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Saluti,
La seguente pagina elencherà le note di patch per tutti gli aggiornamenti all'interno di questa versione (versione 23.01). Ti invitiamo a unirti alla discussione del giocatore sul contenuto di questa versione su Eve Online Forum:
2025-05-27 Ultimo aggiornamento: 2025-09-18🤝 -Indica una modifica ispirata al feedback o ai suggerimenti del giocatore.
Note di patch per il 2025-09-18.1
funzionalità e modifiche:
evento di nemesi Vanguard:
Descrizione per le voci. In:
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uttindar
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Perimetro
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Iz-aob
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hedion
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eminin
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FWST-8
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Botano
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9ipc-e
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Ut-uzb
patch Note per il 2025-09-17.1
correzioni difettiche:
Interfaccia utente:
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Risolto un problema che mostrava una pubblicità per la giornata di capsule. 2025-09-16.1
Caratteristiche e modifiche:
Vanguard Nemesis Event:
Nemesis è Live! Accedi quotidianamente dal 16 settembre al 2 ottobre per ottenere preziosi premi con un DLI che distribuisce elementi di design Skinr, booster, skin e punti di abilità.
Questo evento è tutto per completare gli incarichi di spedizione a Vanguard che contribuiscono alla nuova pista globale in Eve Online. Una volta riempito, rivelerà i convogli segreti in upwell attraverso l'universo. Cacciarli e distruggere i trasportatori darà succose ricompense tra cui contenitori di progetti plex e sigillati la possibilità di guadagnare impianti, pelli o booster.
I contenitori di progetti sigillati possono essere portati da un trader Wraith senza morte, che si trovano in tutto il nuovo Eden per scambiare nuovi elementi di design, pelli e persino piccole abilità iniettori!
I giocatori guadagnano anche premi personali attraverso una pista di ricompensa personale che sblocca skin, elementi di design e contenitori di progetti sigillati. 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 Sito Bivac Hrada-oki con alcune offerte commerciali per le chiavi di decryption Infomorph invece di Atavums.
Note di patch per 2025-09-11.1
Caratteristiche e cambia Invasioni:
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NPC in roaming ora si deformerà solo ai seguenti siti:
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Punti di osservazione dell'Osservazione, Osservazione di vigilanza del mondo. Post.
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NPC roaming non si deformerà più per i beacon di effetto distruttibile.
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NPC roaming in grado di pesare i siti in modo più coerente.
I NPC sono stati in grado di entrare in grado di essere in grado di essere in grado di essere in grado di essere in grado di essere in grado di essere in grado di essere in grado di essere in grado di essere in grado di fare in modo coerente. Basi) e modificare l'equilibrio previsto di quel sito. Ora, questi NPC andranno solo a siti che presentano un'area di hall. Inoltre, i roamer ora divideranno in modo più uniforme la loro attenzione tra siti e altre località.
Si noti che questi cambiamenti si applicano a tutti i roamer di invasione triglaviana, compresi quelli generati in Pochven, Sistemi di vittoria minore, la fortezza di EDENCOM Interfaccia:
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icone aggiunte alle punte degli strumenti di mercato per i tuoi ordini e ordini che si trovano sul tuo percorso.
DETREST:
gameplay:
Pochven:
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NPC roaming non si deformerà più in siti di piccola scala all'interno di Pochven.
2025-2 2025-09-09.1
Legion Major Update
The Legion Update è ora vive! Modifiche:
bilanciamento: 🤝
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ha ridotto il numero massimo di droni che possono essere assegnati a un carattere da 50 droni a 20 droni. Ci sono cose che ci piacciono davvero dell'assistenza ai droni: c'è un elemento abile di assegnare droni a qualcun altro quando sei inceppato, smorzato o fuori portata. C'è anche un po 'di gameplay di nicchia come l'assegnazione di droni a un intercettore ai giocatori di decorare a GateCamps, assegnando droni di luce a una nave anti-frigi dedicata in PVE come incursioni o PVP e puoi assegnare i droni se stai svolgendo un compito specializzato come una logistica. Inoltre, se sei un nuovo giocatore, puoi assegnare droni ai tuoi amici e compagni di flotta più ben informati in modo da poter concentrarti sul pilotaggio della tua nave.
Abbiamo voglia di cadere a 20 droni manterrà comunque la maggior parte di questi casi di utilizzo, mentre si riducono il gameplay indesiderabile. Raggio su tutti i droni Sentry da 100 m a 300 m.
aumentando il raggio di firma sui droni di sentinella per le dimensioni del crattle in modo che subiscano più danni da missili, bombe e proiettori Vorton e sono più veloci per chiudersi in modo che possano essere contrastati efficacemente.
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Rigs per armature
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ha cambiato lo svantaggio dalle piattaforme dell'armatura per essere agilità invece di massima velocità.
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Nuova abilità aggiunta - strati di armatura avanzata
Abilità di rango 5.
Disponibili in tutte le stazioni scolastiche dell'Impero per l'acquisto per 15.000.000 di ISK o dal foglio del personaggio per 19.500.000 ISK.
Abilità i requisiti di abilità
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Armate. IV
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Mechanics v
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Upgrade dello scafo V
Abbiamo sentito preoccupazioni che le setup che proteggono stanno dominando e l'Armor non si sente alla moda ora. Per aiutare a risolvere questo problema, stiamo introducendo una nuova abilità avanzata per radermi un po 'più di massa dalle piastre di armatura e cambiare lo svantaggio della maggior parte delle piattaforme di armatura per essere una penalità per l'agilità anziché una velocità massima. Ciò manterrà comunque l'intento di progettazione e il compromesso originali che esistono con gli impianti di armatura/scudo in quanto riducono parte della tua capacità di mitigare i danni in cambio di più serbatoi. Perdere la velocità di svolta e la maneggevolezza significa che non sarai in grado di orbitare così strettamente o ottenere una velocità angolare alta come prima, ma ora non rinuncerai più anche al controllo della gamma che dovrebbe farli sentire molto meglio sul campo.
Speriamo che ciò renderà l'armatura più praticabile soprattutto a scale più piccole e aiuti a promuovere più navi che sono cadute fuori dal favore come ahacs.
