on from the crazy adventure that was Fanfest 2022, the team is eager to get the latest Photon UI updates released for you to try. The May release has dozens of bug fixes and improvements based on your feedback. Here are just a few of those changes:

    • Chat update notifications return.
    • A new tabbed window header in select windows, utilizing header space better.
    • Inactive windows are more serene.
    • Animated grain texture removed.
    • Tab highlights are more balanced.
    • Lots and lots of bug fixes!

    That’s not all, though. The June release is starting to take shape, too, with the headline feature being a compact UI mode for select windows in Photon UI. Make sure you check it out as it’s shaping up to be the modern UI EVE needs as it marches towards the third decade!

    Compact mode

    These changes wouldn’t be possible without the vibrant EVE Online community. Please continue giving your feedback and making New Eden the best place it can be!

    Haven’t tried Photon UI yet? Launch EVE, head to the settings menu (Esc), and enable it under the Feature Previews tab to opt in. Later in the summer we will see the Neocom in Photon, animated elements, and Photon UI will transition to become an opt-out feature.

    So keep testing, Capsuleers, and look forward to the bright future that is Photon UI!

  • Patch Notes - Version 20.05

    10. May 2022 13:00


    Saluations,

    The following page will list patch notes for all updates within this release (Version 20.05). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2022-05-10
    Last update: 2022-05-10

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

    RELEASES:    2022-05-10.1 |&nbsp
    NEW

    Patch Notes For 2022-05-10.1

    Features & Changes

    Defect Fixes

    Features & Changes: Structures & Deployables:

    Upwell Structures have undergone two major updates to their reinforcement gameplay mechanics. FLEX Structures and NPC Structures remain unchanged in mechanics and gameplay.

    • For all Upwell Structures, the Damage Cap limit for Shields has effectively been removed through an increase of the limit.

      • The attribute in game is still visible as "Shield Damage Limit (per second)" but is now higher than the shield capacity of the structure.
      • This results in the ability to rapidly deplete the structures shields without the damage cap limiting incoming DPS.
    • For all Medium Upwell Structures, the Hull Reinforcement phase has been removed. This means that medium structures will have a maximum of 1 reinforcement cycle after a successful attack depleting the structures shields. After depletion of the Armor HP during its armor vulnerable phase, the structure will immediately enter the hull vulnerable phase and continue to sustain damage from an attacking fleet.

    The armor reinforcement timers have been updated to the following durations:

    Structure Size Wormholes Nullsec Lowsec Highsec
    Medium Defenders next chosen hour after 2.5 days ± 1.5 hours Defenders next chosen hour after 3.5 days ± 1.5 hours Defenders next chosen hour after 3.5 days ± 1.5 hours Defenders next chosen hour after 4.5 days ± 1.5 hours
    Large Defenders next chosen hour after 24 hours ± 3 hours Defenders next chosen hour after 24 hours ± 3 hours Defenders next chosen hour after 24 hours ± 3 hours Defenders next chosen hour after 24 hours ± 3 hours
    FLEX N/A None N/A N/A
    • War HQ structures have a hull timer of 24 hours. For medium structures, this rule is applied to the armor timer instead.

    The hull reinforcement timers have been updated to the following durations:

    Structure Size Wormholes Nullsec Lowsec Highsec
    Medium None None None None
    Large Defenders next chosen hour after 1.5 days ± 3 hours Defenders next chosen hour after 2.5 days ± 3 hours Defenders next chosen hour after 2.5 days ± 3 hours Defenders next chosen hour after 4.5 days ± 3 hours
    FLEX N/A Defenders next chosen hour after 30 minutes ± 30 minutes N/A N/A

    Developer Comment:

    🤝 After inviting players to discuss the upcoming changes for the Siege Green update, we've added an additional 24 hours onto the reinforcement time for medium structures in Wormholes, Pochven, Low-Sec, and Null-Sec. We have also heard your feedback on the 'jitter' randomness of the end result of the vulnerable window and we're reducing the random jitter time from +/- 3 hours down to +/- 1.5 hours for the medium structure armor reinforcement timer.

    Hitpoint values of Upwell Structures have been adjusted by the following values:

    • All Medium Upwell Structures have received 100% more Shield Hitpoints.
    Structure Name Shield Hitpoints
    Astrahus 3,600,000 (previously 1,800,000)
    Raitaru 2,400,000 (previously 1,200,000)
    Athanor 2,400,000 (previously 1,200,000)
    • All Large and Extra-Large Upwell Structures have received 25% more Shield Hitpoints.
    Structure Name Shield Hitpoints
    Fortizar 6,750,000 (previously 5,400,000)
    Keepstar 33,750,000 (previously 27,000,000)
    Azbel 4,500,000 (previously 3,600,000)
    Sotiyo 22,500,000 (previously 18,000,000)
    Tatara 4,500,000 (previously 3,600,000)
    'Draccous' Fortizar 6,750,000 (previously 5,400,000)
    'Horizon' Fortizar 10,125,000 (previously 8,100,000)
    'Marginis' Fortizar 6,750,000 (previously 5,400,000)
    'Prometheus' Fortizar 10,125,000 (previously 8,100,000)
    Upwell Palatine Keepstar 67,500,000 (previously 54,000,000)
    • All Medium Upwell Structures have had their Structure (Hull) hitpoints reduced by 75%.
    Structure Name Hull Hitpoints
    Astrahus 1,800,000 (previously 7,200,000)
    Raitaru 1,200,000 (previously 4,800,000)
    Athanor 1,200,000 (previously 4,800,000)

    Back to Top




    Modules:
    • The Standup Point Defense Battery modules can now only be activated with the Standup Flak Round I charges loaded into the module for it to use.



    Technical:
    • Skillplans have been enabled for the MacOS client.



    User Interface:
    • The Compression & Decompression windows have had some small animations added to the completed messaging.



    Science & Industry:

    Several Construction Components have had their blueprints updated. These components are used in the manufacture of Faction ships, Capital, and Supercapital ships.

    • Outcome quantity has been increased for the following blueprints:

      • Life Support Backup Unit Blueprint output changed to 3 units. (previously 1)
      • Auto-Integrity Preservation Seal Blueprint output changed to 3 units. ( previously 1)
    • Input quantity has been reduced for the following blueprints:

    Component Blueprint Input type & Quantity
    Core Temperature Regulator Water: 100 units (previously 1250)
    Capital Core Temperature Regulator Core Temperature Regulator: 70 units (previously 250)
    Programmable Purification Membrane Hermetic Membranes: 100 units (previously 350), Gel-Matrix Biopaste: 300 units (previously 1000)
    Neurolink Protection Cell Miniature Electronics: 100 units (previously 2000), Genetic Safeguard Filter: 5 units (previously 20)

    Back to Top

    A significant update to the build material requirements of ship blueprints has been made. This update affects the blueprints of Faction, Pirate, Capital, and Supercapital ships in the following way:

    • Note that Ship Materials (Reprocessing) have also been updated according to the new Blueprint values.

    Frigates & Destroyers

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.
      • Damavik input requirements are now 5/10 (previously 10/20)
      • Skybreaker input requirements are now 5/10 (previously 10/20)
      • Kikimora input requirements are now 10/20 (previously 20/40)

    Cruisers

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.

      • Rodiva input requirements are now 19/30 (previously 75/150)
      • Vedmak input requirements are now 25/50 (previously 100/200)
      • Stormbringer input requirements are now 25/50 (previously 100/200)
      • Stratios input requirements are now 33/66 (previously 66/132)
      • Pirate Faction Cruiser input requirements are now 30/60 (previously 60/120)
      • Navy Issue Cruiser input requirements are now 25/50 (previously 50/100)
    • Trigger Neurolink Conduit(s) input requirements have been reduced to 4 (previously 10) per type.

    Battlecruisers

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.

      • Drekavac input requirements are now 55/110 (previously 220/440)
      • Navy Issue Battlecruiser input requirements are now 50/100 (previously 100/200)
    • Trigger Neurolink Conduit input requirements have been reduced to 8 (previously 20).

    Battleships

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.

      • Thunderchild input requirements are now 100/200 (previously 400/800)
      • Leshak input requirements are now 110/220 (previously 440/880)
      • Nestor input requirements are now 132/264 (previously 264/528)
      • Pirate Faction Battleship input requirements are now 120/240 (previously 240/480)
      • Navy Issue Battleship input requirements are now 100/200 (previously 200/400)
    • Trigger Neurolink Conduit input requirements have been reduced to 16 (previously 50) per type.

    Industrials & Freighters

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced.

      • Orca input requirements are now 100/200 (previously 400/800)
      • All other Freighters now have their input requirement set at 200/400 (previously 800/1600), this includes the Bowhead.
    • Core Temperature Regulator inputs have been reduced for the Orca to 25. (previously 50)

    • Trigger Neurolink Conduit input requirements for Tech 1 Freighters have been reduced to 16 (previously 50).

    • Trigger Neurolink Conduit input requirements for Jump Freighters have been reduced to 32 (previously 100).

    Capital Industrials

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced for the Rorqual to 200/400. (previously 800/1600)

    All Capital input types required to construct the Rorqual have been reduced, aside from the Capital Core Temperature Regulator which remains at 1.

