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Patch Notes - Version 22.01

Started by CCP, October 24, 2024, 08:10:55 am

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CCP

Patch Notes - Version 22.01

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Greetings,

The following page will list patch notes for all updates within this release (Version 22.01). We invite you to join the player discussion about the content of this release on EVE Online forums:

Initial Release Date: 2024-06-11
Last update: 2024-10-22

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

Patch Notes for 2024-10-22.1

Defect Fixes:

Gameplay:

  • Fixed an issue which could prevent stargates from being used or selectable on the overview in a solar system.

  • Fixed an issue which could prevent bounty payments from NPCs being added to the bounty pool.

  • Fixed an issue which could sometimes prevent insurgency dungeons which have stage requirements from spawning.


Patch Notes for 2024-10-17.1

Features & Changes:

Missions & NPCs:

  • The Society of Conscious Thought are offering capsuleers an ISK reward for Journal Entries recovered from relic sites.


Patch Notes for 2024-10-10.1

Features & Changes:

Miscellaneous:

  • A new engineering structure with an item trader has appeared near the Shrouded Structure in Zarzakh.

Science & Industry:

  • The magmatic gas cost to run a Metenox moon drill has increased from 55 to 88 per hour. With more gas entering the economy, and the price of low-end moon materials such as R4s dropping in value, we want to increase the fuel cost of Metenox Moon Drills to raise the floor on what is profitable and create increased sinks and demands to meet the new supply of Magmatic Gas.


Patch Notes for 2024-10-8.1

Defect Fixes:

Gameplay:

  • It's now possible to store the Standup Focused Warp Scrambling scripts for upwell structure warp disruption modules inside the infrastructure hold of the upwell haulers.

Graphics:

  • Improved the placement of the asteroids which were overlapping after the asteroid size increase and did a small beauty pass on the Prospecting Array 2 upgrades.

Technical:

  • When using the Chinese language on macOS 15 (Sequoia), the client would experience a performance drop due to an expected font being removed in this OS version. As a result, the font used for Chinese on macOS 15 has been updated, which resolves the performance issue and allows the overview to render correctly.


Patch Notes for 2024-10-3.1

Features & Changes:

Events:

  • The Crimson Harvest has begun! This Blood Raiders themed event runs until downtime on Tuesday November 5th 2024.

    • Limited time combat and hacking sites are appearing all over Highsec, Lowsec, Nullsec, W-space, and Pochven, belonging to the opposing forces of the Blood Raider Covenant and the Order of St Tetrimon.

    • Crimson Gauntlet and Tetrimon Base combat sites can be found in most areas of space. These sites should be approached with caution, and capsuleers are advised to fly a battlecruiser, battleship, heavy assault cruiser, or even more powerful vessels if they wish to investigate these locations. Rewards for looting the battleship NPCs found at the end of the sites include items that can be traded for ISK, SKINs, boosters, apparel and more!

    • Crimson Harvest Network Node and Tetrimon Network Node data sites are also appearing across New Eden. These hacking sites contain network node structures that can be accessed for more great rewards!

    • The Blood Raiders are capitalizing on the chaos erupting all over New Eden and are setting up more advanced bases in the warzone, Tetrimon loyalists are also deploying in the area to match their forces. These advanced versions of the combat and hacking sites can only be found within the areas containing the most heated fighting between Blood Raider and Tetrimon forces: the Blood Raider controlled systems within the Delve region and within the Eugidi, Angils and Essin constellations of the Metropolis region. These advanced sites are rarer and more challenging than the standard versions of the sites but they provide much greater rewards. Bringing a friend or two helps reduce the risk immensely, but beware of other capsuleers who may be searching for the same loot!

    • The most elusive and valuable strongholds of the Blood Raiders and Order of Tetrimon can only be found by obtaining a rare escalation from the advanced combat sites.

    • Both the Blood Raiders and the Order of Tetrimon are willing to reward capsuleers who attack their foes and hack their stash. Each character can choose between two options for the Agency challenges and reward track for this event. You will receive points for shooting and hacking the opposing side to the one you choose in the agency, and you will receive challenges themed around your chosen faction. Be aware that although you will only receive agency challenges and points for shooting and hacking the opposing side to the one you chose, there is no penalty for hitting both sides and taking the loot from both their sites.

    • Every day of the Crimson Harvest will bring devilish login rewards. Alpha and Omega players get separate rewards, with Omegas enjoying both sets every day, and upgrading at any time during the event unlocks all previous Omega rewards. The tasty treats on offer include boosters, SKINs, SKINR nanocoatings and patterns, EverMarks, a generous amount of skill points and more. Get prepared and plan ahead, as not only will there be rewards given every day to those logging in, the 25th login during Crimson Harvest will be rewarded with skill points for Omega and  for Alpha capsuleers.

Skills:

  • Added new skill Paragon Partnership for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.

Defect Fixes:

Localization:

  • Fixed the skyhook reagent window being partially broken in multiple localized languages.


Patch Notes for 2024-10-2.1

Features & Changes:

User Interface:

  • The Character Select screen has been updated to celebrate the upcoming Crimson Harvest event.

Events:

  • The Crimson Harvest seasonal loot drop buff is arriving a day early! Starting today and lasting until the end of the event on 5 November, loot from destroyed capsuleer ships will drop at a higher rate, around 90% instead of the regular 50%. Find the pumpkin icon tagging the wrecks of your helpless victims and claim your bounties!

Defect Fixes:

Gameplay:

  • CONCORD Rogue Analysis Beacons (aka CRAB beacons) are no longer invulnerable, have their in-space UI covered up and no longer have 50% reduced link speed for the owner.

  • Fixed an issue which could cause players accessing the Orbital Skyhook Reagent window to see incorrect information about how many reagents were inside. (Live hotfix at 16:00 UTC)


Patch Notes for 2024-10-1.1

Features & Changes:

Sovereignty:

  • Skyhooks have now been updated to Upwell's latest firmware → https://www.eveonline.com/news/view/equinox-update-enhanced-skyhooks" title=""> Equinox Update: Enhanced Skyhooks | EVE Online

    • Skyhooks now have a Secure Bay and a Surplus Bay, rather than an Immature and Mature Bay.

    • The Secure bay can be accessed by players on the ACL at any time, and 50% of all the materials harvested from the Skyhook enter into the secure bay.

    • The Surplus bay can only be accessed through the Skyhook raiding gameplay, and contains the other 50% of the reagents generated.