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Sito del sistema di sorveglianza di incontro
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ha aumentato la gamma che i giocatori non sono in grado di ammontare nella sala banca principale da 150 km su 500 km. Cloak nel sito per agguadere i giocatori man mano che entrano.
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Marauders
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Rimosso -70% di micro salto di reattivazione del ruolo di reattivazione di coolf da parte di tutti i maraurs. 5%.
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I predoni non sono ora in grado di accedere alla sala banca principale dell'ESS.
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I predoni continuano ad essere dominanti e oppressivi su scale più piccole di PVP. I predoni attualmente hanno un danno incredibile, un'alta proiezione, un serbatoio durevole e una mobilità incredibile. Stiamo apportando un adattamento qui per regnali in un po 'consolidando il loro ruolo di navi che commerciano la mobilità per migliorare le capacità di offesa e difensiva e rendendo il modulo di bastione la loro identità di base.
Stiamo facendo un'altra piccola regolazione al vargur perché è ancora un ovaliere. Questo insieme di modifiche dovrebbe comunque mantenerli come navi Apex PVE e PvP e i re indiscussi di potenza di fuoco e difesa, ma consentire opportunità di contropiede quando si tratta di affrontarle in griglia.
Inoltre, stiamo sperimentando bloccando i Malandrini dalla sala banca principale ESS. Si spera che ciò dovrebbe portare a una meta più diversificata per gli impegni ESS e consentire di brillare altri battaglie e scafi di battlecruiser. Terneremo d'occhio questa modifica per vedere se porta a un ecosistema più sano in generale.
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Modulo di bastione
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Riparazione dell'armatura e mandato di scudo ridotto ridotto dal 100% al 60% mentre è attivo.
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Nuovo bons di armatura e una riduzione degli scudi per la riduzione dei costi per la riduzione delle armi e per la riduzione dei mandati per la riduzione degli armadi e per la riduzione dei mandati per la riduzione degli armadi e per la riduzione dei costi per la riduzione degli armi aderenti. e i booster di scudo mentre sono attivi.
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Questo mantiene l'attuale efficacia di riparazione nei valori del tempo come ora senza aumentare il costo del condensatore al secondo.
Lo stiamo facendo per aiutare a migliorare i marauditori di armature attivi che a volte potrebbero finire per la maggior parte delle riparazioni per la maggior parte, o addirittura superando i loro gradini di mantenimento, usando i boschi, i bombole di mantenimento, usando questo, lo stiamo aiutando, i bombole di manutenzione, lo stiamo facendo di cognizione, lo stiamo facendo a fare i bombole, che lo faranno a fare i boschi, che lo stiamo facendo, a fare ciò che si fa a fare gli armature, che lo fanno per aiutare, i bombetti, lo stiamo aiutando, che lo faranno per i boschi, che lo stanno facendo di cogerelli, lo stiamo facendo per aiutare a fare i boosti, che lo fanno per le cose da fare, che lo stanno facendo a fare gli armature attivo. Hardener di tipo X, et Cetera. Ciò limiterebbe la capacità dei predoni di armature come Kronos e Paladin quando sono dotati di moduli di fascia alta. Li ha inoltre resi richiesti un limite di abilità sproporzionatamente più elevato rispetto ai predoni dello scudo dato il modo in cui i ripassatori di armature applicano le loro ripetizioni alla fine del ciclo.
Questo renderà più facile l'uso dei ripassatori di armature senza essere in eccesso sui predoni dell'armatura e li limiterà di meno quando si tratta di adattamenti di fascia alta che spingono i limiti.
Inoltre, questo cambiamento aiuterà a ridurre il potere dei Malandrini di boosct assivi un po 'in PVP. Abbiamo sentito molta frustrazione dalla base del giocatore su più predoni XLASB Shield Fit (guardandoti Vargur!) Dal momento che sono entrambi molto economici e bypassano la normale debolezza che il Marautore attivo che si adatta a Warfare dei condensatori. Spostando un po 'di potere del modulo di bastione nel tempo di ciclo, questo fa male specificamente si adatta a uno scudo ausiliario che si adatta poiché per lo più vogliono solo un importo di una spinta grezza per ottenere la massima efficacia da ogni addebito e clip, piuttosto che il tempo di ciclo e la riduzione del costo. Ess.
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Stiamo dando a cacciatorpediniere tattici un'utilità in roaming più permettendo loro di entrare nel sito ESS. Come con i predoni, stiamo sperimentando un po 'qui per mescolare le cose, faremo cambiamenti se le cose finiscono per andare in una direzione malsana come con 10mn t3ds che diventano meta o che diventano troppo difficili da catturare.
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Confessor
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nuova modalità di difesa bonus: 33% di bonus per remoto per un cargo di remoto per un cardio. Costo.
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Il danno per livello di distruttore tattico è aumentato dal 5% al 7,5%.
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La velocità massima è aumentata da 230m/s a 250 m/s. Importo del booster dello scudo remoto e riduzione del costo di attivazione.
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Danno per livello di distruttore tattico è aumentato dal 5% al 7,5%.
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La velocità massima è aumentata da 220m/s a 240m/s. Svipul soffre un po 'di usabilità. Il Confessor ha un po 'troppo sovrapposizione con la punizione in questo momento, che ha una mitigazione significativamente migliore, pur avendo anche danni elevati con un bonus di portata. Gli unici punti di forza del Confessore sulla punizione sono l'utilità aggiunta, comunemente usata come lanciatore di sonda, e il danno aggiunto e la resistenza di ewar in modalità Sharpshooter. Lo Svipul ha anche lottato con altre nuove navi che entrano nel gioco come il problema della flotta di Thrasher e gli appassionati allo stabber, incrociatori della Marina e autocannoni medi. Stiamo anche aggiungendo un bonus di booster di armatura/scudo remoto in modalità difensiva, per dare loro un po 'più di utilità per aprire potenzialmente alcune opzioni di flotta di tanking in PVP e PVE.
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Ferox Navy Issue
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Danni ibridi medi per bonus di livello ridotto dal 10% al 7,5%.
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Tracciamento ibrido medio per livello ridotto dal 7,5% al 5,0%.
ridotto da 1250 a 1250 medio ibrido bonus regolarmente ridotto dal 7,5% al 5,0%.