    • Capital Propulsion Engine reduced to 5 (previously 9).
    • Capital Sensor Cluster reduced to 5 (previously 9).
    • Capital Armor Plates reduced to 5 (previously 7).
    • Capital Capacitor Battery reduced to 10 (previously 11).
    • Capital Power Generator reduced to 10 (previously 11).
    • Capital Shield Emitter reduced to 5 (previously 9).
    • Capital Jump Drive reduced to 10 (previously 11).
    • Capital Drone Bay reduced to 5 (previously 6).
    • Capital Computer System reduced to 30 (previously 33).
    • Capital Construction Parts reduced to 40 (previously 44).
    • Capital Clone Vat Bay reduced to 30 (previously 33).
    • Capital Ship Maintenance Bay reduced to 15 (previously 33).
    • Capital Corporate Hangar Bay reduced to 15 (previously 17).
    • Capital Cargo Bay reduced to 20 (previously 22).

    Carriers

    • Life Support Backup Unit & Auto-Integrity Preservation Seal inputs have been reduced for Carriers to 200/400. (previously 800/1600)

    • Trigger Neurolink Conduit(s) input requirements for Carriers have been reduced to 32 (previously 100).

    • Interlink Communicator(s) input requiremens for Carriers have been reduced to 2 (previously 5).

    Dreadnoughts

    • Life Support Backup Unit & Auto-Integrity Preservation Seal input have been significantly reduced to 200/400 for all Dreadnoughts, this includes pirate faction variants and the Zirnitra.

      • Previously the input requirements of Life Support Backup Unit(s) & Auto-Integrity Preservation Seal(s) was 800/1600 for regular Dreadnoughts, 1600/3200 for pirate faction variants and 3200/6400 for the Zirnitra.
    • Trigger Neurolink Conduit(s) input requirements for Dreadnoughts have been significantly reduced to 16 (previously 100).

    • Trigger Neurolink Conduit(s) input requirements for Pirate Faction Dreadnoughts have been significantly reduced to 8 (previously 100) per type.

    • Interlink Communicator(s) input requirements for all Dreadnoughts have been reduced to 2 (previously 5) per type.

    All Capital input types required for the construction of most Dreadnoughts have been significantly reduced, aside from the Capital Core Temperature Regulator and the Neurolink Protection Cell which remains at 1.

    For all non-pirate faction or the Zirnitra, the following change applies:

    • Capital Propulsion Engine reduced to 5 (previously 10)
    • Capital Turret Hardpoint/Launcher Hardpoint reduced to 20 (previously 50)
    • Capital Capacitor Battery reduced to 2 (previously 7)
    • Capital Power Generator reduced to 2 (previously 5)
    • Capital Jump Drive reduced to 2 (previously 10)
    • Capital Construction Parts reduced to 2 (previously 13)
    • Capital Ship Maintenance Bay reduced to 5 (previously 16)
    • Capital Corporate Hangar Bay reduced to 2 (previously 8)
    • Capital Siege Array reduced to 20 (previously 45)

    Phoenix

    • Capital Sensor Cluster reduced to 2 (previously 10)
    • Capital Armor Plates reduced to 2 (previously 4)
    • Capital Shield Emitter reduced to 5 (previously 20)
    • Capital Computer System reduced to 4 (previously 20)

    Naglfar

    • Capital Sensor Cluster reduced to 2 (previously 10)
    • Capital Armor Plates reduced to 3 (previously 10)
    • Capital Shield Emitter reduced to 4 (previously 14)
    • Capital Computer System reduced to 4 (previously 20)

    Moros

    • Capital Sensor Cluster reduced to 4 (previously 20)
    • Capital Armor Plates reduced to 4 (previously 14)
    • Capital Shield Emitter reduced to 3 (previously 10)
    • Capital Computer System reduced to 2 (previously 10)

    Revelation

    • Capital Sensor Cluster reduced to 4 (previously 20)
    • Capital Armor Plates reduced to 5 (previously 20)
    • Capital Shield Emitter reduced to 2 (previously 4)
    • Capital Computer System reduced to 2 (previously 10)

    Caiman

    • Capital Propulsion Engine reduced to 5 (previously 8)
    • Capital Sensor Cluster reduced to 4 (previously 7)
    • Capital Armor Plates reduced to 5 (previously 8)
    • Capital Capacitor Battery reduced to 2 (previously 8)
    • Capital Power Generator reduced to 2 (previously 7)
    • Capital Shield Emitter reduced to 5 (previously 31)
    • Capital Jump Drive reduced to 2 (previously 10)
    • Capital Computer System reduced to 4 (previously 14)
    • Capital Construction Parts reduced to 4 (previously 16)
    • Capital Launcher Hardpoint reduced to 20 (previously 44)
    • Capital Ship Maintenance Bay reduced to 5 (previously 18)
    • Capital Corporate Hangar Bay reduced to 2 (previously 10)
    • Capital Siege Array reduced to 20 (previously 33)

    Chemosh

    • Capital Propulsion Engine reduced to 5 (previously 8)
    • Capital Turret Hardpoint reduced to 20 (previously 44)
    • Capital Sensor Cluster reduced to 4 (previously 7)
    • Capital Armor Plates reduced to 5 (previously 31)
    • Capital Capacitor Battery reduced to 2 (previously 8)
    • Capital Power Generator reduced to 2 (previously 16)
    • Capital Shield Emitter reduced to 5 (previously 9)
    • Capital Jump Drive reduced to 2 (previously 11)
    • Capital Computer System reduced to 4 (previously 7)
    • Capital Construction Parts reduced to 4 (previously 16)
    • Capital Ship Maintenance Bay reduced to 5 (previously 19)
    • Capital Corporate Hangar Bay reduced to 2 (previously 10)
    • Capital Siege Array reduced to 20 (previously 33)

    Vehement

    • Capital Propulsion Engine reduced to 90 (previously 98)
    • Capital Turret Hardpoint reduced to 500 (previously 518)
    • Capital Sensor Cluster reduced to 80 (previously 84)
    • Capital Armor Plates reduced to 300 (previously 336)
    • Capital Capacitor Battery reduced to 90 (previously 98)
    • Capital Power Generator reduced to 180 (previously 182)
    • Capital Shield Emitter reduced to 150 (previously 154)
    • Capital Jump Drive reduced to 110 (previously 112)
    • Capital Computer System reduced to 80 (previously 84)
    • Capital Construction Parts reduced to 180 (previously 182)
    • Capital Ship Maintenance Bay reduced to 220 (previously 224)
    • Capital Corporate Hangar Bay reduced to 110 (previously 112)
    • Capital Siege Array reduced to 390 (previously 392)

    Zirnitra

    • Capital Propulsion Engine reduced to 5 (previously 10)
    • Capital Sensor Cluster reduced to 2 (previously 7)
    • Capital Armor Plates reduced to 5 (previously 30)
    • Capital Capacitor Battery reduced to 2 (previously 7)
    • Capital Power Generator reduced to 2 (previously 5)
    • Capital Shield Emitter reduced to 2 (previously 15)
    • Capital Jump Drive reduced to 2 (previously 10)
    • Capital Computer System reduced to 4 (previously 15)
    • Capital Construction Parts reduced to 2 (previously 13)
    • Capital Ship Maintenance Bay reduced to 5 (previously 16)
    • Capital Corporate Hangar Bay reduced to 2 (previously 18)
    • Capital Siege Array reduced to 20 (previously 45)

    Force Auxiliaries

    • Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 200/400 for all Force Auxiliaries, this includes pirate faction variants.

      • Previously the input requirements of Life Support Backup Unit(s) & Auto-Integrity Preservation Seal(s) was 600/1200 for regular Force Auxiliaries and 1200/2400 for the pirate faction variants.
    • Trigger Neurolink Conduit(s) input requirements for Force Auxiliaries have been reduced to 32 (previously 75).

    • Trigger Neurolink Conduit(s) input requirements for Pirate Faction Force Auxiliaries have been reduced to 16 (previously 75) per type.

    Supercarriers

    • Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 400/800 for all Supercarriers, this includes the Revenant and Vendetta.

      • Previously the input requirements of Life Support Backup Unit(s) & Auto-Integrity Preservation Seal(s) was 2500/5000 for Supercarriers and 5000/10000 for the Revenant and Vendetta.
    • Capital Core Temperature Regulator input amount reduced to 10 (previously 15)

    • Trigger Neurolink Conduit(s) input requirements for Supercarriers have been reduced to 64 (previously 250).

    • Trigger Neurolink Conduit(s) input requirements for Revenant and Vendetta have been reduced to 32 (previously 250) per type.

    • Interlink Communicator(s) input requiremens for all Supercarriers aside from the Vendetta have been reduced to 125 (previously 250) per type.

    • Interlink Communicator(s) input requiremens for Vendetta has been reduced to 75 (previously 250) per type.

    Titans

    • Life Support Backup Unit & Auto-Integrity Preservation Seal input have been reduced to 800/1600 for all Titans, this includes pirate faction variants.

      • Previously the input requirements of Life Support Backup Unit(s) & Auto-Integrity Preservation Seal(s) was 2500/5000 for regular Titans and 5000/10000 for the pirate faction variants.
    • Capital Core Temperature Regulator input amount reduced to 20 (previously 40)

    • Trigger Neurolink Conduit(s) input requirements for Titans have been reduced to 128 (previously 500).

    • Trigger Neurolink Conduit(s) input requirements for Komodo, Vanquisher and Molok have been reduced to 64 (previously 500) per type.

    • Interlink Communicator(s) input requiremens for all Titans have been reduced to 250 (previously 500).