    • There is no longer any waste when raiding a Skyhook, you get 100% of the surplus bay contents on a successful raid, the secure bay is not affected.

    • The Skyhook Reagent silo is now only vulnerable to being attacked during a 1 hour interval, every 3-4 days, the time period for the surplus bay is loosely based on the 6 hour exit window chosen by the Skyhook owner for their reinforcement timer.

      • It should be noted that while it is likely for a Skyhook theft event to come out in a timezone favorable to the defender, Skyhooks theft events can actually happen at any time of the day. Skyhooks use a gaussian distribution to determine the next vulnerability window.

//images.ctfassets.net/7lhcm73ukv5p/5WFeRIda1uq9Dm83a4iypx/28ee1c7f6c7ea4532a0db2bc2f8bf6b8/skyhook_chart.png" alt="skyhook chart" />
  • In this example, a Skyhook has a 68.2% chance to come out sometime in the 17:00 to 23:00 window set by the defenders, but it does have also have a chance to come out at anytime of the day. There is a 27.2% chance that it will instead come out at some time in the 3 hour window before or after their preferred time, a 4.2% chance it will come out 6 hours before or after their preferred 6 hour long time window, or 0.2% chance to end up at a time in the completely opposite timezone.

  • If a Skyhook is not raided during it's 1 hour interval, then it will reschedule a new time, and the materials in the surplus bay will remain inside and effectively roll over, meaning the next time it's vulnerable, if it was raided, it would have 6-8 days worth of reagents inside and so on.

  • If a Skyhook is successfully raided, then its vulnerability will end early and reschedule, so any vulnerable Skyhook you raid will be guaranteed to have 3-4 days worth of reagents in it at minimum.

  • If the Skyhook owner changes the reinforcement timer of a Skyhook, then the current scheduled vulnerability will not change, and the new reinforcement timer will only have an influence on the Skyhook when the next Skyhook theft vulnerability window is chosen.

  • Skyhook owners can no longer offline or turn off Skyhooks on reagent planets (Ice/Lava).

  • Skyhook owners with the Station Manager or Director roles can see the vulnerability timers of their Skyhooks remotely using the my Skyhook page on the structure browser.

  • Skyhooks which are currently vulnerable can be seen by any player using the world map Vulnerable Skyhooks filter or by using the Colony Resources page in the Agency and choosing to view theft vulnerable Skyhooks.

  • All Players can also see the vulnerability schedule of a Skyhook if they warp to the Skyhook grid.

  • The Link period for players who are on the Skyhook Reagent ACL has been reduced to 5 minutes instead of 10 minutes.

  • Skyhooks will immediately alert everyone within 2 jumps of a Skyhook if a "friendly theft" is activated, just like the notification which would happen if a regular raid was at the 5 minute mark.

  • Skyhooks have a 50% chance to drop all of the contents in their Secure and Surplus bays when killed (just like regular player ships).


Patch Notes for 2024-09-24.1

Features & Changes:

Missions & NPCs:

  • Increased the damage per second of the Blood Raiders officer frigate Makra Ozman.

PvE:

  • The Drifters have been unsuccessful in the Siege of Zarzakh. Horizon Siege Point sites and roaming Drifter/Sleeper fleets will no longer appear.

Sovereignty:

  • Adjusted the locations of several asteroids in the small mining sites so that they aren't so far away from the warp in location. 

Defect Fixes:

Gameplay:

  • The Capital Clone Vat Blueprint has been corrected so that it now uses 10% less Mexallon rather than 10% less Tritanium from the patch on the 18th September. 

  • The mineral prospecting array 1 upgrades are now respawning as intended.


Patch Notes for 2024-09-19.1

Features & Changes:

Industry:
In Yesterday's patch, we reduced the inputs and outputs of the Genetic Safeguard, Genetic Lock Preserver, Genetic Structure Repairer and Genetic Mutation Inhibitor blueprints by a factor of 20, but did not change the blueprint manufacturing or copying attributes, which may have unintentionally throttled the construction of these items more on job time. We are, therefore, making the following changes:

  • Genetic Lock Preserver Blueprint

    • Max Runs for blueprint copies increased from 40 to 400.

    • Manufacturing time reduced from 16000 seconds to 1600 seconds.

    • Copying time reduced from 12800 seconds to 1280 seconds.

  • Genetic Safeguard Filter Blueprint

    • Max Runs for blueprint copies from 10 to 100.

    • Manufacturing time reduced from 32000 seconds to 3200 seconds.

    • Copying time reduced from 25600 seconds to 2560 seconds.

  • Genetic Structure Repairer Blueprint

    • Max Runs for blueprint copies from 40 to 400.

    • Manufacturing time reduced from 16000 seconds to 1600 seconds.

    • Copying time reduced from 12800 seconds to 1280 seconds .

  • Genetic Mutation Inhibitor Blueprint

    • Max Runs for blueprint copies from 40 to 400.

    • Manufacturing time reduced from 16000 seconds to 1600 seconds.

    • Copying time reduced from 12800 seconds to 1280 seconds.

PVE:

  • Only characters within 100km of the Horizon Breach Engine will be considered eligible for payouts in Horizon Siege Point sites.

Defect Fixes:

User Interface:

  • Fixed an issue which could cause the Zarzakh Emanation error message to show an incorrect, incredibly high number when trying to use a gate you're not locked to while having an Emanation timer.

  • Fixed an issue where Structure SKINR licenses were not being displayed on the Corporation Administration page for the Structure SKINR.


Patch Notes for 2024-09-18.1

Features & Changes:

Industry:

  • Several adjustments have been made to Capital Ship Manufacturing. The goal of these changes are streamlining capital manufacturing so that it's easier for smaller producers to get involved as well as a slight reduction to the cost of building capital ships.

    • Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene have been removed from Capital Construction Components.

    • The amounts of Isogen and Mexallon required for construction of Capital Clone Vat Bay, Capital Doomsday Weapon Mount and Capital Jump Bridge Array have been reduced by 10%.

    • The amounts of Fulleroferrocene, PPD Fullerene Fibers, Fullerene Intercalated Graphite, Methanofullerene, Lanthanum Metallofullerene and Scandium Metallofullerene required for the manufacture of FTL Interlinks have been significantly increased.

    • Reinforced Carbon Fibre, Megacyte, Zydrine, Fullerides, Noxium, Isogen, Tritanium, Mexallon, Pyerite, Phenolic Composites and Racial Carbides have been removed from the manufacture of FTL Interlinks.