Ferox). -
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CPU ridotta da 565 a 515 (uguale a Ferox normale).
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Riduzione nel booster di scudo e requisiti di CPU per il bonus di livello migliorato dal 7,5%. Ferox Navy problema per affrontare il suo dominio nella meta metalmelogia. In particolare, stiamo riducendo il danno, il monitoraggio e la riduzione del powergrid e della CPU che ha, ripristinandolo agli stessi valori che ha la normale Tech 1 Ferox. Ciò dovrebbe comunque significare che è praticabile, ma rendere più difficile adattarsi a un serbatoio da 5-6 slot e un DLA con grovini senza moduli di montaggio. Allo stesso tempo, stiamo migliorando il bonus di adattamento dello scudo che ha che dovrebbe compensare il tanking attivo si adatta a una riduzione dell'adattamento per compensare la perdita nella base PG e CPU.
Quindi effettueremo alcune modifiche a tutte le rotaie in generale.
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grovini medi e grandi
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Tracciamento ridotto del 10%.
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Range ottimale e ridotto del 10%.
Ciò significherà che la maggior parte del bonus di velocità di tracciamento per i grandi ghiotti ferroviari è stata ripostata, mantenendolo circa il 3,5%, ma manterranno il tasso di bonus di incendio che hanno ricevuto. Speriamo che ciò significhi che i grandi binari atterleranno in un buon punto tra ora (super dominante) e pre-viridiano (considerato debole).
continueremo a tenere d'occhio l'avvoltoio, Ferox, Ferox Navy Essue, Rokh e Naga dopo questo set di modifiche e apporteremo ulteriori regolazioni nell'imminente espansione se necessario, se necessario, se necessiti di dominare troppo debole.
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naglfar
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Midslot migliorate da 6 a 7.
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Lowslot ridotti da 6 a 5.
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NAGLFAR FLOUT Problema
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Midslot migliorate da 6 a 7.
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Lowslots ridotti da 6 a 5.
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Blockquote>
Migliorando l'efficacia del serbatoio dello scudo. Ciò dovrebbe significare che il naglfar può trarre vantaggio dal bonus del booster di scudo un po 'più efficace nelle configurazioni Haw e aprire la porta a dreadnought della torretta anticopitale a base di scudo più forti. Mentre pensiamo che stiamo scambiando parte della versatilità unica dello scafo Naglfar qui, la meta Dreadnought è stata pesantemente dominata dalle rivelazioni per l'ultimo decennio, e il T1 Phoenix (che il T1 Naglfar ora condivide un layout di slot) è basato sul missile, quindi ci sentiamo a proprio agio nel fare questo Cambia Livello.
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Questi bonus si applicano solo agli scrambler di ordito e non agli interruttori di ordito.
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Il peccato è le opere nere meno usate e la logistica del trasferimento del drone è un po 'debole. Stiamo sostituendo questo con un bonus del 10% alla gamma di scrambler di ordito, e quindi un bonus +1 alla forza per livello per gli scrambler di ordito. Questo bonus dovrebbe essere molto più desiderabile e ha più senso per il ruolo delle operazioni nere. Speriamo che questo bonus migliorerà l'utilità dei Sins nelle gocce rendendolo più potente nel trattenere obiettivi e di dargli una nicchia in super caccia con la forza del punto extra.
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Apocalypse
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Rimuovetto 7,5% di bonte per il livello di energia di energia grande. Migliorato dal 7,5% al 10% per livello.
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Aggiunto 5% danno alla torretta di energia grande per livello.
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Aggiunto una riduzione del 10% del 10% in termini di risaputori a torretta di energia grande. Bonus di monitoraggio della torretta per livello.
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Bonus di intervallo ottimale della torretta di energia grande migliorata dal 7,5% al 10% per livello.
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Aggiunto danno alla torretta energetica di grande 7,5% per livello.
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Aggiunto 10% riduzione in grande costo di capitatore di energia per il tourrezza di energia per il tourreto di energia di grandi dimensioni. Livello.
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Rielaborando l'apocalisse. C'è molta concorrenza per le grandi navi a torretta energetica con l'APOC, APOC Navy, Abaddon, Nightmare, Bhaalgorn, Armageddon Navy e Oracle che combattono per lo stesso spazio. 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 permettendogli di ottenere un miglior monitoraggio attraverso la gestione di attraversamento. Il punto di vendita unico dello scafo Apocalypse è il bonus di gamma ottimale, tuttavia il danno è ancora deludente.
L'obiettivo qui è quello di spostare più l'apocalisse verso un ruolo di attacco di cecchino, focalizzandolo maggiormente sul danno a distanza. Quindi stiamo rimuovendo il bonus di monitoraggio dell'apocalisse, dandogli più danni, dandogli un bonus di riduzione del cappuccio per i laser in modo che non fa male a un MWD durante le riprese e quindi migliora leggermente il bonus di gamma ottimale. 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.
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Rimosso il 5% bonus al grande tasso di torretta proiettile del bonus di incendio per livello.
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Aggiunto bonus del 10% a grandi danni da torretta proiettile per livello.
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Powergrid ridotto da 21000 a 21000 18000.
rielaborare il Maelstrom per essere uno specchio di scudo dell'iperion. Ciò dovrebbe contribuire a renderlo molto più praticabile come una piccola piattaforma di bande e una piattaforma PVE con il massimo dell'utilità extra e la centratura extra, rendendolo anche più attraente nelle flotte essendo un po 'più facile da adattare con una pura artiglieria in forma e aumentando leggermente la capacità Alpha al costo di alcuni DP. Speriamo che questo lo faccia risaltare un po 'di più dalle altre navi di proiettili Minmatar come il problema della flotta Tempest appoggiandolo di più verso il danno da attacco Alpha e meno verso il tasso di fuoco nelle flotte come opzione alternativa e rendendo più praticabile come controparte del ROKH.
Dal 7,5% al 10% per livello.
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Aggiunta riduzione del 15% nella penalità di massa della piastra armatura per livello.