    Many Capital input types required for the construction of Titans have been reduced.

    For non-Pirate Faction Titans the following change applies:

    • Capital Propulsion Engine reduced to 80 (previously 100)
    • Capital Jump Drive reduced to 300 (previously 400)
    • Capital Clone Vat Bay reduced to 500 (previously 556)
    • Capital Doomsday Weapon Mount reduced to 500 (previously 556)
    • Capital Ship Maintenance Bay reduced to 500 (previously 556)
    • Capital Corporate Hangar Bay reduced to 500 (previously 556)
    • Capital Jump Bridge Array reduced to 500 (previously 556)

    Komodo

    • Capital Propulsion Engine reduced to 50 (previously 100)
    • Capital Launcher Hardpoint reduced to 300 (previously 600)
    • Capital Sensor Cluster reduced to 300 (previously 600)
    • Capital Armor Plates reduced to 100 (previously 200)
    • Capital Capacitor Battery reduced to 250 (previously 500)
    • Capital Power Generator reduced to 50 (previously 100)
    • Capital Shield Emitter reduced to 300 (previously 600)
    • Capital Jump Drive reduced to 300 (previously 600)
    • Capital Construction Parts reduced to 200 (previously 400)
    • Capital Computer System reduced to 300 (previously 600)
    • Capital Clone Vat Bay reduced to 635 (previously 700)
    • Capital Doomsday Weapon Mount reduced to 635 (previously 700)
    • Capital Ship Maintenance Bay reduced to 635 (previously 700)
    • Capital Corporate Hangar Bay reduced to 635 (previously 700)
    • Capital Jump Bridge Array reduced to 635 (previously 700)

    Vanquisher

    • Capital Propulsion Engine reduced to 1200 (previously 1260)
    • Capital Turrent Hardpoint reduced to 4500 (previously 4750)
    • Capital Armor Plates increased to 3400 (previously 3465)
    • Capital Capacitor Battery reduced to 1200 (previously 1260)
    • Capital Power Generator reduced to 1800 (previously 1890)
    • Capital Shield Emitter reduced to 1500 (previously 1575)
    • Capital Jump Drive reduced to 1200 (previously 1260)
    • Capital Construction Parts reduced to 1800 (previously 1890)
    • Capital Computer System reduced to 600 (previously 630)
    • Capital Jump Bridge Array reduced to 620 (previously 670)

    Molok

    • Capital Propulsion Engine reduced to 100 (previously 200)
    • Capital Turret Hardpoint reduced to 300 (previously 600)
    • Capital Sensor Cluster reduced to 200 (previously 400)
    • Capital Armor Plates reduced to 300 (previously 600)
    • Capital Capacitor Battery reduced to 300 (previously 600)
    • Capital Power Generator reduced to 300 (previously 600)
    • Capital Shield Emitter reduced to 50 (previously 100)
    • Capital Jump Drive reduced to 300 (previously 600)
    • Capital Construction Parts reduced to 250 (previously 500)
    • Capital Computer System reduced to 200 (previously 400)
    • Capital Clone Vat Bay reduced to 620 (previously 670)
    • Capital Doomsday Weapon Mount reduced to 620 (previously 670)
    • Capital Ship Maintenance Bay reduced to 620 (previously 670)
    • Capital Corporate Hangar Bay reduced to 620 (previously 670)
    • Capital Jump Bridge Array reduced to 620 (previously 670)

    Back to Top




    Defect Fixes: Gameplay:
    • Increased the minimum distance away from a Control Tower that a CONCORD Rogue Analysis Beacon must be deployed at to 30,000 km (from 2,000 km)



    Graphics:

    Ship boosters are now looking a bit better (less flat) at low graphical settings (with low shader quality).




    Technical:
    • The intro movie now starts more smoothly, with less stutter.
    • Improved the speed of loading ship models (both player and NPC), which should improve fps, whenever many ships are being loaded at the same time.



    New Player Experience:
    • The Miner module will now correctly be highlighted for Amarr characters in the mining section of the NPE.
    • Stopped an unnecessary warning message from appearing if warping away from the mining site.
    • Removing an unnecessary checkbox in the pop-up that appears when attempting to unfit required modules.



    User Interface:
    • Cleaned up Misplaced tooltip in the Mining Ledger Window
    • Fixed an issue with inconsistent opacity in Compression and Decompression windows
    • Gas Decompression window will now correctly update efficiencies while the window is open.
    • Fixed an issue with filtering by Bounty Risk Modifier.
    • Clarified message when attempting to sell PLEX in space.
    • The minimum size of the Neocom has been reduced back down to 32px.
    • The 'Show in World Map' buttons in Map Browser panels now work correctly.
    • The small Start Conversation icon for completed Career Agents is now red again.
    • Custom Overview Presets are now maintained after game relaunch.
    • Mission Journal links can again be opened by others while in a fleet.
    • Importing saved fits from a file will no longer fail if a fit with a Power Diagnostic System I was included.
    • Standings will now be ordered alphabetically when sorting by reason.
    • Conversation popups in the Explorer Career Path will now correctly overwrite one another if left open.
    • Added a fade to prevent text overlapping with the conversation button for Agents in the Station Services panel.
    • Removed an area of padding that would appear when hovering over portraits in the Agent Conversation window.
    • Updated the Agency tooltip for Career Agents to match the new Career Path names.



    Photon UI
    • The Duel Invitation window is now working correctly.
    • Stacked windows no longer reopen after passing through stargate.
    • The Buy window content now shows correctly, the price is no longer overlapping the 'Buy' and 'Cancel' buttons.
    • Stacked Chat tabs now blink when a new message is received.
    • The Show Info window now fits all content correctly.
    • The Manage Labels window now appears correctly content.
    • The Ship's rename field is no longer cutting letters in the Ship Fitting window.
    • The Corporation name and the Apply to Join button no longer overlap in the Office tab at the Station panel.
    • The Find Member in Role section of the Corporation window no longer has overlapping content.

    Back to Top

  • Fanfest Day Two Wrap-Up!

    7. May 2022 22:00


    News-hungry Capsuleers,

    Day two of Fanfest 2022 has been incredible. It was packed with amazing presentations, roundtables, developer interviews and updates, which means there’s a whole lot more news to share today, following all that was announced yesterday.

    Here you’ll find a round-up of key news, updates and announcements from day two of Fanfest, most of which takes a deeper dive into what was revealed at the previous day’s keynote which you can watch in full here. You can also catch up on lots of Fanfest content over at CCP TV.

    LOTS MORE ON FACTIONAL WARFARE

    Fanfest day-two provided a chance to learn a little more about factional warfare. This will involve iterating on and improving content and systems such as structure mechanics, territory control, ship and fleet balance, activities, faction warfare complexes, and amazing new 'battlefield' sites.

    The goal with these improvements is to create meaningful, dynamic geography in New Eden, reward player loyalty to their chosen faction, make players’ choices have greater impact in the factional warfare context, create lots of new content for pilots of all kinds, and encourage more of you to become part of shaping the player-driven stories the new factional warfare system is designed to create.

    As you can see, there’s a lot going on. That’s why, as we work on this, we're putting lots of care and consideration into making sure all the new factional warfare elements work together as a cohesive whole that balances effort, risk and reward. We're also putting player interaction first, meaning the new factional warfare framework is designed to bring players together in ways that see different playstyles and approaches combine to deliver truly memorable and distinct experiences.

    We'll also be introducing a new system for creating allegiance and loyalty to bring the best out of factional warfare. You’ll be able to declare allegiance to a faction – all without needing to leave your corporation. This system is separate from (but connected to) standings.

    You’ll also see that NPC factions will set their own goals, adding to the dynamic, ever changing experience factional warfare will soon offer. Players allied with those NPC factions will be rewarded for helping them achieve those goals – and success or failure will never be pre-determined.

    Ultimately, the new factional warfare system will let you share in your organization's successes by joining in with more of their endeavours. You'll be rewarded for your loyalty too. So, get ready to ally with your Empire of choice (perhaps even a Pirate faction!).

    DYNAMIC FRONTLINES

    180 total star systems form the setting of current factional warfare, with each being entirely equal in terms of gameplay. Now it’s time to mix that up! Factional warfare star systems which border an enemy controlled system will become clearly marked on the in-game map, making it easier to identify and get to the real action. There you will find better rewards, faster turnover than seen in other systems, and more unique, added content. Meanwhile, the existence of uncapturable Highsec systems will ensure there is always a frontline, even if the warzone is dominated by one side.

    SET YOUR FACTIONAL WARFARE GOALS!

    Each faction will have its own agenda and be able to declare objectives to see them achieved. The nature of these objectives will be introduced through narrative elements, while we make sure the victory conditions will be explicitly clear. Players who assist their allied faction in achieving stated objectives will be generously rewarded.

    And by adding new gameplay experiences via factional warfare, we can service a wider range of interests and types of pilots. That means bringing more people – and more life – into the warzone, which in turn will be supported by new goals, new activities and new content.

    The work here is ongoing, and we are carefully examining and exploring how new factional warfare objectives could include activities such as warzone logistics, battlefield salvaging, hacking, espionage, and more!