    • The amount of Auto-Integrity Preservation Seals and Life Support Backup Units needed to manufacture Titans are increased by 100%.

    • The amount of Trigger Neurolink Conduits needed to manufacture Titans are increased by 50%.

    • The amount of Capital Core Regulators needed to manufacture Titans is increased by 25%.

    • Genetic Lock Preserver Blueprints, Genetic Structure Repairer Blueprints, Genetic Mutation Inhibitor Blueprints and Genetic Safeguard Filter Blueprints have had their input materials reduced to 5 and output reduced to 1 (reduced by a factor of 20 for both) to make it easier to create them in smaller batches.

  • A small amount of tweaks has been made to Tech 1 Battleship Blueprints to bring down their current costs to make them more affordable, reduce the current Isogen bottleneck (which currently makes up almost 50% of their cost), and also make them more cost efficient than Navy Battleships which currently cost only 20-25% more than Tech 1 Battleships.

    • Adjustments made to Tech 1 Battleships (does  not include Navy or Pirate blueprints)

      • The amount of Isogen required is reduced from 400,000 to 200,000.

      • The amount of Nocxium required is increased from 12,000 to 24,000.

      • This represents, at the time of writing, an approximate 75 million ISK reduction to the cost of producing a Tech 1 Battleship from a ME:0 blueprint in an NPC station.

    • Adjustments made to the Scorpion

      • The amount of Isogen required is reduced from 300,000 to 150,000.

      • The amount of Nocxium required is increased from 9,000 to 18,000.

  • We have also made some adjustments to the cost to produce Marauders and Black Ops. The main intention here is to keep their current price mostly the same or slightly higher, since both Black Ops and Marauders are incredibly strong right now and we don't want to unintentionally make them even more powerful by lowering their price. We are, therefore, increasing the amount of Reactor Units used in their blueprints, to make it so that they use primarily more R64 moon materials. This means that controlling valuable moons is more important for the production of Tech 2 Battleships.

    • Adjustments made to Marauder Blueprints

      • The amount of Reactor Units required is increased from 225 to 675.

      • This represents a cost increase of approximately 60 million ISK at the time of writing these patch notes.

    • Adjustments made to Black Ops Blueprints

      • The amount of Reactor Units required is increased from 150 to 450.

      • This represents a cost increase of approximately 40 million ISK at the time of writing these patch notes. Note that because the cost reduction of the Tech 1 Battleships used for production, the cost should remain roughly the same. It is possible that higher demand or market speculation for R64 materials may increase the costs in the future.

LP Stores:

  • New LP Store Offers have been added for military corporation LP stores - offering Navy Ship BPCs in exchange for LP and Nexus Chips, rather than LP and ISK.

Modules:

  • Smartbombs have undergone a full balance pass. All smartbombs in the game have been brought up to parity with the current EMP Smartbomb stats, which were better than the other damage types.

    • Meta "Named" Smartbomb modules are now 'Compact' and use less powergrid.

    • All compact meta smartbomb damage types now use the same 20% reduced CPU requirements that EM Smartbombs have.

    • Added Storyline variations for the Kinetic and Thermal Smartbomb damage types which were missing before.

      • Players can obtain blueprint copies for these smartbombs from exploration content such as Data Sites, like most current storyline module blueprints.

      • Explosive Storyline Smartbombs have been buffed to now have the same values as the EM ones.

      • Storyline Smartbombs have received very small fitting buffs to keep them as the easiest to fit modules with the changes to Meta Smartbombs becoming the Compact variation.

    • Faction and Officer smartbombs of non-EMP damage types have had their stats brought up to parity with EMP stats. We aim to not only bring the other smartbomb damage types up to par with EM, but to also make more interesting choices between the smartbomb damage types at Faction and Officer levels. Thus, after bringing them up to parity, the following changes were made:

      • Thermal Smartbombs: +20% range, -20% damage.

      • Explosive Smartbombs: +20% damage, -20% range.

      • Kinetic Smartbombs: -20% capacitor cost, -20% CPU cost, +20% cycle time.

    • There now are 36 new Mutaplasmid types available to further customize and modify Smartbombs.

      • Smartbomb Mutaplasmids can modify the damage, range, cycle time, capacitor cost, CPU and powergrid requirements of Smartbombs.

      • Players can obtain these Mutaplasmids by completing regular Abyssal Filaments. The type of Filament that drops each Mutaplasmid type is based on the damage type associated with that Filament.

        • EMP (EM) Smartbomb Mutaplasmids - dropped in Electrical Filament Abyss.

        • Plasma (Thermal) Smartbomb Mutaplasmids - dropped in Firestorm Filament Abyss.

        • Proton (Explosive) Smartbomb Mutaplasmids - dropped in Gamma Filament Abyss.

        • Graviton (Kinetic) Smartbomb Mutaplasmids - dropped in Exotic Filament Abyss.

      • We will keep a close eye on the balance of missile "firewalling" strategies, Interdictor Bubble hitpoints for tackling Supercarriers and Titans, PVE Smartbomb balance, and Smartbomb gatecamps following these changes.

  • Frigate and Cruiser Officers and Officer modules

    • New Officer Frigate and Officer Cruiser NPCs have been added to the game.

      • Officer Frigates can appear incredibly rarely in 0.5 rated high security space asteroid belts.

      • Officer Cruisers can appear incredibly rarely in 0.1 and 0.2 rated low security space asteroid belts.

    • 50+ New Officer modules have been added to the game.

      • 1mn and 10mn Afterburners

      • 5mn and 50mn MWDs

      • Small and Medium Energy Neutralizers

      • Small and Medium Energy Nosferatus

      • Small and Medium Armor Repairers and Shield Boosters

      • ECM modules and Signal Distortion Amplifiers

      • Micro Auxiliary Power Cores

      • 200mm and 425mm Autocannons, Light and Heavy Neutron Blasters, Small Focused and Heavy Pulse Lasers, Rocket and Heavy Assault Missile launchers.

      • Assault Damage Controls

      • Warp Disruption Field Generator

      • And more!

  • Gistii B-type and Gistum B-type shield boosters

    • Increased shield boost amount so that they now bridge the gap between C-type and A-type, rather than barely being better than the C-type while using more capacitor. This means they now follow the same precedent set by the large and x-large shield boosters.

      • Gistii B-type Small Shield Booster shield boost amount: increased to 48 from 41.