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La massima velocità è migliorata da 130 m a 135m/s. Per la regolazione a grandi grovini, il che significherà anche un miglioramento diretto ad esso con blaster montati. Aggiungendo anche una piccola spinta di velocità e un bonus di riduzione della massa della piastra per armatura al problema della Marina Megathron per migliorarlo per le flotte di armature nano/scaramuccia. 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 ridotto da 5.000 a 3.500 (-1500).
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Punti di struttura della struttura migliorati da 6.000 a 7.500 (+1500).
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slot bassi da 100% a 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.
Stiamo ascoltando i reclami della forza del cenotafio dai wormholers e, in misura minore, altre aree dello spazio sono usate molto costose e ad alta resistenza ad alta resistenza. Questi adattamenti consentono al cenotafio di sopravvivere anche con un serbatoio da 3 slot. In questo ambiente cose come la gamma e la velocità non contano tanto. Stiamo apportando una serie di aggiustamenti al Cenotafio per cercare di conservare la sua forza in altre aree dello spazio in cui non è così dominante, aggiungendo anche opzioni di controplay più significative alle navi senza morte nel suo insieme. aree di spazio. Si spera che ciò dovrebbe consentire ai wormholers di contrastare in modo più affidabile mentre preservano molte delle loro forze in altri ambienti, dove è molto difficile avvicinarsi mai alla loro potenza massima del dps di carta potenziale. Anche l'ECM non è molto punibile in situazioni in cui hai solo un punto su 1-2 bersagli (poiché fintanto che si ottiene un blocco ogni 75 secondi, puoi mantenere il danno), ma l'ECM è molto efficace per abbassare il DPS totale su tutto il campo dal 25% in jam, per anche una possibilità di scendere dal 25% in jam, per farla cadere da un armamento da un armamento da un armamento da un armamento da un armamento da un armamento da un armamento da un armamento da un armamento da parte di un armamento del 25%. nella struttura per rendere i cenotafi tanking più vulnerabili e togliendo uno slot basso, che dovrebbe rendere i cenotafi di armature pesanti molto meno vitali. Per compensarlo per il lowslot perduto e lucidarlo in situazioni in cui non sta usando i lowslot per il serbatoio, stiamo migliorando il bonus del ruolo del danno e dandogli anche un po 'di velocità e agilità extra per compensare parzialmente la potenziale perdita di moduli come nanofibre e girostabilizzanti. Numero
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Velocità massima ridotta da 190 m/s a 180 m/s.
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Riduzione del raggio firma per bonus di livello ridotto dal 5% al 3%. un po '. Stiamo riducendo leggermente la velocità e riducendo anche il bonus di riduzione del raggio della firma allo stesso modo della iena per rimuovere parte della mitigazione che ha.
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Harbinger Navy Issue
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Powergrid è aumentato da 1550 MW a 1625 MW.
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Il problema della Marina di Harbinger è sottoutilizzato, quindi gli stiamo dando un po 'di PG per aprire qualche altro attacco. Combinato con le modifiche alle piattaforme dell'armatura e gli altri cocrista da battaglia dominanti che vengono abbattuti un po ', speriamo che questo renderà questa scelta più attraente.
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Myrmidon Navy Essumi
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La capacità di droni è aumentata da 250m3 a 300m3. Tracciamento dei droni per livello proprio come fa il numero di Vexor Navy.
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Il numero di Myrmidon Navy è ancora il battlecruiser meno usato nel gioco. Gli stiamo dando un potente bonus di monitoraggio per abbinare il VNI, e quindi migliorare la capacità del drone su di esso in modo che abbia più opzioni ed è più difficile da defang e possiamo permettersi di includere più droni di utilità come i droni web a cui ha un bonus a.
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Tornado
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Agility da 0.475 a 0.54.
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La velocità massima è aumentata da 225 m/s a 250 m/s.
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Bonus di fallimento per livello migliorato dal 5% al 7,5%. Tornado di artiglieria truccati "Windrunners". Quindi stiamo apportando un adattamento al tornado che dovrebbe ferirlo in questo ruolo, ma di lucidarlo in altri ruoli. Stiamo segnando l'agilità abbastanza in modo che sia molto più difficile ottenere un tempo di allineamento inferiore a 4 secondi sul tornado, rendendo questo tipo di adattamento molto più vulnerabile all'essere catturato. Per compensarlo per questo nerf, stiamo lucidando la velocità di base del tornado e migliorando anche il bonus di fallimento per livello che ha. Il risultato netto di questo, si spera, è che Windrunner si adattano a 235m/s.
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Dare un po 'di amore ai Talos poiché è sottoutilizzato al di fuori della rottamento della struttura e del ganking.
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deimos
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Radus ridotto da 150 m per 120m.
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Il deimos aveva un raggio di firma molto grande per un'armatura focalizzata risuidata Hac, spostandolo verso 120m che lo colloca tra il vagabondo (115m) e zelot (125m), in modo da poter sfruttare più danni. Questo dovrebbe aiutarlo quando si risuona e in ruoli AHAC.
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Zealot
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5% di tasso di bonus di fuoco sostituito con un bonus del 7,5% a un danno da torretta media. 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 Velocità.
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Velocità massima migliorata da 245m/s a 255m/s.
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Mekubal
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Nuovo ruolo aggiunto, bonus 50% al piccolo proiettore Falloff.
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Il mamba e il mekubal non sono abbastanza al livello di potenza previsto da un cacciatorpediniere pirata e dal loro attuale prezzo di prezzo. Li stiamo lucidando dando loro un bonus extra che attualmente tutti gli altri cacciatorpediniere T1 e i cacciatorpediniere della Marina nel gioco ottengono. Il Mamba sta ottenendo il bonus del ruolo della velocità dei droni che gli Algos hanno, e un po 'più di velocità poiché è un po' troppo lento in questo momento mentre il Mekubal sta ottenendo un bonus di fallimento aggiuntivo, che si accumulerà con il suo bonus per livello, proprio come il khizriel.
- 500.
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Il tempo di ricarica del condensatore è aumentato da 180 secondi a 250 secondi.
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Emissione di Heron Navy
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Capacità migliorata da 245 a 300.
150 secondi.
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IMICUS Navy Issue
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Il condensatore è migliorato da 270 a 400.