    REBALANCING STRUCTURES

    A lot of changes are coming to structures, with a focus on motivating more attacks and interaction. Future adjustments will ensure the era of near instant replacement of destroyed FLEX structures comes to an end. We’ll also be working to offer more open tactical windows before defenders can replace them. Capital ship re-tether time will also be adjusted to more appropriately scale with their larger HP – again, with a view to improving interactions with structures. We’re also putting a lot of care into improving gameplay and counterplay around ansiblex gates. And we will continue to replace POS functionality, in terms of forward operating bases with limited capacity and services.

    NARRATIVE DRIVEN DESIGN AND NARRATRIVE ARCS

    New narrative arcs are being introduced to EVE. Each arc will tell a cohesive story in which you play an important role in helping decide the outcome.

    Each arc features a steady stream of narrative-driven events and content that ultimately leads you to a climactic moment that reveals a significant change to New Eden.

    To deliver the absolute best arcs possible, we’ve been taking a new approach of narrative-driven design. It’s a method shaped to deliver more moments where you take a part in a story unfolding on a grand scale that leaves permanent marks on New Eden. That means your decisions, actions and allegiances help determine the outcome. Many new features will be introduced through narrative arcs too, with some focussed on bringing you a more meaningful sense of belonging to your faction.

    In other words, arcs do more to make you an important part of the future of New Eden.

    EXPANSIONS ARE MAKING THEIR RETURN

    We’re reintroducing expansions to EVE. Going forward, expansions will become the major content releases in EVE. They will contain big content moments presented as immersive arcs, new features, significant tech evolutions, art and audio enhancements, and much more. However, a key difference here with this new era of expansions is that you can still expect a steady stream of releases, seasonal events, challenges, story progression moments, and balance changes in between. You can expect the first in this new era for expansions is coming in Q4 of this year.

    MORE ON HERALDRY AND INTERBUS CREDITS

    The coming heraldry system lets you show off your achievements by displaying logos, visual changes to your ships, holograms that reflect your social standings, killmarks, structure skins and other customizations. You’ll be able to purchase those items with InterBus credits, which are earned by doing activities in-game. Those activities could be as simple as a daily challenges or events, or something more complicated. In almost every case, the activities will be focused on the social and interacting with fellow pilots.

    To go along with this there’s a new unified fitting window coming that will combine heraldry and modules.

    We’re also aiming to establish strong, healthy corporations, giving their members plenty of activities and goals, while providing more tools for corps to recruit, train and retain new pilots as they grow their member base.

    We’ll also be helping corp leaders streamline their corp’s activities by making InterBus credits, taxable (though they won’t be tradable). We’ll also be giving corporations the tools to automate these arduous bookkeeping tasks with two optional taxes, LP Tax (on earned LP) and Value Tax (on sold goods on the market), in addition to the new Spreadsheets in Space tool mentioned in yesterday’s keynote that exports data directly from EVE into Microsoft excel.

    This is all to help strengthen corporations in New Eden.

    MADE BY PLAYERS FOR PLAYERS

    A new program will soon be introduced allowing you to manufacture or purchase items, making them available for other players to purchase. Players who participate will be rewarded with heraldry, which unlocks many cosmetic items that help you establish your individual and alliance identity in New Eden. This is all aimed to lean into EVE’s player-driven economy and provide more avenues to participate in the economy, and be rewarded.

    EXPLORATION OF OTHER QoL IMPROVEMENTS

    Improvements to several other aspects of EVE are also being explored, including balance changes to many different ship classes (including navy ships), adjustments to station jump clone cooldown, improving the readability of maps, and applying a clearer focus on reducing ganking to make PvP gameplay in Highsec more equitable and fun for all players.

    DAY 2 IN CLOSING

    All these new updates and features are focused on making EVE even more of a living online universe that unites the players that shape it, with New Eden existing as a vibrant, dynamic metropolis that is influenced by factional warfare and narrative arcs. We’re bringing more content, more experience and more ways to play – and we want our amazing and diverse spread of pilots to all get more from every moment they put into EVE.

    There have been so many great presentations and discussions all day and we hope you get the chance to catch up on all the fun on CCP TV

    Otherwise, we’ll be sure to see you at Jita 4-4. Either at the Top of the World, or in New Eden.

    Fly Safe!

  • Fanfest is here!

    6. May 2022 19:00


    Future-facing Capsuleers,

    After a four-year wait, today marked the first day of the return of Fanfest – and it’s already shaping up to be a truly memorable one.

    Today the vision for the future of EVE was revealed in the Fanfest 2022 keynote presentation. A selection of CCP developers shone a light on how EVE will move resolutely into the third decade with some exciting plans ahead.

    If you want to watch the keynote in full from the comfort of your own home, you can watch the VOD from CCP TV here

    If you're after the highlights, below are some of the major updates and announcements from the keynote.

    NARRATIVE ARCS AND EXPANSIONS

    A new narrative approach to development is being introduced through arcs, that allow you to participate in the story and directly impact New Eden and influence new features.

    You can expect a number of exciting updates and changes down the road, as a story of the first arc unfolds over the next few months with plenty for players to discover and unlock.

    We’re also moving towards reintroducing expansions back into EVE, with the first expected to arrive in Q4 2022.

    FACTIONAL WARFARE ON THE HORIZON

    Updating

    Factional warfare has always been an incredible part of EVE Online that has consistently yielded amazing player-driven stories. Going forward, making factional warfare even better, will be a primary focus for CCP, through future updates, expansions, and more.

    Through a carefully planned narrative story and player-driven events, we will use factional warfare as a vehicle to bring updates to many areas of the game. Many of those are designed to spill out into other areas – such as Structure Mechanics, Territory Control, new ships, modules, and balance updates. Even brand-new activities – both inside of factional warfare and beyond.

    We are planning to update how players declare their allegiance to factions in EVE. We will be introducing a new allegiance system, allowing pilots to participate in factional warfare content, potentially even without having to leave their current corporations.

    We’re also planning to continue updating and making changes to the deployment, use, and role of structures beyond the latest Siege Green update coming 10 May – including within the zones of factional warfare.

    NEW PLANS FOR FRONTLINE SYSTEMS

    We are looking to add more meaning to the geography of factional warfare space by introducing new fontline systems. Areas and systems that border on enemy territories will be declared frontlines and be clearly marked in the game so you can easily keep track of where the action is unfolding. Those frontlines will also offer increased rewards for pilots that scramble to help – and potentially even new, unique content.

    Frontline

    The work on frontlines is still in an early, exploratory phase. But there will be more to share tomorrow, at the EVE- A Living Universe presentation at 11:00 UTC. Be sure to tune in on CCP TV

    HERALDING IN A NEW ERA OF IDENTITY AND SOCIAL INTERACTION

    Alliance

    You will soon be able to display your unique identity and loyalty proudly on your ships and hangers through alliance logos, visual changes to your ships, holograms that reflect your social standings, killmarks, structure skins and other customizations attainable through InterBus credits, a new in-game currency.

    Vexor

    InterBus credits can only be earned in game. They can never be traded between Characters, sold and do not have a fixed exchange rate to any other currencies.

    Ark

    EVOLVING THE NEW PLAYER EXPERIENCE

    Welcoming new players to EVE Online continues to be a long-term focus with a lot of exciting updates on the horizon.

    A new exploration arc will be added to the New Player Experience in early Fall 2022, marking the third instalment in the story that welcomes the star cluster’s freshest pilots.

    We’re also overhauling the career agents and introducing a new AIR Career Program, to help new players get into their EVE career.

    There’s also been significant work put towards Skill Plans in EVE, with the introduction of Certified Skill Plans with the ability to create Corporation Skill Plans coming at the end of 2022.

    There are also some exciting changes that will benefit veterans as well including a rebalancing of all skills, removal of character attributes and a complete overhaul of learning implants. Tune in for a deeper dive on this at 12:00 UTC on the main stage Saturday.

    WELCOMING SPANISH SPEAKING PLAYERS TO EVE

    Espanol

    To give new and existing Spanish speaking pilots an experience tailored to their language, a Spanish version of the EVE Client is incoming. The first patch introducing early support for Spanish will launch in September, with the full version available in the winter of 2022.

    SPREADSHEETS IN SPACE: EVE x MICROSOFT

    excel

    We’re leaning into the phrase ‘Spreadsheets in Space’ by partnering with Microsoft on a project revolving around democratization of data in EVE Online. Soon we’ll even be releasing an all-new extension that feeds data from EVE directly into Excel without any technical experience needed.

    We look forward to sharing the protype for this project later this year.

    CAPSULEER CHRONICLES: HARDCOVER COMING

    The Capsuleers Chronicles’ second issue is out now, and free to download. We will have two more issues coming out this year with the hardcover of all four issues is expected at the end of this year. Preorders are available now!

    MODERNIZING EVE FOR THE NEXT DECADE

    The Fanfest 2022 keynote also included a number of other announcements that plot out the next decade of EVE Online.

    We are continuing to put a great deal of effort into modernizing EVE Online through significant improvements to the UI. We’re excited to continue to improve Photon UI, and we're also continuing to explore other UI elements, such as allowing multiple overviews.

    We're investing heavily in improving the overall visual and audio experience of EVE Online. Multiple visual enhancements are planned that will improve the look and experience of EVE, including high-resolution nebulae, level of detail optimizations, new paritical effects, and a stunning new docking animations which will ensure that New Eden becomes an even more stunningly beautiful place. This is being backed with technical support through the upcoming Fidelity FX Integration, improving performance for medium and low-end machines- bringing a more beautiful EVE to all.

    Picture8

    ONTO DAY TWO!