      • Gistum B-type Medium Shield Booster shield boost amount: increased to 144 from 124.

Pochven:

  • Mobile Observatory deployables can now be deployed in Pochven.

  • Rebalanced the web strength of several Minmatar EDENCOM NPCs which had stronger than 100% webs.

Sovereignty:

  • New Sovereignty Mining Upgrades

    • 7 Small Mining Upgrades have been added, one for each mineral type. These new upgrades cost significantly less Power and Workforce than the current mining upgrades, making them far more flexible. They also respawn significantly faster, with 1 hour long respawn times, and they utilize the same mechanics as the Equinox Combat Upgrades where they can respawn instantly if the time between the last spawn was long enough. These new upgrades provide about 1⁄8th of the ore of the existing upgrades, and do not escalate to the Mining Escalation, nor have a chance to spawn Mercoxit sites, which is being kept as an exclusive for the existing mining upgrades.

      • Tritanium Prospecting Array 1 - 500,000 m3 of Tritanium providing ores.

      • Pyerite Prospecting Array 1 - 1,000,000 m3 of Pyerite providing ores.

      • Mexallon Prospecting Array 1 - 375,000 m3 of Mexallon providing ores.

      • Isogen Prospecting Array 1 - 325,000 m3 of Isogen providing ores.

      • Nocxium Prospecting Array 1 - 325,000 m3 of Nocxium providing ores.

      • Zydrine Prospecting Array 1 - 750,000 m3 of Zydrine providing ores.

      • Megacyte Prospecting Array 1 - 500,000 m3 of Megacyte providing ores.

      • Power Cost: 500

      • Workforce Cost: 6400

    • Additionally, several asteroids added in Equinox have had their 3D model sizes increased so they look more impressive.

  • Major Threat Detection Array 1 & 2

    • We've increased the number of sites provided by the level 1 and level 2 upgrades, especially for low truesec bands. See the tables below for the exact changes

Pirate Space

System Security Rating

Major Threat Detection Array 1

Major Threat Detection Array 2

0.0 to -0.25

2x Hub

3x Hidden Hub (+1)

2x Forsaken Hub (+1)

3x Hub

3x Hidden Hub (+1)

2x Forsaken Hub

2x Forlorn Hub

1x Haven

-0.25 to -0.45

2x Hub

2x Hidden Hub (+1)

2x Forsaken Hub (+1)

1x Forlorn Hub

2x Hub

3x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

2x Haven

-0.45 to -0.65

2x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub (+1)

1x Haven

3x Hidden Hub

3x Forsaken Hub (+1)

3x Forlorn Hub

3x Haven

-0.65 to -0.85

2x Hidden Hub (+1)

2x Forsaken Hub

2x Forlorn Hub (+1)

2x Haven

2x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

4x Haven

2x Sanctum

-0.85 to -1.0

3x Forsaken Hub (+1)

2x Forlorn Hub

2x Haven

1x Sanctum

3x Forsaken Hub

2x Forlorn Hub

5x Haven

2x Sanctum

Drone Space

System Security Rating

Major Threat Detection Array 1

Major Threat Detection Array 2

0.0 to -0.25

4x Drone Herd (+1)

3x Drone Squad (+1)

5x Drone Herd

5x Drone Squad (+1)

1x Drone Patrol

-0.25 to -0.45

3x Drone Herd (+1)

4x Drone Squad (+1)

4x Drone Herd

4x Drone Squad

3x Drone Patrol

-0.45 to -0.65

5x Drone Squad (+1)

2x Drone Patrol

5x Drone Squad (+1)

6x Drone Patrol

1x Drone Horde

-0.65 to -0.85

4x Drone Squad (+1)

4x Drone Patrol (+1)

2x Drone Squad

6x Drone Patrol

4x Drone Horde

-0.85 to -1.0

3x Drone Squad (+1)

4x Drone Patrol

1x Drone Horde

1x Drone Squad

7x Drone Patrol

5x Drone Horde

  • Rebalanced Sov Upgrade Resource Costs
    As part of this update, we're also making significant changes to the Equinox Sov Upgrade costs, almost all upgrades are being reduced in Colony Resource costs.

    • Overview of the changes:

      • All Previously Existing Mining Upgrades (Now Prospecting Array 2)

        • Power cost reduced from 1750 to 1350

        • Workforce cost reduced from 14000 to 12700

      • Major Threat Detection Array 1

        • Power cost reduced from 450 to 400

      • Major Threat Detection Array 3

        • Power cost reduced from 1450 to 1300

        • Workforce cost reduced from 8700 to 7300

      • Minor Threat Detection Array 1

        • Power cost reduced from 270 to 200

        • Workforce cost reduced from 1890 to 1800

      • Minor Threat Detection Array 2

        • Power cost reduced from 550 to 500

        • Workforce cost reduced from 3850 to 3800

      • Minor Threat Detection Array 3

        • Power cost reduced from 850 to 700

        • Workforce cost reduced from 5950 to 5400

      • Advanced Logistics Network (Enables Ansiblex Gates)

        • Power cost reduced from 1250 to 500

        • Workforce cost reduced from 25000 to 18100

        • Ice cost per hour reduced from 40 to 25 units

        • Startup cost reduced from 2750 to 1770 units

      • Cynosural Suppression (Enables Tenebrex Cynosural Jammer)

        • Power cost reduced from 500 to 250

        • Workforce cost reduced from 5000 to 4500

        • Magmatic Gas cost per hour reduced from 2480 units to 205 units

        • Startup cost reduced from 170,000 units to 82600 units

      • Cynosural Navigation (Enables Pharolux Cyno Beacon)

        • Magmatic Gas cost per hour reduced from 1095 units to 205 units

        • startup cost reduced from 75000 units to 62000 units

      • Supercapital Construction Facilities

        • Superionic Ice cost per hour reduced from 145 units to 90 units

        • Startup cost reduced from 10000 units to 5305 units

  • Miscellaneous changes

    • Players no longer need to pay existing Sovereignty bills to transition their Sovereignty Hubs to the Equinox Sov mode.

    • Reduced the amount of Structure Acceleration Coils needed to manufacture a Skyhook from 2 to 1. This represents around a 20% cost reduction for the manufacturing costs for Skyhooks.

    • Increased the signature radius on the Metenox Moon Drill, Skyhook and Custom Office types from 14,000m to 32,000m so that all supercarriers and capital weapons can apply full damage to them.