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Il tempo di richiamo del condensatore è aumentato da 150 secondi a 200 secondi.
- Problema
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condensatore migliorato da 235 a 280.
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Il tempo di ricarica del condensatore è aumentato da 130 secondi a 140 secondi. Controparti razziali della Marina. Ciò comporterà che abbiano pool di condensatori di base molto più elevati e condensatori leggermente più alti al secondo tasso. Era difficile usarli in PVP a causa di quanto fosse basso il loro pool di condensatori poiché erano invariati dalle fregate di esplorazione di base, quindi questo dovrebbe migliorarle. Aggiunto.
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Stormbringer
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È stato aggiunto uno slot elevato aggiuntivo.
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dando a queste navi una slot di utilità permette loro una possibilità di sfuggire ai loro niches attuali e vedere di più in altre aree. I valori di PowerGrid e CPU non sono stati modificati, quindi i loro nuovi moduli devono inserirsi all'interno dei vincoli di adattamento di corrente.
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Abilità di costruzione di fuoriposto
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ora dà una riduzione dell'1% per il livello di produzione per gli elementi che richiedono l'abilità.
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. -
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.
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.
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!
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.
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.
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.
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.
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).
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.
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.
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.
Increased metenox daily consumption from 3600 to 4800 (from 150 hourly to 200).
Decreased magmatic gas volume from 0.1 to 0.01.
🤝 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.
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.
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.
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.
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.
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.
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.
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.
Fixed a Mac client crash when trying to display some corp descriptions or character biographies.
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.
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!
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.
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.
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.
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.
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 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.
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.
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 12 Monterey or above
An Apple Silicon based system
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.
5th Air Daily Goal
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Fixed an issue with the Hyperlane Weave pattern that caused it to repeat horizontally instead of vertically.
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.
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.
Fixed an issue where it was possible to create Deliver jobs for unsupported item categories.
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.
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.
Fixed issue with market filters that caused global PLEX market orders to not show.
Fixed an issue where there was no ambient sound in some stations.
Fixed missing localization for error messages in the global PLEX market.
Fixed a bug which could cause some players signed up for the Pirate FW faction through non Direct Enlistment methods (I.e. whole corp/alliance in the militia, or the player in the Commando Guri/Malakim Zealots NPC corporations) to not get warned and kicked for going below -2.0 standings.
Any corps or players who now are under -2.0 will get a warning after the day of this deployment, and kicked if not fixed within 24 hours at tomorrows downtime.
Fixed damage decals flickering in some situations.
Fixed a crash that could occur on some old Intel onboard GPUs. If you use an Intel GPU, making sure you’re on the latest drivers can improve stability significantly. We recommend that you use the driver update tool from Intel: Download Intel Drivers and Software.
Resolved an issue where certain columns in the Compare Tool displayed incorrect information.
Fixed a bug causing some filters selected in the Compare Tool to appear active in the Fitting Window.
Fixed an issue in the Compare Tool preventing the cogwheel menu from opening in horizontal view mode.
Added a new filter to toggle attribute visibility in both horizontal and vertical views of the Compare Tool.
Additional adjustments to Rogue Drone standings values have been made.
Notably, Rogue Drone Battleship, Carrier, and Supercarrier NPCs have had their standings values increased significantly.
Rogue Drone battleships will now appear more frequently within Incipient Drone Swarm sites.
Liminal Zirnitra NPCs within Observatory Flashpoint and Accelerator Flashpoint sites have been adjusted:
Their Entropic Disintegators will now have spooling damage.
Their standings values have been increased.
They now deal Explosive/Thermal damage rather than EM/Thermal.
EDENCOM dreadnought NPCs within Observatory Flashpoint sites will now orbit the Stellar Observatory more closely.
Sleeper NPCs within Torpid Drone Hive sites will no longer attack other Sleepers.
Fixed an issue where NPCs within smaller-scale Pochven sites could sometimes fail to locate a target.
Fixed an issue which would cause the ‘Local Locations' window to always reopen whenever you undocked or changed systems.
Fixed an issue which would cause the ‘local locations’ window to not remember whether you had decided to hide the search filter or not when you closed it and reopened it.
It’s no longer possible to declare a structure which is already reinforced as a War HQ when declaring war on a corporation or alliance.
Creating an alliance while you have active, offensive wars, will now cause all of the allies involved in those wars to correctly be copied over to the new war that is created when the alliance is formed.
🤝 Several UI/UX improvements have been made to the Factional Warfare window. The Opacity for text and icons has been decreased, checkboxes have been added to the legend so you can turn off various icons if desired and the background opacity has been increased, which should make it much clearer.
Increased the base LP Payout for capturing an FW Ihub from 40,000 LP to 200,000 LP when a system is flipped.
🤝 Added a new Scout ADV-1 plex as a rare roaming spawn to FW frontline systems which lets all tech 1, tech 2 and faction frigates inside for players who are looking for pirate frigate and assault frigate duels without destroyers being involved.
LP Reward: 15,000 LP
Victory Points Reward: 40
🤝 It’s now possible to enlist for the Angel Cartel and the Guristas Pirates from inside the Fulcrum in Zarzakh.
Note: Since Zarzakh is a dangerous system and has special rules with travel, we do not update your autopilot to go to Zarzakh when you go through the normal enlistment flow even when it is the closest station available.
Insurgencies now spread when a system reaches level 4 corruption, instead of at level 3 corruption.
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.
Increased the signature radius of Filament traces to 45 (from 30).
🤝 It’s now possible to re-order members of the watch list by dragging and dropping characters from other chat windows. For example, from channel member lists like your logistics channel or from a linked character in the chat etc.
🤝 Added a suppressible warning message when giving a character in a fleet the boss.
🤝 Separated the ‘Kick Member From Fleet’ and the ‘Make Boss’ options, so it’s harder to accidently make someone the boss who you meant to kick, or kick someone you meant to make the boss of the fleet.
🤝 It is now possible to import prices directly into the multisell window from the clipboard to update the price on several types you are planning to sell at once.