    There will be plenty more presentations, developer interviews, announcements, and more as Fanfest continues on that you can catch live on CCP TV. Be sure to tune in, because we’ve still got lots more to share with you.

    And in closing, here is a special message from Chairman Akimaka Saraki, Chair of the Chief Executive Panel and head of state for the Caldari.

  • Patch Notes - Version 20.04

    6. May 2022 15:30


    Saluations,

    The following page will list patch notes for all updates within this release (Version 20.04). We invite you to join the player discussion about the content of this release on EVE Online forums:

    Initial Release Date: 2022-04-05
    Last update: 2022-05-06

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

    RELEASES:    2022-04-05.1 |&nbsp 2022-04-06.12022-04-07.1 |&nbsp 2022-04-12.1 |&nbsp 2022-04-19.1 |&nbsp 2022-04-26.1 |&nbsp 2022-05-03.1 |&nbsp 2022-05-04.1 |&nbsp 2022-05-06.1 |&nbsp
    NEW

    Patch Notes For 2022-05-06.1

    Features & Changes: Events:

    The mysterious figure known only as "The Deathless" has broadcast a message to Capsuleers across New Eden challenging them to side with his smuggling organization against CONCORD, and has shared the information required to find CONCORD-occupied sites in all areas of space.

    • After Capsuleers drove the smugglers from some of their strongholds across New Eden, CONCORD's infamous Special Affairs for Regulations and Order (SARO) division has taken residence within these complexes for their own purposes. The Deathless and the smugglers are offering to reward Capsuleers who attack these locations and drive away the SARO forces.
      • Confiscated Smuggler Hideout combat sites are appearing all over New Eden. These sites can be found using your ship's built-in anomaly scanner. The acceleration gate used to enter these sites will only allow access to ships of Battlecruiser size or lower, so CONCORD advises bringing a Combat Battlecruiser to defeat the hostiles inside. Faction Cruisers, Heavy Assault Cruisers, Strategic Cruisers, and Command Ships are also excellent options when available.
      • Rare and valuable Confiscated Smuggler Stargate sites can be found all across lowsec space. These more difficult combat sites can also be found using the anomaly scanner and have the same ship restrictions as the hideouts. Bringing a friend to help will make overcoming the numerous hostile SARO ships in these sites much more manageable.
      • Concord Mobile Impound Lot hacking sites can also be found all over New Eden. These sites can be found using scanner probes and a data analyzer module will be required in order to liberate the valuable loot inside.
      • Concord Mobile Impound Storage hacking sites can be found in lowsec space, providing increased rewards along with tougher hacking challenges.

    A new agency challenge track has become available, giving Capsuleers the option of receiving rewards for attacking SARO instead of attacking the smugglers. Each Capsuleer can now make a choice between the CONCORD challenges and the Smuggler challenges when they log on and open the Encounters section of the Agency. If you have already completed challenges from the CONCORD side you can freely choose to continue that track or switch to the Smuggler side for the duration of this event.

    • Capsuleers will not be penalized for shooting both sides in this event, but only one side's agency challenge track can be selected from this point onwards.

    The first of Capsuleer Day Abyssal Proving Grounds events has begun!

    • This is a team event, welcoming teams of two Navy Frigates.
    • Allowed ship types are the Imperial Navy Slicer, Caldari Navy Hookbill, Federation Navy Comet, Republic Fleet Firetail, Crucifier Navy Issue, Griffin Navy Issue, Maulus Navy Issue, and Vigil Fleet Issue.
    • Fleets entering this proving ground can include a maximum of one vessel of any single ship type.
    • All ships within this proving ground will receive a special capsuleer day bonus that increases turret and missile damage by 19%, increases ship velocity by 19%, increases sensor strength by 19%, and reduces ship signature radius by 19%.
    • During this Proving Ground event, the arena environment will contain large numbers of Buff and Debuff Nexus objects that will explode and apply various 19% weapon and mobility buffs or debuffs respectively when approached by capsuleer ships.
    • Sensor dampeners, weapon disruptors, shield boost amplifiers, shield rechargers, shield power relays, shield flux coils, and core defense field purgers are banned in this proving format.
    • Ships entering this proving ground may have a maximum of one local repair module fitted (shield or armor).
    • During this proving ground event, the Triglavian Cladistic Caches available to the winners of each proving match will contain roughly twice as many Triglavian Survey Data as usual.



    Patch Notes For 2022-05-04.1

    Features & Changes: Events:
    • The Smugglers in the Capsuleer Day event combat sites will now react to types of ships brought by players a bit more slowly and less aggressively.
    Defect Fixes: PvE:

    Fixed the drop rate of the Capsuleer Day XIX Hoodies in the Capsuleer Day event sites.




    Patch Notes For 2022-05-03.1

    Features & Changes: Events:

    The Capsuleer Day XIX event has begun! This celebration of EVE Online's 19th birthday runs from today until downtime on May 24th.

    • CONCORD has declassified their files on a major cluster-wide smuggling ring, including information on how to find the smuggler hideouts, dead drop locations, and hidden stargates. They are requesting capsuleer assistance in hunting down these criminals and bringing them to justice!
    • Smuggler Hideout combat sites are appearing all over New Eden. These sites can be found using your ship's built-in anomaly scanner. The acceleration gate used to enter these sites will only allow access to ships of Battlecruiser size or lower, so CONCORD advises bringing a Combat Battlecruiser to defeat the hostiles inside. Faction Cruisers, Heavy Assault Cruisers, Strategic Cruisers, and Command Ships are also excellent options when available.
    • Rare and valuable Smuggler Stargate sites can be found all across lowsec space. These more difficult combat sites can also be found using the anomaly scanner and have the same ship restrictions as the hideouts. Bringing a friend to help will make overcoming the numerous hostile smuggler ships in these sites much more managable.
    • Smuggler Dead Drop hacking sites can also be found all over New Eden. These sites can be found using scanner probes and a data analyzer module will be required in order to confiscate the valuable loot inside.
    • Smuggler Stash hacking sites can be found in lowsec space, providing increased rewards along with tougher hacking challenges.
    • Loot available in the Capsuleer Day event sites include Smuggler Lockboxes that can be traded to the Empires for an ISK reward, SKINs, limited time Capsuleer Day combat boosters and cerebral accelerators, the return of the limited time "Glamourex" standings boosters, various smuggled valuables, and the blueprints to manufacture the new "Boobook" special edition shuttle.
    • During the Capsuleer Day event an agency challenge track will be active, with points awarded for defeating smuggler combat anomalies and hacking signatures. Rewards from the agency track include new SKINs and a variety of powerful boosters.

    Until May 24th a special set of Capsuleer Day celebration login rewards will be available for logging in each day. Rewards include new SKINs, up to 450k skillpoints, limited time combat boosters, and a set of Society of Conscious Thought starship hulls: the Apotheosis Shuttle, Sunesis Destroyer, Gnosis Battlecruiser, and Praxis Battleship!

    Special Capsuleer Day themed Abyssal Proving Grounds events will run from May 6th to 9th and from May 20th to 23rd. The format of the first event is 2v2 Navy Frigates, and the second event is a 4 player Sunesis FFA.

    • All ships within both proving ground evens will receive a special capsuleer day bonus that increases turret and missile damage by 19%, increases ship velocity by 19%, increases sensor strength by 19%, and reduces ship signature radius by 19%.
    • Additionally, the arena environment will contain large numbers of Buff and Debuff Nexus objects that will explode and apply various 19% weapon and mobility buffs or debuffs respectively when approached by capsuleer ships.



    Patch Notes For 2022-04-26.1

    Defect Fixes: Localization:
    • Both tech versions of the Standup Guided Bomb Launcher no longer mention in their description that they can be fit to all Upwell structures, but now refer to fitting on Large and Extra-Large structures only.



    Patch Notes For 2022-04-19.1

    Features & Changes: Events:
    • The Hunt event has ended for the year. We hope you had a good time!
      • Capsules no longer have a chance to drop some of the fitted implants when destroyed.
      • The empires and pirates will continue to purchase Classified Caldari Databanks from Capsuleers until at least 14 June.



    Patch Notes For 2022-04-12.1

    Features & Changes: User Interface:
    • Visual improvements to labels and font in the New Eden Store.



    Defect fixes: User Interface:

    Photon UI

    • Contract interface has been tweaked to show content correctly.
    • In-space menu no longer shows unnecessary options.
    • War Report interface will now show content as expected.
    • Station Services window will now show controls correctly.



    Patch Notes For 2022-04-07.1

    Features & Changes: Events:

    The Hunt Event has begun! This Guristas themed event will run until downtime on April 19th.

    • Colorful Mysterious Capsules can be found all across New Eden warping between celestial objects such as planets, moons, asteroid belts, suns, and stargates.

      • The capsules can be found using the directional scanner or using combat scanner probes.
      • Destroying these mysterious capsules will provide you with acceleration gate keys that are required to reach the final areas of the event hacking and combat sites.
      • Keep an eye out for the elusive Mysterious Golden Capsules which contain extra loot including valuable stolen research data and exclusive event trinkets.
    • Guristas Hunt Outpost combat sites are appearing all over New Eden. These sites can be found using the anomaly scanner and may only be entered by T1, Faction, and T2 Frigates and Destroyers.

    • Hunt Data Relay hacking sites can also be found all over New Eden. These sites can be found using scanner probes and a data analyzer module will be required in order to collect the valuable loot inside.