    • Supercarrier Close Range Fighter Missile Abilities will now apply full damage to Skyhooks, Metenox Moon Drills, all existing FLEX structures, Custom Offices and the forcefield/control towers in the new Equinox pirate/infested starbase escalation.

User Interface:

  • The tabs stacked in one window can now be reordered with drag & drop.

  • Chat window improvements

    • The hierarchy of the context menu has been improved to indicate settings applicable to the specific channel and to all channels.

    • The context menu is now available from both the chat options menu (three dots) and the chat tab right-click menu.

    • It is now possible to automatically hide messages containing specific phrases by using filters.

    • Multi-line chat messages can now be automatically collapsed if longer than the chosen number of lines.

    • The following chat channels no longer allow referral links:

      • Local chat in starter systems.

      • Local chat in Career Agent systems.

      • Corporation chat for NPC starter corporations.

      • Premade channels, e.g. Rookie Help, Spanish Recruitment.

    • Minimized chat windows will now remain minimized after restarting the client.


Patch Notes for 2024-09-17.1

Features & Changes:

Gameplay:

  • Increased the meta levels of Officer modules dropped from Horizon Siege Point sites.

  • Increased the bounty values of named Drifter NPCs in Horizon Siege Point sites. 

Defect Fixes:

Audio:

  • Very loud jumpgate atmo is no longer sticking to users' ships.

Gameplay:

  • Fixed an issue which would prevent Metenox Moon Drills from being successfully anchored on incredibly large moons.

Homefront Operations:

  • The mine objective no longer appears during the initial set-up timer in Abyssal Artifact Recovery sites.

User Interface:

  • Info Panel objective timers will now take time dilation into account and no longer become desynced with the server.

  • Allecto's Modified Medium Multispectrum Smartbomb will now appear within the Officer section of the market.

  • Fixed meta level and group information not appearing correctly for Officer modules dropped from Horizon Siege Point sites.


Patch Notes for 2024-09-12.1

Features & Changes:

PVE:

  • The deepflow has stabilized. Deepflow Rift sites will no longer appear.


Patch Notes for 2024-09-11.1

Features & Changes:

Gameplay:

  • Megaera's Modified Medium Energy Nosferatu can now be used with Medium Nosferatu Mutaplasmids.

Defect Fixes:

Graphics:

  • Improved performance in systems containing multiple Skyhooks.

Localization:

  • Fixed the type names of some of the new officer modules using smart quotes rather than a normal apostrophe.


Patch Notes for 2024-09-10.1

Defect Fixes:

Gameplay:

Horizon Siege Point

  • Fixed an issue where Info Panel objectives could become incorrectly ordered


Patch Notes for 2024-09-09.1

Features & Changes:

Homefront Operations:

  • Increased the bonus percentages for Abyssal Artifact Recovery weather effects to 20% (from 10%).

  • Penalty percentages for Abyssal Artifact Recovery weather effects will now scale with the difficulty tier.

  • Increase the initial setup timer in Abyssal Artifact Recovery sites to 90 seconds (from 60).

  • Increase the escape timer in Abyssal Artifact Recovery sites to 60 seconds (from 45).

  • Decreased the collision radius of Destabilizing Array objects in Stabilize Rift sites.

Zarzakh:

  • Due to a mysterious surprise attack from the Drifters, The Fulcrum has activated an "Emanation lock" on the stargates into Zarzakh and within the system of Zarzakh, preventing the Drifters from accessing Zarzakh by any means; this has temporarily stalled the drifter attack for now...

    • Whenever a player enters Zarzakh from a stargate, they will become locked to that stargate and get an emanation lock timer for 6 hours. Players will only be able to leave Zarzakh through the stargate they are locked to for the next 6 hours.

      • Players can always leave Zarzakh through the Deathless Shipcaster, Clone Jumping or being pod killed, even with an Emanation lock.

      • If players do not have an Emanation lock timer, they can leave through any gate.

      • The Emanation lock is only given when entering Zarzakh, not when leaving it.

    • If a player is outside Zarzakh with an Emanation lock timer, they can enter through any gate (It only prevents you from leaving Zarzakh). Entering Zarzakh from any gate will overwrite any old emanation lock timer with a new timer. You can only be locked to one gate at any time.

    • Being pod killed into Zarzakh (If you have your home station set there) or clone jumping into Zarzakh is always possible regardless of Emanation Lock status.

    • Warp Disruption Probes (From Interdiction Sphere Launcher modules fitted to Interdictors) and unscripted warp disruption field generator modules (from Heavy Interdictors) can no longer be used in Zarzakh.

    • Escalations can no longer route a player through Zarzakh.

    • Autopilot will no longer route a player through Zarzakh.

    • If a player is inside Zarzakh with an Emanation lock, then Autopilot will consider the players Emanation lock and not route them through a gate they cannot use.

  • Zarzakh is under siege! Drifter and Sleeper forces have begun launching attacks within the four systems connecting to Zarzakh.

    • Horizon Siege Point sites have begun appearing within the connecting systems. Capsuleers must keep the Drifter siege engine from becoming fully online within these sites. The device is only vulnerable while it is active. Be warned! While in this state, the engine will call for Drifter and Sleeper reinforcements.

    • Roaming fleets of hostiles patrol these systems, targeting any capsuleers they find.

Defect Fixes:

Homefront Operations:

  • Info Panel objectives will now reappear if warp is started and then cancelled within ongoing sites.

  • Mine and escape Info Panel objectives will now appear when arriving at an ongoing Abyssal Artifact Recovery site.

  • Fixed a minor formatting issue in Traffic Stop site Operational Intel text.

  • Drifter NPCs in Abyssal Artifact Recovery sites will now have their shield hitpoints applied correctly.


Patch Notes for 2024-09-05.1

Features & Changes:

Sovereignty:

  • Territorial Control Units (TCUs) and old deprecated sovereignty upgrades have had their reprocessing amounts adjusted to provide double the materials, so they now will provide a full refund in the components used to build them to players who choose to reprocess them.


Patch Notes for 2024-09-03.1

Features & Changes:

Deepflow Rift:

  • Increased the rate at which Deepflow Adaptive Canisters can be found.

  • Instability will now stack when multiple tractor beams are activated simultaneously. Each tractor beam will be applied separately.

    • As each tractor beam will cause instability, manage your modules carefully so as to not disturb what lies beyond the rift. Be sure to have the opportunities window opened to best gauge rift instability.