For example, If you wanted to sell veldspar at 10 ISK per unit, scordite at 20 ISK per unit and plagioclase at 30 ISK per unit. You could open a multisell with those asteroids in your hangar by selecting them all and then you could import the following from your clipboard to update all of their prices instead of adjusting each one manually.
Syntax is (Name of the Type, i.e. Veldspar) followed by the price.
Veldspar 10
Scordite 20
Plagioclase 30
🤝 It is now possible to delete multiple contracts at once.
🤝 Auction contracts will no longer ‘require attention’ that you win, after you’ve claimed your items/ISK, when the other party hasn’t collected their rewards, so you’ll no longer get a notification about it.
🤝 It is now possible to ‘Forget Contract’ for an auction contract which currently ‘Requires Attention’ so that it will no longer pop up if you wish to ignore it, this can happen if you bid on an auction but someone else wins the auction where either party hasn’t collected their rewards yet. This can be done by right clicking the contract under the ‘Requires Attention’ section and choosing the ‘Ignore Contract’ option.
🤝 When making a contract that is requesting items from a player, it’s now possible to import your clipboard for the requested items, similar to multibuy.
🤝 Triglavian Entropic Disintegrator weapons now show their current progress towards maximum spool in the tooltip when you mouse over them in space while they’re active, and how long it will take in seconds for them to reach their maximum spool.
🤝 Triglavian Entropic Disintegrator weapons now show their DPS range from starting to max spool in the fitting simulation window when you mouse over the DPS, rather than only showing the starting DPS.
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.
Level 2 mining upgrades:
Average Mercoxit Deposit chance to spawn has been slightly decreased.
Average Mercoxit Deposit respawn timer increased from 120 minutes to 155 minutes.
Guaranteed Large Mercoxit Deposit respawn timer increased from 480 minutes to 670 minutes.
Level 3 mining upgrades:
Large Mercoxit Deposit chance to spawn has been slightly decreased.
Large Mercoxit Deposit respawn timer increased from 120 minutes to 240 minutes.
Guaranteed Enormous Mercoxit Deposit respawn timer increased from 720 minutes to 1150 minutes.
🤝 Added an “Access” (Custom Office) button next to the View/WarpTo buttons in the planetary Industry window.
Decreased the time between Dazh Liminality Locus decloaking pulses to 9 minutes.
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.
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.
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.
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.
Many NPCs found throughout Pochven have been rebalanced:
EDENCOM dreadnoughts and Rogue Drone carriers/supercarriers now give additional standings when destroyed.
Some NPCs have had EWAR added or removed for consistency.
Various other tweaks have been made to NPCs found throughout the region.
🤝 We now show you the number of blueprints that match a filter in the footer of the industry window. This would be very useful when manufacturing from BPCs (tech 2 for example) to track how many blueprints are remaining.
🤝 Added the option to keybind a shortcut to open the “Infrastructure Hold” found on the Upwell Haulers and the Avalanche.
Meta-Molecular Combiners and Isotropic Deposition Guides have been added as rare drops to the Data and Relic site escalations which come exclusively from the new exploration sovereignty upgrades.
🤝 Increased the duration of the mining escalation obtained from the Level 2 and Level 3 sovereignty upgrades from 6 hours to 24 hours.
🤝 The length of time the ‘Orbital Skyhook Management’ window can be opened and used, which is where players can choose to capture or destroy skyhooks after claiming sovereignty in the solar system, has been increased from 1 hour to 24 hours so executor corp directors don’t have to be immediately available in the solar system when sov is captured.
🤝 Added options to interact with Skyhooks, Sovereignty Hubs and Mercenary Dens to the selected items window.
🤝 It is now possible to search for system and region names in the alliance sovereignty hubs window.
Sovereignty Hubs can now be hacked with Data and Relic Analyzer modules, if successful, then players are given a list of all upgrades currently installed in the Sov Hub, their priority and if they are online or offline.
Increased the time that Skyhooks are raidable from 1 hour to 2 hours.
Note: This will only take effect for existing Skyhooks after any existing vulnerability timers have already ended and the next one scheduled. It will therefore take until this upcoming Saturday downtime for every single Skyhook to have the 2 hour vulnerability window.
Skyhooks which are about to become vulnerable will now show in the updated world map and the agency, up to 2 hours before they become vulnerable. In the ‘Raidable Skyhooks’ filter under Sovereignty
Large red circle: Skyhook will become raidable in <10 minutes.
Orange medium circles: Raidable in 10 minutes to 1 hour.
Small yellow circles: Raidable in 1 to 2 hours.
Sovereignty combat sites spawned by the major and minor threat arrays and the Level 1 mining sites have been moved over to our new method of distributing sites. This will mean that they will no longer instantly spawn when turning their upgrade on/off at the sovereignty hub, and will now wait their 12 minute/1 hour respawn timers before they first appear.
The sites spawned by these upgrades will now always respect the time when the last site was completed. This means that the combat sites will continue to instantly respawn as long as the previous site was around for 12 minutes, and the mining sites will still instantly respawn if the previous site was around for 1 hour.
Metenox Moon Drills now require 3 days (72 hours) to unanchor instead of 45 minutes like other FLEX structures.
Metenox Moon Drills now give a 20 second ‘warp disabled’ debuff when a player damages or activates a module on one, much like other upwell structures.
🤝 POS (Starbases) and Custom Offices now show their reinforcement timestamp in the select items window which you can then copy to the clipboard, just like with upwell structures and skyhooks.
🤝 In the structure browser, on the ‘My Skyhooks’ page, it’s now possible to copy information here to the clipboard.
🤝 You can now see labels that have been assigned to a character/corp/alliance in the show info window, an icon has been added to the portrait that you can hover the mouse cursor over to get the label name in the tooltip.
🤝 In the corporation window you can now copy member standings that are contributing to corp standings.
🤝 The ‘next destination’ color in the overview for stargates/stations etc. has been made brighter so it’s clearer and more noticeable.
🤝 It’s now possible to copy member entries (Characters/Corporations/Alliances etc) to the clipboard from Access Lists (ACLs).
🤝 We no longer show the ‘Unallocated Skill points available’ pointer when you log in to the game, and now only show it when you gain unallocated skillpoints (like after using a skill injector)
🤝 When right clicking a wormhole in space or from the overview - the “Enter Wormhole” option has now been placed near the top at the same location where “Jump” is for stargates, rather than the very bottom option.