    • Special Huntmaster versions of both the combat and hacking sites can be found exclusively within Caldari lowsec space and the Venal nullsec region. These Huntmaster sites are more difficult and much more lucrative than the standard event sites.

    • Encounters with dangerous Guristas Caiman-class vessels have been reported around newly discovered Guristas Capital Forges in Caldari lowsec space and the Venal region.

    • Loot available in the Hunt event sites include Overseer's Effects, skins, clothing, Guristas faction modules, limited time Hunt combat boosters and cerebral accelerators, rare "C3-" ballistic control systems, 'Valdimar' drone implants, "Hydra" pirate implants, as well as blueprints and meterials to manufacture the legendary "Gecko" superheavy combat drone.

    • During the Hunt event an agency challenge track will be active, with points awarded for defeating Hunt combat anomalies and hacking signatures, as well as for hunting down the mysterious capsules.

    • For the duration of the Hunt event, player capsules will have a chance to drop their implants as loot when destroyed.

    • A new Guristas landmark site can now be found moving from system to system within the Venal region. You will need scan probes to track down this elusive shipyard.

    • Until April 19th a special set of Hunt login rewards will be available for logging in each day. Rewards include new SKINs, up to 120k skillpoints, and new limited time combat boosters.

    • A special Hunt themed Abyssal Proving Grounds event will run from April 15th to 18th. The format of this event is 1v1 Assault Frigates with a special Guristas-themed bonus providing 10% more Kinetic and Thermal missile damage.




    Defect Fixes: Gameplay:
    • Fixed an issue that allowed Rorquals to conduit jump to Covert Cynosural Fields. The Rorquals' jump drive just got a little too excited, happens to all of us.
    Localization:
    • Updated traits tab information for the Drone Synthesis Projector
    User Interface:
    • Fixed an issue where the availability field of item exchange contracts would not automatically switch to "Private" when a character name was entered.
    Photon UI:
    • You're now able to leave your feedback again using the thumbs up/down buttons in the game settings menu 👍

    Back to Top




    Patch Notes For 2022-04-06.1

    Features & Changes: User Interface:
    • Followup changes to Market Groups, Ship Tree & Certificates texts to reflect "Industrial" → "Hauler" change



    Defect Fixes: Gameplay:
    • Fixed an issue where Standup Guided Bomb Launchers could not be fit to Faction Fortizars.
    • Fixed the agility bonus from the Halcyon G-3 booster.



    User Interface:
    • The standing buttons in the Add/Edit Contact window now work correctly.
    • The Enable/Disable Light Background option should now be available again in window context menus.
    • Fixed an issue where the tab overflow menu in the chat window (and other window stacks) would not expand for some localized clients.
    • Fixed an issue where the extraction time on Extraction Control Units could not be adjusted.
    • Fixed an overlapping issue in the 'Update Location Settings' window; we have replaced the pop-out window with two right-click menu checkboxes.
    • The Encounters tab of the Agency will now correctly load when a seasonal event is active.
    Photon UI:
    • New Location window no longer has overlapping content.
    • Updated the Photon UI feedback link to point to the Feature Previews - Photon UI section of the EVE forums.
    • The buttons at the bottom of the regional market's buy order creation window no longer overlap the option checkboxes there.
    • Fixed an issue where it was hard to read text that was on a light background against bright backgrounds.
    • Fixed an issue where content was cut off in the Recruitment Search section of the Corporation window.
    • Text no longer overflows the Insurance Quotes window.
    • Fixed an issue in the Member List section of the Corporation window where the Role drop-down menu was overlapping content beneath it.



    Patch Notes For 2022-04-05.1

    Features & Changes

    Defect Fixes

    Features & Changes: Balancing:
    • The Standup Point Defense Battery I has received a damage reduction, and in the future it will require ammunition to cycle:

      • The module itself has had its damage per cycle reduced by 50% (250 damage of each type from 500)
      • In a future patch this month (scheduled April 19th) it will require ammunition to fire, from now until then you will be able to build and acquire the necessary ammunition for the module.
      • The new ammunition is “Standup Flak Rounds I”.
    • The Standup Guided Bomb Launcher modules have received a balancing pass:

      • The guided bomb launcher modules can now only be fit to Large and Extra Large Upwell Structures.
      • Tech I module has had its capacity reduced to 300m3 from 1000m3 (now holds 3 bombs).
      • Tech II module has had its capacity reduced to 400m3 from 1300m3 (now holds 4 bombs).
      • Reload time for both Tech I and II has been increased to 60s (was 10 seconds).
      • Standup Heavy and Light Guided Bombs have had their bomb radius reduced to 20km (was 30km)
    • All standup missile velocities have been increased by 50%

      • Standup XL Cruise Missile, Standup Super-Heavy Torpedo, Standup Cruise Missile, Standup Heavy Missile, Standup Light Missile
    • Standup Anti-Capital Missiles have been balanced:

      • Standup XL Cruise Missile damage has been reduced by 50%
      • Standup Super-Heavy Torpedo damage has been reduced by 30%
    • The Standup Arcing Vorton Projector I is longer capable of being activated against subcapital ships.

    • The Proteus Tech 3 Strategic Cruiser has received a small balance pass with the following changes:

      • Hybrid Encoding Platform Subsystem: 430 PG from 330 PG
      • Augmented Plating Subsystem: 25% reduction in Armor Plate Mass Penalty
      • 🤝Drone Synthesis Projector Subsystem CPU 60 from 40
      • 🤝Drone Synthesis Projector Subsystem Bandwidth to 125 from 100
      • 🤝Drone Synthesis Dronebay Capacity to 300 from 250



    Ships:
    • The Rorqual now has the ability through use of the Industrial Jump Portal Generator module to bridge and also conduit jump.
      • It can Conduit Jump up to 30 passengers.
      • Eligible ships to conduit jump portal/conduit jump are: Mining Exhumers, Barges, Mining Frigates (Venture, Endurance, Prospect), and the Porpoise.



    Modules: A new module has been introduced:

    Industrial Jump Portal Generator I

    Slot layout Requires a high power slot
    CPU usage 100.0 tf
    Powergrid Usage 40000.0 MW
    Activation Cost 100.0 GJ
    Maximum Velocity Bonus -100 %
    Volume 5,000 m3
    Activation time / duration 20.00 s
    Disallows Assistance True
    Cannot Auto Repeat True
    Can be fitted to Capital Industrial Ship



    Miscellaneous:
    • The Daily Rewards system has been revamped with a fresh new UI and new rewards including hundreds of new permanent skins and a new line of power Halcyon boosters!
      • SKINs received from daily rewards are now permanent, instead of the old time limited SKINs.
      • The Daily Rewards system will automatically check what SKINs your characters have on the account and will avoid giving you duplicates unless you already have at least one copy of all the available SKINs.
      • The revamped SKIN reward options include 260 new skins including the new Halcyon Dawn and Carmine Horizon patterns, and an additional 148 returning event skins for players that missed previous events.
      • Booster rewards from daily rewards now consist primarily of the new Halcyon booster line. These powerful auto-injected boosters provide small bonuses to a large number of attributes and last 2 hours before skills apply. See this forum post in the Feature Previews & Feedback section for all the details on their specific bonuses.
      • Skillpoint rewards from daily rewards are now provided in small chunks every few days instead of being connected to a separate bar at the bottom of the screen. The average amount of skill points received over time is the same as before for Omegas and is slightly higher than before for Alphas.
      • Filament rewards are still available, although in smaller numbers than before.
      • BPCs have been removed from the Daily Rewards system.
      • Due to the removal of the slowly filling skill point bar at the bottom of the Daily Gift screen, a script will be run that provides all players that have logged in at least once in the last year with additional skillpoints in their redeeming queue based on the progress they had achieved in the bar before the systems changed.



    Science & Industry:

    New Blueprints available:

    Industrial Jump Portal Generator I

    • Available from ORE NPC Stations in Outer Ring
    • Cost: 500,000,000 ISK
    Time per run 05:15:00
    Tritanium 1,000,000
    Pyerite 5,500,000
    Mexallon 100,000
    Isogen 550,000
    Nocxium 20,000
    Zydrine 40,000
    Megacyte 150,000

    Standup Flak Round I

    • Available from the following NPC Stations:
      • Chemal Tech, Ducia Foundry, Eifyr and Co., Freedom Extension, Impetus, Intaki Bank, Mordu's Legion, Outer Ring Excavations, Propel Dynamics, Ytiri, Zoar and Sons.
    Time per run 00:25:00
    Units produced per run 200
    Pyerite 40,000
    Megacyte 200
    Strontium Clathrates 200



    Technical:

    Behind-the-scenes, an important refactor has been made on how Jump Harmonics works. The overall gameplay experience for using Jump Portals and Conduit Jumps remains the same for all players with no impact expected. This work has been made so that we now have unlocked more potential in the future for different combinations of jumps between ships and cynosural beacons, including the introduction of the Rorqual's Conduit Jump ability.

    • The attribute 'jumpHarmonics' is now deprecated and will be removed in a future update, you may notice several new attributes on ships and modules were introduced.
    Audio
    • Engine sounds are now organized into 7 categories based on physical ship size - each with unique engine implementation for boosters, afterburner, microwarpdrive and warp. (before there were only 4 sizes)
    • Allowing a player to hear the warp drive sounds of third parties in the case of a third party warping in next to the player, warping out in proximity to the player, or during fleet warps. (Before this, it was only possible to hear third party ship's booster, microwarpdrive, or afterburner - not their warp drive)
    • Improvements to balancing and timing of all engine sounds.
    • Added more variation to all engine sounds.
    • Player hitting "Stop Ship" now has audio.
    • New music has been added in preparation for the upcoming Guristas Hunt Event.