Defect Fixes:

Deepflow Rift:

  • Deepflow Adaptive Canisters can no longer be found once the 27 canister limit is reached.

  • Electron Spin Resonance items now use their correct icon.

User Interface:

  • Fixed an issue where SKIN previews in the Paragon Hub did not display when first opening SKINR after logging in.

  • Fixed an issue where design elements appeared duplicated in the Slot Customization UI when activating a limited component in SKINR. Additionally, the "Metallic" component list no longer incorrectly switches to the "Basic" list after activating a design element.

  • Fixed an issue where sorting saved SKIN designs by name did not function correctly.


Patch Notes for 2024-08-28.1

Features & Changes:

SKINR - New Feature: Sharing Saved Designs

  • Drag and Drop SKIN Designs:

    • Players can now drag their saved SKIN Designs directly from the Saved Designs list on SKINR's main page into chat for easy sharing.

  • Link Icon for Saved Designs:

    • When selecting a saved SKIN Design on the main page, a link icon will appear. Drag this icon into chat to instantly share your design with others.

  • Opening Shared SKIN Designs:

    • Clicking on a shared SKIN Design link in chat will now open SKINR directly in Studio mode. The design will load with all details filled in as per the original, ready for you to edit.

  • Design Ownership Display:

    • Upon opening a shared design, the original creator's name will be displayed. Players can then modify the design and rename it, making it their own unique creation.

Defect Fixes:

Graphics:

  • Archon now correctly maps materials to the tech slot within the SKINR and previously sequenced SKINs should now match the designed SKIN.

  • Extra pattern projections on some ships (eg. Crane) are now correctly removed from SKINR when designing and on the resulting SKIN, and previously sequenced SKINs should now match the designed SKIN.

  • Wormhole auras should be the correct color again.

  • Shaders will now render SSAO correctly where a tiling texture is being used.

User Interface:

  • Fixed an issue where the Back button did not function correctly in the SKINR Paragon Hub and Collections tabs.

  • Resolved overflow issues on the Studio page in the SKINR when using smaller window sizes.


Patch Notes for 2024-08-27.1

Features & Changes:

Homefront Operations:

Abyssal Artifact Recovery sites have been overhauled:

  • After an initial set-up period, asteroids from beyond the rift will appear and a timer will begin.

  • Payouts will now be received if all asteroids are depleted when the timer ends.

    • If successful, there will be a short cooldown before another wave of asteroids appears.

    • If unsuccessful, no additional waves will appear, and the site will end.

  • Following the arrival of every wave are unpredictable effects and hostile NPCs determined to disrupt your progress.

    • Hostile NPCs within the site will no longer target drones.

    • The damage of Triglavian NPCs has been reduced.

  • Faulty Triglavian Caches now have a chance to appear whenever an asteroid is depleted.

    • These caches are now destructible with lootable wrecks, like in Abyssal Deadspace.

    • The contents of the caches have been greatly increased.

    • Be quick! Caches will be lost if an asteroid appears in their place, and their wrecks do not last long in the chaotic environment.

  • As before, a warp disruption field will be active within the site whenever at least one asteroid is present.

  • The longer the site progresses, the greater the rewards and challenges become!

  • The repair amounts of logistics NPCs appearing in all sites have been decreased.

  • Combat NPCs appearing in all sites will now have a maximum orbit range of 30km.

PVE:

  • Deepflow Rift sites

    • Mysterious rifts, seemingly connected to the depths of the Triglavian abyss, have begun appearing throughout the cluster and beyond. Though they are untraversable by capsuleers, a tractor beam may be able to dredge up items of interest from the other side.

Defect Fixes:

Graphics:

  • Some objects like ice asteroids have had their texture scaling fixed.

Homefront Operations:

  • Fixed an issue causing conversations to not appear when arriving at a site that was already completed.


Patch Notes for 2024-08-22.1

Defect Fixes:

Gameplay:

  • Escalations which last longer than 72 hours such as the Capital escalations added in Equinox, that a player had already visited but did not return to it for 24+ hours, will no longer incorrectly despawn.

  • The EDENCOM Vorton Projector weapons can now be used on Custom Gantries, POCOs and Skyhooks.

Graphics:

  • Fixed the Upwell industrial ships ship exhaust VFX after warping.

  • Fixed missing laser beams in Rattlesnake King's Ransom SKIN.

Localization:

  • The Omega restricted message for monthly goals is now correctly displaying in Chinese.

  • Fixed the Social description which was replaced by the SKINR sequencing skill description.

User Interface:

  • Skyhooks and what planet they are at will now appear in the fleet broadcast history and last broadcast message when players broadcast a Skyhook

  • Fixed a client-side exception, and It's now possible to shift drag drones from your hangar into a simulated ships drone bay.

  • Viewing solar systems in the colony resources agency page which do not have any workforce will no longer have a 'no workforce label' error instead of the workforce icon. Instead, in systems with no workforce, the icon will be hidden from view.

  • Fixed UI elements overflowing with the Metenox moon drill mining details page when there are more than 4 moon materials being mined.

  • Fixed an issue where the tooltip would not appear when a player moused over the last broadcast message in a fleet if the person who broadcasted left the fleet.

  • Fixed a missing tooltip label when mousing over the Skyhook Icon in the solar system info panel which appears when a raid is taking place in the solar system.

  • Increased the width of the quantity field in the NES, so that now 2 digits are shown clearly.

  • Fixed an erroneous tooltip warning that would appear when attempting to place a command center on a planet for PI in an Upwell Hauler when they had command centers in their Infrastructure Hold stating that the command center was not found in the cargo hold.

  • The industry window is no longer case sensitive when sorting through owned blueprints. I.e. EM Pulse Generator blueprint will now no longer be displayed above Electrolytic Capacitor Unit Blueprint when sorting by name ascending.

  • Fixed the width on the industry window dropdown filters so they are now large enough to include the full name instead of being cut off.


Patch Notes for 2024-08-20.1

Features & Changes:

Miscellaneous:

  • In preparation for another SKINR update, we are extending the Daily Login Rewards to Tuesday August 27th.

Defect Fixes:

User Interface:

  • Fixed an issue where selecting a Pattern in the SKINR design creator did not automatically apply the default color.


Patch Notes for 2024-08-15.1

Features & Changes:

Ship SKINR:

  • All design elements, owned or unowned, are now available to preview in the SKINR Studio. Unowned design elements that are available in the Paragon Hub can now be purchased directly during design creation.