🤝 Characters that have Omega status can now optionally remove the full interactable ‘skill details’ tooltip that appears when you mouse over some modules/ships that you don’t have the skills to use and just show a much smaller non-interactable tooltip with basic information instead. This can be done in the inventory menu settings menu found in the right corner.
🤝 Added a new text filter to the locations in current solar system pop-out window which can be optionally disabled, the locations in system window should also no longer ‘eat keyboard shortcuts’ while the window is focused now unless you are typing into the text filter.
When a corporation with an offensive war creates an alliance, misleading notifications are no longer sent to all parties involved erroneously claiming that the aggressor is now defending for them.
The Praxis Media Miasma Skin is now correctly in the special battleships market group rather than the Black Ops battleships group.
Several combat sites, such as pochven, FW battlefields and all sovereignty sites have been moved over to our updated way of distributing sites.
Celes Aguard is no longer misgendered in the President NPC corporation description.
Updated the colony resources sovereignty upgrades so that they now also explain that they only provide local resources to the upgrades lower in priority than them.
Updated the right click menu of the route function from ‘Jump through jumpgate’ to ‘Jump through jumpbridge’ for Ansiblex.
Fixed a typo in the mission briefing for “The Govenor’s Ball” storyline mission
Fixed a typo in the Gallente COSMOS constellation of Algintal landmark description.
Fixed an issue causing World Ark sites to spawn with too many NPCs following a downtime.
Observatory Flashpoint EDENCOM dreadnought NPCs can no longer be made to drift outside the Threshold Werpost boundary.
NPCs within smaller-scale sites will no longer ignore players until one of their fleet members is destroyed.
Additional NPCs will no longer spawn within smaller-scale sites following a downtime.
Specific items received from an Xordazh Invasion Caches will no longer be unpackaged.
Border Bezdnacine Field sites are now deadspaced like other Pochven mining sites.
Fixed the orientation of the Ascending/Descending triangles in the directional scanner window.
Moved the spawn location for Capital Escalations Drifters back to the structure.
Three old billboard ads have been removed from the rotation, and three new billboard ads have been added to the rotation.
The systems behind Tech 3 ships have been refactored so that they are now comparable to the graphical performance and load of other ships in the game.
Resolved an issue where Mac clients would sometimes experience graphical artifacts.
Fixed several instances of sounds getting ‘stuck’, where they continued to play and follow the ship / camera when they should have stopped.
The client could become unresponsive under a set of rare conditions that required DX12, resizing the client window, and changing graphical settings; this has been adjusted.
Several broken decal effects have been fixed.
Boosters used in the Capsuleer Day event have been updated (being marked as expired, removed from search and market groups)
When clicking through the show info window, a visual query indicator will be generated on the list of SKINS.
The suffix “Metallic” was removed from all nanocoatings listed in the metallics section.
The UI of the ACP window will no longer shrink when transitioning from full screen to floating and back.
Some users of onboard Intel GPUs were experiencing a black screen caused by the driver crashing. Changes have been made to try to work around this problem. Please file a bug report from within the launcher if you still experience a black screen issue after this patch.
In situations where a PC was under heavy load or ran out of VRAM, or on occasions where the GPU resources were limited, the client could crash with a "GPU Device Removed" error. The handling of these situations has been improved.
Lowered VRAM use in heavier scenes. This also helps reduce crashes when close to the VRAM limit of your graphics card.
Equinox Sov Blueprint Reimbursement.
All of the old defunct Aegis Sovereignty blueprints have been converted over into new Equinox Blueprints.
The conversion list can be found below:
It’s no longer possible for the exploration sovereignty upgrades to spawn sites inside Zarzakh.
We’re working on a fix for preventing the sites being spawned “through” Zarzakh which we’ll be releasing in a future update.
Adjusted the glow intensity based on color brightness and luminosity for brand banner on Freelance Project Cards.
Fixed the new ‘Triplot Scan Acquisition Array' module and blueprint having the wrong spelling of Acquisition.
Fixed missing space and formatting issues for several Skills in the tooltip.
The directional scanner slider should no longer get into a bad state when a player enters a system with a bonus to dscan range (Electrical Stability Generator) and then leaves.
Fixed an issue where resizing the Structure SKINR tab in the Corporation window could cause UI elements to overlap, particularly when the corporation owned at least one structure with an active SKIN.
When selecting the find type option, the Modules Tab opens automatically, displaying the types of Modules without the need for manual selection.
Fixed a few Freelance jobs text defects.
Fixed an issue where currently committed Freelance jobs were not visible in the Active tab if the contribution limit had been reached and the reward also claimed.
Fixed an issue where Freelance jobs could not be duplicated from the History tab.
The Cynosural Field Generator effect is now a higher resolution.
The Deluge and Torrent Sponsored Security SKINs' holograms above the turrets no longer intersect turrets when docked in a new station.
The Squall Sponsored Security SKIN holograms that run along the front of the hull now smoothly turn off in sequence when undocking.
Fixed an issue that caused the Sanguinary Savant SKIN to have overlapping skull decals on multiple ships.
Fixed an issue that caused the Skybreaker base textures to have an unexpected material area.
Fixed the spotlights on the Cynabal Blackbody Drift SKIN.
Fixed an issue that caused the Cheetah hull to maintain the camouflage pattern that is otherwise removed when using the same color in slots one and two of SKINR.
Fixed an issue that caused the Omega Benefits Window to display the incorrect clone Status.
Fixed an issue that cause the Omega icon to display in the Neocom for Omega users.
Fixed an issue with search where case sensitivity caused it to fail.
Existing Freelance jobs can now be duplicated.
Added Freelance jobs History tab for admins.
Added an X button to remove participants from jobs in the Participants view.
Replaced ‘Remaining ISK in Job’ field with ‘Coverage limit per loss’ in the Details view of Ship Insurance jobs.
Added ‘Show All' and ‘Hide All’ options to the ‘Manage filter categories’ menu.
Improving the progress bar UI in the Air Career Program.