    User Interface:
    • Changed the PLEX icons on various locations in the game and in the New Eden Store.
    • Introducing the Feature Preview system, allowing players to opt-in and engage with complex features still undergoing active development, accessible via the Setting Menu.
    • A new opt-in renovation of the UI available via Feature Previews: the Photon UI project aims to create a unified style for EVE Online's user interface.
    • The "Industrial" group of ship classes has been renamed to "Hauler"
      • Skills for "Amarr Industrial", "Caldari Industrial", and so on have been renamed to "Amarr Hauler", "Caldari Hauler", etc.
      • Various small changes have been made to ship and skill descriptions, and other texts to reflect this change.
      • A number of NPC ships have been updated to reflect the change.

    Developer Comment:

    This change has been made to remove one use for the overloaded term "industrial" in EVE, and reduce confusion over the use and application of modules such as the Industrial Cynosural Beacon I and Industrial Jump Portal Generator I




    Defect Fixes: Gameplay:

    Fixed an issue with the Bomb Deployment skill not correctly applying to reactivation delay. With the Bomb Deployment skill trained to level 5, a Tech II bomber can launch a bomb every 67 seconds instead of 120. A Tech I bomb launcher will have a reactivation delay of 80 seconds, down from 144.

    Graphics:
    • Ship model is now correctly swapped when boarding ships whilst on a full screen menu.
    • Wormhole reflections triggered by nearby suns and explosions have been toned down. Polarized sunglasses no longer required 😎



    Audio:
    • Fixed an issue with ambient loops not playing in some environments.



    New Player Experience:
    • Added missing linehint guidance when re-boarding a Corvette.
    • Skipping through tabs will no longer cause guidance issues during the wallet introduction.
    • Added a reminder to add the skill to your training queue if it is removed during the skill introduction.



    Technical:
    • Game client no longer hangs when the NES is closed before it's fully loaded.
    • Made adjustments to Gas Decompression window to help it run more smoothly.



    User Interface:
    • Partially loaded items in the NES now appear correctly.
    • Probe Scanner scan strength tooltip now appears correctly while scanning.
    • Corporation adverts can now be edited while there are 3 active adverts.
    • Fleet Composition will now correctly show a character is docked if they joined the fleet while in a citadel. Less getting shouted at by your FC unjustly.
    • The number of jumps to an office now dynamically updates in the Corporation window.
    • A SKIN will no longer appear to be removed from a ship in the Fitting window when swapping ships.
    • Swapping ships will again have the arriving animation play in the Fitting window.
    • Improved readability for the Ice Belt tooltip in the Agency.
    • Tooltips no longer persist when dragging to scroll through a page in the Agency.
    • Sites with enemies of an unknown faction no longer have broken links in the Agency. We know who you are.
    • Calendar Upcoming Events are now correctly limited to only events occuring in the current or next month. Because who plans for more than two months in advance?
    • Shortcut Filter Textbox no longer disappears when you have used the search.
    • Fixed an issue with the Gas Decompression window closing after decompression is completed.
    • Added icons for Compression and Decompression windows in Neocom bar.
  • Capsuleer Chronicles Volume 2 – Available Now

    4. May 2022 02:00


    Glorified Capsuleers,

    The second volume of EVE: Capsuleer Chronicles is available now! Follow Otila, a man who has followed the best path available for his personal survival since long before he became a Capsuleer, during the Triglavian Invasion of Raravoss in YC122 – where turncoat Capsuleers swayed by the invitation of the enigmatic Zorya Triglav enabled the first successful procession of a star system into Final Liminality.

    In just what direction will this Capsuleer’s flow be proven to aim? Dive in and find out!

    Volume 2 of 4, “Mercenary”, is available to read online now through a selection of sources. Check out the official site to read this official EVE comic series, produced in partnership with Dark Horse, and stay tuned for more information during Fanfest 2022, just over the horizon. Whether you’re a proven Kybernaut or a defender of the Empires, we can’t wait to tell you more about our plans for this series – as well as what’s coming next for EVE as a whole as we accelerate into the game’s nineteenth year!

    Fly safe, Capsuleers – we'll see you in space, as well as in person at long last at Fanfest!

    o7

  • Capsuleer Day XIX celebrations live now

    3. May 2022 13:00


    Party-prepping Capsuleers!

    EVE’s 19th birthday is upon us, and you can now celebrate Capsuleer Day XIX in New Eden with an exciting new challenge!

    While CONCORD enforces order, a shadowy network of smugglers has begun to spread its influence across New Eden. Starting today until 24 May, Capsuleers are tasked with infiltrating the smugglers’ sites, but can expect twists and turns along the way.

    New Combat & Hacking Sites

    New combat and hacking sites are appearing all over New Eden, and CONCORD will reward Capsuleers who take the fight to the smugglers!

    Image1 CombatSites 820wide

    You can use scanner probes to discover the Smuggler Dead Drop hacking sites, and then confiscate their loot using your Data Analyzer modules.

    The event combat sites are accessible to any combat ships of battlecruiser size or smaller. The best ships to use are Tech I combat battlecruisers, heavy assault cruisers, strategic cruisers, or command ships.

    The hacking and combat sites both contain incredible loot, including smuggler lockboxes that can be traded for ISK, various SKINs, limited time combat boosters, cerebral accelerators. This event heraldsthe return of the coveted Glamourex standings boosters!

    CONCORD is also rewarding Capsuleers that attack the smugglers with an agency reward track. Receive points for fighting and hacking, along with rewards such as combat boosters and new SKINs.

    Revelry Rewards

    Log in throughout the Capsuleer Day event to claim a collection of celebratory SKINs, boosters, Skill Points, and more.

    Image2 ReverlyRewards 820x450

    There are eight new gorgeous Capsuleer Day XIX SKINs to unlock in total, which have been specially created for EVE’s 19th birthday. There are also up to 100,000 Skill Points for Alphas to claim, and up to 450,000 Skill Points for Omega. Remember, if you upgrade during the event, you can claim all the Omega gifts retroactively.

    The login rewards also herald the return of the special free commemorative Society of Conscious Thought ships: the Apotheosis shuttle, Sunesis destroyer, Gnosis battlecruiser, and Praxis battleship.

    Log in for 15 of the event’s 20 days to grab them all!

    Party in the Proving Grounds

    To spice up the celebrations, you’ll also be able to go toe to toe with your fellow party-goers in a pair of special Proving Grounds!

    EVE News 820xAnyHeight APG

    The first of these will take place over Fanfest itself from 6-9 May, and features 2v2 navy frigates. Fanfest attendees will be able to join in from the venue throughout the day on Saturday 7 May and if you’re unable to make this year’s epic fan gathering in person, you’ll still be able to enjoy a thrilling showdown from the comfort of your own home.

    The second will be a Sunesis Free-For-All running from 20-23 May - the perfect send-off for New Eden’s 19th birthday!

    Both events will feature special 19% bonuses to turret and missile damage, ship velocity, sensor strength, and signature radius There will also be extra buff and debuff objects spread around the play field giving additional 19% bonuses or penalties to any ship that collides with them.

    Stay vigilant for more details of what’s in store for you in the Proving Grounds as we get closer to Fanfest itself.

    Celebrate in Style!

    To mark the occasion, you’ll also be able to pick up a selection of exciting new packs, containing Skill Points, boosters, and celebratory SKINs!

    EVE News 820xAnyHeigt

    These packs will be available to purchase from 3 May in the EVE Store, so be sure to check them out and add them to your collection.

    From 3-10 May, you’ll also be able to get up to 19% discounted on Omega, accelerating your journey through the stars!

    EVE News EN 820xAnyHeigt

    Omega bundles and Elite XIX SKINs befitting this birthday party will be available on the New Eden Store in celebration of the event. There’ll also be a 19% discount on select SKINs until 10 May, so make sure to check them out before then!

  • Community Events for Fanfest 2022

    2. May 2022 20:00


    Outgoing capsuleers,

    The week of EVE Fanfest is upon us and there are many events happening throughout the week. The schedule is packed so let’s make sure that you are aware of everything that the city has to offer for you in the week leading up to EVE Fanfest 2022. If you prefer planning your own nights with your groups then we also have something for you.

    The city of Reykjavík welcomes you and for the occasion we have partnered with multiple establishments that you can take advantage of for a week to remember.

    Community Events

    EVE FANFEST PRE-ADVANCE MIXERS at Mál og Menning & Lebowski Bar

    Monday 2 May 19:00-23:00

    MálogMenning

    We have had to change the Pre-Advance Mixers to different locations as was originally announced. Starting early in the week, we have teamed up with a couple of bars as a designated place to be to gather and socialize with your fellow capsuleers and developers to kick off the EVE Fanfest week. Mál og Menning will be the first location to get everyone started tonight. This former bookstore in the olden days became a live music venue and bar.

    Tuesday 3 May (20:00-01:00)

    Lebowski

    Coming to the rescue at the last minute, who other than Lebowski Bar? They are definitely dudes in our books. If you make a bar that rocks based on a 1998 Coen brothers fill then it has to be good, and it is.