  • Can toggle between limited/unlimited versions (if owned) on a design element in slot in the SKINR Studio.

  • Can now directly activate nanocoatings/patterns/metallics when purchasing them from the Paragon Hub.

  • Nanocoatings are now automatically sorted by hue in the SKINR Studio when creating SKIN designs.

  • All nanocoatings and metallic design elements can be placed into all slots including the Tech area.

  • A popup on hover is now present for all design elements in the designer slot panels with the element name and rarity information.

  • Now have the option to cancel their own ongoing SKIN listings.

    • Upon cancelling, only the escrowed SKIN licenses are refunded - the currency spent for the HUB Listing Costs are not.

  • Until August 21st, a special set of login rewards will be available for players who log on. Rewards include Sequence Binder Welcome package and components for SKINR Ship Personalization, up to 200K skill points, and boosters.

Gameplay:

  • Removed an unused duplicated Hedbergite ore type from the market.


Patch Notes for 2024-08-07.2

Defect Fixes:

Gameplay:

  • During downtime today we deployed a small server-side tools patch. However, it appears that this caused an issue with the AIR NPE making it no longer possible to continue after finishing part 1 (Baptism by Fire). This has now been fixed.


Patch Notes for 2024-08-01.1

Defect Fixes:

Gameplay:

  • Fixed an issue that was causing changes to currently installed Rogue Drone combat anomaly related sov upgrades to not take effect. It will take until downtime on 2 August for changes to be fully corrected.


Patch Notes for 2024-07-31.1

Defect Fixes:

Gameplay:

  • Reverted a change which prevented cap booster 25s from being loaded into small ancillary modules.

  • Multi-Part escalations are now given to the character that completes them, rather than the original owner of the escalation.


Patch Notes for 2024-07-30.1

Features & Changes:

Project Discovery:

The release of Project Discovery Phase Four!

  • Expanded research focus on critical immune system diseases, including cancer

  • Enhanced minigame with revised tutorial and introduction of visual density curves allowing for advanced analysis techniques

  • More complex scatterplot samples for players to gate a larger variety of diseases

  • Updated rewards to include exclusive SKINR customization colors

  • Additional quality of life improvements to make gating and submitting samples more user friendly


Patch Notes for 2024-07-25.1

Features & Changes:

Corporation Projects:

  • An information window will now pop up if a player tries to create a Corporation Project with insufficient funds in the target wallet.

Graphics:

  • Updated Ancestral Fireclay Design Elements to proper shade of red.

Market:

  • Marketplace taxes reduced to 4.5%. Down from 8%.

Daily Goals:

  • The number of Daily Goals available has been doubled from 4 to 8 active goals to pick from each day.

  • The Daily Completion Bonus reward has been doubled from 5,000 SP to 10,000 SP.

  • 4 Daily Goal types have been removed:

    • Scan 2 Combat Sites

    • Scan 2 Data Sites

    • Scan 2 Relic Sites

    • Scan 2 Wormholes

Paragon Services:

  • Reduced Vendor Fees from 30% to 20% for selling SKINs in the Paragon HUB.

  • Reduced Sequencing Time and Cost when sequencing new SKINs in SKINR.

We will monitor the effect this has on the Daily Goals, Paragon HUB and SKINR market and continue to adjust and balance this as we've been doing with everything else that launched with Equinox.

Skills:

  • Added new skill "Paragon Relations" for reducing Paragon HUB Vendor Fees when selling SKINs by 1% per level.

User Interface:

  • Refactored the Colony Resources page so that it should now have vastly better client-side performance and the filtering should be significantly improved.

Defect Fixes:

Gameplay:

  • Fixed a bug where if a player died to or took damage from a Rogue Drone NPC in an asteroid belt or at a stargate, it wouldn't appear on the killmail and the killmail would be partially broken with empty icons where the NPC should have been.

  • Multiple implant sets will now give FW LP when an enemy faction capsule is killed with those fitted. This affects the Asklepian, Savior, Nirvana, Mimesis, Rapture and the Hydra sets.

User Interface:

  • Small Ancillary Shield Booster and Small Remote Ancillary Shield Boosters will now display their size as "small" rather than as "None noLabel".


Patch Notes for 2024-07-23.1

Features & Changes:

NES (item & price):

  • Added FREE 15,000 SP store visit weekly reward for Omega-time capsuleers.


Patch Notes for 2024-07-18.1

Features & Changes:

Mining Upgrades:

🤝 We're making several adjustments to the mining sites provided by the new Equinox sovereignty upgrades based on player and CSM feedback over the last few weeks. We're increasing the quantity of ore available in all of the sites, especially for the Zydrine and Megacyte Prospecting Array upgrades which competed with the existing colossal asteroid cluster site the most directly. We're also combining many of the smaller asteroids in all of the sites so that the size of each asteroid is large enough to take multiple cycles from strip miners to mine out. We're also completely overhauling the mining escalation by making it far more likely for players to get the escalation, more than doubling it in size and replacing the existing asteroids with Spodumain, Abyssal Asteroids and Mercoxit. So it will now be vastly more exciting and the most rewarding mining site in the game.

  • All Prospecting Array upgrades

    • Several asteroids have been combined so that the majority of asteroids in each location require multiple strip miner cycles to mine out.

  • Isogen Prospecting Array (Griemeer Deposit)

    • Total Ore Volume increased from 2,631,000 m3 to 3,000,000 m3.

  • Megacyte Prospecting Array (Ueganite Deposit)

    • Total Ore Volume increased from 1,982,287 m3 to 4,000,000 m3.

  • Mexallon Prospecting Array (Kylxium Deposit)

    • Total Ore Volume increased from 2,040,000 m3 to 3,000,000m3.

  • Nocxium Prospecting Array (Noxcite Deposit)

    • Total Ore Volume increased from 2,100,008 m3 to 3,000,000 m3.

  • Pyerite Prospecting Array (Mordunium Deposit)

    • Total Ore Volume increased from 4,500,000 m3 to 6,000,000 m3.

    • Rebalanced the ore content of the site to a smaller overall percentage of Mordunium asteroids and more Omber and Hedbergite to improve the average isk/hr of mining in the site.

  • Tritanium Prospecting Array (Veldspar Deposit)

    • Total Ore Volume increased from 3,000,000 m3 to 4,000,000 m3.