Introducing an Omega Reward track. Omega rewards you with double Skill Point rewards; both graduation rewards from career paths and the Air Career Programs overall career point track rewards are doubled up to 1.5 million Skill Points.
Players that have previously claimed their ACP Rewards will automatically receive these bonus points retroactively starting from 11:30 UTC.
Fixed various Freelance jobs text defects.
Fixed a Freelance job issue where non-ASCII job names could not be 3-4 characters long.
Fixed incorrect formatting of the Ship Insurance job creation form.
Fixed an issue where setting the Capsuleer Age Min & Max as 0 was not working correctly.
Fixed a rare defect which could cause a character to not be able to jump to a cynosural field if the last time the character cyno jumped was over 8 years ago.
Fixed a rare defect which could cause a character to become stuck and unable to load and recieve a ‘fatal error’ popup.
Fixed an issue with rogue drone relic sites which could cause them to become stuck in a non completeable state until they expired if a player failed every single can twice so they all exploded.
Fixed an issue that could sometimes cause the new exploration sites from the new upgrades to fail to respawn.
The Sarathiel now has the faction metagroup icon/pip.
Fixed the Harbinger Navy Issues new Medium Laser Capacitor Bonus per level increasing cap instead of reducing it.
Fixed the Komodos 50% bonus to Kinetic and Thermal XL Torpedos and XL Cruise Missiles no longer applying.
🤝Vargur siege to warp animation transitions smoothly now after deactivation of Bastion module and warping immediately.
Added missing translation for ‘Transit’ in the sovereignty hub and sovereignty windows.
Fixed an issue where the Favorite button icon could disappear from the applied filter UI.
Fixed an issue where the Layout menu could overlap the Filter bar resulting in Layout menu buttons not being easily clickable in the map’s floating window mode.
Fixed an issue where PLEX purchases from the Character Selection Screen could occasionally fail.
Omega capsuleers can claim a gift of 10 PLEX.
Added an offer of 7 days Omega for 10 PLEX.
Structures in Highsec Corruption 5 systems are now able to be used to attack players who are shooting the structure.
Factional Warfare Infrastructure Hubs will now correctly payout LP again when a system is captured to players who shot the Ihub on grid.
You no longer need to have to have safety set to red to activate the Capital Emergency Hull Energizer modules in low security space.
The Leviathan and Komodo no longer have a bonus to Battleship Sized Torpedoes.
The "My Mercenary Dens" window will now be remembered if a player adds it to the left panel in the Neocom after restarting the client.
Missing help pointers for modules and charges in fitting window have been added.
A number of text defects in the Sovereignty Hub window have been fixed.
The TCU slot in the Sovereignty Hub UI has been removed.
Factional Warfare:
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.
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:
Capsuleer Safety in Highsec:
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:
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.
Pochven:
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.
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.
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.
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.
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:
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:
Wormholes:
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.
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.
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:
Localization:
Pochven:
Patch Notes for 2025-09-08.1
Defect Fixes:
Graphics:
Technical:
User Interface:
Patch Notes for 2025-09-01.1
Features & Changes:
Technical
Patch Notes for 2025-08-27.1
Features & Changes:
Audio:
Graphics:
Smart-Light-System
Visual Damage System
New Hangar Visualizations
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:
macOS
General upscaling notes
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
macOS
Patch Notes for 2025-08-14.1
Defect Fixes:
Gameplay:
Patch Notes for 2025-08-12.1
Features & Changes:
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 obiettivi. 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.
You can make progress whether you´re running missions, exploring new systems or simply taking a quick trip.
Defect Fixes:
Gameplay:
Graphics:
Technical:
User Interface:
Patch Notes for 2025-08-01.1
Defect Fixes:
Gameplay:
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
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
M ordunium
88
97
Plum Mordunium
92
101
Prize Mordunium
97
107
Plunder Mordunium
101
112
Patch Notes for 2025-07-17.1
Features & Changes:
Balancing:
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:
Science & Industry:
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:
Graphics:
Patch Notes for 2025-07-16.1
Defect Fixes:
Graphics:
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.
Defect Fixes:
Gameplay:
Patch Notes for 2025-07-14.1
Defect Fixes:
Freelance Jobs:
Patch Notes for 2025-07-10.1
Features & Changes:
Freelance Jobs:
Freelance Jobs Known Issues:
Defect Fixes:
User Interface:
Patch Notes for 2025-07-09.1
Defect Fixes:
Gameplay:
Patch Notes for 2025-07-08.1
Defect Fixes:
Localization:
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:
Graphics:
Technical:
User Interface:
Patch Notes for 2025-06-26.1
Features & Changes:
Pochven:
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.
Defect Fixes:
Pochven:
User Interface:
Patch Notes for 2025-06-24.1
Features & Changes:
Empire Wars:
Factional Warfare & Insurgencies:
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.
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:
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:
Market & Contracts:
This is a huge timesaver when planning to sell and seed multiple items!
Modules:
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.
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.
Planetary Interaction:
Pochven:
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.
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.
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.
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.
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.
Science & Industry:
Ships:
Sovereignty:
Structures & Deployables:
User Interface:
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:
Localization:
Pochven:
User Interface:
Wormhole Capital Escalations:
Patch Notes for 2025-06-16.1
Features & Changes:
Miscellaneous:
Technical:
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:
Patch Notes for 2025-06-12.1
Features & Changes:
Miscellaneous:
Defect Fixes:
User Interface:
Patch Notes for 2025-06-11.1
Defect Fixes:
Technical:
Patch Notes for 2025-06-10.1
Defect Fixes:
Technical:
Patch Notes for 2025-06-05.1
Features & Changes:
Sovereignty:
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:
Graphics:
Localization:
User Interface:
Patch Notes for 2025-06-04.1
Defect Fixes:
Freelance Jobs:
Patch Notes for 2025-06-03.1
Defect Fixes:
Graphics:
Patch Notes for 2025-05-30.1
Defect Fixes:
User Interface:
Patch Notes for 2025-05-28.1
Features & Changes:
Freelance Jobs:
Map:
Air Career Program:
Defect Fixes:
Freelance Jobs:
Gameplay:
Graphics:
Localization:
Map:
User Interface:
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:
Defect Fixes:
Gameplay:
User Interface:
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