    __#TWEETFLEET KARAOKE at Gaukurinn __

    Wednesday 4 May (20:30-01:00)

    Gaukurinn

    The long traditioned karaoke night hosted by Tweetfleet will make its grand return at Gaukurinn. This event offers the rare chance to masterfully convince your alliance leader, favorite fleet commander or CCP developer to display their prowess of the microphone, or lack thereof.

    __GERMAN COMMUNITY & DEV MEET at Petersen Suite __

    Wednesday 4 May (18:30-22:00)

    Pedersen

    This traditional meeting has been a staple of many Fanfests in the past and now returns in all its glory. The German EVE community invites everyone to join them to share good times with fellow capsuleers and developers of EVE Online. This year the meeting will take place in the Petersen Suite, get your Wednesday night started in great company!

    __EVE PUB QUIZ at Kex __

    Wednesday 4 May (21:00-23:00)

    Team up with your friends and take on an EVE Online themed pub quiz hosted by CCP Clover, an exalted pub quiz hosting veteran for CCPers. There will be prizes in store for teams performing well in the beverage variety and of course there will be prizes as well for the best team names. This is a prime event for the EVE Online lore savants.

    __GOLDEN CIRCLE TOUR WITH EVE ONLINE DEVELOPERS __

    Thursday 5 May (09:00-17:00)

    gullfoss

    Visit Iceland's most famous landmarks Þingvellir, Gullfoss & Geysir with EVE Devs. Includes a visit to Friðheimar greenhouse and their lunch buffet and a meal of legendary tomato soup and freshly baked bread is included. They also have a variety of drinks and cocktails.

    The duration of this trip is approximately 8 hours. The pickup is outside Harpa Concert Hall so please make sure you are there in a timely manner. There might be more bus trips leaving from Harpa at the same time, the one you are looking for will be from Reykjavík Excursions and marked in the front window, indicating a trip with CCP Games.

    Remember to dress according to the weather:

    Warm clothes, waterproof jacket, and sturdy shoes are recommended. We recommend bringing thermal layers, a winter hat, scarf, gloves, and wearing warm socks for colder days.

    __EVE MONUMENT WALKING TOUR & CEREMONY __

    Thursday 5 May (11:00-12:00)

    monument2

    Eight years ago, the EVE Online Monument was first unveiled, it has stood through these years in mostly excellent condition. However, through weathering and time it was getting difficult to make out the most important part of the piece which is the names of the player characters which reside upon it.

    For this year in collaboration with the Reykjavík Art Museum we have renovated the monument in the form of the tiles that hold the names being remade and have now been installed on the monument.

    Please join us for a walk and a small ceremony from CCP and a ceremony hosted by the players to honor capsuleers who have now left us. We will begin at Ingólfur square at 11:00 and anticipate a 15-minute slow walk.

    Please check the weather forecast on the day for appropriate clothing to not get too cold during the walk and ceremony.

    __FLYOVER ICELAND WITH EVE ONLINE DEVELOPERS __

    Thursday 5 May (13:30-15:30)

    Flyover Iceland

    The Ultimate Flying Ride with EVE Online Developers. We start our journey at the inhouse bar/café over at FlyOver Iceland for drinks and snacks at 13:30 before we go see all of Iceland through state-of-the-art technology that gives the feeling of flying. You will hang suspended, feet dangling, before a 20-metre spherical screen while the film whisks you away on an exhilarating journey across Iceland. Special effects, including wind, mist and scents, combine with the ride’s motion to create an unforgettable experience.

    There are still a few tickets available for this event.

    __EVE FANFEST WARM-UP at Kex __

    Thursday 5 May (16:00-23:00)

    Dusk of the last day before Fanfest. Maybe if it gets really cloudy as the sun is out until late into the night but that is beside the point. We are going to warm up the pallette for the weekend together at Kex

    EVE Fanfest Reykjavik City Walking Tour

    Thursday 5 May (16:30-18:00)

    Historian Stefán Pálsson and EVE Devs take you on a walk around downtown Reykjavik where we visit city landmarks and some historic places in the evolution of CCP Games and EVE Fanfest. We start gathering at Kex at 16:00, tour starts 16:30 on the dot!

    __CHARITY DINNER at CCP Headquarters __

    Thursday 5 May (18:00 – 21:00)

    Charity dinner

    An evening of drinks and food with EVE Online CEO Hilmar Veigar Pétursson, EVE Online leadership team and Community Developers at CCP Gróska HQ. Welcome drinks, finger & street food, beer and wine. Please note that this is not a seated dinner. There will be seats and tables, but most of the eating, drinking and chatting is taking place in a standing relaxed environment.

    Traditionally, the event has taken place at a restaurant. For this year it's more informal, allowing for more opportunities to interact with other guests and CCP developers, as you're not stuck on a single table throughout the evening. There are still a few tickets available for this event.

    __NPSI COMMUNITY MEETUP & CHARITY RAFFLE __

    Thursday 5 May (18:30 – 21:00)

    NPSI

    The NPSI community meetup has organized a raffle to raise funds for the Barnaspítali Hringsins Childrens Hospital in central Reykjavík, this will take place at Lebowski Bar. The raffle itself will begin around 20:00 – please get there in advance of the draw to avoid missing raffle tickets!

    • A book of raffle tickets cost £10, and you will receive 5 tickets within.
    • The tickets can be purchased online in advance of the event by clicking on the purple ticket on the EBWF homepage. Please be sure to add a comment to your donation with your in game name, and the tickets will be placed in an envelope ready for you collection when you arrive at Lebowski Bar
    • For more information on the event, check out EBWF’s Discord server

    __CLEAR SKIES MARATHON at Bíó Paradís __

    Thursday 5 May (20:00 – 01:00)

    Thursday at 20:00 it's officially hot-drop-o'clock! Join us at Bíó Paradís, located in the heart of downtown Reykjavík, for a screening of Clear Skies 1, 2 and 3. Rumor has it that there may be exclusive previews from the upcoming Clear Skies 4 from director Ian Chisolm.

    We start gathering at cinema bar 30 minutes prior to the screening, at 19:30. There are still a few tickets available for this event.

    SISTERS OF EVE TOUR

    Friday 6 May (08:00-18:00)

    SistersofEVE

    We take you along the south coast of Iceland, one of the country’s most scenic regions, as far as Vík, a charming village surrounded by high beautiful bird cliffs, and the Reynisfjara black sand beach.

    The tour duration is approx 10-11 hours. Food throughout the day is not included but we will make a stop during the trip at Vík in the middle of the trip so please plan accordingly. You can bring food on the bus when you depart in the morning to last you throughout the day and you can also stock up in Vík.

    The pick-up location is Harpa Concert Hall, please note that there might be other tour buses leaving at the same time. Your bus should be from Reykjavík Excursion and will be indicated by a sign in the front window that it's for a trip from CCP Games.

    Remember to dress according to the weather:

    Warm clothes, waterproof jacket, and sturdy shoes are recommended. We recommend bringing thermal layers, a winter hat, scarf, gloves, and wearing warm socks for colder days.

    PUB CRAWL & GOURMET PUB CRAWL

    PubCrawl2022

    Pub Crawl - Friday 6 May (19:00-21:00)

    The Pub Crawl this year will be of a familiar format where you have the chance to sign up for teams with developers to be led by a local guide through the vast and extravagant landscape that is the bar scene of downtown Reykjavík. At the end of the night all of the teams will meet up at the same location for a big party as is tradition.

    Signups for teams, for the Pub Crawl will take place from 14:00 to 16:00 in the registration area at Laugardalshöll Arena on Friday. There you will receive your pub-crawl shot glass and armbands for the night.

    The Pub Crawl for EVE Fanfest 2022 will start at Ingólfur Square promptly at 19:00. When you arrive, please look for your team captains which will be indicated by the team name that you chose during the registration to the event earlier in the day.

    Pub Crawl: Gourmet - Friday 6 May (18:30-22:00)

    This is the first time we will be offering a different version of the Pub Crawl for capsuleers to enjoy a more relaxed night with each other and the developers. The Gourmet Pub Crawl is a food walk which takes you on a not so touristy way to discover hidden foody gems around Reykjavík. Food is included on this delicious, guided tour.

    The sign ups for teams will also take place from 14:00 - 16:00 at Laugardalshöll Arena in the registration area.

    The group will leave timely at 18:30 from Harpa (not Laugardalshöll Arena). Please make sure that after the scheduled program ends in Laugardalshöll that you begin making your way immediately towards Harpa.

    It is unlikely that you can make it there in time by walking unless you do so at an amazingly fast pace. We suggest either grab a scooter from Hopp which are located outside the Laugardalshöll Arena or by way of Taxi which we have requested to be located outside Laugardalshöll Arena after the end of the day.

    __DOWN THE RABBIT HOLE: an EVE Online documentary __

    Sunday 8 May (15:00 – 19:00)

    DowntheRabbitLogo

    Famous Youtube documentarian Fredrik Knudsen will present the first part of his in-depth look into the history of EVE Online. The event will take place at Bíó Paradís . You can find more on Fredrik Knudsen on his Youtube channel.

    We start gathering at cinema bar 30 minutes prior to the screening, at 14:30. There are still a few tickets available for this event.

    Fanfest Partners

    Using your EVE Fanfest ticket or badge you can access discounts at any of the mentioned restaurants or bars throughout the week and during EVE Fanfest.