  • Zydrine Prospecting Array (Hezorime Deposit)

    • Total ore Volume increased from 2,015,799 m3 to 5,970,000 m3.

    • The size of several asteroids have been vastly increased to make this site very comparable to the Colossal Asteroid Cluster, with 24+ asteroids bigger than 100,000m3 and a behemoth 600,000m3 asteroid.

  • Mining Escalation

    • Shrouded Asteroid Cluster has been overhauled and is now the Interstitial Ore Deposit.

    • The chance of acquiring the mining escalation has been greatly increased.

    • Total Ore Volume increased from 3,750,000 to 8,480,000 m3.

    • All asteroids have been replaced with Spodumain, Abyssal Asteroids and a small amount of Mercoxit.

Combat Upgrades:

🤝 We're making a few tweaks to the combat upgrades provided by the Minor and Major Threat Detection Arrays. Firstly, we're greatly decreasing the maximum possible respawn time for the sites spawned from their upgrades from 20 minutes to 12 minutes. For context, the old sovereignty upgrade sites respawned between 20 to 12 minutes based on the level of upgrade that spawned them, for an average respawn time of 16 minutes. This now means that there is no single case where a site from the old system could respawn faster than the same site in the new system, and the maximum possible respawn time is now 25% faster than the old average respawn time before you even factor in the improved respawning logic that the new sites use - where the time the site was spawned is used to determine the respawning time, rather than when the site was completed. Additionally, we're also increasing the number of combat sites provided by most upgrades by 1, and also increasing the expiration time for the new capital focused escalations based on feedback we got from players struggling to complete or sell them in time due to fatigue/logistics of moving capitals.

  • Capital focused escalations (Shielded/Infested Starbase and the Capital Staging/Hive sites)

    • Escalation Expiration timer from 24 hours to 72 hours.

  • Minor and Major Threat Detection Arrays.

    • Maximum Respawn Time reduced from 20 minutes to 12 minutes

    • An additional combat anomaly has been added to most upgrades

    • Adjusted anomalies spawned by Major Threat Detection Arrays in drone space to increase the amount of Drone Horde and Drone Patrol sites by replacing some or all of the Squad and Herd sites.

The new sets of sites spawned by each upgrade tier in each security band are as follows:

  • Non-Drone Regions

System Security Rating

Minor Threat Detection Array 1

Minor Threat Detection Array 2

Minor Threat Detection Array 3

0.0 to -0.25

2x Refuge

2x Den

1x Hidden Den

1x Refuge

3x Den

1x Hidden Den

1x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Refuge

4x Den

3x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

-0.25 to -0.45

1x Refuge

2x Den

1x Hidden Den

1x Forsaken Den

1x Refuge

3x Den

2x Hidden Den

1x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Refuge

4x Den

2x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

2x Hidden Rally Point

1x Forsaken Rally Point

-0.45 to -0.65

1x Refuge

2x Den

2x Hidden Den

1x Forsaken Den

1x Refuge

2x Den

2x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Rally Point

1x Hidden Rally Point

1x Refuge

4x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Forsaken Rally Point

1x Forlorn Rally Point

-0.65 to -0.85

2x Den

1x Hidden Den

2x Forsaken Den

1x Forlorn Den

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

3x Rally Point

1x Hidden Rally Point

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

4x Rally Point

2x Hidden Rally Point

2x Forsaken Rally Point

2x Forlorn Rally Point

-0.85 to -1.0

2x Den

1x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

1x Hidden Rally Point

2x Forsaken Rally Point

2x Den

2x Hidden Den

2x Forsaken Den

2x Forlorn Den

2x Rally Point

3x Hidden Rally Point

3x Forsaken Rally Point

3x Forlorn Rally Point

System Security Rating

Major Threat Detection Array 1

Major Threat Detection Array 2

Major Threat Detection Array 3

0.0 to -0.25

2x Hub

2x Hidden hub

1x Forsaken Hub

3x Hub

2x Hidden hub

2x Forsaken Hub

2x Forlorn Hub

1x Haven

4x Hub

3x Hidden hub

3x Forsaken Hub

3x Forlorn Hub

2x Haven

-0.25 to -.045

2x Hub

1x Hidden Hub

1x Forsaken Hub

1x Forlorn Hub

2x Hub

3x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

2x Haven

2x Hub

3x Hidden Hub

3x Forsaken Hub

3x Forlorn Hub

4x Haven

1x Sanctum

-0.45 to -0.65

2x Hidden Hub

2x Forsaken Hub

1x Forlorn Hub

1x Haven

3x Hidden Hub

2x Forsaken Hub

3x Forlorn Hub

3x Haven

3x Hidden Hub

3x Forsaken Hub

3x Forlorn Hub

6x Haven

2x Sanctum

-0.65 to -0.85

1x Hidden Hub

2x Forsaken Hub

1x Forlorn Hub

2x Haven

2x Hidden Hub

2x Forsaken Hub

2x Forlorn Hub

4x Haven

2x Sanctum

2x Hidden Hub

3x Forsaken Hub

2x Forlorn Hub

7x Haven

3x Sanctum

1x Forsaken Sanctum

-0.85 to -1.0

2x Forsaken Hub

2x Forlorn Hub

2x Haven

1x Sanctum

3x Forsaken Hub

2x Forlorn Hub

5x Haven

2x Sanctum

2x Forsaken Hub

2x Forlorn Hub

8x Haven

4x Sanctum

3x Forsaken Sanctum

  • Drone Regions

System Security Rating

Minor Threat Detection Array 1

Minor Threat Detection Array 2

Minor Threat Detection Array 3

0.0 to -0.25

3x Drone Assembly

2x Drone Gathering

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

2x Drone Menagerie

2x Drone Assembly

4x Drone Gathering

5x Drone Surveillance

3x Drone Menagerie

1x Drone Herd

-0.25 to -0.45

2x Drone Assembly

2x Drone Gathering

1x Drone Surveillance

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

3x Drone Menagerie

2x Drone Assembly

4x Drone Gathering

4x Drone Surveillance

3x Drone Menagerie

3x Drone Herd

-0.45 to -0.65

2x Drone Assembly

3x Drone Gathering

1x Drone Surveillance

2x Drone Assembly

3x Drone Gathering

3x Drone Surveillance

2x Drone Menagerie

1x Drone Herd

2x Drone Assembly

3x Drone Gathering

4x Drone Surveillance

4x Drone Menagerie

3x Drone H

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